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About the Archives

This page contains an archive of all entries posted to GAMBIT in the Thoughts category. They are listed from oldest to newest.

Reviews is the previous category.

Many more can be found on the main index page or by looking through the archives.

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Halo Kid slides backwards down the uncanny valley

Already hyped as "the new Star Wars kid" and "the next Tron Guy" by peeps in the know, Halo Kid mania is on the rise.

Using only cardboard and packing tape, the Halo Kid achieves an astonishing level of detail in his work. To date, he has crafted all of the weapons in Halo 3 and built a custom set of armor. More subtle, yet even more fascinating is the way that he uses his body to perform Master Chief, the player-avatar in Halo 3.

After showing off each weapon to the camera, Halo Kid steps back into the frame to demonstrate the weapon's proper use. In doing so, he mimics the body language of Master Chief with surprising accuracy. Slowly spinning on the balls of his feet, he aims a laser, reloads his rifle, kneels down repeatedly, and silently mimes a pistol's recoil. These actions looks strange and unnatural to the non-player because they were designed within the limitations of the gamespace. By removing them from their original context and performing them in his garage, the Halo Kid places the movements of Master Chief in relation to the archetypical human body rather than other computer-generated body-representations.

In-game, we see the best that the dev team could do within an imperfect technical environment. Presumably, Master Chief might move differently were the game able to more finely compute his movement while maintaining a smooth physical simulation. The dance of the Halo Kid, on the other hand, is the result of a sequence of deliberate human choices. By using his relatively more free human body to mimic the constrained motion of an anthropomorphic avatar, the Halo Kid denies compromise in Master Chief's movement. No matter how awkward they may appear, Master Chief moves deliberately. The Halo Kid's imitations permit viewers to see Master Chief move without constant reference to a distracting technical context.

When thinking about the visual evolution of games, I generally assume that developers steadily progress the from left to right along the "uncanny valley". In this case, however, Halo Kid confounds this common understanding by positioning the movement of his own body somewhere closer to the dreaded corpse-pose at the valley's punto más bajo. While developers struggle to bring human likeness to the avatars in gamespaces, fans like the Halo Kid willingly yield a bit of their free movement to enjoy the mild bondage that characterizes life in a 3-D game engine.

The Real Tragedy Is What Passes For Tragedy.

WARNING: What follows are major spoilers for Metal Gear Solid 4: Guns of the Patriots.


There was an article at Kotaku a while ago about tragedy in videogames. More specifically, it was about tragedy in Metal Gear Solid 4: Guns of the Patriots. The following passage sums it up:

That's what feels so unusual about MGS4 even compared to the other MGS games. This is a sad story, one that feels destined to end in defeat. Snake is aging and dying. He's literally become toxic to the people around him. And his back hurts. (Which you'll see him clutch in pain if you let him crouch too long). MGS4 is the rare effort of video game blues and tragedy.

I find it amazing that people are saying such things about Metal Gear Solid 4, a game where the good guys win, the bad guys lose, the world is saved, and everyone lives happily ever after. Somehow the fact that Guns of the Patriots has a schmaltz-drenched Hollywood ending doesn't stop Kotaku from concluding:

Gamers are used to being asked to save the day and be the hero. Metal Gear Solid 4 is so unusual in that it's the rare game that asks them to be interested in something else: a march toward defeat, an interactive tragedy. That's what feels novel.

Hailing Metal Gear Solid 4 as a tragedy is wrong on so many levels I hardly know where to begin. First of all, MGS4 isn't a tragedy. Secondly, even if it were it wouldn't be an interactive tragedy. Thirdly, Metal Gear Solid 2 and 3 qualify as better tragedies than MGS4. And fourthly, there are several other games out there I can think of which are both more tragic and more interactive than any Metal Gear game.

