Moderator: JC Denton
by icycalm » 24 Dec 2010 15:44
by icycalm » 24 Dec 2010 15:59
I wrote:Hi John, this is Alex Kierkegaard, a freelance philosopher, passionate game lover, and great fan of your work.
I am going to cut straight to the chase as I do not want to undermine in any way the importance of this link I am sending you:
http://insomnia.ac/commentary/on_the_ge ... art_games/
Please read this. It is the most important essay on the subject of videogames that will ever be written.
I have more to say to you (and, more importantly, more links to give you), but there'd be no point in doing so before I get your reaction to this first link.
I look forward to hearing from you...
Your sincere fan,
Alex Kierkegaard
by abe » 24 Dec 2010 19:42
The first person to cry playing Passage was Rohrer himself
Clint Hocking, a designer at Ubisoft best known for Tom Clancy's Splinter Cell, was so blown away by Passage that he made it a focus of his Game Developers Conference talk earlier this year. In front of an audience full of the industry's most influential game designers, Hocking growled, "Why can't we make a game that fucking means something? A game that matters? You know? We wonder all the time if games are art, if computers can make you cry, and all that. Stop wondering. The answer is yes to both. Here's a game that made me cry. It did. It really did."
According to Jason Rohrer, the reason for this is simple: "Ebert's right." Games suck. Game companies have spent so many years trying to make skulls explode complexly and water ripple prettily that they haven't invested any time in learning how to make games that are as emotionally dense as the best novels and films. Most games are a waste of time. Soulless. Empty. Rohrer is far from the only game-maker who believes this. In fact, a growing number of game-makers in positions of power at large companies -- Electronic Arts, Ubisoft, etc. -- aren't interested in continuing to defend the industry against its critics. Because, one, it's hard to see how the critics are wrong, hard to see how Halo 3 and Grand Theft Auto IV aren't what they seem to be. Murder simulators. Really fun murder simulators. And, two, if you're a middle-aged game-maker and you're going to see Children of Men on the weekend with your wife and kids and getting your mind blown, you hit a point where you want to do something better, more important, than making blood flow realistically.
In truth, ambitious game-makers want it to be true that games are polluting the minds of our youth, because that means games really are touching our brains in sophisticated ways, and therefore games have room to grow. Like Passage, they can be art.
Because the video-game industry lacks something even more crucial than respect: a basic grammar of emotion. Film has it, novels have it, songs have it: heroes to idolize and imitate, codified bodies of knowledge you can soak up over a lifetime or try to have dumped into you at an M.F.A. program or film school. But a game-maker is in a different position altogether. Nowhere to look. No place to start. "We just have no idea," says Chris Hecker, who spent the last five years working alongside gaming god Will Wright on the hugely ambitious, sprawling Spore. "The question I have is, Are games in fifty years going to be recognizable? Is there a game we'll look back at in fifty years and say, yeah, that was the model?"
Here is Jason Rohrer's audacious bet: no. The models don't exist. So he's setting out to build them.
Rohrer doesn't use deodorant. He washes his hair only twice a month. He doesn't put on a new pair of clothes in the morning, because he gave most of his clothes away years ago. He owns four pairs of boxer shorts. If he owned any more, he or his wife would have to spend more time washing them, which would make them both more reliant on electricity to run the washer. He keeps his fridge unplugged for the same reason. No fridge, no meat; no meat, no spoilage in an electrical storm. Open the fridge and all you see are vegan grains.
At dinner one night, he asks his wife if she thinks it would be fun to be immortal -- she says she thinks it would get boring -- so he makes a game, Immortality, in which you're this little stick figure who has to build a tower to the heavens; the game grants you the powers of immortality, then makes you yearn to have those powers taken away. He's surfing online and comes across that YouTube video of the "Don't tase me, bro" guy, and he's so freaked out by the tyranny of the police that he cries, and when he's done crying, he codes a game called Police Brutality that puts you in the room with the "Don't tase me" dude and challenges you to organize an unarmed insurrection.
This is why video games need a figure like Rohrer so badly: an auteur. A person of great energy, courage,
Cut a lawn and it emits harmful hydrocarbons, like a car. "Here we go," Rohrer says, flipping through his files. " 'Air Pollution and the Smell of Cut Grass.' I have a scientific study."
He argued that "our ability to speak with our landscape would be drastically reduced if our desired landscape was restricted to our backyard,
Christ, can't you see this? This lush green atmosphere dying so gorgeously all around him? And Rohrer with a laptop, sitting cross-legged in the dirt, inventing a new way of showing the world what it means to be alive?
by El Chaos » 24 Dec 2010 23:43
by abe » 25 Dec 2010 03:25
by JoshF » 25 Dec 2010 05:03
by Profanatica » 25 Dec 2010 06:30
by JoshF » 25 Dec 2010 07:35
by Bigode » 26 Dec 2010 22:43
by icycalm » 27 Dec 2010 20:19
Jason Rohrer wrote:Someone just introduced me to your Insomnia site, and I spent much of the evening reading stuff there.
