Wednesday, 26 September 2018

Story time with games

Right-ho.

It was very refreshing to read some games critique from the bloody stone age. I would really like to - or would I really? - know what this Henry Jenkins chap has to say of the game industry today, because his essay was painful to read.

Going into it I thought "oh this seems interesting considering the recent calamity regarding Telltale Games", and when it reached the point where he said

"The past few years have been ones of enormous creative experimentation and innovation within the games industry, as might be represented by a list of some of the groundbreaking titles."
and went on to list The Sims - actually the one without a number after it - I had to pause and scroll up and see when this terrible drabble was written. In the year of the lord two thousand and four. Oh boy. And it only got worse. Like this gem here


This is why we have narrative designers for games these days, to really push the storytelling aspects that a platform such as games can offer. Reading this today makes this guy seem a bit ignorant.

In the vein of that thought, we have a completely new genre of games that we have come to know as "walking simulators" where the player takes a passive role - much like Jenkins' quoting Adams in this essay, who said

"In its richest form, storytelling -- narrative -- means the reader's surrender to the author. The author takes the reader by the hand and leads him into the world of his imagination. The reader has a role to play, but it's a fairly passive role: to pay attention, to understand, perhaps to think... but not to act"
Walking simulators, some might say they encompass a lot of games these days, is where storytelling is heavily focused, often limiting the player's actions to moving around and thus not breaking the pacing of the narrative.

Similarly, there has been an increasing demand for story-driven games where people want to get emotionally involved in living the narrative through the eyes of their character. The aforementioned Telltale Games were the master of this, housing some of the best storytellers in the industry. It was their niche, what they were known for and what only they could do. Sad to say though, that the studio's story ended in a tragedy just last Friday, on 21st, when they announced they would close, firing 250 of their staff on a few hours' notice.

A friend of mine, who works in the industry, mentioned it is going to be very interesting to see who will rise up to fill this gap since TTG demonstrated games such as The Walking Dead and Wolf Among Us sold very well.

TTG's brand was light, story-driven narrative experiences, but they're certainly not the only kind of story-heavy games on the market currently. I recently played Hellblade: Senua's Sacrifice, which was released in 2017 and praised for it's immersive story. Personally I felt it fell a lot into the category of a walking simulator since, at the end of the day, even with the added combat, the game was just a vessel for telling the story. The story was very pervasive and seemed just to want to get a point across, while you, the player, were just the listener.

I liked Hellblade as it wasn't just a story but also a statement on mental health. It was a bit of a simulated experience of what it is to live with a psychosis, and that is why I'm fascinated by where we are and where we're heading towards in the game industry; focusing on delivering important, relatable experiences where the player can assume the role of their character and empathize with the story in a completely different way than before.


ps. I apologize for not making a post last week - I lost the track of time due to my workload. I swear I didn't mean to miss it, I had ideas in my head for several new posts :(






Friday, 14 September 2018

OMW to Jupiter

On 12th of September it was the 50th anniversary of Stanley Kubrick's "2001: A Space Odyssey" movie, and myself as an uncultured caveman had never seen it before, so when I saw it was a special screening in some super-theatre called the "Scape" I thought why not go see it finally! I read the book a few years back and thought it was good, definitely well ahead of its time, and an important staple to the scifi genre for sure.

I'm not very keen on writing reviews but I will jot down a few lines about the movie for the sake of this blog. Honestly as wild and surreal as the book gets I was very curious to see how it was done for the film. The film, of course, didn't have all the events the book had, and while it did try to achieve the same slow pace, it wasn't quite there. I felt especially the hassle with the antenna "malfunctioning" and the build-up to Hal assuming control of the mission was too rushed and thus didn't have the same impact.