MGS4 may present itself as bleak and cynical, but its ending proves this entire attitude is a smokescreen. The Metal Gear series has grown more and more morally complex with each installment, but all that comes tumbling down in Guns of the Patriots, crushed to death under a mountain of fan-service. The Patriots, the totalitarian puppet masters of America first introduced in MGS2, are dismantled in an instant by a computer virus without the mechanisms of modern civilization so much as shuddering. This is followed by a 20 minute scene where two long-time series characters get married. Then there is another 20 minute scene where even more characters are reunited with lost family members, accompanied by ample tears of joy. Somewhere in the middle of all this Snake decides not to kill himself, at which point his long dead father, Big Boss, shows up thanks to some ridiculous plot magic, gives Snake a 30 minute monologue about the value of life, and promptly dies. Taken all together this is an endless, pummeling assault of mushy sentiment and convenient resolutions. It's all about as tragic as the end of Independence Day.

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Metal Gear Solid 4: Everyone Gets Married.


And even if the ending of MGS4 was tragic, even if Snake died, even if destroying The Patriots meant leaving a gaping hole in the world that only anarchy would fill, and even if no one got married at the end, MGS4 would still not be the "interactive tragedy" that Kotaku claims it to be, because it would still not be interactive. There is not a shred of meaningful choice the player is given during the cut-scene strangled final hours of MGS4. Is that what tragedy is? Just a bunch of cut-scenes? Wouldn't tragedy, realized in a procedural way, be a system in which it is impossible to reach a proper win state? Wouldn't it be a game in which the player's own inability to master the system and reach their end goal is cathartic, illuminating, and meant to encourage reflection on the limits of choice and agency a fundamentally unfair world? Wouldn't it be something like Deus Ex, where at the end the player is actually given the choice between anarchy or totalitarianism... and both kind of suck?

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In Deus Ex there is no perfect solution to the world's problems.


The frustrating thing is, Metal Gear has historically been quite clever at working tragedy into its gameplay structures. While they never aspired to the clear-cut open-endedness of Deus Ex, Metal Gear Solid 2 and 3 did some wonderful and subversive things with genre, exploiting videogame conventions for commentary on the horrors of non-agency in the face of corrupt political power. You want tragedy? Try Metal Gear Solid 2, the game where the bad guys win. In the final stretch of that game The Patriots rub your own pathetic lack of agency in your face as you soldier on, their willing puppet, forced to complete the "story" they've designed for you: killing the terrorist and saving America. Is it just a clever excuse for MGS2's own lack of player choice? It certainly is. It's also a very effective metaphor for totalitarian control. You have no freedom to do anything beyond what that game forces you to do, and that's the chilling thought MGS2--quite intentionally--leaves you with: you are a slave. Metal Gear Solid 3 is a variation on this theme. This time the player is forced into a familiar genre, the James Bond film, but the morality is turned upside down. Killing anyone results in their ghosts haunting you. And your final objective, to kill your mentor and friend whom the U.S. government has branded a traitor, must be carried out with cold determination. The game even pauses in the final cut-scene so the player can pull the trigger himself. Metal Gear Solid 4, by comparison, doesn't come close to the bleakness of these two games. Anyone who claims it does clearly has put no thought into the matter.

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The Patriots give you a pep talk before the last boss of Metal Gear Solid 2.


Even Metal Gear Solid 2 and 3 are not the best examples of tragedy in videogames. They are interesting examples (far more interesting than MGS4) but they still don't come close to what other games have done. I've already mentioned Deus Ex, but there are many others. How about Fallout, where your reward for saving the world is being kicked out of your home and forced to wander a nuclear-irradiated wasteland? How about Shadow of the Colossus, where the player must literally let go and accept the fact that Wander will never be with his lover again? How about Suikoden 2, where you are forced for murder your best friend before the game is over? How about Ikaruga, where the goal of the entire game is to survive to the final boss so you can commit suicide? Or how about the mother of all tragic games: Planescape Torment, the game where the "best ending" is going to hell to atone for your sins? The length of Torment's entire playtime is about discovering what a bastard you really are, how you've hurt all those around you, and how the most noble thing you can ever hope to do is accept responsibility for all your wickedness. How's that for a win state?

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Your best friend dies in your arms at the end of Suikoden 2.


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Those you've wronged demand justice in Planescape: Torment.


I can't imagine how someone could be aware of all these things and still be impressed by Metal Gear Solid 4. I want nothing more than to see a real watershed in procedural tragedy, but if people think Guns of the Patriots is it we've got a big problem.

