RE: We chat about videogames and videogame accessories.
03-25-2013, 11:10 PM
(This post was last modified: 03-25-2013, 11:14 PM by Not The Author.)
That's another weird thing. There hasn't been any game analysis. You'd think that'd be obvious, right? "Here is a game that does some things well and some things not well; here's why they work and how they could be better." Except of course the latter part would be posed as a question.
But they don't do that! I think I've mentioned Extra Credits before (maybe that was on the Other Forum), and their episodes on Journey are exactly the sort of thing I'm talking about. They pull off The Monomyth perfectly without any dialogue, which is one thing, but on top of that they clearly have an idea of what they want the player to feel, to get out of the experience, and design around that!
On Journey, and How Bitchin' It Is from a Design Perspective (contains actual spoilers):
The short of it: Journey, from a design perspective, is p. f'n bitchin', and people need to be figuring out how they can use existant games to teach how to design games.
The obvious argument is that there aren't really "classic" games which exemplify- no, that's dumb, stop trying to make that argument. The sooner you find games that are even kind of maybe classic-ish, you need to start teaching people about them so that we can have "classics" faster. The whole idea of a "classic" work is kind of dumb on the whole, anyway: it implies some dead guy did everything better than anyone else ever can, has, or will. Basically: film analysis is a thing, lit analysis is a thing, television analysis is a thing; game analysis needs to be a thing.
what's that, this is a games thread
nope sorry too busy bein' mad at academia
But they don't do that! I think I've mentioned Extra Credits before (maybe that was on the Other Forum), and their episodes on Journey are exactly the sort of thing I'm talking about. They pull off The Monomyth perfectly without any dialogue, which is one thing, but on top of that they clearly have an idea of what they want the player to feel, to get out of the experience, and design around that!
On Journey, and How Bitchin' It Is from a Design Perspective (contains actual spoilers):
The obvious argument is that there aren't really "classic" games which exemplify- no, that's dumb, stop trying to make that argument. The sooner you find games that are even kind of maybe classic-ish, you need to start teaching people about them so that we can have "classics" faster. The whole idea of a "classic" work is kind of dumb on the whole, anyway: it implies some dead guy did everything better than anyone else ever can, has, or will. Basically: film analysis is a thing, lit analysis is a thing, television analysis is a thing; game analysis needs to be a thing.
what's that, this is a games thread
nope sorry too busy bein' mad at academia