Fireside Chat

freduardo said:
On another note I'd also argue that I didn't find the first 2 Fallout games all that fun or artistically deep; the former probably has to do with my allergy to isometric RPGs, the latter to my description of what makes things deep. YMMV.

FO3 isn't good. It isn't even OK. It's pretty fucking far from OK. There is no logic in the way the world operates, dialogues suck, the art direction is horrendous, animations are crappy, the color palette is uninteresting and the concepts are uninspired. I would have commented on the plot if there was any.

The originals, on the other hand, have been surprising me for the last 8 years and I still find something new with each new playthrough. The world is consistent and built with care and thought, the dialogues are witty and interesting and the combat, though primitive compared to ToEE for example, is still challenging. It's so far ahead from FO3, that it's painful. Beth's offspring would've been a disgrace even in the Quake 2 days. Maybe especially then, because the first half-life beats it on all levels.
 
Then...what's the point of hating it? I don't get pissed at Hotwheels for making cars like Ford trucks even though they're really small and don't have internal combustion engines. They're different sorts of products.

Yeah, they're diffent sorts of products. Only now the maker of one product bought the rights to the other, and is claiming that their new car, which is pretty much just like their old cars, is a logical development of the newly purchased product line.
 
Pretentious monologue time.

You can play Fallout as a Janitor Of The Wastelands - only visiting areas populated with rats and killing them.
Will your experience be profound in some way ? Will this be drastically deeper than Diablo ?

Not by much.

A game's duty is to scale up with the player's demands. Fallout 3's genius was in the fact that modern players' demands are miniscule, and most of them never tried to get off their knees - if they did, their heads would slam into the incredibly low ceiling.

From this perspective, it doesn't matter if the person is playing Fallout 1 or Fallout 3 - their low awareness, demands and dull gameplay style will never reveal the difference between those games.

If one attempts to determine the quality of the game, be in on the artistic merit or not, they have to do it based on the possible high points that can be provided by a single gameplay experience.

But this opens room for a lot of bias - a person can take a monstrous dump on Fallout if they roleplay Janitor Of The Wastelands, or they can ascribe masterpiece qualities to Fallout3 because they choose to speed through dull content and stretch out their experience with 1% content Bethesda got "right" in that game.
 
patriot_41 said:
freduardo said:
On another note I'd also argue that I didn't find the first 2 Fallout games all that fun or artistically deep; the former probably has to do with my allergy to isometric RPGs, the latter to my description of what makes things deep. YMMV.

FO3 isn't good. It isn't even OK. It's pretty fucking far from OK. There is no logic in the way the world operates, dialogues suck, the art direction is horrendous, animations are crappy, the color palette is uninteresting and the concepts are uninspired. I would have commented on the plot if there was any.

The originals, on the other hand, have been surprising me for the last 8 years and I still find something new with each new playthrough. The world is consistent and built with care and thought, the dialogues are witty and interesting and the combat, though primitive compared to ToEE for example, is still challenging. It's so far ahead from FO3, that it's painful. Beth's offspring would've been a disgrace even in the Quake 2 days. Maybe especially then, because the first half-life beats it on all levels.

Here's my prejudice: if I don't find a game fun, I can't call it good. It can have as much story, artistic direction, choice, effort, etc. put into it as it likes, but if playing the game makes me feel like I'm doing work and makes me pine for washing dishes instead of doing my gamerly duty, I'd just as soon not play it. That was what I got from Fallout 1 and 2. I respect the depth, the choices, the replayability, the effort put into it, etc., but at the end of the day I didn't have fun and I put them down.

Now I would appreciate a good ol' debate between the artistic merits of Wasteland and Fallout 3. Wasteland was damn fun and had a lot of artistic merit to its writing and style, especially for the time it was released. Hell, it was the first Roguelike I'd ever seen with a serious story to it and it includes some nice references in Fout3, like with our dear friend the apocryphal Firelance.

But I wont try to compare them here: I liked them both, they were fun. That's all I ask from games. I ask Pynchon and Joyce and Nabokov to be deep.
 