Rockman Lovers Drivin' Lamborghinis

Over the weekend, I spent some time watching this video:

Continue reading "Rockman Lovers Drivin' Lamborghinis" »

Throwback videogames, digital distro, and atavistic joy

The relentless march of technological progress burdens game developers by forcing teams to repeatedly spend time and energy learning the idiosyncrasies of the latest gear rather than sharpen their skills on a single toolset. As a result, few gaming platforms are explored to the depth that other creative technologies have enjoyed. Compare the number of DJs still playing vinyl records on Technics-1200 turntables to the population developing new SNES titles.

Mega Man 2 screenshot
Screenshot from Mega Man 2 on the NES.

Keiji Inafune, the Capcom character designer responsible for Mega Man, recently remarked about this constraint:

"[The simple fun of a classic Mega Man game] doesn't fit into the grandiose and expansive world that the consumer gaming industry has become, and so you have to make games that match the current expectations."

The unnamed force here is the cash factor. Consumers paying top dollar for the latest-gen console expect to be dazzled. Developing a title that could have come from that grey box in the closet is incredibly risky. Fortunately, the growth of digital distribution is sufficiently shifting the financial balance to permit long tail niche development to seep into gaming. (Though Geoffrey makes a good point in complicating notions of "niche" in his earlier entry on the subject.)

The latest issue of Nintendo Power reveals that the next installment in the Mega Man series will be a "new NES game" complete with chiptune soundtrack and faithful 8bit graphics.

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Screenshot from Mega Man 9 on the Wii (as printed in Nintendo Power).

According to the article, the popularity of retrographics on t-shirts and other nostalgic bric-a-brac convinced Capcom that it was the "right time" to revive the original Mega Man aesthetic.

This announcement is an encouraging sign that the unfortunate neglect of past platforms by the mainstream gaming industry is beginning to ebb. Free from the need to create playable demos of the latest hardware, studios can nurture a unique language and approach to game design and development.

Innovation along many axes will finally break the brutal linearity characterizing many of the last decade's popular titles (Doom begat Half-Life begat Halo 3...). The beauty of Flash-based titles like Dino Run is an early indication of the potential in joining a persistent platform to yesterday's aesthetics.

In its pursuit of "the upper-limits of 8-bit", I suspect Inafune's team will be surprised to discover a ceiling of considerable height. Let's hope they inspire others to similarly explore past aesthetics, constraints, and joys.

WiiWare, PSN, XBLA and the Long Tail

Ever since I first heard about Nintendo's WiiWare, Sony's PlayStation Network and Microsoft's Xbox Live Arcade, I've been excited about the opportunities these services provide for so-called 'long tail' content. We've already seen new inroads being made into episodic gaming by Telltale Games' Sam & Max and Strong Bad's Cool Game for Attractive People and by Penny Arcade and Greenhouse Games' On the Rain-Slick Precipice of Darkness: Episode I. All of these games are based on relatively niche properties, but are garnering some real attention despite never appearing on a single Best Buy endcap.

Today I caught word of two more intriguing projects coming to WiiWare, although their 'niche' status is somewhat debatable.

Continue reading "WiiWare, PSN, XBLA and the Long Tail" »

Sometimes narrative as narrative is the answer

A few weeks ago in Game Set Watch, movie and screenwriter Justin Marks chided the game industry for calling the story in Grand Theft Auto IV "Oscar-worthy". In the article, Marks wondered if gameplay as narrative is the answer.

The adventure of Niko Bellic, complete with its comic assortment of ethnic cliches, is pretty much on par with the rest of the franchise's self-conscious worship of movie archetypes and genre tropes. And there's nothing wrong with that. Rockstar has made clear that's all they've ever wanted to do, and they've done a damn fine job at that (although I do miss some of that charming humor from Vice City and San Andreas).

The problem here is not the quality of the story, but the manner in which it is incorporated into the gameplay. After skipping over countless cut scenes so I could get to the action, I slowly began to regard plot in GTA IV as being something akin to the Clinton marriage: why do they bother with the charade? Is there anyone in this country who honestly thinks these two people still sleep in the same bed?

