Or a bit less. Since I completed the game long time ago I kinda forgot about its story and thought only of things in your everyday run. But you are right, that was pretty much the worst example of game that is less deeper than it looks.Alcaste said:I...What? Excuse me? Did you just put crisis of faith, suicide, abortion, neglect and self-loathing alongside poop? Yeah... You might want to play Binding of Isaac for more than a couple of minutes :\Vhite said:For example, Binding of Isaac is fun game with bunch of poop, blood and religious symbols thrown together. I don't think even author is trying to pretend there is anything deeper to it but I was looking for hidden meanings there anyway because it made the game more fun for me.
Did you steal that format from Jeff Foxworthy?McMarbles said:If you're making the rounds of the conventions talking up this great piece of art you've created, when what you've essentially created is Donkey Kong, "But the monkey represents ennui!", then it's possible you've made a pretentious game.
If you describe your game as an "interactive narrative experience", then your game may be pretentious.
If your game opens with a quote from Kierkegaard, there's a chance you've made a pretentious game.
If at any point, the player is instructed to "Press A to experience the futility of action in an ever-changing world", then there's a distinct possibility you've made a pretentious game.
This is why I can never figure out art...Lilani said:Look at Robert Rauschenberg's White Paintings. [http://en.wikipedia.org/wiki/Rauschenberg#The_White_Paintings.2C_Black_Paintings.2C_and_Red_Paintings]. That's a Wikipedia article on them, and here [http://pastexhibitions.guggenheim.org/singular_forms/images/artworks/image_1a.jpg] is one of the paintings in this series at the Guggenheim museum. That's all it is--a bunch of blank, white panels.
It wasnt my intention to call games like that bad by default. I just believe that games are about input. About using the fact that someone is PLAYING your Story, interacting with your presented world. And games that just put you up, literally going "Press A to keep this movie, which i call a game, running! Thanks!". It might very well be an absolutely fantastic presentation, a good Story, or even just grand landscapes. But it just comes over wrong to me. Why did you have to use Gaming as a medium? Couldnt you have presented this just as well without forcing me to wiggle the Joystick? Couldnt you try to think of SOME interactivity i could partake in? Im aware that this isnt a very popular opinion, and in their very own way i respect stuff like this as well, jsut for the sake of not farting around a triple A. But i call it pretentious anyway, since the whole "Game" thing is just slapped on for the sake of...well being there. Its a personal opinion, not stated fact. After your post im pretty sure you would easily bash me anyway IF i would say otherwise.Lilani said:And what exactly would you consider "taking advantage of the whole 'game' thing?" Why should that be a requirement? There are whole art movements based around deconstructing the typical definition of what a certain medium is. Look at Robert Rauschenberg's White Paintings. [http://en.wikipedia.org/wiki/Rauschenberg#The_White_Paintings.2C_Black_Paintings.2C_and_Red_Paintings]. That's a Wikipedia article on them, and here [http://pastexhibitions.guggenheim.org/singular_forms/images/artworks/image_1a.jpg] is one of the paintings in this series at the Guggenheim museum. That's all it is--a bunch of blank, white panels. Rauschenberg even gave instructions to those who put his works on display, saying if they got dirty somehow to get white paint and recover them themselves. He describes the white paintings as "a landing pad for shadows." Essentially, the goal of the painting was to not get you to observe what was going on with the painting, but to attune you to what was going on around you. To observe how you interact with the piece, and how the piece interacts with the space. While it's not really a "painting" as we know it, and certainly not taking advantage of what is typically marveled in paintings such as color, depth, form, detail, and texture, it's still an experiment which is at least in part derived from the medium.ERaptor said:What i wanted to say in my post, was basically someone using the gaming platform for his artsy bullshit, and then going "Look, i made a story driven game and give you a message! Im so clever!" despite the fact hes not actually taking advantage of the whole "game" thing.
And again, his pieces are in some of the most renowned museums in the world. I'm not saying Dear Esther is or should be as famous as the works of Rauschenberg, but I am saying it's rather pointless to begrudge a game for not following the parameters of what you consider to be a "game." Dear Esther never purported to be a "game" as we know it, it's just a different kind of experience that happens to use the same tools and medium that we typically consider are good for games. Personally I also think it could have benefited from a bit more interaction, but I can also appreciate how brave it was of them to so completely detach themselves from the elements which would have been so tempting to slip in there, like an inventory or using tools and such to solve puzzles and discover more things.
I was going to use Steven Wright, but the tone's really hard to get across in text.WanderingFool said:Did you steal that format from Jeff Foxworthy?McMarbles said:If you're making the rounds of the conventions talking up this great piece of art you've created, when what you've essentially created is Donkey Kong, "But the monkey represents ennui!", then it's possible you've made a pretentious game.
If you describe your game as an "interactive narrative experience", then your game may be pretentious.
If your game opens with a quote from Kierkegaard, there's a chance you've made a pretentious game.
If at any point, the player is instructed to "Press A to experience the futility of action in an ever-changing world", then there's a distinct possibility you've made a pretentious game.
Anyways, there are a lot of games I could and would call pretentious (most anything from David Cage, for example), but the thing is, there will be people that will disagree with me. Thats because pretentious is a subjective term, and is no different from opinions. Actually, pretentious is really just a opinion.
