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Personal Fantasy

June 23rd, 2010 Gerard Delaney No comments

Final Fantasy XIII is a game that I am really unsure about. The pervasive warcry of “a step backward” from the gaming press and fans has set up a discussion that I feel requires one to take sides on the truth of that statement. Michael Abbott’s Deep Fantasy post at The Brainy Gamer avoids this framing to focus on the depth of the narrative elements of the game and the creation of some positive female lead characters. In doing so he cites Simon Ferrari’s analysis from Chungking Espresso to argue that the paring back of the game systems is what allowed the narrative to shine through:  ”ease the complexity of the game’s formal systems and increase the complexity of the game’s storytelling”.

The Final Fantasy series is nothing if it is not a journey. The places you go on that journey are the story arcs and moments of character development whilst the landmarks are FMV cutscenes and orchestral scores but the vehicle is always the gameplay; the motive force bringing you to the next stop on your travels.

The vehicle of FFXIII was supplied to me in a very careful and deliberate way. As a result I felt confident in my understanding of the game systems and my ability to guide this vehicle along the journey, which I suspect was the designers intention. By fostering this high level of player comprehension the complexity of the storytelling is allowed to shine through, unimpeded by player frustration. Where I differ from Michael is that I cannot agree on the gravity and importance of certain scenarios and characters within the narrative. This is not because he was incorrect in the identification of places and landmarks along his journey but because we were driving different vehicles. The level of player understanding fostered by FFXIII meant that my party was configured to be the set of abilities and paradigms I needed to traverse the current series of combat puzzles. The journey of FFXIII for me did not elevate Lightning l suspect it did for Michael. This is because she did not occupy a central position in the gameplay the filter through which, as a player, I combine the narrative elements.

Personally my narrative experience of videogames is that of gameplay as a lens to interpret the elements more traditionally associated with storytelling. Whilst reflecting on what stood out in the narrative of Final Fantasy XIII I thought of the strength of Fang and to a lesser extent the personal stories of Hope and Lightning whilst Sazh and Snow barely register in my recollection beyond their early actions. I am unsure of the exact breakdown but I feel that the game is balanced in how the amount of development it provides for each member of the ensemble cast. The only difference I could find is that Fang was almost always the leader of my party with Lightning and Hope in tow. My personal vehicle on this particular Final Fantasy journey is what enabled a subjective narrative experience.

What is exciting is that even with such a wealth of content FFXIII was able to provide a cohesive narrative journey through places and landmarks across the different vehicles created by player choice. I am unsure about Final Fantasy XIII because I have found that the slow and methodical introduction of gameplay elements and characters, the first port of call when crying “a step backward”, is precisely what was needed to enable personalization of the narrative. To give me what I needed to play the game and enough of each character to feel a connection no matter who formed the parts of my vehicle. This was unexpected.

WorkSleepDream

May 18th, 2010 Gerard Delaney 1 comment


I have just finished my first game which I have named WorkSleepDream. It is a very simple game but I am happy with it. Along with some other development diary type stuff will contribute to the folio assessment for my first ever programming subject. The game was coded in the SwinGame API using Pascal. SwinGame has been developed over time within my university and Pascal has been the language of choice for my subject which is aimed at introducing the basics of procedural programming. Having never done any programming prior to 10 weeks ago I have really enjoyed the process of learning, designing and implementing this the code for WorkSleepDream.

Work Sleep Dream is set up to represent three states we exist in when we go about our day and how we can move between them. Nothing too fancy.

I would love to see any kind of feedback in the comments as I still have a few weeks before I have to submit my folio.

I hope you enjoy.

Download:

WorkSleepDream (compiled for Windows)

Fragments of Another World Part 2

May 6th, 2010 Gerard Delaney No comments

I associate that kind of puzzle/action only with a few games, like the original Alone in the Dark or Dragon’s Lair (or Flashback, but we’re not gonna talk about that).

In my eyes, Another World stands apart from those games in the creativity of its solutions. It has the speed of an action/adventure game, but the puzzling elegance of a static adventure game.

-crmbreault

One of the first yet minor things that I noticed was how the game used these long halls with (I guess it’s called) negative space either above or below the action to signal transition from one stage to the next. For some reason, I really like this design choice. It seems to bookend the action with these moments where atmosphere speaks on behalf of the game. This appeals to my sensibilities as a gamer.

