kadrin: (roy: facepalm)
[personal profile] kadrin
1: Congruity is so, so important. If you're making an arty and story-driven game, then you'll live or die on the feelings and emotions you conjure in your target audience. That means that a step out of place is much more dire than it would be for any other type of game. If your graphics, gameplay, and voice acting suggests a hilarious excursion with Bugs Bunny and your story and music are about impermanence and the value of holding on while you still can, it's going to bite you, hard. You can tell if the director of a movie is doing their job properly, and in cases like this, it feels like they aren't. You'll never get the best out of individual parts if they don't work towards a greater whole. It can work if you're doing a "sting in the tail" kind of story, but those are much, much trickier than straightforward ones.

2: THE MAIN CHARACTER DOESN'T ALWAYS HAVE TO DIE AT THE END. "THE MAIN CHARACTER DIES AT THE END/WAS DEAD ALL ALONG" IS NOT YOUR FREE TICKET TO ARTWORLD. IT'S GETTING TO THE POINT WHERE IF I HEAR NOODLY PIANO MUSIC IN A GAME I START DIGGING THE MAIN CHARACTER'S GRAVE, AND THAT CAN BE DISCONCERTING.

(Yes, this was inspired by a specific game, but all in all, the specific game was pretty good. It was just the individual bits that made me headdesk, facepalm, and other image macros. Here is a game about music that escapes the problem by pretty much having no story at all, but being really pretty and enjoyable because you're listening to wonderful classical music. It's also a hidden object game.)

Date: 2012-02-06 01:54 pm (UTC)
rionaleonhart: final fantasy viii: found a draw point! no one can draw... (you're a terrible artist)
From: [personal profile] rionaleonhart
Are you talking about All That Matters? Because I was thinking about All That Matters by the second sentence; the ending seriously perturbed me, because it was just so jarring. I completely agree with this entry!

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