I hate it when there''s a topic on here that I REALLY want to respond to, but there are two pages of replies and I don''t have time to read more than three or four. So, my apologies if I touch on something thats already been addressed.
I just wanted to address the following:
quote:
Original post by MSW
Honestly, that would pretty much be takeing the book on face value...which might work for a book written in the pulp vien...but Lord of the Flies is filled with symbolisam, takeing it at face value (as in the film versions) pretty much negates the reason the book was written in the first place...the power of the story lies not in what happens, but in what it meens.
the boys didn''t become "savages" because Jack(? been a while sense I read it) was the strongest and most feared leader...they became savages because they purposely cut off thier last ties to the civilised world (symbolized through the smashing of Piggies eye glasses)...then of course there is the ending, which is very frightning when you consider what it represents.
such a book can and should stand on it''s own...unique to it''s medium.
Actually, if done properly, a game most certainly could represent the deepest symbolism of the type you''ve mentioned here. Obviously, if done improperly like the majority of book- and film-based games, the game would be a shameful disgrace to what has become what has been called one of the most important classics of our time.
I''m ashamed to admit that I haven''t read it
so I want to just take an example you mentioned in your post, MSW -- but realize that its only an example of what can be done not only from a book like Lord of the Flies, but other classics as well. The example: The Smashing of Piggie''s Eyeglasses. I suspect moments like this would be best shown through a cutscene, and I think that probably an adventure-oriented game following one or two characters might be ideal. In this genre, you can hint through dialogue and through character observations at the importance of the boys'' ties to civilization. Then, when the precise moment occurs that initiates that particular event, a short cutscene could show Piggie''s glasses up close, and then show their destruction. Perhaps in slow motion or repeated or any one of the many other visual indicators of something truly important and symbolic used in Film. A brief pause, a moment spent on a character''s stunned face, or the shattering glass compared visually to erupting chaos later on. These are elements of film, it is true, but cutscenes have proved themselves as a powerful story-assisting element in interactive games, they in no way detract from the importance of the interactivity, but they can often help carry a story during more emotional or symbolic moments like this one.
Other visual indicators of something more important than whats on the screen: A waving, fully extended flag, only slightly torn, amidst a field where a bloody battle has just been waged -- perhaps signifying victory or courage in the face of near defeat. A child crying or sleeping peacefully after its mother has been killed -- a symbol of life continuing on. A broken doorjam in an otherwise pristine home -- perhaps a sign of domestic violence.
Here''s a much better example, and one thats closer to home for all Americans, hopefully demonstrating how meaningful symbolism can come into play in games: A player character walks into a mutilated village, ravaged by an enemy regiment, and finds a child''s doll lying alone in the ash and rubble -- a reminder that war is not just about tactics and wanton violence, but that innocent men, women, and children lose their lives during a political struggle. Such a reminder stands to give the player a dose of reality that hits home, reminding them in the proper setting that War is not just about glory or righteouness, no matter how proud or vile or underhanded the enemy -- in War, people that deserve to live are going to die.
Brian Lacy
Smoking Monkey Studios
Comments? Questions? Curious?
brian@smoking-monkey.org
"I create. Therefore I am."
---------------------------Brian Lacy"I create. Therefore I am."