<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/' xmlns:georss='http://www.georss.org/georss' xmlns:gd='http://schemas.google.com/g/2005' xmlns:thr='http://purl.org/syndication/thread/1.0'><id>tag:blogger.com,1999:blog-7344068351653946740</id><updated>2012-01-30T21:11:59.739-08:00</updated><title type='text'>Versus CluClu Land</title><subtitle type='html'></subtitle><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/posts/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default?max-results=100'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/'/><link rel='hub' href='http://pubsubhubbub.appspot.com/'/><link rel='next' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default?start-index=101&amp;max-results=100'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>148</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>100</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-9121089038071197726</id><published>2010-01-13T11:42:00.001-08:00</published><updated>2010-01-13T13:12:07.598-08:00</updated><title type='text'>Bayonetta</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_p9WX1RNCjaQ/S04iRUvfC4I/AAAAAAAAATY/ZXmqYD7Akgk/s1600-h/bayonetta-3.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 329px; height: 465px;" src="http://1.bp.blogspot.com/_p9WX1RNCjaQ/S04iRUvfC4I/AAAAAAAAATY/ZXmqYD7Akgk/s320/bayonetta-3.jpg" alt="" id="BLOGGER_PHOTO_ID_5426312282049022850" border="0" /&gt;&lt;/a&gt;   &lt;p style="margin-bottom: 0in;"&gt;Let's make no mistake: &lt;i&gt;Bayonetta&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is an embarrassment waiting to happen.  To play this game in front of any human being over the age of 12-- indeed, &lt;/span&gt;&lt;i&gt;just to play it in front of yourself&lt;/i&gt;&lt;span style="font-style: normal;"&gt;-- is to develop a sense that something has gone horribly wrong with your recreation.  This choice of leisure bespeaks some profound defect in your makeup.  That niggling thought that shadows much of our play-- that in the time it takes you to complete this video entertainment and complete it again on hard, you could have taken a serious chunk out of William Makepeace Thackeray's &lt;/span&gt;&lt;i&gt;Vanity Fair&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, an act of actual aesthetic and moral worth-- is amplified to the point of palpable shame by &lt;/span&gt;&lt;i&gt;Bayonetta&lt;/i&gt;&lt;span style="font-style: normal;"&gt;'s relentless barrage of steaming tawdry nonsense.   &lt;/span&gt; &lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt; Some commentators have seen fit to praise this game's aesthetics, and it is worthwhile to note what one would be praising here.  &lt;/span&gt;&lt;i&gt;Bayonetta&lt;/i&gt;&lt;span style="font-style: normal;"&gt; does not present a &lt;/span&gt;&lt;i&gt;world&lt;/i&gt;&lt;span style="font-style: normal;"&gt; so much as a rich slurry of eroto-religious iconography:  butterflies demons motorbikes poledancing archangels cans etc.  It has a strictly  agglomerative notion of cool.  I had the pleasure of reading Hiroki Azuma's &lt;/span&gt;&lt;a href="http://www.amazon.com/Otaku-Database-Animals-Hiroki-Azuma/dp/0816653526"&gt;&lt;i&gt;Otaku: Japan's Database Animals&lt;/i&gt;&lt;/a&gt;&lt;span style="font-style: normal;"&gt; last semester, and its thesis that Otaku consumers view their entertainments as loose aggregations of chara-&lt;/span&gt;&lt;i&gt;moe&lt;/i&gt;&lt;span style="font-style: normal;"&gt; elements goes a long way towards explaining (if not excusing) Bayonetta's style.&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt; This is especially palpable when we turn to the titular heroine: the game's creators have been &lt;a href="http://platinumgames.com/blog/"&gt;refreshingly frank&lt;/a&gt; about the creative process, and if I understand them right they concede that she is a loving concatenation of fetishes. (My favorite revelation: when designing the stone-horse torture device, “I didn’t know how she would really get tied up, so I had to check some of “those” sites during work hours to get the production down just right.”)  If this game had been made in 1999, she probably would have had &lt;/span&gt;&lt;i&gt;cat ears&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  &lt;/span&gt; &lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt; As a fourth-wave feminist, I have to admit that I find all the leather and crotch-zooming deeply inoffensive.  Leigh Alexander has &lt;a href="http://www.gamepro.com/article/features/213466/bayonetta-empowering-or-exploitative/"&gt;called&lt;/a&gt; &lt;/span&gt;&lt;i&gt;Bayonetta &lt;/i&gt;&lt;span style="font-style: normal;"&gt;“empowering”, and though I don't know if I would go &lt;/span&gt;&lt;i&gt;that&lt;/i&gt;&lt;span style="font-style: normal;"&gt; far, I have no moral qualms about implausibly sexy broads wrecking shop.  Which is to say: I don't see any &lt;/span&gt;&lt;i&gt;necessary&lt;/i&gt;&lt;span style="font-style: normal;"&gt; contradiction between humid eroticism and power.  Bayonetta is nothing if not capable.&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt; A further point: the real perniciousness of sexualized images of women, to me, resides in the way that they warp our images of womanhood.  The evil begins when a girl sees that image and says, that is what I am &lt;/span&gt;&lt;i&gt;supposed&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to look like.  I cannot imagine how anyone, even someone in the grasp of the body selfhatred industrial complex, could take these representations seriously.  The faux verisimilitude of your standard issue of &lt;/span&gt;&lt;i&gt;Cosmopolitan&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is far more harmful per capita than this ludicrous game.&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt; With these important ethical matters dispatched, I am warranted to advise you, loyal reader, that &lt;/span&gt;&lt;i&gt;Bayonetta&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is an awesome video game.  &lt;/span&gt;&lt;i&gt;Bayonetta, &lt;/i&gt;&lt;span style="font-style: normal;"&gt;though it is deeply uncool as an aesthetic object, has some great moments.  American developers lack courage when it comes to camp, and &lt;/span&gt;&lt;i&gt;Bayonetta&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is refreshing in its insane commitment to its chosen array of signifiers. (Susan Sontag nails it as usual: “the way of Camp, is not in terms of beauty, but in terms of the degree of artifice, of stylization.”)  Finally, here is a game that &lt;/span&gt;&lt;i&gt;cries out&lt;/i&gt;&lt;span style="font-style: normal;"&gt; for an all-male stage adaptation.  Amirite?&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt; Furthermore, &lt;/span&gt;&lt;i&gt;Bayonetta&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is the best game of its kind to come out in many years. (that is to say, the best since the Xbox &lt;/span&gt;&lt;i&gt;Ninja Gaiden&lt;/i&gt;&lt;span style="font-style: normal;"&gt;)   The kicking and the punching, they are uncommonly fluid and satisfying.  The “witch time” mechanic, which is the lynchpin of its combat, is brilliant in that it forces the player to focus on understanding and anticipating enemy behavior instead of mashing away; the loadtime combo training is fantastic addition as well.  While the design is hampered at points by a collection of flaws that seem to cramp almost every Japanese-designed character action game (lengthy cutscenes, dodgy checkpointing, repetition of bosses and environments, unpresaged modifications to the ground-rules of combat), the underlying bed hacking and slashing is so indescribably luscious that it redeems these annoyances.  &lt;/span&gt; &lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt; So, Gus Mastrapa's &lt;a href="http://www.wired.com/gamelife/2010/01/bayonetta-style/"&gt;opinion&lt;/a&gt; with regard to &lt;/span&gt;&lt;i&gt;Bayonetta&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is wrong: you cannot pass up this game for its visual and thematic inanity.  The libretto for your average &lt;a href="http://en.wikipedia.org/wiki/Fidelio"&gt;operatic masterpiece&lt;/a&gt; is some genuinely nonsense, and this does nothing to obscure the beauty of the music that is its rationale. Immortal Jazz music has been performed to songs on the theme of &lt;a href="http://en.wikipedia.org/wiki/Heebie_Jeebies_%28composition%29"&gt;horniness&lt;/a&gt;.  As Frank Lantz astutely &lt;a href="http://gamedesignadvance.com/?p=1648"&gt;noted&lt;/a&gt;, games are more music than cinema.  Let the music take your mind.  &lt;/span&gt; &lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;  &lt;/span&gt; &lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-9121089038071197726?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/9121089038071197726/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=9121089038071197726' title='65 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/9121089038071197726'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/9121089038071197726'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2010/01/bayonetta.html' title='Bayonetta'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_p9WX1RNCjaQ/S04iRUvfC4I/AAAAAAAAATY/ZXmqYD7Akgk/s72-c/bayonetta-3.jpg' height='72' width='72'/><thr:total>65</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-7565515001784231692</id><published>2009-12-23T10:27:00.000-08:00</published><updated>2009-12-23T10:38:49.504-08:00</updated><title type='text'>I Was on a Podcast!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://gamedesignadvance.com/headers/images/anothercastleHeader.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 380px; height: 380px;" src="http://gamedesignadvance.com/headers/images/anothercastleHeader.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;About a month ago, loyal VCCL reader, eminent game scholar, and beard enthusiast &lt;/span&gt;Charles Pratt agreed to have me onto his gaming podcast, Another Castle.  If you don't already listen to this podcast, you really should: given the roster of game development luminaries and accomplished scholars that have already been the show the presence of this semidefunct games-blogger is, er, pretty incongruous.  Me, I was just pretty psyched to get a free Kirin and appear in a forum whose previous two guests were Eric fucking Zimmerman and Heather fucking Chaplin.  Holy Christ!&lt;br /&gt;&lt;br /&gt;I really enjoy arguing with Charles, and this podcast is pretty representative of the class of things we like to gab about, such as the &lt;a href="http://gamedesignadvance.com/?p=1796"&gt;nature of reality&lt;/a&gt;. &lt;a href="http://gamedesignadvance.com/?p=1949"&gt; Check it out!&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-7565515001784231692?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/7565515001784231692/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=7565515001784231692' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/7565515001784231692'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/7565515001784231692'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/12/i-was-on-podcast.html' title='I Was on a Podcast!'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-5441831924199587481</id><published>2009-12-23T08:15:00.000-08:00</published><updated>2009-12-23T10:24:06.844-08:00</updated><title type='text'>King of Aughts: The Shock of the New</title><content type='html'>&lt;span style="font-size:100%;"&gt;Never forget: Somebody &lt;/span&gt;&lt;span style="font-style: italic;font-size:100%;" &gt;invented &lt;/span&gt;&lt;span style="font-size:100%;"&gt;Tetris.  In June of 1984, a new light dawned on the world.  Tetris was not a simulation of some extant human activity; when those blocks descended from the top of the well, something theretofore unimagined came into being.  &lt;/span&gt;&lt;span style="font-style: italic;font-size:100%;" &gt;Especially&lt;/span&gt;&lt;span style="font-size:100%;"&gt; in 2009, a year defined by its parade of ocassionally-ingenious incremental refinements, we must celebrate the new.  This is no time to cheer retrenchment.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold; font-style: italic;font-size:180%;" &gt;Grand Theft Auto III&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;img src="file:///C:/Users/wessels/AppData/Local/Temp/moz-screenshot.png" alt="" /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_p9WX1RNCjaQ/SzJEYFGnUfI/AAAAAAAAASw/zy7FoqDj0ug/s1600-h/070403_CB_grandTheftAutoEX.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 320px;" src="http://4.bp.blogspot.com/_p9WX1RNCjaQ/SzJEYFGnUfI/AAAAAAAAASw/zy7FoqDj0ug/s400/070403_CB_grandTheftAutoEX.jpg" alt="" id="BLOGGER_PHOTO_ID_5418468482157597170" border="0" /&gt;&lt;/a&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;Even now, it is not difficult for me to summon up the wave of awe that I felt on first playing this game.  One representative detail is burned into my mind: &lt;/span&gt;&lt;span style="font-style: italic;font-size:100%;" &gt;there were radio stations&lt;/span&gt;&lt;span style="font-size:100%;"&gt;.  Not only could you walk on a &lt;/span&gt;&lt;span style="font-style: italic;font-size:100%;" &gt;street&lt;/span&gt;&lt;span style="font-size:100%;"&gt; and &lt;/span&gt;&lt;span style="font-style: italic;font-size:100%;" &gt;get into a car&lt;/span&gt;&lt;span style="font-size:100%;"&gt;, but that car was connected to a wholly fictional radio network.  While the later games in the &lt;/span&gt;&lt;span style="font-style: italic;font-size:100%;" &gt;GTA&lt;/span&gt;&lt;span style="font-size:100%;"&gt; series better achieve the perverse environmental sensibility that the first open-world GTA groped towards, there is no downplaying the fact that &lt;/span&gt;&lt;span style="font-style: italic;font-size:100%;" &gt;that&lt;/span&gt; wonder, the thrill of jumping in and out of cars and driving around a populated cityscape, was the maybe the most impressive thing that happened in a video game this decade.  All I know is, I wasn't playing much during late nineties, and it was putting this game into a rented playstation 2 in winter of '01 that got me thinking: I should keep an eye on these video games.  So, GTA 3 was my personal road to Damascus moment when it comes to computer generated entertainment.  Feel free to allot blame accordingly.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-weight: bold; font-style: italic;"&gt;Katamari Damacy&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SzJJ91gKIrI/AAAAAAAAAS4/FaYIwcBqYeQ/s1600-h/katamari_1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 300px;" src="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SzJJ91gKIrI/AAAAAAAAAS4/FaYIwcBqYeQ/s400/katamari_1.jpg" alt="" id="BLOGGER_PHOTO_ID_5418474628362937010" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:100%;"&gt;God bless Keita Takahashi.  &lt;/span&gt;Seriously.  Katamari Damacy is a game of &lt;span style="font-style: italic;"&gt;only one idea&lt;/span&gt;.  But what an idea!  This game would have been revelatory for its wholly unique mechanic and playful manipulation of scale, a work of genius even without the dadaesque sensibility that informed the gameplay: the panicked shrieks of innocent children and livestock, the batshit crazy king in the sky, the continuous splendid parade of visual nonsequitur.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-size:180%;"&gt;Rock Band&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;embed id="mymovie" flashvars="playerMode=embedded&amp;amp;movieAspect=4.3&amp;amp;flavor=EmbeddedPlayerVersion&amp;amp;skin=http://image.com.com/gamespot/images/cne_flash/production/media_player/proteus/one/skins/gamespot.png&amp;amp;paramsURI=http%3A%2F%2Fwww.gamespot.com%2Fpages%2Fvideo_player%2Fxml.php%3Fid%3DIyZlnzr55b4FuDfe%26mode%3Duser_video%26width%3D432%26height%3D362" wmode="transparent" allowscriptaccess="always" quality="high" name="mymovie" style="" src="http://image.com.com/gamespot/images/cne_flash/production/media_player/proteus/one/proteus2.swf" type="application/x-shockwave-flash" width="432" height="362"&gt;&lt;/embed&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span&gt;&lt;span&gt;&lt;span&gt;To think: how happy we were in '07 to be onanistically plunking away at plastic guitars.  Perfecting our run at Buckethead's &lt;span style="font-style: italic;"&gt;Jordan&lt;/span&gt;.  Make no mistake, I loved that shit.  We just didn't know any better.  Rock Band wasn't the mere accretion of supplemental prosthetic enjoyments.  It took the core pleasure of Guitar Hero, participating in the creation of music, and brought a wholly novel feeling of collective achievement.  It unlocked in me a previously unknown, burning desire to croon in a semipublic forum.  It added drums.  It was the most fun I had with a video game this decade. Just watch the video.  &lt;span style="font-style: italic;"&gt;Look how happy these people are!&lt;/span&gt;  And the they are right.    &lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size:100%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;br /&gt;WarioWare: Twisted!&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SzJS-lwaaaI/AAAAAAAAATA/V3hw_daBKpI/s1600-h/Wario+Ware+Twisted+%282%29.gif"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 313px;" src="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SzJS-lwaaaI/AAAAAAAAATA/V3hw_daBKpI/s400/Wario+Ware+Twisted+%282%29.gif" alt="" id="BLOGGER_PHOTO_ID_5418484536920664482" border="0" /&gt;&lt;/a&gt;I am continually amazed by Nintendo's uncanny grasp of the basic elements of play.  When it published its first collection of microgames for the GBA, we confronted a shuffled deck of primordial gameplay elements, sheathed in an absurdist casing and revealed under duress.  WarioWare posed a novel challenge to its players: "figure out what this game is!  You have three seconds!" &lt;span style="font-style: italic;"&gt;Twisted!&lt;/span&gt;, the second game in the series, gets the top nod for the way it expanded the number of verbs at hand.  Furthermore, physically rotating a gameboy is the way that world 1-1 of Super Mario Brothers was &lt;span style="font-style: italic;"&gt;meant to be played&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;span style="font-size:180%;"&gt;Boom Blox&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:180%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SzJWUEDG--I/AAAAAAAAATI/xn1yOXIqL6w/s1600-h/boom-blox-490w.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 280px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SzJWUEDG--I/AAAAAAAAATI/xn1yOXIqL6w/s400/boom-blox-490w.jpg" alt="" id="BLOGGER_PHOTO_ID_5418488204364282850" border="0" /&gt;&lt;/a&gt;To me, &lt;span style="font-style: italic;"&gt;Boom Blox&lt;/span&gt; is the first and maybe the only Wii game that made optimal use of the gestural possibilities afforded by its hardware.  An accelerometer bestows myriad potential actions, and it just so happens that hurling objects with physics at blocks and cubical beavers is the best among them.  Layering puzzle elements and a marvelous version of &lt;span style="font-style: italic;"&gt;Jenga&lt;/span&gt; into this formula only heightens the impressiveness of this seemingly obvious discovery.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-weight: bold;"&gt;World of Goo&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SzJagVHkf3I/AAAAAAAAATQ/xgNksirVfZ0/s1600-h/Goo.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 300px;" src="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SzJagVHkf3I/AAAAAAAAATQ/xgNksirVfZ0/s400/Goo.jpg" alt="" id="BLOGGER_PHOTO_ID_5418492813151338354" border="0" /&gt;&lt;/a&gt;I must admit that I had not given much thought to the gameplay potential of adhesion.  The virtual representation of physics was a mainstay of this decade's games, but &lt;span style="font-style: italic;"&gt;World of Goo &lt;/span&gt;stands apart for the way it devised an innovative game around the pedestrian idea of structural engineering.  If that were not enough, the game spins a delightfully indirect yarn throughout the course of the game and continually introduces novel gameplay wrinkles into its basic recipe.  As the game develops, you are always doing something new with your brain, and that is a mark of great design.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-5441831924199587481?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/5441831924199587481/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=5441831924199587481' title='17 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/5441831924199587481'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/5441831924199587481'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/12/king-of-aughts-shock-of-new.html' title='King of Aughts: The Shock of the New'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_p9WX1RNCjaQ/SzJEYFGnUfI/AAAAAAAAASw/zy7FoqDj0ug/s72-c/070403_CB_grandTheftAutoEX.jpg' height='72' width='72'/><thr:total>17</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-795353787495578302</id><published>2009-11-27T13:34:00.001-08:00</published><updated>2009-11-27T13:39:35.084-08:00</updated><title type='text'>King of Aughts: Preamble</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SxBGIk_8WdI/AAAAAAAAASk/sXkmEfIOj4k/s1600/notorious_big1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 300px; height: 400px;" src="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SxBGIk_8WdI/AAAAAAAAASk/sXkmEfIOj4k/s400/notorious_big1.jpg" alt="" id="BLOGGER_PHOTO_ID_5408900265656736210" border="0" /&gt;&lt;/a&gt; &lt;p style="margin-bottom: 0in;"&gt;I am a believer in lists.  And not just the exuberant catalogue-- no, I am a believer in rank.  A lot of sane people will tell you that pleasure in general and the pleasure of videogames in particular is an irreducibly private phenomenon, and that &lt;i&gt;definitive judgment&lt;/i&gt; has no place in our commerce with art.   De gustibus non disputandum.  I am not one of these people.  I think that video games are things, and that there is a difference between good things and bad things.  This is why we make lists about them.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;However, I also believe that it's madness to affix numbers to a decade's worth of creative effort.   Why?  Well, it's because I am a pluralist, and I have think there is more than one kind of excellence in this world.  Just as there are diverse virtues that belong to human beings-- one can be a good soldier, or a good scholar, or a good politician, or a good husband, though rarely at once-- there is more than one way to be an excellent work of art.  The heterogeneity of goodness is one reason we are inclined to think that artistic taste is only subjective.&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;This heterogeneity is especially critical when it comes to games.  The video games are a hybrid medium-- they're both systems of rules and systems of representation.  It's entirely possible for either element of this alloy to be independently magnificent.  While I think the happy marriage of these two members is the manifest destiny of the artform, as critics we should find it our duty to appreciate both artistry and design.   &lt;/p&gt;   &lt;p style="margin-bottom: 0in;"&gt;So, in the name of these principles the good ship Clu is going to steam out of drydock and praise the shit out of some video games over the next few weeks.  I've been thinking about doing an end-of-decade list for a while, and I've ginned up some categories designed to capture the manifold ways that games are good.  At this point, I am also prepared to promise some blurbs.  &lt;i&gt;Blurbs as far as the eye can see&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.&lt;/span&gt;&lt;/p&gt;&lt;br /&gt;Bear in mind: I am &lt;span style="font-style: normal;"&gt;a&lt;/span&gt;&lt;i&gt; total charlatan&lt;/i&gt;&lt;span style="font-style: normal;"&gt; when it comes to video game criticism.  For about four out of ten years in this decade I didn't play many video games at all.  I don't own all the console systems and I've probably played less than a dozen PC games to completion this decade. (&lt;/span&gt;&lt;i&gt;Baldur's Gate II&lt;/i&gt;&lt;span style="font-style: normal;"&gt;? I barely knew 'er)   My frame of reference is &lt;/span&gt;&lt;i&gt;not to be trusted&lt;/i&gt;&lt;span style="font-style: normal;"&gt;. &lt;/span&gt; &lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Finally, dear readers, I entreat to you distrust anything anybody ever says about art.  Stephen Deadalus advised us rightly: “Beauty is a blank wall with Post No Bills.” Play, in particular, is  the most anarchic of human pleasures.  What kind of fool goes about trying to yoke joy under laws?  Iroquois Pliskin, that's who.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-795353787495578302?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/795353787495578302/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=795353787495578302' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/795353787495578302'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/795353787495578302'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/11/king-of-aughts-preamble.html' title='King of Aughts: Preamble'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_p9WX1RNCjaQ/SxBGIk_8WdI/AAAAAAAAASk/sXkmEfIOj4k/s72-c/notorious_big1.jpg' height='72' width='72'/><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-2633207962217120686</id><published>2009-06-22T21:53:00.000-07:00</published><updated>2009-06-23T01:30:30.480-07:00</updated><title type='text'>So Close!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SkBgvqOFiXI/AAAAAAAAASU/HKdbmgyeiN4/s1600-h/586528-mirrors_edge_artwork4_super.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 345px; height: 400px;" src="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SkBgvqOFiXI/AAAAAAAAASU/HKdbmgyeiN4/s400/586528-mirrors_edge_artwork4_super.jpg" alt="" id="BLOGGER_PHOTO_ID_5350382729219639666" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;i&gt;Mirror's Edge&lt;/i&gt; is a curious case: the game that gets &lt;i&gt;exactly one thing right&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  I may have spent some time in the past prattling on about the idea of a &lt;/span&gt;&lt;i&gt;Gesamtkuntswerk&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, but the bald truth is that in most circumstances a video game can get by, critically speaking, through dogged adherence to &lt;/span&gt;&lt;i&gt;just&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;one&lt;/i&gt;&lt;span style="font-style: normal;"&gt; successful gameplay concept.  Take &lt;/span&gt;&lt;i&gt;Crackdown&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  That game has &lt;/span&gt;&lt;i&gt;almost nothing&lt;/i&gt;&lt;span style="font-style: normal;"&gt; going for it: no narrative to speak of, a charmless and weirdly depopulated open world, janky driving, mediocre graphics etc etc.  But then, there is the jumping around on buildings and shooting.  &lt;/span&gt;&lt;i&gt;That is all it takes, folks&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  &lt;/span&gt; &lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The cardinal achievement of &lt;/span&gt;&lt;i&gt;Mirror's Edge&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is how effectively it creates the feeling of inhabiting a fleet human skull, rather than a steadicam.  While so many first-person games give this dogged feeling that the smooth arc of a camera boom is being made to simulate animal locomotion, &lt;/span&gt;&lt;i&gt;Mirror's Edge&lt;/i&gt;&lt;span style="font-style: normal;"&gt; just nails the feeling of momentum, the sensation of weight in your movements, the subtle but increasingly palpable bob of the head as you gain speed.  First-person platforming has been attempted before, and effectively at that (remember &lt;/span&gt;&lt;i&gt;Jumping Flash&lt;/i&gt;&lt;span style="font-style: normal;"&gt;?  'course you do!), but it's never  been done in a way that does justice to the particularities of embodied vision.  &lt;/span&gt;&lt;i&gt;Mirror's Edge&lt;/i&gt;&lt;span style="font-style: normal;"&gt; shines  in these small gestures towards perceptual realism:  the way the world swirls around your head when you make a tumbling landing, the way it swims in front of your eyes as you plummet to your death.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;To me, it is astonishing that the designers of &lt;/span&gt;&lt;i&gt;Mirror's Edge &lt;/i&gt;&lt;span style="font-style: normal;"&gt;apparently managed to &lt;/span&gt;&lt;i&gt;mistake&lt;/i&gt;&lt;span style="font-style: normal;"&gt; these core pleasures that their game offered. &lt;/span&gt;&lt;i&gt;Prince of Persia's &lt;/i&gt;&lt;span style="font-style: normal;"&gt;no-death mechanic (actually an unusually dense checkpointing system) was maligned at release for being a sop to the noobs, which it was, but it also had a positive function: the impossibility of failure incentivized throwing yourself headlong through the environment as fast as you could.  &lt;/span&gt;&lt;i&gt;Prince of Persia&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is most successful when you fell into a rhythm and were able to whip past the lush scenery in top gear.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The heights of &lt;/span&gt;&lt;i&gt;Mirror's Edge&lt;/i&gt;&lt;span style="font-style: normal;"&gt; are even better: you're booking across the rooftops, looking around for the next legible piece of the environment, navigating the world at a such a terrific pace that you lose the habit of conscious reflection.  While the path through its roofops are almost as linear as &lt;/span&gt;&lt;i&gt;Persia&lt;/i&gt;&lt;span style="font-style: normal;"&gt;'s consistently funnelish pathways, your elevation and the breadth of your field of vision in &lt;/span&gt;&lt;i&gt;Mirror's Edge&lt;/i&gt;&lt;span style="font-style: normal;"&gt; lends a unique feeling of grandeur and freedom to the business of running and tumbling and losing the fuzz.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Which all makes it, again, so baffling that the game's mechanics seem to actively deter you from falling into this insanely pleasurable flow.  The “runner's vision” environmental color-coding is an excellent technique for making the environment instantly readable, but the platforming is too finicky to engage in without the prospect of failure.  Chris Dahlen &lt;a href="http://savetherobot.wordpress.com/2008/11/29/games-are-software/"&gt;put it best&lt;/a&gt;: “I’d say that its core problem is that it looks like &lt;/span&gt;&lt;em&gt;Rock Band 2&lt;/em&gt;&lt;span style="font-style: normal;"&gt; but plays like &lt;/span&gt;&lt;em&gt;Mega Man 9&lt;/em&gt;&lt;span style="font-style: normal;"&gt;; you want to settle in and enjoy the thrill, but imagine if &lt;/span&gt;&lt;em&gt;Rock Band&lt;/em&gt;&lt;span style="font-style: normal;"&gt; stopped the song every single time you hit a bum note.”  While &lt;/span&gt;&lt;i&gt;Prince of Persia&lt;/i&gt;&lt;span style="font-style: normal;"&gt; was too generous, rewarding you if you jumped in the general direction of the next platform (which gave rise to the otherwise-curious comparison of the game to an extended quick-time event), &lt;/span&gt;&lt;i&gt;Mirror's Edge &lt;/i&gt;&lt;span style="font-style: normal;"&gt;is too exacting: lining up your jumps requires too much precision.  (This is doubly the case when your destination is a vertical pipe or horizontal bar.)  It's too hard to make the tricky jumps on your first try, which brings the game to a grinding halt; this turns the game into a frustrating trial-and-error affair and ruins the best aspects of its gameplay.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;As for the elements of the gameplay that do not directly involve running and jumping and shaking the fuzz, the less said the better.  I think the game's Spartan visual aesthetic is praiseworthy, but the bleached fascism of the environments is so uniform that the individual spaces lose any feeling of specificity (the “shopping mall,” for example, looks like another deserted skyscraper atrium).  The gameplay elements that are meant to modulate the basic platforming are atrocious: the combat is an abomination, an &lt;/span&gt;&lt;i&gt;active deterrent&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to enjoyment.  (I recommend the “easy” setting, which reduces, but does not eliminate, the frustrating interactions with law enforcement.)  The narrative is forgettable and poorly delivered.  Despite frequent stabs at variation (an absurdly simplistic battle with an enraged wrestler, a “sniper” mission, and a surprisingly uninteresting battle against a posse of fellow "runners."), &lt;/span&gt;&lt;i&gt;Mirror's Edge&lt;/i&gt;&lt;span style="font-style: normal;"&gt; never succeeds in creating any satisfying variety in its gameplay.  The level design deserves a special dishonorable mention: the spatial arrangement of the environments often makes it difficult to distinguish makeable jumps from impossible ones, and the “jumping puzzles” in the interior levels were uniformly tedious and unintuitive.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;All this is a shame, because &lt;/span&gt;&lt;i&gt;Mirror's Edge&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is &lt;/span&gt;&lt;i&gt;very close&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to being a fantastic video game.  The failure of &lt;/span&gt;&lt;i&gt;Mirror's Edge&lt;/i&gt;&lt;span style="font-style: normal;"&gt; reminded me of an &lt;a href="http://multiplayerblog.mtv.com/2008/10/29/shigeru-miyamoto-punchout-mario-zelda-portal/"&gt;interview&lt;/a&gt; that Shigeru Miyamoto gave to Steven Totilo, in which he said the &lt;/span&gt;&lt;i&gt;only revealing thing&lt;/i&gt;&lt;span style="font-style: normal;"&gt; I've ever heard Miyamoto say about the craft of game design:  “I liken it almost to cooking. There are certain elements of cooking where if you’re able to find a very delicious ingredient, all you have to do is put a little bit of salt on it. Then you cook it and it tastes amazing...  chefs are more interested in finding the most delicious ingredients they can find and cooking those in a way that really highlights the inherent deliciousness of the ingredient. And that, I feel, is our job in game design.”  To follow up on the analogy: the designers of &lt;/span&gt;&lt;i&gt;Mirror's Edge&lt;/i&gt;&lt;span style="font-style: normal;"&gt; drowned fresh sweet corn in the awful sauce.  Maybe they'll get it right next time around.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-2633207962217120686?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/2633207962217120686/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=2633207962217120686' title='16 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2633207962217120686'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2633207962217120686'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/06/so-close.html' title='So Close!'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_p9WX1RNCjaQ/SkBgvqOFiXI/AAAAAAAAASU/HKdbmgyeiN4/s72-c/586528-mirrors_edge_artwork4_super.jpg' height='72' width='72'/><thr:total>16</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-212760744733215452</id><published>2009-04-22T02:16:00.000-07:00</published><updated>2009-04-22T08:27:17.333-07:00</updated><title type='text'>Against my Better Judgement, I Discuss Citizen Kane and Maybe Art</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/Se7gdUUpzaI/AAAAAAAAASI/aUxJQtEs__A/s1600-h/glass.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 300px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/Se7gdUUpzaI/AAAAAAAAASI/aUxJQtEs__A/s400/glass.png" alt="" id="BLOGGER_PHOTO_ID_5327442203502038434" border="0" /&gt;&lt;/a&gt;&lt;style type="text/css"&gt;  &lt;!--   @page { margin: 0.79in }   P { margin-bottom: 0.08in }   A:link { so-language: zxx }  --&gt;  &lt;/style&gt; &lt;p style="margin-bottom: 0in;"&gt;The video-games-writin' set has an odd set of preoccupations, and many of them hinge on the question of legitimacy.  The is-games-art debate, the Citizen Kane o' games question, they're all about the stature of games in the cultural marketplace, where they stand in the artistic &lt;a href="http://www.brunching.com/geekhierarchy.html"&gt;pecking order&lt;/a&gt;.  (Here's a hint: &lt;i&gt;pretty fucking low&lt;/i&gt;.  It's &lt;i&gt;lonely&lt;/i&gt; at the bottom.  Hence the contest between video game and comic book enthusiasts, the “&lt;a href="http://sexyvideogameland.blogspot.com/2009/04/kicking-dog.html?showComment=1239195000000#c875696501508294129"&gt;Saddest Fight on the Internet&lt;/a&gt;.”)   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;One of the major problems with this discourse is that the are-games-art conversation almost never goes anywhere.  I'm not denying that some good work has been done in this line (N'Gai Croal's &lt;a href="http://blog.newsweek.com/blogs/levelup/archive/2007/07/30/croal-vs-ebert-vs-barker-on-whether-videogames-can-be-high-art-round-1.aspx"&gt;reply&lt;/a&gt; to Roger Ebert is maybe his finest piece), but I've never felt the conversation produces much.  As soon as you pose the question the whole issue becomes a definitional wrangle over what &lt;i&gt;art&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is; one party or another begins lobbing stipulations at the other and a substantive issue becomes a semantical one.  Comment threads allover the internet are overstuffed with useless arguments of this very form.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The pervasive error here, which Wittgenstein warned against, is the presumption that there is one or more properties-- authorial intent, emotional depth etc.-- the possession of which unerringly discriminates art from nonart.  The &lt;/span&gt;&lt;i&gt;Philosophical Investigations&lt;/i&gt;&lt;span style="font-style: normal;"&gt; (supposing you try to understand it, which I cannot in good conscience recommend), will disabuse you of this misguided idea that there's a &lt;/span&gt;&lt;i&gt;criterion&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to be had when it comes to applying concepts like “art.”  There's a wealth of interesting historical and anthropological observations to be made about how we &lt;/span&gt;&lt;i&gt;use&lt;/i&gt;&lt;span style="font-style: normal;"&gt; the concept of art-- what it means for us to treat some portion of our culture the way we treat &lt;/span&gt;&lt;i&gt;Pride and Prejudice&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, say-- but we're not going to unearth a &lt;/span&gt;&lt;i&gt;metaphysical&lt;/i&gt;&lt;span style="font-style: normal;"&gt; truth, an occult rule, that will magically decide the question for us.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Leigh Alexander, in partnership with games-crit mandarin Ian Bogsot, recently launched a &lt;a href="http://www.gamesetwatch.com/2009/04/opinion_why_raising_kane_wont.php"&gt;salvo&lt;/a&gt; in a neighboring dispute, the Citizen Kane o' Games question.  Their point is that we should put the whole issue to bed, as the dynamics of cultural legitimacy presupposed by the question are outdated and irrelevant in the new-media landscape.  “we think that having a Citizen Kane will prove our artistic legitimacy,” Bogost remarks,  “but masterworks are not how artistic legitimacy is proven anymore.”  There's a lot of truth to this; the critical discourse on games, like all other cultural discourse, has become more and more fragmented and specialized since the advent of the internet.  The scattered condition of our critical polis is ill-suited to king-making.   Artistic legitimacy is a social phenomenon, something that we create ourselves-- a fiction, as Bogost says.  It's necessarily bound to the forms of media that sustain and disseminate it.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The problem with all this is that we're asking the wrong question.  The “are games art?” question is &lt;/span&gt;&lt;i&gt;boring&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  The “will there be a Citizen Kane of games question?” is equally so. While we can make some more-or-less intelligent prognostications about the the new economics of cultural capital in the internet era, even this is a purely speculative.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt; &lt;span style="font-style: normal;"&gt;The interesting question, to me, is &lt;/span&gt;&lt;i&gt;what kind of art games are&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  That is, we should be asking ourselves what kind of formal dynamics and pleasures are inherent in the medium, and be able to identify when these formal capacities are used well.  (This is another way of posing the question: &lt;/span&gt;&lt;a href="http://versusclucluland.blogspot.com/2009/02/clarification.html"&gt;&lt;i&gt;how are games fun&lt;/i&gt;&lt;/a&gt;&lt;span style="font-style: normal;"&gt;?)   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;And this is one area where thinking about what &lt;/span&gt;&lt;i&gt;Citizen Kane &lt;/i&gt;&lt;span style="font-style: normal;"&gt;achieved (rather than what it &lt;/span&gt;&lt;i&gt;represents&lt;/i&gt;&lt;span style="font-style: normal;"&gt;) is genuinely&lt;/span&gt;&lt;i&gt; &lt;/i&gt;&lt;span style="font-style: normal;"&gt;important.  The reason that &lt;/span&gt;&lt;i&gt;Kane&lt;/i&gt;&lt;span style="font-style: normal;"&gt; has the kind of cachet it does is because it displayed such a consummate command of the formal capacities of cinema, as a medium.  (I think Alexander and Bogost do &lt;/span&gt;&lt;i&gt;Kane&lt;/i&gt;&lt;span style="font-style: normal;"&gt; something of an injustice; the article reads as if its cultural status is an accident of history, and underplay the role of its superb artistry in its achievement of that status)   It wrought a novel marriage of form and content by creating a visual language that complimented its thematic preoccupations.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;There's a brilliant bit in Michael Chabon's &lt;/span&gt;&lt;i&gt;Kavalier and Clay&lt;/i&gt;&lt;span style="font-style: normal;"&gt; that captures this.  They've just come from the movie, and Joe is trying to explain to Sammy that Welles' masterpiece holds the key to their own nascent, illegitimate medium:&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-left: 0.49in; margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;It was that C&lt;/span&gt;&lt;i&gt;itizen Kane&lt;/i&gt;&lt;span style="font-style: normal;"&gt; represented, more than any other movie Joe had seen, the total blending of narration and image... Without the witty, potent dialogue and the puzzling shape of the story, the movie would have been merely an American version of the kind of brooding, shadow-filled Ufa-style expressionist stuff that Joe had grown up watching in Prague.  Without the brooding shadows and bold adventuring of the camera, it would have been merely a clever movie about a rich bastard.  It was much more, than any move really needed to be.  In this one crucial regard-- its inextricable braiding of image and narrative-- &lt;/span&gt;&lt;i&gt;Citizen Kane &lt;/i&gt;&lt;span style="font-style: normal;"&gt;was like a comic book&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Now, cinema is much more akin to comic books than games.  Let's lay this aside.  It's this &lt;/span&gt;&lt;i&gt;braiding&lt;/i&gt;&lt;span style="font-style: normal;"&gt; we should be thinking about.  We should ask ourselves whether a game can achieve a relevantly similar kind of synthesis.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;To tip my hand a bit, I think this would involve exploiting the fact that games are both &lt;/span&gt;&lt;i&gt;rules&lt;/i&gt;&lt;span style="font-style: normal;"&gt; and &lt;/span&gt;&lt;i&gt;fiction&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, form and content.  The game creates a certain space of possibilities for the player to inhabit and the fiction invests those choices with meaning.  The genius of &lt;/span&gt;&lt;i&gt;Bioshock&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, for instance, was the way that the game's upgrade-mechanics (acquiring ADAM, a scarce and morally hazardous resource) played off against its thematic concerns with the costs of untrammeled self-interest.  It &lt;a href="http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html"&gt;lost its way&lt;/a&gt; on this point, but &lt;span style="font-style: italic;"&gt;Bioshock &lt;/span&gt;offers (along with &lt;/span&gt;&lt;i&gt;Portal, &lt;/i&gt;&lt;span style="font-style: normal;"&gt;and maybe &lt;/span&gt;&lt;i&gt;Braid&lt;/i&gt;&lt;span style="font-style: normal;"&gt;) something of genuine use: not a cultural monolith, but an example of what videogame art might look like.&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-212760744733215452?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/212760744733215452/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=212760744733215452' title='45 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/212760744733215452'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/212760744733215452'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/04/against-my-better-judgement-i-discuss.html' title='Against my Better Judgement, I Discuss Citizen Kane and Maybe Art'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/Se7gdUUpzaI/AAAAAAAAASI/aUxJQtEs__A/s72-c/glass.png' height='72' width='72'/><thr:total>45</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-4722222344060826826</id><published>2009-04-19T22:52:00.001-07:00</published><updated>2009-04-20T00:05:46.120-07:00</updated><title type='text'>A Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SewPNFLw1lI/AAAAAAAAASA/FoA0lsW7I_8/s1600-h/gw2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 275px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SewPNFLw1lI/AAAAAAAAASA/FoA0lsW7I_8/s400/gw2.jpg" alt="" id="BLOGGER_PHOTO_ID_5326649176676685394" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;style type="text/css"&gt;  &lt;!--   @page { margin: 0.79in }   P { margin-bottom: 0.08in }   A:link { so-language: zxx }  --&gt;  &lt;/style&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-size:180%;"&gt;&lt;i&gt;&lt;b&gt;Gears of War II&lt;/b&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-weight: bold;"&gt;Platform&lt;/span&gt;&lt;span style="font-weight: normal;"&gt;: Xbox 360 &lt;/span&gt;&lt;b&gt;Developer&lt;/b&gt;&lt;span style="font-weight: normal;"&gt;: Epic Software &lt;/span&gt;&lt;b&gt;Publisher&lt;/b&gt;&lt;span style="font-weight: normal;"&gt;:Microsoft&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;&lt;span style="font-size:100%;"&gt;&lt;b&gt;Box Quote&lt;/b&gt;&lt;span style="font-weight: normal;"&gt;: “This game will INVITE you over to its house and let you bang its sister!” – Iroquois Pliskin, &lt;a href="http://www.twitter.com/igndotcom"&gt;igndotcom&lt;/a&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;b&gt;Full Disclosure&lt;/b&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt;: The reviewer played through the coop campaign, but didn't do much with the multiplayer component.  The original &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt;Gears of War &lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt;was my first experience “playing” competitive online shooters over xbox live.  The scare quotes are there because there are vast stretches of nonconsentual sodomy between picking up the controller for the first time and &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt;playing a game&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt;, an activity one would do for recreation.  My dominant memory of this experience was when some frenchman shrieked “Putain!” and lodged a torque bow bolt into my side.  &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt;Then&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt;, I exploded.  Word on the street is that the Horde mode (like Resi 5's Mercenaries mode) is the best portion of the entire product, but I wouldn't know.  &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;&lt;b&gt;Gameplay&lt;/b&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt;: Maybe because of its doggedly generic trappings, it's easy to forget what an innovative game &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt;Gears of War &lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt;was on its release in 2006.  The cover-based gameplay exchanged twitchy run-and-gunning of the classic FPS for tactical firefighting.  &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt;Gears'&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt; novel integration of co-op into the campaign dovetailed perfectly with this shift in emphasis; success in the pitched battles often hinged on coordinating with your partner to execute flaking maneuvers on the enemy positions, flushing your enemies out of cover.  The challenge for &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt;Gears II&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt; is the following: the bloom is off the rose of cover-based combat. So many of its predecessor's gameplay tropes have become &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt;de rigeur&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt; in modern shooter design.  Where does the series go?  The marketing runup for the game basically &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt;conceded&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt; that the sequel was going for a quantitative&lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt; &lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt;leap rather than a qualitative one, and after playing &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt;Gears II &lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt;you'll  recognize that “more badass” means “more of the same.”  Not that this is a &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt;bad&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt; thing.  Epic is simply &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt;better&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt; at this thing than its competitors; they've done a great job, again, of using clever level design to concoct memorable, tactically interesting firefights.  The most creative moments in the sequel come when you're forced to deal with living, moveable, and otherwise unreliable cover.  They've devised some fun new weaponry for this outing as well (I &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt;dig&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt; mortaring fools), and the complement of weaponry at your disposal gives you the means to vary your tactics in the individual encounters, switching between long, medium, and close-range murder-tools.  &lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;"&gt;Unfortunately, the game's other stabs at injecting variety and novelty into the gameplay fall flat.  The game is never really &lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt;enjoyable&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt; when you're not hunkered behind cover.  &lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt;A&lt;/span&gt;&lt;/span&gt;&lt;span style="font-weight: normal;"&gt; lengthy sequence inside of a colossal worm tries to integrate some platformer-style gameplay into the formula, but your character's movements are too lumbering for this segment to be much &lt;/span&gt;&lt;i&gt;&lt;span style="font-weight: normal;"&gt;fun&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style="font-weight: normal;"&gt;.  The primary function of the numerous re-skinned turret sequences the game throws at you is that they make you pine for conveniently placed sandbags.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;&lt;b&gt;Story&lt;/b&gt;&lt;/span&gt;&lt;span style="font-weight: normal;"&gt;: You&lt;/span&gt; have to give them credit: their unironic devotion to the hoariest action-movie conventions is so total that the whole affair begins to verge on the intended iconicism.  To sum up: you're a grim marine.  You're toting a metric ton of arm and a blithe attitude towards carnage.  The actions the game demands of you save the world, somehow.  (The reviewer is a little hazy on the causal nexus)  This unflinching adherence to caricature is certainly a discredit to the imagination of the game's creators, but in their defense, it's virtually impossible to recall the central events of &lt;i&gt;any &lt;/i&gt;&lt;span style="font-style: normal;"&gt;shooter game; even in great shooters like &lt;/span&gt;&lt;i&gt;Half-Life 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, it's the texture&lt;/span&gt;&lt;i&gt; &lt;/i&gt;&lt;span style="font-style: normal;"&gt;of the world and the atmosphere that sticks with you, rather than the plot beats.  And this is what &lt;/span&gt;&lt;i&gt;Gears &lt;/i&gt;&lt;span style="font-style: normal;"&gt;is really &lt;/span&gt;&lt;i&gt;about&lt;/i&gt;&lt;span style="font-style: normal;"&gt;: when you charge an enemy with your upraised chainsaw, you unseam them from the nave to th' chops, spraying gouts of ichor allover the camera lens.  Everything about this gesture is gratuitous, down to the camera lens, but &lt;/span&gt;&lt;i&gt;Gears of War II&lt;/i&gt;&lt;span style="font-style: normal;"&gt; achieves a kind of lunatic grandeur that's hard to dismiss.  It's the gore that gives the game its &lt;/span&gt;&lt;i&gt;personality&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  When you walk away from the game you're likely to forget about the emulsion and the purpose of the research facility and the tearjerking zombificaiton of the protagonists' loved ones.  You &lt;/span&gt;&lt;i&gt;will&lt;/i&gt;&lt;span style="font-style: normal;"&gt; remember all the the cheerful vivisection.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;b&gt;The Takeaway&lt;/b&gt;&lt;span style="font-weight: normal;"&gt;:  Are you not entertained?&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-4722222344060826826?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/4722222344060826826/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=4722222344060826826' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4722222344060826826'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4722222344060826826'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/04/review.html' title='A Review'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SewPNFLw1lI/AAAAAAAAASA/FoA0lsW7I_8/s72-c/gw2.jpg' height='72' width='72'/><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-8830024866828910587</id><published>2009-04-07T21:45:00.000-07:00</published><updated>2009-04-07T21:51:51.075-07:00</updated><title type='text'>GDC09: Wot I Asked Will Wright, and What he Said</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SdwsLrE6NEI/AAAAAAAAARo/6jBNs8OYNmQ/s1600-h/3390587262_951644c056.