After all the incredible advances in their game engine, why does Rockstar insist on making its story an accessory – a needless, comparatively inferior element? More to the point, how did narrative become such a side bar to the real point of gaming, i.e. our ability to play out our deepest fantasies in a virtual world?

I found myself nodding in agreement at the start, but then wincing at some old, overworn ideas as his essay continued. By the time the essay started to near the end, Marks was returning to some familiar, obvious claims:

We need to stop thinking about story as a device to make us care about the gameplay (it doesn't), and start thinking about the gameplay as the narrative itself (thus, making us care). Now that the technology has finally reached a breaking point, a place where we can genuinely craft sophisticated worlds, we have to understand that plot is not forced upon those worlds artificially, but grown from our interactions within their environments.

Story design needs to be less checkpoint-focused and more focused on implementing a meta structure that makes us believe we are shaping events with our choices, even if these choices have already been made for us.

The "story on rails" has now been exposed. Game engines are strong enough that we can see the seams in the narrative fabric. It's no longer acceptable that we can take our girlfriend on a date and never once have her mention the fact that we're carrying a missile launcher by our side. We need to believe our actions have consequences within the virtual universe and that the experiences we are living are wholly unique, even if they aren't.

This is all very, very old news. Marks' assertions and observations are fair enough, except that like most generalizations, when extended out to encompass everything it falters and fails.

Continue reading "Sometimes narrative as narrative is the answer" »

GAMBIT Summer Orientation '08 - Singapore

You never realise how blissful it is to have a quiet day just sitting in a chair at the office until you've spent two weeks' worth of very hectic orientation activities with 45 budding game developers.

The official Singapore-based orientation activities for the GAMBIT '08 students have finally drawn to a close yesterday. We ran them through a huge series of talks, workshops and team-building activities, focusing in turn on all aspects of game development - the entire gamut of design, production, art, audio, code, QA, localization, research, audience and genre, cultural differences, professionalism, the various game companies in Singapore, and even how to pass their first hiring interview in the industry. It was insane. It was crazy. It was one of the most enjoyable times of the year.

Actually, now that I think about it, it was way longer than two weeks. It started nearly a month and a half ago, when we first invited the new generation of Scrummasters to sit in on the different meetings we had ongoing in the Singapore lab. They observed and watched as Zul and I, the two producers in the lab here, conducted our Sprint Planning, Daily Scrums, Sprint Reviews and Retrospectives, and design meetings. They asked questions, and we tried to pass on to them as much of the lessons learned over the last year as we could.

Then we turned it over to them.

The Seven Samurai Scrummasters took charge of their teams from Day One of the official orientation period. This time around, everyone's going in thoroughly-briefed. Throughout the entire orientation period, the teams sat together, ate together and worked together. They know each other, they know their project and platform, they know the challenges that lie ahead, and they hopefully know just how intense it's going to be, since we pulled back quite a few of last year's generation to give talks about the various roles which they played.

Already, this generation is forging legends and memories of its own: from the epic Scrummaster vs. Scrummaster showdown during the orientation card games, to that unforgettable night at Hooters, to all the in-jokes about mentors... this generation has become, in just this short period of time, the seed of something great. I can't wait to see what they're all going to come up with over the next 9 weeks or so.

This summer's going to be a blast!


...


Okay, that's enough effervescence for today. A more detailed writeup, accompanied by videos, will be up as soon as we can make it. In the meantime, you can check out the photos.

Dinos can't survive on bones alone

Run, Dino, Run!

Dino Run is the best game of 2008. The premise is simple: a meteor hits the Earth, sets off a doom wave, and all the animals start running. A light homage to Pitfall, Dino combines the the exhilirating platform sprinter vibe of Sonic with the expressive vector graphics of Another World, the addictive multiplayer of SNES Mario Kart, a terminal micromusic soundtrack, and hats - really nice hats.

