- Bad is Good and Good is Bad
The problem with video game writing is that it tends to be written by fans of video games. The corruption and stupidity of games journalism are not isolated quirks of the system but symptoms of a flawed approach to the medium. Fans, by their nature, approach their choice of medium wanting to fall in love: Good games are filled with good things; bad games are filled with bad things. Love the good things. Hate the bad things.
While I think that this approach to art can be intensely rewarding, I also think that it has its weaknesses and the most obvious weakness is a failure to recognise that bad things can sometimes be good. They can be good because these bad and un-fun things make the good bits glow that much brighter, and because even painful and unpleasant experiences have meaning and importance. This is a column about the role of death in video games and how a more sophisticated appreciation of one of the least fun aspects of the gaming experience might unlock the door to a world of new themes and experiences. Continue reading Demon’s Souls and the Meaning and Import of Virtual Death
- Context, Dear Boy… Context
Here is a common complaint:
‘One of the problems facing video game writing is a systemic failure to place games in their correct historical context’
What this generally means is that writers fail to open their reviews with a lengthy diatribe on the history of this or that genre. While I think that there is definitely a place for that type of opening and am quite partial to it myself, I think that the real problem of context is far more local and far less high-minded. The true problem of context is that how you experience a particular video game is likely to be determined by the games you played immediately before. For example, if you move from playing one version of Civilization to the next then the thing that is most likely stand out is the developers’ latest fine-tuning of the game’s basic formula. Conversely, if you pick up Civilization V after Europa Universalis III, you will most likely be struck by the weakness of the AI and the lack of control you have over your own economy. Aesthetic reactions, like all reactions, are highly contextual. This much was evident in the reaction to Eidos Montreal’s recent reboot of the Deus Ex franchise entitled Deus Ex: Human Revolution. Continue reading The Shameful Joys of Deus Ex: Human Revolutions