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Stāsta mūziķis, pedagogs un datu zinātnieks Linards Kalniņš Vai zini, ka visskaļāko strīdu par datorspēlēm kā mākslas formu izprovocēja amerikāņu filmu kritiķis Rodžers Īberts? Viņš savas dzīves laikā bija izspēlējis tikai vienu datorspēli... 21. gadsimta sākumā digitālo spēļu nozīme kultūrā bija kļuvusi tik liela, ka publiskās diskusijās Amerikas populārākajam un ietekmīgākajam filmu kritiķim Rodžeram Ībertam arvien biežāk jautāja viedokli par datorspēlēm kā mākslas formu, uz ko Īberts parasti atbildēja noraidoši. Spēļu apskatniekiem bija īpaši sāpīgi redzēt, kā viņu autoritāte nesaprot viņu tik mīļo aizraušanos – digitālās spēles, jo kinokritiķa karjeras sākumā arī Īberts pats bija smagi cīnījies par to, lai kino tiktu līdzvērtīgi pieņemts augsto mākslu pulciņā. 2010. gada 16. aprīlī, cerot pielikt punktu šai diskusijai, Īberts savā mājaslapā publicē rakstu ar radikālu nosaukumu "Videospēles nekad nebūs māksla". Par atspēriena punktu rakstam tiek izmantota videospēļu dizaineres un producentes Kellijas Santjāgo (Kellee Santiago) runa TED konferencē, kurā viņa argumentēti apgalvo, ka starp datorspēlēm jau labu laiku atrodami mākslas darbi. Savas runas sākumā viņa salīdzina agrīnās datorspēles ar alu zīmējumiem, un izceļ vairākas no tām kā mākslas darbu piemērus: "Braid" – spēli, kas asprātīgā un filozofiskā veidā spēlētājam liek izprast dažādas paradoksālas laika plūduma īpatnības, "Flower" – relaksējošu spēli, kurā spēlētājs vada vēju pļavā, lai tas panīkušus laukus padara par puķu pilnām pļavām, un "Waco Resurrection" – spēli un dokumentālo filmu par 30 gadu veciem notikumiem, kad FIB aģenti centās arestēt kāda kulta līderi – kriminālnoziedznieku, kura sekotāji izraisīja konfliktu ar daudziem desmitiem upuru, un šī spēle ļāva spēlētājam izspēlēt morāli ļoti pretrunīgas situācijas. Īberts nevienu no pieminētajām spēlēm nebija spēlējis, bet rakstīja, ka spēles pēc definīcijas nevar būt māksla, jo kontrole pār notikumu gaitu tiek nodota spēlētāja rokās, tādā veidā pazaudējot spēles autora kā mākslinieka vēstījumu. Svarīgi pieminēt, ka Īberts arī lielāko daļu filmu neuzskatīja par mākslas dabiem. Vairāki citi filmu kritiķi Ībertam piedāvāja aizdot savas spēļu konsoles, lai viņš izmēģina dažas izcilas spēles, bet kompānija "Sony" piedāvāja pa pastu nosūtīt Ībertam jaunāko Playstation 3 konsoli, no kā Īberts atteicās, sakot, ka viņš kā Kannu kinofestivāla žūrijas loceklis vērtē arī "Sony" filmas un nevēlas nostādīt sevi neētiskā situācijā, pieņemot šīs kompānijas dāvanas. Īberta publikācija izraisīja plašu rezonansi datorspēļu kopienā. Rakstu apsprieda, kritizēja un citēja visa videospēļu, filmu un kultūras prese. Redzot šo milzu reakcju, videospēļu un kultūras apskatnieks Ovens Guds uzdeva ļoti svarīgu jautājumu: kāpēc mums – un ar "mums" viņš domā cilvēkus, kas izvēlējušies par savu karjeru datorspēļu izstrādi, žurnālistiku vai arī spēļu spēlēšanu kā vaļasprieku, – ir tik svarīgi, ko par šo nozari domā Rodžers Īberts? Ovens Guds spēļu kopienu jeb industriju salīdzināja ar nesen pilngadību sasniegušu cilvēku. Jo cilvēks autonomiju iegūst nevis tad, kad viņš ir pārliecinājis savus vecākus, ka ir pieaudzis, bet gan tad, kad viņam pašam šī pārliecināšana vairs nav vajadzīga un viņš vienkārši dzīvo savu pieaugušā cilvēka dzīvi. Šis salīdzinājums šķiet ļoti trāpīgs. Lielākā daļa spēļu žurnālistu, vismaz Amerikā, bija uzauguši un savu gaumi veidojuši, bērnībā lasot Īberta filmu kritikas un skatoties karstās diskusijas televīzijas raidījumā "Īberts un Sikels". Galvenā atklāsme, ko tālajā 2010. gadā spēļu žurnālisti saprata – diemžēl vai par laimi, viņiem pašiem jākļūst par digitālo spēļu Ībertiem, jo Rodžers ir pārāk aizņemts, lasot grāmatas un skatoties filmas, ko viņš arī darīja līdz pat savai nāves dienai – pēdējā Rodžera Īberta filmu kritika par romantisko drāmu "To the Wonder" tika publicēta divas dienas pēc Īberta nāves 2013. gada 6. aprīlī.
