Showing posts with label nintendo. Show all posts
Showing posts with label nintendo. Show all posts
Friday, July 15, 2016
Crit Links 15/7
The Unbearable Now: An Interpretation of The Witness
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Nintendoomed 2: Pokemon GO's Jaunty View
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The Power of Incentives - How Games Help Us Examine Our World - Extra Credits
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The Legend of Zelda: Link's Awakening's dungeon design | Boss Keys
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Wind Waker: The BEST Zelda Sequel? - Really Freakin' Clever
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What Old Games Got Right: Donkey Kong Country!
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At times, Everybody’s Gone to the Rapture feels very grounded. Despite it being a story about a supernatural visitor that causes the population of a small English town to inexplicably vanish, the world and its inhabitants often feel authentic. However, due to the way that you interact with and learn about the world, this feeling of “being there” is inconsistent. Everybody’s Gone to the Rapture is a story about humanity, but the tools that you use to understand the story are unfortunately alienating.
/.../
It’s fine to make a deliberately paced game, but Everybody’s Gone to the Rapture makes even the simple act of entering and exiting a house a tedious chore. It’s really hard to overstate how slow the movement is. One could argue this is meant to enforce a reflective, observant approach to the game. In some respects this is true, but it also inspires resentment.
Missing a key story piece and facing the prospect of a long journey backtracking (and potentially getting lost) is demoralizing. After a certain point, seeing a mysterious item in the environment no longer raises the question of “What is that?” but rather “Is that potential clue worth the time it will take to walk over there?” The fact that sometimes a mystery is just a trick of the light (rather than the quasi-defined light being itself) means that the slow speed actually hastened my pace to finish the game.
/.../
Because of your speed, you have plenty of time to reflect on the many contrivances needed for an interactive sci-fi story/religious parable. Why can’t I hop over waist-high fences? It sure is convenient that some of these doors are locked while others aren’t. How is this place littered with identical radios that all play a pre-recorded message on demand? Why can I only see the ghostly apparitions of some people and why aren’t these people more angry about their impending deaths?
Suddenly everything feels overly produced. You’re not person in a village. You’re a human-sized viewfinder navigating around a meticulously constructed set on which you mustn’t run.
/.../
What starts off feeling like an intimately human environment becomes a stifling set piece. Instead of relishing your presence in environment, you resent it and ultimately detach yourself from it.
§
Everything else about the game actively works to hinder your consumption of the story; an insane design decision considering that the story is literally the main selling point for this type of game.
/.../
The town of Shropshire is large, and it’s easy to get lost among the houses
/.../
The open world design also works against the story. Memories are spread far and wide, so it’s easy to miss things. There’s no map of the town, so it’s easy to lose your sense of direction; Shropshire is no predictable grid town, it’s curved and wide and there’s no clear sense of a “forward” direction. The floating orb is meant to mitigate this, but there are dozens are memories off the proverbial beaten path that you’ll miss if you just follow the orb.
§
A sense of powerlessness runs throughout Everybody’s Gone to the Rapture. Taking place after all of humanity has died out, and after anything can be done about it, the game places the player in an ambiguous role: she is an observer and a wanderer, but she is not a character in any story the game is telling, and rather than creating her own, she has a story told to her, one whose outcome she cannot affect or alter.
/.../If, like most games, the default movement setting was a jogging pace, with the ability to either slow down or speed up, Rapture would become a very different experience. Suddenly, the world would feel more open, more navigable; somewhere the player could roam free rather than stalk carefully.
/.../
The player can shake door handles, rattle gates, knock over and over again but there is nothing to be done, nobody will respond, and there are many places the game simply doesn’t allow the player to go. The act of knocking on doors or rattling their handles is one of the few ways Rapture allows the player to interact with its world, yet remarkably this act is one that ends in failure every time.
/.../These physical boundaries that the game imposes all add to the sense of powerlessness felt; despite the world having ended, it is not yours, and you are not there to profit from disaster.
/.../The inability to interact with these items doesn’t take away from any sense of realism in the game, it simply adds to the ways in which the player is rendered powerless.
/.../
The representation of the characters in the game is closely tied to the narrative they are involved in. So often, progress in videogames comes down to what the body is capable of; as the game goes on, more and more extreme physical feats are necessary to progress. Yet in Rapture, the only progression comes in the form of narrative progression, something that happens by reaching the end of a character’s story, which, every time, involves witnessing the final moments of their life. In other words, progression in the game actually involves the body failing, as opposed to triumphing; narrative progression comes at the cost of human lives, of the body falling powerless. Death in Rapture happens over and over again, and every time the body fails, and every time the player is powerless to intervene.
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Six Games that Celebrate Grace
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At first glance, it looks like an ordinary adventure game: here are some puzzles, here are some pieces, get to work putting it all together. But the more you play it, the more you realize just how much the game questions adventure game form.
/.../
Future Vision. When Max first receives this power, it’s easy to think the writers are using his Future Vision to provide a narrative justification for the game’s hint system. But after making your way through a few of the game’s puzzles, you learn that it’s actually both a vital tool for solving puzzles and the site where Sam & Max dismantles the very process of solving puzzles in the first place. Usually when we talk about puzzles in video games (adventure games especially), we discuss them as a linear chain of cause and effect: you see a problem, you piece together bits of information you’ve gathered, and one revelatory moment later, you’ve solved the puzzled and you can move onto the next. In fact, researchers at UC Santa Cruz have identified this process as “the eurekon design pattern”, describing it as vital to understanding adventure games. With Future Vision at play, though, this cause/effect understanding no longer applies as neatly as we want it to. Predictions can be defied, and characters can act on information they received from future predictions. Sometimes, the act of gathering information is all you need to complete a puzzle.
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Most RPGs have NPC traffic. Gothic had a society.
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Stop calling Eastern European videogames pessimistic
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How the history of Japan's post-war peace movements can help us understand Kojima's older games-- and maybe Death Stranding, too.
/.../
This Kojima aesthetic -- fusing Anime tropes, real-world events, American action films, and Japanese anti-nuclear rhetoric -- creates a world where Kojima can tell an anti-war story while still indulging Hollywood war fantasies. Despite his obvious love for military hardware and action scenes, MGS retains its anti-war, anti-nuke message because it happens in an absurd fantasy world unmoored from realism. No one in their right mind would join the military because of a Metal Gear Solid game, because we know real militaries don’t have walking tanks and psychic soldiers. Kojima gets to play with the same toys as Call of Duty, yet avoids the worry that he’s glorifying military action by depicting it.
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Fatherhood isn't an accessory, or an upgradeable character trait, or a snap-on mark of maturity or earnestness, as so many of this year's other games would have it be. It's an overwhelming source of agony and purpose that - yes, I am saying - is a bit like owning a vast and feathered cat.
Thursday, December 3, 2015
Critical Links 3/12
§§§MGSV
He is, just like all the other Snakes in all the other Metal Gears, just a bloke with a mullet who crawls around on the floor a lot. There’s no shame in that: the amorphous, interchangeable character of Snake is one of the more compelling blokes in all of contemporary video games. But that isn’t enough for MGS V. It wants us to see him not only as the greatest warrior of the 20th century, but also as the greatest man to have ever lived. General. Tactician. Visionary. Father. Philosopher. But he’s none of these things. He’s simply really good at solo sneaking missions, just like his cloned son before him.
/.../
AND AND AND it’s not even Big Boss at all, which makes the whole thing, which hardly made sense to begin with, stray even further away from possibly ever making any sense. The destructiveness of the game's violently unnecessary twist cannot be overstated.
[It defintely takes a special sort of madness to keep writing the Metal Gear Saga, and it takes a different (?) sort of madness to continue to invest so much of oneself into the world of Metal Gear when it just barely makes sense anymore. It's very hard to let go of the series because it can't let go of itself, and what's even worse, the very fact that it can't let go of itself and explores similar themes and concepts in every game but adds new layers and world building to it every time is precisely why I love the series to begin with! But after MGS4 I just felt that it kind of hurt more than it felt good, and although that game was far from my favorite in the series, I could live with it being the last game. Peace Walker came and well it was good, but I kinda lost interest although I tried to hang on anyway. And then this fifth game -- I don't even know. I'm still waiting for someone to write something so that I can appreciate the game for its hidden genius, but all I can find is disappointment. On some level I do get the twist that we are big boss and always have been, and it ties into the existential themes of past Kojima games where we were told to find ourselves, our own paths, effectively becoming just men with guns (and thus not soldiers), but I don't think all of the bollocks that is MGS5 makes up for that. Yes it's a neat Kojima ending that it's not really an ending, and that we all waited for Kojima to make sense of Big Boss and it all for us, and that instead zie just trolls us and tells us that this is the end for hir involvement in the saga and that it is now up to us to make the legend come alive, up to us to decide what it was all about. Up to us to create our own meaning instead of trying to piece it all together and find meaning in some sort of passed-on canon without contradictions. MGS was never about that, just as it was precicely about neurotic attachment to building upon existing canon. Everything MGS is just that sort of paradox.
But still. You know?]
§
Whether intentional or not, Kojima's stylised, fetishistic view of military life seems to be saying "This is why people go to war: to enact the media that excited them so much."
In other words, Snake doesn't have to do anything overtly evil for us to determine that he's not exactly the nicest man. It's just that so many war games put the player in the role of a psychopath that we simply take his egregious actions for granted.
§
Raiden is at the whim of the designer.
The true ending of Metal Gear Solid 5 takes it one step further. We don’t need Raiden anymore, because we’re doing that job ourselves. From that perspective, it makes sense why this new game focuses so much more on gameplay and less on half hour long cutscenes: the real story is about the player becoming Big Boss.
§
Hideo Kojima or (The Art of Meaningful Game Mechanics)
§
Two Minute Game Crit - Metal Gear Solid: Crouch and Zoom
[perhaps we could use some crotch and zoom in the series as well - to balance out all the tits and zoom?]
