Comments on: Super Columbine Massacre and Slamdance: Pretty Damed Ironic Wed, 10 Sep 2014 18:53:13 +0000 hourly 1 By: Ian Schreiber Thu, 11 Jan 2007 22:15:00 +0000 Actually, for a true re-enactment, wouldn’t the game have to be an FPS?

By: Patrick Wed, 10 Jan 2007 00:21:00 +0000 Super Columbine was the work of a sole creator who is a filmaker by trade, so he came at it with no knowledge of design theory or any commercial ambitions. That the game is so wildly creative in aesthetic terms is a side-effect of this, and that he had to make use of a tool available (RPG Maker) which inherently has limitations on mechanical and dynamical innovation. I think he pushed his tool well to the max, though he had to resort of a post-modern subversion of the medium itself to achieve, that, as the hell part of the game demonstrates.

I don’t think the game is implying that films are better than games in terms of evoking emotion, and Ledonne has been fervent that games are full of potential, and that his game is in part an attempt to point at at this potential. Whats most significant about SCMRPG is an innovation in the dynamics, yes the dynamics, but not any innovation that can be quanitified with feedback loops or systemic patterns. Its in the player’s psychological dynamic, infused with alternating dissociations, that make the game a potent glimpse of the medium’s true power.

I would argue thats a dynamic instead of an aesthetic because it affects how the game is played.

Also, I think this issue could be treated with much bolder interactivity if a drama engine were applied to it. I wonder what Craig would have to say about that.