-twentyeigth

Wow, the Arena perfectly mirrors the player and the protagonist’s emotional state and experience. I was just frantically mashing buttons, praying something would happen. That’s exactly what the protagonist was doing.

-nelsormensch

The ending made me rethink who the “protagonist” of the story was really supposed to be.  I had almost no empathy for the human character, other than wanting him to get further along in the story and survive to the end.  The game didn’t really present his actions as selfless; they were mostly a means to an uncertain end.  Even the moments where he “rescued” the alien are framed in a survival context, both intra-textually (“I must do this to have this guy as cover and direction”) and extra-textually (“I must do this because I can’t progress in the game unless I do”).  The alien, on the other hand, had more freedom and knowledge of the alien world, and could have probably escaped on his own, making his sudden appearances especially heroic.

It makes you wonder how necessary or enriching “moral choice,” or at least its current implementation, really is contemporary games.  Simply watching characters unfold through their actions, whether you directly choose them or not, seems poignant enough sometimes.

-Frohike

I think that is related to what I loved about the game on this replay; it gave us everything we needed and which we would plausibly have no more, no less.  We had no information regarding the aliens other than what we saw.  The only dialog was untranslated (because it was untranslatable) alien speech (in the 15th anniversary edition at least).

That fidelity to plausibility — within certain limitations — is what allowed the game to convincingly instill that sense of loneliness that Lester must feel and the utter sense of alienness the world must hold for him.  In turn, in that world, survival and companionship are the best one could realistically hope for.

-sqlasheen

All fragments are taken from the discussions surrounding the Vintage Game Club playthrough of  Another World.

To read more: The Vintage Game Club: Another World forum

To get involved: Another World on Good Old Games

To try a different path: Official site for Another World

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Fragments of Another World Part 1

May 1st, 2010 Gerard Delaney No comments

Failure is an integral part of this experience. Perhaps too easily triggered, but worth it for the specific cutscene or in-game animations triggered. It reminds me of more standard adventure games in this way. Part of the enjoyment comes from poking at the boundaries that the designer laid out and seeing where you can hit a wall.

- shanehinton


As much as I like the visual presentation, though, it’s tough to stay interested when the game is so exceedingly frustrating. Right from the start it wasn’t clear when I was in control- the game starts you off sinking in a monster filled pool of water right after a pretty long cutscene (long enough to get comfortable with not being in control, anyway), and doesn’t give any indication that you’re actually supposed to step in at this point.

mkapolka


But the economy of expression, the simplicity of the perfect streamlined stroke, the pictorial punch of a well-composed mise en scene – I mean just look at the opening scene of Another World punctuated by that Ferrari skidding to a stop and turning off its lights. Fabulous. The game is full of such carefully composed, yet utterly simple visual moments.

-brainygamer


Chahi’s style seems to bear the rough edges of a painter’s brush, rather than the perfectly angular, carpentered, product of a renderer. So if it’s minimalistic – it’s the “economy of expression” (I love that phrase by the way) inherent to Chahi’s style that remains thoroughly painterly for me.

-artfulgamer


I think the difficulty, by requiring repeated attempts at each semi-self sufficient setpiece adds to the cinematic quality of the game, but in a somewhat backwards way; it makes me feel like I am making the movie while I am watching it. In a sense the player is an actor playing the role of a successful escapee.  Each failure (and there are plenty) is an imperfect attempt at that role, except instead of yelling cut, the director/game kills you.

-sqlasheen

While Another World, in contrast, has a more spare and lonely feel (I argued against the term ‘minimalist’ in another thread, but I agree with loneliness, in that you’re on a strange world with one companion that you can’t communicate directly with and fork paths quickly on); I was trying to figure out what to do to survive, but there wasn’t the same actively antagonistic feel making me resent the difficulty of the puzzles.

each segment is its own self-contained challenge, and the branching nature means that the separate segments fit together into a sort of puzzle box, adding an extra layer of richness instead of an extra layer of annoyance.

-davidcarlton


All fragments are taken from the discussions surrounding the Vintage Game Club playthrough of  Another World.

To read more: The Vintage Game Club: Another World forum

To get involved: Another World on Good Old Games

To try a different path: Official site for Another World

Categories: Uncategorized Tags: