People have been complaining about the imperfections and inefficiencies of Dragon's Dogma 2. I think the way we talk about games as a medium is weird.
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With the recent release of Dragon's Dogma 2, I've seen a lot of talk of required "optimisations" and "quality-of-life features," and a lot of angry talk of how the game is "wasting players' time" thanks to its limiting of industry standards like fast travel. All this talk got me thinking-in what world would I want art to be more "efficient"? Why would I want a "perfect game"?
In this analysis piece, I examine why we continue to hold games to such a different, altogether more corporate standard than we do other art-demanding a smoothness of experience that one might typically associate with artistic sterility. As Killer7 and Deadly Premonition prove, sometimes the very soul of art can lie in its imperfection.
0:00 - Intro
0:08 - The way we talk about games is weird
1:03 - Dragon's Dogma 2 and "wasting player time"
2:43 - The friction is the point
4:10 - The standard for games vs other art
5:45 - Killer7 and upending mechanics
6:53 - The imperfect soul of Deadly Premonition
8:31 - Games don't need to be perfect
9:39 - Outro
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Thumbnail by @hotcyder - / hotcyder
Intro text animation by Isaac Holland - / drazgames
#dragonsdogma2 #riseoftheronin
26 июн 2024