Jaime Lannister
Arbiter
- Joined
- Jun 15, 2007
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CrimHead said:Ps. Not interested in interactive japfaggotry.
and yet you played torment you dirty hypocrite
CrimHead said:Ps. Not interested in interactive japfaggotry.
Pseudofool said:Irrelevant wasn't the most precise word. To put it glibly, the "what" of the content isn't nearly as relevant as the "how" and "why" of the content (or as you say, "figured and utilized," which do strike me as euphemism for style). I think judgment of content becomes exclusively political, while judgment of style etc. are largely aesthetic (though aesthetics falls pray to politics as well, though it need not). Of course content matters in the construction of any artistic text, but as far as judgment I don't think content has any place beyond providing context.
I'm sure Mr. Crimhead will pay no mind to our veering. My point about the anti-epic was minor, but anytime you can create dissonance between your text and tradition, you create another layer of nuance (whether it's meaningful tension is another question entirely).
I thought the criteria were certainly broad enough to include Arcanum. You're right that Arcanum does differ; it has none of the prosaic monologues that PS:T (or MotB) champions, nor does it so bluntly wax philosophy. As there are so few games like PS:T, I think we'd be hard pressed to stay within the confines of any criteria with PS:T as it's base.
This makes me grimace, but maybe I misunderstand you. Within the confines of Planescape: Torment, Shelley and Milton might be good models. However, that literary lineage has been shaped by a bounty of literature that has followed since. (TS Eliot's famous essay comes to mind here, I think). Though you're so vague here, it's hard to know what you mean by evoking Shelley and Milton.
There's a thoughtfulness and subtlety in the construction of Arcanum that reminds me of many literary predilections of the twentieth century.
My understanding of the initial request was perhaps more specific, then.I think that's fair to say, but like I said, given the lack of literary experiences in gaming generally, I'd be remiss if I didn't recommend Arcanum.
For me, it sort of is a question of excellence. For my part, there's a lot that Arcanum does right that makes it far more literary than PS:T. I'm not sure if you're interested in exploring that discussion, but I think it could be interesting.
Thanks. But I must sheepishly admit, heck if I know. (No need to explain).
Do you like JRPG grindtastic combat?themadhatter114 said:Did anyone play Lost Odyssey? I read about it before it came out but never bothered to play it. You play as an immortal but for some stupid reason you have to reload if your entire party loses a battle. That sort of turned me off ever playing the game. But the setup reminded me a lot of Torment. If you're a storyfag it might be decent.
"The player takes control of Kaim, a man who has lived for a thousand years and who has no memory of his past. The game is set in a world nearing a "magical industrial revolution." Kaim struggles with the return of his memories and the pain they bring."
themadhatter114 said:Did anyone play Lost Odyssey? I read about it before it came out but never bothered to play it. You play as an immortal but for some stupid reason you have to reload if your entire party loses a battle. That sort of turned me off ever playing the game. But the setup reminded me a lot of Torment. If you're a storyfag it might be decent.
"The player takes control of Kaim, a man who has lived for a thousand years and who has no memory of his past. The game is set in a world nearing a "magical industrial revolution." Kaim struggles with the return of his memories and the pain they bring."
Realistically, probably not. But ideally? Certainly.Oscure Childe said:(Are aesthetics ever outside the political?)
It's a semantical point, but I'm not sure I understand nuance to mean anything beyond a subtle distinction.Nuance implies meaning by definition.
I think this is getting closer to where there might be actual conflict in our POVs. Of course tradition is the ubiquitous, ever-changing phenomenon, and I agree that dissonance isn't created easily, in fact, any dissonance from tradition is largely illusory. But there's something of the dialetics at work here that make working against (and with) tradition, however fruitlessly, a worthwhile endeavor for any text.And 'tradition' is by no means so unitary that dissonance is created so easily.
I think you're short changing the difficulty of pastiche. Pastiche is no mere parody. And yes, pastiche generally suffers from pastiche for pastiche sake. But I don't see that happening in Arcanum (as perhaps happens more often in F02 for instance). I find Arcanum's use of pastiche typically meaningful (often in the form irony). I'm thinking of HT Parnell's museum of oddities, here, specifically. Although much more comes to mind.Pastiche is far easier, and what Arcanum modestly aims at.
PS:T aiming for the sublime, while Arcanum sets the bar lower?But by tracing a lineage and character between the listed games I mean to suggest both a literary lineage (especially obvious in the case of Avellone's writings) which holds a common means of figuring the fantastic and the real, and also a common understanding of gaming's purpose expressed in narrative.
Skepticism is always healthy, but I think literariness is already transfixed within a more or less scale by its very nature. Some literature is just better than other literature--the reasons for our preferences is what's useful to explore, I think.While I remain skeptical of notions of 'more' or 'less' literary
Azrael the cat said:Is there any serious work going on with Purgatio these days? Been a long time since I heard anything about it.
themadhatter114 said:Did anyone play Lost Odyssey? I read about it before it came out but never bothered to play it. You play as an immortal but for some stupid reason you have to reload if your entire party loses a battle. That sort of turned me off ever playing the game. But the setup reminded me a lot of Torment. If you're a storyfag it might be decent.
