суббота, 18 октября 2008 г.

eagle financial solutions




It was at some point during my hours-long trek through the Xenosaga wiki that I realized something:

If I need to read an entire wiki page-by-page just to understand the plot of your video game, after playing your video game, itapos;s too fucking complicated.

You can cite any number of reasons for Xenosagaapos;s lackluster commercial success: too much video-to-gameplay ratio, the constant radical restructuring of the development and production team leading to endless character and gameplay inconsistencies, the fact that Xenogears material could never be directly addressed due to copyright issues, cultural differences between the creators and American audiences, and more. But the biggest obstacle to enjoying Xenosaga for me (and I have to suspect, some others as well) was the infuriatingly, almost smugly, self-consciously incomprehensible storyline. The games are filled with moments where I swear itapos;s like the scenario writers are saying "lol, you donapos;t know WTF is goinapos; on, and weapos;re never gonna tell you." Itapos;s just a bit insulting.

Iapos;m sure some of that is a cultural difference. Iapos;ve noticed that the less comprehensible anime is, the more it seems to be beloved by otaku. The idea of the "open-ended-narrative" where possibilities and questions are presented but never manifestly answered is not lost on me. But I honestly have come to see that as a cop-out. Just because a story makes no sense does not mean it is brilliant or cerebral (something that surrealist anime comedies seem to like to point out, so even if Iapos;m in the minority, I must not be the only fan to notice that trend). Itapos;s lazy storytelling to let the audience "figure out" the entire story.

Western audiences like a tale with a beginning, a middle and an end. Mystery is used in the beginning of a story to pique interest, and should be mostly cleared-up by the end of the middle, where the drama and conflict of the characters picks up the audienceapos;s interest and drives the story. At the very least, the mysteries raised in the beginning should be cleared up by the end, unless you intend to leave something open for a sequel. To do otherwise is unfulfilling.

I donapos;t care if you want your story to "make me think." Make the themes of your story compelling and deep enough that they make me think about important things, as opposed to "what just happened," "why did character X do that," or anything else that is limited to the plot of your own fiction.

And if you want to explore Gnostic religion, Kabbalistic mysticism, Jungian psychology and Nichean philosophy in a sci-fi fantasy setting with half-naked laser-teleporting battle android babes, genetically-engineered delicious perma-loli nano-humans with chemically addictive flesh, 2-story techno-magical spacefaring mecha, a superpowered self-ressurecting albino mutant clone pedophile who was built to kill God, and Jesus as a playable character, find a way to make it all make sense. Or donapos;t fucking do it, bitches.

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