Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411711 Posts in 69403 Topics- by 58457 Members - Latest Member: FezzikTheGiant

May 20, 2024, 07:35:09 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperDesignWhy “art game”?
Pages: 1 ... 13 14 [15] 16
Print
Author Topic: Why “art game”?  (Read 32584 times)
Paint by Numbers
Guest
« Reply #280 on: December 09, 2010, 12:04:02 AM »

I don't think that would be a negative result. In fact, I think it'd be positive.
Logged
Zecks
Level 1
*



View Profile
« Reply #281 on: December 09, 2010, 02:59:03 AM »

I'm pretty new to this arguing thing, but I think there's a little problem here.

Quote
focused on the artistic aspects

re: Insisting that art is a bunch of aspects, and that one can just "focus" on them.



Also god damn guys get some fucking tolerance, if not for anything else, even just for the fact that this is the internet. (notice the swear word i put there)
Logged

indy games are a bull shit
shig
Guest
« Reply #282 on: December 09, 2010, 03:00:57 AM »

 Seriously, I don't see anyone trolling here. I don' think I could find a post in this thread made just to anger others.
 You guys are mistaking people with strongly different views from the community for trolls.

Quote
Oh and @shig: I was joking in that post
Yeah, man, I know you were joking. And with that joke you were portraying me as some ridiculous raging buffoon. Totally not cool, man.


Quote
Yes, cutscenes are technically part of God of War.
Yes, God of War wouldn't be the same without cutscenes.
However, that has nothing to do with my point.

It does because you stated/implied otherwise in your other post, so I had to address those points beforehand.

Quote
It still doesn't change the fact that gameplay and story in God of War (and almost every other game) are separate threads. In order to disprove my point, you have to show that God of War tells story using gameplay (and not just cutscenes). You will see that it doesn't.

I would rather not give you an example of this, because I have already given reasons and arguments on why "gameplay" and story are tied up in every game in previous posts. Giving you an example would be taking the short route and would just make you think "Oh, ok then, maybe this game in particular - God of War - tells story using gameplay.". As opposed to seeing why every game attempts to tell a meaningful story that evokes feelings, even if it doesn't have a proper "plot".  

Quote
  I would agree with shig entirely here, but I noticed that he used capital letters in anger and cussed, so I must stringently disagree out of principle.  Sorry bro. 
FUCK!!!

 No but seriously, I am kinda sorry about that myself. I particularly don't care about cussing or anything like that, but I knew it would upset someone.
 When I decided to post here, I had told myself that I would be completely careful to not do that because these threads are already too easy to get derailed, and forumers are already too quick to accuse others of trolling.
 But C.A.Sinclair's "joke" made me lose my patience.  Sad
« Last Edit: December 09, 2010, 03:22:36 AM by shig » Logged
s0
o
Level 10
*****


eurovision winner 2014


View Profile
« Reply #283 on: December 09, 2010, 03:43:39 AM »

Quote
Oh and @shig: I was joking in that post
Yeah, man, I know you were joking. And with that joke you were portraying me as some ridiculous raging buffoon. Totally not cool, man.
Listen dude, I know it was a bad joke and it probably came off as more mean-spirited than I intended. I was originally planning on posting something constructive (that isn't really relevant to the discussion at this point anymore) but let my desire to be "funny" get the better of me. Sorry.
 Embarrassed

Logged
Christian Knudsen
Level 10
*****



View Profile WWW
« Reply #284 on: December 09, 2010, 03:43:54 AM »

I'm pretty new to this arguing thing, but I think there's a little problem here.

Quote
focused on the artistic aspects

re: Insisting that art is a bunch of aspects, and that one can just "focus" on them.

There's a difference between the word "art" and "artistic".

Which is another problem that seems to crop up in these discussions. The word "art" doesn't have just one meaning. For example, if I talk about the "art of war", I'm not saying war is an artform.

But beyond all that, of course it's possible to make a game and focus on making it more of an artsy experience as opposed to pure entertainment. It's possible to make a slow game about the internal struggles of the modern man as opposed to a shoot 'em up. The former would/could be classified as an art game, the latter as an FPS. But that doesn't mean the former couldn't have shooting in it and the latter couldn't investigate some profound themes. Just like you can have an action film with some humor in it, or a comedy with a fight in it.

Saying that a game is an art game doesn't imply that that is all it is, just like it doesn't imply that games not classified as art games can't share aspects with it.

