Showing posts with label 2013. Show all posts
Showing posts with label 2013. Show all posts
Friday, December 20, 2013
Low Cutoff 2013 Round-Up
This will be the last Low Cutoff post in 2013, and what a year it has been. Though Low Cutoff has archived posts that go back a few years, the site itself was launched little more than 12 months ago. With the addition of Blips, I've been publishing stories every weekday (with exceptions, of course), which has been a wonderful practice to maintain that both keeps me on top of current happenings, while also forcing me to write something everyday. Here are some of my favorite posts from 2013:
Unfit For Consumption
Ever-Present: Proteus (Mac) Review
Half-Tucked: Uncharted: Drake's Fortune (PS3) Review
Selfish Superhero: inFamous (PS3) Review
Blips: New Media Literacy
The Remake Impulse
Bonus Feature: Interview with Miasmata Designer, Bob Johnson
Blips: The ____(name) of ____(medium)
Retro Blips: Critical Void
Blips: A Gran ol' Time
Blips: Buyers Market
Blips: Antagonist Gamer
Blips: Press X to Rosebud
Blips: The Artist's Dilemma
Blips: The Ludonarrative Dumpster
Bonus Feature: Interview with Pippin Barr
Development Hell: Crypt Worlds (Mac) Review
Blips: The Age Of Games Is Upon Us
Gotcha!: An ARG Story
Blips: Hidden Fortress
Blips: Indulgence
Blips: Video Games: Legacy: Origins
Blips: Platform Exclusive
Additionally, my work also appeared on a few other sites. Here were my favorite freelance stories from 2013:
How the magic sounds of Proteus are making their way into the real world (Kill Screen)
Completely Hands-On (Unwinnable)
Twilight Crossfade (re/Action)
Inside the videogame version of the Marina Abramovic Institute (Kill Screen)
Real Simulation, False Prophecy (PopMatters)
The Stanley Parable Review: A Review of The Stanley Parable (Kill Screen)
How an artist turned Shadow of the Colossus into a rumination on chance (Kill Screen)
The PlayStation 4: A Review in Four Parts (Kill Screen)
The top 10 worst buzzwords of 2013 (Kill Screen)
As far as actual games go, I don't have a list of 10 games that were released this year, but I will mention a few that I played this year that I really enjoyed:
Miasmata
Proteus
The Stanley Parable
Pac-Man CE DX+
Crypt Worlds
Braid
WipeOut HD Fury
Gran Turismo 6
Money Idol Exchanger
Slave of God
SimCity 2000
World of Glue
I'll be doing a "best music" list over on the old Gold Skulltulla blog, so keep a lookout for that. Otherwise, see you in 2014!
Labels:
2013,
dan solberg,
feature,
lists,
writing
Tuesday, December 3, 2013
Blips: Just Play Miasmata Already
Source: The Island
Author Joel Goodwin
Site: Electron Dance
With year-end list season upon us, my thoughts once again return to the exploration/survival game Miasmata. It's my favorite game from the past year (though it technically came out at the end of 2012) and I can't recommend it enough. Over at Electron Dance, Joel Goodwin seems to harbor similar feelings for the game, though perhaps I'm more gushing with compliments. Regardless, he's stated that Miasmata was the game that meant the most to him this past year, and I'm right there with him.
I interviewed designer Bob Johnson about the game earlier this year, which was research for a piece in Kill Screen magazine Issue 7. I also wrote about Miasmata and Proteus for the short-lived re/Action website, going in depth into how both games express themselves through their day/night transitions. Miasmata is a game rich with mineable material for criticism and interpretation, but also offers satisfying mechanics to engage with in the moment. I remember playing it and thinking how much it felt like the perfect ambassador to bridge triple-A and indie audiences. It's gorgeous, and comes from a small team. It has action and also introspective exploration. It's not handhold-y, but it tells you enough upfront. Miasmata feels exquisitely balanced, which is amazing because what you're doing from one hour to the next can have such hard swings. It's a machine that doesn't look like it should work, but it does. Oh man, does it work.
:image by Avery Campbell:
Tuesday, July 9, 2013
Games For Change 2013: Speaking of Fun...
