GameSetLinks: Mr. Popcap Says... Beep?
[GameSetLinks is GameSetWatch's daily link round-up post, culling from hundreds of weblogs and outlets to compile the most interesting longform writing, links, and criticism on the art and culture of video games.]
As we barrel happily towards the weekend, time to check out some more GameSetLinks from the last week or two -- and the E3-related backlog is almost caught up with, thankfully!
We start off this set of links with an interesting piece of reporting from Newsweek on the Six Weeks In Fallujah game. Still trying to work out whether it's a little condescending towards the concept that games could add something to an intense real-life situation, empathetically, or on the button about the title's mixed message.
Also in here - a little more discussion on Dante's Inferno, plus the sounds of PopCap, Ron Gilbert walking through the original Monkey Island in his own words (OK, that's an E3 vintage link I only just caught up with!), and more things besides.
Go stay go:
Controversial Videogame on the Battle of Fallujah | Newsweek Technology | Newsweek.com
Neat to see a major mag like Newsweek do complex reporting on this story.
Dante's Inferno: The Reckoning Part 2: Blood Oath - Generations | Procedural Dialogue
Our own Chris Remo replying to Leigh's article: 'I’m not saying EA should be making a game closer to the source material; I’m saying they should never have claimed the association to begin with.'
Women and game development: Finding a greater humanity through play | Straight.com
Erin Hoffman: 'When it comes to women and video games, psychology, not physiology, is the barrier.'
Crispy Gamer | The Sounds of PopCap, Part 1: Bejeweled Twist
Neat idea: 'There's something in the "special sauce" at PopCap, and I suspect that the audio feedback -- the sounds of PopCap games -- have something to do with it.' Three parts (so far) linked within!
Teaching Game Design: Student Post-Mortems
'The list of things I see [after having his students make a board game] are astonishingly similar to the professional post-mortems that you see on Gamasutra when people make video games, and I feel echoes of previous classes I've taught where students made video games.'
StuartRoch.com: 'Impressions, E3 2009'
Activision's Stuart Roch has some interesting, personal opinions on E3, booths, highlights, etc.
Grumpy Gamer Stuff and Things and Monkey Island
Ron Gilbert walks through his creation, Monkey Island, for the first time in a few years, and documents his thoughts. Awesome.
Interactive fiction needs to grab its big opportunity | Technology | The Guardian
Current famous writer/video game crossover 'a pretty poor showing, especially when you consider how authors such as Iain M Banks, Neal Stephenson and William Gibson have been inspired by game culture. So why the paucity of novelist/game crossovers?'









Comments
Great stuff, as always. Thanks for the shout. :)
The last article on IF is interesting, but characteristically prescriptive without research (that sounds a little harsh, hmm). I would qualify it to say that the RIGHT authors need to be involved making games, and they need to be involved in the RIGHT ways. There are reasons why many, many novel-to-game adaptations have failed spectacularly, and reasons why the ones that have succeeded (Tom Clancy's _Splinter Cell_, for instance) have done so. It has to do with how you approach the medium. Narrative and the expression of meaning in an interactive format is drastically different than the expression of meaning in fiction. Almost all of the tools are different. It has to be expressed through action, whereas in books meaning is expressed through communication -- fundamentally different. And there are way too many traditional writers who think that because a game has writing (and because the writing is often bad) think that they could do better. In 99% of cases, they can't, because they don't understand how the medium works. This kind of discussion seems to come up over and over again, and it's clear we need continued development and a solution, but the solution is not what it appears to be from the outside. Though of course I would love to see IF itself (real IF -- the author of the article blends terms) on the iPhone, DS, etc. I've soft-pitched several such ideas and the basic thought, which is probably correct, is that the market isn't large enough to support the development. I would be happy to see that proved wrong. And all this is not to say that novelists can't be helpfully involved in the game world -- but they'll have to do what Clancy did, and get game design experts working with them to dig into their own material and deeply understand what its symbolism and meaning are about, and then express/harness them through game action. This usually requires a lot more humility and willingness to learn than a lot of established-IP authors have. Or maybe it's just that they aren't empowered to go about the process this way, to connect with a motivated developer who will try to deeply understand the material in the way it needs to be understood, rather than attempting to create a linear playthrough of events with a foregone conclusion, which in game terms is utterly stupid.
Cool on the review of sound in Peggle, too. Speaking of film and narrative, I heard George Lucas once said that 40% (maybe it was even 70%) of a film's emotional connection is soundtrack. (And someone else responded: "Yeah -- he heard Spielberg say that.") Same is true in games.
Posted by: Erin | June 12, 2009 5:17 PM