Genres are used for simplified classification and shorthand. They're just a limited and not 100% correct description of a subject. I don't understand why people get so hung up on it?
Logged

Laserbrain Studios
Currently working on Hidden Asset (TIGSource DevLog)
shig
Guest
« Reply #285 on: December 09, 2010, 03:53:19 AM »

Quote
Oh and @shig: I was joking in that post
Yeah, man, I know you were joking. And with that joke you were portraying me as some ridiculous raging buffoon. Totally not cool, man.
Listen dude, I know it was a bad joke and it probably came off as more mean-spirited than I intended. I was originally planning on posting something constructive (that isn't really relevant to the discussion at this point anymore) but let my desire to be "funny" get the better of me. Sorry.
 Embarrassed



Too late, I already hate you forever.
FOREVER.
Logged
s0
o
Level 10
*****


eurovision winner 2014


View Profile
« Reply #286 on: December 09, 2010, 05:14:01 AM »

Art games typically copy the most tried and true forms of classic games that we have played dozens of time, subtracting integral mechanics and abstaining from coming up with anything to make the game at all an interesting game, and some time even a game at all!  These are the safe games
But isn't always risky to subtract rather than add? There's a "bang for the buck" attitude associated with mainstream hardcore gaming, i.e. the more content and features a game has, the better. I mean look at what happened when GTA IV removed some of the, IMO, pretty unsubstantial and useless mechanics and features that cluttered San Andreas. There are massive amounts of hate for that game all over the internets.

Also, I think you're unfairly generalizing when you say all "art games" have rudimentary interaction. I mean that's probably true as long as you stay with ToT/Jason Rohrer type stuff, but a lot of games that often get mentioned in the same breath as art games, such as Shadow of the Colossus, Killer7, Braid, Rez etc. aren't rudimentary or "unfun" in any way. You're purposefully putting all those games you don't like into an imaginary and meaningless "art game" genre and then conclude that art games suck.

And on top of that you're making all those sweeping assumptions about the attitudes of the people who like those games. The kind of shit that regularly gets posted on ToT's notgame forums (I've actually read them in the meantime and facepalmed more than once) isn't the general view on art games here on TIGS or anywhere else. You're taking the opinions of a small, radical subgroup and act like everyone else shares them.
Logged
Zecks
Level 1
*



View Profile
« Reply #287 on: December 09, 2010, 07:25:23 AM »

I agree that most people aren't explicitly saying that "art games" are more art than other games.

However, I've lost count on claims that they "break the norms" and "stand out" more than normal games while in reality they're trying to make their own norm more than anything and stand out like a sore thumb for that mainly.

or something

but the breaking the norms bullshit is probably the main thing
Logged

indy games are a bull shit
Christian Knudsen
Level 10
*****



View Profile WWW
« Reply #288 on: December 09, 2010, 07:37:57 AM »

The people saying that are probably confusing art games with experimental games.

And I'd say art games currently do "stand out". Simply for the reason that there are currently fewer of them than any other genre. If you have one hundred oranges and one apple, the apple will stand out!

Shrug
Logged

Laserbrain Studios
Currently working on Hidden Asset (TIGSource DevLog)
mirosurabu
Guest
« Reply #289 on: December 09, 2010, 07:39:47 AM »

@Ashford:

I can't talk about Bayonnetta because I have yet to play it. ):

But I can answer to your post on narration in God of War.

Killing a monster, and then another five monsters, and another random moster, then button-mashing to lift some rock and then jumping over some pit and then solving some puzzle isn't proper narration, it's traditional game design. Further, the tension is completely lost when you play protagonist and know that there is no failure. You never ask yourself "IS HE GONNA DO IT?" because you are told you have to kill him and know when you lose you will have another chance. You may only ask yourself "HOW IS HE GONNA DO IT?" but even then the answer is only related to challenge and has nothing to do with story or your character. It's devoid of any storytelling value. Further, when you finish your game and look in retrospect you rarely think about some gameplay part as "AHA, SO THAT'S WHY THAT HAPPENED" or "AHA, THAT'S WHAT THAT MEANT".

I mean, if you have to lift some random stone too many times during your game, that's redundancy enough on its own! Stories never tell you about trivial events.

So, yes, you can say that's awful narration, but I don't want to be harsh to people if they didn't try narrate the story, so I just say "there is no proper narration". These stories only appeal to gamers and only gamers who appreciate the game itself. It won't appeal to people who want a story.

