For School: What Games for a Games as Lit. Class?

Recommended Videos

Halo Fanboy

New member
Nov 2, 2008
1,118
0
0
Actually now that I think about it this whole class would be cooler if we excluded the obvious stuff from being covered. Don't let the class talk about Bioshock, Braid or Ico so that we can see some originality for once.

Why aren't you responding to me Thaius? :(
 

Wolfrug

New member
Feb 11, 2009
57
0
0
Groovy thread, and good luck with your course - sounds like something I'd love doing.

Most anything that I'd suggest has already been mentioned here, but I thought I'd add two entries to the sort of generalized Indie category:

Every Day the Same Dream [http://www.escapistmagazine.com/articles/view/editorials/alt-escape/7030-Alt-Escape-Every-Day-the-Same-Dream]

and

One Chance [http://www.newgrounds.com/portal/view/555181]

They both follow the same idea, which is fairly basic (or stylized) visuals + compelling soundtrack + simple sidescrolling non-challenging (i.e. no platforming or the like) yet interactive storytelling with a twist. The good thing with both of them is that you just need Flash and an Internet connection to play them, they only take a few minutes to complete, yet they allow for plenty of discussion on how exactly "gameplay", "interactivity" and so on influence the story being told.

One Chance is particularly poignant as it attempts to circumvent one of the 'problems' with interactive, multiple-choice storytelling, which is that whatever choices you make you can always 'undo' them simply by loading or restarting. One Chance only gives you that one playthrough, with no chance of fixing any mistakes you might have made (although it's easy enough to get around this, and if you're going to use it for your course I suggest you do try the different possible endings).

Overall, I think from the POV of "games as literature", you don't particularly NEED to go beyond the free-to-play, browser-based selection that already exists out there: big-budget AAA games are all nice and good, but what you get from them is just better audio and better visuals that usually obfuscate or distort the storytelling potential of games, rather than the opposite :-/ There are exceptions, of course, but visual art != literature, as I see it. From a literature POV, I don't see the difference between describing an underwater level in Cave Story (where you've just gotten the bubble to survive in it from...well, that'd be a spoiler!) and doing the same in, say, Bioshock 2. Bioshock 2 might be prettier, but unless it has a stronger storytelling impetus than the aforementioned 2D platformer, all that bling is, once again IMHO, useless from the POV of literature. It's like the difference between reading the line "And then I swam through the cave" on plain, regular white paper, and on nicely embossed shiny golden paper with stars on it. Maybe the quality of the paper made a difference when you were 10, but it shouldn't any longer. A pretty book is a pretty book, and I have plenty of them in my shelf, but content-wise it shouldn't matter if your Moby Dick is a 50 cent paperback version or a beautiful hardcover special limited edition costing 100 times as much.

Phew, long rant. Good initiative, and I hope things turn out well for you. Do let us know how it goes and what you decide on using :)
 

Thaius

New member
Mar 5, 2008
3,861
0
0
stinkychops said:
Thaius said:
stinkychops said:
I gave this some thought.

Generally English classes get you to read stories with meaning, which are elegantly written. Profound books.

Whereas games of any substantial length are made pretty much solely for entertainment. The story itself takes a back seat to gameplay mechanics. I can't think of any games which would be particularly good for symbolism and story, that aren;t done better in a book - or based entirely off a book.

Bioshock being a good example. Certainly the visual, sound and atmospheric aspects could be analysed but whether or not these are deemed as worthy aspects by individual curriculum is the issue there.
I would disagree, as would many game critics, I know. The Extra Credits team would vehemently disagree, and even Yahtzee has praised some games (mainly Prince of Persia: The Sands of Time) for their storytelling prowess. Video games have come into their own as a narrative art and produced some truly amazing stories; gameplay doesn't disqualify that, it compliments it. In the best games, at least. You mentioned Bioshock, which is a great example; it told an interesting story rich in philosophical concepts, and it used interactivity to make it an experience that no other medium could replicate. The plot twist simply would not have the same impact in a passive medium where they could not play with control the way they did.

You could argue some things are done better in books, but I think to do so would be to ignore some great video game stories, not to mention the interactive nature of games that make them capable of things books could never have dreamed. This is worth studying, and for that matter, only by studying and developing artistic theory of games can we help them rise up to the artistic level you say they are not yet at.
Hey I can certainly agree that the plot twist was brilliant, due to the interactivity.

The issues I'm seeing however is that the parts of the game that would be analysed, aren't what makes a game a game. I certainly think that if the medium matures it would be worthy, but as it stands now... I don't necessarily think people need to specially study games to be able to make them better in the storytelling department. It seems that developers/publishers simply need to place more attention on the story.

