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Jatopian
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q335r49 wrote:
The 'translation' of story into room form, this kind of architecture, kind of completely wipes out the story. What a wonderful machine! You know, a closer, perhaps less 'romantic' consideration of architecture is needed.
I see someone is unfamiliar with scripting.

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05-21-2007 at 06:19 PM
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AlefBet
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Briareos wrote:
But... but... "The Princess Bride" already exists...

And sadly Andre The Giant isn't around anymore to reprise his role as Beethro for a sequel. :(
Ah, yes. Fezzik, who taught us the important DROD philosophy and rule of thumb that you use different moves when you're fighting half a dozen monsters, than when you only have to be worried about one. Anybody want a peanut?

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05-21-2007 at 06:49 PM
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ErikH2000
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q335r49 wrote:
The 'translation' of story into room form, this kind of architecture, kind of completely wipes out the story.
Why do you say the story is wiped out? I think a story-driven room design is often preserved. If I understand you right, you're very interested in the technical parts of DROD being demonstrated in the room, but my point is that this isn't sufficient.

Take technical demonstration to its logical extreme and the whole game is one big tutorial, perhaps with each room showing one truth about the DROD physics--a "theorem", I suppose. Also, each room wouldn't be devised in any way to make discovery of a truth difficult or entertaining. The room would merely be completed as soon as the truth were demonstrated. I.e. Room #2983 demonstrates that when two roaches are on opposite sides of Beethro with his sword facing north, two backswipes in succession are necessary. Demonstrate this by killing the two roaches and then proceed to room #2984 where a variation on the same situation is explored, perhaps rotating the configuration 90 degrees to prove that the same truth holds in this case as well. To make the logical extreme sufficiently extreme, you could even add a little scroll at the beginning of each room that described the theorem and gave the player instructions on how to enact the demonstration.

So that would be the pure technical version of DROD, which could be called "artless". It's lacking the puzzle story. The puzzle story isn't concerned about demonstrating truth. The puzzle story is the experience that the architect wants the player to have, which may include discovering technical truth, but should also try to evoke drama.

The case you make that the story is wiped out might be based on the limited palette of drama available to the architect in the depiction. If you are thinking sobs and cheers, then sure, we fall short of that kind of drama. Even to use the word "emotion" seems incorrect for what is possible to evoke with little tiny figures walking around a 38x32 overhead grid. But there are different kinds of states you go through while you are thinking about Beethro's position in a room:

* sudden fear (Ack! Five slayers just came in.)
* mounting fear (Maybe the roach queen output is too much for me.)
* aesthetic appreciation (Lovely symmetrical gel shapes!)
* bewilderment (How could it even be possible to get a mimic over there?)
* smug satisfaction (With the mirrors pushed just so, there is no way I can be touched!)
* tricked (I didn't need the speed potion. It was a red herring!)
* action (Ah! Sweet carnage. Let the 2x2 giblets fly.)
* calm after the storm (Too much carnage. I am weary.)
* eureka! (the best DRODly emotion)

Even in the context of solving puzzles with a game that is poorly suited to evoke coarse emotions, there is still a lot of intellectual drama to be had. Sometimes, the technical aspects are brought out accidentally while the architect is trying to enact his puzzle story. Sometimes, the dramatic aspects are accidentally added while the architect is fiddling with a technical demonstration.

-Erik

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05-22-2007 at 03:04 AM
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Jatopian
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You forgot a few in that list, Erik. Most notably frustration. :P

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05-22-2007 at 04:51 AM
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NiroZ
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Not to mention the contented relief that occurs after solving a particularly hard level/hold.
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05-22-2007 at 05:00 AM
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Beef Row
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q335r49 wrote:
If we were to consider the analog with writing. Most writers would say that writers write novels about 'experience'. But, after being an 'architect' in DROD, I would say: writing might START with a story, but the story actually disappears. It's actually dealing with technical components of language (I'm not sure what the precise analogy would be here). And, no matter how hard you try, you are still somehow stuck inside these technical aspects. You can't write your story without them, but you can't write your story with them, either, since the technical aspects always tend to express something else... maybe just pure mechanical pleasure...

A slight digression here, since you're in comparative lit. Have you read Nabokov (I'm sure you probably have) or Samuel R. Delany (a bit less likely)? Both of them tend toward this actually occuring, the story being swallowed up within the language, or an analysis of the language used to compose the story itself. Sometimes the writing becomes a parallel to the story it is telling, sometimes the author's voice intrudes.