I'm sorry, but I've heard this criticism before of dramatic films, or books, or games, or songs...this "it was manipulating me into feeling sad". It's ludicrous.The Wykydtron said:It's a good game and is worth a play when it next comes on Steam sale but by the end I was so aware of the devs trying to rip my heartstrings out the exact opposite occurred and I just couldn't be bothered. Whenever someone says "it was so emotional, best game ever T_T" I want to tell them they've been played for a fool, especially if they cried at the ending.
You're not meant to "figure out" art. It's not a riddle.WanderingFool said:This is why I can never figure out art...
Well, by definition pretentious is thinking your work has more value than it actually merits. When Bungie said they wanted their new game to put next to Star Wars and Lord of the Rings, that was pretentious. Heavy Rain was pretentious, because it clearly had a very high opinion of itself, even though it was overflowing with plot holes and inconsistencies. The creator of Fez is pretentious, even though I think the game itself is quite good, because of his attitude.Werewolfkid said:One insult I have seen thrown around at a lot of independent games lately is that they are pretentious. Games like Dear Esther, The Path, Gone Home, and most recently Amnesia A Machine For Pigs are all apparently trying to pretend that they are something deeper then they really are. Moviebob said in his review of Branded that pretentiousness is often thrown around a lot these days and is often misapplied, being applied to anything that tries to do something different and diverts people's expectations. Now, if you don't like these games that's fine you have your opinion and I have mine. This discussion is less about wither these games are good, but rather a discussion of wither these games deserve to be labeled as pretentious. I liked Dear Esther, but I only really like the music and environments, to me the narrator is the deal breaker and it seems that it is likewise for many others. Gone Home was a fun little exercise in subversion, bait and switch, and interactive narrative, but I can see why people may not like that. And I loved Amnesia A Machine For Pigs, yes it wasn't as scary as the original, but I enjoyed the fact they tried something different and it seems that for a least some people it worked. The only game I have ever played that I can flat out call pretentious is Anna. I have never been able to get into the saw mill and I have no desire to do so if they make it so bizarrely abstract just to open a goddamn door and from what I have seen from a playthrough I watched on Youtube it never seems to get any better. So my fellow Escapists what games are pretentious in your books and what games do you think are unfairly called pretentious.
Ok, I'm just gonna have to ask this. How did it do anything different?Werewolfkid said:And I loved Amnesia A Machine For Pigs, yes it wasn't as scary as the original, but I enjoyed the fact they tried something different and it seems that for a least some people it worked.
I wish I could empathize with your stance and comparison, but the reason why I can't is because a piece of art in the physical sense of a painting is very, very different from a video game. We're talking here about a commercial product put into mass production and distribution for the purpose of making a profit. Maybe it's just me and my old school train of thought, but when I sit down to play a game I want to be entertained, challenged and have fun. Maybe there's a market for these quasi-abstract interpretations, but to lump them into the same category of traditional games then is a disservice to both them and the games they would be compared to that have a little more substance and validity. I guess what I'm saying is that this "new thinking" being brought forth in gaming is not gaming at all. If it's a game it's a game, if it's artistic expression it's artistic expression. I can't even call a game "art", because it's not art...it's design. So every game that tries to purport itself as something deep and expressive is pretentious in my eyes. It's trying to be something it's not (art) while failing to be what it's supposed to be (a game). That's just my opinion.Lilani said:And what exactly would you consider "taking advantage of the whole 'game' thing?" Why should that be a requirement? There are whole art movements based around deconstructing the typical definition of what a certain medium is. Look at Robert Rauschenberg's White Paintings. [http://en.wikipedia.org/wiki/Rauschenberg#The_White_Paintings.2C_Black_Paintings.2C_and_Red_Paintings]. That's a Wikipedia article on them, and here [http://pastexhibitions.guggenheim.org/singular_forms/images/artworks/image_1a.jpg] is one of the paintings in this series at the Guggenheim museum. That's all it is--a bunch of blank, white panels. Rauschenberg even gave instructions to those who put his works on display, saying if they got dirty somehow to get white paint and recover them themselves. He describes the white paintings as "a landing pad for shadows." Essentially, the goal of the painting was to not get you to observe what was going on with the painting, but to attune you to what was going on around you. To observe how you interact with the piece, and how the piece interacts with the space. While it's not really a "painting" as we know it, and certainly not taking advantage of what is typically marveled in paintings such as color, depth, form, detail, and texture, it's still an experiment which is at least in part derived from the medium.ERaptor said:What i wanted to say in my post, was basically someone using the gaming platform for his artsy bullshit, and then going "Look, i made a story driven game and give you a message! Im so clever!" despite the fact hes not actually taking advantage of the whole "game" thing.
And again, his pieces are in some of the most renowned museums in the world. I'm not saying Dear Esther is or should be as famous as the works of Rauschenberg, but I am saying it's rather pointless to begrudge a game for not following the parameters of what you consider to be a "game." Dear Esther never purported to be a "game" as we know it, it's just a different kind of experience that happens to use the same tools and medium that we typically consider are good for games. Personally I also think it could have benefited from a bit more interaction, but I can also appreciate how brave it was of them to so completely detach themselves from the elements which would have been so tempting to slip in there, like an inventory or using tools and such to solve puzzles and discover more things.
Go home. Seriously, go home and don't come back until you can be relevant.vasiD said:Two words: Phil Fish.