I really like what you have to say, and I agree with a large portion of it.
What's interesting is that the thing that happened to modern planar and plastic arts DIDN'T seem to take hold in film. I'm sure you have your theories about why, and so do I. When Kael talked about the "boring art films that we should be watching" (paraphrase), what she was describing was largely a temporary phenomenon. It's not like film got more and more jumbled and fell all the way down the rabbit hole the way that painting did.
When I go back to that era and try to explore the French New Wave or whatever other "important" transition movement, I find a collection of really terrible, boring films. Still, they were shocking and noteworthy at the time for their contrariness, and they *did* have a positive impact on the rest of the film world. Auteur theory alone, which was subsequently adopted throughout the mainstream film industry to great effect, was worth it, no? It's one thing to observe the hand of Hitchcock operating in his studio pictures made with contract actors. It's another thing to intentionally make room for the authorial hand in film the way we do today. I mean, no applied auteur theory, no Natural Born Killers for sure.
Likewise, I don't see the modern art derailment happening in the world of video games. I think the "artgame" thing has pretty much run its course at this point. But it was a necessary development. It couldn't have not happened, as you have pointed out. But we won't go down the rabbit hole of modern art. Instead, the whole artgame thing will have a small, positive impact on the industry---highlighting the need to make room for an authorial voice, and *hopefully* inspiring a bit more experimentation and risk-taking design-wise.
One thing that I don't see you talk about much on your site is the state of the CURRENT game industry. When someone like me complains about video games being artless and worthless, I'm not complaining about what Romero was doing back in 1992. I'm not shitting on the whole history of video games. I'm complaining about the hundreds of games that have simply repeated his/Carmack's brilliant formula (and all the other brilliant formulas), with small variations, over and over and over in the decades since then. It's great to get all starry-eyed about the classics. But I walk into GameStop today. There is nothing there that I want to play.
If you look at this list:
http://www.ign.com/index/upcoming.html ,
don't you feel as sick as I feel? Something like 80% of the listed games are sequels to sequels of not-so-interesting games. Or maybe to games that WERE interesting 5 sequels ago. GTA III was amazing, I agree. Red Dead 2 is not interesting at all.
Do you go to GDC ever? If so, it would be great to meet you in person.
I'm giving a microtalk there this year that essentially tackles artgames for being boring. Reading your stuff has set a new bar for me, I think.
Also, after reading your scathing, laser-sharp review of Spelunky (what I've often reported as my "game of the decade"), I'm eager to read your honest review (not your "Leigh Rogers" review) of Braid. Have you played it? I'm assuming you have.
Oh... and have you ever thought about designing/programming some games yourself?
Keep up the good work, sir!
Jason
--
http://hcsoftware.sf.net/jason-rohrer
by Worm » 28 Dec 2010 00:16
Bigode wrote:By the time Wolfenstein 3D was being developed, Romero wasnt programming at all
Bigode wrote:And, when Quake was being developed, Romero was too busy Deathmatching and being a "videogame rockstar" to work on the project
by icycalm » 28 Dec 2010 01:11
Friedrich Nietzsche wrote:Hospitality. -- The meaning of the usages of hospitality is the paralysing of enmity in the stranger. Where the stranger is no longer felt to be first and foremost an enemy, hospitality decreases; it flourishes as long as its evil presupposition flourishes.
Sylvère Lotringer wrote:There is no difference between discourse and the essence of war. Their aim is to destroy, not denounce, the adversary.
Jason Rohrer wrote:I really like what you have to say, and I agree with a large portion of it.
Jason Rohrer wrote:What's interesting is that the thing that happened to modern planar and plastic arts DIDN'T seem to take hold in film. I'm sure you have your theories about why, and so do I.
Jason Rohrer wrote:When Kael talked about the "boring art films that we should be watching" (paraphrase), what she was describing was largely a temporary phenomenon.
Jason Rohrer wrote:It's not like film got more and more jumbled and fell all the way down the rabbit hole the way that painting did.
Jason Rohrer wrote:When I go back to that era and try to explore the French New Wave or whatever other "important" transition movement, I find a collection of really terrible, boring films.
Jason Rohrer wrote:Still, they were shocking and noteworthy at the time for their contrariness, and they *did* have a positive impact on the rest of the film world. Auteur theory alone, which was subsequently adopted throughout the mainstream film industry to great effect, was worth it, no? It's one thing to observe the hand of Hitchcock operating in his studio pictures made with contract actors. It's another thing to intentionally make room for the authorial hand in film the way we do today. I mean, no applied auteur theory, no Natural Born Killers for sure.