To make a more concise point. There are games you can;t analyse for story, TF2. (All the story is contained in non-ingame mediums such as comics and videos, which says a lot). Counterstrike. Pacman. Forza Motorsport. What I'm saying is that a game can be a game without a story. Without meaning or symbolism.
letterbomber223 said:
Mills & Boon, Porky's, Comedy limericks... there are books, movies, and poems you can't analyse for story.
Anything can be an anything without meaning or symbolism, medium is irrelivant.
I think it is important to consider that video games are much more diverse than any other artistic medium. They can produce great works of literary art, but are also capable of creating legitimate forms of competition and fun timewasters. This is true, and it is important. But this diversity does not disqualify the artistic merits. The diversity of video games is not reason to abandon study of one or another of their uses, but reason to identify and study each of them. This course is to study games specifically as works of storytelling art. It does not mean that a game must have a story to be a game, it simply means that video games are capable of being a great narrative art form, even if they are not required to be.
 

Azaraxzealot

New member
Dec 1, 2009
2,403
0
0
ColeusRattus said:
First-Person Storytelling: Half Life 2, Amnesia: The Dark Descent (or Penumbra), Deus Ex, Mirrors Edge

RPG Study: The Witcher, anything by Bioware, The last Remnant, Valkyria Chronicles, Final Fantasy whatever the newest part is.

Adventure/Visual Novel: Pretty much all the old Lucas Arts and Sierra games, Stacking, Myst.

Indie Games: tough one, I'd go for Amnesia again, Minecraft, Super Meat Boy, Spelunky, The Path...

Immersion: I think immerison should be handled generally and discussed with the games you're going to use in mind.
i'd say any fallout game fits immersion perfectly. they do GREAT with atmosphere
 

Proven Paradox

New member
Apr 10, 2011
17
0
0
First-Person Storytelling - The original Condemned was pretty good for this I'm told, though I've never played it myself. Amnesia: Dark Descent was fun to watch and made excellent use of the first person perspective, but I never actually played it--just watched someone else do it.

RPG Study - JRPG is a pet genre of mine, though recent titles haven't been rewarding that. I enjoyed Persona 3 and 4 quite a bit. Shin Megami Tensei: Digital Devil Saga still stands as my personal best game of all time. You could also go retro with it: Final Fantasy 4, 6, Chrono Trigger, and Lufia II are all great SNES RPGs.

For WRPGs, I spent the most time with the Neverwinter Nights and its expansions. Dragon Age was also quite good, and it's multiplatform to boot.

Adventure/Visual Novel - Never really got into this genre in a big way. I played and enjoyed a game a long time ago--Toryn's Quest or something like that?--that would fall into this category I think, but for recent entries the closest thing I've played is Harvest Moon. They don't really work from a non-violence position, but I think both Odin Sphere and Muramasa: The Demon blade should be included somewhere in this class, and this is the closest fit of the categories you've presented. The former is basically a Shakespearean play turned into a video game, while the latter (aside from "you are a ninja and it is awesome") is a cool take on various various bits of Japanese mythology.

Indie Games - When I think 'art games' I think Killer 7. Not exactly Indy, but still utterly unique. I think it could have a place here. I'm only just now getting into the Indy gaming scene, and I enjoyed Braid a lot, but that wasn't exactly small budget... Other than that, the indy games I play tend to be action oriented.

Immersion - Immersion isn't really the right word for it, but if you want to study how visuals and atmosphere can define a setting, you NEED to include Okami. I would also include Shadow of the Collosus here.
 

trooper6

New member
Jul 26, 2008
873
0
0
Indie: The Path
Adventure: Still Life, The Longest Journey, Dreamfall: The Longest Journey, Indigo Prophecy
RPG: Dragon Age 2
Syllabus Genre? but definitely useful for Games as Lit: Silent Hill 2, Max Payne 1 & 2, Godfather 1, XIII, Advent Rising
 

nuba km

New member
Jun 7, 2010
5,050
0
0
Elamdri said:
Half-Life Series
Uncharted Series
Persona Series
Psychonauts
Beyond Good and Evil
Limbo
Baldur's Gate
Elder Scrolls: Morrowind
Legend of Zelda: A Link to The Past
Legend of Zelda: Ocarina of Time
GTA: IV
GTA: San Andreas
Metal Gear Solid Series
Phoenix Wright Series
Monkey Island Series
Chrono Trigger
KOTOR
Grim Fandango
Sam & Max
Myst Series
Mass Effect Series
Dragon Age Series
Shadow of the Colossus

I'm not going to take the time to categorize them, sorry, you gotta do a little work ;)
you forgot silent hill 2 and the first two golden suns I think that would be everything then.
 

AnAngryMoose

New member
Nov 12, 2009
2,088
0
0
ColeusRattus said:
First-Person Storytelling: Half Life 2, Amnesia: The Dark Descent (or Penumbra), Deus Ex, Mirrors Edge

RPG Study: The Witcher, anything by Bioware, The last Remnant, Valkyria Chronicles, Final Fantasy whatever the newest part is.

Adventure/Visual Novel: Pretty much all the old Lucas Arts and Sierra games, Stacking, Myst.

Indie Games: tough one, I'd go for Amnesia again, Minecraft, Super Meat Boy, Spelunky, The Path...

Immersion: I think immerison should be handled generally and discussed with the games you're going to use in mind.
ColleusRattus in on the right track.

On Immersion however, I would either take Colleus' advice, or if you're putting it into a category of it's own then I'd say Fallout: New Vegas. I'd also toss New Vegas into the RPG/FPS study.

