Settings and themes in vidya

more videogames should take inspiration from like, doctor strange

one thing i appreciate about @thecatamites is they channel this sort of extra dimensional weirdness in their games

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The aforementioned Alpha Protocol, Fallout, Arcanum.

Deus Ex, Vampire the Masquerade Bloodlines among others.

Not the only setings (or “settings”), but the most common ones.

Alpha Protocol is mentioned cause it’s almost the only one which isn’t set in one of those three while also having “western” narrative mechanics.

Oh I guess there is also Jade Empire.

also, fuck this finicky quote system

They need to watch Star Wars more closely if that’s the case

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didn’t read the whole thread but

things are more varied than most people would imagine

but also the rami ismail point about most tools/technologies (and distribution related to such) being geared toward americans and english speakers makes it such that a lot of the cool stuff coming out of places you wouldn’t have heard of with settings influenced by their backgrounds just gets buried

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Texas sure is a weird place in Killer 7.

I guess I just hold it in high regard as a masterpiece of storytelling, character and world building and especially editing (the editing funny enough didn’t make any sense in its first cut and was subsequently improved, mostly by cutting a lot of scenes with Luke in it that came before he met the droids. There’s a good YouTube video called “How Star Wars was saved in the edit” on this). It’s a very basic, classical piece and I think there’s a lot to learn from it even if it’s your only point of reference. I couldn’t say the same about Marvel or LotR movies but Star Wars is a good blueprint for videogames imo.

It’s very videogamey how it builds up the hero’s journey and sets him up for the challenge ahead. I mean the whole Death Star thing is built up so well. You go see it halfway into the movie and then it comes back as the final level/challenge/labyrinth/dungeon, giving you this immense sense of scale and threat. Don’t even get me started about Darth Vader as the antagonist. It’s just great and I wouldn’t mind more videogames learning from it and emulating certain aspects of it

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I agree. I was never a big Star Wars head but I did like them when I saw them as a kid. I think the setting tends to have an impact on people, especially sci-fi-minded ones, because it’s an old story with proven resonance, told with practical effects that satisfy your values if you like deserts, swamps, grody aliens, and techbases.

I also liked the prequels when I was a kid, but only the effects aspects that satisfy basic cravings for unreal stuff and imagination aids: big mysterious sea monsters in an undersea tunnel, a gloomy rainy planet with an ocean surface of which we only ever see about a square mile, the blue electric spheres like giant marbles that are loaded into cannons. I don’t remember any emotionally affecting moments when you are (helped to be) forced to feel what a character feels by the “classic movie” synergy of narrative events, visuals, and music.

On the other hand, I still remember the scene where Luke finds the bodies of his guardians, even though I haven’t seen it in like 10 years, because all the themes (music, visual, narrative) unite to gracefully and non-aggressively get across this unspeakably horrible image. It’s not actually very hard to do this in a way that people will accept.

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Oh yeah, and that’s such a short scene. The film doesn’t linger on it and it makes it even more impacting. I think the first time I saw it I didn’t even see the charred skeleton and I still “got it”. It’s very low key.

It’s also great how the film breaks up the action so often. Like how they shoot down the Tie fighters from the Falcon. That’s like a side mission/turret section in a game. There’s a sneaking mission on the death star. And an escort mission. With a twist, where it turns out the princess doesn’t really need to be escorted and can handle her own. It’s really varied and nothing ever goes as planned, there’s always a twist on everything to keep it fresh and from being predictable. Nothing makes me groan more than when a game full on gives me a checklist like, now you need to find the 8 orbs. Because you know exactly what you’ll be doing for the next 10 hours. And nothing makes me rejoice more than when that chain is broken by suddenly getting two orbs at once or something like that. Why can’t I be the one that let’s the bad guys collect 7 orbs and then take them from them all at once? Put a twist on it!

Getting off tangent here but yeah

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in all my levelmaking pursuits I eventually started heavily beating on the drum of concept combinatorics. letting multiple thematic components inform and shape and alter one another, because most lives and groups and places are hardly a singular biome / culture, because consciousness and experiences are both synthesized contexts anyway. we live in remixed times, our thoughts come from remixed minds, and even with our inevitably limited scopes there’s probably still something new everyone can eventually say.

perhaps there’s some stigma attached to this because it’s usually just discrete and sequential adjacency extensions or frostfire cavernous peaks (not even calderas!). the swarms of crossovers emphasize bland surface-level collisions with zero conversations beyond rote absurdity, after all, and indeed so does the constant “realistic” violent savior-conqueror perspective.

…and so also yes frontloaded genre typifying + dominant nation perspectives + incestuous pop cultures + market conservatism provides little chance to escape from the established and generic. games require a million knowledges applied in a million ways a million times, collectively or individually, in a space with its own unfathomable counts of comparative works. worldliness and worldsettings are just as much ones to have failed to learn and personalize as any other, even if they speak to ideological rather than crafting faults.

all such knowledges require active research and pursuit, the standard just-barely-present space to breath and meaningful esoterica, which I guess is the entire point of carved-out spaces like SB. hi, hello. this still takes a lot of time and effort and insight, of course, and when can you fit that in alongside learning even a fraction of those other equal infinities like programming and art and music and writing? it’s understandably endlessly easier to just lean on learnt signifiers, on explanationless standard anchors, while you’re still making and then still having others learn how to play any given particular mechanicspace. that doesn’t mean the cliches haven’t been absolutely exhausted, but it seems unavoidable that every piece of novelty and new meaning has to be deliberately unearthed.

…and, of course, that further bolsters liminal hybrid conceits, because then one can still lean on the established before twisting it into something new just through juxtapositions of nature and composition alone. of course, then everybody just makes furries and 'taurs, but

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I found my experience with much of design retreating into more conservative areas after doing it for several years because I was learning how much our genres are interdependent on a million pieces, how incorporating many divergences to be new, different, creative was building a bridge to the void from one end only, how fixing these issues tended to circle back to established solutions. Games aren’t art. They’re machines that create art, and as machines they’re sensitive and must be built properly.

I learned to be professional, and I died more than a little.

But there are things I know to be true, stories and dances that have stuck with me for years. I think I’m learning how I can do those without jumping past more than I can handle.

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video games are fields and time spent playing is cows. I see why ranchers would want their field to support lots of healthy cows. But I want to spend my time in gardens and wilderness, not pastures.

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I like this metaphor.

I too want to spend my time in gardens and wilderness with exactly one cow.

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it is easy for me to say i like things! and it doesn’t have anything to do with whether or not my job title sounds like a buzzword from one of Steve Jobs’ nightmares.