Showing posts with label independent. Show all posts
Showing posts with label independent. Show all posts

Wednesday, August 19

Enacting Experience Part 3: Don't Look Back



People debate whether or not video games are art. Honestly, it's a ridiculous question. I define art as anything that evokes emotion or provokes thought from the audience. Whether or not the creation of video games is an art form is equally debated. I believe that an art form is any medium in which artists, through inspiration, subconscious feeling, and a series of decisions, create works which can offer the evoking of emotion or provoking of thought from an audience.

As an aside, I will note that art is definitely not always intended to affect others; many people create things for themselves or at least lack any intent to evoke emotion/provoke thought. Art is also highly subjective. What may not affect one person may, to another, present a paradigm shift in life values. Who's to say? Artists can control the effect of their works only so much. Because of the inherent subjectivity of art, an artists intention with his or her work is difficult to define, excepting specific statement from the him or her. Art will be perceived as it will.

I think I've finally discovered the reason for all of the questioning behind the "are video games art" debate. There is an important distinction between what a medium does achieve and what it can achieve. Just because video games as they are commonly offered often do not evoke emotion does not mean the medium cannot evoke emotion.

The established ultimatum that games need to be fun has blinded us to the other emotions that games can evoke and the other qualities they can possess. So we look at games and ask, "on a scale of 1 to 10, how fun is this here video game?" And this question almost always comes first, before we ever ask "how is this game affecting me emotionally?" or "what is this game teaching me?"

It's a matter of status-quo. Publishers are trying to please the media and to make money, the media is trying to please the gamers, and the gamers are trying to please. . .themselves? What is for sure is that professional developers have a budget and have to please everyone, and if everyone thinks that fun and graphics are what makes a game "good" and what makes a game sell, then really, what choice do they have? With every layer of the video game strata preoccupied with pleasing the norms, not many have the luxury nor time to worry about the other potential emotional qualities of games, that is, save for the independent developers.

Terry Cavanagh of Distractionware brings us a beautiful game called Don't Look Back, a game that I feel is an ideal exemplifier of gameplay as a means of evoking emotion and, for that matter, provoking thought.
Before you read on, I highly recommended you play through the game, which can be played online or downloaded.

Like the brilliant You Have to Burn the Rope before it, or more similarly, Don't Shoot the Puppy!, Don't Look Back gives instruction in its title. If Metal Gear Solid is considered to be the cinema of video games, Don't Look Back must be its poetry. Titles in poetry are often pivotal to the understanding of a poem, even at the most basic level explaining the subject of the poem or cuing in readers on the setting or location. Neversoft's Gun is one example of an effective video game title that comes to mind . The title says it all, giving players a hint of not only the game's subject-matter but also what the gameplay might involve. Gun as a title may additionally imply the player-character's situation in the game world and the necessity of resorting to lethal action.

The title Don't Look Back has multiple meanings, explaining not only the game's rules but also, metaphorically, its messages. In an interview with GameCritics, Cavanagh explains that partial inspiration for Don't Look Back came from the greek mythological story of Orpheus, who traveled to the underworld to rescue and revive his deceased wife, Eurydice, but broke the rule of doing so and caused her to disappear forever by turning to look back at her before he was allowed. Similarly, once players retreive their wife in Don't Look Back, turning back will cause her to disappear. When players return to the grave, they find themselves already standing there, and both the player-character (who we'll call Orpheus for simplicity) and his wife disappear together.

To enact experience is to meld the content of something with the experiencing of it. The concept of "not looking back" functions in two ways: one, as a rule of the game, and two, metaphorically, a message about moving on. To me, the game symbolizes moving forward. Orpheus's descent into the abyss is a journey of mourning. As Cavanagh explains, Orpheus never physically leaves the grave, but has taken a fantastical journey, mentally and emotionally. His return trip to the grave, his wife following along, is a passage of reconcilement, of moving onward. The difficult descent, however, was first necessary to mourn his loss. When the player and the wife return to the grave, Orpheus's journey-self and his wife disappear, leaving the new Orpheus standing, having grieved and moved onward from his wife's passing. In this way, the game is a mourning process for Orpheus, allowing Orpheus to free his wife and to free himself.

What is so beautiful about this game is that its title, rules, and meaning all function as a single whole, each point reinforcing the others. Only in a video game does a person or audience have the opportunity to look back, and not only look back, but have that action support a message and theme of moving onward. The game's message is strong and impactful via the very simple gameplay rule mirroring it.

