Poverty as Art
by Zen
Posted on Thursday, September 8, 2011
Several months ago the National Endowment for the Arts announced that it would be expanding its definition of art to include video games. There was a lot of predictable confusion about what this meant, but now that the storm has subsided I'd like to take a look at some of the truly positive things we might see as a result of this.
The fact that it's now possible for authors of video games to receive federal grant money has fascinating possibilities, not least of which is the divorce of game development from the corporate bottom line. NEA grants are available only to non-profit organizations, which means more or less that money is available only to authors more interested in making games than in making money. The paradigm of the starving artist has been missing from video games, instead represented by the risk-taking entrepeneur. When you hear "video game exhibition" you think of a trade show like E3 instead of an art exhibition. And while I believe it should be possible for artists of any sort to make some proper money doing what they love, the only way to keep it from staying merely a business venture is to make it somewhat impractical.
Thus far we've seen publishers trying to fill a double role. A field like video games can only advance if boundaries get pushed, and companies need this advancement to compete. This is why Namco has anything like a Digital Hollywood Game Laboratory, and why they would give Keita Takahashi a million dollars to "proactively ignore" corporate marketing instincts and make a game like Katamari Damacy. But that story more resembles a gifted engineer producing an inventive patent from the lower levels of a company than an artist setting up a work of art within or against a particular culture. It's unheard of for the artists to not intersect with the industry, but that intersection has at least managed to change in recent years.
This change has enabled small companies to get their games released on a global scale without signing all of their intellectual property over to the publisher. This appears to be the arrangement that Jenova Chen (né Xinghan Chen) has with Sony, who have contracted him for three games to appear on the Playstation 3, two of which (Flow and Flower) have been released already. Chen has repeatedly shown a willingness and desire to give up the easy, profitable path for more artistically fulfilling work. He co-founded a company called Thatgamecompany (TGC), which he indends to keep small and personal, and he gave up a secure position at Maxis to do so. They've apparently made action games that follow traditional formulae internally, and these games were allegedly quite promising, but Chen says he decided not to spend his time on anything that wasn't pushing him creatively.
All of this is just marketing, of course, if the games don't show this personal touch. His newest project, Journey, promises to live up to this talk by alienating most core gamers. It's an online game that seeks to remove all of the convenient chatter from the online experience. No gamertags, no voice chat, no text. All the players get with which to interact are a unique identifying mark (so that you know if you've played with that person before), a shout, and one's actions within the game world. The goal of the game is to traverse a vast desert and reach a mountain on the horizon, but the reasons and the method are left unstated. The players are supposed to work toward that goal, either together or independently, and presumably the story will become more clear as they do so.
What excites me about this project is the attention to how players interpret the actions of others in a video game. Anyone who follows professional Starcraft has seen how playing a game can be a form of expression, but most online games do little more than provide a list of canned animations and phrases. Starcraft's example is that the game itself ought to be enough, and the question is whether an inteface on the PS3 can allow for expressive gameplay rather than relying on a layer of menus and XBox Live features to pretend that anything like communication is happening.
Emmanuel Levinas, a 20th-Century Jewish philosopher who worked hard to develop an ethics out of the work of Edmund Husserl and Martin Heidegger, concentrated on the "face-to-face" of human interaction. For Heidegger this meant a recognition of the other as being fundamentally the same as oneself, but Levinas went further. He said that when one encounters the other there is always already a responsibility for the other, and that this innate commandedness is fundamental to any such experience. Every human interaction, then, is already a response. Furthermore, it is this act of being "singled out" by the other that establishes one's own identity. That's right: "face-to-face" interaction with others is fundamental to our being in that the gaze of the other establishes us in our being.
I'll try to leave the explanation of Levinas to just that, but outside the context of philosophy it seems a relatively odd claim. In context it's clear just how bold a claim it is: that such relations, such responsibilities, are the primordial foundation of all human interaction. More to the point, it is the experience of being faced with another person that allows us to recognize our own personhood.
So far online gaming has built its social elements by making chat programs bleed down from above into the games, but a project like Journey promises to start from scratch, making us interact in ways that are similarly primordial for a video game. That is to say, reducing our social gaming experience to the initial revealing made possible only through gameplay itself. My hope is that this will make it possible to have an online game without a "gamer culture", letting us discover for ourselves what playing a game together really means.
So far online gaming has built its social elements by making chat programs bleed down from above into the games, but a project like Journey promises to start from scratch, making us interact in ways that are similarly primordial for a video game. That is to say, reducing our social gaming experience to the initial revealing made possible only through gameplay itself. My hope is that this will make it possible to have an online game without a "gamer culture", letting us discover for ourselves what playing a game together really means.
