Showing posts with label blips. Show all posts
Showing posts with label blips. Show all posts
Monday, September 29, 2014
Blips: Historically Low-Poly
Source: A Comprehensive History of Low-Poly Art, Pt. 1, Pt. 2, Pt. 3
Author: Tim Schneider
Site: Kill Screen
If you haven't had the time to read through Tim Schneider's extensive treatise on low-poly art, I'd like to humbly suggest that you carve out some time to do so. It's a 3-part essay, but reads like one long piece broken into three sections, so I'd recommend taking in as much as you can in one go as possible. Schneider's main thesis here is the exploration of why so many contemporary game makers are opting for the low-poly art style, and the answer in most all cases comes down to emotional resonance. Low-poly art, like the bear shown above, doesn't try to exactly replicate real world objects, but reveals the material of its making while also leaving gaps for viewers to fill in. Schneider relates these artistic moves to Modernist painters, who when faced with extinction at the hands of the photograph, took a turn toward painterly-ness as expressiveness.
Schneider references so many great examples from the contemporary games space and from Modernist painting, and really captures the thinking behind these methods now while grounding them historically. Still, my mind kept wandering toward the actual construction process of low-poly art which has the most in common with sculpture, a medium that goes unmentioned in the article. When I look at the low-poly bear at the top of this post, I think of the subtractive processes of whittling. The flat surfaces mimicking the cuts made by a handheld blade given quick, gestural strokes. It's interesting that low-poly art aesthetically looks most similar to wood-carving when the act of 3D modeling more directly relates to wireframe armatures and applying skins on-top of them, a notably additive method of sculpting.
There's probably another whole essay that could be written here juxtaposing low-poly art with sculptural movements, and I actually credit Schneider's work with spurring this line of thinking in myself moreso than me pointing out that something was missing from his own. I can't recommend strongly enough giving the entirety of his essay a read.
Friday, September 12, 2014
Blips: Linkpile
So I've been collecting a lot of Blips articles for a long time here, but the time I have to dedicate to posting on Low Cutoff has been greatly reduced now that I'm teaching sculpture or preparing to teach sculpture for much of my week, and what's left is probably spent researching and writing articles for Kill Screen or (gasp) making my own art. That said, I do want to share this treasure trove of articles that I've really enjoyed the past couple months, covering a wide array of issues in and around the sphere of games. Hopefully you'll find them as enriching as I have.
Angela R. Cox on teaching games as text (part 4/4)
Frank Lantz on the relationship between game theory and game design
Lana Polansky on metahistorical constructions in games
Simon Parkin on indie gaming's obsession with moneymaking
Heidi Kemps on the search for the origin of lost Sonic the Hedgehog levels
Robert Yang on walking simulators and the "post-mod" era
William Highes on repetition in games
Robert Rath on why games have such a difficult time with water
David Chandler on the aesthetic of ruins in games
Jane Douglas on why many Japanese games reveal characters' blood types
Kris Ligman on the screening of "let's play" videos at the LA Film Festival
Cara Ellison on the history of sex in games
Leigh Alexander on playing Street Wars, the watergun assassination game
Zolani Stewart on the inner depths of Sonic the Hedgehog
Chris Priestman on the role on video games in response to the tragedy in Ferguson, MO
Liz Ryerson on right-wing video game extremism
Lucy Chinen on artist Femke Herregraven
Matthew Burns on video game consumer kings
Maddy Myers on journalistic integrity, the gaming community, and the audacity of being a woman in tech
:image credit momijixbunny:
Monday, August 25, 2014
Blips: Previously On...
Sources: Charting the edges of avant-garde videogames, Keeping the Cold War quiet in CounterSpy, Twitch gears up to conquer the final frontier: mobile
Author: Dan Solberg
Site: Kill Screen
Just wanted to pop in and quickly plug three (!) articles of mine that popped up on Kill Screen the past couple days. First is a feature on DePaul professor Brian Schrank's new book Avant-garde Videogames, which frames experimental games in an art historical context. The chart above is an image from the book, detailing the categorical field that serves as the basis for many of the book's chapters. As you'll find out from my article, I think it's a tremendously useful book, especially for someone looking for that art context. I have so many avant-garde games to seek out now that I had never even heard of before.
