§SPECIFIC GAME GAME CRITICISM
Unrest
has a point to make. The game takes place in a kingdom that is
suffering drought, and food has become scarce. You play as several
individuals in the kingdom, from peasants to diplomats to commanders and
queens. The point of the game is: individual actions can not change the
course of systematic problems./.../
The consequences are
simpler, and so the decisions are guided more by what “feels right”
instead of what is “correct”. By choosing what “feels right”, you are
more in tune with the character you are playing, and as such the
consequences have more personal meanings rather than systematic ones.
http://therealicepotato.tumblr.com/post/106568454544/unrest
§
Jazzpunk
feels different than Schafer’s games. It isn’t a game that solely tells
jokes in cutscenes and through dialogue. It more often involves the
player in the jokes and depends on the player to complete actions
necessary to complete those jokes. It is a comedy that hinges on the
fact that games are more interactive than other media. The comedy
becomes a collaborative act between the game and its player.
/.../
In Jazzpunk, we don’t laugh at the clown, so much as we laugh at our own clowning around.http://www.popmatters.com/post/189726-jazzpunk-a-collaborative-jack-in-the-box-comedy/
§
Interestingly, the
lamp on the cabinet begins the game turned off. This seems contrary to
the received wisdom of level design: use light to guide the player. In
this case, having the light begin lit would draw the your eye and
encourage you to interact with the cabinet. With this guidance
specifically absent, you are more likely to fumble around, unsure what
to do. However, this “fumbling” serves a didactic purpose. http://ludusnovus.net/2015/03/10/the-first-cabinet-in-gone-home-a-close-reading/
§
There’s a pervasive idea that procedural storytelling and
arts are somehow less “authored” than linear narrative, which is
bullshit. I love Transistor because it skewers this idea mechanically
and thematically, and while many games ask us to question what we
consume (a la Spec Ops: The Line), Transistor asks us to question what
we make.
http://clairehosking.tumblr.com/post/94313334088/city-beautiful
§
The Bestest Best Being Pleasantly Lost Of 2014: Bernband
http://www.rockpapershotgun.com/2014/12/19/best-being-pleasantly-lost-bernband/
§
...
if I had to draw a conclusion here, it is that what I failed to really
see was how utterly trivialized gender is by standard games, and how it
would never occur to any given male player that playing as a woman might
actually make a difference in what (or how) a game makes meaning.
Instead of explicitly deconstructing the privilege I set my sights on, I
sorta feel like I gathered my firewood and forgot to strike the match.
http://correlatedcontents.tumblr.com/post/100357151149/hey-i-just-wanted-to-say-that-i-really-enjoyed
§
if
the S3 plan is a crucible through which the Patriots are recreating
Snake as embodied by Raiden (or at least doing so as a benchmark for the
*real* S3 plan), I was not only a participant due to my connection as a
player to Raiden as an actor, I was now an active collaborator with the
Patriots.
/.../
And sure, my will overlapped with Raiden’s
character goals but the way in which they overlapped was perverted by
the nature of ranked play. Both Raiden and I want to defeat Vamp.
However, I want to do this to assert my technical mastery as a player
while Raiden actually wants to do this to save lives.
/.../
I want
to complete the game according to the simulation mapped in my head. The
one where Raiden achieves perfection. My emotions threaten to distract
me from that. I need to pull back. Like the Patriots, I cannot choose to
see Raiden or any other character as anything other than things I can
manipulate to get a result. Austin Howe pointed out to me that the Big
Shell is shaped like an infinite loop. Each Shell is a circle. Combined,
they form a lemniscate. I run around and around, repeating simulation
after simulation. Mr. Howell notes that the level design of Shell One is
a reaffirming myth space where Raiden fallaciously continues to enact
his fantasy of being Solid Snake. A hypnotic mold.
/.../
If the
Big Shell is about affirming my control as a player over the simulated
space of the game, Arsenal Gear is where the simulation starts to run
wild.
/.../
This specifically is because there is an rogue factor in the program that I cannot afford to ignore any longer: Snake.
/.../
What
was I not engaging on if not my own S3 plan? Both to mold Raiden into
the perfect actor but also to control the flow of the digital
information that made up the game. I wanted to censor anything that
didn’t fit into the narrative of “my playthrough”. I wanted everything
that the villains wanted. Perfect data, perfect control. In the end? I
got what I wanted. I “won”.
And I’m not going to lie: I’m not sure if that’s a good thing or not.
http://transgamerthoughts.tumblr.com/post/110792352797/according-to-simulation-metal-gear-solid-2
§
This video is my explanation why I am leaving MGS criticism due to the series' sexism.
https://www.youtube.com/watch?v=dEX1vU1-9I8
§MISC
When we grasped this new dual-grip controller we did something that
Goto might not have ever imagined: We placed our right thumbs solidly
over the X button. Without the benefit of so many years of cultural
reinforcement we didn’t know that the X was not the affirmative button.
We couldn’t have.
http://killscreendaily.com/articles/semiotics-controller-design/
§
I spent most of my life religious—Christian, to be specific. Semi-recently, however, that small part of me died. Or maybe I killed it myself. I know one thing for sure, though: video games had a hand in it.
http://kotaku.com/the-game-that-let-me-mourn-my-lost-faith-1688465653
§
Extra Credits - What Makes Us Roleplay? - When Game Worlds Feel Real
https://www.youtube.com/watch?v=aJCEQaSlvHE
§
Extra Credits - Asymmetric Play - Can One Game Cater to Many Playstyles?
https://www.youtube.com/watch?v=SQhxtfKH1f8
Showing posts with label Gone Home. Show all posts
Showing posts with label Gone Home. Show all posts
Thursday, March 19, 2015
19/3
Labels:
asymmetric play,
bernband,
comedy,
control design,
emergence,
Gender,
Gone Home,
jazzpunk,
mgs,
procedural,
religion,
roleplaying,
sexism,
spec ops,
transistor,
unreest,
walking simulator
Thursday, March 27, 2014
27/3
§VR
"How would you feel to swap your body with another?" Philipe Bertrand asked me. "Would you better understand the other if you see through their eyes?"
