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Because the real Opiate of the Asses goes by the name "Ego" now. Fuck you.

Tuesday, August 20, 2013

Spotlight on Games: Thomas was Gay

I just played the most moving and sentimental game I have and will ever experience. Never again will I look at life the same way. Every minor aspect was thought through and considered, creating a beautifully weaved masterpiece of a game. The industry will never be the same. Thomas was Gay is a story-driven adventure game, loaded with subtleties and messages, leading up to an emotional climax guaranteed to leave the player in tears, and cause them to rethink the way they live life. Developed by an anonymous indie developer, and distributed for free, Thomas was Gay is, simply put, beautiful.

 And yes, incredibly, this masterpiece is FREE TO PLAY

 This game will go down in history as a classic milestone in the gaming community, representing gaming's transition into an art form. Every aspect, from the colors, the dialogue, the story, the pacing, the lack of sound, everything is carefully selected and given meaning. This anonymous developer has truly outdone himself with this intricately crafted emotional tapestry.


 Alright, look you fuckers, there has been a problem arising in the gaming industry as of late, developers passing off interactive movies as "adventure games". I'm certainly a fan of deep, cognitive story based games, but the key word in that statement is "games". Games have gameplay elements, like puzzles. There are plenty of great cognitive story-based games, like Depict One or Looming, and especially Myst, which basically gave birth to the whole genre. However thing that sets those games apart from interactive movies like Dear Esther and (possibly, I'll decide for sure after I play it but for now I'll put it here) Gone Home, is that there are puzzles and actual things to do. Let's get one thing perfectly clear.

Walking around a creepy environment and learning the story with no possibility of failure does not make a game.

The point of a game is to present a challenge, not simply engage the player's interest. There needs to be a possibility of failure, some sort of "bad end" to challenge the player to actually play. Simply exploring an environment is interesting and all, but without a challenge, without a possibility of failure, without actual gameplay elements, it is not a game.

So it really rustles my jimmies when games like Dear Esther and Gone Home get good ratings based exclusively on their story instead of the things that should actually make it a game. Having a good story is important, and I'm sure Dear Esther and Gone Home have excellent, moving and emotional stories, but they are by no means games.

If I wanted something cognitive and interesting to do that doesn't require me to actually play a game I'd just watch The Prestige again. Christ.

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