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I'm not going to go in the depth about videogames as an artform, I bet that's done thoroughly from time to time. I just want to point out a simple thing.
All games want to be concidered art. It's a great compliment. But most games don't really try that hard. That's because there are other very important goal to concider when you're making a serious videogame. Artistic value isn't really what the typical gamer wants, either.
Casual gamers want fun and entertainment. Hardcore gamers want challenges and technical elegance. It is commonly thought that the wrong way to make games for either, is to make popularity the goal of the game. The way producers do this, is by using popular characters, impressive effects, and spend less money on programming.
The opposition, with right, denies this goal. Instead, they think the goal is all about how you play the game. Disappointed by the unpunished mistakes of popular producers, many gamers and producers alike try to deify gameplay to supreme ruler of videogame heaven.
But I think both goals are ignorant, so I want to point out the third goal, the one that's lost in all of this: and that's to tell a story and relate a unique world, in a way no other artform can do. Neither the mainstream nor the opposition have this as more than a secondary goal. Now, let me try to work out how such a game would have to be...
Imagine you get a fascinating fantasy book from the future. It seems to be made of paper, but every time you try to turn the page, little goblins pop up and jab at you with a lance. You got to hit them all away, but they keep dodging you. You get frustrated, and end up slamming the book shut, screaming in anger and punching a hole in the wall. The book made you react emotionally, that's for sure. But this demand of skill and technique has nothing to do with the story!
It can go wrong in many other ways, too. The pages could be marked with a button that turned the pages for you, only it did it in a repetitive and unnecessary way. There's no point in that. Or they might have to be turned in a very cryptic way in order to work at all. That's massively annoying and distracting.
I think some of the problem is that the videogame format was born of technique. Still today, with all the advancements the industry has done, it's still pretty much a hands-only business. And even when it's not, it's still all about skill. But skill is what you need when you make art, it's not something we demand of those who appreciate it. Sure, letting the player take part in the creation is a neat new way of doing it, but more often than not, the story then gains the mediocre quality of reality tv. So, how do you use videogames for the specific purpose of telling of a story?
...
I dunno! That's the very question.
All games want to be concidered art. It's a great compliment. But most games don't really try that hard. That's because there are other very important goal to concider when you're making a serious videogame. Artistic value isn't really what the typical gamer wants, either.
Casual gamers want fun and entertainment. Hardcore gamers want challenges and technical elegance. It is commonly thought that the wrong way to make games for either, is to make popularity the goal of the game. The way producers do this, is by using popular characters, impressive effects, and spend less money on programming.
The opposition, with right, denies this goal. Instead, they think the goal is all about how you play the game. Disappointed by the unpunished mistakes of popular producers, many gamers and producers alike try to deify gameplay to supreme ruler of videogame heaven.
But I think both goals are ignorant, so I want to point out the third goal, the one that's lost in all of this: and that's to tell a story and relate a unique world, in a way no other artform can do. Neither the mainstream nor the opposition have this as more than a secondary goal. Now, let me try to work out how such a game would have to be...
Imagine you get a fascinating fantasy book from the future. It seems to be made of paper, but every time you try to turn the page, little goblins pop up and jab at you with a lance. You got to hit them all away, but they keep dodging you. You get frustrated, and end up slamming the book shut, screaming in anger and punching a hole in the wall. The book made you react emotionally, that's for sure. But this demand of skill and technique has nothing to do with the story!
It can go wrong in many other ways, too. The pages could be marked with a button that turned the pages for you, only it did it in a repetitive and unnecessary way. There's no point in that. Or they might have to be turned in a very cryptic way in order to work at all. That's massively annoying and distracting.
I think some of the problem is that the videogame format was born of technique. Still today, with all the advancements the industry has done, it's still pretty much a hands-only business. And even when it's not, it's still all about skill. But skill is what you need when you make art, it's not something we demand of those who appreciate it. Sure, letting the player take part in the creation is a neat new way of doing it, but more often than not, the story then gains the mediocre quality of reality tv. So, how do you use videogames for the specific purpose of telling of a story?
...
I dunno! That's the very question.
I sold a print??
Wha-
And I didn't even buy it myself this time.
Achievement unlocked!
Elsewhere
That's where I'm from. I don't know where it is or how I got here, but I know I came from somewhere different, and simpler. Not saying that's the truth. Truth is something we got here, in this place. I'm saying this is my perspective. Perhaps I was born with it. I don't think that makes it any less true in its own way.
I was born nine years ago. I lived another life before that, but nine years ago, I became something more and something different altogether. It was no grand occasion, no event at all. I just know it, looking back, that my current life started around that time.
In the beginning, I felt good. I quickly learnt to know my new lif
Awareness
Have you ever accessed it? I'm thinking of the feeling, or notion, that nobody can see you. It can start as soon as you realize your independent existence, and grows the more you yourself grow -- grow away from those around you. For if all the details of whom we are, are unique, how can anybody else understand? There is only one mind for each soul.
Some things, we do have in common. Rough shapes and rough details of your self, others can pick up. Throughout our lives, we communicate. It is just that sometimes, it doesn't feel good enough. And that is what gives you access to the feeling. And the feeling can be so strong and clear, it is as i
Incoherence
Right now, I'm trying to make as many as possible of my dA favorites fit into a few new categories that I made. But after just two pages of sorting, I come to the realization that this just doesn't work. Every new artwork breaks the rules in a new way. And then I came to realize that I've got the same problem with my blogs (including these journals here): to improve them and make them more attractive, I try to define a set world, a set subject, and then write inside that world. But soon after, I find the need to write somewhere else, because I get ideas that are outside of that world. Mayhap I just have a hard time disciplining the mind, but
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Spørsmålet er vel heller om videospill _bør_ brukes for the spesific purpose å fortelle en historie? Hvis det er det du vil bør du skrive en bok mener jeg. Hvis et videospill fremdeles skal være et videospill MÅ du ha en form for interaksjon, og jeg ser ikke hvordan du kan ha interaksjon i "videospillform" uten at det på et eller annet plan jobber imot the spesific purpose of telling a story.
Sorry, orket ikke å holde meg til engelsk eller norsk.
Sorry, orket ikke å holde meg til engelsk eller norsk.