Jaroslav Švelch discusses 'Player vs Monster' in a lively chat about video game monstrosities, literary comparisons, D&D creatures, and the evolution of monster designs in games. The hosts explore Christeva and Douglas's views on monstrosity in literature, Gary Gygax's legacy in D&D, and the future of monsters in gaming.
Monsters in video games are objectified targets disconnected from materiality, drawing from historical roots and existing cultural influences.
Gaming conventions inform players about monster behavior through patterns like larger monsters being slower, enhancing gameplay depth and variety.
Designing video game monsters requires a delicate balance of being both threatening and conquerable, as seen in the God of War reboot.
Deep dives
Player vs. Environment: The Historical Roots in D&D and Space Invaders
The chapter examines the historical roots of the player versus environment concept in video games by analyzing Dungeons & Dragons and Space Invaders. Dungeons & Dragons presents monsters as stat blocks inviting players to dominate and gain rewards, while Space Invaders provides a visual representation of enemies, drawing from existing monster cultures like War of the Worlds. These games create a virtualized world where monsters are hostile yet objectified targets disconnected from actual materiality.
Creation of Acceptable Enemies and Gaming Conventions
The concept of acceptable enemies in video games leads to the creation of gaming conventions within monster design. Developers establish patterns like larger monsters being slower and smaller ones faster to correspond with different play experiences. These conventions serve to inform players about monsters' behavior and characteristics, enhancing gameplay depth and variety.
Design Process of Monsters: The God of War Reboot in 2018
The chapter delves into the art of designing monsters using the God of War reboot from 2018 as a case study. Game developers strive to create monsters imposing yet conquerable to provide players with the satisfaction of overcoming challenges. The paradox of building a monster that is both threatening and defeatable requires a delicate balance in monster creation and game design.
Exploring Historical Backgrounds and Artistic Influences in Monster Design
The chapter explores the historical contexts and artistic influences that shape monster design in video games. References to early societies and archeological discoveries like the Domus Aurea in Italy, uncovering grotesques and fantastical figures, illustrate the evolution of monstrous depictions over time. Connections to Ray Harryhausen's stop-motion monsters further highlight the artistic and cultural influences on modern video game monster design.
Analysis of Ray Harryhausen's Approach to Building Fantastical Creatures
Ray Harryhausen's construction of skeletal models for fantastical creatures is likened to a form of proto-toys, emphasizing the incorporation of anatomical knowledge for realistic movement. This approach reflects a departure from traditional monstrous depictions towards amalgamations of incongruent elements. The discussion draws parallels between Harryhausen's methodology and the realism principles evident in video game design, particularly in games like God of War, where monsters are crafted based on realistic anatomical and motion data.
Exploring Future Directions in Video Game Monstrosity
The podcast delves into the evolving landscape of video game monstrosity, highlighting a shift towards complex player-enemy dynamics. It examines how games like Among Us challenge traditional notions of monstrosity by casting players as potential adversaries, blurring the distinctions between friend and foe. Additionally, a glimpse into the future of monstrosity in video games encompasses collaborative online play trends and the convergence of player-environment and player-player dynamics, paving the way for innovative design approaches in multiplayer and PVEVP gaming experiences.