Baldur's Gate: Durlag's Tower - #1 - Design Club
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The Legend of Zelda: Oracle of Ages and Seasons' dungeon design | Boss Keys
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Farewell 12 Dominion Cards
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Review: Japanese Arcades
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Sinister Seductress - Tropes vs Women in Video Games
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Review: Japanese Pachinko Parlors - YouTube
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Pokémon GO - Designing for the Real World - Extra Credits
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Why Abzu Might Be the Most Important Game for Kids in Years - Writing on Games
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Free-to-Play's MECHANICS are Great - Gwent, Blitzball, and the Mini-Game Revolution - Extra Credits
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Shovel Knight and Nailing Nostalgia | Game Maker's Toolkit
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Gwent IRL
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All the Slender Ladies: Body Diversity in Video Games
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Video game sequels are a different beast than sequels in other mediums. In video games, a sequel is typically expected to improve upon its predecessor because video games are intensely technical. Since a game is thought of at least partly as a feat of software engineering, sequels are approached as a honing, refining and improvement of the original as much as they are a thematic and aesthetic continuation of them. In other words, we should think of video game sequels as new and improved models as much as the next chapter of a story, if not more so. On the other hand, the nature of a sequel demands in any medium of genre demands narrative escalation.
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The Chinese Room logo - the creative process — The Chinese Room
The logo was designed by a local Brighton graphic design studio about
4 years ago. It works well as a logo, but as The Chinese Room has grown
and changed, it wasn't sitting right as the visual to represent the
studio. Red and black are very heavy colours and triangles are quite
harsh and sharp. The overall logo is very masculine and corporate -
exactly what The Chinese Room is not.
So I began my goals for rebrand -
• Make the logo less masculine
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“No One Criticized Bioshock Infinite Before!” | this cage is worms
something has changed. If the world were the same way it was three
years ago, the people finding out about these long standing critiques
would still be walking around thinking everyone sees Infinite as
a holy grail of achievement. And that’s heartening, in some ways,
because it means the discourse has shifted that little, small amount.
The words got out, somehow.
/.../
I’ve got the long view on “games criticism” at this point, like quite a
few others, and I’d say that 80% of the people doing that kind of work
on the internet who predate myself and my “cohort” have gone on to other
things. Maybe even higher. But there’s a weird print in the culture in
the shape of their words, and well, I guess that’s something.
Showing posts with label bioshock infinite. Show all posts
Showing posts with label bioshock infinite. Show all posts
Saturday, October 1, 2016
Sunday, January 17, 2016
Longform Crit Comp 17/1
there is a history of American temperance literature that Carousel slots
into nicely. Temperance literature, very briefly, aimed to convert the
drunkard from his destructive ways and onto a path of righteousness and
bourgeois productivity. In many cases this was through tales of the
(female) children of these intemperate men taking the brunt of their
violence and, through the power of their innocent acceptance in the face
of this onslaught, their weathering of the storm, allowing these men
the chance of redemption. It would seem that a broken and powerless man
is in need of an unflinching and unarguing object for his patriarchal
control in order to be rebuilt as a man of action. The drunk is drunk
because he has been denied, or has forsaken, the mantle of authority
that a man must wear: alcohol is a way to avoid responsibility and for
the family patriarch the first responsibility is ownership of the women
(and the as-yet ungendered boys) of his household./.../
When, in Bioshock: Infinite, then broken drunk Booker DeWitt batters down the doors of a castle that he himself built in another life to rescue his own daughter, trapped there in an asexual stasis it is not the chaos of imagery and symbolism that it at first seems, but instead a direct descendent of the form of rehabilitation pioneered by temperance literature.
/.../
Perhaps unsurprisingly then the piece of Infinite fan media that most makes sense to me is Zone’s Biocock: Intimate, which collapses the erotic tension inherent in the game and as Maddy Myers says ‘comes … a lot closer to offering me the version of Elizabeth that I wanted to see than BioShock did,’ one who ‘speaks, moans and calls the sexual shots.’
/.../
In Zone’s game, the protagonist, this time a disembodied cock rather than a disembodied gun, as if there is a real difference, is still Booker, making explicit the incestuous undertones of the source game while neither remarking on them or judging them.
/.../
Ken Levine, Bioshock’s lead creator, keeps telling people to stop sexualising Elizabeth because he views her as a daughter. But I cannot for the life of me imagine why he thought a young woman would neither develop or be the subject of a sexual gaze, especially when, as I keep saying, the story that is told in Infinite is the story of her sexual awakening and her emergence from the cloying constraints of a father who wants to own her and use her as a replacement for his wife, with all of the sexual labour that that implies.
/.../
It is a fairly common mechanism of patriarchy that violence against women is framed as being bad, by and for the understanding of men, on the premise that ‘you wouldn’t want this to happen to your daughter,’ that a victim is ‘somebody’s daughter.’ Fundamentally what this says is that men can apparently only view women as an object in relation to a man, not as a person in their own right. The non-daughter is an acceptable site for your sexual fantasies because she is not owned and spoken for. Female sexual awakening is therefore posited as a process by which a man separates the bond between father and daughter, destroying the tower and building a new one to encase her and protect her from the sexual fantasies of other men.
/.../
as an industry and a society we will continue to seek our redemption in the arms of those we have wronged, whose job it is, like the little sisters of the original Bioshock, to be used to fuel our monstrous rages and to accept our caresses and desires when we break down and wish for forgiveness. We will continue to expect these women to save us with their love.
[I love how pieces like these can put something in a larger context and enrich my understanding of something which didn't make as much sense before. It's interesting how I even come to appreciate Bioshock Infinite more in some twisted way, even if it's flawed in its execution and in using this idea of temperance without my having seen them putting it in brackets or providing self-reflexivity.]
§
we see Fragile Dreams trying to reconcile modern Japanese life with traditional Japanese thought. However, looking at the game on a character level complicates the aesthetic. These ways of seeing the world are not natural, as Seto (the game’s protagonist) must spend the entire game learning to appreciate the beauty that arises from a fleeting reality.
/.../
For Japanese aesthetes, the most beautiful arts would blend into the greater world around them. Anything that announced its presence was considered simple, boisterous, and to be avoided.
/.../
in terms of mono no aware, the best way to bring out something’s beauty is to remind us of its inevitable change or passing.
/.../
as long as technology does not supplant the feeling of change and being in nature, it’s capable of functioning within Japanese aesthetic theory.
/.../
Over the course of the game, Seto finds various broken items amid the wreckage. When he takes those items to a bonfire, he finds out what they are, and hears a short story regarding the item’s last owner. There’s a consistent message running through these stories: one of unfulfilled desire. The protagonists of these stories regret making choices they can never fix, or they feel scared after having something valuable taken from them. They realize that their lives are short, and Seto sees that their worries outlasted them.
/.../
The game relays most of these narratives through some object the owner confided in. They intended to relieve their pain at least a little bit, but all we see is their emotional pain; we rarely see any kind of resolution. Therefore, the objects fail to serve their intended purpose of consoling their owners. The cell phone’s story displays this quite poignantly: while her intent is for the world to remember her, the tragic irony of her situation is that she leaves us nothing by which we can identify her. We don’t know her name or any details about her life, and it’s unclear if Seto can even access those details. All her story illustrates is how insufficient her possessions are for satisfying her wants, even if she can never know that.
§
If Fragile Dreams uses its environments to celebrate Japanese aesthetics, then it uses Seto, the protagonist, to complicate them.
/.../
he’s so pre-occupied on his loss that he’s unable to draw a connection between the impermanence of life and its being valued in the first place. Any mentions of impermanence at this point in the story reveal Seto’s negative thoughts on the matter. For example, he opens the game with the words “At the end of a summer that was all too short” (tri-Crescendo). On one level, these words indicate his wishes that the summer had lasted longer. Yet on another, they connote loss. This is a consistent theme throughout Seto’s opening narration, implying that he can only perceive change and passing on painful terms. We might also draw connections between the youthful connotations of summer, Seto’s adolescence, and the death of his caretaker.
/.../
if we interpret the old man’s death as an opportunity for Seto to appreciate life’s transience, then we must also interpret the possibility of survivors as an opportunity for Seto to deny that very same transience.
/.../
Seto’s denial is best illustrated through his interactions with Ren, a silver-haired girl who appears to Seto very early in the narrative. She runs from him the second the two meet, and he only gets brief glimpses of her throughout the story. He follows her by the drawings she leaves in her wake, and when the two finally cross paths, it’s only for a short period of time. While the story uses these facts to code her character with impermanence and uncertainty, this isn’t the meaning that Seto reads from her. Upon first meeting her, he remarks, “On my journey through the world, all the people I thought I saw slipped away like they were just a mirage. But that girl… her cheek was warm to the touch” (tri-Crescendo). So for him, Ren represents life and stability. She is the anchor against which he can verify his own experiences as real. Yet the irony is that is in worrying about whether his experiences are real, he fails to appreciate them for what they are.
