rocketpig said:
el_rika said:
DTG said:
The_vagabond7 said:
Who the **** cares what the storyline in half life was? Half life has made a gigantic contribution to gaming, it changed the way the medium was viewed and developed. Kojima hasn't done jack shit except give boners to intellectual wannabes. And who cares how it would be received as a movie? Because it's NOT a movie. "Metamorphisis" would make a really crappy game for it's lack of coherent level design, and yet amazing no one faults kafka for that.
I'm not even going to argue about the merits of his storytelling style, his "philosophy" , or about art in general because time and time again you have only shown your ignorance in these topics. No matter how many times it's shown that you have no idea what you're talking about you will continue to claim that Kojima is the great thinker of our time, best artist of the century, and probably the messiah the jews have been waiting for.
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You admit that Halflife doesn't hold a candle to movie or novel storylines yet you call it a huge contribution to gaming? Oxymoron maybe? Once videogame storylines reach the depth of movie and novel storylines in general then we can call that a huge contribution, but halflife is nothing more than a weak storyline overblown by videogame fans as something more.
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lol, agreed.
Half Life's storytelling only works for those that want to kill za alienz without having to think too much, but puting Half Life and MGS in the same sentence as far as storytelling goes is really an insult for Hideo Kojima and his team.
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Actually, mentioning Half-Life in a Kojima argument is an insult to Gabe Newell and his crack team of bad-ass game-making mofos.
Kojima is a self-absorbed blowhard who couldn't tell a story well to save his own ass. He repeats everything five or six times, he removes any sort of interaction on the viewer's part by explaining even the most mundane plot points in great detail, he rips all his good ideas from other more influential artists, his dialogue is downright terrible, and did I mention he's a self-absorbed blowhard?
With that said, he makes some pretty fun games. But this idolatry needs to stop. Even somewhat talented Hollywood directors - Christopher Nolan, for example - make Kojima's games, dialogue, and stories look bad. Compare him to some of the past cinema and literary greats like Kubrick or Poe and the comparison becomes downright comical. In short, Kojima is a fan service hack, nothing more. He hit it big with MGS and has yet to prove that he can duplicate that by putting together something even half as coherent and nuanced. Even then, MGS was far from fine art. It was much closer to a pulp rag in video game form than anything else.
But, go ahead and keep arguing with us about it. You'll find one or two supporters on websites like this while the rest of the world who knows better sits back and chuckles at your ridiculous notions of fine art and genius.
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Last time this conversation came up, I mentioned one of the themes of HL that I found in HL2; namely, that of a humanity that has lost all claims to being human anymore. Some people said that this theme wasn't present, and would not accept it until I found a developer commentary expressing it. I wasn't going to do that; that eliminates any level of thought from the process. However, it made me go back to replay the game to see if somehow, I was wrong.
The results? Well, I think I will let this quote ripped straight from HL2:Episode 1 say it all (and prove that my analysis wasn't nearly as deep as I remember it being, but it's a view I held since before Ep1 was released, so I can forgive my recollection):
We place our firmest hope in the human spirit, even knowing how easily it may be shattered. We have all seen friends and family crushed by the Combine. Some of our neighbors have allowed themselves to be co-opted, and purged of their humanity, by the military machine. And those who resisted have met a most terrible fate. Still, I cannot overstate how important it is that we retain our humanity. Only this will allow us to hold together,
From this, I can only conclude that some people have no appetite for nuance or interpretation in their games; a 'good' story to them is heavyhanded, oblique, obtuse, etc. Any subtlety will be unappreciated, uncaptured, and will be taken as a weakness in the work rather than a weakness in the viewer.
I've reached the conclusion that it is simply not possible to have any resolution with the people who prefer this other method of storytelling; they *want* to be led, hand-in-hand, through someone else's viewpoints, without any room for interpretation, without any level of thought going into it as well. If they are told 2+2=4, they will memorize it by rote; there is no thought behind the _why_ of 2+2=4. It's just a string of characters; the theory behind the 2, behind the +, all that is lost on them because it is neither what they want from a story nor what they are looking for in a story.
In short, it is just two different styles of writing; the 'fact based' method vs. the 'analysis based' method. I know which I prefer, and which leads to a deeper understanding of the concepts. However, some will never want this deeper understanding; they would rather just have the so-called 'facts.'