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 254px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SdwsLrE6NEI/AAAAAAAAARo/6jBNs8OYNmQ/s400/3390587262_951644c056.jpg" alt="" id="BLOGGER_PHOTO_ID_5322177438698583106" border="0" /&gt;&lt;/a&gt;One thing that's always struck me about games is the contrast between the messiness, confusion and plain fuckedupness of our actual life and the clean, unfailingly rule-guided, perfectly revocable nature of a game-world.  A game is the one place where everything &lt;i&gt;really does&lt;/i&gt;&lt;span style="font-style: normal;"&gt; happen for a reason-- everything can be understood and everything can be put right.  This is one reason, I think, why we become so attached to games during adolescence-- as our emotional and social lives becomes exponentially more bewildering, these games offer a preserve of clarity and control.  (See also that fascinating athropological phenomenon that is the dating sim)   And to me, this is also why it's so difficult to imbue games with narrative complexity-- what we &lt;/span&gt;&lt;i&gt;want &lt;/i&gt;&lt;span style="font-style: normal;"&gt; from gameplay is a respite from culpability and failure and tragedy, the very things that make stories important.  &lt;/span&gt; &lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;And this is what struck me about Clint Hocking's remarks about the the relationship of intentional play (using our knowledge of a game's rules to achieve goals) and &lt;/span&gt;&lt;i&gt;domination&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  As gamers, we have this inherently agonistic relationship to the game:  we don't just want to &lt;/span&gt;&lt;i&gt;understand&lt;/i&gt;&lt;span style="font-style: normal;"&gt; the underlying dynamics of a game, we want to leverage this understanding in order to &lt;/span&gt;&lt;i&gt;conquer &lt;/i&gt;&lt;span style="font-style: normal;"&gt;it.  Gamers tend to be maximizers of utility; we're always one the hunt for ways to &lt;/span&gt;&lt;i&gt;break&lt;/i&gt;&lt;span style="font-style: normal;"&gt; the game, find the loopholes in its underlying systems that allow us to surmount its challenges without real effort.  And as Hocking &lt;a href="http://versusclucluland.blogspot.com/2009/04/just-remember-all-caps-when-you-spell.html"&gt;argued&lt;/a&gt;, the moment we &lt;/span&gt;&lt;i&gt;dominate&lt;/i&gt;&lt;span style="font-style: normal;"&gt; a game, we destroy it.  Hocking suggested that &lt;/span&gt;&lt;i&gt;improvisational &lt;/i&gt;&lt;span style="font-style: normal;"&gt;play-- the kind of gameplay that incorporates elements of structured unpredictability-- offered an alternative to this destructive struggle between designer and player for dominance over the game-world.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I still had this idea in my head when I went to see the panel on “Beyond Entertainment: Games and Social Change” at the GDC.  The poorly-moderated had an all-star cast of developers (Peter Molyneux, Lorne Lanning, Ed Fries, Will Wright, and Bing Gordon), who were generally enthusiatic slash hyperbolic about the positive social effect and educational power of the medium.  (Bing Gordon straightfacedly suggested that kids learn more about storytelling from playing &lt;/span&gt;&lt;i&gt;World of Warcraft&lt;/i&gt;&lt;span style="font-style: normal;"&gt; or &lt;/span&gt;&lt;i&gt;The Sims &lt;/i&gt;&lt;span style="font-style: normal;"&gt;than by attending school or reading Dostoyevsky in the original Russian.  People actually &lt;/span&gt;&lt;i&gt;clapped&lt;/i&gt;&lt;span style="font-style: normal;"&gt; for this kind of bullshit.)  I remain skeptical.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Look, I'm quite willing to say that games are an excellent teaching medium when it comes to certain subject matter: they're much more effective at representing the dynamics of complex systems (things like the ecology of forests, cities, and civilizations), than other media. With a game, students learn about these systems &lt;/span&gt;&lt;i&gt;actively&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, by interacting with those systems and interrogating them, and this is a great thing.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;But it bears asking: if games teach us things, if they inculcate certain habits of thought and action, what about Hocking's point that traditional gameplay is narrowly focused on domination?  When we spend our free time subjecting these virtual worlds to a perfect administration, purging their systems of the unpredictable human element, what does this mean when we turn back to the world?   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;So, I came up to Will Wright after the panel and I asked him this question.  Is this urge to dominate these fictional systems just human nature, or is it something we've learned?  Have years of 8-bit humiliation at the hands of games designers turned us into this kind of gamer, or is this just how the third chimpanzee is wired to behave?  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;This is what he told me: firstly, the urge to master our environment through the use of systematic thought to map concepts onto our environment is as old and as instinctual as language.  And this seems right-- indeed, I think it's one of the key insights when it comes to explaining why games appeal to us.  We enjoy apprehending rules because apprehending rules is one of the things that allowed us to hunt better than the other animals and plant crops and get civilization off the ground.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;His other point was to question the vocabulary.  Optimizing our behavior by learning the rules of an environment may be essentially empowering, but maybe the term “domination” is prejudicial.  You could just as well say that gamers have this drive to &lt;/span&gt;&lt;i&gt;understand&lt;/i&gt;&lt;span style="font-style: normal;"&gt; their fictional worlds, and there's nothing ominous about that.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I thought these were both pretty good points-- I'm just replicating the substance of his response here but it bears repeating that Wright's a palpably thoughtful and articulate man; his responses we more cogent than my questions were, if you catch my drift.  Still, I walked away with a couple reservations.  First, whenever I play these games where I'm in charge of a dynamic system-- a simulated city, a pinata garden, a bourgeois household, whatever-- I have to fight this urge to turn everything into a sterile utopia.  Infinite resources, neatly tended yards, the whole bit.  One of the reasons we all find games interesting is because they create of this terrific feeling of progression and empowerment, but I &lt;/span&gt;&lt;i&gt;still&lt;/i&gt;&lt;span style="font-style: normal;"&gt; have this feeling that this craving for technical mastery stands at odds with the kind of attitudes and habits that we need in order to live a full life with our fellow humans.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The other is this: I've always been drawn to Dave Hickey's idea that Jazz and other improvisational artforms embody a kind of democratic sentiment.  If Adorno et al are right, and our artforms are ways of dramatizing the relationship between individuals and the social order they find themselves in, then the idea of improvisational gameplay has added dimensions of relevance.  In Jazz, structure exists in order to allow the player to exercise their individual artistic vision.  I think this ethos has interesting parallels with the immersion-school-of-game-design represented by Hocking and Steve Gaynor, who have argued that the purpose of gameplay systems is to allow the individual player to assume authority over the shape of their own experience.   &lt;/span&gt; &lt;/p&gt;&lt;br /&gt;&lt;span style="font-size:78%;"&gt;Image Courtesy &lt;a href="http://www.flickr.com/photos/doctorow/3390587262/"&gt;Gruntzooki&lt;/a&gt;'s flickr&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-8830024866828910587?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/8830024866828910587/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=8830024866828910587' title='14 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/8830024866828910587'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/8830024866828910587'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/04/gdc09-wot-i-asked-will-wright-and-what.html' title='GDC09: Wot I Asked Will Wright, and What he Said'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SdwsLrE6NEI/AAAAAAAAARo/6jBNs8OYNmQ/s72-c/3390587262_951644c056.jpg' height='72' width='72'/><thr:total>14</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-6973421096701423282</id><published>2009-04-07T03:32:00.000-07:00</published><updated>2009-04-07T03:37:05.223-07:00</updated><title type='text'>GDC09: Casting a Pod</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SdssHuD7A7I/AAAAAAAAARg/2RTUbTTJ7ig/s1600-h/resident-evil-5-wesker.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 226px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SdssHuD7A7I/AAAAAAAAARg/2RTUbTTJ7ig/s400/resident-evil-5-wesker.jpg" alt="" id="BLOGGER_PHOTO_ID_5321895895803560882" border="0" /&gt;&lt;/a&gt;***Coletta Factor: Spoilerish Discussion of Resident Evil 5 ensues***&lt;br /&gt;So, the always-gracious Michael Abbot had me on his podcast last weekend to chat 'bout the GDC with some eminent bloggers-- Ben Fritz of Variety's the Cut Scene &lt;a href="http://weblogs.variety.com/the_cut_scene/"&gt;blog&lt;/a&gt; and Duncan Fyfe of &lt;a href="http://www.hitselfdestruct.com/"&gt;Hit Self-Destruct&lt;/a&gt;.  I don't exactly &lt;i&gt;remember&lt;/i&gt; what I nattered on about into my USB rock band microphone (it was 11 AM on a Saturday and I was, naturally, &lt;i&gt;quite drunk&lt;/i&gt;), but if for some unexplainable reason you'd like to hear it you can pick it up &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2009/04/brainy-gamer-podcast-postgdc-edition.html"&gt;here&lt;/a&gt;.     &lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;One thing that came out of the conversation is that we all took very different things from the conference, though we were all people who write about games on the Internet.  Ben's one of the very few really good industry reporters, so a lot of his time was devoted to interviewing publishers and publicists and gamesmakers-- hunting down the newsworthy. And Duncan talked about how the main business of the conference-- the panels and the awards-- weren't really &lt;i&gt;useful&lt;/i&gt; to him given the way that he writes about games.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;For me, the real benefit of an event like the GDC (aside from getting to meet all these great people from the Internet) was coming into contact with a new language.  All of us games writers who hanker after a better critical discourse on games stand in need of more vocabulary-- if not a common set of concepts or a shared jargon, at least a common discourse that we can draw on when we talk about the kinds of irreducibly subjective things that games do to their players.    &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;And it turns out that game developers are fellow partisans in this struggle.  For the betterment of games, they've faced down the formidable task of explaining their practices to their fellows.  They've salvaged elements of their craft from inarticulacy, because they need to explain to each other what makes a good level and what makes for satisfying combat mechanics and how to encourage cooperative play.  All this is pretty downstream from the user-end experience of the game in motion, but my fond hope is that I can poach some of these ideas and use them to explain how and why games are fun.     &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;The value of this language for the ordinary games-player is that it would allow you to see things you didn't see before.  We can spill a lot of ink asking the function of criticism, but one thing that this secondhand enterprise &lt;i&gt;can&lt;/i&gt;&lt;span style="font-style: normal;"&gt; do is offer insight into how artworks function.  You can go back to the same thing you've experienced and appreciate it in a different way.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;This is one thing I mentioned on the podcast-- when I came home and played through &lt;/span&gt;&lt;i&gt;Resident Evil 5&lt;/i&gt;&lt;span style="font-style: normal;"&gt; with my ladyfriend, I felt like a had a more expansive grasp of what the game was doing.  Randy Smith's talk at the GDC was about the design of environmental puzzles, but when we ran into some crazy frustrating boss encounters later in the game his talk was the first thing on my mind.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Just like puzzles, your classic Zelda-style boss encounters in &lt;/span&gt;&lt;i&gt;Resident Evil 5&lt;/i&gt;&lt;span style="font-style: normal;"&gt; require the player to exercise a new set of techniques.  They require a different tack than the inexplicably-multiethnic African zombie mob.  And this is why it's so important for the designer to provide the player with some tools to understand how that puzzle works-- what its moving parts are, how they operate, when the player is on the right track and when they're not.  (My all-time shortcut for this idea is this character in &lt;/span&gt;&lt;i&gt;Prince of Persia: Sands of Time&lt;/i&gt;&lt;span style="font-style: normal;"&gt; who just screams admonishments at you as you navigate a complicated disc-sliding puzzle)&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;A late boss encounter really illustrated one of the main ideas from Smith's talk. To simplify, one of his central points is that the moving parts of a puzzle should have clear affordances-- that is, you should be able to understand how the elements of a puzzle can be &lt;/span&gt;&lt;i&gt;used&lt;/i&gt;&lt;span style="font-style: normal;"&gt; by looking at them.  Like, if you need to sever a dragon's head by dropping a portcullis, that portcullis should be jagged and mean-looking as hell; the rope that's holding it up better look &lt;/span&gt;&lt;i&gt;very severable&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;It's a fundamental unclarity about affordance that had us stuck on some of the later boss battles.  &lt;/span&gt;&lt;i&gt;RE5&lt;/i&gt;&lt;span style="font-style: normal;"&gt; leans heavily on its context-sensitive button prompts to inform you about the environment-- whenever you're in the vicinity of something that can be &lt;/span&gt;&lt;i&gt;used &lt;/i&gt;&lt;span style="font-style: normal;"&gt;(pulled, pushed, operated, swung, cut, uppercutted), the X button appears at the bottom of the screen.  That's how you find out something is usable.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The problem is, when you're faced by some homicidal ex-partner who's flipping around and unloading clips into you, getting some proximity is the &lt;/span&gt;&lt;i&gt;last &lt;/i&gt;&lt;span style="font-style: normal;"&gt;thing you want to do.  Nothing signals to the player that this enemy can be &lt;/span&gt;&lt;i&gt;used&lt;/i&gt;&lt;span style="font-style: normal;"&gt; in a totally novel way when you're both at close range.  We spent a lot of time hung up on the wrong solution-- shooting from a distance-- before we &lt;/span&gt;&lt;i&gt;accidentally&lt;/i&gt;&lt;span style="font-style: normal;"&gt; ended up at close range.  And it was only &lt;/span&gt;&lt;i&gt;then&lt;/i&gt;&lt;span style="font-style: normal;"&gt; that the context-sensitive menus popped up and the game telegraphed the correct solution to us.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;This basic issue recurs in a suite of late-game boss encounters-- these enemies have unique affordances that you &lt;i&gt;need to know&lt;/i&gt;, but the only way you discover them is by approaching &lt;i&gt;really close&lt;/i&gt; under select conditions and seeing the X button pop up at the bottom of the screen.  This is bad puzzle design.    &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;Anyways I could nerd out about Smith's talk at length-- it was strangely appropriate and fitting that a talk about how you teach things to players was a model of pedagogical clarity and insight-- but you can hear me nerd out on this very subject on the podcast.&lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;Oh, and I was about to tell you what I asked Will Wright...&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-6973421096701423282?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/6973421096701423282/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=6973421096701423282' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/6973421096701423282'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/6973421096701423282'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/04/gdc09-casting-pod.html' title='GDC09: Casting a Pod'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SdssHuD7A7I/AAAAAAAAARg/2RTUbTTJ7ig/s72-c/resident-evil-5-wesker.jpg' height='72' width='72'/><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-2978769761563134393</id><published>2009-04-02T12:47:00.001-07:00</published><updated>2009-04-02T12:54:27.696-07:00</updated><title type='text'>GDC 09: Just Remember All Caps When You Spell the Man Name</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SdUW1suAWNI/AAAAAAAAARY/gbTIp1mi5s8/s1600-h/6a00d8345259b169e200e54ff534548833-150wi.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 150px; height: 150px;" src="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SdUW1suAWNI/AAAAAAAAARY/gbTIp1mi5s8/s400/6a00d8345259b169e200e54ff534548833-150wi.jpg" alt="" id="BLOGGER_PHOTO_ID_5320183646601107666" border="0" /&gt;&lt;/a&gt;Time has conspired with the internet to make my efforts at reportage gratuitous.  You see, my favorite talk at the GDC this year was given by CLINT HOCKING, the creative director of the intermittently brilliant &lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; and the man responsible for the term Ludonarrative Dissonance.  If you've read his &lt;a href="http://clicknothing.typepad.com/"&gt;blog&lt;/a&gt; you know he's a frighteningly clearheaded man when it comes to thinking about games, so much so that he's forged the (admittedly florid but nonetheless indispensable) critical vocabulary.  I loved his talk, and I'm wholly dedicated to hashing it out here, but in the intervening time Chris Remo has posted a crisp and accurate &lt;a href="http://www.gamasutra.com/news/gdc/?story=22910"&gt;recap&lt;/a&gt; on Gamasutra.  Furthermore: Hocking, that articulate and witty sonuvabitch, has put the entire talk and slides up on his &lt;a href="http://clicknothing.typepad.com/click_nothing/2009/03/gdc09-part-2-improvisation-presentation-materials.html"&gt;site&lt;/a&gt;.  Which means: not only can you read a &lt;/span&gt;&lt;i&gt;professional&lt;/i&gt;&lt;span style="font-style: normal;"&gt; synopsis, but you can also &lt;/span&gt;&lt;i&gt;recreate the talk itself&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, complete with powerpoint jokes (a GDC staple), in the comfort of your own home.  Thereby cutting out needlessly loquacious middlemen like myself.  Alls I can promise you: I have an angle towards the end.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Hocking began by revisiting the idea of &lt;/span&gt;&lt;i&gt;intentionality&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, a concept he introduced in a talk given to the GDC in 2006.  “Intentional Play” is when the player uses their knowledge of a game's mechanics and systems in order to achieve set goals.  Hocking cited an example from his previous game, &lt;/span&gt;&lt;i&gt;Splinter Cell: Chaos Theory, &lt;/i&gt;&lt;span style="font-style: normal;"&gt;to illustrate intentional play at work: in the clip, the player drew on a suite of interconnected gameplay systems, objects, and behaviors--  sticky cameras, traps, enemy AI -- in order to blow an enemy soldier down an elevator shaft.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Hocking went on to break down the idea of intentionality a little further.  Intentional play has two elements: “composition” and “execution.” Composition is the &lt;/span&gt;&lt;i&gt;planning&lt;/i&gt;&lt;span style="font-style: normal;"&gt;-element of an action and execution is the &lt;/span&gt;&lt;i&gt;active realization&lt;/i&gt;&lt;span style="font-style: normal;"&gt; of that plan.  Hocking used the example of travel to illustrate the differences between different sorts of intentional behavior-- travelling by car requires little composition and a lot of execution, while travelling by plane requires a lot of composition and little execution.  To take an example from games, a stealth game is composition-heavy and a linear shooter game is  execution-heavy.  The former requires meticulous planning and the latter requires rapid action and reaction.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;He explained that the development team initially conceived &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; in the vein of &lt;/span&gt;&lt;i&gt;Splinter Cell&lt;/i&gt;&lt;span style="font-style: normal;"&gt;: the game would facilitate a high level of composition-centric intentionality on the part of the player.  When faced with the task of eliminating an enemy encampment, they expected the player to utilize their understanding of a host of gameplay systems-- fire propagation, scouting, weather, the day/night cycle, enemy AI, weapon loadouts, and so on-- in order to orchestrate an assault.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;As development on &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; progressed, however, Hocking found that some of these systems really didn't work out the way he hoped.  Originally there was a complex enemy morale system and a more fulsome reputation mechanic in place, but the developers eventually eliminated them.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;But the developers discovered a funny thing: as they eliminated these systems, and the balance between composition and execution tilted away from the composition-heavy game they had originally envisioned, the &lt;/span&gt;&lt;i&gt;game became more and more fun&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  That is, the developers  found that the game was at its &lt;/span&gt;&lt;i&gt;best&lt;/i&gt;&lt;span style="font-style: normal;"&gt; when the players carefully-laid-out plans went haywire and they were forced to reformulate a strategy on the fly.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Hocking explained this change in the fundamental design as a shift from a game that facilitated “intentional” play to a game that inspired “improvisational” play.  This game was &lt;/span&gt;&lt;i&gt;neither&lt;/i&gt;&lt;span style="font-style: normal;"&gt; a composition-heavy game ala &lt;/span&gt;&lt;i&gt;Splinter Cell&lt;/i&gt;&lt;span style="font-style: normal;"&gt; or an execution-heavy game ala &lt;/span&gt;&lt;i&gt;Call of Duty&lt;/i&gt;&lt;span style="font-style: normal;"&gt;: what was happening, Hocking says, is that the player was being compelled to periodically bounce back and forth between the “composition” and “execution” phases.  &lt;/span&gt;&lt;i&gt;This&lt;/i&gt;&lt;span style="font-style: normal;"&gt; experience-- being forced to recompose on the fly and under uncertain conditions--  was what made the gameplay fun and memorable.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Improvisational play, Hocking says, is intentional but also formless and dynamic.  He described the Big Daddy fights in &lt;/span&gt;&lt;i&gt;Bioshock&lt;/i&gt;&lt;span style="font-style: normal;"&gt; as another model instance of improvisational play: because the helmeted behemoths aren't initially hostile, the player has the chance to formulate a plan and lay some traps before initiating combat.  Once the battle begins, however, it usually isn't possible to defeat the big daddies in one go-- the whole place goes bitchcakes as the daddy stomps and roars, and you're compelled to retreat and regroup and find ammo and devise a new plan.  This is improvisational play.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;On the design side, the key to creating this type of dynamic play in &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; was inflicting random, small losses on the player in order to divert them back into the composition phase.  Inflicting randomized &lt;/span&gt;&lt;i&gt;major&lt;/i&gt;&lt;span style="font-style: normal;"&gt; losses would frustrate the player, but injecting small incremental setbacks-- like the wounds, malaria attacks, and weapon jams in &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt;--  into the gameplay provides just enough putshback to force the player to revise their strategy.  The buddy system, which saved the player from death and allowed them a long period of time to regroup, was implemented as a way to raise the player's tolerance for failure when these incremental punishment systems kicked in at a particularly fateful moment.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;So that's what the man said, roughly.  I have two things I want to say.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;First, this talk was a pretty brilliant explanation of what occurs when &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;works&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  People who love Far Cry 2 love it because it provides all these emergent stories that happen when their plans go haywire:  “I was up on a ridge opposite a village and I was sniping dudes, as is my wont, when someone in the town opposite began mortaring my position and so then I had to bounce right in order to miss the falling ordinance which worked fine except the mortar shells set the grass on fire and while I was evading the shrapnel and the fire a bunch of dudes had run out of the town and were on the open plain below and they're peppering me with gunfire and it was now &lt;/span&gt;&lt;i&gt;too late&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to thin their ranks with the rifle so I scampered down the ridge with bullets whizzing past me, I'm throwing grenades every which way and I spot this jeep on the west side of town and I jump into it and I'm madly barreling away as enemies jumped into their own jeeps for pursuit.”  (Okay, you kind of had to be there)&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The problem with &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is that this kind of memorable scenario doesn't happen enough.  I found that certain strategies-- basically, getting a good elevated viewpoint and using the sniper rifle-- worked really really well (distance really blunts the disruptive force of the malaria attacks and weapon jams),  and once I had discovered a winning gameplan I was loath to abandon that strategy.  Because the mission-structure was essentially uniform throughout the game (assault this enemyladen camp x times), developing a bankable approach tends to ruin the game; the moments of pleasurable uncertainty are fewer and far between.   The game gave the player the tools they needed to circumvent the effects of random incremental failures, and it suffered as a result.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Which takes me to a second point.  To me, the most interesting point of his entire speech was this point he made about improvisational play at the very end: he said that improvisational play was a way to break the structure of &lt;/span&gt;&lt;i&gt;dominance&lt;/i&gt;&lt;span style="font-style: normal;"&gt; inherent in intentional play.  As soon as we, the players, understand the deeper systems behind the game we seek to &lt;/span&gt;&lt;i&gt;master them&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, subject them to our intentions.  And when we seek to dominate and master a thing, we destroy it.  We deprive it of its beauty.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;This lust for mastery is one of the things that sets video games off from the other arts: we'd never say we “beat” a novel or a movie, but we feel comfortable using this kind of terminology to describe the kind of experience we have with a game.  We feel that games are a &lt;/span&gt;&lt;i&gt;contest&lt;/i&gt;&lt;span style="font-style: normal;"&gt; with the designer; the systems and dynamics of the gameplay aren't there to be &lt;/span&gt;&lt;i&gt;enjoyed&lt;/i&gt;&lt;span style="font-style: normal;"&gt; or &lt;/span&gt;&lt;i&gt;treasured&lt;/i&gt;&lt;span style="font-style: normal;"&gt; but to be &lt;/span&gt;&lt;i&gt;overcome&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Hocking suggested that improvisational play offers a different model for player-game interaction.  When we're continually forced to improvise-- when we never quite dominate the system of rules that structures our experience-- we're having a different kind of experience, one that's &lt;/span&gt;&lt;i&gt;not&lt;/i&gt;&lt;span style="font-style: normal;"&gt; a contest for power:  the game becomes a field for the player to exercise a kind of grace.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I thought this last point about understanding, power, and dominance was so interesting that I worked up the courage to ask Will Wright about it after one of this panels.  Tomorrow, I'll tell you what he told me.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-2978769761563134393?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/2978769761563134393/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=2978769761563134393' title='10 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2978769761563134393'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2978769761563134393'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/04/just-remember-all-caps-when-you-spell.html' title='GDC 09: Just Remember All Caps When You Spell the Man Name'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_p9WX1RNCjaQ/SdUW1suAWNI/AAAAAAAAARY/gbTIp1mi5s8/s72-c/6a00d8345259b169e200e54ff534548833-150wi.jpg' height='72' width='72'/><thr:total>10</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-666816525964034337</id><published>2009-04-02T01:58:00.000-07:00</published><updated>2009-04-02T02:01:34.214-07:00</updated><title type='text'>Under Construction</title><content type='html'>Hay all!  I'm working on this one thing, and I meant to have it polished off tonight but it just didn't happen.  You can blame &lt;span style="font-style: italic;"&gt;Yakuza 2&lt;/span&gt; for having like four fake endings.  To tide you over, I offer you the following.  How awesome are the Superbrothers?&lt;span style="font-style: italic;"&gt;  So awesome&lt;/span&gt; that they made a music video of a game design lecture.  Enjoy!&lt;br /&gt;&lt;object width="417" height="313"&gt;&lt;param name="allowfullscreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=3807518&amp;amp;server=vimeo.com&amp;amp;show_title=0&amp;amp;show_byline=0&amp;amp;show_portrait=0&amp;amp;color=ff87a9&amp;amp;fullscreen=1"&gt;&lt;embed src="http://vimeo.com/moogaloop.swf?clip_id=3807518&amp;amp;server=vimeo.com&amp;amp;show_title=0&amp;amp;show_byline=0&amp;amp;show_portrait=0&amp;amp;color=ff87a9&amp;amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="417" height="313"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-666816525964034337?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/666816525964034337/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=666816525964034337' title='1 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/666816525964034337'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/666816525964034337'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/04/under-construction.html' title='Under Construction'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>1</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-6931171633640328993</id><published>2009-03-30T20:18:00.000-07:00</published><updated>2009-03-30T20:22:32.491-07:00</updated><title type='text'>I Went to the GDC and I Learned How to Make Broad Cultural Generalizations</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SdGMHkm9RiI/AAAAAAAAARQ/Kx-m7pkyC3I/s1600-h/GDC-09-event-image.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 218px; height: 250px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SdGMHkm9RiI/AAAAAAAAARQ/Kx-m7pkyC3I/s400/GDC-09-event-image.jpg" alt="" id="BLOGGER_PHOTO_ID_5319186696615314978" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Hello and welcome, loyal VCCL readers!  I apologize for the unprecedented period of radio silence over here, I spent the last week attending the Game Developer's Conference in San Francisco.  I've got all manner of reportage I'm working on, and I can promise you that this reportage is simmering in an aromatic broth &lt;i&gt;even as we speak&lt;/i&gt;.  I'm gonna give that GDC coverage a nice braise until the connective tissue loosens and it slides &lt;i&gt;right off the bone&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  I have copious notes.  Stay tuned.&lt;/span&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The GDC was my first time encountering game developers in the wild.  I've read some fantastic blogs written by developers-- Steve Gaynor's &lt;a href="http://fullbright.blogspot.com/"&gt;Fullbright&lt;/a&gt; and Clint Hocking's &lt;a href="http://clicknothing.typepad.com/click_nothing/"&gt;Click Nothing&lt;/a&gt;-- but otherwise I haven't heard many actual game creators discuss their practice.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;My impression was that while game designers are a generally whimsical bunch-- irreverent, enthusiastic, irregularly clad and ill-shaven-- they exhibited a clear-eyed sobriety when it came to the &lt;i&gt;craft&lt;/i&gt; of game design.  They could describe the process of design in clean, functional terms:  in this game we wanted the player to feel this way towards this character; we wanted the player to cooperate with his team members; we wanted the game to have a certain pacing.  With these aims in mind it came down to knowhow and trial-and-error: we tried this and it didn't work, we tried this other thing and it worked better.  The game makers I heard speak often showed an impressive command of how to manipulate the various elements of the game's design-- lighting, game mechanics, level design,  sound, controls, UI-- in order to achieve the desired effect.    &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;Maybe this is a cultural thing, because the talks given by Japanese developers displayed none of this pellucid clarity.  Mike Abbot &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2009/03/suda-ueda-pagliarulo.html"&gt;wrote&lt;/a&gt; about a panel with marquee Japanese designers Fumito Ueda and Goichi Suda, and his overriding impression was that these men were fundamentally inarticulate about the magic of the creative process: “Watching Ueda today, I saw a designer who struggles to articulate his philosophy of design, as if he were being asked to elaborate on something that requires no elaboration. At various points in the discussion he appeared at a loss for words, often deliberating on a question before finally answering it with a few basic and seemingly obvious observations.”  Keita Takahashi, the designer of &lt;i&gt;Katamari Damacy&lt;/i&gt;&lt;span style="font-style: normal;"&gt; and now &lt;/span&gt;&lt;i&gt;Noby Noby Boy&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, gave a &lt;a href="http://weblogs.variety.com/the_cut_scene/2009/03/keita-takahashis-beautifully-nonsensical-guide-to-video-game-making-gdc.html"&gt;talk&lt;/a&gt; that was a celebration of whimsy-- a catalogue of his creative frustrations, unusuable ideas, and miscellaneous opinions.  (His description of his recent opus: “&lt;/span&gt;&lt;i&gt;Noby Noby Boy&lt;/i&gt;&lt;span style="font-style: normal;"&gt;' is a ticket to go to a festival to change the solar system.”)  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Perhaps this is not a matter of geography so much as sensibility.  Suda Ueda and Takahaski were artists-- sculptors, painters, conceptual artists--  before they were game designers.  Like Shigeru Miyamoto, who seems incapable of describing his creative process except through an occasional gnomic utterance,  they gestured towards the irreducible mystery of inspiration when asked to describe the task of game development.  Suda's explanation that "I go the the bathroom to poop, and I get ideas." seemed like a &lt;/span&gt;&lt;i&gt;reductio ad absurdum&lt;/i&gt;&lt;span style="font-style: normal;"&gt; of the mysteries of artistic inspiration.  The challenge is about translating this bathroom vision into code rather than engineering a player response.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Their North American counterparts seemed far more practically minded when it comes to heeding the Muses.  Perhaps this is because they tend to enter game development through programming or software design; they seemed more inclined to think of a &lt;a href="http://savetherobot.wordpress.com/2008/11/29/games-are-software/"&gt;game as a piece of software&lt;/a&gt; that will be &lt;/span&gt;&lt;i&gt;used by human beings&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, human beings with certain known propensities, than their Japanese counterparts.  They tended to view the game as a functional object-- so much so that Randy Smith drew on Donald Norman's “The Design of Everyday Things,” a book about door fixtures, stovetops, and teapots, to illuminate puzzle design in games.  While they were palpably excited about the idea that games can rival other arts when it comes to delivering emotion and narrative and memorable experiences, these same designers were also conscious of the fact that these marvellous experiences hang on the creation of an uncluttered and intuitive user interface.   In short, I got the impression that you couldn't be a good artist without also being a good technician-- for any given project there is a right and a wrong way to accomplish your goals and &lt;/span&gt;&lt;i&gt;technique&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is the matter of knowing the difference.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Obviously I'm speaking in generalities here, and I clearly have a limited sample.  Maybe the Japanese nuts-and-bolts dudes can't afford the trip.  But after spending this weekend fighting &lt;/span&gt;&lt;i&gt;Resident Evil 5&lt;/i&gt;&lt;span style="font-style: normal;"&gt;'s  grabasstical interface I am somewhat persuaded that there's a real divide when it comes to eastern and western design sensibilities, and this divide has everything to do with the design-centric and productivity-centric tendencies of North American tech culture.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;More to come! &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-6931171633640328993?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/6931171633640328993/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=6931171633640328993' title='9 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/6931171633640328993'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/6931171633640328993'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/03/i-went-to-gdc-and-i-learned-how-to-make.html' title='I Went to the GDC and I Learned How to Make Broad Cultural Generalizations'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SdGMHkm9RiI/AAAAAAAAARQ/Kx-m7pkyC3I/s72-c/GDC-09-event-image.jpg' height='72' width='72'/><thr:total>9</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-2418790840066766102</id><published>2009-03-19T03:23:00.001-07:00</published><updated>2009-03-19T03:30:58.286-07:00</updated><title type='text'>I Caved</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_p9WX1RNCjaQ/ScId1fACuqI/AAAAAAAAARA/8X4cra2bzzc/s1600-h/mgs3comic1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 209px; height: 159px;" src="http://4.bp.blogspot.com/_p9WX1RNCjaQ/ScId1fACuqI/AAAAAAAAARA/8X4cra2bzzc/s400/mgs3comic1.jpg" alt="" id="BLOGGER_PHOTO_ID_5314843314942556834" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;If, for some unfathomable reason, you would like to read more of my occurrent thoughts, you can now follow me on &lt;a href="http://twitter.com/Iroqu0isP1iskin"&gt;twitter&lt;/a&gt;.  Here Comes Everything!  Everything that I am thinking!&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-2418790840066766102?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/2418790840066766102/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=2418790840066766102' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2418790840066766102'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2418790840066766102'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/03/i-caved.html' title='I Caved'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_p9WX1RNCjaQ/ScId1fACuqI/AAAAAAAAARA/8X4cra2bzzc/s72-c/mgs3comic1.jpg' height='72' width='72'/><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-8758034842115047958</id><published>2009-03-19T02:22:00.001-07:00</published><updated>2009-03-19T08:00:01.778-07:00</updated><title type='text'>The Game About Nothing</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_p9WX1RNCjaQ/ScIc63HFMKI/AAAAAAAAAQ4/M2i8zpE5T_0/s1600-h/Seinfeld_TV_Walpaper_3_800.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 234px;" src="http://1.bp.blogspot.com/_p9WX1RNCjaQ/ScIc63HFMKI/AAAAAAAAAQ4/M2i8zpE5T_0/s400/Seinfeld_TV_Walpaper_3_800.jpg" alt="" id="BLOGGER_PHOTO_ID_5314842307802247330" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;I've been meaning to play &lt;span style="font-style: italic;"&gt;Yakuza 2 &lt;/span&gt;&lt;span&gt;ever since I heard &lt;a href="http://fullbright.blogspot.com/"&gt;Steve Gaynor &lt;/a&gt;enthuse about it on the Gamer's Confab in late December.  Steve has this running theory about the nature of games as a medium: what they're best at, he says, is presenting the player with an immersive world-- creating a convincing and responsive environment in which the player can cultivate a sense of agency.  He's much better at articulating this view than I am-- make sure to &lt;a href="http://fullbright.blogspot.com/2008/11/immersion-model-of-meaning.html"&gt;read &lt;/a&gt;his &lt;a href="http://fullbright.blogspot.com/2008/09/on-invisibility.html"&gt;articles &lt;/a&gt;on the &lt;a href="http://fullbright.blogspot.com/2008/07/being-there.html"&gt;subject&lt;/a&gt;, as they're pellucid.  What follows is clumsy abridgment slash application.&lt;br /&gt;&lt;br /&gt;As I see it, there's two sides to this design philosophy.  On one hand you have this imperative to make the narrative structure responsive to the player's choices-- the player should shape the plot and their character.  It should matter whether I kill that special someone or let him live, because it's being able to make that choice that makes him &lt;span style="font-style: italic;"&gt;my &lt;/span&gt;character.  Having this choice is what separates an &lt;span style="font-style: italic;"&gt;interactive &lt;/span&gt;medium from a didactic medium like film or literature.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Yakuza 2&lt;/span&gt; is not that kind of game.  Its plot is a linear narrative-- a &lt;span style="font-style: italic;"&gt;Sonatine&lt;/span&gt;-cum-&lt;span style="font-style: italic;"&gt;One Life to Live-&lt;/span&gt;style gangester melodrama-- told through cutscenes.   So far as I can discern, nothing you do in the game makes any difference to the love and death that transpires in those scenes.&lt;br /&gt;&lt;br /&gt;But there's another side to the immersion model of meaning.  Immersion is also about conjuring up all the specificities of lived space.  Gaynor sometimes says that a &lt;span style="font-style: italic;"&gt;really &lt;/span&gt;good game can feel like visiting a foreign city, and this is where &lt;span style="font-style: italic;"&gt;Yakuza&lt;/span&gt; really shines.&lt;br /&gt;&lt;br /&gt;When it's not compelling you to pummel legions of suited gangsters and starving tigers,  lets you loose to explore simulated versions of Tokyo and Osaka at your leisure.  And this is the paradox: the game is most compelling when &lt;span style="font-style: italic;"&gt;nothing is happening&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-style: italic;"&gt;Yakuza 2&lt;/span&gt; is all about the local color, the needless frittering-away of time, the pointless minigames.  The random guy in front of the Club Sega who wants you to find his cat, and the random guy inside who asks you to fish a robot out of the crane machine.  The guy at the bar has a spiel about &lt;span style="font-style: italic;"&gt;every whisky you order&lt;/span&gt;.  I just sat there drinking one after the other, just to hear the guy wax poetical over Ballantine's 17 years.  You can while away precious minutes of your life at the batting cages, or chatting up the dames at the hostess bars.  Men on the street will stop to discuss the virtues of Osakan cuisine or decry the drinking habits of the modern woman.&lt;br /&gt;&lt;br /&gt;All this is just to say: the real story of &lt;span style="font-style: italic;"&gt;Yakuza 2&lt;/span&gt; lies in all these unnecessary sidepaths.  The virtues of the game don't lie in its clumsy brawling, its clumsier camera or even its byzantine melodrama-- they lie in its offbeat brand of cultural immersion.  It presents a field of inessential, supplementary, specific actions to the player.  Games should do this more often.&lt;br /&gt;&lt;/span&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-8758034842115047958?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/8758034842115047958/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=8758034842115047958' title='7 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/8758034842115047958'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/8758034842115047958'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/03/game-about-nothing.html' title='The Game About Nothing'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_p9WX1RNCjaQ/ScIc63HFMKI/AAAAAAAAAQ4/M2i8zpE5T_0/s72-c/Seinfeld_TV_Walpaper_3_800.jpg' height='72' width='72'/><thr:total>7</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-2134183152243037216</id><published>2009-03-16T21:16:00.000-07:00</published><updated>2009-03-16T21:25:20.553-07:00</updated><title type='text'>The Hotness</title><content type='html'>From the department of good ideas: they got MF DOOM and Ghostface back together to do a track for &lt;span style="font-style: italic;"&gt;GTA: Chinatown Wars&lt;/span&gt;:&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/Un1EUORbKSI&amp;amp;rel=0&amp;amp;color1=0xb1b1b1&amp;amp;color2=0xcfcfcf&amp;amp;hl=en&amp;amp;feature=player_embedded&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;embed src="http://www.youtube.com/v/Un1EUORbKSI&amp;amp;rel=0&amp;amp;color1=0xb1b1b1&amp;amp;color2=0xcfcfcf&amp;amp;hl=en&amp;amp;feature=player_embedded&amp;amp;fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;As a bonus, I recently found this video for Quasimoto's Rappcats pt. 3, it's pretty fantastic:&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ECGcQ6_Fj0Y&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/ECGcQ6_Fj0Y&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;(courtesy of &lt;a href=www.rappcats.com&gt;rappcats.com&lt;/a&gt;)&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-2134183152243037216?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/2134183152243037216/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=2134183152243037216' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2134183152243037216'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2134183152243037216'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/03/hotness.html' title='The Hotness'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-8799196430223377789</id><published>2009-03-15T14:20:00.000-07:00</published><updated>2009-03-15T14:24:25.066-07:00</updated><title type='text'>The Local Dialect</title><content type='html'>I had no idea &lt;a href="http://icanhascheezburger.com/2009/03/12/funny-pictures-fancy-butt-warmer/#comments"&gt;this stuff &lt;/a&gt;was going on: &lt;br /&gt;&lt;br /&gt;&lt;blockquote&gt;&lt;div class="content"&gt;                         &lt;p&gt;Ohai, Annipuss, and conga-rats for teh tawp spot!&lt;/p&gt; &lt;p&gt;Cin I hi-jack this spot for a liddl nouncemint?&lt;/p&gt; &lt;p&gt;Munday is Princess Mu’s burthday. She and I has planned to meet in teh Mu Meadow to check on teh progress of teh bulbs we has planted there last fall. We is meeting there at noon Eastern U.S. time. (I has nawt dun teh maths to tell whut tyme that is awl arownd teh whurld.) I duz nawt noes if she wuld mynd owr mayking a fuss over her beeg day - but awl of yoo is welkum to joyn us ther to see teh posies.&lt;/p&gt; &lt;p&gt;Oh, and as teh Mu Meadow is teh playce where we brings owr hart-kittehs and hart-goggies (those that has passed over teh brij) and lets them owt to play, and then puts them back in owr harts agin - I fings yoo wuld be welkum to bring yor hart-kitteh or hart-goggie along to meet us there. I has nawt thot abowt noms but mebbe I kiin tawk Maus into sorprising Mu with a liddel array uf sortmints frum teh NOM menu. Kthxbye!&lt;/p&gt;                     &lt;/div&gt;&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-8799196430223377789?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/8799196430223377789/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=8799196430223377789' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/8799196430223377789'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/8799196430223377789'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/03/local-dialect.html' title='The Local Dialect'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-6047000556022864065</id><published>2009-03-13T18:21:00.000-07:00</published><updated>2009-03-14T19:24:40.328-07:00</updated><title type='text'>Wherever You Go, There You Are</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SbsGx28S0EI/AAAAAAAAAQw/e0a8FtZmCfs/s1600-h/burnout_5_3.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 318px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SbsGx28S0EI/AAAAAAAAAQw/e0a8FtZmCfs/s400/burnout_5_3.jpg" alt="" id="BLOGGER_PHOTO_ID_5312847639045394498" border="0" /&gt;&lt;/a&gt;Ah, the PS3.  That sinusoid black box is damned expensive, but once you have it ensconced beneath your television, I have some good economic news: 60 bucks will get you very far with this thing.  I still haven't played a single disc-based exclusive I'd kill my grandmother for, but that PSN runneth over with affordable ubiquity.  The &lt;i&gt;Pixeljunks&lt;/i&gt; were some of the of the finest games of 2007, and &lt;i&gt;Everyday Shooter&lt;/i&gt; is one of my favorites of all-time.  (Full disclosure: just as &lt;i&gt;Flower&lt;/i&gt; got Chris Suellentrop to buy a PS3, it was hearing about &lt;i&gt;Everyday Shooter&lt;/i&gt; on the 1up show that sold me on the PStriple.  Je ne regrette rien.)   And then, there is the fact that you can download &lt;i&gt;Burnout Paradise&lt;/i&gt;.  When you boot up the PS3 and start up your medialess copy of &lt;i&gt;Burnout Paradise&lt;/i&gt; you are &lt;span style="font-style: italic;"&gt;playing the future&lt;/span&gt;.&lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;This isn't the only way that &lt;i&gt;Burnout Paradise&lt;/i&gt; is forward-thinking.  Criterion's decision to periodically dole out content updates gratis, long after its initial release, has already earned it well-deserved praise.  Its integration of simple and elegant multiplayer functionality into the open-world structure should be emulated by other titles.    &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;But what I really appreciate about &lt;i&gt;Burnout Paradise&lt;/i&gt; is that its innovative take on open-world game design addresses some of major complaints with open-world gaming and the racing genre at once..    &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;One of my major problems with the sandbox games is that they often don't give the player all the tools they need to set the pace of their own experience.  There's two ingredients to open-world cookery: scripted missions you initiate by appearing at certain points on the map, and scattered incentives towards exploration.  The idea is that the player can mix these two to suit their own tastes.  But the mixing isn't always easy.  I love to wander around and get lost in the scenery every once in a while, but when I'm tired of playing the flaneur and get the yen for more structure, the mission node I want to find is often a long slog across the map.  This turns exploration into business travel, and that's a problem.  (This was a huge problem in F&lt;i&gt;ar Cry 2&lt;/i&gt;: often there were 10 minutes of thickly murderous transit between you and your next desired objective.)   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;It's surprising enough that the exploration side of the open-world recipe works at all using a car as your main character.  Matt Gallant's friend said that &lt;i&gt;Paradise&lt;/i&gt; is “a platformer whose dude just happens to be a car” and that's totally right; it's kind of incomprehensible that this conceit functions at all.  But the genius part of &lt;i&gt;Burnout Paradise&lt;/i&gt;, to me, is that the moment you get bored of wandering around-- getting new cars and looking for stunt jumps and smashing billboards-- there's always a variety of structured events to do &lt;span style="font-style: italic;"&gt;right where you are&lt;/span&gt;.  More than any other open-world game I've played, it succeeds in offering the player everything they need in order to tailor the pace of their experience.  I never feel like I'm more than a block away from whatever I want to do.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;On the other front, I love the way that this same mission-density in &lt;i&gt;Paradise&lt;/i&gt; overcomes the fail-and repeat cycle you find in so many racing games.  Even the previous games in the &lt;span style="font-style: italic;"&gt;Burnout&lt;/span&gt; series, despite falling on the more arcade-y end of the arcade/sim racing-game spectrum, often forced you to commit to trial-and-error memorization of each course in order to proceed.  (This is a problem I have with videogames in general: the only way that the designers know how to teach you to play the game correctly is by forcing you to repeat the same identical task.)  