§§§SUPER MARIO
Game Maker's Toolkit - Analysing Mario to Master Super Mario Maker
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Game Maker's Toolkit - Super Mario 3D World's 4 Step Level Design
§
Miyamoto on World 1-1: How Nintendo made Mario's most iconic level
§
Really Freakin' Clever - Super Mario Sunshine
§
Let's Review Mario Maker Fan Levels. What Could Possibly Go Wrong?
§
The Weirdness of Super Mario EXPLAINED! | Game/Show | PBS Digital Studios
§
There is a futile egotism to “Super Mario Maker,” a piece of software that caters to delusory belief that enthusiasm and creativity are interchangeable, that being a fan of something can, if practiced with enough care, create an equivalent of the work to which one’s fandom is fixated. This self-deception is antithetical to the genius of “Mario” games. From “Donkey Kong” to “Super Mario 64,” Mario games have always felt like creations in pursuit of abstract ideas rather than homages to any specific history or design tradition.
§§§MISC
Errant Signal - (Spoilers) Fallout 4 and Role Playing
[I do feel like I'm beating a dead horse here, but I really want less player privilege/powergaming/less wish-fullfillment and more roleplaying/violence/what the players don't know that they need in games, and in this context - more Fallout 1&2 and less Fallout 4. And I really want what Planescape Torment or Unrest attempts in a AAA with Mass Effect's budget. I'm thinking that might be a while, and so I just have to be grateful that the difference between indie and non-indie is shrinking, which also means that indiegames can be really fucking beautiful and large in scope. There was even one game kickstarted that specifically wanted to do Mass Effect but different, but yeah the scope was just a couple of hours on that one. We'll get there eventually!]
§
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).
§
Kuchera expresses the relief he feels at discovering Assassin’s Creed: Unity to be an unplayable buggy mess, such that it no longer binds him to go out and buy the game. It’s an unburdening, a release from one’s unspoken, self-imposed obligation, shared, Kuchera notes, by many fans of the series. The supposedly preposterous thing here and the reason it’s being presented as a curious twist of nature is people are glad they don’t have to buy a game from a franchise they’ve come to enjoy. They’re pleased to be able to write it off. It means they can move on to the next enormous franchise, as if a Metacritic score is the magic word to break their curse.
[Hi, my name is Ada and I'm an addict...]
§
How Modern Language Breaks Scrabble | Game/Show | PBS Digital Studios
[An interesting aside to how language breaks Scrabble is how high-level Scrabble play is so divorced from regular Scrabble playing that is barely the same game. How else could an American who doesn't speak French win the French national championship?]
§
What Makes a Good Video Game Companion? ? RagnarRox • Game Design++
[Awesome design document. Companion Cube for the win! Although I would like to question some of the assumptions in the video, the one concerning utility especially. But still, it is a tool for the toolbox.]
§
The internet is full of people speculating on whether they caused a certain event to happen in Stanley or whether it was poor chance.
These events serve to unsettle and disorient the player. They make it so that you’re never sure if you’ve fully explored the game and fully understood what is going on or if it has another surprise waiting for you the next time you start it up. By making the edges of the game vague, The Stanley Parable prevents you from getting comfortable and keeps you in a state of wonder.
[The strength of Playable Teaser is similar - in keeping the horizon of possibilities fuzzy.]
He is, just like all the other Snakes in all the other Metal Gears, just a bloke with a mullet who crawls around on the floor a lot. There’s no shame in that: the amorphous, interchangeable character of Snake is one of the more compelling blokes in all of contemporary video games. But that isn’t enough for MGS V. It wants us to see him not only as the greatest warrior of the 20th century, but also as the greatest man to have ever lived. General. Tactician. Visionary. Father. Philosopher. But he’s none of these things. He’s simply really good at solo sneaking missions, just like his cloned son before him.
/.../
AND AND AND it’s not even Big Boss at all, which makes the whole thing, which hardly made sense to begin with, stray even further away from possibly ever making any sense. The destructiveness of the game's violently unnecessary twist cannot be overstated.
[It defintely takes a special sort of madness to keep writing the Metal Gear Saga, and it takes a different (?) sort of madness to continue to invest so much of oneself into the world of Metal Gear when it just barely makes sense anymore. It's very hard to let go of the series because it can't let go of itself, and what's even worse, the very fact that it can't let go of itself and explores similar themes and concepts in every game but adds new layers and world building to it every time is precisely why I love the series to begin with! But after MGS4 I just felt that it kind of hurt more than it felt good, and although that game was far from my favorite in the series, I could live with it being the last game. Peace Walker came and well it was good, but I kinda lost interest although I tried to hang on anyway. And then this fifth game -- I don't even know. I'm still waiting for someone to write something so that I can appreciate the game for its hidden genius, but all I can find is disappointment. On some level I do get the twist that we are big boss and always have been, and it ties into the existential themes of past Kojima games where we were told to find ourselves, our own paths, effectively becoming just men with guns (and thus not soldiers), but I don't think all of the bollocks that is MGS5 makes up for that. Yes it's a neat Kojima ending that it's not really an ending, and that we all waited for Kojima to make sense of Big Boss and it all for us, and that instead zie just trolls us and tells us that this is the end for hir involvement in the saga and that it is now up to us to make the legend come alive, up to us to decide what it was all about. Up to us to create our own meaning instead of trying to piece it all together and find meaning in some sort of passed-on canon without contradictions. MGS was never about that, just as it was precicely about neurotic attachment to building upon existing canon. Everything MGS is just that sort of paradox.
But still. You know?]
§
Whether intentional or not, Kojima's stylised, fetishistic view of military life seems to be saying "This is why people go to war: to enact the media that excited them so much."
In other words, Snake doesn't have to do anything overtly evil for us to determine that he's not exactly the nicest man. It's just that so many war games put the player in the role of a psychopath that we simply take his egregious actions for granted.
§
Raiden is at the whim of the designer.
The true ending of Metal Gear Solid 5 takes it one step further. We don’t need Raiden anymore, because we’re doing that job ourselves. From that perspective, it makes sense why this new game focuses so much more on gameplay and less on half hour long cutscenes: the real story is about the player becoming Big Boss.
§
Hideo Kojima or (The Art of Meaningful Game Mechanics)
§
Two Minute Game Crit - Metal Gear Solid: Crouch and Zoom
[perhaps we could use some crotch and zoom in the series as well - to balance out all the tits and zoom?]
§§§SUPER MARIO
Game Maker's Toolkit - Analysing Mario to Master Super Mario Maker
§
Game Maker's Toolkit - Super Mario 3D World's 4 Step Level Design
§
Miyamoto on World 1-1: How Nintendo made Mario's most iconic level
§
Really Freakin' Clever - Super Mario Sunshine
§
Let's Review Mario Maker Fan Levels. What Could Possibly Go Wrong?
§
The Weirdness of Super Mario EXPLAINED! | Game/Show | PBS Digital Studios
§
There is a futile egotism to “Super Mario Maker,” a piece of software that caters to delusory belief that enthusiasm and creativity are interchangeable, that being a fan of something can, if practiced with enough care, create an equivalent of the work to which one’s fandom is fixated. This self-deception is antithetical to the genius of “Mario” games. From “Donkey Kong” to “Super Mario 64,” Mario games have always felt like creations in pursuit of abstract ideas rather than homages to any specific history or design tradition.
§§§MISC
Errant Signal - (Spoilers) Fallout 4 and Role Playing
[I do feel like I'm beating a dead horse here, but I really want less player privilege/powergaming/less wish-fullfillment and more roleplaying/violence/what the players don't know that they need in games, and in this context - more Fallout 1&2 and less Fallout 4. And I really want what Planescape Torment or Unrest attempts in a AAA with Mass Effect's budget. I'm thinking that might be a while, and so I just have to be grateful that the difference between indie and non-indie is shrinking, which also means that indiegames can be really fucking beautiful and large in scope. There was even one game kickstarted that specifically wanted to do Mass Effect but different, but yeah the scope was just a couple of hours on that one. We'll get there eventually!]
§
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).
§
Kuchera expresses the relief he feels at discovering Assassin’s Creed: Unity to be an unplayable buggy mess, such that it no longer binds him to go out and buy the game. It’s an unburdening, a release from one’s unspoken, self-imposed obligation, shared, Kuchera notes, by many fans of the series. The supposedly preposterous thing here and the reason it’s being presented as a curious twist of nature is people are glad they don’t have to buy a game from a franchise they’ve come to enjoy. They’re pleased to be able to write it off. It means they can move on to the next enormous franchise, as if a Metacritic score is the magic word to break their curse.
[Hi, my name is Ada and I'm an addict...]
§
How Modern Language Breaks Scrabble | Game/Show | PBS Digital Studios
[An interesting aside to how language breaks Scrabble is how high-level Scrabble play is so divorced from regular Scrabble playing that is barely the same game. How else could an American who doesn't speak French win the French national championship?]
§
What Makes a Good Video Game Companion? ? RagnarRox • Game Design++
[Awesome design document. Companion Cube for the win! Although I would like to question some of the assumptions in the video, the one concerning utility especially. But still, it is a tool for the toolbox.]
§
The internet is full of people speculating on whether they caused a certain event to happen in Stanley or whether it was poor chance.
These events serve to unsettle and disorient the player. They make it so that you’re never sure if you’ve fully explored the game and fully understood what is going on or if it has another surprise waiting for you the next time you start it up. By making the edges of the game vague, The Stanley Parable prevents you from getting comfortable and keeps you in a state of wonder.
[The strength of Playable Teaser is similar - in keeping the horizon of possibilities fuzzy.]
Labels:
board games,
community,
companion,
design,
dissonance,
fallout,
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Saturday, November 28, 2015
Crit Links 28/11
I found myself creating a series of characteristics that I believe would be found in any Great Work of gaming. In short, I found myself identifying something like a Platonic Form for gaming’s great works, a Form I will call “The Meaningful Game.”
§
The Delta of Randomness - Can You Balance for RNG? - Extra Credits
§
Inquisition manages to undermine a lot of its own dramatic pauses.
