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Katamari Damacy - A Critique

Beth A. Dillon writes "In this Game Career Guide feature, Katamari Damacy — A Critique: Part One, Ryan Stancl argues for game criticism in part one of a three part series on Katamari Damacy, this week featuring Biographical and New Critical forms of analysis." From the article: "Video games now, more than ever, need to be not just reviewed, but critiqued, because of their negative image in the press, in politics, in the general public, and quite simply because they are so ripe for critiquing. Games aren't just for kids anymore, and it's not because of the sex and violence. Over the next few weeks I will be introducing you to eight schools of criticism - Biographical, New Critical, Marxist, Structural, Jungian, Psychoanalytical, Feminist, and Post-Colonial - giving a little history behind each, and showing how they can be used to critique the video game Katamari Damacy for the PlayStation 2."

89 comments

  1. Why? by BadAnalogyGuy · · Score: 4, Insightful

    I can see the intellectual exercise of critiquing a game according to any number of schools of thought. What I don't get is for whom is such critique necessary?

    The gaming audience isn't really interested in anything but a straight review. Your politicians aren't interested in anything beyond general conversation about the negative effects of games.

    Maybe your soc or psych professor wants to hear about it, but I doubt there's anything to say that hasn't been said before about games.

    I don't mean to be down on this, but it just seems like an utter waste of time and effort. There just doesn't seem to be a payoff here.

    1. Re:Why? by TopShelf · · Score: 1

      I think they're trying to justify some post-graduate study grants or something. It seems like there's a new article here every week trying to establish game reviews as a new field of socio-artistic critical analysis. *yawn*

      --
      Stop by my site where I write about ERP systems & more
    2. Re:Why? by UbuntuDupe · · Score: 4, Funny

      No way, we *really* would stand to gain from some Marxist critiques of Katamari.

      "When you roll over items and get bigger, that's like how capitalism squashes the little guy and gets bigger and more powerful..."

      "Deep stuff, man."

    3. Re:Why? by Anonymous Coward · · Score: 0

      Your politicians aren't interested in anything beyond general conversation about the negative effects of games.

      I actually see something far worse with the exercise of critiquing most games; in spite of what a lot of gamers would say, most games are pointless and have no real meaning and if you started (honestly) critiquing most games this would become obvious. The majority of videogames involve little or no story and are just meaningless action (Dead or Alive, Madden, Tony Hawk Pro Skater), those that attempt a story tend to be incoherent gibberish when looked at in a serious light (Metal Gear Solid, Resident Evil), and the handful that are successful at producing a decent story look like rare exceptions in a see of crap. If politicians wanted to make the industry look bad they could simply show the critiques of most games as evidence that there was no artistic merit to the medium.

    4. Re:Why? by Anonymous Coward · · Score: 0

      Why does it have to be necessary? Or rather, how many things that you find enjoyable are also necessary? For gamers it's rather nice that games have reached a level of complexity where this kind of armchair philosophy is actually possible. Sports fans talk endless stats, games, etc., is it really so hard to grasp that game nerds like to do the same for their hobby? Why does it offend you?

    5. Re:Why? by AcidLacedPenguiN · · Score: 2, Interesting

      I think you're looking at it in the wrong way. While I think that "critiquing" is complete bullshit, there are intellectual types who enjoy looking at "art" "poetry" and "music" only because of the "critiquing" While I don't mean to portray them in a negative light, but they are the same types of people who will exclude some things as art poetry or music simply because it "isn't intellectual enough", meaning that it hasn't gone through the critiquing, so it must not be "high level art."

      You get the same kind of reaction with rap. I know that 90% of it is about "bitches and hoes" but I have heard some amazingly articulate poetry wrapped in rap which is instantly discredited as "real poetry" simply because it is labelled as rap. I know for a fact that if you were to present some of this rap on paper, it would somehow have more credibility with these types.

      I guess what I'm getting at here is that if some video game is ever going to be viewed as an art form, it has to comply with this ages-old system of (for lack of a better term) snootability. The only way you could possibly sway these snooty art critic types is to present it in the same fashion as a painting, or a sculpture, or like the "classical" music.

      While I didn't read the article, I can't comment on how high or low level the critiquing for Katamari, but I imagine if could be a step towards getting some form of art credibility for video games.

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
    6. Re:Why? by aleksiel · · Score: 1

      i could see the point, but i think its being way overdone here.

      people do care about stuff beyond simply what comes out of the black box company. it'd be nice to know more about the background and production. for example, if i would be much more willing to buy game X from a company who treated its programmers well. i would pass on game Y that treats their programmers like dirt. it might be a little more expensive, but i'd think of it as worth it.

    7. Re:Why? by BadAnalogyGuy · · Score: 1

      It does not offend me in the least. It leaves me befuddled and stupefied that anyone would be interested in such a pointless activity.

      I have a feeling Jeremy Bentham would see it my way.

    8. Re:Why? by AcidLacedPenguiN · · Score: 1

      further, after reading the article, that is precisely the argument the author is making in the critique.

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
    9. Re:Why? by Peganthyrus · · Score: 2, Insightful

      Why is it necessary for there to be deep, nuanced critique of books, movies, or music?

      The "gaming audience" and politicians may not be interested in this sort of criticism, but there are people who want to make games, or want to think about them on other levels besides "GAMEPLAY: 8/10 GRAPHICS: 10/10 MUSIC:3/10 OVERALL SCORE: 95%!!!".

      Insightful criticism can help reveal ways of approaching the medium that are not immediately obvious from a simple viewing. Some creators will take inspiration from this sort of thinking.

      --
      egypt urnash minimal art.
    10. Re:Why? by Anonymous Coward · · Score: 0

      Thats ok, listening to my coworkers talk sports leaves me befuddled and stupefied too.

    11. Re:Why? by antifoidulus · · Score: 2, Interesting

      Couldn't the same be said of literature as well? It's a good book if it's just "fun to read" or "draws you into the story"? Well, those are certainly important aspects of literature, and if that is what you get out of a story, great. However, it's always more interesting to dive deeper.

      I was once very apprehensive about the validity and utility of critiquing literature myself(it didn't help that I had an extremely arrogant roommate who seemed to think that studying literature was the only truly "hard" profession in life) but after I took a class or 2 I got hooked. I admit it, I don't understand Jacques Dirreda(or however you spell his name) but discussing the cultural impact of literature as well as trying to decipher the intentions of the author in the setting (s)he wrote in can be kind of fun.

      What makes games any different? In a certain way they are a combination of prose(code) and art(graphics, sound, presentation etc). Of course it whether or not it is fun most important, and I'm certainly not going to berate anyone who looks at a game from that level(which I do 99.99% of the time) but I think if you delve deeper you may find a topic you really enjoy discussing. Of course you, or anyone else for that matter, will not find anything definitive but that is part of the fun.
      BR Pardon me for getting a bit Rumsfeldian here, but will critiquing this game cure cancer? No. Will it reveal some sort of fundamental truth about video games that will revolutionize the way they are made? No(though that won't prevent overly arrogant people from saying it could). Could it help you enjoy video games on a different level? Possibly. Is that truly important? That is up for you to decide.

