Software development
Some people suspect that if they know too much about a subject, they won't be able to enjoy it anymore. Let's call it the Critic's Curse: because they have analysed so much, they will find fault in everything and enjoy nothing.
Of course, there are the people that argue that this also applies to game design, as outlined by Josh Foreman in a blog post over at Gamasutra:
I’ve been interested by a pattern that I’ve noticed on Gamasutra and a few other game design related sites. Almost every time an article or blog is posted that gets into the psychology of gaming and game design there will be a comment or two along the lines of:
“You can’t turn art into a system of numbers and metrics! You are killing the FUN in games when you analyze them like this! Don’t deconstruct the magic that makes games what they are!”
He argues that this might be partially right, but more importantly that the medium of games is currently just in its infancy (or adolescence at best). It is trying to catch up to other media that have a long been established:
We are still working too hard at mimicking other mediums like film, but at the same time starting to pull away and define our own personality. This is a time for introspection.
We’ve been on the playground for a long time now. We’ve outgrown out our magical imagination world, and I think it’s time to leave Peter Pan behind and grow up. But that doesn’t mean we have to ignore Lewis’ warnings.
... is, apparently, something Tale of Tales are rather good at. Robert Yang has a neat timeline of the current events. And it is not the first time they make people angry.
Of course, you can debate the value of their provocations, you can debate their contribution to game culture –
Tale of Tales is important and interesting... but also kind of not. Their conception of video games seems really narrow, perhaps out of necessity in order to target it effectively in their crazy dogmatic manifestos.
– the thing is: there is a discussion about what games are and what not. People might consider them to be wrong. But people might also consider Blizzard to be wrong, inasmuch as they pretty much only polish up the games they did ten years ago.1
No matter how aggravating/boring this argument may seem: It is important that it is discussed. Every game designer that plays a Tale of Tales game will either see how games could be made as well – or she or he will realise how games are not to be designed. Either way: everybody learns.
Here’s to the crazy ones, so to speak.
The misfits.
The rebels.
The troublemakers.
The round pegs in the square holes.
The ones who see things differently.
They’re not fond of rules.
... indeed.
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Just an example, I am not trying to flame anyone here. Not much, anyway. ↩
