well, i needed to write something, so i guessed. but the narrative is a man ascending to heaven, where he is transfigured. noteworthy: the arrows that guide you to your goal in each scene, in the final scene, become part of your body.
is it done when the title appears?
(it seemed like sometimes my pc had trouble getting past the instructions screen)
it certainly raises the question,
does gaming need to go through an annoying, difficult to understand, politically risky (in the PC sense), aburdist/surrealist phase to be art?
i think, when some people seem to cling to convictions that videogames, as a medium, cannot aspire to be art, there is value in being as obnoxious as possible: to create something this people cannot understand without redefining the way they think about the form.
[...] of continuity between scenes, and the attention to crafting a multiplayer experience. flywrench and randy balma: municipal abortionist had also been set up, but i don’t think either of them work as well in that kind of venue [...]
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What the hell.
Randy Balma: Electric Ant
Am I supposed to hate it? Becuase if so then brava.
I LOVE THESE GAMES YAY
This took a lot of people in this office telling me what to do before we could figure out what to do but I think we did it.
Wow, that was really something! I liked it! I think I finished it! I have no idea what was happening or what it meant and I loved it.
Dess, please expand on your BECOMING GOD theory.
I couldn’t help but think of 2001: A Space Odyssey after playing this. Which I suppose lends itself to the “becoming god” thing.
well, i needed to write something, so i guessed. but the narrative is a man ascending to heaven, where he is transfigured. noteworthy: the arrows that guide you to your goal in each scene, in the final scene, become part of your body.
is it done when the title appears?
(it seemed like sometimes my pc had trouble getting past the instructions screen)
it certainly raises the question,
does gaming need to go through an annoying, difficult to understand, politically risky (in the PC sense), aburdist/surrealist phase to be art?
i think, when some people seem to cling to convictions that videogames, as a medium, cannot aspire to be art, there is value in being as obnoxious as possible: to create something this people cannot understand without redefining the way they think about the form.
dada period of game design
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[...] of continuity between scenes, and the attention to crafting a multiplayer experience. flywrench and randy balma: municipal abortionist had also been set up, but i don’t think either of them work as well in that kind of venue [...]
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