Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Friday, January 7, 2011

Are Video Games Art?

The Millions has an interesting article up about the long-debated status of video games as art

The idea of art has become fluid in the 20th century; pop art has confronted and challenged the idea that art implicitly carries value, and conceptual art has challenged the boundaries of what kinds of expression counts as art.  I like Roger Ebert, but his defense of the battlements of "art" from corruption by the influence of video games seems faintly ridiculous in an age where arguably the most prominent living artist, Damien Hirst, creates installations composed of animal carcasses in vats of formaldehyde.

Writers, I think, should look at video games as a mechanism containing new narrative possibilities.  Technology has advanced to the point where any story that can be told on film can be depicted in a game world, and the interaction between players and the world really implicates them in characters' actions in ways that aren't possible in traditional narrative forms.

One very popular subject of examination is choice; player are allowed to make choices at various points in the story that impact later events.  A game called "Mass Effect 2" placed the character in the role of a leader of a sci-fi special-forces unit, and choices made throughout the game determined whether his team members would live or die during the final, climactic assault on an enemy space-station.  "Fallout: New Vegas" takes place in a fully-realized post-apocalyptic Nevada, where the player can choose sides among any of three feuding factions, or betray them all.  Each option leads to a different resolution, which is an impossible mechanism in traditional linear stories, but progressing through it feels organic rather than experimental.  This is an exciting way to tell stories.

Meanwhile, other games juxtapose the interactivity of the media with a lack of any real capacity to influence the game's story, to significant emotional effect.  "Modern Warfare 2," had the controversial "No Russian" mission, in which the player was forced to massacre civilians in an airport.  And "Red Dead Redemption," leads players toward an unavoidable narrative resolution, despite its open game-world.  Hitchcock was concerned with the ways in which media makes viewers or readers complicit in the acts of characters, and I think he would have found the possibilities of these games fascinating.

At the same time, the artistic aspirations of games are necessarily undercut by structural concerns.  A game is expensive; new Playstation and Xbox games cost $60, so players expect a certain longevity to the experience.  This leads stories to become distended; narrative pacing is slack because value is perceived in length, and players can leave the narrative behind to embark on digressive side-missions or free-roaming.  The conventions of the form require numerous, often repetitive shootouts or car chases.

Wednesday, December 1, 2010

A short primer on introducing a character and a setting

Check this out; it's the intro cinematic to a video game called Fable 3. Impressive short-form storytelling, with no words. You immediately get a sense of this environment and this character trying to persevere against the hopelessness of his plight



Who says video games aren't art?

Wednesday, August 4, 2010

More Starcraft: A Reading From The Sacred Book of Zerg

"My faith is my shield."
A zergling once said to the Overmind: "I want to believe in you, but how can I keep my faith, when the life of a zergling is so very brief and full of suffering?"

And the Overmind said unto the zergling: "Look back at the path thou hast trod all of thine life. You will see there are two sets of footprints, for where you have walked through torment and trial, I have walked beside you."

And the zergling looked back and saw that, for much of the way, there were, indeed, two sets of footprints, but sometimes, where he had endured the harshest difficulties, he saw only one set.

"But Overmind," the zergling said. "What about the places where my journey was the most painful? When I look at those spots, I see only one set of footprints. You abandoned me."

"I did not abandon you, my child," said the Overmind. "Those places where you see only one set of footprints are the places where I sent in Mutalisk air support."

Tuesday, August 3, 2010

In honor of Starcraft 2: Advice from Kerrigan, Queen of Blades

"You need a plan for self-actualization, Girlfriend."

Love is Patient 

Dear Kerrigan,

My boyfriend and I have been together for three years. He can be very sweet, but he doesn't have a job and he spends every night playing video games. Whenever I ask him to spend time with me, he says he can't because it's raid night and he is the tank. I don't want to begrudge him the time he spends with his friends, but it seems like every night is raid night.

My mom says, if I love him and I am patient, he'll see what I'm worth and he'll change. But my friends say a man will never change, so I should either get used to it, or get out. What should I do?