    12. Re:Why? by AcidLacedPenguiN · · Score: 1
      The majority of videogames involve little or no story and are just meaningless action (Dead or Alive...
      If Dead or Alive is just meaningless action why in God's name would they make a movie http://imdb.com/title/tt0398913/ of it?
      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
    13. Re:Why? by Shadows · · Score: 1

      I saw this argument every day in college: I can see the intellectual exercise of critiquing a book according to any number of schools of thought. What I don't get is for whom is such critique necessary? The reading audience isn't really interested in anything but a straight review. Politicians aren't interested in anything beyond general conversation about the negative effects of books. Maybe your professor wants to hear about it, but I doubt there's anything to say that hasn't been said before about books. I don't mean to be down on this, but it just seems like an utter waste of time and effort. There just doesn't seem to be a payoff here.

      Sorry, but I don't buy it. I could care less about a post-deconstructionist analysis of my breakfast but that doesn't mean that it's not an interesting way to look at a bagel. Just because I don't care about it almost all of the time doesn't mean that it might not help me understand the world better.

    14. Re:Why? by ultranova · · Score: 1

      No way, we *really* would stand to gain from some Marxist critiques of Katamari.

      "When you roll over items and get bigger, that's like how capitalism squashes the little guy and gets bigger and more powerful..."

      Hmm... You work like crazy to keep from being squashed like a bug, and if you work really hard, your reward is to get to work even harder. Yeah, sounds like capitalism (or at least the Marxist view of it) to me.

      Oh, and see how the King of the Cosmos is a direct reference to both monarchy and religion ? And the prince makes large round things out of random crap - pills ? Opium ! And when you've worked your ass off and done drugs, you'll get to make a star - a clear allegory for the entertainment industry !

      So... Who's in for providing a Marxist analysis of The Legend of Zelda ?

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    15. Re:Why? by Anonymous Coward · · Score: 0

      Because not everyone is a "gamer", and different content might bring this market into games. There's a LOT of wanna-be artists in the world. If they see that games can provide some redeeming value, they might buy one or three.

    16. Re:Why? by bunions · · Score: 1

      For the same reason they made movies out of Street Fighter and Doom, duh.

      --
      there is no need to sign your posts. this isn't usenet. your username is right there above your post. stop it.
    17. Re:Why? by prell · · Score: 1

      Why do anything? Why make art? Because you care. And what you said doesn't come from that place; it comes from a place where people give up and worship the status quo.

    18. Re:Why? by bigbigbison · · Score: 1

      I think that perhaps you are painting with too large a brush. While it may be true that a lot of the gaming audience isn't interested in anything other than a normal review, I think that there are a number of people who are bored with normal reviews that just discuss graphics and bugs.
      While it very well may be nothing than metal masterbation, most reviews are little more than press releases. Who is to say one is more or less worthwhile than the other? I think that is a question we each have to answer for ourselves.

      --
      http://www.popularculturegaming.com -- my blog about the culture of videogame players
    19. Re:Why? by Anonymous Coward · · Score: 0
      I can see the intellectual exercise of critiquing a game according to any number of schools of thought. What I don't get is for whom is such critique necessary?
      Why do you feel this way? Please explain. To my it sounds like perhaps you harbor some deep resentment towards the intellectual elite.

      The gaming audience isn't really interested in anything but a straight review. Your politicians aren't interested in anything beyond general conversation about the negative effects of games.
      Your passive aggressiion towards politicians indicates a repressed jealousy of people in power that get to go down on interns. Maybe you should go ask your mother about this.

      Maybe your soc or psych professor wants to hear about it, but I doubt there's anything to say that hasn't been said before about games.
      Here we see that your ego is writing checks your body can't cash (or perhaps that be ID and cache, since you're probably a CS geek living at home with your parents).

      I don't mean to be down on this, but it just seems like an utter waste of time and effort. There just doesn't seem to be a payoff here.
      From a literaray standpoint, it sounds like you just ran out of stuff to say and just spouted the party line to get mod points.

      </sarcasm>

      Please don't hurt me. :-)

    20. Re:Why? by Anonymous Coward · · Score: 0

      The Evil Truth About Peter Pan
      by Lady Carolin

      >>> a cDc publication.......1993 <<<
      -cDc- CULT OF THE DEAD COW -cDc-

      Countless numbers of children and adults have enjoyed J.M. Barrie's
      frolicking, sugar-sweet tale of _Peter Pan_. Originally titled _Peter and
      Wendy_, this children's story has been a universal favorite, read and enjoyed
      by many millions of sexually frustrated people, unaware consciously of their
      sexual desires and naughty impulses.

      It is safe to assume that the vast majority of parents do not realize the
      evil, sexual, twisted nature of the story they read to their sweet little
      children. The frightening truth is that Freudian symbolism and Jungian
      archetypes pervade the story, turning innocent fun into perverted sexual
      sadism. Mythological overtones cast a shadow of black voodoo magic.
      Sociological concepts such as rape, murder, crime and violence permeate the
      story, unseen to many of the readers.

      On the sub-conscious level, the subliminal messages implanted throughout
      the book enter the minds of what were once innocent, pure children, perverting
      them and turning their minds to sludge. Walt Disney Studios has for many years
      helped to perpetuate this Satanic fable, thus assisting in the corruption of
      our children, our morals; yea, the destruction of the very fabric of our
      society.

      The Main Characters

      Peter Pan

      In mythology, the god Pan was a fertility god, most often represented as a
      satyr, that sexually insatiable, well-hung beast of the forest and woodlands.
      Pan is a solar god, and as most primitive peoples see the sun as flying through
      the sky or being carried in the sky, it is safe to assume that Peter Pan's
      flying comes from this particular aspect of the folk god. Another aspect of
      Pan is that of the Horned God. In this aspect, Pan was often associated and
      identified with Satan, the Devil. Like Satan, Peter Pan is hooved, horned,
      flies by night, and seduces innocent young girls. The rampant Satanic under
      currents in this story have yet to be studied in detail but may prove to be
      quite astonishing and indeed terrifying.

      As the word "Peter" is often used as slang for the penis, it is surmised
      that the name Peter Pan translates roughly to "Dick God." A pop-psychology
      book of the 1980's described the "Peter Pan Syndrome" in which men refuse to
      grow up and take responsibility for their actions. Peter Pan indeed refuses to
      grow up. Instead he indulges in escapist fantasies and cavorts wildly with
      small boys in secluded caves. Peter Pan runs away from his past (repression
      and denial) and blames Captain Hook for all the evils in the world
      (projection). Peter's own crusade against evil (reaction formation) stems from
      his superego insecurities. Peter's Shadow represents his paranoiac tendencies
      and his persecution complex.

      Wendy

      Wendy has continually captivated the imagination of men and lesbians
      alike, in her filmy, transparent, oh-so-sexy blue dress. Like Peter and most
      of the characters in the story, she has an unresolved childhood complex. In
      Wendy's case it is the Electra complex he runs away from when she joins Peter
      and his merry troupe. Besides agreeing to submit to Pe

    21. Re:Why? by /ASCII · · Score: 1

      Not true at all. There is actually a very complex backstory to DOA, it's just that the fihhting games never really touch upon the backstory. If you want to know why all those people are hitting each other, you could do worse than try playing the Ninja Gaiden games.

