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Zachary's avatar

A hunch - we must look to indie games, not because they are free from capitalist interference or publisher management (though this is a factor) but because good art needs a strong sense of authorship - so it needs small or solo teams where one creative has control, intent, and ideas.

Game studios making big games hire too many people in too many divisions doing too many different activities. Publishing them is an act of stakeholder management. Harder to conjure a singular creative vision out of that, so the disparate elements can't add to more than sum of parts (eg your narrative/ music/ combat dissonance).

Making a game is so hard that I imagine that directors too often become project managers rather than creatives. The japanese are better at creating these figures - don't think it's an accident that Kojima, Miyazaki, Miyamoto are the central creatives making the most cohesive big budget artistic experiences - they're our Nolan, Miller, Coppola etc.

And how do you exercise creative control over a script of hundreds of thousands of words, areas you may never see, gameplay combinations you won't happen upon? Games are too big. Films are the only comparator form - but directors have always exerted very high levels of creative control. They arrange every scene, ign off (and often write) the script, heavily involved in the cut, and that 2 hours is manageable - not possible in big budget game. Artistic cohesion harder in TV as more people and longer running time - is that why it's taken longer to become a mature art form?

So lone developers/ small teams hit different. Disco Elysium was an exception. I expect good art games from lucas pope (return of obra dinn), billy basso (animal well), alex beachum (outer wilds). Even for the purely mechanical games where story takes a backfoot - there's a beauty in tarn adams (dwarf fortress), chris sawyer (rollercoaster tycoon), eric barone (stardew) that big budget can't match.

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Alex's avatar

I haven't played it, but I watched about 2-3 hours of gameplay to see if I want to buy it, and decided against it. I re-read reviews, just to make sure I haven't missed anything, but I guess I'll be that hater who didn't play it. I liked the sound but my tastes in music are simplistic as hell. The rest of the game, though, just seemed so... banal, given all the praise (and I don't consider myself particularly sophisticated art appreciator).

Dialogue is clunky, and doesn't quite flow. Bunch of words are really 21-century dated, and they sound strange in post-apocalipsys. Use of French swearwords is a choice I liked, but why mix with more trivial "fuck"? That's just stylistically strange. And it's extremely _forced_ - the piece before the combat tutorial might be the worst offender. Don't get me wrong, I certainly seen much worse in Ubisoft games, but people are saying Expedition 33 is on par with BG3 or Witcher 3 or Disco Elysium, and these games had way smoother dialogue.

And I don't understand why people find the art direction so good. I have a weak spot for a messed up world with a French flair, but it frankly felt like something that had already been done a thousand times, with all those levitating blocks and shiny essenses. Another thing is just extreme linearity. For the over two hours I watched, dude just basically ran forward in a sequence of empty corridors, without even much happening. Big devs would be linched for such level design. Frankly, this was the second biggest reason that turned me off.

I hated combat, but I'm JRPG hater in general. Probably would have played anyway if it was to my taste, but alas.

Not sure I agree with your conclusion, though. I would rather have simple, but well-executed story then have authors aim at overcoming the greatness of "Anna Karenina", "One hundred years of solitude" and "East of Eden" combined and ending up with a bundle of cliches, which I feel somewhat often happens with TV series.

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