EDIT: For Indie look at a game called Hazard: The Journey of Life. It's interesting. Made me feel nauseous. Not because it was violent or whatever, just the visuals...
 

Richard Hannay

New member
Nov 30, 2009
242
0
0
The way World 1 of Braid (that is, the last world of Braid) uses the perspective resulting from a gameplay mechanic to deliver story would absolutely be worth examining in an academic setting.

The rest of Braid, not so much, but World 1, definitely.
 

Thaius

New member
Mar 5, 2008
3,861
0
0
Sorry for the wait. Being in the death throes of my senior year makes me kind of busy. It sucks.

Halo Fanboy said:
Thaius said:
Heavy Rain
Not a real adventure game, or at most a very dumbed down one (basically a Time Gal clone.)

We've already realized our differences here. It's hard to put in that genre exactly, but your and my opinions on that particular game definitely reflect our differences regarding art theory in general, and I'm not sure it's possible to reconcile those particular differences. So I'm just going to leave that alone. Suffice it to say it uses similar principles in its gameplay as visual novels and other adventure games in generalizing the controls, allowing them to do more things than if each button constantly did one specific action. It also separated story choices from gameplay entirely, allowing the player's choices to be based entirely on the resulting story turns. Whether it succeeds is obviously a matter of split opinion between us.

Halo Fanboy said:
Thaius said:
I suppose I should have specified that. The point is that most games center around violence in their stories because it is easiest to create gameplay that centers on violence (with the exception of puzzle games like Tetris, but it is difficult to add a good interactive story to a game like that which has no bearing on any sort of real-life situation).
I guess you ignored that list of game genres I thought up that don't have any violence.
Both adventure games and visual novels tell their stories by removing the player's action from direct interaction with the player's movements and instead focusing largely (or sometimes entirely) on story-related choices and actions. Thus, even if the story is violent, the gameplay is not.
That's wrong, adventure games don't concentrate on interacting with the story, the majority in fact do not have any story choices at all, they are merely a series of puzzles. Myst has an anemic story for example. And how do adventure games remove the player from direct interaction, because they are point and click? That's still direct control. And even some, like Shenmue and that Dreamfall sequel give you even more advanced control than that.

I suppose "direct control" is not the best term. Rather, not "full" control. In that most games have one button swing your sword arm, another button make your character jump, another button push buttons, etc. This means that these games can only really do what those buttons allow. Master Chief cannot round-house kick an Elite in the face, not because he's incapable, but because it's not mapped in the controls. Nor can he lay down his weapons and attempt peace talks with the highest-ranking Brute in the vicinity, because the game is about shooting things and there is no option for that. In adventure games, the gameplay is generalized; a click of the mouse could mean talking, attacking, spitting, whatever. This is the connection with games like Heavy Rain and Fahrenheit/Indigo Prophecy; the buttons pressed have a sort of basic logic to them, but each button could mean something completely different based on context. It's been done in all sorts of games, from the "action" button in many games to the "head, arms, and legs" thing Assassin's Creed has got going on. Adventure games just allow a single input on the part of the player to mean many different things depending on context, thus allowing the same gameplay that governs combat to govern talking, playing with kids, or running from a threat and, as a result, allowing for gameplay to play a part in all sorts of stories and situations.

Visual novels accomplish the same thing by, rather than generalizing, minimizing the gameplay, disconnecting the choices from gameplay entirely and simply making them occasional story-important choices. It is a different approach, but it allows the exact same thing as the gameplay generalization of adventure games; interactivity can now play a part in the story without leading to gameplay unwisely applied to a situation it cannot emulate well.

And I did not ignore your list, I thought I replied to it. But I guess not. Issue being, puzzle games like Tetris and the others you mentioned are so far removed from reality in their very concept that it is difficult to come up with any sort of story that actually works with them. Which is why they have no story. It can be possible (consider Puzzle Quest), but is not easy and has rarely been done. Tetris tells no story and thus, while it does have value as a game and as a work of art, has no value as a narrative. Which is the point of this particular class.

Well, unless you count Tetris Worlds on the Xbox. But that was dumb. :p

quote="Halo Fanboy" post="9.276732.10765918"]
Thaius said:
I was using "addictiveness" to illustrate that just because a game is well-made and fun, to the point of not wanting to stop, does not mean it is "immersive." But you seem to be saying that a game is only good if it fits those particular criteria, which is interesting. I'm not remembering you being a "games are only good if they tell a good story and do it really well" sort of guy so much as a "games are about play, and if anything detracts from that the game has failed" sort of guy.
You don't get it, games are immersive when they bombard you with a series of intense challanges. Games that take breaks from the challange to focus on story are less immersive, less interesting and less good.
That is not the way I have seen anyone define "immersive" in games. I wonder if this is an actual disagreement or just a confusion of terms. When I say "immersive," I am talking about the effect caused by fitting music, detailed environment, realistic touches, whatever it is that makes the game feel like a complete and whole experience. To use an oft-used (possibly overused, but for good reason) example, Bioshock is immersive because its music is fitting, its story is told through the environment and slowly-revealing backstory, and the world of Rapture is detailed both in what it was (you can tell that each place used to have a particular function and was a working part of the society) and what it is (rubble, trash, the small touches like brown sink water and occasional leaks). It is more than simply getting "sucked in," it's a matter of actually feeling like you are part of what is going on. Tetris bombards you with a series of intense challenges, but that does not mean it's "immersive," simply that it is well-designed and challenging.