Tuesday, December 11

Aquaria Released

Aquaria has been released. You may remember that Aquaria was the grand prize winner of the 2007 IGF competition. The game was developed by Bit-Blot over the course of many years. You can read all about its development on the official site, where they recently did a 7 day lead-in to the game's release. The game goes for $30 but Bit-Blot was kind enough to release a demo as well.
You should definitely go play it. I've played the demo for a few minutes but haven't had enough time to really delve into the waters yet, so to speak.

Here is the final trailer for Aquaria:

Let me know what you think.

Tuesday, December 4

2008 Independent Games Festival Finalists Announced

The 10th Annual Independent Games Festival is coming soon, and the finalists for main the competitions have been announced.

They are as follows:

Seumas McNally Grand Prize:
  • Audiosurf
  • Crayon Physics Deluxe
  • Hammerfall
  • Noitu Love 2: Devolution
  • World of Goo
Best Web Browser Game:
  • Globulos.com
  • Iron Dukes
  • Tri-Achnid
Design Innovation Award:
  • Battleships Forever
  • Fez
  • Fret Nice
  • Snapshot Adventures: Secret Of Bird Island
  • World Of Goo
Excellence in Visual Art:
  • Clean Asia!
  • Fez
  • Hammerfall
  • Synaesthete
  • The Path
Excellence in Audio:
  • Cinnamon Beats
  • Fret Nice
  • Audiosurf
  • Clean Asia!
  • OokiBloks
Technical Excellence:
  • World of Goo
  • Goo!
  • Audiosurf
  • Axiom: Overdrive
  • Gumboy Tournament
Also, take a look at the lists for the Student Competition, and the full list of entrants.

They all look pretty awesome. My computer has very limited processing power (among other things), unfortunately, but I'm going to try and play as many as I can. You should to. Then come back and let us know your opinion about them.

Thursday, March 22

IGF 2007: Gelatin Joe

The 2007 IGF awards have come and gone. The winners have been announced, including the recipients of the student showcase award. One of the winners is Gelatin Joe, an awesome little game developed by Team Bigger Infinity at DigiPen. You can download the game here, and, I highly recommend everyone to do so. After you've played the game, come back to read why it is such great design. And if you can't play it, please read below.

The art design oozes (haha) with style

Gelatin Joe, like many other well design games, is formed around a simple and solid mechanic. Joe is a gelatin blob that is out to retrieve color from the Bland Bandits. Joe can pick up different colored gelatin drops with the S key. He can move left and right with A and D; and can jump with space. Joe can also dash left or right with Shift, and shoot blobs with the mouse. However, most of these actions require Joe to possess certain blobs to perform. Joe must have at least one green blob to jump, a red to shoot, and a blue to dash. He can jump higher, shoot bigger blobs, and dash longer the more blobs of each respective colors he has. The game is level based, with the goal of each to reach the final warp hole. Players must navigate through the puzzling environments by using the blobs scattered throughout the level.

There is something wonderful about this game. At first, you feel that you will mess up, by using the blobs incorrectly or at the wrong time or place. But you soon realize that the game is much more trial and error. If you mess up, don't worry, the blobs are right where you left them. This makes the game much less stressful than it would be otherwise. Its fun to just experiment with blobs until you get it right. The level design is fantastic. Trampolines and conveyor belts, portals and spinny fan things fill out the roster of environmental objects. The puzzles are often very clever, and in a couple of cases, absolutely ingenious. Just wait till you get to this one part in this one level...what can I say, its too awesome to spoil. You'll feel like a king when you solve some of these puzzles. And that, ladies and gentleman, is what I call good puzzle design. Challenging but not impossible, and oh so satisfying.

Spin, Joe. Spin like your gelatinous self has never spun before

Gelatin Joe has a great art style also. The thick border around Joe himself bounces and fluctuates with Joe's movements, and is a joy to watch. The various tiles in the above picture mold under Joe's weight, even these basic physics add another layer to the game's unique style.
Lastly, the last level is a boss, and it is a great example of how to present new challenges to players using the abilities that they've already learned. If you haven't played it yet, the download is small and free. Game Career Guide also has a "postmortem" on Gelatin Joe, which is a great post-synopsis of the game's development by one of its creators. Read it if you so desire. Gelatin Joe is truly, an awesome game. Even the most casual of gamers would enjoy it. I can't wait to see what Team Bigger Infinity comes out with next.

Gelatinize
Why do you think Gelatin Joe is fun?
Would you change anything about the game, why if so?
What would you add to the game if you were to make it longer?