Next up is a review of the Cold War-inspired side-scrolling stealth game CounterSpy. It's a game I quite enjoyed, but found the design to be pretty unforgiving if you don't play it very well going into the final run-up. It's stylish as all get out though, and now that I've got a handle on what to watch out for, I'm actually pretty eager to dive back in and play through again. I do wish that you could hide incapacitated guards and avoid firefights more frequently that the game allows. It is supposed to be a stealth game after all.
Lastly is an article about Twitch's mobile broadcasting aspirations. This article was written a while ago, but other bigger Twitch news kept popping up. Glad it finally got out the door because mere hours later, the Amazon buyout news hit. I think the challenges of bringing broadcasting tech to mobile platforms is pretty interesting, but I wholly expect the story to get buried amongst all the other news surrounding that company. Ah well, maybe someone will click it by accident.
Friday, August 8, 2014
Blips: Needs More Metroid
Source: 'Troid Rage: Why Game Devs Should Watch Alien—and Play Metroid—Again
Author: Maddy Myers
Site: Paste
It's rare that I can side so wholeheartedly with opinions about video games, but Maddy Myers' recent piece for Paste about the state of the metroidvania had me repeatedly exclaiming "yes, exactly this!" multiple times while reading it. Myers (an undisputed Metroid aficionado) lays out the reasons why so many so-called metroidvania games fall short of the titles that originally inspired the hideously titled sub-genre. Real quick note here, but I'm in the camp that thinks this genre should drop the "vania" addendum, as Castlevania: Symphony of the Night was really just a Metroid-like that did some interesting, original things with the formula. OK, but still, there are game like Shadow Complex that rekindled interest in Metroid-like game design, yet miss the core of what made Metroid play the way that it does.
Myers argues this point as well as the way Metroid itself draws inspiration from the Alien films to frame its environments and protagonist in an extremely powerful way. In contrast, Shadow Complex feels positively soulless, full of bland characters, bland levels, bland weapons, and a bland plot. All that's left is the basic mechanical device of an open ended map that requires specific abilities be gained before passing through certain doorways to new areas. And that's a great game design framework to emulate, but it's not enough on its own. Everyone likes to taut Metroid's atmosphere as a defining feature, but for some reason atmosphere (a combination of many factors including character design, animation, difficulty, level design, music, sound, and more) isn't seen as a necessary component of a metroidvania. And that's a shame, because it seems like the knowledge of what made Metroid special is actually being deteriorated by modern metroidvanias. Still waiting for a proper Metroid Prime 2: EchoesVania over here.
Monday, August 4, 2014
Blips: Television X
Source: Revisiting the gxTV, a “television for gamers” from 1997
Author: Dan Solberg
Site: Kill Screen
One aspect of video games that often gets overlooked is the TV. We tend to focus mostly on what happens on a screen and occasionally delve into the physical act of interaction on the part of the player, but almost always ignore the device that houses the screen, the object we perform in front of. To some extent, this is because TVs are seen, more or less, as constants. It's assumed you have a TV if you're playing video games because you can't play them without one. But different TVs provide different play experiences, both on a technical level and an intertextual interpretive level.
My most intense, most free time spent with video games was playing them on a gxTV in my bedroom during middle school and high school. The gxTV was billed as a "TV for video games," which meant that it provided a particularly appealing platform for games (especially in the audio department), but also that it was not meant to be the primary family television. Thus, the gxTV was mine and mine alone. It was in my room and it's unique style and functions made it non-interchangeable with other TVs in the house. Other TVs are just plain boring, even moreso with modern TVs that seek to hide that the device is anything but a magic floating rectangle.
It was with this nostalgia and profound appreciation for what the gxTV was and is that I wrote the above-linked article, detailing what made it special to me and in the industry. Also, I wanted to share some more pictures of the gxTV that didn't make it into the article because my mom was kind enough to take them for me, and I think they're pretty great. See below:
Monday, July 14, 2014
Blips: Crowdplayed Out?
Source: Was Twitch Plays Pokémon an anomaly or the way of the future?