As for your more recent comment, I had thought of just not including games that everyone is likely to have played. It was definitely something I considered. However, I decided against it for two reasons.

First of all, I have felt the joy and wonder of finding meaning in something I had experienced before. When you watch that kid's movie you used to love for the first time in years and realize it's actually a really good film regardless of age. When you actually pay attention to the story and atmosphere of a game that you perhaps, in a less mature time, skipped all the cutscenes before so you could get to the shooting. I do not want to deprive people of that. If someone played Shadow of the Colossus groaning about the uneventful mid-colossus rides just so they could kill something, I think they should be able to go back and play it again with a more analytical eye if they so desire. I would be strongly encouraging the students to get out of their comfort zones, try things they may not have tried outside of the context of the course, but they will get out of it what they put in.

Secondly, some people will not have played them. Only in a community like The Escapist has the majority played games like Shadow of the Colossus or Okami, and that is questionable even here; it's likely more like a loud minority. The games known for narrative and artistic value are known as such for good reason, and if someone has not experienced them I do not want to tell them what is basically the equivalent of "It's too mainstream for my pretentious literature course!"

Seriously though, nothing pisses me off more than the "it's not good because it's popular/mainstream" argument. It's freaking stupid.
 

KalosCast

New member
Dec 11, 2010
470
0
0
I'm just going to say that any "Games as Literature" class without Planescape Torment is not one that I would take seriously.

For immersion/atmosphere (or First-Person) Half-Life 2 and its expansions, as well as Left 4 Dead (the first one more than the second) are great examples of using the world to both direct player behavior and tell a story.
 

Halo Fanboy

New member
Nov 2, 2008
1,118
0
0
Arontala said:
Isn't that completely subjective?
Yeah.
Thaius said:
Suffice it to say it uses similar principles in its gameplay as visual novels and other adventure games in generalizing the controls, allowing them to do more things than if each button constantly did one specific action. It also separated story choices from gameplay entirely, allowing the player's choices to be based entirely on the resulting story turns.
It's not a matter of control scheme, the reason Heavy Rain isn't an adventure game is because the puzzles are nonexistant and the exploration is heavily restricted. It has story decisions and FMV quick timer events, which makes it more similar to Time Gal than any real adventure game.
Thaius said:
I suppose "direct control" is not the best term. Rather, not "full" control. In that most games have one button swing your sword arm, another button make your character jump, another button push buttons, etc. This means that these games can only really do what those buttons allow.
Nope.

RTS: click building, click unit, click enemy unit, click resource, click formation option, click behavior option, click upgrade option ect.

Diablo-clone: click enemy, click NPC, click ally, click object lying on the floor, click inventory, click spell, click level up option, click equip option ect.

TBS with Civilazation level complexity: click click click click ect (there's a reason nobody has trierd to put the recent Civilization game on a console.)

How about JRPG's: pick an option and press O, which is a more cumbersome version of the same thing.

And how about I-phone games, in those touching things is all you ever do.

In PC centric genre's there will always be a lot you can do just by clicking on things. There are hotkey buttons but adventure games have those too. Text adventures are particularly reliant on hot keys. The fact that adventure games let you use most of your options with only the mouse buttons just makes them typical for non-action PC games.
This is the connection with games like Heavy Rain and Fahrenheit/Indigo Prophecy; the buttons pressed have a sort of basic logic to them, but each button could mean something completely different based on context.
In light of how common this control scheme is, this is a tenuous connection.
 

Halo Fanboy

New member
Nov 2, 2008
1,118
0
0
Thaius said:
Visual novels accomplish the same thing by, rather than generalizing, minimizing the gameplay, disconnecting the choices from gameplay entirely and simply making them occasional story-important choices. It is a different approach, but it allows the exact same thing as the gameplay generalization of adventure games; interactivity can now play a part in the story without leading to gameplay unwisely applied to a situation it cannot emulate well.
That's just a complicated way of saying you select from a couple of choices. Lot's of games have that. What set Visual Novels apart is their presentation.

That is not the way I have seen anyone define "immersive" in games. I wonder if this is an actual disagreement or just a confusion of terms. When I say "immersive," I am talking about the effect caused by fitting music, detailed environment, realistic touches, whatever it is that makes the game feel like a complete and whole experience. To use an oft-used (possibly overused, but for good reason) example, Bioshock is immersive because its music is fitting, its story is told through the environment and slowly-revealing backstory, and the world of Rapture is detailed both in what it was (you can tell that each place used to have a particular function and was a working part of the society) and what it is (rubble, trash, the small touches like brown sink water and occasional leaks). It is more than simply getting "sucked in," it's a matter of actually feeling like you are part of what is going on. Tetris bombards you with a series of intense challenges, but that does not mean it's "immersive," simply that it is well-designed and challenging.
http://insomnia.ac/reviews/xbox/tekki/ That game is potentially the most immersive game of all time. It doesn't have to do with how fitting the music is or the game being a complete and whole experience. You can feel like you are part of what's going because the game will destroy you if you aren't paying attention, so it acheives immersion quite nicely.

I only brought up those game because I thought gleaming meaning from them was too easy since it's been done on every dumb game site a million times. It's more challenging to and results in a more entertaining writing when you are instead trying to interpret symbolism in Pong.
 

WayOutThere

New member
Aug 1, 2009
1,030
0
0
Note: No spoiler tags added as this is a fairly old game.

Thaius said:
First-Person Storytelling - Games from the first-person perspective that are worth studying from a literary perspective.
Thaius said:
Immersion - A study of immersion and atmosphere, the effect that all elements of an interactive artwork combine to create.

While I may be in a minority position on this, I believe the game Fear excels in terms of both immersion and first person story telling. Or, at the very least, it provides clear direction in how games can go about executing these things.

Fear is often derided for heavily being an FPS. While it certainly is an FPS, the thinking that it must be inferior to say, Silent Hill because of this is too simplistic. Most certainly, having a character that is not super human or super armored or super what-have-you in a horror game is a good thing. It, however, is not required for good horror. What people overlook in regard to Fear is that while the Point Man is well able to defend against replica soldiers he is not so well prepared for the supernatural threats of the games, that is, those threats that are meant to comprise the horror elements. While there are ghosts that attack you at the end of the game which you can destroy by gunshot, these enemies often come at you from all directions and, further, their contrast from the other enemies you've fast makes them genuinely scary. Also note there is no reason to believe your shooting Alma at the end of the game is what stopped her, seeing as how no visible damage was left. She more likely stopped because of whatever twisted thing went on in her mind. Most importantly of all note what happens to the other marines and the start of the game, we witness Alma's horrifying power and, again, have to reason to believe were any more invulnerable to her than they were. To dismiss this game as a bad horror experience simply because of its FPS gameplay to ignore the games depth.

To speak of depth, Fear has quite a deep story. Seeing as how the game takes place entirely within the first-person perspective this means it must being doing a good job at first-person story telling. First, there are the phone recordings. These are actually the weaker aspect of Fear's storytelling. Although, they do successfully tell the story while remaining in the first-person perspective. The problem is that you must remain in about the same location to hear them which limits you, detracting from interactivity. Further, the specific messages do not go into enough depth, which is understandable considering these people where talking to other people already in the know but never the less they could have been more revealing. Personally, it took me a second playthrough to fully appreciate them. Elsewhere, the story telling is stronger. Events such as Wade shooting Mapes only to get himself killed by opening the vault- out of this deep remorse for what he did to his daughter- are viewed through your own eyes just like they would be if you were really there. At the end of the game it is you who kill Fettel and then have that heart pounding moment where you realize the soldiers standing in front you really have been "turned off". The best sequence of the game is probably when Fettel confronts you and asks you questions you know you don't have an answer to. It is a strong sequence because in addition involving you in the plot it keeps up the horror element during meaning it is hitting you both mentally and physically, making you confused and frantic. The ultimate story that emerges is powerful in how you feel Alma?s paint and Wade?s remorse which are communicated, again, through interactivity.

Finally, there is the immersion. Fear is the most immersive game I've played to date. What Fear does well is it keeps up active means of scarring without resorting the shallowness of just yelling "BOO!? One good example is when you?re mounting a ladder and look forward to see Alma standing in front of you. This may seem one but it is more than merely a boo scare. It is effective because it sets the mood that Alma is watching you, she is everywhere and anywhere and you are at her mercy. Why she doesn't just kill you is one of the best means by which the game remains scary and immersive. You don't know if she's just toying with you or if she'll change her mind and seriously come after you or what she wants from you. What you know is that she's scary. Most of the horror in Fear comes from the game throwing things at you that it hadn't before. This kept me, for one, in the experience because I was constantly alert to what was happening around me. Best were the horror sequences in which I had no idea what was happening, no idea what was about to happen, and constantly kept on the lookout as a result. Contrast this with other horror games that rely and nothing but music, a creepy environment, and the occasional monster. These are passive methods of horror and they are not enough in themselves. For me to be immersed, a game must DEMAND my attention. This is what Fear did.

Thaius, I hope you will consider what I've said here. Fear, as a horror experience, is under-appreciated which frustrates me. I would love to see it examined in your course.

Edit:
Continuity said:
First-Person Storytelling FEAR
You're awesome.

s0p0g said:
You're awesome too.

It's been mentioned twice in this thread already. Perhaps my conception of Fear as being under-appreciated is wrong. Hopefully so.
 

Thaius

New member
Mar 5, 2008
3,861
0
0
Halo Fanboy said:
Thaius said:
Suffice it to say it uses similar principles in its gameplay as visual novels and other adventure games in generalizing the controls, allowing them to do more things than if each button constantly did one specific action. It also separated story choices from gameplay entirely, allowing the player's choices to be based entirely on the resulting story turns.
It's not a matter of control scheme, the reason Heavy Rain isn't an adventure game is because the puzzles are nonexistant and the exploration is heavily restricted. It has story decisions and FMV quick timer events, which makes it more similar to Time Gal than any real adventure game.

