Showing posts with label if. Show all posts
Showing posts with label if. Show all posts

Saturday, December 26, 2015

We Know The Devil

This is a follow-up post to an earlier post of mine where I mentioned We Know The Devil and A Good Gardener, two games I bought last week. This post will detail mainly We Know The Devil, seeing how A Good Gardener was somewhat of a disappointment and I barely have anything to write about it. Yes, some of the plants you grew looked like weapons, so that was a bit of environmental storytelling foreshadowing. But there was just too little of everything, even if the game was under an hour. It ends in a loop of Sisyphean prisoner-of-war effort, but I'm not sure it's very interesting or satisfying. I just wish the experience was more fleshed out, or more suggestive. As it is now, it's neither, just a short conceptual piece with gardening gameplay that feels like doing chores and doesn't lead anywhere in particular. I guess that's part of “the point”, but yeah, that's what I have to so about that!
 
So. In the visual novel We Know The Devil (WKTD), queer teens Jupiter, Venus and Neptune are in a Camp for bad teens. In this camp, participants are in groups of three, are told that the devil is among them, and that the devil will show hirself during camp week. You play through the last night of the week, and you will know the Devil.
 
§
 
I understand WKTD to be about how structures of oppression are handed down from generation to generation and the rituals that are performed to solidify hierarchies and separate insiders from outsiders. The Camp is such a ritual, and the way in which the activities during that camp are set up shows us how such rituals might take place and also how one might resist them. The common knowledge in the game seems to be that being alone, or different, means that the chances of becoming the Devil dramatically increase. And yet the groups of threes (our planetary trio is named Group West) are told to fix sirens when they start wailing in the forest, but also that they must stay in their cabin. The groups can't do both, and thus pairings must take place. Ideology goes in, the Devil comes out.
 
But there is more to the indoctrination than double-binds and unfair camp experience design, as it would seem that to various degrees the participants have internalized the ideology or oppression handed down to them (even if they also resist that very same internalization and throughout the last day negotiate what it means to not like oneself, “be wrong”, wondering how normal teens would do, wanting to sacrifice oneself, being part of a group, apologizing all the time, having self-respect, wanting to be like their friends, having ones own identity, etc). One might wonder why they don't just stay in their respective groups, not leaving anyone alone, thus not bringing out the Devil at all. One might wonder why Neptune only brought two shot glasses, and why that means that only two of them can drink and drunk-talk together. And the answer is ideology and how structures of oppression work in a modern, self-policing, social context (post-Foucault).
 
"Group South does everything perfectly and is the fucking worst. The best kids in a camp for bad kids are absolutely certain to be the fucking worst.”
 
What does it mean to be good or bad? Is it a good thing to be awful? Is getting in trouble a good thing? Is being perfect too much? If it is, why would one be jealous of someone who is perfect? In WKTD, there are a lot of mixed emotions that Jupiter, Neptune and Venus express. Their communication is playful and especially Neptune can be quite sarcastic, and I believe that their speech patterns are a product of the double expectations and/or the wrong expectations placed upon them by the adult world and the imbalances which takes root in their hearts because of it. It becomes a way for them to maneuver the world, trying to make sense what is expected of them and who they really are. God might always be at the same frequency (109.8FM) in this world, and God is the one who finally announces what one person is the Devil, but other than that, our trio is very confused as to how they should behave. Even that doubleness in itself is a minefield of a double-bind: the system is designed to encourage fear and uncertainty in what one should do, and yet doubt is in its essence wrong – the Devil is never at the same frequency but is heard between radio stations, which means one has already taken a step away from Gods channel and tried at walking between the default paths.
 
There are more seeming paradoxes in how one navigates the world in WKTD. How one might be hanging out with the worst crowd so they'll leave you alone. How one might bully someone because one likes them. How one might be in a place where people force one to do things one doesn't want to do, yet is willing to pick dare in a game of truth or dare. How one might be considered good even when one claims that one isn't good because what else kind of person would hate themselves but someone who was really good?! And then there is the question of the Devil hirself. The Devil and the double nature of being good, the double nature of being bad, and the fetishistic appropriation of both. About the fear of turning into the Devil and the pain that brings, but also about the lure of being the Devil and how liberating it might feel not to care about the opinions of others anymore. How liberating it might feel not to hate oneself and hide anymore.

At one point, Neptune tells Venus that zie is too nice – that zie wants something and believes that being nice is going to get them that something, but that until they figure out what it is they want, every kindness of theirs will be full of that unknown want. Well, when Venus turns into the Devil, it is not as a man (everyone has referred to Venus as a man throughout the game and we aren't told otherwise), but as a woman. That zie doesn't have to be nice anymore seems to follow. But when our trio chooses to not separate at one of many crucial moments, it is not God who speaks to them and announces who has fallen – it is the Devil. What zie tells them is critical – “there is room for three in my world, but only room for two is His”. It's all about scapegoating in His world, then, and about trinity and multiplicity in the Devil's. Or as Jupiter says: “What's ugly isn’t having choosing one to be the scapegoat, but to choose at all”.
 

There is power in “not choosing”, and there is power in numbers. Group South fell back on the default path of being identical to each-other (learn teamwork, be the same!) in fear of becoming unique and alone, but when our Trio sticks together and doesn't leave anyone behind more than anyone else, they choose unity through difference and become Devil's all three. The planets align and the meaning of the adage “the devil is weak, humans are strong – even a child can kill the devil, all she has to do is try” is flipped on its head; “the devil is strong, humans are week – even a devil can kill an adult”.
 
But isn't becoming the Devil bad? In the non-true endings (which means the endings you probably got the first couple of times) it would mostly seem that way. But there is a difference in becoming the Devil alone and out of self-hate, and in becoming the Devil by ones own free will. When one does it by ones own free will, dares it together, then the opinions of others don't have to stop to matter and one doesn't have to unleash the beast inside and become a monster as the Devil. One doesn't have to shut out the world in order to give in and live out, but can negotiate a position in-between, as both part and whole.
 