/.../
the time he spends with other people shows him how it’s possible to appreciate things for their temporary nature. The first person to show him this is PF, a robotic assistant that Seto attaches to his back. The two grow close to each other as they explore the underground mall in search of Ren. However, their journey together is very brief: at the end of the day, PF’s battery drains, effectively ending her life.
/.../
Where the old man struggled to share his most intimate with regrets with Seto after knowing him for fifteen years, PF has no problems telling him about how much she loved talking with him, despite only knowing him for a day.
/.../
The two themes that emerge from Seto’s time with PF — death and its relation to mono no aware — carry throughout his encounters with other people. Chiyo demonstrates this the best by bringing the two into focus for him. When the two characters meet, Seto initially sees her as the ghost of a bratty little girl who demands that he does the impossible. But as he continues to fulfill her requests, he eventually learns the reality of the situation: she is an old woman on her death bed. Chiyo leaves Seto with these final remarks: "The day will come when your journey will end as well. Your greatest adventure will be over and you will make your way home. However, your journey will not be complete. The days will still go on for you. One after another they will pass, until you’ve had enough of the monotony. No new discoveries will await you. You’ll watch the sun rise and set. That’s all your days will have to offer. That’s the moment when you’ll realize the truth. The sunbeams, the wind rolling over the tall grass, the idle chit-chat with friends…These were the gems of your life. Then your heart will be carried off by the gentle, caressing breeze and it will sparkle like a jewel, fade, and grow cold."
/.../
her own life suggests that mono no aware could be a psychological state of being rather than something inherent in life’s experiences. She was able to view the same natural phenomenon (sunrise/sunset) at least twice in her life but have greatly divergent reactions to them at different times. In her youth, she viewed the sun’s movement as a dull monotony. It is only on her deathbed that she can finally appreciate it as a liberating event. That realization didn’t come to her in a moment; she had to cultivate it over an entire lifetime of thought on the matter. In relaying her message to Seto, Chiyo helps him through the process of appreciating life’s transitory nature, and hopes to shorten the time necessary to learn it.
§
Silent Hill 2’s architecture, along with its iconic blend of fog and darkness, is its main antagonist.
/.../
Oddly enough, this unnerving dysfunction stems from the game’s sense of order. It has an obsession with the well-ordered spaces of institutions, taking the player from an apartment block, to a hospital, to a prison, and finally a hotel. The symmetrical ground plans for these locations, found on the game’s various maps, seems to have been pulled wholesale from life, rather than created for use in a videogame. In order to become functional spaces in a game where exploration is key, these maps have then been hacked into, with entrances blocked off and walls smashed through. The divisions, functions and even internal logic of the game’s architecture is subverted, room by room. The game constantly forces the player to turn back on herself at a dead end, to check again and again the map, and try to connect its straight and true lines with the decaying masonry around them.
/.../
The descents of Silent Hill 2 are many. It is no coincidence that the game’s protagonist, James Sunderland, begins his journey at a rest stop high above the town, and must descend into it. This marks a preoccupation with downward gestures that recurs throughout the game, from elevator rides, to climbing into your own grave.
/.../
In the final third of Silent Hill 2 the player arrives at the top of a staircase. Its not the first staircase in the game, or even the last, but it is the beginning of something. Projecting down into darkness, it marks the start of the game’s most exhausting descent.
/.../
This is where Silent Hill 2’s architecture reveals itself as a psychological construct. Up above, in the town, ordered spaces stand in a struggle with the onset of decay, but here, as you tread ever deeper, the subconscious takes over.
§
the beauty of P.T. is not in its basic looping structure, but they way in which it plays and experiments within that structure.
/.../
In semantic terms, the game’s corner is analogous to the classic ghost-story phrase “and then.” It is the architectural equivalent of the shock reveal, articulated through a 90-degree turn. It’s an ancient story-telling trick, holding information back until the last possible second, but P.T.’s twist on it is to do so without speaking a word, performing its repeated reveals through the clever manipulation of space. Sometimes these reveals are red-herrings, showing you the corridor you expect to see, but in the world of P.T. even this is a cause for concern—if the corridor hasn’t changed, then something else has. It’s worth nothing that almost everything that happens, from bloody fridges to generic horror graffiti, happens on the other side of that corner. After every repetition the first task is clear—walk. This is the way the storyteller has you in her grip. “She entered the corridor,” P.T.’s storyteller says, “walking cautiously, unsure of what might be waiting for her. As she reached the familiar corner she paused … and then …”
/.../
The clock, the phone and the radio, all three sources of information, are carefully spread, each given its own alcove. The front door is the only door that never opens, an escape to an outside world hinted at but never allowed. At the end of the corridor lies a short set of steps, meaning that for each loop you must descend a little further down. This descent is carefully offset by the balcony that hides in the darkness above the entryway, imbuing in the player the distinct feeling of being watched. These precise architectural features, twisted through an elegant play of light and shadow, are laid out with precise intelligence.
/.../
Agency is non-existent—instead, choreography reigns supreme. P.T.’s scares may follow well-worn horror iconography, but they don’t require it to function. Instead they rely on the corner and the corridor, the room and doorway, the bright and the dark. This—the idea that horror exists as little more than a series of spatial arrangements, presences and absences—is truly P.T.’s greatest trick.
§
Eventually, every genre, every media, has its Ulysses. I don’t know if Kentucky Route Zero is Ulysses. It’s certainly allusive: a structurally complex, confusing, the brilliant and beautiful episodic point and click game by Cardboard Computer in which a host of characters embark on a seemingly meaningless and mythical journey through the finance and poverty ravaged landscapes of rural Kentucky. Regardless, writing about KRZ is not “easy”. Partly because of its episodic nature, and partly — I think — because of its dense and almost Beckettian allusiveness, its semantic density, KRZ seems to escape ready comprehension and understanding. Its mechanics (the word we often descend on to describe a technical process) are both simple (literally, “point and click”) and alarmingly diffuse (navigating, by symbols, the Zero itself). Meanwhile, its ‘story’ – the fabula itself – is slippery, and the formal framework around which it is arranged is complex. It’s perhaps the hardest ‘text’ – not simply ‘game’, but text, product, artefact (see? Even finding the right category word is tough) – that I’ve ever tried to write about.
/.../
Maybe we’re not properly equipped to write long-form about video games — especially those games which excel in their own obscurity and strangeness — and are not used to it, or are standing in the primordial sludge of it.
/.../
For KRZ, and games like it, it might be best to think with the rhizome in mind. You build your theory as you go.
§
[SOMA]
These days, when we talk about being human, we’re more preoccupied with defining humanity in opposition to machines and advanced AIs. We want to reassure ourselves that we have something more than an uncanny android who looks like us, acts like us, speaks like us, and is better than us at almost everything. It’s as if we know our feeling of superiority is dwindling. Taking the Aristotelian definition to its extremes, perhaps we could say that modern-day machines, as purely rational creations, are even more human than us.
/.../
In trying to preserve the core of what it means to be human, it’s easy to forget that this core immediately changed when coming into contact precisely with what we’re defining humanity against. The very existence of machines has already changed our concept of what it means to be human.
/.../attachment to the body as an imprescindible part of one’s identity, both in a positive and in a negative way, is one manifestation of that excess that is unique to the human. We also have have Catherine, the exception who accompanies the player for the best part of the game but who lives in a chip attached to Simon’s Omnitool. I don’t think the game explicitly says why she doesn’t go mad like everyone else who suffered a similar fate, but I believe the answer may be found in her strong sense of purpose. /.../
Catherine is the most liminal figure in this world in which every barrier is being broken. A human mind in purely mechanical hardware, she is driven by a very specific purpose, and, like a machine, she evaluates the world purely in terms of utility towards that purpose. But what she wants to achieve is precisely the recovery of a space in which to be human. As such, she is driven by a concept of what human life means as opposed to the mere survival of biological functions, a concept that the WAU never understood.
/.../
The machine ends when there is no clear objective left to achieve. The human, as we have seen, begins with the excess: the reality of being left behind when the objective has been achieved and disappears. It’s the reality of being alive when there is nothing left to do, a reality in which the body remains in its irreducible, useless materiality.
§
When, in Bioshock: Infinite, then broken drunk Booker DeWitt batters down the doors of a castle that he himself built in another life to rescue his own daughter, trapped there in an asexual stasis it is not the chaos of imagery and symbolism that it at first seems, but instead a direct descendent of the form of rehabilitation pioneered by temperance literature.