Author: Dan Solberg
Site: Kill Screen
My apologies for the extended absence on this blog, but moving halfway across the country will shift your priorities around for a while. But now things are near back in order and actually looking quite promising. With any luck I'll have some exciting announcements forthcoming on Low Cutoff in the near future. Until then, let's get to the blips.
Gonna lead this off with a story of mine that was published on Kill Screen during my hiatus. It's about Twitch Plays Pokemon and the phenomenon of crowdplay. I'm not convinced that crowdplay is the way forward, but I do think it could be a way forward for thinking about play structures on a larger, sociological scale. Many of the tools being put in place to make crowdplay development tools more accessible feel aimed at recapturing TPP's energy, but I'm sure there will be folks who get their hands on those tools and use them to totally subvert that system in interesting ways. Thanks again to the people at Overwolf for contributing to my piece.
Wednesday, June 11, 2014
Blips: Intercapital Dilemma
Source: Big E versus Little e
Author: Josh Ling
Site: Medium
In December I wrote up a list of horrible video game buzzwords and "eSports" was included, in part because of its try-hard intercaps. That said, any hate I had was mostly due to the term, not necessarily what it stands for. Still, I found it pretty interesting to read this article by Josh Ling wherein he researches the etymology of "eSports" and why it's written so many different ways. The principal contenders are "eSports" and "esports," but there are plenty of others involving hyphens and spaces and creative capitalization. Thinking about "esports" as on a similar terminological path as "email," made me a lot more comfortable just ditching all of the caps for just simply "esports." I mean, Ling's Wikipedia link writes it that way, so it must be correct, right?
Actually, it's not a right or wrong issue, but, as Ling explains, a signifier of how long a game or organization has been in the electronic sports scene. Older groups tend to go with "eSports" while newer ones choose "esports," which falls in line once again with the "email" timeline. It's clear that branding has a lot to do with which designation is chosen as it's an instance where a decision has to be made for the sake of messaging consistency. Ling wrote his article after the company he works for made the choice too. I think this is part of what makes some outsiders reluctant to get in on esports though; the perception being that esports is about people trying to make money while a bunch of players fight for attention on their platforms. I'm not all the way on the cynical bandwagon, but I can't fault people for thinking that and seeing "eSports" as a callous cash-in. However, at the same time as the term's evolution to drop the intercaps, esports has outgrown those initial fly-by-night operations to become something much more established. I don't know, I'm still looking at this from the outside, but for what it's worth, that's the view from here.
Monday, June 9, 2014
Blips: Girly Games
Source: Girly video games: rewriting a history of pink
Author: Leigh Alexander
Site: The Guardian
Back when the NES was a current-gen console, my whole family shared it, though my older brother and I played it way more then anyone else. We had dozens of games, including two "girly games" that were supposed to be mainly for my little sister to play (she was pretty little at the time too). However, I still think my brother and I spent more time playing Barbie and The Little Mermaid than she ever did, even though she felt particularly betrayed when we eventually traded them in at Funcoland for newer titles. The Little Mermaid is a solid sidescrolling action game, and Barbie is a super weird, surprisingly tricky action-adventure title, and had I not had a sister, I doubt I'd have ever played them. That'd be kind of shame, seeing as "girl's games" are routinely dismissed as trite, poorly made, and unworthy of serious consideration. Yet ironically, Barbie and The Little Mermaid are actually pretty interesting.
In 2012, Rachel Simone Weil founded the Femicom Museum, an archive of games containing feminine design elements. Some of this archive was shown in a recent exhibition at The Visual Arts Center in Austin, Texas, where Weil constructed a kids bedroom TV setup as an image of an imaginary past, serving as a shrine to girl games and pop culture of the 90s. In a recent profile in The Guardian covering the show, Weil states that "works by or for women are so often deemed marginal or embarrassing or inadequate or inappropriate, and therefore omitted from history. And then decades later, we're wondering, ‘Where were the female writers, politicians, artists? Where were the girly games?" Weil's exhibition and the Femicom Museum come out of a desire to preserve a facet of gaming history that, even in the 90s, wasn't really given the time of day in the Western press or larger cultural recognition of the medium. Girly games are still around to some degree, and they have a genealogy. It's great that Weil is intent on providing resources for better understanding that lineage.
