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Game talk

On personal games

May 9th, 2013

I don’t have any tales of games saving me from depression.

I mean, I did go through a period where I was depressed. I dropped out of high school while living overseas and basically just didn’t go anywhere. I slept for 23 hours straight. I woke up to eat something and read. It was listlessness, pointlessness, it was like a blank. I didn’t feel sad. I felt… absent. Eventually I was dragged to a doctor who basically prescribed sunshine and a lot of vitamins, and a swift kick in the ass.

The terror of reintegrating into life was enormous. I was shaking and trembling as I caught the bus to downtown. Walking onto the campus had me breathless. And the perfunctory disbelief as I tried to explain to the school administrators what had happened was shocking: idle curiosity married to not caring. Their response to my terror was to say “well, just go back. It’ll be hard.” It was. And it comes back, every once in a while, though never as bad.

But games didn’t save me from that.

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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

On choice architectures

April 24th, 2013

Yesterday Andrew Vanden Bossche posted a great article called The Tyranny of Choice in response to the formal questions about narrative that were in my post A Letter to Leigh.

In the article, Andrew argues that every system by its very nature is a statement, not a dialogue. After all, if we artificially control the boundaries of the system, then every system imposes a worldview. (This is the same argument made about how the original SimCity espoused liberal politics through its simulation).

There are not some games that subvert player agency, and others that grant it. Rather, all games, by nature of being games, by nature of being systems, inherently restrict player agency in the exact same ways. The difference between the games with this “aesthetic of unplayability” (as Koster calls it) and any other game is nil. Other games are merely better at hiding their true nature.

…I question whether there is a difference at all between this games that subvert and refuse player agency and those that encourage and celebrate it. I wonder whether player agency, as we know it, this quality we assume games just naturally have, is actually an illusion. Koster implies that games are capable of create dialogue with their systems; I believe games can only make statements.

This led to a great little discussion with Andrew and also with Andrew Doull, which I have captured as a Storify post here.

It led me to think a bit about architectures of choice. As Andrew Vanden Bossche put it, “if a ‘fake’ choice is as meaningful as a ‘real’ one, is there a difference?”

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Game talk

Playing with “game”

April 16th, 2013

020780-rounded-glossy-black-icon-symbols-shapes-spinner4-sc36The world is full of systems. Often they exist below the threshold of what we perceive. It’s all a whirling clockwork of near-infinite complexity, from the tiny mysteries of quantum physics to the wonder of a single tree spanning miles, to the vastness of neurons that sit inside our relatively small skulls.

These systems are dynamic. They move, they change. Had we only the right vantage point, we might be able to see how every gear, every electrical impulse, every vibrating superstring, all can be seen as a filigreed marvel of machinery, the insides of a grandfather clock.

Is everything only this? That’s a question for philosophers and the religious. Many of these systems are of an order of complexity that we may be simply unable to comprehend. Our mental capacity is not so great, after all.

So we arrive at heuristics, our good enough rules of thumb, for addressing these complexities. We can understand physics well enough to plant a robot on a distant planet, but we don’t understand physics. We can understand another person well enough to interact with them, but no one ever really knows anyone fully. We can read a novel — a vast profusion and entanglement of signs, story-worlds, mirror neurons, syllabic scansion, mythmaking, and metaphor — and take away some part of understanding, but likely never all.


033465-rounded-glossy-black-icon-culture-holiday-valentines033460-rounded-glossy-black-icon-culture-holiday-tree11-sc44047441-rounded-glossy-black-icon-sports-hobbies-fishing-sc46
Our means of coping with these systems is to simplify. We reduce great complexity down to signs. We classify and categorize and collate. We iconify, cartoon, sketch. When we stop to think about it, we know that all these simplifications are lies. But they are lies we use to live our daily lives, and so we carry on.

 

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Game talk

Every genre is only one game

April 12th, 2013

Well, sort of. I really mean “systemic game” and I am really talking only about game systems here.

So let me preface this by saying that this article’s title is hyperbolic exaggeration. It uses the term “game” in my annoyingly formal, reductionist way. But I want to say it anyway, for the sake of the provocation; framing it this way jars some preconceived notions about terms out of my head. (At some point, I’ll do a post here about finding alternate, less loaded terms. But for now, since I want to get this out, I’m running with it.)

If you take as given that a game can be analyzed in terms of its grammatical structure — the verbs, nouns, adjectives that make it up – then it leads to the natural thought that you might get the same structure with minor variations.

  • This is a rose.
  • This is a blue rose.
  • This is a red rose with whitish leaves.
  • This is a thorny rose with a strong aroma.

A rose by any other name would smell as sweet; a rose is a rose is a rose.

And an FPS is an FPS is an FPS.

(Is this reductionist? Absolutely. It discounts all the things that sit on top of the same skeleton and make them radically different player experiences. But bear with me a moment).

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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

Why are QTE’s so popular?

March 13th, 2013

Ah, the dread quick-time event. We may have to blame Shenmue for its wide adoption, though of course something like Dragon’s Lair used the same mechanic. They’re everywhere. They are one of the simplest game mechanics there is. And I have done my share of bashing on them too.

What is a QTE and why do big AAA tentpole titles love them? Well, the mechanic itself is “press a button within a very short time frame.” An incorrect press or failing to do it within the time limit results in a negative outcome. In other words, it’s basically whack a mole, or that game where you pull your hands away before they get slapped.

This makes it a mechanic almost entirely based on reaction time, naturally timeboxed to a minimal duration. As such, it’s incredibly accessible (one button!) and minimally disruptive to whatever else is going on.

  • Tentpole titles need to be as mass market as they can get, so by having an extremely simple mechanic, they minimize barrier to entry to the game.
  • Heavily narrative games want mechanics that do not break the story flow, and provide as cinematic an experience as possible. The QTE is about as small as a mechanic gets, and requires next to zero conscious thought.

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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

The Devil Wears Prada game

March 6th, 2013

The Devil Wears Prada game:

Easy Mode

  • A game about climbing the ladder at a fashion magazine. Lots of special event parties and lots of character customization

Normal mode

  • A game about attempting to edit a fashion magazine successfully — including taste-setting and photoshoots and budgets and ambitious editors

Hard mode

  • A game that teaches you that even the most frivolous-seeming of professions and activities have surprising depths; and people who passionately dive deep into the minutiae; and more, even consider it to be important to human civilization

Nightmare mode

  • A game that seems to be about the prices we pay to be at the pinnacle of a profession, and about what we sacrifice; but that in the end reverses it all, and becomes about the fact that we all make a commitment to something, even if it is inactivity, or a balanced life, and that in the end, we always still sacrifice everything we chose not to do.

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Game talk

GDC China 2012 keynote: How Games Think

November 30th, 2012

How Games Think title slideI have finally gotten around to posting up the slides and the notes for my talk delivered in Shanghai just before Thanksgiving.

The notes are actually pretty representative of the actual speech as delivered — we had real-time translation going on, so I kept the pace very deliberate and avoided my usual rattle-stuff-off-a-mile-a-minute sort of delivery. If you go to this link you can see the slides as individual images with the notes interspersed.

If that isn’t to your taste, and you want just the slides, you can find a PDF of the slides here instead.

Afterwards, one of the Chinese attendees came up to me and told me it had been “a faith-building talk.” I can only presume that the folks working in the industry in China have the same crises of faith that we do here in the West. :)

There was some coverage in Chinese, I am sure, given that there were reporters there from a few sites. But the only article I’ve found from China is this one. However, Gamasutra was there, and wrote up an article.

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