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31  Creation / Notgames design / Re: The Audience's Goodwill in Notgames on: February 06, 2013, 05:14:40 PM
Michael, I see what you mean regarding popularity. It's definitely very spurious to try to cite it as evidence that one is better than an another. In my sidequest about 2001: A Space Odyssey and The Good, the Bad, and the Ugly, which are films of probably comparable artistry (though, of course, one's themes are far more profound that the other's), I mention specifically that the films are recognized fairly equally by critics. I wanted to show that popularity was dependent on goodwill, not that quality was dependent on popularity.

As for the adventures/first-person-shooters, again, I love adventure games - but as Thomas observed, I usually play them with walkthroughs, which feels substandard. You can't really immerse yourself in the story when you're tabbing over to the walkthrough every twenty minutes.

One question about popularity, though: if we create art to communicate and elucidate, and we value that our art communicates to people (for whatever reason), mightn't we have moral (so to speak) obligation to reach as many people as possible? If we believe our art adds value to society, oughtn't we to strive for the greatest value possible? Or is the argument that making it accessible dumbs it down to the extent that the net value is decreased anyway?
32  Creation / Notgames design / Re: The Audience's Goodwill in Notgames on: February 06, 2013, 02:42:26 AM
I guess an important addendum (that seems like kind of a copout) is that, as in all art, you know your audience.  In the end, it serves as a design prinple that should break ties or disagreements. If you're not sure about a feature, run it through that. But, as always, never truly compromise your art.

I am definitely starting to agree with Michael that certain art must, for the sake of its complex ideas, seem inacssible to many people. I wonder if it is a compromise to add a more easily digested layer.

As far as complexity goes, I might say that complexity of ideas need not be mirrored by complexity in presentation. But it seems inevitable that some level of complexity is desirable for certain messages.

One thing I can say, though, is that if the goodwill argument is a measure of general popularity, then perhaps most notgames should be developed along these lines as the medium matures and grows in popularity. The earliest films were simplistic and evolved with its audience's expectations; perhaps notgames must do the same?
33  Creation / Notgames design / The Audience's Goodwill in Notgames on: February 04, 2013, 11:19:01 PM
I just wrote a post on my blog about the keeping on the audience's good side in games and in art. I didn't delve too deeply into notgames in that post, but I certainly think it applies there as well. I concentrated in the post about how unreasonable challenges in games squandered the audience's goodwill; but I do not mean to imply that that is the only way in which a videogame can squander goodwill.

A notgame, though not bound to keep its challenges reasonable (as indeed it will have none), should still seek to respect the player's goodwill. In their thoughts on Heavy Rain, Frictional Games mentions that determinism is essential to keeping the player in the feedback loop of immersion. I believe that this is essentially the same concept: if we want to convince the player to play our game, we need to make it as seemless for them as possible. If the consequences of their actions are unclear, it is squandering their goodwill to demand them to take action.

I think this also applies to my biggest complaint about Dear Esther, namely the feeling that some of the story is locked up, away from the player and inaccessible except through incessant replays. While Dear Esther attracts me with its atmospheric setting, excellent narration, and haunting score, it squanders my goodwill when it arbitrarily blocks off some of that narration every time I play the game.

I expect no small amount of resistance from this crowd; but I want to insist that I desire no amount of dumbing-down in the artistic quality of the output. Indeed, this idea of accessibility and goodwill seems to fit the notgames manifesto's decree of not making modern art.

Thoughts?
34  General / Introductions / Ahoy! on: February 01, 2013, 10:49:44 PM
Hey all! I'm a university student in the frozen north of the US, studying computer programming after deciding, at 10 years old, that I would make video games. Since then, my tastes and my own creative thoughts (I am too disorganized for creative outputs) have turned distinctly towards notgames. At university, I discovered the wonders of the analytical philosophy of art, and I became obsessed with aesthetics. I am starting a blog to deal with the intersection (or perhaps the union) of these interests, and while reading ToT's manifestos I found this place!

There is a bit of a hipster in me, and I was somewhat relieved when I saw the place wasn't crawling with young upstarts like me, even though I know we'd be better off if everyone came here!
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