      --
      Try out fish, the friendly interactive shell.
    22. Re:Why? by AcidLacedPenguiN · · Score: 1

      I don't recall seeing any boobies in Doom. . .

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
    23. Re:Why? by KDR_11k · · Score: 1

      Of course none of that backstory will make it into the movie intact.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    24. Re:Why? by ultranova · · Score: 1

      Shigeru Miyamoto's masterwork Super Mario Brothers is truly a classic work of modern literature; borrowing heavily from Fear and Loathing in Las Vegas and an obvious inspiration for Trainspotting, SMB shows the initial joy but the eventual mental and moral decline due to drugs.

      Like in classic Greek drama, much of the story is implied. Because the setting is not a part of our common mythos, however, it comes with a small supplemental text which fills in the history for the reader: the evil dragon Bowser Koopa (a metaphor for a kingpin) has invaded a once-prosperous kingdom, and those residents who did not join him and become goombas (the local slang for dealers) were turned into blocks - that is, they were embedded in concrete, to sleep with the fishes, as it were.

      Enter Mario, the fallen hero. At the very outset of his adventure, he is doomed, as almost right away he steals a dealer's mushroom (obviously mixed with peyote) and begins to hallucinate, that he is big, that he is powerful. As though on PCP, he finds it easy to break solid bricks by punching it and does not perceive the pain; however, when dealers, pushers (personified by turtles much like Thompson's literal lounge lizards), and other minions of the kingpin cause him pain (in retaliation for his original drug theft), he immediately loses the empowering effects of the peyote, and in fact, seems very small and vulnerable, and must desperately seek out another hit. When he is not seeking out a hit of peyote, he is seeking out much more powerful stuff indeed - a flower (the opium-giving poppy) or a star (a hit of LSD), both of which further his delusions of being strong and powerful.

      Right after he has apparently slid down a flagpole (a strong reference to receiving anal sex), he finds himself in the proverbial sewers, already feeling a deep low from his initial hits wearing off. But after more anal sex, he is high in the mountains, which psychedelically appear as gigantic mushrooms, an obvious result of his hallucinatory state. And then, after even more anal sex, he finds himself in a castle, but it is of his own imagination, built up of his drug-induced isolation, for at the end he thinks he has confronted the kingpin Koopa, but he quickly finds that it is but another hallucination, merely a pusher goomba, though he only discovers this after, in a drug-crazed rage, he kills this apparition of his nemesis.

      His trials and travails continue along his slide into dementia, with such powerful imagery as being underwater (drowning in desperation) and along a long suspension bridge with flying fish (skirting death at every corner). After chapter 3, which describes a night of terrors, and chapter 4, another full day, he finds himself in another castle delusion, but this time he is so hopelessly lost in his mind that it appears to him as a maze, where if he does not climb the correct stairs in the right order, he is trapped and seems to endlessly repeat the pathway.

      Much more of the same continues, showing the repetition and mental deadness of a drug-induced haze, with some intermediate powerful imagery as a landscape so bleak and gray that it appears to be frozen, causing our fallen hero to psychosomatically slip on what seems to be ice. At many points, he is also unwittingly caught up in drug-related urban warfare, bullets careening across the landscape, although in Mario's stupor, the inanimate metal slugs appear to be living, almost sentient things.

      Finally, he enters a final castle which appears to be real, but it is quickly apparent that it is not, for it is filled with all of his prior hallucinations, but twisted into much more nightmarish images, again arranged in a maze as some of the castle-hallucination-nightmares before (although this time with the strong symbolism of the magic number 3), and at the end, when he finally destroys what he believes to be the kingpin Koopa and rescues who he believes to be the princess, it becomes obvious to the reader (though not to Mario, still in a state of dementia) that he

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    25. Re:Why? by AcidLacedPenguiN · · Score: 1

      except for the part with jiggling boobies right?

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
  2. In the immortal words of the King of All Cosmos... by revlayle · · Score: 2, Funny

    "Woo, tangent."

  3. TP@!!!!one by Anonymous Coward · · Score: 0

    This article is TOILET PAPER.

  4. Katamari damacy...critique...easy.... by nebaz · · Score: 3, Funny

    Clearly the King of All Cosmos represents the "man", screwing up royally, and making the Prince (mouse sized) fix his mistakes, by creating a bigger and bigger ball of the proletariat. This clearly glorifies bailing out the powerful, sticking it to the little guy to rectify the mistakes of 'the man'. The message of the game is 'be a good little consumer'. This game should be banned at all costs. It is just the man keeping us down.

    --
    Rhymes that keep their secrets will unfold behind the clouds.There upon the rainbow is the answer to a neverending story
    1. Re:Katamari damacy...critique...easy.... by himurabattousai · · Score: 1
      And don't forget the extreme violence in this game, what with the crushing of people and the wrecking of buildings and the giant sticky-ball-induced carnage. Quick, someone inform Jack Thompson!!!

      It's a video game. It doesn't need to have any hidden social contexts or vast theologies or anything else of the sort behind it. If the creator said that he wanted to make it because he thought it would be insane amounts of fun to do exactly what is done in his game, that's enough of an explanation for me. If he sais that he thinks video games are too complex and wanted to make something that could truly be enjoyed, then why can't it be left at that? If you truly want to know why Katamari, ask the man who created it and take what he says as an answer. Otherwise, all you'd be doing is putting words in someone else's mouth, and last I checked, people don't take too kindly to that.

      --
      "osake no hou ga, biiru yori ii" to omotteiru.
  5. A critique? Why? I love squid by Anonymous Coward · · Score: 0

    Calamari *IS* a delicacy...I don't know why someone would want to criticize that.
    Oh, wait...I read the headline wrong. ...nevermind...
    yeah, Anonymous coward -1 offtopic

  6. I'll explain it in terms you might understand. by Anonymous Coward · · Score: 0

    Maybe you don't have enough RAM, but here you go:

    def doesAnyoneCare():
      return False

  7. Umm....what's the difference? by xxxJonBoyxxx · · Score: 1
    not just reviewed, but critiqued
    Help me out here: what's the different between a critical review, a review by a video game critic and "critiquing" something?

    (Maybe the last one is performed by a French guy?)

    1. Re:Umm....what's the difference? by Anonymous Coward · · Score: 0

      You nailed it. More accurately, it's reviewed by somebody who's been to France and wishes they could afford a cottage there, but has student loans to pay at Dartmouth.

    2. Re:Umm....what's the difference? by Anonymous Coward · · Score: 0

      I think the "critiquing" part is usually reserved for fanboyish ranting pretending to be more "insightful" then a review.

      It seems to me that lately those crying about wanting more "critiques" tend to be the fanboys upset that THEIR quirky, obscure game like Katama doesn't get a 100%, 5/5 etc from all reviewers, gets sold out, and become a huge success. And I wouldn't quite trust them in telling me the truth about things such as controls, or not to sugarcoat the games flaws....

      Sorry, but if the kind of crap like what Tim Rogers posts is considered "critiquing," I will take the other review formats instead. At least with reviews I can easily find out stuff that I might not like or not like about a game, without having to read long winded junk like the linked example(and there are a lot more of them here).

    3. Re:Umm....what's the difference? by vonPoonBurGer · · Score: 1

      For TFA:

      "There is a clear distinction between a review of a work - a movie, a book, a piece of art, or even a video game - and a critique of one. Movies, literary works, and pieces of art all have critiques written about them all of the time, so why not video games?