"The player takes control of Kaim, a man who has lived for a thousand years and who has no memory of his past. The game is set in a world nearing a "magical industrial revolution." Kaim struggles with the return of his memories and the pain they bring."
Jaesun said:And has turned based combat.
POOPOO MCBUMFACE said:Jaesun said:And has turned based combat.
Isn't it standard JRPG synchronised line-dancing? Why is that praiseworthy?
I'm done being a student. I imagine the Oscure Childe is as well.Awor Szurkrarz said:Are you guys literature students or something like that?
Got anything to add, or were you just hoping to get by with "lol jrpgs - shit?"Flying Spaghetti Monster said:Dicksmoker said:That's a shame, because Xenogears has the best video game story ever made.CrimHead said:Ps. Not interested in interactive japfaggotry.
As for other games, Deus Ex also springs to mind.
Are you fucking serious? Xenogears is shit shit shit. Like, across the board.
You sir, are a faggot.
Are you saying you ran into a battle you couldn't beat?Clockwork Knight said:I don't know, Dicks. I played until 3/4 of the first CD (turns out you can get stuck if you save after chossing to kill that suspect repair robot before the mecha boss rush vs Drive-enraged Elly and her strike team, becuase you can't go back and grind)
It becomes a lot more than that. You should have kept with it.and didn't find any story to speak of, just the old "evil empire is after ancient powerful things".
Dicksmoker said:Are you saying you ran into a battle you couldn't beat?
Pseudofool said:Realistically, probably not. But ideally? Certainly.
It's a semantical point, but I'm not sure I understand nuance to mean anything beyond a subtle distinction.
I think this is getting closer to where there might be actual conflict in our POVs. Of course tradition is the ubiquitous, ever-changing phenomenon, and I agree that dissonance isn't created easily, in fact, any dissonance from tradition is largely illusory. But there's something of the dialetics at work here that make working against (and with) tradition, however fruitlessly, a worthwhile endeavor for any text.
I think you're short changing the difficulty of pastiche. Pastiche is no mere parody. And yes, pastiche generally suffers from pastiche for pastiche sake. But I don't see that happening in Arcanum (as perhaps happens more often in F02 for instance). I find Arcanum's use of pastiche typically meaningful (often in the form irony). I'm thinking of HT Parnell's museum of oddities, here, specifically. Although much more comes to mind.
PS:T aiming for the sublime, while Arcanum sets the bar lower?
Sure.Skepticism is always healthy, but I think literariness is already transfixed within a more or less scale by its very nature. Some literature is just better than other literature--the reasons for our preferences is what's useful to explore, I think.
I feel we're at a semantic departure (and I know you'd rather just get back to thread's main task), but I want to follow this thread a bit further. I have the sense (and correct me if I'm wrong) that you'd place the sublime as literature's chief goal. I tend to value literature that attempts to get at the zeitgeist (yes another problematic term). Others view exigency as it's goal, but that's polemical/political notion. I think, and more important for writers than critics.
The foul smelling story teller certainly is, with his intricate and prophetic narratives. The woman prying nails from boards a few feet away is less so.For me, the thing about PS:T is that the people that inhabit the story are special, they think big thoughts, live with epic tragedy, make bold choices. Their story doesn't typify the human experience it emboldens it. Makes it richer than it really is.
On the other hand,I feel the characterization and setting in Arcanum is much more typifying. It's not that characters are simply every-men, it's that their everymanness is presented with meaning and depth. Probably more than anything, it's the way that macrocosm (economy, spirituality, etc.) intersects with the microcosm (characters and quests) that makes me value Arcanum. For instance, Bates' labor dispute and his feud with Appleby. While there's an easy real-world allegory there, there's also a pretty deft handling of marxist themes. Arcanum rarely acts singularly, for every instance of parody, for every joke, there's often a character getting developed, a theme advanced, or world more convincingly built. Gilbert Bates is not just a Bill Gates counterpart, he's a lonely kid who made some greedy mistakes, an archetype of bourgeoisie sentiment, a beacon to the future, etc.
Sorry to derail the thread, I'm just always interested in articulating these kinds of ideas.
Pseudofool said:I'm done being a student. I imagine the Oscure Childe is as well.Awor Szurkrarz said:Are you guys literature students or something like that?
Well, I can't recall being able to kill a repair man (or any choices for that matter) but I guess I'll take your word. Was there nowhere else you could go? Did you have Fix Frame yet?Clockwork Knight said:Dicksmoker said:Are you saying you ran into a battle you couldn't beat?
More or less, the problem is that I killed the suspicious repair dude and he didn't respawn when I loaded the save. And since the mecha doesn't have healing, I couldn't get past the boss rush, because the game didn't let me go back and prepare myself. The fight itself isn't actually hard, it just requires bruteforcing your way with lots of HP and fuel. I could get past the strike team guys with more or less half HP and fuel, but eventually Elly killed me.
Granted, you could say it's my fault for killing him and saving, but I didn't know a boss rush was coming next.