Not once did I say the games played the same. I said the gameplay is similar in how it tells the story. Though you shot that down too, which continues to teach me, as our conversations usually do, that my phrasing could use some work.

Halo Fanboy said:
Thaius said:
I suppose "direct control" is not the best term. Rather, not "full" control. In that most games have one button swing your sword arm, another button make your character jump, another button push buttons, etc. This means that these games can only really do what those buttons allow.
Nope.

RTS: click building, click unit, click enemy unit, click resource, click formation option, click behavior option, click upgrade option ect.

Diablo-clone: click enemy, click NPC, click ally, click object lying on the floor, click inventory, click spell, click level up option, click equip option ect.

TBS with Civilazation level complexity: click click click click ect (there's a reason nobody has trierd to put the recent Civilization game on a console.)

How about JRPG's: pick an option and press O, which is a more cumbersome version of the same thing.

And how about I-phone games, in those touching things is all you ever do.

In PC centric genre's there will always be a lot you can do just by clicking on things. There are hotkey buttons but adventure games have those too. Text adventures are particularly reliant on hot keys. The fact that adventure games let you use most of your options with only the mouse buttons just makes them typical for non-action PC games.

Let me say first that my conversations with you are usually simultaneously the most frustrating and some of the most helpful. While I cannot begin to comprehend how you could hold some of the ideas that you do (namely regarding storytelling and immersion), you tend to take everything I say in every direction except that which it was intended to go. It's a lot easier to tighten my theories when you're here to pump water through the leaks. Thanks.

Anyway, regarding the last point. First I should specify, I suppose, that I am talking about the direct actions of a single person. At a time, at least. Strategy and simulation games like the ones you mentioned are a matter of commanding many different things over a large space, not the specific motions and choices of a single person (unless you interpret each click as a spoken command by a higher power or superior officer, I suppose). Such meta concepts obviously use this principle, but games in which you control one person doing specific things rarely do.

As for menu-based battle systems, I said this concept of gameplay generalization had been used before. What makes adventure games and visual novels different is that it's all they do. Anything you ever do in the gameplay is either based on a constantly-shifting, context-sensitive control scheme or, in the case of visual novels, the occasional story choice that comprises the entirety of the gameplay. There is nothing else. This is what allows the stories of these games to transcend the need for violent gameplay.

As for games like Diablo and iOS games, while similar button presses can do multiple things, there are specific, constant contexts for all of them. iOS games still assign certain, specific meanings to certain gestures or locations on the touch screen. Diablo, while you use the left button for many things, still makes it plain that clicking on an enemy will attack, clicking on an open space will move you to it, and clicking on an inventory space will select what is in it. Though the same physical button is used, each use of it means very specific, constant things depending on what you click on. That's very different from a game like a point-and-click adventure game, where clicking on something may pick it up, talk about it, trigger conversation, etc., and different from Heavy Rain, where the same button used to change a baby's diaper could later be used to punch a man in the face.

Halo Fanboy said:
Thaius said:
Visual novels accomplish the same thing by, rather than generalizing, minimizing the gameplay, disconnecting the choices from gameplay entirely and simply making them occasional story-important choices. It is a different approach, but it allows the exact same thing as the gameplay generalization of adventure games; interactivity can now play a part in the story without leading to gameplay unwisely applied to a situation it cannot emulate well.
That's just a complicated way of saying you select from a couple of choices. Lot's of games have that. What set Visual Novels apart is their presentation.

Many game lets you select from a couple of choices, but visual novels reduce the entirety of the gameplay to those choices. There is nothing else. This, aside from their presentation, is what sets them apart, and that's what allows them to tell stories differently form most other genres.

That is not the way I have seen anyone define "immersive" in games. I wonder if this is an actual disagreement or just a confusion of terms. When I say "immersive," I am talking about the effect caused by fitting music, detailed environment, realistic touches, whatever it is that makes the game feel like a complete and whole experience. To use an oft-used (possibly overused, but for good reason) example, Bioshock is immersive because its music is fitting, its story is told through the environment and slowly-revealing backstory, and the world of Rapture is detailed both in what it was (you can tell that each place used to have a particular function and was a working part of the society) and what it is (rubble, trash, the small touches like brown sink water and occasional leaks). It is more than simply getting "sucked in," it's a matter of actually feeling like you are part of what is going on. Tetris bombards you with a series of intense challenges, but that does not mean it's "immersive," simply that it is well-designed and challenging.
http://insomnia.ac/reviews/xbox/tekki/ That game is potentially the most immersive game of all time. It doesn't have to do with how fitting the music is or the game being a complete and whole experience. You can feel like you are part of what's going because the game will destroy you if you aren't paying attention, so it acheives immersion quite nicely.

