Enter the Gungeon is a rogue-like video game (procedurally-generated dungeon crawl levels featuring unique gameplay and permanent death of the player) released more than four years ago. The game features four playable characters, with three additional characters that may be unlocked through completing in game objectives, each featuring their own unique weaponry and bonus items to help the player on their journey into the Gungeon: a bullet-hell dungeon where at the bottoms lies the gun that can kill the past.
The title alone must sound silly. The explanation, perhaps even more so, but let me tell you: Enter the Gungeon slaps so hard. It's unique gameplay, storyline, unlimited pop-culture references, and rewards for each Gungeon run(geon) that encourage players to come back again and again make this game endlessly replayable.
In this article, delve deep into the gameplay, why the game is so relevant, highlight its pop-culture references, why the gameplay is so much fun, why its structure makes it the perfect game for long-form gamers or those that only have an hour at a time to enjoy, and all around why it deserves as much attention today as it did upon its release.
This sounds really interesting, but I think the article would need to be cautious that it is not too subjective. Rather than looking at why it is so fun, this could translate to a discussion of what elements of the game play are most enjoyed by those playing it. Then, WHY are those aspects of game play so popular? (I'm not familiar with the game so forgive my generalisations, but is it suspense, or mystery, or action, that players enjoy?) I think this would need some form of evidence to avoid coming across as just opinions, whether it be reviews or statistics to demonstrate popularity, etc. – leersens5 years ago
Leersens,
Thanks for the advice. As this would be an article a bit close to my heart due to my (obvious) admiration for this particular game, I would be weary to make this a subjective glorying article about the game. The highlight of the article should be about what it is about the game that makes it so enjoyable and how it's in depth pop-culture connections keep it relevant to anyone playing it as well as people of any age. (No need to forgive as no offense was given. Perhaps the article would give inspiration to want to try the game out?) I would want this to be a review piece but also touch upon why after four years it's still (pardon the repeated terminology) slaps so hard. – FarPlanet5 years ago
I'm with leersens (and am glad to see leersens' comment was so well received). Evidence is super important. I've written a couple of essays on specific aspects of video games (such as avatar and gear design in Age of Conan) and used a lot of material from game discussion boards. It's definitely work to comb through discussion boards, for example, but it's also definitely worth it. I also used evidence within the game (what does the game show and not show, allow and not allow, etc.). Both types of evidence are useful. – JamesBKelley4 years ago
With the growing number of independent game developers, it is becoming more challenging for smaller studios to get recognized. One of the major ways to get fans is to attend and exhibit at gaming shows. Cost is the elephant in the room regarding these shows, and the cost for E3 is insane considering it being the largest expo for gaming in the world. However, investing in a trade show proves very beneficial when done right.
Do you think indie developers should exhibit at E3?
I'm not sure if you have a diverse enough topic, as you've largely outlaid already the major pro and con. This is one of the times where I think going broad might be better and talking about what options indie developers have today, and weigh up the strengths and weaknesses of the different options. – SaraiMW7 years ago
I believe this topic with due consideration to SaraiMW’s note holds special significance in the current scenario. With WFH becoming the new norm, people not on the frontlines do have some more time on their hands than before. What new steps and out of the box solutions can indie game developers come up with that will become the next trend-setting game changer (pun intended) in the market? And If successful, what impact can it have on exhibitions like E3? Writers are encouraged to propose new ideas with in-depth analysis and not just copy-paste content from other sites. – Dr. Vishnu Unnithan5 years ago
The release of Bethesda Softworks’ DOOM Eternal this year marks another milestone in what has become almost three decades of video game history for the franchise. For 27 years, the franchise has been a pioneer in FPS multiplayer games, and their fan base has witnessed an ongoing evolution of characters, graphics, and narratives. But this begs the question, why has a game that began as shareware endured with such longevity, outliving other games from the '90s? So, analyze this evolution of the DOOM franchise, from the original DOOM (1993) to the recent 2020 release. Look specifically at the graphics, gameplay mechanics, lore, and storytelling. Question what exactly makes the franchise so popular, and what has maintained this popularity through the decades. Although the franchise includes films, comics, novels, and more, this article would seek to analyze the video games specifically.
Definitely a topic worth tackling, especially with the parameters you set (i.e. games only; focus on its presentation, mechanics, and how those influenced the medium; etc.). One way you could add more flair to the topic is by blending your analysis with the human elements that impacted the games' origins and development cycles. Masters of Doom's a great book you could check out to get an idea of the tone and narrative flow you could inject into your topic. – Michel Sabbagh4 years ago
Video games have increasingly become just as much of an art form as television and film and yet it is still stigmatized as unworthy of being considered art. Despite this many games have been able to take claim as being works of art. Discuss what differentiates the games that are considered art with those that are not and critique whether it's fair for only some of the medium to be considered art.
