I’ve got a story to tell you. It’s about a classic game, but not in the
way you might think. See, I was born in 1997, so when I talk about
having played Ocarina of Time as a kid, you gotta have the proper context. We had that special GameCube Collector’s Edition, released years later. My first Zelda game was Wind Waker, so I was
travelling backwards in that game-design timeline. So, we’re kids playing OOT going through
the infamous Water Temple, confusing and difficult; my sister was consulting
a walkthrough whenever we got truly lost. A benefit of having played the game years on. So I’m using the Iron Boots to drop down,
down into the drenched depths, but then as I snap the camera around a corridor I notice… this. This open sea, this color-changing void in the middle of nowhere. Eye-catching pinks and greens meant to be
ignored, since it’s just the game’s out-of-bounds area. And do you wanna know what I thought? ‘I bet I could get over there.’ (static) Cause, when I was that age, I di
dn’t think critically about game design. I couldn’t differentiate what a game was trying to show me and what I was just incidentally caught up on. I… thought I could swim around outside of the temple! I spent a solid 30 minutes, much to Marina’s
dismay, looking for some kind of door or passage, some mechanism of the game to escape its bounds. And… I never did find it, but what I did find was
a passion for getting out the map. (music) If video games, media in general, is asking us as an audience
to suspend our disbelief, to step outside of ourselves and be immersed in the show- then what happens if something goes wrong? When it does? You’ve heard the phrase ‘the show must go on’, but some mediums quite literally do. The software that makes up a video game is
liable to keep running even if you escape its projected walls. Jumping out of bounds to places where if you’re
lucky, there’s a secret level. Or a cute little easter egg. More likely, however, forcing your way out
of a play area rew
ards you with disappearing textures and half-rendered rooftops. And yet, as far as the game is concerned,
you’re still 'playing' it, you’re still in the confines of its code. Though you’re risking a crash. A program behaving unpredictably isn’t comparable to, say... a play in which an audience member jumps onto the stage claiming they’re Godot and have finally arrived! They’ll shut down the play. But a video game will keep running until the
player hits some kind of invisible trigger, a clip or f
lag in the programming sense that
instantly kills the player and respawns them, or maybe even advances them to the next level as a failsafe. If the player can sneak their way around these
points of security, though, then the out-of-bounds are theirs for the playing, until they get
caught or get bored or shut it down. All of these options, however, are decisions
made by humans. Developers accounting for potential problem
areas where players could get stuck, or players choosing to reengage with th
e game’s intended fiction. Uniquely, however, the players can move beyond
the scope of what the developers deemed possible, move in and out of the game’s fiction as
they see fit. Discover things that QA testers... probably noticed, and were ignored about. So long as the controls are still working
a player can find their own kind of presence in the world. The mechanisms of movement still function,
it’s the world they’re moving in that’s broken. And while this isn’t a gameplay mechanic
in most agr
eed upon senses, it is, nevertheless… gameplay. There’s no moderator there to stop them
from calling it that- any systems in place to prevent misbehavior are hollow threats
once the player is outside of the game’s rules. Unlike a movie which stops, a play which is
called off, the video game continues to operate under prior pretense, its control scheme and
UI and music, as the player steps into their own, decided upon game. Hopscotch in hollow blocks. A new playground. Let’s draw a circle. It can
