DioWallachia said:
Racecarlock said:
DioWallachia said:
Racecarlock said:
- "This game has angst and symbolism and grittyness, therefore it is good." Look at every day the same dream for example. It's one of the laziest art games ever made. It basically takes a basic office drone plot line, throws in some symbolism, tells people that that symbolism is also "Mixing up the day", then asks you to interpret everything yourself because it couldn't actually come up with a message.
Do you think that there is an "unwritten rule" that doesnt allow artists to spell out what was the meaning behind their work? because if they do, the work looses its status as art?
I think it's far more likely that they do this so people will write essay style reviews on the various meanings of the game, making it seem like a deep, life changing masterpiece, when what it really is is a confusing and boring mess.
There is one episode on the Anime "Get Backers" where one antagonist wanted to reunite the arms of the well know piece of art know as "Venus De Milo". The logic behind is that by returning the arms to it, the beauty behind this work of art, the mistery of "what could possibly be the gesture or pose the arms would have?", will dissapear as soon we knew the answer.
And for that i wanna know, what kind of mysteries are better left unresolved? (assuming an optimistic world view, rather than the cynical answer of "the author felt lazy and wants us to work for a meaning")
Well, no mysteries really. If there is a giant monster at the bottom of a scottish lake, we need to get the people out of there immediately. If there is a giant cabal of evil world controlling people, then we can't stop them.
Maybe aliens should remain unresolved until we clear up racism and sexism on our own planet, but after that I really do think we should know if E.T is flitting about our airspace.
The only thing I got out of every day the same dream was "Work sucks and games about work suck more". From what I hear, the meaning is open to interpretation anyways. It's not like a game like this can't work. I played one chance once, and it felt like those choices actually had weight. Not just because they actually felt like choices, but also because it felt like your choices had an effect.
In every day the same dream, the choices are just kind of there, packed with symbolism and shit but not really having an effect on anything. There is one ending, and only one ending, and that ending is supposed to be a mindfuck apparently, but since every office worker in the world looked the same, I just assumed it was another guy and my guy was just standing in line to jump next.
Gritty and dark stuff can be done well, one chance and the Dark Knight proved that, but it can also be done very poorly, as I've seen with mafia II and every day the same dream. Mafia II punishes you for your "Choices", but they're not even choices, they're just story missions and linear pathways, so it's like a drill sergeant ordering you to drop and give him twenty, then slapping you in the face and saying "WHY THE HELL DID YOU DO THAT TWENTY SOLDIER?!".
Darkness and drama only work well when there's a reason for both of them, otherwise it just comes off like an all my circuits episode. "Your entire family died when a plane, piloted by your fiance, crashed into your uninsured home. And you have terminal cancer."
To compound all of this, you ever sat down with a really depressed person and have them try to tell you that happiness is cancer? If so, did you enjoy their company? If not, then what makes that person in game form any more appealing?
Captcha: Gothic Church
How appropriate.