It's a fascinating style of writing, but not a very common one. I'm not sure you really can find the equivalent in DROD, where you begin with a story, and it was somewhere along the line swallowed up by the merely technical. There are of course holds which are far more technical than they are story. But I think if telling a story is your intent, there should be little fear that the technical details overwhelm it.

The technical details are your tools of expression, along with passages of prose, custom art, scripts to allow story telling behaviors, audio clips. DROD actually gives you MANY means to express a story.

The architecture itself can be the first expression, it evokes setting and atmosphere, it provides a place. it also allows for the 'enviormental storytelling' Erik already described.

Then you have some choices for additional detail: you can tell your story in small chunks, like an episodic novel, using scrolls, and level entrances and exits. This is closer to a traditional short story. Or could be a mix of written and visual poetry (like the Seasons hold).

Or you can make the story unfold around the player, more like a movie or a play, as was the main method in TCB, and many other holds. Use scripting, active characters, background events, etc, and reveal to the player, the story that they are in.

Where neither of these serves, you can use custom audio, custom art, and changing of the player's role, to express whatever you need to express.

I think it would truly be hard to create a DROD hold which begins from a story but turns into a series of digressions on the nature of DROD, or of architecture, in the same way that writers have done with language. So I guess I don't find your analogy very compelling, since I think it finds a stronger truth in writing than it ever does in DROD.

This isn't at all to ignore the wonderful holds that really are focused strictly on the technical, but I don't buy the idea that DROD has any special imperative that strips away the story leaving you with a bare series of technical exercizes, where once there was a tale to be told.

To see how much evocative potential DROD is starting to contain(in large part because of the same sort of lighting effects and so forth you bemoan the presence of in other games), try the not yet finished hold available here: Memories.

It may show you that these 'flashy' techniques are not there as a gimmick alone, but in many cases can be used to evoke emotion, atmosphere, feeling, and experience. The trick is they need to be combined with actual content, since you don't get by on having the outward manifestations of an emotion, with no inward feeling or reason behind it. Many games fail at this. But this isn't a reason to bash the technique itself, the problem is in seeking to use technique alone, instead of using it to further a story or an insight or a message.

Don't blame any technique, blame the person who felt the technique excused them from developing content. In literature, if someone wrote a boring and trivial work that used alliteration heavily, who would wonder whether alliteration always automatically only occured in worthless weak works?

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05-22-2007 at 05:19 AM
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Mattcrampy
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Beef Row wrote:
In literature, if someone wrote a boring and trivial work that used alliteration heavily, who would wonder whether alliteration always automatically only occured in worthless weak works?

I wouldn't worry what weird wonders word wizards worry themselves with.

(I couldn't resist.)

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05-22-2007 at 06:09 AM
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Banjooie
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Are we seriously using my hold as an example of DROD storytelling

that's awesome
05-22-2007 at 08:48 PM
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zombieP
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No offense, but when I was in school we used to call this kind of discussion 'owl sh*t'. Not to take away from what You feel about how the game design effects You. I just think that in the real world the architects are motivated primarily by the 'fun' factor. As in: Is it fun to play? Does it lead up to something that's fun to play? I read all of the posts in this thread and found them interesting. Then I flashed back to my year of dissecting every little thing that could possibly be a symbol in 'Lord of the Flies' because my high school teacher followed the same logic with that book. In this case none of us here are hostage to anything being said and I respect you for putting your thoughts out there. Even owl sh*t is interesting sometimes...
05-23-2007 at 05:03 AM
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Mattcrampy
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I would contend that it's possible for artists (and architects) to evoke an effect without knowing how they managed it. I do this all the time in my writing, subconsciously, and while certainly examining it finds things that aren't really there there's also a bunch of stuff that's done subconsciously, but is still a valid interpretation. The flipside here is that I also think it's possible for architects to evoke effects they never intended - I think the first level of JtRH is a good example in this regard. In most rooms you only have to deal with a couple of roaches at a time, maximum, and then it springs absolute hordes of roaches at you with no warning, so you have to deal with three roaches on your flank.

I think it's useful to go into this stuff because it helps level designers use more than their intuition in building levels to get exactly the right balance for what sort of fun they want to achieve.