be hard to make it symmetrical, but
let’s just try to make it at all, yeah? Inside this circle, are all of the things
that make a game… immersive. Where emotions for characters we know are
fiction can still bring real tears. Inside this circle, we all agree to certain rules. Ephemeral rules as to allow us to partake
in play with limitations unlike reality. You need to run around these plates, but only
after hitting the ball with a stick in midair, and nobody in the stands gets to help. The prom
ise of a murderer, a werewolf, confined
to paper cards that still let betrayal sting. Real terrain and the scale of combat with
plastic guns that fire foam darts. Getting tagged means you’re out, but it’s
not the dart that enforces the rule. It’s the people. In this space is play. This entire concept could be called the ‘Magic Circle’, but, it doesn’t have to be. Confining ourselves to a single concept would
be alienating. While Johan Huizinga’s 'Homo Ludens' is the
pointed source of this concep
t’s name, as writer Hector Rodiguez aptly points out- Huizinga’s
application of the magic circle is a bit... prescriptive, rather than descriptive. Treated as though the social aspects are,
themselves, somewhat innate to life with high intelligence. I’d argue it’s a little more freeform than that. For more on this, you can read the article,
or pick up Jesper Juul’s 'Half-Real', a book all about this concept I only learned about
AFTER RECORDING THIS VIDE- Maybe you know this feeling, these passiv
ely
agreed upon rules, as something like ‘suspension of disbelief’, or I guess even ‘committing to the bit’? The actions all the participants agree to,
societal and structural, to participate in something that reality does not provide by default. Whatever this nebulous feeling is called,
it’s real, you can capture it. You can even record it! A Let’s Play of a story driven game, containing
all of the player’s emotions and decisions. Livestreams in which the chat is just as engaged
despite not hav
ing control. The people watching at home; they’re a little
further away from the action, but all the same, they’re still part of the game. Part of our memories, our love of games. The audience isn’t playing by the same rules
as the players, but they are playing by rules. This circle, magic or otherwise, ends naturally
when the game concludes. It is only culled preemptively by extenuating
circumstances. For example, and for our purposes, when a player’s actions are so interruptive as to make the
intended game impossible. …but people cheat at games and get away
with it, don’t they? Enhancing their performance or automating their aim. High scores get faked, fans invent false rumors
of secrets that persist today. These people are still players, though ones
who are deferential to a detrimental definition of ‘play’. Ruining it for everyone else. Audience members can do this too. Ever heard of stream-sniping? Or watch a fan run onto the field during a ballgame? They’re all breaking the rules,
but not
their own fun. Not unless they suffer consequences. (footsteps in grass, ambient city sounds) What is it about defying authority that’s
so alluring? Why is loitering somewhere you’re not technically
“allowed” more appealing to some than designated occupation spaces? See- I’d argue, once you pass that first
threshold of criminality, trespassing, you’re already outside of the law. Why not do some other fun shit while you’re there? That’s why as kids we’d smoke cigarettes
on the roof of th
e abandoned convenience store- if we were caught we were caught, the only
punishment we could get was losing further autonomy; and thus there we were most free. (echoey footstep) So obviously, life at large is more complicated than that. Plenty of laws exist for great reason, were
somebody to defy literally all rules for the sake of it, *ugh*- there’s a road one could go down there that winds up deep in Libertarian county, so let’s just remember restraint is key. We’re talking about games here.