/.../
Perhaps unsurprisingly then the piece of Infinite fan media that most makes sense to me is Zone’s Biocock: Intimate, which collapses the erotic tension inherent in the game and as Maddy Myers says ‘comes … a lot closer to offering me the version of Elizabeth that I wanted to see than BioShock did,’ one who ‘speaks, moans and calls the sexual shots.’
/.../
In Zone’s game, the protagonist, this time a disembodied cock rather than a disembodied gun, as if there is a real difference, is still Booker, making explicit the incestuous undertones of the source game while neither remarking on them or judging them.
/.../
Ken Levine, Bioshock’s lead creator, keeps telling people to stop sexualising Elizabeth because he views her as a daughter. But I cannot for the life of me imagine why he thought a young woman would neither develop or be the subject of a sexual gaze, especially when, as I keep saying, the story that is told in Infinite is the story of her sexual awakening and her emergence from the cloying constraints of a father who wants to own her and use her as a replacement for his wife, with all of the sexual labour that that implies.
/.../
It is a fairly common mechanism of patriarchy that violence against women is framed as being bad, by and for the understanding of men, on the premise that ‘you wouldn’t want this to happen to your daughter,’ that a victim is ‘somebody’s daughter.’ Fundamentally what this says is that men can apparently only view women as an object in relation to a man, not as a person in their own right. The non-daughter is an acceptable site for your sexual fantasies because she is not owned and spoken for. Female sexual awakening is therefore posited as a process by which a man separates the bond between father and daughter, destroying the tower and building a new one to encase her and protect her from the sexual fantasies of other men.
/.../
as an industry and a society we will continue to seek our redemption in the arms of those we have wronged, whose job it is, like the little sisters of the original Bioshock, to be used to fuel our monstrous rages and to accept our caresses and desires when we break down and wish for forgiveness. We will continue to expect these women to save us with their love.
[I love how pieces like these can put something in a larger context and enrich my understanding of something which didn't make as much sense before. It's interesting how I even come to appreciate Bioshock Infinite more in some twisted way, even if it's flawed in its execution and in using this idea of temperance without my having seen them putting it in brackets or providing self-reflexivity.]
§
we see Fragile Dreams trying to reconcile modern Japanese life with traditional Japanese thought. However, looking at the game on a character level complicates the aesthetic. These ways of seeing the world are not natural, as Seto (the game’s protagonist) must spend the entire game learning to appreciate the beauty that arises from a fleeting reality.
/.../
For Japanese aesthetes, the most beautiful arts would blend into the greater world around them. Anything that announced its presence was considered simple, boisterous, and to be avoided.
/.../
in terms of mono no aware, the best way to bring out something’s beauty is to remind us of its inevitable change or passing.
/.../
as long as technology does not supplant the feeling of change and being in nature, it’s capable of functioning within Japanese aesthetic theory.
/.../
Over the course of the game, Seto finds various broken items amid the wreckage. When he takes those items to a bonfire, he finds out what they are, and hears a short story regarding the item’s last owner. There’s a consistent message running through these stories: one of unfulfilled desire. The protagonists of these stories regret making choices they can never fix, or they feel scared after having something valuable taken from them. They realize that their lives are short, and Seto sees that their worries outlasted them.
/.../
The game relays most of these narratives through some object the owner confided in. They intended to relieve their pain at least a little bit, but all we see is their emotional pain; we rarely see any kind of resolution. Therefore, the objects fail to serve their intended purpose of consoling their owners. The cell phone’s story displays this quite poignantly: while her intent is for the world to remember her, the tragic irony of her situation is that she leaves us nothing by which we can identify her. We don’t know her name or any details about her life, and it’s unclear if Seto can even access those details. All her story illustrates is how insufficient her possessions are for satisfying her wants, even if she can never know that.
§
If Fragile Dreams uses its environments to celebrate Japanese aesthetics, then it uses Seto, the protagonist, to complicate them.
/.../
he’s so pre-occupied on his loss that he’s unable to draw a connection between the impermanence of life and its being valued in the first place. Any mentions of impermanence at this point in the story reveal Seto’s negative thoughts on the matter. For example, he opens the game with the words “At the end of a summer that was all too short” (tri-Crescendo). On one level, these words indicate his wishes that the summer had lasted longer. Yet on another, they connote loss. This is a consistent theme throughout Seto’s opening narration, implying that he can only perceive change and passing on painful terms. We might also draw connections between the youthful connotations of summer, Seto’s adolescence, and the death of his caretaker.
/.../
if we interpret the old man’s death as an opportunity for Seto to appreciate life’s transience, then we must also interpret the possibility of survivors as an opportunity for Seto to deny that very same transience.
/.../
Seto’s denial is best illustrated through his interactions with Ren, a silver-haired girl who appears to Seto very early in the narrative. She runs from him the second the two meet, and he only gets brief glimpses of her throughout the story. He follows her by the drawings she leaves in her wake, and when the two finally cross paths, it’s only for a short period of time. While the story uses these facts to code her character with impermanence and uncertainty, this isn’t the meaning that Seto reads from her. Upon first meeting her, he remarks, “On my journey through the world, all the people I thought I saw slipped away like they were just a mirage. But that girl… her cheek was warm to the touch” (tri-Crescendo). So for him, Ren represents life and stability. She is the anchor against which he can verify his own experiences as real. Yet the irony is that is in worrying about whether his experiences are real, he fails to appreciate them for what they are.
/.../
the time he spends with other people shows him how it’s possible to appreciate things for their temporary nature. The first person to show him this is PF, a robotic assistant that Seto attaches to his back. The two grow close to each other as they explore the underground mall in search of Ren. However, their journey together is very brief: at the end of the day, PF’s battery drains, effectively ending her life.
/.../
Where the old man struggled to share his most intimate with regrets with Seto after knowing him for fifteen years, PF has no problems telling him about how much she loved talking with him, despite only knowing him for a day.
/.../
The two themes that emerge from Seto’s time with PF — death and its relation to mono no aware — carry throughout his encounters with other people. Chiyo demonstrates this the best by bringing the two into focus for him. When the two characters meet, Seto initially sees her as the ghost of a bratty little girl who demands that he does the impossible. But as he continues to fulfill her requests, he eventually learns the reality of the situation: she is an old woman on her death bed. Chiyo leaves Seto with these final remarks: "The day will come when your journey will end as well. Your greatest adventure will be over and you will make your way home. However, your journey will not be complete. The days will still go on for you. One after another they will pass, until you’ve had enough of the monotony. No new discoveries will await you. You’ll watch the sun rise and set. That’s all your days will have to offer. That’s the moment when you’ll realize the truth. The sunbeams, the wind rolling over the tall grass, the idle chit-chat with friends…These were the gems of your life. Then your heart will be carried off by the gentle, caressing breeze and it will sparkle like a jewel, fade, and grow cold."
/.../
her own life suggests that mono no aware could be a psychological state of being rather than something inherent in life’s experiences. She was able to view the same natural phenomenon (sunrise/sunset) at least twice in her life but have greatly divergent reactions to them at different times. In her youth, she viewed the sun’s movement as a dull monotony. It is only on her deathbed that she can finally appreciate it as a liberating event. That realization didn’t come to her in a moment; she had to cultivate it over an entire lifetime of thought on the matter. In relaying her message to Seto, Chiyo helps him through the process of appreciating life’s transitory nature, and hopes to shorten the time necessary to learn it.
§
Silent Hill 2’s architecture, along with its iconic blend of fog and darkness, is its main antagonist.
/.../
Oddly enough, this unnerving dysfunction stems from the game’s sense of order. It has an obsession with the well-ordered spaces of institutions, taking the player from an apartment block, to a hospital, to a prison, and finally a hotel. The symmetrical ground plans for these locations, found on the game’s various maps, seems to have been pulled wholesale from life, rather than created for use in a videogame. In order to become functional spaces in a game where exploration is key, these maps have then been hacked into, with entrances blocked off and walls smashed through. The divisions, functions and even internal logic of the game’s architecture is subverted, room by room. The game constantly forces the player to turn back on herself at a dead end, to check again and again the map, and try to connect its straight and true lines with the decaying masonry around them.
/.../
The descents of Silent Hill 2 are many. It is no coincidence that the game’s protagonist, James Sunderland, begins his journey at a rest stop high above the town, and must descend into it. This marks a preoccupation with downward gestures that recurs throughout the game, from elevator rides, to climbing into your own grave.
/.../
In the final third of Silent Hill 2 the player arrives at the top of a staircase. Its not the first staircase in the game, or even the last, but it is the beginning of something. Projecting down into darkness, it marks the start of the game’s most exhausting descent.