Anyone who played Ico has experienced the prototype of this experience: Yorda was a character within the game world whose plight was the same as the protagonist's, and as the player one couldn't help but feel that connection by proxy. But Ico only shed light on how far video games have to go: ultimately the character players felt kinship with was a mess of pre-scripted weakness and extremely convincing animation. Once the façade breaks down, once the glass darkens and the player recognizes the experience for what it is, this interaction becomes tiresome and irritating. The great promise of a project like Journey is for us to experience Ico's fellow feeling on a truly human level, one that never reduces to rote interactions. As a commercial enterprise, the odds are against this project's success.
The core ideas behind Journey are, to me, a breath of the freshest air. The question marks that plague the game all have to do with everything we haven't heard: how the gameplay is actually going to keep people working together for an extended period, and how the game is going to make its multiplayer experience last more than a week after its release. My fear is that TGC is going to undermine itself by removing all of the traditional or comfortable elements from its game; without the hook of engaging and satisfying gameplay--elements of game design that Jenova Chen apparently considers himself to be above--to hang it on, all the audacious and brilliant social commentary in the world isn't going to make a mark on the industry. Which is probably fine, because the industry would only have learned all the wrong lessons from it anyway. But this brings me back to the point I started with: that sometimes the industry is better served by an unprofitable, audacious disaster than it is by another blockbuster hit. Maybe in the next few years some new artists can get just enough grant money to push the boundaries of what video games can and should do, and the lack of executives looking over their shoulder is going to let them do just that.
You heard it here first.
by Zen
Posted on Saturday, May 31, 2008
We've only seen Snake tooling around the Middle East because that's the game's prologue. The rest of the game you play as Johnny Sasaki while Otacon tries to make love bloom with Big Mama.
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Why Rock Band Rocks (And Guitar Hero 3 Sucks)
by K1
Posted on Friday, November 30, 2007
(disclaimer: when I say Guitar Hero 3 sucks I say this in relation to Guitar Hero 1 and 2 and Rock Band. The core Guitar Hero gameplay is there, but Neversoft dropped the ball in regards to what makes a must-own guitar hero game, making GH3 just an okay one.)Things I like about Rock Band:
Note charts that don't destroy your hands with CONSTANT 3-button chords
Seriously, GH3 has this strange idea that lots of 3-button chords are a good thing. Fuck that shit. Once in a while is fine, but that shit will destroy your hands way more than crazy solos.
Strict (but fair) note timing and a HO/PO system like GH2
For those of you that don't know this, the hammer-on/pull-off timing in Guitar Hero 3 is way more forgiving than GH2 and Rock Band. I don't quite understand the point of making the timing less strict then adding incredibly complicated note charts. Maybe it's some kind of high end difficulty inflation going on, but it sure makes it hard to go back to GH2 or Rock Band where the timing is more strict.
Extensive character customization and band customization
Once you fully explore the depths of the Rock Band character editor do you see how much you can do. I'm sure people have messed with the tattoo/face paint maker and the band logo maker, but did you know you can edit instruments and clothing the same way? Plus the fact that you can layer, move, rotate, stretch, and change the colors of the extensive library of stickers means there's some crazy customizing that you can do.
All that little touches that make playing with a group fun
Harmonix put a lot of love into this title, and you can tell. The loading screen faux band covers that are generated for your band? Awesome. The myriad of animations and camera effects that play in the background are awesome. The freeze-frame "Yay!" look each band member gets when you save someone who failed? hilarious. They way the lead singer crowd surfs and the way the audience sings along with the lyrics when the band is doing particularly well just adds to the flavor that you are playing as a band. Animations that actually match what you are doing (the singer's lip syncing in particular)? this shouldn't be amazing, but compared to how other games do it, it is.
That little meter that shows you how many stars you have and how close you are to the next one
It really encourages teamwork and putting that effort in to reach that next star.
The guitar solo system
It's just the right touch to add a new wrinkle to how the guitar is played, and adds flavor to the instrument that people might be tired of playing since it's been around more than the others. Plus, it lets people know when to pay attention to the guitar instead of the vocals :V
Drums are fucking hard
All the more satisfying it will make it when I finish Expert Drums Solo Career.
Being able to buy and download new songs one at a time
It would be really nice to be able to preview songs before you download, but I guess that's what Youtube is for. At least they don't force you to download song packs with songs you don't want, and when they do have a pack it's optional and at a discount compared to just getting the individual songs. Approximately $1.50 a song is fair price and since I've played the stock songs extensively already, so it's great how fresh it keeps the game.
