The Importance Of Being A Bit Pretentious
In my previous blog post, I talked about the importance of opening channels for independent development and driving down development costs for the advancement of our industry from and artistic standpoint. Shortly afterwards, I read this interesting piece on Beyond Good & Evil. My first reaction was negative - I just couldn't understand why we would need to examine a fun game in the kind of depth shown there.
It was then that I realised that I was becoming part of the problem.
Opening channels and driving down costs for independent developers could do two things. Firstly, it could allow independent developers more room to experiment and come up with exciting new ideas. Secondly, it allows games to reach new, less hardcore-gamer-skewed markets. What it doesn't do is promote discussion and study of game design.
Open up X-Box community games. There's plenty of innovation to be seen there, but how many of those games will be discussed at the GDC next year? Also, how many of those games are experimenting based on currently accepted theories on gameplay design?
Only by examining our own work and the work of others in a style and with a depth that has, until now, seemed pretentious and annoying, can we reach a structured, solid concept of game design. By opening up channels of such discussion, we can hopefully force new developers to consider their designs in such a fashion, and/or provide direction for designers just starting out in the industry.
It won't be easy. Personally, I have a very low tolerance for pretention and (if you'll pardon the french) bullshit. I imagine by trying to promote this kind of discussion, I will, at times, as one great philosopher once stated, "Feel like punching myself", but once you see the importance of it, I hope you'll understand.
2 Comments:
Thanks for the link, Alan! Totally bizarre that you did though, because I was reading this blog while comatose from lack of sleep like a week and a half ago (I think I followed a link off of Before Game Design). You've got a lot of good shit!
I'm impressed that my pretention was able to faze you, because you're both older than I and British! I was in fact trained in flowery speech by a good man from Lancaster.
In any case, I don't think you're part of any problem dude. Drive down costs for indie developers, please! If you think this doesn't contribute to intellectual debate on game design, you're totally wrong! Remember when Flower came out and everybody followed Jenova Chen around a park while he rambled about the meaning of life? Developing the indie scene/market/attitude/whatever is a key goal of game academics, because more good shit = more stuff to write about, teach about, and work on with students.
Oh also, as someone suggested to you on Twitter, that piece was for a particular research interest (a project we're working on to help newspapers incorporate games on their websites). The thing that might scare you is... that post is actually pretty short, easy to read, and easy on the references compared to what I have to write for actual classes :P
Post a Comment
Subscribe to Post Comments [Atom]
<< Home