/.../
This is where Silent Hill 2’s architecture reveals itself as a psychological construct. Up above, in the town, ordered spaces stand in a struggle with the onset of decay, but here, as you tread ever deeper, the subconscious takes over.
§
the beauty of P.T. is not in its basic looping structure, but they way in which it plays and experiments within that structure.
/.../
In semantic terms, the game’s corner is analogous to the classic ghost-story phrase “and then.” It is the architectural equivalent of the shock reveal, articulated through a 90-degree turn. It’s an ancient story-telling trick, holding information back until the last possible second, but P.T.’s twist on it is to do so without speaking a word, performing its repeated reveals through the clever manipulation of space. Sometimes these reveals are red-herrings, showing you the corridor you expect to see, but in the world of P.T. even this is a cause for concern—if the corridor hasn’t changed, then something else has. It’s worth nothing that almost everything that happens, from bloody fridges to generic horror graffiti, happens on the other side of that corner. After every repetition the first task is clear—walk. This is the way the storyteller has you in her grip. “She entered the corridor,” P.T.’s storyteller says, “walking cautiously, unsure of what might be waiting for her. As she reached the familiar corner she paused … and then …”
/.../
The clock, the phone and the radio, all three sources of information, are carefully spread, each given its own alcove. The front door is the only door that never opens, an escape to an outside world hinted at but never allowed. At the end of the corridor lies a short set of steps, meaning that for each loop you must descend a little further down. This descent is carefully offset by the balcony that hides in the darkness above the entryway, imbuing in the player the distinct feeling of being watched. These precise architectural features, twisted through an elegant play of light and shadow, are laid out with precise intelligence.
/.../
Agency is non-existent—instead, choreography reigns supreme. P.T.’s scares may follow well-worn horror iconography, but they don’t require it to function. Instead they rely on the corner and the corridor, the room and doorway, the bright and the dark. This—the idea that horror exists as little more than a series of spatial arrangements, presences and absences—is truly P.T.’s greatest trick.
§
Eventually, every genre, every media, has its Ulysses. I don’t know if Kentucky Route Zero is Ulysses. It’s certainly allusive: a structurally complex, confusing, the brilliant and beautiful episodic point and click game by Cardboard Computer in which a host of characters embark on a seemingly meaningless and mythical journey through the finance and poverty ravaged landscapes of rural Kentucky. Regardless, writing about KRZ is not “easy”. Partly because of its episodic nature, and partly — I think — because of its dense and almost Beckettian allusiveness, its semantic density, KRZ seems to escape ready comprehension and understanding. Its mechanics (the word we often descend on to describe a technical process) are both simple (literally, “point and click”) and alarmingly diffuse (navigating, by symbols, the Zero itself). Meanwhile, its ‘story’ – the fabula itself – is slippery, and the formal framework around which it is arranged is complex. It’s perhaps the hardest ‘text’ – not simply ‘game’, but text, product, artefact (see? Even finding the right category word is tough) – that I’ve ever tried to write about.
/.../
Maybe we’re not properly equipped to write long-form about video games — especially those games which excel in their own obscurity and strangeness — and are not used to it, or are standing in the primordial sludge of it.
/.../
For KRZ, and games like it, it might be best to think with the rhizome in mind. You build your theory as you go.
§
[SOMA]
These days, when we talk about being human, we’re more preoccupied with defining humanity in opposition to machines and advanced AIs. We want to reassure ourselves that we have something more than an uncanny android who looks like us, acts like us, speaks like us, and is better than us at almost everything. It’s as if we know our feeling of superiority is dwindling. Taking the Aristotelian definition to its extremes, perhaps we could say that modern-day machines, as purely rational creations, are even more human than us.
/.../
In trying to preserve the core of what it means to be human, it’s easy to forget that this core immediately changed when coming into contact precisely with what we’re defining humanity against. The very existence of machines has already changed our concept of what it means to be human.
/.../attachment to the body as an imprescindible part of one’s identity, both in a positive and in a negative way, is one manifestation of that excess that is unique to the human. We also have have Catherine, the exception who accompanies the player for the best part of the game but who lives in a chip attached to Simon’s Omnitool. I don’t think the game explicitly says why she doesn’t go mad like everyone else who suffered a similar fate, but I believe the answer may be found in her strong sense of purpose. /.../
Catherine is the most liminal figure in this world in which every barrier is being broken. A human mind in purely mechanical hardware, she is driven by a very specific purpose, and, like a machine, she evaluates the world purely in terms of utility towards that purpose. But what she wants to achieve is precisely the recovery of a space in which to be human. As such, she is driven by a concept of what human life means as opposed to the mere survival of biological functions, a concept that the WAU never understood.
/.../
The machine ends when there is no clear objective left to achieve. The human, as we have seen, begins with the excess: the reality of being left behind when the objective has been achieved and disappears. It’s the reality of being alive when there is nothing left to do, a reality in which the body remains in its irreducible, useless materiality.
§
Labels:
bioshock infinite,
fragile dreams,
Gender,
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Wednesday, December 30, 2015
Critical Compilation - Mental Health/Illness
It took a long time and a lot of work to name it as trauma, and even more work, still ongoing, to understand how I could keep it from destroying my life.
/.../
I want to say people who loved me asked me to get help, or that I had some kind of breakthrough that I couldn’t spend the rest of my life that way, but that’s not what happened. What actually happened is that I played Bioshock Infinite.
/.../
for all the things it gets wrong — and it’s so, so many things — it gets so many things right about trauma.
/.../
Until the core physical experience of trauma — feeling scared stiff,
frozen in fear or collapsing and going numb — unwinds and transforms,
one remains stuck, a captive of one’s own entwined fear and
helplessness. The… perception of seemingly unbearable experiences leads
us to avoid and deny them, to tighten up against them and then split off
from them. Resorting to these “defenses” is, however, like drinking
salt water to quench extreme thirst. Booker’s split comes at a pivotal
baptism scene, implied to take place directly after Wounded Knee
although with no sign of the battle in sight. It’s here, the game tells
us, that one version of Booker decides to become Comstock, washing
himself clean of his sins, putting the past behind him, and eventually
going on to create the floating white theocracy of Columbia. Yet
Booker-as-Comstock is repression, stagnation, Peter Levine’s avoidance
and denial; he deals with his trauma by powerfully and absolutely
pretending it never happened.
That’s the salvific promise of the
game’s understanding of baptismal doctrine; but the past, it goes on to
show, cannot be wiped away. Columbia is Comstock’s monument to
everything he won’t deal with, a testament to the all-saving power of
staying stuck and the bandage on the unbindable wound of his actions.
With Columbia he can write a new story about Wounded Knee, about the
Boxer Rebellion, about the False Shepherd and the Lamb and the future
and himself. With Columbia he can pretend that everything is fine.
/.../Having a wife and a family could have been the coming back to life Booker needed, but instead, when it ends in tragedy, he turned to the violent, ugly life of the Pinkertons. Peter Levine writes, “Humans… reterrorize themselves out of their (misplaced) fear of their own intense sensations and emotions… [making] the process of exiting immobility fearful and potentially violent.”2 Or, as Comstock tells Booker, “It always ends in blood.” Unlike Comstock, Booker’s efforts are at least kinetic. He dives headfirst into the person he was, trying to solve his problems through the actions that caused them in the first place. Columbia was made for him by him, or another version of him. It is a playground for every one of his maladaptive coping strategies and a place where he can spin his wheels under the guise of getting better while simply rehashing the same old things. It ends in blood because he brings it, because he can’t bring anything else.
/.../
When it does go wrong, Columbia is
Booker’s ideal therapy room. In this floating city, everything that
wrecks his life on the ground leads to success. Non-Columbia Booker
clearly has a drinking problem, but in Columbia drinking makes him
healthier. Non-Columbia Booker is pretty broke, if the losing gambling
receipts in his room are any indication, but in Columbia people toss
their riches in the trash; money is easy to come by and easy to spend.
At the Good Time Club in Finkton, a powerful stranger offers Booker the
job of head of security and forces him to “audition” for the role,
according to the club’s marquee, through a series of increasingly
difficult wave battles. To me, this is Booker auditioning for
the role of himself, a chance to indulge in all the violent impulses
that lived in his heart through Wounded Knee and the Pinkertons and to
be lauded and praised for them. His annoyance and his determination to
just do the job that brought him to Columbia are all lies. There’s no
way he isn’t enjoying it, because it all makes sense; it feeds back in
on itself, re-traumatizing him, trapping him in that endless loop. He
drags Elizabeth into it too, helping her deal with her dead mother
through the same audition format: a series of wave battles with her
ghost to prove herself worthy of the dead woman’s love.