Let's talk about a minstrel.
/.../
The combination of the two songs, neither of which has a counterpart for an alternate choice, very strongly suggests one "correct" narrative interpretation of events: the Inquisitor sided with the mages, supported the rebellion, and had to fight Samson.
/.../
Leliana's presence during Dragon Age II is mostly a secret. And yet in a way, in the pubs and taverns where the Bards have ears, she was there all along.
Because her work so often involves autobiographical events, [Nina] Freeman says she is sometimes accused of being self-absorbed or egotistical. But rather than an exercise in vanity, she sees her work as the opposite: an opportunity to look back at herself and her choices with an unflinching and critical eye.
“I think it’s good to be self-reflective, because otherwise, what are you doing? You’re just letting other people shape who you are instead of being self-critical and learning from your actions. I spend a lot of time thinking about what I do in retrospect, to try and be a better person, because I think I do a lot of things wrong.”
I like to think there's an element of subconscious deliberation at work, because a lot of the time I'll get half-way through making a game, and then suddenly its 'meaning' will dawn on me," she says. "I like this approach because a lot of the time it's cathartic and surprising. I didn't realize what Rain, House, Eternity was really about until I had nearly finished it, and it was a powerful, deeply personal moment for me, and it also allowed me to make an ending that was much more appropriate than what I'd planned."
While most games fetishize nostalgia (Final Fantasy VII Remake, Shovel Knight, Axiom Verge, Downwell, Every Other Bit Game Ever), Homesickness reminds you why the past should stay in the past.
§
More Ways to Use Randomness - What is the Goal of RNG? - Extra Credits
§
Yet while most media coverage congratulated Nintendo for finally making a female version of the famed character an option, the actual context of Linkle's existence reeks of that unique Nintendo brand of faux progressivism. It might sound good on paper, but in practice only shows how little Nintendo actually understands about what the problem is.
As Anita Sarkeesian might point out, Linkle is a classic example of the "Ms. Male Character" trope.
§
As a teenager I was duped by Metal Gear Solid. As an adult, I remain only cautiously optimistic about D4.
5 Queer Video Games Breaking the Mold
It would seem that, finally, with Dad Quest, the concept of dadification is freed from the shackles of patriarchy. No longer are fathers supposed to be grizzly, gravely, possessive guardians. Instead, Dad Quest encourages parents to literally throw their children into situations that allow them to figure it out the world for themselves.
§
These moments all share a common theme; they actively ask the player to step back from traditional forms of videogame interactivity. Yes, traditional methods of input are utilised: triangle allows Joel to pat the giraffe, and Conway and Shannon’s conversation is still navigated utilising clicks of the mouse. But these scenes are not dominated by their interactivity in terms of prescriptive button inputs and subsequent movements on screen. Rather, they are defined by their interactive inaction. And yet, they are deeply engaging moments.
§
This blog is about my personal journey (roughly chronologically) through 40 years of computer role-playing games (CRPGs). I play each game and discuss its strengths and weaknesses, its place in the history of RPGs, its influences, and just what it's like to play the game today.
§
The Delta of Randomness - Can You Balance for RNG? - Extra Credits
§
Inquisition manages to undermine a lot of its own dramatic pauses.
Let's talk about a minstrel.
/.../
The combination of the two songs, neither of which has a counterpart for an alternate choice, very strongly suggests one "correct" narrative interpretation of events: the Inquisitor sided with the mages, supported the rebellion, and had to fight Samson.
/.../
Leliana's presence during Dragon Age II is mostly a secret. And yet in a way, in the pubs and taverns where the Bards have ears, she was there all along.
Because her work so often involves autobiographical events, [Nina] Freeman says she is sometimes accused of being self-absorbed or egotistical. But rather than an exercise in vanity, she sees her work as the opposite: an opportunity to look back at herself and her choices with an unflinching and critical eye.
“I think it’s good to be self-reflective, because otherwise, what are you doing? You’re just letting other people shape who you are instead of being self-critical and learning from your actions. I spend a lot of time thinking about what I do in retrospect, to try and be a better person, because I think I do a lot of things wrong.”
I like to think there's an element of subconscious deliberation at work, because a lot of the time I'll get half-way through making a game, and then suddenly its 'meaning' will dawn on me," she says. "I like this approach because a lot of the time it's cathartic and surprising. I didn't realize what Rain, House, Eternity was really about until I had nearly finished it, and it was a powerful, deeply personal moment for me, and it also allowed me to make an ending that was much more appropriate than what I'd planned."
While most games fetishize nostalgia (Final Fantasy VII Remake, Shovel Knight, Axiom Verge, Downwell, Every Other Bit Game Ever), Homesickness reminds you why the past should stay in the past.
§
More Ways to Use Randomness - What is the Goal of RNG? - Extra Credits
§
Yet while most media coverage congratulated Nintendo for finally making a female version of the famed character an option, the actual context of Linkle's existence reeks of that unique Nintendo brand of faux progressivism. It might sound good on paper, but in practice only shows how little Nintendo actually understands about what the problem is.
As Anita Sarkeesian might point out, Linkle is a classic example of the "Ms. Male Character" trope.
§
As a teenager I was duped by Metal Gear Solid. As an adult, I remain only cautiously optimistic about D4.
5 Queer Video Games Breaking the Mold
This '80s influence upon popular videogames continues
on into the 2000s, managing to reveal itself both without much filter
and in fusing with the anti-hero archetype that arose at the turn of the
century.
This antihero archetype is what Brenton J. Malin dubs the “hypersensitive killer.” It arose with such TV shows as The Shield and The Sopranos.
He is at once relentlessly immoral yet more in touch with his emotions
than his peers, depicting the “extremely contradictory masculinity of
the turn of the 21st century,” according to Malin. It would seem that, finally, with Dad Quest, the concept of dadification is freed from the shackles of patriarchy. No longer are fathers supposed to be grizzly, gravely, possessive guardians. Instead, Dad Quest encourages parents to literally throw their children into situations that allow them to figure it out the world for themselves.
§
These moments all share a common theme; they actively ask the player to step back from traditional forms of videogame interactivity. Yes, traditional methods of input are utilised: triangle allows Joel to pat the giraffe, and Conway and Shannon’s conversation is still navigated utilising clicks of the mouse. But these scenes are not dominated by their interactivity in terms of prescriptive button inputs and subsequent movements on screen. Rather, they are defined by their interactive inaction. And yet, they are deeply engaging moments.
§
This blog is about my personal journey (roughly chronologically) through 40 years of computer role-playing games (CRPGs). I play each game and discuss its strengths and weaknesses, its place in the history of RPGs, its influences, and just what it's like to play the game today.
Labels:
balance,
cibele,
dragon age,
fatherhood,
Gender,
history,
kitty horrorshow,
masculinity,
music,
nina freeman,
nintendo,
notgames,
platonic,
queer,
rpg,
Zelda
Tuesday, February 11, 2014
11/2
TOPIC OF THE WEEK: #CRITIQUE
an alternative a “cyborgian” approach to game criticism that accounts for the whole socio-technical, embodied assemblage of digital gameplay rather than cherry-picking one or two essentialized aspects to stand in for the whole.
/.../
What I have called “expansive gameplay,” the imposition of optional rules and limitations to enhance or re-frame one’s experience of a game, might also be an example of a critical “reading” strategy (ha ha) that enables the kind of “bottom-up, descriptive analysis” Keogh is after - some examples might include Ben Abraham’s experiments with “permadeath” in Far Cry 2 and Mattie Brice’s "Pokemon Unchained," which turns Pokemon into a disturbing slavery allegory. As philosopher Manuel de Landa argues, the introduction of new capacities into an assemblage at any scale (such as using a new tool or learning a new skill) can precipitate a break in the habitual, destabilizing and reconfiguring the entangled elements that constitute the assemblage. If the goal of game criticism is, as Keogh contends, to describe and critique “the player’s actual [embodied] engagement with formal and material properties,” I’m curious to see what other critical tools, skills, and strategies might be mobilized to this end.
http://reading-strategy.tumblr.com/post/74181657281/reading-strategies-for-game-criticism
§
Despite being the focus of academic studies for close to two decades and a significant part of popular culture for much longer, the humanities generally and cultural studies in particular lacks a coherent vocabulary to perform strong, analytical criticism of individual videogame works. The solution is not another prescriptive, top-down model that attempts to understand all videogame play the same way, but a descriptive, bottom-up conceptual toolkit that understands particular videogames in the moment of play when videogame and player come together. This article highlights the values inherited by game studies that have resisted the creation of such a toolkit and suggests one path forward grounded in the phenomenological pleasures of videogame play across worlds and bodies. After exploring game studies’ historical hostility to critical and textual readings, it conceptualises the ‘videogame text’—the critic’s object of study—as the coming together of the player and the videogame in a cybernetic circuit of embodied pleasures. This circuit flows across both the actual and virtual worlds of play in a convergence of form and content. Ultimately, this article lays a groundwork for academic roads into videogame criticism that is primarily concerned with understanding videogames as videogames to complement those ad-hoc methods already being developed by a nascent scene of online critics and bloggers.
/.../
The first of these sections observes how the concept of ‘immersion’ obscures critical analysis of videogames as cultural forms that actually exist, as it leads to the same separation of form and content that Susan Sontag (1964) so completely dismantled half a century ago.
/.../
the dichotomy of action and representation is perhaps the most contested in the formalist wars to assert what a videogame is. Eskelinen (2001), along with many of the ludologists, privileges videogames’ “remediation of [nondigital] games” over what he sees as the insignificant window dressing of audiovisual representation.
/.../
A videogame’s mechanics and audiovisuals are symbiotic, a singular and irreducible component of videogame play. Claims, such as Newman’s and Aarseth’s above, that Lara Croft’s depiction in Tomb Raider as a human female matters less than what her body allows the player to do ignores the very fact that the player only considers ‘walk’, or ‘run’, or ‘jump’ as viable options because Lara Croft is represented as a human being capable of such actions.
