Showing posts with label games criticism. Show all posts
Showing posts with label games criticism. Show all posts

Saturday, July 18, 2009

Pick up eggs, cheese, milk.







I hate lists. Something about them drive me up the wall. If I were to pin down the Top Five Reasons They Get Under My Skin, they would have to be :

1. Lists can cobble together information without extracting any useful insight.
2. . Lists can be used to present subjective opinion through a lens of false objective value.
3. Lists can be a crutch that stand in for actual writing.
4. Oh God, no.
5. I've become everything I hate.


Don't get me wrong. Often lists can be helpful and serve a purpose. A grocery list, for example, is often more practical than a grocery pie chart.


You win this day, Cheap Cheese. But I'll be back.


But more often than not, you have either opinion masquerading as data, or data masquerading as useful. I'm well aware that I'm in the minority on this one. List-based comedy abounds on these treacherous tubes, and we've begun to chart the merits and failings of art through increasingly listy groupthink. It may be that I'm preparing myself for a future in which everything on the internet is something I dislike, in which case I suspect I'll need a new hobby.

But then there that occasional list that takes my breath away. A list that attains that trifecta of listdom: One that somehow manages to be pointless, irrelevant and inaccurate all at once.

Newsweek has decided to dabble its toe into the the murky waters of games journalism, with a List of the Top-Ten Best-Selling Video Games of All Time, a piece that begins with the priceless observation that "Playing video games is serious business."


Serious business.

For those interested, Newsweek outlines the top ten games as follows:

Grand Theft Auto
Grand Theft Auto
Guitar Hero
Madden NFL
Grand Theft Auto
Halo
Madden NFL
Madden NFL
Call of Duty
Grand Theft Auto

Congratulations, Grand Theft Auto! Your pluck and determination have won you first, second, fifth and tenth place. This list stands as a helpful reminder to the world that we still like cars, rock music, football and war. I notice that Barbie Horse Adventure didn't manage to crack the list. I hope there are still horses out there, somewhere.

You'd think in light of the franchise dominance at work here, they'd opt to sort them in terms of sum profit, or gross.You also might imagine that they'd be drawing from a complete set from information: However, some of the games listed as 'top-selling of all time' are not sorted by posted profits, but rather by units sold. And, if that's the criterion they're going by, they're not just confusing. They're wrong.

Even if you slice the pie another way, and conclude that gamers instead prefer saving princesses, playing with cute animals, solving brain teasers, and putting around on go-karts, what does this tell us? Even a completely subjective "Best Whatever" list stands as a statement to what succeeds, and what doesn't. Everything else just boils down to them most basic Boolean splat: Popular Things Are Popular!

If we're hoping for a better games journalism, both as a more intelligent investigation and a more meditative look at why we play, this is exactly the type of empty fat we've got to trim. No matter how you break it down, counting to ten is kid's stuff.





Nightmarish, horrifying kid's stuff.


- Rook







Monday, June 8, 2009

Pod People!

Recently I was invited to present at the University of Bedfordshire's Under the Mask 2009, a conference on the relationship between player and character. Circumstances conspired such that I was unable to go in person, but, age of wonders that we live in, I was able to be broken down into pure digital information and transported through the tubes that comprise The Internet at THE SPEED OF LIGHT. * Thus I was able to be virtually present at an actual presentation on virtuality.

With the help of Bryan Piitz from Georgian Bay Video, I produced this video essay, entitled "Pod People and Swappable Selves: On the Buying an Selling of Avatar." It engages such questions as 'how do players achieve authentic experiences in massively-multiplayer spaces?', 'Can virtual bodies be understood as "genuine?"', and, 'My haircut: is it nice?'

Pod People and Swappable Selves: On the Buying and Selling of Avatar from VideoYEAH on Vimeo.



If you'd just rather have the questions spoiled, the answers are "It's complicated", "Sometimes", and "Sure?"

The paper essay can be read here as a .doc file, along with the other papers presented to the conference. There's some fascinating work on show, and it's my pleasure to have been able to contribute to it.