Friday, June 6, 2014
Blips: Energy Hogs
Source: Video Game Consoles Cost Americans $400 Million per Year — When We Aren’t Even Using Them
Author: Mandi Woodruff
Site: Yahoo Tech
At first, I wasn't surprised when I read the above statistics about the PS4 and Xbox One's gluttonous power consumption, but the more I thought about it, I wonder how they can get away with being so against the grain of the energy efficiency movement. As Mandi Woodruff notes in her report, the power usage during gaming sessions is to be expected, and runs on par with a PC, but it's the standby mode and energy drain during non-intensive tasks that's a bit bewildering. The PS4 uses 45 times the electricity of an AppleTV to run Netflix and similar video streaming apps. If console makers really want to push for their machines to be "always-on" and multi-purpose, they should really figure out ways to allow them to run at appropriately proportional power levels. Until then, all we can do is as Woodruff suggests: change your system settings to make the machine turn off when not in use and switch to a dedicated streaming box like Roku or AppleTV for simple video watching. Sheesh, even the PS2 used to have a full-stop power switch on its back. Whatever happened to those?
Wednesday, June 4, 2014
Blips: New York's Finest
Source: The NYU MFA Showcase was not your average student art show
Author: Dan Solberg
Site: Kill Screen
Just putting out a bit of self promotion here: I covered the recent NYU Game Center Student Showcase for Kill Screen, and I got to play a ton of inspiring games and talk to some cool people. It was my first MFA games show, and it was pretty fun. I'd definitely attend another.
Anyway, so I ended up leaving some of my personal experience with NYU Game Center out of the article because it wasn't the proper tone, but part of the meaning behind that opening line about a lot changing in two years is that it's also the length of time I've been living in New York City. My time learning my way around the boroughs and trying to build up some kind of games coverage portfolio ran parallel with the the Game Center's debut MFA class that just graduated. Throughout the past two years, I've attended a bunch of video game events (many of them Game Center related), held all over the city, and actually got a feel for what a cultural community around games can feel like. I came here for art, but what I ended up getting the most out of NYC was games, and I think that's a testament to the openness and inclusivity at work in New York's gaming scene. Not to say that video games in NYC is a homogenous entity, but there are definitely common threads.
Now I'm getting ready to leave town, head back to the Midwest and teach art. Having spent two years in New York immersed in games, and the 2.5 years prior in DC working in informal education, I've never felt more prepared to enter the austere world of collegiate art education and try my best to offer an alternative experience to my students. When I came out of art school, I hoped, like many of my classmates, that I could find work doing something, anything that was remotely connected to art, knowing that being a full-time artist is just not in the cards. I feel tremendously lucky in this regard (despite my inability to land an art museum job in NYC, though I've interviewed at most of them) that the experiences I've had have led me to be so uniquely prepared for my position this Fall. I've spent a lot my time in NYC cursing this place, but the gaming community here was always a bright spot, and it made my stay here something I truly value.
Monday, June 2, 2014
Blips: Theatrically Inclined
Source(s): At the gates of Temple Studios: Where gaming and theatre collide, The immersed audience: how theatre is taking its cue from video games
Author(s):Tristan Jakob-Hoff, Thomas McMullan
Site(s): Eurogamer, The Guardian
Starting off the week, here are a couple articles from across the pond that center the Punchdrunk theatre group, whose recent performance, The Drowned Man, is finding common ground within the video game community. As both Jakob-Hoff and McMullan's pieces report, theatre and games actually have quite a bit in common, especially in staging/level design, making crossover function rather naturally. Punchdrunk has been putting on performances with interactive elements for years, and even inspired certain aspects of Gone Home, but The Drowned Man appears to be their most ambitious project to date.
Not only are there interactive components to The Drowned Man, but the performance takes place in a 4-story complex, with actors on different floors performing simultaneously (if I'm understanding the description correctly). So you could be opening a "prop" drawer and reading a note for additional narrative context while a soliloquy takes place above you, and another viewer is selected and pulled into a room next door for a one-on-one performance. It's the sort of show that you can't see the entirety of in just one go. And that's a key difference between working in digital and real world "theatre;" in games the action can be programmed and instanced to always make you the center of attention, and thus able to have every actor wait on your arrival to begin. But I also like the idea in live theatre that the world doesn't revolve around you; in some ways, I find there's more immersive potential in that arrangement.
