When I play a game, I want to play, not necessarily laugh. If you try to make me laugh at the expense of interactivity, then you've just created another funny game that isn't very fun. The videogame medium itself is a terrible place for complicated humor, drama, and character development.

When I play a game, I
When I play a game, I
When I play a game, I want to play, not necessarily laugh. If you try to make me laugh at the expense of interactivity, then you've just created another funny game that isn't very fun. The videogame medium itself is a terrible place for complicated humor, drama, and character development.
When I play a game, I
When I play a game, I want to play, not necessarily laugh. If you try to make me laugh at the expense of interactivity, then you've just created another funny game that isn't very fun. The videogame medium itself is a terrible place for complicated humor, drama, and character development.
When I play a game, I
When I play a game, I want to play, not necessarily laugh. If you try to make me laugh at the expense of interactivity, then you've just created another funny game that isn't very fun. The videogame medium itself is a terrible place for complicated humor, drama, and character development.
When I play a game, I
When I play a game, I want to play, not necessarily laugh. If you try to make me laugh at the expense of interactivity, then you've just created another funny game that isn't very fun. The videogame medium itself is a terrible place for complicated humor, drama, and character development.
When I play a game, I
When I play a game, I want to play, not necessarily laugh. If you try to make me laugh at the expense of interactivity, then you've just created another funny game that isn't very fun. The videogame medium itself is a terrible place for complicated humor, drama, and character development.
When I play a game, I
When I play a game, I
When I play a game, I
When I play a game, I
When I play a game, I
When I play a game, I

In this quote, Doug TenNapel expresses his views on the intersection of humor and interactivity in video games. He explains that when playing a game, he prefers to focus on the gameplay itself rather than be distracted by attempts at forced humor. TenNapel argues that if humor is incorporated into a game at the expense of engagement or interactivity, it diminishes the experience, making the game less enjoyable overall. He believes that for a game to be fun, it must prioritize interactive gameplay over trying to deliver laughs through overly gimmicky or superficial humor.

TenNapel also touches on the limitations of the videogame medium when it comes to more complicated forms of storytelling, such as drama, humor, and character development. He suggests that video games, by nature, are not suited for deep narrative exploration in the same way that other mediums, like film or literature, are. The interactive aspect of video games makes it difficult to convey nuanced emotional depth or sophisticated humor, as players are more focused on their actions within the game rather than on following a complex narrative.

His statement reflects the inherent tension between narrative and gameplay in video game design. While video games can feature lighthearted humor or simple comedic moments, TenNapel argues that the medium is not conducive to the type of complicated humor or storytelling that can be found in other forms of media. He suggests that trying to force these elements into a game can often undermine its core purpose, which is to offer engaging, interactive experiences.

Ultimately, TenNapel’s quote calls attention to the challenges that arise when video game developers try to blend storytelling with gameplay in ways that may not align with the strengths of the medium. He emphasizes the importance of maintaining the integrity of the game’s interactivity, arguing that humor and character development should not compromise the fun or engagement that players expect from a game.

Doug TenNapel
Doug TenNapel

American - Artist Born: July 10, 1966

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