It occurred to me that people may be using the word "art" in contexts where others would expect the word "craft".
 
patriot_41 said:
[the art direction is horrendous.

You can say a lot of bad things about Fo3, but not that the art direction is horrendous. It has that retrofuturistic vibe and 95% of it fits in with the Fallout world.
 
Per said:
It occurred to me that people may be using the word "art" in contexts where others would expect the word "craft".

Art's a fun word to kick around because sometimes it just seems to mean to the word's users 'thing I like' or 'thing that makes me feel smart' or 'thing that makes me think'. There's also 'thing that's pretty' or 'thing that my parents don't get' or 'thing that reaffirms my belief system'.

A reason I'd move to a question of 'was Fallout 3 fun?' is because there's an unequivocal answer to that: 'Yes I thought it was fun,' or 'No I thought it was not fun.' It has a subjective quality to it which artistic evaluation sometimes lacks, despite the fact that modern art as a medium is almost congenitally obsessed with noting the presence and specificity of the viewer. It also means that I do not have to say I like a game that I did not enjoy playing, or that I thought a game which was not fun for me was 'good'. If a game is boring, it's not good. If it's fun, it is good. How is this a difficult concept?
 
Mikael Grizzly said:
patriot_41 said:
[the art direction is horrendous.

You can say a lot of bad things about Fo3, but not that the art direction is horrendous. It has that retrofuturistic vibe and 95% of it fits in with the Fallout world.

thats one of the few things they did right, the graphics are still bad but the art style is decent.
 
freduardo said:
Art's a fun word to kick around because sometimes it just seems to mean to the word's users 'thing I like' or 'thing that makes me feel smart' or 'thing that makes me think'. There's also 'thing that's pretty' or 'thing that my parents don't get' or 'thing that reaffirms my belief system'.

That's the feeling I get as well, and it makes a lot of the discussion pretty nebulous. Is what Alan Moore put into Watchmen that made it so good an accomplishment of art, or is it an accomplishment of craft? If the former, what does that even refer to? What does it mean to say that Watchmen has achieved literary acclaim but there's no computer game equivalent? It's not like the same people who'd never offer up admiration for the subtle character design of SHODAN would heap praise of Moore's portrait of Dr Manhattan.

freduardo said:
A reason I'd move to a question of 'was Fallout 3 fun?' is because there's an unequivocal answer to that: 'Yes I thought it was fun,' or 'No I thought it was not fun.'

I haven't played Fallout 3, but I think I'd think it was fun. I also think I'd be thinking it could be so much funner if only X and Y and Z. The problem here is not so much one of art and/or craft than the fact that a game that I'd expect to be made to my tastes, and in one incarnation was going to be, hasn't been. But it's a pretty abstract problem in my case.
 
alec said:
Ah. I guess there really is little point in trying to explain something when no one gives a damn.

It's a shame really, this not being able to hold interesting discussions on these boards. I kind of felt like going into the fact that you fail to see the subtleties at work here, because you do fail to see them although I thought they were so evident and clear I didn't need to mention them at all - but again: when thirteen assholes jump your back, you just kinda start walking away or even running, I guess.
Maybe if you just pondered a little about trivial stuff like:

novel (words) -> graphic novel (pictures + words) -> movies (pictures + words + sounds) -> 99% of today's games (pictures + words + sounds + interaction)

and simultaneously compared the humble beginnings of gaming (Tennis For Two, Pong, PacMan, ...) that were full of innovation yet very simple game-grammar to where we are at today in the wonderful world of gaming, you might start to understand that media are less flexible than you seem to think. You add the grammar of other disciplines, you destroy your form/medium: you can illustrate a novel, but when you don't add simple illustrations but rather drawings that convey new meanings, you start to leave the realm of the novel, and at the same time you narrow your field of interpretation. Shit, guys, this really is just basic math, it's got nothing to do with being conservative, or some holy respect for boundaries. It just doesn't work the way you guys think, that's all. Your hope for "better" (I'll just call them better, hokay?) games is in vain if you want all the catchy stuff as well as deepness or whatever the fuck it is you want. It's that fucking simple. Stick to game-grammar and wonders will happen, though.