I happen to love &lt;i&gt;wipEout&lt;/i&gt;, too, but in the end the gameplay often amounts to rote memorization-through-constant-repetition.  In order to pass the higher ranks, it comes down to always hitting that one speed arrow on the left side after the third turn.  If you miss that one speed arrow on the left side after the third turn, you might as well restart the race and save yourself the time.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;I think a lot of racing game fans, and those on the fringes of the OCD spectrum, enjoy the experience of perfecting their lines (lord knows, I even did this in the original &lt;i&gt;Mario Kart&lt;/i&gt; when I was 15 years old, so the idea is not alien to me), but I squander enough of my life already.  After a while the grinds down the experience for me.&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;i&gt;Burnout Paradise&lt;/i&gt; doesn't have this problem, because by the time you fail you're usually on the other side of the map and ready for something new.   Scott Frazier recently wrote that “Failing in racing games has never been fun before Burnout,” and I feel the same way.  The thicket of new challenges awaiting you just past the finish line takes the sting out of defeat.  Criterion patched in a restart option in the last update, but it goes against the spirit of the whole experience, which incentivizes novelty and experimentation over memorization; like Flower, it's essentially non-punitive.  Why impose punishment on yourself?    &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;Burnout is such a gorgeous, smartly-designed racing game that we are likely to lose sight of the fact that it's a gorgeous, smartly-designed video game.  I hope that other developers will swipe its many good ideas.    &lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-6047000556022864065?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/6047000556022864065/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=6047000556022864065' title='11 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/6047000556022864065'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/6047000556022864065'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/03/wherever-you-go-there-you-are.html' title='Wherever You Go, There You Are'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SbsGx28S0EI/AAAAAAAAAQw/e0a8FtZmCfs/s72-c/burnout_5_3.jpg' height='72' width='72'/><thr:total>11</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-5174839238380498018</id><published>2009-03-11T16:15:00.001-07:00</published><updated>2009-03-11T16:23:26.900-07:00</updated><title type='text'>Don't you Wonder Sometimes 'bout Sound and Vision</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SbhGMV__KBI/AAAAAAAAAQo/Mnx8XvzqLME/s1600-h/18330995-Full.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 225px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SbhGMV__KBI/AAAAAAAAAQo/Mnx8XvzqLME/s400/18330995-Full.jpg" alt="" id="BLOGGER_PHOTO_ID_5312072938361399314" border="0" /&gt;&lt;/a&gt;One of the interesting things about first-person shooter games is their marriage of vision to power. If you're out to kill some dudes, your primary task is to &lt;i&gt;look at them directly&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  The protagonist of a first-person shooter game is essentially a murderous, swirling vision cone.  Maybe this is why games in the genre occupy the front lines of the battle for visual supremacy.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;And this is why I think the sound design of &lt;/span&gt;&lt;i&gt;Halo 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is so ingenious: it uses sound, rather than vision, to  expand your hegemony.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Let me explain.  One of the big challenges when playing multiplayer first-person shooters is that it's essential to expand your spatial awareness beyond what's going on withinin the frame in front of you.  Even when you get acclimated to the maps, and develop this ingrained lizard-brain consciousness that there is a wall behind you and to your left, you must understand where your &lt;/span&gt;&lt;i&gt;enemies&lt;/i&gt;&lt;span style="font-style: normal;"&gt; are in order to succeed.   And this is possible when &lt;/span&gt;&lt;span style="font-style: normal;"&gt;you learn to map the blips on your radar into your lizard-brain wall-consciousness.  Once you have all this under you belt, there's still a last thing to consider, which is &lt;/span&gt;&lt;i&gt;what weapon your opponent has&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  You have a split-second to gauge how you're going to approach this encounter-- whether you're going to charge them, or let them come to you, or whatever.  These tactics all turn on how your available weapons match up.  Often you have to make these calculations before you even &lt;/span&gt;&lt;i&gt;see &lt;/i&gt;&lt;span style="font-style: normal;"&gt;the person you're about to encounter.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The brilliance of &lt;/span&gt;&lt;i&gt;Halo 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is that you can get some of this information by &lt;/span&gt;&lt;i&gt;listening&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  I play with headphones sometimes so as to avoid waking up the housemates, and one thing I notice all the time is that every significant aspect of &lt;/span&gt;&lt;i&gt;Halo&lt;/i&gt;&lt;span style="font-style: normal;"&gt;'s gameplay has a distinct and differentiable sound.  &lt;/span&gt;&lt;i&gt; &lt;/i&gt;&lt;span style="font-style: normal;"&gt;Each weapon, each piece of equipment, each vehicle is instantly recognizable.  They even have different dynamics; some are loud and some are relatively quiet.  It's really remarkable once you notice it.  I remember once, when I had been playing&lt;/span&gt;&lt;i&gt; Halo &lt;/i&gt;&lt;span style="font-style: normal;"&gt;for about three months, I heard the tic-tic-tic of a minigun in the distance.  And I thought “Holy crap, I don't just know that there's someone using a turret, I know &lt;/span&gt;&lt;i&gt;how far away&lt;/i&gt;&lt;span style="font-style: normal;"&gt; they are from me now.  They're on the opposite side of the map but that one gun is louder than the rest.”  You can use sound to get spatial information that your eye's can't give you.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;On an encounter-by-encounter basis this information is often tactically invaluable.  (This is why the game also visually represents sounds using yellow arrows at the edge of your field of vision.)  Like, you'll &lt;/span&gt;&lt;i&gt;hear&lt;/i&gt;&lt;span style="font-style: normal;"&gt; that the guy in the room below you has a shotgun, a deadly close-range weapon.  Which means: for god's sake, don't just drop in there. Engage from a distance.  Or you'll come out of a base and you'll &lt;span style="font-style: italic;"&gt;hear&lt;/span&gt; a Warthog joyriding around nearby and slaying your teammates well before it appears on your radar.  Which means: do some cowering inside the base until you figure out how to take it down. &lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I think a lot of people in the critical-blogging line don't particularly like what &lt;/span&gt;&lt;i&gt;Halo&lt;/i&gt;&lt;span style="font-style: normal;"&gt; represents.  It's a totem for the kind of game (maybe even the type of gamer) us we'd like to see less of.  At the very least we'd like to see fewer games attempting to be what &lt;/span&gt;&lt;i&gt;Halo&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is.  Hell, even I hate &lt;/span&gt;&lt;i&gt;Halo &lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;a href="http://versusclucluland.blogspot.com/2009/02/on-masochism.html"&gt;some of the time&lt;/a&gt;.  But the basic truth is that good design conquers all, and this is where the game shines.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-5174839238380498018?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/5174839238380498018/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=5174839238380498018' title='16 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/5174839238380498018'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/5174839238380498018'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/03/dont-you-wonder-sometimes-bout-sound.html' title='Don&apos;t you Wonder Sometimes &apos;bout Sound and Vision'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SbhGMV__KBI/AAAAAAAAAQo/Mnx8XvzqLME/s72-c/18330995-Full.jpg' height='72' width='72'/><thr:total>16</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-55715763977031725</id><published>2009-03-10T02:50:00.000-07:00</published><updated>2009-03-10T02:53:49.344-07:00</updated><title type='text'>La Comedie Post-Humaine</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SbY4GSU9tyI/AAAAAAAAAQg/eUL7pfYqu6o/s1600-h/balzac2.gif"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 326px; height: 400px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SbY4GSU9tyI/AAAAAAAAAQg/eUL7pfYqu6o/s400/balzac2.gif" alt="" id="BLOGGER_PHOTO_ID_5311494491180218146" border="0" /&gt;&lt;/a&gt;&lt;span style="font-family:georgia;"&gt;I finally downloaded &lt;/span&gt;&lt;i style="font-family: georgia;"&gt;The Lost and the Damned&lt;/i&gt;&lt;span style="font-style: normal;font-family:georgia;" &gt; a few days ago, and my first thought was &lt;/span&gt;&lt;i style="font-family: georgia;"&gt;thank God they didn't let this thing go to waste&lt;/i&gt;&lt;span style="font-style: normal;font-family:georgia;" &gt;. &lt;/span&gt;   &lt;p  style="margin-bottom: 0in;font-family:georgia;"&gt;&lt;span style="font-style: normal;"&gt;Though it sounds like a cliché at this point, I'll say it again: the &lt;/span&gt;&lt;i&gt;city&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is the best character in &lt;/span&gt;&lt;i&gt;Grand Theft Auto IV&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  It's not the most eye-assaultingly sumptuous environment ever created (In fact, it has this distinctly abstract quality in comparison with, say, &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; or &lt;/span&gt;&lt;i&gt;Crysis&lt;/i&gt;&lt;span style="font-style: normal;"&gt;), but &lt;/span&gt;&lt;i&gt;GTAIV&lt;/i&gt;&lt;span style="font-style: normal;"&gt; doesn't trade in &lt;/span&gt;&lt;i&gt;visual&lt;/i&gt;&lt;span style="font-style: normal;"&gt; density, it trades in &lt;/span&gt;&lt;i&gt;cultural &lt;/i&gt;&lt;span style="font-style: normal;"&gt;density.  Which is to say, it teems with the sort of details that make it feel like a place civilized people inhabit.  There is TV, Radio and internet:  all the things you &lt;/span&gt;&lt;i&gt;need&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to fictionalize if you want to render the cultural life of a modern city.  The brownstones might not be photorealistic, but they &lt;/span&gt;&lt;i&gt;do &lt;/i&gt;&lt;span style="font-style: normal;"&gt;look different from the ones on the previous block.   This is progress.  &lt;/span&gt; &lt;/p&gt;  &lt;p  style="margin-bottom: 0in;font-family:georgia;"&gt;&lt;span style="font-style: normal;"&gt;Which brings me to Balzac.  As a novelist, he's known for a few novels: &lt;/span&gt;&lt;i&gt;Pere Goriot&lt;/i&gt;&lt;span style="font-style: normal;"&gt;,  &lt;/span&gt;&lt;i&gt;Lost Illusions, Cousin Bette&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  But all these individual novels are just episodes in a ninety-five-work strong über-novel, which Balzac called &lt;/span&gt;&lt;i&gt;La Comedie Humaine&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  (“The human comedy,” a callback to Dante's divine comedy-- which is now, implausibly, a video game)  &lt;/span&gt;&lt;i&gt;La Comedie Humaine&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is a panoramic satire of French (usually, Parisian) life during the restoration period.  One of the basic conceits is that all of the characters in the &lt;/span&gt;&lt;i&gt;comedie&lt;/i&gt;&lt;span style="font-style: normal;"&gt; inhabit a common fiction: for example, the young and idealistic parvenu Eugene Rastignac appears in over a dozen novels.  He's not always the main character-- sometimes he just makes a quick appearance-- but his persistence across the work gives the imagined world a feeling of coherence.  Balzac saw each work as an opportunity to bring another perspective to bear on the phenomena that drove French society: money, sex, and status.  &lt;/span&gt; &lt;/p&gt;  &lt;p  style="margin-bottom: 0in;font-family:georgia;"&gt;&lt;span style="font-style: normal;"&gt;Now, let's be clear: Rockstar games is no Honoré de Balzac.  Their preferred register is &lt;/span&gt;&lt;i&gt;low&lt;/i&gt;&lt;span style="font-style: normal;"&gt; satire, which means that your trenchant portrait of consumer society comes with a dick joke in it.  However, Rockstar are men with &lt;/span&gt;&lt;i&gt;credible&lt;/i&gt;&lt;span style="font-style: normal;"&gt; ambitions when it comes to narrative.  To play &lt;/span&gt;&lt;i&gt;The Lost and the Damned &lt;/i&gt;&lt;span style="font-style: normal;"&gt;is to be reminded that their dialogue and voice acting are &lt;/span&gt;&lt;i&gt;professional grade&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  (It is unusual, even striking, to hear video game characters say the sorts of things that human beings say to each other, in the way that human beings say them to each other.  On this front Rockstar is peerless.)  Here is an outfit that is &lt;/span&gt;&lt;i&gt;demonstrably&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;capable&lt;/i&gt;&lt;span style="font-style: normal;"&gt; of representing human interaction.  &lt;/span&gt; &lt;/p&gt;  &lt;p  style="margin-bottom: 0in;font-family:georgia;"&gt;&lt;span style="font-style: normal;"&gt;And this is why the episodic model exemplified by &lt;/span&gt;&lt;i&gt;Lost and Damned&lt;/i&gt;&lt;span style="font-style: normal;"&gt; has so much potential.  While they stuck to the shooty-shooty bang-bang template here, &lt;/span&gt;&lt;i&gt;Bully &lt;/i&gt;&lt;span style="font-style: normal;"&gt;demonstrated that Rockstar can vary their gameplay while sticking to the open-world genre.  Making a game where mayhem is not the core value proposition would actually be a &lt;/span&gt;&lt;i&gt;better&lt;/i&gt;&lt;span style="font-style: normal;"&gt; fit for the types of stories they've been trying to tell with Liberty City-- it would allow them to create a protagonist who is potentially not a sociopath.  &lt;/span&gt; &lt;/p&gt;  &lt;p  style="margin-bottom: 0in;font-family:georgia;"&gt;&lt;span style="font-style: normal;"&gt;Sam Houser, Rockstar's president, &lt;a href="http://www.developmag.com/interviews/248/Grand-Theft-Auteur-Part-2"&gt;says&lt;/a&gt; that he &lt;/span&gt;&lt;i&gt;likes&lt;/i&gt;&lt;span style="font-style: normal;"&gt; the low cultural esteem of games because it gives developers license to do whatever they want.  And since DLC have a &lt;a href="http://weblogs.variety.com/the_cut_scene/2009/03/in-the-past-few-weeks-ive-been-doing-two-things-that-tie-together-quite-nicely-thinking-about-the-video-game-businesss-econo.html"&gt;higher profit margin and lower development cost&lt;/a&gt; than full retail games, it is a place where some experimentation might be financially feasible.  If you &lt;/span&gt;&lt;i&gt;keep the city&lt;/i&gt;&lt;span style="font-style: normal;"&gt; and concentrate on &lt;/span&gt;&lt;i&gt;putting more world into it&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, imaginativeness becomes the primary obstacle-- you can add things into this city without having to add much &lt;/span&gt;&lt;i&gt;physical &lt;/i&gt;&lt;span style="font-style: normal;"&gt;space and new assets.  There's legions of empty storefronts and empty buildings, waiting to be filled.  And &lt;/span&gt;&lt;i&gt;media-- &lt;/i&gt;&lt;span style="font-style: normal;"&gt;web sites, radio stations, tv shows-- don't take up space either.  Think of this cheap empty space as a place to tell new stories, because as a developer, &lt;/span&gt;&lt;i&gt;you are good at this&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  &lt;/span&gt; &lt;/p&gt;  &lt;p  style="margin-bottom: 0in;font-family:georgia;"&gt;&lt;span style="font-style: normal;"&gt;Now that they've done so well with &lt;/span&gt;&lt;i&gt;Lost and the Damned&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, why shouldn't Rockstar keep layering narratives into a consistent fiction?  Tell a story in Liberty City from the perspective of a policeman, or a politician, or a dockworker, or a street kid.  A city is a big place; there is no shortage of interesting people to simulate.  &lt;/span&gt; &lt;/p&gt;  &lt;p  style="margin-bottom: 0in;font-family:georgia;"&gt;&lt;span style="font-style: normal;"&gt;And you could switch up the gameplay: GTAIV &lt;/span&gt;&lt;i&gt;already has&lt;/i&gt;&lt;span style="font-style: normal;"&gt; a murder mystery in it, so why don't you try something on those lines?&lt;/span&gt;&lt;i&gt;  &lt;/i&gt;&lt;span style="font-style: normal;"&gt;The short-form model would make it easier to accommodate the tentative experiments with player choice Rockstar tried in &lt;/span&gt;&lt;i&gt;GTAIV&lt;/i&gt;&lt;span style="font-style: normal;"&gt; proper.  They could build on the player's familiarity with the world and its characters instead of making a headlong rush for the next graphical iteration.   &lt;/span&gt; &lt;/p&gt;  &lt;p  style="margin-bottom: 0in;font-family:georgia;"&gt;&lt;span style="font-style: normal;"&gt;I think &lt;/span&gt;&lt;i&gt;GTAIV&lt;/i&gt;&lt;span style="font-style: normal;"&gt;'s graphics will look &lt;/span&gt;&lt;i&gt;good enough&lt;/i&gt;&lt;span style="font-style: normal;"&gt; for quite some time, and Rockstar has the clout to innovate in the console space.  I hope I'm still driving around Liberty City for years to come. I don't know what Rockstar's long-term plans are for Liberty City, but I &lt;/span&gt;&lt;i&gt;hope&lt;/i&gt;&lt;span style="font-style: normal;"&gt; that they'll see it as a chance to establish a new genre of video game: the serialized post-human comedy.&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-55715763977031725?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/55715763977031725/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=55715763977031725' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/55715763977031725'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/55715763977031725'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/03/la-comedie-post-humaine.html' title='La Comedie Post-Humaine'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SbY4GSU9tyI/AAAAAAAAAQg/eUL7pfYqu6o/s72-c/balzac2.gif' height='72' width='72'/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-5459333136481315972</id><published>2009-03-04T18:53:00.000-08:00</published><updated>2009-03-04T19:22:05.767-08:00</updated><title type='text'>Unmissed Connections</title><content type='html'>You: I saw you out on that crowded news aggregator I frequent on wednesdays during my lunch hour.  You were hauling down so many clicks that I couldn't work up the courage to ask you over to my blog.  Me: the swart fellow in the cardboard box, with the lame rounders 3 default template and faux hip 8-bit references.  Now I'm kicking myself for not working up the courage to ask you your html address.  I was thinking that you might want to give me another chance to make a first impression, maybe I can take you out to meat bun?  &lt;div&gt;-------------------------------------------------------------------&lt;br /&gt;&lt;div&gt;Lord knows I listen to too many damn videogames podcasts as it is.  But while there are plenty of good ones, all of them hew to the same basic format:  they're sports talk for nerds.  A bunch of dudes gather 'round and jaw for a while.  It's fantastic when you get the right mix of personalities.  But former GFW Radio contributor Robert Ashley is doing something &lt;span class="Apple-style-span" style="font-style: italic;"&gt;new &lt;/span&gt;with his show &lt;span class="Apple-style-span" style="font-style: italic;"&gt;&lt;a href="http://www.alifewellwasted.com/"&gt;A Life Well Wasted&lt;/a&gt;&lt;/span&gt;.  He's switched up the basic template by interweaving interview segments with original music and a mellifluous voiceover. &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Speaking of people doing something new and original related to the video games, Duncan Fyfe has been crafting an idiosyncratic approach to games writing on his blog &lt;span class="Apple-style-span" style="font-style: italic;"&gt;Hit Self-Destruct&lt;/span&gt;.  It's less a blog than a collection of essays whose approach wavers between fiction and non-fiction.  He's been posting a series of pieces called "Domestic City" on the blog over the last few weeks and they're my favorite thing he's written so far.  They begin &lt;a href="http://www.hitselfdestruct.com/2009/02/domestic-city-part-one.html"&gt;here&lt;/a&gt;.  Read them, for god's sake.&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Oh, and then there's &lt;span class="Apple-style-span" style="font-style: italic;"&gt;this&lt;/span&gt;:  &lt;/div&gt;&lt;div&gt;&lt;object width="425" height="350"&gt;&lt;param name="movie" value="http://www.dawnmetropolis.com/_swf/embed.swf"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.dawnmetropolis.com/_swf/embed.swf" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="350"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Good night and good luck&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-5459333136481315972?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/5459333136481315972/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=5459333136481315972' title='4 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/5459333136481315972'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/5459333136481315972'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/03/unmissed-connections.html' title='Unmissed Connections'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>4</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-4934310961160662609</id><published>2009-03-04T00:59:00.000-08:00</published><updated>2009-03-04T02:44:46.649-08:00</updated><title type='text'>Game of the Fortnight</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_p9WX1RNCjaQ/Sa5DCL2hI7I/AAAAAAAAAQQ/zWbipFyeaCA/s1600-h/StevieRayVaughanTexasFlood.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 400px;" src="http://2.bp.blogspot.com/_p9WX1RNCjaQ/Sa5DCL2hI7I/AAAAAAAAAQQ/zWbipFyeaCA/s400/StevieRayVaughanTexasFlood.jpg" alt="" id="BLOGGER_PHOTO_ID_5309254715536647090" border="0" /&gt;&lt;/a&gt;I say unto you: screw the other games that are being released this fortnight.  &lt;i&gt;Halo Warz&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, &lt;/span&gt;&lt;i&gt;Tom Clancy's Hawkxz, Killzones 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, whatever, those games are &lt;/span&gt;&lt;i&gt;total&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;garbage&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  (Disclaimer: the author has not actually played any of these games and he is neither qualified to comment on them nor spell them correctly.  The author hasn't even gotten around to playing &lt;/span&gt;&lt;i&gt;Fabled Deux&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.)   The new best game on the earth is the Stevie Ray Vaughn and Double Trouble album &lt;/span&gt;&lt;i&gt;Texas Flood&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  &lt;/span&gt; &lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;It's been a looong time since I've played the &lt;i&gt;Rock Band&lt;/i&gt; solo.  It's weird: because playing Rock Band with your friends is exponentially more awesome than playing solo, standing alone in front of your television plinking away at a prosthetic guitar, which I did on an almost-daily basis throughout 2006 and 2007, feels--  &lt;i&gt;less than&lt;/i&gt;&lt;span style="font-style: normal;"&gt;;&lt;/span&gt;&lt;i&gt; &lt;/i&gt;intercourse robs masturbation of its charm.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;And this is the great thing about &lt;i&gt;Texas Flood&lt;/i&gt;&lt;span style="font-style: normal;"&gt;:  it's a &lt;/span&gt;&lt;i&gt;guitar&lt;/i&gt;&lt;span style="font-style: normal;"&gt; album.  It will hold no interest for your drummers or Bon-Jovi-lovin' social set. You'll never get a group of friends over on Saturday night to belt out &lt;/span&gt;&lt;i&gt;Lenny&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, it just isn't that type of experience.  What it &lt;/span&gt;&lt;i&gt;will&lt;/i&gt;&lt;span style="font-style: normal;"&gt; do is transport you back to late 2005, when you were huddled in front of your Playstation 2 with your headphones on at 3AM, playing the title track on repeat and feeling your newfound guitar skills converge on the ludicrous fretwork. (Speaking of which: how did we ever play &lt;/span&gt;&lt;i&gt;Texas Flood&lt;/i&gt;&lt;span style="font-style: normal;"&gt; with the utterly broken hammeron/pullof system of the original &lt;/span&gt;&lt;i&gt;Guitar Hero&lt;/i&gt;&lt;span style="font-style: normal;"&gt;?)  And you will think to yourself: making great guitar music by tapping away fisherprice guitar is damn fun. &lt;span style="font-style: italic;"&gt;Someone &lt;/span&gt;&lt;/span&gt;&lt;i&gt;should make more of this game&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-4934310961160662609?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/4934310961160662609/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=4934310961160662609' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4934310961160662609'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4934310961160662609'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/03/game-of-fortnight.html' title='Game of the Fortnight'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_p9WX1RNCjaQ/Sa5DCL2hI7I/AAAAAAAAAQQ/zWbipFyeaCA/s72-c/StevieRayVaughanTexasFlood.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-1759101988504809698</id><published>2009-03-03T17:33:00.000-08:00</published><updated>2009-03-04T16:07:44.285-08:00</updated><title type='text'>Games Journalism Needs Games Journalists</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/Sa3bXOt_r8I/AAAAAAAAAQI/Pz3sG3FyREI/s1600-h/PressHat3_2.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 299px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/Sa3bXOt_r8I/AAAAAAAAAQI/Pz3sG3FyREI/s400/PressHat3_2.png" alt="" id="BLOGGER_PHOTO_ID_5309140727874170818" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;There's a saying which goes, "everyone's a critic."  By which we mean, everyone can find &lt;span style="font-style: normal;"&gt;something&lt;/span&gt; scabrous to say about another person's creative labors.  This was true even before the Internet added anonymity to the mix and turned humorous savagery into a national pastime.&lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;But the expression also indicates the plight of professional arts journalism in the Internet era.  Everyone &lt;i&gt;can&lt;/i&gt; be a critic; we all see the same object and we can, in principle, offer our thoughts on that object to the world.  While few have the writing chops or judgment to be a &lt;i&gt;good &lt;/i&gt;critic, the traditional barriers to broadcasting your opinions to the world have fallen.  Because brick-and-mortar distribution is limited, print publication used to confer authority, testify that the professional critic was a cut above the layman w/r/t aesthetic judgment.  No more.  Moreso than institutions, it's personality and wit that makes for critical authority in the web era.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;However, there is a world of difference between being a critic and being a journalist.  Games crit has never been better, but actual &lt;i&gt;games journalism&lt;/i&gt; is in a pretty deplorable state. Creating professional-grade coverage of the games industry, unlike mere criticism, takes skills that the average Internet person is not in the position to have: making contacts with industry figures and asking the right questions, tracking down leads, developing stories.  And this is one place where the democratization of games coverage has been a bad thing.&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;What you gain by reading good industry reporting is an appreciation of the sheer &lt;i&gt;contingency&lt;/i&gt;&lt;span style="font-style: normal;"&gt; of the path from inspiration to retail sale .  The truth is that corporate structures and executive personalities inevitably shape the content we receive.  Many a game perishes for lack of creative vision, but many games also perish because they fail to catch the eye of the captains of industry.  Games developers will tell you: "the difference between a mediocre game and a great one?  Six months."  The people deciding &lt;/span&gt;&lt;span style=""&gt;&lt;span class="Apple-style-span" style="font-style: italic;"&gt;who &lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt;gets those six months are the ones responsible for the quality of the games we play.  &lt;/span&gt;&lt;/p&gt;&lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;That is to say: if you want to know why creative triumphs are hard to come by, follow the money.  Every innovative, trailblazing game needs a good business model to succeed, and that's why it's interesting to know something about the vicissitudes of the various publishers, and to get an understanding of why they make the choices they do.  This is what journalists can provide and critics cannot.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Which makes it all the worse that so much &lt;/span&gt;&lt;i&gt;sogenannte &lt;/i&gt;&lt;span style="font-style: normal;"&gt;industry reporting consists of press-release transcription (I'm looking at you, preternaturally successful &lt;a href="http://www.kotaku.com/"&gt;blog aggregator&lt;/a&gt;).  Many of the newsites see industry news as a way to oil the gears of the console wars industrial complex, not as a way to shed light on the workings of the companies involved.  (Why would any sane human being huddle over his internet, crying “Let 'em all go to hell, except corporate megalith B!”  My only explanation is vestigial tribalism.  On the other hand, the console wars is a recession-proof industry:  not being able to afford the other consoles is what breeds irrational hatred of them.)  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Fortunately, there are a few sites that offer enlightening peeks into the machinery of the games industry.  There's &lt;a href="http://www.gamasutra.com/"&gt;Gamasutra&lt;/a&gt;, for one (Leigh Alexander has been doing great things over there, including breaking this great &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=21131"&gt;story&lt;/a&gt; about salary-fixing in Montreal), but my favorite as of late has been the &lt;a href="http://weblogs.variety.com/the_cut_scene/"&gt;Cut Scene blog&lt;/a&gt; over on Variety.com, superintended by the redoubtable Ben Fritz.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;What I love about the Cut Scene is that it doesn't leave out the analysis:  any website can post a figure or two, but there's a world of difference between citing a statistic and &lt;/span&gt;&lt;a href="http://weblogs.variety.com/the_cut_scene/2009/02/comparing-playstation-network-and-xbox-live-revenue-is-what-matters.html"&gt;&lt;i&gt;explaining&lt;/i&gt;&lt;span style="font-style: normal;"&gt; what it means&lt;/span&gt;&lt;/a&gt;&lt;span style="font-style: normal;"&gt;.  And beyond this, the Cut Scene abounds in interesting and unique angles: how &lt;/span&gt;&lt;i&gt;Rock Band&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is &lt;a href="http://weblogs.variety.com/the_cut_scene/2009/02/rock-band-is-losing-money-for-mtv.html"&gt;losing money&lt;/a&gt;, and why THQ is &lt;a href="http://weblogs.variety.com/the_cut_scene/2009/02/the-difference-between-thq-and-electronic-arts.html"&gt;different from EA&lt;/a&gt; despite their equally dismal earnings reports.  There's also some &lt;a href="http://weblogs.variety.com/the_cut_scene/2009/02/gamefly-shacknews-purchase-is-not-about-synergy.html"&gt;great&lt;/a&gt; &lt;a href="http://weblogs.variety.com/the_cut_scene/2009/02/resident-evil-5-producer-jun-takeuchi-on-race-standing-still-and-the-wii.html"&gt;interviews&lt;/a&gt;&lt;/span&gt; and an amazingly thorough and often-hilarious &lt;a href="http://weblogs.variety.com/the_cut_scene/brash_entertainment/index.html"&gt;expose&lt;/a&gt; on the collapse of &lt;span style="font-style: normal;"&gt;Brash Entertainment.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I don't know how long the Cut Scene will remain at Variety (Fritz has been working on a temporary basis since the economic downturn claimed his editorial position), but make sure to check it out.  The world is an unsafe place for journalists these days.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-1759101988504809698?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/1759101988504809698/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=1759101988504809698' title='15 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/1759101988504809698'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/1759101988504809698'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/03/games-journalism-needs-games.html' title='Games Journalism Needs Games Journalists'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/Sa3bXOt_r8I/AAAAAAAAAQI/Pz3sG3FyREI/s72-c/PressHat3_2.png' height='72' width='72'/><thr:total>15</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-1338438414869834062</id><published>2009-03-02T20:06:00.000-08:00</published><updated>2009-03-02T22:37:52.789-08:00</updated><title type='text'>Flower is Pretty, and Also Pretty Rad</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_p9WX1RNCjaQ/Sayu3kndA9I/AAAAAAAAAQA/BPK29e10ejY/s1600-h/flower_qjgenth.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 225px;" src="http://2.bp.blogspot.com/_p9WX1RNCjaQ/Sayu3kndA9I/AAAAAAAAAQA/BPK29e10ejY/s400/flower_qjgenth.png" alt="" id="BLOGGER_PHOTO_ID_5308810330508166098" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Leigh Alexander wrote a &lt;a href="http://sexyvideogameland.blogspot.com/2009/02/flowers-lawful-logical-wind.html"&gt;three&lt;/a&gt;-&lt;a href="http://sexyvideogameland.blogspot.com/2009/02/flower-s-precious-play.html"&gt;part &lt;/a&gt;&lt;a href="http://sexyvideogameland.blogspot.com/2009/02/id-rather-let-flower-s-keep-doing-what.html"&gt;series &lt;/a&gt;detailing her misgivings with &lt;i&gt;Flower&lt;/i&gt; slash with the critical reception of &lt;i&gt;Flower&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, and I have to give her &lt;/span&gt;&lt;i&gt;big ups&lt;/i&gt;&lt;span style="font-style: normal;"&gt; for having the courage of her convictions and articulating some criticisms of a game so beloved amongst the game-blog set.  &lt;/span&gt;I've already said my piece on the game, &lt;a href="http://versusclucluland.blogspot.com/2009/02/game-as-total-artwork.html"&gt;albeit indirectly&lt;/a&gt;, but there were aspects of her critique that bothered me, so I'll try to sort them out here rather than writing an absurdly long comment on the excellent &lt;span style="font-style: italic;"&gt;Sexy Videogameland&lt;/span&gt;.       &lt;p style="margin-bottom: 0in;"&gt;Let's hit her discontent with the critical reception first.  Her central idea, in the last of the three posts, is that games critics have pressed &lt;i&gt;Flower&lt;/i&gt; into playing a role for which it is unfit&lt;span style="font-style: normal;"&gt;:&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-left: 0.49in; margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;We play &lt;/span&gt;&lt;i&gt;Flower&lt;/i&gt;&lt;span style="font-style: normal;"&gt; and find that it is beautiful -- "oh," we sigh, "here's the one, here is our latest ambassador to legitimacy."... We are waiting, always waiting, for a game that can send us running to the blogosphere to discuss -- "here, here's one," we gasp, prizing &lt;/span&gt;&lt;i&gt;Flower&lt;/i&gt;&lt;span style="font-style: normal;"&gt; closely, thumbing through the indices of academia to find quotes about art, cracking our thesauruses for synonyms of &lt;/span&gt;&lt;i&gt;narrative&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, homophones for wind.  Poor &lt;/span&gt;&lt;i&gt;Flower&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, unpermitted to simply be a good, thoughtful video game. We did this to &lt;/span&gt;&lt;i&gt;Braid&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, too. &lt;/span&gt;   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;I think this is a fair cop.  (“homophones for wind” is a good line too)  Maybe us in the serious games network of pretension have a slight messianic complex when it comes to the self-consciously artsy console titles.  I think there's little disputing that the average games blogger wants games like &lt;i&gt;Flower&lt;/i&gt; to succeed, because we &lt;i&gt;do &lt;/i&gt;want games to move out of their current thematic ghetto.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;What I don't like about this tack is the accusation of bad faith.  It implies that we're &lt;i&gt;lying to ourselves&lt;/i&gt;, being unconsciously dishonest about the object at hand, out of a desire to legitimize gaming (and perhaps, by extension, our obsession with writing about gaming) to the culture at large.  And sure, we all spend some segment of our existence lying to ourselves, sometimes on the Internet.  But I don't think you &lt;span style="font-style: normal;"&gt;need&lt;/span&gt; to appeal to our legitimacy-complex to explain the rapturous reception of &lt;i&gt;Flower&lt;/i&gt;&lt;span style="font-style: normal;"&gt;; one needn't be desperate to authentically &lt;/span&gt;&lt;i&gt;love&lt;/i&gt;&lt;span style="font-style: normal;"&gt; this sort of thing.  I think it's plausible to say that for a &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2009/02/flower-in-your-hands.html"&gt;certain consumer&lt;/a&gt;, &lt;/span&gt;&lt;i&gt;Flower &lt;/i&gt;&lt;span style="font-style: italic;"&gt;just &lt;/span&gt;&lt;i&gt;is&lt;/i&gt;&lt;span style="font-style: normal;"&gt; their cup of tea.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Which brings us to her substantive critique of &lt;/span&gt;&lt;i&gt;Flower&lt;/i&gt;&lt;span style="font-style: normal;"&gt; itself.  In her second article, Alexander begins with the statement of an excellent critical principle: “&lt;/span&gt;I suggest that one of my aims in discussing games is to try to evaluate them according to what the developer's intention might have been and how well the game achieved it.”  As I've said &lt;a href="http://versusclucluland.blogspot.com/2008/09/attempt-at-creed-for-game-reviews.html"&gt;before&lt;/a&gt;, this strikes me as an eminently sane way to approach the translation of an inescapably private experience into something communicable.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;The problem, sez Alexander, is the very fact that &lt;i&gt;Flower&lt;/i&gt;&lt;span style="font-style: normal;"&gt; sets out to cultivate an emotional response in the player.  To her, the relentless serenity and simple narrative contours of the experience felt artificial: “the deliberate &lt;/span&gt;&lt;i&gt;intention &lt;/i&gt;&lt;span style="font-style: normal;"&gt;of &lt;/span&gt;&lt;i&gt;creating emotion&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is manipulative.”  &lt;/span&gt; &lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;   &lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;I disagree.  How does the intent to create a particular mood or though visuals, sound and play mechanics vitiate a game?  All good games are consciously designed to evoke &lt;i&gt;something&lt;/i&gt;&lt;span style="font-style: normal;"&gt; in the player.  &lt;/span&gt;&lt;i&gt;Silent Hill&lt;/i&gt;&lt;span style="font-style: normal;"&gt; sets out to create an excruciatingly sustained unease.  &lt;/span&gt;&lt;i&gt;Mario &lt;/i&gt;&lt;span style="font-style: normal;"&gt;aims for whimsy.  And what could be more deliberate than that episode in &lt;/span&gt;&lt;i&gt;Metal Gear Solid 4&lt;/i&gt;&lt;span style="font-style: normal;"&gt; where the player desperately mashes the X button to haul Solid Snake's disintegrating frame through an irradiated corridor?  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;What Alexander means here, I think, is that we all dislike it when the devices a game uses to gain an emotional purchase on the player are excessively transparent.  That is, we feel that the emotional resonance of a piece of art should emerge from the way it presents a compelling vision of the world and the people in it; we don't like the feeling that elements of the work-- cheap sentiment, melodrama, weeping-- are put in there for the purpose of tugging at our heartstrings.  (This is a great paradox about beauty, which Kant made central to his aesthetics: great works of art please us, without &lt;/span&gt;&lt;i&gt;seeming&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to be designed for our pleasure.  This is what natural beauty and artistic beauty have in common) &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;And this is where games like &lt;/span&gt;&lt;i&gt;Flower&lt;/i&gt;&lt;span style="font-style: normal;"&gt; have to walk a certain tightrope: onesidedly pleasant artworks run the risk of being veering into kitsch.  There's no denying that &lt;/span&gt;&lt;i&gt;Flower&lt;/i&gt;&lt;span style="font-style: normal;"&gt; trafficks in oversaturated colors, plinky strings, limpid harmonies.  One's tolerance for audiovisual splendor tends to be a matter of taste:  what appears charming to some will come off as cloying or precious to others.  But if the overabundance of these patently emollient touches ruins the aesthetic effect, this is &lt;/span&gt;&lt;i&gt;precisely&lt;/i&gt;&lt;span style="font-style: normal;"&gt; where it has failed on its own terms.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The root my disagreement with Alexander, I think, is that we have different assessments of what &lt;/span&gt;&lt;i&gt;Flower &lt;/i&gt;&lt;span style="font-style: normal;"&gt;aims to be.  To me, &lt;/span&gt;&lt;i&gt;Flower &lt;/i&gt;&lt;span style="font-style: normal;"&gt;is a simple pop song, not a concept album.  A few of the critics have found it to be a profound, emotionally transmogrifying experience, but I don't think it's fair to say that the game tries to be an existential asskicker, like a Mahler symphony.  It doesn't strive after metaphysics, and it doesn't have a particularly &lt;/span&gt;&lt;i&gt;deep&lt;/i&gt;&lt;span style="font-style: normal;"&gt; philosophical point to make about the relationship between man and nature.  Saying it aims to be merely &lt;/span&gt;&lt;i&gt;lyrical&lt;/i&gt;&lt;span style="font-style: normal;"&gt; does it any discredit.  (N'Gai Croal said it has the emotional sophistication of a Pixar film, and this seems about right.)  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;What &lt;/span&gt;&lt;i&gt;is&lt;/i&gt;&lt;span style="font-style: normal;"&gt; impressive to me about &lt;/span&gt;&lt;i&gt;Flower&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is the way that its achieves this lyricism through the design of its core mechanics.  While the audiovisual grandeur does a lot of the heavy lifting, I think the real genius is all in the implementation of the motion controls, which give the game its unique feeling of lightness and freedom.  The contrast between the total impunity the player enjoys in the first few levels and the sudden emergence of punitive gameplay elements in the fifth level makes for a good contrast; when you regain your impunity and bring down the military-industrial complex in the sixth, it feels genuinely empowering.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Alexander says that these elements are “design principles, not transcendental philosophical threads, not transporting narrative elegance” -- but this seems really wrongheaded to me.  It implies a gulf: game design on one side, profound art on the other.  But it seems to me that genuine &lt;/span&gt;&lt;i&gt;artistry&lt;/i&gt;&lt;span style="font-style: normal;"&gt; in game design resides in how you use&lt;/span&gt;&lt;i&gt; &lt;/i&gt;&lt;span style="font-style: normal;"&gt;these mechanics and design principles to create emotion.   I don't think the artistry on display in&lt;/span&gt;&lt;i&gt; Flower&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is totally original (it leans heavily on the template carved out by &lt;/span&gt;&lt;i&gt;REZ&lt;/i&gt;&lt;span style="font-style: normal;"&gt;), but it succeeds in what it sets out to do-- create a lovely, enjoyable synthesis of gameplay mechanics and verdant panoramas.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-1338438414869834062?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/1338438414869834062/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=1338438414869834062' title='15 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/1338438414869834062'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/1338438414869834062'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/03/flower-is-pretty-and-also-pretty-rad.html' title='Flower is Pretty, and Also Pretty Rad'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_p9WX1RNCjaQ/Sayu3kndA9I/AAAAAAAAAQA/BPK29e10ejY/s72-c/flower_qjgenth.png' height='72' width='72'/><thr:total>15</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-6793732974745358742</id><published>2009-02-26T03:26:00.000-08:00</published><updated>2009-02-26T03:44:13.472-08:00</updated><title type='text'>On Masochism</title><content type='html'>&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/6ZD1vkzYmyI&amp;amp;hl=en&amp;amp;fs=1&amp;amp;rel=0"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/6ZD1vkzYmyI&amp;amp;hl=en&amp;amp;fs=1&amp;amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;One of Theodor Adorno's central ideas is that our cultural activities dramatize our attitudes towards the existing social order. The crabby German critical theorist was fixated-cum-obsessed with the formal qualities of modern music for this very reason-- he thought that the interplay of material and form in a given composition constituted an &lt;i&gt;ethical&lt;/i&gt; stance towards political and social reality.  While music offered the most abstract representation of these attitudes, Adorno thought the governing logic of a given society was manifest in the most innocuous artifacts.  He even wrote an ingenious and scathing little book, &lt;i&gt;The Stars Down to Earth&lt;/i&gt;&lt;span style="font-style: normal;"&gt;,&lt;/span&gt; analyzing the authoritarian tendencies of the astrology column of the Los Angeles Times.   &lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;Adorno's analysis of capitalist culture-- the "culture industry"-- in &lt;span style="font-style: italic;"&gt;The Dialectic of Enlightment&lt;/span&gt;, twins this stance towards the social significance of culture with Freudian analysis.  On his veiw, there is a distinct psychopathology manifest in modern cultural forms, a tendency to masochism.&lt;br /&gt;&lt;/p&gt;&lt;p style="margin-bottom: 0in;"&gt;Genuine aesthetic pleasure is a threat to technical society because it offers an alternative-- call it an escape, or as Proust put it, “a promise of happiness”-- to the routinized degredation of industrial capitalism.  The job of the culture industry, is to manufacture entertainments that reinforce the underlying logic of capitalist society and blunt the potentially liberatory potential of art.  And this is where Freud's theory of masochism comes in.  A key to understanding the culture industry, on Adorno's view, is to see that its pleasure is a delight in our own impotence.    Adorno has manifold examples to back up this thesis-- titillating-yet-prudish films made under the eye of the Hayes board, slapstick comedy, even Donald Duck.  (An example which I used once in class is the classic TV series “I Love Lucy.”  Every episode Lucy dreams of stepping outside the household and playing with Ricky's band, and in every episode these aspirations are humorously punished.  The spectator is meant to &lt;span style="font-style: italic;"&gt;enjoy &lt;/span&gt;the pain visited on her due to her aspirations after transgression.)  The goal of the culture industry is to dull the anarchic force of pleasure by encouraging the spectator to revel in their own impotence.  (NB this is all gross oversimplification of Adorno's Byzantine views on these issues, but is not actively misleading to my knowledge)&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;Though I've never put much stock in this thesis as a diagnosis of modern culture as a whole (it's freighted with more Freudian commitments than is wholly sensible), it does have a way of explaining some things.  For example, it's got a lot of explanatory payoff when it comes to golf.  It is difficult to explain the staggering injustice of golf to a layman.  It is perhaps the most arbitrary and maddening form of leisure ever devised.  You see, golf is a game in which you have a very very slight margin for error.  The ball is so small that very minor faults in your swing the thing can cause things to go horribly wrong.  I've been playing golf since I was 12 or so, and I can still &lt;i&gt;completely&lt;/i&gt; miff shots&lt;span style="font-style: normal;"&gt;-- knock them with the blade of the club and send the ball dribbling 2 feet to the left.  Even when I'm doing hitting the ball squarely, I have some insidious, ingrained element of my swing mechanic that imparts a spin on the ball, curving it ever rightward.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;It makes you want to smash up the implements you use to play the game, because they're the closest you can get to &lt;/span&gt;&lt;i&gt;smashing golf itself&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.&lt;/span&gt;&lt;i&gt; &lt;/i&gt;&lt;span style="font-style: normal;"&gt; Back during my caddy days I witnessed grown men throw clubs into water hazards and trees, and though I was embarrassed on their behalf my heart was with them.  On what else can you wreak revenge?   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;I say: here is a game that neatly captures the masochism of late capitalist culture.  For eighteen holes your life is prey to the whims and malicious and arbirary forces, forces made all the more hateful by your sense that you &lt;i&gt;should&lt;/i&gt; be directing  their course.  Every once in a while, seemingly at random, your efforts towards competence seem to pay off (sometimes you'll string a few decent shots together), but this is just another turn of the screw.  Golf is life under the thumb of an inscrutable corporate overlord.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;Which brings us to &lt;i&gt;Halo&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.&lt;/span&gt;  I'm crap&lt;span style="font-style: normal;"&gt; at &lt;/span&gt;&lt;i&gt;Halo&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  And yet every few months I'm mysteriously driven back to it.  Despite my stack of unplayed and unfinished games, games that do not require interfacing with horrible racists, I &lt;/span&gt;&lt;i&gt;keep&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;playing Halo&lt;/i&gt;&lt;span style="font-style: normal;"&gt; every time I sit down with the controller in my hand.  I'm not sure why.  It causes me &lt;span style="font-style: italic;"&gt;actual &lt;/span&gt;&lt;/span&gt;&lt;i&gt;dismay&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to keep throwing myself against the limits of my own competence. &lt;/span&gt; At least golf is outside.  Golf courses are picturesque and varied, which is something I can't say of team slayer on Guardian.  And yet I'm always coming back for more, lured by the illusory promise of that one decent game.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;Aside from my basic puzzlement at my own motivations it occurred to me that frustration-- frustration of the controller-throwing sort-- is a disturbingly common emotion that when it comes to games.  Especially the &lt;i&gt;beloved&lt;/i&gt;&lt;span style="font-style: normal;"&gt; games of your youth: those games were insane and difficult and arbitrary.  There was always some ornate enemy behavior or finicky jump or boss battle that made you want to swing your NES controller above your head and launch it into the nearest water hazard.  What does this say about us?  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-6793732974745358742?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/6793732974745358742/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=6793732974745358742' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/6793732974745358742'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/6793732974745358742'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/02/on-masochism.html' title='On Masochism'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-3834500257300030945</id><published>2009-02-24T01:15:00.000-08:00</published><updated>2009-02-24T01:21:38.890-08:00</updated><title type='text'>Talking about Trigger Happy</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_p9WX1RNCjaQ/SaO62vqAAvI/AAAAAAAAAP4/z1HKyTvwjeM/s1600-h/triggerhappy.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 200px; height: 309px;" src="http://4.bp.blogspot.com/_p9WX1RNCjaQ/SaO62vqAAvI/AAAAAAAAAP4/z1HKyTvwjeM/s400/triggerhappy.jpg" alt="" id="BLOGGER_PHOTO_ID_5306290235640906482" border="0" /&gt;&lt;/a&gt; &lt;p style="margin-bottom: 0in;"&gt;Ever since I wrote that piece about game-labor a few posts back I've wanted to check out more Steven Poole.  While I was cruising his website I found that he wrote an actual book about videogames called &lt;i&gt;Trigger Happy&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, which I swiftly procured from an Amazon seller.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;The aims of Poole's book are evangelical.  It's out to convince joe six-pint that in the year of our lord two thousand, this whole videogame phenomenon has really &lt;i&gt;arrived&lt;/i&gt;.  The narrative demands of this missionary effort are the kind of thing that'll vary your mileage.  Poole cites the customary battery of statistics about the size and ethnographic makeup of the fin-de-siecle videogame scene, and he notes the collaborations between established cultural enterprises (pop stars! name brand trainers!) and the videogame business so as to confer legitimacy on the nascent artform.  