Showing posts with label planescape. Show all posts
Showing posts with label planescape. Show all posts

Friday, September 6, 2013

Planescape Papers: The Abyss at Last / Work in Progress: Chris Bateman's Imaginary Games

To inaugurate my return to regular blogging, I've got this sprawling piece. It's doing double duty as work-in-progress notes on chapter seven of Chris Bateman's Imaginary Games, and the culmination of my Planescape Paper series. For a bit of background, the book is essentially Bateman's explanation of Kendall Walton's make-believe version of mimesis; check out the review I did of Walton here if you want a primer on that subject before you begin. And see if you can spot the moment where this post switched from something I was doing for my own reading only to something for mass consumption. All that, and a strongly worded suggestion to Don't Stop Believin', after the break.

Tuesday, August 6, 2013

The Planescape Papers: Drinking to Forget

Today's Discussion: Art in the Age of Magical Reproduction. Okay, it's really about thematic consistency and memory. But the first one sounds cooler. After the break.

Thursday, August 1, 2013

The Planescape Papers: Crossing the Rubikon, Pt 2: Satire and the Evil Wizard

Right--so the schedule of this series fell off the rails a little bit. What happened? Marking research papers happened. On the bright side, the students delivered a lot of pleasant surprises. It's always a risk to allow students the option to write about "anything," but if you work with them on narrowing the topic, sometimes you can get some real gems. Unsurprisingly, people tend to put a little more effort into papers where they feel they've got some expertise. Ask a health sciences student for a  research essay on Shakespeare, and they'll feel out of their league; let them do an essay on Alzheimer's, and you'll get something better.

But that's besides the point. Today: we enter the Rubikon, and discuss the nature of satire in videogames.


Saturday, July 27, 2013

The Planescape Papers: Crossing the Rubikon Pt 1

As I said in my previous post, I'm going to spend an indeterminate amount of time on this blog blathering on about Planescape: Torment, the Interplay game from 1999 that I've devoted a disproportionate amount of my life to. I think I'm going to limit posts to 500ish words, just to be mindful of the labor involved. Last time, I talked about what made it so different from other CRPGs at the time, that it focused on story and dialogue and minimized combat. So, naturally, a perfect place to take the discussion is a section that does the opposite. Join me at the Rubikon, ladies, gentlemen, and aspiring thief/fighter dual classes, after the break.

Friday, July 26, 2013

Friday Quotations: Quod Erat DEATH-onstratum


 



One of the things you learn in Planescape: Torment is that the person you used to be before losing your memory wasn't necessarily a nice person.

Later Days.

Thursday, July 25, 2013

The Planescape Papers: Neo-liberalism and Art of Conversation

My postings have decreased at a point where my dissertation research has also been slowed, and the suggested correlation is the 1999 computer RPG, Planescape: Torment.  I'm currently working on the chapter on 1990s games, with the general theory that this is the period where "realistic graphics" became a driving force with videogames, as a result of the technological increase that made such graphics possible. Torment is the counter-case; arguably, it also strives for realism, but less through graphics*, and more through copious walls of text providing mood, background, and other bits of information. It's set in the Dungeons & Dragons universe, or rather, set in Planescape, which is the multiverse containing the Dungeons & Dragons universe, so there's a pretty damn big well of information to draw from. I love Torment. (Read that in both senses of the word.) I love its plot, its characters, its world. It's one of my favorite games, and I wouldn't change it for the world. But right now, it's killing me. It's a long game to begin with, and when you're stopping every few seconds to take notes on this conversation or that description, it takes oh so much longer. And an added problem is that I'm in such a rush to get through it, I'm not doing much beyond taking notes. I haven't let myself stop and analyze very much, which is really the point of the exercise.

Well, fine. I've got a blog to populate with content; I've got two notebooks full of notes; I've got a game that's STILL only 2/3rds done. Ladies, gentlemen, assorted undead immortals, welcome to the Planescape Papers. Today's topic: neo-liberalism and the PS:T overview, after the break.

*Planescape: Torment has some beautiful graphics, actually, in terms of its background design especially, but they're largely non-interactive, and not really the main event, so to speak.