Well, your opinion. Maybe media is MORE flexible than you think - and the continuum that you presented as an example is not a universal explanation. Maybe one can build one in terms of flexibility and/or choice and imagination involved. For example, books need more imagination than movies or games, but are linear, while visual novels and games aren't, etc. Who says your approach is the only correct one?

Also: the notion that the music of Radiohead is so innovative is, well, to say the least, kind of an overstatement. They do crazy shit musically, but there are folk songs out there, in certain Balkan countries IIRC, that are a hundred times more complex and innovative than anything Radiohead ever came up with. Just saying.

Innovative? Don't make me laugh! They're singing pop-rock crap that's been done hundreds of times before.
 
... For the record, I think that The Eraser is très awsums, and also In Rainbows is Radiohead's best album yet.
 
Per said:
It occurred to me that people may be using the word "art" in contexts where others would expect the word "craft".
As long as this is art, the whole discussion of whether or not something is art is moot.

Mikael Grizzly said:
You can say a lot of bad things about Fo3, but not that the art direction is horrendous. It has that retrofuturistic vibe and 95% of it fits in with the Fallout world.
I thought that it was a mixed bag (mostly good) and stylistically different from Fallout, if clearly based on it in places. That said, it's no surprise that it'll look different with an entirely different artistic team whose direction seems to be following the same general direction as Fallout rather than following Fallout and because it's been a decade since a Fallout game has been made.
 
Mikael Grizzly said:
You can say a lot of bad things about Fo3, but not that the art direction is horrendous. It has that retrofuturistic vibe and 95% of it fits in with the Fallout world.

I can and I will. Just because there is a wasteland and a dog doesn't make it fallout. All concepts were like taken out of an elven workshop. It looked steampunk-ish, but not the gritty postapoc mad max/leone western style. Take a look at the stupid belt of the vault suit and the retarded orc-like mutants. I recently browsed through the Van Buren concepts in NMA's gallery. Awesome. Even the fucking wall tiles had a distinctive style. FO3 looks the way Oblivion would have looked in 2242 after a cataclysm destroyed all swords and crystal armor.
 
Ixyroth said:
There is nothing inherently inferior about games as a medium - books, movies, music and games all have their place.
You’d have to be dumb to compare them qualitatively.

The fact is that games are dumb because the establishment wants them to be dumb. Period. It's not a question of technical limitation. Most movies, and many books are dumb for the same reason. And this trend will continue. Media will get dumber, the population will get dumber, then the media again, then the population again. It's a vicious circle.
And this is were we differ: I say that there is something about the medium that prevents it to become less “dumb” (simply put). And also: I think making games less “dumb” should not be the goal of game developers in the first place.

UncannyGarlic said:
By suggesting that all games have to have audio/visual elements you are artificially restricting the medium as there have been many text only games.
Ah yes. That’s why I wrote “today’s games”. Text only games are usually called interactive fiction nowadays: it’s basically a text (words) incorporating an element (interaction) that is found in games. It’s actually a brilliant example of how incorporating new elements (plus) limits your remaining possibilities (minus): the whole grammatical structure of your text almost comes predefined: most often these games are written in second person singular (“You come into a large hallway. To your right is a cupboard.”) Incorporating the interactive element even limits you in a real spatial way: you can’t carry the text around so easily anymore, you can’t just print it out and carry it in your pocket, ready to read whenever you want to, no, you need an extra tool to make that happen. There’s certainly more, but I’m too tired to think about it any further.

Anyway, “in short”:

