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Archive for Videogames

Comics on Comics Podcast

ComicsonComics

http://sideshownetwork.tv/comics-on-comics-s6-24-james-thompson-kimberly-unger/

 

Every once in a while I get invited to do something really cool, like guest on a podcast.  I have a fairly geeky nature and it’s taken me on a rather winding path through various interests throughout the course of my life.  Vito and I have crossed paths a few times, and since I was already in LA for E3 (the Electronics Entertainment Expo) he invited me to join James Thompson on his podcast to talk about a couple of comic book related topics.

This was a total blast!  The conversation was fun, the guests and hosts were all intelligent and on the ball, we probably could have kept going for another hour, but I think Periscope could only handle so much madness.

The Shortest Distance

Lets talk about shortcuts for a moment, shall we?  Emotional shortcuts, character arc shortcuts.  We want to hate them.  It’s pretty much universally understood that they are the lazy way to do things, and yet AND YET we persist in using them.  When you *really* think about them, they often take the form of stereotypes, and those can be an ugly thing in inconsiderate hands.

We know, as game creators, as designers and writers, that this is a cheap hack.  We drop in a set of conditions (bad*ss language, scar on the left cheek, military haircut, post-military drug addiction, murdered parents) with the purpose of triggering understanding on the part of the reader.  We are tapping in, for better or worse, to the decades of storytelling that has gone before so that we can sketch a character in a single paragraph, rather than taking the entire chapter.

Creating a fully rounded character takes time, it can take the course of an entire AAA videogame, or an entire novel to take that cutout and make it flesh.  But audiences, and critics, are impatient.  They all want to consume faster, they all want a fully rounded character presented up front and in a single paragraph so they can get on with things.  It often feels like what we are being pushed to create is simply a new version of the cardboard cutout, rather than being allowed to flesh out a character as they should be, over time.

to be continued…