The devil is lonely, it's been claimed, but here, in the true ending1, the devils song is loud and lovely. There is nothing to fear when there is two against the devil, it's been claimed. But our trio has claims of their own now, and they can't wait to see what the others will do with their exorcism-radios and their spells and their God against the three worst girls since Eve.
 
 
 
§§§
 
 

Caveat: there is danger in solely defining oneself as an outsider, even if there is power in that as well. I've always considered myself an outsider, and I've had it both empowering and disempowering me. I've long been fascinated with the liminal figure of the “alienated other” (the outsider who can see things in their capacity as outsider), and the idea of fetishistic attachment through distancing by means of the “oppositional stance”2. Sometimes when we try our hardest to break free, we don't realize that the tools of fighting back have become so ingrained that we start fighting shadows as well as oppressors. And this is a dangerous thing. It is not the point of community, or society, or being a Master – it is the equivalent of someone screaming at you but really being mad about something else. Instead, every “circle” is the exploration of a modus vivendi which permits the situation to be lived in such way that when it comes undone, those who will have participated in the weaving come out of it more alive, having learned and become capable of teaching others what they have learned, capable of participating in other circles, other weaving processes3. One cannot do that if one decides to never leave a circle.
 
After the trio has become Devil's, it is claimed that the Camp Captain has no stories left to tell because they were all lies. I do wonder about that. Surely the Captain has a story with some truth in it? Thinking zie does not is turning hir into an unwilling Devil. And although it's not everyone's responsibility at all times to bring out the good in others or in trying to leave safe spaces, there is little to be gained from black-and-white color palettes.
 
Another danger I wish to warn about is related mostly to some trans women, who as Venus don't believe being mad is OK and rather would be made fun of than being “mean”. I think this can be a real problem. Trans women and other women might try to live their lives as women and thus follow ideals concerning women, which in turn might lead to confusing having integrity and being assertive with being masculine. When one associates masculinity with something negative (and ones own masculinity in particular) then one just might throw out the baby with the bathwater and in fear of being perceived as being masculine one might instead become submissive.
 
Related to this, for me, is the paradoxical relationship I have with queer communities in that I don't necessarily feel more comfortable or safe there than anywhere else. I've thought that this might mean that I probably don't have need for safe-spaces and thus don't belong in queer communities, but I think that's just the voice of the evil queer hive-mind in my head. I think it has to do more with a feeling of my not being able to assert myself the way I want to in those type of communities and often second-guess myself and my actions in a way that just makes me feel bad and isn't very productive for my personal or social growth. The norms in queer communities can be really hard to fit, much harder than those in society in general or other communities. That's part of the practice of constructing a safe space in a queer setting, but it's never been my safe space, and even if I get comfortable enough not to see Devil's everywhere and think others are out to get me, I'm just not sure queer communities will ever be for me what I think it is for other queer people who seem to live almost exclusively in queer communities. It goes without saying that it's not only in heteronormative communities that some people (often the loudest ones) confuse being an asshole with having integrity. And you know, “the best people in the worst group”...
 
If I have some bad things to say about WKTD, then it's that it's very static and non-responsive to input in the long run. Who in our trio becomes the Devil is not foreshadowed very much, instead it comes suddenly and only takes one small “mistake” from the player. The work would feel much more deep and genuine if it didn't just tally the pairings and make a judgment based on that at the end of the game, but instead changed some dialogue around depending on the pairings that the player chose and the conversations that took place because of that. As it is now, all dialogue is the same throughout, no matter what pairings are done during the game. When a game is so short, more could be expected I think. Or rather than to talk about expectations, let's just say that the experience would feel much more alive if it acknowledged the path chosen by the player more.
 
Shouldn't it be harder for one person not to become the Devil if they've been left out a couple of times already? In WKTD that doesn't matter as long as you just keep count and balance things out at the end. I also wonder if the Devil couldn't conceivably come out even if our trio is together, or paired. Surely one can be alone together with others, or hurt other people without excluding them. These sorts of things are not explored in WKTD and although it would take much more work to acknowledge these sorts of possibilities mechanically and in the narrative, I think the game would be much better for it and I wish the creators would try out a more rich approach in their future games. The dialogue and characterization are really strong in WKTD, and on that much can be built.
  
1Referred to as such by the developers.
2Being a rebel (without a cause or otherwise) means not necessarily that you are free and autonomous, as you are bound still with the object of your oppositional stance. Over-investing in this link can drain the existential life force out of you. You will never be able to join the community with those ties because as a rebel your identity depends on your autonomy being the result of a screaming and if not an indiscriminate “no”, then at least an over-invested one, that entails being a cynic, or a critic for whom individuation equals righteous insurrection or a taste so acquired as to be beyond the insulting world of mere mortals, a community of non-humans due to their being made simply all too human. The result is perpetual conflict.
3Capitalist Sorcery: Breaking the Spell, Isabelle Stenger
 

  
§§§LINK COLLECTION§§§
This is their rite of passage to join society: by creating an Other, by knowing that the devil is somewhere outside themselves, in their former friend, they hide the aspects of themselves that are also demonized by that wider culture, and learn to assimilate.
/.../
The conflict between Jupiter and her friends begins to arc toward concordance when she truly looks at the inner self that emerged from the shell of Venus’s old body and finds herself correcting her habitual “he” to “she.”
/.../
To be the devil is to be queer, to go against the strictures imposed on us by our rearing.