If you are already inclined to the view that the video games are a culturally significant and interesting pasttime, you will find the book less-than-revelatory in the early going.  But remember that this was 2000: Poole was doing &lt;span style="font-style: italic;"&gt;God's work&lt;/span&gt;.  As Kieron Gillen &lt;a href="http://www.rockpapershotgun.com/2007/09/08/trigger-happy-happy/"&gt;notes&lt;/a&gt;, &lt;i&gt;Trigger Happy &lt;/i&gt;&lt;span style="font-style: normal;"&gt;“was an serious, accessible book on videogames where no one else had published one.”&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;And he can certainly evangelize with wit and verve.  Poole manages the difficult feat of striking a tone that is both fiercely literate and unpretentious-- even when he is is showing off, it reads as constructive whimsy rather than writerly self-aggrandizement:  “Games such as Defender or Space Invaders offer 'extra lives' when a certain score is achieved... It resembles an ethically inverted form of Buddhism...  whereas Buddhism's final aim is to jump off the exhausting carousel of constant reincarnation and to be no more, life in a videogame is always a good thing, and killing is the morally praiseworthy action required to resurrect it.”  &lt;i&gt;Trigger Happy&lt;/i&gt;&lt;span style="font-style: normal;"&gt; abounds in learn&lt;/span&gt;&lt;span style="font-family:Times New Roman, serif;"&gt;&lt;span style="font-style: normal;"&gt;è&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt;d-yet-appropriate asides of this sort (the index contains entries for Theodor Adorno, Martin Heidegger, and “Nietzsche, Friedrich, pummeling the joysticks”), and its greatest charms reside in Poole's capacity to weave old and new media together: “Just as Timaeus argues further that the four numbers (or atoms) that make up the cosmos correspond to the four elements of ancient Greek cosmogony (earth, wind, fire and water), so modern polygons can be made to draw every kind of substance on the videogame screen: rocky outcrops, sure, but also lakes, blazing torches, grass, even snow.”  Despite the erudition on display the tenor of the prose is inviting, and the knowledge of other artforms on display throughout &lt;/span&gt;&lt;i&gt;Trigger Happy&lt;/i&gt;&lt;span style="font-style: normal;"&gt; gives birth to may of its best insights.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;On his &lt;a href="http://stevenpoole.net/trigger-happy/"&gt;website&lt;/a&gt;, Poole says that &lt;i&gt;Trigger Happy &lt;/i&gt;&lt;span style="font-style: normal;"&gt;is “&lt;/span&gt;about the aesthetics of videogames: what they share with other artforms, and the ways in which they are unique;”  The “about” is telling.  &lt;i&gt;Trigger Happy&lt;/i&gt; doesn't make an extended argument about the nature of ludic pleasure (the kind you'd find in Raph Koster or Steven Johnson); it's more an &lt;i&gt;inventory&lt;/i&gt; of the various aesthetic elements of the videogame: graphics, perspective, character, narrative, and so on.  Poole has a wealth of perspicuous insights about the way that games differ from other media in their handling of these elements,  but you won't find a  &lt;i&gt;narrative&lt;/i&gt;.&lt;/p&gt;&lt;p style="margin-bottom: 0in;"&gt;Indeed, the reader already-familiar with video games will find the side-streets the most interesting elements of &lt;i&gt;Trigger Happy&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  There's a great bit on the the conflict between the aims of gameplay and realism; an Piercean-semeiotic riff on Pac-man, and a thought-provoking meditaton on the relationship between Japanese aesthetics and Japanese game design.  My favorite parts of the book were these stray aper&lt;/span&gt;&lt;span style="font-family:Times New Roman, serif;"&gt;&lt;span style="font-style: normal;"&gt;ç&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt;us, his astute observations about the subtleties of reward scheduling and the narrative pitfalls of infinite repeatability.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;It's &lt;/span&gt;&lt;i&gt;churlish&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to register complaints with a work with so many stylistic felicities and such a wealth of keen observations, but I have to say that &lt;/span&gt;&lt;i&gt;Trigger Happy&lt;/i&gt;&lt;span style="font-style: normal;"&gt; left me wanting in certain respects.  Though it engages with a wide variety of popular entertainments and never lacks for witty things to say about them (in this respect it is vastly superior to the stuffier game-studies approach of &lt;/span&gt;&lt;i&gt;Persuasive Games&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, which rarely treats popular games and embarrasses itself when it does), it lacks a certain generality.&lt;/span&gt;&lt;i&gt;  Trigger Happy&lt;/i&gt;&lt;span style="font-style: normal;"&gt; isn't&lt;/span&gt;&lt;i&gt; &lt;/i&gt;&lt;span style="font-style: normal;"&gt;animated by a single idea-- Poole is a fox rather than a hedgehog, in Isiah Berlin's &lt;a href="http://en.wikipedia.org/wiki/The_Hedgehog_and_the_Fox"&gt;terms&lt;/a&gt;.  The craving after generality may be a particularity of mine, but as I read the book the I felt the continual disappointment of my hunger for a &lt;/span&gt;&lt;i&gt;thesis&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;This disappointment was made the worse by my sympathy for Poole's fundamental attitude towards the medium.  Much of the game-studies lit operates at a substantial remove from the experiences of the game-player, and unintentionally evince a kind of lofty disregard for the very elements that make games compelling to their audience.  (Bogost's concept of “procedural rhetoric,” for example, explains why someone would &lt;/span&gt;&lt;i&gt;design&lt;/i&gt;&lt;span style="font-style: normal;"&gt; a game-- to persuade, of course--&lt;/span&gt;&lt;i&gt; &lt;/i&gt;&lt;span style="font-style: normal;"&gt;but is strangely mute on the seemingly inessential question of why someone would want to &lt;/span&gt;&lt;i&gt;play&lt;/i&gt;&lt;span style="font-style: normal;"&gt; a game so designed.)  Poole's book operates on the assumption that popular games are objects worthy of an &lt;/span&gt;&lt;i&gt;aesthetics&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, and though he doesn't give a cohesive picture of the native excellencies of the medium (what it means to be "trigger happy"), he is on the side of the angels as far as I'm concerned.&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-3834500257300030945?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/3834500257300030945/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=3834500257300030945' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/3834500257300030945'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/3834500257300030945'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/02/talking-about-trigger-happy.html' title='Talking about Trigger Happy'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_p9WX1RNCjaQ/SaO62vqAAvI/AAAAAAAAAP4/z1HKyTvwjeM/s72-c/triggerhappy.jpg' height='72' width='72'/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-1338388458383587979</id><published>2009-02-21T17:40:00.001-08:00</published><updated>2009-02-21T17:41:11.296-08:00</updated><title type='text'>A Clarification</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SaCtKvOF9pI/AAAAAAAAAPw/58qmr_INgfI/s1600-h/The+Clearing.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 246px;" src="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SaCtKvOF9pI/AAAAAAAAAPw/58qmr_INgfI/s400/The+Clearing.jpg" alt="" id="BLOGGER_PHOTO_ID_5305430761028318866" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Here is my theory.  Game criticism isn't about telling the player whether a game is fun or not.  If that's the critic's job we are all in a lot of trouble, because in the near future everyone will be able to pick up a demo and tell &lt;i&gt;themselves&lt;/i&gt;&lt;span style="font-style: normal;"&gt; whether a game is fun or not.  “Is it fun?” is a question destined for obsolescence.  We should be telling people &lt;/span&gt;&lt;i&gt;how&lt;/i&gt;&lt;span style="font-style: normal;"&gt; a game is fun.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I think this task is a something like what Aristotle does in the &lt;/span&gt;&lt;i&gt;Poetics&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  Aristotle thinks that there is a certain experience that is constitutive of tragedy as an artform: katharsis, or the cleansing release of pent-up emotion and pity.  With this end in view, Aristotle asks how the various elements of the dramatic work (the plot, the characters, and so on) need to be structured in order to create this emotion for the audience.  And it's the same for games; what a critic can do is explain how the various elements of the game-- the visual design, the narrative, the gameplay-- conspire to create pleasure.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The second question, then, is what kind of pleasure do games aim at?  What is the gaming equivalent of &lt;/span&gt;&lt;i&gt;katharsis&lt;/i&gt;&lt;span style="font-style: normal;"&gt;?  My answer is that games aim to inspire a characteristic sort of pleasure, the delight in the discovery and mastery of rules.  Play is an expression of the human mind's native lust to master the lawlike natural world through experiment and planning.  As Kant says: “The understanding is hungry after rules, and it is satisfied when it finds them.”  And video games are most fitting artform to satisfy this desire, because unlike other games and sports the rules of a video game are not disclosed in advance.  Each game reveals a novel rulebound world to the player, and asks her to uncover its underlying logic through inquiry and imagination.  And that is why the games are fun to play.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-1338388458383587979?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/1338388458383587979/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=1338388458383587979' title='19 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/1338388458383587979'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/1338388458383587979'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/02/clarification.html' title='A Clarification'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_p9WX1RNCjaQ/SaCtKvOF9pI/AAAAAAAAAPw/58qmr_INgfI/s72-c/The+Clearing.jpg' height='72' width='72'/><thr:total>19</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-8772836367041615642</id><published>2009-02-20T23:05:00.000-08:00</published><updated>2009-02-20T23:07:53.077-08:00</updated><title type='text'>Virtual Reality</title><content type='html'>"James' big night included his remarkable run in the first 2:50 of the third quarter, almost single-handedly turning a six-point halftime deficit into an eight-point Cavaliers lead. And he could have scored two more in that stretch if he hadn't missed a pair of free throws.&lt;br /&gt;&lt;br /&gt;'It was almost like watching a video game,' Zydrunas Ilgauskas said."&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-8772836367041615642?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/8772836367041615642/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=8772836367041615642' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/8772836367041615642'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/8772836367041615642'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/02/virtual-reality.html' title='Virtual Reality'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-2372442656090344885</id><published>2009-02-18T17:43:00.000-08:00</published><updated>2009-02-18T17:46:56.004-08:00</updated><title type='text'>For Fun!</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SZy6BwFHwOI/AAAAAAAAAPo/DbUp4yuRawU/s1600-h/tour_2.gif"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 121px;" src="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SZy6BwFHwOI/AAAAAAAAAPo/DbUp4yuRawU/s400/tour_2.gif" border="0" alt=""id="BLOGGER_PHOTO_ID_5304319000384618722" /&gt;&lt;/a&gt;&lt;br /&gt;I have no interesting or substantive ideas to write about today, so I'm thinking I'm going to turn the comment thread of this post into a twitter feed.  Feel free to reply, and then when you get responses it will be in your email.  This is how real twitter works, apparently.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-2372442656090344885?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/2372442656090344885/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=2372442656090344885' title='46 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2372442656090344885'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2372442656090344885'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/02/for-fun.html' title='For Fun!'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_p9WX1RNCjaQ/SZy6BwFHwOI/AAAAAAAAAPo/DbUp4yuRawU/s72-c/tour_2.gif' height='72' width='72'/><thr:total>46</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-3316462317925267113</id><published>2009-02-17T23:28:00.000-08:00</published><updated>2009-02-18T02:52:56.706-08:00</updated><title type='text'>Why Y'all Should Read Dave Hickey</title><content type='html'>First off,  a note: some guy on twitter, who is a &lt;span style="font-style: italic;"&gt;real writer&lt;/span&gt;, &lt;a href="http://twitter.com/juliandibbell/status/1206901977"&gt;called me &lt;/a&gt;a minor-league Pauline &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_0"&gt;Kael&lt;/span&gt; of games &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_1"&gt;crit&lt;/span&gt;, and that was about the &lt;span style="font-style: italic;"&gt;best &lt;/span&gt;thing that happened to me on Friday.  I didn't say "all weekend," 'cause on Saturday I prepared an elaborate meal for the lady friend, and this was followed by us curling up on the couch and watching &lt;span style="font-style: italic;"&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_2"&gt;Battlestar&lt;/span&gt; &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_3"&gt;Galactica&lt;/span&gt;&lt;/span&gt;.  &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_4"&gt;Ahh&lt;/span&gt;, romance.  And then, on Sunday, &lt;span style="font-style: italic;"&gt;everything I ate had barbecue sauce on it&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Speaking of &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_5"&gt;whichawho&lt;/span&gt;, I'm fairly certain I'm the &lt;span style="font-style: italic;"&gt;only &lt;/span&gt;&lt;span class="blsp-spelling-error" id="SPELLING_ERROR_6"&gt;videogame&lt;/span&gt; blog type on earth who is still not on the Twitter.  Which leads me to ask: am I that one guy who's like, "&lt;span style="font-style: italic;"&gt;I&lt;/span&gt; don't have a cell phone," as if he should be &lt;span style="font-style: italic;"&gt;proud &lt;/span&gt;about not availing himself of a technological advance that is both fun and useful?  I don't have anything against the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_7"&gt;microblog&lt;/span&gt; phenomenon but I think the pressure of thinking up interesting things to say about myself would slowly drive me insane.  Also, as a side note: video game &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_8"&gt;bloggers&lt;/span&gt;, I am lurking your twitter feeds.  It is because they are they are there, on the &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_9"&gt;internet&lt;/span&gt;.&lt;br /&gt;&lt;br /&gt;Last week I asked Insult &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_10"&gt;Swordfighting's&lt;/span&gt; Mitch &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_11"&gt;Krpata&lt;/span&gt; about video game writing he wishes he could write and he &lt;a href="http://insultswordfighting.blogspot.com/2009/02/request-hour-sound-effects-great.html"&gt;responded&lt;/a&gt;.  In the question I mentioned Dave Hickey, who does not write about video games.  Most folk are unfamiliar with Hickey's work-- I wouldn't have come across his stuff if I hadn't found his book &lt;span style="font-style: italic;"&gt;Air Guitar&lt;/span&gt; in the meticulously curated remainder section of the Harvard Book Store.&lt;br /&gt;&lt;br /&gt;It is not enough for a critic to have keen insights into the object at hand.  It's a start, but it's not enough-- you need to have wit and style.  People knock critics for being parasites on others' creativity, but the truth is that good criticism is art, because it requires good writing.  And if you care &lt;span style="font-style: italic;"&gt;even a little bit &lt;/span&gt;about writing well, writing is about the most agonizing task on the planet.  It's why I stand in awe of my favorite critics:  Susan Sontag, Walter Benjamin, Lionel Trilling, George Steiner, &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_12"&gt;Adorno&lt;/span&gt;, Nathan Rabin.   They're all brilliant prose stylists in their own right who turn their minds to the work of others.&lt;br /&gt;&lt;br /&gt;Hickey has a really distinctive sensibility; he writes about so many topics-- basketball, Sigfried and Roy, Punk Rock, visual art, Perry Mason-- and he brings to each this mix of erudition and complete sociability.  The style is conversational, unassuming, even &lt;span style="font-style: italic;"&gt;hip&lt;/span&gt;, and yet absurdly well-informed.  He can tell a good story and he can drop in an illuminating quote from Ruskin.  Despite the coherent sense of what makes art important that emerges along the length of the book he's not out to sell you a system.  He's just out to explain why certain things are worth your admiration.  Since an example, unlike the previous paragraphs, is really the only thing that'll do him some justice, I'll close with a passage:&lt;br /&gt;&lt;br /&gt;"In the process of writing about works of art, then, we make the same sort of Draconian decisions that we do when writing about &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_13"&gt;nonart&lt;/span&gt; experience.  We write about what can be written about.  We decipher that which lends itself to cipher and discard the rest as surplus.  Unlike the lost surplus of &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_14"&gt;nonart&lt;/span&gt; experience, however, the surplus we ignore in works of art survives, remains available to be invested with meaning by subsequent viewers under different circumstances.  But a problem remains, which is that &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_15"&gt;the&lt;/span&gt; aspects of visible artifacts that are most effectively translated into writing usually have little or nothing to do with the &lt;span style="font-style: italic;"&gt;occasion &lt;/span&gt;for writing about them, which, in my experience, invariably resides in the pleasurable, confusing, or horrific nature of &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_16"&gt;the&lt;/span&gt; experience itself-- an experience which is neither surplus nor &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_17"&gt;cipher&lt;/span&gt;. 'In the landscape of spring,' the koan reminds us, 'the branches are &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_18"&gt;neither&lt;/span&gt; long nor short.'  They are simply present, precedent to the standards and expectations we impose upon them as we name their attributes, pronouncing them long or short, strong or weak, young or old.&lt;br /&gt;&lt;br /&gt;In the act of writing about art, then, you press language to the point of fracture and try to do what writing cannot do: account for the experience.  Otherwise, you elide the essential &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_19"&gt;myster&lt;/span&gt;y, which is the reason for writing anything at all.  The easy alternative is just to circumnavigate the occasion of seeing something-- to 'professionalize' art criticism into a branch of academic art history-- to presume that works of art are &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_20"&gt;already&lt;/span&gt; utterances in art-language that need only be translated into a &lt;span style="font-style: italic;"&gt;better&lt;/span&gt; language to &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_21"&gt;achieve&lt;/span&gt; perfect transparency. In this way, the practice of criticism is &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_22"&gt;transformed&lt;/span&gt; into a kind of Protestant civil &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_23"&gt;service&lt;/span&gt; dedicated to translating art-language into word-language that neutralizes its power in the interest of public order.  The writer's pathological need to control and reconstitute the fluid universe of not-writing is fortuitously disguised &lt;span class="blsp-spelling-error" id="SPELLING_ERROR_24"&gt;by&lt;/span&gt; this &lt;span class="blsp-spelling-corrected" id="SPELLING_ERROR_25"&gt;stratagem&lt;/span&gt;-- since in the truly 'professional' discourse, no more intimate engagement with the 'needy' object is requires than that of a doctor with a patient, and no more stress need be placed upon the language than that required by the clinical assignment of symptoms."&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-3316462317925267113?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/3316462317925267113/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=3316462317925267113' title='13 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/3316462317925267113'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/3316462317925267113'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/02/why-yall-should-read-dave-hickey.html' title='Why Y&apos;all Should Read Dave Hickey'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>13</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-5072730765852554271</id><published>2009-02-17T00:49:00.001-08:00</published><updated>2009-02-18T13:10:40.513-08:00</updated><title type='text'>The Game as Total Artwork</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SZp6OtV2tII/AAAAAAAAAPg/8kXRIFXqQPQ/s1600-h/wagner1850.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 373px; height: 400px;" src="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SZp6OtV2tII/AAAAAAAAAPg/8kXRIFXqQPQ/s400/wagner1850.jpg" alt="" id="BLOGGER_PHOTO_ID_5303685904290198658" border="0" /&gt;&lt;/a&gt;In 1949, Richard Wagner wrote an essay entitled &lt;i&gt;The Art-Work of the Future&lt;/i&gt;&lt;span style="font-style: normal;"&gt; which articulated his theory of modern art.  At the heart of this vision is the idea that an authentically &lt;/span&gt;&lt;i&gt;modern&lt;/i&gt;&lt;span style="font-style: normal;"&gt; artwork should be a &lt;/span&gt;&lt;i&gt;Gesamtkunstwerk&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, a total-art-work.  The highest form of art, dramatic opera,  is a &lt;/span&gt;&lt;i&gt;synthesis&lt;/i&gt;&lt;span style="font-style: normal;"&gt; of the various classical arts.  Operatic performance brings the three performance arts (dance, music, and poetry) and the three plastic arts (painting, sculpture, and architecture) together into a &lt;/span&gt;&lt;i&gt;unified work&lt;/i&gt;&lt;span style="font-style: normal;"&gt; whose aesthetic power outstrips the isolated capacities of each individual artform.  &lt;/span&gt; &lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;On Wagner's conception, the union of the arts is a kind of civic republicanism.  Each of the individual art forms attains its highest power by being incorporated into a &lt;span style="font-style: normal;"&gt;common order, which&lt;/span&gt; &lt;span style="font-style: normal;"&gt;subjects&lt;/span&gt; each of them to a higher principle and thus unifies them into a single aim.  Dance, song and poetry only find their &lt;i&gt;individual&lt;/i&gt; fulfillment when they are each bound into a single will: “It is in [the stage artist], the immediate executant, that the three sister-arts unite their forces in one collective operation, in which the highest faculty of each comes to its highest unfolding. By working in common, each one of them attains the power to be and do the very thing which, of her own and inmost essence, she longs to do and be.”  Wagner's aesthetic rhetoric consciously evokes the political struggles that broke all across Europe the previous year, with the &lt;i&gt;gesamtkunstwerk&lt;/i&gt; stepping onto the revolutionary stage as a model for political liberation: “This purpose of the Drama, is withal the only true artistic purpose that ever can be fully &lt;i&gt;realised&lt;/i&gt;; whatsoever lies aloof from that, must necessarily lose itself in the sea of things indefinite, obscure, unfree. This purpose, however, the separate art-branch will never reach &lt;i&gt;alone&lt;/i&gt;, but only &lt;i&gt;all&lt;/i&gt; &lt;i&gt;together&lt;/i&gt;; and therefore the most &lt;i&gt;universal&lt;/i&gt; is at like time the only real, free, the only universally &lt;i&gt;intelligible&lt;/i&gt; Art-work.”&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;Orchestral tonality plays a central role in this unification.  Music's unparalleled capacity for emotional expressiveness enriches all the other performative elements, and makes it fit to serve as a &lt;i&gt;lingua franca&lt;/i&gt; for the other arts: “the manifold developments of Tone, so peculiar to our instrumental music, unfold their utmost wealth within this Artwork; nay, Tone will incite the mimetic art of Dance to entirely new discoveries, and no less swell the breath of Poetry to unimagined fill... in the Orchestra, that pulsing body of many-coloured harmony, the personating individual Man is given, for his support, a stanchless elemental spring, at once artistic, natural, and human.  The Orchestra is, so to speak, the loam of endless, universal Feeling.”  In this sense, tonality is what unites the various arts because its emotional texture straddles the  different senses.  We say that different sounds are rough, cool, warm, elegiac, or foreboding, and when we talk this way we mean that these aural textures correspond to the feelings effected by other art forms like prose or painting.  The effect verges on synaesthesia, in that the qualities of different senses bleed into each other.  And so &lt;i&gt;tonality&lt;/i&gt; provides the bridge between different visual and auditory media.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;Naturally, Wagnerian opera is not the only art-form that can aim at the unification of the various plastic and performative arts.  Music and graphics usually play an &lt;i&gt;ornamental&lt;/i&gt; role in game design-- they're so many skins thrown over an indifferent frame of game-mechanics.  And this is fine: not every game must to strive for concinnity, because the play's the thing.  But I often think that the sought-after “art” in the is-games-art debate is the aesthetic unity we find in the total artwork.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;The key point, it seems to me, is to recognize that &lt;i&gt;gameplay has&lt;/i&gt; &lt;i&gt;tonality&lt;/i&gt;.  Just as music, a non-representational medium, can evoke certain moods and emotions, game mechanics can elicit emotional states.  &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;One side of this tonality is tactile.  We often say that controls feel crisp or mushy, and this is a way of describing the feel of the connection between your inputs and the ingame happenings.  This is important too, but I mean to point to something more fundamental: the feeling of interacting with a world through a piece of molded plastic.  Every game establishes a particular rhythm for what you're doing with your hands: mashing on buttons as fast as you can, steering your jumps with the sticks-- maybe waggling (if you're into that sort of thing).   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;i&gt;Pixeljunk Eden&lt;/i&gt;&lt;span style="font-style: normal;"&gt; doesn't require a flurry of buttonpresses to play well; the pace of your physical interaction with the game can be downright leisurely.   The platforming in &lt;/span&gt;&lt;i&gt;Prince of Persia&lt;/i&gt;&lt;span style="font-style: normal;"&gt; has a unhurried  but constant rhythm and flow.  Controlling Mario in three-dimensional space is kinaesthetic perfection; the controls are perfectly pitched so as to communicate this distinctive feeling of &lt;/span&gt;lightness and momentum&lt;span style="font-style: normal;"&gt;.  In each of these games the gameplay exploits the kinetics of control and movement  in order to impart a certain aesthetic feeling to the player.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The other side of this tonality is more psychological.  The texture of your engagement with the game-world differs radically from one game to another.  Different genres have different ratios of reflex action to problem solving to discovery to strategy. Most long-form action games modulate between periods of calm and periods of high tension, but other genres can be entirely tensionless.  Some games require you to solve many small problems quickly (&lt;/span&gt;&lt;i&gt;Tetris&lt;/i&gt;&lt;span style="font-style: normal;"&gt;) and others one large problem slowly (&lt;/span&gt;&lt;i&gt;Portal&lt;/i&gt;&lt;span style="font-style: normal;"&gt;).   The thoughtfulness, vigilance, or wonder that gameplay mechanics can inspire are key ingredients of gameplay tonality.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;To my mind, games are at their best-- maybe, their most &lt;/span&gt;&lt;i&gt;artful&lt;/i&gt;&lt;span style="font-style: normal;"&gt;-- when they construct a synthesis of sound and vision around the texture created by the play.  Of course, &lt;/span&gt;&lt;i&gt;Mario&lt;/i&gt;&lt;span style="font-style: normal;"&gt; provides a template for how this is done.  Every part of a Super Mario Brothers title-- the gameplay, the music, the visual artistry-- conspires together and complements the others.  And the net effect is that unmistakable sense of &lt;/span&gt;&lt;i&gt;total fucking&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;delightfulness&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;But to me, the best contemporary example of this striving after holistic unity is Jonathan Mak's &lt;/span&gt;&lt;i&gt;Everyday Shooter&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  It's not just that the music and graphics are brilliant, judged on their own terms.  It's that these elements harmonize so perfectly with the gameplay.  The levels of &lt;/span&gt;&lt;i&gt;Everyday Shooter&lt;/i&gt;&lt;span style="font-style: normal;"&gt; are structured such that the player's actions harmonize with the music and visuals.  Each “track” presents a different set of enemy behaviors and a different chaining system, and these changes work in concert with the other elements to establish a distinct tone for every level.  Some levels are frenzied and some are relatively serene; some require a lot of planning and others only demand quick reflexes.  But in each case the art follows the mood established by the gameplay, and this is what makes it such an expressive and wonderful game.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The artistic program first glimpsed in games like Tetsuya Miziguchi's &lt;/span&gt;&lt;i&gt;REZ &lt;/i&gt;&lt;span style="font-style: normal;"&gt;is still young.  But games like the recent PSN release &lt;/span&gt;&lt;i&gt;Flower&lt;/i&gt;&lt;span style="font-style: normal;"&gt; show the expressive possibilities that skilled designers can create through the aestheticization of gameplay.  By uniting visual and musical art under the banner of gameplay, games can end their protracted tutelage to cinema and stand on their own.  &lt;/span&gt;&lt;i&gt;This&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is a worthy task for the art form of the future.    &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-5072730765852554271?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/5072730765852554271/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=5072730765852554271' title='16 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/5072730765852554271'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/5072730765852554271'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/02/game-as-total-artwork.html' title='The Game as Total Artwork'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_p9WX1RNCjaQ/SZp6OtV2tII/AAAAAAAAAPg/8kXRIFXqQPQ/s72-c/wagner1850.jpg' height='72' width='72'/><thr:total>16</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-2285839388155080766</id><published>2009-02-12T03:06:00.000-08:00</published><updated>2009-02-14T12:20:43.178-08:00</updated><title type='text'>In Praise of the Mundane</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SZQCtSVXUCI/AAAAAAAAAPY/7sJnytCAJNw/s1600-h/41yyjkd1pxl_ss500_.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 400px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SZQCtSVXUCI/AAAAAAAAAPY/7sJnytCAJNw/s400/41yyjkd1pxl_ss500_.jpg" alt="" id="BLOGGER_PHOTO_ID_5301865638360731682" border="0" /&gt;&lt;/a&gt; Yesterday I was talking about game labor, or the increasing onerousness of electronic entertainment.   Game labor-- or what Steven Poole &lt;a href="http://stevenpoole.net/trigger-happy/working-for-the-man/"&gt;calls&lt;/a&gt; the “employment paradigm”-- is a big problem in modern game design.  If you ask me, the prevalence of game labor is the main reason why that Nintendo Wii is outselling every damn system on the market right now.  Normal human beings aren't willing to work for their fun, and they shouldn't have to.  I don't mean to demean delayed gratification, but what passes for delayed gratification in most modern games is just drudgery.   &lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;Today I wanted to talk about another aspect of the employment paradigm: the simulation of labor.  That is, not hacking fourty-six boars to death so you can get your next sword, but driving a &lt;a href="http://en.wikipedia.org/wiki/Shenmue"&gt;simulated forklift&lt;/a&gt;.  There are whole video game subcultures oriented around the performance of virtual jobs: men and women who are safely and efficiently piloting 747s from Sanfrancisco to Denver in Microsoft Flight Simulator, where they are guided in by other men and women who are staffing Denver's air traffic control.  There are people running functional investment banks in the popular MMO EVE online, and &lt;a href="http://www.massively.com/2009/01/21/eve-online-player-embezzles-over-80-billion-isk-from-dynasty-ban/"&gt;embezzling money from them&lt;/a&gt;.  I'm talking about &lt;i&gt;bus driving simulations&lt;/i&gt;, which are currently &lt;a href="http://en.wikipedia.org/wiki/Bus_Driver_%28game%29"&gt;on the market&lt;/a&gt;.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;One could see in this the death of pleasure.  Surely Adorno would say that simulated employment represents the total surrender of the imagination to capital, a degredation so total that we've come to take &lt;i&gt;pleasure&lt;/i&gt; in our enslavement to the capitalist system.  But surely this goes to far.  (This is, remember, a man who though that &lt;i&gt;Jazz&lt;/i&gt; was enslavement to the capitalist system.)  I can't help but find this wholehearted commitment to normality endearing.  Maybe this just betrays my midwestern roots, but it's utterly heartwarming to see people out there whose free time revolves around &lt;i&gt;preventing&lt;/i&gt;&lt;span style="font-style: normal;"&gt; simulated air disaster.  And I'm hopeless as a critical theorist, 'cause I have a hard time with the false consciousness concept-- can't bring myself to declare others' quaint diversions a form of pathology.  Apparently, some folks like a routine, and I can understand that.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I think there's deeper point here that goes beyond labor: to me, there's something &lt;/span&gt;&lt;i&gt;enchanting&lt;/i&gt;&lt;span style="font-style: normal;"&gt; about simulating the mundane.  Games usually turn on shooting the next guy in the head and watching the world burn.  I'm so inured to being thrust into violent, death-defying scenarios that the quotidian has a paradoxical charm.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;In the very beginning of &lt;/span&gt;&lt;i&gt;Indigo Prophecy&lt;/i&gt;&lt;span style="font-style: normal;"&gt; there's a brief episode that goes like this: you've just come back from a disturbing scene in the restaurant.  You get back to your apartment in the next scene, and spend about 20 minutes engaging in these unremarkable activities: you watch TV for a little while, have a drink, practice your guitar, have an awkward conversation with your ex.  From that point on the game gets goes down the rabbit hole, but for that &lt;/span&gt;&lt;i&gt;one scene&lt;/i&gt;&lt;span style="font-style: normal;"&gt; it succeeds in communicating this idea that your protagonist is a regular human being who's trying to cope with the bizarre events that just transpired.  It's the most successful sequence in the entire game.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Injecting these moments of normalcy into the unremitting stream ludicrous heroism has this way of transfiguring the everyday.  I've been playing &lt;/span&gt;&lt;i&gt;Yakuza 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; this week, and the really interesting moments don't come when you're fending off hallwayfulls of well-tailored thugs.  They're when the game sets you free to roam the packed streets of Osaka and you to get lost in the commonplace events that unfold in every corner of the world-- the man trying to win a robot out of the crane machine in the arcade, or  the restaurant owner who asks your help tracking down a dine-and-dash customer.   Aside from the fact that these scenarios are essential to creating a believable world, they also serve to mitigate the alienation that comes with making your hero an all-crushing god-king every time he fights some dudes.   Fumbling with the crane machine makes your protagonist a &lt;/span&gt;&lt;i&gt;person&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, and that's essential to the fiction.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;While the mundane may have a special charm to me, I'm not calling for every game to be &lt;/span&gt;&lt;i&gt;Animal Crossing &lt;/i&gt;&lt;span style="font-style: normal;"&gt;or &lt;/span&gt;&lt;i&gt;The Sims&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  You can capture the texture and rhythm of real life without disposing of the heroism.  It's the &lt;/span&gt;&lt;i&gt;juxtaposition&lt;/i&gt;&lt;span style="font-style: normal;"&gt; of the mundane and extraordinary that fascinates me.  Few games take advantage of the possibilities when it comes to using quotidian detail and, yes,  quotidian labor to create an authentic sense of world and character.  (Well, &lt;/span&gt;&lt;i&gt;No More Heroes&lt;/i&gt;&lt;span style="font-style: normal;"&gt; apparently does something along these lines but I'm led to believe it's some kind of cruel joke.)  Games are meant to pull us out of our lives and transport us into different worlds, but the funny thing is that they're often best at this transport when they take our world with them.  And this is just what good art does: it reveals our everyday world under a new aspect.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-2285839388155080766?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/2285839388155080766/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=2285839388155080766' title='9 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2285839388155080766'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2285839388155080766'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/02/in-praise-of-mundane.html' title='In Praise of the Mundane'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SZQCtSVXUCI/AAAAAAAAAPY/7sJnytCAJNw/s72-c/41yyjkd1pxl_ss500_.jpg' height='72' width='72'/><thr:total>9</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-8217308355816393598</id><published>2009-02-11T03:24:00.000-08:00</published><updated>2009-02-12T03:04:59.501-08:00</updated><title type='text'>They Call it the Grind for a Reason</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SZK1li2Q_hI/AAAAAAAAAPQ/r_BIjZMDv5I/s1600-h/coalthumb.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 285px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SZK1li2Q_hI/AAAAAAAAAPQ/r_BIjZMDv5I/s400/coalthumb.jpg" alt="" id="BLOGGER_PHOTO_ID_5301499367982693906" border="0" /&gt;&lt;/a&gt;  &lt;p style="margin-bottom: 0in;"&gt;Work is where you spend your time conforming to other peoples' whims.  And then leisure is where you do what thou wilt.  Except when you don't.  The strangest thing about modern games is how they make play into work.&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;Take &lt;i&gt;Rock Band 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, a game I adore.  From the moment I pulled the shrink wrap off the case, all I wanted to do is croon Lindsay Buckingham's torrid farewell to Stevie Nicks at top volume.  I had done my research and I knew it was on that very disc in my hand.  But &lt;/span&gt;&lt;i&gt;Rock Band &lt;/i&gt;&lt;span style="font-style: normal;"&gt;says: not so fast, Pliskin; you have to &lt;/span&gt;&lt;i&gt;earn&lt;/i&gt;&lt;span style="font-style: normal;"&gt; the privilege of pouring out your heart to Stevie Nicks.  Emotional closure with Stevie Nicks is something you have to &lt;/span&gt;&lt;i&gt;work&lt;/i&gt;&lt;span style="font-style: normal;"&gt; for.  Why don't you spend a few hours playing through a bunch of other songs, possibly multiple times, and then once you've put your time in you'll get a shot at Go Your Own Way.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;When games demand this kind of behavior from their players all I can think is that something has gone seriously wrong with our leisure.  It's gotten so bad that Stephen Totilo &lt;a href="http://www.slate.com/id/2206243/entry/2206435/"&gt;compared&lt;/a&gt; gaming to gymgoing, an activity that most people view with a tinge of dread: “Playing lots of games can be pretty unpleasant, not unlike going to the gym a lot. You like what you get out of it, but you've got to put in a lot of work, much of it tedious.”  And just earlier this week Mitch Krpata made the same &lt;a href="http://insultswordfighting.blogspot.com/2009/02/request-hour-hardcasualists-lament.html"&gt;point&lt;/a&gt;: “Ultimately, playing games is work. They ask a lot of you. It's a matter of how much effort you're willing to put in to get out what's there.”   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;And they're both right.  It's not just that games require a high level of engagement relative to other forms of entertainment.  Games have always demanded that the player surrender their will to a set of arbitrary rules (a set of controls and a system of game mechanics), and this is precisely what makes them fun.  (Or &lt;a href="http://versusclucluland.blogspot.com/2008/07/rules-and-fun.html"&gt;so&lt;/a&gt; I &lt;a href="http://versusclucluland.blogspot.com/2008/08/foucault-on-th-e-pleasures-of-being.html"&gt;argue&lt;/a&gt;) It's the &lt;/span&gt;&lt;i&gt;kind &lt;/i&gt;&lt;span style="font-style: normal;"&gt;of conformity that modern games ask of the player: repetition of menial tasks; accumulation; joyless travel.  When the fundamental gameplay becomes routine, a superstucture of systematized rewards-- orbs, achievements, cutscenes, and XP-- is there to keep the player's eye on that next promotion and her nose to the grindstone.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Totilo has a fascinating explanation for this in his piece: he says this phenomenon is a symptom of video games' growing pains as they've developed from the three-minute quarter devourers of the arcade era to the twenty-hour-plus epics of the modern era.  Even &lt;/span&gt;&lt;i&gt;great&lt;/i&gt;&lt;span style="font-style: normal;"&gt; gameplay mechanics like shooting and jumping are difficult to keep fresh and engaging over such a long span; and the narrative payoff of lengthy engagement still isn't enough to fend off the distinct sensation that we're &lt;/span&gt;&lt;i&gt;laboring&lt;/i&gt;&lt;span style="font-style: normal;"&gt; in our free time-- spending our time doing things we'd prefer not to for the sake of the &lt;span style="font-style: italic;"&gt;game&lt;/span&gt;,&lt;span style="font-style: italic;"&gt; &lt;/span&gt;rather than for the sake of our own pleasure:  “That's what you get when you, the gamer, indulge in a creative form that was created to convey satisfying-but-repeatable, controllable bits of action for a quarter per minute. This is the creative form that has somehow evolved into a medium of 25-hour, $60 collections of satisfying-but-repeatable, controllable bits of action without inventing many successful strategies for telling stories, figuring out how to develop characters, or turning into a more interesting way to spend an hour than listening to Beethoven or watching &lt;/span&gt;&lt;em&gt;The Wire&lt;/em&gt;&lt;span style="font-style: normal;"&gt;.”&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;This is an intriguing proposal, but I could not let it pass without mentioning RPGs.  Unlike the games that flourished in the arcade era, role-playing games don't rely on having the player do fun things with their hands.  They offer a different species of pleasure, the sense of satisfaction that comes along with the feeling of progression.  Progress is a way of forging the player's connection to their characters, because the time and effort dedicated towards earning levels and items &lt;/span&gt;&lt;i&gt;invests&lt;/i&gt;&lt;span style="font-style: normal;"&gt; the player in their avatars.  Though I've &lt;a href="http://versusclucluland.blogspot.com/2008/09/everything-is-better-with-leveling-in.html"&gt;praised&lt;/a&gt; the use of light RPG elements in other genres in the past,  these mechanics can be a crutch when they're transposed into boring and stale forms of gameplay.  Given our documented willingness to wander around a world map and mindlessly press A at regular intervals for hours on end, us gamers have a shown a marked disposition to pursue progress for its own sake.   Progress is an easy hook, and getting caught in its clutches is what transforms our play into labor.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;There's a brilliant piece of social analysis to be written about this phenomenon.  Luckily Stephen Poole has written that &lt;a href="http://stevenpoole.net/trigger-happy/working-for-the-man/#footnote-6-231"&gt;piece&lt;/a&gt;, replete with the (to my mind, necessary) nods to Adorno, Horkheimer and Twain.  But I think Poole draws the wrong lesson from his trenchant analysis.  The solution to game labor isn't open-world game mechanics and user-created content.  If we wanted our leisure to offer unfettered choice even the openest of open-world games are a poor option; games &lt;/span&gt;&lt;i&gt;always&lt;/i&gt;&lt;span style="font-style: normal;"&gt; drastically constrain the range of options available to us.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;No, the solution to game labor is the same as the solution to &lt;/span&gt;&lt;i&gt;real&lt;/i&gt;&lt;span style="font-style: normal;"&gt; labor: even work is joy when you're doing something that truly exercises your faculties.  We wouldn't hate work if we got to do something new and challenging every day, or if we were offered a truly great complex and difficult task to perform.  It's the mindless repetition of menial tasks that makes work intolerable. And so the cure for game labor is good game design.  When a game continually challenges you to think and react and adapt as you move through it, it never feels like work.  But it's incredibly difficult to create gameplay that meets this standard, and &lt;/span&gt;&lt;i&gt;that&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is why Valve only releases one game a year.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-8217308355816393598?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/8217308355816393598/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=8217308355816393598' title='16 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/8217308355816393598'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/8217308355816393598'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/02/they-call-it-grind-for-reason.html' title='They Call it the Grind for a Reason'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SZK1li2Q_hI/AAAAAAAAAPQ/r_BIjZMDv5I/s72-c/coalthumb.jpg' height='72' width='72'/><thr:total>16</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-7780231270911095165</id><published>2009-02-09T03:22:00.000-08:00</published><updated>2009-02-09T10:55:38.111-08:00</updated><title type='text'>A Review</title><content type='html'>&lt;object width="420" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/K6CQje8Yz6s&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/K6CQje8Yz6s&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="420" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;span style="font-size:180%;"&gt;&lt;i&gt;&lt;b&gt;Devil May Cry 4&lt;/b&gt;&lt;/i&gt;&lt;/span&gt;&lt;p&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-size:85%;"&gt;&lt;b&gt;Platform&lt;/b&gt;: Xbox 360, PS3, PC &lt;b&gt;Developer&lt;/b&gt;: Capcom  &lt;b&gt;Publisher&lt;/b&gt;: Capcom&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;b&gt;Box Quote:&lt;/b&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;  “As if Baz Luhrmann adapted the &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Necronomicon &lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;into a video game”  -- Iroquois Pliskin, &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;versusclucluland.blogspot.com&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;b&gt;&lt;span style="font-style: normal;"&gt;Full Disclosure:  &lt;/span&gt;&lt;/b&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;I played &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Devil May Cry 3&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; for the Playstation 2 back in the day, and I have two memories.  First, that game was an ass-kicker.  It didn't have check points, so if you died you had to play the whole level over again; because the first boss was &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;in-fucking-sane&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;, it took me almost four hours just trying to get through the first level.  The game made you spend your precious orbs in order to &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;buy&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; mid-level continues.  Who &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;does&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; that?  Second, I remember that the main character had this move where he would chant “&lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Blastoff!&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;” and knock these demons into the air.  “Why is that dude saying 'blastoff!' all the time?” my roommates would ask.  “That's what you say when you're fighting demons, and you're unconcerned about your safety.” I replied.  The main guy was totally intent on looking cool as he fought these hellbeasts, apparently unaware that I was sending him to certain death yet again.   &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;b&gt;&lt;span style="font-style: normal;"&gt;Gameplay&lt;/span&gt;&lt;/b&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;:  &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Ninja Gaiden&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; designer Tomonobu Itagaki once derided &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Devil May Cry &lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;by saying that it's not an &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;action&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; game, it's a &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;combo &lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;game.  This is true, but it shouldn't count as a knock.  The combat system in &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Devil May Cry &lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;isn't as complex as &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Gaiden&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;'s, and it's not as spectacular as &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;God of War&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;'s, but it has a unique fluidity.  The enemies aren't &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;really&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; there to kill you; they're a canvas for you to weave interlocking sequences of stylish attacks, dodges and juggles.  &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Making it look good&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; is an end in itself, and the mechanics reward your commitment to style over substance.  This approach to character action is exceptionally smooth-feeling and satisfying, which is fortunate given that the game has some serious deficiencies in the level and enemy design department: after you've battled through the first twelve or so levels of enemies and bosses, be prepared to hang a uey and play the exact same levels and fight the same bosses in reverse.  The final level also contains a japanese-action-game convention that has become my personal &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;bete noire&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;: the final-level &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;tour de bosses&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;.  This means that you will have fought every boss &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;three goddamn times&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; by the time you finish.  However, these boss fights should challenge your reflexes and pattern-recognition skills to their limit; even after my &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;third&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; tango with the demon frog I found myself pumping my fist in exultation.  Good times.  &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;b&gt;&lt;span style="font-style: normal;"&gt;Story&lt;/span&gt;&lt;/b&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;:&lt;/span&gt;&lt;/span&gt;&lt;b&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;/b&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;The problem with video game stories isn't even that most games don't &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;aim&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; at realistic drama.  