/.../
Immersion, effectively, splits the game’s content from the game’s form, reintroducing the Cartesian split that “takes the sensory experience of the work of art for granted, and proceeds from there” (1964, p.13) that critic Susan Sontag so convincingly dismantled half a century ago in her essays “Against Interpretation” (1964) and “On Style” (1965). Immersion, deployed uncritically, privileges a desire for immediate experience of the ‘content’ of the videogame while ignoring the fact that this content “is, as it were, the pretext, the goal, the lure which engages consciousness in essentially formal processes of transformation” (Sontag, 1965, p. 25). As a theatre critic accounts for the performances of actors or an art critic accounts for the brushstrokes that contribute to a portrait, the videogame critic cannot hope to understand the virtual world of the videogame text without accounting for the player’s active involvement with formal, material elements and construction of an imagined fourth-wall
/.../
A postphenomenological approach to videogame play accounts for the overlapping worlds active during videogame play. It allows the critic to account for what Psycho Mantis makes explicit in Metal Gear Solid when he collapses Solid Snake and I into a single addressee of his speech, and what Mother 2 makes implicit inside the two-walled house: that the ‘content’ of videogames—their virtual worlds and the player’s presence inside of them—is a product of the player’s actual engagement with formal and material properties.
/.../
While the purity complex of game studies with its values of ‘action’ and ‘autonomy’ can be traced through hacker identities and notions of a liberal human subject, the hybridity of the videogame text demands a cyborg identity that understands the player as posthuman, as a subject distributed and emergent (Hayles, 1999, p. 290). To recognise the fluidity of bodies and identities is to understand that virtual worlds, like human capability, are not imperiled by the splice, but depends on it (Hayles, 1999, p.290). When Psycho Mantis uses the second-person address to say “you haven’t saved the game often” he is not talking to either me the player or Solid Snake the character, he is talking to the cyborgian, gestalt identity that is the two of us combined across bodies and worlds (5).
/.../
With the videogame text located in the circuit, the challenge for the videogame critic is to focus on the flow back and forth across the actual and virtual worlds—form and content flattened into the videogame text as played as a flattening of form and content. By starting with the experience of play across worlds and bodies in particular videogames, an academic videogame criticism can begin to understand what a videogame is without being distracted by what it should be.
http://gamescriticism.org/articles/keogh-1-1
§
rather than trying to portray a realistic world, metafictional texts try to portray the process of creating that world by “plac[ing] fictionality, structure, or language at their content’s core” (29). This form of mimesis leads to “the unmasking of dead conventions by a mirroring of them” (10). The goal is to change the medium by showing the ways in which it is relying on the same old, tired methods, meaning that metafiction can be an agent for artistic innovation and renewal.
/.../
As with any good piece of metafiction, however, The Stanley Parable isn’t just interested in commenting on the way games are made, but also interrogates the role of the player in the game world.
/.../
As Campster says in his analysis of The Stanley Parable, “I tend to approach it [analyzing games] from two general directions – a narrative-focused reading that looks at the plot structure, characters, dramatic arcs, that sort of thing, and a play-focused reading that looks at mechanical systems and how they interact with one another. Then I try to reconcile the two into a cohesive whole.” This is a trend that permeates the way we analyse games as a community. Beyond the influence this paradigm has on game criticism, it also influences how games are received. If the elements of narrative and gameplay fail to intersect to a satisfactory extent, the game opens itself up to critiques of “ludonarrative dissonance,” while if the developers succeed in interweaving the two, we can praise the “ludonarrative harmony” of their game. It’s the Venn diagram of game criticism, looking for as much overlap between the two circles as possible, and serves in the minds of many as a litmus test for game quality.
/.../
to consider choice as only a part of the narrative is to understate the importance of its function: it is one of the principle ways “the player is able to interact with the game-world.” In The Stanley Parable, it is one of the only ways we interact with the game. By foregrounding the functioning of choice so clearly, Galactic Cafe complicates a simple or dichotomous understanding of choice, forcing us to examine the game in a more holistic manner.
/.../
Repetition isn’t something we generally conceive of as a distinct gameplay mechanic or as an aspect of the narrative.
/.../
But in The Stanley Parable, repetition, including repetition due to the death of the protagonist, isn’t a narrative disruption, but is rather a key element of the way the game functions.
/.../
Once again, a dichotomous reading of the way repetition functions in the game is impossible: it can’t be strictly confined to being part of gameplay or narrative exclusively.
/.../
If we truly want to understand how games affect the player, we’ll have to move a bit past the concept of “ludonarrative harmony,” and take a more holistic approach to game analysis. And maybe if we do so, we can at last exorcise the ghost of the old narratology/ludology debate. I think that the field of game studies would be better for it.
http://theanimistblog.wordpress.com/2014/01/27/that-wasnt-supposed-to-be-a-choice-metafiction-and-the-stanley-parable/
§
How I analyze a game
The first thing I do is set aside my experience. It is only mildly useful, a single data point, when everyone’s experience is subjective.
/.../
Mechanics, inputs and processes, rules and tokens and actions. I strip away the surface until Gone Home is a game about flipping over cards on a desk to see what is underneath them. Papers, Please is a Spot-The-Difference game. The Stanley Parable is a choose-your-own-adventure where some of the options are written in invisible ink.
/.../
All of these things are elements on my tuning checklist for my own work. I look for them so I can look at the craft at this mechanical level.
/.../
And now comes the crux of it.
I know the intent of the systems.
I know what the systems actually teach.
I know the intent of the experience.
I know what the experience actually says.
http://www.raphkoster.com/2014/01/06/how-i-analyze-a-game/
§
How I Learned To Stop Worrying And Love The Mods
http://www.youtube.com/watch?v=qIYx0zov8wM
§DESIGN
The violator/violated cycle of The Castle Doctrine self-perpetuates because, it seems, it’s enjoyable to violate. In reality, the relationship of a burglar and the mansion owner is a ton more complex than swapping a binary.
/.../
Rohrer’s distillation creates a gulf between the issue in reality and the issue as TCD discusses it. For the most part, people don’t suddenly materialise into criminals one day. There are causes that drive them there, making their roles in society much more tragic than Rohrer’s moustachioed caricature. As game designer, he adopts the teleology of the world within TCD, and with it responsibility for the system’s narrative dynamics falls upon his head. So, whereas in reality these criminals are created by the horrors of the world, in TCD they are selfish, greedy opportunists with nothing better to do.
/.../
But it’s fixable. Some tweaks and the introduction of a rudimentary economy would suffice to ground the message in relevance.
http://www.gameranx.com/features/id/20011/article/fixing-the-castle-doctrine-s-self-defense-parable/
§
In this sense, the “authentic” titles are not games that simulate WWI at all – in their mechanics, their play-style, even their attention to period detail, they render a war that is both recognisable and yet uncomfortably distant from the object that it seeks to reproduce. The team-based capture the flag and death match modes have a fluidity and activity that the “real” war rarely, if ever, had.
/.../
Moreover still, because the team death match style is so closely associated with other, more cinematic titles and contexts, the effort that has gone into the landscapes seems a let down, less important. Almost as if you’re playing against a backdrop, rather than in a landscape
/.../
To be representational, however inadequately, there is a need for games to reach beyond conventional and rule-bound mechanics and toward the jarringly unfamiliar, toward the red poppy “a little white with the dust”, toward Paul Nash’s rugged, imbalanced collage of shade and shape and fragment. Toward something just a little more like Super Trench Attack, and a lot less like Counter-Strike.
http://ontologicalgeek.com/scarce-heard-amid-the-guns-below/
§
A script can give me the most dramatic, apocalyptic, life-and-death scenario in the world to try to make me care; but knowing that I can help someone in the smallest way, and then giving up the chance, is much, much more painful.
http://www.polygon.com/2014/1/16/5311820/the-power-of-weakness-you-cant-save-everyone-nor-should-you
§
Determinism comforts, and nondeterminism unsettles. But there’s something frustrating and unsatisfying about living in a universe that’s entirely mapped. When a universe can’t be mapped at all, it frustrates in a different way. This tension lies at the center of much videogame story design.
/.../
Esther’s nondeterminism creates more possibilities, without needing a designer to define them in detail. At the same time, the information gaps it leaves are, on average, going to be filled with things of average quality. Stanley’s deterministic branching lets the player feel in control, but also makes that control feel pointless. Taken together, these sum up a lot of the current tradeoffs in interactive storytelling.
http://nightmaremode.thegamerstrust.com/2013/03/17/esther-and-stanley-and-fate/
§
This is the first section of a four-part essay on the history of videogame design.
http://thegamedesignforum.com/features/GDH_1.html
§
Extra Credits: The Magic Circle
http://www.youtube.com/watch?v=qZ-EY9gTsgU
§
Difficulty is the point, not the problem. The play's the thing.
http://www.wired.co.uk/news/archive/2014-01/17/difficulty-in-video-games
§COMMUNITY
What eSports could learn from an amazing four-person Super Metroid speedrun
http://www.polygon.com/2014/1/15/5311460/esports-super-metroid-speedrun
http://kotaku.com/four-person-super-metroid-speedrun-may-consume-next-hou-1502246487
§HISTORY
Does Legend of Zelda Exploit Nostalgia? | Game/Show | PBS Digital Studios
http://www.youtube.com/watch?v=IAP6Anq2j9Q
§
Down, down-forward, forward + punch: the controller input was designed by Nishiyama to mimic the onscreen animation of the move, as if grounding oneself with the downward stick motion, then lifting the hands upwards and towards your opponent. It is, alongside Mario’s ground pound and Sonic’s revving spin, one of the earliest and most enduring input sequences, one never forgotten once learned. The Hadoken may be science fiction, but in this way it has become part of us, something that can be summoned from the hands with concentration – just so long as they are resting on an arcade stick.
http://www.edge-online.com/features/hadoken-why-this-mashup-of-sci-fi-and-martial-arts-is-far-more-than-a-signature-move/
§MAGAZINES
The Arcade Review
http://arcadereview.net/main/
§OTHER
http://www.gametrailers.com/videos/uxo4qx/the-final-bosman-nintendo--what-are-you-doing--man-
an alternative a “cyborgian” approach to game criticism that accounts for the whole socio-technical, embodied assemblage of digital gameplay rather than cherry-picking one or two essentialized aspects to stand in for the whole.