Join host Brenda Darden Wilkerson for a “Game On” conversation with Kellee Santiago, a video game creative director, consultant and a builder of worlds. Kellee knows first-hand that games are more than entertainment – they are powerful engines for empathy. And in this episode, Kellee takes us through her remarkable journey from making indie games, at a time when women made up only 4-5% of the gaming workforce, to her successful work with industry giants like Google and Niantic. Together, Brenda and Kellee explore why games are such an important cornerstone of our culture and even our global conversation. This wide ranging discussion looks at the industry's evolution, ongoing challenges, and Kellee's approach to fostering inclusive and innovative game development. Plus, tune in for some myth-busting facts about gaming history, including the stories of some women who were actually at the forefront of building original games. So press play and learn the transformative power of gaming and how you can be part of creating empathetic, engaging worlds that resonate with diverse audiences. “The immersion into a different world and a different perspective, is just such a cool capacity of games that I would love to continue to see more of, and more people engaging with.” For more of Kellee Santiago check out... LinkedIn - /kelleesantiago/ --- At AnitaB.org, we envision a future where the people who imagine and build technology mirror the people and societies for whom they build it. Find out more about how we support women, non-binary individuals, and other underrepresented groups in computing, as well as the organizations that employ them and the academic institutions training the next generations. --- Connect with AnitaB.org Instagram - @anitab_org Facebook - /anitab.0rg LinkedIn - /anitab-org On the web - anitab.org --- Our guests contribute to this podcast in their personal capacity. The views expressed in this interview are their own and do not necessarily represent the views of Anita Borg Institute for Women and Technology or its employees (“AnitaB.org”). AnitaB.org is not responsible for and does not verify the accuracy of the information provided in the podcast series. The primary purpose of this podcast is to educate and inform. This podcast series does not constitute legal or other professional advice or services. --- B The Way Forward Is… Produced by Dominique Ferrari and Paige Hymson Sound design and editing by Neil Innes and Ryan Hammond Mixing and mastering by Julian Kwasneski Associate Producer is Faith Krogulecki Executive Produced by Dominique Ferrari, Stacey Book, and Avi Glijansky for Riveter Studios and Frequency Machine Executive Produced by Arlan Hamilton for Arlan Was Here Executive Produced by Brenda Darden Wilkerson for AnitaB.org Podcast Marketing from Lauren Passell and Arielle Nissenblatt with Riveter Studios and Tink Media in partnership with Carolyn Schneller and Coley Bouschet at AnitaB.org Photo of Brenda Darden Wilkerson by Mandisa Media Productions For more ways to be the way forward, visit AnitaB.org
Randall suggests that the main reason video game aesthetics are so compelling is because of the close coupling of cause and effect which hardly exists in real life. Chris and Randall go on to discuss many other aspects of video games that overlap with culture and society. Topics discussed: Pong Tank battle Dungeons & Dragons The Last Starfighter (1984) Ready Player One (2018) Puzzles Tetris Candy Crush Puzzle games Asteroids Space Invaders Pac-Man Social mobility Socioeconomic status Japanese simulation games Densha de Go! VR games Philip K. Dick Total Recall (1990) Call of Duty References for this episode: https://en.wikipedia.org/wiki/Video_games_as_an_art_form Infamous Roger Ebert essay https://www.rogerebert.com/roger-ebert/video-games-can-never-be-art Kellee Santiago https://www.youtube.com/watch?v=K9y6MYDSAww Flow in video games https://www.wired.com/story/how-the-videogame-aesthetic-flows-into-all-of-culture/ Recorded August 17, 2020 Visit us at https://chrisandrandall.com/
Amy Hennig gegen Kellee Santiago, so lautet die erste Begegnung in der sechsten Staffel von Last Game Standing. Wir suchen die beste Gamedesignerin aller Zeiten. Und während da draußen die Corona-Krise tobt debattieren C & C über Blumen-Spiele, Abenteuerspiele und die klären endlich die Frage: Sind Computerspiele Kunst? Abstimmen könnt ihr wie immer bei uns im Forum!
