Okay, here’s a way too long post that I’ve been meaning to write for a while about my thoughts concerning the new “Metal Gear Solid” game. Only subject yourself to this if you’re willing to slog through what essentially amounts to some kind of first-draft essay.
Expressive Design in â€œMetal Gearâ€
Lately, Iâ€™ve been thinking a lot about what ideas are best communicated through video games, and how usually the easiest ones to relate between an author and audience are the simplest. Miyamotoâ€™s games all function on the theme of exploration, which he varies throughout all the â€œSuper Marioâ€ and â€œLegend of Zeldaâ€ iterations. Will Wrightâ€™s games all meditate on various aspects of authority as expressed through micromanagement, as seen in the civic, global and interpersonal installments of the â€œSimâ€ series. Ueda seems primarily concerned with intimate, one-on-one relationships, as seen in the pairs of mutually dependent characters found in â€œIcoâ€ and â€œShadow of the Colossus.â€ What sets these designers apart from most creators is the fact that theyâ€™ve usually found ways of expressing their ideas as part of the concrete, cause-and-effect balance of gameplay itself.