http://www.polygon.com/2014/3/4/5423330/oculus-rift-vr-gender-swap-girl-mirror-look
§
It’s not about swapping gender, it’s about tricking your brain into thinking you’re a different sex – for a few minutes, in a safe environment where you can quickly step out if things aren’t going how you please. Sure you can put your eyeballs in the head of another for a few minutes (and yes, this is really interesting stuff!) but you’re not in that head yourself. You don’t know what it’s like to have had to live with that body.
http://www.sophiehoulden.com/a-machine-to-be-another/
§
Why You're Going to Suck At Oculus Rift and Virtual Reality | Game/Show | PBS Digital Studios
http://www.youtube.com/watch?v=LGmy1V1u_ko
§
Using Virtual Reality to Treat PTSD
https://www.youtube.com/watch?v=bIj26r4VPaA
§
If the avatar is simply an extension of the player, violence by the avatar reflects a violent attitude held, even if hidden, by the player. This, I think most gamers would agree, is nonsense. But the lack of understanding of the role of the avatar leads many people, even as intelligent a person as Slavoj Žižek, to equate violence by the avatar with the player’s supposed internal desire for violence.
http://theanimistblog.wordpress.com/2014/03/09/my-second-self-understanding-the-relationship-between-players-and-avatars/
§DESIGN
Is Dark Souls the Future of Videogame Storytelling? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=y-YvxPvqOmE
§
For this month’s Queer Mechanic, we’re going to take a look at ways of toying with, subverting, destabilising and queering the concept of the straight male gaze.
http://gaygamer.net/2014/03/queer-mechanic-5-queering-the-male-gaze/
§
Extra Credits: Quest Design (Part 2)
http://www.youtube.com/watch?v=ur6GQp5mCYs
§
Designing for Youth - Making Games for Players Under 14 - Extra Credits
https://www.youtube.com/watch?v=NdFw8kvHAY8
§
In narratology, vraisemblance, or “versimilitude,” – the semblance of something to truth, or reality, or to agreed-upon rules – was first used in this meaning by Gérard Genette, and Tzvetan Todorov, in the same special no. of Communications in 1968 (and later adapted for her own purposes as doxa by Tel Aviv School member Ruth Amossy). For Genette, vraisemblance meant the aspects of a story that answered to “[...] a body of maxims accepted as true by the public to which the narrative is addressed; but these maxims, due to the very fact that they are accepted, most often remain implicit”12 – in other words, the parts of the story that need no explanation, in good and bad.
/.../
Barthes’ core thought, applied to Gone Home, is as follows: The insignificant signifiers, such as the bags of chips in the game, seem to refer directly to their referent. A bag of chips is, well, a bag of chips. In other words, these inconsequential details seem, at first, simply denote reality directly. But since the significance of the signifier is insignificant, it actually doesn’t!Instead, according to Barthes, the signified escapes, with a generic sense of “reality” replacing it. The bag of chips doesn’t actually mean what it means, it simply speaks to us of a kind of “reality”.
http://www.slowdown.vg/2014/03/13/gone-home-and-the-reality-effect/
§MISC
Science fiction in games (and, let’s be fair, science fiction outside of them as well) tends to treat Dick’s devices as just cool things to riff off of—they make a great excuse to set up an action scene—while ignoring the metaphysics that he’s really interested in. As a result cyberpunk, as a subgenre, is more easily recognized by its mask than by its face, so to speak.
http://big-tall-words.com/2014/03/14/ascentury-philip-k-dick-and-videogames/
§
A Defense of Cheating in Videogames | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=er-E1vxEnic
§
...the very fact that the drive toward canonization ends up revealing certain latent ideologies or power structures makes the act itself, rather than whatever product results from it, appear eminently useful.
http://gamingvulture.com/2014/03/11/shots-fired/
§
Ugly Truth in Advertising
http://www.gametrailers.com/videos/itrits/the-final-bosman-ugly-truth-in-advertising
§
Basically here's what happened: after the launch of Stanley Parable, I became a bit depressed.
http://www.galactic-cafe.com/2014/02/game-of-the-year/
"How would you feel to swap your body with another?" Philipe Bertrand asked me. "Would you better understand the other if you see through their eyes?"
http://www.polygon.com/2014/3/4/5423330/oculus-rift-vr-gender-swap-girl-mirror-look
§
It’s not about swapping gender, it’s about tricking your brain into thinking you’re a different sex – for a few minutes, in a safe environment where you can quickly step out if things aren’t going how you please. Sure you can put your eyeballs in the head of another for a few minutes (and yes, this is really interesting stuff!) but you’re not in that head yourself. You don’t know what it’s like to have had to live with that body.
http://www.sophiehoulden.com/a-machine-to-be-another/
§
Why You're Going to Suck At Oculus Rift and Virtual Reality | Game/Show | PBS Digital Studios
http://www.youtube.com/watch?v=LGmy1V1u_ko
§
Using Virtual Reality to Treat PTSD
https://www.youtube.com/watch?v=bIj26r4VPaA
§
If the avatar is simply an extension of the player, violence by the avatar reflects a violent attitude held, even if hidden, by the player. This, I think most gamers would agree, is nonsense. But the lack of understanding of the role of the avatar leads many people, even as intelligent a person as Slavoj Žižek, to equate violence by the avatar with the player’s supposed internal desire for violence.
http://theanimistblog.wordpress.com/2014/03/09/my-second-self-understanding-the-relationship-between-players-and-avatars/
§DESIGN
Is Dark Souls the Future of Videogame Storytelling? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=y-YvxPvqOmE
§
For this month’s Queer Mechanic, we’re going to take a look at ways of toying with, subverting, destabilising and queering the concept of the straight male gaze.
