I never thought of that before - a game is able to avoid a conclusion or a message, unlike a story or animation. Interesting to compare this with Passage, which is somewhat less linear, but has a conclusion that is essential to the meaning of the game.
“In this way the game paradoxically highlights the nature of the interactive medium, while still being incredibly linear: it highlights the player’s ability to do otherwise, to change the story’s ending, by putting that ending eternally out of reach.”
Very insightful. What else could such a linear, open-ended format communicate, in another game? I’m now inspired to try this in a game of my own. Thank you. :)
Very interesting! Now how would you contrast Spelunky with Canabalt?
Canabalt is very linear. How does it compose its elements to make a meaningful experience? What is Canabalt like, if Spelunky is like “opening up a writer’s toolbox and setting your pen to paper”?
[...] externally imposed, is often a very good thing for a game to have (see my recent reviews of Ico or Anchorhead). The issue is that linear stories are not unique to video games, and in and of themselves do [...]
[...] even if externally imposed, is often a very good thing for a game to have (see my recent reviews of Ico or Anchorhead). The issue is that linear stories are not unique to video games, and in and of [...]
Ever since I’ve played this game, I have considered it important for both indie games and gaming in general. I think that, despite the sometimes confusing and conflicting messages it tries to send, it shows the potential we have in what we can show and do with videogames as a medium. It makes the point that we can discuss subjects of more depth than plumbers and princesses through games.
Ah… these tools look like they’d help considerably. Am I right in thinking that you can use these tools to create a map for yourself as you explore an IF world? I used the GUE map provided with Anchorhead, but I think I was going about the process the wrong way, as that was a pre-constructed map including all the hidden rooms…
Also, thanks for the kind words Endsville—encouragement never hurts :)
If you’re having a hard time getting around in IF, your best bet is to get yourself a mapper. To me mapping is the single funnest part of discovering IF. All it takes is a little practice and the right tools. Here is a link to those tools on IF-Archive.
read Columbine review cared to read the entire… i never giv a crap bout writers opinion halfway thru these to read them to the end looking 4ward to ur new stuff thanx 4 all
Do you make little art games, or "game poems" to express yourself to the world? Would you like to see more videogames that tackle every aspect of human experience—the interior stuff, as well as the exterior stuff? Do you make games during the day and read poetry at night—or vice versa? Would you be interested in a cozy space where you could talk about this stuff with other game makers without being considered weird?
If you answered "yes" to any of these questions, join my Game Poets Discord!
I never thought of that before - a game is able to avoid a conclusion or a message, unlike a story or animation. Interesting to compare this with Passage, which is somewhat less linear, but has a conclusion that is essential to the meaning of the game.
“In this way the game paradoxically highlights the nature of the interactive medium, while still being incredibly linear: it highlights the player’s ability to do otherwise, to change the story’s ending, by putting that ending eternally out of reach.”
Very insightful. What else could such a linear, open-ended format communicate, in another game? I’m now inspired to try this in a game of my own. Thank you. :)
Very interesting! Now how would you contrast Spelunky with Canabalt?
Canabalt is very linear. How does it compose its elements to make a meaningful experience? What is Canabalt like, if Spelunky is like “opening up a writer’s toolbox and setting your pen to paper”?
O, how I have missed Indiana Jones and the Fate of Atlantis. So many excellent memories.
Congratulations, what the right words … brilliant idea
[...] externally imposed, is often a very good thing for a game to have (see my recent reviews of Ico or Anchorhead). The issue is that linear stories are not unique to video games, and in and of themselves do [...]
[...] even if externally imposed, is often a very good thing for a game to have (see my recent reviews of Ico or Anchorhead). The issue is that linear stories are not unique to video games, and in and of [...]
Ever since I’ve played this game, I have considered it important for both indie games and gaming in general. I think that, despite the sometimes confusing and conflicting messages it tries to send, it shows the potential we have in what we can show and do with videogames as a medium. It makes the point that we can discuss subjects of more depth than plumbers and princesses through games.
Ah… these tools look like they’d help considerably. Am I right in thinking that you can use these tools to create a map for yourself as you explore an IF world? I used the GUE map provided with Anchorhead, but I think I was going about the process the wrong way, as that was a pre-constructed map including all the hidden rooms…
Also, thanks for the kind words Endsville—encouragement never hurts :)
If you’re having a hard time getting around in IF, your best bet is to get yourself a mapper. To me mapping is the single funnest part of discovering IF. All it takes is a little practice and the right tools. Here is a link to those tools on IF-Archive.
http://www.ifarchive.org/indexes/if-archiveXmapping-tools.html
Also, this site has the best articles on gaming I’ve come across. Thanks.
-Endsville
read Columbine review cared to read the entire… i never giv a crap bout writers opinion halfway thru these to read them to the end looking 4ward to ur new stuff thanx 4 all