When software is creating its own limitations,
a video game enforcing its own rules, who exactly is ensuring compliance other than
the player and the game’s own expectations? If you were to find somewhere a developer
forgot, just the right corner or wall or prop, you could exit this space, into the void of
the unintended. Walk on the fine line between playing and cheating. And if you’re careful, the circle remains unbroken. The program will keep running with the assumption
that you’re playing al
ong. Then, as you want, you can walk back into
the true playspace, pick up where in the game’s plot you left off- or somewhere you’d prefer to be let off. The circle only shatters when the game is
shut down otherwise softlocks, but in doing so there are no longer bounds to be outside of. Consequence free. Know that I’m not arguing in order to make
games out of games you first must literally get outside of their maps. The bulk of games don’t feature movement
in a way that allows for this specific
kind of escapism. It’s just my favourite example. It’s a metaphor, you following? Allow me to visualize with… this, larger ring, representing the true limits of what a game can theoretically allow. Here is where you can find all the strange,
chaotic behaviors that are not per say intended functions of games but still very much are
fabrics in their cultural tapestries, even if you’re seeing it from the other side. All of *this* is what games are made for, all of *this* is what players wind up ma
king of games for themselves, given time. Speedrunners, wavedashing, bug bounties, machinima,
L is real. The never and nothing games in reality defined
by undefinition. Trade servers, hidden killer games- spaces
where breaking players’ own imposed social rules ends in social punishment. Roleplaying servers in non-roleplaying games:
shit, I got more hours out of Valve products playing socially-enforced gamemodes than intended ones. Games have limits to have challenge to have meaning. But by break
ing those limits, we, the audience,
introduce our own meaning. To wit, studios respond to this behavior by
adopting, adapting, or attacking- legal action is unpopular, but embracing the creative and
chaotic side of gaming is a technical balancing act. Level editors and mod tools aren’t enough without players wanting something made that you can’t provide. The players must discover it all for themselves. Maybe they just need a little nudge. (static) As kids, my friend Xander and I challenged each
other to a race in a game called
I Wanna Be The Guy. It started as who could beat the game faster,
and very quickly became who could beat Mike Tyson faster. The first boss. For those not in the know- this was an absurdist
tough-as-nails media-mishmash platformer in the late 00s from a solo dev. A game that’s actively trying to kill the player. And for those of you who remember I Wanna Be The Guy, hearing we played it as kids... may have Game Overed you instantly. *giggle* Call me crazy, but I’m
a big fan of intentionally hostile game design. Of a developer anticipating player behavior
and countering it, either to direct them to another solution, or, honestly, just for a laugh. Kazio Mario comes to mind, or maybe even Dark Souls; at least a video game that wants you to suffer *wants* you to feel an emotion at all. …maybe I’m getting ahead of myself. Point being, games can have irritating and/or
immersion-breaking moments designed to suggest something to the player. Point them to a diffe
rent action. A guiding hand, or a closed fist. Glaringly obnoxious incidents in games blind
out duller, more mundane ones. In time enough, imperfect memories blot out
anything but those glints. ‘Ocarina of Time is a great game, except
for the Water Temple’. ‘I love Dragon Age: Origins, except for the Fade’. ‘Halo holds up, except for The Library’, ‘Fable 3 was great, but grinding the gold for the good ending? Peter Molyneux owes all of us financial compensation!’ Some of us literally. Yet, were
you to play those games again, an
old crop of issues would bountifully remind itself at you. Games don’t have to be perfect to be amazing,
but gamers tend to remember old titles as classics, trash, or not remember them at all. But these… flashpoints of dissatisfaction can later become
focal points of critique. In a way, that can be useful to a developer;
people will remember their irritation with an isolated, specific part of the game, and
subconsciously associate all their grievances with the p
art that they hate, even if those
problems have nothing to do with each other. ‘That game was a great platformer, except
for the ice level’. Or- maybe it was a sloppy platformer by today’s
standards, and that problem was exacerbated in certain segments. But it’s not like games are trying to make
bad levels on purpose… at least not without a good reason. These things are just tidbits of knowledge
players and developers alike pick up over the years, intuit with enough time with similar
hardware, s
imilar games. Intuition, however, can be learned and unlearned. For example… the visual language of video games has shifted
