Monthly Archives: March 2008
So with Steve Gaynor’s wager, GDC, and the discussion after each, I’ve been thinking about the tools we have at our disposal as designers to create emotional response. Not just what tools are in the toolbox, so to speak, but the biases designers have for and against using some of those tools. Some biases seem natural, and others baffle me. It seems difficult to discuss what sort of techniques to use when, if we can’t even agree on what should be in the toolbox to begin with.
I started reviewing games for Play This Thing, the defacto arbiter of taste in indie game circles (or so I imagine). Except I think I’m the token mainstream guy, starting with this review of S.T.A.L.K.E.R. Well, in the same way Canada’s right wingers are still pretty left by some comparisons, I think.
“Every character in the game always has a goal: to uncover the mystery of the Zone.”
That’s some pretty damn existential AI right there.
Now speaking of Canadian politics… Michael Noer writes (old link I know) about the future of games, specifically predicting that WOW or similar MMOs will spawn guilds that become offline political forces. Well, they may organize politically, but the fatal flaw in the argument that they would be actual forces for change is the same reason the Canadian Marijuana Party isn’t exactly a political powerhouse. When the driving shared commonality between all the members of a political group is sitting around their houses, you’re not off to a stellar start, you know.
And that’s it. For now.