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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Carpentry, film criticism and game design  (Read 946 times)
Jared A. Sorensen
Member

Posts: 1463

Darksided


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« on: June 24, 2001, 07:11:00 PM »

Hi!

It's nice to see that the FAQ is up and people are talking...but well, there seems to be three types of people when it comes to this model.  There are those who buy into it, those who don't and those who want to argue about it.

Get it?  Three types of people...

Now, I'm not dismissing anything, nor am I dismissing anyone's opinion (or their right to give their opinion...although like my uncle says, "Opinions are like assholes...everyone's got one.") but I keep wondering to myself why everyone is so concerned with definition of a) games and b) models of game design/play.

If you view the model as a tool (like, for example, a level), then it's best suited for use during the creation process.  "Is this surface level?"  You lay down the level, check the bubble...okay, it is or it isn't.  Then you continue or you correct the problem.

But what I'm seeing is this level being used to check houses that have already been built.  Now, like film criticism, I can understand why you'd apply the tool to the finished product...just like you might go over an already-built house to make sure it's all kosher in the "right angles and flat surfaces" department.

So I GET that part.  But as Jean-Luc Goddard once said, "The best way to criticize a movie is to make another movie."  I don't see discussion leading to creation...I see discussion leading to disareement leading to clarification leading to name-calling.  It's high school debate club, talking about the hunger problem in Sudan and then going out to McDonalds after the interstate forensics meet.

Get out of your armchair and write, damn it (or at least play!).
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jared a. sorensen / www.memento-mori.com
Knight
Member

Posts: 47


« Reply #1 on: June 25, 2001, 03:28:00 PM »

Good criticism is far, far more rare than good creation, and should be cherished accordingly.  I find your suggestion disturbingly close to the classic "you can't criticise x unless you've done x" argument.
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greyorm
Member

Posts: 2233

My name is Raven.


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« Reply #2 on: June 25, 2001, 04:31:00 PM »

Quote

suggestion disturbingly close to the classic "you can't criticise x unless you've done x" argument.

And...what's wrong with that?  Seems very reasonable to state that criticism isn't very good unless it comes from a knowledgable source (ie: someone who has done what you are doing/did).
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Rev. Ravenscrye Grey Daegmorgan
Wild Hunt Studio
Jared A. Sorensen
Member

Posts: 1463

Darksided


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« Reply #3 on: June 25, 2001, 04:43:00 PM »

What I'm saying is "Don't criticize...create!" and let your work speak for itself and for you.
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jared a. sorensen / www.memento-mori.com
GreatWolf
Member

Posts: 1155

designer of Dirty Secrets


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« Reply #4 on: June 27, 2001, 09:23:00 PM »

Quote

On 2001-06-25 20:43, Jared A. Sorensen wrote:
What I'm saying is "Don't criticize...create!" and let your work speak for itself and for you.


This might be a first, folks, so hang on to your hats....

I agree with Jared.  :smile:

Seriously.  I opted a while ago to bow out of the various Threefold discussions and have participated only insofar as it has had a bearing on my current project.  I do have certain opinions, etc., but I have decided that the best way to express them is by creating Alyria.  Hopefully it will live up to the hype.  (Oh please oh please).

So, Jared, you're spot on.  To steal an old tagline of yours, "Stop Playing Games".  It's time to apply what we have learned.

Or was that "Stop Gaming Plays"?  Hmm.  :razz:

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Seth Ben-Ezra
Dark Omen Games
producing Legends of Alyria, Dirty Secrets, A Flower for Mara
coming soon: Showdown
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