this post was submitted on 06 Jan 2026
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I feel like I'm reasonably good at picking at a game on the gameplay level, as per what works and does not and why and surface videogame essayist stuff like ludonarrative dissonance (or the rare examples of ludonarrative harmony).

I may offer you my finest insight into video games such as "Lara Croft has some sort of father complex going on" and "Shadow of Chernobyl is unintentionally about life in the collapse of the soviet union" which even by my own admission feels shallow and trite. You watch someone like Jacob Geller or Noah Caldwell-Gervais and they have fascinating things to say even on games you wouldn't expect it, like NCG on Quake.

How do I become that knowledgeable? Interesting? Analytical? about video games?

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[–] plinky@hexbear.net 22 points 4 days ago* (last edited 4 days ago) (1 children)

Why is this here, this took some labor, who put this in and why did they do it? Everything is, in some shape, chekhov’s gun in invented worlds (aside from procedural generation, for obvious reason, although it also implies some things, be it in scope or nature of generation)

(Also, i would treat people who say they enjoyed every single chapter of ulysses with suspicion)

*like say lara croft, would first storyline work not in a forest, but in densely populated city? You can’t hunt there, you can’t murder your way through hordes of enemies etc, it would become uncharted basically. You can’t flashback to the dad when you are gunning down police forces, it’s a very silly “what if” but it shows limitations and possibilities by the chosen path of the game. Everything was a choice even if it looks like monolithic story. In that case, i suspect, they started from lara croft shivering in the woods and build the game from there, how they built it is another matter with some colonialism and orientalism sprinkled in, according to writers inclinations

Or take ftl, there is a choice made that the main opponents are exclusively humans, they just as well could be mix of aliens like you most likely are, or another species entirely. There is a lot of implied story there, even if the game doesn’t hit you with it.

Or something silly like skyrim shops decorations, there is a choice made in everything here, state of wares (broken/dirty/pristine), collection of them, state of the doors etc. some poor soul spend hours doing it and likely pondering, can they put this candle here if it’s named mage-guild-candle-final.3dasset

Also, as it’s my comfy watch lately, watch lord of the rings making, but not actors stuff, but set production/light grading/music or commentary of production/design. They talk quite a lot about selecting this precise decoration because it invokes blah blah, or selecting this color scheme because it looks like x, or selecting this musical instruments as implying y. Cause it was so heavily hand crafted movie (and entirely imaginary, so no real existing locations), there is a lot of behind the scenes expressed ideas, that you won’t notice or see talked about in movies made more digitally (at least interviews with cgi artists aren’t that thorough, even if the intent of artist is the same in scope, as they are drawing damn things, they typically trying to sell volume or whatever latest tech) or shot on real locations

*also, as a funny tidbit from lotr commentary watching during comfy times - peter jackson mentions zulu (1964) movie as an inspiration for helm's deep, so you can take from that what you will, the story line of that movie is something.

[–] Frivolous_Beatnik@hexbear.net 11 points 4 days ago (1 children)

I can't remember where the saying originated, but the idea was "everything you see in a film (or game) is there for a reason, even if it's an accident". Whatever you see and experience is going to ultimately affect your view of a work

I really enjoy this analysis of media, looking at authorial intent (designer/programmer placing of items or assets to draw the eye, to inspire an emotion) vs diegetic intent (why did the wizard shop display the item like this 🤔), and filling the gaps

[–] plinky@hexbear.net 7 points 4 days ago

Yeah, it’s kinda more material, but also a lot of more symbolic analysis flows from this. while redditors can argue about curtains, they do obviously say something about author themselves, i wouldn’t mention curtains in describing room at all, but rather colors and textures of walls and floors, it doesn’t matter author thinks it’s perfectly normal to mention them, it still says something that they are there

[–] communism@lemmy.ml 20 points 4 days ago
  1. Ask questions (to yourself, but to other people works too). Why did the author make this decision? Why are things this way? If you ask "why" questions you'll come up with your own interpretation of the game.

  2. You just kinda have to spend a lot of time thinking about it. There are some pieces of media I've really liked for a long time and as a result I have fairly developed views on them just from the length of time I've been thinking about them.