Kellee Santiago said that when making Journey they wanted to “make a game that creates a renewed sense of faith in humanity”. They wanted to make a game that was inclusive and was appealing to people who perhaps didn’t normally play video games. We talked to Kellee at From Business To Buttons in Stockholm about... The post #185 Gaming behaviour with Kellee Santiago appeared first on UX Podcast.
In this episode, Dirk has a great conversation with video game designer Kellee Santiago. They discuss the game Cloud, the state of VR games and this history of game design.
-Roger Ebert famously claimed that "video games cannot be art". We take that argument to task. http://www.rogerebert.com/rogers-journal/video-games-can-never-be-art -Links to the TED talk given at USC by Kellee Santiago are in the link provided. -Kojima's comment http://www.eurogamer.net/articles/news240106kojimaart -Wiki https://en.wikipedia.org/wiki/Video_games_as_an_art_form#List_of_artistic_video_games -Majora's Mask art http://www.zeldainformer.com/eiji-aonuma-comments-on-the-5-stages-of-grief-theory-wanted-to-hook-players/ Music: 8-Bit Heroes | Daydream Anatomy - Dragon Slayer https://daydreamanatomy.bandcamp.com/album/8-bit-heroes Creative Commons License https://creativecommons.org/licenses/by/3.0/legalcode
Thatgamecompany had a deal with Sony in the late 2000s. The Studio, founded by Jenova Chen and Kellee Santiago, would make three games for the PlayStation 3's fledgling PSN service. The deal began with a remake of Chen's Flash title Flow which was then followed by Flower. The final part of Thatgamecompany's Sony trilogy was known as Journey and stands as perhaps the most well known art-house game on the planet. The title garnered a staggering number of awards for its visuals, unique, emotional gameplay, and player interaction, even earning the coveted game of the year spot from numerous publications. Austin Wintory's soundtrack catapulted the game into the mainstream consciousness as the only video game soundtrack ever to be nominated for a Grammy. Though it released five years ago and the game industry has covered a lot of ground since 2012, we now look back and ask: Is Journey one of the best games period? Outro: Pokémon Gold/Silver/Crystal 'Journey's End' by pu_freak (http://missingno.ocremix.org/music.html) And while you're listening to our closing track this week, why not head over to check out Austin Wintory's discography? We promise you won't be disappointed! You can follow the show on Twitter: @BestGamesPeriod Or download the podcast from Soundcloud: https://soundcloud.com/thebestgamesperiod Don't forget to sign up for Extra Life to help sick and injured kids in hospitals around the US and Canada by playing games! Support us on Patreon! - https://www.patreon.com/bestgamesperiod
This week we are joined by Kellee Santiago, co-founder of That Game Company... makers of Flower, Flow, and Journey. In this episode, we discuss whether Lineage is too old to be relevant, cognitive dissonance as it applies to saving the world, ethical considerations of game cloning, and how much Space Chem sandbox mode terrifies us. [MP3 AUDIO]Kellee Santiago on TwitterThat Game CompanyDo all your Amazon shopping via the DWP storefront, and help support our shows!Try a free audiobook and support the show![LINK] NCSoft seeks to prevent US release of Tera[LINK] Dear Zynga[LINK] Dear Nimblebit[LINK] Tim Schafer celebrates 20 years in the industry[LINK] Ibb and Obb