Each and every “artform”, each expression we make is part of a spectrum, a continuous line covering all other forms of expression. Each artform shares similar elements with other artforms (movies have moving pictures and words and sounds, comics have pictures and words as well). Some artforms use one element only (or definitely predominantly): classical music does this ever so clearly, but often literature does so as well (you can have illustrated books, though). Instrumental music is the purest: it does not refer to anything in the real world, it’s self-referential. When you hear a ‘do’, you might think about your taxes, while someone else might think of his grandmother falling down the stairs and breaking her collar bone. Then comes literature, using 26 signs and a couple of interpunction marks or whatever the fuck they are called. Words are weird because they interact with each other and not seldom it is not the word that creates the meaning but the context. Words can change their meaning in an instant. Pictures can do that as well, but with more effort since they are much more tied to reality: forget Magritte because a picture of an egg will be seen as... (a picture of) an EGG by most sensible human beings (and pomo is so passé anyway). That’s why we are living in a pictorial world today: pictures take away most of the ambivalence of words and certainly of music. Humans can’t stand uncertainty. It kills them. You know this to be true.
Music, words and pictures are the building blocks of every artform, every discipline (except maybe dance, I need to ponder about this). They are like atoms and they can form molecules with certain traits, possibilities and limitations. It’s fucking math at its core, really.
Now you have to take into account the medium you will be using: it too has its limitations, possibilities, characteristics. It’s a recepticle that can be filled with your building blocks: you are making a cocktail. Now with games today you’ll be filling your recepticle with lots of eyecandy (pictures), a soundtrack (music), dialogue (words) and a way for the reader to interact with all of this (game mechanics). Every element you add (this is the plus) lowers your remaining possibilities (that’s your minus).
If I write a book, I can use all the literary techniques out there to reach my goal, finish my project. I can illustrate it (adding pictures) but in doing so I limit the amount of interpretations I send out to my reader, I reduce the richness of my simple text. Compare “The little blond girl caressed her little pussy and whispered: “I feel so happy today.”” With

[spoiler:6a02f3c299]
The little blond girl caressed her little pussy and whispered: “I feel so happy today.”[/spoiler:6a02f3c299]

Get it? This is in fact such a simple and logical system that I feel surprised I even have to explain it. And this is just an illustrated book we’re talking about! It gets even worse when you go to strips and then to movies and then to games: you add more elements, you basically make the form more complex, but that has severe repurcussions for the content: you automatically simplify it, yeah, you “dumbify” it. And no goddamn closure is going to prevent that from happening.

My point (and I think Eyenixon’s point as well) is that game developers ought to concentrate more on the game elements instead of the eyecandy (pictures), sounds and words because the only thing they do is that they restrict games of being innovative again (getting them to a higher level).

All I hear on these boards and in this thread is that games should focus more on secondary elements like dialogue (“Boohoo! Dialogue so dumb in FO3! Bethesda writers suck!”). I say that this would be in vain because the literary possibilities of games are restricted by the medium and the interaction with the other elements used in said medium.

You guys should have gotten the hint years ago: in which way have graphical engines (pictures) resulted in innovation? They haven’t. It just looks... nicer (sometimes). It’s cosmetics. And that’s all it can become in games. It sucks up a large portion of the budget for a game developer, and ha! it ain’t even what games should be about.

If you want game innovation, you need to get rid of the preoccupation with imagery but also with sounds and dialogue. The last two offer little or no room for improvement and the first one is just the cashcow for the whole software/hardware industry (UPGRADE NOW!).

But hey: that’s just my opinion. I’m the kind of guy that when he wants to read some cool texts just opens a book, when he wants to see cool pictures goes to the museum or watches a flick, and when he wants to hear music, he’ll just put on some Radiohead. I’ve dabbled in crossover crap during the nineties. I once did a poetry slam with a hiphopband and I’ve seen all those hybrid fabrications crossover artists produce: they’re fun once. The notion that media are flexible enough to mix together soon fades when you do it yourself and see projects by others: there are matches made in heaven there, but more often they were fabricated in hell.

I also think that the whole discussion of books vs. movies artificially limits the possibilities of film. Series use most of the same tools that movies do but don't have the same restrictions, such as time and resolution at the end of each allotment, allowing for them to have bigger, more complex stories.
I find it funny how similes and analogies completely throw people on this board off. “That’s a bad comparison because...” Ha! Comparisons always only have so many similarities, the rest is deadwood and should be ignored, that’s the whole point of a comparison, simile, analogy.

I for one never intended to make this into a game vs book discussion, I simply compare it to books because that’s what I know best. Again: that’s how comparisons work.

