WTF is wrong with videogames? -
http://www.polygon.com/2015/9/28/937082 ... es-excerpt
In this excerpt, Phil Owen sounds like he's starting to say the same thing I did in
The Gameplay Curse, but then digs into these ridiculous details about how meaningful a sneeze can be in a movie, but how meaningless shivs and active reloads are in
The Last of Us and
Gears of War respectively. His marriage to the term 'gameplay' of course prevents him from seeing the issue clearly. And his nihilism seals the door forever.
Phil Owen wrote:
I would struggle through the gameplay to get to the art. Most of the time I didn't enjoy the act of actually playing a game, at least not for long, but sometimes I liked the stories enough that I could convince myself it was worth it. The Last of Us is yet another game I get to say I'm playing for the story.
I have to laugh because
The Last of Us actually is a lot of fun to play. Hardly a game I'd consider one has to suffer through. That is, unless you just don't care for action games with stealth elements. Not everybody does. But to then go and say a mechanic is meaningless because it doesn't contribute to the game's
Wikipedia plot section is more than a little daft, don't you think? It's just a pretentious way of wearing your ignorance like some kind of badge of honor.
Phil Owen wrote:
The lead designer on Gears was Cliff Bleszinski, or Cliffy B, and he often extols the virtue of "the thirty seconds of fun" that you repeat over and over for as long as the game lasts -- one of the more obnoxious concepts of mainstream game theory. In a shooter you're obviously going to have to reload your gun a whole lot, and so the active reload in Gears is a key part of that endless cycle. Even that doesn't give the active reload real meaning, as it's ultimately a concept created in a void, with the only concern being that it doesn't break other functional elements of the game.
What an outrageous claim.
Phil Owen wrote:
In film, the text is a combination of the screenplay and the director's vision, expressed through what you see and hear when you watch it. In games, the text is compartmentalized, and the gameplay is a separate entity that rarely is trying to communicate anything at all.
In fact, the idea of gameplay as instituted by game developers seems more concerned with preventing you from participating in the art. If the gameplay is itself part of the art, then that's fine (and there are some games that you could argue are like that), but endless repetitive shooting or dungeon crawls rarely fit that bill. Instead, the gameplay is merely a substanceless activity that just exists. In other media, we would say that having a large and prominent, totally meaningless component constitutes bad art. In games, we say that's just how it's done. Maybe games are art and maybe they aren't, but if they are, nearly all of them are ineffective at being art.
Behold the scientist, surgically cutting out the "gameplay" from the game's corpse atop the operating table. What is its purpose? According to the scientist, it has none. Its existence is totally meaningless. Harmful even! Just a little cut, and all will be saved.
He leaves himself a little wiggle room with the vague "if the gameplay is itself part of the art" condition, but who has any idea what that could possibly mean? My thoughts are that he's referring to the "
mechanics as metaphor" insanity, but there's no telling.