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05-23-2007 at 05:35 AM
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q335r49
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A very suprising aspect of this dialogue is that the proponents of 'emotion' or 'aesthetics' have used the most concrete analysis (considering particular rooms, particular elements, the correspondence between particular situations and emotions -- such as Erik's 'intellectual aesthetics') whereas I, as the proponent of 'technicity', have been the most vague -- kind of refusing to consider any particular room.

Why is it that the consideration of the emotional leads to a close technical analysis?

From my position, its always easier to argue against the concrete assertions of others than to establish my own concepts. So, negatively, I want to argue against the possibility and assumptions involved in the 'close reading' of particular rooms, the technical details of room design, emotional evokation, and so on (What I will call 'aesthetics' or 'pragmaticism' (let the room be fun)) And positively, I want to argue, as concretely as possible, for a kind of holistic 'image' that DROD presents.

Negatively -- Against Aesthetics
Most people think that an evocation of 'world history' leads to a kind of nihilism. I.e., here we are on the eve of the apocalypse, knowing that there are 6 billion people in the world and 2 billion years of life -- what can we as individuals do, except enjoy ourselves -- have fun, play video games? (This is the 'Japanese' interpretation of immensity, the quantitatively immense -- and I think their obsession with video games is no accident)
But there is an alternative line of reasoning from world history: that which we consider 'fun' and 'immediate' is in fact the most illusory -- sensation -- and the discipline of sensation, or aesthetics -- is the most illusory:
Any truely close analysis of any 'concrete' emotional moment -- in light of global history -- will reveal this. For example, just to take one of Erik's examples:

calm after the storm (Too much carnage. I am weary.)

What is involved in this feeling of 'calm after the storm'? We already eliminated the possibility of the conventional emotions, like from Hollywood. Erik now raises the possibility of 'intellectual aesthetics'.
(1) Localizability: That which I feel cannot be even localized, much less identified and catalogued. I have just finished pressing a series of keys of the keyboard, which, considering this is like my 40th hour playing this game, is a set of trained reactions to monsters on the screen. Thus, this moment contains some enormous stash of memories and responses from the previous 40 hours ... and in fact, even further back, to when I first began to program myself to respond to patterns on the screen. And perhaps even further back, to when animals first began responding to predators and prey, or the melinnia of programming that my particular race has been subject to.
I see a figure on the screen -- but does this figure represent anything? If this figure has just finished a grueling ordeal -- does it mean that I in fact feel weariness? But what does it mean to feel weariness? Perhaps, in the back of my mind, I also know that I can die and start over. Perhaps what is actually hanging over my head is perhaps not precisely a sense of weariness, but perhaps an unwillingness to start over?

I'm being longwinded on purpose... but the point is that 'emotions' are not localizable, and probably a lot less genuine than people assume. And what people call 'fun' in video games is judgement made afterwards regarding the memory of this game -- and this memory may have very little to do with the emotions felt while playing it. Perhaps really based on some notion of what games should and should not be -- perhaps a merely conventional utterance.

In any case, the consideration of aesthetics in a global history does not lead, in this case, to nihilism, but to the recognition of the role of memory and teh un-localizability of the aesthetic event. From this point on -- can we be pragmatic at all? Can we say that any game element 'causes' anything else?

Positively
The above arguments merely divert the consideration away from aesthetics, as it is traditionally conceived, by raising an insurmountable barrier of complexities and memories, by pointing out the difference between 'weariness' in a game and in other mediums, and so on.

It seems that this line of thinking is extremely unproductive -- and thus, people resort to 'statistics' and 'pragmaticism'. A good game is what 90% agree on. But relying on the masses is always, it seems, a bad idea -- and kind of a despair of arriving at the true nature of things. Since that which a straw poll measures is the preconditioned and conventional responses of people used to shallow thinking -- and it would be quite easy to break down any information gathered in such a way.

But my arguments have been merely negative. What am I saying in a positive sense -- i.e. what are we to do? Some things I've been thinking about

The Image of the World
What can we do, if truth does not spring up, spontaneously, from the world, in the form of aesthtic truth (feelings), if we learn finally to distrust our emotions? Then the emotions still remain, but they no longer point to anything obvious, they become like an unlocalized haze spread out over time.