      It may have to do with the fact that a lot of people still view video games as for children, that games don't really have anything to say, any depth to them.

      But whatever the reason (I'm not exploring that issue here), video games are made by a team of people, and each of those individuals wants to leave their mark in some way or another. With so many people coming together to create one thing, how can there not be layers, hidden meanings, subtext behind the work?

      These meanings may be planned or not, but it is the critics' job to point them out or, quite possibly, to 'create' the artistic work by coming up with meanings simply from critiquing what is there in front of them."

      If you disagree with her interpretation of the difference, that's fine, but c'mon man, it's on the very first page. At least read the article before you trash the article.

    4. Re:Umm....what's the difference? by xxxJonBoyxxx · · Score: 1
      There is a clear distinction between a review of a work - a movie, a book, a piece of art, or even a video game - and a critique of one.
      Th' author who penned this trash stated thar be a "clear distinction" an' then utterly failed t' explain th' distinction. He employed a sophomoric convention: make a bold statement an' then hope yer audience be too cowed t' question 't. Ya swabbie!
    5. Re:Umm....what's the difference? by vonPoonBurGer · · Score: 1

      It's unfortunate that you couldn't take the time to state that originally. I stand by my original comment: read first, then post.

    6. Re:Umm....what's the difference? by xxxJonBoyxxx · · Score: 1

      Quit yer girlish whinin', landlubber. This topic`s old news anyway; find somethin' current. Ya horn swogglin' scurvy dog!

  8. Smaller than I expected by techpawn · · Score: 0

    Maybe a little bigger next time?

    --
    Ask not what you can do for your country. Ask what your country did to you
  9. See Mom? by RobK · · Score: 4, Funny

    I told you that a liberal arts degree wasn't a waste! Do you know where my McDonalds shirt is?

  10. great idea by bunions · · Score: 1

    > "Video games now, more than ever, need to be not just reviewed, but critiqued, because of their negative image in the press, in politics, in the general public,

    Yes. Subjecting Far Cry to deconstructionist critique is the sure way to gain widespread public acceptance.

    Let's all talk about fracturing Katamari Damacy along it's natural fault lines and reading the subtext underneath it! It'll be so much fun!

    The author has clearly either run out of reasonable things to think about, or is still in or has just gotten out of university, which is the only place anyone actually thinks these things have any relevance.

    --
    there is no need to sign your posts. this isn't usenet. your username is right there above your post. stop it.
    1. Re:great idea by spyrochaete · · Score: 1

      Video games are creative expression and are a depiction of the creator's impression of society, just like any painting or book or movie. Games are perhaps the most philisophically deep medium of all time since they are designed to challenge our physical bodies and mental abilities at the same time, all the while placing us in a state of suspended disbelief while we control someone who is not ourselves. That's a pretty tall order!

      Don't take video games for granted. They're pretty amazing when you think about them.

    2. Re:great idea by bunions · · Score: 1

      I think you're giving video games a little too much credit, but it's not video games I have an issue with, it's the idea that anyone except your graduate advisor gives a shit about your Marxist critique of X or your masterful grasp of Derrida in your insightful paper on Y.

      --
      there is no need to sign your posts. this isn't usenet. your username is right there above your post. stop it.
    3. Re:great idea by Anonymous Coward · · Score: 0

      And I thought I was just slotting the falling blocks together to make lines...

      Still, you can't argue that games are potentially the deepest art form. Some games include prose, poetry, pictures, music, architecture, sculpture and cinema, with the addition of interactivity, animated sculpture, ludology and possibly other newer art forms I'm missing out.

      (Plus, you could stage a play or opera in an online game if you really wanted... so it covers everything)

  11. The ONLY critique that matters... by UnknownSoldier · · Score: 2, Interesting

    ... is, is it FUN?

    If a game doesn't have that, it doesn't matter what philosophical, political, biological, cultural viewpoints it presents.

    --
    Game Design is about the unholy trinity: Abstraction, Logicalness/Consistency, Convenience
    Unfortunately, far too mamy players are argueing about the wrong thing, usually the red herring of realism. If you favor realism over abstraction, you have a simulator, not a game.

    1. Re:The ONLY critique that matters... by Hahnsoo · · Score: 1

      Unfortunately, far too mamy players are argueing about the wrong thing, usually the red herring of realism. If you favor realism over abstraction, you have a simulator, not a game.


      Although it's easy to point to the "fun" litmus test to determine whether or not a game is reviewed, fun is a subjective and abstract concept. For some folks, realism IS fun... there are many hobbies which take pride in the details (model ships, amateur rocketry, etc.) and gaming is broad enough to encompass the realism and attention to detail that these people seek (Gran Turismo, Microsoft Flight Simulator). There are even games that skirt the line of realism and fun... certainly, the Sims franchise isn't real life, but it is meant to simulate real life with a close attention to detail, and it's the bestselling non-subscription PC game of all time. It is also broad enough to encompass the "pick-up-and-play" fun that comes with Pac-Man, Katamari Damacy, or any other so-called "fun" games.


      In other words, the "I like playing it, therefore it's fun" works if you want to look at it that way, but it doesn't necessarily work for everyone. I find myself playing different games for different reasons. A game of Incredible Machine appeals to me in a much different way than a game of online Unreal Tournament.


      On another note, pursuing this elusive "fun factor" has been the downfall of many game companies. You can't code it, and there's no way to really express it consistently.

  12. Worthy of Critique by PMadavi · · Score: 1

    I've got only one real argument with this guy's point about why games need to be critiqued. A game should be worthy of critique rather than review. For example, critique of Katamary Damacy might be intellectually stimulating for the writer and fans of Katamary Damacy, but the game itself does nothing that deserves critique. It's the equivolent of critiquing Zoolander.
    The point of videogames is almost solely as entertainment, and there's very few games that go beyond that. A game like Shadow of the Colossus would merit critique in opinion because it creates a unique universe, with mythology, and presents classically inspired questions of the nature of heroism. NBA Ballers, on the otherhand, doesn't need any critique.

    --

    --What, you ain't know about them country fried sessions?

    1. Re:Worthy of Critique by hickory-smoked · · Score: 1

      A game like Shadow of the Colossus would merit critique in opinion because it creates a unique universe, with mythology, and presents classically inspired questions of the nature of heroism.

      And Katamari doesn't?

      Okay, maybe heroism doesn't play a large role, but KD is as unique a work of art as anything on the market. It has a visual and music style all it's own, and a gameplay mechanic that focuses on actual playing rather than military simulation or violent conflict. These factors alone make it worthy of examination, even if it's not the deepest, most meaningful narrative in the genre.

      A lot of comments here are mocking the idea, which is funny and all, but it doesn't sound like many of the citics have actually read the article.

    2. Re:Worthy of Critique by PMadavi · · Score: 1

      Katamary is definitely a unique entry in terms of concept. I agree with that. The gameplay mechanic is simply exploring, and becoming efficient at exploring. In that sense, it's really not different than a lot of the violent, or military simulation games that you allude to. I don't really see where's there a lot of depth in the game itself. It's interesting solely because it's unique conceptually, not because there are layers in the game itself. Still, you're right that the differences themselves are worth examing.