over the years. When playing a game, we’re agreeing to certain
basic mechanics: how to participate in the world the software creates, and what counts
as participation. Some of these are fairly intuitive, joystick
moves you around, you can figure that out just tilting it. A is an Action button, you can figure that
out by pressing it. But… how do you teach a player to look up
when
so much of the real world visual focus is defined by horizon? How best to tell them what plants are player-interactable
and which are purely decorative? If a player can climb walls, how best to indicate
which walls can be climbed? What makes certain spikes read as lethal and
others as just damage? If a car can be opened and climbed inside,
how do you let the player know that, when so many other vehicles are simple props? This dichotomy of static vs dynamic elements
is important to video ga
me design, but it didn’t necessarily start there. Logistics came first. On older hardware, sprites that move independently
of a screen scrolling kept precious memory occupied, regardless of player input. Computers need time to process the visual
output, so if it takes the hardware longer to render frames than the game’s framerate
itself, the game has to hold on previous frames to finish processing. Sprites aren’t required for this behavior,
mind you, they were just the typical culprit. That's wh
y Mega Man 3 runs like trash. This slowdown of processing speed must either
be limited, or accounted for. Sprites get used sparingly and specifically. The behavior of sprites in something such
as a platformer is... uniquely recognizable, especially to older gamers. Mobile objects are rogue factors, they're
the only things moving in the world without the player moving first. Static but interactable objects share the
quirks of their hardware rendering. There's a certain… flicker; desynced motion,
delayed rendering,
telltale of a sprite masquerading as backdrop. As video games turned 3D, dynamic models adopted
some of this technical fault. If an object seems particularly high-definition,
or lit unlike anything else in the room, you can probably interact with it. You know in old cartoons and anime, when there's
a piece of the background that isn't painted like everything else, but instead drawn at
a different level of detail? And thus clues you in that the ‘solid ground’
the protagonist is
standing on is gonna stop being solid real quick? In a very literal way, this is a fault of
the animation process, but an aesthetically accepted one. And in a video game, a visual element which
cries out for mechanic. With senses constrained to sight, sound and
very limited feel- secondary indicators like these will have to do. Not to mention noise added by old televisions
blurring lines in anime and games alike, accounting for these seams. CRTs were the ubiquitous final output of the
era, and
media was created with that in mind. But, as we get better displays and more complex
images to render, this dividing line between static and dynamic elements becomes more and
more distracting until it eventually… vanishes. And everything looks real. Trees react to wind but are no less backdrop. Waterfalls may roar to no one but themselves. What is one crate to another if the whole
world is themed to being convincingly real? How am I to know which details are useful
in a sea of details for detail
s' sake? The difference between props and environment
has become so indistinct, that games must inform the user of their playable pieces more directly. A glow, UI prompt, or outline. This isn’t a bad thing, it’s basic game
design, but depending on its frequency can still break immersion. A shiny object or waypoint popping up to railroad
the player back to intended play. So, how do we indicate to the player what’s
worth paying attention to in the world, make that interruption of import more immer
sive? Well if we’re being direct... we could just paint a sign? (static) I’ve got another story, it’s shorter this time. There’s this brilliant game that released
a little while back, Teardown. Destruction simulator, heisting game, has
some really satisfying voxel-based physics. Often, the object of the game is to secure
several pieces of loot from across the map with the most efficient route you can find,
as once you grab that first item, an alarm tolls and a countdown starts. So while preplann
ing, deciding what path to
follow to hit every spot and grab up as much loot as I can, I’d use a can of spraypaint
to plot my route. Literally draw yellow arrows to keep me on
track to my objective, something that stands out even when blurred from motion against
the bulk of the game’s color palette. This shade of yellow, like the kind used for
road paint, is good at catching one’s eye when everything else looks more or less…
plain. Grey and blue and deep black. A key to visual game design is tea
ching the
player to pay attention to a certain color scheme, or exaggerated visual cue, and have
them associate it with types of play. Left 4 Dead used pointed floodlights to shepherd