In this state, our feelings and the most immediate truths are of little use to us. We catch a glimpse of the image of humanity in the world, where each of his actions and feelings are a result of an enormous history, not only of biology, genetics, but also of technology (books, movies, video games, tv, etc.). That which is most immediate, his feelings, his perceptions, are determined by an army of dark (that is, inperceivable) forces.

We abandon, then, these psychological necessities to think the realm of conscious decision. What is determinative in this case is memory and the image. That is, while technology and the world changes in drastic ways all around us, while we may fight in wars, play games, and undergo unimaginable or exotic psychological stimuli, there is no immediacy between our surroundings and our actions. Everything must pass through memory -- we still make decisions based entirely on memory. (Thus, 'reflexivity', hammer on the knee, is not an adequate psychological model) However, memory itself has not remained stagnant, but has changed not only in content but also in form based on the images offered to it by technology. (This is perhaps the moment to think about 'video game culture', and the images of reality provided by media and memory in shaping this culture, e.g. Japan)

Basically, what I'm saying is, instead of Technology causes The World/Social Structure/etc. I am saying Technology causes The Image CAUSES Social Structure, Behavior, and so forth. Thus, the primary task of analysis will be on the image of the world -- we must think this way if we are to make room for human consciousness.

DROD

What is the image of DROD? DROD provides almost a complete vocabulary for thinking this conundrum we are in -- delver, architect, monster, mothingness, etc.. DROD is both a force of technological programming as well as a thinking of these forces, and the two roles are really entirely inseparable. The paradox is that the image is BOTH a force in the world (Technology --> Image --> Action) as well as the possibility of analysis -- in thinking about the image of the world, we are also intervening in the dark forces of the world. I'm really interested in the idea of the automated monster. During gameplay, these monsters must be manipulated into traps, one must master these monsters. But DROD is constantly referring to these monsters, their production and manufacture in the vats, etc. There is also the moment when the monster is frozen in the allegories and the images on the screen...


This is already too long, and I need to think about this some more, but I wanted to put something out there. :?
05-23-2007 at 07:34 AM
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BDR
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One thing I think is interesting about DROD, and what seems to apply to all puzzle games, is that I have three basic reactions to a room: as soon as I see it, I know I can solve it (but how long it will take and the specifics of the solution is a minor mystery); when I see it, I miss something crucial and concoct a picture of what the solution should be minus the necessary information, making it impossible for me to progress until I either realize what I've missed or find out from others what I've missed; or when I see it, I don't know whether I can solve it or not and mess around with it before either giving up and seeking help or coming to get how and why it works and solving it.

The first type is a lot like your average Sudoku/Kakuro/etc. puzzle; if you know the rules, and you are able to apply them properly, there's nothing to stop you from solving the puzzle eventually. With most puzzle games, all individual specimens within each type of game eventually fall into this category. I think the dissatisfaction expressed by some people here about Sudoku and its family of number games comes chiefly from the fact that DROD as a puzzle generator has such a vast amount of freedom that there is nearly an unimaginable set of rules defining possible solutions, strategies, and movement, and that this freedom grows every time a new element or mechanic is added; making it simply impossible for anyone to grasp the full set of rules and thus impossible for anyone to run into a lack of the second or third type of puzzle within DROD. Sudoku by comparison is so well-defined (and indeed, by its popularity resistant to change) that it is very possible for a person to end up unable to find a single puzzle that can really stump them (it may take the person a while, but the numbers will eventually fall into place and the rules will make everything add up). DROD is deterministic, but the vast set of rules that define the set of possibility ensures that the key effect of determinism, that of being able to map out every single facet and possibility, is made nearly null and void (much like how I imagine our universe is, though there are people still trying to map it all anyway!), or at best a long and arduous task that not too many people would want to try. The basic gist of this is that with Sudoku, you can after playing with it awhile come to find that nothing really stumps you anymore and you have literally nothing left to learn about it, whereas with DROD there is always something new to learn about the way it works (though as mentioned, not in every room. ;))

[Last edited by BDR at 05-23-2007 08:11 AM]
05-23-2007 at 08:09 AM
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zombieP
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q335r49 wrote:
What is the image of DROD? DROD provides almost a complete vocabulary for thinking this conundrum we are in -- delver, architect, monster, mothingness, etc.. DROD is both a force of technological programming as well as a thinking of these forces, and the two roles are really entirely inseparable. The paradox is that the image is BOTH a force in the world (Technology --> Image --> Action) as well as the possibility of analysis -- in thinking about the image of the world, we are also intervening in the dark forces of the world.