All hyperbolic comparisons aside, I had a fascinating experience with Dino Run that has set questions of intimacy and co-presence loose in my mind for the last few days. I was up late the night of Dino Run's release finishing school work. I took a break, found an acquaintance on IM, and convinced her to do the same. We agreed to meet up in "Dino Central" and, after a little messing around, we were running for our lives.

Two Dinos and a Meteor

Having played the game a bit in lab that afternoon, I quickly leapt ahead of my dino buddy. Yet, despite every indication to keep on running, when I saw her little icon falling behind on the race map, I stopped, turned my dino around, and ran left to find out if she was stuck!

Critical moment here, folks. The decision to turn around is counter to the very core imperative, not to mention the driving narrative, of Dino Run: GO TO THE RIGHT.

I caught up to her easily and the two of us ran through the rest of the map within a few hundred pixels of one another. Why didn't I just blast through the level and leave her behind? It wasn't the same impulse that would cause me to go easy on a n00b in Street Fighter or for my sportier friends not to stuff me everytime I take a shot when we play (irl) basketball. I didn't turn around simply because I wanted to make the game fun. I turned around because to run ahead would have been to abandon her.

I Dream of Brontosaurus

I can recall experiencing only one other moment of similarly strong emotional projection. Last year, a friend from my place of work invited me to visit a particularly spectacular build he had completed in Second Life. We met up in-world sometime in the evening and he lead me around his Zen garden, water fall, and tea house. As the tour came to an end, he lead me up a mountain to a tiny notch he'd carved for two avatars to sit and look out over the sea. Clicking on one of the orbs he'd installed on the ledge, I saw my short, gender-ambiguous avatar begin to snuggle up against my colleague's well-dressed male avatar.

I immediately felt like I had made a social faux paus and was compelled to apologize. After just a few minutes in SL, an environment I did not visit often, I had so fully given over my sense of self to my on-screen avatar that the nerves along my skin reacted to the unintended intimacy. Goosebumps (piel de gallina) stood visible along my forearms and my heart sped up. My body was reacting as though it had actually touched someone inappropriately rather than the avatar I was controlling with minute movements of my hands and wrists.

Thank you, Apatasaur

As my friend and I ran along the back of apatasaurus, I felt a similar blurring of boundaries, a sense of screen empathy. My dino-friend and I do not live in the same city and we know each other primarily through our work interests. Meeting up to play Dino Run seemed no different than chatting on gtalk until I actually saw our dinos running around in their pixelated world. It felt unexpectedly as though we were changing the terms of our friendship. Rather than work buddies, we are now friends who get together occasionally for recreational activities, however virtual they may be.

There is something both liberating and frightening about this experience of the projected self. It challenges the perceived edges of selfdom. If my selfness is so quick to jump ship for a cute little pile of dino-pixels, what is keeping it coming back to me everytime I turn the browser to another URL? Or is the self constantly shifting when I am connected to the network? Is my experience with the little dino just a more tangible manifestation of an everyday leapfrog: from username to inbox to avatar to photoshop tool to blinking cursor?


(Cross-posted to Todo Mundo.)

The Pros of Cons

Over the course of the last couple of years, I have been fortunate enough to attend a wide variety of different professional gatherings either as a speaker or simply as an attendee. This list includes SIGGRAPH's Sandbox Conference, the MIT-hosted Media in Transition Conference, FuturePlay in Toronto, South by Southwest (SXSW), the Bethesda Small Press Expo (SPX), the Game Developers Conference (GDC), WonderCon and, most recently, the New York Comic-Con. Most of these events are accompanied by several common denominators: some semi-hectic travel arrangements, some dubious hotels, a number of thoroughly excited and geeky conversations between equally excited and geeky people, and a not insignificant amount of griping about the nature of the event in question.

At almost every event, people complain that this year's isn't as good "as they used to be", that the event wasn't "what they expected it would be", or something along those lines. Of all of them, though, nowhere was that griping louder than at this year's GDC in San Francisco. Speakers and attendees alike groused about how the event was changing after the collapse of the Electronic Entertainment Expo (E3); while GDC had always been solidly technical, academic and theoretical in nature, E3 had long been the agreed-upon blow-out demofest for marketing types and the public. If GDC was a library, E3 was an amusement park. Following E3's implosion due to ever-escalating costs and increasing ROI concerns, the marketing departments had turned their attention on GDC. The result of this was a huge amount of tension because of an increased confusion about what GDC was supposed to be.