While I will not deny the immersive quality of that game (from what I understand at least; I unfortunately have not yet been able to play it), I still think you are confusing immersion with a desire and drive to stay focused and keep playing. They are not the same thing, at least by the way immersion is most commonly defined. I see value in the principle you are talking about (with the glaring exception of the idea that any interruption to constant challenge makes for a bad game, that I think is crap), but it is not what one is referring to with the term "immersion." So argue that all you want, but I'm using the word based on how most people define it.

Halo Fanboy said:
I only brought up those game because I thought gleaming meaning from them was too easy since it's been done on every dumb game site a million times. It's more challenging to and results in a more entertaining writing when you are instead trying to interpret symbolism in Pong.
While deriving symbolism from Pong would be quite interesting, it would also be a waste of time from a literary standpoint. It could help develop the ability to find symbolism and meaning in artworks, but the problem is that there is no intended symbolism in Pong. Meaning that all students would learn how to do is cram meaning into something that has none; they would not be interpreting symbolism in Pong, they would be making up symbolism in Pong. While that may have some benefits, it is not a good skill. It simply leads to interpretive problems and complete misunderstandings of artworks.
 

Plurralbles

New member
Jan 12, 2010
4,611
0
0
First-Person Storytelling - Games from the first-person perspective that are worth studying from a literary perspective.
Bioshock
Myst
The Legend of Zelda Majora's Mask

RPG Study - Broken up into JRPG and WRPG sections, to compare the styles of gameplay and storytelling from both cultures, since both are critically important to gaming's narrative identity but very, very different.
Final Fantasy IV


Adventure/Visual Novel - A study of games from point-and-click adventure games to Japanese visual novels, studying the ways in which these specialized genres tell their stories and overcome gaming's need for violence and conflict.
Nethack
Myst
Oregon Trail


Indie Games - A study of what makes small-budget and independently-developed games different, how they are important, and the place that "art games" have in the medium.
Minecraft
PlainSight
Darwinia
That one flower "game" on the PSN


Immersion - A study of immersion and atmosphere, the effect that all elements of an interactive artwork combine to create.
Amnesia: THe Dark Descent
The Sims
Shadow of the Colossus
Mount and Blade Warband



I think those games have been either extremely popular or have done very well for themselves and have pushed the medium forward and deserve a spot in a course.
 

Halo Fanboy

New member
Nov 2, 2008
1,118
0
0
Thaius said:
Not once did I say the [Heavy Rain and adventure games] played the same.
Hence Heavy Rain can't be considered an adventure game.
Thaius said:
Anyway, regarding the last point. First I should specify, I suppose, that I am talking about the direct actions of a single person. At a time, at least. Strategy and simulation games like the ones you mentioned are a matter of commanding many different things over a large space, not the specific motions and choices of a single person (unless you interpret each click as a spoken command by a higher power or superior officer, I suppose). Such meta concepts obviously use this principle, but games in which you control one person doing specific things rarely do.
I think if you have to make these sort of qualifications then it means that your point is weak.


As for menu-based battle systems, I said this concept of gameplay generalization had been used before. What makes adventure games and visual novels different is that it's all they do.
But tons of genres do use nothing but menu navigation context sensetive commands. Final Fantasy has just about two buttons, select and go back/cancel, and I can say the same for pretty much any console rpg of that era. Nor is it true that adventure games use only context sensetive commands, most of them have plenty of key commands that can be used in different situations. Sam and Max, for example, has using your gun, driving your car and teleporting and mind reading in the recent one, none of these things are context sensetive in the slightest.


As Though the same physical button is used, each use of it means very specific, constant things depending on what you click on. That's very different from a game like a point-and-click adventure game, where clicking on something may pick it up, talk about it, trigger conversation, etc.
It isn't very different, it's the same thing.If you click on an object that only exists for examination, you'll examine it, if you click on a treasure chest you'll open it, if you click on a shop keeper you might buy something from him this is true for both types of game. You'll see ARPGs games that more heavily use context sensetive caommands (Kingdom Hearts where the commands 100 percent of the time vary on what you're standing next to) and you'll see some that use less, in that sense they are exactly like adventure games.

I feel like we've veered off topic. The point I want to make is that adventure games have as much to do with this study as a ton of other random genres. They are not more story centric, non violent or comparable to a VN than a random action-puzzle or skateboarding game.


there is no intended symbolism in Pong. Meaning that all students would learn how to do is cram meaning into something that has none; they would not be interpreting symbolism in Pong, they would be making up symbolism in Pong. While that may have some benefits, it is not a good skill. It simply leads to interpretive problems and complete misunderstandings of artworks.
Looking for intent in analysis of something is a waste of time. Unless you have some sort of telepathic ability, the intent behind something will always be impossible to determine. Litererary analysis has always been nothing but inventing meaning because nobody will ever know what intent the author had in mind, most of the time that even includes the author himself.
 

Thaius

New member
Mar 5, 2008
3,861
0
0
Halo Fanboy said:
Thaius said:
Not once did I say the [Heavy Rain and adventure games] played the same.
Hence Heavy Rain can't be considered an adventure game.

Perhaps not. But the point still stands that its control scheme has a similar effect on how the story is told. In a class about interactive narrative, that is the entire point.

