Since January I have been working on a game with four other fellow students, in an attempt try our hand at the Dare to be Digital competition. Long story short? My team and I came away with two awards and were one of 5 winning teams in Dare 2015.
In the second post of this serial I wrote about Broken Sword and how it’s air of maturity – with me being such a young age at the time – changed my train of thought and opened me up to many new themes. After a few years playing Broken Sword I acquired a Playstation 2 and not long after, Kingdom Hearts (1). This took me on journey into the world of morals, friendships and sacrifice, it was also the first game to ever make me cry. Maybe it’s the reason why I’m a soppy romantic, who knows.
Once again another favourite game of mine and probably the most favoured game series I have ever played. Kingdom Hearts, which if you haven’t played, revolves around a young boy called Sora. Sora and his friends are torn away from their island by dark powers and scattered across a multitude of Disney planets. You then set out on your quest you save the friends that you dearly love. It plays on the ‘save the princess, because she’s weak and can’t save herself’ trope, but under the surface Kingdom Hearts is a lot deeper then that. Continue reading
In the first part of this serial I wrote about Pokemon Gold and the magic and mysticism I felt as I played it. Around the same time I was playing an old classic on my Playstation. This classic, as opposed to an implicit mystery in which I and my friends had made up, introduced an explicit mystery for me to solve. I was assigned the role of ‘detective’ for the very first time and love it.
Broken Sword: The Shadow of the Templars
As we grow up there are many things that influence and condition us into the people we are today. Like most people I know I grew up playing video games, from NES and Amiga consoles to the current generation of gaming. Though I’m not an owner of a Playstation 4 or Xbox One, I own and play games on my PC, which is as current as it gets. The older consoles I mentioned are a little blurry for me and there is little I remember before the first Playstation, but that doesn’t really matter. For the next few posts on my blog I will be writing about games that have changed my train of thought, inspired me, changed me and helped me become who I am today.
The idea for this originated from Facebook, where a friend tagged me in a post that read, “Post 10 videogames that have affected you in some way. They don’t have to be the “right” videogames, and don’t spend too much time. Tag 10 friends.”. I thought that this would be a good chance for me to write about something for my blog, instead of throwing it up on Facebook for it to be lost within a week.
So I guess I’ll get right to it. Continue reading
In the first part of this two-part article I spoke about Kent Hudson’s GDC conference called Player-Driven Stories: How do we get there? and Self-Determination Theory (SDT) in video games. For this second part, I will continue to write out what I’ve learnt from Hudson’s presentation.
Kent Hudson tries to define story games with this statement, which directly corresponds with SDT theory, it is as follows:
“The concept with Time Frame was to take a period of 10 seconds and stretch it out over 10 minutes. You move at normal speed while everything around you seems frozen in time. By the end of 10 minutes you will experience something that could never be appreciated in only 10 seconds.”
Today I stumbled across TIMEframe (1) after reading a few articles here and there about aesthetics and non-player centric games. For those who don’t know, non-player centric games are that which the narrative does not revolve around the player or the main character. Instead the narrative is driven using the world around you and you’re usually just along for the ride, exploring at you’re own volition.
The reason I’m writing about TIMEframe is because experiential games like these get too much flack. There is only one major mechanic in this game and that is walking. Now you could argue all you like about how it’s a ‘walking simulator’ or that it’s not a game, but those arguments are old hat and if I’m being completely honest, ignorant towards the media that is video games.
“We all want acceptance and approval for our work, but if the fear for not getting it or the fear of what others might think about our art makes us cater to this fear, we will never find our own voice.”
Failure is inevitably linked with art – and life for that matter. Well, it’s also linked to success if you think about it. To put it a little harshly; if we don’t experience failures it’s because we don’t live – or we don’t create, when talking about arts. And if we don’t dare to make failure we will never succeed, either.
Life and art is about jumping from an airplane without knowing how a parachute really works, but hoping it will. It’s about taking chances, knowing that often they won’t lead to anything – or at «worst» to failure. I use brackets because failures aren’t necessarily bad. On the contrary; you can use them as stepping stones to learn more, to become better next time, to evolve, to grow. In my post Weakness as Potential Strength I wrote: By figuring out where our weaknesses lie, we can take steps to…
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