http://gaygamer.net/2014/03/queer-mechanic-5-queering-the-male-gaze/
§
Extra Credits: Quest Design (Part 2)
http://www.youtube.com/watch?v=ur6GQp5mCYs
§
Designing for Youth - Making Games for Players Under 14 - Extra Credits
https://www.youtube.com/watch?v=NdFw8kvHAY8
§
In narratology, vraisemblance, or “versimilitude,” – the semblance of something to truth, or reality, or to agreed-upon rules – was first used in this meaning by Gérard Genette, and Tzvetan Todorov, in the same special no. of Communications in 1968 (and later adapted for her own purposes as doxa by Tel Aviv School member Ruth Amossy). For Genette, vraisemblance meant the aspects of a story that answered to “[...] a body of maxims accepted as true by the public to which the narrative is addressed; but these maxims, due to the very fact that they are accepted, most often remain implicit”12 – in other words, the parts of the story that need no explanation, in good and bad.
/.../
Barthes’ core thought, applied to Gone Home, is as follows: The insignificant signifiers, such as the bags of chips in the game, seem to refer directly to their referent. A bag of chips is, well, a bag of chips. In other words, these inconsequential details seem, at first, simply denote reality directly. But since the significance of the signifier is insignificant, it actually doesn’t!Instead, according to Barthes, the signified escapes, with a generic sense of “reality” replacing it. The bag of chips doesn’t actually mean what it means, it simply speaks to us of a kind of “reality”.
http://www.slowdown.vg/2014/03/13/gone-home-and-the-reality-effect/
§MISC
Science fiction in games (and, let’s be fair, science fiction outside of them as well) tends to treat Dick’s devices as just cool things to riff off of—they make a great excuse to set up an action scene—while ignoring the metaphysics that he’s really interested in. As a result cyberpunk, as a subgenre, is more easily recognized by its mask than by its face, so to speak.
http://big-tall-words.com/2014/03/14/ascentury-philip-k-dick-and-videogames/
§
A Defense of Cheating in Videogames | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=er-E1vxEnic
§
...the very fact that the drive toward canonization ends up revealing certain latent ideologies or power structures makes the act itself, rather than whatever product results from it, appear eminently useful.
http://gamingvulture.com/2014/03/11/shots-fired/
§
Ugly Truth in Advertising
http://www.gametrailers.com/videos/itrits/the-final-bosman-ugly-truth-in-advertising
§
Basically here's what happened: after the launch of Stanley Parable, I became a bit depressed.
http://www.galactic-cafe.com/2014/02/game-of-the-year/
Labels:
cheating,
Dark Souls,
design,
Gone Home,
philip k dick,
queer,
stanley parable,
violence,
vr,
zizek
Saturday, February 1, 2014
1/2 Crit Links
In 2012 I realized videogames were holding me back, artistically speaking. Or rather: my tunnel vision focus on videogames as "my" medium was holding me back.
/.../
Every medium is imbued with the exact same amount of possibility: it’s like the density of the Real Line. The density of the Real Line between 0 and 1 is infinite, as is the density between 0.2 and 0.4, which is the same as between 0 and 100, etc.
You can always drill down, and there will always be more to discover about a medium.
http://tinysubversions.com/fuckvideogames/#slide1
§DESIGN
Chess has problems.
Not for most of us, perhaps - not for the bluffers and the fudgers and the seat-of-the-pants players who prod a path through matchups in which each side's strategy is a winsome, wobbling comedy of errors. No, chess has problems at the grandmaster level. Those people who really love chess, that devoted few who have given their lives to it and for whom chess really should be a great game? They're not getting a great game - and they haven't been getting one for a while.
Chess, it turns out, has been in a bit of a rut for some time.
http://www.eurogamer.net/articles/2013-11-03-chess-2-the-sequel-how-a-street-fightin-man-fixed-the-worlds-most-famous-game
§
Extra Credits: Affordances
http://www.youtube.com/watch?v=QCSXEKHL6fc
§
DOET [Design of Everyday Things] judges the user’s needs most important, and her perspective most valuable. It is about the apotheosis of the user; it makes her into God, and with holy might it strikes the fear of Her into objects and those who make them.
/.../
DOET, alongside all the important research around it, culminated in something called User Centered Design, a philosophy in which “user error” does not exist and programmers are sad.
/.../
This school teaches that if it’s not fun (or at the very least quick and painless) to be taught about some feature, we shouldn’t include it; that clarity is better than complexity; that elegance is better than messiness; that one button is better than two. It teaches that the purpose of a game is to explain itself to you, and that somewhere in the act of explaining lies that game’s intrinsic value. We have thereby converted the scariest, most contentious question of all (what should this thing be?) from an artistic decision into a design decision.
/.../
Our belief in clarity and elegance, though it has yielded spectacular results, is not the very best way to make videogames; it may not even be a particularly good way. We suffer from the bar we’ve set for ourselves and the burdens we place upon designers. We are wrongly convinced, even in the critical community, that works like Problem Attic are unworthy of attention solely because they prioritize different features and challenge players in a way we deem to be unfashionable.
/.../
I plan on thinking much harder about how I evaluate potential game features. “Because then the user doesn’t have to think” or “but how do we teach that?” should not be trump cards in every single argument about whether to include stuff. It’s easy to turn everything into a neat little design decision, but making a few more artistic ones would be better in the long term for users and for my sanity
http://www.gamasutra.com/blogs/BrendanVance/20140106/208092/The_Cult_of_the_Peacock.php?print=1
§
At its worst a backstory driven piece can seem soulless and lonely, as the player wanders desolate locations from which all the other humans have already fled.
But there’s also an argument to be made that the backstory mystery is one of the most natural possible shapes for interactive literature.
