I've been busy with Braid lately and couldn't help myself explaining some aspects, hopefully explaining the reaction from these "artfags" somewhat more. Not that I'm taking their side or something, just an explanation of the underlying ideas.
icycalm wrote:I played Braid for about 15 minutes. From what I saw in that time, the plot is in no way an absolute necessity. Perhaps it becomes so later? I doubt it.
icycalm wrote:Braid, for example, is in the same genre as Lup Salad. Lup Salad has a story too, though I am afraid it's not an arfaggotry one. Why is no one calling Lup Salad GAME OF THE DECADE!!!
No, the story isn't a necessity, but story and rules are strongly linked in Braid. It is very much in the tradition of
Jason Rohrer: artistic expression through rules. The conflict of the gamer with these rules should lead to the feeling the creator tries to express (though it's not quite that simple with Blow: he distances himself from messages but wants to ask questions). Blow explained this clearer in a
lecture of his.
How can this be seen in Braid? Globally there's a development both in story and in rules. Amongst the first books in the game is this:
"What if our world worked differently? Suppose we could tell her: 'I didn't mean what I just said,' and she would say: 'It's okay, I understand,' and she would not turn away, and life would really proceed as though we had never said that thing? We could remove the damage but still be wiser for the experience."
This can be linked quite directly with the time travel mechanic ("What if you could turn back time?" Well, you can in this game.). But every world adds another rule that restricts and complicates this, shows another side the human experience of time. The player has to adapt to the rules in a way that is comparable to the story. Time and place are literally linked to each other in Chapter 4, for example: the position of all the enemies depends on the position of the player in the level.
Effective? Well, I don't have the idea that most lovers of this game really know why they love it. But to me it shows an understanding of the medium far beyond most big-budget developers. And at the very least it has some interesting puzzles.
I like how most of his games of the year are basically puzzle and/or mini-games. That's the future of gaming according to the artfags: puzzle and/or mini-games.
If a developer wants to express something with rules, it's far easier to that with a 2D puzzle/mini-game than a 3D shooter. Less rules and more control, which enables them to be more effective with their capabilities.