« David Fullerton, 1953-2007 | Main | Warren Spector on Siggraph and The Night Journey »

LA Times story on the intermediate class playtests

Alumnus Patrick Day was interested in the playtesting sessions for the intermediate game class and came by to check them out. He wound up writing an article for New Media section of the LA Times on them.

Some quotes from the article: "If Lucas' path from his grainy student film "Electronic Labyrinth" to his first feature film, "THX 1138," was the model for generations of film students, then the new model could be seen in the success of a game called 'flOw..."

In the conclusion of the article, Day notes, "While the gaming industry is currently intent on aping and besting the Hollywood blockbuster model with action and effects heavy games like "Halo 3," the next generation of gamers is looking to evolve the medium to the next step between technology and art."

More at the LA Times site.

Comments

This is an excellent article, one of the most thoughtful I've read on the academic pursuit of video game literacy to date! Definitely one for the scrapbook, and congratulations!

Nice article.

Maybe it all began with Pac-Man and the need to exercise the intellect in order to create a great game. It's wasn't just about technical achievements, it was about making a game which could also be relished by other sensibilities, namely women’s. Nishikado's Space Invaders was a great success and a major triumph in videogame designing, but Toru Iwatani's masterwork was deliberately created for humankind. It was the first time that a game was mainly based on a basic and universal action: to eat. Not shooting, not driving, not playing sports. Chase pellets and elude your inner fears in the form of cute coloured ghosts.

flOw, curiously, is much like the new century's chill out version Pac-Man, with high-def graphics and a staggering ambience. But the very instinct of survival - eat or be eaten - is common to all people who play it.

I couldn't agree more with Tracy Fullerton; show me the game and I'll tell you of the erudition of its creators. The public for video games has become too disperse, too… large, perhaps. Like all the mass-media, it is driven by sales and public feedback, not the pursuit of a higher object of art. It is so simple to forget about their artistic potential when designing them. And that makes all these attempts to intellectualize videogames quite rare and precious. We, who love art in its plurality, should feel grateful for these games and endorse them.

Nice article.

Maybe it all began with Pac-Man and the need to exercise the intellect in order to create a great game. It's wasn't just about technical achievements, it was about making a game which could also be relished by other sensibilities, namely women’s. Nishikado's Space Invaders was a great success and a major triumph in videogame designing, but Toru Iwatani's masterwork was deliberately created for humankind. It was the first time that a game was mainly based on a basic and universal action: to eat. Not shooting, not driving, not playing sports. Chase pellets and elude your inner fears in the form of cute coloured ghosts.

flOw, curiously, is much like the new century's chill out version Pac-Man, with high-def graphics and a staggering ambience. But the very instinct of survival - eat or be eaten - is common to all people who play it.

I couldn't agree more with Tracy Fullerton; show me the game and I'll tell you of the erudition of its creators. The public for video games has become too disperse, too… large, perhaps. Like all the mass-media, it is driven by sales and public feedback, not the pursuit of a higher object of art. It is so simple to forget about their artistic potential when designing them. And that makes all these attempts to intellectualize videogames quite rare and precious. We, who love art in its plurality, should feel grateful for these games and endorse them.

Post a comment