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"Level with Me", my level design interview series at RPS

  • Campaignjunkie
  • October 25, 2011 at 6:38 PM
  • Sentura
    • November 16, 2011 at 5:40 PM
    • #41
    Quote from arhurt

    You are saying that the message and narrative of a game are solely based on the game play actions of the player?

    As in, Shadow of the Colossus's message is that you should climb and murder the biggest animals you can find?

    It's like saying that the message of every book to date is that you gain knowledge by turning square paper pieces bound to a hard cover over and over again while looking at the printed ink markings. That's what you do 99% of the time.

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    also, the regular show is art

  • KoKo5oVaR
    • November 16, 2011 at 7:39 PM
    • #42

    [Blocked Image: http://i43.tower.com/images/mm100798129/critique-judgement-immanuel-kant-paperback-cover-art.jpg]

    I stopped reading at page 20 lol

  • Jetsetlemming
    • November 16, 2011 at 7:40 PM
    • #43

    What's your favorite not fun game? Mine's Pathologic.

  • Ginger Lord
    • November 16, 2011 at 7:58 PM
    • #44
    Quote from Jetsetlemming

    What's your favorite not fun game? Mine's Pathologic.

    If its not fun, its a chore not a game.

  • arhurt
    • November 16, 2011 at 8:12 PM
    • #45
    Quote from Jetsetlemming

    What's your favorite not fun game? Mine's Pathologic.

    Passage

    I'm a very self-tempered and joyful person. It's really hard to get me upset, or sad.

    That being said. Passage really made me feel melancholic and sad for a couple of days. And it left a bad taste in my mouth the instant I was done with it.

    I still play it from time to time.

    The gameplay is shallow and unrewarding. The message, for me, was very intense.

    But that's only because it's so personal. Bioshock and Half Life still deeply amaze me in the complexity and peculiarities of their universes in a similar manner as 1984 or Lord of the Rings. Another game that had a deep impact for me was Shadow of the Colossus

    Quote

    when Agro fell down the ravine

    : It was personal. Or when

    Quote

    the advisor killed dr. Vance

    at the end of episode two.

    The difference from the episodes I described above about HL2:ep2 and SotC is that their gameplay is stellar compared to Passage. Just because a game "wants to be a message" does not imply that gameplay comes secondary.

    Gameplay is paramount to games. Good gameplay will inevitably lead to fun. Games stripped of gameplay are not games. Games that aren't fun aren't games. They may as well be "interactive experiences", but are not games. If their objective is to convey a message, they are a medium, as much as the toilet used by Duchamp was simply a medium for the message of Duchamp's fountain. But you wouldn't say that Duchamp's fountain is a sculpture, much like I would not call Passage a game.

  • Sentura
    • November 16, 2011 at 8:28 PM
    • #46

    word arhurt, i basically came to the same conclusion. i don't have a favorite among interactive experiences, i think it's mostly because since none have given me the option to immerse myself in them, as to really understand their message. passage and graveyard are very explicit with their message/intent, and it makes (in my opinion) shallow works of art.

    something that really made an impact on me when i was younger was

    Quote

    the fall

    in rune (the game). it was so simply made, yet for me the experience of it was amazing... possibly because i had immersed myself in the game. maybe the entire game wasn't art, but that right there was art for me.

  • Rick_D
    • November 16, 2011 at 10:43 PM
    • #47

    my favourite not fun game is whatever game anybody else other than me is working on.

    OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

  • KoKo5oVaR
    • November 17, 2011 at 3:38 AM
    • #48

    Maybe i'll say something that will come up very simple, but yeah

    As some writer said : we are as virgin from horror as we are from voluptuousness

    Most of the time games are a way to experience horror without its consequences : Win, Quest for power, fighting an oppression or become the oppression;

    To me the main characteristic of video games if you compare them to movies for example, is that they are games, that means you have an influence; and to enjoy this influence they have to resist; for you to "beat them" leaving appart on how they achieve to do this well or not

    All games are build around the concept of adversity; which is something people need like they would need water, either in their personal of professional life. ( which is funny because to me the videogame industry seems to evolve around this very concept; it made me chuckles when i heard that blizzard employees win a customised sword after some years of experience in the company )

    But will you for example, say that a chess game has some artistic value ? If it is made by a kid out from toilet paper maybe not, but if it's really well worked piece all of expensive wood maybe it will

    Could you ever convey a "message" when people just want to play chess ?