/.../
The problem I have with it in Gone Home is that this interaction style enforces the distance and lack of agency that is backstory’s chief defect, and it does so without offering much of value in exchange. The player’s task is purely ergodic, methodically working through every explorable space, even though this is a story about understanding and insight, not about effort and dedication.
/.../
Hypothetical reading is most interesting if the reader is likely at first to form incorrect hypotheses.
Gone Home misguides the player initially, but it does so in a way that is completely orthogonal to the actual substance of its story.
/.../
Nor does Gone Home let the reader take an active role in guessing and testing the guesses. One may form hypotheses about the relationships between the people in the house, why they are absent now, and where they have gone. But there is nothing the player can do that can either ask additional questions about these issues or hazard a guess at the answer. The exploration can’t be directed by the player in such a way that it elicits more information of the kind the player is most interested in; it can only be performed systematically and with a greater or lesser degree of thoroughness. Where in the house would you go to express, or investigate, the suspicion that the mother is having an affair?
The house, I felt, was a distraction, the 3D exploration a red herring.
http://emshort.wordpress.com/2014/01/09/reading-and-hypothesis/
§
Gone Home tells a great romance story, but it tells a particularly brilliant video game romance story because it finds a way around all these problems; you’re not part of the romance. By placing the player outside that relationship, Gone Home can develop a romance that feels realistically nuanced.
http://www.popmatters.com/post/177701-gone-home-is-the-best-romance-video-games-can-offer/
§
Half the men who got the number of the girl on the scary bridge tried to call her up. Only about 12 percent of the ones on the blase bridge in the control group made use of those same digits. Also, remember those stories the subjects were asked to make up about the ambiguous picture? Those who did so while swaying slightly back and forth over the Capilano River were much more likely to come up with narratives involving sex.
/.../
I think this explains why certain games get overrated.
Or at least certain aspects of games. Take the first season of The Walking Dead for example.
http://www.psychologyofgames.com/2013/12/fake-feels-and-free-passes/
§
The Importance of Quiet Time
http://www.youtube.com/watch?v=rCxR__N0_is
§
Fast-paced choices and moral quandaries are the most prominent feature of The Walking Dead, but they seem to have no real consequences. Why did this game receive approximately all of the awards in 2012 if its main selling point is used so inconsequentially? I suggest that the most important aspect about this game is not the many difficult choices it offers the player – it’s the illusion of choice the game constructs
/.../
The decisions you make in The Walking Dead don’t change what happens, they change how it happens.
Your actions determine what kind of person Lee is, how he reacts to certain situations, and how the other characters see him. You could almost say The Walking Dead is an RPG: Is Lee a failed family-man who sees Clementine as his second chance? Is he short-tempered and violent? Or does he keep a clear head and talks his way out of hairy situations? Does he regret what he did? Is he a cynic or a wide-eyed idealist? Will the other characters be his friends, or just his companions? Is there even any coherence between what he does and what he says? Maybe he doesn’t talk at all, which is really stupid but really funny. It doesn’t change the overarching story, but all of this and much more is up to you.
/.../
The Walking Dead is not about choices, it’s about decisions. It’s about making the right decision in a world where everything goes wrong. It’s about doing what you think is right, even when faced with absolute despair, even though all hope seems lost, and even though this bleak world doesn’t give a single fuck about your decision. But you have to do it. For Clementine.
http://ontologicalgeek.com/clementine-will-remember-all-of-that/
§QUEER
Diary of a Western Videogame Protagonist:
Day 1 – I got a haircut today. It’s a lot shorter now but not working class short, not army short. Back at home, Sarah said that she liked it, that she could see herself playfully gripping tufts of my hair during sex. I said, “Why don’t we test that hypothesis?” and she obliged. God, I love her so much. If anything were to happen to her, I swear…
Day 2 - Sarah’s dead. And just one day after our scene of mildly erotic domestic bliss, too. To mark my loss, I refused to shave today. Shaving would somehow cheapen her passing. And besides, revenge is a dish best served scruffy.
http://borderhouseblog.com/?p=11663
§
One could read in Shadow a sexual politics in which the innate goodness of human-born-humans is counterpointed with the monstering of a man-made, non-human person. Without the involvement of sexual reproduction in their creation, gender becomes irrelevant precisely because the creature is unnatural. That this character became a villain is unfortunate, because it supports a conservative idea that morality relies on a heteronormative reproductive context. I prefer to see Homunculus as a queer anti-hero: a person who has very limited survival strategies, and opts to fight for their own existence at the expense of other people. Queer anti-heroes are unable to solve their problems using brute force or economic privilege, and must manipulate what advantages they do have with skill in order to get what they want. The hero must, in response, do the same.
Histories of gender & sexual diversity in games, Issue three June 2013, Gender in the shadows, Zoya Street
§
So, why do all but one of the females need to be warriors? The problem for me is, in the context of this whimsical game, I can’t really identify with a warrior-type character. The female characters in Rayman Legends simply aren’t as fun for me because they aren’t as whimsical and fun as their male counterparts are allowed to be. Not that there is anything wrong with playing a warrior in certain games or contexts (or, I guess, with playing a lovesick fool), but it just doesn’t work for me in this particular game. I would rather play a character like Rayman who is described as “always raring for a fresh adventure to save the world;” or Sir Gilbrax, “a very famous knight.” Out of the thirteen playable male characters only one, Raynesis, is described in a threatening manner similar to the warrior princesses: “A desperate case in need of serious anger management.” But, one threatening male character still leaves me twelve whimsical male characters to choose from.
http://www.samanthablackmon.net/notyourmamasgamer/?p=4447
§
In the first part of this study of Telltale Games’ The Walking Dead, I questioned whether the Bechdel Test was the best benchmark for judging whether or not a piece of media had something to offer in terms of good female characterization. Is the Bechdel Test enough, or does even this bare minimum set the bar too low?