But could not the same be said about the Mona Lisa? Or the McDonald's sign down the street? It's all in the iterpretation.
It's up to the individual to interpret other meaning for themselves if it's beyond the scope of what the author intended to convey. Just because you can find additional meaning in a work does not necessarily mean it is better. It just means it speaks to you as an individual. If an author/designer/architect can invoke this feeling in a large number of people then more power to him. More than likely though, he writes what he feels naturally and it's either lauded or ignored.

[Last edited by zombieP at 05-23-2007 08:33 AM : sic]
05-23-2007 at 08:13 AM
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q335r49
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There's some confusion regarding some fundamental terms, namely, 'philosophy'. So let me define the term.

The Impasse of Pop-Criticism

Both 'individualism' and 'determinism' are naive when it comes to evaluating works of the intellect, individualism fails to take into account the enormous history, traditions, and conventionalities that determine any 'response' or 'creative act', determinism cannot think the intellect at all, viewing every act as mere repetition, 'culture', conventions, 'biology', etc.

The concept of 'philosophy' thinks past the impasse of individualism and determinism in this way:

Every human work is derived from a philosophy of the world.

Philosophical Criticism

Thus, the philosophic interpretation of works of art. 'Philosophy' understood in this sense refers to both conscious acts and automatic acts of memory, to reading and writing, to all activities (hammering, the way somebody walks, writing, designing, speaking, thinking, etc.). The idea is not unfamiliar, related to the concept of a 'world-view'. (Almost) Every human act holds the secret of its philosophy which awaits interpretation, from words written down to clay pots to Toyotas -- with some exceptions, e.g. vomiting, sneezing, etc.

Recall that the concept of 'philosophy' is thought in order to overcome the impasse of 'individualism/determinism'. The individual confronts the world with a philosophy of the world, which is also determined by the world in a certain way. Philosophy is the juncture between man and the world, and the only possibility of agency (Of course, acts of randomness, like yelling out 'cheese!' in a crowded subway, in fact reflect a very limited philosophy of the world -- thus the shallowness of teenagers, 'rebels', hippies, etc.. This is why we must consider philosophy rather than 'acts' as the only possibility of freedom).

It's necessary at this point to consider 'philosophy' in the most concrete manner possible: what is philosophy?

Example: A Critique of the Toyota Camry

Philosophy is not an automatic response or an 'emotion'. Instead, it is a response to the image of myself in the world as it appears. Every philosophy is therefore also a moral philosophy, to some extent, i.e., every philosophy is a thinking of the world, and an act in the world. E.g. -- the Toyota Camary: seems to express the possibility of harnessing advanced of technology for human ends. The designer of the Toyota certainly wanted to dazzle the eye, but he also expresses something about what ownership can be -- that it's important to have a car that runs smoothly, that is an AESTHETIC SENSORIA. Thus, the intimate relationship of consumerism, drug use, sensation, and aesthetics. Both a historical philosophy ("Always moving forward" -- technological advancement) and a moral philosophy (It's enough for you to enjoy yourself- -- the world will get better on its own).

The consideration of the Toyota Camary reveals several important things about what philosophy is. It is a response to broader currents in world history ('consumerism', aestheticism, etc.) It is also a thinking of these forces -- in this case, the Camary is meant to be an 'instantiation', perhaps, of an aesthetic cavern. The car envelops the driver in sensation (smoothness, excitement, speed, and so on).

We will not say whether the designer knew these big words we are using: consummerism, aesthetics, sensoria, etc. It's not that important. Nor do we care whether the response to these broader currents is conscious or non-conscious, to what extent they had world history in mind. There is nothing 'concrete' about this analysis -- we won't say: Designer Tom was thinking this at this time. But the car itself is a response to world history and a thinking of world history, of technology, of morality, and so on.

All this requires a great deal more thinking. How can we say that the Camary is a 'response' to consumerism -- how does the latter cause the former? Remember, we are thinking about the design of the car rather than the 'cause' from blueprint, components, suppliers, businessmen, etc. to completed car. How does a world-picture cause the appearance of the car? Not by any physical means, but by means of a 'dialogue' -- the car responds to the world-picture, somehow, to the world as it appears. The very thinking that the car represents is a response to the image of the world as it appears. To what is the car talking to?
05-24-2007 at 09:43 AM
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Banjooie
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someone is going to condense this thread into a few sentences because holy crap
05-24-2007 at 11:18 AM
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Okay Banjooie: Here's the summary (note, for Banjooie only).

