The most beloved works of art (paintings, stage plays, films, novels, music, etc) tend to have a message of some kind in them. The creator has something to get off their chest. Something they believe passionately and need to express. Something important (to them, at least).
I've been getting really excited about Mirror's Edge despite all the zillions of ways it could suck, because it really looks like the game has a point to it. It has something to say about the nature of a society under pervasive surveillance and the trade-off between security and freedom. And I realized that the reason I'm so worked up is because there are so few games that even try to do this. And usually when they do, the message ends up being something dopey and facile like "War is bad, m'kay?" (MGS, I'm lookin' at you) or "Pollution is bad, m'kay?" (bloody FF series) or "Dogmatism is bad, m'kay?" (alas, poor Bioshock).
Deus Ex had a lot to say about power, responsibility, and what it means to be human.
Planescape: Torment explored the question of what it takes to make a person change.
Fallout had some harsh things to say about human nature and the price of heroism.
What other games made their point and made it well?
What does it take for a game to make a point worth making, and do it well?
When a game like this gets it right, how does it succeed? By letting you figure out the point for yourself, or by putting it front and centre where you can't avoid it?
Is it better for a game to offer answers to these things, or questions? And if questions are the best way to do it, how can you create a satisfying game when there are no correct or easy answers?
I've been getting really excited about Mirror's Edge despite all the zillions of ways it could suck, because it really looks like the game has a point to it. It has something to say about the nature of a society under pervasive surveillance and the trade-off between security and freedom. And I realized that the reason I'm so worked up is because there are so few games that even try to do this. And usually when they do, the message ends up being something dopey and facile like "War is bad, m'kay?" (MGS, I'm lookin' at you) or "Pollution is bad, m'kay?" (bloody FF series) or "Dogmatism is bad, m'kay?" (alas, poor Bioshock).
Deus Ex had a lot to say about power, responsibility, and what it means to be human.
Planescape: Torment explored the question of what it takes to make a person change.
Fallout had some harsh things to say about human nature and the price of heroism.
What other games made their point and made it well?
What does it take for a game to make a point worth making, and do it well?
When a game like this gets it right, how does it succeed? By letting you figure out the point for yourself, or by putting it front and centre where you can't avoid it?
Is it better for a game to offer answers to these things, or questions? And if questions are the best way to do it, how can you create a satisfying game when there are no correct or easy answers?