In this second part, I’ll be looking at some of the games’ other character, particularly Clementine, in an effort to delve deeper into the presentation of women in a game praised for its characterization and narrative strength.
http://www.samanthablackmon.net/notyourmamasgamer/?p=4492
§
Long story short, I can see genre and contextual reasons that lead designers in some areas (like fighting games) to make broad-brush design choices that engage ethnic, gender, and sexual stereotypes. http://www.chaoticblue.com/blog/2014/01/shes-got-the-look/
§VIDEOS
Final Bosman
http://www.gametrailers.com/videos/ur6ce9/the-final-bosman-nobody-finishes-video-games
§
Do You Think eSports Should Allow A.I. Teammates? | Game/Show | PBS Digital Studios
http://www.youtube.com/watch?v=1hkMhng4q74
§
Nintendoomed? A look at Nintendo's financials.
http://www.youtube.com/watch?v=V_ho5Y-Yw8g
§
Final Bosman
http://www.gametrailers.com/videos/7j4yfw/the-final-bosman-xbox-friends-with-benefits
§
Composing The Banner Saga
http://www.gametrailers.com/full-episodes/ntly7e/backtrack-composing-the-banner-saga
§
Why Comcast's 300GB Data Cap is Bad for Gaming
http://www.youtube.com/watch?v=nD8eqTIzjZM
§
Are Virtual Worlds Real or Fake? | Game/Show | PBS Digital Studios
http://www.youtube.com/watch?v=hiEu5wMoEDs
§REVIEWS
Errant Signal - The Novelist
http://www.youtube.com/watch?v=8VThsdoxwgc
§
Tim Schafer didn’t really give us what we said we wanted, which was an old school point-and-click adventure game. He gave us something better, a modern LucasArts game. He looked past our words to our intent and gave us a game that represents what we really wanted, not just what we thought we wanted.
www.popmatters.com/post/178507-the-beautiful-simplicity-of-broken-age/
§
Ice Pick Lodge seems to be reaching back into childhood to seek a resolution to very adult problems, the problems of memories that we don’t want to confront or that we think that we can simply hide out long enough from.
At some point, the game seems to argue, we need to be brave like children and make a run for it—even if that run might allow us to to be seen, to be found out for what we truly are.
http://www.popmatters.com/post/178042-knock-knock-the-terrors-of-self-exposure/
§
Knock Knock is primarily an intellectual experience not an emotional one, which already makes it a poor horror game, but then it also fails to express anything intellectual because its central means of communication, the hide and seek puzzle mechanics, are awful.
http://www.popmatters.com/post/178712-puzzles-arent-scary-in-knock-knock/
§COMMUNITY
Thoughts on Games Writing and Community Involvement
http://big-tall-words.com/2014/01/08/thoughts-on-games-writing/
§
Among the many elephants in the games criticism room, our relationship to academia is one that threatens to stomp on others the most often. It’s presence comes out in numerous ways, but most usually on methods of analyzing games and the craft of writing criticism. This month there seems to be a resurgence of it, so I want to spill some thoughts on how it effects me and some things I’d like to see develop.
http://www.mattiebrice.com/the-diy-of-games-criticism/
§
In the coming year, I want to see discussion and experiments on constructive, passionate uses of anger for social justice and change. I want people to express themselves honestly and without the degradation of others. We have our journals, our personal friends who understand us to be petty with. This doesn’t need to be an artificially happy place, but I’d like it to be somewhere no one is afraid to speak their mind and learn. I hope people who disagree with me contact me and let me know what they think, because I am ready for a change for the better, whatever it is we decide, as a community.
http://www.mattiebrice.com/on-anger/
§
What I want to dig into, and outline to respect, is the experience that Kim Delicious describes here in response to anti-toxicity articles. It’s a conflict between legit anger, anger that is cathartic and deserved, and understanding that it will wall off communication and education to another person. It shows where being an activist and simply existing as a minority identity blur.
http://www.mattiebrice.com/on-civility/
§MAGAZINES
The Arcade Review: Issue 1
http://arcadereview.net/main/?p=281
§PROFILE
I first encountered the unmistakable style of Stephen Murphy, aka thecatamites, back in 2009 with the hand-drawn adventure game Paul Moose in Space. Since then you may well have stumbled across any one of the otherworldly experience that he has provided on tap, like Space Funeral, Murder Dog IV: Trial of the Murder Dog, and The Pleasuredromes of Kubla Khan.
http://indiegames.com/2014/01/just_who_is_thecatamites_anywa.html
/.../
Every medium is imbued with the exact same amount of possibility: it’s like the density of the Real Line. The density of the Real Line between 0 and 1 is infinite, as is the density between 0.2 and 0.4, which is the same as between 0 and 100, etc.
You can always drill down, and there will always be more to discover about a medium.
http://tinysubversions.com/fuckvideogames/#slide1
§DESIGN
Chess has problems.
Not for most of us, perhaps - not for the bluffers and the fudgers and the seat-of-the-pants players who prod a path through matchups in which each side's strategy is a winsome, wobbling comedy of errors. No, chess has problems at the grandmaster level. Those people who really love chess, that devoted few who have given their lives to it and for whom chess really should be a great game? They're not getting a great game - and they haven't been getting one for a while.
Chess, it turns out, has been in a bit of a rut for some time.
http://www.eurogamer.net/articles/2013-11-03-chess-2-the-sequel-how-a-street-fightin-man-fixed-the-worlds-most-famous-game
§
Extra Credits: Affordances
http://www.youtube.com/watch?v=QCSXEKHL6fc
§
DOET [Design of Everyday Things] judges the user’s needs most important, and her perspective most valuable. It is about the apotheosis of the user; it makes her into God, and with holy might it strikes the fear of Her into objects and those who make them.