      --

      --What, you ain't know about them country fried sessions?

    3. Re:Worthy of Critique by Anonymous Coward · · Score: 0

      I personally think that one could make a compelling critique out of examining *why* Katamari is so universally loved among gamers. It helps to go outside the "text" as it were. Katamari is a distillation of 3D gaming. It reminds us of a time when simply seeing things spin in 3-D space was enough for us. Remember those early 3-D screen savers that you just couldn't help by stare at? Katamari taps into that. By the same logic, the rules of Katamari are also a distillation of realtime action game rules. In any game, there are goals and obstacles. In Katamari, though, most items you encounter are *both*, depending on the size you happen to be when encountering them. From a game designer's point of view, this creates the *perfect* 3D gaming design scenario, where one really can simply create a world and drop the player into it, without trying to force the player onto a linear path. What's more, the sets of goals and obstacles are almost infinitely variable, depending on the size of the players katamari at any given point, coupled with their position in the game world.

      One telling difference, though, is that is Takahashi's "distilled" game there is no changing the behavior of the player avatar. One does not "power up" the katamari like almost all other game avatars. There are no magic mushrooms, unless we think of every item to be rolled up as a "power up" that adds incrementally to your strength. But even that change only alters the goals and obstacles of the moment. Why, then, do we find this game, where you play with one unchanging set of mechanics, so engrossing - so fun? (I'll go ahead and point out that there is only one move in Go as a foil to my incredulity.) Is it the charm of the virtual world? The experience of exploration? The fluidity of the gameplay, or its tactile nature?

      Is what I wrote above fan gabbing, or academic critique? I think it can be both. In fact, I think it is necessarily both. If there is something ineffable in a creative work - when you can't quite explain all the reasons you like it - it's a good subject for critique. Given that Katamari has only had (and will only likely only have) three iterations in its series and yet is constantly mentioned in almost every gaming thread on every forum as an example of one game design principle or another, I'd say it fits the bill for a pretty wide audience.

  13. Only one review necessary: Profit by RichMan · · Score: 1

    There really is only one measure of a game. That is the profit to the manufacturer.

    All soci-whatever-isms are taken up by the market behavior.
    End consumer, store positioning and "culture reaction" are all taken in by the final sales.

    Wether the game feeds violence, care-bear-ishness or whatever.

    1. Re:Only one review necessary: Profit by spyrochaete · · Score: 1

      Games are important in different ways to different people. You've focused on their place in the economy which is a perfectly valid viewpoint. Others see them as a way to relieve stress, to be told a story, to be social with their friends, or to improve their own abilities.

      You've accurately pinpointed the relevance of video games and given your own opinion on the matter. You've critiqued video games. Therefore you've disproved your own argument.

  14. I'd like more of this by ucaledek · · Score: 5, Insightful

    I disagree with the above posters. I remember when the slashdot community got in a big huff each time Ebert questioned the status of videogames as art. Guess what art does? It gets critiqued. Literature, painting, theater, sculpture all do. Recently(the past few decades) have seen movies and, to a much lesser degree, television have become viable subjects of critique. So why not video games? Not all games are purely entertainment to occupy your time. If they were, the majority of games would be the simply puzzle games like solitaire and their ilk, games that most people it seems on slashdot scoff at as "not real games." Games usually tell a narrative whether obvious or not. Myst wasn't just a set of puzzles disconnected from each other. It was a series of puzzles that both helped unlock parts of a story and were part of the story themselves. Another, perhaps less obvious example, is Contra. You're not just a "thing" with a gun shooting other "things." You're a commando fighting soldiers and aliens. Level progression tells you you're fighting in some overall picture. Even without narrative, you like certain games and not others, and I don't mean quality alone. I've liked some 9/10 games and not others. Why? Because of some aesthetic response that merits examining. When we examine games critically we can better understand, perhaps, the mechanics of enjoying a game. Then hopefully, we put that to use and make more enjoyable games. The article in the end I take as a first step towards this aim, though I don't necessarily like its analysis, though maybe because I've always been more of a historical/marxist/political reader when it came to my undergrad thesis.

    1. Re:I'd like more of this by spyrochaete · · Score: 1

      One could deconstruct video games in a marxist light - even simplistic games.

      Take Pacman for example. He eats dots and gets chased, or if he's lucky he eats a big dot and temporarily chases his persecutors. In the end, he is chased again and must run for his life, eating what he can in the mean time. Why does he do this? Because he must! Maybe Pacman is representative of a proletariat activist - he forages in his daily life while dodging his oppressors, but now and then he strategically sticks it to the man. In the end it only makes them more angry and they pursue him even more aggressively.

      You can't win Pacman. You play as well as you can, oppressed and chased all the while, until you die. But without Pacman the ghosts would have nothing to do all day. The ghosts rely on Pacman just as the elite rely on the proletariat.

      Okay, that was pretty dumb, but I'm just making a point. If a picture is worth a thousand words then a simplistic scenario like those presented in Pacman can tell a story about a similar situation in real life.

    2. Re:I'd like more of this by GospelHead821 · · Score: 1

      I agree with you. If games are to be taken as a genuine art form, then they deserve to be studied in the same way that other art forms are studied. Furthermore, I have noticed some criticism levelled against critique of art in general. Critique of art is to culture what pure research is to science. It may not be clear, even to the critic or researcher, what the result of their work will be. That work, however, if properly conducted, should be valued for its own sake. Just as pure research sometimes stumbles upon a revolutionary new idea that helps us to better understand the universe, critique of art sometimes stumbles upon a psychological theme that helps us to better understand humanity. You should not be asking who cares about a critique or what benefits we derive from it. It is one of the building blocks of culture. Perhaps by critiquing the video games of today, a foundation may be laid for future video games that will be considered art by the mainstream in the same way that a symphony or a painting are considered art.

      --
      Virtue finds and chooses the mean.
      Aristotle, Ethica Nichomachea
    3. Re:I'd like more of this by Kaki+Nix+Sain · · Score: 1
      I know of someone who made a pacman-like game in which presidential canidates ran around eating money, chased by the mascot from the other party. Seemed like political satire to me.

      --

      (C) Kaki Sain, 2011. By reading this, you have illegally copied my property to your brain.

    4. Re:I'd like more of this by Deliveranc3 · · Score: 1

      Simple example, Let's say there was a game about the movie "Wargame" at first you fight with the computer but slowly you develop a strategie of reconsilliation and win.

      A game like that might have taught Bush a thing or two.

      Hopefully the evolution of your strategy could help you understand existentialism or perhaps just consider the perspective of your adversary.

      Really literature doesn't give answers it asks questions (Unlike the parent poster's game).

      I am a Comp Sci, English double major (Read Sad and confused :P).

    5. Re:I'd like more of this by elrous0 · · Score: 1
      A game like that might have taught Bush a thing or two.

      Sadly, very few people drew much in the way of insight from that film, beyond "it's a cool adventure story about a computer hacker." And it's a shame too, because it actually has a LOT to say about humanity and our curious habits. It really is a MUCH better film than people give it credit for.

      -Eric

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  15. I do not approve. by LoudMusic · · Score: 1

    -- Maybe this is all Takahashi thinks is going on, or perhaps this is all he wants the critic to believe is going on, but the truth is, there is so much more - to not only this game, but every work of art out there, waiting for the viewer to unlock.

