The "videogames as art" movement is a funny thing. Artsy wooks like myself love to wax philosophic about the potential that games have in terms of narration or eliciting meaningful, emotional player responses. We laud innovative game designers for forcing us to make morally ambiguous choices about ourselves and the characters around us. Unfortunately for us in the post-post-pre-metamodern crowd, games as a medium fall short in one crucial, yet easily overlooked, way: They only go half of the distance.
What I mean to say is that while lots of the elements of the game are designed and featured in artistically and culturally relevant ways, a huge part of games is left out of the artistic amalgam: the controls. The controller is the fundamental aspect of videogames as a medium, yet developers and fans alike seem to totally overlook it. Unless the control schema is laughably bad or unnecessarily confusing, it […]
Original post by mrdestructoid@gmail.com (Destructoid.com) and software by Elliott Back
Recently:
- COLUMN: GameSetVideo Treasures - The Art Of The Game Mockumentary
- Game Developer’s 2008 Front Line Award Finalists Announced
- GameSetLinks: Party With The Babyz
- System-Wide Note: Comments Disabled In The Short-Term
- COLUMN: Bell, Game, and Candle - ‘A Modest, But Brash Proposal’
- Best Of FingerGaming: From Antimatter to Gabo
- Opinion: The GlaDOS Effect - Can Antagonists Rule The World?
- GameSetLinks: Welcome To The Otherland
- Column: ‘Game Mag Weaseling’: Thanksgiving Break
- GDC Europe To Take Place At 2009 GamesCom
Category: