So here's what happened: First I wrote a short story. Then I turned it into an HL2 mod.
And now a kind fellow has written a short story based on my mod. (Read his other posts too; because us unread, low-traffic blogs have to stick together!)
The next step? Naturally, a mod based on a short story of a mod based on a short story.
Thursday, August 26, 2010
Tuesday, August 24, 2010
Fib
http://www.sophiehoulden.com/games/fib/
Start rumors. Say people said things that they didn't. Use their corpses as platforms. This is what a "Mean Girls" game should've been.
Fib is a
(Unity web player required)
Thursday, August 19, 2010
No updates this week. I'm kind of dying from apartment hunting in New York City. Nothing big. Just a little bit of dying.
(obligatory and desperate plug: if you or someone you know in Queens / Brooklyn / Manhattan needs a roommate, e-mail me details or whatever at campaignjunkie {aaaaatttt!} gee-mail, thanks. I can pay my bills and I'm house-trained.)
(obligatory and desperate plug: if you or someone you know in Queens / Brooklyn / Manhattan needs a roommate, e-mail me details or whatever at campaignjunkie {aaaaatttt!} gee-mail, thanks. I can pay my bills and I'm house-trained.)
Saturday, August 14, 2010
The First Person Ruin and the Death of the Level Designer
You should read Triple Canopy if you aren't already, or at least this one article that has special relevance to video games: "The Anatomy of Ruins," analyzing our relationship to ruins and what that means.
In video games, that usually means romanticizing them in some way, making them oddly beautiful or otherwise visually arresting. It makes sense, after all, seeing as the vast majority of FPS games are about destruction and the spectacle of the remains. And, well, guns and explosions and things that go boom.
Some games (World War II-themed games, Fallout 3) are content to use ruins to demonstrate some mundane truism like, "look at all the destruction that war has wrought -- look at all these empty houses! Man, war sucks and displaces innocent civilians, even if you do believe in a theory of just war!" Indeed, war can be pretty bad.
The Halo series and the Elder Scrolls: Oblivion treats the ruin as a mysterious "other," the result of an alien civilization that had strange uses for these ruins, uses that we struggle to comprehend.
Other games celebrate the ruin as a reflection of player agency: the Red Faction series and the Battlefield: Bad Company series come to mind. In it, the player actively creates the ruins. Red Faction celebrates it as revolution, Bad Company treats it like good ol' fun.
Half-Life 2 manages the feat of accomplishing both... sort of: you begin in the derelict remnants of an Eastern European city. The structures are intact, but the social fabric of civilization is in ruins and disrepair. Then, when you return later and the city is in ruins -- specifically a setpiece where fellow rebels tear down a Combine screen in the plaza amid cheers and applause -- it is both liberation from the old world / the oppressive new world order.
Wednesday, August 11, 2010
Introduction to Starcraft and Heidegger (Part 2)
(This is a two-part essay on Starcraft II and its relation to Heidegger's writing using Sirlin's excellent write-ups, for relative novices who don't play Starcraft multiplayer.)
Last time...
- I was about to lose a game of Starcraft II -- the guy had micromanaged his forces, with one army slowly but surely killing mine and another army about to attack my now defenseless base.
- I talked about Heidegger and his ideas about technology: We can't manufacture raw resources; they are created by the earth, as with coal being formed from fossils over many years, etc. However, modern technology makes us think we control these resources, through a mental construct called enframing -- the process of re-orienting ourselves to these raw resources to give the illusion of control. When we mine / store / "control" coal, it's actually just a different state of mind.
Wrong. You're thinking too narrowly. Yes, those are the raw resources within the construct of the game, discrete variables tracked by the computer -- but what about the raw resources of your opponent?
Subscribe to:
Posts (Atom)