Critical Distance's 2013
http://www.critical-distance.com/2013/12/30/this-year-in-video-game-blogging-2013/
§
Video Game Reviews 2013 Edition - A Visual Experiment (awesome!)
http://playersdelight.blogspot.se/2013/12/video-game-reviews-2013-edition-visual.html
§
I always forget to mention The Final Bosman here, but it's maybe my favorite video game show out there right now - certainly the one I get most giddy about every week, even if the game analyses aren't the shows strongest point
http://www.gametrailers.com/videos/ipml8h/the-final-bosman-the-2013-bossy-awards
§
For me, BioShock is not just a game changer. It’s a life changer: a turning point that gave me a whole new perspective on life, like when I first read Nineteen Eighty Four or heard my first Bad Religion album. I can divide my life into pre-BioShock and post-BioShock, separated by a moment when my prolonged adolescence of playing videogames gave way to trying to understand videogames instead.
The exciting part is that there is so much understanding left to do.
http://www.split-screen.net/features/enraptured/
§
2013 Biggest Ideas in Gaming | Game/Show | PBS Digital Studios
http://www.youtube.com/watch?v=Bv7udsazUs8
§
The Great YouTube Copyright Fiasco of 2013
http://www.youtube.com/watch?v=T-S6Bj3r-JM
§
Electron Dance's 2013
http://www.electrondance.com/the-2013-review
§
Mattie Brice's 2013
www.mattiebrice.com/learning-moments-in-games-2013/
§
Yang's 2013
http://www.blog.radiator.debacle.us/2013/12/radiator-blog-four-year-anniversary.html
§
Rock Paper Shotguns GOTY
http://www.rockpapershotgun.com/2013/12/01/advent-calendar/
§
Gametrailers GOTY
(Several Links)
§
The Mass Effect trilogy is one of the major accomplishments of this generation even though the ending wasn’t.
http://petehaas.wordpress.com/2013/12/01/sorry-kaidan-i-had-to-make-a-choice/
§
Best of 2013:
1. Normal people games
Of course, the scene is still dominated by galaxy-wide clashes and fantasy battles, but recognition for games like Gone Home, Hate Plus, and Brothers: A Tale of Two Sons is a refreshing departure for the industry.
/.../
3. Cultural democratization
There were a few weird decades in between, but we’re finally getting back to the kind of environment we were in when id Software was mailing shareware to people.
http://www.popmatters.com/post/177310-year-end-bests-and-worsts/
§
Film Studies is a strong and plentiful discipline in academia while game studies is slowly coming around in that area.
While we haven’t achieved this yet, we must realize that this concept has had significant impact on the way we view games, especially in the seventh generation. Instead of games being ‘just games,’ the idea of a bounded text has completely died off with this sort of discourse. Games cannot be viewed just for their own narrative or ludic innovations, but must be able to impact the media ecology of contemporary culture (even if some want to keep a certain level of medium separation). There is a requirement now for videogames to not only add to their own medium’s history, but they have to be compared with the milestones of other mediums as well.
/.../
It’s difficult to project what gaming will look like in five or ten years, but it is even more difficult to understand how people will view the objects of the seventh generation at that time.
http://manofmanyfrowns.wordpress.com/2013/11/03/game-changer-the-citizen-kane-of-video-games/
§
The future, we are told, will be interactive. You might as well say, ‘The future will be fnurglewitz.’ It would be about as enlightening.”
http://www.theatlantic.com/entertainment/archive/2013/11/this-video-game-could-revolutionize-publishing-and-reading/281765/
§
For the longest time I considered good storytelling in games to be that which is told explicitly to the player. This was due to my encounter with Final Fantasy VII.
/.../
Dark Souls is the perfect example of the medium’s greatest strengths, player exploration and environmental storytelling.
http://coreymilne.wordpress.com/2013/10/30/weve-come-full-circle/
§
How Much Do PS4 & Xbox One's New Graphics Matter?
http://www.youtube.com/watch?v=FDsoM9H8Kh4
§
As the years progress, the human brain archives ancient experiences it decides aren’t so relevant any more. It shoves the past into a blender face first, making it difficult, if not impossible, to identify events let alone organise them into a sensible chronological sequence. Cause and effect are corrupted.
But there remain flashes of important moments and here are some from my videogame childhood...http://www.electrondance.com/learning-to-walk
§OTHER
JibJab 2013 Year in Review: "What A Year!"
http://www.youtube.com/watch?v=7vNy05_3QV4
Tuesday, December 31, 2013
Monday, December 30, 2013
Critical Christmas
§GAMERISMS
Simon Parkin kicked off an energetic discussion this week with this piece written for the New Statesman. In it, Parkin contends simply and emphatically, that the term ‘gamer’ has become too charged to reclaim, and the idea of a ‘gamer community’ is a non-starter. “If you love games,” Parkin says, “you should refuse to be called a gamer.”
http://www.critical-distance.com/2013/12/15/december-15th/
§
What is the usual canon of games for gamers? I want to add onto what Simon seems to be implying: not only do we need to stop the stereotype perpetuated by assuming people who play games are ‘gamers’ at our events and in the representational aspects of our games, but we also need to interrogate how, even if all of these were solved, games assume a certain kind of player is playing it.
/.../
When games like Candy Crush Saga or The Sims are brought up, it’s only because of the profit they’ve made and not why they are great models of design. For instance, imagine if video games took to The Sims as a model to iterate on instead of Halo or GTA III. Maybe 60-second loops of fun and player agency wouldn’t be so central?
/.../
To classes with mostly non-gamers, students found my game as a new way of engaging with a person, building empathy. They adopted a bit of my mentality and viewed the world in my perspective. The point for them wasn’t to necessarily accomplish anything, but to understand. It’s because my goal was to say something personal to the player, and if someone doesn’t view games as something for communication, they are not going to engage with it that way. It seems to me that gamers are more likely to dismiss artistic expression in games than non-gamers.
http://www.mattiebrice.com/the-meritocracy-of-video-games/
§
Mortal Kombat 4 showed an attempt to communicate something beyond the shock and gore that was characteristic of the series, and it paved the way for a group of PS2 games that took themselves just a little more seriously.
/.../
One of the most significant things about Mortal Kombat 4 is how it de-prioritizes the spectacle event, as it doesn't communicate spectacle but solitude.
/.../
Through a formalist lens that prizes "good design" above other forms of expression, Mortal Kombat 4 would be seen as simplistic and unsatisfying in its disregard for balance, but it gains a key expressive element.
http://fengxibox.blogspot.ca/2013/12/on-mortal-kombat-4.html
§MINDZ
Can Bullet Hell Games Be Meditative?
http://www.youtube.com/watch?v=DY-45DjRk_E
§
We need to be able to show the difference between madness and malice, because ideologies spread in a way that madness doesn't.
http://madnessandplay.blogspot.se/2013/12/getting-shot-at-in-all-my-guises.html
§
This is why Depression Quest is not simply an “empathy game” that MAKES you understand depression, and why it is something more valuable.
http://videogamesoftheoppressed.wordpress.com/2013/12/11/depression-quest-and-active-empathy/
§THE REST
The Five Foundational Design Pillars Of SOMA
1) Everything is story
2) Take the world seriously
3) The player is in charge
4) Trust the player
5) Thematics emerge through play
http://frictionalgames.blogspot.se/2013/12/the-five-foundational-design-pillars-of.html
§
Extra Credits: Incentive Systems and Politics (Part 2&3)
http://www.youtube.com/watch?v=Mu5QZmPG8zk
http://www.youtube.com/watch?v=0X2es__Wtuk
§
Learning to Run: Part 2
http://www.electrondance.com/learning-to-run/
Simon Parkin kicked off an energetic discussion this week with this piece written for the New Statesman. In it, Parkin contends simply and emphatically, that the term ‘gamer’ has become too charged to reclaim, and the idea of a ‘gamer community’ is a non-starter. “If you love games,” Parkin says, “you should refuse to be called a gamer.”
http://www.critical-distance.com/2013/12/15/december-15th/
§
What is the usual canon of games for gamers? I want to add onto what Simon seems to be implying: not only do we need to stop the stereotype perpetuated by assuming people who play games are ‘gamers’ at our events and in the representational aspects of our games, but we also need to interrogate how, even if all of these were solved, games assume a certain kind of player is playing it.
/.../
When games like Candy Crush Saga or The Sims are brought up, it’s only because of the profit they’ve made and not why they are great models of design. For instance, imagine if video games took to The Sims as a model to iterate on instead of Halo or GTA III. Maybe 60-second loops of fun and player agency wouldn’t be so central?
/.../
To classes with mostly non-gamers, students found my game as a new way of engaging with a person, building empathy. They adopted a bit of my mentality and viewed the world in my perspective. The point for them wasn’t to necessarily accomplish anything, but to understand. It’s because my goal was to say something personal to the player, and if someone doesn’t view games as something for communication, they are not going to engage with it that way. It seems to me that gamers are more likely to dismiss artistic expression in games than non-gamers.
http://www.mattiebrice.com/the-meritocracy-of-video-games/
§
Mortal Kombat 4 showed an attempt to communicate something beyond the shock and gore that was characteristic of the series, and it paved the way for a group of PS2 games that took themselves just a little more seriously.
/.../
One of the most significant things about Mortal Kombat 4 is how it de-prioritizes the spectacle event, as it doesn't communicate spectacle but solitude.