“My name is Lucas Kane. My story is the one where an ordinary guy has something extraordinary happen to him.” Hello. Enjoy E3? Good. Lets resume where we left off. In 2005, Fahrenheit (Indigo Prophecy in the US due to a title conflict with Michael Moore September 11th documentary Fahrenheit 9/11) made landfall on PlayStation […]
If you are a gamer, you realize the power of video games to inspire, excite, and even teach life lessons. This special episode is dedicate to all the gamers who realize the amazing potential for good within one of our favorite hobbies. Featuring some of the best thoughts of influential experts from my interviews over the past year, this episode is packed with thought provoking commentary on life lessons from video games. Please enjoy and share with others. Links to full interviews: Dr. James Rosser David Hayter (https://twitter.com/davidbhayter) Danny Pena (GamerTag Radio – http://www.gamertagradio.com/) Rika Muranaka (https://twitter.com/unjazzmusic) John G. Miller (http://qbq.com/) Simon Sinek (https://www.startwithwhy.com/) Patrick Scott Patterson (http://www.patrickscottpatterson.com/) Patrick Stafford (http://www.staffordcontent.com/) Brentalfloss a.k.a. Brent Black (http://www.brentalfloss.com/) Edwin McRae (http://www.edmcrae.com/) Greg Toppo (http://www.gamebelieves.com/) Hans Van Vliet (7Bit Hero) (http://7bithero.com/) Chris Barton (http://www.chrisbarton.info/) Kellee Santiago (https://twitter.com/kelleesan) Curtis Fletcher (http://curtisofletcher.com/) Music: EarthBound ‘Dialima tu Kafé‘ by Diggi Dis, Zeratul Metal Gear Solid ‘Legend of the Snake 2: Snake versus Dragon‘ by Reuben Kee Metal Gear Solid ‘The Price of Freedom‘ by Evan Arnett, Janna McKinley, Jonathan Mills Secret of Mana ‘Curious‘ by Melodious Punk Streets of Rage 2 ‘Slow Moon Groove‘ by Avien Final Fantasy VII ‘Beyond Midgar‘ by BogusRed Final Fantasy IV New Orleans Remix by Brentalfloss The Legend of Zelda: The Wind Waker ‘Forever Yours‘ by Tim Sheehy
Holmes is joined by designer and producer Kellee Santiago to discuss her career, including her work as president of thatgamecompany and her new role as a consultant and advisor.
This week, fan favourite Alexei Toliopoulos returns, and we talk about marketing tactics, mathematics, dogs, Hitchcock, surnames, talking landmarks, therapy, and Jaws. We sit down and talk about recent developments with my emotional/mental problems, then get derailed and talk about Elton John, marriage proposals, Bing, the movie Prime, 'slizz', Alexei's job entertaining children, One Direction, Bioshock, Devil May Cry, Crysis 3, Mass Effect, and The Walking Dead.In SSST: we talk about The Band, the newly announced Assassin's Creed IV: Black Flag, Kellee Santiago joining the Ouya dev team, Riot Games' new Sydney studio, the mysterious silence surrounding Star Wars 1313, impressions (including my never-before-heard impression of Sandsky), Neil Armstrong, Adele, Anne Hathaway, Sweeney Todd, and Daniel-Day Lewis.In Ask SSJ: we field questions regarding my laziness, Witcher 2, internet culture, games we would make, video game movies we'd like to see, and Sim death. Big ups to Eoghan, William, Taylor (#GargoyleJuan) and Cameron for writing in!MUSIC USED:SSJ Theme 2: Xavier Rubetzki NoonanPair Of Minutes Before Reboot: 2NRO8OT / CC BY-NC-SA 3.0Needle: Born RuffiansCLICK HERE to download!I WILL DRINK YOUR MILKSHAKE.Add Sandsky on XBL and PSN: colourfastAdd Xavier on PSN and XBL: xavierrnAdd Alexei on Twitter and Snapchat and PSN and XBL and anything else you can think of: ThisIsAlexeiFREE ADVICE: I'm so sick of writing all these things! Would anyone mind if I stopped? Do people even read this shit?!