It's that so many try for genuine pathos with such a blithe disregard for their own cliche-ridden scripting and boldly mannerist voiceacting.  &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Devil May Cry&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;, on the other hand, makes lemons out of lemonade by basking in its own ludicrousness  There's &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;more than one dude&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; in a trenchcoat to control this time around, and you'll run around killing demons with guns and demonic hands and implausibly large swords.  No-one seems too intent on portraying real human beings, and this frees all the characters up to spit corny dialogue at each other and display a careless attitude towards death.  It's the &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Ocean's Thirteen&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; of video game narratives: everybody just seems happy to be there.  They show up, chew some scenery and take home their paycheck.  There's a &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;plot&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; in there too, and if the faux macho posturing doesn't hook you, the rampant anticlericalism might do the trick.  &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Coletta Factor&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;!  At the end of the game you kill the pope.  Good times.  &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;b&gt;&lt;span style="font-style: normal;"&gt;The Takeaway:  &lt;/span&gt;&lt;/b&gt;&lt;i&gt;&lt;span style=""&gt;Devil May Cry 4&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; protagonist Nero sez: “&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: italic;"&gt;Now &lt;/span&gt;&lt;span&gt;I know what &lt;/span&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;this hand is for: it's for sending guys like &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;you&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; back to hell!”  No, seriously.  He's not just jerking you around.  That is what it's for.  &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-7780231270911095165?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/7780231270911095165/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=7780231270911095165' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/7780231270911095165'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/7780231270911095165'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/02/review.html' title='A Review'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-4477902267780312151</id><published>2009-02-05T16:06:00.000-08:00</published><updated>2009-02-06T07:10:28.364-08:00</updated><title type='text'>Pleasure (Pleasure)</title><content type='html'>Sigh.  I am probably not  cut out for this kind of piece.  I'm more of the analytical type.   &lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;We partisans of the games-is-art cause talk a big game.  We're all for this idea that games ought to embrace some long-term goals in the realm of narrative artistry.  Above all we demand maturity, by which we mean: something that is true to reality as it's experienced by adults.  In fact I was praising &lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; for these very qualities in my last post; the attentive reader might notice that I might have cast some mild aspersions on pleasure for getting in the way of mature narrative.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt; &lt;span style="font-style: normal;"&gt;Aaaaand then last night I decided to throw &lt;/span&gt;&lt;i&gt;Devil May Cry 4&lt;/i&gt;&lt;span style="font-style: normal;"&gt; into my Xbox.  Honestly, the whole enterprise mocks the search for &lt;span style="font-style: italic;"&gt;le mot juste&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;&lt;span style="font-style: italic;"&gt;:&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt; &lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;&lt;object width="420" height="295"&gt;&lt;param name="movie" value="http://www.youtube.com/v/ODFdtqqZ84E&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/ODFdtqqZ84E&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="420" height="295"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I should try anyways, since words are my business:&lt;/span&gt;&lt;span style="font-style: normal;"&gt;  The &lt;/span&gt;&lt;i&gt;Devil May Cry&lt;/i&gt;&lt;span style="font-style: normal;"&gt; series is a character-action demonicidal opera.  You pilot a white-haired wiseass in an implausible red trenchcoat from one implausible scenario to the next, and kill a heap of demons.  For some reason, your sword revs like a motorcycle. I have principles and all, but &lt;span style="font-style: italic;"&gt;I'm not made of stone&lt;/span&gt;, people. &lt;br /&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;i&gt;Devil May Cry, &lt;/i&gt;&lt;span style="font-style: normal;"&gt;as a series, wields a simple and nonsensical palette:  Motorcycles. Demon popes.  Rocket Launchers.  Boobs.  It acts as if it doesn't owe you an explanation why these things belong together.  There's such a gleeful devotion to artificiality and exaggeration that it ultimately comes off as charming naivete.  It &lt;span style="font-style: italic;"&gt;knows &lt;/span&gt;that the demon-slaying is the main attraction, and so it feels free to cram every cutscene full of absurd demon-centric melodrama.  There isn't an authentic human emotion to be found in the series.  Everything is subordinated to style.  (This is where a comparison to opera might work.  Even great operas are often crammed with of stock characters, exaggerated melodrama and convoluted plotting; and all that is immaterial, because the libretto is in service of the music.)  The &lt;/span&gt;&lt;i&gt;Devil May Cry&lt;/i&gt;&lt;span style="font-style: normal;"&gt; series, like all great trash,&lt;/span&gt;&lt;i&gt; &lt;/i&gt;&lt;span style="font-style: normal;"&gt;has the courage of its convictions.  It &lt;/span&gt;&lt;i&gt;commits&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to its frivolousness with admirable devotion.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Were I a &lt;a href="http://interglacial.com/%7Esburke/pub/prose/Susan_Sontag_-_Notes_on_Camp.html"&gt;helpless genius&lt;/a&gt;, I'm sure I could transform this experience into some brilliant “Notes on Camp”-like cultural analysis.  That woman could spin gold out of straw.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;But here's the lesson I take.  It's like hip-hop: regardless of how great your MC is, no matter how mesmerizing his wordplay and no matter how slick his storytelling, it doesn't matter if the track doesn't move you.  A ridiculous beat will redeem a hapless vocal, but the opposite isn't true.  (Exhibit A: Gang Starr.  Exhibit B: Canibus)  Same goes for games.  Doing pleasurable things with your hands comes first.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;That might serve as the credo of what N'Gai Croal called the “shake-your-ass” school of game criticism, in his &lt;a href="http://blog.newsweek.com/blogs/levelup/archive/2007/05/29/the-complete-vs-mode-on-god-of-war-ii.aspx"&gt;discussion &lt;/a&gt;of&lt;/span&gt;&lt;i&gt; God of War &lt;/i&gt;&lt;span style="font-style: normal;"&gt;2 with Stephen Totilo. : &lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-style: normal;"&gt;“[&lt;/span&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;i&gt;GOW2&lt;/i&gt;&lt;/span&gt;&lt;span style="font-size:100%;"&gt;&lt;span style="font-style: normal;"&gt;] is unquestionably a game that will make you shake your ass. And that's my point of departure when assessing the quality of my gameplay experiences.”  Alas, this is the case.&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;&lt;p style="margin-bottom: 0in;"&gt;Addendum: I realized, having written this post, that over the course of this blog I'm just going to end up comparing games to every musical genre in existence.  (In my defense, it was N'Gai Croal wot started it)  When I compare &lt;span style="font-style: italic;"&gt;Killzone 2&lt;/span&gt; to bluegrass you have my permission to drag me behind the shed and put me down.&lt;br /&gt;&lt;/p&gt;&lt;p style="margin-bottom: 0in;"&gt;&lt;/p&gt;&lt;p style="margin-bottom: 0in;"&gt;&lt;/p&gt;&lt;p style="margin-bottom: 0in;"&gt;&lt;/p&gt;&lt;p style="margin-bottom: 0in;"&gt;&lt;/p&gt;&lt;p style="margin-bottom: 0in;"&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-4477902267780312151?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/4477902267780312151/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=4477902267780312151' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4477902267780312151'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4477902267780312151'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/02/pleasure-pleasure.html' title='Pleasure (Pleasure)'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-8673388192786365807</id><published>2009-02-04T23:52:00.000-08:00</published><updated>2009-02-06T00:19:09.632-08:00</updated><title type='text'>I Must to Learn to Invect Like This</title><content type='html'>From &lt;a href="http://www.slate.com/id/2210339/"&gt;Slate.com&lt;/a&gt;:&lt;br /&gt;&lt;br /&gt;&lt;blockquote style="color: rgb(0, 0, 0);"&gt;&lt;p&gt;"This din of brasses, tin pans and kettles, this Chinese or Caribbean clatter with wood sticks and ear-cutting scalping knives … [t]his reveling in the destruction of all tonal essence, raging satanic fury in the orchestra, this demoniacal lewd caterwauling, scandal-mongering, gun-toting music … the darling of feeble-minded royalty, …of the court flunkeys covered with reptilian slime, and of the blasé hysterical female court parasites … inflated, in an insanely destructive self-aggrandizement, by Mephistopheles' mephitic and most venomous hellish miasma, into Beelzebub's Court Composer and General Director of Hell's Music—Wagner!"&lt;/p&gt;&lt;/blockquote&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-8673388192786365807?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/8673388192786365807/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=8673388192786365807' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/8673388192786365807'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/8673388192786365807'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/02/i-must-to-learn-to-invect-like-this.html' title='I Must to Learn to Invect Like This'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-7511070663055577517</id><published>2009-02-02T18:01:00.000-08:00</published><updated>2009-02-02T20:04:16.773-08:00</updated><title type='text'>The Game Made Me Do It</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SYelt2dIvPI/AAAAAAAAAPI/I0K3UiM4NSg/s1600-h/2969544801_fd56e476a2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 296px;" src="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SYelt2dIvPI/AAAAAAAAAPI/I0K3UiM4NSg/s400/2969544801_fd56e476a2.jpg" alt="" id="BLOGGER_PHOTO_ID_5298385693755096306" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;*** Coletta Factor: Spoileresque discussion of &lt;span style="font-style: italic;"&gt;Far Cry 2&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;Bioshock&lt;/span&gt;, &lt;span style="font-style: italic;"&gt;Prince of Persia&lt;/span&gt; below***&lt;br /&gt;&lt;br /&gt;No, I'm not talking about the moral hysteria periodically visited on the medium whenever some  malfeasant decides that &lt;i&gt;simulation&lt;/i&gt; mitigates their wrongdoing.  Listen, old people: I don't think that 12-year-olds should be playing &lt;i&gt;GTA&lt;/i&gt; either, but I don't think that their doing so is going to lead to a life of bank heists or jetpack abuse.  I consider myself beyond outrage when it comes to Victorian panic, but it turns out I'm still capable of shock:  last week, I heard a video-games expert on the BBC suggest a correlation between the rise of video-game enthusiasm and suicide in middle-age women.     &lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;I'm talking about the things you do in the games themselves.  We often operate under the assumption that games realize their storytelling potential as a interactive medium when they give the player full control with regard to the important decisions in the story.  But one thing that struck me as I've been thinking over my favorite narratives of the last year is that these stories are most compelling when they &lt;i&gt;force&lt;/i&gt; you into actions you'd rather not commit.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;In &lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; the game tells you: go to this town, and hold a machete to the throat of some low-level functionary so he gives up some information.  And then kill him.  Or it says: go to this town, murder a bunch of guards, and destroy this shipment of malaria medicine.  Things of this nature.  The rationale for all this destruction gets progressively fuzzy as you move through the game.  But the moral &lt;/span&gt;&lt;i&gt;queasiness&lt;/i&gt;&lt;span style="font-style: normal;"&gt; you feel as you walk down the path that the mission-structure sets out in front of you is one of the most compelling aspects of the game.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Quite a few games have traded on this productive friction between the demands of the game-structure and the player's sense of choice.  The most compelling narrative moment in &lt;/span&gt;&lt;i&gt;Bioshock&lt;/i&gt;&lt;span style="font-style: normal;"&gt; doesn't emerge from the vaunted moral&lt;/span&gt;&lt;i&gt; &lt;/i&gt;&lt;span style="font-style: normal;"&gt;decision; it comes when you face Andrew Ryan and learn that the player's obedience to the rules of the game-world is slavery.  The only memorable aspect of &lt;/span&gt;&lt;i&gt;Prince of Persia&lt;/i&gt;&lt;span style="font-style: normal;"&gt;'s narrative is its conclusion, where the game compels you to undo everything you've accomplished and betray your consort in order to finish the story.  &lt;/span&gt;&lt;i&gt;GTAIV &lt;/i&gt;&lt;span style="font-style: normal;"&gt;progressively humiliates the player's desire to shape their protagonist's character and destiny by sending the player on a program of senseless murder that leads to his ruin. &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Some might think that this friction between the player and the game is a sign that the design has gone horribly wrong.  One can feel especially betrayed when the game-mechanics suggest a level of control over the shape of the whole experience that is lacking in the narrative elements.  (its open-world, coerced-narrative) But it appeals to me.  I think the deliberate friction evident in these scenarios is an audacious response to a central problem with narrative in games.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The problem is this: on one hand, games traffick in empowerment.  From the perspective of gameplay, the fundamental goal of game-design is to give the player a feeling of agency, a sense of  power that grows as the player masters the rules of the game-world.  It's agency that makes games fun.  This is the core value proposition that games offer w/r/t non-interactive media-- games have this unique capacity to make the player feel like an active participant in the creation of something grand: a picaresque fantasy adventure, a rock concert,  a war epic.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;But the omnipotence of empowerment presents difficulties when it comes to making meaningful narratives.  If the mechanics always tell the story of the player's glorious triumph over the world, how is it possible to craft a story that embraces the full range of dynamics available to mature narrative: failure, regret, chance, tragedy?  Narrative thrives on conflict, ambiguity, and irresolution, values that are difficult to realize within the triumphalist script  laid out by the gameplay.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;And this is why I admire games like &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; so much: their narrative elements make the player feel uneasy about their thirst for power.  Realizing that fun is at any rate indispensable, they decide to make power itself problematic.  &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;knows&lt;/i&gt;&lt;span style="font-style: normal;"&gt; that it feels like a colonialist power trip, and it doesn't shy away from the unflattering aspects of murder; if you're paying attention it subtly leads you to some unsettling conclusions about the behavior it forces on you in the name of fun.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;And the thing is, I think it's more interesting to be unsettled by your behavior than spend all your time heeding your better angels.  For me, moral choice is usually boring. I can't help it: given the choice, I  attempt to be a good person, and the comfort of making the virtuous decisions makes for an uninteresting narrative.  &lt;/span&gt;&lt;i&gt;Fallout 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is an excellent game, but there's nary an interesting decision to be made in it, because the choice for unstinting heroism is always on the table.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;So perverse as it might sound, I'm going to plead for less choice in video games.  It's a paradox: by limiting the player's discretion, you can expand the narrative possibilities of the medium.  Coercion can create a kind of emotional heft that you can't achieve within the confines of the empowerment-myth.  When I play games like &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, &lt;/span&gt;&lt;i&gt;Braid&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, and &lt;/span&gt;&lt;i&gt;Shadow of the Colossus&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, I'm convinced turning the myth against itself may be the way to go.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-7511070663055577517?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/7511070663055577517/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=7511070663055577517' title='16 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/7511070663055577517'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/7511070663055577517'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/02/game-made-me-do-it.html' title='The Game Made Me Do It'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_p9WX1RNCjaQ/SYelt2dIvPI/AAAAAAAAAPI/I0K3UiM4NSg/s72-c/2969544801_fd56e476a2.jpg' height='72' width='72'/><thr:total>16</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-7049636157484337515</id><published>2009-01-28T11:32:00.000-08:00</published><updated>2009-01-28T11:36:39.190-08:00</updated><title type='text'>Getting to the Bottom of Candyland</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SYCzhf-q_ZI/AAAAAAAAAPA/beq7_kEZv-s/s1600-h/candyland.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 400px;" src="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SYCzhf-q_ZI/AAAAAAAAAPA/beq7_kEZv-s/s400/candyland.jpg" alt="" id="BLOGGER_PHOTO_ID_5296430549889121682" border="0" /&gt;&lt;/a&gt;I've been thinking about children's  board games ever since I read Chris Dahlen favorably compare &lt;/span&gt;&lt;i&gt;Chutes n' Ladders&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to&lt;/span&gt;&lt;i&gt; Fracture&lt;/i&gt;&lt;span style="font-style: normal;"&gt; last fall.  And then this week, I read a piece over on Boingboing in which Stephen Johnson (writer of the essential &lt;/span&gt;&lt;i&gt;Everything Bad is Good for You&lt;/i&gt;&lt;span style="font-style: normal;"&gt;) &lt;a href="http://www.boingboing.net/2009/01/26/the-case-against-can.html"&gt;tore &lt;/a&gt;&lt;/span&gt;&lt;a href="http://www.boingboing.net/2009/01/26/the-case-against-can.html"&gt;&lt;i&gt;Candyland &lt;/i&gt;&lt;/a&gt;&lt;span style="font-style: normal;"&gt;&lt;a href="http://www.boingboing.net/2009/01/26/the-case-against-can.html"&gt;a new one&lt;/a&gt;.  (A sampling: “what sort of message does Candy Land send to our kids? ... It says you are powerless, that your destiny is entirely determined by the luck of the draw, that the only chance you have of winning the game lies in following the rules, and accepting the cards as they come. Who wants to grow up in that kind of universe?”)  The fascinating thing is that there's this whole battery of games-- &lt;/span&gt;&lt;i&gt;Battleship, War, 7 up, Puppy Pals Bingo&lt;/i&gt;&lt;span style="font-style: normal;"&gt;-- which defy all my basic assumptions about what makes games compelling.  And since Charles Pratt &lt;a href="http://gamedesignadvance.com/?p=475#more-475"&gt;encourages&lt;/a&gt; us game-critic-types to understand all different kinds of games, it seems worthwhile to figure out the mystery of &lt;/span&gt;&lt;i&gt;Candyland&lt;/i&gt;&lt;span style="font-style: normal;"&gt;. &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The thing is, none of these games require any meaningful decisions on the part of the player.  In &lt;/span&gt;&lt;i&gt;Candyland, &lt;/i&gt;&lt;span style="font-style: normal;"&gt;all you do is pick colored cards off the top of a deck and move to the corresponding color.  Even if you're a total cretin, you can kick ass at &lt;/span&gt;&lt;i&gt;Candyland&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  Same goes for &lt;/span&gt;&lt;i&gt;Battleship&lt;/i&gt;&lt;span style="font-style: normal;"&gt;: you actually have to decide where to put your ships and where to attack and whatever, but there's no skill involved.  &lt;/span&gt;&lt;i&gt;Battleship&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is just an agonizingly extended version of the game, “how many fingers am I holding behind my back?”   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;This all seems wrong to me.  Sid Meier purportedly described a video game as a series of interesting decisions, and while this isn't perfect it certainly squares with my sense of things:  games are interesting because they provide this tightly governed space where your decisions and skills and apprehension of the rules determine whether things go right or not.  It's this making-things-go-right-through-skills that make your triumph over your little brother at &lt;/span&gt;&lt;i&gt;NHL '94&lt;/i&gt;&lt;span style="font-style: normal;"&gt; worthwhile. This conquest would ring hollow if it all hung on chance.  And we &lt;/span&gt;&lt;i&gt;hate &lt;/i&gt;&lt;span style="font-style: normal;"&gt;the video games when they punish you with arbitrary obstacles – ninjas hitting us with exploding arrows from offscreen, and the like.  It offends our sense of propriety.   Our sense is that for once in our lives, we should be spared outrageous fortune for a few hours. &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Gambling may help to further clarify things.  Casinos have all sorts of games that are as senselessly random as kids' games-- Keno, Slots, Roulette, and the like.  It's the riding-of-money-on-things that makes these games interesting.  Nobody would play Roulette unless there was some &lt;/span&gt;&lt;i&gt;action &lt;/i&gt;&lt;span style="font-style: normal;"&gt;to be had  Since your success or failure is a matter of pure luck you need to get some cash involved in order to gin up some interest in the proceedings.   We can all agree that &lt;/span&gt;&lt;i&gt;Candyland&lt;/i&gt;&lt;span style="font-style: normal;"&gt; would be sweet if there was some cash at stake, but that's regrettably not the case.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;So what's the appeal?  My ladyfriend told me I'm overthinking this: “you don't need any complicated concept at the center of &lt;/span&gt;&lt;i&gt;Candyland&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, because you're in a magical land made out of candy.”  This point is well-taken: there are pictures of candy involved.  Maybe &lt;/span&gt;&lt;i&gt;Battleship&lt;/i&gt;&lt;span style="font-style: normal;"&gt; scratches your itch when it comes to your fantasies of nautical warfare; I had E&lt;/span&gt;&lt;i&gt;lectronic Talking&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;Battleship&lt;/i&gt;&lt;span style="font-style: normal;"&gt; growing up, and it added a lot in the atmospherics department.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Also, there's a way that these games create drama out of uncertainly.  While you can't control your destiny in &lt;/span&gt;&lt;i&gt;Chutes n' Ladders&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, its rules create all these late-minute reversals and dramatic tension.  There's an appeal to the mere sense of tension, this &lt;/span&gt;&lt;i&gt;am I gonna make it to the end&lt;/i&gt;&lt;span style="font-style: normal;"&gt; feeling.  It's exciting, especially if you are four and the status of &lt;/span&gt;&lt;i&gt;victor&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is new to you.  A lot of great games like &lt;/span&gt;&lt;i&gt;Monopoly &lt;/i&gt;&lt;span style="font-style: normal;"&gt;or &lt;/span&gt;&lt;i&gt;Catan&lt;/i&gt;&lt;span style="font-style: normal;"&gt; have this element of fortune in them because they hang on dice rolls.  Maybe these games are a more faithful representation of real life, because success is a liberal mixture of planning and luck.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;But in the end what I'm led to think is that &lt;/span&gt;&lt;i&gt;Candyland&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is fun because it's a game about mere rule-following.  As Johnson says, “winning the game lies in following the rules;” and though he means this as a knock I think it's the reason we like these games.  Moreso than winning, the big accomplishment in &lt;/span&gt;&lt;i&gt;Canyland&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is just correctly playing the game.   Following the rules is the &lt;/span&gt;&lt;i&gt;only skill&lt;/i&gt;&lt;span style="font-style: normal;"&gt; the game requires.  It has to be that following rules is fun.  In itself.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Why is it that we would follow rules for recreation?  It sounds all wrong, horrifically un-fun, to say that we like rules.  Well, my hunch is that it's because human beings are rule-mongering creatures.  Other animals know how to do all their essential life-tasks on instinct; a spider doesn't need to learn to spin it's web.  But in order to accomplish our higher-order tasks-- assemble our Ikea furniture, sow crops, apply for a car loan-- us sapiens need to learn how to follow procedures, grasp abstract rules, understand patterns.  These native talents are our meager dispensation from nature.  As Kant says, the natural world acts according to rules but humans act according to the &lt;/span&gt;&lt;i&gt;conception&lt;/i&gt;&lt;span style="font-style: normal;"&gt; of rules.  &lt;/span&gt;&lt;i&gt;Candyland&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is a kind of dry run.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;In &lt;/span&gt;&lt;i&gt;Everything Bad is Good for You&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, Johnson proposed that this basic human lust for rules was built into our psychology by evolutionary pressures.  This is why we like video games-- we're hardwired to take enjoyment in discovering the rules latent in the systems we confront.  And though evolutionary neuroscience is a tenuous enterprise at this point, I've always thought he's onto something.  The whole edifice of human civilization rests on our malleability, our capacity to mold our conduct in accord with rules.  Sometimes this conformity is voluntary; sometimes not.  The redeeming thing about games, these little artificial sets of rules we construct for ourselves, is that they present this one space where this conformity is a matter of choice, rather than necessity.   &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-7049636157484337515?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/7049636157484337515/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=7049636157484337515' title='18 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/7049636157484337515'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/7049636157484337515'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/01/getting-to-bottom-of-candyland.html' title='Getting to the Bottom of Candyland'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_p9WX1RNCjaQ/SYCzhf-q_ZI/AAAAAAAAAPA/beq7_kEZv-s/s72-c/candyland.jpg' height='72' width='72'/><thr:total>18</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-832695967411547919</id><published>2009-01-27T00:01:00.000-08:00</published><updated>2009-01-27T00:04:14.843-08:00</updated><title type='text'>How it is that Games Teach you Things</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SX6_0YwxOEI/AAAAAAAAAO4/NuX8RmOuIaA/s1600-h/shiren1_l648.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 320px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SX6_0YwxOEI/AAAAAAAAAO4/NuX8RmOuIaA/s400/shiren1_l648.jpg" alt="" id="BLOGGER_PHOTO_ID_5295881118555387970" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;As I mentioned before, I spent about a month off the video-game-playing grid after Xmas, first through travel and later through the perspiration-centric malady I described in my &lt;a href="http://versusclucluland.blogspot.com/2009/01/sweaty-delerium-is-worst-videogame-ever.html"&gt;last post&lt;/a&gt;.  But since I had my nintendo DS and my laptop along for the ride I did sneak in some gaming here and there.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;What games I &lt;i&gt;did&lt;/i&gt; play served to impress the centrality of &lt;i&gt;learning&lt;/i&gt; to video games on me.  Games aren't terribly good at delivering narratively structured content, compared to other forms of media, but they have some unique competencies when it comes to schooling players in the dynamics of a system.  Many of us bring a set of accumulated generic abilities to particular games (we know how it is we're supposed to jump in two-dimensional space, or how it is we're to shoot in three dimensions), but almost every game we play has some new set of rules it seeks to communicate-- controls, mechanics, enemy behaviors and the like.  Often it's something as simple as “doors that look like &lt;i&gt;this&lt;/i&gt;&lt;span style="font-style: normal;"&gt; can be opened by using &lt;/span&gt;&lt;i&gt;this&lt;/i&gt;&lt;span style="font-style: normal;"&gt; item,” or “&lt;/span&gt;&lt;i&gt;this&lt;/i&gt;&lt;span style="font-style: normal;"&gt; enemy can't be beat with your usual attacks, you'll have to do something different,” but most games faces the task of making their underlying logics apparent to the player.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Every game needs strategies to communicate the lineaments of its underlying ruleset, and this goes double for games whose basic controls and mechanics are innovative, or deviate from the player's generic expectations.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;This was the case with &lt;i&gt;World of Goo&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, one of the two games I played over the break.&lt;/span&gt;&lt;i&gt;  World of Goo&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is&lt;/span&gt;&lt;i&gt; &lt;/i&gt;&lt;span style="font-style: normal;"&gt;a physics-based-puzzle game produced by the pop-and-pop game developer 2-D Boy.  The ungainliness of the “physics-based-puzzle” moniker should point up the novelty of the game; we lack a ready vocabulary to describe &lt;/span&gt;&lt;i&gt;what kind of game it is&lt;/i&gt;&lt;span style="font-style: normal;"&gt; in the first place.  (Roughly, it's a game where you make bridges)  And so you think that it would be difficult to communicate the rules of the game to the player-- but the really remarkable thing about W&lt;/span&gt;&lt;i&gt;orld of&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;Goo &lt;/i&gt;&lt;span style="font-style: normal;"&gt;is the game's tremendous ease of play given the novelty of its mechanics.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I chalk this ease of access up to meticulous craft.  It's all in the way the game introduces its basic concepts.  From the very beginning it eases you into the idea of goo-based construction.  It doesn't ever throw a bunch of new rules at the player at once; the new mechanics and gameplay ideas you need to solve the puzzles are layered in gradually from level to level.  If there's some new trick you need to master in order to surmount the next few levels (say, setting a portion of the bridge ablaze, or suspending it from baloons, or whatever), you'll be required to do something simple with it before you'll be asked to do something hard.  The puzzles always run a few steps in front of your core competencies, and this is how it should be: you feel neither frustrated nor coddled.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;This careful layering of game-mechanics reminded me of &lt;/span&gt;&lt;i&gt;Portal&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, the game &lt;/span&gt;&lt;i&gt;Goo&lt;/i&gt;&lt;span style="font-style: normal;"&gt; most resembles in both its design and sensibility.  If you've ever listened to the developer commentary to &lt;/span&gt;&lt;i&gt;Portal&lt;/i&gt;&lt;span style="font-style: normal;"&gt; (which you should, as its the cheapest course in game design you'll ever come by) you'll be struck by the deliberate way that the designers introduced the potentially bewildering portal-mechanic.  The player has to learn to use static portals before they are asked to move them, and they have to learn to manipulate one side of the portals before they are asked to manipulate both ends.  The game forces you to master a battery of basic concepts about the portal-physics before it guides them towards the complex later stages.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;And this is just how it works in &lt;/span&gt;&lt;i&gt;World of Goo&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, as well: the gradually-more-complex puzzles call for the player to synthesize and re-deploy the rules and concepts you've amassed in simpler contexts.  It leads to these satisfying moments where you feel that &lt;/span&gt;&lt;i&gt;solving the game&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is a genuine piece of human ingenuity.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;My other diversion over the break was &lt;/span&gt;&lt;i&gt;Shiren the Wanderer, &lt;/i&gt;&lt;span style="font-style: normal;"&gt;which is actually a DS port of a 1995 SNES game.  (I owe my knowledge of this game to &lt;a href="http://www.zacharyreese.com/2008/12/top-5-for-2008/"&gt;Zach Reese's&lt;/a&gt; &lt;a href="http://www.zacharyreese.com/2008/05/fays-final-puzzle-and-the-joy-of-unending-death/"&gt;zealous evangelism&lt;/a&gt;.)  “Diversion” is probably to mild a word; my girlfriend quipped that Shiren qualified as my common-law husband by the end of the vacation.  Let's just say that the playtime I sunk into that infernal amusement approached &lt;/span&gt;&lt;i&gt;Fallout 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt; levels.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;What's remarkable about &lt;/span&gt;&lt;i&gt;Shiren&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is how much &lt;/span&gt;&lt;i&gt;unlearning&lt;/i&gt;&lt;span style="font-style: normal;"&gt; it foists the player inured to the conventions of  traditional-RPGs.  All the trappings of the game bespeak RPG standbys: there's an inventory full of swords and spell scrolls, recovery herbs, and the like.  There's experience points and levels and so on.  But &lt;/span&gt;&lt;i&gt;Shiren the Wanderer&lt;/i&gt;&lt;span style="font-style: normal;"&gt; swiftly undercuts this expectation; all the elements of the RPG language are there, but the basic &lt;/span&gt;&lt;i&gt;syntax&lt;/i&gt;&lt;span style="font-style: normal;"&gt; of the game is radically different.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;It all turns on the game's attitude towards progression.  In the classic Role-Playing Game, core appeal of the genre is the progressive empowerment of your player-characters over the course of the game.  Whatever the setting, you expect to continually gain levels acquire better weapons. &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;When you die in &lt;/span&gt;&lt;i&gt;Shiren&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, there is no progress-saving resurrection item on offer.  Every time you fall, you irretrievably lose all of your levels and items.  You start again from level one in the starting town.  There &lt;/span&gt;&lt;i&gt;are&lt;/i&gt;&lt;span style="font-style: normal;"&gt; persistent elements of the game, which progress and improve between playthroughs, &lt;/span&gt;&lt;i&gt;but your character isn't one of them&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;If &lt;/span&gt;&lt;i&gt;World of Goo&lt;/i&gt;&lt;span style="font-style: normal;"&gt; belongs to the Berlitz language school of game-pedagogy, &lt;/span&gt;&lt;i&gt;Shiren &lt;/i&gt;&lt;span style="font-style: normal;"&gt;is an example of learning-through-immersion: it dumps a dictionary in your lap,  dumps your ass in the town center and speeds away.  There's a kind of “tutorial dungeon” in the first town, and the early run of the game is filled with villagers has a handy tip to pass along.  It's not that this information isn't valuable; mastering all the wrinkles of the game passed along in the early-going often mean the difference between death and survival in the later stages.  But it's only over the long course of prolific misfortune that you pick up on their importance.  For example, a man in the first town tells you he stores food in jars.  And on the twentieth-or-so level you start running into these traps that rot all your food &lt;/span&gt;&lt;i&gt;unless &lt;/i&gt;&lt;span style="font-style: normal;"&gt;it's in a jar.  It took a round of soul-crushing starvation on that twentieth level to impress the importance of that minor tidbit.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;By and large &lt;/span&gt;&lt;i&gt;Shiren&lt;/i&gt;&lt;span style="font-style: normal;"&gt;'s pedagogical tool is death.  You die in countless frustrating ways until you get the hang of the subtleties of the mechanics and learn of the few contributions you can make to your future success.  And over time you find that you get a &lt;/span&gt;&lt;i&gt;little bit better&lt;/i&gt;&lt;span style="font-style: normal;"&gt; at the game each run-through.  And it's immensely satisfying, because the first 20 times you die think that &lt;/span&gt;&lt;i&gt;there's&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;no way&lt;/i&gt;&lt;span style="font-style: normal;"&gt; you're ever getting better at this game.  Your (relative) mastery of the game's myriad wrinkles and challenges is a hard-won accomplishment secured against overwhelming odds, and because of this you feel a sense of pride at your ability to stave off death.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;And so my holiday was spent with games on the opposite ends of the spectrum: &lt;/span&gt;&lt;i&gt;World of Goo&lt;/i&gt;&lt;span style="font-style: normal;"&gt;'s patient instruction versus &lt;/span&gt;&lt;i&gt;Shiren&lt;/i&gt;&lt;span style="font-style: normal;"&gt;'s school of hard knocks.  And despite their different approaches I felt that each, in their own way, did credit to the core competence of games as a medium: inspiring the pleasure of finding things out.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-832695967411547919?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/832695967411547919/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=832695967411547919' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/832695967411547919'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/832695967411547919'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/01/how-it-is-that-games-teach-you-things.html' title='How it is that Games Teach you Things'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SX6_0YwxOEI/AAAAAAAAAO4/NuX8RmOuIaA/s72-c/shiren1_l648.jpg' height='72' width='72'/><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-3503487742571162221</id><published>2009-01-22T15:49:00.000-08:00</published><updated>2009-01-22T15:58:57.666-08:00</updated><title type='text'>Sweaty Delerium is the Worst Videogame Ever</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_p9WX1RNCjaQ/SXkH2s5yagI/AAAAAAAAAOw/GtuNhbFTD8Y/s1600-h/LittleNell-Fever-FrontCoverS.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 350px; height: 350px;" src="http://4.bp.blogspot.com/_p9WX1RNCjaQ/SXkH2s5yagI/AAAAAAAAAOw/GtuNhbFTD8Y/s400/LittleNell-Fever-FrontCoverS.jpg" alt="" id="BLOGGER_PHOTO_ID_5294271473298598402" border="0" /&gt;&lt;/a&gt;So, as I returned from the post-Xmas trip to Guatemala and Belize last week (there was a wedding, along with some R&amp;amp;R) I had the full intention of hitting the ground running, taking care of business in a flash, being well-rested and rejuvenated.  Despite the fact that I had spent almost a month playing very little save a DS port of an eleven-year old SNES game (more on this later), I had all these aspirations to get the games-criticizing back on track.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;And then, about two days after reentry, I came down with the death flu.  You all know what I'm talking about.  One morning I had a runny nose, and then gradually my eyeballs began to ache.  This is always a bad sign, this soreness of the eyeballs.  Over the following days I'm treated to a whirlgig tour of the varieties of somatic distress.  Not only the industry-standard chills, nausea, sweats, etc., but also these absurdly detailed headaches: a San Andres fault of pain, a fully localiziable fissure spidering its way through your cranium.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;You know the situation, where the full-body weakness forces you to subject the smallest expenditure of effort to this brutal calculus.  &lt;span style="font-style: normal;"&gt;I would like to take some juice, but &lt;/span&gt;&lt;i&gt;can I afford&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to walk all the way to the kitchen?  When that juice is on the bedside table: &lt;/span&gt;&lt;i&gt;can you afford&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to move all the way across the bed and move from underneath the covers?  While I made it out of the house on Saturday, I didn't make it past the refrigerator on Sunday.   It was &lt;/span&gt;&lt;i&gt;that&lt;/i&gt;&lt;span style="font-style: normal;"&gt; kind of sick.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Listen, I realize that all this is pretty uninteresting.  Publicizing the minute particulars of your unwellness is on par with telling people anecdotes about your pets' eccentricities, or showing them your vacation slides.  And telling people about your dreams is almost as bad.  However, I think the fever- delirium over the last few days had some interesting angles.  When you run this kind of fever, the frontier between wakeful consciousness and the dream-logic gets a bit porous.  You can't really fall asleep, but when you close your eyes your thoughts run away from you.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;So here's the thing: My hallucinatory feverishness had this distinct &lt;/span&gt;&lt;i&gt;ludic&lt;/i&gt;&lt;span style="font-style: normal;"&gt; quality.  Right as I was coming down with the sickness, I had been playing &lt;/span&gt;&lt;i&gt;Shiren the Wanderer&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  I even played it some while I was sick, during those times when I was capable of keeping my head and hands outside of the bedsheets  This was a &lt;/span&gt;&lt;i&gt;very bad idea&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  I've been this kind of sick before, and the fever dreams have always had this nasty edge to them, these really abstract elements of persecution-mania: I'm being pursued, or kept against your will, I'm being followed, I can't find my way to escape.  Not by anything in particular, mind you, and this makes it worse.  There's no beginning and no end to it.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Usually I would say there's something metaphysically comforting about playing video games.  It's a space that functions according to a predictable and surmountable set of rules.  I think this is true regardless of challenge: even where you're unable to get through the obstacles the game puts in your ways you never lose the sense that &lt;/span&gt;&lt;i&gt;there is such a way&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  I sometimes think that the essential predictability and intelligibility of games (and sports, for that matter) explains why they appeal to us so much during our adolescence: while we're spending the rest of our lives coming to grips with an emotional and social reality that is new and complex and unpredictable, games offer us a place where we can safely cope with a recognizable and familiar order.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;This is why the ludic delirium was so godawful.  Whenever I closed my eyes, my brain kept on playing &lt;/span&gt;&lt;i&gt;Shiren the Wanderer&lt;/i&gt;&lt;span style="font-style: normal;"&gt; unabated.  But it was as if the familiar logic had come unmoored, was stripped of all its comforting sense of stability and order.  My mind kept traveling along in this insanely familiar space, but the experience was twisted into this Kafkaesque odyssey.  I retained this feeling that I was wandering along these paths between towns (these dreams even had this overlying map-grid from the game), but any sense of progression or rule-guidedness was gone.  I had this incoate feeling that the goal of my quest was to overcome this terrible illness (like, when my fever broke and the aches  receded and my stomach settled down, it pl&lt;/span&gt;&lt;i&gt;ayed out in-game&lt;/i&gt;&lt;span style="font-style: normal;"&gt; like I had discovered some new town or accomplished something) but I had this horrible sense that my most intelligent efforts would avail me of nothing in this effort.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I think most people who play games as much as I do see this phenomenon to some extent, where the game-logic invades their everyday activities.   There were some hilarious examples of this in the most recent Idle Thumbs &lt;a href="http://www.strategychocolate.biz/"&gt;podcast&lt;/a&gt;.   This was some bad mojo, though.  The moral: stay far far away from videogames if you have the death flu.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Now that I'm on the mend I have some some plans to talk about actual games that you can play, rather than the hallucinatory versions of them that are available exclusively on the in my fevered brain entertainment system.  Stay tuned!&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-3503487742571162221?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/3503487742571162221/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=3503487742571162221' title='10 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/3503487742571162221'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/3503487742571162221'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2009/01/sweaty-delerium-is-worst-videogame-ever.html' title='Sweaty Delerium is the Worst Videogame Ever'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_p9WX1RNCjaQ/SXkH2s5yagI/AAAAAAAAAOw/GtuNhbFTD8Y/s72-c/LittleNell-Fever-FrontCoverS.jpg' height='72' width='72'/><thr:total>10</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-3826660537846708337</id><published>2008-12-26T22:21:00.000-08:00</published><updated>2008-12-26T22:25:42.697-08:00</updated><title type='text'>Hasta Luego!</title><content type='html'>Hi Ev'ry body!  &lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;I'm heading of on a two-week trip to Central America next week, which means that Versus CluClu Land will be taking a temporary break.  Depending on the Internet situation in Guatemala, there may be some sporadic updates in which I give a blow-by-blow accounts  of my Peggle deathmatches with the Ladyfriend.  &lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;Happy New Years to everyone!  &lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;div&gt;&lt;br /&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-3826660537846708337?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/3826660537846708337/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=3826660537846708337' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/3826660537846708337'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/3826660537846708337'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/hasta-luego.html' title='Hasta Luego!'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-6069156517462854104</id><published>2008-12-24T01:28:00.000-08:00</published><updated>2008-12-24T02:05:02.815-08:00</updated><title type='text'>The First-Annual Versus Clu Clu Land Awards for Excellence in Game Design</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SVIBaAC2ieI/AAAAAAAAAOg/tWW2tZzzZUA/s1600-h/ist2_1415611-design-elements-laurels-wreaths.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 380px; height: 379px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SVIBaAC2ieI/AAAAAAAAAOg/tWW2tZzzZUA/s400/ist2_1415611-design-elements-laurels-wreaths.jpg" alt="" id="BLOGGER_PHOTO_ID_5283286859059202530" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;style type="text/css"&gt;  &lt;!--   @page { size: 8.5in 11in; margin: 0.79in }   P { margin-bottom: 0.08in }  --&gt;  &lt;/style&gt; &lt;p style="margin-bottom: 0in; font-style: normal;"&gt; &lt;span style="font-size:100%;"&gt;The close of 2008 is upon us, and it's appropriate if not obligatory to bestow laurels on the exemplary products of the year past, preferably according to some &lt;i&gt;schema&lt;/i&gt;.  Though I can't hope to rival the Spike Video Game Awards when it comes to cheerful misogyny (I'm fresh out of both diapers and metallic body paint), I thought it only natural to fabricate some categories and bestow some distinctions.  Astute readers of VCCL (I'm led to believe they exist, God help them) will notice that several categories are cribbed from my &lt;a href="http://versusclucluland.blogspot.com/2008/08/two-methods-of-game-design.html"&gt;piece&lt;/a&gt; on “three methods of game design.”  And so, without further ado, I present Versus Clu Clu Land's first annual awards for excellence in game design: &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;&lt;i&gt;&lt;b&gt;The Min Riker Award for Excellence in Immersion, ultraboosted by strategychocolate.biz&lt;/b&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in; font-style: normal;" align="left"&gt; &lt;span style="font-size:100%;"&gt;Goes to &lt;i&gt;Far Cry 2&lt;/i&gt;.  Beyond the generally awe-inspiring attention to graphical detail manifest in the flora and fauna and climate  of Leboa-Sako,&lt;i&gt; &lt;/i&gt;CLINT HOCKING's Africa-set magnum opus abounds in the small touches that communicate an authentic sense of place: patches of leaf-filtered sun on the floor of your safehouse, bugs on your windshield, the golden luster of the savanna grass at sunset.  And having to &lt;i&gt;look down&lt;/i&gt; at your map while driving so uncannily replicated the hazards of real-life vehicular navigation that you forgave the frequent mishaps it caused.  &lt;/span&gt; &lt;/p&gt; &lt;p style="margin-bottom: 0in;" align="left"&gt;&lt;span style="font-size:100%;"&gt;&lt;i&gt;Most Honorable Mention&lt;/i&gt;&lt;span style="font-style: normal;"&gt; goes to &lt;/span&gt;&lt;i&gt;Fallout 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, whose ammunition-and-wonderglue-laden Capital Wasteland was among the most impressive landscapes of this or any other year.  Gamers are unlikely to forget the gorgeously barren vista that greeted their first steps out of the Vault 101, or their first glimpses of those blasted monuments to an extinct nation.  The seamless integration of RPG menu-shuffling into the world via the Pip-boy wrist computer removed another barrier between the character and the environment, and the unparalleled &lt;/span&gt;&lt;i&gt;explorability &lt;/i&gt;&lt;span style="font-style: normal;"&gt;of the game-world was remarkable: it was a world that continually outstripped the player's thirst for discovery.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;&lt;i&gt;&lt;b&gt;The Wassily Kandinsky Synaesthesia Award, fueled by Mr. Pibb&lt;/b&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in; font-style: normal;"&gt; &lt;span style="font-size:100%;"&gt;Goes to &lt;i&gt;Castle Crashers&lt;/i&gt;, a game that &lt;i&gt;looks&lt;/i&gt; like Frank Zappa &lt;i&gt;sounds&lt;/i&gt;.  Dan Paladin's gleefully depraved character art stole the show (nobody's likely to forget the catfishsubmarine anytime soon), but the electric-guitar-drenched soundtrack is almost as good.  Every nook and cranny of the art was awash with memorable details, and the sheer visual awesomeness of the game demonstrates what four years of adoring labor will get you.  &lt;/span&gt; &lt;/p&gt; &lt;p style="margin-bottom: 0in;" align="left"&gt;&lt;span style="font-size:100%;"&gt;&lt;i&gt;Very Honorable Mention&lt;/i&gt;&lt;span style="font-style: normal;"&gt; goes to Pixeljunk Eden: more than any game this year, Eden created a cohesive and beautiful union of sound and vision.  Bayion created a visual and musical aesthetic for the game that echoed the breezy organicism of the gameplay perfectly.  &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;&lt;i&gt;&lt;b&gt;The Hideo Kojima Award for Innovation in the Field of Gameplay&lt;/b&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in; font-style: normal;"&gt; &lt;span style="font-size:100%;"&gt;Goes to &lt;i&gt;World of Goo&lt;/i&gt;.  Sure, it didn't invent physics.  (Physics was invented by our risen Lord, Jesus Christ.)  But goo-based bridge construction was such a novel mechanic that the progressive introduction of imaginative variations on the basic formula was &lt;i&gt;gravy&lt;/i&gt;.  &lt;/span&gt; &lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-size:100%;"&gt;&lt;i&gt;Honorable Mention&lt;/i&gt;&lt;span style="font-style: normal;"&gt; goes to &lt;/span&gt;&lt;i&gt;The World Ends With You&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, whose dual-screen-scribble-and-blow skirmishing breathed new life into one the area of video game design &lt;/span&gt;&lt;i&gt;most&lt;/i&gt;&lt;span style="font-style: normal;"&gt; in need of renovation: JRPG combat.  