I know I did that for the first half of the game, until I realized that Agro was actually smart enough to avoid most obstacles and generally get me where I wanted to go without my having to constantly control his specific direction. If you just let Agro do his thing, he's one of the most useful video game companions in history (for example, while atop the flying desert colossus, he'll follow below you just in case you fall off, and will immediately start chasing after him again once you're back on).
I am a huge fan of games that allow you actions to have an effect on the game play (However there are very few at this time that do it right) it really makes you choose your actions; I remember playing KoToR trying to be a full sith and every once in awhile I would make a choice as I would in real life.
It's actually really cool to see games that allow you to make choices, or directly show you the consequences of your actions.
I wish I could tell you how I exactly controlled it but...no, can't
But yeah, Agro was pretty smart in finding me to get back on him. I was just frustrated with that and the ESPECIALLY the camera, but I digress...
I also think bioshock is gonna be a pretty damn sweet game, in regards to the concept of morals being played out heavily in a video game.
But yeah, good article.
Looking down the road, I hope Bioshock does as much for this argument as I hope it will. Also, if these ideas turn up in Wii games, they could be absolutely amazing. On a 360 or PS3, you would have to kill an innocent person by pressing a button. With the Wii, you would have to kill them.
The possibilities are endless if this comes to fruition, as I sincerely hope it does sooner than later.
games aren't merely for escapism, its all in what you qualify a game to be. there is plenty of software devoted to training individuals in anything from surgery to auto repair, and there are simulations to control the most advanced machines on the planet.
a better question to ask is what qualifies something as a game. are interactive applications that may not score or reward progress a different animal all together. or do they fall under this umbrella of 'games'.
And great write up.
A story does NOT have to be depressing to be meaningful.
I've seen your viewpoint presented many times and in many ways, but it never dies. There seems to be a persistent belief that a narrative has to make you miserable in order to be meaningful, and any art associated with positive emotions isn't "real" art. I think you're in dangerous territory here. Think about most of the critically acclaimed indie films of the last few years. "Lost in Translation" was hailed as a work of genius, but the fact of the matter is that it was a miserable film with depressing themes and a resolution that made me want to slit my wrists while hanging myself. And you know what? I didn't find it "meaningful" at all. It was intellectual masturbation, and games might suffer the same fate if your viewpoint isn't tempered by an understanding of what it means to communicate an idea. "Lost in Translation" was entirely without semantic content; it used morose characters as fluff in the way that Die Hard used explosions, except Die Hard doesn't take great pains to make you feel like a paragon of cultural genius.
Shadow of the Colossus was a truly meaningful experience, and your assessment was correct in every way, but would it have been nearly as meaningful if it had just been a disconnected series of gargantuan murder victims? What would that game be without that glimmer of hope that rekindled with each breath your beloved took after the fall of a Colossus? The player's goal is the crux of a game experience; everything revolves around it. The audience watching a depressing movie doesn't have to do anything. They can look on helplessly as the story drags them through the mud and maybe end up weeping uncontrollably by the end credits, but they have no control over the experience. Games can't afford to take such a sadistic or grandiose attitude toward their audience, because the player is in control. If the player is depressed, he won't go on. He'll try desperately to find an entertaining solution to his problem, even breaking the game if he must (everyone remembers the hack to keep Aeris in your party, right?). But if the game insists on making him miserable, he's going to turn it off and go outside. Hope is a necessary element of game stories, because that is what leads the player through the difficult stretches - although I would argue that the challenge should be reason enough in itself, and if the player needs to be emotionally driven to suffer through a part of the game that isn't inherently fun, that part should probably be excised altogether.
Atlas Shrugged is one of the most influential novels of the 20th century. In some ways, its impact on the modern world rivals that of some religious texts. It is, in effect, one of the most meaningful stories ever told. But it is also inspirational, in a way that makes many readers weep tears of joy by its conclusion (provided you read it with the right attitude, and not as a cynical fuckstick). It's not depressing. It doesn't hand-pick the saddest, most painful experiences of human existence and rub them in your face while shrieking "I AM AN ARTIST!" at several hundred decibels above the range of human hearing. It presents you with heroes who represent positive values, who fight against precisely the sort of solipsistic negativity that results in pretentious art and movies that make people want to die.
Wouldn't you rather take the role of a hero whose character traits represent everything that you value in life, instead of a generic, damaged anti-hero whose psyche is so fragile that his costars are forced to drag him out of a coma halfway through the experience?
Other than that though, you're right on.
I love games, but wow. That's one ridiculous claim, which belittles essentially all art before the last 30 years. Just because I hit a button to make a character swing his sword rather than watch or read about him doing it doesn't make it any more (or less) important. And as for it being the most inclusive art form: I've watched a million movies and read a million books that make me feel more immersed than say, Superman 64.
