Right now, no one knows. This is partly because many would consider the very idea frivolous. But it's also because whoever successfully answers this question must first have answered several others.No meu doutoramento fui ao ponto de dizer que existe um "paradoxo das emoções interactivas", daí que o meu livro se chame mesmo Emoções Interactivas. A questão é que conseguimos produzir este tipo de emoções, quando utilizamos cutscenes, mas tudo se complica quando não as queremos utilizar.
Why do we cry? Why do we laugh, or love, or smile? What are the touchstones of our emotions?
Until now, the people who asked such questions tended not to be the same people who ran software companies. Instead, they were writers, filmmakers, painters, musicians. They were, in the traditional sense, artists.
We're about to change that tradition. The name of our company is Electronic Arts.
Como diz Jaffe,
It's not about using cinematic techniques to express that. It's about using interactive language to express that.Contudo apesar de estar de acordo com esta parte do discurso de Jaffe, não concordo com a sua resignação. Bem sei que andamos há décadas nisto, que já se fizeram vários doutoramentos à volta desta questão, e centenas de tentativas falhadas. Mas a questão é mesmo essa, avançar e inovar aonde existe problemas para resolver. E não seguir uma resignação como se pode ver aqui no seu discurso,
But if my only goal is to make people feel emotions and that's what I really want -- I want to make them feel sadness, or I want to make them think about man's place in the universe. Think about that. If you're really a fucking artist. If you're really a fucking artist, and you've got something to say, then you fucking pick the right medium to say it in. But if you're sitting there going, "I want to say this, I want to say this," and games have never indicated, and your game has never indicated, that the medium is capable of saying that that well, then why are you making a fucking game?E é exatamente nesse sentido que trabalham muitas das mentes brilhantes do movimento indie, tais como Jenova Chen ou o Jason Rohrer entre muitos outros. E se falo destes dois, é porque são exactamente eles que aparecem desta vez a dar a cara num novo documentário, Us and the Game Industry (TBC), sobre a inovação proporcionada pelas equipas indie à Linguagem dos Videojogos. Este novo documentário que está a ser produzido por Stephanie Beth, tem já um trailer que é bastante inspirador.
Us and the Game Industry is a film about the new thinkers at the new frontier of experimental computer game development. We delve into this untapped world of potential to meet the people who are succeeding in reinventing the medium of game design and challenging the established norms with their finely crafted work. This film explores how their motivation, design process, focus and execution are creating unique and new possibilities of connecting people and providing the possibility for uncharted experiences outside the normal realm of commercial games.
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