As said earlier, it's like having crossword or sudoku puzzles in a novel.
Logged
mirosurabu
Guest
« Reply #290 on: December 09, 2010, 08:25:34 AM »

Quote
I would rather not give you an example of this, because I have already given reasons and arguments on why "gameplay" and story are tied up in every game in previous posts. Giving you an example would be taking the short route and would just make you think "Oh, ok then, maybe this game in particular - God of War - tells story using gameplay.". As opposed to seeing why every game attempts to tell a meaningful story that evokes feelings, even if it doesn't have a proper "plot".

Haha, what are you talking about?

No, God of War doesn't do it. I played it. I have all three editions and not a single one tells the story via gameplay. Nor does almost any other mainstream game I've played. They dilute it with meaningless gameplay sections, which are fun to non-casual gamers but not to casual gamers and gamers who actually want a story via gameplay.

That and the fact that I mentioned two reasons for art games direction. TWO! Not just a single one! Phoenix Wright tells story via gameplay but it's not having "art games" direction because, in essence, it's just a genre fiction.

I think you are just horribly missing my point here and fail to see that! FAIL!
« Last Edit: December 09, 2010, 08:33:15 AM by Miroslav Malesevic » Logged
Zecks
Level 1
*



View Profile
« Reply #291 on: December 09, 2010, 08:52:28 AM »

If you have one hundred oranges and one apple, the apple will stand out!

but it ain't really interesting because you've seen apples before

that analogy reads to me that im not intriqued by art games because games have always been art for me
Logged

indy games are a bull shit
Christian Knudsen
Level 10
*****



View Profile WWW
« Reply #292 on: December 09, 2010, 08:57:59 AM »

So? Nobody ever said art games are 100% original. I think perhaps you're the one confusing art games with experimental games?

EDIT: I see you edited your post. Fine, art games aren't your thing. They aren't mine either. And you consider all games art. So do I. I strongly believe video games are an art form. However, that doesn't mean there can't be a genre called art games that consists of games that put a higher emphasis on artistic/poetic/profound themes/settings/player experiences than other games.

And I don't understand how the name of the genre results in the games themselves not being interesting to you?
« Last Edit: December 09, 2010, 09:04:39 AM by chrknudsen » Logged

Laserbrain Studios
Currently working on Hidden Asset (TIGSource DevLog)
Melly
Level 10
*****


This is how being from "da hood" is like, right?


View Profile
« Reply #293 on: December 09, 2010, 09:55:42 AM »

You guys are addicted to this shit.
Logged

Feel free to disregard the above.
Games: Minus / Action Escape Kitty
The Monster King
Level 10
*****


FRKUC im ALWAYS ANGRY AAAAAAAAAAAAAAAAAAAAAAAAnerd


View Profile
« Reply #294 on: December 09, 2010, 09:59:56 AM »

me and guert talk a bit about it at our hot live meetups

there should be a sticky so that people who want to talk about it shouldnt have to look or start a 99nth thread
Logged
shig
Guest
« Reply #295 on: December 09, 2010, 10:10:13 AM »

Quote
Haha, what are you talking about?

No, God of War doesn't do it

 A fight is a story, man. A guy going from point A to point B is a story. STUFF HAPPENING is a story.
 A man defeating a god in the climax of the entire game is a story by itself, too. And just because the last blow that finishes off Ares is in a cutscene, you are telling me everything else was pointless! That's like telling me that it wasn't the player who won the game, because he wasn't playing when "YOU WIN" appeared on the screen. The final blow was only possible because you - the player - fought Ares and beat the shit out of him.

 Not to mention that if God of War were a book, at some point you'd read something like "and then Kratos climbed the tower" or "and then Kratos killed X"... Those are important moments to the story of God of War, man. And you played through them!

 And, hey, if those stories didn't invoke any feelings on you, why the hell did you play through every single God of War game? I guess, then, that playing GoW felt the same to you as staring at a blank screen and pushing random buttons?
 If you enjoyed a game, that's because the game invoked/conveyed feelings to you.

Quote
That and the fact that I mentioned two reasons for art games direction. TWO! Not just a single one!
I really don't understand anything about this sentence. What are you even referring to here?

Quote
Phoenix Wright tells story via gameplay
Can you give me an example? I haven't played that game, so maybe you could find a moment where you think this happens on youtube or something.
« Last Edit: December 09, 2010, 10:32:00 AM by shig » Logged
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #296 on: December 09, 2010, 11:09:18 AM »

Well if you remove word and figurative graphics from Phoenix wright you are unable to proceed, while if god of war is just a bunch of square onto a plane it still work.

