Apr 262013
 

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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Apr 162013
 

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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Mar 122013
 

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. Continue reading »

Am I a game neoconservative?

 Posted by (Visited 10214 times)  Game talk  Tagged with: , ,
Aug 022011
 

I love arguing with Ian Bogost in public. 🙂

Every now and then someone objects to game design methods by arguing against “historical aberrance.” This line of reasoning claims that a particular trend is undesirable on the grounds that it is new and abnormal, unshared by historical precedent.

First, a few years ago Raph Koster invoked this argument about single player games. As Koster put it, “the entire video game industry’s history thus far has been an aberration. It has been a mutant monster only made possible by unconnected computers. … Historically speaking, single-player games are indeed an aberration.”

…following Koster’s retort, we could fault Heavy Rain for replacing human storytellers and listeners — who are good at making rapid judgments and improvisations based on different actions and their possible outcomes — and replacing them with a much coarser narrative simulation system that operates only according to the limited interpretations possible by a computer.

…Video games aren’t science. They are not a mystery of the universe that can be explained away via testable predictions and experimentation. We need to stop looking for answers

Gamasutra – Features – Persuasive Games: From Aberrance to Aesthetics.

 

Oddly, I am a fan of both Heavy Rain and Sleep is Death. The context of my original remark was at a business conference, not a design conference, and was aimed much more at shaking up preconceptions about the game industry than anything else.

I do believe firmly that single-player is fighting the tide, in that it works against some fundamental characteristics of the *real* canvas on which we work, which is the human brain. And I say this as a huge fan of single-player games. I think it is inevitable that single-player gaming drifts towards two poles: the interactive narrative and the puzzle, precisely because of this canvas. I also think it is inevitable that they will come to be wrapped, at all times, with multiplayer and social components — and I suspect that in the years since my original statement, this has gotten a lot less controversial than it once was!

That said, I will disagree with this statement: “Video games aren’t science. They are not a mystery of the universe that can be explained away via testable predictions and experimentation.”

I think they are, and this doesn’t preclude them also being an art. I think they are a mystery of the human brain that can be explained with greater knowledge of ourselves, and can have hypotheses proven or disproven by testable predictions and experimentation.

What’s more, I think that said predicting-and-hypothesizing is happening today at a very rapid pace, and that we are in fact learning more and more every day about an emerging science of game design.

The artists among us — a group in which I count myself! — can be and rightly should be troubled by this, because it evokes the spectre of a time when the market comes to be dominated by mathematically derived pablum designed to appeal to the lowest common denominator hindbrain triggers in our psychology, much like film (link, or see the orange-and-blue phenomenon) or music (see the soundwave analysis firms that predict hit-worthiness of music algorithmically) or graphic design or or or.

See, I am not advocating these positions. I am observing things, and arriving at conclusions. In fact, when I have engaged in advocacy, it has been to argue the case of art, for aesthetics, for broader influences and diversity — in fact, this exact topic is one I wrote about five years ago in a post called “The Algorithm or Art?” When I said at Project Horseshoe a few years ago that “I think games are math, and it worries me,” I really mean it.

I don’t think that greater understanding of color theory, golden sections, and perspective necessarily preclude there being art in the process of making paintings, though. It may well be that by taking up a given medium, though, we are choosing our shackles, choosing which constraints we limit ourselves with. Game grammar, theory of fun, social mechanics, etc, are just my attempt to explicate to myself, what the building blocks of this medium are.

That means I can enthusiastically sign on for Ian’s call “Let’s make games. Let’s make good ones. Let’s try to figure out what that means for each of us. Let’s help our colleagues and our players and our critics understand it.” But it also means that I disagree with Clive Bell, whom he cites at the end of the article, inasmuch as I do regard the tensile strength of clay as a essential and yes, exhaustible quality of the art made with said clay. My goal would be to turn that to strength rather than weakness.