§

In We Know The Devil, there are rules that must be followed, and authority figures are very insistent on letting everyone know that they will be punished for breaking them, yet the rules themselves are never made clear. This is true of a lot of things, obviously, but it’s as teenagers that we, that I, developed an acute awareness of how structural and unfair that is.
/.../
Venus deals with the rules by buckling and apologizing for any perceived slight the first chance she gets; she responds to the rules by making everyone aware of just how aware she is, in the hopes that they will deem her acceptable and let her move on. Jupiter internalizes the rules; she has become so good at following them or appearing to follow them that she sort of becomes the physical manifestation of the rules and the idealization of herself. Neptune, finally, kicks and screams and swears and claws at the rules every chance she gets; she defines the rules by being opposed to them and tries to get everyone else on her side.
/.../
the power trio don’t really fit into the world of We Know The Devil at all. No really, the shack where they have to face The Devil is literally 2/5ths too small for them. There is no room for Venus As a Girl or a mythologically incestuous lesbian power couple in God’s world, so they are left to pick at their bodies as much as they pick at their surroundings.
/.../
Group West is kidding themselves. They may have a future in God’s world, in the Real Scouts (the one where the buddy system works and you get transformation sequences), but only as deeply compromised selves. That future is one where others will hate who they really are, where they will hate themselves for who they really are. Already figures of authority—The Bonfire Captain, God—are teaching them to look for evil in each other or The other, The Devil, not in the system. In the mean time, those same figures of authority assume the worst of their charges.
/.../
one girl is far from unstoppable, even if she is The Devil. It is because they are together that they can fight against the third and drive her off. It is because they are together that they can weather God’s kingdom and convince themselves it is good. It is because two of them drew closer together that they did not notice the third hurting as much as she did. Friendships are a powerful tool for survival, but if you’re not careful with them, they can also be a trap: a little bit of honey that convinces you your situation might not be so bad after all.
/.../
if they could all become The Devil, then everything would just be fine and dandy, wouldn’t it? So, in the fourth, final ending, that’s what they do. They all become The Devil and they create literal Hell on Earth. And the jerks from South Campus join them, all the kids do. Of course those kids hated God’s world too! They were mean to the girls precisely because of how they embodied its rules to them.

§

Though God and the devil are central presences, it never really explores issues of faith. There’s no question of belief here: the main characters know for sure that these figures exist. Nor does it really tangle with the institutional power of religious organisations. It does, however, rely deeply on the cultural power of religion, its ability to define right and wrong for whole communities and the way that, over time, those definitions become unchangeable. The use of radios serves to highlight and emphasise this.
/.../
the one who speaks least is the one whose problems you see most clearly. The one you exclude is the one pushed to the forefront. At the very beginning of the game the camp counselor says that he had two friends that he tried to treat equally, but he always secretly liked one of them more. This, he says, was a mistake. He should have been honest about his feelings, and it would have been easier in the long run. His words set up the dynamic for the rest of the game. Your choice defines who is liked less, who is slightly excluded, and this isolation lets the devil in./.../ It’s hard to say that the fourth ending is a truer ending than the others. All the endings are possibility spaces, outcomes that exist in the tangle of emotions and choices these characters could make. But while the three individual endings seem to spell out a painful inevitability—you can’t stay friends with everyone, you can’t help everyone, you can’t love everyone—the fourth is aspirational. It dreams a different way of approaching the world, and perhaps a different way of emerging into adulthood.
/.../
The defiant embrace of the weird and beautiful and bizarre in We Know the Devil is a challenge to any conception of a normal adulthood. It also acts as a challenge to the notion that we should strive to be our best selves. Rather, it proposes embracing the whole self, with all its contradictions and painful conflicted feelings.
[It could be argued that it is the faith in society, friendship and oneself that is explored. "Do I exist?", and "how do I exist?" are central questions explored.]

Friday, August 21, 2015

21/8

§HER STORY
It’s a Gothic story, fundamentally, the bones of Radcliffe and Bronte still visible under the wrappings of more modern genres. The duality of persons, the midwife, the poison, the significant pictures that are usually kept covered up; the obsession with mirrors and fairy-tales, doppelgangers and disguises, the forbidden places within the home, the family secrets preserved by servants, the false parentage. No, of course it’s not plausible. This kind of story has never been plausible.
/.../
The more authentic self, in other words, is sometimes also the more deliberately enacted and performed self. And this is the point (finally!) where we get back to what I liked about Her Story. Eve is both the more false and the more true member of that pair. She knows what she is doing and why she is doing it. She is more confident, braver, a superior liar. Hannah is less competent at being bad, without being a better person. Eve, one feels, would not have lashed out and killed Simon by accident. She might have killed him on purpose at some point, if she felt she had to, but not by accident.

As exaggerated as the story incidents were, as much as the virginity story squicked me out, as little as we have in common in circumstance or (I hope!) personality, there was still something about the deliberate self-making of Eve that spoke to me.



§MGS
And this is why many of the dramatic twists within and surrounding the codec work. Miller’s reveal as Liquid is a betrayal because it’s a long, subdued invasion of Snake’s most Snake-like space. The banjaxed AI Colonel disrupts Raiden’s sense of reality because it’s a deep-seated subversion of what we felt was sanctuary. The strangers Deepthroat and Mr. X unsettle us because they don’t belong here, so secretive, withholding, despite appearing vaguely benevolent in the advice they share.

§

Although many games have “bodies” and many games involve stabbing, shooting, slicing, and dicing them, few series have gone so far out of their way to showcase, alter, mangle, deform, transform, and violate them as Metal Gear Solid.
/.../
From early in the series, Kojima works to make his characters simultaneously more and less than human.



One of my goals with Hollywood Visionary, released by Choice of Games earlier this year, was to create a game with more interesting representations of gender identity.

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Making Sense of Shenmue 3


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"Hundreds of Hours of Content"

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Dear Esther is best left as an unsettling howl of grief into the sea wind.