Phoenix wright is an adventure game where the story is the puzzle, it's about gathering clue and understanding motivation, the gameplay as in manipulation is pretty minimal (present the right evidence at the right moment and place) but it's the climax of the exploration of the story. If you don't understand what's going on you basically lose. That's why Phoenix wright was such a smash success, the puzzle was not some slap on obstacle to prevent progression, the puzzle WAS the progression!

The only kind of game that let play story deeper with more gameplay is dating sims because your choice impact the flow of any future event (take that heavy rain), and it's not a simple abstract system, character motivation and behaviour (the potential story) are important to anticipate what will happen. But phoenix Wright is just a successful and awesomely pace visual novel, if you ever have play a good visual novel, you know that had master the concept of branching choice as gameplay ans story.

edit:
Story in game like GOW is like story in porn, no matter how enjoyable they are they are optional and skipable, participatory at best in the case of game. What you do in the game, whatever choice you made have little to no impact in the story, the story illustrate context but does not affect either choice made in gameplay. In a game like passage both inform each other to create a conceptual breakthrough as the gameplay impact the story and the story impact the gameplay. AS long it's not the norm, passage is only an art game not for doing it, but to focus into bringing this concept to clarity, it's a demonstration, who ever do a passage afterwise would not be art because passage was the landmark. Some game like Crystal chronicle on gamecube have art game element (the whole structure and the anti epic discourse about live and memory, banal interaction that takes huge meaning at the end of the game) but they are overlooked and diluted in the standard structure of the game, an "art game" would have made those element the sole focus or try to comment by stripping down such a game to highlight their mechanics.

But art game as a word is a navigation beacon while people like ashford is arguing that's a teritory, territory have clear frontier while navigation beacon have none. Ashford is trolling because he said he understand the we said a navigation beacon only to treat it as we said it's a territory so it can dismiss it because it does not like it.
« Last Edit: December 09, 2010, 11:21:53 AM by GILBERT Timmy » Logged

AshfordPride
Guest
« Reply #297 on: December 09, 2010, 12:33:02 PM »

I mean look at what happened when GTA IV removed some of the, IMO, pretty unsubstantial and useless mechanics and features that cluttered San Andreas.

WHAT DO YOU MEAN THERES NO JETPACK!?

Quote
Also, I think you're unfairly generalizing when you say all "art games" have rudimentary interaction.

I'm only doing so because this is because it's becoming increasingly apparent that this is how we need to define them.  Naturally there are always exception to any rules, but I think I can safely say that most art games are guilty of this.  That's what I'm trying to say here, even about people who you say I'm apparently lumping into one big dumb group.  For the sake of convenience, I'm just trying to talk about the totality of the genre and people who like it as a hole.  Some games do this and some people feel this, and that's wrong.  It's not so much that someone downloaded Braid and now they get dumped into the idiot dumpster, I'm criticizing an attitude and game design scheme that some people may or may not have.  Nothing against TIGS, of course.  I like this forum, that's why I post here.  If I was just rollin' and trollin' I'd post on ToT's forum, y'know?  So for the sake of convenience, just know that I'm acknowledging that there are a few good apples among the bad eggs, I'm just not going to point them out every time, it's simply not convenient.  


Killing a monster, and then another five monsters, and another random moster, then button-mashing to lift some rock and then jumping over some pit and then solving some puzzle isn't proper narration, it's traditional game design.

But this is the sort of capacity that a video game has to tell a story, and is borrowed more from movies and books.  Are external conflicts in movies or books not proper narration?  Kratos is moving from location to location and he's dealing with the overall plot of the game, which is a war against a god or something.  These are the forces of that god that Kratos must contend with, and just because he isn't dealing with that god himself at this moment doesn't mean it's not an expression of that overall theme of godly conflict the game is seeking to establish.  

Quote
Further, the tension is completely lost when you play protagonist and know that there is no failure. You never ask yourself "IS HE GONNA DO IT?" because you are told you have to kill him and know when you lose you will have another chance. You may only ask yourself "HOW IS HE GONNA DO IT?"


And this is the problem when you think of a video game as with the sort of narrative you'd expect from a book or movie.  You shouldn't be asking yourself if the character is capable of doing a specific task, because of course he is!  The game clearly gives this character the potential to overcome the obstacles set before him, or the game is unwinnable.  Because of this, it's more important that the player asks if they are going to be able to do it.  

Quote
I mean, if you have to lift some random stone too many times during your game, that's redundancy enough on its own! Stories never tell you about trivial events.