[–] ryepunk@hexbear.net 15 points 4 days ago

You need to write down your thoughts. If you don't like writing then you need to talk to others and discuss the themes together. You'll never notice everything because you have your own lense through which you see the world, and that's why talking to others is useful to reveal the lense that other use to understand the media they consume. You will hopefully each be able to scratch away part of the underlying themes and such that go beyond the surface level stuff.

I'm incredibly bad at it as well. I'm reading books along with shelved by genre (Austin Walker and ranged touch people) and I'm never able to match their analysis. It's deeply frustrating sometimes because I really struggle sometimes to make the connections like they do, but they're like professional media critics, and I'm just some dude who never really dipped my toes into this until the last decade or so. Just gotta keep trying and maybe accept we will never be able to decode all the bits in our media.

[–] Dort_Owl@hexbear.net 19 points 4 days ago (3 children)

Just make shit up like I do.

Did you know that Astarion from Baldurs Gate 3 is actually a mataphor for British colonialism?

[–] GenderIsOpSec@hexbear.net 13 points 4 days ago* (last edited 4 days ago)

oooh i see! and cuz Bram Stoker (the writer of Dracula) was Irish then he (Astarion) was originally br#ish but was in-fact reverse colonized by the Irish because he was turned into a vampire! the level of being a vampire-spawn also highlights the inherit fears of how the br#ish believe they would be treated in this hypothetical scenario. very nice, very nice. izutsumi-idea

[–] Acute_Engles@hexbear.net 9 points 4 days ago

His name is a reference to classic Soul Calibre character Astaroth

[–] plinky@hexbear.net 7 points 4 days ago* (last edited 4 days ago)

He is actually a metaphor for haitian slave revolt doggirl-smart

(for topic starter: take some bits of astarion story - escape from a master, distrust of public of him as he is the other, fears that he will become just like his master, ignore inconvenient (vampire) bits badaboom, you have a clunky comparison which you can analyze further - this is more thematic analysis, like you strip down story to essential bits, lose some of them as you desire, and then draw parallel to real world, this same bits can be frankenstein creation story or any racially motivated hatred, or with added vampire stuff and removed master stuff a story of fuckboy bourgeoisie, it's all there ready to be recomposed and reassambled however you want, just some parallels will disintegrate under scrutiny (returning missing bits after drawing parallel of the stripped down version), some wont)

[–] Sanctus@anarchist.nexus 14 points 4 days ago (1 children)

Those guys are just interpreting that. Who says the devs intended one or the other? Especially when it comes to deeper meanings. FromSoft made Soulslikes in Berserk's image because its fucking cool to swing massive swords at unspeakable horrors. Not because theres heavy foreplay on the rot of society due to the actions and goals of our leaders.

[–] 7bicycles@hexbear.net 4 points 4 days ago (1 children)

I think they're saying sometimes dresses are blue just because

[–] TheVelvetGentleman@hexbear.net 17 points 5 days ago (1 children)

Don't. Just play the games.

[–] 7bicycles@hexbear.net 25 points 5 days ago

Missing the point, I like games both cause they're fun and as an artform and for the latter part I'd like to get better at interacting with them as such. It feels both absolutely doable and I have no idea how you get your mind to do that

[–] umbrella@lemmy.ml 13 points 4 days ago

me when i try to read theory

[–] Juice@midwest.social 13 points 4 days ago* (last edited 4 days ago)

The joke in the meme is that the ogre does understand it he just can't admit to himself that that he understands it. Actually getting the references through study doesnt carry with it a sense of accomplishment, we dont focus on the accomplishment of knowing more than we once did, we focus on the recognition of all that we dont know.

As for games, I really only got really into lore with Bloodborne. it took a huge amount of playing, watching videos, talking to people in group chats, looking up references, hunting down clues. I imagine if youre really into that kind of work, it starts to come easier the more you do it. But those creators are intentionally engaging with the game in a way beyond just the gameplay. If you play games to play games, then yeah you might miss that stuff. But if you play games and then do a bunch of meta study and research on them, then you'll get more of that out of them.

Just find discord servers for games you like and talk to people about the story, stuff youre curious about, etc.