Sunday, October 26, 2014

26/10

§KICKSTARTER
The Black Glove
https://www.kickstarter.com/projects/theblackglove/the-black-glove
http://dayfornightgames.com/black-glove-gameplay
http://dayfornightgames.com/maze-space-minotaur






§PLAYED
Zest

Be a good samaritan and go to the church in this game. That part has quite a wonderful sermon, where as Emily Short writes, "The loaves and fishes weren’t multiplied because God miraculously violated the law of the conservation of mass, but that the people in the crowd were shamed or persuaded into donating their own food which they had formerly been selfishly reserving for themselves". As the priest in Zest says - "That instead of an audience, they had become a community". Let's top it off with a nice prayer:

    Lord, make me an instrument of Your peace;
    Where there is hatred, let me sow love;
    Where there is injury, pardon;
    Where there is discord, harmony;
    Where there is error, truth;
    Where there is doubt, faith;
    Where there is despair, hope;
    Where there is darkness, light;
    And where there is sadness, joy.

    O Divine Master, Grant that I may not so much seek
    To be consoled as to console;
    To be understood as to understand;
    To be loved as to love.
    For it is in giving that we receive;
    It is in pardoning that we are pardoned;
    And it is in dying that we are born to eternal life.

§

Bernband (Tom van den Boogaart)
It fascinates me how lo-fi experiences such as this and Slave of God can immerse and mystify me so strongly. At the surface level, there doesn't seem very much to these experiences, yet just walking around there - no aim in sight, exploring stuff - can feel more compelling and exciting than exploring a town in a high-end RPG, say Wasteland 2. Well, for some time at least - I guess making larger areas with more substance is where it gets really tricky to sustain my attention. Immersion in these walking simulators (paradoxically?) probably has something to do with the lack of objectives, lack of "agency", lack of pressure put on me as a player to perform, lack of uncanny valleys, lack of too high expectations on what the game might be simulating and how finegrained the system is for that simulation. It thus probably has something to do with simulation fever. By painting in broad strokes, it leaves more to the imagination. This reminds me of Chris Bateman's Imaginary Games, and some ideas there: "The movie dictates almost everything about the accompanying game of make believe, and thus the movie is more intrusive in the viewer's game than for example a book, the authorial vision stronger. The props (things mandating specific imaginings in games of make-believe) do not leave much room for the imagination of the player, which explains why the experience of a movie can be quite unconvincing and non-immersive when the props are of poor quality." Yes indeed, and the psychological locks upon you may be as such that you deem the movie to be of bad quality ("at the surface it seems like nothing much, really"), to be cliched or stupid, and you could still be moved emotionally by it, or in this case, immersed.

§

NaissanceE is all about architecture and atmosphere. Shadows cast on white and grey. Well, not only - it is also about breathing, and running, and jumping. But without any context. Sort of. What do I know, I only played it for an hour and watched the last chapter on youtube. The soundscape is very unsettling and wonderful too. It's like an alien Blade Runner running around in the abstract love child of Tarkovsky and Kubrik.

I'm hoping when these darn walking simulators flood the VR-market people will become too seasick to jump around, and instead just opt for, well, walking. Or autojumping. Or something.

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A City Sleeps
I've been a fan of Harmonix ever since FreQuency and Amplitude, and although their kickstarter video pitch was awesome, the game pitched seems to be the same game which was released almost ten years ago, only with new songs. This interests me as little as yet another Rockband, and the music video game genre in general lays dormant for me right now. But Harmonix seem to be trying some different stuff too, both in Chroma and A City Sleeps. Shmups are another genre which I've been a big fan of, but which I'm really not into these days, so the music game-shmup-breed that is A City Sleeps comes at me from a very specific angle. I didn't expect much, and after the initial hour I was very pleasantly surprised, only to be disappointed when venturing further. I've come to the conclusion that the shooting and scoring in the game isn't very deep. The potential was there to let the music guide your dodging, to let your secondary weapons be placed in different areas of the screen and let your dodging follow a natural rhythm since you'd want to be at specific places when the beat hits or whatnot, but I just couldn't find any good flow at all while playing. When the game was at its easiest it also felt the most relaxing and rewarding, graphics and music in unison with the cool backstory. But soon enough things started to get more difficult, and I quit because nothing made sense to me. It just didn't feel graceful. I thought I'd just play breeze through the game to get the really good writing and story out of the way, but realized that quite fast the game became too hard for me, like 3/5 difficulties in! Seems I'll be waiting for a playthrough to get the rest of the story. A real shame. Seems to me the universe they built up (and mostly allude to) for the game is a very interesting one, but I just can't progress much further due to sucking too much, which says a lot considering I've played these types of games a significant amount of time...

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Devil's Dare
Sidescrolling beat em ups are awesome. And yet, where are the really good ones? Where are the Turtles in Time, Super Double Dragon and Final Fight of our era? Or Streets of Rage, or Three Dirty Dwarves, etc? I remember Alien Hominid made a splash, yet I didn't find it very appealing. Well, Devil's Dare plays a bit like Streets of Rage and feels very old-school, in the sense that movement is quite limited. Disappointing, but since there is the possiblity of co-op play for up to four players, I will definitely return to this when I have the friends available for it.

§

Laza Knitez!!
I played this back when it was a prototype in a homemade arcade cabinet, and it was as awesome then as it is now. Aw hell yeah. The roster of action-packed party games keeps growing. Towerfall, Nidhogg, Samurai Gunn, Laza Knitez, Starwhal...

§

Dragon Age 2
I started playing it! Suddenly I'm anticipating the third installment, because I realized I have a friend who will play it and it seems quite cozy to sit beside hir and watch hir play, even though I'm skeptic to the game and probably won't be seeing it through to the end. Maybe that will be the case with Dragon Age 2 - it all depends on the characters and the story...





