A talented writer in his own right, this week honorary Rogue, Kevin, drops by to give us his take on the doubleplusgood (and bad) qualities of indie darlingPapers, Please!
I like creativity in a video game. Moral choice systems that actually affect the gameplay, level design that forces you to get out of your comfort zone, and rogue-like elements that randomize your encounters really add to that beloved sense of immersion that I always find myself desperately seeking. A good film can make us look at a social issue in a different light, and a good song can make us appreciate problems we’ve never considered. A good, creative video game is no different. Spec Ops: The Line made me re-examine the entire player-character relationship, and Tom Clancy’s Splinter Cell handed me a gun and then forced me not to use it.
The exciting conclusion of Vince’s interview with journeyman comics author and talented artist Salgood Sam! On this episode, he talks testing for DC, working for Marvel, and the trials and tribulations of working in the comics industry in the ’90s.
Newest edition of Vince’s column ‘Heavy Meta’ is now LIVE over at Lounge Geeks! This week, he examines nostalgia for traditional animation, and what it can tell us about making characters feel ‘real.’ Check it out!
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A couple of years back, when Minecraft had yet to become the gaming mega-giant it is now, a friend of mine showed me an article on io9 depicting something incredible. A team of friends had taken on the arduous task of building a scale replica of the U.S.S Enterprise in Minecraft. Its height took up almost the entirety of the game space, and its length cast a shadow across the landscape that brought to mind flashbacks of the Star Destroyer from the opening scene of A New Hope.
They’d taken pains to find incredibly detailed schematics of where everything was located inside the ship. Every room, every deck, every elevator replicated with slavish detail. “Pfft. There’s someone with WAAAAAAAY too much time on their hands.” came the response from across the table.
Here stands this digital testament to artistic commitment, not to mention architectural ambition, and the first thought that comes to this heckler’s mind (as well as many others) is that this individual couldn’t have picked a more profoundly useless waste of time. Why? What separates this guy from any other digital artist, , or even more conventional painters, sculptors, or artists? Why do player-creators deserve our scorn, when artists get our praise?