Quote:
|
Quote:
Quote:
Quote:
Quote:
Can home design software be classified as a video game? Probably not. But I remember that the one I played with had a 3D render mode where you could walk around in the building you created. It had something of a game. And if it wasn't intended as such, I really don't care. Yeah, it's not like the best game, or much of a game, but you can play around with it, create environments and walk around in the environments. You could even say it had resource management because there was a limit on how many walls you could build! Okay, I'm being facetious, but I think the boundaries aren't, imo, as strict as you think they are. Just like with the music of John Cage. And btw, Plan 9 from Outer Space is one of the unintentionally funniest movies ever. Doesn't change a thing that it wasn't meant to be. It still works this way, maybe only this way. Quote:
With Dear Esther you can take it at your own pace without pausing the experience, I guess. I should play it. But then, I should also learn. I better shut up now. ;) |
I am aware that using 3D Studio Max is not a valid comparison to playing a game in the same manner that watching security footage of a gas station is not comparable to watching Citizen Kane. That's an unfair comparison that deliberately disregards the intent and purpose of similar products (3DSM vs a game; security footage vs Citizen Kane). I am aware of this. Please don't insult my intelligence. I didn't bother going into specifics because I assume people in this forum are intelligent enough to infer the breadth of my reasoning.
It is possible to skew any argument by slamming it with broad convictions that take the original point out of context. (sigh) I am beginning to suspect that any attempt to explain my beliefs will be met with more blind criticism than consideration. But I am not trying to win over any converts. I just feel like my points are deliberately being taken out of context by overly broad rebuttals. You see, I am willing to disagree with people; that's okay, as it is an expected outcome in any stimulating discussion. I am not out to prove anybody wrong, only to disagree. But it is coming to my attention that others aren't merely satisfied with disagreeing with me, but they also have to prove me wrong in every way, as if we were discussing religion. This is when I leave the room, because it has gone from a stimulating discussion to a heated argument. And a heated argument is something you just don't do on the internet. It is a much tougher feat to try to define what something is, than it is to point the finger and denounce what it isn't. So maybe I'm on a fool's errand. (sigh) Life is too short to argue theory. I'm going to go make a game. Or something like that. |
Okay had a huge discussion with my professor. Like I stated before, we aren't fighting about interactivity. Its whether or not Dear Esther is a game or not.
Dear Esther, unlike what some people people say, is completely interactive. A book is interactive, but a book is not an interactive digital medium. Therefore, this product is interactive, no denying it. Now if its a game or not. To me, Dear Esther is an interactive story, setup like an artistic interactive form. It may not be a game, but hell, no one knows how the remake will play. For this instance the original definitely isn't considered a game. Dear Esther (the original) isn't a game but it is INTERACTIVE. |
If it isn't a game, what is it?
"Interactive story" isn't a term of much help, because that could also refer to choose-your-own-adventure books, and to video games with more gameplay than Dear Esther has. Adventure games, at least most of them, are also interactive stories, no? |
Quote:
Whats a dvd menu? Its an interactive medium but not a game. Interactive stories is the best term as long as 'game' isn't used in conjunction with it. Whats an interactive art piece in a gallery? Is it a game? No. Its an interactive painting. EDIT: Actually it can be considered an Interactive Piece of Art since a lot of it can be interpreted in many ways, without the confines of a game. |
WARNING! WARNING! MUCH INCOHERENT RAMBLING FOLLOWS!
Quote:
I know that some years back a few visual novels were released that could be played with the DVD player. Sometimes DVDs come with mini-games, like a variation on memory. Games usually have an equivalent to a dvd menu, a game menu. I'd compare it to paratext in literature. It's not part of the experience, the text, but it's part of the work. But no, pure paratext is no literature, just as much as a game menu is not enough to make a game. We have words to distinct between text and literature. We don't have the same thing for video games. Would you call a virtual long corridor that has walls decorated with family pictures a game? It'd be the equivalent to a family photo album or to a letter from a relative. We wouldn't call the latter literature. Or as Peter254 pointed out, security camera footage doesn't make a movie (though movies can consist of it). But Dear Esther, as a book, I'd call literature. So why wouldn't I call Dear Esther, a game, a game? Maybe artistic intention comes into play... I don't know if you agree with Shuyin, but he said that home design software could never be thought to be something like a game because it was never intended to be a game. But if that's true, wouldn't the opposite be equally true as well? That if something was thought to be a game, then it is a game? Man, I'm rambling on today. I haven't much of a point, just some loosely connected thoughts. Maybe you can get something out of it... Quote:
Quote:
BTW, what's an interactive painting? |
Quote:
I wish I hadn't created this thread now, given the amount of judgemental comments from people who haven't even played the game yet. |
I did the amazing thing now and actually played Dear Esther! Yeah! I know!
