Mark Filipowich's Member Blogs
Religion occasionally gets some lip service when games attempt to flesh out a world, but the deeper issues that guide people to their faith are rarely explored in games. churches, heroes, and gods within are treated in a purely utilitarian manner.
There are a number of problems with making a power fantasy in which mechanically the player is incapable of causing harm, among those problems are the fact that the earth and nature are not always positively affected by human interaction.
Dumb chance or unfulfilled omens in a film are plot hole but unpredictable consequences are natural to games. It’s acceptable for a video game hero to get by on luck, we experienced it so we don’t need a strict explanation for every second of play.
Maybe a game doesn’t have to explore every facet of interpersonal relationships but it should certainly hold the player accountable for being an asshole. There should be more to relating to a game’s NPCs than sitting down and nodding.
One of the core mechanics of JRPGs is party management, which has interesting implications for how the game conveys the journey of a cohesive group over that of an individual. In the JRPG, the player doesn’t control a single character. They’re in control
Home is where we see characters in a state of normalcy. We get to know what the protagonist does between adventures, seeing who they are at home, away from it all, is a significant experience that more developers should consider investigating.
The day that the Playsation 4 was unveiled, Japanese developer Kenji Eno passed away, leaving behind a body of critically lauded work that is now mostly inaccessible.
No matter how fiercely critics react to poor treatment of women, the portrayal of female characters in AAA games seems actually to be getting worse. Women are almost entirely unrepresented, when they are represented, they exist only as an objective.
For literature and film, plot is everything. Without moving events that shape (or fail to shape) the characters, there is only setup with no direction. But games, at the core, are all setup. They create a place to wander and figure out for one's self.
The critical consensus is that the main character in a game has to be an extension of the player. The world must be at the player’s disposal, and the world must be built around player choice. This “me-first” approach to video game storytelling is limited.
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