JOSHUA WIRTANEN
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I write about games. A lot. Find my work at Cheat Code Central, Indie Game Mag, and Multiplayer Hub. I also write science fiction. And I bet I've read more books than you.
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FEATURED POST
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With Dragon Age II impending, the video game world has been tossing around the phrase “framed narrative” quite a bit in reference to the game’s plot structure. So what exactly is it?
Wednesday, December 29, 2010 | Comments (0)
POST BY THIS AUTHOR (1)
COMMENTS BY THIS AUTHOR (9)
"I am getting close to scoring a degree in literature myself. As an avid gamer and a lover of Victorian lit, this post made my day.

 

And great micro-analysis of War of the Worlds. I haven't read that one myself yet, but it's pretty high up on my to-read list."

Tuesday, March 01, 2011
"I'm actually looking forward to Radiant Historia, coming out in Feb for the DS. Crazy time-travel RPG!"
Saturday, January 01, 2011
"Great piece! Crazy timing too, because I am currently working on two analyses of BioShock: one dealing with Atlus Shrugged, and the other exploring the religious/Christian symbolism. Now I think I'll hold off for a week or two before I post them :)

But I definitely think that, philisophically and theologically, BioShock makes some incredibly interesting and thought-provoking points/claims/statements that are worth looking into. It's a fantastic example of the video game as art."

Saturday, January 01, 2011
"You are bored by Half-Life 1 or 2? Because they are incredibly different experiences. I was determined to finish HL1 for the sake of completing it, but I never actually did. I got pretty darn close (well, it seemed like it anyway) to the end but I just couldn't bring myself to keep playing. For this reason, I avoided HL2 like the plague for a while. When I eventually did play through it, I found myself plaeasantly surprised by how great it was compared to the first one. It has so much more depth and a more interesting story.

The intro to HL1 was ridiculously long, but to this day I still admire the the developers for taking such a huge risk in presenting the HL world via the infamous elevator ride."

Saturday, January 01, 2011
"Absolutely. Perhaps I spoke a little too strongly. It seems to me that Matt's point is that interaction in a video game should start ASAP.

I think the hatred for cutscenes comes not from the fact that they are the "wrong" way to open a game, but that they are overused, when, as games like HL2 and Portal prove, they aren't always necessary.

But Valve has a very interesting method of storytelling unique to them. Instead of using cutscenes, they use environment elements: graphitti, GLaDOS's constant chatter, a news report on a TV screen, etc. This is a brilliant way to set up a story in a game, and for games like Portal, HL2, and L4D it's the "right" way to tell the story. But in other games it's not always a good fit. If every game on the market used this method, games would start feeling stale, and the "environental element story type" would be the thing we'd be complaining about instead of cutscenes.

Games need to carve their own niche into the market, and bringing new types of storytelling to the table is just one of the ways to keep things fresh."

Friday, December 31, 2010
"The difference between a cutscene and "being locked in a corridor" is that in a cutscene, the player loses complete control. Sure, in a corridor like the one in Half-Life 2, the player is not controlling much more than the camera, but it's the being forced to let go of that control that is jarring for players. It kills the immersion.

Consider the intro to Portal, where you are locked in a room until GLaDOS finishes her speech. You are STILL able to control the character and interact with elements in that tiny room. You can try to flush the clipboard down the toilet and smash the coffee mug against the wall, for example. Sure, it's limited, but it gives you something interesting to do while the intro is running its course. And don't forget that HL2 lets you throw things at the guards, if you want to risk an early death.

It is this interaction that differentiates video games from film.

Here are some examples that have nothing to do with story but everything to do with interaction: New Super Mario Bros. Wii allows players to break bricks during the end credits. Super Smash Bros. Brawl allows you to shoot at the figurines you have earned as the credits roll. Players are much more likely to sit through the credits of these two games than they are in other games when the credits are merely blocks of scrolling white text against a black background."

Friday, December 31, 2010
"I used to try to 100% all the games I enjoyed. Of course, real life began to get in the way.

I am proud to admit, though, that I did 100% Twilight Princess."

Friday, December 31, 2010
"I am curious to hear (read) your thoughts on the Half-Life opening (Half-Life 1). It was an incredibly lengthy decent into the heart of  the Black Mesa lab facility. It was wildly intriguing, yet at the same time could be incredibly boring. While it certainly is a contributing factor in why I never replayed that game, it is one of the most memorable game openings I've ever experienced.

Half-Life 2 attempts a similar technique, although they give players a lot more control. But what players don't get is a weapon of any sort. (Although it is quite fun to hurl garbage at the Combine soldiers, prompting them to chase you.) In fact, the first time through, I was surprised at how far into the game you get before you actually get a weapon, and when you finally get one it's the meager crowbar. Yet Half-Life 2's intro is one of the most brilliant in a video game. Ever.

In fact, Half-Life 2 is great at giving players story elements without resorting to the dreaded cutscene. Yes, there are a few cutscenes, but most of the plot comes from character interactions, or video footage you see as you pass by a television set conveniently left on, or by peering out a window and seeing some important event playing out in the street.

HL2 proves that a video game can tell an incredible story without resorting to cutscenes or huge blocks of text. I think more games should follow its lead."

Friday, December 31, 2010
"Sonic 4 was actually really good (despite the claims of all the naysayers.) The "something missing" may have been the fact that it's just episode 1 of a 3+ part game. The first piece re-introduces the classic gameplay style that we've been missing since the 1990s, and brings back some of the environments from the good old days. Now, Episode 2 needs to bring us some new environments we haven't seen before, as well as some of the familiar characters from the classic Sonic games. (Tails and Knuckles, for sure. Maybe even Amy Rose, for Sonic CD fans.)

I do understand the complaint about the homing attack. "How dare they ADD to classic Sonic gameplay!!!" But you need to consider the fact that Sonic 2 added the spin dash, and Sonic 3 added the various types of shields. Sonic and Knuckles added Knuckles as a playable character (and playable in 2 and 3 if you connected the games.) I personally think the homing attack added some interesting new gameplay, but I also think situations that required it were a bit overused in Sonic 4.1."

Wednesday, December 29, 2010