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Game talk

Worch explains (some of) the game culture wars

April 26th, 2013

This video by Matthias Worch is superb, an explanation of the communication gap that was exposed so sharply by “A Letter to Leigh.

“Talking to the Player – How Cultural Currents Shape and Level Design” | You Got Red On You.

In short, after seeing this, it feels like I have been arguing very much from a combination of the oral tradition and the digital culture — likely because of my background in online games. And the aesthetics of print culture are pretty much exactly the things I was commenting on seeing.

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Game talk

A Letter to Leigh

April 9th, 2013

when people say games need objectives in order to be ‘games’, i wonder why ‘better understanding another human’ isn’t a valid ‘objective’

games need ‘challenges’ and ‘rules’, isn’t ‘empathy’ a challenge, aren’t preconceptions of normativity a ‘rule’

Leigh Alexander writing on Twitter

Dear Leigh,

I have such a complicated emotional response to this. And I think you like getting letters, based on what I see on the Internet.

I would rate better understanding of another human and the challenge of empathy as bare minimum requirements for something reaching for art.

The assumptions underlying this question are the interesting thing. A game of bridge demands great understanding of another human, and great synchrony of thought. A huge number of the games of childhood are designed to teach empathy. We play games all the time in order to get to know people.

But that’s not what you really mean, is it. What you are really talking about is something else entirely.

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Game talk

Damsels in Distress

March 12th, 2013

dk-paulineThere have been two notable events lately as regards the portrayals of women in videogames.

One is the launch of Anita Sarkeesian‘s video series on Tropes vs Women in Video Games, the first episode of which covers “damsels in distress.” You may recall Sarkeesian as the person who launched a Kickstarter for funds to make this video series, and was promptly attacked in vile ways, up to and including threats of violence. (This would be why comments are disabled on the video, I presume, though that hasn’t stopped the nastiness from returning in a number of comment threads all over the Internet).

The other is the story of game developer Mike Mika, who hacked Donkey Kong for his three-year-old daughter, so that she could play as Pauline instead of Mario. This has resulted in lots of accolades for “best dad ever” all over the Internet.

Pauline is of course a prototypical damsel in distress — as Sarkeesian points out, one of the very first in videogames. From time to time, games have subverted the damsels in distress trope in various ways (in Karateka, the princess seems like a damsel in distress the whole time, but at the end, if you approach her wrong, she kills you; in Metroid, the protagonist famously turns out to have been female the whole time, concealed in battle armor). But by and large, it’s alive and well.

So lots of accolades for Mika, and a lot of vitriol for Sarkeesian. And along the way, a lot of apologia for the damsels in current games. We’ve seen people saying that rescuing women is a male instinct driven by hindbrain biology. We’ve seen the argument that it just costs too much to provide alternate gameplay modes. We’ve seen the case made that games already have a predominantly male market, and that’s why the games are designed the way they are, to maximize revenue — essentially a tautology (and one that ignores early games like Ms. Pac-Man, not to mention the enormous boom in the female audience that came with more casual play). And of course there’s the fact that it is undeniably a classic plot device used in many classics of literature.

My wife Kristen is an as-yet unpublished romance novelist. She’s got one novel out there right now being looked at for full-length publication (e.g., she got past the query and sample chapters). She’s been working on this stuff for years… and I first started paying attention closely back when I did that Love Story Game Design Challenge at GDC back in 2004. And I think there’s a lot we can learn from romance novels — and it doesn’t mean that the plot device has to go away. Read the rest of this entry »

Posted in Game talk | 24 Comments »
Game talk

Art of Video Games at the Smithsonian

April 4th, 2012

I went to the Art of Video Games exhibit at the Smithsonian today. A few pics:


20120404-195012.jpg

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Game talk

HULKGAMECRIT and me

January 25th, 2012

From Twitter and the hilarious HULKGAMECRIT.

HULKGAMECRIT: @raphkoster @ibogost @larsiusprime HULK WONDER WHAT FFEDBACK WOULD LOOK LIKE IF HYBRID GAME DESIGN & WRITER WERE TAKE CONTROL OF NARRATIVE!

 

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Game talkReading

Commodifying culture

January 17th, 2012

20120108-184004.jpgFeast your eyes on the book porn to the left.

Go ahead, click on it and get the larger picture.

Gorgeous, aren’t they? They’re the complete set of the D’Artagnan Romances by Alexandre Dumas: The Three Musketeers, Twenty Years After, and the three volumes of The Viscomte of Bragelonne,the final volume of which is generally better known as The Man in the Iron Mask.

They were published by Thomas Y. Crowell Co., no longer extant as such, in 1901. Not first editions — that would look like this – but glorious nonetheless. Gilt on the edging, inlaid on the relief covers, onionskin endpapers in front of every engraved illustration…

Nice enough that you can still buy an facsimile of this exact edition, alas without the rich red covers and with something fairly hideous on the cover instead.

They’re something to hold, to examine. Maybe not to read. Defintely something to have visible on a shelf where people can ooh and aah. They were given to me by my uncle for Christmas this year.

I have more than a few other books like that. I’ve got a hardcover American edition of the first Harry Potter, signed by Jo Rowling, made out to my daughter with a personalized message. A bunch of old books, a lot of autographed SF novels written by people I know, some of whom are pretty well known: Brin, Sterling, Doctorow.