Square-Enix, the company least likely to innovate, introduced countless fresh ideas into a genre notorious for creative stagnation, and their risks paid off at every turn.  &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;&lt;i&gt;&lt;b&gt;The Shigeru Miyamoto Award for the Doing of Fun Things with your Hands&lt;/b&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in; font-style: normal;"&gt; &lt;span style="font-size:100%;"&gt;Goes to &lt;i&gt;Boom Blox&lt;/i&gt;.  The genius of Nintendo's console resides in its unique access to the joys of movement, and the developers at the beleaguered EALA were one of the few third-party developers who grasped the potential of the interface.  &lt;i&gt;Boom Blox&lt;/i&gt; founded its world on play, and its physics-puzzle-based gameplay turned vigorous wiimote-chucking (plenty fun on its own) into an intellectually compelling exercise.  Like &lt;i&gt;Wii Sports&lt;/i&gt;, its only credible rival on the hardware, it succeeds by capitalizing on the endless fun inherent in its core mechanics.  &lt;/span&gt; &lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-size:100%;"&gt;&lt;i&gt;Honorable Mention&lt;/i&gt;&lt;span style="font-style: normal;"&gt; goes to &lt;/span&gt;&lt;i&gt;Pixeljunk Eden&lt;/i&gt;&lt;span style="font-style: normal;"&gt;: the raw, kinetic fun of its grapple-and-swing mechanic, the appealing sense of momentum and grace it created, was such that it drew my non-gamer housemates into the feverish pursuit of trophies.  &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;&lt;i&gt;&lt;b&gt;The Fumito Ueda Award for Achievement in the Integration of Gameplay and Narrative&lt;/b&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in; font-style: normal;"&gt; &lt;span style="font-size:100%;"&gt;Goes to &lt;i&gt;Braid&lt;/i&gt;.  Competing interpretations of the elliptical text-fragments proliferated on the Internet post-release, and though creator Jonathan Blow never anointed a “correct” decryption of the narrative, it was clear that the thematic resonances of the time-warping gameplay were the fundamental to the game's meaning.  (Let us not a forget: we had an extended argument over what a &lt;i&gt;video&lt;/i&gt; &lt;i&gt;game&lt;/i&gt; meant!  This is progress.)  &lt;i&gt;Braid&lt;/i&gt; subversively interrogates the cerebral attitude its complex and inventive puzzles demanded, investing the player's conquest of time and space with layers of emotional depth.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-size:130%;"&gt;&lt;i&gt;&lt;b&gt;The Edwin Q. Goaty Prize, funded by the Edwin Q and Frances T Goaty Foundation&lt;/b&gt;&lt;/i&gt;&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;Goes to &lt;i&gt;Grand Theft Auto 4&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  Yes, &lt;/span&gt;&lt;a href="http://versusclucluland.blogspot.com/2008/12/game-of-year.html"&gt;&lt;i&gt;really&lt;/i&gt;&lt;/a&gt;&lt;span style="font-style: normal;"&gt;.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-6069156517462854104?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/6069156517462854104/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=6069156517462854104' title='13 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/6069156517462854104'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/6069156517462854104'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/first-annual-versus-clu-clu-land-awards.html' title='The First-Annual Versus Clu Clu Land Awards for Excellence in Game Design'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SVIBaAC2ieI/AAAAAAAAAOg/tWW2tZzzZUA/s72-c/ist2_1415611-design-elements-laurels-wreaths.jpg' height='72' width='72'/><thr:total>13</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-3913085305829674234</id><published>2008-12-21T23:34:00.000-08:00</published><updated>2008-12-22T01:23:20.209-08:00</updated><title type='text'>It's the Little Things</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SU9DNkmm-DI/AAAAAAAAAOY/XAC7Gkpn2Gs/s1600-h/31BULdMUaCL._SL500_.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 266px; height: 400px;" src="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SU9DNkmm-DI/AAAAAAAAAOY/XAC7Gkpn2Gs/s400/31BULdMUaCL._SL500_.jpg" alt="" id="BLOGGER_PHOTO_ID_5282514788371855410" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: normal;"&gt;First, some housekeeping.  I made my first-ever podcast appearance on Michael Abbot's &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2008/12/brainy-gamer-podcast-holiday-edition.html"&gt;Brainy Gamer Podcast&lt;/a&gt; under a pseudonym.  (My last radio appearance was on the WBRU Jazz overnight back in '01.) Good times all around; you can hear me sully what scant indie cred I possess by declaring &lt;/span&gt;&lt;i&gt;GTAIV&lt;/i&gt;&lt;span style="font-style: normal;"&gt; my game of the year.  Also, my &lt;a href="http://versusclucluland.blogspot.com/2008/12/year-of-being-there.html"&gt;piece&lt;/a&gt; on “the year of being there” recieved a nod from N'Gai Croal's &lt;a href="http://blog.newsweek.com/blogs/levelup/archive/2008/12/18/top-six-gaming-tidbits-for-december-18th-2008.aspx"&gt;Level Up&lt;/a&gt; blog.  So, with this being-alluded-to-by-N'Gai-Croal out of the way, now I can die in peace.  &lt;/span&gt; &lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I greedily devoured James Wood's new book of criticism, &lt;/span&gt;&lt;i&gt;How Fiction Works&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, over the two days I've spent here at the Pliskin family seat in Cleveland.  Like his other books, it's compulsively readable and inexhaustibly perceptive.  &lt;/span&gt;&lt;i&gt;How Fiction Works &lt;/i&gt;&lt;span style="font-style: normal;"&gt;is many things: a treatise on the representation of subjectivity, a short history of the novelistic form, a meditation on the elusiveness of realism.  But above all it is a primer on literary technique, with examples.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Wood gives a good deal of attention in this slim book to the importance of &lt;/span&gt;&lt;i&gt;detail&lt;/i&gt;&lt;span style="font-style: normal;"&gt; in literary representation.  For Wood, the modern novel comes into existence with Flaubert and his obsession with the selection of detail. Flaubert's prose is not just a lucid camera passively turned on reality.  He knew how to focus the lens of his prose on &lt;/span&gt;&lt;i&gt;just the right elements&lt;/i&gt;&lt;span style="font-style: normal;"&gt; of the manifold of experience:  “Flaubert seems to scan the streets indifferently, like a camera.  Just as when we watch a film we no longer notice what has been excluded, what is just outside the edges of the camera frame, so we no longer notice what Flaubert chooses &lt;/span&gt;&lt;i&gt;not &lt;/i&gt;&lt;span style="font-style: normal;"&gt;to notice.  And we no longer notice  that what he &lt;/span&gt;&lt;i&gt;has&lt;/i&gt;&lt;span style="font-style: normal;"&gt; selected is not of course casually scanned but quite savagely chosen, that each detail is almost frozen in its gel of chosenness.” (40) It's this devotion to the variegation of detail, the spatial and temporal dynamism of the selection, that creates the impression of &lt;/span&gt;&lt;i&gt;reality&lt;/i&gt;&lt;span style="font-style: normal;"&gt; in all the savage artifice: “The effect is lifelike--  in a beautifully artificial way.  Flaubert manages to suggest that these details are  at once important and unimportant: important because they have been noticed by him and put down on paper, and unimportant because they are all jumbled together, seen as if out of the corner of the eye; they seem to come at us 'like life.'”(42)&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;These conventions can't be transposed from literature to video games, as they are different mediums. Unlike the novelist, the game designer doesn't have license to manipulate the focus and the tempo of the represented experience, because the player ought to have control over these elements.  They should control how the world appears to them-- what they see and how long they notice it-- and this is a devilish problem in game design.  But the use of detail is no less essential to reality-effect of a simulated world.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;Niko Belic doesn't scramble headlong down the stairs of the Hove Beach rail station; he descends with a stiff-legged sidle.  You can tell from his carriage that he doesn't have a young man's spring in the knees.  It's not just that the animation captures one of the subtle particularities of human movement;  Niko's gait incarnates his durability, the steady world-weariness that defines him.    &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;There's a hole in the roof of my safehouse, in &lt;a href="http://en.wikipedia.org/wiki/Far_cry_2"&gt;Leboa-Sako&lt;/a&gt;.  There's a tree interposed between the sun and the roof; and when the wind catches its leaves their tangled shadows flit across the smear of sunlight on the dirt floor.  I've half a mind to sleep for a couple hours and see if the little yellow &lt;i&gt;tache&lt;/i&gt;&lt;span style="font-style: normal;"&gt; of sun moves its way across the floor.  When I visit other safehouses I keep an eye out for this same patch, and am cheered by its absence. This is what it's like in real life: each roof is different in its irregularity.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The most credible element of the courtship between the Prince and Elrika is the gracefulness of their bodies moving in tandem.  When they have to switch places on one of the innumberable wooden beams, they link arms and pirouette around each other.  It looks like they've been practicing this move all their lives, it's done with such quickness and ease.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;All of these moments were are impossible without the great leaps in technology we've seen over the last two decades.  There's no denying that the lexicon has expanded greatly.  But my feeling is that the barriers to verismilitude in video games aren't technological-- lighting effects, texture work, mocapping-- but &lt;i&gt;technical.  &lt;/i&gt;&lt;span style="font-style: normal;"&gt;They're matters of technique, mastering the extant toolset in order to produce the novelistic details that make for the feeling of authentic transport.  Game design doesn't need a better camera, or a holodeck.  What it requires is old-fashioned artistry and imaginativeness, an obsessive and nerdish Flaubert who will come along and show us how games work.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-3913085305829674234?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/3913085305829674234/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=3913085305829674234' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/3913085305829674234'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/3913085305829674234'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/its-little-things.html' title='It&apos;s the Little Things'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_p9WX1RNCjaQ/SU9DNkmm-DI/AAAAAAAAAOY/XAC7Gkpn2Gs/s72-c/31BULdMUaCL._SL500_.jpg' height='72' width='72'/><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-8258133464695277139</id><published>2008-12-20T02:24:00.001-08:00</published><updated>2008-12-20T02:38:29.712-08:00</updated><title type='text'>A Review</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_p9WX1RNCjaQ/SUzKf7AOaSI/AAAAAAAAAOQ/zPZiwfez9l4/s1600-h/prince-of-persia11.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 225px;" src="http://4.bp.blogspot.com/_p9WX1RNCjaQ/SUzKf7AOaSI/AAAAAAAAAOQ/zPZiwfez9l4/s400/prince-of-persia11.jpg" alt="" id="BLOGGER_PHOTO_ID_5281819112762140962" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;i&gt;&lt;b&gt;Prince of Persia&lt;/b&gt;&lt;/i&gt;&lt;/span&gt;&lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-size:85%;"&gt;&lt;b&gt;Platform&lt;/b&gt;: Xbox 360, PS3, PC &lt;b&gt;Developer&lt;/b&gt;: Ubisoft Montreal &lt;b&gt;Publisher&lt;/b&gt;: Ubisoft&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;b&gt;Box Quote&lt;/b&gt;: “Like one of those rides at Epcot Center, but in a good way.”  -- Iroquois Pliskin, &lt;i&gt;versusclucluland.blogspot.com&lt;/i&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;b&gt;Full Disclosure&lt;/b&gt;: Even though I'm awfully good at video games, I'm what Mitch Krpata would call a &lt;a href="http://insultswordfighting.blogspot.com/2008/01/new-taxonomy-of-gamers-skill-players-vs.html"&gt;tourist&lt;/a&gt;.  If I wanted a gaming experience founded on the systematic &lt;a href="http://en.wikipedia.org/wiki/Mega_Man_9"&gt;humiliation &lt;/a&gt;I would just go out and play golf.  Though death is a fine tool for teaching the player the rules of a video game, I think that the course of civilization has brought forth effective pedagogical alternatives to routinized cruelty.  People forget that if you remove the soulcrushing frustration from golf (the putting-the-ball-in-the-hole part), you still have walking around outdoors drinking with your friends for a couple of hours.  Nobody complains that strolling around manicured hillsides and sipping on malted hops is too easy.&lt;span style="font-style: normal;"&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;b&gt;Gameplay&lt;/b&gt;&lt;span style=""&gt;: Despite appearances to the contrary, &lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Prince of Persia&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; is not a character action game.  Think of it as “&lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Parappa the Rapper&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; meets &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Aquanaut's Holiday&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;” and you're getting in the right frame of mind to appreciate what it's trying to accomplish.  The series' trademark acrobatic platforming has been reimagined as an exercise in rhythm-based gameplay: you hit various buttons with correct timing to transition from wallruns to bar swings to longjumps.  By eliminating death from the scenario (your magical companion swoops in &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;every time&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; you fall into an abyss and cheerfully deposits you on the last bit of stable ground you touched), the game encourages you to traverse the game-world without stopping to think about your next move.  And this is how &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Prince of Persia&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; goads the player into pursuing its core experience: falling into a rhythm, sight-reading your path on the fly and losing yourself in the simple joys of motion.  The legibility of the environments (there's always clear visual cues-- scratched-out patches on the wall, woodlined crevices, blocky hooks-- that indicate the right course through the world) removes the “puzzle” from “puzzle-platforming,” but your compensation is the fact that the world itself is a shimmering, colorful treasure.  It's the closest  approximation of an inhabitable painting yet seen in video games, and over the eight hours it took me to complete the game its relentless beauty never wore on me.  It's a world that exists to be seen, not beaten.  Bits of rhythm-based combat and simple lever-pulling puzzles interrupt the platforming at points, and while both are &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;diverting,&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; these elements seem to exist in order to punctuate the platforming segments rather than compel in their own right.  &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;&lt;b&gt;Story&lt;/b&gt;&lt;/span&gt;: Much like &lt;i&gt;Sands of Time&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, the newest entry focuses on the flirtatious relationship between the reluctant hero and his fetching consort.  The female lead this time around is Elika, the princess of a corrupted kingdom whose moving plight slash diaphanous clothing attracts the attention of the roguish protagonist; you spend the game healing her cursed realm and letting the dalliance marinate.  &lt;/span&gt;&lt;i&gt;Prince of Persia's&lt;/i&gt;&lt;span style="font-style: normal;"&gt;  designers took an unusual tack on the delivery of the narrative: instead of mandatory cutscenes, they allow the player to initiate a brief conversation between the prince and Elrika by hitting a shoulder button.  While I thought this technique was a step back from &lt;/span&gt;&lt;i&gt;Sands of Time's&lt;/i&gt;&lt;span style="font-style: normal;"&gt; seamless integration of voiceover narration and conversation into the action itself, the quality of the voice acting and scripting are both noteworthy for their competence.  The prince has a chuckle-worthy wisecrack or two in him, and this was incentive enough to take a moment for reflection between wallruns.  But really, all the romance is in the charming physicality of the platforming itself: the way the Elrika clings to the Prince's back as you scramble across vines, the way they swing around each other in order to exchange places on a beam, the way that Elika's jump-extending fling becomes a natural part of your own movements.  These kids &lt;/span&gt;&lt;i&gt;dance&lt;/i&gt;&lt;span style="font-style: normal;"&gt; so well together that their falling for each other seems inevitable, and this is as it should be.  The unexpectedly poignant finale was a fitting counterpoint to the breezy, swashbuckling tone of the narrative and presented the player with the one of the few real ethical dilemmas of the holiday season: turn the console off, or finish the game?&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;&lt;b&gt;The Takeaway&lt;/b&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt;: If you're like me, you've spent a lot of time the last few months wandering from one bombed-out warzone to another.  Why not let a game transport you somewhere you &lt;/span&gt;&lt;i&gt;want&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to be?&lt;/span&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-8258133464695277139?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/8258133464695277139/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=8258133464695277139' title='17 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/8258133464695277139'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/8258133464695277139'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/review.html' title='A Review'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_p9WX1RNCjaQ/SUzKf7AOaSI/AAAAAAAAAOQ/zPZiwfez9l4/s72-c/prince-of-persia11.jpg' height='72' width='72'/><thr:total>17</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-2868002712431360851</id><published>2008-12-18T23:50:00.000-08:00</published><updated>2008-12-18T23:54:39.850-08:00</updated><title type='text'>Seeing Africa, Down the Barrel of a Gun</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SUtSiJFE5pI/AAAAAAAAAOI/UninD2w-ifk/s1600-h/Far_Cry_2_Pics_46-1.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 250px;" src="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SUtSiJFE5pI/AAAAAAAAAOI/UninD2w-ifk/s400/Far_Cry_2_Pics_46-1.jpg" alt="" id="BLOGGER_PHOTO_ID_5281405734528280210" border="0" /&gt;&lt;/a&gt;For all my talk of ludonarrative dissonance, I think that us gamers have a native tendency to let the &lt;i&gt;gameplay,&lt;/i&gt;&lt;span style="font-style: normal;"&gt; rather than the narrative, assess the moral aspects of our conduct for us.  When we're rewarded with currency and powerups, this validates whatever we're doing in the world, regardless of the narrative scaffolding the designers decide throw up around our gradual empowerment.  If you want to save the world, then you have to push a few old ladies down the stairs: so be it.  We're not likely to raise a fuss about it if achievement points are in the offing.  It's how the countless heroic exploits of our youth have trained us to approach these things.  &lt;/span&gt; &lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I can think of no other explanation for the political and moral tone-deafness in the reviews of &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  I've &lt;a href="http://xbox360.ign.com/articles/922/922294p1.html"&gt;trawled&lt;/a&gt; metacritic for  &lt;a href="http://www.gamespot.com/xbox360/action/farcry2/review.html"&gt;assessments&lt;/a&gt; of the &lt;a href="http://www.1up.com/do/reviewPage?cId=3170792&amp;amp;p=4&amp;amp;sec=REVIEWS"&gt;game&lt;/a&gt;, and while these trained professionals have an excellent eye for lighting effects and improbable AI, the fact that the narrative revolves around &lt;/span&gt;&lt;i&gt;setting Africa ablaze for fun and profit&lt;/i&gt;&lt;span style="font-style: normal;"&gt; seems to have passed without notice.  Maybe I have some unusual sensitivities when it comes to doing violence on African soil, because I spent a bunch of time in college reading Franz Fanon.  But I had to turn to Mitch Krpata's &lt;a href="http://thephoenix.com/Boston/RecRoom/71835-FAR-CRY-2/?rel=inf"&gt;review&lt;/a&gt; in the Phoenix to get a take that did justice to the game's comprehensive moral unease.  Maybe the the adjective “gritty” is supposed to capture the edge of moral horror that tinges many of your actions in the game.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I think this tendency to associate gameplay-progress with moral rectitude is what blinds us to the ethical messiness of &lt;/span&gt;&lt;i&gt;Far Cry &lt;/i&gt;&lt;span style="font-style: normal;"&gt;2.  The game's buddy system is a good example: your fellow mercenaries will come and save you from dying, help you upgrade your safehouses, and give you missions.  So they must be pretty &lt;/span&gt;&lt;i&gt;good&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, right?   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The thing is, your buddies are &lt;/span&gt;&lt;i&gt;not good people&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  After spending a small amount of time with my best buddy Paul Ferenc, I came to the conclusion that the man was in line for a severe beating .  He may have pulled me out of a scrape once or twice, but those facts doesn't paper over the fact that Paul is a callow douchebag, the feckless backpacker type satirized in &lt;/span&gt;&lt;i&gt;The Beach&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  I'm supposed to help this man achieve his lifelong dream of kicking back in Thailand for six months and getting high every day.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;My contempt for Paul led me to the next logical question the game poses: how is it that &lt;/span&gt;&lt;i&gt;you're&lt;/i&gt;&lt;span style="font-style: normal;"&gt; any different?  Every game makes you feel like you're the moral center of its cosmos, and this is misleading.  Seeing &lt;/span&gt;&lt;i&gt;yourself&lt;/i&gt;&lt;span style="font-style: normal;"&gt; in the other mercenaries (you can actually choose them as player-characters) just reveals what you &lt;/span&gt;&lt;i&gt;would&lt;/i&gt;&lt;span style="font-style: normal;"&gt; know if you weren't locked into seeing the world from the first-person: &lt;/span&gt;&lt;i&gt;you're part of the problem&lt;/i&gt;&lt;span style="font-style: normal;"&gt;. The player is just another well-heeled Western interloper looking to capitalize on the political chaos for his own ends.  Nobody's &lt;/span&gt;&lt;i&gt;welfare&lt;/i&gt;&lt;span style="font-style: normal;"&gt; seems to factor into the equation.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;To its credit, &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; doesn't beat you over the head with this stuff.  Everything is done with a subtle hand: a doctor in town &lt;/span&gt;&lt;i&gt;almost&lt;/i&gt;&lt;span style="font-style: normal;"&gt; calls you a “foreign mercenary”, before stopping himself and calling you an “altruist.”  But early on, I held a knife to an aid worker's throat to get the location of some medical supplies, which I then destroyed in an effort to get some leverage.   After threatening to slit another man's throat I heard him mutter “This life!” as I walked away.  The moral tenor of the game doesn't come through elaborate speeches and grand gestures: it's all in his tone of voice as he utters the line.  It's all there if you're paying attention.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Maybe you're a &lt;/span&gt;&lt;i&gt;well-meaning&lt;/i&gt;&lt;span style="font-style: normal;"&gt; imperialist: you're be looking to take down the man who's fueling the conflict by dealing arms to both sides.  But in the meantime you're just another asshole with a gun playing the political mayhem to your advantage. And if, at the beginning of act 2, this involves some arms-proliferation to break a cease-fire between the factions, so be it.  The game told me I &lt;/span&gt;&lt;i&gt;had&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to do it, anyway.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;And while we're talking about the game making you do things, it's important in closing not to overlook the most important point: &lt;/span&gt;&lt;i&gt;it's incredibly fun to kill people&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  The gunplay is expertly tuned, and the  armory offers you an absurdly diverse array of tools with which to discharge your animal strength; because the combat scenarios are so open-ended, the game encourages you to try a wide variety of those weapons and strategies.  I have no idea what kind of alchemy is going on under the hood that creates this urge to murder downed enemies with a machete (I have this feeling it's a combination of the way the perspective mimics your head-movements and the prominence your hands in the visual frame.), but I find myself doing it at every opportunity.  I shot a man in Pala, just to watch him die.  And the &lt;/span&gt;&lt;i&gt;fire, &lt;/i&gt;&lt;span style="font-style: normal;"&gt;the fire is awful pretty when it ravages the plains.  And so, I guess the &lt;/span&gt;&lt;i&gt;real&lt;/i&gt;&lt;span style="font-style: normal;"&gt; message is that killing people is its own reward.  Does it matter why?  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-2868002712431360851?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/2868002712431360851/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=2868002712431360851' title='16 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2868002712431360851'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2868002712431360851'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/seeing-africa-down-barrel-of-gun.html' title='Seeing Africa, Down the Barrel of a Gun'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_p9WX1RNCjaQ/SUtSiJFE5pI/AAAAAAAAAOI/UninD2w-ifk/s72-c/Far_Cry_2_Pics_46-1.jpg' height='72' width='72'/><thr:total>16</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-7809367625818425752</id><published>2008-12-15T04:29:00.001-08:00</published><updated>2008-12-15T14:20:14.258-08:00</updated><title type='text'>The Year of Being There</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SUZNvO8YHoI/AAAAAAAAAOA/LEP72YIEPA4/s1600-h/farcry2headerscreenjpg.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 251px;" src="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SUZNvO8YHoI/AAAAAAAAAOA/LEP72YIEPA4/s400/farcry2headerscreenjpg.jpg" alt="" id="BLOGGER_PHOTO_ID_5279993086999010946" border="0" /&gt;&lt;/a&gt;&lt;a href="http://www.gamerswithjobs.com/node/42417"&gt;Slowly&lt;/a&gt; but &lt;a href="http://www.1up.com/do/blogEntry?bId=8971093&amp;amp;publicUserId=5725436"&gt;surely&lt;/a&gt;, the &lt;a href="http://twitter.com/mkrpata/status/1048394131"&gt;conventional&lt;/a&gt; &lt;a href="http://www.1up.com/do/blogEntry?bId=8968577&amp;amp;publicUserId=5379721"&gt;wisdom &lt;/a&gt;is coalescing around the view that '08 was an off-year for  video games.  In Slate's year-end gaming roundtable, Chris Suellentrop cited the lack of critical consensus on the game-of-the-year as evidence that this was “a year of just-misses.”  Despite plentiful capital, recession-defying sales, and a raft of rapturously received titles, critical opinion has begun to converge on the view that &lt;i&gt;something is missing&lt;/i&gt;&lt;span style="font-style: normal;"&gt; from this year's releases. &lt;/span&gt; &lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;I have a diagnosis.  Back in July, I wrote a &lt;a href="http://versusclucluland.blogspot.com/2008/07/jazz-and-american-game-design.html"&gt;piece&lt;/a&gt; on the similarities between Jazz and video game design which might shed some light on the indefinable &lt;span style="font-style: italic;"&gt;manque &lt;/span&gt;in question.  Its comparison of improvisational music to video games was a felicitous stalking-horse for my effort to posit a defining conflict between &lt;span style="font-style: italic;"&gt;structure &lt;/span&gt;and &lt;span style="font-style: italic;"&gt;freedom &lt;/span&gt;in modern game design.  In retrospect this conflict seems more and more important, and fortunately for me the comparison of 2008 to 2007 yields an elegant illustration of this contrast.  &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;A look at the defining games of 2007-- &lt;i&gt;Bioshock, Portal, Call of Duty 4&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, and &lt;/span&gt;&lt;i&gt;Half-Life 2: Episode Two&lt;/i&gt;&lt;span style="font-style: normal;"&gt;-- betrays a common theme.  Each of these products delivered a expertly paced, varied and &lt;/span&gt;&lt;i&gt;linear&lt;/i&gt;&lt;span style="font-style: normal;"&gt; experience.  They empowered the player by giving them the opportunity to make the &lt;/span&gt;&lt;i&gt;correct&lt;/i&gt;&lt;span style="font-style: normal;"&gt; choices, to discover their role in the epic that unfolded in concert with their actions.  They  compensated the player's acquiesce to a preordained path by supplying them with a well-crafted narrative arc and many-sided gameplay.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;a name="fullpost"&gt;&lt;/a&gt;&lt;a name="SPELLING_ERROR_2"&gt;&lt;/a&gt;&lt;a name="SPELLING_ERROR_3"&gt;&lt;/a&gt; The best games of 2008-- &lt;i&gt;Fallout 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, and &lt;/span&gt;&lt;i&gt;Grand Theft Auto IV&lt;/i&gt;&lt;span style="font-style: normal;"&gt;-- are the fruit of an opposing design aesthetic, a philosophy which prizes experiential &lt;/span&gt;&lt;i&gt;immersion&lt;/i&gt;&lt;span style="font-style: normal;"&gt; in an open gameworld over closely authored design.  Steve Gaynor, one of the best advocates of this philosophy of game design, argues that video games best exploit their native potential when they provide a seamlessly simulated world in which the player can exercise their own agency and autonomy: games should “[provide] a believable, populated, internally consistent, freely-navigable gameworld for the player's avatar to inhabit, and robust tools of interactivity that allow the player to build a personal identity within that gameworld through his own actions.”  The intrinsically interactive nature of video games, as a medium, ought to be brought to the fore through the creation of game-worlds which allow the player a sense of “being there”-- being transported into a dredible world in which &lt;span style="font-style: italic;"&gt;their &lt;/span&gt;choices matter.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt; &lt;span style="font-style: normal;"&gt;To me, the above-cited games represent some of the most powerful examples of this conception at work.   From the standpoint of sheer &lt;/span&gt;&lt;i&gt;density&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, we've never before seen worlds like Liberty City, The Capital Wasteland, or &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt;'s Africa before: chewier,  more granular, lavished with yet-unseen devotion to specificity.  The astonishing detail and dizzying scale of these games (especially the first impact of the environments: stepping out of vault 101, driving into Algonquin for the first time, the first African sunrise) marked a qualitative leap over the worlds of games past.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;So what went wrong?  Why are these games flawed masterpieces or “near-misses” rather than monuments? On one hand, I think it's a matter of diminishing returns: given the length of modern videogames, the spell cast by those environments can't help but dwindle over the course of tens of hours of play.  Maybe the first dozen times you pass some jaw-dropping panorama or meticulously detailed cityscape and you are arrested by its sheer gorgeousity.  But games demand a long investment of time, and by the tenth hour that lush gameword becomes another place you drive by on your way to killing some dude.  It's almost like Gaynor's video-games-as-travel metaphor went over-literal: Liberty City is a nice place to &lt;/span&gt;&lt;i&gt;visit&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, but I wouldn't want to &lt;/span&gt;&lt;i&gt;live&lt;/i&gt;&lt;span style="font-style: normal;"&gt; there.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The progressive waning of the player's astonishment would be less of a problem if open-world games managed to engineer a well-paced experience with variegated gameplay.  But non-linear games also have difficulty establishing taut pacing over a twentyplus hour narrative.  Because they give the player discretion over the unfolding of the core narrative events (the more-scripted “missions” that make up the main quest or storyline), the &lt;/span&gt;&lt;i&gt;situation&lt;/i&gt;&lt;span style="font-style: normal;"&gt; that they find themselves in-- the world itself-- has to be “seeded” with points of interest in such a way that the player will be sufficiently engaged if they take off on their own.  Because the prime mode of interaction in these games is &lt;/span&gt;&lt;i&gt;combat &lt;/i&gt;&lt;span style="font-style: normal;"&gt;(even &lt;/span&gt;&lt;i&gt;Fallout 3 &lt;/i&gt;&lt;span style="font-style: normal;"&gt;has little non-combat interaction outside of towns), the core gameplay tends to become repetitious even if the basic combat mechanics  themselves are satisfying and patient of a variety of approaches.  As Suellentrop wrote, “Don't I have the right to expect something more from this marvelous new medium? Something more wondrous than beautifully and impeccably crafted worlds filled with enemies for me to kill?”  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The storyline that the player can create for themselves by traversing the world at their leisure has to be at least &lt;/span&gt;&lt;i&gt;comparable&lt;/i&gt;&lt;span style="font-style: normal;"&gt; in its pacing and variety to that of a more tightly-scripted game, and this is supremely difficult to achieve.  This is partially a matter of &lt;/span&gt;&lt;i&gt;execution&lt;/i&gt;&lt;span style="font-style: normal;"&gt;--  GTA has an overlong third act and repetitive mission structure, &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; has a few too many guardposts, &lt;/span&gt;&lt;i&gt;Fallout 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt;'s environments have this feel of procedurally-generated uniformity to them-- but these corrigible flaws point to the unresolved challenges inherent in open-world game design.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Setting all these difficulties aside, there is an element missing in all of these games that is perhaps even more important.  One of the benefits of linear game design-- steering the player towards a particular set of actions and scenarios-- is that it allows the designer to freight these specific gameplay elements with a narrative signficiance.  That is, the more you can shape the gameplay the more you can work towards a &lt;/span&gt;&lt;i&gt;synthesis&lt;/i&gt;&lt;span style="font-style: normal;"&gt; of gameplay and narrative.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;In the &lt;/span&gt;&lt;i&gt;Slate&lt;/i&gt;&lt;span style="font-style: normal;"&gt; exchange, Newsweek's N'Gai Croal contrasted &lt;/span&gt;&lt;i&gt;Gears of War 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt; with &lt;/span&gt;&lt;i&gt;God of War&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, noting that the latter better exemplified the marriage of gameplay to narrative: &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-left: 0.52in; margin-bottom: 0in;"&gt;&lt;span style="font-size:85%;"&gt;&lt;span style="font-style: normal;"&gt;Compare [a sequence in &lt;/span&gt;&lt;i&gt;Gears&lt;/i&gt;&lt;span style="font-style: normal;"&gt;] with the sequence in the first God of War, in which our hero Kratos, trapped in Hell with the wife and child he inadvertently slaughtered, must now protect them by alternately holding them to him (using the game's grab mechanic to share his health bar with them) and fighting off an army of Kratos doppelgängers. It's gameplay, not a cutscene, and nearly four years after God of War's release, it still stands as one of the best examples of how narrative and interactivity can be synthesized to create, well, art.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;i&gt;Gears'&lt;/i&gt;&lt;span style="font-style: normal;"&gt; deficiencies in this respect are (from what I gather) a failure of creative nerve rather than a &lt;/span&gt;&lt;i&gt;structural&lt;/i&gt;&lt;span style="font-style: normal;"&gt; problem, but the felt disconnect between gameplay and narrative that Croal highlights is common problematic in the year's best games.  It's nowhere more dissonant than in &lt;/span&gt;&lt;i&gt;GTA4&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, where the gleeful sociopathy of the gameplay clashes with the putative moral decency of the protagonist.  &lt;/span&gt;&lt;i&gt;Fallout 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt; lacks any such jarring clash, but at the same time it also fails to forge any memorable connection between the game-mechanics and the story itself. My sense is that most of the mechanics (the reward scheduling, the level progression, the quest structure, and the morality system) are well-tuned RPG conventions that could be transposed into any any other story and into any other world.  They're mercilessly compelling and well-crafted in their own right but they don't reflect the kind of artistic &lt;/span&gt;impact that is possible through the mating of those mechanics to story.&lt;br /&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;What is missing, then, is the meaningful fusion of story and gameplay, form and content, that made games like &lt;i&gt;Half-Life 2, Bioshock&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, and &lt;/span&gt;&lt;i&gt;Shadow of the Colossus&lt;/i&gt;&lt;span style="font-style: normal;"&gt; so memorable.  The exception is &lt;/span&gt;&lt;i&gt;Braid, &lt;/i&gt;&lt;span style="font-style: normal;"&gt;a game&lt;/span&gt;&lt;i&gt; &lt;/i&gt;&lt;span style="font-style: normal;"&gt;in which deprived the player of choice in order to invest its time-scrambling gameplay with thematic and emotional resonance.  It was a shining example of the potential of narrative synthesis in this year of immersion.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-7809367625818425752?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/7809367625818425752/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=7809367625818425752' title='19 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/7809367625818425752'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/7809367625818425752'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/year-of-being-there.html' title='The Year of Being There'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_p9WX1RNCjaQ/SUZNvO8YHoI/AAAAAAAAAOA/LEP72YIEPA4/s72-c/farcry2headerscreenjpg.jpg' height='72' width='72'/><thr:total>19</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-6378786339089158271</id><published>2008-12-10T11:24:00.000-08:00</published><updated>2008-12-10T11:26:51.576-08:00</updated><title type='text'>Essential Jargon: Procedural Rhetoric</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SUAXuIeGoBI/AAAAAAAAAN4/FVzSYj707mI/s1600-h/aristotle.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 333px; height: 400px;" src="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SUAXuIeGoBI/AAAAAAAAAN4/FVzSYj707mI/s400/aristotle.jpg" alt="" id="BLOGGER_PHOTO_ID_5278244844593389586" border="0" /&gt;&lt;/a&gt;Leigh Alexander recently lamented the lack of a common critical vocabulary among the games journo set, in her review of 2008's biggest &lt;a href="http://www.gamesetwatch.com/2008/12/the_best_of_2008_top_5_disappo.php"&gt;disappointments&lt;/a&gt;.  (&lt;i&gt;More&lt;/i&gt; disappointing than the fact that the owners of the most important console in world are being treated to a gruesome parade of  z-grade software?  Really?)  Of course, she doesn't mean “vocabulary” &lt;i&gt;literally&lt;/i&gt;; Alexander explains that the problem is that the games-writing landscape has surplus of consumer advocacy and a surfeit of criticism.  (What's the difference?  I say: a review tells you if a game is fun, criticism tell you &lt;i&gt;how &lt;/i&gt;&lt;span style="font-style: normal;"&gt;it's fun.)  But this is a convenient pretext for more jargon-mongering under the welcome cover of topicality.  To whit: &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;“&lt;span style="font-style: normal;"&gt;Procedural Rhetoric” is an analytical framework for video game criticism developed by Ian Bogost, a professor at the Georgia Institute of Technology and a prime mover in the nascent academic field of videogame theory.  Bogost's 2007 book &lt;/span&gt;&lt;i&gt;Persuasive Games: The Expressive Power of Videogames &lt;/i&gt;&lt;span style="font-style: normal;"&gt;is a long-form implementation of this analytical framework to video games concerned with matters political, commercial,  and educational.  It aims to show how video games, as a means of persuasive expression, might transform our understanding of these various domains.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;So, what &lt;/span&gt;&lt;i&gt;is&lt;/i&gt;&lt;span style="font-style: normal;"&gt; Procedural Rhetoric?  A wise man once told me: “Pliskin, whenever you face a complex problem, &lt;/span&gt;&lt;i&gt;chunk it out&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.”  And so I will.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;The “procedural” piece tags&lt;i&gt; how &lt;/i&gt;games express ideas.&lt;i&gt; &lt;/i&gt;Games are procedural because they use &lt;i&gt;rules&lt;/i&gt; to represent things.  When you interact with a game, there are a set of &lt;i&gt;procedures&lt;/i&gt;, or rule-based systems, that define what your tappings and wagglings &lt;i&gt;mean&lt;/i&gt; in the context of the game's world.  So, there's a rule that says your character will jump if you press A, and another rule that says you die if you run into an enemy, and a rule that says you advance to the next level if you reach a certain point without dying.  As Bogost writes, “Procedural systems generate behaviors based on rule-based models; they are machines capable of producing many outcomes, each conforming to the same overall guidelines” (4); every computer game is a complex, nested system of rules whose structure designates certain outcomes in view of the player's inputs.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;One of Bogost's main points is that procedurality as a phenomenon isn't native to games.  Human beings inhabit a variety of worlds-- natural, social, economic, and political worlds-- whose basic contours are rulish in nature.  There's the law of gravity, the law of supply and demand, laws against regicide, and so forth.  What video games do is represent the logics of these rule-bound systems through processes and procedures. This is what makes them different from other media; unlike visuals or text, games represent  systems of rules &lt;i&gt;by using&lt;/i&gt; systems of rules, and this makes them particularly adept at representing how complex systems work: “only procedural systems like computer software actually represent process with process.”  (14).  So where a textbook might represent gravity by  using equations and pictures, a game can represent gravity with a physics engine: a system of rules which manipulates objects in accordance with certain physical laws.  &lt;i&gt;Guns, Germs and Steel&lt;/i&gt; and &lt;i&gt;Civilization&lt;/i&gt; both express visions of the developmental logic of human civilization: one with words, one with rules.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;The “rhetoric” piece tags &lt;i&gt;why&lt;/i&gt; games express ideas.  Rhetoric is the art of persuasion. Bogost's interested in how games &lt;i&gt;persuade&lt;/i&gt; their users through rules, since he thinks that they have unique persuasive capacities relative to other media.    &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;There are many rhetorical techniques, not all of them kosher, but Bogost is especially concerned with a rhetorical figure he traces to Aristotle, the enthymeme.   An enthymeme is a rheorical technique where you present a piece of inferential reasoning but omit one of the &lt;i&gt;premises&lt;/i&gt; of that piece of reasoning.  For example, I could say “Of course this guy dude loves first-person shooter games.  He's a fourteen-year-old racist!”  The suppressed premise of this figure is: &lt;i&gt;all&lt;/i&gt; fourteen-year-old racists love first-person shooter games.  I think the reason Bogost hones in on the enthymeme idea is that it contains a kind of proto-interactivity-- in order to understand the point, the audience has to piece together the logic of the statement and discover the missing premise.&lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;So, to re-chunk the matter at hand, Bogost proposes that video games are particularly adept at creating procedural enthymemes.  As the player interacts with the system of rules by learning to play the game, they also gain a grasp of the deeper logics that shape its surface-logic-- what deeper rule-governed forces account for the way the game behaves.  For example, let's say that when I start playing &lt;i&gt;SimCity, &lt;/i&gt;all I know is that I'm out to build a city on a hill.  And so I might start out by just zoning willy-nilly in a bid to attract a tax base.  But when I've played the game for a while, I come to realize that the &lt;i&gt;layout&lt;/i&gt; of the residential zones relative to the transport systems, power grid, police stations, fire houses, and industrial zones is the key condition for economic and population growth.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;Bogost says that discovering this deeper layout-logic is like discovering the suppressed premise of an enthymeme.  And this is one important way that games can be used as arguments; they can make an argument about the &lt;i&gt;way things work&lt;/i&gt; (the way economic, commercial, and political systems work, for example), by having the player discover the underlying logics of its systems.  Maybe you play another game-- a simulation of being a freshman house member in the US congress-- and as you play it, you discover that the key factor in “winning” the game (getting elected) is voting for legislation that favors big-pocketed donors to your reelection campaign.  Making &lt;i&gt;that&lt;/i&gt; game would be a way of persuading the player that the campaign-finance system is in need of repair.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;So that's procedural rhetoric.  I have a bunch of inchoate thoughts on the merits and demerits of this approach and Bogost's execution of this paradigm, which I'll save for later or possibly just spare the public.  But I will say this: at first blush, I'm entirely on board with the procedure and wary of the rhetoric.  What I &lt;i&gt;like&lt;/i&gt; about the rhetoric idea is that it places the accent on how the work operates on the player, and this is essential for an interactive medium.  What I don't like is that it's a resolutely utilitarian framework for critical analysis: it focuses in on the way that games might change our opinions for good or ill at the expense of the way games might transport, entertain, humiliate, and ravish their users.  &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;I'm not saying that there is a hard-and-fast distinction between art and propaganda.  Surely, a great work of art says to its audience: &lt;i&gt;du muss dein leben andern&lt;/i&gt;.  But we value beauty because reveals a transfigured world to us, and &lt;i&gt;persuasion&lt;/i&gt; has a way of trivializing this transfiguration.  This isn't a knock on Bogost's approach.  At least in the context of &lt;i&gt;Persuasive Games&lt;/i&gt;, he's not in the pursuit of beauty.  But for those of us who entertain the idea that games might be art-- art which might (in time) become important to humans in the way that Homer and &lt;i&gt;Battlestar Galactica&lt;/i&gt; are important to us-- stand in need of an aesthetics rather than a rhetoric.   &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-6378786339089158271?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/6378786339089158271/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=6378786339089158271' title='14 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/6378786339089158271'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/6378786339089158271'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/essential-jargon-procedural-rhetoric.html' title='Essential Jargon: Procedural Rhetoric'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_p9WX1RNCjaQ/SUAXuIeGoBI/AAAAAAAAAN4/FVzSYj707mI/s72-c/aristotle.jpg' height='72' width='72'/><thr:total>14</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-5414115553427695355</id><published>2008-12-09T20:18:00.000-08:00</published><updated>2008-12-09T22:57:35.097-08:00</updated><title type='text'>It Came From the Trackbacks</title><content type='html'>&lt;p style="margin-bottom: 0in;"&gt;Here at &lt;i&gt;Versus Clu Clu Land&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, our motto is “Come for the &lt;/span&gt;&lt;i&gt;Guitar Hero&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;a href="http://versusclucluland.blogspot.com/2008/07/i-asked-harmonix-about-note-tracking.html"&gt;flamewars&lt;/a&gt;, say for the Brechtian analysis of &lt;/span&gt;&lt;i&gt;Metal Gear Solid 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.”  But I also want to do justice for the people who didn't mean to be here at all.  I spend a lot of time checking the trackbacks to my blog, which shows referrals from other sites-- it's always heartening to see this modest venture make it on a blogroll or find someone who has an opinion about something I wrote.  But the most colorful discoveries are the google searches, which reveal a legion of wayward souls who mistakenly clicked this site in the honest pursuit of deathclaw pornography.  Deathclaws pornography searcher, your quest was not in vain; you will achieve posterity, as a trackback.  A sampling:&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;"pictures in iroquois of there land" #3&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;"Foucault hermeneutics of the subject" #5&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;"ROLAND KEY .GAMES" #3&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“if you were an iroquoi learning in an iroquois town” #6&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“sexy mystery woman picture “ #1&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“rock band guitar controller doesn't play fast notes” #1&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“i have not told my garden yet thesis” #2&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“why use pronoun she instead of he”  #13&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“mark frumkin dreadlocks” #6&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“brechtian the expectation of the rule” #1&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“intrinsic desire versus self discipline are both compelling” #1&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“boys games from seeing their stuff” #1&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“deathclaws porn” #2&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“player piano video for children” #5&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“how to get fizzle bear on viva pinata” #6&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“i have money world oyster” #4&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“why i cant use my head while playing games” #4&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“what does vault means” #1&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;“im really bad at this whole goodbye thing” #2&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;A special shout out to the author of twitter.com/powermobydick, who apparently spends his time compliling &lt;i&gt;every &lt;/i&gt;&lt;span style="font-style: normal;"&gt;mention of Moby Dick on the interwebs.  Yours is a brave and noble calling.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-5414115553427695355?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/5414115553427695355/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=5414115553427695355' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/5414115553427695355'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/5414115553427695355'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/it-came-from-trackbacks.html' title='It Came From the Trackbacks'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-9097761943383249575</id><published>2008-12-09T18:45:00.000-08:00</published><updated>2008-12-10T11:29:24.387-08:00</updated><title type='text'>Merely For the Sake of Argument</title><content type='html'>&lt;p style="margin-bottom: 0in"&gt;There's two worst-of lists in my google reader today: Leigh Alexander over at &lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=21370"&gt;Gamasutra&lt;/a&gt; and &lt;a href="http://literatigamereviews.blogspot.com/2008/12/best-cultural-video-game-trends-of-2008.html"&gt;L.B. Jeffries&lt;/a&gt; both posted their year-end roundup of the worst in gaming, which are nearly as enjoyable as the best in gaming.  