- Rook

* N.B.: I actually have no idea how the internet works.

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

Thursday, April 2, 2009

On Plinko and Pizza


I study games and play theory, but I am a terrible theorist. I have met many who are genuinely interested in theory for it's own sake: those who theorize up great and terrible edifices, each clarion thought bricked and mortared up to palatial heights, who rule from these structures like the shahs of old. I am not of their number, for the single damning reason that I do not love thoughts. I love things.

Because of this, of course, I am all turned around. I twist the rule a little. I cheat. Instead of being content to focus on my little puddle of academia, I turn outward, and see a world constantly at play. Every moment I see odds and probabilities at work, rules exchanged, wagers made, and scores silently tallied. This may be a defense mechanism against the vacuity of chaos: Living in a universe that is constantly, infinitely flipping coins, you may as well ante up.

Through simple legerdemain, my humble little body of thought becomes a lens to see the world. Similar the sociological assertion that "The personal is political," Robert King's insight that "the truth about stories is that's all we are," or Richard Carlson's brainless advice "Don't sweat the small stuff... and it's all small stuff," there is that gentle plying until you feel someting give, and suddenly you are talking about everything.

So I study games and play, and it is all games and play. (Until someone loses an eye.) As a mutually-inclusive proposition, it is the opposite of a Catch-22. I call it my Catch-21.

I've written before on my propensity to to turn the most mundane tasks into games. What I may not have mentioned is that I do this constantly, every day. These games scale in significance with the task at hand. Last weekend I headed to my hometown, for a marathon of three years worth of taxes. It seems that the MAN had finally tracked me down, and insisted that, apparently, not doing your taxes is simply not an option. The alternative, as I understand it, is debtor's prison. And I figured, if it could happen to John Dickens, holy smoke, it could happen to me.




Canada I am sorry, please don't put me in the gaol.



But in settling in for a weekend's worth of number crunching, I was pleasantly surprised to remember that I actually find taxes to be super funtimes. You take one number, and start at the top, and it falls down and changes and you add and subtract, and it clicks right along. Now something's happening, but I'm sure I have no idea what. To me, it's like sidling up to an enormous pachinko machine, like Plinko on The Price is Right. And let it be said that I am a man who enjoys his Plinko.

And after everything as been totaled, the numbers go click click click down the page until they land in one or two boxes. In the right box, you lose money. In the right box, you win money. Jackpot!

FACT: Asking someone if boot camp was "a lot of fun" is super classy.

It struck me then that I subscribe to what I might call Plinko Theory. Faced with odds over which I have no control or no ken, I tend to just go limp and let things play out. For example, this is my exact behavior when travelling: I map out every variable ahead of time, so when the time comes I can simply be processed, click click click from destination A to B to C. I've often wondered what would happen if I missed a turn-off, or got on the wrong bus, or simply got spun around and started walking in the wrong direction. What if you dont catch yourself in time? Then instead of landing in the right box, you wind up in Timbuktu.

Are our lives like this, too? If we were to start again, and go click click click through everything, perhaps we'd wind up in different boxes, as completely different people. Is it really just Plinko Boards All The Way Down?

It was in this zen-state I found myself on the the trip back, having been deposited at a Go-bus station in Newmarket, waiting for another bus to schlep me to Toronto, then home. All of us stood quietly, gently swaying, waiting for our bus. Liminal theory posits that such places are instances of non-space, and that in these places we are like ghosts, neither alive or dead. I find my experience to be the opposite - in these places I have a hypersensitive awareness of my body, brought on by the fatigue of travel. Everything hurts. I can feel my bones ache, and my skin. I fish my tongue around in my mouth and suck my teeth. I taste blood, and noticed the tip of my tongue was bleeding.

