Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

Games are unlike films because in a game, players have agency that separates them from the characters they play. In a film, characters interact only with the in-universe architects and can only subvert the intentions of those architects, not those of the author. But in a game, the player is not the character. The player can make out-of-universe choices too, and can subvert the intentions of the architects (developers) of the game.


Uh, yeah, and those are all reasons to reject the conclusion that games (like Deus Ex) merely offer second-rate illusory "Nakatomi Spaces" compared to movies (like Die Hard.)

A player choosing to make their avatar avoid the front door in favor of discovering an unusual route is always going to be a more authentic experience of subverting architecture, compared to passively observing a character doing the same actions in film.

Being able to go further and glitch/hack/mod the game merely raises the ceiling, it does not lower the floor.


I don’t think it is all that subversive to use a route that the developer built for that purpose.


Then it is even less so when it is a route a screenwriter or author placed as the only possible route that could ever be taken for all time.


Indeed, and I think the point here is giving the feeling of architectural subversion to the player/audience, which both Die Hard and Deus Ex achieve.




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: