February 6th, 2008
Some time ago, I read this one rather lengthy article that compared third-person adventure games to “little theater plays with clunky movement, no dramatic camera angles and a distanced view that makes it impossible to see any facial expressions”. This comparison, of course, was made with the intent of proposing better cinematography in adventure games, which many have already attempted since said article was written back in 2003. However, my strange little mind began to wander, and I thought to myself, why do we even have to emulate movies, anyway? Why can’t we exploit this theatre aesthetic in a way that’s artistically meaningful? Hell, why can’t there be an adventure game that’s actually set on a stage?
But wait, there's more! »
January 21st, 2008
First off, I’ve written a review of Zack & Wiki: Quest for Barbaros’ Treasure over at Adventure Gamers, which I recommend you all check out. As you can see, I wasn’t all too impressed with the game as a whole, cohesive unit, but I see it as a very important game nevertheless, as it’s the first adventure game ever to feature Wii-exclusive motion sensitive gameplay, and might just be worth checking out just for that reason. I’m being very optimistic and hoping that someday, we might just see games with the same kind of gameplay, but better stories and themes.
Also, some guy decided to interview me, and the eager survey-taking side of me kindly obliged. Yay.
January 16th, 2008
I see it’s been almost a month since my last post, so in an attempt not to sound like one of those people who only blogs about never updating their blog, I’ll instead share with you a few tidbits that have been preoccupying me for this past little while.
First off, I’ve been reading a bit. Recently, I’ve finished Persuasive Games by Ian Bogost, which was not only an interesting read, but also very useful in providing me with practical knowledge to inspire me in my own work. As well, I picked up Good Girls And Wicked Witches: Women in Disney’s Feature Animation, which appears to be a feminist critique of Disney movies. I’ve only just started, but so far, I’m very intrigued.
As for games, I’ve been spending a lot of time with my DS lately, as I managed to finally get around to playing the third installment of Phoenix Wright, as well as Hotel Dusk. Neither are particularly epic in scope, but both are very charming, engrossing, lovable, and just plain fun, and that’s more than good enough for me.
As for games I’m working on, I’ve got a thing or two in the works at the moment, but nothing I’m particularly ready to divulge as of yet. In the meantime, did you know that Chivalry recently got mentioned on Play This Thing! and Rock, Paper, Shotgun? I think this bodes well, as it signifies that the game is finally starting to get itself exposed to gamers at large, rather than just the adventure gaming community. Now, I only hope that said gamers will find something to like in it…
December 20th, 2007
Finally, more than a whole two months after I released the game, the very last Adventure Architect article for Chivalry is online. A snippety snippet:
“Yet, despite this, what I find myself more concerned about is how Chivalry presents itself as an artistic experience; that is, how far does it come in reaching out and inspiring people in the same way that my favourite works of art do? Admittedly, I don’t think I’m the greatest of storytellers, and still have a long way to go before I get anywhere near where I’d like to be in that regard. That said, my impressions of my games are coloured by the fact that I know them inside and out, and therefore cannot see them as an audience would. This is where player feedback becomes important to me. It becomes my measuring stick to gauge where I am with respect to creating my ideal gaming experience, and what I can do to come closer to that ideal in future projects.”
Go on now, read the rest for some delicious postmortem goodness!
December 17th, 2007
Social gaming, they say, is the New Hawt Thang™ these days. Everyone’s into those newfangled MMOs, after all, so that seems to be the way you need to go as a developer in order to strike gold, isn’t it? Yet, there’s a huge problem here. Even though games with social aspects to them are supposed to be ridiculously popular, I just can’t get into them.
Now, there are many reasons why this might be the case; namely, they usually have too much violence and acquisition-based gameplay, they’re huge time sinks I can’t afford to waste my energy on, etcetera etcetera. But one that really stands out is the fact that they don’t appear to suit my personality. I’m a rather strong introvert, you see, which generally means that dealing with people is exhausting for me, and I often need time alone to “recharge my batteries”, so to speak. Hence, having to spend a big chunk of my leisure time trying to socialise with other people is horribly unappealing, particularly since I have to do a lot of it in the real world as it stands. The situation is even further exacerbated when one has to deal with immature teenagers and the like who type in horribly undecipherable netspeak and act extremely racist and/or sexist under the guise of anonymity, who appear to show up even more in online games than they do in real life. Ugh.
But wait, there's more! »
December 8th, 2007
I had a conversation with a friend yesterday about unresolved endings in movies. Having grown up in Canada, I’m quite accustomed to the Western convention of giving stories a clear beginning, middle, and end. However, I’m also half-Persian, and the vast majority of Persian movies I’ve seen have the bizarre tendency of ending right at places where you’d expect some kind of dénouement to occur. This has historically bothered me, but given some time to think about it, there are times when an unresolved ending actually works. If you’re doing a slice of life-type story, which a lot of Persian movies are, it gives you the feeling that life goes on outside of the vignette you get to see in the film. It’s a message that can make a very powerful point, if done well. [1]
But wait, there's more! »
Footnotes:
- Cliffhanger endings, on the other hand, are a different beast. They usually exist solely for the purpose of getting the audience back for the sequel, and that smells of shady marketting tactics rather than art to me. ↩
November 23rd, 2007
I know, I know, it’s been so soon since the last one’s been released, but I now have a new game-like thing up for download! It’s called “Pigeons in the Park”, and it essentially consists of two strangers having a conversation on a park bench. It’s very short, along the lines of “When We Were Kids”, but completely puzzleless. And it’s incredibly cute, if I do say so myself. Download!
But wait, there's more! »