§MISC
Pulling all these tools together, we have a flexible system for authoring Ice-Bound stories that lets them adapt to the particular context the system decides to use them in, without becoming overwhelming for us as authors.
http://ice-bound.com/news/shifting-story-text-combinatorial-narrative-part-three/

§

Like so much horror, Silent Hill 2 is about the failure of things – of nerve, of compassion, of organs, of machinery, and of mind and body as a whole. Everything is in a process of decay, a town that has aged decades overnight and still carries traces of lives continuing just around the next corner or through the next door. It’s unclear if James himself is the ghost, walking through lives in process but failing to see them through the shadows of his own state.
/.../
I still can’t play certain sections without company – I am the world’s most cowardly horror fan – but the lasting sense is of sadness rather than spooks. Tragedy requires flaws and the game’s narrative of decay is built upon human failings of every kind. It’s a more sorrowful experience than a stack of melancholy ‘art games’.
http://www.rockpapershotgun.com/2014/10/12/silent-hill-2-review-pc/

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Game Theory: Five Nights at Freddy's SCARIEST Monster is You!
https://www.youtube.com/watch?v=th_LYe97ZVc
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Are Videogames About Their Mechanics?
| Idea Channel | PBS Digital Studios
https://www.youtube.com/watch?v=RsybY6dcXAQ

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What's Wrong With Duck Dynasty?
http://www.gametrailers.com/videos/imb33e/the-final-bosman-what-s-wrong-with-duck-dynasty-

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Extra Credits - Plan, Practice, Improvise - Understanding the Three Types of Play in Games https://www.youtube.com/watch?v=s9xkfPLJWf0

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Maximum Hertz: The Value of Gaming Beyond 60fps
https://www.youtube.com/watch?v=8DMWmKitqM0

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Thoughts on Game Mechanics vs. Story | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=j-nkZANzikQ

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Shooting Down the FPS: Team Fortress 2 vs. Far Cry 3 | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=oJGIg1JksQA

Sunday, October 19, 2014

19/10

§§§§§THIS WEEK§§§§§

Cave! Cave! Deus Videt – Episode 0Who would have thought, a game where you explore the paintings and the secrets therein of artist Bosch? Both music and graphics are unique and exciting. The narrative reminds me much of the works of Joestin Gaarder, an old childhood favorite of mine. It's The Matrix and Alice in Wonderland and Sophies World set in a world of intriguing history, art, religion and the potential growth that comes with the alienation of youth.

Dog of Dracula: Barbecue Densetsu/Dog of Dracula 2: Cyber Monogatari
Wonderful neo/cyberpunk noir pastiche which is both hillarously funny and dead-serious as the same time. Despite its very short length, it managed to draw me in and care about the world and its inhabitants which left me wanting more, much more, and also to consider what video games I've played gave me the most laughs (list below.

East van EP/Oracle (ceMelusine)
I love the people behind Silverstring (ceMelusine is part of Silverstring), because of Glitchhikers, and because of Azraels Stop. This game wasn't as interesting, although more evocative than increpares newest "let your mind fall to rest", which too is a form of tarot-reading. Imagery is quite sublime, but it's not something I'm prone to return to, nor give much thought in retrospect, as opposed to the aforementioned games.

Girls Like Robots: NerdfestHey, a girls needs to have fun, right?

Niddhogg (Messhof)
Played it with a friend. Crazy, wicked fun I haven't had since Samurai Gunn! Hopefully will be seeing much more of this. I hate to say this, but I enjoyed it more than Johann Sebastian Joust (and I hate to say it beause I'm all for physicality in video games, alternative controllers and folk games).

Octodad: Dadliest CatchThe second really funny game this week I played! Humor is a rarity when it comes to video games, especially humor which isn't all scripted and script, but comes from the interaction with the world. Seems like a worthy successor to the original game. The coop is killer.

Rehearsals and ReturnsNow when it's finally free to download, I gave it a spin. It is interesting in the way that it feels compelling without having very much there to begin with, but it probably could be realized better somehow. Even just by letting people choose whom to interact with. Since the game is so much about player input, it could have gone further yet and probably be more cathartic for it.

Spelunky
Yeah. So it came out on the PS4 and me and my friend thought we'd give it a try. I can sort of image us sitting there, playing it a month from now, cursing ourselves and the game. But honestly I just don't think it's for me - too frustrating. But I do love cooperative video games and although they seem to be all the rage right now, I still feel there is a shortage on good ones.

Stopped playing:  Wasteland 2. Yes, the second part of the game is better. And yet, I started to grow tired well before the second part, and now that I'm like 80% in, I'm giving up for now. I'd give it a 7/10, probably 8 if I'm in a good mood, which I'm not anymore since I feel it doesn't do the things it sets you up to believe it will do. Well, some of that surely is my own fault, but still - I'm tired of wanting to roleplay and act as if the things I feel and do carry weight, only to realize that they indeed do not, and I was a fool for thinking so. The only recourse then is to play a game parallel to the video game in front of you, where the motivations of your characters make sense. But try to mesh this world of fantasy in your head with the one on the screen in front of you and the world of your imagination gives way to the two-dimensional illusions of programming. I get the choice to pick a character which has kids and I can enter the age of this character, say 50+. Do the kids make any appearance of any kind in the game? No. And people still call me "youngster". Sure, I use this person to talk with people, because in my mind this character is the leader of my ranger pack. But it doesn't make any difference. Yeah, I can add more charisma to this character so that they gain levels faster and thus become "more experienced" ("older") than my other party members, but meh. A couple of levels of difference after 50 hours?