If you look at the list of events I outlined in the first paragraph, almost all of them fall neatly into one of two categories: conference or convention. A conference is typically an event attended by people who largely share a similar profession, gathering in one place to talk shop. A convention is typically an event attended by people who largely share a similar hobby, gathering in one place to buy stuff they can't get elsewhere and geek out. At both types of events people go to hang out with 'their tribe', others who are passionate about the same things, and to listen to (and hopefully meet) people they admire or who do things that the attendees find incredibly cool. Both events are (or at least should be) fun, but they're often fun in different ways. To reuse a metaphor, conferences are libraries and conventions are amusement parks.

I attended GDC for the first time this year, and although this might not be a popular opinion among the old guard, I was grateful that there was some degree of convention involved in the conference. I like my conferences with a dash of convention -- I like it when I can come out of a great discussion about a particular topic and immediately buy some of the books, games, comics or what-have-you under discussion so I can dive right into them once I've returned to my hotel. This gleeful quasi-intellectual consumerism is improved even further when those things can be obtained at a 'trade show discount' of 20% or more. Throw in a cheap branded cloth attendee bag full of freebies and coupons and I'm a happy boy.

That said, even I had to agree that this year's GDC felt incredibly schizophrenic. The high point of this for me was the Microsoft keynote. I went in excited and hopeful that we'd hear some new announcements concerning indie development on the Xbox Live Arcade -- and, to be fair, my wish was granted. However, it was very much a case of "be careful what you ask for" -- while I was hoping for an in-depth demo of how independent developers could build, distribute, market and profit from games on Microsoft's XBLA, what I got was little more than a long, extended sales pitch. There was little to no hard data, no real how-to discussion, and absolutely zero discussion of the business model attached to this SHINY NEW PIECE OF AWESOME that Microsoft was trotting out and expecting the audience to fawn over. Instead of a technical document we got a press release -- or, worse, a total fluff piece. This was crystallized when the so-called 'keynote' ended with a flash of pyrotechnics and Cliffy B exploding onto the stage, chainsaw gun in hand, to announce Gears of War 2.

Now, again, I'm not saying there's no place for this kind of thing. Quite the contrary, in fact -- but that place is a convention, not a conference. With E3 gone, GDC is in danger of ceasing to be a conference and openly becoming a convention, which I think might be a horrible mistake. While at the New York Comic-Con, I found myself thinking that this was the kind of place where those types of announcements might have been more warmly received. Konami had a huge prescence on the trade show floor there, where they were demoing (among other things) their upcoming Hellboy game. The New York Comic-Con and the San Diego Comic-Con have both become increasingly less dependent upon comics and become more all-media geekfests with panels on comics, video games, feature films, television and so on. Even the less high-profile Wondercon, which was happening the exact same weekend as GDC and in the other half of the exact same convention center, had a notable showing of video game-related content. I found myself thinking then, much as I did later in New York, that the overlap in the two events' Venn diagram was huge -- but very few attendees of either conference was aware that the other was going on until they actually got there and noticed the swarm of OTHER nerds doing interesting things across the street.

This is, obviously, a huge missed opportunity. Instead of having developers grouse about Microsoft's convention-like "keynote", why not deliberately organize both events at the same time with a shared ticket option for those who want something from both worlds? Conventions usually offer panel discussions and lectures in classrooms in addition to their trade shows, as well as scheduled big announcements from the most high-profile corporations in attendance. When those are sales pitches, attendees accept that as what they are -- but they aren't being sold as keynote lectures. Similarly, attendees of GDC who had been expecting that kind of big pyrotechnic display would have been deeply disappointed in the excellent-but-dry-by-comparison keynote lecture on far-flung futurism by Dr. Raymond Kurzweil.

