ART!josemlopes said:What the hell did I just play?
No doubt. I'd also like to nominate The Path [http://store.steampowered.com/app/27000/]. It's quiet to the point of ambiance but makes its point clearly and with little fuss. This Red Bull hipster mess screams so loudly to obscure the fact that it really doesn't have much to say. (Am I supposed to be impressed to learn that modern aesthetics suck? That ain't quite news, chief.)ZeppMan217 said:You know what's really great? The Cat and the Coup [http://store.steampowered.com/app/95700/?snr=1_4_4__13]. Not only it is well made, but it also bears a sensible message. Unlike this piece of turd. Can you mention this as well?
This is my problem with the contemporary idea that "everything is art!" There is a practice of infusing your non-effort sculpture/painting/whatever with a thin layer of pseudo-philosophical meaning, that doesn't actually go anywhere, and then announcing it is a deep social statement and the interpretation is up to the viewer. Bollocks!Jim Grim said:Sometimes there's no difference between art and a load of old shit.
Yes, it seems to take all the modern art guidelines and run a marathon with them. "Oh look, my form and function is soooo random! nothing makes sense. Here's some random words, have you noticed how modern and unexpected our music is? BAM: quote about real estate. Oh look, the level changed halfway through! you weren't expecting me to do that! Aren't I arty?Layzor said:For me, not art. Art is worthy of study. This seemed to be trying a bit too hard.
There's a difference between something being considered an artistic medium and a medium being commandeered by modern art movements.Calibretto said:SO all the people who wanted games to be ART?
AHAHAHAHAHAHAHAHAHA @u
Welcome to the Art WORLD
The other stuff is a little better, but overall the interaction has very little impact on the works as a whole. I admit that I could be missing something about Scrape Scraperteeth though, so feel free to explain more about why you found it so engaging.jacksonb said:I guess I'm in the minority. But I really loved this game. Sure it isnt much of a game, but it does borrow from much of contemporary art and I found myself playing it over and over, just to catch all the things missed. It seems like people either love or hate this guys work. If you go to his site: http://www.secrettechnology.com there are some really cool artworks. Check out Sydney's Siberia or I made this, you play this. we are enemies. So you can slam it if you want. But as art is subjective, I for one really like it.
I enjoy the aesthetic he uses, and agree with the message he's getting across. As for the interaction, the fact that the interface is so broken is part of the aesthetic. It's not supposed to be a cohesive build. Feel free to respond to me as to why you don't like it- I've always been confused by the 90% of people in this case.IvoryTowerGamer said:The other stuff is a little better, but overall the interaction has very little impact on the works as a whole. I admit that I could be missing something about Scrape Scraperteeth though, so feel free to explain more about why you found it so engaging.
Isn't the interface simply an extension of the aesthetic? Or were you referring to the controls? I didn't find them to be particularly broken.MaxwellEdison said:I enjoy the aesthetic he uses, and agree with the message he's getting across. As for the interaction, the fact that the interface is so broken is part of the aesthetic. It's not supposed to be a cohesive build. Feel free to respond to me as to why you don't like it- I've always been confused by the 90% of people in this case.IvoryTowerGamer said:The other stuff is a little better, but overall the interaction has very little impact on the works as a whole. I admit that I could be missing something about Scrape Scraperteeth though, so feel free to explain more about why you found it so engaging.
I was tired and trying to refer to the controls and how limited they are, but it wasn't really an important point, so I'll move onIvoryTowerGamer said:Isn't the interface simply an extension of the aesthetic? Or were you referring to the controls? I didn't find them to be particularly broken.MaxwellEdison said:I enjoy the aesthetic he uses, and agree with the message he's getting across. As for the interaction, the fact that the interface is so broken is part of the aesthetic. It's not supposed to be a cohesive build. Feel free to respond to me as to why you don't like it- I've always been confused by the 90% of people in this case.IvoryTowerGamer said:The other stuff is a little better, but overall the interaction has very little impact on the works as a whole. I admit that I could be missing something about Scrape Scraperteeth though, so feel free to explain more about why you found it so engaging.
Mechanically, here's what the work consisted of: a simple, linear platformer without death penalties and an emphasis on light exploration (to find the extra "flair" bits in each level). The only obstacles to the player are the heights of the buildings, which forces them to wait for the "elevators". Now, these elements certainly match Nelson's message, but that doesn't make them particularly revelatory or interesting. Indeed, if the work were a video of the man going through each level rather than an interactive game it wouldn't really lose all that much meaning. As such, I can't say that the interaction really does anything.
Contrast this with something like "Passage" by Jason Rohrer. A video playthough of that game would cause the work to lose nearly all its impact. The majority of the message of "Passage" is conveyed through mechanics alone, rather than simply having the gameplay mirror the aesthetics as in the case of Scrape Scraperteeth.