/.../
What I have called “expansive gameplay,” the imposition of optional rules and limitations to enhance or re-frame one’s experience of a game, might also be an example of a critical “reading” strategy (ha ha) that enables the kind of “bottom-up, descriptive analysis” Keogh is after - some examples might include Ben Abraham’s experiments with “permadeath” in Far Cry 2 and Mattie Brice’s "Pokemon Unchained," which turns Pokemon into a disturbing slavery allegory. As philosopher Manuel de Landa argues, the introduction of new capacities into an assemblage at any scale (such as using a new tool or learning a new skill) can precipitate a break in the habitual, destabilizing and reconfiguring the entangled elements that constitute the assemblage. If the goal of game criticism is, as Keogh contends, to describe and critique “the player’s actual [embodied] engagement with formal and material properties,” I’m curious to see what other critical tools, skills, and strategies might be mobilized to this end.
http://reading-strategy.tumblr.com/post/74181657281/reading-strategies-for-game-criticism
§
Despite being the focus of academic studies for close to two decades and a significant part of popular culture for much longer, the humanities generally and cultural studies in particular lacks a coherent vocabulary to perform strong, analytical criticism of individual videogame works. The solution is not another prescriptive, top-down model that attempts to understand all videogame play the same way, but a descriptive, bottom-up conceptual toolkit that understands particular videogames in the moment of play when videogame and player come together. This article highlights the values inherited by game studies that have resisted the creation of such a toolkit and suggests one path forward grounded in the phenomenological pleasures of videogame play across worlds and bodies. After exploring game studies’ historical hostility to critical and textual readings, it conceptualises the ‘videogame text’—the critic’s object of study—as the coming together of the player and the videogame in a cybernetic circuit of embodied pleasures. This circuit flows across both the actual and virtual worlds of play in a convergence of form and content. Ultimately, this article lays a groundwork for academic roads into videogame criticism that is primarily concerned with understanding videogames as videogames to complement those ad-hoc methods already being developed by a nascent scene of online critics and bloggers.
/.../
The first of these sections observes how the concept of ‘immersion’ obscures critical analysis of videogames as cultural forms that actually exist, as it leads to the same separation of form and content that Susan Sontag (1964) so completely dismantled half a century ago.
/.../
the dichotomy of action and representation is perhaps the most contested in the formalist wars to assert what a videogame is. Eskelinen (2001), along with many of the ludologists, privileges videogames’ “remediation of [nondigital] games” over what he sees as the insignificant window dressing of audiovisual representation.
/.../
A videogame’s mechanics and audiovisuals are symbiotic, a singular and irreducible component of videogame play. Claims, such as Newman’s and Aarseth’s above, that Lara Croft’s depiction in Tomb Raider as a human female matters less than what her body allows the player to do ignores the very fact that the player only considers ‘walk’, or ‘run’, or ‘jump’ as viable options because Lara Croft is represented as a human being capable of such actions.
/.../
Immersion, effectively, splits the game’s content from the game’s form, reintroducing the Cartesian split that “takes the sensory experience of the work of art for granted, and proceeds from there” (1964, p.13) that critic Susan Sontag so convincingly dismantled half a century ago in her essays “Against Interpretation” (1964) and “On Style” (1965). Immersion, deployed uncritically, privileges a desire for immediate experience of the ‘content’ of the videogame while ignoring the fact that this content “is, as it were, the pretext, the goal, the lure which engages consciousness in essentially formal processes of transformation” (Sontag, 1965, p. 25). As a theatre critic accounts for the performances of actors or an art critic accounts for the brushstrokes that contribute to a portrait, the videogame critic cannot hope to understand the virtual world of the videogame text without accounting for the player’s active involvement with formal, material elements and construction of an imagined fourth-wall
/.../
A postphenomenological approach to videogame play accounts for the overlapping worlds active during videogame play. It allows the critic to account for what Psycho Mantis makes explicit in Metal Gear Solid when he collapses Solid Snake and I into a single addressee of his speech, and what Mother 2 makes implicit inside the two-walled house: that the ‘content’ of videogames—their virtual worlds and the player’s presence inside of them—is a product of the player’s actual engagement with formal and material properties.
/.../
While the purity complex of game studies with its values of ‘action’ and ‘autonomy’ can be traced through hacker identities and notions of a liberal human subject, the hybridity of the videogame text demands a cyborg identity that understands the player as posthuman, as a subject distributed and emergent (Hayles, 1999, p. 290). To recognise the fluidity of bodies and identities is to understand that virtual worlds, like human capability, are not imperiled by the splice, but depends on it (Hayles, 1999, p.290). When Psycho Mantis uses the second-person address to say “you haven’t saved the game often” he is not talking to either me the player or Solid Snake the character, he is talking to the cyborgian, gestalt identity that is the two of us combined across bodies and worlds (5).
/.../
With the videogame text located in the circuit, the challenge for the videogame critic is to focus on the flow back and forth across the actual and virtual worlds—form and content flattened into the videogame text as played as a flattening of form and content. By starting with the experience of play across worlds and bodies in particular videogames, an academic videogame criticism can begin to understand what a videogame is without being distracted by what it should be.
http://gamescriticism.org/articles/keogh-1-1
§
rather than trying to portray a realistic world, metafictional texts try to portray the process of creating that world by “plac[ing] fictionality, structure, or language at their content’s core” (29). This form of mimesis leads to “the unmasking of dead conventions by a mirroring of them” (10). The goal is to change the medium by showing the ways in which it is relying on the same old, tired methods, meaning that metafiction can be an agent for artistic innovation and renewal.
/.../
As with any good piece of metafiction, however, The Stanley Parable isn’t just interested in commenting on the way games are made, but also interrogates the role of the player in the game world.
/.../
As Campster says in his analysis of The Stanley Parable, “I tend to approach it [analyzing games] from two general directions – a narrative-focused reading that looks at the plot structure, characters, dramatic arcs, that sort of thing, and a play-focused reading that looks at mechanical systems and how they interact with one another. Then I try to reconcile the two into a cohesive whole.” This is a trend that permeates the way we analyse games as a community. Beyond the influence this paradigm has on game criticism, it also influences how games are received. If the elements of narrative and gameplay fail to intersect to a satisfactory extent, the game opens itself up to critiques of “ludonarrative dissonance,” while if the developers succeed in interweaving the two, we can praise the “ludonarrative harmony” of their game. It’s the Venn diagram of game criticism, looking for as much overlap between the two circles as possible, and serves in the minds of many as a litmus test for game quality.
/.../
to consider choice as only a part of the narrative is to understate the importance of its function: it is one of the principle ways “the player is able to interact with the game-world.” In The Stanley Parable, it is one of the only ways we interact with the game. By foregrounding the functioning of choice so clearly, Galactic Cafe complicates a simple or dichotomous understanding of choice, forcing us to examine the game in a more holistic manner.
/.../
Repetition isn’t something we generally conceive of as a distinct gameplay mechanic or as an aspect of the narrative.
/.../
But in The Stanley Parable, repetition, including repetition due to the death of the protagonist, isn’t a narrative disruption, but is rather a key element of the way the game functions.
/.../
Once again, a dichotomous reading of the way repetition functions in the game is impossible: it can’t be strictly confined to being part of gameplay or narrative exclusively.
/.../
If we truly want to understand how games affect the player, we’ll have to move a bit past the concept of “ludonarrative harmony,” and take a more holistic approach to game analysis. And maybe if we do so, we can at last exorcise the ghost of the old narratology/ludology debate. I think that the field of game studies would be better for it.
http://theanimistblog.wordpress.com/2014/01/27/that-wasnt-supposed-to-be-a-choice-metafiction-and-the-stanley-parable/
§
How I analyze a game
The first thing I do is set aside my experience. It is only mildly useful, a single data point, when everyone’s experience is subjective.
/.../
Mechanics, inputs and processes, rules and tokens and actions. I strip away the surface until Gone Home is a game about flipping over cards on a desk to see what is underneath them. Papers, Please is a Spot-The-Difference game. The Stanley Parable is a choose-your-own-adventure where some of the options are written in invisible ink.
/.../
All of these things are elements on my tuning checklist for my own work. I look for them so I can look at the craft at this mechanical level.
/.../
And now comes the crux of it.
I know the intent of the systems.
I know what the systems actually teach.
I know the intent of the experience.
I know what the experience actually says.
http://www.raphkoster.com/2014/01/06/how-i-analyze-a-game/
§
How I Learned To Stop Worrying And Love The Mods
http://www.youtube.com/watch?v=qIYx0zov8wM
§DESIGN
The violator/violated cycle of The Castle Doctrine self-perpetuates because, it seems, it’s enjoyable to violate. In reality, the relationship of a burglar and the mansion owner is a ton more complex than swapping a binary.
/.../
Rohrer’s distillation creates a gulf between the issue in reality and the issue as TCD discusses it. For the most part, people don’t suddenly materialise into criminals one day. There are causes that drive them there, making their roles in society much more tragic than Rohrer’s moustachioed caricature. As game designer, he adopts the teleology of the world within TCD, and with it responsibility for the system’s narrative dynamics falls upon his head. So, whereas in reality these criminals are created by the horrors of the world, in TCD they are selfish, greedy opportunists with nothing better to do.
/.../
But it’s fixable. Some tweaks and the introduction of a rudimentary economy would suffice to ground the message in relevance.
http://www.gameranx.com/features/id/20011/article/fixing-the-castle-doctrine-s-self-defense-parable/
§
In this sense, the “authentic” titles are not games that simulate WWI at all – in their mechanics, their play-style, even their attention to period detail, they render a war that is both recognisable and yet uncomfortably distant from the object that it seeks to reproduce. The team-based capture the flag and death match modes have a fluidity and activity that the “real” war rarely, if ever, had.
