It's not the same thing though. A book you could also dismiss on such grounds like terrible writing, plotholes, inconsistencies, etc. but a disconnect between the protagonist and the reader, is not one of them.Karoshi said:There was this one guy who ranted at DmC and mentioned the new pretty levels. "Bullshit" - he called out "The contrast between blue and orange is a cheap trick into tricking the eye into liking it." Remember kids, choosing colours and contrasts is a cheap trick for artists to succeed.veloper said:The narrative is on rails and you had no player agency. It is surprising that you would feel guilt.
I consider it a cheap trick and not a profound message.
Player agency is always defined by how involved the player is. My motivations aligned with Walker's. The narrative is linear, no doubt about it, but there was another cheap trick. It fooled me by giving me the illusion of choice and for some time I did not realize how railroaded I was - until it all became one big trainwreck.
This is one of the games where I understand when somebody absolutely hates it. In order for a narrative to work, you gotta allow it to fool you. 1984 is a great book, yet if you absolutely refuse to believe in the possibility of such a scenario - refuse to be fooled by it - it will fly over your head.
Within a game an experienced gamer may try the limits of the gameworld and as you hit too many arbitrary barriers, the player is nolonger playing the role of the main, but back to observing the PC from the outside.
"Yeah we get it, the PC is an idiot. So what?"
At best, when the illusion does work, the player is playing a role like an actor plays a role: it's still just another character to play.
Over a decade ago, an old RPS called Deus Ex also had NPCs telling the player what to do and not telling them they had a choice, but the player often did have a choice and the game would respond appropriately.
Now the mistake is also the player's mistake. THAT is how you would guilt trick a player.
What is fine art is decided in a circle jerk of artists and closely associated art critics. I agree that the art label doesn't mean much. It's an Escapist need and not my thing necessarilly. I'm interested in a different quality.The gaming community is too reliant on outsider prespective. There is no big authority that examines each music, painting or book and after a careful evaluation proclaims it to be art. Most people still call abstract paintings bullshit yet that doesn't keep museums from obtaining such pieces of art. Games don't need recognition in my opinion.veloper said:You may like everything you want. You may like fastfood. Just don't expect it to get any better. Don't expect to get recognition for it.
If low grade fiction is your thing and you don't buy all that games=art crap, then you are in luck, because that's the future of gaming we are heading towards. All the charts point to more cinematic experiences and easier gameplay.
We can expect to see some more "exceptional" titles with fairly decent story telling and minimal gameplay. That and lots of mediocrity too.
Games are art and that doesn't mean much. They can be bad or good, shitty or great. Art is a common product and a source of entertainment these days.
Movie critics are a better example, they are not afraid to call something bad. Game reviewers could take an example to them.
It's not that we need outsiders to validate us; it is we who should look at games from the outsider perspective more often. If we did, then mediocrity in games wouldn't be regarded as excellent so often anymore.