Count Gameula: Gaming news you can sink your teeth into


Send Us A Tip

Get Our Feed

Post Our Widget

About Us

Is CountGameula appearing
a few pints short of fabulous?
Start browsing with Firefox.



Managing Editor:
Kristen Spencer | E-mail

Senior Editor:
JP | E-mail

Contributor:
Chad George | E-mail

Contributor:
Lauren Spencer | E-mail

Contributor:
Matthew Windau | E-mail






Reviews:
Batman: Arkham Asylum
Call of Juarez: Bound In Blood
The Chronicles of Riddick: Assault On Dark Athena
Comic Jumper
Damnation
Dragon Age: Origins Awakening
Eat Lead: The Return of Matt Hazard
Ghostbusters: The Video Game
Homefront
Hydrophobia
inFAMOUS
Mass Effect 2
The Munchables
Mushroom Men: The Spore Wars
Nail’d
Naruto: The Broken Bond
Overlord II
The Path
Rhythm Heaven
Super Meat Boy
Tokyo Beat Down
Transformers: Revenge of the Fallen
Velvet Assassin
Wanted: Weapons of Fate
WET

Stacking’s Tim Schafer: For games to be art, you have to be able to see the artist behind them

Developer Double Fine’s just released Russian nesting doll-centric  puzzler, Stacking, is stuffed to its delicately painted gills with the studio’s unique design aesthetic. Like the previously released Costume Quest – the first of four THQ-published titles devised during a two-week brainstorming session dubbed Amnesia Fortnight – Stacking bears the distinctive creative mark of its makers, a quality that separates mere amusement from true artistry according to Double Fine boss Tim Schafer.

“If you’re going to make this argument about games as art, then I think they have to be an expression of the people who make them. Not just the person in charge, but the whole team, and the company who made them,” said the studio’s creative director in an interview with Gamasutra. “You should always look at them and be like, ‘There’s no one else who could have made that game, except for the person who made it. As opposed to a lot of games where they could’ve been farmed out to any work-for-hire developer.”

“You can definitely see the mark of Lee [Petty, lead for Stacking] or Tasha [Harris, lead for Costume Quest] on their games, and I think that’s one of the cool things.”

I’m most definitely with Schafer on this one – no matter how many people work on a game, or by extension a movie or a mural, if you don’t have a single artist’s vision at the heart of it, you’re going to end up with cookie cutter “hotel art.” Not to say the realization of a single artist’s vision can’t be a total flaming turd – *cough*Uwe Boll*cough* – but being able to see the artist behind the art is what separates the Ansel Adamses from that guy photographing burgers for the drive-thru menu, the Kandinkys from that chick painting 2-for-1 margarita specials on a Tex-Mex restaurant window, and the Banksys from that kid drawing dicks on the walls of the third floor girl’s restroom.

-kristen spencer


blog comments powered by Disqus