Critical Path Project

{{Infobox website

| name = Critical Path Project

| logo = File:Critical Path logo.png

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| url = {{URL|http://www.criticalpathproject.com/}}

| location = Los Angeles, CA

| type = Interview Archive

| language = English

| owner = Artifact

| author = David Grabias

| launch_date = {{Start date and age|2012|7|23}}

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| current_status = Active

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The Critical Path Project (stylized CRITICAL///PATH) is a video archive of interviews with video game designers and developers.[http://criticalpathproject.com/ Critical Path /// insights from the greatest minds in videogames]

Launched on July 23, 2012, Critical Path contains over 1,000 videos of interviews with over 100 developers, conducted between 2010 and the present.[http://criticalpathproject.com/about/ Critical Path /// About Us]Tipps, Seth [http://www.develop-online.net/news/41501/Documentary-gives-game-designers-their-due "Games industry luminaries to feature in new documentary"] {{Webarchive|url=https://web.archive.org/web/20120726021436/http://www.develop-online.net/news/41501/Documentary-gives-game-designers-their-due |date=2012-07-26 }}, Develop-Online.net. July 23, 2012.Gilmore, Dave [https://www.baltimoresun.com/2012/07/25/critical-path-project-provides-introspection-and-institutional-memory-to-game-design/ "Critical Path project provides introspection and institutional memory to game design"], The Baltimore Sun. July 25, 2012. According to director David Grabias, the project's goals include:Conditt, Jessica [http://www.joystiq.com/2012/07/23/critical-path-more-than-an-archive-of-interviews-with-your-favo/ "Critical Path, more than an archive of interviews with your favorite devs"], Joystiq.com. July 23, 2012.

  • To provide a documentary-based venue for critical discussion about the art of making video games.Cocke, Taylor [http://pc.gamespy.com/articles/122/1225516p1.html "Developers Talk Games in Critical Path"] {{Webarchive|url=https://web.archive.org/web/20120727004525/http://pc.gamespy.com/articles/122/1225516p1.html |date=2012-07-27 }}, GameSpy.com. July 23, 2012.
  • To provide developers with a place where they can come for inspiration.
  • To provide players with insight into their game experience.
  • To make gamers aware of the great minds behind the great games.Duryee, Tricia [http://allthingsd.com/20120723/game-gurus-finally-get-some-screen-time-in-documentary-interviews/ "Game Gurus Finally Get Some Screen Time in Documentary Interviews"], AllThingsD.com. July 23, 2012.
  • To document the current state of game development for future generations.

Topics covered in the interviews include violence in games,Plunkett, Luke [http://kotaku.com/5928809/gamers-really-loved-killing-lara-croft-because-she-was-a-strong-character "Gamers “Really Loved Killing” Lara Croft, Because She Was a “Strong” Character"] Kotaku.com. July 25, 2012. methods of storytelling,[http://ph.omg.yahoo.com/news/creators-sims-monkey-island-halo-gears-speak-critical-143120891.html "Creators of 'The Sims,' 'Monkey Island,' 'Halo,' 'Gears' speak in Critical Path interviews"] Yahoo.com. July 24, 2012. game mechanics,Cifaldo, Frank [https://www.gamedeveloper.com/design/have-game-designers-failed-when-players-are-cheating- "Have game designers failed when players are cheating?"], Gamasutra.com. July 23, 2012. player interaction, psychology behind playing games,Corriea, Alexa Ray [https://www.theverge.com/gaming/2012/7/23/3177397/critical-path-developer-documentary-to-feature-an-all-star-cast] TheVerge.com. July 23, 2012. commercialism in the industry,Cifaldo, Frank [https://www.gamedeveloper.com/design/how-to-know-when-your-game-idea-is-good-enough-to-make "How to know when your game idea is good enough to make"], Gamasutra.com. July 24, 2012. and the future of video games, among others.Rigney, Ryan [https://www.wired.com/gamelife/2012/07/video-game-auteurs-define-their-industry-in-critical-path/ "Video Game Auteurs Define Their Industry In Critical Path"] Wired. July 23, 2012.

All clips on the site are available for free viewing online, and there are plans to release a full-length documentary in the future.Kuchera, Ben [http://penny-arcade.com/report/editorial-article/critical-path-shares-insight-from-the-industrys-leading-minds-tackles-wall "Critical Path shares insight from the industry’s leading minds, tackles “wall of white dudes”"], Penny-Arcade.com. July 27, 2012.

Interview Subjects

Discussion

A few quotes from the site have raised discussions between critics and fans alike. For example, Metal Gear Solid Director Hideo Kojima (famous for his cinematic narrative scenes) mentions that he's "not trying to tell a story."Kojima, Hideo [http://criticalpathproject.com/?v=38405048 "Story vs. Interactivity"] CRITICAL///PATH Project.Evans-Thirlwell, Edwin [http://www.oxm.co.uk/44107/man-behind-metal-gear-thinks-games-shouldnt-try-to-tell-stories/ "Man behind Metal Gear thinks "games shouldn't try to tell stories" : Probably the maddest thing Hideo Kojima's ever said"] July 24, 2012.Rosenberg, Adam [http://www.g4tv.com/thefeed/blog/post/726296/hideo-kojima-argues-against-storytelling-in-games/ "Hideo Kojima Argues Against Storytelling In Games"] {{Webarchive|url=https://web.archive.org/web/20130114014221/http://www.g4tv.com/thefeed/blog/post/726296/hideo-kojima-argues-against-storytelling-in-games/ |date=2013-01-14 }}, G4TV.com. July 25, 2012. Sid Meier says he's "failed as a designer" when players use cheats,Meier, Sid [http://criticalpathproject.com/?v=38442038 "Game Breaking"] CRITICAL///PATH Project. causing some stir with gamers when they discovered an all-powerful Sid Meier character[http://www.giantbomb.com/forums/xcom-enemy-unknown/7982/sid-meier-cheat/562012/?] GiantBomb.com. in the latest Firaxis release, X-COM: Enemy Unknown.

The archive presents a variety of differing opinions from developers. For example, Cliff Bleszinski speaks about creating empowerment fantasies for players,Bleszinski, Cliff [http://criticalpathproject.com/?v=38403440 "Empowerment Fantasy"] CRITICAL///PATH Project. while Warren Spector condemns the practice.Spector, Warren [http://criticalpathproject.com/?v=38451972 "Adolescent Power Fantasies"] CRITICAL///PATH Project. Sid Meier says that "micromanagement is not fun"Meier, Sid [http://criticalpathproject.com/?v=38442308 "Is it Work or Fun?"] CRITICAL///PATH Project. and other developers, like Fable's Peter Molyneux, Ultima's Richard Garriott, and others attempt to create games that give the player as much freedom and decision-making as possible.

References

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