/.../
DOET, alongside all the important research around it, culminated in something called User Centered Design, a philosophy in which “user error” does not exist and programmers are sad.
/.../
This school teaches that if it’s not fun (or at the very least quick and painless) to be taught about some feature, we shouldn’t include it; that clarity is better than complexity; that elegance is better than messiness; that one button is better than two. It teaches that the purpose of a game is to explain itself to you, and that somewhere in the act of explaining lies that game’s intrinsic value. We have thereby converted the scariest, most contentious question of all (what should this thing be?) from an artistic decision into a design decision.
/.../
Our belief in clarity and elegance, though it has yielded spectacular results, is not the very best way to make videogames; it may not even be a particularly good way. We suffer from the bar we’ve set for ourselves and the burdens we place upon designers. We are wrongly convinced, even in the critical community, that works like Problem Attic are unworthy of attention solely because they prioritize different features and challenge players in a way we deem to be unfashionable.
/.../
I plan on thinking much harder about how I evaluate potential game features. “Because then the user doesn’t have to think” or “but how do we teach that?” should not be trump cards in every single argument about whether to include stuff. It’s easy to turn everything into a neat little design decision, but making a few more artistic ones would be better in the long term for users and for my sanity
http://www.gamasutra.com/blogs/BrendanVance/20140106/208092/The_Cult_of_the_Peacock.php?print=1
§
At its worst a backstory driven piece can seem soulless and lonely, as the player wanders desolate locations from which all the other humans have already fled.
But there’s also an argument to be made that the backstory mystery is one of the most natural possible shapes for interactive literature.
/.../
The problem I have with it in Gone Home is that this interaction style enforces the distance and lack of agency that is backstory’s chief defect, and it does so without offering much of value in exchange. The player’s task is purely ergodic, methodically working through every explorable space, even though this is a story about understanding and insight, not about effort and dedication.
/.../
Hypothetical reading is most interesting if the reader is likely at first to form incorrect hypotheses.
Gone Home misguides the player initially, but it does so in a way that is completely orthogonal to the actual substance of its story.
/.../
Nor does Gone Home let the reader take an active role in guessing and testing the guesses. One may form hypotheses about the relationships between the people in the house, why they are absent now, and where they have gone. But there is nothing the player can do that can either ask additional questions about these issues or hazard a guess at the answer. The exploration can’t be directed by the player in such a way that it elicits more information of the kind the player is most interested in; it can only be performed systematically and with a greater or lesser degree of thoroughness. Where in the house would you go to express, or investigate, the suspicion that the mother is having an affair?
The house, I felt, was a distraction, the 3D exploration a red herring.
http://emshort.wordpress.com/2014/01/09/reading-and-hypothesis/
§
Gone Home tells a great romance story, but it tells a particularly brilliant video game romance story because it finds a way around all these problems; you’re not part of the romance. By placing the player outside that relationship, Gone Home can develop a romance that feels realistically nuanced.
http://www.popmatters.com/post/177701-gone-home-is-the-best-romance-video-games-can-offer/
§
Half the men who got the number of the girl on the scary bridge tried to call her up. Only about 12 percent of the ones on the blase bridge in the control group made use of those same digits. Also, remember those stories the subjects were asked to make up about the ambiguous picture? Those who did so while swaying slightly back and forth over the Capilano River were much more likely to come up with narratives involving sex.
/.../
I think this explains why certain games get overrated.
Or at least certain aspects of games. Take the first season of The Walking Dead for example.
http://www.psychologyofgames.com/2013/12/fake-feels-and-free-passes/
§
The Importance of Quiet Time
http://www.youtube.com/watch?v=rCxR__N0_is
§
Fast-paced choices and moral quandaries are the most prominent feature of The Walking Dead, but they seem to have no real consequences. Why did this game receive approximately all of the awards in 2012 if its main selling point is used so inconsequentially? I suggest that the most important aspect about this game is not the many difficult choices it offers the player – it’s the illusion of choice the game constructs
/.../
The decisions you make in The Walking Dead don’t change what happens, they change how it happens.
Your actions determine what kind of person Lee is, how he reacts to certain situations, and how the other characters see him. You could almost say The Walking Dead is an RPG: Is Lee a failed family-man who sees Clementine as his second chance? Is he short-tempered and violent? Or does he keep a clear head and talks his way out of hairy situations? Does he regret what he did? Is he a cynic or a wide-eyed idealist? Will the other characters be his friends, or just his companions? Is there even any coherence between what he does and what he says? Maybe he doesn’t talk at all, which is really stupid but really funny. It doesn’t change the overarching story, but all of this and much more is up to you.
/.../
The Walking Dead is not about choices, it’s about decisions. It’s about making the right decision in a world where everything goes wrong. It’s about doing what you think is right, even when faced with absolute despair, even though all hope seems lost, and even though this bleak world doesn’t give a single fuck about your decision. But you have to do it. For Clementine.
http://ontologicalgeek.com/clementine-will-remember-all-of-that/
§QUEER
Diary of a Western Videogame Protagonist:
Day 1 – I got a haircut today. It’s a lot shorter now but not working class short, not army short. Back at home, Sarah said that she liked it, that she could see herself playfully gripping tufts of my hair during sex. I said, “Why don’t we test that hypothesis?” and she obliged. God, I love her so much. If anything were to happen to her, I swear…
Day 2 - Sarah’s dead. And just one day after our scene of mildly erotic domestic bliss, too. To mark my loss, I refused to shave today. Shaving would somehow cheapen her passing. And besides, revenge is a dish best served scruffy.
http://borderhouseblog.com/?p=11663
§
One could read in Shadow a sexual politics in which the innate goodness of human-born-humans is counterpointed with the monstering of a man-made, non-human person. Without the involvement of sexual reproduction in their creation, gender becomes irrelevant precisely because the creature is unnatural. That this character became a villain is unfortunate, because it supports a conservative idea that morality relies on a heteronormative reproductive context. I prefer to see Homunculus as a queer anti-hero: a person who has very limited survival strategies, and opts to fight for their own existence at the expense of other people. Queer anti-heroes are unable to solve their problems using brute force or economic privilege, and must manipulate what advantages they do have with skill in order to get what they want. The hero must, in response, do the same.