Hey, sorry I took so long to respond.MaxwellEdison said:I was tired and trying to refer to the controls and how limited they are, but it wasn't really an important point, so I'll move onIvoryTowerGamer said:Isn't the interface simply an extension of the aesthetic? Or were you referring to the controls? I didn't find them to be particularly broken.MaxwellEdison said:I enjoy the aesthetic he uses, and agree with the message he's getting across. As for the interaction, the fact that the interface is so broken is part of the aesthetic. It's not supposed to be a cohesive build. Feel free to respond to me as to why you don't like it- I've always been confused by the 90% of people in this case.IvoryTowerGamer said:The other stuff is a little better, but overall the interaction has very little impact on the works as a whole. I admit that I could be missing something about Scrape Scraperteeth though, so feel free to explain more about why you found it so engaging.
Mechanically, here's what the work consisted of: a simple, linear platformer without death penalties and an emphasis on light exploration (to find the extra "flair" bits in each level). The only obstacles to the player are the heights of the buildings, which forces them to wait for the "elevators". Now, these elements certainly match Nelson's message, but that doesn't make them particularly revelatory or interesting. Indeed, if the work were a video of the man going through each level rather than an interactive game it wouldn't really lose all that much meaning. As such, I can't say that the interaction really does anything.
Contrast this with something like "Passage" by Jason Rohrer. A video playthough of that game would cause the work to lose nearly all its impact. The majority of the message of "Passage" is conveyed through mechanics alone, rather than simply having the gameplay mirror the aesthetics as in the case of Scrape Scraperteeth.
I do agree completely that interaction could have played a bigger part, and I am slightly disappointed by the fact that it doesn't in his games. They're definitely not the best they can be. I do, however, still enjoy the experience. I'm not quite sure if they'd lose anything by being transferred to a video. Honestly, most of my initial reaction to his work in playing it was how completely different than every other game on the sites it was found on, which I definitely wouldn't get from a video. I sort of feel that the fact that it forces me to participate slightly stops me from getting bored, as I would with a video, or incredibly frustrated, as I would if this was made into a challenging game.
Thanks, by the way, for not coming out and accusing it of being not art because it looks unappealing. That's basically the type of opposition I've come to expect on this issue, and it gets rather frustrating.
I was at a camp and took even longer!IvoryTowerGamer said:Hey, sorry I took so long to respond.MaxwellEdison said:I was tired and trying to refer to the controls and how limited they are, but it wasn't really an important point, so I'll move onIvoryTowerGamer said:Isn't the interface simply an extension of the aesthetic? Or were you referring to the controls? I didn't find them to be particularly broken.MaxwellEdison said:I enjoy the aesthetic he uses, and agree with the message he's getting across. As for the interaction, the fact that the interface is so broken is part of the aesthetic. It's not supposed to be a cohesive build. Feel free to respond to me as to why you don't like it- I've always been confused by the 90% of people in this case.IvoryTowerGamer said:The other stuff is a little better, but overall the interaction has very little impact on the works as a whole. I admit that I could be missing something about Scrape Scraperteeth though, so feel free to explain more about why you found it so engaging.
Mechanically, here's what the work consisted of: a simple, linear platformer without death penalties and an emphasis on light exploration (to find the extra "flair" bits in each level). The only obstacles to the player are the heights of the buildings, which forces them to wait for the "elevators". Now, these elements certainly match Nelson's message, but that doesn't make them particularly revelatory or interesting. Indeed, if the work were a video of the man going through each level rather than an interactive game it wouldn't really lose all that much meaning. As such, I can't say that the interaction really does anything.
Contrast this with something like "Passage" by Jason Rohrer. A video playthough of that game would cause the work to lose nearly all its impact. The majority of the message of "Passage" is conveyed through mechanics alone, rather than simply having the gameplay mirror the aesthetics as in the case of Scrape Scraperteeth.
I do agree completely that interaction could have played a bigger part, and I am slightly disappointed by the fact that it doesn't in his games. They're definitely not the best they can be. I do, however, still enjoy the experience. I'm not quite sure if they'd lose anything by being transferred to a video. Honestly, most of my initial reaction to his work in playing it was how completely different than every other game on the sites it was found on, which I definitely wouldn't get from a video. I sort of feel that the fact that it forces me to participate slightly stops me from getting bored, as I would with a video, or incredibly frustrated, as I would if this was made into a challenging game.
Thanks, by the way, for not coming out and accusing it of being not art because it looks unappealing. That's basically the type of opposition I've come to expect on this issue, and it gets rather frustrating.
I can see what you mean now about the controls, and upon further reflection I agree that the lack of difficulty/linearity of the interaction added to the game in a way that would not be possible in a video. I guess my problem with Scraperteeth is the same problem I have with "Every day the same dream" (http://www.molleindustria.org/everydaythesamedream/everydaythesamedream.html). It's just severely restricting the potential of the medium in order to make a somewhat simple point. I feel it's like if a movie director chose to depict key scenes as text in intertitles. Yes, it would probably make an artistic point, but it seems like you'd be giving up a lot more than you'd gain.
In any case though, at least now I understand why you liked the game so much.