Things I hate about Guitar Hero 3:
3-button chords can go to hell
See above.
All the extra crap they added for singleplayer
The ONE thing everyone hates about Guitar Hero is having to play the singleplayer game to unlock all the songs, and AGAIN at each difficulty to unlock the secret guitars. Aside from practice mode to get to hard parts down, the real appeal of Guitar Hero is the social experience of two player versus/co-op or playing with others to show of your skills (tournaments, parties, whatever).
Boss battles are stupid and pointless
Again, it's more pointless single player crap that gets played once, then the rest of the game's life is spent in quickplay or multiplayer. There isn't even much strategy to it: save up a bunch of powers then unleash them all in a row to make the other person fail during a part with a lot of notes. At least they released the songs as a free download pack, I guess if you want to play a song that's all solos there you go.
They replaced Pandora with Midori
Midori is a stupid character that has no place in a Guitar Hero game. In addition, they removed a character I actually liked. Why? They also made Judy Nails look like she's been taking steroids (or was previously a man). Admittedly, the quirky art style of the Guitar Hero games was one of its weak points, but at least it didn't detract from the game. They've somehow made it worse, which amazes me, really.
I could easily go into detail about the song choices and such, but there are plenty of reviews out there, and this is more of a hands-on report of details reviews might not emphasize. In conclusion, I feel that Guitar Hero 3 is an okay purchase for Guitar Hero fans, and Rock Band is a must-buy for anyone who likes music games and likes having/making friends. Article Permalink
PS3 Progress Report
by alzabo
Posted on Wednesday, November 21, 2007This letter is regarding the progress of your youngest progeny the Playstation 3. While little “triple” is doing well, he not showing the progress that is expected of him to meet our 7th grade's graduation requirements.
Triple started out slowly last fall, the work he was producing was not up to par. While his work looked as good as his classmates upon initial inspection we found problems within. Triple would often submit reports with elaborate title pages, binding and color photos; however the writing quality was quite poor and consisted of the same typo filled paragraph repeated six to ten times. We were concerned that he should have been held back for a year.
Maybe a Parent/Teacher Conference is the wrong metaphor, perhaps I should frame it as a drug/alcohol intervention. “Your actions are hurting the ones you love.” Everyone sits in a circle around bad lil’ Triple and tells him that his actions are alienating those who love him. His father Double ashamed of what he’s become and his mother Single is sad that he’s not respecting his elders.
Moving on. . . Recently there have been some games on the PS3 that made it quite popular in my house. Everyday Shooter is amazing, it’s a blend of Geometry Wars and Rez. The game’s control and look bear more than a passing resemblance to Geometry Wars. The synesthesia of the music being paired with the on screen visuals is very similar to Rez, The background music and visual track/enemy pattern can be accentuated with player actions to create a visual and sound experience that is different every time. I hope that the game eventually has a release on physical media, it costs $10 to download on the PS3 but I’d be willing to part with far more money if I could have a disc.
The other games that are getting a lot of play are Assassin’s Creed and Uncharted: Drake’s Fortune. While Assassin’s Creed has some warts and a HORRIBLE ending, I think the game’s control (especially the parkour elements) are excellent, context sensitive actions are a breeze and the fluidity of game play is rarely broken. I anticipated that the controls would be like Metal Gear Solid and that I would become frustrated by them after several hours and write Assassin’s Creed off. Thankfully I’ve been proven wrong. My main complaint is the ending, I’m tired of developers creating a New IP and explicitly creating a ending that will lead into a sequel. Developing a new IP is expensive, and cranking out another game with a revised engine makes sense. However, more effort needs to be put into crafting their endings, cliffhangers suck.
Uncharted: Drake’s Fortune is better than I anticipated. After complaining to my brother about the controls, he played the demo and showed me that the gunplay mechanics are built around the player aiming mainly with the Y-axis and controlling his X-axis aiming by strafing. Too bad the game never explains this to you in the tutorial. Uncharted is a love letter to all the Indiana Jones fans out there, the sometimes cheesy dialogue is refreshing compared to action games with hardcore asshole heroes who’s dialogue is about as much fun to listen to as a drunk talking about how he scored 4 touchdowns in one game during high school.
Don’t buy a PS3, keep waiting. Buy a 60gb for the full Backwards Compatibility used when they get cheaper and pick up Uncharted next Christmas when it’s $20. Go play Assassin’s Creed on 360, it looks slightly better and has achievement points or something. Article Permalink
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