/.../
Through a formalist lens that prizes "good design" above other forms of expression, Mortal Kombat 4 would be seen as simplistic and unsatisfying in its disregard for balance, but it gains a key expressive element.
http://fengxibox.blogspot.ca/2013/12/on-mortal-kombat-4.html
§MINDZ
Can Bullet Hell Games Be Meditative?
http://www.youtube.com/watch?v=DY-45DjRk_E
§
We need to be able to show the difference between madness and malice, because ideologies spread in a way that madness doesn't.
http://madnessandplay.blogspot.se/2013/12/getting-shot-at-in-all-my-guises.html
§
This is why Depression Quest is not simply an “empathy game” that MAKES you understand depression, and why it is something more valuable.
http://videogamesoftheoppressed.wordpress.com/2013/12/11/depression-quest-and-active-empathy/
§THE REST
The Five Foundational Design Pillars Of SOMA
1) Everything is story
2) Take the world seriously
3) The player is in charge
4) Trust the player
5) Thematics emerge through play
http://frictionalgames.blogspot.se/2013/12/the-five-foundational-design-pillars-of.html
§
Extra Credits: Incentive Systems and Politics (Part 2&3)
http://www.youtube.com/watch?v=Mu5QZmPG8zk
http://www.youtube.com/watch?v=0X2es__Wtuk
§
Learning to Run: Part 2
http://www.electrondance.com/learning-to-run/
Wednesday, December 18, 2013
Crit Shit 18th december
§SWEDISH
Lösningen är inte att göra våldet i äventyrsspel mer realistiskt och känslomässigt laddat. Lösningen är att inse att det går att göra äventyrsspel utan att vada i blod. För någonstans måste spelutvecklare lära sig att konflikt sällan är lösningen på ett problem. Det brukar snarare vara orsaken.
http://www.blogemup.se/?p=16065
§
”Proteus” är nämligen, precis som ”Bioshock Infinite”, ett spel som ställer sin värld i centrum. Men till skillnad från ”Bioshock Infinite” gör det en poäng av att inte låta någonting komma mellan världen och spelaren. Alla system som normalt tävlar om din koncentrationsförmåga är helt bortstrippade."/.../
Bioshock Infinite” vill vara ”Proteus”, men istället reducerar det sin värld till en kuliss ju längre vi spelar. Det blir aldrig någonsin bättre än den magiska, första blicken av Columbia. Det ger oss en glimt av någonting vackert och egensinnigt och sen låter det oss slösa bort resten av vår tid med att hänga i krokar, åka linbana och skjuta ihjäl människor.
/.../
Ett verk som ”Bioshock Infinite” borde inte vara designat för folk som vill leka. Det borde vara spännande och intressant snarare än roligt. Utmanande intellektuellt snarare än spelmekaniskt. Bärande på sjukdomsinsikt istället för beroendeframkallande feedbackloopar. Det borde problematisera sina karaktärer istället för att förvandla dem till svartvita stereotyper. Varför förutsätter man att spelare inte är mottagliga för sådana värden i spel? Varför antar man att de är dumma, naiva, knappt läskunniga, ständigt på jakt efter en stunds förgänglig underhållning? Varför tror man att de inte klarar av att inse storheten i Columbias värld om de inte betraktar den från ett vapensikte?
http://www.blogemup.se/?p=16010
§CLIPS
Incentive Systems and Politics
http://www.youtube.com/watch?v=Xa-vQ0L77LY
§
Errant Signal on The Stanley Parable
http://www.youtube.com/watch?v=kiCLKmEAa1I
§
The Importance of Modding
http://www.youtube.com/watch?v=TvNzj0GVMDI
§
Interviews with people from the business
http://criticalpathproject.com/
§
On Contrast
http://www.youtube.com/watch?v=apyzYGPAqSw
§METAL GEAR SOLID
Let's Analyze Metal Gear - The Hexagon Motif
http://www.youtube.com/watch?v=Kn9dfDheSSo
§
Metal Gear Rising is, politically and philosophically, absolutely 100% a Metal Gear title, and it’s enthusiasm to show that it is makes it possibly the most thematically blunt Metal Gear ever made.
http://hapticfeedbackgames.blogspot.se/2013/12/quick-notes-on-metal-gearrising-how-you.html
§GONE HOME
I began to query my experiences in order to disentangle the strange contradiction of a company making the kind of game that I dearly want to be made, but that I could not enjoy in its intended form. I wanted to know what made my first experience of it so unpleasant, and why it never quite worked for me as a narrative. This investigation turned out to shed light on some wider issues of interest.
/.../
My problem with Gone Home is related to the literary versus genre divide, except in games we must deal with both functional genres (FPS, adventure, RPG) as well as fictional genre.
/.../
Indeed, it is by waving the flag for this ideal that the game tries to convince you it has something challenging to say about its moral precepts, which alas it doesn’t since it never seriously engages with its ‘opposition’. The game (knowingly?) relies upon you sharing its values for its narrative appeal – which would be what you’d expect in most genre fiction. It’s a long way from what is expected in literary fiction, though.
http://blog.ihobo.com/2013/12/gone-home-and-the-constraint-of-genre.html
§THE LAST OF US
Uncharted is adolescent, TLOU is adult, say they.
In truth, TLOU is naught but a grown up Uncharted.
/.../
To top it off, your short-term ludic goals are supplemented with long-term activities in levelling up Joel and his weapons. And true to form, their thinness fail to conceal their purpose at distracting you from the game’s insecurities.
/.../
The writers of Naughty Dog still live within cutscenes – this is where the bulk of the plot occurs, where the characters most vividly interact. TLOU, like Uncharted, divorces narrative from gameplay, as mandated by the idiom: here is a shooting segment, here is a puzzle segment, here is a walking segment, here is a cutscene.
http://normallyrascal.wordpress.com/2013/12/02/the-ladder-of-us/
§
In depth on The Last of Us Part 3: The Highlights and Low Points of the Narrative
http://www.youtube.com/watch?v=WvZLnpBA1mM
§
[The Walking Dead & The Last Of Us]... are works of Neo-Romanticism.
http://complicatethenarrative.blogspot.co.uk/2013/11/the-romantic-dead.html
§DESIGN
The worse things in a game can become, the better it feels when you beat it.
And then I wonder why I don’t want to play more Dishonored. And I think the reason comes from Arkane’s own admission that the game is a power fantasy. In some ways, games are better when they are – and this is a peculiar-sounding phrase – a vulnerability fantasy.
http://www.rockpapershotgun.com/2012/10/23/games-are-best-when-things-go-wrong/
§
I'd argue that Metro 2033's failure to communicate it's intentions not only doesn't hinder its point, it *is* the point.
/.../
If Bioshock is trying to make the point that unchecked greed leads to the destruction of the thief as much as the victim, it only supports this up to a point. The player consumes just as much Adam and ammo following the selfless route as the selfish. Metro 2033 looks good in this light: quieter, more meditative, waiting patiently for you to learn what you've been doing wrong all these years. It's a game that could only have come from an eastern European development culture whose holy grail is absolute simulation as opposed to absolute cinematic integrity, where implementing ideas that a player may never experience is not a failure but the defining characteristic of interactive media.
http://exitwarp.blogspot.se/2010/10/novus-homo-thoughts-on-metro-2033.html
§QUEER
Would it Matter if Master Chief Were Gay?
http://www.youtube.com/watch?v=CPVjgTG1Rqg
§
Looking at Dys4ia, LIM, Howling Dogs, and Mainichi, the differences in design is so apparent, that being developed by queer women is the least interesting thing about them. Yet, that’s how they are packaged, and the only time they are allowed to be highlighted.
http://www.mattiebrice.com/not-a-monolith/
Society has taught us that the female voice is the most trustworthy.
/.../
Cara Ellison already breached this topic last year in her article “Mother’s Legacy: Engendering AI in Video Games,” stating that the terror stems from an instinct to see the female as the mother, the fear coming from seeing your mother as your “own worst enemy.” “Videogames use this idea of the controlling mother figure to play with us, to scare us,” she stated. “She’s meant to be caring, protective and helpful but she often turns out a bitch from hell.”
/.../
When we hear GlaDos in the beginning of Portal, we have to listen to her. We trust her despite the seedy undertones of her tests, and when she ultimately betrays us, we are let down and disturbed. SHODAN is the same way, especially in System Shock 2, when she uses the voice of one of the female survivors to lure you to her lair and gain your allegiance. You’ve been manipulated both times into believing that this voice is your chance for survival when in actuality, it doesn’t care about you.
http://killscreendaily.com/articles/articles/glados-stanley-parable-and-evil-female-ai/
§OTHER
What this discussion highlights is the strange inter-disciplinary space we now find ourselves within, where each research domain has its own specialty but where the mythologies that are effective within each domain can be different without contradiction.
http://blog.ihobo.com/2013/12/neuromythology-for-game-design.html
§BONUS
HULK BELIEVES WE DON'T WATCH MOVIES JUST TO SIT THERE AND HAVE THE "BELIEVABILITY METER" GO UP AND DOWN. WE DON'T WATCH FILMS TO AVOID BASIC TRUTHS IN THE NAME OF THE CONSTANT SEARCH FOR THAT INDESCRIBABLE "SOMETHING ELSE". WE WATCH FILMS BECAUSE THEY FEED OUR SOULS. THE CINEMA OF MORALISM HAS ALWAYS HAD REAL VALUE TO US AS A CULTURE.
/.../
MEANING CLOUD ATLAS IS AT ONCE HIGHLY STYLIZED GRANDEUR, BUT IT TRULY MANAGES TO FEED YOUR SOUL. HULK KNOWS THAT SOUNDS FLOWERY. HULK KNOWS THAT THIS ENTIRE ARTICLE MAY FEEL THE EXACT SAME WAY...
YOU JUST HAVE TO EMBRACE THE CONCEIT.
http://badassdigest.com/2012/10/08/fantastic-fest-review-cloud-atlas-david-foster-wallace-and-the-cinema-of-mo/
Lösningen är inte att göra våldet i äventyrsspel mer realistiskt och känslomässigt laddat. Lösningen är att inse att det går att göra äventyrsspel utan att vada i blod. För någonstans måste spelutvecklare lära sig att konflikt sällan är lösningen på ett problem. Det brukar snarare vara orsaken.
http://www.blogemup.se/?p=16065
§
”Proteus” är nämligen, precis som ”Bioshock Infinite”, ett spel som ställer sin värld i centrum. Men till skillnad från ”Bioshock Infinite” gör det en poäng av att inte låta någonting komma mellan världen och spelaren. Alla system som normalt tävlar om din koncentrationsförmåga är helt bortstrippade."/.../
Bioshock Infinite” vill vara ”Proteus”, men istället reducerar det sin värld till en kuliss ju längre vi spelar. Det blir aldrig någonsin bättre än den magiska, första blicken av Columbia. Det ger oss en glimt av någonting vackert och egensinnigt och sen låter det oss slösa bort resten av vår tid med att hänga i krokar, åka linbana och skjuta ihjäl människor.