I have a lot of the same books as epubs on my iPad. And it’s qualitatively different. The e-books are commodities, and if one get deleted, I won’t have any regrets. Whereas if my complete run of first printings of the Doonesbury compilations (even including the obscure one for the TV special!) were to get lost or damaged, I’d be quite upset.

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Posted in Game talk, Reading | 14 Comments »
Game talk

FAQ on the immersion post

January 14th, 2012

Yesterday’s post on immersion has occasioned a fair amount of commentary and questions. More importantly, different people seem to have read the post in very different ways. Given its nature, and who I was speaking to with it, that doesn’t really surprise me.

Rather than answer them in comment threads scattered all over the place, I thought I would do it all right here. So here is a FAQ!

Are you trolling? Please tell me you are trolling?

No,  I wasn’t trolling. It was heartfelt. It was also dashed off in the middle of a sleepless night. I did not expect quite the level of passion in reply, I have to admit. :)

Immersion is a slippery word. What did you actually mean?

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Posted in Game talk | 39 Comments »
Game talk

Is immersion a core game virtue?

January 13th, 2012

“I feel a sense of loss over mystery… I feel a loss over immersion. I loved… playing long, intricate, complex, narrative-driven games, and I’ve drifted away from playing them, and the whole market has drifted away from playing them too,” Koster says. “I think the trend lines are away from that kind of thing.”

– Gamasutra interview of me by Leigh Alexander

Karateka

Karateka

Games didn’t start out immersive. Nobody was getting sucked into the world of Mancala or the intricate world building of Go. Oh, people could be mesmerized, certainly, or in a state of flow whilst playing. But they were not immersed in the sense of being transported to another world. For that we had books.

Even most video games were not like worlds I was transported to. Oh, I wondered what else existed in the world of Joust and felt the paranoia in Berzerk, but I never felt like I was visiting.

Then something changed. For me it started with text adventures and with early Ultimas. I could explore what felt like a real place. I could interact with it. I could affect it. And with that came the first times where I felt like I was visiting another world. It came when I first played Jordan Mechner’s Karateka and for the first time ever, felt I was playing a game that felt like a movie.
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Game talk

Games and the Creativity Crisis

July 12th, 2010

Newsweek has an article on the fact that “CQ” is falling for American students. CQ is a measure developed by E. P. Torrance that seems to be a pretty good predictor for creative success in basically any field. In other words, since around 1990, American kids have been getting measurably less creative.

Alas, early in the article, we see games getting blamed:

It’s too early to determine conclusively why U.S. creativity scores are declining. One likely culprit is the number of hours kids now spend in front of the TV and playing videogames rather than engaging in creative activities. Another is the lack of creativity development in our schools. In effect, it’s left to the luck of the draw who becomes creative: there’s no concerted effort to nurture the creativity of all children. [emphasis mine]

Is this in fact the case? After all, the rest of the article (and the rest of the research in the field) seems to suggest that handing students problems and obliging them to think about possible solutions, is a much better way to go than rote memorization. And that is what the best games do.

But it is also definitely true that many games these days “come with the answers” — there’s only one way to solve the puzzles they present — a “through line” that was created by the designers. Could games like this, as opposed to ones that provide truly emergent answers, be an issue in terms of creative development?

One interesting point that is mentioned in the article is that the creation of paracosms during childhood; apparently the creation of detailed imaginary worlds when you’re 10 has a  high correlation with eventually winning a MacArthur “Genius” grant! This of course is a common activity for anyone who got into roleplaying at that age. But does immersing yourself in someone else’s paracosm provide the same, or lesser, or no benefits in terms of developing your own creative juices? Should I be less concerned with my daughter’s seemingly endless sessions of what she terms “LARPing” with her friends (not really formal LARPing as such, more like collaborative unstructured roleplay sessions), and more concerned with my son’s total immersion in the Pokemon universe?

Personally, I have always found creativity to be all about juxtaposing concepts and ideas from different fields and places, making unexpected connections. But many of the markers that are described in the article certainly fit my childhood. I also played a lot of games — and I used them as an outlet for creativity. Games have changed a lot since then, though.

It does seem like it behooves us as game developers to at least attempt to make games that encourage creative thinking, if not out of some sense of civic or moral obligation, then as a way of “paying it forward” — something made us creative enough to make the games in the first place, so we shouldn’t hog all the fun. :)

Posted in Game talk | 59 Comments »
Game talkReading

This Gaming Life free to read online

July 6th, 2010

You may know Jim Rossignol from his writings on Rock, Paper, Shotgun. He also wrote a really wonderful book about gaming culture called This Gaming Life: Travels in Three Cities — and it looks like it is now available to read free online.

It is totally worth your time. Have at! You can also buy the physical book of course!

At this point, my interpreter, the amiable Mr. Yang, leaned forward. “To my brother he is a great hero. My brother can’t get enough of this. He has been to see him play many times.” “So this guy has a lot of fans?” I said, knowing the answer but nevertheless incredulous. “Hundreds of thousands in his fan club,” replied Yang. “Impossible to track the number of people who watch him play.” This was impossible in part because the man on the stage was on Korean television almost every day. He was about to sit down and play what is close to becoming Korea’s national sport: StarCraft. The man’s name was Lee Yunyeol, or, in game, [RED]NaDa Terran. He was The Champion. In 2004 his reported earnings were around $200,000. He played the then six-year-old real-time strategy game for fame and fortune, and to many Koreans, he and his colleagues are idols.

Posted in Game talk, Reading | 1 Comment »