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Jonathan Blow disses the WGA videogame awards

BraidNow we know why "Braid" wasn't nominate for one of the Writers Guild videogame awards.

Creator Jonathan Blow puts a good old fashioned beatdown on the WGA videogame awards on his blog, calling them "a membership drive masquerading as an award ceremony."

His reason is that, to be eligible, the credited writers of games have to join the WGA's videogame writers caucus. It only costs $75, but as a matter of principle, Blow, who notes he's not at pro- or anti-union (after all he is self-employed) thinks this is not the way to recognize the best game writing:

I would not mind participating in an award ceremony that is honestly trying to recognize the best in video game writing. When the WGA sat down to create their awards, they could have made this their priority: that the awards would go to the people most deserving, and over time would build a reputation of respectability, giving game writers something real to aspire to. Along with the award nominations they could have sent out a letter saying “Hey, please join our guild; guild membership does not influence the awards in any way, but we feel that we have a positive contribution to make to the game industry.”

Instead, they mandate caucus membership, with the obvious effect that the awards probably won’t go to be best games. So the structure becomes this: you give them a little something by making their guild more powerful, they give you a little something back by maybe giving you an award. It’s just slimy, and if the public were to assume that these awards were chosen based only on quality, then it would be fundamentally corrupt.

In fairness to the WGA, they've never pretended the award doesn't exist, in part, for this exact reason. When the videogame award was announced in 2007, caucus member Micah Wright, who's now the chairman, said, “This is the first time game writers have been honored by their peers in the writing community, and it's an important step toward the WGA's goal of covering everything that moves on a screen."

But that's not all that annoys Blow. He observes that membership in the videogame writers caucus isn't full membership in the Guild, since they don't get to vote, attend membership meetings, etc. It's more of a group affiliated with the WGA than part of the WGA. "[A]pparently, by joining the caucus you are not even a real member of the WGA, because hey, just because we are giving you an award for outstanding video game writing doesn’t mean you are a real writer," Blow adds in an extra jab.

(In fairness to the WGA, it wouldn't really really work for game writers to join since the guild has no jurisdiction in the space, just an optional contract.)

And he's not done yet. He finally notes that the WGA only recognizes games with an explicit "written by" credit. Which doesn't work for "Braid," on which one person did everything and just took "a game by" credit (though Blow postulates, and I think he's right, that the WGA would have easily made an exception for him). "[T]his, and other parts of the application," he writes, "make clear that the WGA is targeting large-team industrially-created games, and that indie games are out of their area of concern; this reinforces to me the notion that this is about business, and money, and union power, rather than being about quality."

Between Blow's arguments and the many publishers that, as I previously reported, didn't submit their games most likely out of anti-union sentiments, the WGA isn't exactly putting together the most representative award. It's totally understandable why the WGA is using the prize as a tool to organize an important industry, but the cost is turning out to be significant.

[For more, check out this article in tomorrow's Daily Variety]

My NPR piece on independent videogames

I've got a piece this week on NPR's syndicated program "The Business" (that business being entertainment) this week about independent videogames. The example we focus on is "World of Goo," the best selling and award winning puzzler from 2D Boy for the Wii and PC, though I also mention "Braid,"  "PixelJunk Eden" and "Crayon Physics Deluxe" and speak to some very interesting folks from Sony and Georgia Tech, along with "Goo" co-creator Ron Carmel.

Those of you who already know a lot about indie games won't learn many new facts, but will hopefully enjoy the interviews and get some new perspectives and insights (the sound f/x from the Wii sex game are worth the price of admission alone). For those of you who didn't know there was a thriving independent games market that's mirroring the growth of indie film, well, listen up. It's a fascinating space. My piece starts at about 19:30.


Those of you who'd prefer to hear me while on the go can get the podcast via iTunes here.

And before you leave a pointed comment about the reporter, keep in mind that I prefer to think of my voice as "This American Life"-esque, rather than ridiculously unsuited for the radio.

Independent Games Festival Finalists

One of my goals for the blog this year is to increase my coverage of independent games somewhat. In terms of independent reporting, one big part of that will be a story for another outlet I'm almost done with that I'll be linking to hopefully next week. I also finally downloaded Crayon Physics Deluxe, the first highly touted indie game of 2009, and hope to have some thoughts on that soon.

