Showing posts with label Zork. Show all posts
Showing posts with label Zork. Show all posts

Monday, June 1, 2009

Free Thing of the Week: Well Played

Games studies can be a tricky fish to fry. Here is this gorgeous new medium with limitless potential to be poked, prodded and punctiliously ployed, but always, we must realize that what we are studying here is play. You may think it's 'srs business,' but to most other folks, it may well be 'just a game.'

Fun, here, may have some relation to Mark Twain's thinking on humour: "Explaining a joke is like dissecting a frog: you understand it better, but the frog dies in the process."



Critics of the time were known to respond: "Yeah, well, your FACE is that!"


Observant readers will note that my analogy has shifted species. How do we get from fish to frog? Well, when a mommy fish and a daddy frog love each other very, very much...

Since games at the best of times need a light touch, it it my double delight when I find critical thought that keeps some life kindled in its subject - Inevitably, these tend to be not strictly endeavors of the mind, but labours of love. Play remains the subject, but it is not captive... it is allowed to roam, free-range.

Thus we have the FREE THING OF THE WEEK, which is not just free as in libre, but free as in gratis. Enter "Well Played 1.0, Video Game, Value and Meaning", a text which backflaps itself thusly:

"What makes a game good? or bad? or better?

Video games can be “well played” in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done.


This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of “well played.”


The goal is to help develop and define a literacy of games as well as a sense of their value as an experience. Video games are a complex medium that merits careful interpretation and insightful analysis."


The plaintext is free on the internet. Free as in, why aren't you reading it right now? We have analyses of old standbys such as Super Mario Bros. and Legend of Zelda: Ocarina of Time, considerations of cult favorites like Ico, Silent Hill 2 and Parappa the Rappa. You'll find work ranging the gamut from blockbuster games like Metal Gear Solid 4 and Half-Life 2 and indy gems such as Portal and World of Goo.


Oh, and Zork. So that's me in the bag.


Reading these essays, you may find much to disagree with - but everything is put forward so cheerfully, one can hardly protest. These people have found pleasure in these games, and as such they are a pleasure to read. Who was it that spoke of the importance of being earnest?



Oh right. It was this guy.


- Rook

Tuesday, January 6, 2009

Signifying Violence, Part 1: How I Learned to Stop Worrying and Love the Bomberman




In Zork, one of the original text based games, many short commands would produce numerous replies - a type of conversational easter egg that acknowledged how frustrating navigating this type of space could be.

If, in a fit of pique, the player typed "Kill Self" they game would reply: "It is forbidden to commit seppuku." At once acknowledging the action and dismissing it, it framed the question of action in games as a matter of mediation. What one could or couldn't do isnot 'forbidden' by social customs, but by the game itself. The game space may be malleable, but the player is indestructible.

Other games of the time were also toying with the boundaries of what you could and couldn't kill. At the end of Taito's Double Dragon, after all the enemies have been vanquished, both players must fight each other to determine who ends up saving the captured ladyfriend. In a final twist, co-op becomes versus, and the player you've been playing beside for hours suddenly becomes one more thug to smack down.


Another early game where it is definitely not "forbidden to commit seppuku" is Hudson Soft's Bomberman, a game wherein one plays a bomberman, whose job it is to bomb other mans with bombs. Much of the game is spent ducking around corners to hide from bombs you've laid, as nothing distinguishes your enemies' bombs from your own. By the time you're in the thick of things, there exists no real boundary between you or your opponents actions: The only question you ask yourself is whether any given nook will, or won't be blown to smithereerns.

In these cases, the general rule that these games will protect you from yourselves is broken, whether by allowing counterproductive play choices, changing the rules of how players interact, or not differentiating a player's attacks from an opponent's. Ultimately the "video" part of video games relates to mediation: How much, or how little, one can do within the parameters of a program.

But the moment that interactivity is expanded to a point that includes changing the way that one negotiates a game-space (through bad decisions, or altered rules) suddenly you enter into an ambivalent realm, where a host of questions apply: What happens when it's not men, but children and prostitutes, than you can kill? At what point is it a moral decision, and upon whose behalf is good behavior enforced?

On Thursday I'll be looking at some later games in which interactivity (in terms of what you can, or cannot do) applies directly to the gaming experience, and tackle some of the questions that are raised.

- Rook

Thursday, November 27, 2008

Jump, man, jump!




At the dank, cryptic arcade I frequented when I was young, there was one machine that towered above the rest: An original Donkey Kong. Set apart from the other games, it loomed monolithically, promising dark portents to any who dared plumb its depths. I’m talking real “hit a monkey with a bone” stuff, folks. Serious business.



"Huh.. it says 'insert quarter.'"


Despite my fascination, I never touched it. There was always a line of dull-eyed teenagers barring my way, menacingly clutching their cans of New Coke. Instead, I would gaze longingly at the art on the side of the machine, where a lumpy Mario-before-he-was-Mario was shown mid-spring. Underneath was a helpful protip, one as curious as a zen koan: “PRESS A TO MAKE JUMP MAN JUMP.”

It seems like we’ve been making Jump Man jump ever since. Since their inception, there have been video games about navigating space. Even pre-graphics classics like Adventure and Zork have a layout and a sense of motion - so much so that the ultimate threat is for your light to be extinguished, giving you no idea of where you are going. But with the platformer came the final ingredient to the recipe.

There is something supremely satisfying about jumping on a goomba. The way it remains squashed down, comic in defeat, while you spring upward and onward. It has a consistency: elastic, spongy, slightly al dente. (I have always suspected that they would be delicious in an omelet.) Though a lowly peon, one to be stomped with impunity, it has substance in a way the soulless blips of previous games never did.

The moment that physics are brought into the equation, the simple acts of running and jumping conjure a experience of the heft of the game: not simply the presence, but the experience of mass. In learning to move, we are not only learning to control a character but experiencing the scope of the world, the tactile sensations of bashing blocks and kicking about turtle shells. In coming to intuit how a character will jump, swim, fly, we encounter one of the first immersive experiences in gaming: the sensation of existing in a internally-consistent world.

Le saut-homme original.

In these cases the physics represent the grammar of these games, relating a language of motion. How Mario moves about the screen is not merely a character trait, but his essence. Compare to other 2D platform figures like Sonic the Hedgehog, Samus Aran, and Kirby: The way that the characters are defined relates directly to how they navigate their respective spaces.

King mentioned Cave Story in an earlier post, in tandem with Metroid. At first glance they seem to have nothing in common, due to their drastically different visual tones. But in beginning the game, the physical parallels are immediate and unmistakable. In both games you don’t so much jump as glide through the air, drifting in a way that is both crisp and surprisingly graceful. The connection is a kinetic one, as is the realization: “I have moved this way before.” They may not resemble each other, but they speak the same language.

So now we have a slew of 3D platformers, whose successes and failures have hinged upon how well they have provided navigable spaces. We have games like Portal, which translate first-person experiences into experiments with movement and space. We have Little Big Planet, which follows through on earlier experiences of tactile physics. We have Braid, which meta-textually examines this whole “jumping about from ledge to ledge” business we’ve busied ourselves with for decades.

So jump on, Jump Men and Jump Women. O’er pit of spikes, o’er lava deep, jump on. Jump on, Jump ever on, into the future. Because the one thing that we haven’t jumped yet?


THE SHARK.


- Rook

p.s. For an immediate and simple example of what I call heft, consider: Space Invaders don't got none. Asteroids does.