Archive for the ‘General Story’ Category

The History of Art in Marxism

There were essentially four components, the relationship between use value
and exchange value, the uneven development between art and the economy, the goal of a classless society, and the place of realism in history. A society based on use value, it was argued, was likely to produce a higher form of art than one more economically advanced in which exchange value or the market predominated.

The polarization of use value and exchange value was at its most extreme in capitalist society, where unprecedented freedom entailed unprecedented saleability, a contradiction which only a communist order could dissolve by dismantling the market and putting production under public control.

Capitalism, as Marx declared, presents the greatest threat to art. From this perspective the significant art of the past can be seen as an anticipation of communism where ‘useful work’ is the norm. Significant art, according to Leftist, is always realistic and flourished in societies where use and exchange value were in relative balance. By realism Leftist means an art that plumbs the depths of its time, which transcends temporary class dominations and prefigures the still-hidden motions of social development.

It is to be distinguished from naturalism, which is only of its time and is concerned with the average rather than the typical. Nor is it a style, limited to certain novels of the nineteenth century. On the contrary, it is a rounded conception that goes back to the beginnings of civilization, and represents the world faithfully by contending both with its opponents and its own illusions.

Goals in a Game

Give the player a goal. In too many levels, the player knows only that he needs to keep moving and shooting until the magic word Loading appears, signaling that he has somehow accomplished whatever the level designer had in mind. Make sure that the player knows what his objectives are for each level. You can do this either in a cut scene prior to the level, or within game play when the mission gets under way. It is also a good idea to create a screen the player can always access to get his current status and a simple restatement of his mission.

Have you ever read a strategy guide that seems to be explaining a different game than the one you are playing? It is usually because the author has consulted with the level designers and learned what they intended to do, instead of what they actually presented in the game. Do not let this happen to you. Mission briefings can be presented in whatever manner fits your fiction. In a fantasy game, a ghostly apparition of a wizard can give the player a quest. In a military game, the commanding officer can issue a set of orders and objectives. Just make sure that when the player enters the level, he knows his goal. Do not let him stumble along saving, shooting, dying, and restoring, until he walks through a door that looks like any other and learns that he is done.