Are Video Games an Effective Vehicle for Storytelling? Pretty Much Pop: A Culture Podcast #35 Featuring Don Marshall

Do you play video games for the plot? Given that most people don't actually finish most games, it would be unexpected if storytelling were the most important element. On this episode of Pretty Much Pop: A Culture Podcast, your hosts Mark Linsenmayer, Erica Spyres, and Brian Hirt are joined by former video game professional (and current TV development executive) Donald E. Marshall to talk through types of plots (linear, "string-of-pearls," and branching), ways of weaving story into a game, balancing gameplay and narrative, and more.

We touch on Death Stranding, Overwatch, The Last of Us, Skyrim, Fallout, Life Is Strange, Until Dawn, Erica, Bioshock, Telltale Games, Journey, Bandersnatch, Days Gone, Portal, and more. (That casual game Mark jokes about is Simon's Cat Pop Time.)

Some articles and other sources:

You can also read some lists of games that supposedly have the best plots at GamesRadar, Ranker, and The Gamer.

Don is also a podcaster, having previously been a host of GeeksOn and now on The Big Fat Gay Podcast. Here's info about the Wheel of Time TV show. One relevant GeeksOn episode is #102.  Here's info about the Wheel of Time TV show.

This episode includes bonus discussion that you can only hear by supporting the podcast at patreon.com/prettymuchpop. This podcast is part of the Partially Examined Life podcast network.

Pretty Much Pop: A Culture Podcast is the first podcast curated by Open Culture. Browse all Pretty Much Pop posts or start with the first episode.

 

36,000 Flash Games Have Been Archived and Saved Before Flash Goes Extinct: Play Them Offline

Adobe has announced that the Flash Player will come to the official end of its life on the last day of this year, December 31, 2020. News of the demise of an obsolete internet multimedia platform presumably bothers few of today's web-surfers, but those of us belonging to a certain generation feel in it the end of an era. First introduced by Macromedia in 1996, Flash made possible the kind of animation and sound we'd seldom seen and heard — assuming we could manage to load it through our sluggish connections at all — on the internet before. By the early 2000s, Flash seemed to power most everything fun on the internet, especially everything fun to the kids then in middle and high school who'd grown up alongside the World Wide Web.

Though now deep into adulthood, we all remember the hours of the early 21st century we happily whiled away on Flash games, racing cars, solving puzzles, shooting zombies, dodging comets, firing cannons, and piloting helicopters on classroom computers. We could, in theory, find many of these games and play them still today, but that may become impossible next year when all major web browsers will discontinue their support for Flash.




"That’s where Flashpoint comes in to save a huge chunk of gaming history," writes Kotaku's Zack Zwiezen. "Flashpoint uses open-source tech to allow folks to download and play a large list of games and animations. The full list contains just over 36,000 games and you can suggest new games to be added if something you love isn’t on here."

On Flashpoint's download page you'll find its full 290-gigabyte collection of Flash games, as well as a smaller version that only downloads games as you play them. "While Flash games might not be as impressive today, they are still an important part of gaming history," writes Zwiezen. "These small web games can be directly linked to the later rise of mobile and indie games and helped many creators get their feet wet with building and creating video games." In other words, the simple Flash amusements of our schooldays gave rise to the graphically and sonically intense games that we play so compulsively today. Now we have kids who play those sorts of games too, but who among us will initiate the next generation into the ways of Crush the Castle, Age of War, and Bubble Trouble?

You can find more information on the flash video game archive on this FAQ page.

via Kotaku

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1,100 Classic Arcade Machines Added to the Internet Arcade: Play Them Free Online

Play a Collection of Classic Handheld Video Games at the Internet Archive: Pac-Man, Donkey Kong, Tron and MC Hammer

Based in Seoul, Colin Marshall writes and broadcasts on cities, language, and culture. His projects include the book The Stateless City: a Walk through 21st-Century Los Angeles and the video series The City in Cinema. Follow him on Twitter at @colinmarshall or on Facebook.

Pretty Much Pop: A Culture Podcast #21 Considers Role-Playing Video Games

What constitutes a video RPG? Is there any actual role-playing involved?

Our audio editor Tyler Hislop rejoins hosts Mark Linsenmayer, Erica Spyres, and Brian Hirt to discuss those video games that are supposed to make you feel like you're contributing to the story, that your choices matter, in which you can maybe, you know, choose to wear a funny hat or just craft potions all day instead of advancing the plot. We compare solo vs. social games, compare video to table-top role playing, think about how we relate to the character we're playing, and more.

We touch on Ultima, Final Fantasy, World of Warcraft, Horizon Zero Dawn, Skyrim, Fallout, Outward, Death Stranding, Erica, Hellblade: Sakura’s Sacrifice, The Witcher, and more. Also from TV: Bandersnatch, The Guild, and that D&D Key & Peele sketch.

Some sources we looked at included:

This episode includes bonus discussion that you can only hear by supporting the podcast at patreon.com/prettymuchpop. This podcast is part of the Partially Examined Life podcast network.