And I thought it was - good. Yes yes, it was quite rough around the edges. When a game tells me to go in a certain direciton, then I'll try all other ones before I'll take it. So, I swam out into the ocean - the game killed me. I wandered around - and got stuck in the environment. I climbed up a mountain - and managed to see the level border. For such a game light on gameplay, and without any danger, it's astounding how easy you can screw up. It's especially annoying since it ruins the moment. This game is all about exploring and soaking in the atmosphere, and the replay value is kinda low, so being put back at the start of a level is rather discouraging. Why should your protagonist be mortal, anyway? Why weren't artificial borders an option? But anyway, when it works, it works well. The sound collages and the environments produce a chilling atmosphere. The narration is interesting at times. I barely listened to it, but it was nice to hear how it related to the environment you were exploring. I wished the letter were more, I guess, more direct, more emotional, I wish I could tell what kind of character it was who wrote it. It all felt too distant, artificial, too artsy I guess. There's a lot of potential that's not quite fulfilled here. Like I said, it feels clunky at times. I carried a shovel around with me for long stretches of the way, so I guess that's a hint that I didn't take it seriously all the time. I wish the game encouraged more exploration and that it allowed to explore the island more freely. Or at least that all the glitches that happened to me don't happen, if it has to be linear. The walking is too slow. It's especially annoying if you're trudging around in an uninteresting place without any of the narration or sound collages on the soundtrack. To be honest, there are some interesting sights to behold, but at times there's nothing of interest. But like I said, when it works, it works. The caves were wonderful, truly creepy and moody. There are mysterious occurrences and some intriguing questions left open. It's all pretty vague, but that adds to the appeal. It's a place that you explore, nothing more, but I think that's enough. Well, let's see how the commercial release will hold up. I thought this was pretty good so far, but it could be much better. Oh, and this is definitely a game and could be nothing else. |
Quote:
|
Quote:
Quote:
What you're saying is that 'reading a restaurant menu' is just like reading a 'scifi steampunk novel'. They are two completely different things. A game is formed up with win/lose and goals/rules. Dear Ether has no win/lose conditions, nor does it have any goals/rules that break out of the realm of Interactive Art. Quote:
Quote:
|
Quote:
If it's not "the reviewers' kind of game", then we're not going to see a very objective opinion about it, now, won't we? ;) Especially if it's experimental even within the visual novel subgenre... Yes, I'm using "visual novel" to describe it by lack of another "better" name... |
Quote:
|
Quote:
Quote:
Quote:
BTW, it's possible to lose Dear Esther. Jump from a cliff. Swim out into the ocean. Yeah, these are rather leftovers from conventional games, but it's not like they aren't there. And your goal is to get to the end. There is a end. You know you reached it when a cutscene plays. And you know how to reach it by following the path. Quote:
Quote:
Lots of edits on this one! From feeling grumpy :shifty: to not so grumpy anymore! :) |
Quote:
That argument also states like it has been said many times before, just a book and turning the pages. Quote:
Quote:
|
Only four days to go, then the critics of this game can actually PLAY it and make some accurate judgements .......
|
The trailer has me completely intrigued. If I get a good dose of beautiful scenery, prose, and music, that's worth my money. Supporting indie devs is a necessity anymore if we want to continue to see unique projects.
|
well the new upgraded version will be available shortly for everyone critic :D
|
|
Kotaku's ('not a game') review
http://kotaku.com/5884520/dear-esther-the-kotaku-review |
All times are GMT -8. The time now is 05:03 AM. |
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, vBulletin Solutions Inc.
Design & Logo Copyright ©1998 - 2017, Adventure Gamers®.
All posts by users and Adventure Gamers staff members are property of their original author and don't necessarily represent the opinion or editorial stance of Adventure Gamers.