Sincerely,
Konfused on Korhal



Kerrigan Sez:

Dear Konfused,

Your story reminds me of the time I fell in love with the acid-spewing canopy-crawlers of Forest-world VI. Whenever I tried to get close to them, they fired jets of hot bile at me and then went scampering off through the treetops. But I knew how to make them come around; I ordered my cerebrates to build a hive cluster, and then we systematically consumed all the organic life, until the entire planet was barren and covered with creep. We've since incorporated the genetic material of the canopy crawlers into our new banelings, and I just couldn't be happier.

The moral of the story is this: if you wait for a man to change, you'll be waiting forever, no matter how much you love him. You must force him to assimilate. Once you do, he will be compliant, although he will have a slightly increased tendency to explode.

But, whatever happens with your boyfriend, keep in mind that it won't matter in the long run. The Zerg are going to kill all of you anyway.

Keep the faith, Sister.
Kerrigan



Career Change 

Dear Kerrigan,

Since I was a young Protoss, I always wanted to be a Dragoon. As soon as I was of age, I applied to Dragoon school, and after seven years of rigorous training, I achieved my goal. I got everything I thought I wanted, and I've never been so unhappy.

Being a dragoon seems glamorous from a distance, but much of the day-to-day work is unpleasant and distasteful. And the recession has really pinched dragooning opportunities; there have been numerous rounds of layoffs in my company, and if they can cut the templars, nobody is safe. I've been having panic attacks.

I really want to leave my job and do something different, but I'm so heavily invested in my career. I have a lot of student debt, and I am also physically fused into the dragoon exoskeleton.

Is there a way to be happy doing what I'm doing? Is it crazy for me to consider a career change?

Sincerely,
My Life For Aiur



Kerrigan Sez:

Dear Aiur,

The solution to your problem is the same as the solution to most other problems: the Swarm. We have experienced professional zerglings on call 24/7 to dismantle your exoskeleton. We also offer the fastest retraining program in the galaxy, available to you at no charge. You won't believe how quickly you'll be put to use serving the Swarm!

And you'll have my guarantee that once you make the decision to walk into a hive of Zerg, you'll never have to worry about your student loans or your career prospects again.

Remember: The Zerg are just here to help.

Kisses,
Kerrigan

Saturday, May 1, 2010

New Articles at Yankee Pot Roast

I've got a couple of new ones over at YPR:



Liberals are Ruining the World Of Warcraft

Bastards! Apparently, our nation's health care was not enough.

Also, if anyone working on a query letter finds their way here, they might find my article Novels Submitted For Consideration at a Literary Agency amusing.



There was also a fourth query letter, which was cut from that article for length. Here it is:

Dear Agent,

Please consider representing my exciting new novel, which is certain to be an international bestseller.

On the night of the Last Supper, Jesus Christ dictated his True Gospel to Saint Peter, and revealed unto him the Divine secret of unlimited weight loss, eternally tight abs, and a toned, sexy core. Tragically, Christ’s sanctified guide to fit living fell into the wrong hands during the first century, A.D., and has, ever since, been hidden away by a shadowy cabal.

But in 2009, Christina McGuire, a trained theologian who became an archaeologist after her faith lapsed, discovers a carefully-hidden trail of ancient clues, prepared by Revolutionary War heroes Paul Revere and Patrick Henry, that will guide her to the shocking truth: God so loved the world that He wanted everybody to be thin.

But Christina quickly finds out why Christ’s Gospel has been kept secret for so long. The liberal Left wants to keep everyone fat and unhealthy, so they can pass the universal health care bill that heralds the coming of the Antichrist! Soon, Christina is on the run, chased by the Left’s most fearsome assassin, a terrifying albino from an extreme sect of Secular Humanists, who engages in the shocking practice of ritual self-masturbation.

With nothing less than the world’s sculpted glutes resting in her hands, Christina has to find a way to strike back at the Liberals and get God’s word to the chubby people who need to hear it. Nobody seems willing to help her except for Jacques, a dark-eyed stranger whose sexual magnetism is matched only by his aura of mystery. But Christina is not sure if she can trust him. After all, he’s a vampire.

The Jesus Christ Plan for Weight Loss the Liberals Don’t Want You to Know About: A Novel is like an exciting combination of The Da Vinci Code, Twilight, Glenn Beck’s Common Sense, and The South Beach Diet, rolled into one action-packed 95,000 word book!

Sincerely,
Damien Scratch