/.../
Moreover still, because the team death match style is so closely associated with other, more cinematic titles and contexts, the effort that has gone into the landscapes seems a let down, less important. Almost as if you’re playing against a backdrop, rather than in a landscape
/.../
To be representational, however inadequately, there is a need for games to reach beyond conventional and rule-bound mechanics and toward the jarringly unfamiliar, toward the red poppy “a little white with the dust”, toward Paul Nash’s rugged, imbalanced collage of shade and shape and fragment. Toward something just a little more like Super Trench Attack, and a lot less like Counter-Strike.
http://ontologicalgeek.com/scarce-heard-amid-the-guns-below/
§
A script can give me the most dramatic, apocalyptic, life-and-death scenario in the world to try to make me care; but knowing that I can help someone in the smallest way, and then giving up the chance, is much, much more painful.
http://www.polygon.com/2014/1/16/5311820/the-power-of-weakness-you-cant-save-everyone-nor-should-you
§
Determinism comforts, and nondeterminism unsettles. But there’s something frustrating and unsatisfying about living in a universe that’s entirely mapped. When a universe can’t be mapped at all, it frustrates in a different way. This tension lies at the center of much videogame story design.
/.../
Esther’s nondeterminism creates more possibilities, without needing a designer to define them in detail. At the same time, the information gaps it leaves are, on average, going to be filled with things of average quality. Stanley’s deterministic branching lets the player feel in control, but also makes that control feel pointless. Taken together, these sum up a lot of the current tradeoffs in interactive storytelling.
http://nightmaremode.thegamerstrust.com/2013/03/17/esther-and-stanley-and-fate/
§
This is the first section of a four-part essay on the history of videogame design.
http://thegamedesignforum.com/features/GDH_1.html
§
Extra Credits: The Magic Circle
http://www.youtube.com/watch?v=qZ-EY9gTsgU
§
Difficulty is the point, not the problem. The play's the thing.
http://www.wired.co.uk/news/archive/2014-01/17/difficulty-in-video-games
§COMMUNITY
What eSports could learn from an amazing four-person Super Metroid speedrun
http://www.polygon.com/2014/1/15/5311460/esports-super-metroid-speedrun
http://kotaku.com/four-person-super-metroid-speedrun-may-consume-next-hou-1502246487
§HISTORY
Does Legend of Zelda Exploit Nostalgia? | Game/Show | PBS Digital Studios
http://www.youtube.com/watch?v=IAP6Anq2j9Q
§
Down, down-forward, forward + punch: the controller input was designed by Nishiyama to mimic the onscreen animation of the move, as if grounding oneself with the downward stick motion, then lifting the hands upwards and towards your opponent. It is, alongside Mario’s ground pound and Sonic’s revving spin, one of the earliest and most enduring input sequences, one never forgotten once learned. The Hadoken may be science fiction, but in this way it has become part of us, something that can be summoned from the hands with concentration – just so long as they are resting on an arcade stick.
http://www.edge-online.com/features/hadoken-why-this-mashup-of-sci-fi-and-martial-arts-is-far-more-than-a-signature-move/
§MAGAZINES
The Arcade Review
http://arcadereview.net/main/
§OTHER
http://www.gametrailers.com/videos/uxo4qx/the-final-bosman-nintendo--what-are-you-doing--man-
Labels:
academia,
criticism,
dear esther,
design,
history,
konami,
magic circle,
modding,
nintendo,
rohrer,
sports,
stanley parable,
Zelda
Saturday, February 1, 2014
1/2 Crit Links
In 2012 I realized videogames were holding me back, artistically speaking. Or rather: my tunnel vision focus on videogames as "my" medium was holding me back.
/.../
Every medium is imbued with the exact same amount of possibility: it’s like the density of the Real Line. The density of the Real Line between 0 and 1 is infinite, as is the density between 0.2 and 0.4, which is the same as between 0 and 100, etc.
You can always drill down, and there will always be more to discover about a medium.
http://tinysubversions.com/fuckvideogames/#slide1
§DESIGN
Chess has problems.
Not for most of us, perhaps - not for the bluffers and the fudgers and the seat-of-the-pants players who prod a path through matchups in which each side's strategy is a winsome, wobbling comedy of errors. No, chess has problems at the grandmaster level. Those people who really love chess, that devoted few who have given their lives to it and for whom chess really should be a great game? They're not getting a great game - and they haven't been getting one for a while.
Chess, it turns out, has been in a bit of a rut for some time.
http://www.eurogamer.net/articles/2013-11-03-chess-2-the-sequel-how-a-street-fightin-man-fixed-the-worlds-most-famous-game
§
Extra Credits: Affordances
http://www.youtube.com/watch?v=QCSXEKHL6fc
§
DOET [Design of Everyday Things] judges the user’s needs most important, and her perspective most valuable. It is about the apotheosis of the user; it makes her into God, and with holy might it strikes the fear of Her into objects and those who make them.
/.../
DOET, alongside all the important research around it, culminated in something called User Centered Design, a philosophy in which “user error” does not exist and programmers are sad.
/.../
This school teaches that if it’s not fun (or at the very least quick and painless) to be taught about some feature, we shouldn’t include it; that clarity is better than complexity; that elegance is better than messiness; that one button is better than two. It teaches that the purpose of a game is to explain itself to you, and that somewhere in the act of explaining lies that game’s intrinsic value. We have thereby converted the scariest, most contentious question of all (what should this thing be?) from an artistic decision into a design decision.
/.../
Our belief in clarity and elegance, though it has yielded spectacular results, is not the very best way to make videogames; it may not even be a particularly good way. We suffer from the bar we’ve set for ourselves and the burdens we place upon designers. We are wrongly convinced, even in the critical community, that works like Problem Attic are unworthy of attention solely because they prioritize different features and challenge players in a way we deem to be unfashionable.
/.../
I plan on thinking much harder about how I evaluate potential game features. “Because then the user doesn’t have to think” or “but how do we teach that?” should not be trump cards in every single argument about whether to include stuff. It’s easy to turn everything into a neat little design decision, but making a few more artistic ones would be better in the long term for users and for my sanity
http://www.gamasutra.com/blogs/BrendanVance/20140106/208092/The_Cult_of_the_Peacock.php?print=1
§
At its worst a backstory driven piece can seem soulless and lonely, as the player wanders desolate locations from which all the other humans have already fled.
But there’s also an argument to be made that the backstory mystery is one of the most natural possible shapes for interactive literature.
/.../
The problem I have with it in Gone Home is that this interaction style enforces the distance and lack of agency that is backstory’s chief defect, and it does so without offering much of value in exchange. The player’s task is purely ergodic, methodically working through every explorable space, even though this is a story about understanding and insight, not about effort and dedication.
/.../
Hypothetical reading is most interesting if the reader is likely at first to form incorrect hypotheses.
Gone Home misguides the player initially, but it does so in a way that is completely orthogonal to the actual substance of its story.
/.../
Nor does Gone Home let the reader take an active role in guessing and testing the guesses. One may form hypotheses about the relationships between the people in the house, why they are absent now, and where they have gone. But there is nothing the player can do that can either ask additional questions about these issues or hazard a guess at the answer. The exploration can’t be directed by the player in such a way that it elicits more information of the kind the player is most interested in; it can only be performed systematically and with a greater or lesser degree of thoroughness. Where in the house would you go to express, or investigate, the suspicion that the mother is having an affair?
The house, I felt, was a distraction, the 3D exploration a red herring.
http://emshort.wordpress.com/2014/01/09/reading-and-hypothesis/
§
Gone Home tells a great romance story, but it tells a particularly brilliant video game romance story because it finds a way around all these problems; you’re not part of the romance. By placing the player outside that relationship, Gone Home can develop a romance that feels realistically nuanced.
http://www.popmatters.com/post/177701-gone-home-is-the-best-romance-video-games-can-offer/
§
Half the men who got the number of the girl on the scary bridge tried to call her up. Only about 12 percent of the ones on the blase bridge in the control group made use of those same digits. Also, remember those stories the subjects were asked to make up about the ambiguous picture? Those who did so while swaying slightly back and forth over the Capilano River were much more likely to come up with narratives involving sex.
/.../
I think this explains why certain games get overrated.
Or at least certain aspects of games. Take the first season of The Walking Dead for example.
http://www.psychologyofgames.com/2013/12/fake-feels-and-free-passes/
§
The Importance of Quiet Time
http://www.youtube.com/watch?v=rCxR__N0_is
§
Fast-paced choices and moral quandaries are the most prominent feature of The Walking Dead, but they seem to have no real consequences. Why did this game receive approximately all of the awards in 2012 if its main selling point is used so inconsequentially? I suggest that the most important aspect about this game is not the many difficult choices it offers the player – it’s the illusion of choice the game constructs
/.../
The decisions you make in The Walking Dead don’t change what happens, they change how it happens.
Your actions determine what kind of person Lee is, how he reacts to certain situations, and how the other characters see him. You could almost say The Walking Dead is an RPG: Is Lee a failed family-man who sees Clementine as his second chance? Is he short-tempered and violent? Or does he keep a clear head and talks his way out of hairy situations? Does he regret what he did? Is he a cynic or a wide-eyed idealist? Will the other characters be his friends, or just his companions? Is there even any coherence between what he does and what he says? Maybe he doesn’t talk at all, which is really stupid but really funny. It doesn’t change the overarching story, but all of this and much more is up to you.