Kellee Santiago, former President of thatgamecompay and founding partner of Indie Fund is on the podcast this week. We discuss Kellee's education at the University of Southern California's School of Cinematic Arts and how a class she took her freshman year laid the foundation for her career in video game development. Kellee also talks about the creative inspirations and motivations behind each of the games developed by thatgamecompany. We also get to the whole "games are art" conversation, starting with her TED Talk. Finally, Kellee talks about the origins of Indie Fund and how a 3-year experiment has evolved into an indefinite opportunity for independent developers. Enjoy. Follow Kellee on Twitter at @KelleeSan and keep up with the latest from Indie Fund at indie-fund.com. Run Time - 1:00:54 Send your feedback to feedback@justtalkingpodcast.com.
Today on The Indoor Kids, Kumail and Emily are joined by Kellee Santiago (@kelleesan), one of the founders of thatgamecompany, the company behind Flower, Journey, and more! Kellee joins us to talk about how she got into game design, the theory of fun (cooler than it sounds), and more! Then stick around for Kumail and Emily filling you in on all the things they've been shoving into their earholes and eyeholes lately.
This is one of five themed videos from The Art of Video Games exhibition at the Smithsonian American Art Museum (http://www.americanart.si.edu/taovg). The videos feature excerpts from interviews with 20 influential figures in the gaming world—Nolan Bushnell, David Cage, Steve Cartwright, Jenova Chen, Don Daglow, Noah Falstein, Ed Fries, Ron Gilbert, Robin Hunicke, Henry Jenkins, Jennifer MacLean, RJ Mical, Mike Mika, David Perry, Jane Pinckard, Kellee Santiago, Tim Schafer, Jesse Schell, Warren Spector and Tommy Tallarico.
This is one of five themed videos from The Art of Video Games exhibition at the Smithsonian American Art Museum (http://www.americanart.si.edu/taovg). The videos feature excerpts from interviews with 20 influential figures in the gaming world—Nolan Bushnell, David Cage, Steve Cartwright, Jenova Chen, Don Daglow, Noah Falstein, Ed Fries, Ron Gilbert, Robin Hunicke, Henry Jenkins, Jennifer MacLean, RJ Mical, Mike Mika, David Perry, Jane Pinckard, Kellee Santiago, Tim Schafer, Jesse Schell, Warren Spector and Tommy Tallarico.
Even with Sid and Nick on death's doorstep and Jeff and Rey at CES, a show you will get! Journey interview with thatgamecompany CEO Kellee Santiago? Done. SCE President Andrew House's Origin Story? Yup. Starhawk Public Beta dates? Oh yes! Along with the PSN releases for 01/17 and so much more.
Hand picked from the We Talk Games interview archives, here comes three of the our favorite names in the Indy and Indy-ish scene, Jason Rohrer (Passage, Primrose, Gravitation and more), Co-Founder and President of That Game Company(Flower, Cloud and flOw), Kellee Santiago and Alex Neuse of Gaijin Games (The BIT.TRIP Series). If you like what you hear, drop by We Talk Games Dot Com and join our free and fantastic community, subscribe to our flagship monthly show and weekly Break-Out Bonus Level Minisodes.
We interview Kellee Santiago of ‘thatgamecompany’ and try to grill her for details about their up and coming game, Journey. We record at silly hours because Ben is awful at being a timelord. Website - www.playstationchat.co.uk Forums - www.playstationchat.co.uk/forum Email - pschatpodcast@gmail.com Twitter - pschatpodcast Skype - playstationchat Simon PSN - SiborgSimoSctlnd Ben PSN - Confused_Dude Zippy PSN - zippypatrick Geoff PSN - geschar
This edition of the Brainy Gamer Podcast features an interview with Kellee Santiago and Jenova Chen, co-founders of thatgamecompany and creators of Flower. We discuss a variety of topics, including TGC's design philosophy, the road from Cloud to Flower, starting a game company from scratch, the liberating nature of limitations...and, of course Flower. Also, a fond farewell to N'Gai Croal, and gearing up for GDC...all in this episode of the Brainy Gamer Podcast!