Pretty Much Pop: A Culture Podcast is the first podcast curated by Open Culture. Browse all Pretty Much Pop posts or start with the first episode.

Pretty Much Pop: A Culture Podcast #6: Why Adults Might Play Video Games

Erica Spyres, Brian Hirt, and Mark Linsenmayer are joined by Ian Maio (who worked for marketing for IGN and Turner in e-sports) for our first discussion about gaming. Do adults have any business playing video games? Should you feel guilty about your video game habits?

Ian gives us the lay of the land about e-sports, comparing it to physical sports, and we discuss the changing social functions of gaming, alleged and actual gaming disorders, different types of gamers, inclusivity, and more. Whether you game a lot or not at all, you should still find something interesting here.

We touch on the King of Kong documentaryGrand Theft AutoOverwatchThe Last of UsBorderlandsSuper MarioCuphead, NY Times Electronic Crossword Puzzle, and more. Be sure to watch the Black Mirror episode, “Striking Vipers.”

Sources for this episode:

This episode includes bonus content that you can only hear by supporting the podcast at patreon.com/prettymuchpop. This podcast is part of the Partially Examined Life podcast network.

Please go check out Modern Day Philosophers at moderndayphilosophers.net and See You on the Other Side at othersidepodcast.com.

Pretty Much Pop is the first podcast curated by Open Culture. Browse all Pretty Much Pop posts or start with the first episode.

David Lynch Is Creating a Virtual Reality Experience for Twin Peaks

David Lynch and Mark Frost’s Black Lodge/Red Room, the extra-dimensional space that is both an integral part of Twin Peaks and iconic in its set design, is a place most of us would not want to visit. Detective Dale Cooper got trapped there for 25 years and it was not pleasant. But that hasn’t stopped fans from wanting to create that space any chance they get, whether as a bar or place to sing karaoke. And when the final episode of the second season showed the lodge was an endless series of rooms connected by hallways, it wasn’t long until the video game versions started appearing.

Well, now you can really get lost in the Black Lodge with the slow unveiling of Twin Peaks VR, which AdWeek says will be available “sometime in 2019” on Steam for HTC Vive and Oculus Rift.




Fans who follow the Welcome to Twin Peaks blog have been hearing about this game/not game since the beginning of the year, but it seems that the footage out there was only proof of concept graphics or some such attempt.

The first video dropped in January of 2018, and it’s er, something:

No doubt made by fans, this gives us a brief visit to the Red Room; a very strange and not particularly flattering portrayal of the Man from Another Place; a trip to the RR Diner featuring what I assume is Major Briggs; and a return to the frightening glass box somewhere in New York City first seen in The Return. The man playing the VR seems appropriately confused. “Is it future or past?” It’s your living room, man!

This second clip gives us a bit more of the Red Room and a dubious looking Audrey Horne. The Convenience Store, however, is well done.

But this is, we stress, nowhere near a finished version. It’s not even clear if any of this will make it into the final version.

A beta version premiered two weeks ago at Lynch’s Festival of Disruption in Los Angeles. AdWeek had the only real description of the five minute demo, which starts near the ring of saplings in Glastonbury Grove:

Immediately after the pool turns to blood, viewers are transported to the Red Room, an extra-dimensional space that’s been a key feature of Twin Peaks in both the original series from the 1990s and the modern revival that aired last year. (It’s also a location frequently visited by the show’s main character, FBI Special Agent Dale Cooper.) Inside the room, viewers aren’t able to walk like they can in some VR experiences, but they’re able to teleport within the room as it rapidly changes in ways similar to what happens in the show itself. (One moment, a statue falls over before running around as a shadow on the other side of a curtain. In another, users can pick up a coffee mug that won’t empty until the second time it’s picked up.) The demo ends as a white horse appears in the room in the distance, surrounded in darkness but unreachable.

The best news is that the company developing the game, Collider Games, is giving creative control to Lynch, so hopefully the game won’t be like those terrible non-Lynch episodes in Season Two. Says AdWeek:

“[T]he more we show, and the more we progress with this development, hopefully the more [Lynch] will want to be involved,” Rassool said. “And the more we can do with maybe even some new narrative—because I’m not going to write new narrative for this. I’m only ever going to let David Lynch [write].”

Here’s to hoping Lynch doesn’t just give us a cheap VR version of what we’ve already seen. Instead, let’s hope he gives us something that blows our minds (and a reason to finally buy a VR headset).

via Welcome to Twin Peaks

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David Lynch’s Twin Peaks Title Sequence, Recreated in an Adorable Paper Animation

Ted Mills is a freelance writer on the arts who currently hosts the artist interview-based FunkZone Podcast and is the producer of KCRW's Curious Coast. You can also follow him on Twitter at @tedmills, read his other arts writing at tedmills.com and/or watch his films here.

The Golden Age of Ancient Greece Gets Faithfully Recreated in the New Video Game Assassin’s Creed: Odyssey

If you haven't played video games in a long time, you might feel a certain trepidation at the idea of picking them up again. So rapidly have they evolved in the 21st century that they now resemble less the electronic entertainments we once knew than full-fledged alternate realities. The sudden rise of the word immersive to describe the very kind of experiences they constitute says it all. If you enter one of the elaborate worlds built by modern video game developers, how do you extract yourself again — especially if the world is one as fascinating as ancient Greece, recreated elaborately and to great acclaim in this year's Assassin's Creed: Odyssey?