I just wish I'd come across an RPG where after playing it I wouldn't feel that I tried to give way too much credit to its ambitions, expected way too much in terms of reactivity to the way I play and feel and act and roleplay. There are other problems with Wasteland, such as the fact that "choices" don't seem to matter, and I don't only mean that in the way that there doesn't seem to be any gravitas to ones interaction with the world (although that too is true, since the characters aren't well-developed enough for me to care all that much, basically the same problem I have with Bethesdas games and the former Fallouts, although Fallout 1 & 2 made up for that with a really mysterious, interesting and alive world and its open-ended system of exploring it), but that many of the choices that you'd think matter (do I choose repair mechanic or computer science) seem to come down to... whatever. It just doesn't matter. It doesn't matter for my character which has perception as a skill, because it doesn't matter who has perception as a skill, and because my character isn't changed by being perceptive in any way, and me being perceptive barely matters for other characters as well - mainly it gives me the opportunity to spot more digging grounds where I can dig for buried scraps which means more money. In the end it doesn't matter also because there is probably another way of solving the problem in front of you, and it doesn't matter which one you choose. Chances are you have both options available in the party anyway, unless you want to roleplay and not game the system by having each party members specializing in certain fields, but then you'd just go back to playing that parallel game in your mind, which at least I need some small input from the outside world (game system) in order to stay interested in. If you don't have the skills in the party, eh, just blow the wall up instead of kicking it down. It will just cost you some money. In the end skills become cash. Everything becomes cash. And loot. Loot everywhere. And the numbers don't add up, either, seeing how I've maxed skills and still see the "impossible" icon on chests and locks and whathaveyou, which according to the explanation of how the skills are implemented in the game just doesn't make sense. Sure, it's interesting that you can play "on the fly" and just roll with the punches as superbunnyhop would have it, and fail at half the things you try to do. But eventually I just stop caring due to everything being random - contents of chests and such - and just feel that opening stuff is a waste of my time.

I am disappointed. Planescape seems to be a game about something else entirely, so I do hope Inexile deliver on those promises (every combat encounter will count, etc) even if they believe that what they did with Wasteland 2 was good for Wasteland 2.



Funny/Humoristic Games

That's funny...Day of the Tentacle
Conker's Bad Fur Day
Deadline, or, Being Douglas Adams (Gunther Schmidl)
Grim Fandango
Hitchhiker's Guide to the Galaxy (Douglas Adams/Steve Meretzky)
Sam & Max Hit the Road
Slavoj Žižek Makes A Twine Game (Cameron Kunzelman)
The Apprentice II: Knights Move (Herculean Effort Productions)

LOL

Dink Smallwood
Katamari Damacy
Little Girl In Underland (Lively Ivy/Erin Robinson)
Psychonauts
Sam & Max Season 1&2
The Journey Down: Over The Edge/The Journey Down: Chapter Two (Theodor Waern)
Thirty Flights of Loving/Gravity Bone (Brendon Chung/Blendo Games)
Warioware Inc: Minigame Mania

XD
Dog of Dracula: Barbecue Densetsu/Dog of Dracula 2: Cyber Monogatari
Jazzpunk
Portal 1 & 2
Soviet Unterzögersdorf (Monochrom)
The Secret of Monkey Island (and the rest of them)
The Stanley Parable HD Remix/The Stanley Parable Demo (Galactic Café/Davey Wreden)








§PATHOLOGIC!!!
https://www.kickstarter.com/projects/1535515364/pathologic/posts (yes, all of them)








§INTERACTIVE FICTION
Ice-Bound: A Novel of Reconfiguration
https://www.kickstarter.com/projects/1850151847/ice-bound-a-novel-of-reconfiguration

§

Our design for Ice-Bound rejects both branching-path models of interactive story as well as overly simulationist approaches
, targeting a middle-road aesthetic of sculptural construction that marries a focus on quality output with the player's exploration of both an emergent expressive space and an AR-enabled art book.
http://www.fdg2014.org/papers/fdg2014_paper_23.pdf

§

This paper introduces a new set of design-time visualizations for combinatorial interactive narrative authoring. By using these visualizations during thd creation of Ice-Bound (an interactive narrative iPad game) we were able to author content within a large combinatorial possibility space, and achieve both desired player freedom and content responsiveness
http://fdg2014.org/papers/fdg2014_paper_10.pdf

§

First up is combinatorial narrative, as we think this is the heart of what sets Ice-Bound apart from other story-games. It’s fairly complex, but we’re going to try and distill it down into something easily digestible.
http://ice-bound.com/news/combinatorial_narrative/

§

Riffing on the dramatic concept of Chekhov’s gun, which states that everything introduced into a story should serve a narrative purpose, we’ve taken to calling our model “Chekhov’s dollhouse.” Do you put the spotlight on the gun over the mantelpiece, and bring it (and the violence it implies) into your story? Or do you put the focus somewhere else? Unlike branching path models, where making a choice is usually irreversible and high-consequence (even if the consequence is only wondering what you missed), with our model you can freely rearrange the story as much or little as you like before committing to a single configuration, as easily as rearranging the furniture in a dollhouse.
http://ice-bound.com/news/combinatorial-narrative-part-two/

§

Conventional game design often denies players the act of interpretation./.../
I just want to raise the question as to why there isn’t a lot of interpretation going on in games. My hunch is because of the canonized idea of games mostly being composed of rules that need to be fairly communicated to the player, vagueness is discouraged.
http://www.mattiebrice.com/further-thoughts-on-the-tarot-and-interpretation/

§

"You are Kickstarting Ice-Bound; an interactive piece of sculptural fiction and, uhm, what is sculptural fiction?"
"It's a term I've started using to describe a break away from the "branching path" model of interactive narrative. I also sometimes call this the "rat in a maze" model, because a) you can't usually see the big picture, b) often have no way of knowing what, if anything, you're missing when you make a choice, and c) it's usually difficult to go back and try again: you either have to restart from scratch, or laboriously retrace your steps. "Some of my recent projects, including Ice-Bound and 18 Cadence, are experiments towards a different approach: one where you can see the whole story at once, and make small, reversible decisions about its form, rather than big, high-consequence choices. The analogy is to the act of sculpting: iteratively making changes, large and small, until you arrive at something you're satisfied with. This is interesting to me because it pushes the player away from being an "actor" within a story, to something more like a "director" or "editor." I've always wanted my players to feel like they're collaborating with me in telling a story, and sculptural fiction is a move closer towards that ideal.
http://indiegames.com/2014/10/aaron_a_reed_on_ice-bound_and_.html

