• "We drove about for another hour or two after that, and by this point dad was hooked. Not hooked on L.A. Noire's narrative, perhaps, or caught up in the complex chains of missions, but hooked on the city, on the fascinating, insightful job that Rockstar had done in stitching the past together. Even though I can't actually drive, and the car we were in wasn't a real car anyway, I had a strong sense that I was in the front seat, turning the wheel beneath my hands, and he was riding low in the back, face pressed to the glass. Role reversal. It happens to all fathers and sons eventually, I guess. Why shouldn't it happen because of games?" Chris Donlan takes his Dad – who grew up in late-40s/early-50s LA – on a tour of LA Noire's Los Angeles, and what happens is a remarkable piece of virtual psychogeography. Perhaps my favourite piece of games writing this year.

ghostcar

30 July 2012

There’s a copy of me running around London. It runs at the right speed, but it’s unstuck in time: unstuck by 365 days, in fact.

Tom Armitage In The Past is a foursquare user. He checks in where I was a year ago. He says what I said a year ago. As long as the game systems haven’t changed, he gets the badges I got a year ago. (And, if the game rules do change, he’ll start to deviate from me).

He’s maintained by a piece of software I wrote called ghostcar.

In racing games like Ridge Racer, your previous time attack high score is often represented by a 3D outline of a car rendered into the same world as you – a “ghost car”. Matt Jones reminded me of this at the pub one night, as I explained my idea, and the project had a name.

It’s not a spambot. I’m its only friend; it’s invisible to people who aren’t its friend. It’s invisible to venue owners – ie, it’s not generating false marketing data. Honesty is Foursquare’s main currency: saying where you really are, being who you really say.

I’m not breaking the terms of service. When I wrote it, the Foursquare terms of service told me I couldn’t impersonate other people.

But I’m not impersonating other people. I’m impersonating myself. That’s got to be OK, right?

So: why did I do this?

There were two main inspirations. Firstly, James Wheare’s Twitshift (now sadly closed). Twitshift works because its output is in the same medium as the source data. I didn’t warm to Timehop because it was just an email. Email is good, and there’s value in juxtaposition – but anyone can send an email. Email dilutes the notion of “being”, however. Foursquare is not, precisely, about presence – it’s just about saying you were somewhere – but email about foursquare feels like another abstraction layer. I wanted to minimise abstraction. And so, to do that, I’d need to build a Foursquare timeshifted-echo service that itself output to Foursquare.

Secondly, I remember Kevin Slavin talking about Area/Code’s wide, GPS-enabled game Crossroads at dConstruct a few years back – and how, once, when testing, it the game’s entirely digital antagonist “Papa Bones” moved through their office, and every GPS-enabled phone they were testing the game on suddenly jumped. What made the virtual “ghost” interesting was when it manifested in the world. Even though it wasn’t real – and everybody knew it wasn’t real – it still made you jump when you were there; the juxtaposition of knowing something is right where you are, even if it isn’t a real thing, is highly striking. I wanted to explore that a little with my own data.

I don’t check up on Mr Armitage In The Past very much. The idea, rather, is that I might bump into him some time. How strange: to be in one of my usual haunts, and know that a ghost of me, a year in the past, is also there, watching a movie, having a drink. Sometimes, those memories are less cheery than others. Sometimes, they’re brilliant. It gives me a visceral memory: reminds my bones, my heart, what they felt. (That, for reference, is my defence against nostalgia. This isn’t just about nostalgia, because you might not like what it makes you feel. It’s just about remembering feelings; stopping to pause and remember the passage of time).

It’s also made me check in to Foursquare a bit more. The moment I fired ghostcar up, I realised I needed to start giving it better data so that it’d continue to have meaning a year in the future. So that’s a strange, interesting takeaway: changing my behaviour because I want the fossil record to be more accurate.

I was only going to find out what it felt like by making it, so I made it. It chugs away on my server in private. I run ghostcars for a few friends, too. It’s not particularly elegant, and I don’t think it’d scale to loads of users, so for now, it’s a private distraction. But I thought I should write it up. If you’d like to run your own install, the code is on Github. It’s a minimally documented Rails app, because it was made just for me, but you might enjoy it.

In the meantime: I go about my business, and an echo of me in the past will do one day, too.

Testing Chambers

22 January 2012

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.

  • "Experience designers love a bit of Saarinen: “Always design a thing by considering it in its next larger context – a chair in a room, a room in a house, a house in an environment, an environment in a city plan.” That’s what’s wrong here, an RFID card is not considered within the context of a wallet, containing multiple competing RF field creating information and ID objects, and this new, electric wallet isn’t considered within the larger system of shops and the invisible RF world." Companies don't design for seams – and, as Chris points out, when they do, it's for seams between all their own products.
  • "As amazing as it was to find the disk, the file was corrupt and couldn’t be read; all attempts to view the now 20 year old animation failed. It was part one of a science fiction saga titled “Porth” that our friend Cory had made by stretching the animation tool to the absolute limits. To say the least it was worth putting some effort into saving this file." Data archaeology.