/.../
Ett verk som ”Bioshock Infinite” borde inte vara designat för folk som vill leka. Det borde vara spännande och intressant snarare än roligt. Utmanande intellektuellt snarare än spelmekaniskt. Bärande på sjukdomsinsikt istället för beroendeframkallande feedbackloopar. Det borde problematisera sina karaktärer istället för att förvandla dem till svartvita stereotyper. Varför förutsätter man att spelare inte är mottagliga för sådana värden i spel? Varför antar man att de är dumma, naiva, knappt läskunniga, ständigt på jakt efter en stunds förgänglig underhållning? Varför tror man att de inte klarar av att inse storheten i Columbias värld om de inte betraktar den från ett vapensikte?
http://www.blogemup.se/?p=16010
§CLIPS
Incentive Systems and Politics
http://www.youtube.com/watch?v=Xa-vQ0L77LY
§
Errant Signal on The Stanley Parable
http://www.youtube.com/watch?v=kiCLKmEAa1I
§
The Importance of Modding
http://www.youtube.com/watch?v=TvNzj0GVMDI
§
Interviews with people from the business
http://criticalpathproject.com/
§
On Contrast
http://www.youtube.com/watch?v=apyzYGPAqSw
§METAL GEAR SOLID
Let's Analyze Metal Gear - The Hexagon Motif
http://www.youtube.com/watch?v=Kn9dfDheSSo
§
Metal Gear Rising is, politically and philosophically, absolutely 100% a Metal Gear title, and it’s enthusiasm to show that it is makes it possibly the most thematically blunt Metal Gear ever made.
http://hapticfeedbackgames.blogspot.se/2013/12/quick-notes-on-metal-gearrising-how-you.html
§GONE HOME
I began to query my experiences in order to disentangle the strange contradiction of a company making the kind of game that I dearly want to be made, but that I could not enjoy in its intended form. I wanted to know what made my first experience of it so unpleasant, and why it never quite worked for me as a narrative. This investigation turned out to shed light on some wider issues of interest.
/.../
My problem with Gone Home is related to the literary versus genre divide, except in games we must deal with both functional genres (FPS, adventure, RPG) as well as fictional genre.
/.../
Indeed, it is by waving the flag for this ideal that the game tries to convince you it has something challenging to say about its moral precepts, which alas it doesn’t since it never seriously engages with its ‘opposition’. The game (knowingly?) relies upon you sharing its values for its narrative appeal – which would be what you’d expect in most genre fiction. It’s a long way from what is expected in literary fiction, though.
http://blog.ihobo.com/2013/12/gone-home-and-the-constraint-of-genre.html
§THE LAST OF US
Uncharted is adolescent, TLOU is adult, say they.
In truth, TLOU is naught but a grown up Uncharted.
/.../
To top it off, your short-term ludic goals are supplemented with long-term activities in levelling up Joel and his weapons. And true to form, their thinness fail to conceal their purpose at distracting you from the game’s insecurities.
/.../
The writers of Naughty Dog still live within cutscenes – this is where the bulk of the plot occurs, where the characters most vividly interact. TLOU, like Uncharted, divorces narrative from gameplay, as mandated by the idiom: here is a shooting segment, here is a puzzle segment, here is a walking segment, here is a cutscene.
http://normallyrascal.wordpress.com/2013/12/02/the-ladder-of-us/
§
In depth on The Last of Us Part 3: The Highlights and Low Points of the Narrative
http://www.youtube.com/watch?v=WvZLnpBA1mM
§
[The Walking Dead & The Last Of Us]... are works of Neo-Romanticism.
http://complicatethenarrative.blogspot.co.uk/2013/11/the-romantic-dead.html
§DESIGN
The worse things in a game can become, the better it feels when you beat it.
And then I wonder why I don’t want to play more Dishonored. And I think the reason comes from Arkane’s own admission that the game is a power fantasy. In some ways, games are better when they are – and this is a peculiar-sounding phrase – a vulnerability fantasy.
http://www.rockpapershotgun.com/2012/10/23/games-are-best-when-things-go-wrong/
§
I'd argue that Metro 2033's failure to communicate it's intentions not only doesn't hinder its point, it *is* the point.
/.../
If Bioshock is trying to make the point that unchecked greed leads to the destruction of the thief as much as the victim, it only supports this up to a point. The player consumes just as much Adam and ammo following the selfless route as the selfish. Metro 2033 looks good in this light: quieter, more meditative, waiting patiently for you to learn what you've been doing wrong all these years. It's a game that could only have come from an eastern European development culture whose holy grail is absolute simulation as opposed to absolute cinematic integrity, where implementing ideas that a player may never experience is not a failure but the defining characteristic of interactive media.
http://exitwarp.blogspot.se/2010/10/novus-homo-thoughts-on-metro-2033.html
§QUEER
Would it Matter if Master Chief Were Gay?
http://www.youtube.com/watch?v=CPVjgTG1Rqg
§
Looking at Dys4ia, LIM, Howling Dogs, and Mainichi, the differences in design is so apparent, that being developed by queer women is the least interesting thing about them. Yet, that’s how they are packaged, and the only time they are allowed to be highlighted.
http://www.mattiebrice.com/not-a-monolith/
Society has taught us that the female voice is the most trustworthy.
/.../
Cara Ellison already breached this topic last year in her article “Mother’s Legacy: Engendering AI in Video Games,” stating that the terror stems from an instinct to see the female as the mother, the fear coming from seeing your mother as your “own worst enemy.” “Videogames use this idea of the controlling mother figure to play with us, to scare us,” she stated. “She’s meant to be caring, protective and helpful but she often turns out a bitch from hell.”
/.../
When we hear GlaDos in the beginning of Portal, we have to listen to her. We trust her despite the seedy undertones of her tests, and when she ultimately betrays us, we are let down and disturbed. SHODAN is the same way, especially in System Shock 2, when she uses the voice of one of the female survivors to lure you to her lair and gain your allegiance. You’ve been manipulated both times into believing that this voice is your chance for survival when in actuality, it doesn’t care about you.
http://killscreendaily.com/articles/articles/glados-stanley-parable-and-evil-female-ai/
§OTHER
What this discussion highlights is the strange inter-disciplinary space we now find ourselves within, where each research domain has its own specialty but where the mythologies that are effective within each domain can be different without contradiction.
http://blog.ihobo.com/2013/12/neuromythology-for-game-design.html
§BONUS
HULK BELIEVES WE DON'T WATCH MOVIES JUST TO SIT THERE AND HAVE THE "BELIEVABILITY METER" GO UP AND DOWN. WE DON'T WATCH FILMS TO AVOID BASIC TRUTHS IN THE NAME OF THE CONSTANT SEARCH FOR THAT INDESCRIBABLE "SOMETHING ELSE". WE WATCH FILMS BECAUSE THEY FEED OUR SOULS. THE CINEMA OF MORALISM HAS ALWAYS HAD REAL VALUE TO US AS A CULTURE.
/.../
MEANING CLOUD ATLAS IS AT ONCE HIGHLY STYLIZED GRANDEUR, BUT IT TRULY MANAGES TO FEED YOUR SOUL. HULK KNOWS THAT SOUNDS FLOWERY. HULK KNOWS THAT THIS ENTIRE ARTICLE MAY FEEL THE EXACT SAME WAY...
YOU JUST HAVE TO EMBRACE THE CONCEIT.
http://badassdigest.com/2012/10/08/fantastic-fest-review-cloud-atlas-david-foster-wallace-and-the-cinema-of-mo/
Thursday, November 21, 2013
21st November Link Collection
§GAME DESIGN
I am now convinced that the virtues of clarity and craft, to which I had subscribed absolutely as a matter of course, impose significant limitations on our expressive potential that can be difficult to see until you play something like this.
/.../
A product, which is a special kind of designed work, has at least two intrinsic features. One is to perform the task for which it was made; the other is to convince you to buy it. (The next time you hear the phrase ‘ludonarrative dissonance’ ask yourself whether the dissonance you’re discussing might actually stand between ‘what marketing decided would generate money’ and ‘what the designers defiantly attempted to produce’.)
/.../
Punishing us for touching the Cross Guys even though that is exactly what we must do to proceed reeks of poor affordances; it seems to place the design at cross purposes, obfuscating the rules of the system and causing us to form an inaccurate cognitive model of how the game works
/.../
In their role as the protagonist’s jailers they must usually be avoided; in their role as the wielders of power, however, it is occasionally necessary to exploit them even when this does us harm. (The mechanics deceive, in other words, because they model deceptive power structures.) That the world forces some among us to use the ugliest of personal traits to their advantage would, in any other context, be considered a thoughtful bit of hard-won wisdom that speaks to the human condition. In videogames we are, for many discomforting reasons, unaccustomed to receiving such wisdom.
http://blog.brendanvance.com/2013/11/02/problem-attic/
§
It explains how in original chess draws are more and more of a problem and that high level play is becoming less and less interesting.http://www.sirlin.net/blog/2013/11/11/high-level-chess.html
Game 1 Viswanthan Anand vs Magnus Carlsen:
http://www.youtube.com/watch?v=MH_5Ko7QCi8
§
What if we take games, but re-frame them in other terms with other values? http://www.blog.radiator.debacle.us/2013/11/games-without-gamers-imagining-indie.html
§ACCESSIBILITY
I think it’s the defensive fanbase, not passionate advocates for change in the games space, who are ‘too sensitive’ and obsessed with what they believe is ‘correct’.
http://www.edge-online.com/features/why-defensive-videogame-fanbases-display-the-exact-same-sensitivity-they-claim-to-abhor/
§
... the culture around video games is strangling the wider conversation of play and games as a medium.