GDC is currently trying to court two very different audiences, which can certainly be done successfully through a clearer terminology and a clearer marketing strategy. By delineating which parts are conference and which parts are convention, GDC (and the Comic-Cons, for that matter) can expand their audiences and capitalize on the increased amount of cross-interest between these different-but-similar entertainment industries. The key is simply remembering what parts are libraries and what parts are amusement parks.

Bottom line: no one is happy when someone tries to give a lecture on a roller coaster.

What Games Can Learn From Shakespeare: Part One

Everybody can learn something from Shakespeare. Scholars refer to his deep understanding of the human condition as one of the keys to his universal appeal, across languages, cultures, and time. Understanding his plays was a motivation to improve my English when I was a teenager (I'm not a native speaker and no, I didn't learn my English all from Shakespeare, else thou wouldst be reading Early Modern English now). I find what I learned studying Shakespeare during my undergrad and graduate school relevant and useful to what I do now as a videogames scholar. The relevance of Shakespeare does not only have to do with writing, but also with the design of the game, from how to give cues to interaction to how to involve players into the gameworld.

So videogame makers, particularly designers and (obviously) writers, can learn quite a few things from the Bard of Avon. Let me count the ways.

Continue reading "What Games Can Learn From Shakespeare: Part One" »

Violence and Games, One Student's Perspective (Part 1)
Boston State House, courtesy of Snurb on flickr

Earlier this month,I went to the Boston State House to witness a hearing on House Bill 1423. The bill would amend Massachusetts law to explicitly include video games as in the list of media regulated with respect to content, and to additionally include violence that is "patently offensive to prevailing standards in the adult community" as a type of obscenity. Of course, being a public hearing, there was a fairly extensive docket for the Judiciary Committtee that day, including a bill to change access to criminal records (CORI) , judicial appointments, marijuana law reform, and something or other about casinos.

Continue reading "Violence and Games, One Student's Perspective (Part 1)" »

Persepolis for Xbox 360?

Last week I bought a game I swore I wouldn't buy: Just Cause. I swore I wouldn't buy this game when I read that its politcal premise--the overthrow of a corrupt South American regime through guerrilla warfare--would involve the typical American rhetoric that, it would seem, no war-themed game can exist without: the protection of American interest. Thus a game that could have been, provocatively, Che Guevara meets Grand Theft Auto became yet another emulation of Chuck Norris barf bag cinema, the kind where some helpless country needs a swaggering yank to pull it, kicking and screaming if necessary, to democracy. This is why in Just Cause you are some CIA dude, and not just a suffering citizen of the (fictional) country who's finally had enough. One might imagine that a horrific dictatorship would be reason enough to go guerrilla, but in Just Cause we need the threat of WMD's which could possibly be used on America to justify ass kickery. Viva la Revolucion!

The notion fills me with disappointment. I know better than to expect a serious, documentary-like experience from a mainstream videogame, and yes many games are just elaborate power trips. But what's wrong with a power trip in which the indigenous population gets empowered in a way that isn't filtered through America's big brother mythology? Ugh. Still, I bought it last week.

I bought Just Cause because I played it at a friend's house, and it turned out to be pretty fun. The American aspect of the story is more or less in the background. Your avatar is Latin American at the very least, though he does appear to work for the CIA. The story itself is still moronic, full of Hollywood cliches. But those cliches make for fun gameplay at times, like when you perform all manner of ridiculous stunts. My friends and I had a ball riding cars, boats, and even planes like surfboards as we ran from government stooges. After that, I decided to swallow my political angst and pick it up for cheap.

Then, yesterday, my girlfriend and I went to see Persepolis.

Continue reading "Persepolis for Xbox 360?" »

Game Design Bootcamp@Danube University Krems

Teaching game design workshops is always an experience and I jump at every chance of making another one. So when my friend and colleague, Prof. Michael Wagner from the Danube University in Krems, Austria, suggested to host a biannually Game Design Bootcamp as part of his game studies master course, and that I was supposed to teach it, I was delighted. The three day kick off workshop was in early January 2008. It was fun, it was different. It was an experience I'd like to share with you.

