Showing posts with label kotaku. Show all posts
Showing posts with label kotaku. Show all posts

Wednesday, October 2, 2013

Blips: Compare Contrast


Source: Please Stop Comparing Real Life To Video Games
Author: Mike Fahey
Site: Kotaku

Ever since reviews of the movie 300 started drawing comparisons to video games, I've been interested in the concept of relating video games to something outside of themselves, like movies or real life. The thing is, when the shorthand of "like a video game" doesn't in itself say much of anything, the comparison requires too much explanation to be worth actually using as shorthand. Well, that is unless you don't mind making unfair or uninformed assertions about what games are and what people do when they play them. How is 300 like a video game? I've read all of the reviews and watched the film myself with that question in mind and I still don't really know. My best guess is that they think that 300 looks like Dynasty Warriors with Spartans. I'd get that, but no one says as much.

As Mike Fahey points out in the article that had me thinking about this again, there are plenty of comparisons to video games that are apt, but in many cases "video game" is just a stand-in for a fictional world with its own set of rules. I'm sure you've heard some iteration of "Life's not like a video game; you can't just hit the reset button." But similarly, life's not like a book; you can't just skip the chapters you don't like. Or, life's not like basketball; you can't just call timeout. Making a comparison to the way video games are mechanically used is such a dull comparison to make. You know, school is like a video game, if you really work at it you'll probably perform better.

Furthermore, video games are an increasingly diverse medium where making broad assumptions about what games are just comes off as ignorant of the actual situation. Oh, maybe comparing things to video game is like a video game; you're operating in your own little reality.

Thursday, September 26, 2013

Blips: Midwestern State of Mind


Source: Chicago: Home of a New Indie Gaming Renaissance
Author: Jordan Minor
Site: Kotaku

It's no secret the the vast expanse of land between the two coasts of the United States is largely neglected when it comes to cultural video game happenings. There's an east coast epicenter up in New England and a west coast expanse between San Francisco and Los Angeles. Except for Austin, Texas, there's not a lot of video game scene visibility in the country's midsection. However, if a recent article by Jordan Minor for Kotaku is to be believed, Chicago may be on its way to filling that void.

Minor's piece offers up a solid list of names and projects that are gaining more national recognition, and I find the whole thing inspiring. As a St. Louisan it can be alienating to be invested in a cultural medium like video games, but feel limited in what physical membership in such a community means. If I wanted to attend just about any major gaming convention, it would have required a pilgrimage-level of effort to get there. Perhaps sometime in the near future, that won't feel like the case anymore.

Of course, I live in New York now, so I'm able to see the industry from the other side of the lens, but I don't plan to stay here forever, and if I find my way back to the Midwest, Chicago seems a likely destination. So, maybe my motivation is a bit self-serving, but I also think the industry could use more perspective from folks who aren't around the corner from Silicon Valley, Hollywood, or Times Square, even on the indie front. So, all I really have to say is, keep it up, Chicago!

Tuesday, September 17, 2013

Blips: The Age of Games is Upon Us


Source(s): Manifesto: The 21st Century Will Be Defined By Games
Notes on Eric Zimmerman's "Manifesto for a Ludic Century"
The Uncomfortable Politics of the "Ludic Century"
Author(s): Eric Zimmerman & Heather Chaplin, David Kanaga, Abe Stein
Site(s): Kotaku, Wombflash Forest, Kill Screen

Last week, game designer and academic Eric Zimmerman published "Manifesto for a Ludic Century" and made the case for why games and game thinking will define the next hundred years. Being a manifesto, he lays out a handful of bold points such as "Digital technology has given games new relevance," "There is a need to be playful," and "Games are a literacy." These points are each followed by a couple sentences of further explanation. As part of the piece being posted on Kotaku, author and professor Heather Chaplin provides some reflection and critique of the words that immediately precede her own. It may seem strange that something dubbed a manifesto would require further backstory and something outside of itself to provide proper context, but seeing as the manifesto is meant to be but a part of a new book by Zimmerman, the extra supportive material is helpful.

In the wake of the manifesto's posting, a flurry of responses has surfaced, covering a wide range of territory. Kotaku even pre-baked a few responses from industry luminaries and extracted soundbites for a separate response article. I wanted to focus mainly on two critiques though, one by sound art/game music composer David Kanaga and one by sports media researcher Abe Stein.

In Stein's piece, he wonders who will actually take part in the ludic century, and who will watch from the sidelines. The argument is about access, which all broad, technology-based initiatives must address. For whom are digital technologies like video games and the Internet fostering a surging interest in design thinking? Stein speculates that these are privileges afforded to the minority of the world population that has access to this technology. Zimmerman even admits that his manifesto is a bit serf-serving, both proclaiming the importance of thinking like a game designer and promoting his upcoming book, which, demographically speaking, sounds a bit like preaching to the choir as well. After all, people who don't play video games and who don't have computers or smartphones won't be reading articles about them on Kotaku either.

David Kanaga's criticism is an expansive, philosophically grounded, point-by-point evaluation of the manifesto's statements. There are a lot of pools of interest here (and plenty that was over my head), but I found a through-line in his criticism of Zimmerman's framing of "play." Zimmerman speaks of playing games as a part human nature, the same as telling stories, making music, and creating images. Kanaga posits that "telling," "making," and "creating" are all forms of play as well, and that any activity can be seen as a game. Speaking of "games" specifically he says early on that "games are both playful-irrational things and highly structural things, and integrating the reality of these apparently contradictory tendencies is maybe the most important/baffling work there is to do-- in design, theory, and play. Right now, the rational aspect of games is WAY over-represented." That rational aspect is tied up in "systems thinking," which while certainly useful, can be overemphasized at the expense of play.

In the end, I'm not sure the manifesto format was the best way for Zimmerman to go, since many criticisms can be explained away by the adherence to that form (a criticism Zimmerman has acknowledged). The ludic century manifesto comes from a standpoint of assumed common ground, which is helpful when trying to convey ideas that, for many people, will be totally new ways of thinking about the integration of games and culture. However, Zimmerman chose a format that requires broad strokes, bold declarations, and positive vision, not nuance. You probably won't have a successful call to action if you can't sell people on it, so that's what the manifesto attempts to do. I wonder if Zimmerman sees the cascade of responses to his manifesto, both positive and negative, as part of design thinking in practice. Will we see a second iteration of the manifesto that incorporates this feedback? I hope so, though if anyone refers to this first go round as an "open beta," I might hurl.

:image credit GeneralPoison:

Monday, September 9, 2013

Blips: Annual Improvements


Source: The Truth Is Last Year's Games Had Problems. This Year's Are...Better?
Author: Stephen Totilo
Site: Kotaku

This inside look at the annual presentation of yearly sports titles shows the event to be as bizarre as it is routine. Basically a company like EA produces new sports simulation video games every year for every sport (recent basketball troubles notwithstanding), and so as part of the pitch for the new game, developers trot out the mistakes from the title that shipped fewer than 12 months ago and show how the most recent take improves the formula. The bottom line is supposed to be that every new game in a sports franchise is an improvement over the last one, not just the same game with roster updates, as has become the predominant accusation against EA's release strategy.

The GIF above is from Stephen Totilo's story and, though it took me a minute, I do see the difference between the two sides and the 2014 model does more accurately reflect how the human body moves when approaching a soccer ball for a kick. Is that change, and others like it, enough to justify paying another $60 year over year? Any game as complex as a sports simulation is going to have rough spots here and there, so I don't blame the developers for not achieving perfection and wanting to improve those facets with each iteration, but I also wonder how different FIFA 14 would be if there was no FIFA 13 and the team had double the usual time to produce it. Then again, they claim to focus on parts of the game where they've received feedback from players, so without an annual version of the game on the market, the developers are also missing out on certain criticisms.

With DLC the way it is now, annualized sports games seem ripe for the "service platform" model of updates. That is, you could buy a subscription of sorts to Madden Football and then instead of buying a totally new game next year, you get periodic updates as improved features roll out. In this model, simple animation "fixes" would be difficult to justify as purchasable content since it would likely fall under the "patch" category, and generally released for free. Right now though, the thirst for full-priced annual sports games has not let up, so there's not a strong business reason to change the format.

Ultimately I'm looking for an excuse to buy a new sports game since I stopped playing most of them once the Sega Genesis fell out of favor, save for a few soccer games here and there. Unfortunately, most new sports games seem to suck a lot of the fun out of the game at hand by hewing to evermore realistic simulation and TV presentation, both of which I care little about. Then again, as long as I can hand craft an entire team of create-a-characters, I'll at least be invested in my team, speaking as someone who doesn't follow professional sports very closely anymore. Maybe "silliness" could be a key addition to annual sports sims on next-gen consoles. In some old version of FIFA (don't remember the year) you could play in indoor arenas and one of the buttons was a straight-up two-armed shove. The most fun I've had with a soccer video game was turning off fouls and competing with my brother to see who could injure each others' entire rosters. Please, EA, bring this back! I can hear the presentations now, "Last year our game did not allow you to violently throw opposing players to the ground, but this year we've fixed all that by mapping that very action to the X button." *sigh* If only...

Monday, May 27, 2013

Blips: Hunker Down


Source: Man Cave Fan Fiction
Author: Leigh Alexander
Site: Kotaku

Are video game consoles still relevant? Do people still want to pay hundreds of dollars to play a narrow set of graphically intense games on big TVs in their living rooms? Last week's Xbox One announcement saw Microsoft doubling down on the idea that their new console will be the latest and greatest all-in-one family entertainment center. This comes at a time when economic recovery is a slow burn and a luxurious new video game console will be launching into one of the most volatile, if not downright dire, markets for such devices. Can Microsoft muscle their way into a successful Xbox One install base? It feels like that's what they're trying to do.

If you've not seen Leigh Alexander's latest column for Kotaku, I'd encourage you to give it a read. In it she spins an apocalyptic vision of one man who, despite the rest of the world gone wrong, continues to worship at the foot of his entertainment altar, his new game console which acts as the centerpiece of his subterranean man cave. It's a Mountain Dew soaked, appropriately hyperbolic reflection of new video game consoles as survival bunkers for preserving old practices. For additional context, check out Alexander's scathing Gamasutra opinion piece on the Xbox One announcement, which makes the small details in her short story more resonant.

Now, while I continue to enjoy the TV console gaming experience, I'm not sold on the idea that I need a new one. Still, Alexander's allusion to the console gaming rig as entertainment altar is spot on, even if I'm a little embarrassed to admit it. When I moved to the DC area a few years ago, I came with very few things, none of which were furniture. However, I did pack a small TV and a couple boxes of video games and consoles. For eight months, my living room was barren except for a turbulent bundle of cords and LEDs atop a stow-away container, flickering like a little shrine.

As silly as that setup might sound, I mainly used it to play old games on old systems, nowhere near the personal entertainment basilica Microsoft seems to have in mind. The thing is, I use a more diverse array of gadgets for digital entertainment purposes than I did a decade ago, and if anything, my laptop is the all-purpose device that I plan on upgrading sometime later this year. So, at a time when I'm spending less and less time with my TV, Xbox One is asking me to spend more. At this stage in the messaging roll-out, that's not an idea I can get behind.

Thursday, April 25, 2013

Blips: A Diplomat Through and Through


Source: "The Amazing Life of Sean Smith, the Masterful EVE Gamer Slain in Libya"
Author: Stephen Totilo
Site: Kotaku

If you're familiar at all with EVE Online, the game of outer space mining corporate intrigue whose player count is in the tens of thousands, then you already know about Vile Rat, one of the games most notorious players. Sean Smith, the man behind the Vile Rat alias was a key diplomatic player in negotiating and influencing some of the largest power shifts in EVE history. Smith did so while also holding a position as Information Management Officer in various dangerous locations with the US State Department, another institution that prides itself on effective diplomacy.

Tragically, Sean Smith was killed in the deadly attacks on the US embassy in Benghazi on September 11, 2012. Stephen Totilo's touching feature for Kotaku tells the personal story of Sean Smith, his life in the line of duty and his legendary accolades in the EVE community. EVE Fanfest is taking place this week in Iceland for the first time since Smith's passing.