06
February
2012
26
January
2012

Two days, two talks

Very last minute notice about two talks that are going on!

On Friday 27th January – tomorrow – I’ll be talking about Games Design for Designers – or rather, talking to designers about games design, at The Design of Understanding. It should be a marvellous event – it’s a great line-up, and I’m looking forward to the whole day (especially following last year’s excellent day).

Then, on Saturday 28th, I’ll be talking as part of “Death Bites” at the Southbank Centre Festival of Death. There, I’ll be giving a short, fifteen minute essay, perhaps with illustration:

A short, personal history of dying in videogames: a medium where death is common, and lives are plural but rationed. Why is it that “dying” such a common metaphor in games – even supposedly non-violent ones? Does it have any meaningful significance compared to the process of death in the real world? Tom will present a short exploration, based on a life in which he’s died thousands of times.

Bit last minute, but wanted to document these before they popped up online. And then: next week, another speaking announcement with a bit more notice!

23
January
2012

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22
January
2012

Testing Chambers

Robert Yang recently did a series of interview with game designers over at Rock, Paper Shotgun. Entitled “Level With Me”, it examined designers’ approach to their work, whilst culminating in them adding elements to a Portal 2 level that Yang was designing with them.

Having realised the completed level in a mod – bookended by two of his own – Yang has written up some commentary on the reaction to it. He’s a bit frustrated and sad. And I think I would be too, if I were him.

I was shocked, then, by the most common line of criticism I saw: a refusal to read, an insistence that a level without a puzzle-y Portal puzzle is a bad level. It’s like the rhetorical equivalent of donkeyspace. I literally can’t go through the mental gymnastics required to conclude that challenge is the only interesting thing about first person single player games. Comments like that make me miss all the people who said it was pretentious; I want a higher level of criticism.

That’d be a nice enough quotation in Pinboard, but the whole piece is great, and had enough meaty thought in it that I had to break it out a bit more. It especially chimed with my beliefs around games as mechanical systems, and a literacy in those systems being what emerges from learning how to read them.

I don’t think I’m demanding much of players because we all already have the ability to read just by virtue of playing. Frank Lloyd Wright could read houses; as Portal players, you know how to read Portal levels, and you know when Portal levels don’t make sense. What if we used the “words” of a Portal level in different ways, to say different things? What if we used the “words” that form video games, and used them in different ways?

I think I agree with that. And Yang goes on to talk about materials a bit:

Puzzles and mechanics (like narrative, graphics, or sound) are just different materials you can use. (I think Dan Pinchbeck said something like that.) It’s the house you build in the end that counts. If that house uses wood but not concrete, that’s okay.

But if you want to argue that the resulting house isn’t actually a house, by your narrow reductionist definition of “house,” and it’s “totalitarian and unamerican” like Frank Lloyd Wright said about the Farnsworth House, then just know that history, if it remembers any of us at all, will think you were a silly person. Or you can ignore how architecture had the same debate we’re having right now.

One of Yang’s great disappointments is one of literacy. At the end of the mod, you walk into another Test Chamber. Not one of the many Test Chambers in the Aperture complex – but the Black Mesa Test Chamber, from the very beginning of Half-Life. And so many players just didn’t notice; didn’t get the reference; didn’t see the point being made. They were illiterate in the medium they enjoy.

…maybe it’s a problem of education. We force kids to read Shakespeare; we should also force kids to play Myst, Fallout 2, Half-Life 1, Planescape: Torment, etc. and their ability to read and ask questions will be much richer for it. A “Game Studies AP” class might assign System Shock 1 and X-Com. I mean, if you play Battlefield 3 for hours every day, shouldn’t you, at the very least, know that its core design is practically untouched from the original Quake Team Fortress mod nearly 15 years ago?

Or, you know, I guess we could just keep letting those players get upset when a game calls them out for thinking / studying so little about this thing that they invest so much time into.

And I think that’s important. In the comments on Yang’s post, readers have pointed out the “difficulty” of doing that – that the medium restarts itself every n years or so in a “hardware generation”, that only players “actively engaged in critical play” care about that sort of thing.

I don’t think that matters. Very few works are solely referential: they may call out to history, but by dint of existence they are also their own thing. So some players are, of course, going to miss the Black Mesa reference. Level With Me still exists, still has something to say, but those players will have a different – perhaps, lesser – reading of it. But that doesn’t mean Yang should stop trying to make the point he believes players can read; he’s right to assume the level of literacy he does.

We have to fight the “forgetting every seven years” a little. We need to make sure that somehow, we talk about old games, educate one another on things they haven’t played. Fifty-odd years into electronic gaming, we shouldn’t already be at the Fahrenheit 451 point of having to each take it upon ourselves to memorise particular works, particular publishers. This isn’t retro fetishism; this is basic history – and basic historiography. And that’s important to a work.

