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	<title>IPR Blog &#187; Jenova Chen</title>
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		<title>Five Delicate and Mood-Melting Videogames. Maybe Relaxing, Too.</title>
		<link>http://www.ipr.edu/blog/2009/10/five-delicate-and-mood-melting-videogames-maybe-relaxing-too/</link>
		<comments>http://www.ipr.edu/blog/2009/10/five-delicate-and-mood-melting-videogames-maybe-relaxing-too/#comments</comments>
		<pubDate>Wed, 14 Oct 2009 15:40:02 +0000</pubDate>
		<dc:creator>Kyle Stallock</dc:creator>
				<category><![CDATA[Gaming]]></category>
		<category><![CDATA[Multimedia]]></category>
		<category><![CDATA[call of duty]]></category>
		<category><![CDATA[Elektroplankton]]></category>
		<category><![CDATA[Eufloria]]></category>
		<category><![CDATA[Flower]]></category>
		<category><![CDATA[Graveyard]]></category>
		<category><![CDATA[Jenova Chen]]></category>
		<category><![CDATA[Osmos]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[playstation 3]]></category>
		<category><![CDATA[Plinko]]></category>
		<category><![CDATA[relaxing]]></category>
		<category><![CDATA[ThatGameCompany]]></category>
		<category><![CDATA[videogames]]></category>
		<category><![CDATA[World of Warcraft]]></category>
		<category><![CDATA[xbox-360]]></category>

		<guid isPermaLink="false">http://www.ipr.edu/blog/?p=3163</guid>
		<description><![CDATA[To anyone not residing within the videogame industry bubble, the interactivity comprising this medium might appear violent, immature, and singly playful. In truth, most of it is. The industry&#8217;s own roots lie buried deep under miles of competitive high score &#8230; <a href="http://www.ipr.edu/blog/2009/10/five-delicate-and-mood-melting-videogames-maybe-relaxing-too/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter" title="Cloud game" src="http://thatgamecompany.com/wp-content/themes/thatgamecompany/_include/img/cloud/cloud-game-screenshot-1.jpg" alt="" width="518" height="291" /></p>
<p>To anyone not residing within the videogame industry bubble, the interactivity comprising this medium might appear violent, immature, and singly playful. In truth, most of it is. The industry&#8217;s own roots lie buried deep under miles of competitive high score soil, and Hollywood schlock like <a href="http://www.ludicdreams.com/home/2009/10/5/call-of-duty-modern-warfare-2-infamy-trailer-sparks-typical.html" target="_blank">Call of Duty</a> and the perennially limp <a href="http://www.neogaf.com/forum/showthread.php?t=376203" target="_blank">Guitar Hero</a>, two of the biggest profit-leading franchises in the industry, annually resist change. They deliver basic, but polished, rudimentary genre entries.</p>
<p>Elsewhere, designers of all kinds strive to explore the medium&#8217;s infinite possibilities &#8211; melding, molding, and folding a multitude of genres and ideas in and on top of each other. Now we can play dancing-themed MMOs, <a href="http://www.ipr.edu/blog/2009/08/forget-facebook-and-the-iphone-the-future-of-apps-lies-in-world-of-warcraft/" target="_blank">fight for loot in World of Warcraft</a> using the Plinko-esque Peggle, and massage our cerebral cortexes with a steady stream of &#8220;<a href="http://www.toysrus.com/product/index.jsp?productId=3586074&amp;CAWELAID=354769365">brain training</a>&#8221; software. If you want it, you can probably get it in some form, as long as you&#8217;re willing to look.</p>
<p>But can we find videogames possessing the power to melt away our moods and offer peace? Up until the fall of 2005, I&#8217;d say &#8220;maybe,&#8221; without offering any examples. I had faith in industry developers and the possibility that they could also be yearning for something undiscovered. Little did I know <a href="http://www.jenovachen.com/" target="_blank">Jenova Chen</a> was ten steps ahead of me. That fall, as a student at the University of Southern California, the revolutionary designer, along with a team of students and faculty, released <a href="http://intihuatani.usc.edu/cloud/" target="_blank">Cloud</a>. Shortly after, my perception of what a videogame can offer changed forever.</p>
<p>As I played Cloud, the youthful innocence of just <em>being</em> returned to me. Stress? It was gone. Sadness? That too. I didn&#8217;t even feel happy; just at ease, and peaceful.</p>
<p>Care to see what I mean? Here are five <em>other</em> titles providing users with similar experiences.</p>
<p>Disclaimer:</p>
<p>Since these are videogames, the intended experience hinges, variably so, on an individual player&#8217;s skill and ability to adapt. If you start feeling lost or incapable, it&#8217;s important you fight off frustration and seek help and better instructions. Otherwise, don&#8217;t bother.</p>
<p><strong><a href="http://en.wikipedia.org/wiki/Flower_(video_game)">Flower</a></strong></p>
<p><strong><object style="width: 425px; height: 350px;" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/-FPfRHaXl7E" /><embed style="width: 425px; height: 350px;" type="application/x-shockwave-flash" width="425" height="350" src="http://www.youtube.com/v/-FPfRHaXl7E"></embed></object></strong></p>
<p><em>&#8220;Life in balance.&#8221;</em></p>