/.../
As I played through the end of Infinite
and the game made its strange sense of Booker’s story, I understood
what I had been doing to myself more clearly than any website or
pastel-covered self-help book had been able to point out. I saw how I’d
let my past define me, how I constantly ran it over in my mind, refusing
to try a new door, a new way, refusing to let anything else in. If people had done bad things to me I
couldn’t make them stop by doing bad things to myself. Just as Booker
couldn’t end the cycle of bloodshed with more bloodshed. Just as
Comstock couldn’t end denial with more denial. Booker’s looping timeline
showed me my own and pointed to the thing I seemed to most fear and yet
most want: that I’d be dead inside forever, because even though it was
terrible, at least I knew it was safe. When Booker decides to step away
from that, to let his past drown him at the baptism, to submit fully to
the weight of everything that happened… well. We don’t quite know if it
breaks the cycle, but at least it’s something new./.../
§
Mental illness in fiction is often used as a way to strip individuals of their humanity and, in doing so, reflects a cultural fear of what happens when we, too, descend. The horror of Eternal Darkness therefore lies not in the monsters your character must fight, but in the long-term impact of encountering those monsters.
/.../
While Eternal Darkness explores the descent into madness and casts insanity as something to be avoided at all costs, Psychonauts takes a more comprehensive view.
/.../
the game does not equate “mentally healthy” with being neurotypical in a direct fashion, nor does it tie competency to lack of mental illness or past trauma. Not only does pretty much every camper training to become a Psychonaut have traits that code for a mental illness—two happy campers are plotting suicide in attempt to gain more powers, a boy wears a tinfoil hat to avoid making things explode, and another child has extreme hydrophobia—but so do some of the camp instructors. Even characters that don’t have obvious coding, such as Raz, are shown to be wrestling with a deeper issue of one kind or another. For Raz to “fix” an issue obviously associated with a mental illness or help to resolve feelings over a past trauma, the person must be afflicted by it on some level; he does not assume particular eccentricities are a problem in the absence of related distress.
/.../
If Eternal Darkness is a game that speaks to “normal” people’s fear of going insane, Psychonauts is one that delves deeper into what being mentally healthy actually means. Eternal Darkness assumes it is impossible to see terrible things without going mad; Psychonauts largely assumes you’ve gone through something terrible, but recognizes the impact of that on your psyche is dependent on how you handle it and how your mental landscape looks otherwise.
§
I was taken aback by the idea of having a conversation with someone who my mind immediately identified as another enemy. Another body to add to my ever-increasing count in the game. But instead, here I was, talking and trying to coerce information out of someone who was clearly an intelligent being. This seemingly mundane occurrence of gently subverting the horror genre’s traditional Othering of its enemies into flawed but complex portrayals was one of the many achievements of Troika’s Vampire: The Masquerade – Bloodlines.
/.../
Games, particularly the ones that rely on having the players commit violent acts, have a poor reputation of stigmatizing mental illnesses through a negative portrayal, often equating people with such illnesses to monsters.
/.../
One common way the horror genre antagonizes those with mental health issues is by depicting them as exhibiting violent, psychopathic behaviour that threatens the safety of the player character. The endangerment of the player’s own well-being in the virtual world is a condition many action-based horror games use in order to justify the violent actions the player is then encouraged to commit towards the disabled bodies.
/.../
However, Othering goes beyond the problematic representation of enemies. Mechanics like sanity meters are commonly used in games like Eternal Darkness: Sanity’s Requiem to describe the mental state of the player character. If the meter is filled to its maximum, it would generally result in the player character going “insane” and trigger a fail state. This mechanisation is deeply problematic, as on top of reinforcing existing stereotypes about a group of people, it further deepens the stigma surrounding them by misrepresentation. One of the most common misconceptions perpetuated by the stigmatizing mechanics of horror games is the false notion that mental illnesses lead to criminally violent behaviour.
/.../
By establishing a setting which treats characters with mental illnesses with respect, Bloodlines tries to humanize key Malkavian non-player characters, and communicate empathy to the player.
/.../
Bloodlines is a strange and fascinating game on several levels. This is apparent already in the character creation scene. One of the six possible clans the players can role-play as, the Malkavians, are a group of vampires who suffer from a variety of mental illnesses including hallucination and schizophrenia. However, within Kindred — the colloquial term for the community of Vampires in the game’s universe — they are respected and treated as equals, and are often regarded as seers and oracles. Even within the Camarilla, the ruling body of the Kindred, Malkavians are given an equal seat of power, and thus represented fairly. By establishing a setting which treats characters with mental illnesses with respect, Bloodlines tries to humanize key Malkavian non-player characters, and communicate empathy to the player. Bloodlines consciously avoids this negative stereotyping by carefully portraying every Malkavian NPC you meet during the course of the game as non-aggressive.
/.../
dissociative identity disorder (DID). Bloodlines deals with this issue in an interesting way by utilizing the same approach it does with Malkavians. It treats them as who they are, first and foremost — humans. This can be seen with how the game deals with The Twins.
/.../
Both Therese and Jeanette are respected by other NPCs in the Bloodlines world and it presents an example of the game providing a safe space in its universe to the Malkavians. Seeing the world treat Malkavians like Therese/Jeanette with respect acts as a deterrent for the player to Other them for their mental illnesses. Bloodlines, by adding a personal background to the characters, humanizes them and makes it easier for player to empathize with them. By foregrounding their humanity, Bloodlines allows Therese/Jeanette’s character to evolve without forcing stereotypes pertaining to their condition. However, it doesn’t fully evade the problematic aspects of the representation of Malkavians. By presenting their personality traits as eccentric and mystical, it creates a stereotype which reduces every Malkavian to that specific set of characteristics.
/.../
Bloodlines’ ambition comes to the fore when the you as a player choose a Malkavian character to be your protagonist. Unlike other clans, a Malkavian Player Character (PC) has a largely different script and they often speak in convoluted and vague dialogues to other characters. These dialogues have a vague tone which may be cryptic and opaque to a first-time player. However, what’s interesting to note is that these very dialogues are designed to serve as foreshadowing to a player on a repeat playthrough of the game. Many of them subtly hint at major revelations well before they are actually scripted to occur in the game’s plot.
/.../
By doing that, Bloodlines also implies that while words of someone suffering from mental illnesses are often relegated to ramblings by society, they may contain wisdom that may require a deeper understanding. It still can be seen as a form of Othering, but without much of the negative connotations that stigmatize people with mental illnesses. The kind of understanding, which in the context of the game, that only players who have experienced the game would have.
/.../
while representing Malkavians as non-violent eccentrics subverts expectations established by horror tropes, that does not necessarily make them more relatable. Or do the methods Bloodlines employs fetishize characteristics we associate with people having mental conditions? It’s worth asking if representation in media always runs the risk of objectification on some level, no matter how nuanced it might be.
§
As a therapist, I’d like to say that every group session I’ve done with young people goes great. Unfortunately, the truth is that some sessions are marked less by epiphanies and more by blank stares, fighting, and crayon-eating. The main difference? Whether the day’s topic actually resonates with the group.
/.../
Instead of tearing up the floorboards and replacing all of our current analogies with gaming references, I suggest that we recognise video games as a font for cases where kids have already encountered (and often triumphed over) real-world issues. Mario Kart wasn’t just a thing that those kids knew — it was a place where they felt anger and betrayal. It confronted them with the fact that their friends don’t always support them. For those kids, a reference to Mario Kart was an acknowledgement of these complex experiences.
/.../
There was a pause as the boys mulled these questions over. One boy disagreed. He started to tell me how the situations were nothing alike, when another boy leapt to his feet. “I’m stuck, and I don’t know what to do,” he proclaimed. “But there could be something, I just haven’t thought of it. There’s no CPS wiki. But there could be.” That’s the power of gaming analogies. I didn’t have to sell them on changing their perspective or altering their behaviors. They found their own way in, using examples that were relevant in a context that was meaningful to them. Minecraft provided real experiences of being stuck and having to wait. Minecraft provided real alternatives to “think of all the people you’d like to threaten.” The boys had already encountered their current problem. What’s more, they’d already triumphed.
§
tension between the potential freedom afforded by games and the baggage that cannot be outrun is especially pronounced in games about anxiety and depression. How do you try on new identities when an emotional condition tinges everything? Is anxiety one of the things players leave behind or a part of real life that bleeds into games?
/.../
There is no shortage of games about anxiety and depression. The past year and a half has seen an explosion of small, personal games, all of which sought to address this subject in their own way.
