Showing posts with label shoofle. Show all posts
Showing posts with label shoofle. Show all posts

Saturday, July 13, 2013

i've had it with art being soft-spoken; my art's gonna ROAR

Let me tell you about Crystal Warrior Ke$ha.
No. Don't let me.
You are Ke$ha and you have no time for my feckless words. Like lances wielded by lady knights, your eye-lasers spear out and click that link, as you begin to play it for yourself.

Okay, you've played it now, right? Good. I just scratched the whole half an article I wrote because I want to talk about Crystal Warrior Ke$ha.

What feelings did the piece evoke in you?
Indomitability.
Power.
Rising strength.
Roughness.

I happen to know that the author has at least a bit of programming skill, but this was not written as a programmer, and that is fucking bad-ass. I can flail my fingers ineffectually at trying to do artistic endeavors in a programming mindset, but why?

Queer writer kids are using Twine to express themselves directly through games. This is the future of games as art. Twine takes this task - writing choose-your-own-adventure games - and presents them in the most sensible format: a text editor. Seriously: why would you do anything else? With Twine you skip having to think about anything except what you're making.

Kill that last paragraph. I don't care. I don't want to talk about games in this analytical way. I want my games to be emotional, I want them to be passionate, I want them to burn with the fire of my life, I want them to tear the player apart and rebuild them as a glittering obelisk of rage and power and speed and I'm going to continue tearing apart my artistic environments until I've destroyed everything that keeps me chained down to concerns of what's reasonable and what I can code - until I've torn to shreds the paper that covers my eyes and blinds me to my canvas.

We want games to be recognized as art? Then we should start making them like artists.

(Now you should go play Twine games: some lung-poppingly funny, some pants-dampeningly hot, some about heavy stuff, and - hell, just check out everything porpentine's made, and then start googling around for Twine games. If I ever hear you saying that these "aren't real games" then I'll bash your fucking nose in. Each twine game can be played in less than ten minutes! Seriously. Go play High End Customizable Sauna Experience, because it's one of the funniest things I've experienced in years.)

(Oh right, and one final thought - if you bristle at my admonishment to "make games like an artist", then I'll admit that art can certainly be made like a programmer - but right now that's the only way games are made. I like chiptunes, but there's so much more to music than the music made by programmers, y'read me?)

Saturday, November 5, 2011

In which Shoofle attempts to pull some noses from their high-in-the-air vantage points


As a foreword: This post is about pure rhythm games, and not so much about games with rhythm elements - which I should be writing about in the near future. "Near".

Alright, that's it. I'm finally accepting it. I am a rhythm game player.
I've held my fair share of anti-rhythm snobbiness in the past, internalizing the view that rhythm games are lesser games on account of being focused on a single gameplay feature.

When you want to make "press buttons in time with the music" more difficult, you generally just add more buttons and faster music. Contrast this with the variety of action puzzle genres (puzzle platformers and shooters for the most part), which add complexity by throwing in unexpected game elements - the added difficulty is in figuring out how to accomplish the new tasks. Rhythm games don't generally stray too far from the "higher levels, faster music!" formula. Even heavily gameplay-focused games and genres can still have unexpected or unforeseen complexities - skill platformers like Super Meat Boy and their ilk tend to have an overbearing complexity. Even though you're still essentially pressing buttons rapidly at the right times, it seems like their complexity involves more mental skill - you have to figure out how to best your obstacles, rather than simply reading off the list.

On the other hand, all the lauded first person shooters - which I do, indeed, love - are frequently just as simple. I don't generally find myself scratching my head over how to approach a room in Shooter McKillygame 5, I just let the instinctive part of me take over and manage the issue. That's how I lose time playing games. It's definitely more fun when a game has mental difficulty as well as physical or instinctive difficulty, but it's rather rare, in my experience. The only thing rhythm games lack in comparison to other more "serious" genres is a well-integrated story... But if you start arguing that the majority of "serious" games - I'm looking at you, f-three-ar, I'm looking at you, Mario, and I'm looking at you, every racing game ever made - can stand solely on the their storytelling, then you may need your head examined. I'm not saying that those games have bottom-of-the-well storytelling, but that's not what makes them fun.

But let's think about that for a moment - why don't rhythm games have as well-integrated a story as many other genres? When you get down to it, the problem is somewhat inherent in the genre - there's only so much that you can do to tell a story in an interesting, interactive way, when the gameplay is so rigidly structured. It might be interesting to see more rhythm games built around operatic works or ballads - something telling a story. Even then, though, the player never makes a choice - the music can always just continue playing if they fail. The other option, to make the musical gameplay entirely separate from the story (see career modes in every Guitar Band style game) just makes it worse. Then you lose out entirely on the integration effects that make video games a compelling medium in the first place.

In the end, I think that all this snobbery over game genres is rather silly. Games should be judged on their own merit - for all that you might argue that rhythm games have no depth, I will bet good money that I can make a shallower RPG-esque game than Dance Dance Revolution. You're free, of course, to have personal preferences - but when you start claiming that RPGs are an inherently stronger storytelling and experience-crafting medium, you've tipped over the line.
There. I gave you a picture. Happy?