<p>The latest title from Jenova Chen&#8217;s studio, That Game Company, continues the airy aesthetics and sparse audio presented in Cloud, but significantly increases their quality and involvement in the narrative. As a flower petal, players utilize the wind in a journey to gather other petals from flowers. As each is plucked, a predefined note triggers and, sometimes, the aesthetics are variably altered.</p>
<p>In his review, Russ Fischer, of the Onion&#8217;s A.V. Club, said &#8220;Visually potent and occasionally beautiful, <em>Flower</em> fulfills its premise with enviable grace.&#8221; I&#8217;m inclined to agree.</p>
<p><strong><a href="http://en.wikipedia.org/wiki/Osmos" target="_blank">Osmos</a></strong></p>
<p><strong><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/KRJYYy_QikE" /><embed type="application/x-shockwave-flash" width="425" height="350" src="http://www.youtube.com/v/KRJYYy_QikE"></embed></object></strong></p>
<p>The food chain, microscopically represented, with <a href="http://www.myspace.com/loscil">Loscil</a>, <a href="http://microscopics.co.uk/" target="_blank">Gas/High Skies</a>, <a href="http://profile.myspace.com/index.cfm?fuseaction=user.viewProfile&amp;friendID=71175222">Julien Neto</a>, and <a href="http://www.biosphere.no/">Biosphere</a> providing the soundtrack.</p>
<p><a href="http://createdigitalmusic.com/2009/08/19/osmos-game-available-with-brilliant-electronic-score/">Osmos</a> can be frustrating, <em>if</em> you&#8217;re not gentle with your tiny and gelatinous blue blob. Movement comes with a cost &#8211; part of your creature (or vessel?) returns to the environment. So just chill and you&#8217;ll be fine.</p>
<p>For added <em>fun, </em>put a hyperactive child in the driver&#8217;s seat.</p>
<p><strong><a href="http://en.wikipedia.org/wiki/Electroplankton">Electroplankton</a></strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/28UDxIQiaIY" /><embed type="application/x-shockwave-flash" width="425" height="350" src="http://www.youtube.com/v/28UDxIQiaIY"></embed></object></p>
<p>Few have heard of <a href="http://en.wikipedia.org/wiki/Toshio_Iwai">Toshio Iwai</a>&#8216;s interactive music and visual art masterpiece. Fewer have probably played it, thanks to Nintendo limiting sales to online retailers and the Nintendo World store.</p>
<p>It&#8217;s a shame. Electroplankton&#8217;s built on the premise of using visual art and design to make music. Move a plant leaf in one event, and the reflection sound of creatures bouncing off changes.  Alter the movement path of triangular amoeba-like fish and the effects change accordingly.</p>
<p>Click <a href="http://video.google.com/videoplay?docid=-555747633525600210#" target="_blank">here</a> for a video of DJ <a href="http://www.residentadvisor.net/news.aspx?id=7116">David Hollands</a> creating a song live on stage using only the software.</p>
<p><strong><a href="http://en.wikipedia.org/wiki/Eufloria" target="_blank">Eufloria</a></strong></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="350" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/tFF8f5kW7HM" /><embed type="application/x-shockwave-flash" width="425" height="350" src="http://www.youtube.com/v/tFF8f5kW7HM"></embed></object></p>
<p>Skip Eufloria, <a href="http://www.dyson-game.com/read.php?page=8" target="_blank">formerly known as Dyson</a>, unless you consider yourself skilled at RTS titles. The beautiful interaction between the reserved light beige backdrop and colorful needle-thin spores isn&#8217;t powerful enough to combat any sort of frustrations you might derive from continually failing one or all of the title&#8217;s levels.</p>
<p>Eufloria&#8217;s not an &#8220;art&#8221; game in the same respect as the others in this list, but it&#8217;s an alternative way of tackling the RTS genre. If you&#8217;re good, you might find peace in the title. If not, I&#8217;m sorry.</p>
<p><strong><a href="http://en.wikipedia.org/wiki/The_Graveyard_(video_game)">the Graveyard</a></strong></p>
<p style="text-align: left; "><strong><img class="aligncenter" title="The Graveyard" src="http://www.ludicdreams.com/storage/post-images/the%20graveyard%20small.jpg " alt="" width="518" height="292" /><span style="font-weight: normal;">If creativity hatin&#8217; Activision ever had an antithesis, it would be the Graveyard developer <a href="http://tale-of-tales.com/">Tale of Tales</a>. Calling the company&#8217;s titles &#8220;games&#8221; isn&#8217;t entirely accurate. They&#8217;re interactive, sure, but you don&#8217;t always &#8220;win&#8221; in the traditional sense. </span></strong></p>
<p style="text-align: left; ">In <a href="http://tale-of-tales.com/TheGraveyard/" target="_blank">the Graveyard</a>, players control an old woman who can barely walk. The &#8220;goal&#8221; is to move her to the center of the yard so she can sit down. After that, a song plays and the player can either leave her sitting or move her out of the yard. <a href="http://www.wired.com/gamelife/2008/03/the-graveyards/" target="_blank">That&#8217;s it</a>. The entire experience lasts under ten minutes and costs nothing. Pay $5 and the old gal might die at some point.</p>
<p style="text-align: left; ">Some people call it the worst game ever. I call it a soothing art piece that maturely addresses the eventuality of death and the beauty of life.</p>
<p style="text-align: left; ">
<p style="text-align: left; ">Did I not include your favorite? Feel free to make a recommendation or two, or twenty, in the comments section below.</p>
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