[–] DogThatWentGorp@hexbear.net 10 points 4 days ago* (last edited 4 days ago)

Not to cheapen any other post here (because I think they're genuinely good) but don't forget there's nothing wrong with those two examples you gave. You don't have to get deeper with it.

You could make an interesting videogame essay about the aesthetics of collapse on shadows of Chernobyl and how that's based on the Soviet collapse. That's insightful! You're trying to take this expression of a concept and dig into why they used it, their reference points, why they thought it was important to make etc. That's already interesting!

That /is/ being analytical and knowledgeable. Not just with games but with any art. If that's something about the game you think is interesting or resonated with you: dig into it. Might end up being a shallow hole, sure, but not everything worth the time is buried deeply.

[–] marxisthayaca@hexbear.net 12 points 4 days ago* (last edited 4 days ago) (1 children)

So there's some good advice in the thread. The other thing you should do is read widely, watch lots of movies, and play other games. You will be surprised at what artists use for inspiration. You look at Shadow of Chernobyl after having read/watched, for example, Roadside Picnic, or Ulysses, or even the Odyssey, and you'll be surprised at how easy it is to dig down and connect into the undercurrent that flow along all of these works.

[–] GoodGuyWithACat@hexbear.net 8 points 4 days ago (1 children)

Reading Roadside Picnic now. Feel like Ogre though and not getting the deeper themes.

[–] marxisthayaca@hexbear.net 6 points 4 days ago

Always ask, what, how, and why. If you really want to dig down, ask WHY for EVERYTHING - start small (grammar and punctuation) and then expand to themes, symbolism, allusion, etc. There isn't a lot of things that authors do "carelessly". Authorial intent is everything. So ask why of everything. Sometimes the answer won't be in the next sentence, it might be at the end of the book. Then check what questions were answered and which ones weren't. How can you answer those questions with the text. Etc.

[–] tombruzzo@hexbear.net 8 points 4 days ago (2 children)

Reading up on a bunch of history/theory/philosophy should help you understand some of the themes that go into games. A heavy handed example is all the Randian stuff that went into Bioshock, whether as a pastiche or just as aesthetics.

Sometimes understanding the context in which a game is made can be helpful as well. Jack Saint has a two-parter on The Last Of Us and how it was written by an Israeli specifically on their perspective on the apartheid situation there. They're good videos that give insight into the making of those games, but will probably ruin them for you because it spells out what zionist dogshit they are.

[–] SmithrunHills@hexbear.net 3 points 4 days ago (1 children)

The amount of glaze TLOU still gets from "progressives" even after Neil's blatant Zionism was laid out in the open is maddening. I guess all JK Rowling needed to do to retain some of her progressive fanbase was to just be somewhat good about trans people and everyone would probably give her a pass for all her other gross shit

[–] Sneakytrickyyy@hexbear.net 3 points 4 days ago (1 children)

Game always looked boring as fuck to me since day 0, woow a 3rd person zombie shooter on the PS3?? Never been done before!

Doesn't help that it's also a weirdo Israeli fanfiction

https://www.washingtonpost.com/graphics/2020/video-games/news/the-last-of-us-part-2-ellie-evolution/

The formulation for Ellie’s turn toward darkness can be traced back to the year 2000. Then in his early 20s, Druckmann witnessed news footage of a crowd lynching two Israeli soldiers in the West Bank. “And then they cheered afterward,” Druckmann, who grew up in Israel, recalls. “It was the cheering that was really chilling to me. … In my mind, I thought, ‘Oh, man, if I could just push a button and kill all these people that committed this horrible act, I would make them feel the same pain that they inflicted on these people.’" The feeling faded, though. Eventually, he looked back and felt “gross and guilty” for his intense feelings. With “The Last of Us Part II,” he wanted to explore that emotional tumult on a didactic level.

cringe

[–] SmithrunHills@hexbear.net 2 points 4 days ago

Legendary interview. I'm not surprised that such outright, blatant genocidal fervor was never an issue for so many. "Progressive" Zionism is such a fucking menace

[–] 7bicycles@hexbear.net 2 points 3 days ago

I've read those, actually and they're fascinating, allthough I disagree with the usual takeaways in the sense that I think Druckmann either didn't want to or fell flat on his ass trying to do a direct allegory. I lean towards the latter on account of being too much of a coward to get either real, weird, or real weird with it. All the "ohhh she finally forgives her tormentor" bullshit did not land at all after I've spent my time axe-murdering both the WLF and the entirely uninvolved in the Ellie / Abby conflict Seraphites, especially considering the entire plot hinges on the fact that all those unnamed NPCs you kickshoot to death as Joel and Ellie previously also had families.

