Games: September 2007 Archive Page

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28 Sep 2007

The Play's the Thing

Daniel Radosh brings to the mainstream press (New York Times) an argument that games researchers have been making for years.
If games are to become more than mere entertainment, they will need to use the fundamentals of gameplay -- giving players challenges to work through and choices to make -- in entirely new ways. The formula followed by virtually all games is a steady progression toward victory: you accomplish tasks until you win. Halo 3, for all its flawless polish, does not aspire to anything more. It does not succeed as a work of art because it does not even try.

Like cinema, games will need to embrace the dynamics of failure, tragedy, comedy and romance. They will need to stop pandering to the player's desire for mastery in favor of enhancing the player's emotional and intellectual life.

There is no reason that gorgeous graphics can't play a role in this task, but the games with the deepest narratives were the text adventures that were developed for personal computers in the 1980s. Using only words, these "interactive fictions" gave players the experience of genuinely living inside a story. The steps required to advance the plot, though often devilishly perplexing, felt like natural behavior rather than arbitrary puzzle-solving. Today's game designers should study this history as a starting point for an artistic revolution of the future.
I welcome his sentiments, though he is romanticizing the success of "interactive fictions," which never "gave players the experience of genuinely living inside a story," because the art form developed to suit a medium that could not promise such an overwhelming experience. Having said that, the marketing of text games did play up that first-person perspective, and if you are willing to suspend disbelief for the sake of enjoying the game, it generally worked out.

Today's video games do aspire to cinematic levels of reality, but in the end you're still shooting at wooden ducks on the carnival midway.  Way back when, the bleating speakers and photon-squirting CRTs meant that the graphics games at the time were hideously crappy, and they still look crappy. But the commercial interactive fiction still holds up as good interactive fiction. (We're talking on the scale of boutique art, with authors who know the tastes of their small audience very well.)


Update: Radosh reflects on the online response to his editorial.
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Great Zork map.

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20 Sep 2007

Airport Security

Emily Short reviews a game that tries to make a point:
While I sympathize with the message of the game, it didn't really work for me, for two reasons.

First, the game is irritating to play. It's impossible to undo mistakes (if you accidentally confiscate someone's pants instead of his shoes, for instance, as I did repeatedly) and the list of banned items is posted at the opposite corner of the screen from the passenger luggage list, which means that you have to look back and forth quite a lot. Many of the frustrations that constitute the "message" of the game result from game design decisions, even screen layout decisions, and not from the system being emulated. This is the game-design equivalent of a rhetorical cheap trick.

Second, the game doesn't argue the issues. I agree that TSA guidelines tend to be arbitrary and that they don't make us safer, but this game doesn't really argue that; it takes these facts as read. It felt more like an exercise in whipping up the indignation of people who already agree with the central premise. There's much to be indignant about in the American political environment lately, but I don't think my inconvenience in going through transport security is the most important issue by a long shot.
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The New York Musical Theater Festival has some tidbits about an upcoming showing of a musical based on The Last Starfighter. Too bad I'm not really within day-trip distance of New York... this one would tempt me. My nine-year-old son would probably enjoy it, but the trip would be hard on my five-year-old daughter. Oh well... looks like the show has gotten good reviews. (Jason Scott raved geeky raves when he saw it a few years ago.)

From JONATHAN BETUEL's screenplay for the beloved 1980s sci-fi film comes the cosmically entertaining romantic musical fantasy THE LAST STARFIGHTER. It's Spring 1983 in a Sierra Nevada trailer park. High school senior Alex Rogan's hardworking, unrewarded life takes an unexpected turn when he breaks a video game record and is spirited away by the game's inventor, the alien huckster Centauri, to fight for the Star League in a faraway galaxy. Centauri leaves behind Beta, a body double droid of Alex, to cover Alex's absence with his mother, brother and beloved girlfriend Maggie while Alex is off fighting the evil Zur and the Ko-dan Armada. Beta's comic mishaps on Earth with Maggie and the neighbors in the trailer park, and shape-shifting alien assassins in pursuit of Alex on his home turf, alternate with Alex's heroic starfighter achievements. Alex must reach inside himself to discover his true potential - the universe and his life depend on it!
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David Cornelson, interviewed in Gamasutra about his plans for marketing text-adventure games to young readers:

One of the reasons IF is so fascinating is that you have this junction of programming, game design, and writing. It's great to toy around with all three of those aspects and try to merge them into something beautiful.

The reality is that most of us have one, possibly two of those capabilities at a reasonably high level, but statistically very few people have all three of them at a high level (Andrew Plotkin, Emily Short, Graham Nelson, Michael Gentry, Paul O'Brian, Eric Eve, Adam Cadre, and more). I would even argue that some of these people have been able to overcome a lesser ability with sheer determination and free time.

