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28 October 2009

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» 2009 in Review from Acid for Blood
I haven't been in the habit of doing year-in-review posts, so why not do one? Looking back at the blog, I've drifted away from the continuous navel-gazing of play experiences, towards lengthier, more thoughtful, and less frequent posts. Over the... [Read More]

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Aiiane

I see when you said this was going to be an epic blog post, you meant it. o.0 A good read overall though. :)

Oh, by the way - "procedural generation" is actually pretty easy to grasp if you think of it as "writing a program within a program" - basically, instead of having your artists and level designers hand-craft every tiny little piece of detail on textures/models/environments, instead, you write scripts that tell the game engine how to generate those details, and then the game engine takes care of the chore of visualizing it. So as an example, instead of hand-placing every leaf in a tree, you might write a script that describes "how to make a tree" (start with one big branch that is the trunk, then attach other branches to that branch, and more smaller branches to the branches you just added, and so on, until a certain point at which you add leaves to all the branches instead) and then you could just say "I want a tree here" and the game engine would make you a nice looking tree (perhaps with some settings you could change on a per-tree basis - leaf color, size, etc).

DocDre

Excellent post, particularly the integration of gameplay analysis with a critical cultural analysis.

I slightly disagree with your characterization of Drake, but i can respect your perspective on him. i felt you had an interesting oversight, tho, in your discussion of the Tibetans. The idea that a White ex-nazi becomes an 'elder'/leader of the village was problematic for me, as it reinforces paradigms of White male leadership over "less-civilized" folk.

An additional problem was the way that the gameplay forced you-the-player to lead the native guide around the Himalayan caves. The "drake finds the way" mechanic kinda makes sense when Drake is accompanied by 'weaker' characters like Chloe, Elena, and Sully - and even during the chapter with Flynn once we realized that flynn intended to set up Drake all along.

However, Tenzin is directed to LEAD drake to Schaefer's secret location. why is he so passive and even reduced to 'helpmeet' when he's more familiar with the terrain and the fauna? Shouldn't he be more expert at mountaineering/climbing than drake? i admit that this is a subtle point, but i find it instructive to watch how game mechanics and narratives reinforce cultural behaviors and beliefs.

Good stuff, tho. keep it up.

Brinstar

Those are all really good points, and I agree with them. Thanks for commenting!

Brinstar

Thank you for the detailed explanation! So it seems that procedural generation could potentially give you a slightly different tree every time you visited an area, but all within the general parameters set by the programmers?

Tom

Yay! Awesome post. I'll second DocDre on the Schaffer/Tenzin stuff, especially how Schaffer was set up in that nice house, and everyone respected him. Didn't he roll through their town with his Nazi buddies 60 years before, *kill them all*, and then come hang out in the village? I wouldn't trust him.

Also, I really liked the bit where Drake walks through the town. I was expecting it to be terribly problematic, and it wasn't, for the most part, especially how Drake treated them.

Also, I'm jealous that you beat me to this, I have a long winded, laborious PoP/Among Thieves post rolling around in my head/computer. Oh well, at least I can take inspiration from you.

Ice Burn

A bit late, but I'll weigh in.
I think the reason Drake is called an "every-man" is precisely due to the flaws you have brought up. Too many games have heroes who are either entirely unredeemable or far too "noble" to be taken seriously. Drake comes across as a pretty average guy, in terms of drive; he DOES NOT want to be the hero, he doesn't want to throw himself into situations where either his life or the lives of those near to him are threatened, and I got the impression throughout both games he would have rather walked away from it all were it not for the people around him appealing to his better nature, and the promise of some sort of payoff in the end.
After all, the entire point of his adventures was to strike it rich, gain fame and reknown, retire early to luxury. Yes, he is bit sexist, more than a little cocky, a mite cowardly, but not unwilling risk it all when reminded that there is more to life than wine, women and song. This also can describe many men in real life, possessing all the same flaws, and perhaps the same strengths at the end of it all.
It's men who call Drake an every-man, who see the same flaws and failings that they see within themselves. He isn't incredibly noble or selfless, nor is he overflowing with false, forced machismo. He has just enough of all these things to seem like an actual person, a character that can resonate with men who are just as flawed (and realize it) as Drake.

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Acid for Blood

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