Jason Rohrer wrote:Likewise, I don't see the modern art derailment happening in the world of video games.
Jason Rohrer wrote:I think the "artgame" thing has pretty much run its course at this point.
Jason Rohrer wrote:But it was a necessary development.
Jason Rohrer wrote:It couldn't have not happened, as you have pointed out. But we won't go down the rabbit hole of modern art. Instead, the whole artgame thing will have a small, positive impact on the industry---highlighting the need to make room for an authorial voice, and *hopefully* inspiring a bit more experimentation and risk-taking design-wise.
"WE WERE NOT TRYING TO MAKE ANYTHING BEAUTIFUL BUT": "to create an impression" (as if all art did not create an impression), "to express something" (as if all art did not express something), "to experiment" (as if any given masterpiece did not contain more experimentation, and at an immeasurably higher level, than all artfag abortions ever put together), "to convey a message" (as if everything in existence did not convey messages, and in fact an infinity of them; also, as if the most effective way to convey a message was not to actually write it down), "to make art for art's sake" (as if this phrase actually meant anything), and so on and so forth.
I wrote:The whole "experimenting" excuse of the indie bums and the artfagots is simply absurd. There is more experimentation in a Civilization sequel (or even in a Madden update for christsake) than in all indie abortions ever put together. Cave takes something like six months to simply BALANCE each shooter they make (never mind the fighting game makers): the indie bums do not even spend that much in the BASIC MECHANICS, let alone in balancing anything.
Jason Rohrer wrote:One thing that I don't see you talk about much on your site is the state of the CURRENT game industry.
Jason Rohrer wrote:When someone like me complains about video games being artless and worthless, I'm not complaining about what Romero was doing back in 1992. I'm not shitting on the whole history of video games. I'm complaining about the hundreds of games that have simply repeated his/Carmack's brilliant formula (and all the other brilliant formulas), with small variations, over and over and over in the decades since then.
Jason Rohrer wrote:It's great to get all starry-eyed about the classics. But I walk into GameStop today. There is nothing there that I want to play.
Jason Rohrer wrote:If you look at this list:
http://www.ign.com/index/upcoming.html ,
don't you feel as sick as I feel?
Jason Rohrer wrote:Something like 80% of the listed games are sequels to sequels of not-so-interesting games.
Jason Rohrer wrote:Or maybe to games that WERE interesting 5 sequels ago. GTA III was amazing, I agree.
Jason Rohrer wrote:Red Dead 2 is not interesting at all.
Jason Rohrer wrote:Do you go to GDC ever? If so, it would be great to meet you in person.
Jason Rohrer wrote:I'm giving a microtalk there this year that essentially tackles artgames for being boring. Reading your stuff has set a new bar for me, I think.
Jason Rohrer wrote:Also, after reading your scathing, laser-sharp review of Spelunky (what I've often reported as my "game of the decade"), I'm eager to read your honest review (not your "Leigh Rogers" review) of Braid. Have you played it? I'm assuming you have.
Jason Rohrer wrote:Oh... and have you ever thought about designing/programming some games yourself?
Jason Rohrer wrote:Keep up the good work, sir!
Jason
by icycalm » 28 Dec 2010 15:38
Jason Rohrer wrote:Wow, my little email made quite a splash, eh? Front page and everything!
>>>>>>
Or perhaps the above were part of the things you didn't agree with? And I suppose we'll get to read the reasons for your disagreement and your counter-arguments sometime after hell freezes over?
>>>>>>
I only disagree with a few points that you made in response to my email. Well, except for obviously ridiculous stuff that no one takes seriously. I understand that you use "fag" to mean "weak person", but it is an overloaded term, yeah? I have a wife and three kids, and I find women much more attractive than men.
(Also, Romero, if you ever have the pleasure of meeting him in person, is extraordinarily shy and reserved and quiet and sweet. Almost meek. Not the type of guy to steamroller someone in an argument or anything like that. Which is why he sorta got "brainwashed" at that conference, and also by some friends that he's been hanging out with recently. I think he's currently making an artgame, actually.)
Your position on the weak reminds me quite strongly of:
1. Ted Kaczynski (where "liberal" is closely connected with "weak person")
2. Eric Harris and Dylan Klebold
I admire both of their positions in many ways.
So when I say, "mostly agree with you," the places where we diverge is primarily in calling everyone fags. Oh, and I never was into comic books and sci fi novels. I don't make my main games with Game Maker... my school training is in computer science. I came at games as a programmer. (I have used Game Maker for prototyping, but never for a released game). But those are obvious things that are just rhetorical insults---I agree with the heart of what you say, with the important points. There are also some simple holes in your knowledge. Because you've never been to GDC and talked to the people who are making the games that you love. Like... you know Romero by watching YouTube. I actually know him.
I'd love to respond in your forums.
So ANYWAY, if you're half as fearless as you claim you are, you'll approve my account before hell freezes over.
