"I call it the Citizen Kane of gaming," he says.
Great, now they all will just repeat that like parrots. Another Citizen Kane of gaming, yeah! Who's next in the line?
.....wat.It's a really boring movie
"I call it the Citizen Kane of gaming," he says.
.....wat.It's a really boring movie
Don't see what Amnesia has to do with anything, since it actually has normal gameplay consisting of exploration, resource management, puzzle solving and stealth.
oh never mindThose are the strong opinions of born again game maker Adrian Chmielarz...
/, would rage again. In fact I'm STILL raging."I call it the Citizen Kane of gaming," he says. "It's a really boring movie that's incredibly important for movies. I'm not a big fan of Dear Esther as a game, as an experience, but to me, that's one of the most important games in the history of gaming.
It's like the entire genre of pnc adventure games don't exist. Instead no, a game where you walk around and here a guy talk causes the epiphany, not say Loom where you become a super powerful mage, literally split the universe in 2, and have a kill count totaling... wait for it... 0. Or the Longest Journey where you cause I think 2 deaths (the witch and the monster thing), while saving the worlds. Neither one of these games were comedies like Monkey Island either. They're played straight and they work.Step 1: Identify the problem correctly. Ludonarrative dissonance. Cool, OK. Game mechanics and story in most games are at odds.
Step 2: Arrive at the conclusion that the only way to fix this issue is by removing gameplay.
Step 3: ???
Step 4: PROFIT!!!
Ah well. The central point is correct. Perhaps after some flailing about these fuckers might get it and we'll get cool games with cool mechanics that aren't about shooting people. Cool mechanics as in "something else than a set of quick time events, random button presses and WASD movement, clicking "next" in dialogue-screens." Though part of me certainly feels like asking: "so... uh... maybe some games should just change their fucking narrative?"
I mean, look at the case material: Lara and Nathan are insane murdering lunatics... OK... But is this really ludonarrative dissonance? Their inspiration - fucking Indiana Jones - kills hordes of badguys. Yet his actions are never questioned. His writing is just adequate to fucking justify him doing that. Because he doesn't go "RUN YOU BASTARDS!!!" like Lara Croft while shoving grenade launchers up their ass. Because he is usually defending himself. How hard is this? Maybe everything isn't answered by applying the latest academic buzz-word, maybe writers just need to write better.
And Mass Effect is the most important science fiction of our generation/, would rage again. In fact I'm STILL raging."I call it the Citizen Kane of gaming," he says. "It's a really boring movie that's incredibly important for movies. I'm not a big fan of Dear Esther as a game, as an experience, but to me, that's one of the most important games in the history of gaming.
Really, HOW?!!!!!
Don't see what Amnesia has to do with anything, since it actually has normal gameplay consisting of exploration, resource management, puzzle solving and stealth.
Did you even read that OP article?! It specifically mentioned Frictional Games.
Combine the large semi-open maps of Dear Esther (which is inspired by STALKER, according to the chief of ChineseBox studio), and the intuitive "interactivity" (I refuse to use "gameplay" as it's a stupid word of nebulous concept), and add in a good story, and you got a winnerinteractive experiencegame.
Don't know what people are getting butthurt about.
It's like the entire genre of pnc adventure games don't exist. Instead no, a game where you walk around and here a guy talk causes the epiphany, not say Loom where you become a super powerful mage, literally split the universe in 2, and have a kill count totaling... wait for it... 0. Or the Longest Journey where you cause I think 2 deaths (the witch and the monster thing), while saving the worlds. Neither one of these games were comedies like Monkey Island either. They're played straight and they work.Step 1: Identify the problem correctly. Ludonarrative dissonance. Cool, OK. Game mechanics and story in most games are at odds.
Step 2: Arrive at the conclusion that the only way to fix this issue is by removing gameplay.
Step 3: ???
Step 4: PROFIT!!!