/.../
This is a technophilic narrative of play and games, where we ‘evolve’ from Chess and Go to Mario and Halo. It’s a misnomer; design hasn’t advanced in a way that makes video games particularly special outside of being new. I find many of the questions and problems thinkers face is because we look to video games and the mainstream discourse on them as the totality of what can come of games.
http://www.mattiebrice.com/end-the-video-supremacy-of-games/§
Now it’s okay if your game is about setting up all these gunfights, but then don’t pretend it’s part of some great story. Everything has to be “real”! This happened with Mass Effect, when everyone got upset about skipping the combat, because then that means you didn’t earn the cutscene. “Earn every single story bit, you lazy bastard! Oh no, am I discussing my experience of Mass Effect with someone who didn’t earn it?” Same with Dark Souls; people told me I had to earn it but I didn’t have the time and I wasn’t interested in the difficulty, I was interested more in all the player messages and unpredictability. Games are this artform where this is so important, and I think it’s holding it back.
http://www.rockpapershotgun.com/2013/11/08/level-with-me-thomas-grip/§
The whole purpose of introducing the distinction between abstract and concrete thinking (which is better understood as a continuum than a strict dichotomy) was to highlight the role of imagination as a limiting factor for participation in play of certain kinds.
http://www.firstpersonscholar.com/interview-chris-bateman-partii/§
From the inaccessibility of the Game Developer Conference to the toxic overtones of the Penny Arcade Expo, there hasn’t been enough space to accommodate the growing diversity of people interested in playing, creating, and thinking about games.
http://www.mattiebrice.com/and-queerness-for-all/
§NARRATIVE
... writers have no shortage of definitions for environmental narrative. I grabbed a handful at an IGDA panel on environmental narrative in 2010: Tom Jubert, writer for Penumbra: Overture (Frictional Games, 2007) and The Swapper (Facepalm Games, 2013), suggested it was the parts of the story told without dialogue; Rhianna Pratchett, writer for Heavenly Sword (Ninja Theory, 2007) and Tomb Raider (Crystal Dynamics, 2013) said it was nonlinear, nonverbal storytelling; James Swallow, Deus Ex: Human Revolution (Eidos Montreal, 2011), said it was about discovery of the story – about the players finding out for themselves, rather than delivery of story through dialogue or text.
http://www.electrondance.com/the-beautiful-dead/
§WORK
While there are a great many “bad” people in the tech sector, I do think that alliances with workers on the “factory floor” of AAA production is productive and helpful for small games creators. They’re natural allies in that they are alienated from their labor which is extracted from them through long hours of crunch situated in incredibly abusive cycles of storm and stress that shave years off of their lives and provides incredibly poor (but decently compensated) lifestyles.
http://thiscageisworms.com/2013/11/05/indie-and-aaa-and-a-complex-relationship/
§SUPER MARIO 3D WORLD
If the true measure of new hardware’s worth is how stark the difference is between it and what came before, then this is the most next-gen game that 2013 has yet produced.
http://www.edge-online.com/review/super-mario-3d-world-review/
§FINAL FANTASY
“What is Final Fantasy?”
/.../
... the most accurate response to Karmali’s question might end up being: Final Fantasy is dead.
/.../
... if the storytelling that formed the core of the Final Fantasy experience is no longer in favor, at a time when Square Enix needs the brand itself to be bigger than ever, and the franchise to appeal to as many players as possible, is it even still possible to keep Final Fantasy relevant? Or is it more likely the case that whatever is carried over in the series, and preserved from its ashes, is something that, good or bad, just simply isn’t Final Fantasy anymore?
http://gamingvulture.com/2013/11/04/what-is-final-fantasy/
§ANTICHAMBER
As with a religious text, discussions could be had over issues of interpretation. Whether we find them in our world or a virtual one like Antichamber, we’re better off struggling with these words of guidance, even when perplexing, than we are ignoring them.
http://gamechurch.com/antichamber/
§WALKING DEAD
I’m interested in Season Two because I loved Season One, but I’m also interested in seeing how we talk about a young female protagonist in a terrible world. I’m interested in seeing what happens to her, how she’s treated when she meets others, and how we engage with those issues both in and out of the game.
http://www.samanthablackmon.net/notyourmamasgamer/?p=3942
§BROTHERS
The levels are designed not for their organic nature as a believable world. In fact, the fable-like nature of the story hides the fact that little about the geography makes sense. Instead the game is designed to allow the camera to work on its own, mostly independent of the player’s control while still meeting the needs of the player. Camera movement and framing are the other main methods—besides cutting—that convey information and meaning in film. These are the techniques that Brothers borrow and adapt for the video game medium’s own uses. The rest of the game had to be designed to accommodate this.
http://www.popmatters.com/post/176232-the-cinema-in-brothers-a-tale-of-two-sons/
I am now convinced that the virtues of clarity and craft, to which I had subscribed absolutely as a matter of course, impose significant limitations on our expressive potential that can be difficult to see until you play something like this.
/.../
A product, which is a special kind of designed work, has at least two intrinsic features. One is to perform the task for which it was made; the other is to convince you to buy it. (The next time you hear the phrase ‘ludonarrative dissonance’ ask yourself whether the dissonance you’re discussing might actually stand between ‘what marketing decided would generate money’ and ‘what the designers defiantly attempted to produce’.)
/.../
Punishing us for touching the Cross Guys even though that is exactly what we must do to proceed reeks of poor affordances; it seems to place the design at cross purposes, obfuscating the rules of the system and causing us to form an inaccurate cognitive model of how the game works
/.../
In their role as the protagonist’s jailers they must usually be avoided; in their role as the wielders of power, however, it is occasionally necessary to exploit them even when this does us harm. (The mechanics deceive, in other words, because they model deceptive power structures.) That the world forces some among us to use the ugliest of personal traits to their advantage would, in any other context, be considered a thoughtful bit of hard-won wisdom that speaks to the human condition. In videogames we are, for many discomforting reasons, unaccustomed to receiving such wisdom.
http://blog.brendanvance.com/2013/11/02/problem-attic/
§
It explains how in original chess draws are more and more of a problem and that high level play is becoming less and less interesting.http://www.sirlin.net/blog/2013/11/11/high-level-chess.html
Game 1 Viswanthan Anand vs Magnus Carlsen:
http://www.youtube.com/watch?v=MH_5Ko7QCi8
§
What if we take games, but re-frame them in other terms with other values? http://www.blog.radiator.debacle.us/2013/11/games-without-gamers-imagining-indie.html
§ACCESSIBILITY
I think it’s the defensive fanbase, not passionate advocates for change in the games space, who are ‘too sensitive’ and obsessed with what they believe is ‘correct’.
http://www.edge-online.com/features/why-defensive-videogame-fanbases-display-the-exact-same-sensitivity-they-claim-to-abhor/
§
... the culture around video games is strangling the wider conversation of play and games as a medium.
/.../
This is a technophilic narrative of play and games, where we ‘evolve’ from Chess and Go to Mario and Halo. It’s a misnomer; design hasn’t advanced in a way that makes video games particularly special outside of being new. I find many of the questions and problems thinkers face is because we look to video games and the mainstream discourse on them as the totality of what can come of games.
http://www.mattiebrice.com/end-the-video-supremacy-of-games/§
Now it’s okay if your game is about setting up all these gunfights, but then don’t pretend it’s part of some great story. Everything has to be “real”! This happened with Mass Effect, when everyone got upset about skipping the combat, because then that means you didn’t earn the cutscene. “Earn every single story bit, you lazy bastard! Oh no, am I discussing my experience of Mass Effect with someone who didn’t earn it?” Same with Dark Souls; people told me I had to earn it but I didn’t have the time and I wasn’t interested in the difficulty, I was interested more in all the player messages and unpredictability. Games are this artform where this is so important, and I think it’s holding it back.
http://www.rockpapershotgun.com/2013/11/08/level-with-me-thomas-grip/§
The whole purpose of introducing the distinction between abstract and concrete thinking (which is better understood as a continuum than a strict dichotomy) was to highlight the role of imagination as a limiting factor for participation in play of certain kinds.
http://www.firstpersonscholar.com/interview-chris-bateman-partii/§
From the inaccessibility of the Game Developer Conference to the toxic overtones of the Penny Arcade Expo, there hasn’t been enough space to accommodate the growing diversity of people interested in playing, creating, and thinking about games.
http://www.mattiebrice.com/and-queerness-for-all/
§NARRATIVE
... writers have no shortage of definitions for environmental narrative. I grabbed a handful at an IGDA panel on environmental narrative in 2010: Tom Jubert, writer for Penumbra: Overture (Frictional Games, 2007) and The Swapper (Facepalm Games, 2013), suggested it was the parts of the story told without dialogue; Rhianna Pratchett, writer for Heavenly Sword (Ninja Theory, 2007) and Tomb Raider (Crystal Dynamics, 2013) said it was nonlinear, nonverbal storytelling; James Swallow, Deus Ex: Human Revolution (Eidos Montreal, 2011), said it was about discovery of the story – about the players finding out for themselves, rather than delivery of story through dialogue or text.
http://www.electrondance.com/the-beautiful-dead/
§WORK
While there are a great many “bad” people in the tech sector, I do think that alliances with workers on the “factory floor” of AAA production is productive and helpful for small games creators. They’re natural allies in that they are alienated from their labor which is extracted from them through long hours of crunch situated in incredibly abusive cycles of storm and stress that shave years off of their lives and provides incredibly poor (but decently compensated) lifestyles.
http://thiscageisworms.com/2013/11/05/indie-and-aaa-and-a-complex-relationship/
§SUPER MARIO 3D WORLD
If the true measure of new hardware’s worth is how stark the difference is between it and what came before, then this is the most next-gen game that 2013 has yet produced.
http://www.edge-online.com/review/super-mario-3d-world-review/
§FINAL FANTASY
“What is Final Fantasy?”
/.../
... the most accurate response to Karmali’s question might end up being: Final Fantasy is dead.
