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	<title>Intelligent Artifice &#187; Medium &amp; Art Form</title>
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	<description>Games &#38; interactive entertainment: design, production, industry and related topics</description>
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		<title>Pathologic</title>
		<link>http://www.intelligent-artifice.com/2009/01/pathologic.html</link>
		<comments>http://www.intelligent-artifice.com/2009/01/pathologic.html#comments</comments>
		<pubDate>Wed, 14 Jan 2009 16:51:31 +0000</pubDate>
		<dc:creator>Jurie</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Indie]]></category>
		<category><![CDATA[Medium & Art Form]]></category>
		<category><![CDATA[russia]]></category>

		<guid isPermaLink="false">http://www.intelligent-artifice.com/?p=1218</guid>
		<description><![CDATA[My good friend Mark Barrett sent me a link to an article about Pathologic, a game from 2004 that I had never heard of before. Mark seemed excited about the game, and, after I read more about it, so am I. The article is Butchering Pathologic, by Quintin Smith, over on the excellent Rock Paper [...]]]></description>
				<content:encoded><![CDATA[<p>My good friend Mark Barrett sent me a link to an article about <a href="http://www.pathologic-game.com/" target="_blank">Pathologic</a>, a game from 2004 that I had never heard of before. Mark seemed excited about the game, and, after I read more about it, so am I.</p>
<p>The article is <a href="http://www.rockpapershotgun.com/2008/04/10/butchering-pathologic-part-1-the-body/" target="_blank">Butchering Pathologic</a>, by Quintin Smith, over on the excellent Rock Paper Shotgun. It starts with:</p>
<blockquote><p>I’m going to explain, right now, why a Russian FPS/RPG called Pathologic is the single best and most important game that you’ve never played.</p>
</blockquote>
<p>Intrigued yet? Go read the article. It&#8217;s in three parts, so it may take a while.</p>
<p><span id="more-1218"></span>
<p>So why am I getting so excited about a Russian game from 2004? Because somewhere, in an obscure little notebook, I keep a list of Things I Want To Do In Videogames. And Pathologic happens to contain an astounding number of those things.</p>
<p> Things such as &#8216;unfun&#8217;: tragedy, horror, despair, negative consequences, ruin. We&#8217;re not using the full  spectrum of emotions in games, and there&#8217;s no good reason for it.</p>
<p> Or playing with the medium. I looooove playing with the medium. A lot of my designs use it.</p>
<p> Or a living world that changes significantly during the game and reacts to the player&#8217;s actions. John Walker, in his <a href="http://www.eurogamer.net/articles/r_pathologic_pc" target="_blank">review of Pathologic</a> over at Eurogamer, correctly points out how shallow most so-called &#8220;living cities&#8221; in games are. Pedestrians walk around, but nothing ever changes. Pathologic apparently goes a lot further. And why not? I think people don&#8217;t do this for wrong reasons.</p>
<p>Or what I call &#8216;plastic reality&#8217;. In Pathologic, even the buildings become sick.</p>
<p>Or plain old weirdness, of course. I am a David Lynch fan after all. Things don&#8217;t have to make sense. Or at least, not in an ordinary way.</p>
<p> And finally, Ice-Pick Lodge, the developers of Pathologic, seem to take storytelling very seriously. And that is also something to be applauded.</p>
<p>Ironically, all of this happens in a game that is apparently very hard to play &#8211; in other words, the kind of game I would normally delete within 5 minutes, and then spend 30 minutes ranting about. Will I ever play it? Who knows. I&#8217;ve seen it online for 10-15 Euros, well within impulse-buy range.</p>
<p>I think what is most inspiring about reading about Pathologic is the fact that a group of people managed to cram this many non-mainstream elements into one game. That someone managed to make a game, to quote Quintin Smith:</p>
<blockquote><p>[...] as daring and unique as one of those 15 minute indie games that everyone raves about (and rightly so!), only blown up into a 40 hour epic.</p>
</blockquote>
<p>That warms the cockles of my heart. And it makes me wonder, once again, if I am not making games like this because of the constraints of &#8220;The System&#8221;, or because I don&#8217;t have the courage to do it. I console myself by the thought that I don&#8217;t know enough crazy people to make something like this with. Well, crazy and available people.</p>
<p>Contemplating why wildly ambitious games like these often seem to come from non-core games industry countries is worth a blog post of it&#8217;s own.</p>
<p>I realize, of course, that the game I am imagining based on the articles I have read is likely quite different from the real thing. But the excitement is real.</p>
<p>Update: Corrected the developer&#8217;s name.</p>
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		<title>Essay on game criticism by Greg Costikyan</title>
		<link>http://www.intelligent-artifice.com/2008/02/essay-on-game-criticism-by-greg-costikyan.html</link>
		<comments>http://www.intelligent-artifice.com/2008/02/essay-on-game-criticism-by-greg-costikyan.html#comments</comments>
		<pubDate>Sun, 24 Feb 2008 10:42:12 +0000</pubDate>
		<dc:creator>Jurie</dc:creator>
				<category><![CDATA[Medium & Art Form]]></category>
		<category><![CDATA[criticism]]></category>
		<category><![CDATA[greg-costikyan]]></category>

		<guid isPermaLink="false">http://www.intelligent-artifice.com/2008/02/essay-on-game-criticism-by-greg-costikyan.html</guid>
		<description><![CDATA[Greg Costikyan has written a great essay on criticism versus reviews, and why we need more of the former: A review is a buyer&#8217;s guide. It exists to tell you about some new product that you can buy, and whether you should or should not buy it. A good review goes beyond that, and suggests [...]]]></description>
				<content:encoded><![CDATA[<p>Greg Costikyan has written a great <a href="http://playthisthing.com/game-criticism-why-we-need-it-and-why-reviews-arent-it" target="_blank">essay</a> on criticism versus reviews, and why we need more of the former:</p>
<blockquote><p>A review is a buyer&#8217;s guide. It exists to tell you about some new product that you can buy, and whether you should or should not buy it. A good review goes beyond that, and suggests who should buy it, since not everyone enjoys everything. (E.g., A romance novel may be very fine of its kind, but is quite unlikely to appeal to me, since it is not a genre I enjoy.)</p>
<p>[...]</p>
<p>Criticism is an informed discussion, by an intelligent and knowledgeable observer of a medium, of the merits and importance (or lack thereof) of a particular work. Criticism isn&#8217;t intended to help the reader decide whether or not to plunk down money on something; some readers&#8217; purchase decisions may be influenced, but guiding their decisions is not the purpose of the critical work. Criticism is, in a sense merely &#8220;writing about&#8221; &#8212; about art, about dance, about theater, about writing, about a game&#8211;about any particular work of art. How a critical piece addresses a work, and what approach it takes, may vary widely from critic to critic, and from work to work. There are, in fact, many valid critical approaches to a work, and at any given time, a critique may adopt only one, or several of them.</p>
</blockquote>
<p>On the one hand, I have the feeling this situation is slowly getting better (partially due to essays such as Greg&#8217;s). On the other hand, I am wary. How soon until we get essays talking about the Marxist-feminist dialectic of the ludological aspects of Super Mario World? In other words: hermetic verbiage that has no relation to either the work or the craft?
</p>
<p>But still, I agree we&#8217;re very far from having that problem right now.</p>
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