Regarding your last sentence, I think it's worth acknowledging that there are two distinct ways in which something can be designated "a work of art": 1) in the classificatory sense (i.e. that is an example of an artwork because it's a painting), vs. 2) in the evaluative sense (i.e. this particular painting is truly a work of art, because it's so good!). When SOME video games are deemed to be works of art while others are not, it is clearly in the evaluative sense, but it sounds to me like the main question that you're asking here is "are video games (in general, as a medium) art in the classificatory sense?" Reading George Dickie and/or Arthur Danto might be helpful here. Best of luck to whoever tackles this topic! – ProtoCanon5 years ago
Visual novels (VN) are an interactive game genre that originate from Japan where text-based stories are presented in a narrative style of literature and allow for readers to interact as well as decide on the flow of a story. These mixed-media novels have, in recent years, gained more popularity outside of Japan especially through gaming platforms such as Steam. What sets these mixed-media novels apart from other genres such as film, animation, manga, and comics?
Love this! Ultimately it contains a visual narrative that a novel just doesn't have. In addition, I have just been reading The three escapes of Hannah Arendt. I have read her philosophy and theory on tyranny and socialism and as everyone knows philosophy is quite hard going at times. The graphic novel is a great starting point and really gets to grips with both her story and philosophies and breaks it down into amazing visual story telling that transcends any language barrier or prior knowledge to her work. It accessible and at the same time demonstrates emotive power and understanding of her background and the tyranny she and others faced under the oppressive facist regime. https://www.goodreads.com/en/book/show/37941885-the-three-escapes-of-hannah-arendt – Lousands5 years ago
This would definitely be a good idea! I think especially because gaming media is still under the impression that story-based games aren't selling as much as, for example, battle royales or multiplayer games. I would look at big AAA games, like Final Fantasy VII, as the most recent story-based game release. For an indie title, Undertale was a massive one and Little Misfortune, which is a suspenseful horror game that recently made the rounds. – kerrybaps5 years ago
In the past many video games generally targeted at males, like fighting and racing games feature women characters "scantily clad" clothing. However, when Mortal Kombat 11 released last year, most of the female characters had stronger personalities and covered up a lot more of their skin than they had in previous games.
One example is Kitana the former princess of Outworld. In previous games, she often wore blue string-like clothing with high boots. As the new Empress of Outworld, however, Kitana not only has power, but is covered from collar bone to ankles.
J.D Jankowski-- I apologize for not elaborating, this is my first post. I thought it would be interesting to find some commonalities in how character design and story arcs have progressed over the past thirty or so years in gaming, or possibly other media. Mortal Kombat is a classic example of a game that has been around for a long time. Also, it is a game that has been majorly revamped since it has been taken over by a new company. Munjeera-- By all means, expand on more than just clothing, I just find the new direction in these sorts of games interesting in comparison to how they used to be. Sean Gadus-- Exactly, I was mostly using it as an example but if anyone wanted to take the topic and use another game alongside it as a comparison that would be interesting too. – ruegrey5 years ago
Analyse what makes a silent protagonist work and what doesn't: when does a game benefit from having one? When does it not? What are some instances where a silent protagonist could have been better as a speaking one, or vice versa?
Or maybe, what warrants the use of a silent protagonist, particularly in plot-heavy, character-driven series' like Persona? How are they characterised, if at all, and why?
Could look at Link in The Legend of Zelda as well! – Sean Gadus5 years ago
There's also the case where silent protagonists stop becoming silent in the series, such as Jak in Jak and Daxter. – Emily Deibler5 years ago
One could consider the role of the silent protagonist’s “silence” as it pertains to immersive purposes. Some silent characters are not only mute—they have no explicit Idiosyncrasies or traits to establish themselves as full characters. Others, like Link in “The Wind Waker,” have more a sense of character through facial expressions and other complex reactive behaviors to story and gameplay elements. Exploring this dichotomy can prove useful in answering the question of the benefit of a silent protagonist. – James Polk5 years ago
The idea of introducing educational games in early education exists and has even been implemented, but do more traditional games deserve a place in schools? Topics such as English and Media exist to teach students about famous literary texts and powerful films, deconstructing these pieces to derive meaning and improve understanding of certain ideas and issues. Should time be dedicated to providing worthy games with the same analysis? Why, or why not?
It might also depends on the game relative to the age. – J.D. Jankowski5 years ago
Great topic!
For me, it's not so much about "worthy games" as it is about "worthy topics." If there's a particular set of topics worth exploring in a particular classroom, I'd say, we should explore those topics using whatever texts we believe are useful and engaging for that exploration. Most of my own work on video games has been for conference presentations and journals, but I've also presented in university classrooms on the representations of gender in specific video games. – JamesBKelley5 years ago
I also think it's necessary to define a "game" here. Do you mean strictly in the sense of what is traditionally considered a video game, or do you also include more analog "games" like board games, word games, even computer software that can be "played" with? If the latter, then really all teaching at all levels relies on games, in the sense that there are rules that we follow and students who "win" by getting the correct answers. It really depends on how we define "play" and how we differentiate it from work. – Eden5 years ago
FWIW-- I'm a teacher who teaches video games as texts, just like books and films. If someone picks up this piece, I'm happy to serve as a source. There's tons of scholarship on this topic. I recommend James Paul Gee's What Video Games Have to Teach Us About Learning and Literacy. It's not only smart, but it is also a fun read. – ProfRichards3 years ago