/.../
... if the storytelling that formed the core of the Final Fantasy experience is no longer in favor, at a time when Square Enix needs the brand itself to be bigger than ever, and the franchise to appeal to as many players as possible, is it even still possible to keep Final Fantasy relevant? Or is it more likely the case that whatever is carried over in the series, and preserved from its ashes, is something that, good or bad, just simply isn’t Final Fantasy anymore?
http://gamingvulture.com/2013/11/04/what-is-final-fantasy/
§ANTICHAMBER
As with a religious text, discussions could be had over issues of interpretation. Whether we find them in our world or a virtual one like Antichamber, we’re better off struggling with these words of guidance, even when perplexing, than we are ignoring them.
http://gamechurch.com/antichamber/
§WALKING DEAD
I’m interested in Season Two because I loved Season One, but I’m also interested in seeing how we talk about a young female protagonist in a terrible world. I’m interested in seeing what happens to her, how she’s treated when she meets others, and how we engage with those issues both in and out of the game.
http://www.samanthablackmon.net/notyourmamasgamer/?p=3942
§BROTHERS
The levels are designed not for their organic nature as a believable world. In fact, the fable-like nature of the story hides the fact that little about the geography makes sense. Instead the game is designed to allow the camera to work on its own, mostly independent of the player’s control while still meeting the needs of the player. Camera movement and framing are the other main methods—besides cutting—that convey information and meaning in film. These are the techniques that Brothers borrow and adapt for the video game medium’s own uses. The rest of the game had to be designed to accommodate this.
http://www.popmatters.com/post/176232-the-cinema-in-brothers-a-tale-of-two-sons/
Labels:
accessibility,
antichamber,
brothers,
chess,
final fantasy,
game design,
gamer,
mario,
Narrative,
problem attic,
Walking Dead,
work
Thursday, November 7, 2013
Feminist games?
A first attempt toward a feminist video game compilation. Comments are very much welcome. I'm not sure how to classify the games, really, but I'll give it a try, for clarity.
Games by trans people with trans themes:
Kims Story: http://www.freeindiegam.es/2012/11/kims-story-kim-moss/
Dys4ia: http://www.newgrounds.com/portal/view/591565
Intake/Ten/Fall/Closet (Maddox Pratt)
Lim/Brace/A Synchronous Ritual/Terf War (Meritt Kopas)
BDSM Practices:
Encyclopedia Fuckme and the Case of the Vanishing Entree (Anna Anthopy)
Reset (Autumn Nicole Bradley)
General:
Galatea/The First Draft of the Revolution/Alabaster (Emily Short) Gender inversions, women in an oppressive world of men trying to find agency, and discussions of subject/object positions.
* Porpentine is a transgendered feminist video game artist with a lot to say about the state of games and gender issues, if not always very clearly, as is the case of Howling Dogs which has gotten quite a lot of attention and has inspired other feminist video game creators
* Experiment in queer fighting game mechanics: Queer Power (Molleindustria)
* To My First Born Son (increpare), a tribute to feminism and the future sons of the world.
Critiques/subversions of stereotypical masculinity and some problems these pose
Silent Hill 2/Silent Hill: Shattered Memories
Metal Gear Solid 3: Snake Eater
Braid (Jonathan Blow)
Motherhood/Womanhood
Silent Hill 3/Silent Hill (not really sure there's anything remotely feminist going on there, but I did enjoy the games very much!)
The Path (Tale of Tales)
Diverse sexualities:
* Homosexual couple therapy anyone? Radiator 2: Handle With Care (Robert Yang) is your game!
* Gone Home, which amongst other things tells the story of homosexual, teenage, awakening and love.
Games with well-written and/or strong female characters:
* Protagonists
Life Flashes By (Deirdra Kia)
The Longest Journey
Beyond Good And Evil
Cirque de Zale (Rebecca Clements)
Spooks (Lively Ivy/Erin Robinson)
Nelly Cootalot (Alasdair Beckett)
Blackwell (series) (Dave Gilbert)
* Antagonists
Portal 1&2
System Shock 2
* Other
Star Wars: Knights of the Old Republic II - The Sith Lords, which has Kreia, who is a totally awesome mentor and one of the most interesting characters in all video games I've played.
Psychonauts, which if I remember correctly has well-written female characters in general.
Games by trans people with trans themes:
Kims Story: http://www.freeindiegam.es/2012/11/kims-story-kim-moss/
Dys4ia: http://www.newgrounds.com/portal/view/591565
Intake/Ten/Fall/Closet (Maddox Pratt)
Lim/Brace/A Synchronous Ritual/Terf War (Meritt Kopas)
BDSM Practices:
Encyclopedia Fuckme and the Case of the Vanishing Entree (Anna Anthopy)
Reset (Autumn Nicole Bradley)
General:
Galatea/The First Draft of the Revolution/Alabaster (Emily Short) Gender inversions, women in an oppressive world of men trying to find agency, and discussions of subject/object positions.
* Porpentine is a transgendered feminist video game artist with a lot to say about the state of games and gender issues, if not always very clearly, as is the case of Howling Dogs which has gotten quite a lot of attention and has inspired other feminist video game creators
* Experiment in queer fighting game mechanics: Queer Power (Molleindustria)
* To My First Born Son (increpare), a tribute to feminism and the future sons of the world.
Critiques/subversions of stereotypical masculinity and some problems these pose
Silent Hill 2/Silent Hill: Shattered Memories
Metal Gear Solid 3: Snake Eater
Braid (Jonathan Blow)
Motherhood/Womanhood
Silent Hill 3/Silent Hill (not really sure there's anything remotely feminist going on there, but I did enjoy the games very much!)
The Path (Tale of Tales)
Diverse sexualities:
* Homosexual couple therapy anyone? Radiator 2: Handle With Care (Robert Yang) is your game!
* Gone Home, which amongst other things tells the story of homosexual, teenage, awakening and love.
Games with well-written and/or strong female characters:
* Protagonists
Life Flashes By (Deirdra Kia)
The Longest Journey
Beyond Good And Evil
Cirque de Zale (Rebecca Clements)
Spooks (Lively Ivy/Erin Robinson)
Nelly Cootalot (Alasdair Beckett)
Blackwell (series) (Dave Gilbert)
* Antagonists
Portal 1&2
System Shock 2
* Other
Star Wars: Knights of the Old Republic II - The Sith Lords, which has Kreia, who is a totally awesome mentor and one of the most interesting characters in all video games I've played.
Psychonauts, which if I remember correctly has well-written female characters in general.
Monday, November 4, 2013
Before Next-Gen Critical Compilation
http://www.critical-distance.com/2013/10/27/october-27th/
http://www.critical-distance.com/2013/11/03/november-3rd/
§INSPIRATION
By replacing immersion with the frame of attention, which is a word that holds scientific and psychological significance, we can use this frame of attention to make more meaningful observations.
/.../
It’s worth remembering that realism is not fidelity.
/.../
And Anita Sarkeesian says as much in her videos: remember that it is both possible (and even necessary) to simultaneously enjoy media while also being critical of it’s more problematic or pernicious aspects.
/.../
Failure in games often implicitly suggests that you aren’t grokking a system and that therefore you’re misunderstanding the text. But Cart Life doesn’t require mastery of its systems to understand what it does. In fact, playing Cart Life well misses the point.
/.../
[on Depression Quest] After a really rough time, my character fought his way out of deep depression, just a bit. And I reached a decision tree with five choices, and for the first time, all five choices were blue and available to me. No AAA video game power fantasy, no immersive sim, has ever made me feel as close to having as much agency as I felt like I had in that moment.
/.../
[on Kentucky Route Zero] The choices are not about making change in the game world, but determining the character’s intentions. You can never exhaust all the content in a dialogue tree because it cares more about the beautiful transience of conversation. It’s about what questions you ask, which information you seek, and which you don’t - not because any of it is quest-specific, but because it affects how you perceive your character.
/.../
Failure, choice, realism, these concepts and any value we assign to them are destroyed by these games. They don’t erase failure, or devalue choice, they come from a different frame of mind completely.
/.../
Video games don’t exist.
We invented them.
And we can destroy them.http://samcrisp.tumblr.com/post/62718211352/how-to-destroy-everything-or-why-video-games-do-not
§BIOSHOCK
BioShock Infinite is the worst game of the year.
It’s an unjustified shooter without a single new idea. It’s a self-gratifying spectacle that confuses cunning with depth. It’s a craven, heartless game of false moral equivalencies that uses the suffering of oppressed people as window dressing, as theme, while it explores its own cold metaphysical conceits.
For its lack of humanity, for its fake guilt, for its flat boring gameplay, for its 100 million dollar cost, for its cleverness, for its cowardice, BioShock Infinite is not just the worst game of the year. It’s the worst game I’ve played this generation.
/.../
The BioShock series’ great talent thus far seems to be thematizing videogame conventions rather than challenging them. It has mastered the safe subversion, never mind its conservative heart. Clever self-awareness trumps actual innovation. And gamers eat it up. Because we love to feel smart, removed, safely above it all.
http://tevisthompson.com/on-videogame-reviews/
§
... Where the self-examination begins. We start to see something about our own, internalized, beliefs and acceptances of colonialism, um, through shooting people in the face."
https://www.youtube.com/watch?v=FylamIJ19n8
§METAL GEAR SOLID 3
http://www.youtube.com/watch?v=N_-jyF987MQ
§NARRATIVE: WALKING DEAD/BEYOND: TWO SOULS
But on a deeper level, throughout the series, we made decisions about what kind of a man Lee was, and how Clementine would see him. Our choices may not have affected the story outcome or averted his death, but they certainly affected his life—they made him the character we got to know and care about. (Or, depending, dislike but maybe understand.) One could make the same argument about the Mass Effects and Dragon Ages of the world, but given that The Walking Dead was a character study as much as it was an adventure, the fact that our decisions affected Lee's character is more central to the game's meaning as a whole. Game critic Sparky Clarkson has effectively encapsulated why player choice mattered in a post over at his blog awesomely titled "Your choices don't matter." Rather, the choices do matter, he says, but "they don't matter in the way that they appear to."
Lee's choices don't change the world, or alter the fundamental flow of the story. He can do nothing to keep the drugstore safe, preserve the motel stronghold, or prevent the treacheries in Savannah. If those are the kinds of choices that "matter", then Lee's decisions don't. But decisions that mattered in that way wouldn't really fit the themes of The Walking Dead. It's not a world where a man ultimately has any real power to save anyone.