/.../
The Walking Dead is not about choices, it’s about decisions. It’s about making the right decision in a world where everything goes wrong. It’s about doing what you think is right, even when faced with absolute despair, even though all hope seems lost, and even though this bleak world doesn’t give a single fuck about your decision. But you have to do it. For Clementine.
http://ontologicalgeek.com/clementine-will-remember-all-of-that/
§QUEER
Diary of a Western Videogame Protagonist:
Day 1 – I got a haircut today. It’s a lot shorter now but not working class short, not army short. Back at home, Sarah said that she liked it, that she could see herself playfully gripping tufts of my hair during sex. I said, “Why don’t we test that hypothesis?” and she obliged. God, I love her so much. If anything were to happen to her, I swear…
Day 2 - Sarah’s dead. And just one day after our scene of mildly erotic domestic bliss, too. To mark my loss, I refused to shave today. Shaving would somehow cheapen her passing. And besides, revenge is a dish best served scruffy.
http://borderhouseblog.com/?p=11663
§
One could read in Shadow a sexual politics in which the innate goodness of human-born-humans is counterpointed with the monstering of a man-made, non-human person. Without the involvement of sexual reproduction in their creation, gender becomes irrelevant precisely because the creature is unnatural. That this character became a villain is unfortunate, because it supports a conservative idea that morality relies on a heteronormative reproductive context. I prefer to see Homunculus as a queer anti-hero: a person who has very limited survival strategies, and opts to fight for their own existence at the expense of other people. Queer anti-heroes are unable to solve their problems using brute force or economic privilege, and must manipulate what advantages they do have with skill in order to get what they want. The hero must, in response, do the same.
Histories of gender & sexual diversity in games, Issue three June 2013, Gender in the shadows, Zoya Street
§
So, why do all but one of the females need to be warriors? The problem for me is, in the context of this whimsical game, I can’t really identify with a warrior-type character. The female characters in Rayman Legends simply aren’t as fun for me because they aren’t as whimsical and fun as their male counterparts are allowed to be. Not that there is anything wrong with playing a warrior in certain games or contexts (or, I guess, with playing a lovesick fool), but it just doesn’t work for me in this particular game. I would rather play a character like Rayman who is described as “always raring for a fresh adventure to save the world;” or Sir Gilbrax, “a very famous knight.” Out of the thirteen playable male characters only one, Raynesis, is described in a threatening manner similar to the warrior princesses: “A desperate case in need of serious anger management.” But, one threatening male character still leaves me twelve whimsical male characters to choose from.
http://www.samanthablackmon.net/notyourmamasgamer/?p=4447
§
In the first part of this study of Telltale Games’ The Walking Dead, I questioned whether the Bechdel Test was the best benchmark for judging whether or not a piece of media had something to offer in terms of good female characterization. Is the Bechdel Test enough, or does even this bare minimum set the bar too low?
In this second part, I’ll be looking at some of the games’ other character, particularly Clementine, in an effort to delve deeper into the presentation of women in a game praised for its characterization and narrative strength.
http://www.samanthablackmon.net/notyourmamasgamer/?p=4492
§
Long story short, I can see genre and contextual reasons that lead designers in some areas (like fighting games) to make broad-brush design choices that engage ethnic, gender, and sexual stereotypes. http://www.chaoticblue.com/blog/2014/01/shes-got-the-look/
§VIDEOS
Final Bosman
http://www.gametrailers.com/videos/ur6ce9/the-final-bosman-nobody-finishes-video-games
§
Do You Think eSports Should Allow A.I. Teammates? | Game/Show | PBS Digital Studios
http://www.youtube.com/watch?v=1hkMhng4q74
§
Nintendoomed? A look at Nintendo's financials.
http://www.youtube.com/watch?v=V_ho5Y-Yw8g
§
Final Bosman
http://www.gametrailers.com/videos/7j4yfw/the-final-bosman-xbox-friends-with-benefits
§
Composing The Banner Saga
http://www.gametrailers.com/full-episodes/ntly7e/backtrack-composing-the-banner-saga
§
Why Comcast's 300GB Data Cap is Bad for Gaming
http://www.youtube.com/watch?v=nD8eqTIzjZM
§
Are Virtual Worlds Real or Fake? | Game/Show | PBS Digital Studios
http://www.youtube.com/watch?v=hiEu5wMoEDs
§REVIEWS
Errant Signal - The Novelist
http://www.youtube.com/watch?v=8VThsdoxwgc
§
Tim Schafer didn’t really give us what we said we wanted, which was an old school point-and-click adventure game. He gave us something better, a modern LucasArts game. He looked past our words to our intent and gave us a game that represents what we really wanted, not just what we thought we wanted.
www.popmatters.com/post/178507-the-beautiful-simplicity-of-broken-age/
§
Ice Pick Lodge seems to be reaching back into childhood to seek a resolution to very adult problems, the problems of memories that we don’t want to confront or that we think that we can simply hide out long enough from.
At some point, the game seems to argue, we need to be brave like children and make a run for it—even if that run might allow us to to be seen, to be found out for what we truly are.
http://www.popmatters.com/post/178042-knock-knock-the-terrors-of-self-exposure/
§
Knock Knock is primarily an intellectual experience not an emotional one, which already makes it a poor horror game, but then it also fails to express anything intellectual because its central means of communication, the hide and seek puzzle mechanics, are awful.
http://www.popmatters.com/post/178712-puzzles-arent-scary-in-knock-knock/
§COMMUNITY
Thoughts on Games Writing and Community Involvement
http://big-tall-words.com/2014/01/08/thoughts-on-games-writing/
§
Among the many elephants in the games criticism room, our relationship to academia is one that threatens to stomp on others the most often. It’s presence comes out in numerous ways, but most usually on methods of analyzing games and the craft of writing criticism. This month there seems to be a resurgence of it, so I want to spill some thoughts on how it effects me and some things I’d like to see develop.
http://www.mattiebrice.com/the-diy-of-games-criticism/
§
In the coming year, I want to see discussion and experiments on constructive, passionate uses of anger for social justice and change. I want people to express themselves honestly and without the degradation of others. We have our journals, our personal friends who understand us to be petty with. This doesn’t need to be an artificially happy place, but I’d like it to be somewhere no one is afraid to speak their mind and learn. I hope people who disagree with me contact me and let me know what they think, because I am ready for a change for the better, whatever it is we decide, as a community.
http://www.mattiebrice.com/on-anger/
§
What I want to dig into, and outline to respect, is the experience that Kim Delicious describes here in response to anti-toxicity articles. It’s a conflict between legit anger, anger that is cathartic and deserved, and understanding that it will wall off communication and education to another person. It shows where being an activist and simply existing as a minority identity blur.
http://www.mattiebrice.com/on-civility/
§MAGAZINES
The Arcade Review: Issue 1
http://arcadereview.net/main/?p=281
§PROFILE
I first encountered the unmistakable style of Stephen Murphy, aka thecatamites, back in 2009 with the hand-drawn adventure game Paul Moose in Space. Since then you may well have stumbled across any one of the otherworldly experience that he has provided on tap, like Space Funeral, Murder Dog IV: Trial of the Murder Dog, and The Pleasuredromes of Kubla Khan.
http://indiegames.com/2014/01/just_who_is_thecatamites_anywa.html
/.../
Every medium is imbued with the exact same amount of possibility: it’s like the density of the Real Line. The density of the Real Line between 0 and 1 is infinite, as is the density between 0.2 and 0.4, which is the same as between 0 and 100, etc.
You can always drill down, and there will always be more to discover about a medium.
http://tinysubversions.com/fuckvideogames/#slide1
§DESIGN
Chess has problems.
Not for most of us, perhaps - not for the bluffers and the fudgers and the seat-of-the-pants players who prod a path through matchups in which each side's strategy is a winsome, wobbling comedy of errors. No, chess has problems at the grandmaster level. Those people who really love chess, that devoted few who have given their lives to it and for whom chess really should be a great game? They're not getting a great game - and they haven't been getting one for a while.
Chess, it turns out, has been in a bit of a rut for some time.
http://www.eurogamer.net/articles/2013-11-03-chess-2-the-sequel-how-a-street-fightin-man-fixed-the-worlds-most-famous-game
§
Extra Credits: Affordances
http://www.youtube.com/watch?v=QCSXEKHL6fc
§
DOET [Design of Everyday Things] judges the user’s needs most important, and her perspective most valuable. It is about the apotheosis of the user; it makes her into God, and with holy might it strikes the fear of Her into objects and those who make them.
/.../
DOET, alongside all the important research around it, culminated in something called User Centered Design, a philosophy in which “user error” does not exist and programmers are sad.
/.../
This school teaches that if it’s not fun (or at the very least quick and painless) to be taught about some feature, we shouldn’t include it; that clarity is better than complexity; that elegance is better than messiness; that one button is better than two. It teaches that the purpose of a game is to explain itself to you, and that somewhere in the act of explaining lies that game’s intrinsic value. We have thereby converted the scariest, most contentious question of all (what should this thing be?) from an artistic decision into a design decision.
/.../
Our belief in clarity and elegance, though it has yielded spectacular results, is not the very best way to make videogames; it may not even be a particularly good way. We suffer from the bar we’ve set for ourselves and the burdens we place upon designers. We are wrongly convinced, even in the critical community, that works like Problem Attic are unworthy of attention solely because they prioritize different features and challenge players in a way we deem to be unfashionable.
/.../
I plan on thinking much harder about how I evaluate potential game features. “Because then the user doesn’t have to think” or “but how do we teach that?” should not be trump cards in every single argument about whether to include stuff. It’s easy to turn everything into a neat little design decision, but making a few more artistic ones would be better in the long term for users and for my sanity
http://www.gamasutra.com/blogs/BrendanVance/20140106/208092/The_Cult_of_the_Peacock.php?print=1
§
At its worst a backstory driven piece can seem soulless and lonely, as the player wanders desolate locations from which all the other humans have already fled.
But there’s also an argument to be made that the backstory mystery is one of the most natural possible shapes for interactive literature.
/.../
The problem I have with it in Gone Home is that this interaction style enforces the distance and lack of agency that is backstory’s chief defect, and it does so without offering much of value in exchange. The player’s task is purely ergodic, methodically working through every explorable space, even though this is a story about understanding and insight, not about effort and dedication.