But meantime, I realized I've been very remiss in not linking to the finalists for this year's Independent Games Festival, the videogame industry's Sundance, which takes place at the Game Developers Conference in March. There's an excellent list of them all at the Offworld blog, where they also provide video links to as many of them as possible. I highly recommend checking it out to see some of the coolest independent games around and see which ones you'll be rooting will win at in March and hoping you'll get to play soon.

Offworld guide to the Independent Games Festival

The most overrated videogames of 2008

(Part of our series counting down the top ten videogames of 2008 -- with interruptions for the most disappointing and most overrated -- according to Variety critics Leigh Alexander, Tom Chick, Chris Dahlen and Ben Fritz. Full details are here. To check out the rest of the list, click here. Most importantly, vote for your favorite games of 2008 in the Cut Scene reader awards here.)

These are not games we thought were bad, or even disappointing. They're the videogames that Variety's critics found fell the shortest of what most other critics and/or the public thought. It also, interestingly, the only category in this whole process in which all four of us agree about a game.

Chris Dahlen

Grand Theft Auto IV (Rockstar / Rockstar North)

Crane_jump_2 It’s a lie to say that sandbox games let the player “do anything they want”; they still have an underlying vision, as we saw in "Fallout 3." So what’s "GTA IV’s" vision? That the American Dream ain’t perfect? That consumerism infects our lives? That talk radio lies to us? This is dimestore cynicism. It’s easy to admire the parts – the drunk effects, the jazz fusion station, the consistently interesting mission design, the Ricky Gervais cameo, and the way the cars go so much faster when you hit the highlife. But the sum ain’t there.

LittleBigPlanet (Sony / Media Molecule)Lbp1_3

A niche game for budding game designers, disguised as an all-ages, endless dreamscape. And here’s a question: why do the games that bet big on user-generated content consistently expect users to dive into specialized skills such as platformer level design, puzzlecrafting, or 3-D modeling, when the two types of content that real life people actually put on the web – text, and photographs – are neglected?

Castle Crashers (The Behemoth)

Castlecrashers It’s not like me to bash an indie. But "Castle Crashers’" single-player campaign was repetitive and undistinguished, and four-player co-op was good for maybe an hour – an hour that’s now better spent with "Left4Dead."


Ben Fritz

Fallout 3 ( Bethesda Softworks / Bethesda)Fallout3a

When fans rattle off all the awesome things they saw and did in “Fallout 3,” I can hardly argue. But I don’t understand why all the tedious, old-fashioned RPG tasks in between don’t bother them more. Whether I’m agonizing over how to distribute all my points and perks after finding out I made a bunch of bad choices the last time I leveled up, working through a dialogue tree with one of the information repositories known as “people,” struggling with the mediocre combat, or just trying to find the stuff I need so I can move on, 80% of “Fallout 3” is a slog to get to the 20% that’s actually worth experiencing.

LittleBigPlanet (Sony / Media Molecule)

Lbp2 The ultimate problem with “LittleBigPlanet” is that it’s impressive, but nothing more. Wow, sackboy is cute. Damn, those level-building tools are remarkably easy to use. Holy cow, that user created level looks just like a working calculator / a lamborghini / “Duck Hunt” / “God of War.” But there’s nothing remotely engaging about the experience, unless you’re in that small minority with dozens of hours to kill and the desire to make an awesome platforming level.

Patapon

Patapon (Sony / Sony)

The fact that you push four buttons to a beat and everything's really cute doesn't make up for the fact that this is a painfully simple RTS with absolutely no substance.

Leigh Alexander

Professor Layton and the Curious Village (Nintendo / Level 5)

Why are charming little animations an excuse to glorify the sort of dull school workbook designed expressly to validate Mensa wannabes?

LittleBigPlanet (Sony / Media Molecule)

Lbp3 It's adorable, I'm heartened by the vision behind it and couldn't be more impressed with Media Molecule and its beautiful execution. But at the end of the day, I'm a fan of video games because I want the professionals to make them for me. I don't want to make video games, I don't really care what my "friends from the Internet" have made, and I often wonder how many people really do care -- and how many people just leapt on board the bandwagon of positive sentiment surrounding an effort they admired. 