Histories of gender & sexual diversity in games, Issue three June 2013, Gender in the shadows, Zoya Street
§
So, why do all but one of the females need to be warriors? The problem for me is, in the context of this whimsical game, I can’t really identify with a warrior-type character. The female characters in Rayman Legends simply aren’t as fun for me because they aren’t as whimsical and fun as their male counterparts are allowed to be. Not that there is anything wrong with playing a warrior in certain games or contexts (or, I guess, with playing a lovesick fool), but it just doesn’t work for me in this particular game. I would rather play a character like Rayman who is described as “always raring for a fresh adventure to save the world;” or Sir Gilbrax, “a very famous knight.” Out of the thirteen playable male characters only one, Raynesis, is described in a threatening manner similar to the warrior princesses: “A desperate case in need of serious anger management.” But, one threatening male character still leaves me twelve whimsical male characters to choose from.
http://www.samanthablackmon.net/notyourmamasgamer/?p=4447
§
In the first part of this study of Telltale Games’ The Walking Dead, I questioned whether the Bechdel Test was the best benchmark for judging whether or not a piece of media had something to offer in terms of good female characterization. Is the Bechdel Test enough, or does even this bare minimum set the bar too low?
In this second part, I’ll be looking at some of the games’ other character, particularly Clementine, in an effort to delve deeper into the presentation of women in a game praised for its characterization and narrative strength.
http://www.samanthablackmon.net/notyourmamasgamer/?p=4492
§
Long story short, I can see genre and contextual reasons that lead designers in some areas (like fighting games) to make broad-brush design choices that engage ethnic, gender, and sexual stereotypes. http://www.chaoticblue.com/blog/2014/01/shes-got-the-look/
§VIDEOS
Final Bosman
http://www.gametrailers.com/videos/ur6ce9/the-final-bosman-nobody-finishes-video-games
§
Do You Think eSports Should Allow A.I. Teammates? | Game/Show | PBS Digital Studios
http://www.youtube.com/watch?v=1hkMhng4q74
§
Nintendoomed? A look at Nintendo's financials.
http://www.youtube.com/watch?v=V_ho5Y-Yw8g
§
Final Bosman
http://www.gametrailers.com/videos/7j4yfw/the-final-bosman-xbox-friends-with-benefits
§
Composing The Banner Saga
http://www.gametrailers.com/full-episodes/ntly7e/backtrack-composing-the-banner-saga
§
Why Comcast's 300GB Data Cap is Bad for Gaming
http://www.youtube.com/watch?v=nD8eqTIzjZM
§
Are Virtual Worlds Real or Fake? | Game/Show | PBS Digital Studios
http://www.youtube.com/watch?v=hiEu5wMoEDs
§REVIEWS
Errant Signal - The Novelist
http://www.youtube.com/watch?v=8VThsdoxwgc
§
Tim Schafer didn’t really give us what we said we wanted, which was an old school point-and-click adventure game. He gave us something better, a modern LucasArts game. He looked past our words to our intent and gave us a game that represents what we really wanted, not just what we thought we wanted.
www.popmatters.com/post/178507-the-beautiful-simplicity-of-broken-age/
§
Ice Pick Lodge seems to be reaching back into childhood to seek a resolution to very adult problems, the problems of memories that we don’t want to confront or that we think that we can simply hide out long enough from.
At some point, the game seems to argue, we need to be brave like children and make a run for it—even if that run might allow us to to be seen, to be found out for what we truly are.
http://www.popmatters.com/post/178042-knock-knock-the-terrors-of-self-exposure/
§
Knock Knock is primarily an intellectual experience not an emotional one, which already makes it a poor horror game, but then it also fails to express anything intellectual because its central means of communication, the hide and seek puzzle mechanics, are awful.
http://www.popmatters.com/post/178712-puzzles-arent-scary-in-knock-knock/
§COMMUNITY
Thoughts on Games Writing and Community Involvement
http://big-tall-words.com/2014/01/08/thoughts-on-games-writing/
§
Among the many elephants in the games criticism room, our relationship to academia is one that threatens to stomp on others the most often. It’s presence comes out in numerous ways, but most usually on methods of analyzing games and the craft of writing criticism. This month there seems to be a resurgence of it, so I want to spill some thoughts on how it effects me and some things I’d like to see develop.
http://www.mattiebrice.com/the-diy-of-games-criticism/
§
In the coming year, I want to see discussion and experiments on constructive, passionate uses of anger for social justice and change. I want people to express themselves honestly and without the degradation of others. We have our journals, our personal friends who understand us to be petty with. This doesn’t need to be an artificially happy place, but I’d like it to be somewhere no one is afraid to speak their mind and learn. I hope people who disagree with me contact me and let me know what they think, because I am ready for a change for the better, whatever it is we decide, as a community.
http://www.mattiebrice.com/on-anger/
§
What I want to dig into, and outline to respect, is the experience that Kim Delicious describes here in response to anti-toxicity articles. It’s a conflict between legit anger, anger that is cathartic and deserved, and understanding that it will wall off communication and education to another person. It shows where being an activist and simply existing as a minority identity blur.
http://www.mattiebrice.com/on-civility/
§MAGAZINES
The Arcade Review: Issue 1
http://arcadereview.net/main/?p=281
§PROFILE
I first encountered the unmistakable style of Stephen Murphy, aka thecatamites, back in 2009 with the hand-drawn adventure game Paul Moose in Space. Since then you may well have stumbled across any one of the otherworldly experience that he has provided on tap, like Space Funeral, Murder Dog IV: Trial of the Murder Dog, and The Pleasuredromes of Kubla Khan.
