Ticks too many self-conscious stylish indie checkboxes. I get kinda grossed out by art that knows exactly how to be perfectly fashionable. It says something unpleasant about its conception.
For whatever reason Hotline Miami didn't set off that tripline for me. Maybe because the cartoon bits like faces and masks look so amateurish and '80s synth is more fun and corny than cool. And it isn't a platformer.
I am over 31, white, and childless. Clearly I should not design games.
The typical childless japanese legions would certainly create a pink marshmallow universe.Let's back up a little. Portal was created because Gabe hired an entire team of students who made Narbacular Drop. Having seen how those sorts of group projects are done, I'm not willing to ascribe full credit for the idea or design of portal to any one individual.The one time when a game is NOT directed by a 30-year-old White dude, we got Portal (made by a woman), which is vastly different from all the nerd fantasies you listed.
Judge her based on Quantum Conundrum. The game she made after using her fame to leave Valve and be completely in charge of her own game design. Supposedly she presented 4 game concepts to the team and as a group they decided to work on what became Quantum Conundrum.
I find it lacking.
I don't like Quantum Conundrum either. But this topic is not about the quality of games, but about different styles of games. Quantum Conundrum with its pink marshmellow alter-verse stuff is not a game that can be made by a typical 30-year-old male. And I find it refreshing amidst all the marines and aliens and zombies and dwarves of other AAA games.
My point is, diversifying the developers' demographic does not automatically solve the homogenization problem of games today, but at least it can only help.
I think the term "video game" is holding back the medium honestly. By definition a game is supposed to be fun. American Beauty is not fun. Just check out Avellone's retrospective comments about PST, where he thinks they should have focused more on combat to make the game more fun.
Not being an invincible uberhero means you can get caught, rescued, plot revenge, make allies, flee, negotiate... all sorts of cool shit.
I don't think most gamers care about art, just liberal arts graduates doing games "journalism" that get tired of being made fun of by their more successful peers.A number of non-games came out in the 90's like Puppet Motel and Freakshow. I remember them being interesting. They didn't really catch on. Despite gamers clamoring about art, they just want validation for blowing the heads off of zombies.
Could it be that the video game medium isn't a subset of film, and therefore might not be especially well suited to tackling those kinds of themes? Why do games have to do the same shit movies and literature do? A building can't document a man's futile struggle in a cruel profession either, but architecture is an art form nonetheless.
I dearly hope developers won't waste their time trying to do this. Instead, I hope that they focus on greater interactivity, more elaborate system design, and more fulfilling exploration, and let the narrative write itself. Why aren't games like Pathologic, Defcon, or even Crusader Kings 2 prestigious enough? Not enough midlife crisis in them?
Could it be that the video game medium isn't a subset of film, and therefore might not be especially well suited to tackling those kinds of themes? Why do games have to do the same shit movies and literature do? A building can't document a man's futile struggle in a cruel profession either, but architecture is an art form nonetheless.
I dearly hope developers won't waste their time trying to do this. Instead, I hope that they focus on greater interactivity, more elaborate system design, and more fulfilling exploration, and let the narrative write itself. Why aren't games like Pathologic, Defcon, or even Crusader Kings 2 prestigious enough? Not enough midlife crisis in them?
Fair enough, although I think "games", being the "interactive medium" they are, unlike architecture (which strictly concerns inanimate objects), should be intrinsically MORE capable than films to tackle ANY themes.
I also think a game about mid-life crisis CAN be done: just make an RPG in which you play as Kevin Spacey the mid-aged loser, who has to make some C&Cs regarding his fantasy about some teenage whore, his fucked-up relationship with the bitch wife and boring work with no future. Sure such a "game" is not "fun" at all, and the average young nerds will never buy it, but I don't see any reason why this "game" cannot be suited to tackle themes about midlife crisis.
And since you mentioned Pathologic -- that game is pure Kafka. Incidentally, it is developed by some crazy Russians, not from the usual American man-child that's being responsible for those homogenized AAA games.