/.../
I don’t want to be happier. I’d gladly settle for that, but it’s not a real goal. Instead, I only wish for a bit more perspective, just enough to get through the day with a minimum of fuss. The same is needed from videogames: A little more perspective on what they can and cannot tell us about others or ourselves. As in other media forms, anxiety and depression aren’t signs of artistic seriousness—you can be a serious artist or author without these afflictions—but they are challenges that should be taken seriously. We now have enough games to form a group therapy session and hope some greater context comes of the exercise. That context is needed—it is one of the few areas in which I am confident of not being alone.
§
One 2013 review from the American Psychological Association found that strategy videogames enhanced problem-solving skills in young children, and had the potential to increase “emotional resilience” in daily life. In-game failures aren’t a dead end for children, the report argues; rather, when presented with a conflict, young players create coping mechanisms that help them advance through the game. In real life, investing energy into everyday life can be an overwhelming experience for gamers with mood disorders. The sheer abundance of negative thoughts and feelings from depression can make the outside world feel too complex to handle. However, videogames are designed with a solution in mind for the player to achieve. They present an interactive space for the player to overcome conflicts without any real world consequences for failing. In gaming, we tend to believe, there’s no such thing as a permanent loss — just restarting.
/.../
XCOM also lets players choose Easy or Normal difficulty options for a much more manageable experience. In most situations, in-game risk has been diminished to the point where players simply have to use cover and prioritize enemy targets in order to win missions. So as the player learns the game’s mechanics at their own pace, they can also become more confident in their abilities to succeed, and subsequently move onto the harder difficulty levels. This is particularly important for players with depression or anxiety, who might have a low threshold for in-game challenge. Afterwards, they can take on the harder difficulty levels.
/.../
Take one article review published in the American Journal of Play, “Video Games: Play That Can Do Serious Good.” According to the authors, action, puzzle, and strategy videogames enhanced logical and visual information processing capabilities for their players. Extended time playing the strategy game Rise of Nations, for instance, improved “task switching, working memory, and abstract reasoning” among individuals suffering from age-related cognitive declines. Likewise, action and puzzle videogames improved players’ ability to prioritize decisions and quickly switch between tasks. Alongside cognitive therapy, videogames help the brain operate more efficiently while observing and understanding information. Hard data also shows that videogames can improve cognitive functioning, diminish the effects of depression and anxiety disorders, and can even be designed for therapeutic purposes. According to TIME, the cognitive behavioral therapy videogame SPARX successfully helped 44% of players completely overcome their depression, with 66% experiencing decreased depression symptoms after playing the game. Likewise, in a recent study at Michigan State University, researchers found that their shape-identification videogame “improved concentration and lessened anxiety for the anxious participants [who played the game].” Associate professor of psychology Dr. Jason Moser even concluded there was a potential to open a new market specifically for videogame therapy.
/.../
However, videogames are not a saving grace from mental illnesses. Overuse presents real barriers for behavioral therapy, and relying on a videogame for personal happiness can develop addictive habits in players. Without healthy boundaries and proper health care, mental illnesses can fester under gaming addictions.
§
The spinning blades are no more nonsensical than the chainsaw wielding maniac. Neither belongs in a mental institution,but they do belong in a campy/creepy game environment. The fact that the place purports to be some kind of madhouse probably won’t matter very much to what little narrative there might be. It’s wallpaper to act as a backdrop for bludgeoning and butchery. It could as easily be a carnival full of insane clowns or an abandoned hotel full of insane bellboys, or an insurance office full of insane filing clerks.
/.../
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.
/.../
at their best, games can implicate us in ways that traditionally observed media cannot and turn the screw an extra few degrees. However, games can also fill their corridors and torture chambers with the mad, and make otherness and illness things to defeat or to hide from rather than to engage with. That’s much less imaginative, much less empathic and, most damning of all in a creative industry, much less interesting.
§
This, we are made to understand, is how you become a heroine, a tomb raider. Our lead characters have to be hard, and while we accept a male hero with a five o'clock shadow and a bad attitude generally unquestioned, a woman seems to need a reason to be hard. Something had to have been done to her.
/.../
When you want to make a woman into a hero, you hurt her first. When you want to make a man into a hero, you hurt… also a woman first.
/.../
"Sherlock Holmes gets to be brilliant, solitary, abrasive, Bohemian, whimsical, brave, sad, manipulative, neurotic, vain, untidy, fastidious, artistic, courteous, rude, a polymath genius. Female characters get to be Strong." Further, we seem to have problematic ideas of how women become Strong -- men break them, we assume.
/.../
Abstracted ideas about post-traumatic stress disorder or the catch-all "mental health issues" are common in games -- apparently the logic is if we're trying to advance narratives in action games, we need to find nuanced rationales for why we're killing so many people with aplomb.
§
The mentally ill make for good villains, across all media in fact. You see, we just don't stop, we don't know how. We can't listen to reason, so the question of the appropriateness of force is taken away from you, the protagonist. We make things easy as well, because ultimately, we want to die. Not the clean, pure death urge of the hero either, who stakes his life on the promise of a better world; we just want to be put out of our misery.
/.../
We need to be able to show the difference between madness and malice, because ideologies spread in a way that madness doesn't.
§
This is why Depression Quest is not simply an “empathy game” that MAKES you understand depression, and why it is something more valuable.
§
Errant Signal - Actual Sunlight + Depression Quest (Spoilers)
§
I wanted to start from one simple word, one that is used by marketing departments and journalists alike; it pervades reviews, previews, the lexicon of indie games and it trickled down to gamers themselves. The word ‘addictive’. Gaming is, as far as I know, the only community in which the word addictive is considered a positive.
[This piece is really personal and hit home for me, even if my story with depression is quite different and has made me play less and not more games for the last ten years (but before that, yep, had me playing Baldur's Gate 2 constantly for three months).
§
A visual novel about a group therapy session for final girls.
Saturday, November 29, 2014
29/11
§KICKSTARTER
Late To The Party : A Cold War Espionage RPG in the Baltics
https://www.kickstarter.com/projects/pyrodactyl/late-to-the-party-a-cold-war-espionage-rpg-in-the/posts
§
Unrest: An Honest Postmortem of a Kickstarter Success
http://www.shamusyoung.com/twentysidedtale/?p=23830
§MISC
Here’s what happened when Wreden and Pugh dug into the ideas behind The Stanley Parable’s disorienting and utterly impossible building.
http://www.rockpapershotgun.com/2014/11/21/the-stanley-parable-architecture/
§
The Game Design of IKEA | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=LKCDJ89ODyM
§
queer as in fuck me – a design manifesto
/.../
((Provocation: Queerness resides not within the game but in the way we relate to the game and to each other. Answer: Design games that draw awareness to participation in relationships.))
http://www.mattiebrice.com/queer-as-in-fuck-me-a-design-manifesto/
§
Extra Credits - Interactive Video - How Cloud Chamber Makes a Game out of Movies
https://www.youtube.com/watch?v=dU70hOX5_X8
§
What is a game? And why it matters! | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=H0ReU2tvLFo
§
I really liked Bioshock: Infinite, but upon replaying it with an audience, I have noticed one thing. When you aren’t hypnotized by the constant combats and strong visuals, and when you break apart from those to share your observations with somebody else, you perceive the interplay of dialogue and gameplay very differently. By which I mean you realize how award-winning game-changing Nobel-peace-prize-getting they really are
http://www.chocolatehammer.org/?p=4762
§
PS4: A One Year Anniversary
http://www.gametrailers.com/videos/quhrmg/the-final-bosman-ps4--a-one-year-anniversary
§
Extra Credits - The True Genius of Dark Souls II - How to Approach Game Difficulty
https://www.youtube.com/watch?v=MM2dDF4B9a4
Late To The Party : A Cold War Espionage RPG in the Baltics
https://www.kickstarter.com/projects/pyrodactyl/late-to-the-party-a-cold-war-espionage-rpg-in-the/posts
§
Unrest: An Honest Postmortem of a Kickstarter Success
http://www.shamusyoung.com/twentysidedtale/?p=23830
§MISC
Here’s what happened when Wreden and Pugh dug into the ideas behind The Stanley Parable’s disorienting and utterly impossible building.
http://www.rockpapershotgun.com/2014/11/21/the-stanley-parable-architecture/
§
The Game Design of IKEA | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=LKCDJ89ODyM
§
queer as in fuck me – a design manifesto
/.../
((Provocation: Queerness resides not within the game but in the way we relate to the game and to each other. Answer: Design games that draw awareness to participation in relationships.))