Although I was very impressed with the overall quality of the film, the acting, special effects and all were really solid given the year it was made in, even the trippy scenes at the end were impressive. My favorite part however was realizing the impact some features in the book and the film have had on pop culture in general. Only watching the English version of the film did some of the references and tropes I've seen around open up -- for example the bittersweet song "Daisy, Daisy", which is popular to give for AI or robot characters to sing -- that didn't properly come across in the Finnish translation of the book*. Hal as a character has had a tremendous impact on the way AI characters are depicted and I find that to be a good and interesting thing. He was written as a smart, neutral entity that people treated as if another person, but with his own, quite human-like, quirks.

I heard from a friend that Arthur C. Clarke had written two more books in the series, which took me by complete surprise. I assume they just weren't as successful as the first book. My books-to-read backlog is currently too long to read them right away, but I've stashed away the information for later use.

If you enjoy scifi and want to explore the roots of the genre, I do recommend looking this one up. 👍


*As I found out by doing a quick Googling while writing this entry, the "Daisy Bell" song was originally "sung" by an IBM 7094 computer in 1961, but its spread was undoubtedly influenced by Clarke's book and Kubrick's film.

Monday, 10 September 2018

Video entertainment

Most people these days watch a lot of serieses and movies on services like Netflix, or some watch at least the regular TV. I don't do either. In the last 15 years there haven't been many shows I've been interested in. Mainstream entertainment just can't hold my interest for some reason, aside of a few movies.

Most of my video media consumption in the later years have been mostly on YouTube. It started as watching the popular "Let's Play" format where people do their playthroughs of video games, but it didn't branch out much, I kept it to only a few channels.

In the past two months, however, things have gotten interesting.

Feeling a bit fed up with the handful of YouTubers I've been watching for years I started exploring different kind of videos. I usually like to watch something while I'm eating so short videos have been always the preference. First I came upon a silly Japanese channel by SUSHI RAMEN【Riku】with crazy funny science experiments where half of the entertainment value was the editing. Then I started watching clips of Penn & Tellers' "Fool Us" show and it's been great. Then also some videos about solving puzzles. Timelapse videos of birds growing up. YouTube caters to my kind of insatiable curiosity where really specialized content and information is available in massive, endless piles. My "Watch Later" playlist has grown exponentially in the last few weeks. I want to see more things I wouldn't otherwise ever come across myself, or learning about things I didn't know before!

Today, I saw a video about people making handmade candy in Czech Republic and it tickled my curiosity so bad when I saw them twist the log of candy; like cutting up an alien flower or something! I've never seen anything like that!


Crazy! If you showed this to someone out of context, they might not have the slightest idea what it could be.

What inspired me to write now was watching this video about tasting incredible looking street food in China -- and I'm sure there's many like it, but this particular gentleman was very different from the usual "white man bewildered by strange Chinese foods" (usually the food shows like that on the TV are way too cringy to watch), because he spoke Chinese and was genuinely enthusiastic about the food and culture around him. So enjoyable to watch, I could never do something like this myself but it's great I get access to explore the world this way!

Also a slight content warning, some of it could be disturbing)

Also as a sidenote, yes, I loved Madventures.

Thursday, 6 September 2018

HEY

So as part of our studies at TAMK we're keeping a blog. Which is fine by me because it also teaches you about the media platforms we're supposed to be focusing on this course. Not entirely new to blogging but not very used to it either.

The teach said we could post things about the media we engage with. So I'd like to start with that, because there's something I just came across and it has made me feel distressed. That's the power of media. And internet. You can see anything and everything. And what I saw, was a Twitter profile dedicated to disturbing, or "dark" stock photos.

Now, stock photos by themselves are, uh, well- they're known to have a certain kind of reputation. For being really strange, to the point of which you have to question your life choices and other serious matters when you realize these are professionally staged and photographed images that you can buy a license for and use for............ whatever the heck you'd use something like this for??



So back to my original point. Stock photos are terrible. Why would anyone think there would be a demand for ANY of these images featured on this terrible, terrible Twitter. View at your own risk.


what in the lord's name