  • Campaignjunkie
    • November 17, 2011 at 9:19 AM
    • #49
    Quote from arhurt

    You are saying that the message and narrative of a game are solely based on the game play actions of the player? As in, Shadow of the Colossus's message is that you should climb and murder the biggest animals you can find? It's like saying that the message of every book to date is that you gain knowledge by turning square paper pieces bound to a hard cover over and over again while looking at the printed ink markings. That's what you do 99% of the time.

    I wouldn't say "solely," but yes, gameplay = message. Otherwise, why would you argue a game is about something that you do only 1% of the time? In SoTC, you have no choice but to murder. Maybe you'll feel bad about it. Maybe you won't. Re: your weird book example, good thing books aren't video games, huh?

    Quote from peris

    "having a message" is not a requirement of something being art.

    Every piece of art / piece of culture / game says something, whether you intended it to say anything or not. The player makes meaning just by playing. The question is whether some messages are better than others. I argue that some are. Art games are just an experiment to see if we can make games that say things other than "murdering middle eastern people is awesome" -- and some art games end up being awful, but some end up being great.

    It's also important to note that art games don't exist alone. Super Columbine RPG requires you to know JRPG tropes. Braid requires you to know Mario. And as I suggested earlier, the industry is poaching ideas from art games as well. Again, this "great divide" is only in your heads and has no real basis.

    Quote from kokos

    But will you for example, say that a chess game has some artistic value ? If it is made by a kid out from toilet paper maybe not, but if it's really well worked piece all of expensive wood maybe it will

    A chess set, made out of toilet paper, would be interesting because (a) if a piece gets wet, you wouldn't want to touch it, (b) the pieces might dissolve once they're wet and interfere with the game in interesting ways -- what if you strategically sneezed? © toilet paper is a cheap material, so that suggests anyone can play chess and you shouldn't need enough money to buy an expensive wood set.

    On a formal level, the mechanics of chess says this: war is complicated. When you mobilize troops, they need cover. Beware of traps, beware of distractions. Think about what your opponent will do and have a counter-counter attack ready. And yes, every game of chess has meaning. Maybe you expanded too early and left your base vulnerable: "don't be greedy." Maybe your opponent sacrificed their queen to put you in checkmate, "don't assume so much." etc.

    If you watch eSports or play SC2 or DOTA, guess what, you're making meaning from these video games using the same ideas that power art games. That meaning may or may not be "a story," but it will be an idea, a memory / understanding of what happened and why.

    Art games want to try to harness that power in a different way, so that your mom can understand it without spending 10 years training in DOTA.

  • Taylor
    • November 17, 2011 at 11:24 AM
    • #50

    What actually annoys people about art games is that the descriptor ‘art game’ puts them on a level above other games, their favourite games, by insinuating that they are mere games. Which is enforced by the sheer pretentiousness of many art games and

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    It’s the same strategic labelling as “serious games,” which implies normal games are incapable of being serious.

  • Puddy
    • November 17, 2011 at 12:10 PM
    • #51

    I agree with Taylor.

    If your game moves away from ironsights and explosions, I think that the term "experimental" or something similar can be used IMHO.

  • arhurt
    • November 17, 2011 at 3:36 PM
    • #52

    You go on countering my arguments saying that gameplay = message, and ask "why would you argue a game is about something that you do only 1% of the time". But you fail to realize is that the player does much more than simply stay on the defined boundaries of the gameplay and input/output channels the game offers.

    When I play SoT, sure my only choice is to murder, as that's what the gameplay limits me. But my mind, and the relationships I make with the game, go way beyond what the gameplay allows. I'm constantly wondering who are these characters and what they mean. When I play the initial sequence of Batman: Arkham Asylum, my only gameplay option is to walk around and zoom in and out, those are the bounds of the character. Me as a player, however, am absorbing, observing, questioning and being entertained by what is presented on the screen as well as all the other meanings that come attached to it: In that moment I'm Batman, bringing the Joker to confinement, my mind is already wondering how I came to capture him and the fight that we had prior to me bringing him here.

    What I'm trying to say is that games, as any other work of art, can have as much meaning as you put in them. What games need in order to become games, however, is gameplay, otherwise they are not games, such as a painting is a painting because it uses paint on a canvas. Sure, you can push the boundaries sometimes... how about a painting with no canvas, or no paint? Yes, you can push the boundaries, and sometimes you will push it so hard that you become something else: a painting becomes a sculpture, a game becomes a movie.