§

Elegy for a Dead World: A Game About Writing Fiction
https://www.kickstarter.com/projects/dejobaan/elegy-for-a-dead-world-a-game-about-writing-fictio








§OTHER VIDEOS
The True Legend of Hyrule
http://www.gametrailers.com/videos/qsso4i/the-final-bosman-the-true-legend-of-hyrule

§

Majora's African Roots pt. 1 (Legend of Zelda: Majora's Mask) - Culture Shock
https://www.youtube.com/watch?v=Un1iv1Ws5XU

§

Extra Credits - Digging Deeper - Do Games Have Less Value than Other Media?
https://www.youtube.com/watch?v=7lPUlN0dnKk

§

All Games Are Created Equal
http://www.gametrailers.com/videos/r270r0/the-final-bosman-all-games-are-created-equal

§

Should League of Legends Be a High School Sport? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=Ypx5rbkAzpk

§

Why Does Mario's Jump Feel So Awesome? | Game/Show | PBS Digital Studios
https://www.youtube.com/watch?v=z2oV2DQ2dEA

§

James Recommends - Analysis! - Wasteland 2 - A New Old School Fallout Game?
https://www.youtube.com/watch?v=XpSA7MAQxlE

§

Extra Credits - Big Bad II - What Makes a Good Villain?
https://www.youtube.com/watch?v=NyDx5nG7koA

§

Interplay Part 1: Meteoric Rise
https://www.youtube.com/watch?v=srdR55V7D-s







§OTHER ARTICLES
Alien: Isolation is an interesting game. It is the latest entry in a lineage of games that I refer to as horror simulators. It does an excellent job at creating tension and uses a lot of the knowledge built up over the years to great success. But, because it has such a laser focus on a certain type of play a bunch problems arise and other parts of the package suffer. It is a great game in many ways, truly excellent really, but there are some fundamental problems. These lead to, for me at least, a devastating flaw: At its core it fails to be a faithful emulation of the original Alien (1979) movie. Before we can properly discuss the game, we need to talk some video game history and design theory. Over the past, there has been two different schools of horror games. One that has a horror wrapping on top of standardized gameplay (horror wrapping) and one that tries to recreate the happenings of a scary movie/novel (horror simulation). The former is quite well known and started with games like Lurking Horror (1987). Mechanically, the game played like other contemporary adventure games, but took place in a scary setting with events meant to frighten the player. The latter one is a bit harder to nail down precisely, but I would say it started out with a 3D Monster Maze (1982), a game that is neatly captured in its name: the player is trapped in maze and needs to escape a monster (in this case a heavily pixelated T-Rex).
/.../
Just as the horror genre stagnated in the mid 2000s, because horror was merely a wrapping, the same might happen if we fail to move beyond "chased by monster" scenarios. While there is nothing wrong with these sort of games, I think it would be foolish to be satisfied with just that. There is so much more to explore in horror, and the success of recent horror simulators gives me hope that video games can handle it.
http://frictionalgames.blogspot.se/2014/10/thoughts-on-alien-isolation-and-horror.html

§

Just as there are real contradictions to the exercise of sovereign exception, the use of such power within the rules of a video game, even one whose trademark is branching-path storytelling, remains a technical impossibility. Mass Effect seems to solve this problem by making the agency of Shepard rather illusory. As players, we are meant to feel that we share Shepard’s sovereign power, but the intrinsic contradictions of that power, mirrored by our subordination as consumers to the game design, give the Spectres a deeper, if more problematic, meaning.
http://www.firstpersonscholar.com/blasto-sacer/

§

“The project that ended up on the shelves would never have been signed off by anyone up front,” Barlow says of the total overhaul of the classic Silent Hill formula. “It wasn’t like right back at the start we just pitched what became the game and everyone came on board. It very much just kind of meandered.”
/.../
“The driving thing was exploring different ways of using interactivity,” Barlow says. “There’s so much data that games take on board about their player – we know where you are, what you’re looking at, how long you spend looking at things, what you’re doing – but 99 per cent of games don’t use any of that.”
http://www.edge-online.com/features/the-making-of-silent-hill-shattered-memories/

§

Water Temple Analysis: Part 1
the design of the Water Temple is incredibly flawed on both large and small scales. But perhaps this also achieves an effect that matches up with what the Water Temple is trying to achieve in the context of the game’s narrative?
http://hapticfeedbackgames.blogspot.se/2014/10/water-temple-analysis-part-1.html



Monday, December 30, 2013

Critical Christmas

§GAMERISMS

Simon Parkin kicked off an energetic discussion this week with this piece written for the New Statesman. In it, Parkin contends simply and emphatically, that the term ‘gamer’ has become too charged to reclaim, and the idea of a ‘gamer community’ is a non-starter. “If you love games,” Parkin says, “you should refuse to be called a gamer.”
http://www.critical-distance.com/2013/12/15/december-15th/

§

What is the usual canon of games for gamers? I want to add onto what Simon seems to be implying: not only do we need to stop the stereotype perpetuated by assuming people who play games are ‘gamers’ at our events and in the representational aspects of our games, but we also need to interrogate how, even if all of these were solved, games assume a certain kind of player is playing it.
/.../
When games like Candy Crush Saga or The Sims are brought up, it’s only because of the profit they’ve made and not why they are great models of design. For instance, imagine if video games took to The Sims as a model to iterate on instead of Halo or GTA III. Maybe 60-second loops of fun and player agency wouldn’t be so central?
/.../
To classes with mostly non-gamers, students found my game as a new way of engaging with a person, building empathy. They adopted a bit of my mentality and viewed the world in my perspective. The point for them wasn’t to necessarily accomplish anything, but to understand. It’s because my goal was to say something personal to the player, and if someone doesn’t view games as something for communication, they are not going to engage with it that way. It seems to me that gamers are more likely to dismiss artistic expression in games than non-gamers.
http://www.mattiebrice.com/the-meritocracy-of-video-games/

