Monday, January 31, 2011
Blog Malfunction
Well, after checking back at my blog I just discovered that the thing's been malfunctioning. Apparently it's been eating my posts. I've re-produced my last two posts here, but it's very irritating when you're meant to be updating it frequently for class credit.
New Direction: Risk and Narrative Choice
Last week I presented my thesis progress to the class and raised  considerable concern as to the viability of it; namely, a general thesis  on using narrative choice to re-enforce themes is too broad and doesn't  discuss enough--or perhaps just not explicit enough--new ways of  developing narrative choice. Thus, I'm altering the thesis to focus on  risk in narrative choice, as I feel risk is the most under-represented  part of the decision-making architecture in narrative choice-based  games. I'm basically proposing that risk is what makes decisions  interesting and that if we inject an element of unpredictability to the  outcome of a narrative choice system that it will be more engaging. All I  need in addition to my current body of research is something  substantiating that claim in the psychological field--game design is  full of nothing if not arguments that risk is interesting.
Heavy Rain
Quick update on game research: finished Heavy Rain. Estimated score:  somewhere around -1 or -2. The story's a mess, mainly due to the fact  that it's structured like a film and following four different main  characters, leaving it very unfocused. As a mystery it fails to hold  water mainly on account of a series of cheap cop-outs for the sake of  concealing the killer's identity and preserving tension; in fact, it  seems to take careful effort in insuring that none of the four  characters know any more about the killer than one another as they each  stumble over the same clue in sequence before being finally allowed to  move on, leaving the pacing very dissatisfying. There's interesting  elements of personalization for building character traits, but the game  all but drops them less than halfway through and degenerates into a long  series of quick-time event-driven fight scenes. Meanwhile all but  perhaps one or two of the dozen or so possible endings are very  dissatisfying, rendering portions of the player's effort in resolving  the characters' conflicts effectively pointless as they fail and die.  The characters each have suggestions of interesting stories with  interesting themes, but the game can't focus on one long enough to get  into the meat of any of them or introduce interesting twists. It speaks  TREMENDOUSLY well of the system that Quantic Dream developed that they  were able to represent a huge variety of activities and events in  characters' lives, but Heavy Rain drops the ball too often, denying a  sense of personalization or exploration of its content and themes as it  vetoes and punishes the player for not taking the railroad of the plot.
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