"The artform of games is simply a different artform," John De Margheriti, the founder of games studio Micro Forte, says. "Artforms have different functions. Some architecture may not be considered art ... a three-bedroom red brick house in the suburbs isn't art, but the Opera House is considered art. Some computer games are the three-bedroom, but
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As with any other text, videogames can be as subversive as they can be trite.
For examples of subversiveness in videogaming, I always point towards Burnout 3 (a racing game where you win by *causing* carnage), and Shadows of the Colossus (where the player characters tragic quest is revealed to be far less innocent than it originally seemed...).
Give me the games that turn the rules upside down.
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Escape From Woomera, a game where you play a refugee in detention at Woomera (moved to Baxter) detention centre, and have to escape;
Street Survivor, where you play a 16-year-old girl who ran away from home to escape domestic violence, and you have to negotiate your way around the streets of Melbourne;
Façade, where you play a guest in the home of Grace and Trip, whose marriage issues come to the fore while you're there; you get tangled in an argument, full of accusations, decisions, and strong feelings. And each time you play it's different.
And, my personal favourite (though I haven't played in ages, because I haven't been able to log on), The Endless Forest, where you play a deer, and interact with other deer in an idyllic forest setting. Totally absent of conflict ( ... )
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