Showing posts with label antichamber. Show all posts
Showing posts with label antichamber. Show all posts
Friday, December 13, 2013
Blips: Look Closely
Source: Two Games That Undermine The Concept Of Games
Author: Maddy Myers
Site: Paste
Maddy Myers really nails it with her recent piece for Paste about the institutional critique of The Stanley Parable and Antichamber. While other games like Hotline Miami and Spec Ops: The Line attempt to twist the expected campaign path back on the player, they do so at the player's expense. The curtain pulls back and the games accusingly ask, "why did you do that?" The Stanley Parable and Antichamber both satirize the role of the game developer instead, which actually further empowers players by allowing them abilities that would break most other games. In fact, "breaking" these games is part of the point. Myers begins her piece with a puzzle in Antichamber where continuing forward locks you in an endless loop, a metaphor for the typical gameplay loop that serves as a core element of game design. However, the only way to progress in the game is to break the loop and go back from where you came, a move that surprisingly leads somewhere totally new.
I haven't finished Anitchamber yet (a couple hours in), but I have a running theory that the game is about games as artworks, or rather, art as a game. This is in contrast to The Stanley Parable which is a game about games, which could be interpreted as art. Antichamber rewards astute perception, the sort that reveals hidden truths that require time and focus to unearth. The white cube space might as well be the "white cube" of the modern art gallery, the snarky puzzle hints on the walls the accompanying wall text. There's even a room in Antichamber full of sculptures in vitrines that reinforce the non-Euclidean nature of its world by appearing as different objects depending on the angle from which you're looking. How do you absorb an artwork, interpret it, and make it meaningful to you? For a painting, you look at it, study it, and live with it. The approach to Antichamber is only different insofar as the medium is different; ultimately what you're doing is the same.
Once I finish Antichamber, I'll flesh these ideas out more thoroughly (assuming I still feel the same by the end of it), but even now I can say that the game offers an opportunity to literally play with the idea of what games are and the spaces in which they can exist. That's a sophisticated level of institutional critique very few games approach, and fewer deliver.
Monday, April 29, 2013
Blips: Indie Devs and Imposter Syndrome
Source: Truth in the Land of Imposters
Author: Alec Holowka
Site: Dork Shelf
In my first semester of grad school, seeking my MFA in studio art, I made one piece. Just one, but it was a big one. I started with an image of a weather map, zoomed in to reveal individual pixels. I them translated that image into a 16'x9' quilt made of 6" squares, hand cut and machine sewn. I had to special order fabrics to get the colors to match the original image. Construction required dozens upon dozens of hours of mindless labor.
As part of a 2-year educational program, I was wasting precious time, time I could have spent learning from mistakes and trying new things. Meetings with advisers went nowhere with only the same idea presented week after week. There wasn't enough new, visible work to provoke meaningful conversation. The same went for peer critique. Plus there was the pressure of putting all of my effort into one project. What if it didn't turn out well?
I finished the piece only a couple weeks before the end of the semester, and was pleased with the result, but I purposefully switched gears my second semester and began working in video which improved my turnaround time and educational engagement immensely.
I can only imagine what some solo game designers must be thinking as they spend years, not to mention the depths of their bank accounts, working on a single game. In Alec Holowka's piece for Dork Shelf, he speaks with several designers about this very pressure, how it affects their behavior and how it changes the way they view themselves. The testimonials are at times both depressing and inspiring.
It left me thinking, is this the way indie game development has to be?
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