http://www.mattiebrice.com/queer-as-in-fuck-me-a-design-manifesto/
§
Extra Credits - Interactive Video - How Cloud Chamber Makes a Game out of Movies
https://www.youtube.com/watch?v=dU70hOX5_X8
§
What is a game? And why it matters! | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=H0ReU2tvLFo
§
I really liked Bioshock: Infinite, but upon replaying it with an audience, I have noticed one thing. When you aren’t hypnotized by the constant combats and strong visuals, and when you break apart from those to share your observations with somebody else, you perceive the interplay of dialogue and gameplay very differently. By which I mean you realize how award-winning game-changing Nobel-peace-prize-getting they really are
http://www.chocolatehammer.org/?p=4762
§
PS4: A One Year Anniversary
http://www.gametrailers.com/videos/quhrmg/the-final-bosman-ps4--a-one-year-anniversary
§
Extra Credits - The True Genius of Dark Souls II - How to Approach Game Difficulty
https://www.youtube.com/watch?v=MM2dDF4B9a4
Labels:
bioshock infinite,
Dark Souls,
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pbs,
queer,
rpg,
stanley parable,
unrest
Wednesday, April 23, 2014
23/4
§BIOWARE
Garrus Vakarian is the Mass Effect series.
http://www.unwinnable.com/2014/04/14/garrus-and-the-turians/#.U1M6c4VOKHh
§
Comparing Baldur’s Gate II’s romances to Mass Effect’s is not only an interesting way to look at how BioWare as a company has changed over the past twelve years, but also the way that gamer culture and video games in general have changed.
http://ontologicalgeek.com/from-jaheira-to-liara-a-brief-survey-of-bioware-romances/
§DESIGN
And yet, parenthood as described by videogames on a whole generally tells us this is what children are: dreadfully bothersome creatures who suck up all your energy and tolerance, baited with rewards.
/.../
BioShock Infinite’s vision of parenthood is finding someone of a younger generation to help you do the things you were doing anyway, indistinguishable from a minion but for your tone of voice. In this manner, your daughter is a walking, talking pair of pants that give your bullets fire damage. The Last of Us carries a similar message more expertly told.
/.../
Still, she plays second fiddle to Joel because, ultimately, the game revolves around Joel growing up
/.../
So to the extent that BioShock Infinite and TLOU are about parenthood, they conceive it as control. Two of the biggest games of recent years dealing with a narrative as old as humanity, and this is the best they can figure: two father-figures to whom a daughter is but a mechanism for their own wish-fulfillment.
http://normallyrascal.wordpress.com/2014/04/14/parenthood/
§
The primary approach we'll be looking at is a series of questions that storytellers can ask themselves to help create story ideas, interesting scenarios, player characters, and all that humus.
http://playersdelight.blogspot.se/2014/04/how-to-develop-interactive-story-idea.html
§
Comedic Games - Can We Make More Funny Games? - Extra Credits
https://www.youtube.com/watch?v=Dh_kdu8LnvE
§
We have progressed to the point where we are brave enough to ask, if we take away the > prompt, is it still interactive fiction that we are playing?
Twine is just one way of asking this question. Inklewriter and ChoiceScript ask it in similar sorts of ways; StoryNexus, Versu, and Seltani come at different angles.
http://storycade.com/war-pestilence-famine-death-twine/
§
Design/war has to change, to stay new, to always be one step ahead of the player/protagonist, and so the real question is not “how did Kojima land here?” but rather “can Kojima think his way out of this?” In the drive for new narrative elements, Kojima has written himself into a creative corner. What we’re seeing isn’t just the product of a sexist world view, but instead a designer who, in his attempt to invent, to push, to surprise his audience, ends up going to a powerfully regressive and brutally violent place.
http://www.pastemagazine.com/articles/2014/04/ground-zeroes-the-sexual-violence-of-metal-gear-so.html
§
So there you have it. Thomas Was Alone and Dark Souls 2. Same game, basically. Because psychology.
http://www.psychologyofgames.com/2014/04/thomass-dark-soul-is-alone/
§ZELDA
Because it calls Link’s will into question, because it’s tinged with uncertainty, and because it captures the illogical flow of a dream, Link’s Awakening feels more human than other Zelda games.
/.../
Link has no grand reason to follow the owl or to wake up the fish—it’s not the Virtuous Thing To Do, just a possible route off the island. As in the haze of sleep, the only choice is to go forward despite a dearth of logic.
/.../
Since it’s so easy to get swept up in this push, it takes a while to realize that Link’s actions aren’t necessarily good. The townspeople were just fine without Link (except for the occasional dognapping). The monsters who guard the musical instruments aren’t causing problems for anyone. Link is the one storming into their homes, breaking their things, and taking away their drums and violins.
/.../
Dreams don’t make sense. They’re forces of nature, beyond our control. They’re human, and by that measure alone, Link’s Awakening transcends its staid fantasy roots. Whether the game is Link’s dream or the Wind Fish’s, they both face something that many of us confront every morning when we emerge from our dreams into another, supposedly more meaningful reality.
http://www.avclub.com/article/when-zelda-traded-heroism-murky-morality-dreams-203416
§DEPRESSION
Errant Signal - Actual Sunlight + Depression Quest (Spoilers)
https://www.youtube.com/watch?v=js1OsJZq2Vg
§COMMUNITY
Game Theory: Flappy Bird, PewDiePie, and Pasta Sauce
https://www.youtube.com/watch?v=MyXcr6sDRtw
§
Shenmue's moment has passed, and as intoxicating as its grounded, gloriously detailed open worlds were at the turn of the century, it's hard to see one man isolated from the industry recapturing their grandeur for an audience spoiled by Skyrim and Los Santos, regardless of whatever budget comes his way. The Last Guardian, meanwhile, could suffer similarly: when Team Ico's last effort came out nearly a decade ago, it was a time when more esoteric, ethereal and overtly artful games were something of a rarity.
/.../
Yet either way, the world of games has become so broad, so varied and so dynamic in Half-Life's absence that the idea of a bespectacled scientist redefining that world all over again seems impossibly quaint - and it leads me to believe that, should that day ever arise, my response won't be an excited scream, but rather a resigned sigh.
http://www.eurogamer.net/articles/2014-04-12-i-never-want-to-play-shenmue-3-half-life-3-or-the-last-guardian
§
It is unlikely Luftrausers will undergo any major aesthetic change as a result of what Simins and Dubbin said, but the conclusion of this exchange brings a better understanding of what Vlambeer intended by creating Luftrausers. No one has to agree with either side, but our understanding of Luftrausers’ place in game culture was deepened.
That’s not controversy. That’s criticism, and I wish we had way more of it.
http://patrickklepek.tumblr.com/post/82006821614/help-me-out-i-dont-understand-how-people-could-be
§
In Sweden, politicians are learning to settle their differences the civilized way: with video games.
http://www.dailydot.com/esports/starcraft-sweden-political-tournament/
§QUEER
In these shaky times, it is perhaps appropriate to recount to ourselves why a male protagonist is simply impossible in videogames, and pray that this reminder will usher dissent back to the hell from which it spawned.
/.../
3. You would have to implement unruly testicle physics which is currently very tough to design for. All that flopping about when a male is physically active can make for very inappropriate content. On that note, randomly generated erections test negatively with focus groups, and nobody can figure out how to implement ‘the character accidentally sitting on himself’ as a game mechanic.
/.../
6. Males are a notoriously diverse bunch – it’s highly unlikely that any one male character will sit perfectly well with every male player. Since someone probably won’t like him, this places developers in a lose/lose situation avoidable only by abstaining entirely. That’s why every videogame cast consists solely of inoffensive abstracted geometry.
/.../
10. Males are typically busy at being politicians and talking about snooker, so they generally do not fall within the contexts of most videogame settings. Such fun-hating character traits seldom lend themselves well to home entertainment. Most games, meanwhile, center around flighty adventures that ultimately save the world, for which female protagonists are far more realistic and believable, given their innate romanticism.
/.../
19. The gender of the main character of a videogame is trivial - it may as well be one as the other. To place so much value on it is to overstate the whole subject.
20. On the importance of the main character’s gender, it is simply unforgivable to compromise the artistic vision of a team of 300 designers, programmers, artists and so on, working in conjunction with publishers, investors, shareholders, testers, researchers and so on, who all coincidentally have the same vision from the get-go and never have to compromise with one another or pursue such bourgeois trifles as commercial success.
http://www.gameranx.com/features/id/14954/article/why-we-can-t-have-male-leads-in-videogames/
§
There have been plenty of Metal Gear Solid V: Ground Zeroes reviews, some of which have been greatly revered and lauded as brilliant pieces of writing but, barring the Telegraph’s review, they have all failed to do so much as acknowledge the existence of tape number 4 which depicts rape and child rape.