    If the artist claims there is nothing else going on and the viewer insists that there is something else going on is it not possible that the viewer is creating hidden meanings to fulfill their own desires? Making something of nothing?

    -- The critic then misses all the subtleties, the deeper meanings, completely ignoring the work of art itself in the most extreme cases.

    At this point the critique is no longer a critique. It is now its own piece which simply references a work in order to provide its own existance. It has lost the plot.

    -- For example, in terms of Katamari Damacy, the King of All Cosmos talks in record scratches because the player, the mere mortal, could never understand the words of a god. The text is laid out of what he's saying for the player only because the Prince, who the player is playing as, his son, a demigod, can understand him.

    Or maybe it's because the game was done on the cheap and they didn't want to record audio tracks for all the languages - maybe they just wanted to do text.

    -- The weirdness of the words spoken by the King (and the majority of the other characters in the game) could be boiled down to bad translation, but in a game that's this deep, there's no way. Some of the dialogue will be discussed below in relation to other schools of thought.

    He's - rolling - a - ball - around. Sooooo deep.

    -- Again, those were just two small New Critiques. An exhaustive list would be near-impossible to compile and then put back together again to create a deeper meaning for the work, for there are just far too many things that are part of the overall package of a video game.

    Exactly, you are fabricating a deeper meaning which did not exist before you began your critique.

    The author of the critique did the work claiming game critiques have never been done. I say even after this piece of work a game critique still has never been done.

    Review - a general survey of something, esp. in words; a report or account of something
    Critique - a criticism or critical comment on some problem, subject, etc

    What the author has created here is neither. It is in fact a fabrication of hidden meanings, non of which were intended by the creator. And this is my least favorite form of writing. The same is done with art as famous as the Mona Lisa. It's a picture of a woman with a smirk. Why does there have to be a deeper meaning?

    --
    No sig for you. YOU GET NO SIG!
    1. Re:I do not approve. by spyrochaete · · Score: 1

      I disagree with your arguments. Video games can be critiqued just like a famous painting or novel.

      If the artist claims there is nothing else going on and the viewer insists that there is something else going on is it not possible that the viewer is creating hidden meanings to fulfill their own desires? Making something of nothing?

      Tolkien wrote Lord of the Rings in chapters that he mailed to his children in the army and RAF during WWII. The story is full of war and genocide, yet Tolkien claims his book is not an analysis of the war. The conditions in which art is created are just as important as the literal meaning intended by the artist.

      Or maybe it's because the game was done on the cheap and they didn't want to record audio tracks for all the languages - maybe they just wanted to do text.

      (this was regarding the sound of record scratches in place of the King's voice) Have you heard the soundtrack to these games? Yes they are budget titles in that they are inexpensive when purchased brand new, but the soundtracks are unlike anything I've heard in a video game. They are songs with lyrics and orchestras. Rock and scat jazz and epic orchestral pieces and techno and ambient. Furthermore, humans speak audibly in English and in Japanese. The King (admittedly the most verbose character) is the only person who does not speak out loud. The record scratching sounds were done on purpose.

      He's - rolling - a - ball - around. Sooooo deep.

      Have you played this game? Rolling a ball is what you do in this game, but there is a surprisingly rich story surrounding the circumstances. Although cut scenes are drawn in cutesy art, there are some very heavy themes depicted such as a father pushing his son too hard, the son leaving home and living on the rough streets, reconciliation, the joy of childbirth... That's why this game is so deserving of in-depth critique - it is basically the bible in Lego clothing.

      It is in fact a fabrication of hidden meanings, non of which were intended by the creator. And this is my least favorite form of writing. The same is done with art as famous as the Mona Lisa. It's a picture of a woman with a smirk. Why does there have to be a deeper meaning?

      There certainly doesn't have to be a deeper meaning, but it's fun to try to find it! Why not argue the merits and messages, implied or otherwise, in modern art? Why not expand our horizons and understand our world better by analyzing an artist's rendition of the place we spend our entire lives? Creative expression is meant to be enjoyed and understood on emotional, tactile, and even intellectual levels.

      The bottom line is that there may or may not be more to life than we see on the surface. If you are content with the beauty of the red petals of a rose then that's perfectly fine. Some of us, however, prefer to stop and examine it more closely and learn that it smells pretty as well.

    2. Re:I do not approve. by bigbigbison · · Score: 1

      Your critique seems to argue that the creator is the ultimate source of meaning. However, why should that be the case? Why should the creator be able to tell me that the meaning I have for something isn't valid? How can we even know what the author "meant?"

      Tolkien may have hated allegory, but I've yet to be convinced that Lord of the Rings isn't full of it regardless of what he "meant."

      --
      http://www.popularculturegaming.com -- my blog about the culture of videogame players
    3. Re:I do not approve. by Control+Group · · Score: 1

      Yes, the critic is adding meaning to the work that the artist doesn't acknowledge is there - but that doesn't make it invalid. In other areas of artistic endeavor, this is accepted as a particular take on analysis. The idea that the narrative has an existence and a meaning beyond and separate from what the author deliberately intended is the core of narrative theory.

      If you want to get high-falutin', you can think of it sort of like the old proverb, "no man crosses the same stream twice. The second time, it is not the same stream, and he is not the same man."

      The concept is that the work itself has no inherent meaning. There has to be an interaction between a person and the art for it to take on meaning - one of those interactions is with the artist and the art, of course, but just as important is the interaction between the viewer/reader/gamer/etc. and the art. It's both the art itself and what you get from it that define the meaning of the art.

      As a banal example, consider the word "home." "Home," though it's got a generally accepted meaning that everyone understands, also means something very different to each person, and at different times within any given person's life. For me, right now, "home" means a specific apartment in a specific building, which is also occupied by my fiancee, our cats, and a metric crapload of stuff.

      Presumably, it means something entirely different to you (unless you've been living under our bed with Niles).

      Or, to look at it another way - let's assume that, say, Fitzgerald had specific meanings and symbols in mind when he wrote Gatsby. So you could argue that those are the "correct" meanings of the book. But imagine for a moment that Fitzgerald never lived, and The Great Gatsby was output from some program that randomly selected word. Would this mean that the novel had no meaning? What difference does it make that a person set a particular collection of words to paper as opposed to a computer doing it, from the point of view of the reader?

      More pertinently, perhaps, can no one get any meaning out of the Odyssey, since no one can ask Homer what he really meant?

      Words, paintings, statues, music, video games do not, in themselves, mean anything. They are only given meaning by being experienced; as such, it is perfectly legitimate to attribute meaning to a work that the creator did not explicitly intend.

      --

      Reality has a conservative bias: it conserves mass, energy, momentum...
    4. Re:I do not approve. by Control+Group · · Score: 1

      Hrm.

      You seem to have said the same thing I did, but you did it more clearly and concisely.

      It looks like you win our little game of one-upsmanship.

      --

      Reality has a conservative bias: it conserves mass, energy, momentum...
    5. Re:I do not approve. by Anonymous Coward · · Score: 0

      Summary: In this post, the author attempts to prove that the game in question is not worthy of critique, based on the eternal artistic doubt of the source of meaning - is meaning the final say of the artist, or the viewer? By applying this inherently artistic argument to the work he is taking part in critique himself. This is clearly one of the central ironies of the post.

