Tale of Tales
... is, apparently, something Tale of Tales are rather good at. Robert Yang has a neat timeline of the current events. And it is not the first time they make people angry.
Of course, you can debate the value of their provocations, you can debate their contribution to game culture –
Tale of Tales is important and interesting... but also kind of not. Their conception of video games seems really narrow, perhaps out of necessity in order to target it effectively in their crazy dogmatic manifestos.
– the thing is: there is a discussion about what games are and what not. People might consider them to be wrong. But people might also consider Blizzard to be wrong, inasmuch as they pretty much only polish up the games they did ten years ago.1
No matter how aggravating/boring this argument may seem: It is important that it is discussed. Every game designer that plays a Tale of Tales game will either see how games could be made as well – or she or he will realise how games are not to be designed. Either way: everybody learns.
Here’s to the crazy ones, so to speak.
The round pegs in the square holes.
The ones who see things differently.
They’re not fond of rules.
Just an example, I am not trying to flame anyone here. Not much, anyway. ↩
The Graveyard is both beautiful and incredibly irritating -- and it's worth playing, both because it is beautiful, and because the reasons why it's irritating are worth thinking about. [...]
Now here's the thing; by giving the player (if we may call him such) the illusion of agency, by placing control of the character's motions in his hands, an application makes an implicit promise: That your choice of actions matters. Since this is essentially an art project, perhaps it need not matter much -- but it should matter to some degree. The implicit promise is that we can turn down that path to the left or right, or skirt around the chapel; perhaps doing so takes us no where in particular, perhaps the only point at which something interesting happens is that park bench -- but for the application simply to not let you see to left or right, to bar you from moving past the chapel, breaks the illusion of presence, and denies your control of the character.
The character is not in your control, in any meaningful sense.