http://indiegames.com/2014/01/just_who_is_thecatamites_anywa.html
Labels:
academia,
banner saga,
broken age,
chess,
community,
design,
Gone Home,
icke pick,
internet,
knock knock,
music,
nintendo,
novelist,
queer,
sports,
thecatamites,
Walking Dead
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/
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
Wednesday, September 11, 2013
Critical Comp 9/11
More Gone Home:
http://ontologicalgeek.com/soft-transgressions/
http://www.popmatters.com/post/174927-gone-home/
http://www.polygon.com/2013/8/22/4643796/opinion-six-lessons-for-creating-believable-female-characters
http://thefullbrightcompany.com/2013/08/27/flowery-language/
http://ontologicalgeek.com/soft-transgressions/
http://www.popmatters.com/post/174927-gone-home/
http://www.polygon.com/2013/8/22/4643796/opinion-six-lessons-for-creating-believable-female-characters
http://thefullbrightcompany.com/2013/08/27/flowery-language/
Tuesday, September 3, 2013
Critical Links August-September
Random:
http://www.blog.radiator.debacle.us/2013/08/ludonarrative-dissonance-doesnt-exist.html
http://gamasutra.com/view/news/197707/The_strange_sad_anxiety_of_Jason_Rohrers_The_Castle_Doctrine.php
http://thecastledoctrine.net/seedBlogs.php?action=display_post&post_id=jasonrohrer_1375813898_0&show_author=1&show_date=1
http://www.edge-online.com/features/the-making-of-cart-life/
Gone Home:
http://www.youtube.com/watch?v=vU-0Ijj-ZHA
http://www.gametrailers.com/full-episodes/rodl0z/the-depths-episode-11--gone-home
http://clockworkworlds.com/post/58411117679/the-transgression-you-can-do-better
http://correlatedcontents.com/?p=1532
http://iam.benabraham.net/2013/08/gone-home-jump-scares-and-ludonarative-harmony/
http://www.rockpapershotgun.com/2013/08/16/gone-home-a-tale-of-two-dads/
http://gropingtheelephant.com/blog/?p=4123
http://www.mattiebrice.com/ghosts/
http://www.blog.radiator.debacle.us/2013/08/gone-home-and-mansion-genre.html
http://critdamage.blogspot.se/2013/08/notes-on-gone-home.html
http://thiscageisworms.com/2013/08/16/on-gone-home/
http://www.auntiepixelante.com/?p=2127
http://mkopas.net/2013/08/on-gone-home/
http://deadpixel.co/2013/08/not-gonna-happen/
Gone Home (Second Batch):
http://metroidpolitan.com/blog/2013/8/19/growing-up-riot-grrl-the-nostalgia-lie-of-gone-home
http://www.magicalwasteland.com/mw/2013/8/20/creative-restriction-and-the-new-realism.html
http://ohdeargodbees.tumblr.com/post/59013839465/im-dying-my-hair-today-because-of-a-video-game
http://patrickwlindsey.tumblr.com/post/58927460954/on-time-and-space-in-gone-home
http://gropingtheelephant.com/blog/?p=4132-
http://www.thegia.com/2013/08/19/gone-home-coming-to-see-the-light/
http://www.chaoticblue.com/blog/2013/08/not-ghosts-but-spirits/
http://www.magicalwasteland.com/mw/2013/8/20/creative-restriction-and-the-new-realism.html
http://www.blog.radiator.debacle.us/2013/08/ludonarrative-dissonance-doesnt-exist.html
http://gamasutra.com/view/news/197707/The_strange_sad_anxiety_of_Jason_Rohrers_The_Castle_Doctrine.php
http://thecastledoctrine.net/seedBlogs.php?action=display_post&post_id=jasonrohrer_1375813898_0&show_author=1&show_date=1
http://www.edge-online.com/features/the-making-of-cart-life/
Gone Home:
http://www.youtube.com/watch?v=vU-0Ijj-ZHA
http://www.gametrailers.com/full-episodes/rodl0z/the-depths-episode-11--gone-home
http://clockworkworlds.com/post/58411117679/the-transgression-you-can-do-better
http://correlatedcontents.com/?p=1532
http://iam.benabraham.net/2013/08/gone-home-jump-scares-and-ludonarative-harmony/
http://www.rockpapershotgun.com/2013/08/16/gone-home-a-tale-of-two-dads/
http://gropingtheelephant.com/blog/?p=4123
http://www.mattiebrice.com/ghosts/
http://www.blog.radiator.debacle.us/2013/08/gone-home-and-mansion-genre.html
http://critdamage.blogspot.se/2013/08/notes-on-gone-home.html
http://thiscageisworms.com/2013/08/16/on-gone-home/
http://www.auntiepixelante.com/?p=2127
http://mkopas.net/2013/08/on-gone-home/
http://deadpixel.co/2013/08/not-gonna-happen/
Gone Home (Second Batch):
http://metroidpolitan.com/blog/2013/8/19/growing-up-riot-grrl-the-nostalgia-lie-of-gone-home
http://www.magicalwasteland.com/mw/2013/8/20/creative-restriction-and-the-new-realism.html
http://ohdeargodbees.tumblr.com/post/59013839465/im-dying-my-hair-today-because-of-a-video-game
http://patrickwlindsey.tumblr.com/post/58927460954/on-time-and-space-in-gone-home
http://gropingtheelephant.com/blog/?p=4132-
http://www.thegia.com/2013/08/19/gone-home-coming-to-see-the-light/
http://www.chaoticblue.com/blog/2013/08/not-ghosts-but-spirits/
http://www.magicalwasteland.com/mw/2013/8/20/creative-restriction-and-the-new-realism.html
Labels:
cart life,
Gone Home,
ludonarrative,
rohrer
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