  16. Where's the Beef? by Benwick · · Score: 1

    It would actually yield a lot more than that if the author stuck to one type of critique and extended it for several pages, instead of expending so much effort explaining the critique and then throwing out two superficial paragraphs, or a bunch of quotes, to apply it to the game. He writes as if nobody is familiar with these styles of critique (common in English programs, if not necessarily among the Slashdot crowd), but more troublingly, he writes as if no one has ever critiqued games before (which is false). Hopefully, the next installment will be somewhat less superficial and more involved. Good, interesting critique -- e.g. Orwell in his essays, or Roland Barthes in "Mythologies," or anything by Walter Benjamin (who is mentioned in the bibliography), can be a joy to read. They tend to go on for many interesting pages.

    I'm pretty sure there has been critique of video games going back at least as far as Zork and possibly earlier. (Interactive fiction and hypertext were hotly debated topics among certain academics in the 1980s.) I get the sense that someone didn't do his homework... It's an admirable attempt to get Slashdotters interested in these discussions, but the laziness of it all will make them even more contemptuous of English majors. If you're barely going to do it, why do it at all?

    1. Re:Where's the Beef? by UbuntuDupe · · Score: 0

      Oh? English majors learn how to make these kinds of critiques? Well, excuse the hell out of me. I would never question the judgment of a McDonald's cashier!

    2. Re:Where's the Beef? by UbuntuDupe · · Score: 1

      Looks like I hit a little too close to home for one moderator. Sorry man, a Literature PhD doesn't entitle you to a job better than that of a fry cook.

    3. Re:Where's the Beef? by Benwick · · Score: 1

      Seriously, I'd rather chat with an educated fry cook than a closed-minded geek. !Viva las hamburguistas!

  17. Game theory by earthbound+kid · · Score: 1
    Game theory is still new, but it's an exciting field. I think they have yet to have their breakout text that puts them on the mainstream academic map, but it's still worth looking at the opening page of "Gam3r 7h30ry":

    Suppose there is a business in your neighborhood called The Cave(TM). It offers, for an hourly fee, access to game consoles in a darkened room. Suppose it is part of a chain. The consoles form a local area network, and also link to other such networks elsewhere in the chain. Suppose you are a gamer in The Cave(TM). You test your skills against other gamers. You have played in The Cave(TM) since childhood. Your eyes see only the monitor before you. Your ears hear only through the headphones that encase them. Your hands clutch only the controller with which you blast away at the digital figures who shoot back at you on the screen. Here gamers see the images and hear the sounds and say to each other: "Why, these images are just shadows! These sounds are just echoes! The real world is out there somewhere." The existence of another, more real world of which The Cave(TM) provides mere copies is assumed, but nobody thinks much of it. Yours is the wisdom of Playstation: Live in your world, play in ours.


    That's pretty much genius right there. In one stroke, he connected the classic metaphor in the central text of Western thought (the cave in Plato's Republic) to the actual lives of millions of people around the world today. In other words, he showed that what was a philosophical thought experiment is now a concrete reality. My only beef with the text is that I didn't write it...

    That said, there's still a lot of work to do to make gaming theory into a solid discipline. Gameology is a good site to go to watch that process in action. What I find most exciting about the potential for the discipline is that gaming makes the process of creating new worlds concrete and observable, which allows us to gain better insight into exactly what happens when we interact with a) the real world b) other mental abstractions.
    1. Re:Game theory by bunions · · Score: 2, Insightful

      > Game theory is still new

      Glad to hear it's new, they won't mind changing their name to something that isn't taken already then: http://en.wikipedia.org/wiki/Game_theory

      > That's pretty much genius right there.

      That's pretty trite right there, actually. I think pretty much every stoned high school student has thought the same thing at one time or another.

      --
      there is no need to sign your posts. this isn't usenet. your username is right there above your post. stop it.
    2. Re:Game theory by earthbound+kid · · Score: 1

      Every stoned high school student thinks of a distorted version of the cave analogy because Plato put it into the common stream of Western thought. These kids aren't making it up out the air, they're taking it from the numerous books, movies, TV shows, and other stories that already have the premise of the cave in the back of them when they're made. That said, none of those kids does as good a job of thinking through the consequences of the cave as Plato did, even though Plato came many thousands of years earlier. What's interesting about Gamer Theory is that it's going all the way back to source in order to get its project off on a solid footing.

    3. Re:Game theory by bunions · · Score: 1

      > What's interesting about Gamer Theory is that it's going all the way back to source in order to get its project off on a solid footing.

      So you're telling me that the interesting thing about this is that it's recasting 2000 year old ideas into a modern context? You'll forgive me if I'm not immediately bowled over.

      --
      there is no need to sign your posts. this isn't usenet. your username is right there above your post. stop it.
  18. Bang Bang by Benwick · · Score: 2, Interesting

    Well, think of it this way: if you see Grand Theft Auto: Vice City as a satire, you'll get a real kick out of it. If you see it as an indoctrination into a life of crime, you may be wary that other people are playing it. An in-depth critique of the sort the author seems to want to apply could shed some light on the matter, and perhaps determine the creators' intent, or whether GTA:VC is "a good thing" in terms of the goals of one or another critical community (e.g. Marxists, who might take issue with the game's anarcho-capitalism). I don't know much about Katamari Damacy but I don't see why the same sense of academic study can't apply to it.

    Give a hoot, read a book!

  19. We Live Katamari by spyrochaete · · Score: 3, Interesting

    While I'm disappointed that I have to wait to read the other two parts of this critique, I'm glad it's being posted at all. This is a game worth in-depth analysis.

    One of my favourite aspects of video games is the representation of the real world. Many people are enthusiastic about this aspect of gaming but most don't share my take on the subject. I wouldn't be a Slashdotter if I wasn't wowed by pixel shaders and bump mapping and advanced AI, but what really fascinates me is the artistic representation of reality - the statement made about our world facilitated by creative use of limited resources.

    Grand Theft Auto: San Andreas is one of the greatest contenders in this field as its depiction of a fictional California-esque state is totally astounding, replete with buildings, streets, varied geography, natural wonders, rolling landscapes, and all juxtaposed by a pissed-off populace. There's a great scene in Lucasarts' Grim Fandango where Manny Calavera, protagonist and reaper, travels to the realm of the living to collect the souls of recently poisoned fast food patrons, and the real world is quite a ridiculous caricature that is completely alien through the eyes of residents of the land of the dead.

    Katamari Damacy is unique in that the protagonists are not human at all, but permanent residents of deep space. To The King of All Cosmos and The Prince, Earth is one planet of millions, but it is not just any planet. The Earth is populated by excitable little people who have absolutely littered their entire planet with stuff, and it is this stuff that makes Earth a suitable place to collect materials to repopulate space with stars.

    Stuff here, stuff there, stuff everywhere! Not only can anything smaller than your katamari be rolled-up and added to the clump, but every collected item can later be examined replete with a concise but innocently baffling description in the limited omniscient of the space-faring royal family. Some such descriptions of the hundreds upon hundreds of ordinary objects and creatures include:

    Coconut Crab -- "A crab with strong claws. It doesn't look anything like a coconut at all..."
    Peach -- "A butt-shaped fruit that is more tasty than butts."
    Faucet -- "Hot and cold water comes out of the same place. We are amazed."
    Loud Momma -- "Her voice is loud and when she laughs, babies start screaming."