players in the right direction, just as Resi 4 Remake uses yellow paint and tape. There’s a trope you’ve heard about before,
or if not you’ll cotton on to now. Yellow ledges, ladders, pipes: whatever it
takes to get players’ focus. If your game’s art style is defined first
as looking realistic, then the absence of
reality, visuals out of place, makes for great direction. Kayin, a game developer who made a title called - oh look at that - argues in the linked article that games have always used this style of direction, even down to the color. Yet in the current era, players have too many
titles and developers too little wiggle room to risk letting players get lost enough to
give up playing. And she’s right. It’s not about the paint, it’s about what
it represents. Here’s another… complaint you’ve heard
befo
re: all AAA games look the same. Some edgy dudes on a colorful yet realistic
scape glow while punching or shooting the bad guys. A grand oversimplification of compounding
issues in the games industry. There’s this idea among those who finance
games but don’t play very many of them, that graphics shall keep looking more realistic
as the years go by, and thus, apparently, grow more “immersive” or somehow be “improved”. It’s our own Moore’s Law, and just as doomed. Because, as it turns out, reality
looks…
a way. One with working eyes can look to see the
detail of life, the fidelity of texture. Nothing is requiring reality render itself
this way, save for the limitations of light. It simply is. Computers, though, default to rendering pixels
arranged in common ways, the less common the more complex. Text is an easy one, graphics are harder,
realistic graphics- well, hardware is pretty powerful these days, but that’ll require
some software trickery to render without deep performance hits. Ga
mes don’t all ‘look the same’, the
AAA market is simply limiting itself to what are considered profitable, and “safe”
visual mediums. Reality, as an aesthetic, suits a design pipeline
of disparate artists without much direction beyond the specific models and textures they’re
tasked with. Without clear art direction, ‘make it look
real’ is ubiquitous. And, there are finite ways to make reality
from render visually compelling. We had a good eight-or-so years in the 00s
using greyed out dustbowls a
nd dirty smear to be similar to reality, blurring the seams,
but with modern tech we can go further. So why not showcase the real? The superreal? Reality is impressive, at least, according to the data. It’s the same thing people mean when they
say all Marvel movies “look the same”, technology has allowed for artists to mimic
reality in an agreeable way, yet the aesthetics allowed for within that technology are, themselves, limited. Hollywood used to fill scenes with matte paintings,
now with dig
ital graphics. And films are written accounting for this
production method. They’re still using real actors... for now, captured on screens green and blue- but it’s all in an attempt to generate something pretty,
cost-effective, yet still recognizable as ‘real’. Confining ourselves to current day programmers’
best attempts at enhanced realism means every computer game has the same tell-tale signs
of simulation breaking through, and similar aesthetic cues trying to grab your attention. Not as mec
hanic, now just as noise. If you play enough ‘realistic’ looking
games, you’ll start recognize the patterns, no matter how expensive your machine is. The overwhelming blur and filtering used to
mimic details fading naturally in the distance, some occasional flicker or low-resolution
texture pop-in, and bright, colorful glows, floating sigils, outlines, sprites and screen-space occupation. Many of these tricks are cheap, in the rendering sense. Saves on performance. Shows the player where to go.
Blend it all together to a final render, and
you get a beautiful looking world with… some eye-catching exceptions. Strange shadows, flickering of the void and
torchlight- was that shine I saw revealing a secret to me, or was that just some weird clipping issue? Is that texture a waypoint or just a bug? All the glitches and gamification become one
and the same. Absence of reality makes itself a mechanic
whether you intend it to or not. But when your goal is to look as close to
real as possible, w
ith the same rendering solutions, over time every studio is competing
to be as efficiently “safe” as possible. Our UI can be fun, our character designs market-researched,
but looking unrealistic is saved for the most successful, brand-synergetic multiverses. From your friendliest shade of paint to your
quirky style of directory. This is what happens when you want to make
a space in pursuit of profit that appeals to everyone: you’re alienating anyone without
cash, especially the people who would
have been there anyways! It’s the same way every city claims to be unique. Cities being run for profit, not unlike games,
want you to feel at home at cost, the comfort of ownership with the perpetual price tag
of rent and commerce. Tourists with capital are seen as more important
than those who wish to stay at minimum pay. Cutting every cost behind the scenes to present
