JORK?

drbogenbroom:

the vocabulary of video game criticism is so wildly impoverished it’s hard to communicate what i mean well

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 I get what you mean, but how many people do you want to share in your vision? The idea behind an artform is to share ideas and provoke thought. But with movies and paintings and shit, all they have to do is watch. With a game, for the player to get the whole picture they actually have to beat it.

 I’d imagine the most effective way to get someone compelled to complete your game is through generating some kind of fun. SOME kind of fun, there’s many types of fun for many types of people. Hell, some people might even think the artistic merit and innovations are so profoundly invigorating that they’ll slug through what you gave them just to see it all, even if it’s actively irritating. But that’s usually just art people. Art people are weirdos.

 When I posted the link to the prototype Knytt Stories Obelisk demo, I didn’t hear one single word back about it. Most likely, it didn’t catch anyone’s imagination and they really just didn’t care.

 I don’t think my efforts were really compelling anyone to care, I think the lack of fun definitely sunk whatever artistic merit I was trying to portray in the game. It wasn’t a game yet, it was a weak story-tour with what must have seemed like big boring lags in between every point of interest.

 And for the record, Cactus saying he doesn’t believe games need to be fun is pretty apt, because Hotline Miami is probably the most actively irritating, least inviting, and least fun game I’ve ever played.

 Now I’m going to play more Super Time Force, which is very fun.

56 plays

drbogenbroom:

verily, so much for all that

here’s a bad unmixed midi of the court of the crimson king

Hot damn. I bet you nobody else has ever made a midi out of King Crimson.

juwaha:

jerkdouglas:

drbogenbroom:

games having to be “fun” is why there are a dozen AAA shooter franchises that have a million iterative sequels, but then people are baffled and shocked when a nonviolent, slow, contemplative game like journey is a success

 I play a game to be entertained. I glean entertainment from things I find fun. So the definition of “fun” is pretty loose in this context, and really just interprets into “things I want to do”.

 The problem you’re tracing is an expectation on the definition that ended in boring disasters. Simulations of things with no context, or not attention paid to the elements that make those things fun. The fun factor of enjoying a task can’t last forever when the act is reduced to pressing a single button.

 Fun is relative. Don’t let the corporate boners decide that there’s a singular solid definition that overwrites others.

If people didn’t find a game fun they wouldn’t play it.

So no one’s standard of what makes a video game good or fun or “socially healing” or whatever, matters.  Not a single one of them matters.  Not a single NGJ article matters, ever.  No think piece on video games matter, has ever mattered, or will ever matter.  No feminist diatribe about video games will ever matter.

 Fun is also the engine by which all that secondary shit gets transcribed to another’s mind. If fun isn’t your primary goal, you’re just making some kind of interactive statement, and it will be brought out and pointed at by the ideological opposition for what it is. Heavy-handed manipulative garbage.

drbogenbroom:

loltaku:

I cannot stop laughing

this is important tho cause the obsessive focus on “fun” means games are now being consciously designed to exploit neurological patterns and force people to have “fun” via awful, artistically empty grindy trash like wow or diablo or farmville

drbogenbroom:

loltaku:

I cannot stop laughing

this is important tho cause the obsessive focus on “fun” means games are now being consciously designed to exploit neurological patterns and force people to have “fun” via awful, artistically empty grindy trash like wow or diablo or farmville

drbogenbroom:

games having to be “fun” is why there are a dozen AAA shooter franchises that have a million iterative sequels, but then people are baffled and shocked when a nonviolent, slow, contemplative game like journey is a success

 I play a game to be entertained. I glean entertainment from things I find fun. So the definition of “fun” is pretty loose in this context, and really just interprets into “things I want to do”.

 The problem you’re tracing is an expectation on the definition that ended in boring disasters. Simulations of things with no context, or not attention paid to the elements that make those things fun. The fun factor of enjoying a task can’t last forever when the act is reduced to pressing a single button.

 Fun is relative. Don’t let the corporate boners decide that there’s a singular solid definition that overwrites others.

loltaku:

I cannot stop laughing

How can I be for free speech and rational discourse when these people are begging me to shut them up with murdering?

loltaku:

I cannot stop laughing

How can I be for free speech and rational discourse when these people are begging me to shut them up with murdering?