Tom Chick

Grand Theft Auto IV (Rockstar / Rockstar North)

Tough_dealership One of the most amazing realizations of a real-world-ish place and one of my favorite games this year. Also the setting for a poorly told
story and uninspired gameplay, and the subject of a system-shattering
PC port.


LittleBigPlanet (Sony / Media Molecule)

Awesome graphics! And those little sack people are so cute I could just eat them up! Now where's the game? Braid4

Braid (Number None)

This is not a game that moves and it's not very accessible. You need to have a stomach for old-school platformers and mental brick walls. Which is a shame, because the place Braid eventually goes is sublime.

Coming Monday morning: The best videogame(s) of 2008

The second best videogame(s) of 2008

(Part of our series counting down the top ten videogames of 2008 -- with interruptions for the most disappointing and most overrated -- according to Variety critics Leigh Alexander, Tom Chick, Chris Dahlen and Ben Fritz. Full details are here. To check out the rest of the list, click here. Most importantly, vote for your favorite games of 2008 in the Cut Scene reader awards here.)

Ben Fritz

Left 4 Dead (Valve and EA / Valve)

L4d2 For those of us who thought Epic, Bungie and Insomniac had taken multi-player action as far as it could go, Valve delivered a genuine paradigm shift. Every single element of “Left 4 Dead,” from the level design to the resource distribution to the menus to the integration of zombie movie tropes to the dynamic A.I. not only encourages, but compels cooperative gameplay. They also make it the most genuinely scary interactive experience of 2008, because you never know what's coming next and whether your team has the guts to survive.

After dozens of successful online campaigns, however, "Left 4 Dead's" most lasting impact on me is its demonstration that great videogame design can overcome even that most intractable of foes: the Xbox Live asshole.

Leigh Alexander

Persona 4 (Atlus / Atlus)Persona4

This was the year that the industry seemed increasingly willing to back-shelve traditional Japanese mechanics and genres -- but as it did last year, the "Persona" series proves it's way too early to call the Japanese RPG a relic. "Persona 4" adapts to modern, fashionable visual and music just as deftly as it updates staid, conventional game mechanics. But it's most broadly impressive for its poignant cultural subtext and commentary on interpersonal relations -- markedly adult, even while it's all wrapped in a widely-accessible high school hipster story.

Tom Chick

Saints Row 2 (THQ / Volition)

Saintsrow2 This is the paragon of open-world city-havoc sandboxes. It's a pitch-perfect example of a game that accomplishes exactly what it intends to accomplish. It's crass and generous and spectacular, stuffed with stuff to do, usually involving the liberal application of chaos. Like the first "Saints Row," it out-"Grand Theft Autos" the best of them: "Mercenaries," "The Godfather," "Scarface," "Bully," "Grand Theft Auto" itself, and even "Crackdown." If there is a better realized vision of a city as a massive free-wheeling incendiary playground, I haven't seen it. And the fact that I can play almost every corner of "Saints Row 2" cooperatively is almost obscene. Really, Volition? You're going to go that far above the competition? That's just showboating.

Chris Dahlen

Braid (Number None)Braid3_3

Jonathan Blow's long-awaited debut had a nice window in late August to get critics’ and fans’ attention - most famously, Soulja Boy. It has passionate advocates, myself included, yet I wonder if we’re outweighed by the players who made fun of the writing or grew frustrated with the platforming. Blow has objected to people who criticize the game for what it's not, rather than taking it for what it is - and in my experience, "Braid" is an elegant, brilliantly-designed puzzle game where each problem has an exquisite "ah-ha" solution, and the story that started out so sweetly turns troubling and confusing by the epilogue. Is Blow ultimately full of shit, as his detractors (and blogosphere sparring partners) claim? A prize goes to the critic who can get far enough ahead of him to prove it.

Coming Friday: The most overrated videogames of 2008.