the most streamlined version of a shared experience. Consistently unique, identically individual. Casting barriers to cordon de
railment from
AB-tested vistas, punishing those who dare try with banishment. Entertainment and culture walled off, populous
presupposed, directed by little else than algorithm and yellow signage. But the yellow paint isn’t the fucking problem,
it’s a solution to an imposed one. Video games are being gentrified, man. From a publisher’s point of view, the ideal
game is a consistent yet repeatable experience. Papering over anything deemed ‘broken’
with barricades or just deleting the material alto
gether. Each loop on that closed, contained circuit
is another pass by the gift shop. Tailoring your play to be conducive to sale. The phrase ‘pay-to-win’ might’ve just entered your head, but first thought’s not always best thought, yeah? Pay to save time, pay to circumnavigate inconvenience. Pay before the game is delisted forever. Pay to have fun- your upfront cost just gets
you into the theme park, but you have to pay for the rides whose operators have long since left. A publisher seeking to
optimize their product
production pipeline will happily shed those pesky game developers once a satisfactory
model, a repeatable mold, is constructed. Every developer responsible for the mechanisms
seen as most “useful” to gamify is let go by their profit-seeking publisher once
the essence of their work is extrapolated. Can you look at the consistent layoffs in
the games industry, this past year and on especially, and see not the death of creativity? If you rip any new developer intent out of
de
velopment, then there’s nothing left but mimicry. Noise on noise. At least a space designed poorly is a space
designed at all; I’d rather a bad game from humans trying their best than a streamlined, gentrified, realistic, AI basked husk of a project. An apparition of arcadic value, quarters turned
dollars turned revenue streams. Make the consumer purchase the hardware, rent
the software, and flit impulse buys all along. Shut down the servers as soon as maintenance
fees risk cutting into record p
rofits. Moments, gone and forgotten. Save for players, remembering, as they will,
the worst of a game. They’ll remember unmoddable games as having
developers who didn’t care about the community, online-only games for their downtimes: “Yeah, I loved that game, except for how annoying it was to play. Hey, are the servers working now? Oh they’re shut dow-” They’ll think of the AAA grind, and in time, associate the game’s fiction and play with it. And who can blame them? Me. I can! But I blame the e
xecutives far more. Instead of making games for pay which allow
for experiences, these are experiences for pay which allow, fleetingly, for games. As I’m saying all of this, a couple titles
might be coming to mind. The recent Suicide Squad, or Starfield,
The Day Before or Palworld. ‘Soulless’ is a word I’ve heard used
to describe all of these. Titles that try and hit all the notes of what
a game is supposed to be, supposed to play like, and then do every single one of those
just barely. You’ve g
ot your bad guys, crafting, surviving,
looting, shooting- you get funny video game bugs; streamlined imperfection. Your absurdist humor, your meta commentaries,
your dancing around if not outright ignorance of the real societal issues these titles aestheticize
themselves to. Good games have dogs you can pet. Good games have fishing mechanics. Good games have numbers to increase by fractions of percent. Good games wink at the fourth wall. Good games have worlds open in name alone. Good games have
voice acting, player customization,
and factions to choose from. Good games have different endings and characters
attractive to mainstream and celebrities you’ve heard of. Good games harken back to imperfect memories
of games you’ve loved before. And once you start playing, you want desperately
to find that fun again. But so much of it is behind a price tag, or
an artificial time limit. Maybe you’ll pay more to satiate your faculties’
sunk cost fallacies before time runs out. There are good ide
as in these AAA nightmare games, folded somewhere in the sea of monetizable mechanic. Asking “What makes a video game successful?” is a question that’s hard to answer with
formula, but investors want a formula. If your game isn’t pre-guaranteed to be
the next big thing, then you have to play it safe. So instead the question becomes “What makes a successful video game?” Go and get whatever that is, put it all together,
patch the gaps with AI and IP, then generate the next hit content unit to spru
ce up that
quarterly report. Aren’t you having fun yet? (static) (silent shuffling) It’s not a stretch to say that many AAA
games these days wind up vacuous products. But let’s take care not to criticize this
problem at its surface level, gamers though we might be. Let’s not make synonymous an uninteresting
game with an uninterested development team. Good people work very hard on terrible games,
and terrible people work very hard on great games. To compare, I don’t blame every individual
