Probably different time zones so I had to grab some sleep while at it. OK. There seems to be a few things that get discussed overall. Let me see if I can give my opinions in a fashionable manner.
@Ullukai - There is nothing to apologize for. I appreciate your honest opinions. At the same time, of course a “game” like this is created in a context and for a certain audience. DGR, especially, is pretty tight in its scope. It makes little sense, and is of little entertainment value, seen as a competitor to mainstream games.
Moving on.
Let’s put the record straight: I am quite aware of the broader gaming scene so I know of the demoscene and The Path etc. ^^ Thank you for your game suggestions. I’ve played both Every Day The Same Dream (which is -really- good) and The Path, although quite little of The Path as the controls somehow got screwed up at the time. It is however something I will try to get back to when I have some time over.
Thank you for the kind words on the actual craft of the work. I spent roughly 4 weeks creating the game while doing half-time work at uni and half-time studies among other commitments. Research and primary planning took a few weeks of August and September.
There is an artist’s statement because I firmly believe that some ideas are too complex to convey either directly via the medium of choice, or because there is no space in the work for another way in. As with most things, this is highly debatable, but I think a short analysis of my work (written by me, its creator) is needed if this is to be discussed in a larger sense. It provides an opening into the ideas contained. As we can see, a full analysis would be lengthy, even for a short game like this.
@xomg - I am not interested in doing all of my game projects as art for arts sake. Or any, really. As you said, those people probably just disappear up their own asses. Overall, there is an overarching theme about perceptions that I’m working with, which explains some of my interest in very particular interactions such as those in DGR.
Let me just briefly touch on my use of “art”. If you’d read the press release, which you probably haven’t and well, there is little reason for you to do, I call my games art/critical/serious, more or less of these terms depending on the project. Critical gaming, coined by Mary Flanagan, is a better, wider and less relative term than art games. Those kinds of games try to encourage thinking by opening up options, thus giving the player ways to interact that extend beyond the one-way propaganda of -most- commercial games. DGR however, offers few doors to open - thus being little of a critical game as far as that specific criteria is concerned. That is why I have no problems calling this an “art game” rather than a commercial game, entertainment game or even serious game. It is somewhat critical, perhaps, though.
Art for me signifies none of the “quality” xomg discusses, but rather the fact that the work/piece (game in this case) is created to enable lateral thinking - going past signifier-signifed language and direct relationships. It is about talking about something while actively detracting from a discourse about that “thing”. Even the title of the game is a pun on a tradition of directly-related titles (Adventure, f. ex.), but in this case it’s kind of a dud. Ergo, a game about rape that shows no rape yet implies a character relationship teeming with it. I think DGR has already gotten there, by creating a dialogue about expectations and especially about paranoia, the core of the game (which is not rape).
Also, you might have missed the papers and other media outlets (billboards, posters…) who all carry messages of declining civilization - increased crime, murder, ads for the “body” (personal security, underwear, night clubs…), closed community homes and so on. Rape in DGR is both tied to the player-character and to the society as a whole to create these notions of complete fear.
So, in short, why is not the usual commercial game deemed worthy of being in one of these “exclusive” categories? For several reasons, but I think there is some consensus in the fact that a game, for example Call of Duty MW2, does not imply questions (not ask, but imply via the medium). In a close-reading (hate that word, but that’s what it’s called when you take an inordinate amount of time to look at something) of said game, some broken-off pieces (such as No Russian) could probably be argued as having artistic qualities, but as an entire product, no, it has no artistic ambitions. The age-old example is Apocalypse Now versus modern FPSs. Let’s not wander further down that road, but at least I’ve clarified my personal stance.
I usually separate craftmanship, an old term used far too little today, from the actual design and meaning-making involved in creating games. Since I come from a humanities (sprinkled with art) background with a technical twist the animations won’t be the killer thing in any Propaganda Bureau game. This does not exclude me actually animating, but it will be less of an attraction than the metaphor and design. I am however very pleased that I now have a set of skills that allow me to create an entire game (with all of its necessary assets) on my own even if I did not take the computer science route.
@Cameron - if you, when you write about “the focus/control UI” as in the actual bars/elements, than I would agree. I am the first to admit it is not a perfect game in any sense, certainly not in the aforementioned craftsmanship sense. Anyhow, I still think the point is getting across (the main thing here) but I am willing to make some fixes for UI placement and such if need be.
Regarding the game being text heavy, I would disagree somewhat. The apartment scenes, as well as the path scene, and their respective audio tracks are created to tie in to the fear and subjective aural experience (lots of organic sounds: breathing etc.) so I’d say there are measures taken to -not- relegate this into a textual form. I would also suspect that the actual “meanings” and texts start blurring together after a few levels. Also, as always, a point - profanity means nothing past a certain threshold, just as the player meta-plays, only looking for the vague red text shapes instead of reading them.
In conclusion, this far at least, there is a need to address the need for an avantgarde in a “new” culture like games: people who do the suicide runs and try crazy stuff. Personally I’d like to contribute to that as well as to more commercially viable changes. So am I a stuck-up, beret-wearing ass hat? I hope not. ^^ I hope I covered most of the bases for now.