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Re: You've inspired me... | |
Posted By: Kermit <kermi7@mac.com> | Date: 9/28/10 1:13 p.m. |
In Response To: Re: You've inspired me... (General Battuta) : I can try to tone it down. Might be a good idea. This is fan site, and I'm not saying don't be critical, but for many people gleefully pointing out "mistakes" has the effect of peeing in their cornflakes. I, too, have spent a LOT of time in writing workshops. (I wrote a collection of short stories for my Master's thesis.) The kind of close analysis you're talking about can be constructive or destructive. I don't have the same criteria when judging a game with a 1,000-page script that I bring to, say, a literary short story. (I am bugged when a bad line is given prominence in a game. I'm complained here before about the misuse of "Were it so easy!" I still grit my teeth every time I hear that.) Your critiques are not wrong. I think you give them too much emphasis. What made my best writing teacher so good was that she always kept perspective. She would tell you whether the problems were big or small. She would tell you what didn't work, but more importantly what worked. Her workshops tended to not devolve into the creative writing equivalent of sniper alley, where you are shot down again and again and there’s little you can do to avoid it. (Many of them do, and I don't find those fun.) I said I don't hold Reach to the same standard as literature, but a man can hope, and Reach, in its imperfect state, represents a good step for AAA game titles. The characters are recognizably human, the game shows a lot more than it tells, and, as Louis points out, it's always been up to us to fill in. Our filling stuff in is part of what engages us, and it always has been what engages us about art. It's what makes a short story different than a newspaper article. There's not a lot left of fill in graphically, but Reach hints at a world that is real emotionally. It's a mature step, and it's one that excites me. Kermit
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