Video games aren't movies or books, they are driven around repetition.  As a collection of rules, we have to allow the player to exist in a completely alien world defined by completely alien rules but make the logic of that game concrete enough for him to subsist in it.  This is why repetitious events are important in a game, because there's only so much about this new world that you can ask the player to understand.  If there's a rock block you, you can pick it up and break it.  If there's a monster, you can punch it until it dies.  Video games lack the capacity to throw new things at you, because they may interfere with the list of things that you've become accustomed to.

There has never been a game that perfectly replicates the laws of our universe, they all pick and choose small aspects of the real world (or of worlds more fantastic than our own) to focus on, and that's what makes them games.  All games are inherently repetitious, just look at sports, boardgames, or card games.  This is what happens when you have organized play defined by rules, it's inescapable in a good game.

Quote
As said earlier, it's like having crossword or sudoku puzzles in a novel.

Actually, it's a lot more like having a novel in a crossword or sudoku puzzle.  

You guys are addicted to this shit.

I can stop whenever I want, Melly.  I just do it because I like to party.

Well if you remove word and figurative graphics from Phoenix wright you are unable to proceed, while if god of war is just a bunch of square onto a plane it still work.

Oh man, we're gonna play the Phoenix Wright card, are we?

You're gonna question the guy who has a set of Capcom formalwear, given to him by Seth Killian, for being such an awesome Phoenix Wright fan, about Phoenix Wright?



Look at that.  I've already won the argument without saying a single word against your points.  You want to step to a super-fan like myself coming at you with Morigan on his cummerbund?

Quote
Phoenix wright is an adventure game where the story is the puzzle,


Phoenix Wright is an adventure game where the story presents the puzzles.  If you want an example of a game that doesn't try to do this, it's Professor Layton, where most of the puzzles are mostly unattached from the matters at hand.  Phoenix Wright simply presents us with simple logic puzzles based in a world of its own creation, and gains a fair bit of effectiveness because of that.  Lets take a puzzle from the game, where the person you're questioning tells you he made a phone call at 6PM.  This is impossible, because you have evidence that tells you that there was no power between the hours of 4 and 8PM.  This is the game, and everything around it is the fluff.  Ultimately it's a simple puzzle that requires you to have read the piece of evidence that contradicts him, and is only as integral to the plot as they're willing to make it.  The story is there for the sake of context when it comes to these puzzles, a tool that helps the player better understand the situation being described.  This puzzle could've existed outside of the sprites, music, and yes even story of Phoenix Wright and stood on it's own, it just wouldn't be a very good puzzle.

Quote
the puzzle was not some slap on obstacle to prevent progression, the puzzle WAS the progression!

It doesn't seem to cause any more progression than God of War, it's dictated by the same win/lose flags that most games use.  You present the right evidence and the story continues, or you present the wrong one and lose/have to present the right evidence.  You're not defining the story any more than a game like God of War is, you're simply participating in it and moving it along by playing the game part of it.  That being said, it's not a bad thing at all.  It's the perfect marriage between gameplay and story that one would expect from the sort of world that Phoenix Wright is, it certainly would seem silly if Phoenix Wright had to go through platforming segments to collect evidence and we were then shown cutscenes of him moving the story as he presents the evidence.  This doesn't make God of War inherently wrong, though, because God of War wasn't trying to tell the same story that Phoenix Wright was.  Gameplay should match and compliment the story it's trying to convey, which is why a game about killing a god is a beat-em-up and a game about court is a dialogue heavy adventure and puzzle game.

Quote
edit:
Story in game like GOW is like story in porn, no matter how enjoyable they are they are optional and skipable,


Again, I really don't like how you put down video games, this time likening their artistic and storytelling merit to that of pornography.  Every game can exist without the story, even a VN can be 'won' if the player is blind to the dialogue, his continual clicking assuring he achieves an ending.  Phoenix Wright could be won if stripped down to nothing but the puzzles they present and the context needed to understand them.

I'll abstain from listing any pornographic material that I feel has artistic merits, I'll just save that for the chatlog with anarkex.  
« Last Edit: December 09, 2010, 12:39:23 PM by AshfordPride » Logged
shig
Guest
« Reply #298 on: December 09, 2010, 12:42:26 PM »

Quote
Further, the tension is completely lost when you play protagonist and know that there is no failure. You never ask yourself "IS HE GONNA DO IT?"

If there were a game like that you'd complain about plot and gameplay being separated. Imagine you are playing God of War, and after flawlessly beating Ares, the next thing you see is a cutscene showing you being defeated by Ares.