Before we get too far away from this year's Games For Change Festival that took place in New York City a few weeks back, I wanted to write about the two seemingly conflicting threads that I saw running through the keynotes. On one hand was the now-regular manta "make sure your game is fun." This sentiment comes about because most "serious games" are more concerned with delivering accurate information than probiding a fulfilling gameplay experience. On the other hand, there was also a new sentiment this year that declared "your game doesn't necessarily need to be fun." This notion was not born out of a regression from fun, back to sterile infotainment, but rather that fun gameplay might not be the best way to convey every idea a developer may want to express.
There have been an increasing number of game reviews that use the term "fun" in quotes, or describe games, as "not fun in the conventional sense." The first instance of this that I noticed was in reviews and essays about the game Cart Life, a Games For Change favorite and Hall of Fame recipient this year. Cart Life pushes players to empathize with the struggles of the main characters by carrying out tedious chores and making choices between options that have no correct answers. These characters' lives are difficult, grueling, and most definitely not fun. Wouldn't it be a dissonant, if not downright dishonest, experience for those games to be a blast to play?
Journalist and critic Leigh Alexander pushed for increased exposure of games from individuals on the margins, whose voices are rarely heard in popular and even indie game spaces. Many of these "personal games" don't play like the console staples we've grown accustomed to, and instead use accessible creation tools like Twine to expand the concept of what a video game can be. Personal games are acts of expression and palettes for interpretation. The game only needs to be as fun as the underlying concept requires, not as a prerequisite for being labelled a "game."
Prior to Leigh Alexander's presentation, professor Ian Bogost reflected on the nature of "games for change, " and whether those types of games are really the one's having a significant impact on players. He made a push for the creation of "earnest games" instead, games that though-and-through embody the concepts and systems which developers seek to express. These games would express earnestness through what Bogost terms "procedural rhetoric,"the language of games as presented through systems. All too often, games that aspire to social change feel disingenuous, as if the developers are only presenting information in game form so that the commissioning organization can show that they helped produce a game (how progressive!) about subject X. Bogost contended that most "serious games" are not fun because they fail to be fun, not because they never intended to be.
Robin Hunicke managed to both agree wholeheartedly with Bogost's plea for "earnest games" while also espousing the virtues of fun gameplay. While this may seem to put Hunicke in a hypocritical position, her company Funomena is focusing on games that use fun as a central conceit, making them earnestly fun. Hunicke is interested in the kind of fun that comes from play, as in the free-form, childlike play that few video games offer, least they be deemed "not-games" and cast into the abyss. Funomena's goal of creating games that are earnest in their campaign to be fun and socially conscious is ambitious, but their formula, not to mention the involvement of Katamari Damacy designer Keita Takahashi, seems promising.
There still remains a risk in "earnest games," especially those seeking to be "not fun" on purpose, of relying too much on empathy in directly simulated outcomes. Designer and academic Eric Zimmerman spoke of this concept as design literalism. He gave the example of a game that was in development for a school, where ultimately the endgame was that your character stays in school and learns about the virtues of doing so. In other words, it's a game set in a school about staying in school, meant to be played by students in school to detract them from not staying in school. Bored yet? He countered this by listing off games that already carry out the mission of keeping kids in school, though their content has nothing to do with that goal, such as chess club and sports teams. Zimmerman suggests that getting students to form a Starcraft team would be a much better "stay in school" proponent.
Zimmerman's theories about design literalism brought me back to Cart Life, a game where you learn to empathize with individuals, whose stories could easily translate to the struggles of innumerable people in the real world. Cart Life avoids design literalism through the player's embodiment of the struggling protagonist. A literal design choice would have been to see the characters falling on hard times from an outsider perspective and then deciding how to interact with them. For such a game it would be easy to assign the moral of "be nice to others," but it would always come off as the game telling you something instead of letting you figure it out for yourself. Playing Cart Life, you go about the banal day-to-day activities of individuals struggling to keep their head above water, and as someone who's playing the game from a position of privilege, I'm getting a perspective on life that I would not otherwise be exposed (this is the "change" part). Cart Life is a game designed with the utmost earnestness, and it's not "fun" in the traditional sense. It doesn't need to be, and would likely betray its original concept if it was.
You can watch all of the 2013 Games For Change Festival keynotes on the organization's YouTube channel.
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