/.../
Hypothetical reading is most interesting if the reader is likely at first to form incorrect hypotheses.
Gone Home misguides the player initially, but it does so in a way that is completely orthogonal to the actual substance of its story.
/.../
Nor does Gone Home let the reader take an active role in guessing and testing the guesses. One may form hypotheses about the relationships between the people in the house, why they are absent now, and where they have gone. But there is nothing the player can do that can either ask additional questions about these issues or hazard a guess at the answer. The exploration can’t be directed by the player in such a way that it elicits more information of the kind the player is most interested in; it can only be performed systematically and with a greater or lesser degree of thoroughness. Where in the house would you go to express, or investigate, the suspicion that the mother is having an affair?
The house, I felt, was a distraction, the 3D exploration a red herring.
http://emshort.wordpress.com/2014/01/09/reading-and-hypothesis/
§
Gone Home tells a great romance story, but it tells a particularly brilliant video game romance story because it finds a way around all these problems; you’re not part of the romance. By placing the player outside that relationship, Gone Home can develop a romance that feels realistically nuanced.
http://www.popmatters.com/post/177701-gone-home-is-the-best-romance-video-games-can-offer/
§
Half the men who got the number of the girl on the scary bridge tried to call her up. Only about 12 percent of the ones on the blase bridge in the control group made use of those same digits. Also, remember those stories the subjects were asked to make up about the ambiguous picture? Those who did so while swaying slightly back and forth over the Capilano River were much more likely to come up with narratives involving sex.
/.../
I think this explains why certain games get overrated.
Or at least certain aspects of games. Take the first season of The Walking Dead for example.
http://www.psychologyofgames.com/2013/12/fake-feels-and-free-passes/
§
The Importance of Quiet Time
http://www.youtube.com/watch?v=rCxR__N0_is
§
Fast-paced choices and moral quandaries are the most prominent feature of The Walking Dead, but they seem to have no real consequences. Why did this game receive approximately all of the awards in 2012 if its main selling point is used so inconsequentially? I suggest that the most important aspect about this game is not the many difficult choices it offers the player – it’s the illusion of choice the game constructs
/.../
The decisions you make in The Walking Dead don’t change what happens, they change how it happens.
Your actions determine what kind of person Lee is, how he reacts to certain situations, and how the other characters see him. You could almost say The Walking Dead is an RPG: Is Lee a failed family-man who sees Clementine as his second chance? Is he short-tempered and violent? Or does he keep a clear head and talks his way out of hairy situations? Does he regret what he did? Is he a cynic or a wide-eyed idealist? Will the other characters be his friends, or just his companions? Is there even any coherence between what he does and what he says? Maybe he doesn’t talk at all, which is really stupid but really funny. It doesn’t change the overarching story, but all of this and much more is up to you.
/.../
The Walking Dead is not about choices, it’s about decisions. It’s about making the right decision in a world where everything goes wrong. It’s about doing what you think is right, even when faced with absolute despair, even though all hope seems lost, and even though this bleak world doesn’t give a single fuck about your decision. But you have to do it. For Clementine.
http://ontologicalgeek.com/clementine-will-remember-all-of-that/
§QUEER
Diary of a Western Videogame Protagonist:
Day 1 – I got a haircut today. It’s a lot shorter now but not working class short, not army short. Back at home, Sarah said that she liked it, that she could see herself playfully gripping tufts of my hair during sex. I said, “Why don’t we test that hypothesis?” and she obliged. God, I love her so much. If anything were to happen to her, I swear…
Day 2 - Sarah’s dead. And just one day after our scene of mildly erotic domestic bliss, too. To mark my loss, I refused to shave today. Shaving would somehow cheapen her passing. And besides, revenge is a dish best served scruffy.
http://borderhouseblog.com/?p=11663
§
One could read in Shadow a sexual politics in which the innate goodness of human-born-humans is counterpointed with the monstering of a man-made, non-human person. Without the involvement of sexual reproduction in their creation, gender becomes irrelevant precisely because the creature is unnatural. That this character became a villain is unfortunate, because it supports a conservative idea that morality relies on a heteronormative reproductive context. I prefer to see Homunculus as a queer anti-hero: a person who has very limited survival strategies, and opts to fight for their own existence at the expense of other people. Queer anti-heroes are unable to solve their problems using brute force or economic privilege, and must manipulate what advantages they do have with skill in order to get what they want. The hero must, in response, do the same.
Histories of gender & sexual diversity in games, Issue three June 2013, Gender in the shadows, Zoya Street
§
So, why do all but one of the females need to be warriors? The problem for me is, in the context of this whimsical game, I can’t really identify with a warrior-type character. The female characters in Rayman Legends simply aren’t as fun for me because they aren’t as whimsical and fun as their male counterparts are allowed to be. Not that there is anything wrong with playing a warrior in certain games or contexts (or, I guess, with playing a lovesick fool), but it just doesn’t work for me in this particular game. I would rather play a character like Rayman who is described as “always raring for a fresh adventure to save the world;” or Sir Gilbrax, “a very famous knight.” Out of the thirteen playable male characters only one, Raynesis, is described in a threatening manner similar to the warrior princesses: “A desperate case in need of serious anger management.” But, one threatening male character still leaves me twelve whimsical male characters to choose from.
http://www.samanthablackmon.net/notyourmamasgamer/?p=4447
§
In the first part of this study of Telltale Games’ The Walking Dead, I questioned whether the Bechdel Test was the best benchmark for judging whether or not a piece of media had something to offer in terms of good female characterization. Is the Bechdel Test enough, or does even this bare minimum set the bar too low?
In this second part, I’ll be looking at some of the games’ other character, particularly Clementine, in an effort to delve deeper into the presentation of women in a game praised for its characterization and narrative strength.
http://www.samanthablackmon.net/notyourmamasgamer/?p=4492
§
Long story short, I can see genre and contextual reasons that lead designers in some areas (like fighting games) to make broad-brush design choices that engage ethnic, gender, and sexual stereotypes. http://www.chaoticblue.com/blog/2014/01/shes-got-the-look/
§VIDEOS
Final Bosman
http://www.gametrailers.com/videos/ur6ce9/the-final-bosman-nobody-finishes-video-games
§
Do You Think eSports Should Allow A.I. Teammates? | Game/Show | PBS Digital Studios
http://www.youtube.com/watch?v=1hkMhng4q74
§
Nintendoomed? A look at Nintendo's financials.
http://www.youtube.com/watch?v=V_ho5Y-Yw8g
§
Final Bosman
http://www.gametrailers.com/videos/7j4yfw/the-final-bosman-xbox-friends-with-benefits
§
Composing The Banner Saga
http://www.gametrailers.com/full-episodes/ntly7e/backtrack-composing-the-banner-saga
§
Why Comcast's 300GB Data Cap is Bad for Gaming
http://www.youtube.com/watch?v=nD8eqTIzjZM
§
Are Virtual Worlds Real or Fake? | Game/Show | PBS Digital Studios
http://www.youtube.com/watch?v=hiEu5wMoEDs
§REVIEWS
Errant Signal - The Novelist
http://www.youtube.com/watch?v=8VThsdoxwgc
§
Tim Schafer didn’t really give us what we said we wanted, which was an old school point-and-click adventure game. He gave us something better, a modern LucasArts game. He looked past our words to our intent and gave us a game that represents what we really wanted, not just what we thought we wanted.
www.popmatters.com/post/178507-the-beautiful-simplicity-of-broken-age/
§
Ice Pick Lodge seems to be reaching back into childhood to seek a resolution to very adult problems, the problems of memories that we don’t want to confront or that we think that we can simply hide out long enough from.
At some point, the game seems to argue, we need to be brave like children and make a run for it—even if that run might allow us to to be seen, to be found out for what we truly are.
http://www.popmatters.com/post/178042-knock-knock-the-terrors-of-self-exposure/
§
Knock Knock is primarily an intellectual experience not an emotional one, which already makes it a poor horror game, but then it also fails to express anything intellectual because its central means of communication, the hide and seek puzzle mechanics, are awful.
http://www.popmatters.com/post/178712-puzzles-arent-scary-in-knock-knock/
§COMMUNITY
Thoughts on Games Writing and Community Involvement
http://big-tall-words.com/2014/01/08/thoughts-on-games-writing/
§
Among the many elephants in the games criticism room, our relationship to academia is one that threatens to stomp on others the most often. It’s presence comes out in numerous ways, but most usually on methods of analyzing games and the craft of writing criticism. This month there seems to be a resurgence of it, so I want to spill some thoughts on how it effects me and some things I’d like to see develop.
http://www.mattiebrice.com/the-diy-of-games-criticism/
§
In the coming year, I want to see discussion and experiments on constructive, passionate uses of anger for social justice and change. I want people to express themselves honestly and without the degradation of others. We have our journals, our personal friends who understand us to be petty with. This doesn’t need to be an artificially happy place, but I’d like it to be somewhere no one is afraid to speak their mind and learn. I hope people who disagree with me contact me and let me know what they think, because I am ready for a change for the better, whatever it is we decide, as a community.
http://www.mattiebrice.com/on-anger/
§
What I want to dig into, and outline to respect, is the experience that Kim Delicious describes here in response to anti-toxicity articles. It’s a conflict between legit anger, anger that is cathartic and deserved, and understanding that it will wall off communication and education to another person. It shows where being an activist and simply existing as a minority identity blur.
http://www.mattiebrice.com/on-civility/
§MAGAZINES
The Arcade Review: Issue 1
http://arcadereview.net/main/?p=281
§PROFILE
I first encountered the unmistakable style of Stephen Murphy, aka thecatamites, back in 2009 with the hand-drawn adventure game Paul Moose in Space. Since then you may well have stumbled across any one of the otherworldly experience that he has provided on tap, like Space Funeral, Murder Dog IV: Trial of the Murder Dog, and The Pleasuredromes of Kubla Khan.
http://indiegames.com/2014/01/just_who_is_thecatamites_anywa.html
Labels:
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