Showing posts with label video game logic. Show all posts
Showing posts with label video game logic. Show all posts

Thursday, August 20, 2015

SJW: Social Justice Witcher

Lawrence Richards, writing for gaming site The Leveller, recently took on a special challenge playing through The Witcher 3 (which we've previously discussed here):
I wanted to see if instead I could play a character whose interests were a bit less tedious than being some empty, unquestionable Nietzschean superman. I wanted to test the so-called freedom of what is clearly the most groundbreaking open world game of our generation, to see if I could reject the usual triple-A heroism and play a character who is sensitive, humble, committed to social justice rather than self-aggrandisement. 
I wanted to play a male character who could be an actual ally to the empowerment of his female co-stars, a-la the new Mad Max, rather than just the tough guy who saves them. I wanted to immerse myself in this world committed to freeing its inhabitants from their miserable feudal bondage, rather than just saving the day and making sure that the system can survive. I wanted to play a hero that Gamergate couldn’t wank over.
Giving some of the series' reputation for cringeworthy misogyny, The Witcher 3 may seem like an odd choice for Richards to try to play the character in this way. However, the developers have played up the nuanced choices available, and there are supposedly 32 different ending depending on how you play the game. Many reviews have called The Witcher 3 out as a good example of an expansive sandbox action game. With this in mind, he decided to play the game as an anarcho-feminist. Was he sucessful? Kind of.

There's also a neat little side-diversion on game economics and NPCS:

I tried to keep those ideas of money and exchange and autonomy in mind as I freed numerous entrepreneurs through the world. But ultimately it was all done in good faith, as well as a sense of resignation that there was no way for me to guarantee helping cottage industries was going to help the workers. There were very rarely apprentices, which made each smithy and merchant’s shop a kind of Ayn Rand utopia in which the only visible labour is that of the brilliant entrepreneur, the source of all value and creativity. This, though subtle, was for me one of the blandest features of the game, because it is an accidental trope rather than a philosophical decision.
What do you think? Sound off in the comments!

True Tales From The Video Game Writers' Bullpen!

from left: Clank, Ratchet. Not pictured: boxing glove.
As the adage goes, "Dying is easy. Comedy is hard" and while that was coined to describe the challenge of comedy on the big screen, it's especially true when writing for the small screen, including video games. As TJ Fixon, a writer on Ratchet and Clank details to Gamasutra:
“I wrote this joke, where Ratchet and Clank are in a ship together and the designers wanted them to fall asleep so they could wake up in a new environment,“ he explained. "So this gas comes out, Ratchet goes, ‘ah cryosleep gas, I’m not gonna fall asleep!’ And of course he falls asleep. And Clank says 'oh it’s good that gas doesn’t work on robots!’ and a boxing glove pops out and knocks him out.” 
“They just started peppering me with, 'Why is this funny? What Is the joke? Where does this fall in the hero’s journey? Is this the save the cat moment?’ I’m wide-eyed and going ‘I thought, I thought it was funny I’m so sorry.’ That’s what I realized, as a game writer, you think you have this freedom, but you don’t. There are so many constraints and so many moving pieces, and from then on out I was hyper-aware that any time you write anything in a script, that changes the game for 20 different departments.” 
What dialogue do the writers interviewed say they dreaded having to write the most? Believe it or not, it was ambient dialogue:
Druckmann, seeing Krawczyk’s putting a finger gun to her head at the mention of ambient dialogue, asked all three to share the most difficult part of their writing process, and for all three, the biggest nightmare was bark dialogue, (ambient dialogue enemies shout to alert players to gameplay clues), and expository directives (characters muttering to themselves something like “I need to go through that door!”)
The entire article is an entertaining and illuminating read, so I encourage you to check it out!

Wednesday, July 29, 2015

Guest Comic: Ghosts In Video Games

it's funny how in video games there's all these ghosts.and it's like wow, a ghost,proof of an afterlife! And then the ghost is like hey i'll sell you some yogurt for a quarter. like it's just such a banal transaction for a ghost. and the yogurt is probably just strawberries in ectoplasm.
Today's guest comic is courtesy of the talented Laura Ellyn. She is an artist and author, and has a graphic novel about British Columbia labor history that will be released this fall via BTL Books. You can find her on the web at lauraellyn.com!

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