    This is why the game is deserving of critique - because the game itself is a critique of urban civilization. It patently points out how much more complex and frivolous and ludicrous our lifestyle is compared to the orderly motion of the galactic ocean.

    Furthermore, this analysis goes to show how effective the game is at alleviating stress! Consider all the things you worry about in a day - the cost of living, pollution, rush hour traffic, long lines, crime, the environment, the fact that you'll never visit all the places you want to see, etc. All these things become insignificant in Katamari Damacy. You needn't worry about any issues - any objects - larger than your katamari until later on because for now they are simply obstacles, and anything smaller is all but an insignificant bump. To The Prince, ignorance is bliss. All that matters is to keep on rolling. Put your frustrations aside, block out all unneccesary data, and just keep on rolling. Just push and push, your katamari grows and grows, and before you know it you're towering over people and cars and buildings and mountains until the very curvature of the planet is a minute detail of the great cosmic tapestry.

    There are a million possible interpretations of this depiction of reality. One could argue that the game is an advocate of Buddhism, declaring earthly luxuries as mere white noise. Or pe

    1. Re:We Live Katamari by ghastlygray · · Score: 1
      There's a great scene in Lucasarts' Grim Fandango where Manny Calavera, protagonist and reaper, travels to the realm of the living to collect the souls of recently poisoned fast food patrons, and the real world is quite a ridiculous caricature that is completely alien through the eyes of residents of the land of the dead.

      Your insight is interesting. What you point to in Grim Fandango and in Katamari is similar to what is called in literary criticism "estrangement" or "de-automatization". Estrangement happens when the literary work takes a familiar object, scene or event from everyday life, and presents it through such a new perspective that it makes you look at it anew. What was familiar to you has suddenly become strange. What you perceived automatically, without thinking, without even noticing, you now perceive as new, unknown, and baffling. The classic example is Tolstoy's story Kholstomer, which consists of a horse's naive look at everyday life, which makes them seem alien, sometimes even absurd. The effects of this device can be social criticism, but are not limited to this.

      The concept of enstrangement was invented by the Russian Formalists and was later adopted by other schools of literary critique, sometimes even hailed as the hallmark of literature. It seems unsurprising that you should enjoy games that bring about this effect.

    2. Re:We Live Katamari by Deliveranc3 · · Score: 1

      Again I must ask you why we're describing the literary value of this work, you don't need to do that with a painting it's the impression that conveys the message. Games are unarguably experiences and it's those experiences that need to be shaped to convey a message, sadly those experiences often are read this then jump on this :(

  20. Hidden meanings by xxxJonBoyxxx · · Score: 1

    I'd expect lots of hidden meanings. For example, look where long coding hours combined with thoughts of "love for pet bunny" + "maybe I'll get to date a girl someday" led these game coders: http://www.ffinsider.net/ff12/pix/viera.jpg

  21. "Game theory" is already taken by economics... by xxxJonBoyxxx · · Score: 1
    "Game theory" is already taken by economics. ( http://en.wikipedia.org/wiki/Game_theory )

    "Gameology" ( http://www.gameology.org/ ) seems to be about on the same level as "assology" ( http://www.urbandictionary.com/define.php?term=Ass ology ).

  22. A couple years late... by Bones3D_mac · · Score: 1

    A critique of this game at this point is pretty far behind the times and not really all that relevant now that there have already been two additional iterations released since then (We Love Katamari & Me and My Katamari). If anything, the sequels are in more need of critiquing than the original. There is much wrong in the sequels that have a direct negative effect over the gaming experience, when compared to the original Katamari Damacy.

    The author should probably start focusing attention on the new "innovative" games, like Okami and Loco Roco, rather than drudging up old news about an otherwise great game.

    --


    8==8 Bones 8==8
    1. Re:A couple years late... by AlaricLuden · · Score: 1

      The game that really merits critical review is Dance Dance Revolution. By creating a video game with the health benefits of a sport, the designers have made an unambiguously positive contribution to society. Playing FF7 may make you a better person inside, but it's hard to convince people of that if they have preconceptions against games. DDR's benefits are tangible and easy to persuade with.

  23. Dear god. This is... by kinglink · · Score: 1

    I could go news, and I will HAHA! You thought there was another point of view? Honestly though it's interesting in the fact it's complete bull.

    Honestly you can critique any game this way and find absurd things, but the fact is most games arn't art. People don't labor over every line of code and such these "critiques" are more about the player or critiquer's own opinions on the game. When designing a game there's a vision, but most of the time the vision is "roll stuff up, have fun" "Kill large groups of enemies" Just because a game has text doesn't mean they meant anything by it. They have record scratches and it's a deep meaning for the talking of a god to a player? WTF?

    In the end it boils down to people who call games "art" only speak of their games at best. Even then they are normally talking about the graphics, there's no attention to detail in games at least not to the level that critiques are needed to understand them.

  24. Why Else? by twoallbeefpatties · · Score: 1

    I think the question you're opening up here is not, "Why would anyone go to such overexaggerated critiques for videogames?" but more, "Why would people go to such overexaggerated critiques for anything?" Such masturbatory criticisms are usually written for a specific audience - for people who like to read critiques. Naturally, those people want to see such things for everything...

    --
    Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
  25. I think he forgot a form of critique... by wuie · · Score: 1

    It's called "pretentious".

    Come on people... they're video games. Escapes from reality. An interactive entertainment medium.

    We don't need those types of critiques for games. Sure, there are literary critiques and movie critiques... but I find that more often than not, critiquing pieces of art can become over the top and obsessed with their own virtuoso. Additionally, what the critics may think is a masterpiece may be trash to me, and vice versa.

  26. Wow, there are lots of forms of critique by Pluvius · · Score: 1

    Is there a Pseudointellectual kind as well?

    Rob

  27. Good point by Anonymous Coward · · Score: 0

    This is a far cry from Roland Barthes!!

  28. False advertising by Miraba · · Score: 1

    If you go actually RTFA, you'd see that he spends fairly little time actually critiquing the game, giving only a few examples of how KD might be critiqued in that style/school. If you, like me, got excited at the post's title, look elsewhere.

  29. Genesis and Super Nintendo anyone? by diablo-d3 · · Score: 0

    I've been saying for years that the last great platforms were the Sega Genesis, the Super Nintendo, and the Neo Geo, where fun games were prized over realistic gritty violence and hot coffee.

    --
    Patrick "Diablo-D3" McFarland || http://AdTerrasPerAspera.com
  30. An old game had to have been a deliberate choice. by Valdrax · · Score: 1

    The reason he probably chose this game is because it's something that everyone is familiar with, it's off-beat and interesting like any good art, and it's whimsical enough that no one will take it too seriously and get offended by the reviews when he takes on contorversial styles like Marxist and Feminist.

    Incidentally, did anyone else read the New Criticism section and realize that they now had a name for all those hated, pretentious, fluffy critiques that make up nonsense from symbolic manipulation like some sort of postmodern augury? Yeah, me too; I hate those people.

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").