Suddenly, and with a terrible ferocity, I realized I was HUNGRY. I stumbled into the station and made my way to a small convenience counter, where I spied a few lazily rotating pizzas, looking withered and uninviting. I tried to speak to older Indian gentleman who was siting behind them, but he held up his hand in front of him, blocking my very words as they came tumbling out of his mouth. His daughter then, scurried over to take my order.

Zombielike from travel, I wasn't entirely aware of myself. The moment my purchased pizza was delivered into my waiting hands, I began stuffing it into my face in large wolfish bites. I may have been making OM NOM NOM noises as well. I looked up, and noticed that I was chowing down right in front of the young woman who had served me. She was smiling.

All the synapses in my brain started firing off at random. I realized I had about half a second to communicate something - anything - that would explain myself. I couldn't smile back, as my face was crammed with food. My hands were full, and my skull was empty. But I had to do something.

So I winked.




- Rook

Tuesday, March 10, 2009

More than Pac-Man With a Bow: Part 1




"One is not born a woman, one becomes one."

- Simone de Beauvoir, The Second Sex

"Honey, don'cha know I'm more than Pac-Man with a bow?"
- Ms. Pac-Man, commercial for Ms. Pac-Man on the Atari 2800



In 1980, Midway purchased the rights to Crazy Otto, a popular hack of Pac-Man that featured added maps and improved random variability. They were faced with a problem: How could they re-market an update to their hit arcade game as an autonomous game in its own right? At the time, they were waiting impatiently for the Japanese company Namco to produce a direct sequel to Pac-Man, thus precluding the independent production of a "Pac-Man 2." How could they suggest difference, without operating in deliberate sequence? From this primordial marketing slop, Ms. Pac-Man was born.

Changing Pac-Man to Ms. Pac-Man was a relatively simple process. They simply added large eyelashes. And lipstick. And a big, bouffant bow. And a beauty mark. One wonders if they came inches away from adding a corset. In case this orgy of hypersexy signs wasn't enough of a clue, the advertisers weren't afraid to spell it right out for you: In an ad for the 1983 Atari 2800 port of the game, a glammed-up Ms. Pac-Man in a stole and high heels boogies about, breathlessly purring "Honey, don'cha know I'm more than Pac-Man with a bow?" while impressing us with her high-kicks. This burlesque show is for our benefit, insisting that rather than being a re-packaged and cynically re-branded product (despite that being exactly what it was), we were being introduced to something new and exciting.



For a character without legs, Ms. Pac-Man has a great set of legs.


Though the use of sex to sell a product is nothing new, what's interesting here is the spartan toolset that developers of the early 1980s had to work with to convey femininity: A splotch of pink could be female lips, or a bow, while a splotch of black could be eyelashes. (In a masterstroke, Ms. Pac-Man's beauty mark is a single pixel.) It's been discussed how many of the design choices behind iconic characters were either accidental or pragmatic - consider Mario's precursor, Jumpman, who wore a hat to avoid pixelated hair, whose overalls helped to distinguish his arms at his side, whose moustache served to separate his nose and lips.

This isn't to directly criticize the toolset available in these instances. A video game, especially in the early days of the medium, can only communicate within a finite set of fields: Between a colorful splat of pixels and a few words of sometimes poorly-translated text, any character representation must be both minimalist and iconic. But the transition from Pac-Man to Ms. Pac-Man is a good indicator of how freighted a gender discourse is bound to be in such an environment. Pac-Man is an androgynous non-anthromorph, but still, with an absence of gender signification, defaults to male. Ms. Pac-Man, thus, must become female... and to do that, she must be gussied up, a derivative Pac-"man in drag," rather than a unique entity.

But rather than being simply an embarrassing chapter in the history of gaming, many of these early females in games have come to set an iconic standard: No longer are they simple pixel formations, but 3d-rendered extrapolations of decades-old ideas. Video gaming technology has progressed at an exponential rate, yet this standard of signified gender continues in three major areas of negotiation: How female characters navigate game-space, how 'female' tropes are represented visually, and how sex, as a notion, is communicated.

In the posts to come I'll be taking a look at a few early female video game figures, to consider the ways in which these areas of negotiation affected their origins and how they continue to shape them today.