I see what you're saying, and I absolutely agree with you. I just personally find it easier to cite unhappy fare like Shadow if only because most games, when they choose to have unhappy endings, make that choice for a specific reason. Happiness is frequently attached just for the sake of entertainment. But, again, you're totally right -- Ico had a wonderfully happy ending, and it's still meaningful.
kariomart:
I'm speaking about the potential of video games. By definition, doesn't one art form that includes all the others and adds its own mechanics (in this case, interactivity) inherently have more potential than the others? While we may only be dealing with Superman 64 at this particular moment in time, it's not unreasonable to think that video games will eventually evolve and grow to the point where movies and literature are currently at.
You're right.
Here's hoping someone with some pull in the industry is listening.
To address Rev's article: I agree that's it only a matter of time before these games get made. In the same way that early movies and even the earliest books either had very limited scope or had to aim for the widest audiences, and the advances in technology gradually gave smaller publishers/directors/writers a chance to write books or make movies for the masses, in that way, the advances in technology that are forthcoming will give small time game developers a chance to make those games. The gaming industry is almost growing too fast for this to happen in the near future, but it will still probably happen sooner than most think.
Plus, I found SotC to be very boring, and I returned it to Gamefly after 4 collossi. If the games has nothing to interest me until the end, what's the point in playing it? I could just watch speedruns of it on youtube and have a much quicker, just as satisfying experience. If it was a game with enjoyable gameplay, likable characters, and an incredibly immersive and thought provoking story, I would have played the whole thing. Wait I DID play THAT game... it was Final Fantasy X.
I gotta disagree and say "no" to video games having more potential. If that statement were true, then it'd mean that other mediums would be incapable of expressing certain ideas, since they'd have less potential than video games. And if that were the case, why would anyone want to work in a medium that doesn't have the most potential? More doesn't equal better.
I agree, brings to mind Indigo Prophecy.
Ridiculous last third of the game, but very immersive and creative story up to that point. You did really feel as if the actions you chose had a direct consequence all the characters involved.
I loved SoTC.
http://www.next-gen.biz/index.php?option=com_content&task=view&id=3313&Itemid=2
this is my fav:
http://gamasutra.com/features/20060807/adams_01.shtml
and here's one I wrote:
http://www.funtownarcade.com/blog/pivot/entry.php?id=10
The only hard part about achieving these goals is that the target demo doesn't like emotion and sadness. Investors don't like putting money in things that don't generate cash for them.
It's a terrible side effect of a free market driven society. Look at the music industry. Same deal. Music that actually drives real emotional response is most commonly associated as classical music, and commonly classical stations are the retard half brother of your local radio market. DJ's working for pennies and pledge drives to keep the station on the air.
Meanwhile, the local top 40/Clear Channel station has no DJ's, a nationally syndicated radio show that only reads topical news mixed in with shitty comedy bits and spins Limp Bizkit twice an hour.
Unfortunately, real art & emotional works, whether it's movies, music, books, or video games will always exist on the fringe of the communities.
If anyone hasn't seen it, Idiocracy is a perfect encapsulation of where our shit=art society is headed 300 years from now.
Over this past holiday weekend, I played Shadow of the Colossus for the first time (and completed it). This game definately made me feel something. I had to began to question very early who the villian really was in the scenario playing out before me.
I also play (for the first time and completed) ICO over the weekend as well. Very intense gaming weekend to say the least!
Video games generally supply all the ingredients of an active imagination (visual, sound and interactivity) and in effect, obviating the need for much interpretation. They have the advantage of the trump cards. Writers must stimulate sound and induce visualization. I completely agree that video games today are focusing way too much time on linear stories and diminishing the evocation of emotion, but until they can manage a meaningful, non-cliche story into every game, then video games will never publicly be recognized as an artform.
Art I think is someone expressing themselves and whether or not someone likes or can relate shouldn’t be the defining factor over whether or not it has artistic value.
I guess it can make it more immersive if the player can relate and it would get you your money’s worth if it was, but I don’t think that art status should actually go along the formula of, like it and understand it = art or true art, don’t like and don’t understand it = not art. I see operate under the logic of, designer expressing themselves (in one way and level or another) = art, while leaving the players ability to understand or relate to it to judge what is good art or bad art, the definition of which differs from person to person and as such is entirely up for debate.