Quote
Well if you remove word and figurative graphics from Phoenix wright you are unable to proceed, while if god of war is just a bunch of square onto a plane it still work.

 This is a terrible comparison. With Phoenix Wright you took away everything you need to overcome the challenge it presents. While with God of War you just simplified it's graphics.

With God of War, you'd have to take away the audible and visual cues that let you know where you and your enemy are, that let you see your enemy telegraphing his moves, that show you when you are vulnerable and that shows you what's ground and what's an endless pit of death, etc. to make this a proper comparison.


-Removed this part of the post because Ashford dealed with it so much better. Also I worded things weirdly and was confusing even myself about the meaning of what I had typed here. -



Quote
That's why Phoenix wright was such a smash success, the puzzle was not some slap on obstacle to prevent progression, the puzzle WAS the progression!
This is a really nice play on words, but... Progression is, simply put, getting closer to your goal. The puzzles are there exactly to prevent progression, to be a challenge. Otherwise, your progression has no meaning.

Sorry Timmy, but can you rewrite all that with better english? I'm having a real hard time understanding anything below that last quote.

« Last Edit: December 09, 2010, 01:09:55 PM by shig » Logged
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #299 on: December 09, 2010, 01:54:46 PM »

Regarding ToT I don't think they say shit, but they are so confuse about what they want that have no real word, they still don't get it (and they admit it), their thought end up being a huge patch of existing tropes that is never spot on. That's the problem when you wander into new area is that you have no clue and no mark to find your way. Their best work about their ideal is "endless forest" but they still love and admire game, it's just that they have yet to find and define their own principle. My perception is that they share the same ideal as Patrick Desilet (creator of assassin's creed) and fall into the same trap. They are in love with the wandering aspect of game without getting how to turn it into a highly structured world. It's not just exploration as traditional game design, it's a bit more emotionally immersive (challenge is shift for stimulation). I'm studying how to get there too (but with the strong fundation of gameplay and narrative design).

@shig
You miss the point entirely, I'm saying that the narrative level from graphics and text are not optional in phoenix wright while they are in GOW. What Athena thinks does not change how you fight enemy. If I swap athena for cube and her thought for gibberish the games works because the fighting mechanics is entirely divorce from the story. The gameplay is loosely tied to the gameplay. IN phoenix wright it does not work, the story is the gameplay, the story is the system.

You can argue that the battle is a story but then there is two story, one which is shallow (figthing story) vs one which optional (grand narrative), the point is that you don't play the grand narrative. And the "fighting story" does not carry consequence past a battle arena.

The reason why the puzzle is not just an obstacle in phoenix wright (unlike Pr Layton) is that solving the puzzle is about reavealing a bit of the story (conceptual breakthrough), if you skip the puzzle the story became a mess and hard to follow. In GOW the entire gameplay is skipable and do not reveal anything about the story (aside from some passage in the psp version).

Illustrative is always shallow in front of expressive design. In a real story, most game action would be skip through the use of ellipse. Only high stake external conflict that really inform about the story is worth telling (again the psp game does some remarkable things here, notably when Kratos met his daughter in hell and have to kick her back violently there because he was trick by persephone (or athena can't remember), interestingly the gameplay was pretty "artsy" with little challenge). >> AshfordPride this is for you too Tongue at least when you try to convince people choose the right answer not the silly one Wink Funnily those mechanics made it in game like god of war after some art game open the road full (people who do GOODGAME (tm) also enjoy and play art game, they even take inspiration, so why not you too ?


But this is not a point about art game at all we're drifting in a whole different debate.

@AstonPride
I don't need to be a huge fan to understand how a game work. PW have clever progression of puzzle vs story. Each act begin with puzzle that are easy and obvious, and clearly the story is just a way to lead to them, but think about it, the player as little context. Those early puzzle work as exposition but also as transition to deeper layer of story. But as the game progress the hint are further and further remove from a direct context, if the player want to solve later puzzle he must understand the complex web of story network. The player need to understand character and their motivation to infer conceptual breakthrough that would not be a direct solution but just a direction toward it. It's how I helpt my sister finish the game episode I didn't play, I was asking her question about the story and the character to help her see plot hole. That's where this game is genius despite it's simplicity. In short: early puzzle are obvious and work as exposition while latter puzzle work as real revelation of character and story twist. This is reflect by the attitude of the hero who is more and more in control and active about finding evidence then to prove a point.
Logged

Pages: 1 ... 13 14 [15] 16
Print
Jump to:  

Theme orange-lt created by panic