journal
ist at rag publications for corporate puff pieces. They’re victims too. And some of them probably suck, but that can
be true separate from if their work is any good, if it’s allowed to be any good. Before it’s all stripped away and automated
and if, if, these people can put up with it, maybe the final output won’t be as bad. Maybe their name won’t be forever tied to
a tainted title. If you ever find yourself upset with a game,
asking “what were the developers thinking”, try to free yourself from
that self-imposed
line of questioning. Because there’s a broader question that’s
a lot more fun to answer: are you enjoying yourself? Is the soul that’s left engaging you? If not, that’s okay- maybe there’s little
to no ‘soul’ left there at all, but better to continue the search elsewhere than to keep digging, keep spending. The shell of a ‘video game’, as a modern
games industry financier would see it, does not default to a soul. I’ve played innovative titles trapped into
the busywork of AAA m
echanic, and mediocre games over-reliant on breakout aesthetic in
place of actual material. Yet all of this- all of this equivocating
as to what even is an indie game, what’s AAA, what’s quadruple A, what is a game,
what even is a soul- is a dance we’re told to step by these corpos, by these game studios, by these publishers, landlords of art who wouldn’t know soul if they had their own to compare. Embracers of creatives’ Active Vision, to
CD Project with product until it will Take-Two an intera
ctive profit. ItsSony Epic-h, defined by market Cap-Commerce itself gamified. Ubisoft not to notice developers Nex-on the
line, their pay best measured in the Tens’cents. If you Nintendo stop it, Unity is key- developers
coming together as Brothers, Warnering about this Sega-mented consolidation of the Electronic Arts. The games industry must unionize. Blaming developers for incompetence is blaming
machinists for a crappy product, yet sometimes the designs they’re given to work with are
just fla
wed. Often the conditions they’re expected to
work under are untenable. But when a product launch flops, someone’s
gotta take the fall. If a game algorithmically destined to ‘succeed’
does not, then to those with the money, the people who designed the game simply ‘failed
to meet expectations’- and are replaced. Which is to say, laid off. Fired. Thousands of people who worked to bring games
to life lost their jobs in 2023, brought to tens of thousands just including January of 2024. Or maybe this
is the first you’re hearing of it! Games journalists have always been devalued
and mocked by players and publishers alike. They’re asked to prove themselves worthy
via output volume, then are ultimately disregarded then discarded as convenient when their reporting
is deemed ‘unimportant’ as synonym for ‘unprofitable’. Influencers are better marketing, apparently,
so why keep themselves accountable to the press? At time of writing, not a week goes by without
another several hundred industry posi
tions lost. Be it closure, downscaling, or automation-
these are people who were working on beautiful things in a system that only understands numbers. Sacrament, does it not break your fucking heart?! We could argue developers lazy, or uninspired-
or, overworked or underpaid. But they’re all breathing the same poisoned
air, choked by the same concentrated formula of Game that’s sucked up every release with
cash behind it and spit it all back out with further microtransaction, user data collecti
on,
forced online connectivity. Live games as a service making dead games
sans servers. The industry has consolidated. It’s taken our games with it, but not the
people who made them. Took everything beautiful and then closed
it off and now charges admission. A walled garden built on the fault line of
the inner circle. So… let’s love what little we have left,
broken as it might all be. Reject the painful and profitable death of
medium while appreciating what's left of its media, of art both drawn
and discovered. I’ll keep having fun finding spots to clip
out of every damn map I play, since, well, I love seeing the world from perspectives
unaccounted for. Modders will keep adding guns into Baldur’s
Gate because it’s funny, it makes people laugh, and maybe they learn new ways to code. Speedrunners will keep making and arguing
new definitions of “beating” a game, as there’s value in the fight. In the race. The spectacle streamed for charity. The new generation rediscovers GMod, and learns
how to animate. Ambitious fans resurrect dead MMOs for love
of the work lost, for their memories… however imperfect it may be. For every game suffocated by formula there’s
ambition for artists to make something sincere. There are dances so beautiful that they surpass
any wall. For the less you’re free to dance, the more
fun to dance at all. Thanks for dancing with me, and take it easy. (music) (meow!) Sheri: Come back. Austin: Why? Austin: (gasp) (both giggling)
Comments
if this video spoke to you in any way, i'd appreciate if you shared it with people you think could hear it too.