Their mutual &lt;span style="font-style: normal"&gt;b&lt;/span&gt;&lt;span style="font-family:Times New Roman, serif;"&gt;&lt;span style="font-style: normal"&gt;ê&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: normal"&gt;te noire?  The holiday game-release funpocalypse, which has made holistic analysis of the current gaming scene impossible to all save heavily medicated twelve-year olds.  Seriously guys, when you're releasing these games, think of the critics.  &lt;/span&gt;&lt;i&gt;There is only so much fun that we can take&lt;/i&gt;&lt;span style="font-style: normal"&gt;.&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in"&gt;&lt;span style="font-style: normal"&gt;...Which is why I can't weigh in on the question raised by Chris Suellentrop in my favorite year-end tradition, Slate.com's &lt;a href="http://www.slate.com/id/2206243/entry/2206244/"&gt;year-end critical roundtable&lt;/a&gt; with N'Gai Croal, Stephen Totilo, and Seth Schiesel.  Chris asks if 2008 was the best year ever for games; since I've yet to play &lt;/span&gt;&lt;i&gt;Far Cry 2&lt;/i&gt;&lt;span style="font-style: normal"&gt;, &lt;/span&gt;&lt;i&gt;Fable II&lt;/i&gt;&lt;span style="font-style: normal"&gt;, &lt;/span&gt;&lt;i&gt;Gears of War 2&lt;/i&gt;&lt;span style="font-style: normal"&gt;, or &lt;/span&gt;&lt;i&gt;Imagine Babiez Pony Party 2 &lt;/i&gt;&lt;span style="font-style: normal"&gt;(possibly an actual game), I have no right to weigh in on this question.&lt;/span&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in"&gt;&lt;span style="font-style: normal"&gt;So instead I'm going to make an end run on the whole discussion, evade the calendar year, and declare a &lt;a href="http://www.infoplease.com/spot/tigerslam1.html"&gt;Tiger Slam&lt;/a&gt;.  T&lt;/span&gt;he following games were released between August 14, 2007 and August 14, 2008 in the United States.&lt;br /&gt;&lt;br /&gt;Bioshock&lt;br /&gt;Rock Band&lt;br /&gt;Portal&lt;br /&gt;Call of Duty 4: Modern Warfare&lt;br /&gt;Persona 3&lt;br /&gt;Halo 3&lt;br /&gt;Pixeljunk Eden&lt;br /&gt;The World Ends With You&lt;br /&gt;Super Mario Galaxy&lt;br /&gt;Grand Theft Auto 4&lt;br /&gt;Braid&lt;br /&gt;Everyday Shooter&lt;br /&gt;No More Heroes&lt;br /&gt;&lt;br /&gt;There are others that &lt;i&gt;could&lt;/i&gt; go on this list: &lt;i&gt;Burnout Paradise, Wii Fit, Mass Effect, Boom Blox, Assassin's Creed, &lt;/i&gt;and &lt;i&gt;Metal Gear Solid 4&lt;/i&gt;.   All I'm saying is, I left deserving stuff off the list, &lt;span class="Apple-style-span" style="font-style: italic;"&gt;merely for dramatic effect&lt;/span&gt;.  Discuss.&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-9097761943383249575?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/9097761943383249575/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=9097761943383249575' title='5 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/9097761943383249575'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/9097761943383249575'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/for-sake-of-argument.html' title='Merely For the Sake of Argument'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>5</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-5360572298619105365</id><published>2008-12-06T02:56:00.000-08:00</published><updated>2008-12-06T03:01:28.211-08:00</updated><title type='text'>Protip</title><content type='html'>In Google Reader, input:&lt;br /&gt;&lt;br /&gt;up,up,down,down,left,right,left,right,b,a.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-5360572298619105365?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/5360572298619105365/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=5360572298619105365' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/5360572298619105365'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/5360572298619105365'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/protip.html' title='Protip'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-4622042224909254089</id><published>2008-12-05T20:54:00.000-08:00</published><updated>2008-12-06T17:52:37.226-08:00</updated><title type='text'>Essential Jargon: Ludonarrative Dissonance</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SToHnCnQDdI/AAAAAAAAANw/LrrfAx57Mik/s1600-h/BioShock-1054.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 300px;" src="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SToHnCnQDdI/AAAAAAAAANw/LrrfAx57Mik/s400/BioShock-1054.jpg" alt="" id="BLOGGER_PHOTO_ID_5276538280715750866" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;I hate the term “ludonarrative dissonance.”  It sounds needlessly florid, and it's the sort of thing that gives aid and comfort to the people who think that games writin' has gotten &lt;a href="http://www.snappygamer.com/2008/12/02/the-problem-with-games-journalism-part-one/"&gt;too fancy&lt;/a&gt;. Though it exactly describes the phenomenon in seeks to explain, it's the kind of phrase that stands in the path of common human understanding, and this is never a good thing.  I wish I had a good substitute neologism at hand, but the plainer “story-game conflict” lacks zazz.  Maybe the readers have a pithy and non-latinate alternative.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;In a recent speech at the Montreal International Games Summit, Blow described ludonarrative dissonance as one of the three ways modern games are “conflicted.” (He calls it a conflict between story and “dynamic meaning”, but it's basically the same idea.)  Here's the conflict: the game's mechanics lead you to have certain attitudes towards a character or situation, and the game's story tells you (or your character) to feel a different way.  Because these two elements of the design pull in different directions, the game fails to achieve what it wants to communicate in either case.  Hence the dissonance.    &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;We might say: mechanics don't tell you anything.  Mechanics are just sets of rules that define what you can do in the game: jump, run, shoot, whale on ninjas.  This is right; textbook cases of dissonance revolve  around a smaller subset of rules that define “progress” in the game: how it rewards you for doing certain actions by giving you new abilities and allowing you to progress through new terrain, and how it punishes you by forcing you to replay certain segments and preventing you from getting further.  Blow advances the idea that  these elements of the game's mechanics have a quasi-moral significance that is ultimately significant w/r/t the narrative.  By giving and taking progress from the player, a game communicates a message about what is right and wrong to the player.  Blow critiques World of Warcraft, for example, because he thinks that it showers unstinting rewards on the player's unpraiseworthy drudgery.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;In the original case of ludonarrative dissonance, Clint Hocking's &lt;a href="http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html"&gt;critique &lt;/a&gt;of Bioshock, the point of conflict was the player's decision to save or harvest the “little sisters”, a well-defended posse of bioluminescent poppets with a monopoly on a crucial resource which the player needs to upgrade their abilities.  From the standpoint of the story, this decision is crucial; it's cast as a harrowing moral choice between virtue and self-interest, a decision that resonates with the story's larger thematic concern with the costs of untrammeled self-interest.  But from the standpoint of the mechanics, either decision is more-or-less equal over the long term when it comes to progressing through the game.  And this tells the player that the decision isn't as important as story says it is.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;Almost all of Blow's examples focus on conflicts between narrative elements and the reward-structure of the gamplay.  But there's a different kind of dissonance in games as well, which is as important to thematic coherence but is but harder to articulate. It's the way that game mechanics, the controls and movement and gameplay alltogether, invest your actions with a specific texture.  Game mechanics (the controls, but also the structure of the levels and the enemy design) can create a certain tactile impresions to them that's hard to put into words.  The way a game controls, the way it feels in you hands, can speak volumes.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;An example might help: Mitch Krpata recently wrote a &lt;a href="http://insultswordfighting.blogspot.com/2008/11/too-dumb-for-print.html"&gt;post &lt;/a&gt;on Gears of War 2, and said that he felt that there was a disconnect between the gameplay  and the story.  As a cover-based shooter, the gameplay centers around holding down a defensive position and keeping distance between yourself and the hordes of locust. But “The storyline... puts the COGs on the offensive for the duration. It's all rah-rah, take-it-to-'em stuff. You get all geared up to fight, pardon the pun, and then spend all your time with your head down. That doesn't make sense.”  Krpata found the defense-based gameplay was satisfying in the context of the first Gears, where humanity was up against the ropes.  But now that the story licenses the player to go out and get some, it seemed unsatisfying to spend your time cowering behind sandbags.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;It's also worth noting where this marriage of narrative and gameplay goes right.  I've been playing the most recent Prince of Persia game this week, and one of the things I like about it is distinctive feel of the platforming.  Both the platforming and the combat have been likened to a rhythm game, and this is a strange-but-appropriate comparison.  Because you don't control your momentum in midair,  traversing the world is mostly a matter of timing your button presses correctly.  The jumping and climbing has this nice tactile rhythm, and because the game is so forgiving, it allows you to focus on charting a fluid path through environment without worrying overmuch about death frustrated.  With practice, you get the point where you can read the terrain like a row of glowing gems in Guitar Hero.  The feeling of lightness you get from conforming to the tempo of the terrain complements the narrative, since the hero is depicted as a of carefree gadabout in a consequence-free magical kingdon.  The banter, the visuals, the pace of the platforming, the supernatural aura, all these things work together to create this feeling of freedom and careless heroism.  These gameplay systems wouldn't work in every game, but they function wonderfully in the context of the world and narrative that Prince of Persia attempts to create.  Call it ludonarrative harmony.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;I don't agree with all of Blow's arguments (and I take some issues with his examples, which I'll spare you out of an unusual dispassion for pedantry) but I do think he does an unusually good job of articulating the the problems and tensions in so many modern games.  The challenge is finding ways to meld form and content, gameplay to story.  These elements in modern game design have had &lt;a href="http://en.wikipedia.org/wiki/Metal_Gear_Solid_4"&gt;one shotgun wedding too many&lt;/a&gt;, they deserve some &lt;a href="http://en.wikipedia.org/wiki/Shadow_of_the_Collossus"&gt;happy nuptials&lt;/a&gt;.   &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-4622042224909254089?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/4622042224909254089/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=4622042224909254089' title='58 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4622042224909254089'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4622042224909254089'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/essential-jargon-ludonarrative.html' title='Essential Jargon: Ludonarrative Dissonance'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_p9WX1RNCjaQ/SToHnCnQDdI/AAAAAAAAANw/LrrfAx57Mik/s72-c/BioShock-1054.jpg' height='72' width='72'/><thr:total>58</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-2914141637971756736</id><published>2008-12-03T22:19:00.001-08:00</published><updated>2008-12-03T22:20:46.037-08:00</updated><title type='text'>Is Death the Mother of Beauty?</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_p9WX1RNCjaQ/STd2gjS0RwI/AAAAAAAAANg/IZbfZAwr0l4/s1600-h/media.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 225px;" src="http://4.bp.blogspot.com/_p9WX1RNCjaQ/STd2gjS0RwI/AAAAAAAAANg/IZbfZAwr0l4/s400/media.jpg" alt="" id="BLOGGER_PHOTO_ID_5275815790089881346" border="0" /&gt;&lt;/a&gt;At the Montreal International Game Summit last month, &lt;i&gt;Braid&lt;/i&gt;&lt;span style="font-style: normal;"&gt; designer Jonathan Blow delivered a talk on three “conflicts” in game design.  One&lt;/span&gt; of these conflicts is a conflict between &lt;i&gt;challenge&lt;/i&gt; and &lt;i&gt;story&lt;/i&gt;.  While the organic structure of a narrative dictates that you flow from one narrative point to the next in a particular rhythm, creating challenging gameplay  imposes the a different tempo on the experience.  Every time you kill a player, in order to test their skills, the narrative grinds to a halt.  Trying to make a coherent, smooth-flowing narrative pace in the game leads you to make the game &lt;i&gt;easy&lt;/i&gt;&lt;span style="font-style: normal;"&gt; for the player, and this conflicts with the &lt;/span&gt;need for challenge.&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;Sometimes, my response to this conflict is to doubt that challenge is &lt;i&gt;necessary&lt;/i&gt; to game design, anyway.  Penny Arcade's Gabe once said that as he's grown older, he's become less interested in &lt;i&gt;beating&lt;/i&gt; games and more interested in &lt;i&gt;seeing&lt;/i&gt; them, and I feel the same way.  Though I'm &lt;span style="font-style: normal;"&gt;pretty adept&lt;/span&gt; at jumping and shooting, I don't feel the urgent need to demonstrate my expertise in these areas outside of multiplayer games.   In certain moods I'm tempted to make the same complaint about &lt;i&gt;all&lt;/i&gt; games that I make about &lt;i&gt;Rock Band 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt;: Why should I have to sweat in order to see all the content?  I bought &lt;/span&gt;&lt;i&gt;all&lt;/i&gt;&lt;span style="font-style: normal;"&gt; that game from you, fair and square, and I shouldn't have to demonstrate my entitlement to it by pressing some buttons with proper timing.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;But Blow makes a persuasive argument for the importance of challenge to game design.  C&lt;span style="font-style: normal;"&gt;hallenge, he says,  is a way for a game designer to invest the player's actions with significance.  Punishing a player is a way of showing that their choices matter.  It's &lt;/span&gt;&lt;i&gt;failure&lt;/i&gt;&lt;span style="font-style: normal;"&gt; that gives a player a unique feeling of agency and empowerment, because the possibility of death creates a context in which your conquest of the game's world is meaningful.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I think Blow is right.  The problem isn't challenge itself.  It's the nature of the punishment that matters, the way games compel you to repeat the same sections of the game over and over again.  Repetition of this sort is worthwhile when it tests your abilities (I once wrote that death is the stick the designer beats you with in order to teach you the game's rules, and this seems right), but almost &lt;/span&gt;&lt;i&gt;every&lt;/i&gt;&lt;span style="font-style: normal;"&gt; game tests those abilities by forcing the player to rehearse an already-learned set of actions.  This was why the AI Director in &lt;/span&gt;&lt;i&gt;Left 4 Dead&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is so important: it frees the game from the shooting-gallery syndrome that plagues many shooters.  Even when you are forced to repeat a scenario over again you can't fall back on memorizing previous run-troughs to get you through. &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Merely &lt;/span&gt;&lt;i&gt;executing&lt;/i&gt;&lt;span style="font-style: normal;"&gt; a game plan you've already plotted out doesn't count as a good exercise of your faculties.  It's &lt;/span&gt;&lt;i&gt;coming up with a solution&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to a challenging problem that's enjoyable, which gives you an authentic sense of mastery.  This is why &lt;/span&gt;&lt;i&gt;Braid &lt;/i&gt;&lt;span style="font-style: normal;"&gt;was rewarding despite its elimination of player death-- &lt;/span&gt;&lt;i&gt;Braid&lt;/i&gt;&lt;span style="font-style: normal;"&gt; challenges you to imagine the world in a particular way, rather than challenging you you memorize the width of a platform.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Tilting the challenge on the conception side of the conception/execution dichotomy also explains the core appeal of the &lt;/span&gt;&lt;i&gt;Prince of Persia&lt;/i&gt;&lt;span style="font-style: normal;"&gt; games. &lt;/span&gt;&lt;i&gt;Sands of Time&lt;/i&gt;&lt;span style="font-style: normal;"&gt; allowed you to erase your mistakes by rewinding time, and this freed you to relish the gracefulness of your movements, experiment with different solutions to the jump puzzles, and avoid the frustrations that come with the occasional execution misfire.  The puzzle-like construction of the rooms transformed the gameplay into  aesthetically elegant problem-solving, and the game succeeded in spinning a well-paced and clever narrative around this core experience.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;They've followed this approach to its logical conclusion in the most recent &lt;/span&gt;&lt;i&gt;Prince&lt;/i&gt;&lt;span style="font-style: normal;"&gt; title by completely eliminating death.  If you miss a jump or muss up a battle your partner Elrika saves you, every time.  It is literally impossible to fail and get sent to a menu.  This decision to eliminate frustrating repetition shows an attempt to shift the burden of challenge away from execution.   As Tycho of &lt;/span&gt;&lt;i&gt;Penny Arcade&lt;/i&gt;&lt;span style="font-style: normal;"&gt; wrote today: “I think they wanted to make a lyrical, organic world that the character flowed through. They had an aesthetic goal, and the extent to which Prince of Persia succeeds as a game depends on how well they draw you into that.”  This is exactly right.  And it's not just the &lt;/span&gt;&lt;i&gt;world&lt;/i&gt;&lt;span style="font-style: normal;"&gt; that is lyrical: your movements themselves are effortless and elegant.  Both the combat and the traversal have a careless fludity and unhurried tempo, which that fits with your character's casual approach to gallantry.  The &lt;/span&gt;&lt;i&gt;challenge&lt;/i&gt;&lt;span style="font-style: normal;"&gt; comes from discovering a navigable path through the  gorgeous environments, not from repetitive death.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;This just all right with me.  Almost every &lt;a href="http://blog.wired.com/games/2008/12/review-conseque.html"&gt;review&lt;/a&gt; of the new &lt;/span&gt;&lt;i&gt;Prince&lt;/i&gt;&lt;span style="font-style: normal;"&gt; game has complained about the difficulty, and this seems to be one of those cases where the game is guilty of nothing save violating the reviewer's expectations.  As Mitch Krpata said &lt;a href="http://insultswordfighting.blogspot.com/2008/12/reviews-symposium-partly-badly-realized.html"&gt;today&lt;/a&gt;, the critic's job is to illuminate what the game is trying to achieve and how the game's various elements contribute to that goal.  &lt;/span&gt;&lt;i&gt;Prince of Persia&lt;/i&gt;&lt;span style="font-style: normal;"&gt; isn't &lt;/span&gt;&lt;i&gt;Ninja Gaiden&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, and this is OK, because it's not aiming for the same tension-filled experience.  It's a game that &lt;/span&gt;&lt;i&gt;wants&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to be lyrical.  It wants to be an musical instrument rather than a crucible, and it succeeds in this goal.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-2914141637971756736?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/2914141637971756736/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=2914141637971756736' title='20 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2914141637971756736'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2914141637971756736'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/is-death-mother-of-beauty.html' title='Is Death the Mother of Beauty?'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_p9WX1RNCjaQ/STd2gjS0RwI/AAAAAAAAANg/IZbfZAwr0l4/s72-c/media.jpg' height='72' width='72'/><thr:total>20</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-6322668440049895350</id><published>2008-12-02T01:40:00.000-08:00</published><updated>2008-12-02T01:54:55.186-08:00</updated><title type='text'>Art, Games, and Money</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_p9WX1RNCjaQ/STUFRe5AXEI/AAAAAAAAANY/dVhiNB8F9BM/s1600-h/adam_smith2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 307px; height: 400px;" src="http://1.bp.blogspot.com/_p9WX1RNCjaQ/STUFRe5AXEI/AAAAAAAAANY/dVhiNB8F9BM/s400/adam_smith2.jpg" alt="" id="BLOGGER_PHOTO_ID_5275128336442481730" border="0" /&gt;&lt;/a&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;/span&gt;&lt;style type="text/css"&gt;  &lt;!--   @page { size: 8.5in 11in; margin: 0.79in }   P { margin-bottom: 0.08in }  --&gt;  &lt;/style&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;We all know why &lt;a href="http://www.last.fm/music/DJ+Shadow/_/Why+Hip+Hop+Sucks+in+%2796"&gt;video games suck in '08&lt;/a&gt;.  &lt;/span&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;&lt;i&gt;It's the money&lt;/i&gt;&lt;/span&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;When critics ask why games aren't realizing their potential as a medium, we are all are pretty comfortable saying that the basic problem is that &lt;/span&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;&lt;span style="font-style: normal;"&gt;somebody has to write the checks.  In a capitalist society that &lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;&lt;i&gt;somebody&lt;/i&gt;&lt;/span&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;&lt;span style="font-style: normal;"&gt; is suited men helming publicly traded publishing companies.  These men answer to shareholders, and shareholders prize stability.  More than anything else, the one thing stockholders want to know is how much money a company will be making three years from now, and the way for the suited men to put their minds at ease on this score is by assuring them that their franchises are &lt;a href="http://www.1up.com/do/newsStory?cId=3171153"&gt;ripe for continual exploitation&lt;/a&gt;.  The critic's ideal is as a genre-defining feat of ingenuity, and the shareholder's ideal is a &lt;/span&gt;&lt;/span&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;&lt;i&gt;revenue stream&lt;/i&gt;&lt;/span&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;&lt;span style="font-style: normal;"&gt;.  Sometimes these two ideals &lt;a href="http://en.wikipedia.org/wiki/World_of_warcraft"&gt;coincide&lt;/a&gt;, but this is somewhat accidental.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;&lt;span style="font-style: normal;"&gt;So it's easy to get down on the market for making everything more terrible.  But I was rereading Dave Hickey over the weekend (this is a good idea), and reminded me that &lt;/span&gt;&lt;i&gt;art&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is a field of value governed by the market too.   &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;&lt;span style="font-style: normal;"&gt;Karl Marx based the value for goods on labor.  Understandably, he thought that forging a foundational connection between economic value and labor at the basis of his economic theory was the way to make human misery a factor in the workings of the post-industrial economic order.  &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;&lt;span style="font-style: normal;"&gt;While classical free-market economists like Ricardo and Smith also openly advocated a labor theory of value, Marx argued that holding this position within the framework of post-industrial production rested on some dubious propositions.  He thought that classical free-market economics amounted to an &lt;/span&gt;&lt;i&gt;exchange &lt;/i&gt;&lt;span style="font-style: normal;"&gt;theory of value.  Because exchange value is determined by the interaction of supply and demand, and demand is a psychological phenomenon, the &lt;/span&gt;&lt;i&gt;perception &lt;/i&gt;&lt;span style="font-style: normal;"&gt;of value plays a crucial role in an economy where the value of goods is regulated by market forces; on this view the study of economics is the study of incentives.  (This is why wallstreet panic is &lt;/span&gt;&lt;i&gt;literally panic--&lt;/i&gt;&lt;span style="font-style: normal;"&gt; the value of some assets in market economies are conditioned “&lt;/span&gt;&lt;span style="color: rgb(0, 0, 0);"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;by the imagination of man (or sometimes, so it seems, madmen)”, as Warren buffet said of the now-infamous Credit Default Swaps.  And let's not forget that, in his off-hours, Adam Smith was an acute moral psychologist).  And at the base of everything, Marx aid, is the commodity fiction, the more-or-less reliable faith that fellowmen will continue to give us certain goods in exchange for intrinsically worthless slips of paper.&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;&lt;span style="font-style: normal;"&gt;It is a good thing that Marxist economic principles don't rule art.  If we adhered to a labor theory of value, then each copy of &lt;/span&gt;&lt;i&gt;Chinese Democracy&lt;/i&gt;&lt;span style="font-style: normal;"&gt; would cost 8 million dollars.  But it's not.  Art is a field of value that is utterly in the hands of the perceivers.  (Even those morgage-backed securities are going to &lt;/span&gt;&lt;i&gt;get valued&lt;/i&gt;&lt;span style="font-style: normal;"&gt; eventually, and it's going to come down to what people are able to pay.)  The value of art is all exchange-value, pure commodity fetish.  And it's a good thing.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;&lt;span style="font-style: normal;"&gt;As Hickey notes, the value of art comes down to the &lt;/span&gt;&lt;i&gt;risks&lt;/i&gt;&lt;span style="font-style: normal;"&gt; that critics are willing to take on behalf of the things they care about: “Art and money are cultural fictions with no intrinsic value.  They acquire exchange-value through fiduciary investments of complex constituencies-- through overt demonstrations of trust (or acts of faith, if you will)... The Whitney Museum may say that Wanda Whatzit is the next big thing, but only the sustained investment of money, journalism, exhibition space, scholarly prose, foundation awards, loose talk, and casual body language can maintain Wanda's work in the public esteem.”  Scholarly prose doesn't set the &lt;/span&gt;&lt;i&gt;price&lt;/i&gt;&lt;span style="font-style: normal;"&gt;-- at least not initially-- but over the long term the value of a work of art comes down to its &lt;/span&gt;&lt;i&gt;cultural &lt;/i&gt;&lt;span style="font-style: normal;"&gt;capital.  It's us-- and by us I mean both consumers, and people writing on the Internet-- who determine what these experiences are really worth.      &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;&lt;span style="font-style: normal;"&gt;There's been a lot of talk about the troubled relationship of the industry to the critical apparatus.  Mammon raises his head again.  The financial equation for the online mainstream games journal site is well-established: previews=page clicks=profit.  This isn't quite payola but it's a situation where the sites stand to benefit from giving positive reviews of a company's releases. (And here, I'm &lt;/span&gt;&lt;i&gt;not even going into&lt;/i&gt;&lt;span style="font-style: normal;"&gt; the whole matter of ad buys.)  &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style=";font-family:Times New Roman,serif;font-size:130%;"  &gt;But all this anxiety covers up the fact that what critics think of games &lt;i&gt;actually matters&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  The fact that a critic's is something that &lt;/span&gt;&lt;i&gt;someone would want to buy&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is a testament to the sovereign power of partiality over the realm of culture.  The deregulation of opinion come the advent of the internet has loosened rules of the market: there is a flood of ordinary citizens avid to squander hours of their life in advocacy of their “particular marriage of desire and esteem.” is a testament to the democratic possibilities that are at the center of Hickey's vision.  &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-6322668440049895350?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/6322668440049895350/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=6322668440049895350' title='20 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/6322668440049895350'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/6322668440049895350'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/art-games-and-money.html' title='Art, Games, and Money'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_p9WX1RNCjaQ/STUFRe5AXEI/AAAAAAAAANY/dVhiNB8F9BM/s72-c/adam_smith2.jpg' height='72' width='72'/><thr:total>20</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-9089360173049245189</id><published>2008-12-01T01:43:00.001-08:00</published><updated>2008-12-01T01:44:35.064-08:00</updated><title type='text'>Chuck Klosterman Describes the Guitar Solo to "Shackler's Revenge"</title><content type='html'>"The sonic equivalent of a Russian robot wrestling a reticulating python."&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-9089360173049245189?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/9089360173049245189/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=9089360173049245189' title='11 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/9089360173049245189'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/9089360173049245189'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/chuck-klosterman-describes-guitar-solo.html' title='Chuck Klosterman Describes the Guitar Solo to &quot;Shackler&apos;s Revenge&quot;'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>11</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-4693834709470318693</id><published>2008-12-01T01:35:00.000-08:00</published><updated>2008-12-01T13:41:00.394-08:00</updated><title type='text'>A Game of the Year</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/STOwE_Rm3RI/AAAAAAAAAM4/61FvmdAZx2w/s1600-h/GRAND-THEFT-AUTO-IV55.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 225px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/STOwE_Rm3RI/AAAAAAAAAM4/61FvmdAZx2w/s400/GRAND-THEFT-AUTO-IV55.jpg" alt="" id="BLOGGER_PHOTO_ID_5274753188332231954" border="0" /&gt;&lt;/a&gt;The holiday release schedule is winding to a close, and the stock-taking has begun.  As previously &lt;a href="http://versusclucluland.blogspot.com/2008/11/all-hearsay-game-review-holiday-buyers.html"&gt;noted&lt;/a&gt;, I am am wont to uninformedly opine on the quality of these releases, but Chris Dahlen &lt;a href="http://savetherobot.wordpress.com/2008/11/26/games-of-the-year/"&gt;opines&lt;/a&gt; on them, uh, &lt;i&gt;informedly&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  He's professionally obligated to be on top of his shit.  &lt;/span&gt; &lt;p&gt;&lt;/p&gt; &lt;p align="left"&gt;&lt;span style="font-style: normal;"&gt;Lord knows I've been looking forward to writing a list of this sort since I started up this doubtful venture.  I &lt;/span&gt;&lt;i&gt;love&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to shower hierarchically organized favor and disfavor on cultural objects.  We all know the business of affixing a rank to the calendar-year's achievements is the antithesis of &lt;/span&gt;&lt;i&gt;criticism&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, but I revel in the stuff.  In addition to entertainment and heuristic values of list-making (for a period of time, whenever I was searching for a new book to read, I would just flip to the Modern Library's list of the best 100 novels of the 20&lt;/span&gt;&lt;sup&gt;&lt;span style="font-style: normal;"&gt;th&lt;/span&gt;&lt;/sup&gt;&lt;span style="font-style: normal;"&gt; century on the inside cover of my copy of &lt;/span&gt;&lt;i&gt;The Secret Agent&lt;/i&gt;&lt;span style="font-style: normal;"&gt; and pick something out.  I never would've gotten to read &lt;/span&gt;&lt;i&gt;A High Wind in Jamaica&lt;/i&gt;&lt;span style="font-style: normal;"&gt; without this policy), there is a shred of critical function in the whole enterprise.  Games are a young medium, a number of things are &lt;/span&gt;&lt;i&gt;being attempted&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, and a year-end list is a way to bestow praise the things we think praiseworthy.  &lt;/span&gt; &lt;/p&gt; &lt;p align="left"&gt;&lt;span style="font-style: normal;"&gt;I've had this question in mind-- the question about what I'd like to &lt;/span&gt;&lt;i&gt;see more of&lt;/i&gt;&lt;span style="font-style: normal;"&gt;-- ever since I read Sean Sands' short but pointed &lt;a href="http://www.gamerswithjobs.com/node/42417"&gt;assessment&lt;/a&gt; of this year's crop of games over on &lt;/span&gt;&lt;i&gt;Gamers with Jobs&lt;/i&gt;&lt;span style="font-style: normal;"&gt;: “I appreciate a fun game as much as the next guy, and this year has been positively choked with safe bets and easy playtime. I walk away from 2008 with some nice memories of time spent happily indulging my pastime, but few moments of gaming that challenged me on anything but a functional and mechanical level.”  Now, this is a judgment that could apply to any year in the history of games.  There is also a certain date before which such an evaluation wouldn't even make sense.  But he's right.  We desperately want to see game creators break new ground, make games we could both enjoy and care about.  We deserve more than we're getting.&lt;/span&gt;&lt;/p&gt; &lt;p align="left"&gt;&lt;span style="font-style: normal;"&gt;There are exceptions, and chief among them is &lt;/span&gt;&lt;i&gt;Grand Theft Auto 4&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  &lt;/span&gt;&lt;i&gt;GTA4&lt;/i&gt;&lt;span style="font-style: normal;"&gt; isn't the &lt;/span&gt;&lt;i&gt;most fun&lt;/i&gt;&lt;span style="font-style: normal;"&gt; game this year, and it's not the most &lt;/span&gt;&lt;i&gt;compelling&lt;/i&gt;&lt;span style="font-style: normal;"&gt; game.  But it's the most &lt;/span&gt;&lt;i&gt;problematic&lt;/i&gt;&lt;span style="font-style: normal;"&gt; game, the game with the highest highs, and the game I think about the most.  Sands concurs: “the most challenging gaming phenomenon of the year was the moral dissonance that is &lt;/span&gt;&lt;i&gt;Grand Theft Auto IV&lt;/i&gt;&lt;span style="font-style: normal;"&gt;... &lt;/span&gt;This is about the ways that games can challenge expectations, norms and mores. When I say &lt;i&gt;GTA IV’s&lt;/i&gt; moral complexity was challenging, I’m talking about the compelling simulation of a character that both regrets and revels in the violence he dispatches... Though the execution was imperfect credit, has to go to Rockstar for trying to create a morally complex character in a world that simulated a spiral of inescapable violence despite illusions of freedom.”   &lt;/p&gt; &lt;p align="left"&gt;&lt;span style="font-style: normal;"&gt;Make no mistake; &lt;/span&gt;&lt;i&gt;as a&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;game&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, &lt;/span&gt;&lt;i&gt;Grand Theft Auto 4&lt;/i&gt;&lt;span style="font-style: normal;"&gt; has some significant problems.  Far&lt;/span&gt;&lt;i&gt; Cry 2&lt;/i&gt;&lt;span style="font-style: normal;"&gt;'s narrative designer Patrick Redding untentionally gave the perfect description of &lt;/span&gt;&lt;i&gt;Grand Theft Auto &lt;/i&gt;&lt;span style="font-style: normal;"&gt;4 i&lt;/span&gt;n an interview with Gamasutra's Chris Remo and Brandon Sheffield this fall: “ Clint [Hocking] and I always said, '&lt;span style="font-style: normal;"&gt;Let's fail as big as we can on this." Let's take such a radical swing at this... let's put it all in and bet on red 12.   &lt;/span&gt;And honestly, if we mess this up, it will be one of the most useful epic failures of all time, because the shrapnel will be useful.”  &lt;i&gt;Grand Theft Auto 4&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is sublime shrapnel, a monument to creative failure.  Rockstar attempted to wed open-world banditry, social simulation, and emotionally subtle storytelling together, but the more the player moved through the game the more they blew apart into fragments.  The individual elements (especially, sweet jezus&lt;/span&gt;&lt;i&gt;, the city&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, a city so beautiful that it was enjoyable to just &lt;span style="font-style: italic;"&gt;look at it&lt;/span&gt;.)&lt;/span&gt;&lt;i&gt; &lt;/i&gt;&lt;span style="font-style: normal;"&gt;were superlative--each of them is well-conceived in its own right-- but they didn't &lt;/span&gt;&lt;i&gt;harmonize&lt;/i&gt;&lt;span style="font-style: normal;"&gt; well.  (Miyamoto compares game design to cookery, and this seems a case were the ingredients didn't play off each other in the right way.)   &lt;/span&gt;&lt;i&gt;GTAIV&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is &lt;/span&gt;&lt;i&gt;less&lt;/i&gt;&lt;span style="font-style: normal;"&gt; than the sum of its parts.  It contradicts itself; it contains multitudes. &lt;/span&gt; &lt;/p&gt; &lt;p align="left"&gt;&lt;span style="font-style: normal;"&gt;But for all of this, &lt;/span&gt;&lt;i&gt;GTA4 &lt;/i&gt;&lt;span style="font-style: normal;"&gt;is a classic, and stands head and shoulders above its previous iterations and nearly every other game released this year.  It was compared to &lt;/span&gt;&lt;i&gt;The Godfather &lt;/i&gt;&lt;span style="font-style: normal;"&gt;on release, but a better point of comparison is another internally riven American classic:  &lt;/span&gt;&lt;i&gt;Moby Dick&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  Melville was torn between writing a ripping nautical yarn and a metaphysical odyssey, and it shows.  Rockstar was torn between constructing a sandbox and a stage, and it shows.  The result was a tenuously fused work of genuine Americana: a disorderly paean to the American city, a bit of ultraviolence, a stonkingly beautiful soundtrack, a fable, a simulation, a gonzo critique of capitalism.  It's a game we deserve.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-4693834709470318693?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/4693834709470318693/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=4693834709470318693' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4693834709470318693'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4693834709470318693'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/12/game-of-year.html' title='A Game of the Year'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/STOwE_Rm3RI/AAAAAAAAAM4/61FvmdAZx2w/s72-c/GRAND-THEFT-AUTO-IV55.jpg' height='72' width='72'/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-4896612087979576641</id><published>2008-11-27T23:41:00.000-08:00</published><updated>2008-11-27T23:49:42.849-08:00</updated><title type='text'>Something to be Thankful For</title><content type='html'>A while back, my video producer friend Matt made a 3-part series of Heinz commercials on youtube for a competition.  They include a meticulously recreated miniature '80s sitcom set, and are pretty amazing.  I'm posting them here in an attempt to turn "dis a bunch of gaaahbage" into a meme.  check it:&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/348kaL0_z4A&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/348kaL0_z4A&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/7rgu8gSbfIc&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/7rgu8gSbfIc&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/GJqJIisFsYQ&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/GJqJIisFsYQ&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;&lt;br /&gt;Why the folks over at Heinz didn't pounce on these, I'll never know.  Just thinking of the injustice causes a burning falcon of rage to burn in my breast. &lt;br /&gt;&lt;br /&gt;If you liked these (and you &lt;span style="font-style: italic;"&gt;will&lt;/span&gt;), check out his series on the employees of Madison Square Garden: &lt;a href="http://msg.com/gardeners/" target="_blank"&gt;http://msg.com/gardeners/&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-4896612087979576641?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/4896612087979576641/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=4896612087979576641' title='0 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4896612087979576641'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4896612087979576641'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/11/something-to-be-thankful-for.html' title='Something to be Thankful For'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>0</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-439022396635265262</id><published>2008-11-26T22:59:00.000-08:00</published><updated>2008-11-26T23:02:34.716-08:00</updated><title type='text'>The All-Hearsay Holiday Buyers' Guide</title><content type='html'>The Gang of Four neatly summarize my experience of the winter release schedule:&lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/WKDsqEVi46o&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/WKDsqEVi46o&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;Most of it's passed me by, since I've spent all this time playing &lt;i&gt;Fallout 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  Forty-Nine unstintingly virtuous hours later I polished off the main quest.  I am duty-bound to tell you, as a consumer advocate, that it is a &lt;/span&gt;&lt;i&gt;fine game&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  It has very high playtime-to-dollar and &lt;a href="http://www.urbandictionary.com/define.php?term=brainworm"&gt;brainworm&lt;/a&gt;-to-soundtrack song ratios.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;Aside from this &lt;i&gt;Fallout&lt;/i&gt; binge (it is less a game than a subtle form of hypnosis) I've played some of that &lt;i&gt;LittleBigPlanet&lt;/i&gt; game (verdict: I am just not this game's intended audience) and some &lt;i&gt;Left 4 Dead&lt;/i&gt; (verdict: brilliant.)  Since I have never allowed my ignorance to get in the way of having an opinion, however, I've decided to conduct a whirlgig tour of the conventional wisdom on this season's notable releases.  Call it all-hearsay game reviewing (A near cousin of Mitch Krpata's “&lt;a href="http://insultswordfighting.blogspot.com/search/label/Gamestop.com%20User-Submitted%20Previews"&gt;User-Submitted Previews&lt;/a&gt;”).  &lt;span style=""&gt; As a games enthusiast writing on the internet, I'm going to hew to the policy of having my consumer choices decide my critical evaluations: &lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Fallout 3 &lt;/span&gt;&lt;/i&gt;&lt;span style=""&gt;is the game of the year.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;&lt;b&gt;Fable II:  &lt;/b&gt;&lt;span style=""&gt;Apparently, you can surmount most of the lifestyle-simulator elements by farting repeatedly in the town square, or playing &lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Links &lt;/span&gt;&lt;/i&gt;&lt;span style=""&gt;for a few hours in the smithy, and this is rather disappointing.  But in the end, whimsy carries the day. &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;&lt;b&gt;Dead Space&lt;/b&gt;&lt;span style=""&gt;:  David Ellis sez: “Now &lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;That's&lt;/span&gt;&lt;/i&gt;&lt;span style=""&gt; What I Call Survival Horror!”  Not so much a game as a compilation, excepting the stuff with the HUD.  All the merits and demerits that go along with this description.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;&lt;b&gt;Mirror's Edge:  &lt;/b&gt;&lt;span style=""&gt;An inspired set of core gameplay mechanics in search of a game.  Call it &lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Assassin's Creed &lt;/span&gt;&lt;/i&gt;&lt;span style=""&gt;'08.  The mixed critical response to &lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Mirror's Edge&lt;/span&gt;&lt;/i&gt;&lt;span style=""&gt; led N'Gai Croal to come out of his hiatus and write a great &lt;a href="http://blog.newsweek.com/blogs/levelup/archive/2008/11/25/the-big-idea-are-reviewers-missing-the-forest-for-the-trees-on-innovation.aspx"&gt;piece&lt;/a&gt; on the place of innovation in game design.  (Good to see you back, N'Gai!)  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;&lt;span style=""&gt;Here's my take: First, the fact that most professional reviewers have to assign numbered scores to their reviews (not that they &lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;like&lt;/span&gt;&lt;/i&gt;&lt;span style=""&gt; doing this) feeds into the idea that elements like innovation, graphical design, controls, and the narrative are things that can be assigned specific weights and that the merits and demerits in each area are being weighed against each other to produce an evaluation.  And sure, sometimes it's like this, but in most case a critical take is a matter of how these elements work together in an organic whole.  Second, there's a reason &lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Portal &lt;/span&gt;&lt;/i&gt;&lt;span style=""&gt;and &lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Resident Evil 4&lt;/span&gt;&lt;/i&gt;&lt;span style=""&gt; are both landmarks of innovation, rather than false starts.  It's because their designers built a tightly constructed game around their novel mechanics.   Often, but not always, doing this comes down to level design.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;&lt;b&gt;Far Cry 2&lt;/b&gt;&lt;span style=""&gt;:  &lt;a href="http://chrisremo.com/bloggin/2008/10/30/far-cry-2s-slow-burn/"&gt;Apparently&lt;/a&gt;, it's what we call a “grower.”  Like when I listened to &lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Sea Change&lt;/span&gt;&lt;/i&gt;&lt;span style=""&gt; the first ten times I wasn't impressed, but then the 11&lt;/span&gt;&lt;sup&gt;&lt;span style=""&gt;th&lt;/span&gt;&lt;/sup&gt;&lt;span style=""&gt; time rolled around I was like “Whoa, this album is off the hinges, permanently.”  You spend all this time wandering around the savannah and trying to repair your jeep and dying of malaria, and you think you hate &lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Far Cry 2&lt;/span&gt;&lt;/i&gt;&lt;span style=""&gt;, but then at some point it all clicks and you decide it's &lt;a href="http://drgamelove.blogspot.com/2008/10/hockings-masterpiece.html"&gt;total genius&lt;/a&gt;.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;&lt;b&gt;Valkyria Chronicles:&lt;/b&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;  This is cheating, because I've actually played the demo, but I have to say that this game is a total sleeper hit.  Had I not spent the last 49 hours of my gaming life playing &lt;/span&gt;&lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Fallout&lt;/span&gt;&lt;/i&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt; I would probably be frittering away my latenight hours conducting &lt;/span&gt;&lt;/span&gt;&lt;span style=""&gt;manoeuvres.&lt;/span&gt;&lt;span style="font-style: normal;"&gt;&lt;b&gt;  &lt;/b&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;Why couldn't this game have come out in March?  Sheesh.  &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;&lt;b&gt;Gears of War 2:  &lt;/b&gt;&lt;span style=""&gt;Over the last few years, the folks at Epic Software have been hard at work building a better meatgrinder.  Like &lt;/span&gt;&lt;i&gt;&lt;span style=""&gt;Super Mario Galaxy&lt;/span&gt;&lt;/i&gt;&lt;span style=""&gt;, it shines in the areas that expertly constructed Nintendesque entertainments shine: level design, control, funness.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in; font-style: normal;"&gt;&lt;span style=""&gt;Ah, making all these uninformed asessments makes me want to buy certain of these games.  Alors.  I'm off to finish making creamed corn gratin with bacon and onion rings (aka “dishfull o' cononary”) for the Pliskin family Thanksgiving festivities, here in the Cleve.  I wish you all a hearty meat coma!  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-439022396635265262?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/439022396635265262/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=439022396635265262' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/439022396635265262'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/439022396635265262'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/11/all-hearsay-game-review-holiday-buyers.html' title='The All-Hearsay Holiday Buyers&apos; Guide'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-2112879979722480546</id><published>2008-11-25T23:04:00.000-08:00</published><updated>2008-11-25T23:06:49.230-08:00</updated><title type='text'>My Adventures with The Turk</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SSz1KRmjipI/AAAAAAAAAMw/0dsPL60WHU8/s1600-h/Turk-engraving5.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 342px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SSz1KRmjipI/AAAAAAAAAMw/0dsPL60WHU8/s400/Turk-engraving5.jpg" alt="" id="BLOGGER_PHOTO_ID_5272858820616620690" border="0" /&gt;&lt;/a&gt;I owe my discovery of “The Turk” to Walter Benjamin, who uses him to weave a dizzying thesis about the interrelation of Theology and Marxism:  "The story is told of an automation constructed in such a way that it could play a winning game of chess, answering each move of an opponent with a countermove. A puppet in Turkish attire and with a hookah in its mouth sat before a chessboard placed on a large table. A system of mirrors created the illusion that this table was transparent from all sides. Actually, a little hunchback who was an expert chess player sat inside and guided the puppet's hand by means of strings. One can imagine a philosophical counterpart to this device. The puppet called "historical materialism" is to win all the time. It can easily be a match for anyone if it enlists the services of theology, which today, as we know, is wizened and has to keep out of sight."  Despite my reservations about the metaphor itself-- it trades on attributing a degree of whimsy to the supreme being that is difficult to square with the tradition.  But it turns out that the story of the &lt;a href="http://en.wikipedia.org/wiki/The_Turk"&gt;automaton&lt;/a&gt; is the real deal-- it was an &lt;i&gt;ersatz&lt;/i&gt; chess-playing Turk made in the late 1700s and pawned off as an authentic robot until it was revealed as a hoax in 1857.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in; widows: 2; orphans: 2;"&gt;We imagine that there are hunchbacks inhabiting our machines all the time-- many people will &lt;i&gt;swear&lt;/i&gt; that their iPod shuffles designedly, calculating its mix in order to pump them up during their workouts.   Valve Software's recent zombocalypse shooter, &lt;i&gt;Left 4 Dead&lt;/i&gt;&lt;span style="font-style: normal;"&gt;,  &lt;/span&gt;has a feature called the “AI Director,” an algorithm of some kind that dynamically alters the quantity and distribution of zombie attacks in the level based on your performance.  When I was playing through &lt;i&gt;L4D&lt;/i&gt;&lt;span style="font-style: normal;"&gt; last week, &lt;/span&gt;my fellow survivors and I quickly fell to speculating about whether the AI director was capable of pity, whether our collective suffering would be sufficient to propitiate his reptile heart.  The answer was &lt;i&gt;no&lt;/i&gt;, though he can be swayed by turning the difficulty to “easy.”   &lt;/p&gt;  &lt;p style="margin-bottom: 0in; widows: 2; orphans: 2;"&gt;Evolutionary psychologists have this theory about human consciousness, which holds that the human mind has a “hyperactive agency detection device”  (Pithily, HADD)  At some point in our emergence from the grasslands we acquired a propensity to perceive the world in terms of agency--  we see the world as if it were guided by an intelligence, as if every change in our environment was caused by an agent of some kind.  By keeping us minutely keyed to the environment, the HADD may have helped the first homo sapiens avoid predators.  Some philosophers of religion speculate that this evolutionary spandrel may be responsible for the belief in ghosts and spirits.  Follow the misfires of our HADD long enough and you can explain why humans came to offering up goats to the big AI director in the sky.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in; widows: 2; orphans: 2;"&gt;I'm even more dubious of this theory than I am about the marriage of historical materialism to lurianic Kabbalah.  However, to bring it back to games, we don't need any barely-empirical brain science to explain our dogged feeling that games put us in contact with a human mind.  As Michael Abbott recently &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2008/11/second-thoughts-on-emergent-narrative.html"&gt;noted&lt;/a&gt;, the pleasure we get from gaming-- interacting with systems of rules-- is that playing a game is a kind of &lt;i&gt;communication&lt;/i&gt; between the designers and the player.  Games are an expressive medium because their rules are structured towards an end, because they have certain designs on the player.  The reason the AI director &lt;i&gt;seems&lt;/i&gt;&lt;span style="font-style: normal;"&gt; like a merciless sonovabitch is because some &lt;/span&gt;&lt;i&gt;brilliant&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;people&lt;/i&gt;&lt;span style="font-style: normal;"&gt; at Valve wanted to scare the bejeezus out of us, and keep us playing the same levels over again, and they created a set of rules fit to that end.  It's &lt;/span&gt;&lt;i&gt;their&lt;/i&gt;&lt;span style="font-style: normal;"&gt; minds that are hunched inside the base of the robot.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-2112879979722480546?