Jan 112013
 

Should games always be created to be accessible? Or is there something to be said for making something that erects barriers to the “ease of use” of the player?

Watching the Director’s Cut of the film Donnie Darko was a strange experience for me. The original was (and remains) one of my favourite movies of all time. I found it profoundly moving and satisfying despite the fact that I couldn’t really have spelled out what was happening with the rabbit and the drugs and the discussions of time travel. I was excited to see what would be revealed once Richard Kelly had the budget and freedom to express his original vision.

It was fine, I guess. If I hadn’t seen the original, I probably would have loved it. The time travel stuff was much more overt, and it was clear that there was now a “correct” way to interpret the film’s strangeness. But a good chunk of the magic was gone. By adding material and making things “clearer”, he had robbed the film of something important and meaningful. At the same, this was a surprise to me.

I’ve been thinking about how similar phenomena apply in games. This line of thinking was precipitated by two unrelated things I’ve happened across recently.

The first was a complaint about Dark Souls that came up on my Facebook feed recently. The poster was arguing that combined aspects of the game – from the brutal difficulty to the lack of tutorial and clunky interface – amounted to bad game design. Clearly, there are contexts where all of these things could be considered to be bad design, and yet they have in no way blunted the critical and player acclaim for the game. Dark Souls’ Metacritic scores are mostly in the high 80s, with only some aspects of the PC version’s port drawing serious criticism. So have the Souls games succeeded despite their “flaws”, or is there something else going on? Continue reading »

Dec 062012
 

A recent Helen Lewis column on New Statesman lamenting the lack of solid games criticism in the mainstream media kicked off a bit of a shitstorm in critical circles. She’s since been good enough to post two responses to her article: the first from developer Ed Stern (“Do we really need more games criticism?”), and the second from critic Brendan Keogh (“Hells yes! But we have a lot already.”). I’d like to offer a few thoughts on Helen’s original question: why is it that despite their ubiquity, games don’t often grace the pages of traditional news/criticism publications (other than in “buying guide”-style reviews)?

As a new(ish) media form, it is natural to seek the approval and endorsement of the establishment (not pictured), even if only so that games can benefit from the kind of social support that is received by other art-forms. It is just as natural for the establishment to resist, proclaiming that what already exists is clearly more valuable than what is new. But is there something special about games that has allowed them to become so widespread in our lives, while remaining so utterly invisible when it comes to any acceptence of their cultural importance? There are no are likely numerous factors, but I’d like to look at a couple that I believe to be central. Continue reading »