DAVID KING
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FEATURED POST
Games_not_art
The games-as-art debate has plagued our industry for a while. But does the question even need to be asked?
Monday, November 22, 2010 | Comments (13)
POST BY THIS AUTHOR (3)
Resident20evil204
Despite throwing out conventional horror techniques, Resident Evil 4 is still the most terrifying game.
2guys_1title
For those used to government regulated video game sales, here's what we US folks are so worked up about.
COMMENTS BY THIS AUTHOR (58)
"Point I found most interesting about Dark Side of the Moon - the success model of our industry seems much more akin to that of film than to that of music. Probably has to do with the significantly higher costs of production - that money needs to be recouped fast, which is not always necessarily the case in music. It seems like smaller titles, those released independantly, or through digital distribution, tend to take this much longer-term approach to sales, but unlike music many of these are platform specific, so the shelf-life of the product could be prematurely cut off. Tricky questions."
Monday, February 28, 2011
"Where the JRPG scene has really been flourishing is in the hand-helds, and many of the games there have been deeply revolutionary - Atlus has done some fantastic work on their in-house games, and Level 5 is really blossoming. I'm running over my internal category of JRPGs that have been released over the past several years, and I'm definitely coming up with a far larger number of titles that are either completely revolutionary (a la Demon's Souls), or subtley and artfuly innovative (a la DQIX). Even the titles that are intentionally throwback to PSX/PS2 era titles seem to be very tastefully done."
Monday, February 28, 2011
"@Christian 

I don't fully agree with Leigh's article either, but I think it's a very important point to be made. 

As for Bayonetta's creator: Hideki Kamiya. You really don't belive that he's going for pure exageration in the game? This is the same creator as Devil May Cry, Viewtiful Joe, Okami, one of the Phoenix Wrights, and Mad World? The guy's got some pretty diverse and respected titles under their belt, and every single one of them stars a video game character that is a caricature in one way or another. Oh, don't get me wrong: the work is absolutely personally fetishistic to the creator. Kamiya came right out and said that Bayonetta was an idealization of what he'd like in a woman, and the dev team spent more hours 'perfecting' Bayonetta's hindquarters than almost any other part of the visual design. But I honestly don't have a problem with that - we should never say that that someone shouldn't be allowed to craft something of their own tastes into a medium, even if those tastes are overtly sexual.

But I outright reject the claim that Bayonetta was designed to sell on sex appeal. If that was the case, it wouldn't be arguably the most polished action game of 2010, and it would have a DOA-style camera feature. Oh, there were probably a number of sales that came from guys going 'ooh, clothes come off, imma buy this!' But I would be shocked if that was anything but a ludicrously small percentage of the consumers who took up the game.

Furthermore, the sexuality of Bayonetta isn't actually that marketable: the Sexy-Librarian S&M thing just won't move units - it's too niche. And, at the risk of sounding a bit bigoted, a game with a sexually dominant female protagonist will definitely not move units with the larger otaku croud over in Japan. If they had been going for that, they would have needed to set the game in a high school, and, renamed Bayonetta to Bayo-chan, given her tiny hands, a pleated miniskirt, and had her play in a band with her small, flat-chested female classmate and her clumsy, curvaceous, glasses-wearing female classmate while they engaged in nonsensical but annoyingly cute small talk. To support my argument: I just risked my own personal sanity to do a google image search of 'Bayontta body pillow' - only two valid results, one of which seemed to be hand-made, and the other of which was Bayonetta in her little girl form, where she is cute and relatively demure rather than audacious and bold. The majority of Otaku japan has a very identifiable fetishistic profile, and if it doesn't have the word 'onii-chan' in it, they're not biting. 

In short, just like sexual doesn't necessarily equal objectifying, neither does fetishistic equal pandering. There's not enough of an audience for Bayonetta to pander to and still be successful. "

Monday, February 14, 2011
"Conversations like this are always tricky, and they're coming up more and more often. I agree with a huge number of your points - I'd much rather take an Alyx Vance or a Jade over most of these trashy jaunts through adolescent fantasy any day. It's nothing to do with ethics or equality, it's because those games are better for having genuine, wonderful characters. 

But I have reservations about the tone of discussion: it feels like you're saying that showing cleavage is innately equivilant to objectifying women, and that's something that I just can't get behind. As an example, while I'll agree that 90% of the titles you've listed are high on the inexcusable sleaze scale, I actually adored Bayonetta, over-the-top and somewhat childish sexuality and all. Lots of near-nudity? Yes, certainly, but that isn't necessarily equivilant to exploitative. I'm sure that by now Leigh Alexander's famous take on Bayonetta has made it's rounds, but I fully buy into her argument that the game is more uplifting than it is exploitative.

Thus my nervousness: do we need better, more realistic representation of women and sexuality in games: yes, absolutely, and we need it badly. Is the answer then to decry the slightest sign of leg or breast in a game as inherently harmful? I don't think so. In Leigh's words: "Bayonetta takes the video game sexy woman stereotype from object to subject." There is a world of difference between a game with sex appeal, and a game of outright pornographic design a la DOA:Beach Vollyball. 

P.S. In case anyone hasn't read it, Leigh's Bayonetta writeup can be found here: http://www.gamepro.com/article/features/213466/bayonetta-empowering-or-exploitative/"

Monday, February 14, 2011
"Always good to see a man willing to dedicate some time to lower-tiered characters. I mained Makoto for a while, but have since switched over to Cody for ranked matches and Cammy for fun. I still love to pull out Makoto occasionally, but I don't play with her quite as often. Can't wait for arcade edition, as both Makoto and Hakan will be getting well-deserved buffs. 