/.../
The whole of Ground Zeroes is simply a catalyst, a back story for the upcoming Phantom Pain. Paz and Chico’s rapes function only to further Snake’s story, to give him a reason for revenge and to have been in a coma. They are victims for the sake of the progression of another character; the scenes are careless, clumsy and childish. In his desperation to achieve “what movies and novels have achieved” Kojima has created a piece of work that shows complete disdain for the only female character in the game, a fetishisation of Paz’s pain and has failed to create any meaningful portrayal of sexual violence.
http://introskeptive.wordpress.com/2014/04/08/chicos-tape-4/
Garrus Vakarian is the Mass Effect series.
http://www.unwinnable.com/2014/04/14/garrus-and-the-turians/#.U1M6c4VOKHh
§
Comparing Baldur’s Gate II’s romances to Mass Effect’s is not only an interesting way to look at how BioWare as a company has changed over the past twelve years, but also the way that gamer culture and video games in general have changed.
http://ontologicalgeek.com/from-jaheira-to-liara-a-brief-survey-of-bioware-romances/
§DESIGN
And yet, parenthood as described by videogames on a whole generally tells us this is what children are: dreadfully bothersome creatures who suck up all your energy and tolerance, baited with rewards.
/.../
BioShock Infinite’s vision of parenthood is finding someone of a younger generation to help you do the things you were doing anyway, indistinguishable from a minion but for your tone of voice. In this manner, your daughter is a walking, talking pair of pants that give your bullets fire damage. The Last of Us carries a similar message more expertly told.
/.../
Still, she plays second fiddle to Joel because, ultimately, the game revolves around Joel growing up
/.../
So to the extent that BioShock Infinite and TLOU are about parenthood, they conceive it as control. Two of the biggest games of recent years dealing with a narrative as old as humanity, and this is the best they can figure: two father-figures to whom a daughter is but a mechanism for their own wish-fulfillment.
http://normallyrascal.wordpress.com/2014/04/14/parenthood/
§
The primary approach we'll be looking at is a series of questions that storytellers can ask themselves to help create story ideas, interesting scenarios, player characters, and all that humus.
http://playersdelight.blogspot.se/2014/04/how-to-develop-interactive-story-idea.html
§
Comedic Games - Can We Make More Funny Games? - Extra Credits
https://www.youtube.com/watch?v=Dh_kdu8LnvE
§
We have progressed to the point where we are brave enough to ask, if we take away the > prompt, is it still interactive fiction that we are playing?
Twine is just one way of asking this question. Inklewriter and ChoiceScript ask it in similar sorts of ways; StoryNexus, Versu, and Seltani come at different angles.
http://storycade.com/war-pestilence-famine-death-twine/
§
Design/war has to change, to stay new, to always be one step ahead of the player/protagonist, and so the real question is not “how did Kojima land here?” but rather “can Kojima think his way out of this?” In the drive for new narrative elements, Kojima has written himself into a creative corner. What we’re seeing isn’t just the product of a sexist world view, but instead a designer who, in his attempt to invent, to push, to surprise his audience, ends up going to a powerfully regressive and brutally violent place.
http://www.pastemagazine.com/articles/2014/04/ground-zeroes-the-sexual-violence-of-metal-gear-so.html
§
So there you have it. Thomas Was Alone and Dark Souls 2. Same game, basically. Because psychology.
http://www.psychologyofgames.com/2014/04/thomass-dark-soul-is-alone/
§ZELDA
Because it calls Link’s will into question, because it’s tinged with uncertainty, and because it captures the illogical flow of a dream, Link’s Awakening feels more human than other Zelda games.
/.../
Link has no grand reason to follow the owl or to wake up the fish—it’s not the Virtuous Thing To Do, just a possible route off the island. As in the haze of sleep, the only choice is to go forward despite a dearth of logic.
/.../
Since it’s so easy to get swept up in this push, it takes a while to realize that Link’s actions aren’t necessarily good. The townspeople were just fine without Link (except for the occasional dognapping). The monsters who guard the musical instruments aren’t causing problems for anyone. Link is the one storming into their homes, breaking their things, and taking away their drums and violins.
/.../
Dreams don’t make sense. They’re forces of nature, beyond our control. They’re human, and by that measure alone, Link’s Awakening transcends its staid fantasy roots. Whether the game is Link’s dream or the Wind Fish’s, they both face something that many of us confront every morning when we emerge from our dreams into another, supposedly more meaningful reality.
http://www.avclub.com/article/when-zelda-traded-heroism-murky-morality-dreams-203416
§DEPRESSION
Errant Signal - Actual Sunlight + Depression Quest (Spoilers)
https://www.youtube.com/watch?v=js1OsJZq2Vg
§COMMUNITY
Game Theory: Flappy Bird, PewDiePie, and Pasta Sauce
https://www.youtube.com/watch?v=MyXcr6sDRtw
§
Shenmue's moment has passed, and as intoxicating as its grounded, gloriously detailed open worlds were at the turn of the century, it's hard to see one man isolated from the industry recapturing their grandeur for an audience spoiled by Skyrim and Los Santos, regardless of whatever budget comes his way. The Last Guardian, meanwhile, could suffer similarly: when Team Ico's last effort came out nearly a decade ago, it was a time when more esoteric, ethereal and overtly artful games were something of a rarity.
/.../
Yet either way, the world of games has become so broad, so varied and so dynamic in Half-Life's absence that the idea of a bespectacled scientist redefining that world all over again seems impossibly quaint - and it leads me to believe that, should that day ever arise, my response won't be an excited scream, but rather a resigned sigh.
http://www.eurogamer.net/articles/2014-04-12-i-never-want-to-play-shenmue-3-half-life-3-or-the-last-guardian
§
It is unlikely Luftrausers will undergo any major aesthetic change as a result of what Simins and Dubbin said, but the conclusion of this exchange brings a better understanding of what Vlambeer intended by creating Luftrausers. No one has to agree with either side, but our understanding of Luftrausers’ place in game culture was deepened.
That’s not controversy. That’s criticism, and I wish we had way more of it.
http://patrickklepek.tumblr.com/post/82006821614/help-me-out-i-dont-understand-how-people-could-be
§
In Sweden, politicians are learning to settle their differences the civilized way: with video games.
http://www.dailydot.com/esports/starcraft-sweden-political-tournament/
§QUEER
In these shaky times, it is perhaps appropriate to recount to ourselves why a male protagonist is simply impossible in videogames, and pray that this reminder will usher dissent back to the hell from which it spawned.
/.../
3. You would have to implement unruly testicle physics which is currently very tough to design for. All that flopping about when a male is physically active can make for very inappropriate content. On that note, randomly generated erections test negatively with focus groups, and nobody can figure out how to implement ‘the character accidentally sitting on himself’ as a game mechanic.
/.../
6. Males are a notoriously diverse bunch – it’s highly unlikely that any one male character will sit perfectly well with every male player. Since someone probably won’t like him, this places developers in a lose/lose situation avoidable only by abstaining entirely. That’s why every videogame cast consists solely of inoffensive abstracted geometry.
/.../
10. Males are typically busy at being politicians and talking about snooker, so they generally do not fall within the contexts of most videogame settings. Such fun-hating character traits seldom lend themselves well to home entertainment. Most games, meanwhile, center around flighty adventures that ultimately save the world, for which female protagonists are far more realistic and believable, given their innate romanticism.
/.../
19. The gender of the main character of a videogame is trivial - it may as well be one as the other. To place so much value on it is to overstate the whole subject.
20. On the importance of the main character’s gender, it is simply unforgivable to compromise the artistic vision of a team of 300 designers, programmers, artists and so on, working in conjunction with publishers, investors, shareholders, testers, researchers and so on, who all coincidentally have the same vision from the get-go and never have to compromise with one another or pursue such bourgeois trifles as commercial success.
http://www.gameranx.com/features/id/14954/article/why-we-can-t-have-male-leads-in-videogames/
§
There have been plenty of Metal Gear Solid V: Ground Zeroes reviews, some of which have been greatly revered and lauded as brilliant pieces of writing but, barring the Telegraph’s review, they have all failed to do so much as acknowledge the existence of tape number 4 which depicts rape and child rape.
/.../
The whole of Ground Zeroes is simply a catalyst, a back story for the upcoming Phantom Pain. Paz and Chico’s rapes function only to further Snake’s story, to give him a reason for revenge and to have been in a coma. They are victims for the sake of the progression of another character; the scenes are careless, clumsy and childish. In his desperation to achieve “what movies and novels have achieved” Kojima has created a piece of work that shows complete disdain for the only female character in the game, a fetishisation of Paz’s pain and has failed to create any meaningful portrayal of sexual violence.
http://introskeptive.wordpress.com/2014/04/08/chicos-tape-4/
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