But the choices in The Walking Dead aren't really about changing the world, they're about changing Lee. The player's choices define who Lee is, whose company he values, what principles he chooses to uphold. The world reacts to those decisions, in subtle ways that either reinforce those decisions (for instance, in the developing friendship with Kenny) or play off them (as in the case of Duck's fate). The player's choices matter because they establish a context for his emotional connection, through Lee, to the game world
http://kotaku.com/5964667/yes-your-choices-in-the-walking-dead-mattered
§
Most players are used to a "choice" moment, i.e. "PRESS X TO THIS, PRESS Y TO THAT". Since they never saw that anywhere in the bar, a lot of players didn't know they had the option to leave. [BEYOND: TWO SOULS]
Players are also used to the outcomes of choices being obvious. Someone dying, someone leaving, someone lying, etc. Subtlety and nuance are not things that games are implementing left and right. When something as low-key as a buried phobia rearing it's head hours later in the game is a consequence, it's understandable for it to go over a lot of heads.
/.../
An Adventure game like Beyond that does away with standard HUD elements just doesn't look like it's as advanced as it is. Players are most likely to assume what they are seeing is a pre-determined part of the game, and not results of actions they have taken or not taken. A more immersive and natural storytelling system also makes the game seem less interactive. Quite the double-edged sword.
/.../
It's very easy to miss dozens of important interactions if you don't explore the environment. Because you don't see everything on an overlay, you have to search around to see what can be toyed with. Sometimes, you simply don't expect things to be of any importance.
/.../
So the game's better form of discovery also comes with the chance of unintentionally leaving things behind. Yet another double-edged sword.
http://playersdelight.blogspot.ca/2013/10/beyond-two-souls-most-unique-feature-is.html
§THE UNFINISHED SWAN
The wife he chooses is a wife he creates in his own image, a woman who is “a female version of himself,” and who the King loves dearly. The woman created is a combination of two Greek myths: Narcissus, falling in love with his own reflection, and Pygmalion and Galatea, about an artist who falls in love with a statue he has created, and which subsequently comes to life. The intersection between these two myths leads to thematic intertwining between the narratives. It is one of the clearest cases where creation and love, as in the Pygmalion myth, are tied to self-creation and self-love, as in the Narcissus story. It is as if the King cannot distinguish between them, and the interrelation between these concepts becomes a running theme throughout the game. /.../ The King’s struggle to manifest the perfect self through his creations reflects the dissonance between his two selves. He constantly has his designs fail, he is left by his wife and mirror-self, and eventually he is faced with the possibility that he won’t have a legacy at all; he muses at the end of the game that all his works that “were meant to last forever… would crumble into dust. Or be painted over by someone who would come after [him].” /.../ ... he finally finds contentment in who he is rather than who he would like to be. It is in this spirit that he is able to at last give up creative control, bequeathing his magic paintbrush to his son, Monroe.
/.../ Rather than attempting to prevent outside influence, external support is necessary for Monroe to advance. /.../ This difference in attitude is crucial, and reflects the different mentalities of the characters. Where the King holds up an ideal and strives to achieve it, inevitably falling short, Monroe feels “pretty unfinished himself” and must make sense of his new reality, both in terms of the white world he finds himself in and the recent loss of his mother. He must become a creator in order to create himself, while the King approached it in the other direction, trying to create himself by becoming a creator.
http://theanimistblog.wordpress.com/2013/10/25/of-all-his-creations-his-greatest-was-himself-creation-and-self-creation-in-the-unfinished-swan/
§BRAID
Almost every repeated character or item seen throughout the game can be found in a mundane form in or around the Princess’s house. /.../
I noticed an interesting detail when examining the chandelier itself. When you look closely, three distinct figures can be seen across the wood patterning. The one in the middle is clearly female, and she’s pointedly turning her attention toward the figure to her left while the other simply watches. When the chandelier breaks, there’s a specific break in this image as well — the female figure and her chosen companion on one side, and the onlooker alone on the other.
http://leedzie.wordpress.com/2013/10/21/the-psychosis-of-braid/
§PRIVILEGE
We are quick to use ‘death of the author’ arguments because of the cultural history behind it, and so why not at least consider the death of the player?
http://www.mattiebrice.com/death-of-the-player/
/.../
Can’t we still be taken through experiences without our every whim thought of and satisfied?
§PLAYING
Playing in public in itself is a political act, especially in hard times.
http://killscreendaily.com/articles/articles/inside-failed-utopian-new-games-movement/
§
I’ve started walking more in videogames because I was irritated by the way I felt compelled to run.
http://joeblade.com/2013/10/20/running-walking-and-remember-me/
§FUTURE
Make three lists numbering one through 20. In one column, write down 20 legendary, meaningful, culturally significant novels capable of standing the test of time. In the second, do the same for film. I expect that your third column, in which you’d write 20 games capable of doing the same, cannot be completed.
/.../Vice City is, after just a few years, a messy, clunky thing, because what it did has been done better by its sequels. Forgetting its cool setting and story -- I don’t think I’ll be remembering Tommy Vercetti on my deathbed, anyway -- GTA 5 has negated the need to ever play Vice City again. Rockstar Games made its own history irrelevant by giving us access to something better. It will do it again in five years. These are the building blocks of a brand, and not something with any historical value. What other medium seeks out its own obsolescence?
http://www.ign.com/articles/2013/10/21/how-long-can-video-games-matter
§
In truth, video games have no timeless masterpieces. There will come a day, sooner than we think, when no one will play Wind Waker. Or Chrono Trigger. Or Super Metroid. No one but curators and historians. And eventually, not even them. Tetris will not last, nor will Super Mario Bros. In a few years, who will be willing to survive fungal zombies for 15 hours just to reach the emotional climax of The Last of Us? For a medium so dependent on its players’ engagement, on their sustained attention, the question is not simply whether old games can technically be played, but will they? I think we sense this. And we want to protect our games while we can. We long to declare masterpieces and preserve them for the future because we are afraid: that one day, the game that meant so much to us will no longer have a player. Or even a legend to remember it by.
http://www.grantland.com/blog/hollywood-prospectus/post/_/id/88903/the-legend-of-zelda-the-wind-waker-hd-reprinting-the-legend
§
We'll accept innovations, even a radical one like Ocarina of Time's shift to 3D, so long as they add depth to the skills we already know. Sequels that interrupt the iterative continuity of the series, often end up as a footnote. At best, they accumulate, like Zelda II: The Adventure of Link, a kind of dark horse mystique.
/.../
Much like the recurring mythos that underlies their respective stories, Ocarina of Time and Wind Waker are not separate games, but the same game extended in slightly different directions.
http://www.polygon.com/2013/10/25/5028042/opinion-why-sequels-are-sometimes-good-for-gamers-and-how-they-can-be
§THE STANLEY PARABLE
I am irrevocably grafted to his story, like hanging on to driftwood out at sea. He floats on without any regard for my splinters. Can I really be blamed for burning it all down? And though I am released from my porcelain casting, I am evoked to serve in this nightmare patriarchy. Which is why I need you; only the living can make choices.
Stanley’s always been dead.
http://www.mattiebrice.com/the-stanley-parable-review/
§
How they wish to destroy one another. How they wish to control one another. How they both wish to be free. Can you see? Can you see how much they need one another? Playing a game forges a relationship between player and designer and the experience of play is a conversation between them.
http://www.electrondance.com/the-stanley-paradox/
§GONE HOME
What struck me about this single page of Sam’s Diary in Gone Home is that it’s an exception to a rule — not part of a consistent fabric of showing the player what kind of thing they can and can’t do. It’s the only time Katie refuses to execute an action; the rest of the time, as Merritt points out, she acts like a camera, your lens into the world.
http://deadpixel.co/2013/08/not-gonna-happen/
§
Gone Home is played using Katie, a real character. There is much talk of player agency, but I don’t think there’s ever enough talk of character agency. My point is this: Katie might pick up the various things she finds, but she wouldn’t throw them across the floor the way the game allowed me to.
http://hapticfeedbackgames.blogspot.se/2013/10/on-gone-home.html
§
Gone Home is too dressed up as a horror to justify comments that it proves forthright tales about teen romance, about lesbian relationships, about nostalgia and broken families, can be made at this scale and succeed. I wonder, even now, if it would have succeeded without tricking the player into playing it as a horror game. The most cynical part of me wonders if it was made into a horror because Fullbright figured it wouldn’t sell otherwise.
/.../
The beauty of the Dark Souls narrative form is the eloquence with which it drops nuggets and hints, and invites the player to want to explore and resolve these mysteries. But truthfully, it only really belongs to Gone Home’s peripheral characters. Sam and Lonnie’s narrative form is little different than BioShock’s, with a voice in your ear clearly explaining everything you need to know at each story beat, leaving little mystery on their part for the player to unlock. It naturally dissects itself to form two not-quite-related parts: the plainly told teen romance, and everyone else’s Dark Souls. Which, I think, could offer an interesting reading of the broken state of the family, but I’ll leave that for another day.
http://normallyrascal.wordpress.com/2013/10/23/gone-home-a-tale-of-three-games/
§GENDER
One woman told me that when she plays as a male character, her teammates listen to her, and take her more seriously.
http://www.youtube.com/watch?v=WFOVVAhnAns
§
Participants who wore sexualized avatars internalized the avatar’s appearance and self-
objectified, reporting more body-related thoughts than those wearing nonsexualized avatars. Participants
who saw their own faces, particularly on sexualized avatars, expressed more rape myth acceptance than
those in other conditions. Implications for both online and offline consequences of using sexualized avatars are discussed.
http://vhil.stanford.edu/pubs/2013/fox-chb-sexualized-virtual-selves.pdf
§
Games media is constantly trying to legitimise the hobby it’s built on: to prove that games can be every bit as valid as movies and art and novels. But for some reason, rather than celebrating titles that claw at the boundaries of what is accepted, the media’s first response when presented with something difficult is to turn its nose up in disgust and claim that it’s damaging the medium.
http://www.arcadianrhythms.com/2013/10/if-you-want-to-be-an-adult-stop-acting-like-a-child/
§HORROR
In the end, we are left afraid not due to simple emotional response but because of the game’s implications. Adrenaline wears off. Ideas attach themselves to our mind and stay with us. That may be a more truthful execution of horror.
http://www.popmatters.com/post/176000-the-mirror-of-i-have-no-mouth-and-i-must-scream/
§
As you design, repeat this mantra to yourself: "I will have no keycard doors in my game." No feeding fertilizer or poison to giant plants. Check yourself before adding puzzles about inserting crystals, gems, or figurines into some ornate locking mechanism. Reconsider any puzzle involving a four-digit number sequence, found elsewhere, that opens a lock.
