« Gamelab, VH1 Games Get Rhythmic With Downbeat | Main | Getting Creative With GameCock Love »

Wednesday, May 9, 2007

Totilo On 'The Pit', Grant Morrison's Sass

- So, I was trying to explain to MTV News' Stephen Totilo earlier why I don't link his awesome material more - not through lack of appreciating it, either. I came to the conclusion that the stuff he writes is so relatively sophisticated that it sometimes lacks 'hooks', and so I have trouble communicating it on in a sensible way to GSW readers. Either that, or I'm just lazy.

Anyhow, his 'Player Two' blog continues to update, if you want to cut out the middleman, but I wanted to showcase two notable recent updates - first, an interview with Grant Morrison on his game work, which is probably a prime example, since Morrison really doesn't have any current game projects. But he does dish on 'Citizen Death', his idea for what sounds like a completely surreal version of GTA: "The vehicles you could actually get were more interesting, like UFOs, flying saucers and boots that would allow you to bounce around over skyscrapers."

More recently, we have some ruminations on 'The Pit', as triggered by ""Super Paper Mario"'s Pit of 100 Trials, an endurance test buried in the sewers of the game's main town." Totilo asks: "This used to be the only kind of experience games provided. Every game was designed to bring the player to failure... [but] Isn't the game world outside the Pit just another Pit in disguise?"

[Oh yeah, and Tom Kim just conducted a Gamasutra Podcast with Totilo yesterday, talking about "...how games coverage might differ from traditional news reporting, specifically with regard to blogging and non-traditional first person writing" and a multitude of other issues. He gets it, guys - which can only be good for the industry.]

Comments

Argh, that I have to keep saying this....

Game design does not evolve; it is only player tastes that change. It is like literature in that way. No one has made The Odyssey obsolete, have they? This aspect of game development is not technology. A truly good game is always good.

Further, as the guy himself admits, the very thing that makes the Pits of 100 Trials (there are two in the game) challenging is the lack of saving. Yet the rest of the game has many save points; any player with enough foresight to save often will never seriously "lose" the game. That fact overturns Tolito's example.

Grant needs to hook up with the Crackdown guys, it's the closest match to his ideas available right now, and they're only a hop, skip and a jump up the road in Dundee.

Post a comment



If you enjoy reading GameSetWatch.com, you might also want to check out these CMP Game Group sites:

Gamasutra (the 'art and business of games'.)

Game Career Guide (for student game developers.)

Indie Games (for independent game players/developers.)

Finger Gaming (news, reviews, and analysis on iPhone and iPod Touch games.)

GamerBytes (for the latest console digital download news.)

Worlds In Motion (discussing the business of online worlds.)


GameSetWatch [Twitter / RSS feed] is an alt.video game weblog from the people who run:



Copyright © 2009 Think Services