Halo Fanboy said:
Thaius said:
Anyway, regarding the last point. First I should specify, I suppose, that I am talking about the direct actions of a single person. At a time, at least. Strategy and simulation games like the ones you mentioned are a matter of commanding many different things over a large space, not the specific motions and choices of a single person (unless you interpret each click as a spoken command by a higher power or superior officer, I suppose). Such meta concepts obviously use this principle, but games in which you control one person doing specific things rarely do.
I think if you have to make these sort of qualifications then it means that your point is weak.

No, it means the point is specific. I admit I hadn't thought of strategy/sim games in that way, and they do not apply in the same way, nor are they similar games in most other ways, really.

Halo Fanboy said:
Thaius said:
As for menu-based battle systems, I said this concept of gameplay generalization had been used before. What makes adventure games and visual novels different is that it's all they do.
But tons of genres do use nothing but menu navigation context sensetive commands. Final Fantasy has just about two buttons, select and go back/cancel, and I can say the same for pretty much any console rpg of that era. Nor is it true that adventure games use only context sensetive commands, most of them have plenty of key commands that can be used in different situations. Sam and Max, for example, has using your gun, driving your car and teleporting and mind reading in the recent one, none of these things are context sensetive in the slightest.

I'm just going to ignore the Final Fantasy comment, as it's simply not true. That may be all you do in battle, but not in the entire game. At all. As for adventure games having specific, button-mapped commands, I haven't played Sam and Max but I would like to point out that every rule has an exception, especially in any art form. In no way am I making an assertion that every single game ever in x group has y element. In the adventure games I've played, it's always a matter of clicking on one thing and applying it to another or simply clicking on something and having something happen. Perhaps it's a lack of experience or something, but I've found this to be the case with all the adventure games I've played.

Halo Fanboy said:
I feel like we've veered off topic. The point I want to make is that adventure games have as much to do with this study as a ton of other random genres. They are not more story centric, non violent or comparable to a VN than a random action-puzzle or skateboarding game.

Perhaps. But as much as you can point out flaws in the exact reasoning (I admit I'll need to think a bit more about exactly how it all works), the point still stands that the way adventure games generally use controls and interaction, as well as the way visual novels generally use controls and interaction, allow them to use gameplay that is not centered around combat, and do it much more easily than most other genres. I don't see how this can be denied, and there has to be some reason for it.

Halo Fanboy said:
Thaius said:
there is no intended symbolism in Pong. Meaning that all students would learn how to do is cram meaning into something that has none; they would not be interpreting symbolism in Pong, they would be making up symbolism in Pong. While that may have some benefits, it is not a good skill. It simply leads to interpretive problems and complete misunderstandings of artworks.
Looking for intent in analysis of something is a waste of time. Unless you have some sort of telepathic ability, the intent behind something will always be impossible to determine. Litererary analysis has always been nothing but inventing meaning because nobody will ever know what intent the author had in mind, most of the time that even includes the author himself.
I never said we have to look for intent, I said there has to be intent. Way I see it, at least. Perhaps in more complex artworks this is not the case, but in such a simple game as Pong we would be doing nothing but making up strained analogies. It is not necessarily that we have to uncover the originally intended meaning of the creator (though I hardly see as little value in that pursuit as you do, but authorial intent is one of those issues), but if the creator had no particular intent it is rare that the artwork will be worth analyzing.
 

Halo Fanboy

New member
Nov 2, 2008
1,118
0
0
Thaius said:
I'm just going to ignore the Final Fantasy comment, as it's simply not true. That may be all you do in battle, but not in the entire game. Do you mean that the game also has wandering around the world map? I was taking that for grant it considering that adventure games do that too. I was being literal when I said the game only had two button. The direction pad navigates the menu, A chooses, B cancels and start and select only activate outside of a menu and have the function of bringing up a menu.

But if you want to discuss a completely modern JRPG, how about the most recent JRPG to have a demo released on XBOX live (the name is in Katakana.) It's basically pure Menu navigation and visual novel style NPC interactions along with a small amount of exploration.

Thaius said:
In the adventure games I've played, it's always a matter of clicking on one thing and applying it to another or simply clicking on something and having something happen. Perhaps it's a lack of experience or something, but I've found this to be the case with all the adventure games I've played.
I don't really have much experience with adventure games either. I think we could definitely use some one with a more expert opinion on adventure games, but judging from the suggestions you've been getting in this category I don't think many people here can help you.

I never said we have to look for intent, I said there has to be intent. Way I see it, at least. Perhaps in more complex artworks this is not the case, but in such a simple game as Pong we would be doing nothing but making up strained analogies. It is not necessarily that we have to uncover the originally intended meaning of the creator (though I hardly see as little value in that pursuit as you do, but authorial intent is one of those issues), but if the creator had no particular intent it is rare that the artwork will be worth analyzing.
And it's impossible for their to be NO intent. "Here's my little Newgrounds flash game, my intent is trolling people with a pointless game."
 

tlozoot

New member
Feb 8, 2010
998
0
0
Bioshock a thousand times.

Critique of Objectivist philosophy is relayed through the environment and through exploration.
Deconstruction of linear story-telling.

I did an exam essay on Bioshock a few years ago which went over very well.