- Rook

Thursday, December 11, 2008

Everyone's a critic

There's an interesting post over at Slate, where Seth Scheisel, video-game critic for the New York Times, talks about how he became a video-game critic for the New York Times. His thoughts, if I might paraphrase, sum up as "Holy snaps I am a video-game critic for the New York Motherflipping Times." And, I suppose, holy snaps, he is.

He talks a bit about making the transition from gaming-reporter to critic, one that essentially boils down to one turning point: Now he is obliged to say what he thinks, even if it isn't nice. The cynics among us might wonder where Mr. Schiesel gets the idea that 'telling the truth' is something that a journalist is absolved of... that, in fact, it's sort of the job description. But it's a point of optimism that he clearly sees criticism as a higher calling, one to which he's done-his-derndest to rise.



A king among men.

Notably, he lists Roger Ebert as his inspiration to video-game criticism. He mentions Ebert's quoting of fellow critic Robert Warshow: "A man goes to the movies. The critic must be honest enough to admit that he is that man." In other words, whatever you saw, whatever you felt, whatever you did, you must say so. For example, two things that cannot be convincingly faked are laughter and orgasms. If a movie made you laugh, as a critic you have to be honest and report that. Maybe not so much with orgasms."

(For information on the latter, look no further.)

In this case, it isn't just out of admiration or inspiration that Schiesel cites Ebert - his very position as a critic, an orientation that affects his relation to both his medium in question and audience, comes from Ebert's playbook. In doing so, he cuts through a rhetorical Gordian Knot standing between him and the realm of criticism. Video games as a medium remain a cipher in the world of news-media, due to any number of factors: misreportage, underexposure, a lack of cohesion in criticism and coverage. But ultimately, it comes down to the matter of inexperience, and the shock of the new.

This isn't to say that gaming news is at a standstill. Things purr along contentedly enough until they encounter something unprocessable and unparseable, and then everything goes to the dogs. An example: When Danny Ledonne submitted his execrable Super Columbine Massacre RPG to the Guerilla Gaming Competition, it produced what could comfortably be called a kerfuffle: a host of angry calls, contestants dropping out of the content as a matter of solidarity, wailing and rending of garments.


Fig. 1-b: A garment, mid-rend.


But in the midst of this scrum, no one produced an adequate answer to the question of the game, itself. What was it, anyway? Was it art? Exploitation? Was it a comment on or a product of society? How should it be reviewed - as a product of culture, as entertainment, as a statement, as a social experiment?

All this uncertainty, despite Ledonne being nothing more than a disingenuous rabble-rouser. But if something as two-bit as Super Columbine throws sand in the gears, the need for critical clarity becomes all the more pressing. It's here that Seth Schiesel's critical lens becomes a welcome thing, a necessary compass that orients him in a sea of bewildered games-reportage.



Ledonne claims his game is designed to 'implore introspection'...
but all it 'implores' me to do is crack him in his ratty mug.

It's this aspect that may be the most difficult to pin down. Even moving past claims of games-as-art (some hifalutin', some credible), even beyond a continued discussion of games-as-culture, past the physiological and biological stuff, onward beyond hype and hysteria, there is the Bigger Picture. Panning back, and back, one can finally catch light of the arc and dimensions of the entire phenomenon of video-gaming: let's call it the "game-as-medium".

It's in this respect that I'm glad to see folks like Schiesel sounding off on what they intend to do with all of this data, even while he comes off as a greenhorn. He understands the elusive element of his task: to make games make sense. He's doing his best to do his part - as, I suppose, are we all. Because in an uncharted terrain, we are all cartographers.




(That is, unless we have Map Hacks).

- Rook

Friday, November 28, 2008

15 Minutes of Fame





One of my friend's coworkers, who has a PhD in Sci-Fi, (We've been recognized by the academia!) had her own 15 minutes of fame passed my way. Check it out as it's both groovy and cool!

-King