Showing posts with label john teti. Show all posts
Showing posts with label john teti. Show all posts
Friday, April 11, 2014
Blips: Moments of Silence
Source: Myst uses emptiness to calm you; its sequel uses emptiness to provoke you
Author: John Teti
Site: Gameological
This week over at Gameological, John Teti has begun a series of posts about empty spaces in games. He sets up the series by pointing out the disconnect between images of games that depict them as all-out action while the reality is that games allow for many quiet moments as well, often at the player's discretion. Of course there are games that are largely devoid of action, no matter how you play them, and two of those games, Myst and Riven (it's sequel), are the first to go under the microscope. Teti's argument is that while Myst uses emptiness as a way of ensuring that the player doesn't feel pressure to complete puzzles quickly or shame in failure to do so (no one is watching), Riven presents people on the fringes of your view. In Riven, you don't feel extra pressure because there are humans elsewhere on the island, but finding out why they're running away from you serves as a kind of motivation for puzzle solving. I'm excited to see where this series goes next as there are many games that offer moments of silence or emptiness that are often glossed over in favor of more frenzied moments.
While there are certainly a multitude of games that position characters in empty worlds, I hope that pause menus are spoken of at some point too. When I think about menus, I think about RPGs, and how much time I spend navigating them compared to "playing" the game. Whether it's arming characters in Final Fantasy games or navigating deep space in Mass Effect, my time spent in menus has offered me a solitary, introspective space. How do I want to engage in this next scenario? What should I wear? Time collapses in pause menus, and nothing proceeds without you (unless you're playing online, of course). Sometimes the official game clock even halts while you're in menus as well, as if to say that time spent amongst the upgrade paths and equip screens is somehow separate from everything else. In a way, it is separate, but that shouldn't diminish its influence on the tone and pacing of the game as one, whole experience.
Thursday, September 19, 2013
Blips: RIP Hiroshi Yamauchi, 1927-2013
Source: Hiroshi Yamauchi, the executive who turned Nintendo into a video game giant, dies at 85
Author: John Teti
Site: The Gameological Society
I don't have a whole bunch to add to what's been said already, but I wanted to link to an obituary for former Nintendo executive Hiroshi Yamauchi, who passed away this week at the age of 85. It's astounding to consider how long Yamauchi was running things at Nintendo –over 50 years before stepping down in 2002. Though Shigeru Miyamoto was the man behind the design of iconic characters like Mario and Link, Yamauchi was running things back when Nintendo's primary business was playing cards. While many Japanese companies have their hands in a diverse array of industries, that Nintendo was still a games company at its inception is pretty cool.
Of course, Yamauchi's Nintendo would go on to be a video game powerhouse, reigniting the industry after the collapse of Atari and mounting skepticism around the medium as a reliable investment at retail. Yamauchi's Nintendo is the one I have a personal affinity for as well. The NES was my first home console, and even though I diverted to Sega in the 16-bit era, I came back for the Nintendo 64 years later. Those systems are a part of my identity now, and though I know massive commercial efforts like video game console production are a team effort, Yamauchi was in the driver's seat. So, I feel like I owe him a debt of gratitude. Who knows where video games would be without him?
Monday, July 15, 2013
Blips: The ______ (name) of ______ (medium).
Source: Chasing the Dragon
Author: John Teti
Site: The Gameological Society
It's great that the gaming press is as reflective as they are, consistently examining aspects of their practice and coming up with new ways forward. Sometimes this works out for the best as with recent changes to comment moderation policies on both Kotaku and IGN, at least partly spurred by Samantha Allen's open letter about issues in gaming forums and comments. Other times we end up with Warren Spector pushing for a Roger Ebert of video games. John Teti dismantles Spector's remarks in a thorough essay for Gameological that claims video games don't need their own Roger Ebert.
The crux of Teti's argument centers around the fact that Spector is looking to the past for answers without acknowledging how technological shifts have fundamentally altered the landscape for publishing criticism. Spector wants game criticism in general interest print magazines and newspapers where, in a best case scenario, folks who don't normally read about games can see stories and gradually warm up to them. At the very least, Spector's stance is that having games writing visibly present on newsstands and magazine racks along with other "culturally accepted" media like movies and books, that more people will begin to view games in a similar light. As Teti makes clear, this is a backwards perspective. He notes how TV criticism has found a newly resonant form in online episode breakdowns, posted within 24 hours of the original airing. It's debatable whether this is ultimately the best form for TV criticism to take, but it has undoubtedly found an audience that was not satisfied with the old ways.
It's worth noting that Ebert has a pervasive body of film criticism outside of newsprint too, having written numerous books, produced and starred in his own TV show, and published numerous writings online, including his work for the Chicago Sun-Times. In fact, it's his work outside of newsprint that made Ebert a household name.
Tet's strongest point may be in examining how "cultural acceptance" is measured through old media standards like award shows and film festivals. It's not just that technology has pushed criticism to evolve into new forms, it's that "mainstream culture" does not exist that way it used to. To appeal to the mainstream is to appeal to whom exactly? That Spector cites French New Wave cinephile journal Cahiers du Cinema as an example of a magazine that would be mainstream critique is beyond absurd. There used to be a ton of videogame magazines in the 90s, if that's what you're looking for. For the record, I'm not opposed to seeing more games criticism in print mags and newspapers; I think it would have a positive impact, but would in no way produce game crit's Roger Ebert.
John Teti's full essay is worth checking out. I know I'll definitely think twice about writing the words "cultural acceptance" from now on.
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