So, you know, keep on reading games. Keep on reading games that didn’t come out this year. It’s all useful.

  • "This TV is playing a built-in MPEG of static, instead of just displaying solid blue or solid black like they used to do. I think that's kind of awesome. The map has become the territory." Blimey.
  • "When I started writing this post, I didn’t have a conclusion in mind, but now that I’ve got to the end, the thing I want us to remember next time is just that: all the scales matter. Every part is important. The two days Sarah and Brian spent moving small pieces of vinyl, Ivan’s 4am printing-and-cutting, FOUND’s jumping-up-and-down to see if crowd movement broke their tech, last-minute shopping trips for slightly larger balls, all the things. Worry about it all. Fix everything." Lovely write-up from Holly of the big thing we did in Edinburgh. Also: good about the nature of the huge, and good about the nature of work. Worry about it all. Fix everything.
18
January
2012

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  • "We made a commitment to real choreography. I basically drew a line in the sand and said, “If this interface is going to be great, and we're going to make a dance game that's gonna be transformative, you have to be able to dance 'Crank That' by Soulja Boy.” That’s the bar for a good interface."
13
January
2012
06
January
2012

games

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Games of the Year: 2011 edition

This year, my Games of the Year got rolled into Kill Screen’s end-of-year countdown. It’s a fine list.

Kill Screen have also put up the individual participants ballot, and you can read mine here. I also wrote some notes about the list of ten:

Here’s my secret: I’m shamelessly mainstream. When I get home from a day at a desk, designing or programming, I like to play games on my sofa. And so: lots of major console releases there, from the advanced hiking simulator that is Skyrim to the elaborate team sport (disguised as a military shooter) that is Battlefield 3. It’s not all AAA-ware, though. The fact that games like Bastion and From Dust saw release on major platforms makes me enormously happy, and they deserve their place.

What binds all these titles together? Perhaps it’s just about wonderful worlds to escape to. Wonderful for their aesthetics: the cold mountains of Tamriel; the endless greyboxes of decades of Aperture Science; the silhouetted landscapes of Outland; the spectacular 17th century Mars of Jamestown; the steely glowing cyberpunk of Frozen Synapse; the rich, detailed decay of Arkham City.

Flip that around, though, because they’re also wonderful systems to get lost in: Skyrim‘s bottomless, endlessly free systems; the careful addition of gels to the Portal formula; the binary-coloured bullet-hell of Outland; the marvellous Vaunt mechanic in Jamestown; the perfection of turn-based (and play-by-mail) strategy in Frozen Synapse; the bottomless gadget-belt and inventive environment of Arkham City. At heart, I’m an escapist, and I escape into beautiful worlds and deep mechanics equally.

Ten was hard to pick, and I wanted to represent some potentially overlooked gems (oh, Outland) as well as some obviously great mainstream games. Two games slipped off the list for me: Deus Ex: Human Revolution just slipped off, but was a surprisingly lovely way to spend the middle part of the year, and Crysis (in its re-released, updated downloadable XBox and PSN port) wasn’t eligible for inclusion as it was a remake. It was, however, definitely one of the ten best games I played last year, and the Games on Demand version is worth your time, if only for the bottomless tropical sandbox of fun it offers in its early stages.

Go read my list, and, indeed, the whole Kill Screen feature.

03
January
2012

The language of difficulty

Chris Dahlen on Dark Souls and, in particular, how it uses “difficulty” not as “a club the designers bash you with, but the palette with which they paint the experience.“:

In music, film, and literature, difficult works provoke the same kind of response. We talk about them in terms of whether we can deal with them: War and Peace is too long, Ulysses is too opaque, Lars Von Trier’s films are too disturbing. Audiences may balk at a work because it’s unfamiliar, complicated, opaque, taboo, exhausting, unpleasant to the senses, and so on—but in every case, the audience has to think about that barrier and make sure they’re ready to cross it. We wonder, are we the problem? Or is the work failing us? Is it challenging because the challenge is key to the form, the message, and the experience—or is it challenging because the artist is a jerk? If the artist has a message to send us—well, to paraphrase Samuel Goldwyn, why couldn’t they just send us a telegram?

Games shed new light on this old debate, because here, challenge is understood from the get-go as being integral to the experience. All games test their players, and the players accept that they are taking a test and they will be graded. By comparison, if you read a great short story, your failure to respond to it happens in the privacy of your mind.

The primary language of Dark Souls is difficulty. The game paces and varies that difficulty with the same craft that goes into its character builds, sound effects, and environmental design, and with the same purpose: to explore distinct, exquisitely-realized variations on one unified experience. What starts as a dare is revealed to be the reward.

Too long a quote to go into Pinboard, so onto the blog it goes in full. And do read the whole article; it’s thoughtful and as with all Chris’ stuff, well-written.

Links & notes for this month

Endnotes