Sunday 20 May 2012

http://www.edge-online.com/features/jonathan-blow-interview
http://www.edge-online.com/opinion/understanding-players-secret-good-design


States 3 types of adult game design:


+ The first is by appealing to their intellectual capabilities, showing them a game that puts a twist on what they already know about the world (citing Portal as a good example).

    - What is often done: Games bastardise locales and simply use recognition over cognition.

    - Real world: Huge amounts of imitative products and no allowance for intuition - too much hand holding.

      (Expand - British nanny state, lack of accountability/responsibility in modern society. The blame game)

+ The second way is through emotions, designing in such a way to make them reflect on their own lives.

    - What is often done: Emotions used flippantly and in a 'Hollywood' style - style over substance
   
    - Real world: Increase in 'fake' or 'superficial' aspects. Less people think about their lives and on            p    products, consumption
 
     (Expand - Capitalism, the rise of the simulation, money is happiness?)

+ The final approach is social, creating a world where the intellectual or emotional stimulation can come from other players.

    - What is often done: Social interactions are often rude, confrontational, lack any intellectual value.

    - Real world: Attitude degradation and a lack of common courtesy by the youth. A real lack of                 e     empathy on local, national and global scale, acceptance of crisis and suffering. 
      
      (Expand - yes they are nothing new but there is enough money to end poverty forever, food to end  
      starvation. So why not?)


The article then goes on to say that "Were we to use these criteria for assessing whether today’s games appeal to adults, it’s fair to say that most would not"


Good Quote: 

Jenova Chen supports this view, saying:
The game industry doesn’t need another shooter, it needs something to inspire them”.


RELEVANT BECAUSE:

i - Videogame industry is frustrated at itself for not doing what it knows it is capable of and at having to 
     potentially create for a mass market in which a majority don't know how to appreciate it.



ii - Creatives in the UK frustrated at the state of culture, at having to potentially create for a mass market
     that no longer knows how to appreciate art. Decline in substance, style prevailing.