I love the way that you make videos about trending topics not by making it about the topic, but rather in conversation with the topic. "Is yellow paint in video games good?" A lot of people have a perennial Take™ about this. But you have this way of, to borrow your own metaphor, "getting out the map" of the topic, getting to the fringe aspects of it and bringing them to the center and recontextualizing what we're doing here in a way that makes your videos on topics that I've seen dozens of posts and videos about novel and exciting. :3
I didn't know Otacon made editorials. 10/10
An amazing dive into a topic that needs to be addressed. Every video you make is amazing both in video style, and message delivered to the viewer. You'll always be one of my favourite creators.
This was a wonderful video. I felt you used the medium of video really effectively in a way a lot of so-called video essays don't. This was entertaining to watch from start to finish
So glad to not only see you back but also with easily your best video yet. As a fan of not just games but also how they're developed and the communities that from from them, all these topics are stuff that I value immensely, and it's a shame the figureheads of this industry don't feel the same. Shout-out to all the fantastic indie projects that are continuing to blow up the gaming space, and I wish everyone the best in regards to the inevitable shake up coming for the medium.
18 hours early and its already a sheri original
I'm currently not able to express much, but I'd like to say that your work feels uniquely thought-provoking and passionate. I admire the way you're able to weave these threads of thought together and provide a unique perspective. I haven't thought of anything particularly interesting or thoughtful to add regarding the subject matter here, so I'll leave it at that. Thank you for the art, and good luck.
"Hopscotch and hollow blocks" is a wonderful quote, could be the name of an album, with the lead song being "A new playground" Did you happen to wear a Yellow sweater to stand out, and let us know the way forward through the video is going to come from you? you are the way forward through the content of the video after all. xD the writing at 29:00 is just beautiful, I feel the emotion and enunciated speech patterns through the entire video were deliberate, and the writing I spoke of really just wraps it all into feeling like poetry, the woven company names pushed together to create literate understandable meaning, that feels more impactful than if you just said "To name a few" and recited their titles. such writing and such impactful statements I feel is one of my favorite parts of your current content. it shows you put an effort into speaking your mind, and aren't just saying things to ride the tide of the bandwagon in hopes of views. you believe in what you are speaking, and you will speak freely and proud on your thoughts, and that shows confidence. The talk about the game creators being laid off is sadly a reality we live, not just in games but even in other industries like those of animations, even just basic shows. The corporate higher ups, investors, and producers who know nothing about the foundation they sit upon, not the construction, not the passion, and definitely not the history below their high chair. We live in a world run by capital, if the project's result is not sufficient in the expectations of the numbers given, then the funding can and will be moved to where they believe they will make more. we truly do need creators of such mediums to unionize, it is coming to a point where the industry is growing too high for the weak foundation to hold, and soon it will come crumbling down from all the piled up consequences of their own actions. Hopefully, the industry built on fun and curiosity, can some day return to being passionate and good. But until then, let's have fun living for today. This was quite the dance number you made, so many twists and shuffles that it could almost be hard to keep up, if you weren't so good at taking the lead and attention. Thank you for the wonderful video as always Sheri! Hope you have a wonderful day.
Amazing video. This is your best work yet.
Really entertainingly written video that you can tell was written with passion. Kept me interested throughout, great stuff.
YAY NEW VID!!
I wonder if hell mentioned the dev chests in Borderlands that rewarded his behavior.
video starts off way too strong, you gotta ease the viewer in for at least a second, you can't just hit me with immediate dialogue
Eh