I bet Lara has a kill count in the latest game about 10x what Indy's is in all 3 movies combined. I'm not saying some good old fashioned shooting people to death is bad for the game, but why does there have to be hundreds of faceless mooks? Well I know the answer because it's easier than designing fun platforming puzzles, it's just depressing.Ah well. The central point is correct. Perhaps after some flailing about these fuckers might get it and we'll get cool games with cool mechanics that aren't about shooting people. Cool mechanics as in "something else than a set of quick time events, random button presses and WASD movement, clicking "next" in dialogue-screens." Though part of me certainly feels like asking: "so... uh... maybe some games should just change their fucking narrative?"
I mean, look at the case material: Lara and Nathan are insane murdering lunatics... OK... But is this really ludonarrative dissonance? Their inspiration - fucking Indiana Jones - kills hordes of badguys. Yet his actions are never questioned. His writing is just adequate to fucking justify him doing that. Because he doesn't go "RUN YOU BASTARDS!!!" like Lara Croft while shoving grenade launchers up their ass. Because he is usually defending himself. How hard is this? Maybe everything isn't answered by applying the latest academic buzz-word, maybe writers just need to write better.
True. And plus, matching mechanics to story isn't the only way to fix the dissonance. You can also write the story so that it matches the mechanics. Which, of course, requires good writing.By focusing on the dissonace between mechanics and story in Tomb Raider which is certainly there, people side-step the larger issue that beyond a few bright moments, the game is simply horribly written.
I bet Lara has a kill count in the latest game about 10x what Indy's is in all 3 movies combined. I'm not saying some good old fashioned shooting people to death is bad for the game, but why does there have to be hundreds of faceless mooks? Well I know the answer because it's easier than designing fun platforming puzzles, it's just depressing.. OK... But is this really ludonarrative dissonance? Their inspiration - fucking Indiana Jones - kills hordes of badguys. Yet his actions are never questioned. His writing is just adequate to fucking justify him doing that. Because he doesn't go "RUN YOU BASTARDS!!!" like Lara Croft while shoving grenade launchers up their ass. Because he is usually defending himself. How hard is this? Maybe everything isn't answered by applying the latest academic buzz-word, maybe writers just need to write better.
I prefer the first approach. That is, the mechanics of a game coming out of the game world being created. Because that forces the developer to think of the activities within the world that the pc could be doing and which of them make for compelling gameplay experience.True. And plus, matching mechanics to story isn't the only way to fix the dissonance. You can also write the story so that it matches the mechanics. Which, of course, requires good writing.
I prefer the first approach. That is, the mechanics of a game coming out of the game world being created. Because that forces the developer to think of the activities within the world that the pc could be doing and which of them make for compelling gameplay experience.True. And plus, matching mechanics to story isn't the only way to fix the dissonance. You can also write the story so that it matches the mechanics. Which, of course, requires good writing.
It depends on the genre too, I guess. An RPG can certainly benefit from a lot of attention paid to the game world, for example.I prefer the first approach. That is, the mechanics of a game coming out of the game world being created. Because that forces the developer to think of the activities within the world that the pc could be doing and which of them make for compelling gameplay experience.True. And plus, matching mechanics to story isn't the only way to fix the dissonance. You can also write the story so that it matches the mechanics. Which, of course, requires good writing.
Honestly, this might not sound very ambitious, but I don't think developers need to reinvent the wheel everytime they make a game. I'm fine with them using existing mechanics. For all its modern faults, the new Tomb Raider actually plays alright (though I think a Prince of Persia - The Sands of Time approach to the platforming would have made for an infinitely better game).
If the developer has some vision for correlating his world with a set of new mechanics, sure. But otherwise, writing a competent story to fit the mechanics seems the best bet for quality games.
Look, I'm not alone and I'm not the first who has these problems. I've learned a lot from guys like Thomas Grip from Frictional Games, or even David Cage," who he says "is a genius".
WAS IT HIS OTHER HONOUR?Zero surprise, I had the "honor" of meeting this guy personally and he's a confirmed dumbfuck, potato codexers can also browse his fb account for added herp-a-derp.
No game has ever sparked such a widespread debate about core game mechanics as BioShock Infinite did