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haven't played the game (saving for final release) but this is a game inspired by ooooold adventures like Ultima, Daggerfall, and Morrowind etc.
I sure hope not.
In that sense I see nothing wrong with a game that creates a unique atmosphere by art design, lore and general writing (its an RPG after all) while utilising a somewhat clunky engine. Like your chess analogy, only not.
I'm a little confused why everyone reacting suddenly turns to assuming this is supposed to convey "art". Only the first commenter assumes it is, I never did. Dread Delusion is a video game, yet it does nothing to justify it being that: it looks cool, seems to have quite a bit of lore behind it but nothing else. The gameplay is practically non-existent and no effort was made to make the game immersive. The world feels empty and flat, like a set piece.
Thanks for adding 1 completely unrelated throwaway remark. By your logic I could sell you a rock telling you it is inspired by games our ancestors played during the Pliosene.
In my opinion, a game (or a book, or a movie ...) has to justify the design decision taken during the process of creation, not necessarily the medium itself.
If these design decisions are not to your liking, that's perfectly fine. I just don't believe that it's a question of the medium chosen. To be frank, there is to much variation in video games - there are worlds between Tetris and CoD. It's like claiming that fairy tales don't justify the use of books.
I take no offense in trying something different, but the simple reality is that navigating outside the conventional bounds will frequently not yield something desirable by most people's standards.
Imagine writing a few pages of a novel on a canvas, then hanging it in some kind of gallery. If the goal was to explicitly convey a message then why is it on a canvas as opposed to a pamphlet? If your goals it to just convey a work of 3d art then why not make it a rendered scene without pretending it is also a game? You can still opt for it, but then, in my opinion, you also have to take responsibility to justify your means. Again: not being a knave here pretending there is just one way to go about things, but I prefer to see a bit of logic in my "art".
Dread Delusion isn't a thought provoking statement of any kind. It's just a game that doesn't really do much reflection. It feels like something made by a bunch of guys that just wanted to make a game. There is really nothing here outside the looks that hasn't been done way better already even decades ago. I'm quite sure if you would ask the developers whether they were trying to go for some expressionist interpretation of a game or simply just one it would be the latter. It's just a game, but not a good one.
And that is what they did. It's up to the audience to decide if they where successful. It's not up to the audience to decide if they had the right to make a game per se.
Why a message? If it's well done and fits into some kind of context: go for it!
(Actually, I'm sure it's been done before.) You could as well ask Warhol why his Soup Tin wasn't part of an ad campaign.
Warhol is a good example. Art tends to mix mediums in confusing ways. I myself was leaning towards Richard Serra in my initial reply to you. There is merit to trying new things, I just don't really understand the appeal in this particular case - and if someone is willing to provide me with insight then by all means.
As a "game" Dread Delusion really isn't anything to write home about. Both mechanically and technically it's not much more than a senior student project (which isn't necessarily bad either). My main gripe is that it just feels the aspect of it being expressed in this medium is extremely under-utilized. I suppose another analogy would be spending an incredible amount of work on the frame, then putting a single droplet of paint on a canvas because "there had to be something" (and I know art closely resembling this exists unironically - I'm just not the target audience - at all).
I suppose once you play the "it's art" angle the discussion becomes unsolvable. But I can confidently state that Dread Delusion as a GAME is really lackluster. A game is supposed to convey a challenge by definition. Roleplaying and "art" are clearly not my forte.
but OP already left a negative review on Steam, at least it doesn't appear to me as if he owned the game (perhaps he requested a refund) and now he posts on the forum shortly before the release of the full game, controversial to say the least.
In literature a book has an unwritten promise to the reader, so does a game. When it gives you the first step of the main narrative as a tutorial and then sets you out to your own devices, literally offering you several different directions you can go to, I have no idea what you could be interpreting to say the game does not "convey a challenge."
It's this paragraph here that is offensive and not even really a genuine review, it's just word vomit "Dread Delusion isn't a thought provoking statement of any kind. It's just a game that doesn't really do much reflection. blah blah developers made bad game" Bruh this isn't an essay where you have to reach a word limit and convince the teacher that you know what you're talking about when you haven't spent more than 5 minutes researching the topic.