And you just described Heavy Rain, but with the plot ripped off a better movie this time. It begs the same question Dear Esther does: What do you gain from making it a game? Why not stay as a movie? Because you need your hobby validated as a work of prestigious art?
Also, you keep talking about this as if the developers themselves were the reason AAA games are what they are.
You have to look at the percentage: out of thousands of games made by childless young males, a few are not nerd fantasies; out of a few games not made by childless-young-males, there is Portal. The comparisons between the percentages are pretty telling.
You have to look at the percentage: out of thousands of games made by childless young males, a few are not nerd fantasies; out of a few games not made by childless-young-males, there is Portal. The comparisons between the percentages are pretty telling.
I understand what you mean but your use of statistics isn't correct. You can't infer anything with a sample so small. The probability of the correlation just being the result of randomness is way to high. For example, say a person, whatever he is a male or a female, have a probability of making a non-nerdy game of 10%. If you have five games made by women, the probability of having at least one of them being non-nerdy is around 40%. That mean there is around 40% chance of having at least 20% of women designed games ended up being non-nerdy. To put it in another way, you have 40% chance to see a very strong correlation which simply doesn't exist.
And you just described Heavy Rain, but with the plot ripped off a better movie this time. It begs the same question Dear Esther does: What do you gain from making it a game? Why not stay as a movie? Because you need your hobby validated as a work of prestigious art?
No I didn't just describe Heavy Rain. Heavy Rain is a lousy third-rate thriller wanna-be with bad plot and no meaningful "interactive experience" (I use this phrase instead of "gameplay" because "gameplay" usually describe something "fun" and "fun" is not what I look for). --The QTEs of picking up your milk and brushing your teeth are NOT a meaningful representation of those daily activities. You cannot seriously argue that when you play Heavy Rain, you gain any perspective of life as you would when watching American Beauty, because, those QTEs are just fucking gimmicks. And the plot of Heavy Rain is shit.
What I want, is a meaningful interpretation of life, expressed in an interactive media. I could care less about this whole "art" stuff, but I do want a "game" that makes me think about some existential questions after I finish it. Heavy Rain does not provide this, with its stupid QTEs and kindergarten plot.
I'll tell you what I'm trying to describe: Mafia mixed with L.A.Noire, only if the game is not about cool gangsters and cops and shooting, but about a regular joe's life set in a sandbox environment, and with a plot written by someone competent.
Or, alternatively, I want something like STALKER but without the shooting and mutants and exoskeleton scifi soldiers. I want a game about roaming the post-USSR landscape, with space-time distortions and other weird stuff to represent the ridiculousness and the twisted beauty of the USSR (I grew up in an ex-Commie country) and the human condition. More like STALKER the Movie. -- I know you would say I just decribed Dear Esther. I would argue that Dear Esther showed potential but failed because it oversimplified the "interactive experience" into a "virtual tour" and the narration of Dear Esther is not particularly good --hence, the boredom when "playing" Dear Esther. But I still have some faith that the developer of Esther can put their shit together in their future projects.
See bro, that's the thing, you're trying to describe what your game is about, but not what you actually do in it. You want Mafia and LA Noire, but without the shooting and investigations? What would be the primary interaction then, pray tell? You yourself admit that you want a more elaborate version of Dear Esther, which is an admission that you don't actually want a game, but a movie that tricks you into thinking you're actually doing anything of import.
What would be the primary interaction then, pray tell?
For the same reason why no one makes a cRPG about being a paedophile.How about a game in which you use "skills" on stuff, Fallout 1/2-style, only with non-Sci-fi non-gangster stories? Why can't someone make a Fallout-style RPG in which you play as a corporate goon with skills and perks such as "accounting" and "PR bullshitting"?
Guise look how adult people (David Cage my ass, not even his real name) are making adult "games" that can receive an award at some Film Festival!
God I hope this shit bombs so hard.