Demon’s Souls and the Meaning and Import of Virtual Death

Jonathan McCalmont @ 09-11-2011

 

  1. 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”


Heavy Rain: Free Will and Quick Time Events

Jonathan McCalmont @ 02-02-2011

It could have been ugly. When the French developers Quantic Dream announced that they were working on an ‘interactive film’ that used quick time events as the primary mode of player interaction you could hear the sceptical harrumphing from orbit. Many gamers compared the game to Cinematronics’ infamous laser disc-based arcade game Dragon’s Lair (1983).

Screenshot from Dragon's LairAt a time when most video games were comprised of poorly animated coloured blocks, the cartoon imagery of Dragon’s Lair was ground-breaking. Here was a game that did not simply suborn the language and titles of films; it actually looked like a film too. The only problem was that when players fed their money into the machine, they soon discovered that they didn’t actually have control over the on-screen action. Continue reading “Heavy Rain: Free Will and Quick Time Events”


The Existential Buffer – how and why our brains filter the Here and Now

Mac Tonnies @ 18-06-2008

Mac Tonnies - Loving the AlienMac Tonnies is planning a voyage into inner space. Where else can he go to find out what’s happening in the Real reality that our brains keep hidden from us? Continue reading “The Existential Buffer – how and why our brains filter the Here and Now”