P.S. If you're on PSN, and don't mind playing a relatively scrub-like player, we could do endless sometime? "

Wednesday, December 15, 2010
"Depends. According to much mythical tradition, fairies have been prone to running about with no pants on. For me, there's nothing wrong with a bit of cheesecake in a game, but it really bothers me when it starts to be pointless and unoriginal (a la DOA/Soul Calibur). On the other hand, I loved Bayonetta, which brought sexy to a stupidly awesome level, so much so that it almost ceased to be sexy all together: it was stylish, and quite unlike most of what we had seen before. 

Haven't played Lords of Shadow, but I can safely say that while T&A of the monstrous variety (a la Medusa) is part of the series. Are the fairies appropriate? Maybe, maybe not. I'd have to play to decide. "

Saturday, December 11, 2010
"A multiplayer experience that is inclusive to both the winner and the loser is a valuable thing. That said, I also like multiplayer experiences that are extremely competitive - I'm totally into Street Fighter for instance, which is exceptionally frustrating to lose at, even if you manage to mostly win. But that property of the game has led to one of the more exciting competitive communities out there: it is by no means inclusive, but from the inside it is very enjoyable. I would like to see more games with the multiplayer experience such as you describe here come to be, but I wouldn't like to see frustratingly victory-oriented games disappear entirely. "
Monday, December 06, 2010
"Great summary of the BlazBlue appeal. Unfortunately, I'm in the SSF4 camp - I like to invest time in fighting games, and I don't have the time or mental energy for more than one, soo....
That said, I'm deliriously happy that something like BlazBlue exists. I lament the loss of sprites in modern, mainstream gaming, and since Capcom's clearly not on that bandwagon anymore, BlazBlue fills the niche nicely. The mechanics also are incredibly different SF, KoF, and even what Guilty Gear had to offer. From the little I played of it, the engine seems much more environmental, and so you need to have a far better sense of your spacing - at least, that's how it seemed to me on the testrun I gave it. 
I hope the BlazBlue community continues to thrive - if this fighting game boom is going to continue, it needs variety and a diverse base of consumers. 
P.S. - While we can't see Taokaka's face, I feel the need to clarify furry classifications with a handy dandy chart. You'll notice that Makoto falls neatly within the 10-15% limit. Still obnoxiously fanservicey, though. Otaku, I Choose You is spot on. 
FurryChart"
Wednesday, December 01, 2010
"I think the industry needs both reviewers and critics. Like many in the comments, I like reviewers to be subjective in their assessment of games - rating them based on the overall experience of the gameplay. Reviews like this help the consumer in making informed financial decisions. As a consumer, I've found a group of reviewers who's opinions and tastes align with my own - I can typically trust the reviews of these folks, because I know I've agreed on them when it comes to past games.
At the same time, though, I think that gaming as an industry needs critics - people who are going to take a game town for any flaw, who are really going to demand perfection. But as with almost any other industry, the reviews of a critic are less consumer oriented: critics are concerned less with whether the game will meed the standard of the consumers, but whether a game will live up to an internal higher standard. While we might now always want to trust critics when it comes to purchase decisions, they are absolutely critical in helping an industry grow and develop. "
Thursday, November 25, 2010
"Mixed feelings on DLC gameplay. Both Chris and Rob really touched on two of the primary problems: a customer has the right to the game-play experience that they paid for initially, and DLC (even when it isn't downloaded) alters that experience. It can muck up competitive play, it can lead to legitimate customers who paid full price feeling like they didn't get a full game, it can lead to problems. It's not quite as much of an issue with cosmetic changes (like the alternate costumes in SSF4). Ican see Ono's take on this. The competitive fighting scene is strategic to the point where having to pay for additional gameplay components ends up being detrimental. 
That said, what Capcom's doing does make some sense: these games take a lot of time and budget to create, and DLC is an effective way of expanding their shelf-life and profitability. Fighting games thrive on interest and community, and I think that this is more than just profiteering on Capcom's part - I think it's a concerted effort to increase interest, and that can help the fighting game community. Overall, I would prefer they do that with cosmetic changes (SSF4 alternate costumes have been effective for me), but I can understand this approach too. I like Ono's idea of 'version' DLC - I think that's a graceful middle ground. "
Wednesday, November 24, 2010
"In general, I'll agree with this. I'll forgive the silent protagonist syndrome in early games, and the Mario RPG games are fully forgivable on this accord even today. But even from the SNES era I prefer FFVI and Tales of Fantasia to Chrono Trigger if only for this reason. In terms of mechanics and design, I actually think Chrono Trigger is the better game, but I find myself enjoying some others more. 

On a side note: I've always wanted to see a spin on the Silent Protagonist, where the main character is actually, physically mute in an RPG. Could make for an interesting story, and it would result in the hopeful avoidance of long monologues. "

Monday, November 22, 2010
"@Andrew
I can see where your coming from when you say that. In my defense, I'm not saying we should abandon the concept of artistic merit, I'm saying that we should adopt a vocabulary that is conducive to productive discussion. Semantics can be very important at times, as you well point out. But sometimes semantic arguments become stalemates, and I would say that we've reached that point. Breaking the concept down into smaller, composite concepts is just one way to help work past that stalemate. 

I don't think we should abandon the word 'art' forever - just that we need to think about it with a different vocabulary. "

Monday, November 22, 2010