Q: "If I tell you exactly what your phillosophy sheep you have in your flock, will you give me one?"
E: "sure"
Q: "I can tell you what your philosophy is, but the journey to reach those the answers is more interesting. No, I'm not saying I don't know."
E: "Well, this sure is interesting. Have this."

E: "If I can tell you exactly what your business is, will you give me back my baby?"
Q: "OK, why not."
E: "Clearly, you are a consultant. You turned up here although nobody called you. You want to get paid for an answer I already knew was correct three years ago, but has been changed since, to a question I never asked, and you don't know crap about my business...... Now give me back my dog."


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05-24-2007 at 11:57 AM
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q335r49
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Aaa, we're all used to naysayers :)-- I take these comments lightheartedly. Personally ... I use this thread to kick-start my thinking for the day, but I'll stop if I sense that people have lost interest.

Of course -- as pointed out above -- the point isn't to find answers but to finally ask the right question. It's like, I can't ask 'Is God male or female?' in the same way that I can't ask 'What is the effect of DROD -- what do I feel when playing it?'. This is the meaning of the term 'rat-race', and why philosophers are ascetics -- because most people in the world seems to be asking the wrong questions, to be pursuing illusory goals.

The question is always: What is the nature of my experience? But genuine reflection is never an easy task, never as simple as introspection or 'aesthetics' or 'emotions'. So, as thinkers, we must look to the objects of the world for their hidden history and their hidden meaning. Like, my favorite example:

Q: Why can I open a locked door with a credit card?
A: Well, because the part that comes out is at an angle, so that when you slam the door it won't damage the frame, like a deadbolt would.
Q: So why don't they make doors open the other way, so the flat side faces out?
A: Because people like opening their door inwards.
Q: Why do they like that?
A: Because they don't want people barricading their doors, because its easier to barricade a door that opens out than opens in. Plus, it's easier to barricade a door on the inside... etc. etc.

So, the philosophy of a doorknob seems, at least, to reveal various tradeoffs we make in security: we would rather risk somebody else being able to come in than ourselves being unable to escape? Do we want the feeling of being ablt to 'ramp up security' when the going gets rough? The suprising thing is that examination of the door will tell us more about ourselves than any 'introspection' could ever hope. Thus, the strange practice of looking at objects in the world to tell us more about ourselves. And there is always the possibility that we may be 'dumber than doorknobs', that the design of the doorknob may be a more profound statement of the human condition than we ourselves, with our fancy degrees and our book-learning -- and of course our rhetorical flourishes :blush -- could ever hope to be.

DROD

DROD is really a very fascinating 'game'. We are not, of course, interested in DROD 'saving lives' or anything, and helping people find god (the false hope of all pursuers of the easy fix, of drugs, of consumer goods, of Hollywood, religion, politics, etc.) But we look to the entirety of DROD in the same way we see a doorknob, in order to understand the hidden significance. And our task is really very humble one -- to understand the thinking behind DROD as a whole.

By 'humble', I mean this: the suprising thing to notice here is that we aren't concerned with how DROD affects the world (does it help me get better grades?), or how DROD is a product of its times or any kind of lame psychology (is DROD 'influenced by Erik's medieval fantasies'?), but rather with the 'thinking' or the 'philosophy' of DROD, like the way that a doorknob thinks. There is no assertion of cause and affect with the 'world' here.

I mean, to start off, DROD is not only a game but also a game designer (architecture) and a community (this forum). There are obviously many possibilities of viewing DROD as thinking the nature of sociality and the internet and so on. The core of this community something suprisingly non-material and non-experiential -- this is certainly not AA or Religion: the practice of 'architecture', which is kind of an experimental technique of discovering the nature of 'interesting gameplay', itself an attempt to mine the depths of some kind of intellectual experience.

DROD and The Calm after the storm

But I don't want to get waylayed here: the most important aspect of DROD seems to be it's thinking of 'gameplay' itself and not anything about community, sociality, etc. I'm sure I've made plenty of errors, and plenty of wild assertions :cool, so I might've been a bit too dismissive of Erik's intellectual aesthetics. It's undeniable that the story expresses these things: 'the calm after the storm', for example. We can't say that 'the calm after the storm' is a 'feeling' WE HAVE, but we can say that it is SOMETHING expressed, or thought by the story itself.