Coming Monday: The best videogame(s) of 2008

Coming tomorrow: Most of you will have too much of a hangover to read this blog anyway

The fourth best videogame(s) of 2008

(Part of our series counting down the top ten videogames of 2008 -- with interruptions for the most disappointing and most overrated -- according to Variety critics Leigh Alexander, Tom Chick, Chris Dahlen and Ben Fritz. Full details are here. To check out the rest of the list, click here. Most importantly, vote for your favorite games of 2008 in the Cut Scene reader awards here.)

Tom Chick

Fallout 3 (Bethesda Softworks / Bethesda)

Fallout3 I didn't do this intentionally, but once I'd arranged my list I realized that my top four games of 2008 are all powerfully imagined and skillfully created open worlds, with rock-solid infrastructures of good gameplay and an unwavering emphasis on freedom. Here are almost unprecedented juxtapositions of developer creativity and player freedom ("Grand Theft Auto IV" would have belonged among this rare company if Rockstar had either written a better story or designed a better game). "Fallout 3" is the most contrived of the four, proceeding apace along the usual RPG trappings like dialogue trees, fussy interface muckery, and occasionally clunky world building. But it's an unforgettably bleak and epic experience, brave enough to be barren and gray, but crammed with stories, vignettes, characters, and sights. Some fans of the "Fallout" series were worried that it would be "Oblivion" with guns. "Oblivion" should be so lucky.

Chris Dahlen

Left 4 Dead (Valve and EA / Valve)L4d1

The brilliance of "Left 4 Dead’s" co-operative play lies in the way that even strangers learn to work as a team, knowing their survival is at stake.  And if you play with friends, you get a rare chance to see their true character come through. I never get sick of reading about people's experiences in the game – Daniel Purvis’ tale of cowardice under pressure is my favorite - because the same few elements can afflict you in so many ways. Sort of like browsing old chess games, with a much, much scarier queen. 

Ben Fritz

Braid (Number None)

Braid2 If nothing else, “Braid” entranced me with a quality I never knew videogames could possess: relaxation. Spending hours pondering, experimenting, and rewinding time while figuring out brain-bending puzzles to the tune of a wistful cello solo and the sight of swirling watercolors was a wholly unique and utterly invigorating experience. Themes of loss, regret, and forgiveness are subtly woven and then masterfully brought home, even if the epilogue is unbearably pretentious.

Leigh Alexander

No More Heroes (Marvelous and Ubisoft / Grasshopper Manufacture) Nmh2

It's shamelessly bizarre, heavy-handed, clunky and incisively brilliant from beginning to end, a loving send-up of the very gamer culture that eats up the deprecating self-references with glee. Little moments of genius abound: the actually joyous use of the Wii's controls, the necessity of playing an entire stage hanging upside down from one's couch, and the population of villains who, given only brief cameos, seem more exciting and fully-realized than all of the grave animated robots we've been fed all year.

Coming tomorrow morning: The third best videogame(s) of 2008.

The sixth best videogame(s) of 2008

(Part of our series counting down the top ten videogames of 2008 -- with interruptions for the most disappointing and most overrated -- according to Variety critics Leigh Alexander, Tom Chick, Chris Dahlen and Ben Fritz. Full details are here. To check out the rest of the list, click here. Most importantly, vote for your favorite games of 2008 in the Cut Scene reader awards here.)

Leigh Alexander

Mega Man 9 (Capcom / Inti Creates)

Megaman9 In today's era of blisteringly sharp next-gen, why on earth would Capcom ape the NES era -- staticky scan lines, brutal difficulty and all? Because, given that today's audience endlessly compares new franchise installments to their rosy memories of ancient predecessors, it's a damn great idea to just give them what they want. "Mega Man 9" reminded most players what a feat it was that they fell in love with such a punishing medium, re-instilled the youthful love of frustration -- and beyond nostalgia, actually managed to show off some of the best level design the series has ever seen.

Tom Chick

Patapon (Sony / Pyramid)Patapon1_2

No game this year that had me grinning as consistently as I grin when I play "Patapon." I love these little guys, and in return, they love me. They dance and sing for me. They talk to me. As I drum them their rhythm, which is really all the gameplay there is here, their little eyes roll around. They jump and sway. They charge forward. The colorful sky fills with their arrows. I feel terrible as they're stamped into the ground or stabbed by evil patapons. I consider which one gets which hat and which sword. I dole out horses carefully. Did I mention that I love these little guys? The simple fact about "Patapon" is that it makes me happy. Not since "Katamari Damacy" has a game been so purely and simply joyous.

