Hey there folks.
For those of you who don't know me, I'm NewClassic: forum mod, excitable conversationalist, and sometime writer about stuff. I personally find there's a great deal to talk about in media, not just in things like games, but also novels, movies, short stories, and the various technical aspects of all of the above. I find there's a lot of fascination hidden in the margins, and I'm always excited to hear from the more learned in various fiddly aspects about things I already enjoy.
As a result, I'm always on the hunt for new articles to read, not just about the newest game, but about people's favorite concepts and applications. I love getting to read new approaches to stuff I'd already thought I knew, in addition to comfort reads about topics I may otherwise know exactly nothing about.
So, thusly, I'd love for people here who enjoy reading the articles, and discussing them, to post their favorite article link, and talk a bit why it's such a good article for them. In part to share an article they love, but also to get a chance to discuss it if it's something they wouldn't have a chance to otherwise. So, to get the ball rolling, I'm going to suggest my favorite article from one of my old Escapist friends:
I Don't Dance [http://www.haywiremag.com/features/i-dont-dance/] (Note: Bioshock Infinite spoilers.) has to be one of the better articles I've ever read on any subject. In part because it manages to touch on the sort of player-character disparity I've always enjoyed picking on. Games, as a result of having limited options, have always been somewhat fiddly for personalization. A character cannot simply develop traits to better align themselves with a player's wants, needs, and interests. There is some procedural work, like that found in the Silent Hill PT, but it largely uses pre-defined metrics in a very limited scope to establish a non-verbal communication with its player. A game like Fallout: New Vegas or Mass Effect 3 couldn't hope to achieve the same result because the scopes are so beyond the scope of our technology that being able to interact with players in a non-scripted way, at least in as far as being able to model a protagonist on the player's interests, is out of reach.
The option to fiddle enough that games like Shenmue can emerge, but giving the player that much agency tends to distance the narrative. After all, dicking around playing arcade games isn't going to help Ryo Hazuki track down his killer, regardless of how fun it is to play Space Harrier until you're broke.
However, there is still that inherent interest in play that seems to underline games. It builds, froths, and crescendos constantly for the player. Every option, every mechanic, every quicksave is just another chance to see how the game reacts with the player smashes it with a wrench. Or, if not a wrench, then a squeaky hammer set to the same resonant frequency as the nearby birds. Or at least a box of eggs. And, credit to the article, manages to come across as heartfelt, interested, and observant all the while about human nature, both as a player, and within play.
So, for me, it's a good article to open the floor with.
For those of you who don't know me, I'm NewClassic: forum mod, excitable conversationalist, and sometime writer about stuff. I personally find there's a great deal to talk about in media, not just in things like games, but also novels, movies, short stories, and the various technical aspects of all of the above. I find there's a lot of fascination hidden in the margins, and I'm always excited to hear from the more learned in various fiddly aspects about things I already enjoy.
As a result, I'm always on the hunt for new articles to read, not just about the newest game, but about people's favorite concepts and applications. I love getting to read new approaches to stuff I'd already thought I knew, in addition to comfort reads about topics I may otherwise know exactly nothing about.
So, thusly, I'd love for people here who enjoy reading the articles, and discussing them, to post their favorite article link, and talk a bit why it's such a good article for them. In part to share an article they love, but also to get a chance to discuss it if it's something they wouldn't have a chance to otherwise. So, to get the ball rolling, I'm going to suggest my favorite article from one of my old Escapist friends:
I Don't Dance [http://www.haywiremag.com/features/i-dont-dance/] (Note: Bioshock Infinite spoilers.) has to be one of the better articles I've ever read on any subject. In part because it manages to touch on the sort of player-character disparity I've always enjoyed picking on. Games, as a result of having limited options, have always been somewhat fiddly for personalization. A character cannot simply develop traits to better align themselves with a player's wants, needs, and interests. There is some procedural work, like that found in the Silent Hill PT, but it largely uses pre-defined metrics in a very limited scope to establish a non-verbal communication with its player. A game like Fallout: New Vegas or Mass Effect 3 couldn't hope to achieve the same result because the scopes are so beyond the scope of our technology that being able to interact with players in a non-scripted way, at least in as far as being able to model a protagonist on the player's interests, is out of reach.
The option to fiddle enough that games like Shenmue can emerge, but giving the player that much agency tends to distance the narrative. After all, dicking around playing arcade games isn't going to help Ryo Hazuki track down his killer, regardless of how fun it is to play Space Harrier until you're broke.
However, there is still that inherent interest in play that seems to underline games. It builds, froths, and crescendos constantly for the player. Every option, every mechanic, every quicksave is just another chance to see how the game reacts with the player smashes it with a wrench. Or, if not a wrench, then a squeaky hammer set to the same resonant frequency as the nearby birds. Or at least a box of eggs. And, credit to the article, manages to come across as heartfelt, interested, and observant all the while about human nature, both as a player, and within play.
So, for me, it's a good article to open the floor with.