Branching dialogues and conversations are very set in their ways. When we do occasionally innovate with them, it's usually to change how to choose an option.
Should we stare at the NPC animations and guess whether they're nervous? Maybe there's a timer, and if we don't choose, the game chooses for us? Perhaps we type a keyword instead of choosing an option. Oooh a dialogue wheel!
Jake Elliott's "Ruins" reaches deep and re-contextualizes branching dialogues more fundamentally: what does a dialogue choice mean? When you choose it, does it mean you're saying the text, verbatim, out loud? Who are you even talking to? In this way, words can summon being. Talk about disappointment, and now the story is about disappointment. Keep mentioning hope, and now the story is about hope. In contrast, BioWare games often treat conversation as a means to explore an exhaustive pre-existing arc and world -- "Garrus, tell me more about Sjao'w'jnga'e!" -- but here, Elliott uses conversation to create the arc itself.
After all, how can Aeris exist if you never talked to her or used her in battle? How can the game narrative possibly hinge on Aeris when she was barely even in it?
Elliott's thoughtful (but never too sentimental) writing suggests giving such games the benefit of the doubt; a ruin could just as easily be the starting shell of a building, he insists, waiting to be filled... Sometimes I fear for people so much kinder than I am.
(Disclosure: I beta-tested this game before release.)
Monday, September 19, 2011
Friday, September 16, 2011
"The Artist is Present," by Pippin Barr
"The Artist is Present" makes you wonder why we're bothering to have a museum of video games when it's clear that museums suck for (most) video games.
Games don't kick you out at closing time. Games can withstand flash photography and direct sunlight. Games don't need to pay people minimum wage to stand there and protect their integrity. Games want to be touched. Games can be copied so that no one has to wait and everyone can play.
In fact, it seems more like museums have video game envy. They try so desperately to have participatory exhibits with their small ideas of interaction design. Engagement must be something elusive in a building that encourages you to stroll through and then promptly leave so someone else can go in and do the same thing. The whole thing makes gamers laugh because a Powerpoint presentation is a sad excuse for an interactive system, but that's what's on display in half of these "interactive kiosks" in museums. They might use the verb "explore" but really they have no idea what it means.
If games aren't art, it's only because they're already better than art.
I'm also super-jazzed that someone's made a game that talks about the stuff I've ranted about before, but better, and in game-form. So play it.
Games don't kick you out at closing time. Games can withstand flash photography and direct sunlight. Games don't need to pay people minimum wage to stand there and protect their integrity. Games want to be touched. Games can be copied so that no one has to wait and everyone can play.
In fact, it seems more like museums have video game envy. They try so desperately to have participatory exhibits with their small ideas of interaction design. Engagement must be something elusive in a building that encourages you to stroll through and then promptly leave so someone else can go in and do the same thing. The whole thing makes gamers laugh because a Powerpoint presentation is a sad excuse for an interactive system, but that's what's on display in half of these "interactive kiosks" in museums. They might use the verb "explore" but really they have no idea what it means.
If games aren't art, it's only because they're already better than art.
I'm also super-jazzed that someone's made a game that talks about the stuff I've ranted about before, but better, and in game-form. So play it.
Tuesday, September 13, 2011
What I've been up to...
Or if it has been a real game, please tell me so I can steal level design ideas!... Doing a simple Mirrors Edge aesthetic for now because we're still in prototyping stages, but we'll probably border on some kind of realism because flat solids are too disorienting right now.
Sunday, September 11, 2011
Is it possible to make a thoughtful video game about 9/11 without fearing for your life?
I had never seen The Falling Man before today, a photo so iconic of 9/11 and representative of human tragedy, because it was censored so completely. (Both Esquire pieces also persuasively argue against the "think of the children / we don't know who that is but it's someone" argument for banning it.)
Wednesday, September 7, 2011
"Detail trees," a terrain hack for forests in fixed-perspective games in Unity3D
Friday, September 2, 2011
"A Closed World" and thoughts on gay video games.
This is part of a series that will review the MIT-Gambit Summer 2011 game prototypes, whether I thought they worked and why, etc.
SPOILER ALERT! First, take all of 10 minutes to play "A Closed World," if you wish. Review and analysis is after the jump...
SPOILER ALERT! First, take all of 10 minutes to play "A Closed World," if you wish. Review and analysis is after the jump...
Wednesday, August 31, 2011
Super Friendship Club's "Mysticism" pageant, Sept. 1st - 30th
Make a game about "mysticism" by September 30th.
If you haven't made games before, and aren't sure where to start on the technical side of things, just ask: there're plenty of people here who can give guidance.
Monday, August 29, 2011
Try it once.
The real art of Deus Ex: Human Revolution is the fact that non-lethal players always inevitably start another playthrough as a bloodthirsty maniac. The weaknesses quickly become apparent in a combat AI optimized for stealth gameplay instead of your sociopathic gorelust. Cops and punks patrolling the city hubs suddenly become puzzles you must solve -- and there's never enough ammo. For bonus points: hack only when necessary, never use vents and play in a foreign language.
Just be careful: the civilians' "hide from murderer" AI is very sneaky.
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