Thinking artistically on the WRONG moment of your career

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DioWallachia

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Some music again:

I ask the escapist people to list the works of medium that you genuinelly believe that they HAD to use some cliches or some kind of cinematography/gameplay to drive a point for artistic reasons, and not because they are just following the trend

Works that had become victim of the "poison the well" fallacy. Sort of like how people dislike Metroid Prime because it looks like a FPS, and threfore, it sucks as hard as the Call of Duty and all those realistic shooters, when actually its a First Person Adventure game AND was made before the "Unlimited FPS Works" fad that now dominates the industry

Take for example this technique:
http://tvtropes.org/pmwiki/pmwiki.php/Main/OrangeBlueContrast

In fact, there is this Craked article that explains even more of it:

http://www.cracked.com/article_18664_5-annoying-trends-that-make-every-movie-look-same.html

"It's called digital color correction. Back in the day, if you wanted your movie to have an artistic, stylish color palette, you had to go through the pain in the ass process of using filters on your lights and camera, or get the footage exposed just the right way. It was expensive, it was difficult and it was limited to people who really knew what they were doing. So if someone took the trouble, it meant they had a good reason, dammit.

Now? If you're a Hollywood director, with a few clicks of the mouse you can immediately look stylish and artsy by making the audience feel like they're watching your movie through a pair of novelty sunglasses. Hell, if you've got a Mac and a thousand bucks, you can get a color-correction program and give your home movie of a toddler farting on a cat an otherworldly green tint.

The Coen brothers didn't invent it, but Oh Brother, Where Art Thou was the first movie to heavily use digital color correction, to the point that every frame was digitally colored to give it that old-timey sepia tone.

But where the Coen Brothers were creating a unique and distinct look, other directors have realized these colors are a no-cost way to create atmosphere without, you know, having to write a good script or hire competent actors. These colors are a visual shorthand for various emotions and ideas (yellows seem hotter, blue makes a scene seem lit by spooky moonlight, washed-out grays are depressing). In other words: It's just laziness."

So i ask you, at the bottom of your hearth, what works you though that they NEEDED to use a particular trait that was unpopular but HAD to use it or else the work would lose ALL meaning?
 

DioWallachia

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A recent example of this is Spec Ops: The Line. (spoilers galore)
Because it was a criticism on the Modern Era Shooter that uses Black and White Morality to give the player "Moral Absolutism" so they can shoot the "bad" guys.

The problem however is that, because it followed to a T the tropes that makes those shooters, one is bound to just jump to the conclusion (maybe too hastily) that the game is just like the others.

In fact...

The game most....disturbing moment doesn't allow you to progress if you do THAT thing that the game will eventually spit you in the face for it. Again, we KNOW that because this game deconstruct the things the other games does, in this case, FORCING YOU to stay your course in the story (railroading) and to drive a point, but by doing so, people will just call "BULLSHIT!!" as point out the fact that the game didn't progressed unless we did that, it didn't gave you ANY OTHER CHOICE.

That is the point, you didnt, just like THOSE games.

So, going back to my original question on the OP, i ask you all: Couldn't they just make an exception on it? Couldn't they just give full control of the situation AND eventually choose on OUR own to use the "deadly solution" in a way that is a more natural and pragmatic choice?

Being FORCED its infuriating indeed, but did the developers take a conscious risk on this? Sending the message this way was more effective than the alternatives?
 

DioWallachia

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Continuing with what i brought up about Spec Ops: The Line, i found the reason of why the developers opted for that FORCED choice.

http://www.magicalwasteland.com/mw/2012/8/2/a-sea-of-endless-bullets-spec-ops-no-russian-and-interactive.html

?There?s a certain aspect to player agency that I don?t really agree with, which is the player should be able to do whatever the player wants and the world should adapt itself to the player?s desire,? he said. ?That?s not the way that the world works, and with Spec Ops, since we were attempting to do something that was a bit more emotionally real for the player. [?] That?s what we were looking to do, particularly in the white phosphorous scene, is give direct proof that this is not a world that you are in control of, this world is directly in opposition to you as a game and a gamer.?
Your thoughts?
 

son_of_x51

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DioWallachia said:
Call of Duty and all those realistic shooters
I don't mean to sidetrack the thread, but I would just like to point out that Call of Duty and games like it are NOT realistic. At all.
 

DioWallachia

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son_of_x51 said:
DioWallachia said:
Call of Duty and all those realistic shooters
I don't mean to sidetrack the thread, but I would just like to point out that Call of Duty and games like it are NOT realistic. At all.
I already mentioned the fact that they use "Black & White Morality" when portraying who is the antagonist and protagonist, voiled down to just "bad" guys and "good" guys.

So yeah, i already know that :D

Also, this:

 

DioWallachia

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There is also the issue that there is health regeneration AND plenty of ammunition around even if the story is about survival with limited resources and the cruel reality of choices but i think it works JUST to get you in the mood that this is just a game (just like the others) just before it ***** slaps you with some reality check.

Then again, they COULD have it removed later when the plot becomes more and more tight and the mental health of your character starts to become questionable.
 

Amethyst Wind

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Well it's following a trend but the chest-high walls in Binary Domain could be seen as an artistic choice as you play as mostly human protagonists and every enemy is a robot. They are nearly all able to take more damage than you and there're more of them. They're naturally shielded and adopt different tactics than humans would because of it. You have to create artificial protection, Gears of War damage soakers your crew are not. Stand stupidly out in the open and you'll go down fast. The robot enemies also employ cover but to a much lesser degree, they don't really shoot from it, just take cover at the start of the engagement to assess where your guys are then move out to flank you.