    In order to properly analyze a subject, we need to define those boundaries, and for me games need gameplay, ergo they need to be "fun" as in: they must engage the player in an interactive fashion that challenges and rewards mastery of the mechanics according to his own expectations.

    If a work of art of any kind has that gameplay, then it is a game. Whatever else comes along with it (narrative, music, plot, characters) are complimentary to the core gameplay experience, and give it further ways to deepen meaning.

    That is my main gripe with the so called art games, in that they many times push the boundaries of the classification of a game so far out that they stop being games and become something else.

    You may think that I'm against art games by these definitions, but it's exactly the opposite, since taking them out of the category of "games" frees them up from the necessity of having good gameplay, and thus become able to be analyzed by their stronger aspects, such as meaning, narrative, execution, awe factor... you name it. But you must be very clear that they are not games if they don't have good gameplay, as much as most games don't have good plots because they are not novels.

  • Sentura
    • November 17, 2011 at 5:08 PM
    • #53
    Quote from KoKo5oVaR

    Could you ever convey a "message" when people just want to play chess ?

    i don't think so, but chess is a competitive game. so the focus of the player is to eliminate the other player. most arcade games are competitive in their nature (eliminate the other player, get the highest score), which makes them hard to contain or even show a message. it's just not what they were designed for.

    single player experiences on the other hand, is where players play to get an experience that is something in itself, akin to reading a good book or watching a good movie. experiences are by nature subjective, and so it's going to be hard to force the same experience down different players' throats. still, whatever the experience may be, it may be lasting depending on how much effort into immersion the creators used. silent hill 2, for instance, is a game where everything is presumably going on in the head of the protagonist. the enemies and everything represent the dark journey inside yourself, the pyramid head symbolizing your anxieties and fears. not everyone will bother with this analysis after playing the game, but you can give the player the same experience if you show the player how it works rather than telling him.

    yesterday i found this comic panel and it gripped me. so i studied it as to understand why it gripped me. try for yourself: http://d24w6bsrhbeh9d.cloudfront.net/ph ... 9_460s.jpg

    i think this thing is very similar to what is necessary for immersion in games.

  • Skjalg
    • November 17, 2011 at 6:00 PM
    • #54

    very nice post arhurt

  • Rick_D
    • November 18, 2011 at 9:02 AM
    • #55
    Quote

    RY: But Ico is so frustrating!BC: [laughs] Why is it frustrating?

    RY: The narrative, to me, is about this girl who’s an utter liability.

    BC: But the point is that she’s not just some NPC who stares at a wall. She plays with the little birds and stuff.

    RY: Okay, I’ll rant more later

    please don't.

  • Taylor
    • November 18, 2011 at 9:39 AM
    • #56

    Ico is about a girl losing her innocence, represented by Yorda being impaled on Ico’s horns and bleeding everywhere. Ico is definitely an art.

  • -HP-
    • November 18, 2011 at 10:16 AM
    • #57
    Quote from Taylor

    Ico is about a girl losing her innocence, represented by Yorda being impaled on Ico’s horns and bleeding everywhere. Ico is definitely an art.

    Girl, innocence, blood. Mmm.. I've seen this story before.

  • Serenius
    • November 18, 2011 at 3:33 PM
    • #58

    Why do people always point to SotC as the prime example of games as art?

    And honestly, who gives a flying fuck at the end of the day? Games are entertainment. They don't need to be anything more than that.

  • arhurt
    • November 18, 2011 at 3:55 PM
    • #59
    Quote from Serenius

    Why do people always point to SotC as the prime example of games as art?

    It's easy.

    The plot is incomplete and not obvious: basically, everyone wonders if killing the Collosi is the right thing to do after you kill the very first one and the hero is taken over by the dark powder of dark powers that comes out of the thing. The gameplay itself is quite different from the normal and the rewards are not as recognizable as a a big shiny new sword. The single moment towards the end when

    Quote

    Agro (the horse) falls in a chasm

    has made many players feel a sentiment of loss and almost regret having to make

    Quote

    that jump

    in order to finish the game.

    It's so easy to make tangents and create analogies with SoTC, coupled with the fact that it was a somewhat widely acclaimed game with very good graphics and technology.

    I bet we could make the same points using Deus Ex:HR, Zelda or Burnout, but it would require a significant bigger commitment to writing and reading.

    Since we are lazy, that's what we do.

  • -HP-
    • November 18, 2011 at 3:59 PM
    • #60

    The prime example for me as a very artsy game is Mirror's Edge.

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