As for wanting something more indepth than just recycled concepts and franchises, I feel you. The unfortunate thing about the topic of originality though is that the industry is seen as big, but the unfortunate thing, it’s seen by the general media and by the industry as, if you take my word for it, big primarily in it’s financial success, but not really as much in regards to the creativity and originality department. So it has become, by and large, more about churning out a title for a quick and hopefully large buck (thank you EA for helping with that one! t(>_<)t ) and less about being original and creative. It would be ideal if they could always do both, but it’s unrealistic as there are is fair share of people out there who tend to gravitate towards and purchase into to the familiar, sometimes overly-familiar ideas as that is where they feel comfortable and able to stimulate themselves in terms of, as it currently stands, their immediate satisfaction and a quick and flashy momentary or sporadic thrill right then and there while not really affecting how they think or feel overall. I’m basically saying the reason why originality and good (by my own definition) creativity is not there enough is because too many people don’t have enough desire to be stimulated any deeper than just their momentary “fun”.
The industry, pointing out the obvious, is more about money, so when choosing between the choices of taking a new idea and risking people not buying it or rehashing some other already existing concept to open up to a larger audience, it isn’t really a tough choice which to go for, now is it? So the mentalities of most game consumers are one of the primary reasons why it’s all rehashes and little new shit. Too many people buying into those flashy and uber-popular-everybody-is-playing-them MMOs or those easy-concept-to-understand basic concepts of the FPS where the rough idea is you walk/run, point, and shoot. Would the vast majority want to play something like, as just one example, One Must Fall Battlegrounds (like the game or not, it was original)? No. The sales charts, speaking in terms of PC games, say no. Every week the list is the same shit: World of Warcraft, FPS, RTS, Sims expansion pack and the following weeks it seems to be the same freakin’ titles or styles of games. Originality doesn’t happen because not enough people are buying into very much fresh games that are out there and instead going for that game that is so familiar or that all their friends are playing. So the solution plain and simple is to actually BUY into something new, more creative, and start to ditch WoW, CoH, CoD, etc. and encourage others to do so, because when you don’t the devs, pubs, or producers are not going to see enough incentive to operate more and more outside the box. Buying power speaks volumes.
/rant
P.S. @Reverend Anthony
The Street Fighter mod for Max Payne 2 I have been watching for about a year now like a freaking hawk. If I’m correct about all that I’m about to say, I’ve looked up info on it and apparently it wasn’t originally intended for MP2 but MP1 instead. It switched over due to some sort of limitations in MP1, I think in the games engine or some shit like that. Also, it is going to end up finished and the reasons why it has been delayed so long is because Aztec, the guy behind it, has a busy personal life and did a vast majority of the work on the mod himself and with a gigs worth of material (or somewhere below). I’m not surprised it’s taken as long as it did, but it is coming out and rather soon…
http://www.gamespot.com/users/Wootex/show_blog_entry.php?topic_id=m-100-24927045
Not that I'm accusing you of plagiarism or anything, because I would rip off any of your excellently written articles whenever I could get the chance. I think it needs balance, not every game needs to evoke strong emotion in the player, sometimes it's fun to go and shotgun fools in the face, however, it is the games which try and evoke emotion that stick with us.
1. You are paired with one person for half the game. They teach you how to do things, inspire you, save your ass fifty times in battle, have some very good lines, etc. Then, without any sort of grandeur, slow-motion, special cutscene, or anything, a sniper shoots them in the head and you are force to run for cover, abandoning someone you knew for so long.
2. For 90% of a game, you are trying to fight for one side of a massive war. Then, towards the end, you meet a respectable-looking enemy. They say the sort of things to you that a hero would use to defeat a villain, and say to you why your leader is probably going to end up destroying the entire world; basically convincing you that no matter how much good you thought you were doing in the world, you were the evil you thought you were fighting. Hits hardest because you only have yourself to blame, not a character on a screen.
3. Go play Half-Life 2. Even while there are no character deaths or anything, I really think that has some of the best examples of characters. Especially Alyx, and sometimes the citizens in their off-time.
... for example, when i go to the arcade and see some noob button mashing at the tekken machine, i am hit with a moral dilemma! do i go over there and offer him tips on how not to suck? perhaps even point him towards tekkenzaibatsu so he can read up and potentially get better? or do i just pop in my card, make 1000 gold towards my new custom hat, and knock his soft uncoordinated ass back to final fantasy?
However, I think you could have picked a better title and "thesis" for the idea. I don't know about you, but I find games that are "disturbing, depressing, timely, political, thought-provoking, and, above all, meaningful" to be pretty damn fun and entertaining. Oh wait, games aren't supposed to be "just" fun and entertaining. Say whaa?

surf dtoid with 

Rising (10+)
People you follow
























follow