Friday, September 21, 2012

Friday 21st September. Figure it out.



Work achieved
Physical work-not enough done.  2 hours of loose sketches
Some time spent writing plot elements but until I storyboard it…it’s not really resolved.
Investigative work done- plenty but still left with some necessary choices unresolved.

This Time I decided I should talk in brief about a few (relatively recent) games that are interesting pieces from the wealth of 54 years of creation.  But before that would you like to see the 1st? Here it is.
                                       (tennis for two, reproduction for the 25th anniversary)

Tennis for two
Created by a nuclear physicist named William Higinbotham. The game Tennis for two was created because  “it might liven up the place to have a game that people could play, and which would convey the message that our scientific endeavors have relevance for society."-Higinbotham
Tennis for two is the most basic of games from a design standpoint. Two players attempt to score points against one another using a simple controller. It’s quite interesting to see and compare this game with the later and far more famous game pong. I honestly find tennis for two to be far more interesting. The blue streak of the ball as it obeys gravity vs the single white dot of pong…
But I mentioned that I was going to talk about more recent artistic endeavors. Not spend time referring to esteemed creations from video games birth. 

                                            (Thirty Flights of Loving, Blendo games,PC)

So let us instead jump to a game that came out this year. Thirty flights of loving is a short narrative piece (it’s at the most only 20 minutes long) The game leaves much of the story details to the participant to fill in afterwards. The game railroads you through its narrative but because it’s set to such a rapid pace you don’t mind it. The game is wacky, colorful and a good study in the power of good jump cuts. Starting from entering through a hidden wall in a bar to in the end wandering around an art gallery opening that is celebrating the car crash that killed you. 

                                                  (Dear Esther, The Chinese Room, PC)

Moving onto another piece of participatory fiction: Dear Esther is just like thirty flights is based around you walking through the set pieces of the story. Set on an island which may or may not really exist. You as an unnamed party explore and wander over and round streams, crags, caves and the ruins of several beached ships and abandoned abodes. As you progress in your wanderings, A narrator reads letters from various perspectives. The entire experience is centered on exploring: Not only the physical environment but also the events hidden under the letters contents. This game is to be again internalized by the participant. This will again appear in the following games.      
                                                          (Yume Nikki, Kikiyama, PC)

Yume Nikki (translated it means dream diary) was created and released by independent Japanese game developer Kikiyama in 2005. As a freeware cult game, Yume nikki garnered a bit of attention for being made in an engine usually intended to be used in the creation of role playing games. The goal in yume nikki is to gather every item/power in the game then use them to seal the doors of the girls dream world.  But that is only if you wish to see the (disproportionally dark) ending. The real goal is to wander and try to absorb and make sense of what you are seeing. From monstrously large heads who upon eating you lead you to another area entirely, bizarre architecture littering otherwise completely black worlds, drawings that a child would make roaming freely. Meeting fishermen and piano players alike while crashing onto mars… Then there is the girl herself. Locked? In a room where her only actions are to play a video game and sleep (leading to the dream world and all of its creepy-pasta nature. Why won’t she leave? Why does she have to collect powers such as removing all facial features, meet and become a yuki onna (snow wraith) that summons snow? I may bring this game up again later when I talk about the players importance in everything. But that is for another night. 
                                     (LSD, OutSide Directors Company, Sony PlayStation)

LSD dream emulator (The L,S,D stand for hundreds of titles for the game. Such as linking the sapient dream.) The content of the game is based off of the creators dream journal that he kept for several years. The goal is to explore 365 dreams that are created by how you play. Slowly as you progress things continue to get stranger and darker. If you touch an object in the game it will transport you to a new environment. Seemingly random from beginning to end, the events in game may have some meaning but it is so obscure and opaque to be rendered meaningless...But that’s also a conversation for another week.  

                                  (The Stanley Parable, Davey Wreden, Half life 2 mod, PC)

And finally we have The Stanley Parable. Perhaps the best short work of interactive meta fiction I know of. The game starts of explaining how “Stanley” (and perhaps by association the player) enjoys being told to hit buttons in certain ways. (like most video games seem to) Then the player is allowed to move. Walking down hallways and hearing the narrator explain what is going on and which direction Stanley will take when given a choice. And then the choice itself appears. And then you can ignore what the narrator already explained would happen… This leads to varied endings and fights with the narrator. Do you choose to follow his every predetermined step? Ignore everything the narrator tells you? Obey some and resist others? The piece is a wonderful work of participatory art. The act of control becoming the key element of discussion raised within the work. Fully Self-aware, It is undoubtedly my favorite piece out of this small set of games I have outlined.


Next week I will likely talk about the players’ role in the game and how I will involve them within my own work. This will of course require a complete draft of my game sitting/ pinned to my walls. So stay tuned.

(He writes a thousand words on games, including this…)






No comments:

Post a Comment