Wednesday, May 28, 2014
Blips: Wave Racing
Source: What is a Racing Game? On Wave Race 64
Author: Zolani Stewart
Site: The Fengxi Box
Ever since I began reading this essay on Wave Race 64 by Zolani Stewart I've been humming the game's title screen music and fondly remembering this gem of a racing game. In fact it's Wave Race 64's status as a racing game that might prevent it from getting more recognition, but as Stewart notes, it's what the game does within the racing genre that makes it excel as much as it does. There is indeed an element of the sublime at work in the way the jet ski's steer around tight corners, the weight of the watercraft digging into the waves. Wave Race 64 is a beautiful game, and even going back to look at it now, I just think it's pretty. Sure the ocean in a game like Assassin's Creed 4 is going to look more realistic, but it's not a competition for realism, and the sum of Wave Race 64's aesthetic decisions is an upbeat, welcoming place.
Stewart gets into some interesting distinctions between "driving" and "racing" games, and I find the unique distinction with Wave Race 64 to be the open water courses. On these "tracks" the only designation about where to go is the preset rules of the game that ask you to slalom between anchored buoys. In some cases this allows for tremendous shortcuts or the sacrificing of an allowable penalty to cut "corners." I never owned Wave Race 64, but I rented it a lot, to the point where if I bought it, there wouldn't have been much left to do other than beating my own records. However, looking back, I do wish I'd have bought the game for its "driving" aspects. That is, sometimes I just have the urge to get back out on those waves, competitively or not.
Friday, May 23, 2014
Blips: Not From Nothing
Source: The isolation of Metroid Prime reflects its hero’s sense of loss
Author: Nick Wanserski
Site: Gameological
I can't pass up a good article about the Metroid Prime games, so here's another one from Nick Wanserski over at Gameological that ties into their "empty spaces" series. If you've played Metroid Prime or even the original Metroid, you'll already know that emptiness and isolation go hand in hand with those games. Metroid has mostly solid black voids for backgrounds, contains no dialogue, or map, and generally leaves you to fend for yourself. The first Prime game drew most heavily from its predecessors, adapting both environments and gameplay into polygonal spaces, with plenty of silent, contemplative voids to boot.
What Wanserski brings to light that I hadn't really considered in depth is Samus' relationship to her surrogate parents, the Chozo, told through discovered texts and glyphs, as illustrative of Samus attempting to fill in an empty space in her personal history. In a sense, Metroid Prime is the story of an adopted daughter, twice orphaned, seeking to learn about those that raised and took care of her. Of course Samus is also an incredible warrior, so she's on an important space business mission too, but the narrative arc of Samus' relationship with the bizarre planet of her surrogate caretakers always stood out to me as the most memorable aspect of that game.
Wednesday, May 21, 2014
Blips: Drop the Vase
Source: This Vase Is A Mirror
Author: Tim Schneider
Site: Kill Screen
If you've ever been bewildered by the art market's ever-inflating auction value headlines, consider Tim Schneider's debut piece for Kill Screen an excellent introduction to what the hell is happening there, helpfully framed in the context of video games no less. I won't go into the whole backstory since Schneider does so in the article but there was an incident earlier this year where an artist (un?)ceremoniously broke an Ai Weiwei painted Han dynasty pot while it was on display in a gallery. Everyone in the press seemed eager to note the proposed value of the pot in their assessment of the situation –supposedly about $1 million. As a response, another artist, Grayson Earle, created Ai Weiwei Whoops!, a game which allows players to similarly drop facsimiles of said pots while racking up an obscenely escalating damage assessment in dollars. That's all there is to the game, and Schneider argues that's, in a sense, all there is to the current art market.
The experience of playing Ai Weiwei Whoops! is worth noting here, which Schneider goes into elaborate detail to explain. It's a game that you'll probably play for 30 seconds, maybe a minute tops; not something that is particularly thought provoking out of context. But in conversation with the smashing incident and the larger art market, the "throwaway" nature of the play experience means something all on its own. Ai Weiwei Whoops! isn't a particularly fun game; the pot crashing doesn't even grant a destructive satisfaction, just the matter-of-fact uptick of the perceived dollar amount lost to the void.