I don't think you can build a business from this dichotomy. I do believe that if you offer someone a task that they're good at and give them a template to work towards, they will succeed. From there it was a matter of developing that template, which we've already done. The process is being duplicated for a second design and writing team and there seems to be a consensus that we've developed the right processes.
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13 Sep 2007

DHQ in the Public Eye

Melissa Terras writes in the introduction to Digital Humanities Quarterly v1 n2 (2007):

We at DHQ hope that we will eventually reach a wider audience (and trust our readers will help us do so), introducing the type and range of activities the digital humanities community is interested in, and featuring energetic, novel, and interesting articles on a variety of research, making use of all the Internet technologies at our disposal.

One of the papers in this, our second issue, has already done just that. Dennis G. Jerz's Somewhere Nearby is Colossal Cave: Examining Will Crowther's Original Adventure in Code and in Kentucky, was posted on the test site for proofreading a few weeks before launch, when one of our editors featured an advance mention of it on his blog. A few days later, it was picked up by the gaming community on a popular discussion list (rec.arts.int-fiction), garnering comments such as "HOLY MOLY!" and "It is clear on a single reading that this is the most important single paper ever written on the history of interactive fiction" before it had even been formally published. It doesn't stop there: the paper went on to be featured on Boing Boing (a "directory of wonderful things" which is read by hundreds of thousands of readers), then being mentioned on Slashdot, the popular technology-related news site. (We are pleased to report our servers survived being "slashdotted" so far, which is perhaps the best load test we could wish for). Shortly after, it featured on Metafilter, a community weblog that anyone can edit with a vast readership, where comments included "What academic research should aspire to be" and "I can feel a new LOLCATS meme coming on. (I can haz mint-cake?)." On the eve of publication, we have had a request from a local Kentucky newspaper wishing to republish the paper (which our publication terms willingly permit). This paper has legs.

In addition, publication on DHQ has made the original game available again for a new audience. When the preprint version of this article became available on the internet in August 2007, Matthew Russoto modified Crowther's source code so that it will compile for today's computers. David Kinder made a Windows executable version. The colossal cave lives again.
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Clive Thompon is not writing from the same world where I live.

Thirty-six hours? How in god's name had I managed to spend almost four hours a day inside this game? I should point out that this was not the only game I'd been playing during that time. I'd also been hip-deep in BioShock and Space Giraffe, so I'd been planted like a weed in front of my consoles for hours more. This is a missing-time experience so vast one would normally require a UFO abduction to achieve it. So the question of the column, and possibly the question of my eternal soul, is: Is this good thing? How much does it change the architecture of your life to spend that much time playing games? The dirty secret of gamers is that we wrestle with this dilemma all the time. We're often gripped by what I call "gamer regret" -- a sudden, horrifying sense of emptiness when we muse on all the other things we could have done with our game time.
I vaguely remember what it was like to spend a whole weekend playing a video game. Last weekend I was up until 3 or 4 am Saturday and Sunday mornings, because I knew that would be the only blocks of unbroken time that I would have in order to solve some MT4 installation problems. Last week I scheduled consultations with students in my basic comp course, and while I thoroughly enjoy talking with each student, I hadn't realized just how quickly all my other work backed up. I sure wish I had the time to lament spending too much time on video games!
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Nick Yee (The Daedalus Project) writes an 8-part post (this quote is from part 2) responding to media reports about "internet addiction."
High school and college students on football teams regularly die during practice (1, 2, 3), but their deaths are dealt with by the media with a very holistic perspective. The media questions whether the coach set an unreasonably exhausting regimen. The media questions whether the parents saw warning signs. They ask whether the school reviewed the coach's history thoroughly when the hiring was made. They wonder why the school mandates year-round practice that necessitates training in the hot summers. They ask whether the team physicians condoned the exhausting practices despite the individual's particular health idiosyncrasies. And in no time during all this does anyone suggest that football is addictive and caused the deaths. This is because that statement would be naïve and simplistic. When people die during or after playing an MMO however, it is typically "caused by an online gaming addiction". The wikipedia entry on "game addiction" lists several of these "notable cases". Even in cases where the person suffered from depression and other mood disorders, an "addiction" to the game itself is primarily blamed for the deaths. As another example, Kimberley Young's discussion of Internet Addiction Disorder implies that marital affairs that occur online are primarily the fault of the Internet, rather than having to do with personal choices. Why is it that explanations are complicated and holistic when it comes to football, and so simplistic when we talk about online games? Part of the reason is that football is too mainstream and too low-tech to be a tool for the media to instill paranoia with. No one is afraid of a leather ball.
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Nick Montfort, Grand Text Auto:

Leonard Cohen

Manhattan: Taken.
Berlin: Taken.


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This page is a archive of entries in the Games category from September 2007.

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