Chris Dahlen

Rock Band 2 (MTV and EA / Harmonix)

Rb2 A strong platform saw key improvements. The single-player band mode made it easier for me to play alone; the no-fail mode and freestyle drum trainer made the game accessible to my three-year-old. (Who doesn’t dream that their kid will grow up to be a drummer?) And the addition of hipster essentials like "Mission of Burma" to the music store proves yet again that Harmonix is staffed by genuine, signed-in-blood rock snobs – just the way I like ‘em.

Ben Fritz

World of Goo (Various / 2D Boy)Worldgoo

Plenty of games nailed “cute” this year, but “World of Goo” dismisses that for something much harder to achieve: atmosphere. A simple building mechanic is tied to an impressively diverse set of puzzles, making this a game worth playing even if it was set against a blank white wall. But its the sinister music, the off kilter designs and those disturbing notes from “the sign painter” that bring to mind the delectably unlikely influence of “Edward Scissorhands.” Who knew little green balls of goo could be so creepy?


Coming Friday: The most disappointing videogames of 2008

Coming Monday morning: The fifth best videogame(s) of 2008

Coming tomorrow: Christmas.

The eighth best videogame(s) of 2008

(Part of our series counting down the top ten videogames of 2008 -- with interruptions for the most disappointing and most overrated -- according to Variety critics Leigh Alexander, Tom Chick, Chris Dahlen and Ben Fritz. Full details are here. To check out the rest of the list, click here. Most importantly, vote for your favorite games of 2008 in the Cut Scene reader awards here.)

Chris Dahlen

Everybody Dies (Jim Munroe and Michael Cho)

Everybody_dies The best-written games this year worked in plain old text: the winners of the Interactive Fiction Competition, the ultra-profane meta-Internet game "ForumWarz," and the fascinating one-move game "Aisle," all provided gripping scripts and memorable characters. It took time to settle on "Everybody Dies" as my favorite. A surreal story set in a mundane suburb outside Toronto, it’s told from the perspective of three memorable characters, one of whom introduced me to the phrase “Moustache Brotherhood.”

Ben Fritz

Star Wars: The Force Unleashed (LucasArts / LucasArts)Forceunleashed

I know, I know, the controls are a little wonky and that star destroyer sequence should be grounds for a class action lawsuit against LucasArts. But by giving us the power to throw objects with our minds, shoot lightning from our fingers, and generally tear sh*t up with a lightsaber, “The Force Unleashed” successful merges “God of War”-esque action with the childhood dreams of every red blooded American geek. Add a story that puts all other videogames in 2008, not to mention Lucas’ last three films, to shame and you’ve got a game that more than overcomes its flaws. 

Leigh Alexander

Braid (Number None)

Braid_2 Much discussion surrounded "Braid"'s decidedly opaque narrative, and the blogosphere still wonders what the ending was "about." "It's art," many decided; "It means what you want it to mean." And it was definitely thought-provoking, admirably so. Yet, perhaps ironically, the greatest thing about the year's indie ambassador to profundity in games was the actuality of its stellar time-bending, brain-teasing gameplay. Puzzles that looked infuriatingly simple were truly meaty, and "Braid"'s transcendence was assisted not by its obfuscated "meaning," but by its perfectly-chosen music and arresting, dreamlike art style.

Tom Chick

Multiwinia (Introversion)Multiwinia

"Multiwinia" is one of the year's most subversive real time strategy games (the more subversive one is later in my list). It's also the most visually stunning, but not for the reason that real time strategy games are usually visually stunning (see "Red Alert 3" for the worst case example of that). As they did with Defcon, developer Introversion demonstrates game design at its most economical, with muscular gameplay, perfect pacing, and ice-cool haunting production design.


Coming this afternoon: The seventh best videogame(s) of 2008



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About

Chris Morris reports on the business and culture of video games and offers analysis of recent events and industry trends.
Tips and feedback are encouraged at chris.r.morris-at-gmail-com




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