PS Also: last post on this subject from me.
 
novel (words) -> graphic novel (pictures + words) -> movies (pictures + words + sounds) -> 99% of today's games (pictures + words + sounds + interaction)

I believe what the point here is that as you move from left to right, you notice that more information is being given to the viewer/user/player and less up to their imagination. If we had 10 illustrators individually draw the world from a particular book they've read, then the output would be much different than illustrations from world in a movie.

I'll agree that today's movies and video games leave little to the imagination; providing less and less of an unique and individual experience.

Though I will never agree that video games, film, or comics are unable to achieve these heights. Like Ixyroth mentioned: "The fact is that games are dumb because the establishment wants them to be dumb." FOR reasons such as what the market and audience want, not deviating from the "what a game is" mold, or the apathy to explore further. It's so hard to design a game that surpasses need for money and assumptions of game design, but it is not impossible, we just haven't seen it yet.

On a small scale, in the film Pulp Fiction, they never showed what was in the brief case. Co-author Roger Avery said "Originally the briefcase contained diamonds. But that just seemed too boring and predictable. So it was decided that the contents of the briefcase were never to be seen. This way each audience member would fill in the blank with their own ultimate contents. All you were supposed to know was that it was "so beautiful." No prop master can come up with something better than each individual's imagination." So in a sense, you put the most beautiful thing in the world in that brief case, no god damned prop designer told you what to think!

Or in the game Never Winter Nights, when you're in the city, you hear distant cries of peasants, but these characters don't exist and the game misleads the player into feeling a sense of emergency and despair. In a sense, you're killing these people in your head, you're imagining how they're slaughtered, and this affects your game experience.

Games just need to utilize the brain more, they just need to plant a seed and the brain does all the rest. I think Fallout 1 and 2 had a nice combination of stimuli and lack of information so your brain fills in the gaps and makes a unique and powerful experience.
 
patriot_41 said:
I can and I will. Just because there is a wasteland and a dog doesn't make it fallout. All concepts were like taken out of an elven workshop. It looked steampunk-ish, but not the gritty postapoc mad max/leone western style. Take a look at the stupid belt of the vault suit and the retarded orc-like mutants. I recently browsed through the Van Buren concepts in NMA's gallery. Awesome. Even the fucking wall tiles had a distinctive style. FO3 looks the way Oblivion would have looked in 2242 after a cataclysm destroyed all swords and crystal armor.

Did you even play the game?
 
Per said:
Is what Alan Moore put into Watchmen that made it so good an accomplishment of art, or is it an accomplishment of craft? If the former, what does that even refer to? What does it mean to say that Watchmen has achieved literary acclaim but there's no computer game equivalent? It's not like the same people who'd never offer up admiration for the subtle character design of SHODAN would heap praise of Moore's portrait of Dr Manhattan.

nebulous only because you've hopped, skipped and jumped right over the point i was making back into obscurity. the fact that there hasn't been a breach from the gaming industry is my point...not whether one is actually worth more than the other. the interesting bit to look at should be in studying why, culturally...this gap is left wide open and thus far impossible to jump. even though i really only nerd out about ONE game (Fallout) 99% of my IRL friends think it is the nerdiest behavior possible. why is this so? what or who is to blame for this medium's inability to transcend it's own genre? well...at least, that's what interests me more than whether or not Fallout 3 is a good game (it's not, btw).

and with that, i have a hard time believing conversing with NMA on this subject is a worthwhile endeavor for me any longer. i believe it'd take a much more patient soul than i.

thank you, good night, have fun with your...uh...video-games and stuff...cheers, etc.

also, @ Ausdert (wtfever): i don't even like Radiohead but if you are too dense to see OK Computer and Kid A as having innovated within the pop genre you are a blind fool. jus' sayin'.
 
the fact that there hasn't been a breach from the gaming industry is my point...not whether one is actually worth more than the other.

How long did it take in the case of comics, by the way?
 
TwinkieStabllis said:
even though i really only nerd out about ONE game (Fallout) 99% of my IRL friends think it is the nerdiest behavior possible. why is this so? what or who is to blame for this medium's inability to transcend it's own genre?

You think comic books have made it further into the collective consciousness than computer games?
 
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