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Re: Bungie responds to Activision contract. | |
Posted By: Cody Miller | Date: 5/22/12 11:52 a.m. |
In Response To: Re: Bungie responds to Activision contract. (Beckx) : Take one of my recent favorites, Lone Survivor. It's a hard game, but gets : easier if you take pills. The pills are a mechanic, a set of rules - take : this pill to get more ammo, this pill to get more food. They directly : impact how the player will interface with the story. But at the same time : they're part of the conversation - you're literally getting through life : by taking pills. The game succeeds because the survival horror mechanics : work, and we have an interesting conversation with the author because of : it. Based on what you say, the conversation doesn't seem to be that interesting. People take pills to get through life. That statement is common knowledge. How is this insightful? Now, if you tell a story using a character and narrative, about WHY they take pills, WHAT they hope to accomplish, WHO they want to be, WHERE they get the pills, WHAT everybody doing this does to to community or society as a whole - that's where you start getting into useful territory. Is Requiem for a Dream a good film? Maybe, maybe not, but the conversation it starts about pills is much much more interesting than what you describe from the video game. This is what I mean. If everyone here were to name a video game they feel 'starts a conversation' or otherwise takes a stance on an issue or whatever, I can find a book or film that does it orders of magnitude better. However, pick a good film or book and try to find a game that outclasses it, and you will come up empty every time.
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