§

Mortal Kombat 4 showed an attempt to communicate something beyond the shock and gore that was characteristic of the series, and it paved the way for a group of PS2 games that took themselves just a little more seriously.
/.../
One of the most significant things about Mortal Kombat 4 is how it de-prioritizes the spectacle event, as it doesn't communicate spectacle but solitude.
/.../
Through a formalist lens that prizes "good design" above other forms of expression, Mortal Kombat 4 would be seen as simplistic and unsatisfying in its disregard for balance, but it gains a key expressive element.
http://fengxibox.blogspot.ca/2013/12/on-mortal-kombat-4.html




§MINDZ

Can Bullet Hell Games Be Meditative?

http://www.youtube.com/watch?v=DY-45DjRk_E
§

We need to be able to show the difference between madness and malice, because ideologies spread in a way that madness doesn't.
http://madnessandplay.blogspot.se/2013/12/getting-shot-at-in-all-my-guises.html

§

This is why Depression Quest is not simply an “empathy game” that MAKES you understand depression, and why it is something more valuable.
http://videogamesoftheoppressed.wordpress.com/2013/12/11/depression-quest-and-active-empathy/





§THE REST

The Five Foundational Design Pillars Of SOMA
1) Everything is story
2) Take the world seriously
3) The player is in charge
4) Trust the player
5) Thematics emerge through play
http://frictionalgames.blogspot.se/2013/12/the-five-foundational-design-pillars-of.html

§

Extra Credits: Incentive Systems and Politics (Part 2&3)
http://www.youtube.com/watch?v=Mu5QZmPG8zk
http://www.youtube.com/watch?v=0X2es__Wtuk


§

Learning to Run: Part 2
http://www.electrondance.com/learning-to-run/

Thursday, May 9, 2013

Critical links April

BIOSHOCK (best to worst)
http://frictionalgames.blogspot.se/2013/04/thoughts-on-bioshock-infinite.html
http://crypticsea.com/twined/bioshoot.html
http://clockworkworlds.com/post/47514171804/i-can-see-my-house-from-here-bioshock-infinite
http://clockworkworlds.com/post/47663113342/this-is-not-an-agent-bioshock-infinites-elizabeth
http://bphennessy.com/bioshock.html
http://dropouthangoutspaceout.tumblr.com/post/47055663161/bioshock-infinite-the-end-of-history
http://badassdigest.com/2013/04/03/hulk-vs-devin-vs-bioshock-infinite/
http://howtonotsuckatgamedesign.com/?p=9309
http://leighalexander.net/bioshock-infinite-now-is-the-best-time/
http://kotaku.com/an-effin-ai-in-bioshock-infinite-is-more-of-a-human-th-470825011
http://www.rockpapershotgun.com/2013/04/06/about-a-girl-assorted-thoughts-on-bioshock-infinite/
http://www.snakelinksonic.com/2013/04/theres-subtlety-then-theres-cowardice.html
http://www.brainygamer.com/the_brainy_gamer/2013/04/apotheosis.html

Infinite Regress | Stay Classy BioShock Infinite: an intelligent, violent videogame? - Read - ABC Arts | Australian contemporary art and culture reviews, news & videos What — Gamer's Advisory: Bioshock Infinite On and Off the Rails: The Problem of Player Agency in Post-Bioshock Games | ClockworkWorlds The Hall of Heroes: BioShock Infinite's Fort Frolic? • Opinions • Eurogamer.net The Vigor Of Oz: Bishock Infinite’s Wizardly Parallels | Rock, Paper, Shotgun Adrian Chmielarz on the first 300 seconds of BioShock Infinite, and why game openings are so important | Features | Edge Online Bioshock Infinite is a Metacommentary on the Nature of Video Game Storytelling | KEVIN JAMES WONG bioshock infinite | action button dot net Modern shooters and the atrophy of fun - The Tech Report Bioshock Infinite: Part 1 – Art Direction and Visual Storytelling | Terminally Incoherent Critical Incredulity • Columbia: Problematic Racism Theme Park to the anon who asked about BioShock Infinite | Flutiebear: Rambling My Way Through Thedas In Defense Of Religion In BioShock Infinite BioShock Infinite ending explained - ComputerAndVideoGames.com 


Random:
http://www.choiceofgames.com/2012/03/we-almost-flooded-the-xyzzy-ballot-box/
http://www.secondquest.vg/2013/04/02/deeds-or-hofmeier-destroys-everything/

Planescape-forumet med ideas och annat
http://frictionalgames.blogspot.se/2011/11/problem-of-repetition.html

Dear Esther:
http://www.unwinnable.com/2013/03/28/close-playing-dear-esther/

Feminism:
http://zoyastreet.files.wordpress.com/2013/04/memory-insufficient-issue-one-women2.pdf

Essentialism/game formalism:
http://www.raphkoster.com/2013/04/09/a-letter-to-leigh/
http://www.mattiebrice.com/triptychs/
http://www.blog.radiator.debacle.us/2013/04/a-letter-to-letter.html
http://dropouthangoutspaceout.tumblr.com/post/47791590888/on-universals-formalism-the-critical-reception-of
http://ohdeargodbees.tumblr.com/post/47911443396/mammon-machine-how-to-talk-about-a-system-and-who-gets


FROM:
http://www.critical-distance.com/2013/04/07/april-7th/

--

http://kambyero.com/tag/in-defense-of-bad-endings/
http://sortiv.com/?p=2177
http://brindlebrothers.blogspot.se/2013/04/quizzical-play-2-optimising-for-beauty.html
http://www.auntiepixelante.com/?p=1991