Friday, May 16, 2014
Blips: Connected Worlds
Source: The Last Survivors of Meridian 59
Author: Simon Parkin
Site: The New Yorker
I can't claim to have much experience with MMOs, but I am consistently fascinated by the stories told by players of happenings within virtual worlds. For his latest New Yorker piece, Simon Parkin checks in with Meridian 59, a game considered to be the first ever MMO, and talks to some players who have been active in the game for 15 years. As usual with these types of communal environments, it's the people moreso than the battle systems or loot that keeps players coming back, but what I was most intrigued by in Parkin's report was that the style of gameplay in Meridian 59 is given significant credit for maintaining interest in the game.
Particularly, the brutal nature of Meridian 59's world where death means that you can have items taken from you, instead of just a semi-inconvenient respawn point. Attacks can happen anywhere, not just in specifically sanctioned battle arenas or modes. As a result, survival depends on players banding together and looking out for one another. If anything, this sounds quite a bit like recent Early Access sensations DayZ and Rust, where you're dropped into a lawless open world and your survival is contingent on the trustworthiness of the friends you make. It's easy to look back at a game like Meridian 59 and balk at the way traditional MMOs have gone post-WoW, but new games like Rust and DayZ are actually taking some of those old MMO ideas in interesting new directions. Plus, there's an attempt right now to bring Meridian 59 to Steam in the near future, so maybe a triumphant resurgence is in order.
Wednesday, May 14, 2014
Blips: VR, KRZ, G4C, etc.
Source(s): When will Games For Change actually change / Road to Two5six: Tamas Kemenczy
Author: Dan Solberg
Site: Kill Screen
This has been an active week for me on Kill Screen. First off, there was the piece that I wrote about this year's Games For Change Festival, a conference in the midst of self-critique. This was my third time attending G4C and found that some of the more critical talks and opinions were the ones that resonated with me the most. It was my hope that I presented this information in a way that seemed like a fair critique of a system that appeared open and welcoming of critical feedback. I'm also glad I was able to include some quotes from G4C President Asi Burak and I'm thankful for his willingness to contribute.
Next was a short profile of Kentucky Route Zero developer Tamas Kemenczy. Having just completed Act 3, I was extra excited to dive into what exactly makes KRZ tick. While some of my original speculation about the game being grounded in studio art practice did not end up bearing fruit, the rejection of these formalized categories was enough on its own. I'm a recent convert to KRZ, playing it for the first time in preparation for this piece, but I've come out of the experience a staunch advocate for what it's doing with the video game form.
I was assigned the Kemenczy piece because he's speaking at Kill Screen's Two5six conference on Friday, which will also see the launch of Kill Screen's latest print issue. I'll write a separate post once the magazine is freely available for purchase, but the theme is virtual reality, and I wrote a piece for it comparing the democratizing potential of Oculus Rift to that of the original video camcorder, the Sony Portapak. It will be Kill Screen's most focused theme so far, so I'm curious to see how it all turns out (I'm optimistic). They're having a free launch party after the conference where they'll be giving out copies, if you're interested.
Monday, May 12, 2014
Blips: Family Synthesis
Source: Making Fract as a family
Author: Charlie Hall
Site: Polygon
We all know making video games is hard work, but how about making video games, building a company, and starting a family all at the same time? That's exactly what Richard Flanagan and Quynh Nguyen did, founding Phosfiend Systems to create the virtual synthesizer game Fract OSC, all while raising their infant daughter. In a lovingly captured profile over at Polygon, writer Charlie Hall tells the story of Fract from this trio of perspectives, and how Flanagan and Nguyen managed the chaos. At times heartbreaking, and uplifting at others; give it a look.
Having recently played and reviewed Fract OSC, I think all of that effort was worth the final result. As someone who loves electronic music, that there would be a game centered around synthesized audio production, wrapped up in a Myst-like world of music-inspired puzzles sounds like my perfect game. Ultimately Fract isn't perfect, but it does so many unique, stylish things that I'd still consider it a must-play. The game seems squarely aimed at someone like me, but it seems like plenty of folks who are less invested in electronic music have been digging it too. The one thing I'll recommend is that if you're coming from more a music interest than a games one, you might want to keep a guide handy or occasionally ask someone else who's played the game where to go, since many of the exploration systems can be indecipherable to players not in the know.
Friday, May 9, 2014
Blips: Duty Calls
Source: Why Call of Duty Advanced Warfare Probably Shouldn’t Be Called Call of Duty
Author: John Davison
Site: John Davison
I've never played a Call of Duty game, but from what I can tell, the franchise is in need of a dramatic shift to really shake things up. Am I crazy or should the series actually go back in time to WWI or earlier? I'd love to see a game of such scope embrace that kind of restraint; it could be daring. Regardless of my fanciful wishes destined for deaf ears, the latest Call of Duty title has been announced and it's more of the same near-future military stuff, but this time focusing on para-military companies (PMCs). This seems like this could have been an interesting move some 10 years ago, but now it just comes off as reactionary.
And long-time game journalist John Davison has a point that the titular "call of duty" in a game about PMCs rings a bit false. Hell, Activision is even funding a "documentary" that questions the loyalty of PMCs. Nevermind that the film is just a glorified ad for a video game, if the characters in the game aren't actually answering the call of duty to defend their country and are instead motivated by corporate interests, then the title feels somewhat inappropriate. I mean, I get why they're sticking with the name, and why, in 2014, you can't really make a game about the American military without acknowledging the impact of PMCs. And while I understand the logic of putting those two things together, titling that game Call of Duty only makes sense to me as sarcasm, even moreso than before.
Wednesday, May 7, 2014
Blips: Learning Games
Source: Teacher's Lounge: Insider Views on Games Education
Author: James Brightman
Site: Games Industry International
I've been writing and researching games education a bit more than usual, so when I came across this educator roundtable over at Games Industry International, discussing the current state of game studies at the collegiate level, I had to share. Though the discussion moves quickly, what's here is a pretty great broad overview of what's happening in higher education game studies from 5 of the most prominent programs out there right now.
If there's any general consensus, it's that now is a great time to be interested in learning about games. There are more programs out there than there used to be, and those programs have achieved more stabilized status within their institutions. Game studies programs may be growing, but they're not ubiquitous yet, which actually could provide certain benefits. For one, it means the community is a little smaller (compared to, say, the studio art or creative writing MFA fields), which could lead to a more collaborative educational/post-graduation environment. There also seemed to be some agreement on focusing curricula around student-driven design process, which is very similar in concept to an interdisciplinary arts program, but for games. It's worth a read.
:image via Polygon:
Monday, May 5, 2014
Blips: Making an Impression
Source: Echoing Histories: Impressionism, Indie Games and Artistic Revolutions
Author: Eron Rauch
Site: Video Game Tourism
Let's take a step back from the convoluted arguments about what constitutes a game and what that has to do with art, and instead, let's look at cultural movements in art and games that seem to play out in a similar fashion. That's precisely what Eron Rauch has done in his latest article for Video Game Tourism, comparing the onset of Impressionism in the 1870s and the rise of indie games in the past few years. It's an approach that can really only be made by someone who knows their art history, which Rauch most certainly does, offering insight into the mindset of the typical Salon du Paris patron when confronted with imagery that shakes up the system.
I won't recap the whole thing because I'd rather you check it out for yourself, but I'll tease some of the lines from the opening which are meant to sound like they could be said in reference to indie games now as much as they could have been of uttered of Impressionist paintings back during their time.
“They didn’t even have a jury, that means anyone can have their work seen! How will anyone know what is good?” one man says sloshing his drink slightly in the night air. “Yes, their work is so modest in scale. It’s hardly worth paying attention to.” Gruff nods mingle with the smoke of expensive cigars. “I mean, their subject matter is so banal. They don’t seem to have any grasp of the grand themes of myth and history that tie us all together!” “Yes, they just depict everyday life. People won’t pay money for that!” Each looks to the other, somewhat uneasily, as though they are trying to sniff out a traitor. “Yes, I could respect them more, but it looks so bad, so unfinished - almost like sketches - nothing more than impressions!”
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