All we can say about this SOMETHING is that it is an arrangement of symbols on the screen. In the grammar of DROD, it is possible design a room that expresses the 'calm after the storm'. In fact, it is possible to design rooms that, when carefully interpreted seem to express a variety of 'emotions', but we can only say that these 'situations' are LOGICAL, and not experiential. Within the logic of the game, the calm after the storm is expressed.

There is no effort, in DROD, to tie these expressions into a coherent story -- at least, not in TCB. Each room seems to say plenty of things. But everything a room says is ultimately linked to a mechanical configuration. That which is present, is the arrangement of the monsters, and that which they express is 'the calm'. DROD is therefore a 'transparent' aesthetics: it attempts to say SOMETHING about how 'the calm' is generated.

Architecture is certainly not the attempt to mine mathematical truths, but rather a thinking of gameplay. It is a practice that is tied to the generation of these logical situations, such as 'the calm'. All in all, the practice of architecture, of mining (perhaps similar to 'delving') expresses a great deal about the nature of 'gameplay' -- and it's something that is not too romantic...


So, again, just to put some thoughts out there...

[Last edited by q335r49 at 05-24-2007 10:20 PM]
05-24-2007 at 10:18 PM
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Rabscuttle
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Banjooie wrote:
someone is going to condense this thread into a few sentences because holy crap

I want the thread condensed into a hold.

Actually, if the whole thing can be expressed in the form of hitting a door, that would be even better.

[Last edited by Rabscuttle at 05-25-2007 12:05 AM]
05-24-2007 at 11:56 PM
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Yellow_Mage
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I'm going to be honest and say I didn't read this topic properly the first time. That's what happens when you look at something with preconcieved ideas... Probably Zex said what I feel the most.

Art can be truth. Art can be lies, but often in practice it can't turn out that way. You can hide the truth, as with Tar, you can cover things which you don't want to be found but do get found, as one who made it would hope that secret would be uncovered. With my dealing with art is different forms, art is merely an expression. The closest smilie I can find to art is "opinion". It can be whatever you want it to mean, with this case inherently the meaning applies to architects, and to Erik.

I discussed artistic games on another board, and the best way I could sum it up;


"Purely on the basis that the developers are trying to express their interpretation of a game they have in mind from concept design into an actual game is art itself."

Erik's intentions were clear what he wanted to do, and it's clear that initially the game is based around its mechanics, elements and puzzles, and story was not priority. I think is more interesting that you can take the philosphical core of DROD and it be reconstituted at the whim of the architect.

I was going to say before I read it again, DROD is math, not because of structure but because it is logical. Metaphorically DROD is full of numbers, and the room has a numeral equation, but you just have to put in the right functions in order to get the right number, and of course there is more than one way of doing that.

DROD being art is mainly down to Erik.


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05-25-2007 at 01:15 AM
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mrimer
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A smattering of ideas/responses:

* It's interesting for me to consider that the emotions I feel now when playing a game derive from my past memories of playing games, and not simply from the current experience.

* There an important link here, q335r49, that may further your line of thought: emotion is based on personal belief (i.e. perception of values). I feel one way (i.e. experience certain emotions, such as anger) about a certain event, but if I were to have different beliefs, then my emotional response would have been different (e.g. joy).

Open questions: is the act of experiencing emotion solely by virtue of having beliefs? Does a person without beliefs (e.g. a fetus) not feel any emotion? Does the acquisition of beliefs cause one to start feeling emotion?

* Your observation regarding past memory influencing current emotional response to a game gives justification to game reviewers who rate newer games lower than older games based on (for instance) "this just isn't what a gamer would expect from a next-gen game". Some players question rating based on such criteria, responding, "But this game is still better than games that came out five years ago, so why give this one a lower score?" From your discussion, perhaps the reviewer is justified because collective experience changes our belief of what the "new" should be, and we do judge it based on our personal and collective memories of how a new game plays in comparison to our memories of how the old game played for us at the time, when it was new.

* Since retro is the "new" old, we tend to judge retro games not from our pool of memories regarding next-gen games, but from our memories regarding older games. (Consider DROD?)

[Last edited by mrimer at 06-03-2007 04:55 PM]
06-03-2007 at 04:51 PM
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