...and in the game? (Honestly, he said it! It's at the bottom!)
Jason Rohrer was the final developer I interviewed for my New Statesman article. His forthcoming game, The Castle Doctrine, has become embroiled in the political storm over gun rights and self-defence. What fascinated me about it was that it simulated a little world with the specific intention of bringing about numerous armed robberies. After the Trayvon Martin, the Colorado theatre shooting, CeCe McDonald and Sandy Hook, it doesn't get much more political than that.
Jason Rohrer has a long indie pedigree. Five minute mortality simulator Passage did little for me but was played by many; Sleep Is Death allowed players to create stories for each other, while Chain World turns Minecraft into religious mythology. He's 35 years old and has been playing videogames almost his entire life. He became a programmer and studied Computer Science; these days he's able to make a full-time living from his games, and lives with his wife and three kids in Davis, California.
And Cain talked with Abel his brother, saying, let us play a round of Halo: and it came to pass, when Abel was getting a beer, that Cain reversed Abel's controls, and when he returned did slay him.
Showing posts with label emergence. Show all posts
Showing posts with label emergence. Show all posts
Tuesday, 5 March 2013
Friday, 11 November 2011
The Assassination of Rockstar by the Coward John Brindle (or, three design failures in Red Dead Redemption)
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John Brindle
Revenge. It’s an ugly word, but I’m an ugly man. I tried to start a new life of peace and fulfilment – I started playing Red Dead Redemption. But now the work of just one blogger has turned that all to ashes. They say this path never ends anywhere good. Maybe. Maybe not. But I’m damn sure I’m going to end the son of a bitch who spoiled that game for me.
As you can see, I get a bit carried away with the idea of the Wild West. Yet RDR itself leaves me somewhat cold, and the dirty no good rotten spoiler in question – Lee Kelly over at Ambient Challenge – has perceptively summed up the reasons why. The game’s visuals and sound are immaculate; it shimmers (to steal a phrase) with droplets of purest atmosphere, and, for a game, I guess the writing’s okay too. But Redemption is so entangled in the design conventions of the GTA series that its mechanics never live up to its aesthetics. I want to expand Spoiler Kelly’s critique to illuminate three major structural ways in which Redemption fails the challenge of its Wild West setting.
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