Do not employ sliding block puzzles. Ever. That includes sliding statues! No!
http://frictionalgames.blogspot.se/2013/10/useful-tips-for-horror-game-designers.html
§
Earlier today, I had a peculiar reaction to the footage of The Evil Within that oozed through the clogged pipes of the interweb from the Eurogamer Expo and directly onto my screen. As Craig pointed out, the spinny-blade room is so daft that it’s immediately rendered non-threatening. Finding such a machine in a mental institution raises logistical questions rather than the hairs on the back of my neck.
http://www.rockpapershotgun.com/2013/09/27/editorial-horror-and-a-maddening-lack-of-imagination/
§
Horror art nowadays tends to stick to clichés, to familiar genre markers. A review of a few of the latest horror games makes this clear, almost painfully so. That said, part of the appeal of the genre, to some people, is its predictability. Horror orbits around a few central themes because they are apparently important to our culture.
http://ontologicalgeek.com/the-possibilities-of-horror-in-games/
§BASTION
Ultimately, I noticed a strange ambiguity concerning the themes of creation and destruction in Bastion right from the beginning; the player is told the Calamity has everything destroyed, yet this is the beginning of a story, Furthermore, the setting is falling apart except for where the kid steps, where the path is actually being created before him.
http://www.mattiebrice.com/creation-vs-destruction-in-bastions-narrative/
§ART
Art is a relational proposition, one of habitus and contingency in relation to the structuring roles of economy and power. I think the better question to ask is “what do games do?”
/.../
Maybe drawing the utopia out can be done through the process of making.
Games like Howling Dogs and Kentucky Route Zero are the material embodiment of this positive impulse. These games would not exist without the blood and horror that is the AAA games industry. They have to exist in stark contrast with it – but at the same time they draw out the utopian, feminist, trans, queer, anarchist ghostly utopia in them
http://dropouthangoutspaceout.tumblr.com/post/59044073396/on-kentucky-route-zero-and-howling-dogs
http://www.critical-distance.com/2013/11/03/november-3rd/
§INSPIRATION
By replacing immersion with the frame of attention, which is a word that holds scientific and psychological significance, we can use this frame of attention to make more meaningful observations.
/.../
It’s worth remembering that realism is not fidelity.
/.../
And Anita Sarkeesian says as much in her videos: remember that it is both possible (and even necessary) to simultaneously enjoy media while also being critical of it’s more problematic or pernicious aspects.
/.../
Failure in games often implicitly suggests that you aren’t grokking a system and that therefore you’re misunderstanding the text. But Cart Life doesn’t require mastery of its systems to understand what it does. In fact, playing Cart Life well misses the point.
/.../
[on Depression Quest] After a really rough time, my character fought his way out of deep depression, just a bit. And I reached a decision tree with five choices, and for the first time, all five choices were blue and available to me. No AAA video game power fantasy, no immersive sim, has ever made me feel as close to having as much agency as I felt like I had in that moment.
/.../
[on Kentucky Route Zero] The choices are not about making change in the game world, but determining the character’s intentions. You can never exhaust all the content in a dialogue tree because it cares more about the beautiful transience of conversation. It’s about what questions you ask, which information you seek, and which you don’t - not because any of it is quest-specific, but because it affects how you perceive your character.
/.../
Failure, choice, realism, these concepts and any value we assign to them are destroyed by these games. They don’t erase failure, or devalue choice, they come from a different frame of mind completely.
/.../
Video games don’t exist.
We invented them.
And we can destroy them.http://samcrisp.tumblr.com/post/62718211352/how-to-destroy-everything-or-why-video-games-do-not
§BIOSHOCK
BioShock Infinite is the worst game of the year.
It’s an unjustified shooter without a single new idea. It’s a self-gratifying spectacle that confuses cunning with depth. It’s a craven, heartless game of false moral equivalencies that uses the suffering of oppressed people as window dressing, as theme, while it explores its own cold metaphysical conceits.
For its lack of humanity, for its fake guilt, for its flat boring gameplay, for its 100 million dollar cost, for its cleverness, for its cowardice, BioShock Infinite is not just the worst game of the year. It’s the worst game I’ve played this generation.
/.../
The BioShock series’ great talent thus far seems to be thematizing videogame conventions rather than challenging them. It has mastered the safe subversion, never mind its conservative heart. Clever self-awareness trumps actual innovation. And gamers eat it up. Because we love to feel smart, removed, safely above it all.
http://tevisthompson.com/on-videogame-reviews/
§
... Where the self-examination begins. We start to see something about our own, internalized, beliefs and acceptances of colonialism, um, through shooting people in the face."
https://www.youtube.com/watch?v=FylamIJ19n8
§METAL GEAR SOLID 3
http://www.youtube.com/watch?v=N_-jyF987MQ
§NARRATIVE: WALKING DEAD/BEYOND: TWO SOULS
But on a deeper level, throughout the series, we made decisions about what kind of a man Lee was, and how Clementine would see him. Our choices may not have affected the story outcome or averted his death, but they certainly affected his life—they made him the character we got to know and care about. (Or, depending, dislike but maybe understand.) One could make the same argument about the Mass Effects and Dragon Ages of the world, but given that The Walking Dead was a character study as much as it was an adventure, the fact that our decisions affected Lee's character is more central to the game's meaning as a whole. Game critic Sparky Clarkson has effectively encapsulated why player choice mattered in a post over at his blog awesomely titled "Your choices don't matter." Rather, the choices do matter, he says, but "they don't matter in the way that they appear to."
Lee's choices don't change the world, or alter the fundamental flow of the story. He can do nothing to keep the drugstore safe, preserve the motel stronghold, or prevent the treacheries in Savannah. If those are the kinds of choices that "matter", then Lee's decisions don't. But decisions that mattered in that way wouldn't really fit the themes of The Walking Dead. It's not a world where a man ultimately has any real power to save anyone.
But the choices in The Walking Dead aren't really about changing the world, they're about changing Lee. The player's choices define who Lee is, whose company he values, what principles he chooses to uphold. The world reacts to those decisions, in subtle ways that either reinforce those decisions (for instance, in the developing friendship with Kenny) or play off them (as in the case of Duck's fate). The player's choices matter because they establish a context for his emotional connection, through Lee, to the game world
http://kotaku.com/5964667/yes-your-choices-in-the-walking-dead-mattered
§
Most players are used to a "choice" moment, i.e. "PRESS X TO THIS, PRESS Y TO THAT". Since they never saw that anywhere in the bar, a lot of players didn't know they had the option to leave. [BEYOND: TWO SOULS]
Players are also used to the outcomes of choices being obvious. Someone dying, someone leaving, someone lying, etc. Subtlety and nuance are not things that games are implementing left and right. When something as low-key as a buried phobia rearing it's head hours later in the game is a consequence, it's understandable for it to go over a lot of heads.
/.../
An Adventure game like Beyond that does away with standard HUD elements just doesn't look like it's as advanced as it is. Players are most likely to assume what they are seeing is a pre-determined part of the game, and not results of actions they have taken or not taken. A more immersive and natural storytelling system also makes the game seem less interactive. Quite the double-edged sword.
/.../
It's very easy to miss dozens of important interactions if you don't explore the environment. Because you don't see everything on an overlay, you have to search around to see what can be toyed with. Sometimes, you simply don't expect things to be of any importance.
/.../
So the game's better form of discovery also comes with the chance of unintentionally leaving things behind. Yet another double-edged sword.
http://playersdelight.blogspot.ca/2013/10/beyond-two-souls-most-unique-feature-is.html
§THE UNFINISHED SWAN
The wife he chooses is a wife he creates in his own image, a woman who is “a female version of himself,” and who the King loves dearly. The woman created is a combination of two Greek myths: Narcissus, falling in love with his own reflection, and Pygmalion and Galatea, about an artist who falls in love with a statue he has created, and which subsequently comes to life. The intersection between these two myths leads to thematic intertwining between the narratives. It is one of the clearest cases where creation and love, as in the Pygmalion myth, are tied to self-creation and self-love, as in the Narcissus story. It is as if the King cannot distinguish between them, and the interrelation between these concepts becomes a running theme throughout the game. /.../ The King’s struggle to manifest the perfect self through his creations reflects the dissonance between his two selves. He constantly has his designs fail, he is left by his wife and mirror-self, and eventually he is faced with the possibility that he won’t have a legacy at all; he muses at the end of the game that all his works that “were meant to last forever… would crumble into dust. Or be painted over by someone who would come after [him].” /.../ ... he finally finds contentment in who he is rather than who he would like to be. It is in this spirit that he is able to at last give up creative control, bequeathing his magic paintbrush to his son, Monroe.
/.../ Rather than attempting to prevent outside influence, external support is necessary for Monroe to advance. /.../ This difference in attitude is crucial, and reflects the different mentalities of the characters. Where the King holds up an ideal and strives to achieve it, inevitably falling short, Monroe feels “pretty unfinished himself” and must make sense of his new reality, both in terms of the white world he finds himself in and the recent loss of his mother. He must become a creator in order to create himself, while the King approached it in the other direction, trying to create himself by becoming a creator.
http://theanimistblog.wordpress.com/2013/10/25/of-all-his-creations-his-greatest-was-himself-creation-and-self-creation-in-the-unfinished-swan/
§BRAID
Almost every repeated character or item seen throughout the game can be found in a mundane form in or around the Princess’s house. /.../
I noticed an interesting detail when examining the chandelier itself. When you look closely, three distinct figures can be seen across the wood patterning. The one in the middle is clearly female, and she’s pointedly turning her attention toward the figure to her left while the other simply watches. When the chandelier breaks, there’s a specific break in this image as well — the female figure and her chosen companion on one side, and the onlooker alone on the other.
http://leedzie.wordpress.com/2013/10/21/the-psychosis-of-braid/
§PRIVILEGE
We are quick to use ‘death of the author’ arguments because of the cultural history behind it, and so why not at least consider the death of the player?
http://www.mattiebrice.com/death-of-the-player/
/.../
Can’t we still be taken through experiences without our every whim thought of and satisfied?