Jason
by Nybble » 28 Dec 2010 18:46
Built under the creative direction of industry notables Brenda Brathwaite (Wizardry) and John Romero (Doom, Quake), Ravenwood Fair has a completely different atmosphere from the sims you typically find on Facebook: Players create and maintain a fairground, entertain woodland creatures with different attractions, and explore and complete quests inside a sinister, magical forest.
Ravenwood Fair's offbeat premise and dichotomy between cute critters and menacing woods not only transforms the game into something more than a FrontierVille clone; it also afforded LOLapps the opportunity to add more character and flavor to NPC interactions than one typically expects from social games, and to present the world with a distinct visual style that's both adorable and ominous.
by nothingxs » 29 Dec 2010 09:56
by icycalm » 05 Jan 2011 00:09
by icycalm » 05 Jan 2011 00:46
Paul Eres wrote:not every indie game is made with love, but every mainstream game is made under a whip.
by icycalm » 05 Jan 2011 00:52
icycalm wrote:Every single post in that thread (with a single exception, on the first page -- see if you can find it)
icycalm is a butcher, no one can defeat him.
by icycalm » 05 Jan 2011 07:54
id Software has relentlessly provided technical, design and artistic leadership as an independent game developer
by icycalm » 05 Jan 2011 08:10
Derek wrote:The problem is that I love cheap little games as much as I love the highest end games.
Truly, I dislike also those who call everything good ... I call such people the all-contented.
All-contentedness that knows how to taste everything: that is not the best taste!
I honour the obstinate, fastidious tongues and stomachs that have learned to say ‘I’ and ‘Yes’ and ‘No’.
But to chew and digest everything—that is to have a really swinish nature! Always to say Ye-a—only the ass and those like him have learned that.
by icycalm » 05 Jan 2011 09:05
So, icycalm, you're telling me that there's no class of games that are produced without a publisher? Wow, you're totally right! I hereby bow to your awesome vulgarity!
by Masahiro9891 » 24 Jan 2011 03:00
icycalm wrote:Which by the way is the only healthy way to engage in videogames, or any other artform for that matter. Not looking for "meaning" in them, but for enhancing the enjoyment of your downtimes, your rest periods from the serious business of life: which is war.
Nietzsche wrote:Our ultimate gratitude to art.—If we had not welcomed the arts and invented this kind of cult of the untrue, then the realization of general untruth and mendaciousness that now comes to us through science—the realization that delusion and human error are conditions of human knowledge and sensation—would be utterly unbearable. Honesty would lead to nausea and suicide. But now there is counterforce against our honesty that helps us to avoid such consequences: art as the good will to appearance. We do not always keep our eyes from rounding off something and, as it were, finishing the poem; and then it is no longer eternal imperfection that we carry across the river of becoming—then we have the sense of carrying a goddess, and feel proud and childlike as we perform this service. As an aesthetic phenomenon existence is still bearable for us, and art furnishes us with eyes and hands and above all the good conscience to be able to turn ourselves into such a phenomenon. At times we need a rest from ourselves by looking upon, by looking down upon, ourselves and, from an artistic distance, laughing over ourselves or weeping over ourselves. We must discover the hero no less than the fool in our passion for knowledge; we must occasionally find pleasure in our folly, or we cannot continue to find pleasure in our wisdom. Precisely because we are at bottom grave and serious human beings—really more weights than human beings—nothing does us as much good as a fool’s cap: we need it in relation to ourselves—we need all exuberant, floating, dancing, mocking, childish, and blissful art lest we lose the freedom above things that our ideal demands of us. It would mean a relapse for us, with our irritable honesty, to get involved entirely in morality and, for the sake of the over-severe demands that we make on ourselves in these matters, to become virtuous monsters and scarecrows. We should be able also to stand above morality—and not only to stand with the anxious stiffness of a man who is afraid of slipping and falling any moment, but also to float above it and play. How then could we possibly dispense with art—and with the fool? —And as long as you are in any way ashamed before yourselves, you do not yet belong with us.
by Nybble » 21 Feb 2011 05:42
There was a time when Brian Reynolds was best known for his work on epic computer strategy games like Civilization II, Rise of Nations and Sid Meier's Alpha Centauri. But nowadays he's the poster child for the casualfication of gaming.
It was Reynolds and his work on FrontierVille that proved to a lot of people, both game players and game makers, that Zynga and its steady march of Ville games, could deliver meaty, fun gaming experiences.
It was Reynolds' FrontierVille that convinced Bruce Shelley, Civilization designer and the father of Age of Empires, to jump ship and make his way over to the world of casual and social game making. Folks like Ultima's Richard Garriott, Dante's Inferno's Jonathan Knight and Doom's John Romero all seem to be following suit.
by icycalm » 21 Feb 2011 07:46