Skrillex Quest
171–180 of 202 posts
Re: Skrillex Quest
#172Re: Skrillex Quest
#173What I find perhaps most fascinating about this is that it's almost certainly an advertisement (note the iTunes link at the end of the game, and the tagline at the bottom that the creator makes 'advergames'). If it is, in fact, an advergame, it's awesome to see folks like Skrillex (and/or Skrillex's marketing folks) willing to build something so cool and of legitimate artistic value to try to build up viral buzz.
Artistic value? The fuck? "Here's the deal, folks. You do a commercial - you're off the artistic roll call, forever. End of story. Okay? You're another whore at the capitalist gang bang and if you do a commercial, there's a price on your head. Everything you say is suspect and every word that comes out of your mouth is now like a turd falling into my drink." - Bill Hicks
From this comment all you've really said is that you and Bill Hick (probably) wouldn't think this is art. Nobody here could argue with that. But it says nothing about what art is or who is an artist.
Re: Skrillex Quest
#174Earlier quoted context omitted.
Link electronic music that wasn't repetitive and wasn't released on Warp Records. Oh, and then go back and play The Legend of Zelda all the way to the end, and then come back here and say it was good. Also, you have a lawn? Lucky bastard.
>Link electronic music that wasn't repetitive and wasn't released on Warp Records. I personally don't believe that repetition in electronic music even implies a sub-par track, but that's highly subjective of course, and we know where you stand. Some of the most groundbreaking and beautiful music to me is found on the Basic Channel and Chain Reaction labels, with tracks that are extremely minimal and would probably so…
But as you say, it's not a bad thing... just like how a lot of electronic music today is also not a bad thing.
Re: Skrillex Quest
#175As a long time game developer, the most impressive part of this game is that when you get to the end, and you don't have all the keys, you can simple break all the locks . That's the kind of game design that the game industry needs to learn from.
The only reason that's necessary is because the game advances you regardless of finding the keys. This is because there is much reduced expectation of commitment from the gamer, and if they can't find the key and get stuck, there's greater chance they'll leave before the advertising message is satisfactorily conveyed.
Plus it's not like most AAA games nowadays punish you for anything at all to begin with, so having you actually hit a situation where you have to experience the inconvenience of loading a save that takes you back 30 seconds is ultimately just a waste of everyone's time.
Re: Skrillex Quest
#176Earlier quoted context omitted.
Does the game make you feel? Then it has artistic value. I felt something playing this game. It has surprisingly good ambiance and seeing a bunch of pixel characters who have accepted their fate and were waiting for death, to me, gave it a level of emotional attachment I did not expect after I read the tag 'advergame'. One thing you have to realize is that it's very hard to make games nowadays without some kind of in…
Tool's "Eulogy" wasn't about Bill Hicks. They actually quite liked the guy, put his face in their albums, and quoted him frequently in a positive light. Regardless, I agree with your points. It's not always bad to sell something if you want to get the rest of your works heard. It's all a big game, and most people have to play to some degree to be able to do what they love.
Re: Skrillex Quest
#177Re: Skrillex Quest
#178What I find perhaps most fascinating about this is that it's almost certainly an advertisement (note the iTunes link at the end of the game, and the tagline at the bottom that the creator makes 'advergames'). If it is, in fact, an advergame, it's awesome to see folks like Skrillex (and/or Skrillex's marketing folks) willing to build something so cool and of legitimate artistic value to try to build up viral buzz.
I was going to say that Skrillex is signed to deadmau5's (of Something Awful fame) label mau5trap, but that appears to no longer be the case. Skrillex is now with Atlantic, which is doubly impressive if they had anything to do with it.
Either way, a very cool interactive experience. The only criticism I have is that they completely ignored mobile/tablet/non-Flash -- it's a Flash-based game, but if you visit the site on a non-Flash device you don't even get an alternate "Sorry, your device is not supported" message.
Re: Skrillex Quest
#179Earlier quoted context omitted.
Link electronic music that wasn't repetitive and wasn't released on Warp Records. Oh, and then go back and play The Legend of Zelda all the way to the end, and then come back here and say it was good. Also, you have a lawn? Lucky bastard.
>Link electronic music that wasn't repetitive and wasn't released on Warp Records. I personally don't believe that repetition in electronic music even implies a sub-par track, but that's highly subjective of course, and we know where you stand. Some of the most groundbreaking and beautiful music to me is found on the Basic Channel and Chain Reaction labels, with tracks that are extremely minimal and would probably so…
Although I would add that Ninja Tune, Rephlex, Brainfeeder and Planet Mu all have some great artists too.
Re: Skrillex Quest
#180This is really awesome, definitely a good entrant in the "video games are art" category. I do wish it wasn't Flash though. Not that I have anything against Flash itself when used the right way, but I feel like it's really hard to "own" a Flash game. Unlike, say, iOS apps that you can download and come back to 6 months later, Flash games are a lot more of a flash in the pan (sorry…) and I think it's a shame in cases l…