§PLAYING
Playing in public in itself is a political act, especially in hard times.
http://killscreendaily.com/articles/articles/inside-failed-utopian-new-games-movement/
§
I’ve started walking more in videogames because I was irritated by the way I felt compelled to run.
http://joeblade.com/2013/10/20/running-walking-and-remember-me/
§FUTURE
Make three lists numbering one through 20. In one column, write down 20 legendary, meaningful, culturally significant novels capable of standing the test of time. In the second, do the same for film. I expect that your third column, in which you’d write 20 games capable of doing the same, cannot be completed.
/.../Vice City is, after just a few years, a messy, clunky thing, because what it did has been done better by its sequels. Forgetting its cool setting and story -- I don’t think I’ll be remembering Tommy Vercetti on my deathbed, anyway -- GTA 5 has negated the need to ever play Vice City again. Rockstar Games made its own history irrelevant by giving us access to something better. It will do it again in five years. These are the building blocks of a brand, and not something with any historical value. What other medium seeks out its own obsolescence?
http://www.ign.com/articles/2013/10/21/how-long-can-video-games-matter
§
In truth, video games have no timeless masterpieces. There will come a day, sooner than we think, when no one will play Wind Waker. Or Chrono Trigger. Or Super Metroid. No one but curators and historians. And eventually, not even them. Tetris will not last, nor will Super Mario Bros. In a few years, who will be willing to survive fungal zombies for 15 hours just to reach the emotional climax of The Last of Us? For a medium so dependent on its players’ engagement, on their sustained attention, the question is not simply whether old games can technically be played, but will they? I think we sense this. And we want to protect our games while we can. We long to declare masterpieces and preserve them for the future because we are afraid: that one day, the game that meant so much to us will no longer have a player. Or even a legend to remember it by.
http://www.grantland.com/blog/hollywood-prospectus/post/_/id/88903/the-legend-of-zelda-the-wind-waker-hd-reprinting-the-legend
§
We'll accept innovations, even a radical one like Ocarina of Time's shift to 3D, so long as they add depth to the skills we already know. Sequels that interrupt the iterative continuity of the series, often end up as a footnote. At best, they accumulate, like Zelda II: The Adventure of Link, a kind of dark horse mystique.
/.../
Much like the recurring mythos that underlies their respective stories, Ocarina of Time and Wind Waker are not separate games, but the same game extended in slightly different directions.
http://www.polygon.com/2013/10/25/5028042/opinion-why-sequels-are-sometimes-good-for-gamers-and-how-they-can-be
§THE STANLEY PARABLE
I am irrevocably grafted to his story, like hanging on to driftwood out at sea. He floats on without any regard for my splinters. Can I really be blamed for burning it all down? And though I am released from my porcelain casting, I am evoked to serve in this nightmare patriarchy. Which is why I need you; only the living can make choices.
Stanley’s always been dead.
http://www.mattiebrice.com/the-stanley-parable-review/
§
How they wish to destroy one another. How they wish to control one another. How they both wish to be free. Can you see? Can you see how much they need one another? Playing a game forges a relationship between player and designer and the experience of play is a conversation between them.
http://www.electrondance.com/the-stanley-paradox/
§GONE HOME
What struck me about this single page of Sam’s Diary in Gone Home is that it’s an exception to a rule — not part of a consistent fabric of showing the player what kind of thing they can and can’t do. It’s the only time Katie refuses to execute an action; the rest of the time, as Merritt points out, she acts like a camera, your lens into the world.
http://deadpixel.co/2013/08/not-gonna-happen/
§
Gone Home is played using Katie, a real character. There is much talk of player agency, but I don’t think there’s ever enough talk of character agency. My point is this: Katie might pick up the various things she finds, but she wouldn’t throw them across the floor the way the game allowed me to.
http://hapticfeedbackgames.blogspot.se/2013/10/on-gone-home.html
§
Gone Home is too dressed up as a horror to justify comments that it proves forthright tales about teen romance, about lesbian relationships, about nostalgia and broken families, can be made at this scale and succeed. I wonder, even now, if it would have succeeded without tricking the player into playing it as a horror game. The most cynical part of me wonders if it was made into a horror because Fullbright figured it wouldn’t sell otherwise.
/.../
The beauty of the Dark Souls narrative form is the eloquence with which it drops nuggets and hints, and invites the player to want to explore and resolve these mysteries. But truthfully, it only really belongs to Gone Home’s peripheral characters. Sam and Lonnie’s narrative form is little different than BioShock’s, with a voice in your ear clearly explaining everything you need to know at each story beat, leaving little mystery on their part for the player to unlock. It naturally dissects itself to form two not-quite-related parts: the plainly told teen romance, and everyone else’s Dark Souls. Which, I think, could offer an interesting reading of the broken state of the family, but I’ll leave that for another day.
http://normallyrascal.wordpress.com/2013/10/23/gone-home-a-tale-of-three-games/
§GENDER
One woman told me that when she plays as a male character, her teammates listen to her, and take her more seriously.
http://www.youtube.com/watch?v=WFOVVAhnAns
§
Participants who wore sexualized avatars internalized the avatar’s appearance and self-
objectified, reporting more body-related thoughts than those wearing nonsexualized avatars. Participants
who saw their own faces, particularly on sexualized avatars, expressed more rape myth acceptance than
those in other conditions. Implications for both online and offline consequences of using sexualized avatars are discussed.
http://vhil.stanford.edu/pubs/2013/fox-chb-sexualized-virtual-selves.pdf
§
Games media is constantly trying to legitimise the hobby it’s built on: to prove that games can be every bit as valid as movies and art and novels. But for some reason, rather than celebrating titles that claw at the boundaries of what is accepted, the media’s first response when presented with something difficult is to turn its nose up in disgust and claim that it’s damaging the medium.
http://www.arcadianrhythms.com/2013/10/if-you-want-to-be-an-adult-stop-acting-like-a-child/
§HORROR
In the end, we are left afraid not due to simple emotional response but because of the game’s implications. Adrenaline wears off. Ideas attach themselves to our mind and stay with us. That may be a more truthful execution of horror.
http://www.popmatters.com/post/176000-the-mirror-of-i-have-no-mouth-and-i-must-scream/
§
As you design, repeat this mantra to yourself: "I will have no keycard doors in my game." No feeding fertilizer or poison to giant plants. Check yourself before adding puzzles about inserting crystals, gems, or figurines into some ornate locking mechanism. Reconsider any puzzle involving a four-digit number sequence, found elsewhere, that opens a lock.
Do not employ sliding block puzzles. Ever. That includes sliding statues! No!
http://frictionalgames.blogspot.se/2013/10/useful-tips-for-horror-game-designers.html
§
Earlier today, I had a peculiar reaction to the footage of The Evil Within that oozed through the clogged pipes of the interweb from the Eurogamer Expo and directly onto my screen. As Craig pointed out, the spinny-blade room is so daft that it’s immediately rendered non-threatening. Finding such a machine in a mental institution raises logistical questions rather than the hairs on the back of my neck.
http://www.rockpapershotgun.com/2013/09/27/editorial-horror-and-a-maddening-lack-of-imagination/
§
Horror art nowadays tends to stick to clichés, to familiar genre markers. A review of a few of the latest horror games makes this clear, almost painfully so. That said, part of the appeal of the genre, to some people, is its predictability. Horror orbits around a few central themes because they are apparently important to our culture.
http://ontologicalgeek.com/the-possibilities-of-horror-in-games/
§BASTION
Ultimately, I noticed a strange ambiguity concerning the themes of creation and destruction in Bastion right from the beginning; the player is told the Calamity has everything destroyed, yet this is the beginning of a story, Furthermore, the setting is falling apart except for where the kid steps, where the path is actually being created before him.
http://www.mattiebrice.com/creation-vs-destruction-in-bastions-narrative/
§ART
Art is a relational proposition, one of habitus and contingency in relation to the structuring roles of economy and power. I think the better question to ask is “what do games do?”
/.../
Maybe drawing the utopia out can be done through the process of making.
Games like Howling Dogs and Kentucky Route Zero are the material embodiment of this positive impulse. These games would not exist without the blood and horror that is the AAA games industry. They have to exist in stark contrast with it – but at the same time they draw out the utopian, feminist, trans, queer, anarchist ghostly utopia in them
http://dropouthangoutspaceout.tumblr.com/post/59044073396/on-kentucky-route-zero-and-howling-dogs
Labels:
Art,
bastion,
Beyond Two Souls,
Bioshock,
Braid,
Dark Souls,
Gender,
Gone Home,
Horror,
Metal Gear,
Narrative,
Playing,
Privilege,
Stanley,
Telltale,
Unfinished Swan,
Walking,
Walking Dead,
Zelda
Monday, October 14, 2013
Critical Shit October nr 1
http://kotaku.com/manifesto-the-21st-century-will-be-defined-by-games-1275355204
http://www.critical-distance.com/2013/10/02/the-art-of-level-design-analysis/
http://blog.ihobo.com/2013/09/is-gordon-freeman-a-character.html
http://iam.benabraham.net/2013/10/videogame-journalism-and-the-values-we-hold/
http://borderhouseblog.com/?p=11456
Brothers: A Tale of Two sons and Gone Home
https://medium.com/geek-empire/8cb4bee7e5b4
http://www.gamerswithjobs.com/node/115758
http://www.playthepast.org/?p=4089
http://www.critical-distance.com/2013/10/02/the-art-of-level-design-analysis/
http://blog.ihobo.com/2013/09/is-gordon-freeman-a-character.html
http://iam.benabraham.net/2013/10/videogame-journalism-and-the-values-we-hold/
http://borderhouseblog.com/?p=11456
Brothers: A Tale of Two sons and Gone Home
https://medium.com/geek-empire/8cb4bee7e5b4
http://www.gamerswithjobs.com/node/115758
http://www.playthepast.org/?p=4089
Labels:
brothers,
Gone Home,
journalism,
level design,
manifesto
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