nothing you have done deserves such praise

Dec 15, 2013 by

nothing you have done deserves such praise

In making the prize for reaching specific checkpoints on a level blooming flowers or random numbers, Jason Nelson tries to replace traditional ways video games reward players with ones that make the audience think a little about the journey as opposed to focusing just on the destination as he said in his interview. There isn’t really a way to lose in this game other than quitting it altogether which certainly does set it apart from most other video games.

However, the rewards felt sarcastic and more than a touch mocking, a feeling I got early on starting with the extravagant praise he heaps on the player for doing nothing but falling or for touching a black smudge. Also, without actual goals, the game felt like it had no point and I had to force myself to finish five stages as I had lost interest early on despite the novel art and snatches of writing Nelson put into the game.

For Nelson, this lack of structure only serves to enrich language and is a tool for him to see new potential in it. I personally didn’t feel like this feeling was conveyed to me. Perhaps as more and more people turn to this medium to express ideas such as this, games will in turn become better at expressing the sentiments of the game maker or artist to an audience unused to seeing meaning in unconventional media. Or, with these sorts of games becoming more common, the average person will become more adept at learning to see beauty in places where people don’t usually find any.

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