Archive for May, 2008
How is a game different from a movie?
First things first: now that the deadline for artwork submissions has “passed”, so to speak, I think it’s time to give a tally of sorts. I have received a total of fifteen scenes, which will definitely be more than enough for what I need, so I won’t accept any more unless you’re really, really burning to join in on the fun, in which case I might make an exception or two. Four of these scenes have already been written, which means that there has been progress, so to speak. I can’t really give much of an estimate as to when this project will be up for public consumption, though, particularly given that I’m now working full-time at Hothead and there’s no telling how much of my creative energy this will eat up in the not-too-distant future. [1]
I will, however, reveal that the title will be Des Rêves Élastiques Avec Mille Insectes Nommés Georges, or DREAMING for short. Yes, I decided to revisit my love for obscenely long titles, last seen in TGTTPOACS, except this time you can, you know, actually pronounce the acronym. Plus, this time, the title’s in French, so you know it’s all artistic and avant-garde and stuff. Titter titter.
All right, now that the administrivia is over and done with, let’s get to the real topic of this post, which is the difference between a story-based video game and a movie. Now, this is something that’s frequently brought up whenever people discuss the role of storytelling in games. I get the impression that to most gamers, the difference is “gameplay”, e.g. dexterity challenges, logic puzzles, and anything else with rules, goals, and clear win/lose states. The argument therefore is — and forgive me in advance if I’m attacking a straw man here — that if you remove all the gameplay, all you’re left with is a “movie”, and usually one that is highly inferior to everything in your prized DVD collection, to boot.
- The same applies for Stage!, except the problem is compounded by two busy schedules as opposed to just one. ↩