Even non-gamers will have heard of the Assassin's Creed series, which began in 2007 and has had a major release (in addition to as many minor ones, as well as ventures into other media) each and every year since. It has previously taken as its settings such chapters of human history as Victorian England, the Italian Renaissance, and Ptolemaic Egypt, but its latest installment goes farther back in time than any other. Players will find themselves dropped "into 431 BCE in Ancient Greece, at the start of the Peloponnesian War predominantly fought between Athens and Sparta," writes Hyperallergic's Zachary Small. "For a video game that includes bloody mercenaries, extraterrestrial beings, and time travel, Assassin’s Creed: Odyssey is shockingly faithful to our contemporary historical understanding of what Ancient Greece looked like during its golden age."




The very idea might startle those of us who remember the settings of video games as perfunctory at best, mere backgrounds to run past while we blasted enemies, jumped from platform to platform, and collected power-ups. Assassin's Creed takes its historical world-building so seriously that the previous game in the series, Assassin's Creed: Origins, even came with an "educational mode" that allowed players to freely explore ancient Egypt — a far cry indeed from the dull, purpose-built educational games of yore. But Assassin's Creed: Odyssey takes it to another level, incorporating seemingly everything known about ancient Greece at the time of its development. "The Ubisoft development team behind the game even hired a historical advisor to help them recreate a meticulous version of the Ancient World," writes Small, "one that includes hundreds of polychromatic statues, temples, and tombs."

Yes, that means the game's vision of ancient Greece includes plenty of sculpture made, as we've previously featured here on Open Culture, with not just with raw marble but brightly colored paint as well. The sheer amount of history and lore incorporated into the Assassin's Creed: Odyssey experience has even inspired a discussion among experts on Twitter using the hashtag #ACademicOdyssey.

Though nobody claims that the game recreates ancient Greece perfectly in every detail — even apart from the gaps in human knowledge of the period, the developers seem to have had to cut a corner here and there to meet the series' famously demanding release schedule — it succeeds in ways that no one Hellenically inclined, professionally or otherwise, had dared hope before. "I have played about 5 minutes of the game and I'm ready to cry from joy," tweeted classicist Christine Plastow, a sentiment one can hardly imagine any academic expressing about, say, Golden Axe.

via Ars Technica/Hyperallergic

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Based in Seoul, Colin Marshall writes and broadcasts on cities, language, and culture. His projects include the book The Stateless City: a Walk through 21st-Century Los Angeles and the video series The City in Cinema. Follow him on Twitter at @colinmarshall or on Facebook.

1,100 Classic Arcade Machines Added to the Internet Arcade: Play Them Free Online

Once we could hardly imagine such things as video games. Then, all of a sudden, they appeared, though for years we had to go out to bars — and later, purpose-built "arcades" filled with video game machines — in order to play them, and we paid money to do so. When they came into our homes in the form of consoles we could hook up to our television sets, we at first felt only disappointment: these versions of Space InvadersDonkey Kong, and Defender neither looked nor felt much like the originals into which we'd pumped so many coins. But only now that the technology in our homes has long since surpassed most of the technology outside them can we play faithful reproductions of all our old favorite games without going out to the arcade.

Not that many arcades still stand, although the Internet Archive has made up for that absence by building the Internet Arcade, which we previously featured here on Open Culture a few years ago. Having made it possible for us to play an enormous variety of classic arcade games free in our web browsers, the Internet Archive looks on its way to creating not just the largest arcade in existence but an infinite arcade, the kind that Borges would have imagined had he grown up in the video-game age.  Just last week, developments in the software that powers it allowed Internet Archive to add more than a thousand new machines to the Internet Arcade, from games for which we had to wait in line back in the day to obscurities on which few of us have ever even laid eyes, let alone hands, before.

"The majority of these newly-available games date to the 1990s and early 2000s, as arcade machines both became significantly more complicated and graphically rich," writes the Internet Archive's Jason Scott, "while also suffering from the ever-present and home-based video game consoles that would come to dominate gaming to the present day. Even fervent gamers might have missed some of these arcade machines when they were in the physical world, due to lower distribution numbers and shorter times on the floor." You can explore the new wing of the Internet Arcade here, some of whose most popular games include Puzzle Bobble (better known in the West as Bust-a-Move), X-MenMetal Slug 5Teenage Mutant Ninja Turtles: Turtles in Time, and Street Fighter Alpha 2. Maybe their sound and graphics no longer wow us as once they did, but the years have done nothing to diminish their fun factor — and for many of us, not having to spend our quarters will always be a feeling to savor.

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Based in Seoul, Colin Marshall writes and broadcasts on cities and culture. His projects include the book The Stateless City: a Walk through 21st-Century Los Angeles and the video series The City in Cinema. Follow him on Twitter at @colinmarshall or on Facebook.

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