What takes it back from the brink of idiot plot to me is that once Dina divorces her and literally takes the kid the whole thing gets painted as most divorced man revenge quest energy on Ellie, which is novel.

Do more drugs but not enough drugs that you hurt your brain

[–] imogen_underscore@hexbear.net 8 points 4 days ago

write, you need to write down your ideas about games and then edit them and re-think them and edit them more. Jacob Geller and Noah Gervais are very good, very experienced writers.

[–] Le_Wokisme@hexbear.net 9 points 4 days ago (1 children)

play the game enough times that you run out of stuff to do and have to start doing employment surveys to entertain yourself

[–] 7bicycles@hexbear.net 3 points 4 days ago (2 children)

I don't get the employment survey part here

[–] Le_Wokisme@hexbear.net 17 points 4 days ago

there's an underwear salesman and youtube guy who has blown up the last couple years making videos about worldbuilding minutiae, including a bureau of labor statistics series on skyrim cities https://www.youtube.com/@any_austin/videos

[–] booty@hexbear.net 6 points 4 days ago (1 children)

A reference to Any Austin, one of those youtube guys who has a lot of fascinating stuff to say about games as an artform

[–] 7bicycles@hexbear.net 4 points 4 days ago (2 children)

I get it now. They're good, it's a unique look at things but at the same time it's not quite what I'm after because as per grappling with the media as much because it tends to "ignore" most of the games to focus on the unseen.

[–] booty@hexbear.net 6 points 4 days ago

Sometimes he has quite profound things to say about games from his quite unique perspective as someone who likes to be immersed in the minutiae. But yes, a good chunk of the videos really are as simple as "I thought it would be neat to see if I can make sense of this bit of environment design"

[–] d_cagno@hexbear.net 5 points 4 days ago (1 children)

I'd argue that the "unseen" can still tell us a lot about games. Any Austin tends to focus on open-world games, and these rely on simulating a world to an extent that a player is willing to suspend their disbelief. Skyrim needs rivers because the real world has rivers, and while players will expect to see them, they are unlikely to care much about where the water comes from/goes. But a developer needs to put the rivers there, and will have to grapple with these questions to some extent. Even then, the developer does not have to create a full simulation of Skyrim's hydrology, they just need to keep one step ahead of what the player cares about to make the world feel "real" enough. Poking at the boundaries of a game can tell us what players and developers do and do not care about, and I think that ties in to what you're looking for.

[–] 7bicycles@hexbear.net 4 points 4 days ago

Not trying to knock the guy at all, it's just not what I'm after because this kind of thing just happens naturally to me. Fun Fact: The remedy games all tend to have insanely detailed bicycles but everyone rides a fixie.

[–] Damarcusart@hexbear.net 5 points 4 days ago (1 children)

Since others have already offered a lot of good advice, I'll go in a bit of a different direction.

Game stories are often quite shallow, with fairly surface level themes, because they need to proritise the "game" part and often need to alter the "story" part in order for the game to still play well. Understanding game development and how it works can help a lot with understanding why a video game might be the way it is. Understanding the way a certain medium is used to create art can help you understand why that art is the way it is, due to the limitations and benefits of the medium.

[–] 7bicycles@hexbear.net 2 points 3 days ago

I'm mostly trying to get better to weave connections between the gameplay and the story. Like for story reasons alone I wouldn't bother much analyzing Tomb Raider on account of there isn't a lot there. It's an action movie plot to get you to go to next location and try to make some characters sympathetic. More like how the survival elements are represented in both story and gameplay, allthough entirely superflous in the latter past the tutorial. Not even in "optional side content that gives you cool stuff" until you hit Rise.

[–] Enjoyer_of_Games@hexbear.net 2 points 4 days ago

The skybox is blue