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/2112879979722480546/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=2112879979722480546' title='9 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2112879979722480546'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2112879979722480546'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/11/my-adventures-with-turk.html' title='My Adventures with The Turk'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SSz1KRmjipI/AAAAAAAAAMw/0dsPL60WHU8/s72-c/Turk-engraving5.jpg' height='72' width='72'/><thr:total>9</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-2036937852562505824</id><published>2008-11-22T15:11:00.001-08:00</published><updated>2008-11-22T15:12:52.338-08:00</updated><title type='text'>Art-Games, Twitterlurking, and Poetry</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SSiRpLFaCyI/AAAAAAAAAMo/rIjCQW_zxBw/s1600-h/wordsworth.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 242px; height: 400px;" src="http://1.bp.blogspot.com/_p9WX1RNCjaQ/SSiRpLFaCyI/AAAAAAAAAMo/rIjCQW_zxBw/s400/wordsworth.jpg" alt="" id="BLOGGER_PHOTO_ID_5271623500373297954" border="0" /&gt;&lt;/a&gt;A confession.  I am an inveterate twitterlurker.  My personal life is banal too document, (“There's loose weed on top of the hand dryer in the Peet's bathroom. Ah, Berkeley!”), but I enjoy eavesdropping on other peoples' twitter feeds, largely because I am hungry for more internet when my google reader runs dry, and I like feeling privy to the happenings of certain games-writing &lt;a href="http://twitter.com/ncroal"&gt;paragons&lt;/a&gt;.  It's sad, I know.  But every so often you run across something great, like the Esquire &lt;a href="http://www.esquire.com/features/best-and-brightest-2008/future-of-video-game-design-1208-2"&gt;feature&lt;/a&gt; on games designer Jason Rohrer I found on Shawn Elliott's &lt;a href="http://twitter.com/shawnelliott"&gt;twitter feed&lt;/a&gt;.   &lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;br /&gt;&lt;/p&gt; &lt;p style="margin-bottom: 0in;"&gt;The article is an exemplary piece of games writing.  It is economically written.  It talks about rules.  It explains the artistic dimensions of game design in a clear and straightforward manner.  And it talks about games-as-art without any of the exoticism that plagues most treatments of the idea in the mainstream press.  (“Game are &lt;i&gt;art&lt;/i&gt;&lt;span style="font-style: normal;"&gt;?  Well, whodathunkit!  Here I wuz,  thinkin' it was all about shootin' aliens!”)  The article also links to Rorher's new game &lt;/span&gt;&lt;i&gt;Between&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, which was commissioned by Esquire for its feature on the Best + Brightest 2008.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Rohrer himself turns out to be an interesting case.  He's off living a Thoreauvian existence in a scarcely electrified shack in upstate New York, eating nonstandard cereals and designing art games.  (Favorite detail: Rohrer has a renaissance-style patron, a silicon valley captain of industry who's helping keep him in quinoa between paid speaking engagements.)  There is a certain earnestness and ungainly romanticism in his portrayal which bespeaks genuine artistic purpose-- like he is making &lt;/span&gt;&lt;i&gt;games&lt;/i&gt;&lt;span style="font-style: normal;"&gt; as part of a larger attempt to come to terms with the world.  It's a marked contrast with the recent &lt;/span&gt;&lt;i&gt;New Yorker &lt;/i&gt;&lt;span style="font-style: normal;"&gt;profile of Cliff Blezinski, which implied that his inner life consists of driving cars very fast on the freeway.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;a href="http://hcsoftware.sourceforge.net/gravitation/"&gt;Rohrer's&lt;/a&gt; &lt;a href="http://hcsoftware.sourceforge.net/passage/"&gt;games&lt;/a&gt; are repeatedly likened to poetry-- “&lt;span style="font-style: normal;"&gt;a superb and tightly crafted sonnet,” for example.&lt;/span&gt;&lt;i&gt; &lt;/i&gt;The choice of poetry trades on the idea that video games will constitute art when they evoke deep emotional reactions. (viz. Wordsworth's definition of poetry: “the spontaneous overflow of powerful feelings... recollected in tranquility”)  I've never bought this “games will be art when they make you &lt;span style="font-style: normal;"&gt;cry” argument.  (It's taken to an extreme: Rohrer is the first to cry over his game &lt;/span&gt;&lt;i&gt;Passage&lt;/i&gt;&lt;span style="font-style: normal;"&gt; because he sobs &lt;/span&gt;&lt;i&gt;while programming it&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.)  Maybe this is one of my idiosyncrasies, but I don't cry during movies that often.  The last movie I wept over, I think, was &lt;/span&gt;&lt;i&gt;Princess Mononoke&lt;/i&gt;&lt;span style="font-style: normal;"&gt; on DVD.  (I cry during the same scene &lt;/span&gt;&lt;i&gt;every&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;time&lt;/i&gt;&lt;span style="font-style: normal;"&gt; I see that movie, it's just one of those things.)  Part of me just distrusts sentiment as a criterion of artistic value.  After all, people have been weeping over shabby melodramatic novels and &lt;/span&gt;&lt;i&gt;Final Fantasy VII&lt;/i&gt;&lt;span style="font-style: normal;"&gt; for some time now. &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;However, the poetry metaphor is sound. The reason is that poetry, for all its emotional directness, is also a relatively &lt;/span&gt;&lt;i&gt;abstract&lt;/i&gt;&lt;span style="font-style: normal;"&gt; form of representation in comparison to prose.  Because the use of meter overlays an added degree of form on the syntactical relations of the grammatical phrase, poetry possesses a  heightened compression in virtue of its formal complexity.  In order to understand a poem you have to &lt;/span&gt;&lt;i&gt;take it a part&lt;/i&gt;&lt;span style="font-style: normal;"&gt; and get a grasp on how it's constructed, how the arrangement of words in metrical form works to evoke a particular feeling or idea.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The same goes for Rohrer's games: their meaning only becomes legible when you reflect on how the various elements of the game relate to each other. (Like, when I played &lt;/span&gt;&lt;i&gt;Gravitation&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, I said to myself, “Why is it that sometimes I could jump really high, and other times I couldn't?  And why is it that i could jump higher after playing ball with that other person-shaped block of pixels?  Furthermore, what does &lt;/span&gt;&lt;i&gt;that&lt;/i&gt;&lt;span style="font-style: normal;"&gt; mean?”  These are the sort of questions you need to ask if you want to get the message.)   The visuals are intentionally sparse, just &lt;/span&gt;&lt;i&gt;barely&lt;/i&gt;&lt;span style="font-style: normal;"&gt; representational, and their underlying meaning only begins to take shape when you grasp the deep grammar of the game and think about how the pixelated figures work in concert with the underlying rules of the game.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;One theme of the piece is that we lack any models of real artistic success in interactive art.  This is only &lt;/span&gt;&lt;i&gt; mostly &lt;/i&gt;&lt;span style="font-style: normal;"&gt;true, but it raises a good question: Is the artistic potential of games best exemplified by abstract tone-poems like Rohrer's work, or by long-form narrative games like LMNO, the EA-backed Spielberg project  he's working on?  And what if it's neither?  What if the pinnacle of game design doesn't consist of using interaction to grapple with life, death, love, hate, poverty, and racism?  What if it's all about creating a &lt;a href="http://www.actionbutton.net/?p=483"&gt;perfectly tuned death machine&lt;/a&gt;?  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Despite my resistence to the latter scenario, I've never been as compelled by the five-minute art game as I have been by &lt;/span&gt;&lt;i&gt;Shadow of the Colossus&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, or &lt;/span&gt;&lt;i&gt;Bioshock&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  It's not that Rohrer's work isn't fascinating and thought-provoking; it's just that as an exercise, it stays far from the core pleasures of mastering rules.  By the time you learn the rules there's nothing left to &lt;/span&gt;&lt;i&gt;do&lt;/i&gt;&lt;span style="font-style: normal;"&gt; with them.  (Games are about doing things with rules.)  This is why &lt;/span&gt;&lt;i&gt;Braid&lt;/i&gt;&lt;span style="font-style: normal;"&gt; was such a success, to my mind-- it spun a satisfyingly ambiguous narrative around the core experience of rule-mastery.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;So check out the article and &lt;/span&gt;&lt;i&gt;patronize&lt;/i&gt;&lt;span style="font-style: normal;"&gt; your art-game developer of choice.  As always, the main obstacle to art is the profit motive, and these men will only make games if we support them.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-2036937852562505824?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/2036937852562505824/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=2036937852562505824' title='18 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2036937852562505824'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/2036937852562505824'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/11/art-games-twitterlurking-and-poetry.html' title='Art-Games, Twitterlurking, and Poetry'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://1.bp.blogspot.com/_p9WX1RNCjaQ/SSiRpLFaCyI/AAAAAAAAAMo/rIjCQW_zxBw/s72-c/wordsworth.jpg' height='72' width='72'/><thr:total>18</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-4796374052732022533</id><published>2008-11-19T12:30:00.000-08:00</published><updated>2008-11-19T12:32:45.535-08:00</updated><title type='text'>Stickin' Together is What Good Waffles Do</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SSR3lAx8rUI/AAAAAAAAAMg/tUexgJkM6Kg/s1600-h/simp01.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 240px; height: 180px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SSR3lAx8rUI/AAAAAAAAAMg/tUexgJkM6Kg/s400/simp01.jpg" alt="" id="BLOGGER_PHOTO_ID_5270468941678685506" border="0" /&gt;&lt;/a&gt;Competitive gaming was a staple of my gaming youth.  I had a little brother, and we lived through the heyday of the 2-D fighting game together.  He quickly outpaced me in any real-life athletic contest, despite the fact that he was two years younger.  (I'm fairly certain he was beating me in one-on-one before he hit pubescence) Video games were one of the few fields left where we were equal competitors, and though we were both pretty fierce (The “Detlef Schrempf” incident remains the last recorded instance of physical violence between us), competition was always a source of bonding.   &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;But when I look back at the last few years, many of my best gaming experiences have been cooperative: playing &lt;i&gt;Rock Band&lt;/i&gt; with my old roommates and a broad assortment of intoxicated guests (including my esteemed associate &lt;a href="http://secondexodus.blogspot.com/"&gt;Dr. Toaster&lt;/a&gt;), beating&lt;i&gt; Gears of War &lt;/i&gt;&lt;span style="font-style: normal;"&gt;and &lt;/span&gt;&lt;i&gt;Halo 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt; with my roommate Galen, playing &lt;/span&gt;&lt;i&gt;Pixeljunks&lt;/i&gt;&lt;span style="font-style: normal;"&gt; with my girlfriend.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;What all these experiences have in common is a &lt;/span&gt;&lt;i&gt;couch&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  I'm frankly astonished that the golden age of cooperative gaming (including the reign of the greatest cooperative game of all time, &lt;/span&gt;&lt;i&gt;World of Warcraft&lt;/i&gt;&lt;span style="font-style: normal;"&gt;) has come during the era of the online gaming.  Say what you want about the inelegance of the split-screen solution, but it's hard for me to imagine great multiplayer gaming (let alone great cooperative gaming) without the ability to gesture at, cajole, interject, and strike your fellow-players. &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt; &lt;span style="font-style: normal;"&gt;I've played a &lt;a href="http://www.bungie.net/Stats/Halo3/Default.aspx?player=wesbear"&gt;lot of &lt;/a&gt;&lt;/span&gt;&lt;a href="http://www.bungie.net/Stats/Halo3/Default.aspx?player=wesbear"&gt;&lt;i&gt;Halo&lt;/i&gt;&lt;/a&gt;&lt;span style="font-style: normal;"&gt; on Xbox live in my days, and I will tell you that it is&lt;/span&gt;&lt;i&gt; very&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;difficult&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to get these people to collude.  It's not just a matter of the notorious dogged venality+immaturity+anonymity equation that describes most online gaming.  Even where the spirit is willing, it's just &lt;/span&gt;&lt;i&gt;difficult&lt;/i&gt;&lt;span style="font-style: normal;"&gt; to collaborate with your fellows when you're locked into first-person: explain where you think “we” should go on the map, orient yourself w/r/t the rest of your team, and reach a consensus on what to do.  Even if my combat skills qualified me for a leadership position (which, as the above-referenced service record testifies, they do not), there is this matter of discussing coordination problems with strangers.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;It is a testament to the immense ingenuity of the recently-released &lt;/span&gt;&lt;i&gt;Left 4 Dead&lt;/i&gt;&lt;span style="font-style: normal;"&gt; that almost all of these problems inherent in online cooperative gaming have been addressed.  Valve, the game's developer, has approached these difficulties as &lt;/span&gt;&lt;i&gt;design problems&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, and addressed them as such. It's tempting to think that the low quality of common-grade online gaming is the player's fault, and this certainly is true.  We're &lt;a href="http://versusclucluland.blogspot.com/2008/07/gamers-are-maximizers-of-utility.html"&gt;inconsiderate sons of bitches&lt;/a&gt;, to a man.  But Valve adheres to the “&lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=19523"&gt;it's not the players, it's &lt;/a&gt;&lt;/span&gt;&lt;a href="http://www.gamasutra.com/php-bin/news_index.php?story=19523"&gt;&lt;i&gt;you&lt;/i&gt;&lt;/a&gt;&lt;span style="font-style: normal;"&gt;” philosophy of game design, and this shows.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;For me, one of the biggest hurdles to collaboration in the first-person perspective is &lt;/span&gt;&lt;i&gt;orientation&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  Sometimes I feel like the first-person perspective itself has an ethical valence; it prevents you from seeing the world from others' perspective in such a way that the challenges of working together can be prohibitive.  But &lt;/span&gt;&lt;i&gt;Left 4 Dead&lt;/i&gt;&lt;span style="font-style: normal;"&gt; has elegant solution: you can see the other players' silhouettes, outlined in a glowing aura, through walls.  This isn't realistic, but it is a perfect solution to the mutual-orientation problem.  The color of the aura itself conveys important information on the other characters' status when they're in a situation that requires your intervention: when they're low on health, when they're trapped by a hunter, when they're trapped by the horde.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;And the game is conspicuously rife with situations that &lt;/span&gt;&lt;i&gt;force &lt;/i&gt;&lt;span style="font-style: normal;"&gt;you to look out for each other.  Aside from the obvious hunter-and-smoker traps which require others' intervention, there are also setpieces that allow you access to a mounted minigun.  The problem with this immensely powerful weapon is that you can't cover the whole range of the scene; in order to use it effectively one or more of your teammates needs to cover your flank.  In the short time I played we quickly found ourselves covering the entry points.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;T&lt;/span&gt;he game's vaunted AI director system isn't just there to provide replayability, either; it's an integral tool of the cooperative concept.  Each time you run through the level, some &lt;a href="http://en.wikipedia.org/wiki/Mechanical_Turk"&gt;covert dwarf chessmaster&lt;/a&gt; hiding in the game's code rearranges the frequency and placement of the zombie attacks.  Because you can't anticipate where the next attack is coming, from you are reliant on your teammates to cover all the angles.  Your weapons are fairly powerful on their own-- the assault rifle is capable of stacking zombie corpses like cordwood if you can anticipate bottlenecks.  But the unpredictability of the zombie mob mitigates against the power of the weapons, and this in turn cements your reliance on the other survivors. Much as in real life, the arbitrary hazardousness of the outside world nurtures the connections between individual actors.  &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;What I learned from &lt;i&gt;Left 4 Dead&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is that a harsh enough world can throw &lt;/span&gt;&lt;i&gt;anyone &lt;/i&gt;&lt;span style="font-style: normal;"&gt;together.  When an unforgiving cosmos contrives to unite you all together an admirable &lt;/span&gt;&lt;i&gt;esprit de corps&lt;/i&gt;&lt;span style="font-style: normal;"&gt; can flourish, even on the Internet.  (The ten-year olds I was playing with last night suggested that we come up with a “gang name,” and I'm taking this as a testament to the quality of the game's design.)  If the Barack Obama presidency fails to unite us as a country, I'm going to hold out for a fast-zombie apocalypse. &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-4796374052732022533?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/4796374052732022533/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=4796374052732022533' title='3 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4796374052732022533'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4796374052732022533'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/11/stickin-together-is-what-good-waffles.html' title='Stickin&apos; Together is What Good Waffles Do'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SSR3lAx8rUI/AAAAAAAAAMg/tUexgJkM6Kg/s72-c/simp01.jpg' height='72' width='72'/><thr:total>3</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-3296728935467989587</id><published>2008-11-17T23:50:00.000-08:00</published><updated>2008-11-17T23:54:23.288-08:00</updated><title type='text'>Illbleed</title><content type='html'>So, I heard about this trailer on the Idle Thumbs &lt;a href="http://www.idlethumbs.net/"&gt;podcast&lt;/a&gt;, which features both original music and the dulcet tones of Chris Remo.  Apparently it's from an early-oughts Dreamcast title, which explains the references to "Who Wants to be a Millionaire," but not the inclusion of the word "shit" in promotional material.  My ladyfriend and I were having a quarrel about whether this video's humor is intentional or unintentional.   You be the judge:&lt;br /&gt;&lt;object width="425" height="344"&gt;&lt;param name="movie" value="http://www.youtube.com/v/XpIPWeqTLJY&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/param&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;/param&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;/param&gt;&lt;embed src="http://www.youtube.com/v/XpIPWeqTLJY&amp;amp;hl=en&amp;amp;fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-3296728935467989587?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/3296728935467989587/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=3296728935467989587' title='13 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/3296728935467989587'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/3296728935467989587'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/11/illbleed.html' title='Illbleed'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:total>13</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-4034785399370111704</id><published>2008-11-13T18:55:00.000-08:00</published><updated>2008-11-13T19:00:16.244-08:00</updated><title type='text'>Da Art of Storytellin' (pt. 1)</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_p9WX1RNCjaQ/SRzo4oOnv_I/AAAAAAAAAMY/iQ52CTmmpr8/s1600-h/1192723964_pic_www_igromania_eu_2.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 300px;" src="http://4.bp.blogspot.com/_p9WX1RNCjaQ/SRzo4oOnv_I/AAAAAAAAAMY/iQ52CTmmpr8/s400/1192723964_pic_www_igromania_eu_2.jpg" alt="" id="BLOGGER_PHOTO_ID_5268341723685699570" border="0" /&gt;&lt;/a&gt;***Coletta Factor:  Tangential plot spoilers for &lt;i&gt;Fallout 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt; below***&lt;/span&gt;&lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Modern role-playing games face storytelling challenges different from those of other genres.  It's hard enough to craft a &lt;/span&gt;&lt;i&gt;one &lt;/i&gt;&lt;span style="font-style: normal;"&gt;story well in a video game; we have &lt;a href="http://en.wikipedia.org/wiki/Prince_of_Persia:_The_Sands_of_Time"&gt;precious&lt;/a&gt; &lt;a href="http://en.wikipedia.org/wiki/Shadow_of_the_colossus"&gt;few&lt;/a&gt; &lt;a href="http://en.wikipedia.org/wiki/Half-life_2"&gt;examples&lt;/a&gt; of games which make effective use of the narrative tools unique to the medium, telling a story in such a way that the player's actions play a central role in its unfolding.  The most successful game narratives have focused on a single relationship established through collaborative gameplay mechanics.  This template won't hack it when it comes to creating a role-playing game, because we expect that every town will have its own story, its own cast of characters.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Virtually every traditional RPG has conveyed its narrative through either cutscenes, dialogue trees, or both.  When you enter a new town, the player knows that her job is to wander about querying every dude in sight, wading through their menu of responses until they hit upon the significant bit of information they are supposed to discover.  This approach can pay off: &lt;/span&gt;&lt;i&gt;Planescape Torment&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, for example, had a dialogue-tree system wordy and dense that your interactions gradually coalesced into a thick description of the world, one that pleasingly verged in interactive fiction.  Nearly every character had a different narrative register and a different perspective on your character and the events around you.  But this strategy hasn't been successfully replicated, because the limits on graphical power and voice acting favored &lt;/span&gt;&lt;i&gt;Planescape's&lt;/i&gt;&lt;span style="font-style: normal;"&gt; brand of text-centric storytelling.  And beyond this, there's no getting past the fact that your interaction in the dialogue-tree model still inevitably boils down to &lt;/span&gt;&lt;i&gt;clicking&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;boxes&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, and the artificiality of this mode of interaction is fundamental to the dialogue-tree model.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;&lt;/span&gt;&lt;i&gt;Fallout 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt; has staked out the rudiments of a new solution for storytelling in role-playing games.  While the game still uses the old dialogue-tree model for conversations (replete with the wooden animation, fixed camera angles, and pre-scripted dialogue choices, conventions that&lt;/span&gt;&lt;i&gt; Mass Effect&lt;/i&gt;&lt;span style="font-style: normal;"&gt; should have rendered archaic), its  innovations lie in the potential of its to &lt;/span&gt;&lt;i&gt;environmental&lt;/i&gt;&lt;span style="font-style: normal;"&gt; storytelling.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;I wouldn't have anticipated the seeming inspirations for this technique: two first-person shooters.  Valve's &lt;/span&gt;&lt;i&gt;Half-Life&lt;/i&gt;&lt;span style="font-style: normal;"&gt; series pioneered the participant-observer&lt;/span&gt;&lt;i&gt; &lt;/i&gt;&lt;span style="font-style: normal;"&gt;model of video game storytelling.  All the events of the plot unfold in front of the player's eyes; all you know of Gordon Freeman is what you see mirrored in other characters' reactions.  Without any player-initiated dialogue and without any cutscenes,  you learned about the world and other people through active observation. The animation and voice acting were so well-executed that you would pick up on elements of the story by paying attention at the nuances of body language and delivery.  (Because the game was in first person, you would even follow a conversation by turning your head from person to person, the way you would real life.)&lt;/span&gt;&lt;/p&gt;&lt;p style="margin-bottom: 0in;"&gt;&lt;i&gt;Bioshock&lt;/i&gt;&lt;span style="font-style: normal;"&gt; took this idea further by making greater use of the environment to suggest a story.  While the game's audio logs are its most powerful storytelling device (&lt;/span&gt;&lt;i&gt;Fallout&lt;/i&gt;&lt;span style="font-style: normal;"&gt; smartly borrowed this idea as well), &lt;/span&gt;&lt;i&gt;Bioshock&lt;/i&gt;&lt;span style="font-style: normal;"&gt; also managed to convey a with its &lt;/span&gt;&lt;i&gt;spaces&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  You would walk into a room, and just by looking at the tableau you could tell what had happened: a mass suicide, an aborted new-year's-eve bash, a lethal domestic dispute.  The mere placement of objects in a room would lead you to draw the desired inference.  This style of storytelling puts the onus the player-- you have to actively &lt;/span&gt;&lt;i&gt;look around&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, observe and interpret in order to apprehend the narrrative.   Observation has a dynamism and feeling of discovery to it that mere text, for all its expressive capacities, can't produce.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The most memorable moments in &lt;/span&gt;&lt;i&gt;Fallout 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt; come from these episodes of environmental storytelling.  While I mentioned some examples in a recent &lt;a href="http://versusclucluland.blogspot.com/2008/11/worlds-your-oyster.html"&gt;post&lt;/a&gt;, (christ almighty, this is turning into the all-Fallout blog.  Apologies all around.) I'll give another here: while I was wandering the wasteland I stumbled onto Vault 108.  In the &lt;/span&gt;&lt;i&gt;Fallout&lt;/i&gt;&lt;span style="font-style: normal;"&gt; series, every vault has a story, and the story of Vault 108 was told without any dialogue.  There was bloodstained walls, the corpses of some unlucky wasteland  interlopers, a cloning lab, and a pack of identical, jumpsuited men named Gary.   You could hear Gary 43 call to Gary 32 in the halls before they both set upon me with knives: “Gary.  &lt;/span&gt;&lt;i&gt;Gary&lt;/i&gt;&lt;span style="font-style: normal;"&gt;?  GARY!”  I missed the holotape with a recording of the backstory until my final round of the premises, but even without this explanation I knew the deal: I had stumbled upon the revolt of the Garys.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;We complain a lot about the dominance of shooters on the consoles, but I think the narrative design lessons from the first-person-shooter golden age are beginning to cross-pollinate.  The first-person perspective has its own unique storytelling capacities, its own way of involving the player in the unfolding of a narrative, and &lt;/span&gt;&lt;i&gt;Fallout 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is a step towards its fruition in the RPG genre.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-4034785399370111704?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/4034785399370111704/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=4034785399370111704' title='6 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4034785399370111704'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/4034785399370111704'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/11/da-art-of-storytellin-pt-1.html' title='Da Art of Storytellin&apos; (pt. 1)'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://4.bp.blogspot.com/_p9WX1RNCjaQ/SRzo4oOnv_I/AAAAAAAAAMY/iQ52CTmmpr8/s72-c/1192723964_pic_www_igromania_eu_2.jpg' height='72' width='72'/><thr:total>6</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-9147753547376972696</id><published>2008-11-12T10:37:00.001-08:00</published><updated>2008-11-12T10:40:39.755-08:00</updated><title type='text'>Gaming and Money</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SRsibh9D5PI/AAAAAAAAAMQ/DVzKX32Jgg8/s1600-h/suze_welcome_photo.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 221px; height: 400px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SRsibh9D5PI/AAAAAAAAAMQ/DVzKX32Jgg8/s400/suze_welcome_photo.jpg" alt="" id="BLOGGER_PHOTO_ID_5267842045506217202" border="0" /&gt;&lt;/a&gt;Gaming is an expensive hobby.  If you're like me, and you have a innate thirst for variety, it's difficult to keep up a gaming habit without beggaring yourself.  Leaving aside that console hardware is &lt;i&gt;muy caro&lt;/i&gt;&lt;span style="font-style: normal;"&gt; (does anyone remember that the PS3 was &lt;/span&gt;&lt;i&gt;five hundred dollars&lt;/i&gt;&lt;span style="font-style: normal;"&gt; at launch?), every other item involved in gaming is ten dollars more expensive now than it was the previous colsole generation.  And if you've been paying attention, real wages haven't been keeping up with inflation for some time now.  &lt;/span&gt; &lt;p&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Ah yes, and there's also the matter of that global economic meltdown we've been hearing so much about on the news.  (Okay, okay, the one I &lt;/span&gt;&lt;i&gt;would&lt;/i&gt;&lt;span style="font-style: normal;"&gt; be hearing about on the news, were it not for the fact that all my knowledge of national affairs comes from what I can glean by watching &lt;/span&gt;&lt;i&gt;Oprah&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.)  But even if your employment prospects aren't getting snookered by the liquidity crisis (the term &lt;/span&gt;&lt;i&gt;hiring freeze&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is destined to be part of the spooky campfire tales that graduate students tell their children), odds are you would benefit from some belt-tightening.  So, I have some words of wisdom on this front.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;1) &lt;b&gt;Make a Spreadsheet&lt;/b&gt;:  I don't mean to get all Suze Orman on y'all, but financial planning is only path to spiritual wholeness and reconciliation with your estranged father.  But s&lt;span style="font-style: normal;"&gt;eriously, make a spreadsheet, stick to it.  I've budgeted myself $45 bucks a month for games and I've stuck to it, I don't think I've missed out on anything.   &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;2) &lt;b&gt;Play Old &lt;/b&gt;&lt;span style="font-style: normal;"&gt;&lt;b&gt;Games&lt;/b&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;:&lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;I loves me some new games.  Fresh, &lt;i&gt;topical&lt;/i&gt; games.  But buying every new release on launch day is a one-way ticket to penuryville (population: you).  If this season's ridongculous release schedule has taught us anything, it's that &lt;a href="http://www.penny-arcade.com/comic/2008/10/31/"&gt;noone&lt;/a&gt; has the financial or temporal resources to navigate the release calendar.  I've made some tactical forays into the new releases (&lt;i&gt;Fallout 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, &lt;/span&gt;&lt;i&gt;LittleBigPlanet&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, and &lt;/span&gt;&lt;i&gt;Rock Band &lt;/i&gt;&lt;span style="font-style: normal;"&gt;2 made the cut), but beyond that I've seen that holding off can net big discounts.  The big outlets like &lt;a href="http://www.gamefly.com/store/?stp=11"&gt;Gamefly&lt;/a&gt; always have too many copies of the AAA titles, and if you hold off for a six months or so you can get these games at 1/3 their cover price .  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;And those old games aren't getting any less good.  They're only getting cheaper.  I've been playing &lt;/span&gt;&lt;i&gt;Killer 7&lt;/i&gt;&lt;span style="font-style: normal;"&gt; the last few weeks; it set me back 8 dollars on ebay.  Ditto with &lt;/span&gt;&lt;i&gt;Fallout 1&amp;amp;2&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  If you're at all like me, there's scads of top-shelf titles you've missed out on during their &lt;a href="http://sexyvideogameland.blogspot.com/2008/08/four-month-bell-curve.html"&gt;four-month bell curve&lt;/a&gt;; odds are that many of them are laying in that pile next to your gaming system already.  Summon this pile of shame to mind next time you are within purchasing distance of new games.  Imagine that your mind is a deep, still pool of water.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;3) &lt;/span&gt;&lt;span style="font-style: normal;"&gt;&lt;b&gt;eBay, not Gamestop&lt;/b&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt;:I can't think of a suitable metaphor for Gamestop's conduct w/r/t the consumer that does not involve sexual assault.  &lt;/span&gt;&lt;i&gt;Never sell them your games&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  Gamestop's used-game trade-in business is a racket that would make Jimmy Hoffa blush like a Lousiana débutante.  Selling your old games and systems on eBay, on the other hand, is a good deal.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Fellow video game collector, your fetishism is understandable.  To this day I remain compulsively attached to nearly every book I own, even the ones I actively despise.  (I'm looking in your direction, &lt;/span&gt;&lt;i&gt;Tropic of Cancer&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.)  I tell myself I will want to reread them in the future, to but this is &lt;a href="http://en.wikipedia.org/wiki/Bad_faith_%28existentialism%29"&gt;patent&lt;/a&gt; &lt;/span&gt;&lt;i&gt;mauvaise foi&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  The benefits of &lt;a href="http://en.wikipedia.org/wiki/Thus_Spoke_Zarathustra"&gt;self-overcoming&lt;/a&gt; in the case of your video game collection fetishism are substantial.  Selling off games after you've completed them on eBay goes a long way towards defraying the cost of new stuff.  I was intimidated by selling stuff online but the people at eBay have conspired to make it extremely easy.  Hit up Staples for some padded envelopes and you're in business.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;4) &lt;/span&gt;&lt;span style="font-style: normal;"&gt;&lt;b&gt;Don't Frequent Places Where you Might Purchase Games&lt;/b&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;:  My girlfriend is really into the food industry, and she reads all these books about how food industry conducts psychological warfare on the consumer by subtly manipulating the disposition of products in the supermarket-- the size and shape of the packaging, the placement of the products on the shelves.  I am 100% certain that these same scoundrels who embarked on this program of hypnotism-through-product-arrangement have unleashed their reams of empirical research on the arrangement of game stores.  Basically don't enter the places unless you have something specific in mind.  Idly perusing the shelves gives the mind-control gas time to take effect.&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;5) &lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt;&lt;b&gt;Credit Card Debt is Deadly Poison&lt;/b&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt;&lt;span style=""&gt;:  That is all.  &lt;/span&gt;&lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-9147753547376972696?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/9147753547376972696/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=9147753547376972696' title='13 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/9147753547376972696'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/9147753547376972696'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/11/gaming-and-money.html' title='Gaming and Money'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SRsibh9D5PI/AAAAAAAAAMQ/DVzKX32Jgg8/s72-c/suze_welcome_photo.jpg' height='72' width='72'/><thr:total>13</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-5679303602593776183</id><published>2008-11-10T23:21:00.000-08:00</published><updated>2008-11-10T23:23:03.846-08:00</updated><title type='text'>The World's Your Oyster</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SRkywiW9WiI/AAAAAAAAAMI/4JyFXl0SXtg/s1600-h/Fallout3A.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 225px;" src="http://3.bp.blogspot.com/_p9WX1RNCjaQ/SRkywiW9WiI/AAAAAAAAAMI/4JyFXl0SXtg/s400/Fallout3A.jpg" alt="" id="BLOGGER_PHOTO_ID_5267297048624716322" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Whatever your opinion of Bethesda's hit fantasy role-playing game &lt;i&gt;Oblvion&lt;/i&gt;&lt;span style="font-style: normal;"&gt; (and it is an immensely divisive title), there is a moment in the game that is indelibly etched in the memory of everyone who has played it.  After being confined to a narrow, and rat-strewn prison in the game's first hour (fulfilling the industry-mandated quota on first-hour rat-slaying in RPGs), you step out of the dungeon and into the the most impressive vista created in a video game.  A glimmering expanse of grassland and forest stretched in all directions, as far as the eye could see.  Even though the game would never live up to the immense feeling of promise that greeted your first steps out of the prison, to this day I have an unshakable conviction that &lt;/span&gt;&lt;i&gt;Oblivion&lt;/i&gt;&lt;span style="font-style: normal;"&gt; had achieved a wholly new experience of &lt;/span&gt;&lt;i&gt;space&lt;/i&gt;&lt;span style="font-style: normal;"&gt; in a video game, one that justified the technical leaps necessary to its achievement.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;As much as I enjoyed the mind-boggling expansiveness of &lt;i&gt;Oblivion&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, my enthusiasm for exploring its world eventually  foundered on the game's patent schematism.&lt;/span&gt;&lt;i&gt;  Oblivion&lt;/i&gt;&lt;span style="font-style: normal;"&gt; had an respectable variety of locales-- cities, caves, ruins, forts, castles and the like-- but once you had spent a good amount of time in the world you came to recognize that the world had been created by continually recycling a set palette; once you had seen one goblin-infested fortification you had seen them all.  Even though you could walk for forty-five minutes in any direction, you eventually ran out of novel scenery.  The designers' decision to scale the enemies to the player's level was a necessary hedge against the player's eventual exhaustion of the game's assets.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;For me, &lt;/span&gt;&lt;i&gt;Fallout 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt; finally fulfills the promise of those first steps out of &lt;/span&gt;&lt;i&gt;Oblivion&lt;/i&gt;&lt;span style="font-style: normal;"&gt;'s prison. Even though &lt;/span&gt;&lt;i&gt;Fallout &lt;/i&gt;&lt;span style="font-style: normal;"&gt;makes the same liberal (re)use of generic items (it's impossible to shake the feeling of deja vu when you unearth abraxo-cleaner-and-wonderglue-strewn room # 438), I have been continually impressed by how the game nurtures a sense of boundless possibility, a feeling that belies the palpable limits of the game's suite of in-game objects.  For every cookie-cutter factory or sewer (and there are more than a few), there is something genuinely new and interesting-- a mercenary camp, an abandoned school, a decrepit power station, a high-rise full of prostitutes.  Even the generic Metro stations (whose uniformity is excused by the fact that they are well-wrought simulacra of the actual D.C. Subway system) are strewn with small of unique content--  faux vampires, deranged clowns, and inexplicably well-defended wall safes full of scanty nightwear.&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;And due to my aversion to the main quest, I haven't even run across the truly ubiquitous features of &lt;/span&gt;&lt;i&gt;Fallout 3&lt;/i&gt;&lt;span style="font-style: normal;"&gt;'s postapocalyptic D.C., like the crumbling, debris-strewn National Mall.  For all its expansiveness and sheer density (I'm still impressed by the fact that you could read every book), the world of &lt;/span&gt;&lt;i&gt;Oblivion &lt;/i&gt;&lt;span style="font-style: normal;"&gt;was fundamentally uninteresting to me on its own terms: the races, creatures, and environments were such regulation Tolkienesque-fantasy fare.  The wedding of the &lt;/span&gt;&lt;i&gt;Fallout&lt;/i&gt;&lt;span style="font-style: normal;"&gt; series' distinctive design aesthetic to the open-world design ethos of Bethesda is a happy one-- the signs, the style of the ruined automobiles, the radio stations, the whole faux-retro cultural imprint taken as a whole is just more compelling to me, and the sense of place is reinforced by innumerable apt details.  Unlike a goblin fortress, it offers me something I haven't seen before.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The designers, seemingly inspired by  &lt;/span&gt;&lt;i&gt;Bioshock,&lt;/i&gt;&lt;span style="font-style: normal;"&gt; have done a good job of telling a story through the player's mere experience of space.  I went down into a shelter in the downtown area yesterday, and though it was barren of life, the disposition of the objects in the bunker spoke volumes: the head of a statue, a garishly illuminated flag, a set of female mannequins covered with plungers, a dessicated corpse on an operating table.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;It's &lt;a href="http://www.brainygamer.com/the_brainy_gamer/2008/11/hell-is-other-people---jean-paul-sartreas-rpgs-go-fallout-3-and-fable-2-are-remarkable-achievements-while-they-differ-sign.html"&gt;true&lt;/a&gt; that the character animations and voice acting are not the game's strong suit, but harping on this point too much obscures the fundamental fact that the game's most memorable character is the world itself.  If the interactions with other people fall flat at times, my desire to interact with the irradiated landscape has yet to run dry; indeed, I'm beginning to wonder if there is any real upper limit to my desire to aimlessly wander the wastelands with my trusty pup Dogmeat, aiding the weak, scavenging ammunition, and gorily shattering the crania of the odd raider.  For now, there's no end in sight.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-5679303602593776183?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/5679303602593776183/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=5679303602593776183' title='8 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/5679303602593776183'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/5679303602593776183'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/11/worlds-your-oyster.html' title='The World&apos;s Your Oyster'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://3.bp.blogspot.com/_p9WX1RNCjaQ/SRkywiW9WiI/AAAAAAAAAMI/4JyFXl0SXtg/s72-c/Fallout3A.jpg' height='72' width='72'/><thr:total>8</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-7952579761684937933</id><published>2008-11-07T02:17:00.000-08:00</published><updated>2008-11-07T02:23:20.847-08:00</updated><title type='text'>Consulting the Oracle:  Miyamoto on the Flavor of Fun</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SRQWXedyjOI/AAAAAAAAAMA/sJlbnnnVSfA/s1600-h/John_William_Waterhouse_oracle_1884.png"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 230px;" src="http://2.bp.blogspot.com/_p9WX1RNCjaQ/SRQWXedyjOI/AAAAAAAAAMA/sJlbnnnVSfA/s400/John_William_Waterhouse_oracle_1884.png" alt="" id="BLOGGER_PHOTO_ID_5265858456873766114" border="0" /&gt;&lt;/a&gt; &lt;p style="margin-bottom: 0in;"&gt;&lt;i&gt;The&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;New Yorker&lt;/i&gt;&lt;span style="font-style: normal;"&gt; ran a &lt;a href="http://www.newyorker.com/reporting/2008/11/03/081103fa_fact_bissell?currentPage=all"&gt;profile&lt;/a&gt; of Cliff Blezinski, designer of the game &lt;/span&gt;&lt;i&gt;Gears of War&lt;/i&gt;&lt;span style="font-style: normal;"&gt;,  in a recent issue.  I wasn't fond of the piece; in its zeal to show the artistic merit of the medium, it ends up casting &lt;/span&gt;&lt;i&gt;Gears of War &lt;/i&gt;&lt;span style="font-style: normal;"&gt;as a wistful meditation on the ambiguities of homecoming. &lt;/span&gt;&lt;i&gt;Gears &lt;/i&gt;&lt;span style="font-style: normal;"&gt;is a fine game, but it's no &lt;/span&gt;&lt;i&gt;Rachel Getting Married&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  We're not doing anyone any favors by pretending that our smartly constructed mass entertainments are think-pieces.  A sample of its routine overpraise: “The world in which the action takes place is a kind of destroyed utopia; its architecture, weapons, and characters are chunky and oversized but, somehow, never cartoonish. Most video-game worlds, however well conceived, are essenceless. Gears felt dirty and inhabited, and everything from the mechanics of its gameplay to its elliptical backstory was forcefully conceived, giving it an experiential depth rare in the genre.”  &lt;/span&gt;&lt;i&gt;Gears &lt;/i&gt;&lt;span style="font-style: normal;"&gt;is pretty, to be sure, but “elliptical” is an incontestably &lt;span style="font-style: italic;"&gt;generous &lt;/span&gt;&lt;/span&gt;&lt;span style="font-style: normal;"&gt;descriptor for its narrative, especially when "cartooish" and "essenceless" lie a mere sentence away, readily at hand.    &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The article takes its title from one of its more effective passages: “Growing up playing games, [games designers] absorbed the governing logic of the medium, but no institutions existed for them to transform what they learned into a methodology. Gradually, though, they turned a hobby into a creative profession that is now as complex as any other. They have established the principles of a grammar of fun.”  I like the idea of “grammar” as a metaphor for the practice of game design, if only because it accords so closely with my own sense of what makes games fun.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Sometimes I think that the grammatical form of games is essentially interrogative: games pose problems to us, and the fun comes from figuring out how we're going to solve it.  It's a testament to the richness of modern game design that the question “how am I going to kill this dude?” has lost little of its original luster. I think this is because this query always points to a deeper question, which is (unexpectedly) more compelling than the first: “what are the rules of this world?”  To me there is something elemental about the feeling of &lt;/span&gt;&lt;i&gt;discovery&lt;/i&gt;&lt;span style="font-style: normal;"&gt; that goes along with learning rules, because in disclosing its rules, a game also discloses a world to the player.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;But this whole fun-as-the-discovery-of-grammar idea runs aground on an inescapable counterexample.  Aside from creating the two greatest series in the history of games, &lt;/span&gt;&lt;i&gt;Mario&lt;/i&gt;&lt;span style="font-style: normal;"&gt; and &lt;/span&gt;&lt;i&gt;Zelda&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, the designer Shigeru Miyamoto has also overseen the development of the Nintendo Wii platform and was the lead designer on &lt;/span&gt;&lt;i&gt;Wii Fit&lt;/i&gt;&lt;span style="font-style: normal;"&gt;. Simply put Miyamoto can lay claim to knowing more about video-game-fun than any other human being on the planet.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;Stephen Totilo ran a great &lt;a href="http://multiplayerblog.mtv.com/2008/10/28/one-on-one-with-miyamoto-part-two/"&gt;three&lt;/a&gt;-&lt;a href="http://multiplayerblog.mtv.com/2008/10/27/one-on-one-with-shigeru-miyamoto/"&gt;part&lt;/a&gt; &lt;a href="http://multiplayerblog.mtv.com/2008/10/29/shigeru-miyamoto-punchout-mario-zelda-portal/"&gt;interview&lt;/a&gt; with Miyamoto last week, and what I learned from Miyamoto is this: &lt;/span&gt;&lt;i&gt;fun is not a form; fun is a flavor&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  When he was describing his design philosophy he made an analogy with cookery: “There are certain elements of cooking where if you’re able to find a very delicious ingredient... often times the chefs are more interested in finding the most delicious ingredients they can find and cooking those in a way that really highlights the inherent deliciousness of the ingredient. And that, I feel, is our job in game design.”  As Robert Ashley once said, Miyamoto &lt;/span&gt;&lt;i&gt;creates a world out of fun.&lt;/i&gt;&lt;span style="font-style: normal;"&gt; they build an entire world out of jumping, like they did in &lt;/span&gt;&lt;i&gt;Mario 64&lt;/i&gt;&lt;span style="font-style: normal;"&gt;.  This is also, I think, why so many Wii games have managed to create short, fun activities (your &lt;/span&gt;&lt;i&gt;WarioWare &lt;/i&gt;&lt;span style="font-style: normal;"&gt;model) but utterly failed at what the other consoles excel at: creating cohesive, compelling worlds.  &lt;/span&gt; &lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;That “how does it move you?” tagline from the ads isn't all marketing cant.  It's a guide to Miyamoto's philosophy of game design.  I &lt;a href="http://versusclucluland.blogspot.com/2008/08/two-methods-of-game-design.html"&gt;wrote&lt;/a&gt; a while back about how the joys of Nintendo's games are irreducibly kinaesthetic, and I think that the company's recent path shows their fundamental commitment to thinking of fun as a &lt;/span&gt;&lt;i&gt;bodily &lt;/i&gt;&lt;span style="font-style: normal;"&gt;event, something that &lt;/span&gt;&lt;i&gt;happens to you&lt;/i&gt;&lt;span style="font-style: normal;"&gt; when you pick up the controller.  Nietzsche wrote that “we listen to music with our muscles,” and it's a description that works just as well for the kind of art that Nintendo creates: closer to music, or poetry, than to literature.   (N'Gai Croal hit upon much the same idea when he wrote that we understand games with our hands.)  (This is why Sony went to wrong with the Sixaxis motion control on the Playstation 3: they took the input device without understanding the design philosophy that goes along with it; as a result their games fundamentally lack the immediacy of their rivals'.  In their defense, &lt;/span&gt;&lt;i&gt;Boom Blox&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is to my mind virtually its only successful third-party implementation on the Wii itself.)&lt;/span&gt;&lt;/p&gt;  &lt;p style="margin-bottom: 0in;"&gt;&lt;span style="font-style: normal;"&gt;The near-absence of Nintendo's imprint from the holiday game season has been a curious phenomenon to me.  &lt;/span&gt;&lt;i&gt;Wii&lt;/i&gt;&lt;span style="font-style: normal;"&gt; &lt;/span&gt;&lt;i&gt;Music&lt;/i&gt;&lt;span style="font-style: normal;"&gt; looks to be a misstep; it seems that the fun of &lt;/span&gt;&lt;i&gt;Rock Band&lt;/i&gt;&lt;span style="font-style: normal;"&gt; is equal parts music and  movement, and &lt;/span&gt;&lt;i&gt;Wii Music&lt;/i&gt;&lt;span style="font-style: normal;"&gt; only realizes the latter.  But when I look back on the games I've enjoyed the most this fall I keep coming back to &lt;/span&gt;&lt;i&gt;Pixeljunk Eden&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, a game that is the quintessence of Miyamoto's ideal.  You can't play &lt;/span&gt;&lt;i&gt;Eden&lt;/i&gt;&lt;span style="font-style: normal;"&gt; without participating in the momentum; it's the fundamental &lt;/span&gt;&lt;i&gt;contagiousness&lt;/i&gt;&lt;span style="font-style: normal;"&gt; of its motions that make it so compelling.  This isn't &lt;/span&gt;&lt;i&gt;grammar&lt;/i&gt;&lt;span style="font-style: normal;"&gt;, but Miyamoto reminds us that fun is more than syntax.  &lt;/span&gt; &lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/7344068351653946740-7952579761684937933?l=versusclucluland.blogspot.com' alt='' /&gt;&lt;/div&gt;</content><link rel='replies' type='application/atom+xml' href='http://versusclucluland.blogspot.com/feeds/7952579761684937933/comments/default' title='Post Comments'/><link rel='replies' type='text/html' href='http://www.blogger.com/comment.g?blogID=7344068351653946740&amp;postID=7952579761684937933' title='2 Comments'/><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/7952579761684937933'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/7344068351653946740/posts/default/7952579761684937933'/><link rel='alternate' type='text/html' href='http://versusclucluland.blogspot.com/2008/11/consulting-oracle-miyamoto-on-flavor-of.html' title='Consulting the Oracle:  Miyamoto on the Flavor of Fun'/><author><name>Iroquois Pliskin</name><uri>http://www.blogger.com/profile/14324582950813408440</uri><email>noreply@blogger.com</email><gd:image rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><media:thumbnail xmlns:media='http://search.yahoo.com/mrss/' url='http://2.bp.blogspot.com/_p9WX1RNCjaQ/SRQWXedyjOI/AAAAAAAAAMA/sJlbnnnVSfA/s72-c/John_William_Waterhouse_oracle_1884.png' height='72' width='72'/><thr:total>2</thr:total></entry><entry><id>tag:blogger.com,1999:blog-7344068351653946740.post-127150481799967786</id><published>2008-11-04T23:45:00.000-08:00</published><updated>2008-11-04T23:53:30.243-08:00</updated><title type='text'>A Brief Interruption</title><content type='html'>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://4.bp.blogspot.com/_p9WX1RNCjaQ/SRFQpQt_p-I/AAAAAAAAAL4/9cW9lJaKoYU/s1600-h/american-flag.jpg"&gt;&lt;img style="display:block; margin:0px auto 10px; text-align:center;cursor:pointer; cursor:hand;width: 400px; height: 252px;" src="http://4.bp.blogspot.com/_p9WX1RNCjaQ/SRFQpQt_p-I/AAAAAAAAAL4/9cW9lJaKoYU/s400/american-flag.jpg" border="0" alt=""id="BLOGGER_PHOTO_ID_5265078109165561826" /&gt;&lt;/a&gt;&lt;br /&gt;We interrupt your regularly scheduled Lacanian analysis of Ninja Gaiden for the following message:&lt;br /&gt;&lt;br /&gt;U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!! U.S.A.!!&lt;div cla
