Contributing writer for The Artifice.
Junior Contributor I
Breaking into the VideoGame Industry in 2015It's almost frighteningly common to meet someone now who plays enough videogames to the point that they've worked it into their head that they want to make games. But there's a very strong difference between playing games and making games, and the pleasure gained from player experience does not directly mirror that of game creation experience. Hours of coding, of 3D animating, or time spent smashing fists against the keyboard in the periods of "crunch time" where designers, programmers, and artists push themselves through hunger, exhaustion, and and frustration to complete a game on time is not in any sense similar to smashing and bashing heads in Skyrim or smashing into cars in Forza. But, if one disagrees, highlights the pleasure and satisfaction that comes with the completion of a game, of a creation of work(art), then it becomes in our time period very important to understand just how you're going to make a living making games. Step 1: If you're not making games, start making games. Step 2: Connections & Networking
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Crafting Systems: Why Players Have Fallen for the Forge | |
The thought running through my mind the entirety of your article was that you were giving so much justice and respect to a narrative that ends so distastefully. I see ^ that my friend Paul beat me too it. The ending of the Mass Effect trilogy takes all of your choices, throughout the entirety of three games (imagine them as a soft clay that you can create a masterpiece out of) and essentially throws them into three different molds that take the beauty of all of your unique choices and manufactures them into three separate endings that include the same setting, more or less the same characters, and the same disposition of your protagonist. In fact, it’s arguable to say that the greatest difference in the three conclusions were the different gradients of color each had. I remember it was a very popular thing to mockingly say to one another “Did you chose the blue, green, or red ending?” The context of the choices the player chose were in it of themselves different, but the reality of the result of those choices in what you were rewarded with as a player was wholly and depressingly unsatisfying. I think your article might need to acknowledge that, so that it isn’t overshadowed by it. | The Role of Choice in the Mass Effect Universe |
This is extremely well written. With that said, It seems that your origin of choice within games seems to start from the rise of the console, which I think is an oversight Since you use Fallout 3 within your argument, I think it may be helpful to use the original Fallout to explain what I mean. The cRPG’s of the late 90s like Fallout, Fallout 2, and Baldur’s Gate included choice in the same respect that Tomb Raider: The Angel of Darkness had. In fact, those older cRPG’s included far more choice, and story, altogether. I think that if you were to go back and reconsider this argument using PC games made in the 90s, during the dark-ages of CD-ROM cRPGs, where you navigated through an endless amount of pixels and text boxes, your overall argument would be stronger. After all, Fallout 3 was inspired by Fallout, which was inspired by the Wasteland, made in 1988. So to start in 2003 without specifically referencing the specificity of console games seems to me to be a mistake. | Bioshock and the Illusion of Choice in Gaming |
Smart to start from the beginning and work your way forward, rather than start at the beginning of the millennium, as some writers here do. Was expecting mention of SWG, EVE Online, or some MMO’s based entirely on crafting. A Tale in the Desert comes to mind. This was really very well organized. I think you have an insightful understanding of games that you should do something with if you’re not already – more so than just writing articles.