How To Avoid A Catastrophe and Make Beautiful Games
Daniel Phillips of Gamer 2.0’s SmashPad writes:
"Maybe it’s a dead argument for some, but I never tire of dissecting our fair medium and holding her to a harsh lens. I love the industry enough to feel entitled to criticize it–and I’m going to be honest, as visual fidelity increases, as high def spreads, as developers pump up the textures and bump mapping and lighting sources, I feel less and less like I’m being wowed.
The problem with raising a bar is you have to keep raising it, again and again. And the videogame industry is at a critical point where we’ve already done so much technically that it’s coming back (for me, in any case) to an issue of artistry and story. What has always made a game memorable for me is a striking image, an amazingly complex character, an unpredictable storyline. And this is the stuff no publisher can pump enough money in to create–it has to come from a genuine creative spark."