Continue reading "Game Design Bootcamp@Danube University Krems" »

GDC 2008 Round Up

The Game Developer's Conference, GDC for short, is the annual meeting of the entire video games industry: from studio executives to indie developer to academics, just about everyone who works with games for a living either attends or follows the proceedings. Last year I covered some of the more interesting presentations; this year I'll discuss some of the prevalent themes to come out of the conference.

Continue reading "GDC 2008 Round Up" »

The Cultural Myths about First Person Shooters

The teaser trailer of Duke Nukem Forever was released last month, and the anger that makes me rant a bit about First Person Shooters still lasts. I play FPSs on occassion, mostly because it's homework, though I enjoy them most in a LAN party against other people in the same room. But there are a few things about FPSs that really bug me, which have less to do with the genre itself and more with a series of myths revolving around FPSs being the quintessencial videogame genre.

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Product Placement and Gamer Culture

There have been several TV shows this past fall that have included videogames as an important part of certain episodes. I'd like to say this is a symptom of acceptance of videogaming as general cultural practice. Unfortunately, it's a lot easier to explain: product placement. Traditionally this means products are displayed at some point during a show (have you noticed what is the only game console that appears in Heroes?); now games are actually being written into episodes as key plot elements. The challenges of this product placement strategy are how to display the game, as well as how to portray the culture of the people who play videogames.

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Ebert Likes Hitman, Hates Games

Roger Ebert just gave his first favorable review (as far as I'm aware) to a movie based on a videogame. Naturally this doesn't stop him from bashing games. But at least it's a slight variation in his normal behavior.

The [Hitman] movie, directed by Xavier Gens, was inspired by a best-selling video game and serves as an excellent illustration of my conviction that video games will never become an art form -- never, at least, until they morph into something else or more.

He goes on to explain how the story is not bad and that the movie actually has interesting characters. But this is all undercut, he claims, by the scenes of endless shooting in which 47 appears invincible and in which truck loads of people die. These scenes are "no doubt from the video game," he concludes.

Ebert's status as a crank when it comes to videogames is well documented. Yet it's still interesting to see just how ignorant he is of the medium, let alone the genres, he's criticizing. Anyone who's played Hitman knows that it's not about walking down hallways killing endless streams of people. It's about planning a hit for hours, getting every detail right, and then finally striking in total secrecy. A good player will not kill anyone except the person they are supposed to kill, which means the Hitman games often become excruciating studies at avoiding violence in every possible way.

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Hooray for Samus Aran!

WARNING! METROID PRIME 3: CORRUPTION PLOT SPOILERS BELOW...

The Galactic Federation sure is great in Metroid Prime 3: Corruption. They help Samus Aran kick Space Pirate butt and save the universe once again. Corruption ends with a massive, Return of the Jedi style space battle. Samus leads thousands of Federation ships in an assault on Phaaze, the source of a radioactive disease that has been infecting the galaxy for three consecutive games. Yay for Samus! Yay for the Federation! Yay for me, who waited six years for all this!

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Senators Love Games Too!

I met a Massachusetts senator last week who loved games. At first I wasn't sure if he was the real thing, since he kept gushing about how much he liked "Grand Theft Miami." But he did seem to have a basic knowledge of someone who had actually picked up a controller. Even though he got the name wrong, he seemed to understand the difference between GTA: Vice City and GTA: San Andreas. At one point his aide jumped in about how much he loved Halo, Call of Duty, and a slew of other FPS's. Yes, these lawmakers loved games where you blow shit up real good. And they weren't afraid to admit this to people they didn't even know.

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Reflections on a GAMBIT Summer

As a new semester gets going full-swing for MIT students and faculty, with classes and projects threatening to subsume all memory of summer, it seemed an ideal time to reflect on the accomplishments of a group of students that eschewed summer frivolity for nine weeks of hard work. The GAMBIT Summer Program brought brilliant students from Singapore's tertiary education institutions together with MIT students to form six crackerjack video game development teams (and one sound design odd couple). Over nine weeks, we brainstormed, designed, illustrated, coded, argued, redesigned, recoded, and came out the other end with the 6 games we've featured on the site before.

For a taste of what the summer experience was like, check out the video at the following link:

http://gambit.mit.edu/movies/gambit_summer_2007.mov

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