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"LÖVE is an unquestionably awesome 2D game engine, which allows rapid game development and prototyping in Lua." And it all looks rather pretty, too. Must investigate further!
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danah's PhD dissertation. I need to bookmark this, and have not read it yet, but am sure, at some point, I am going to plough through it, for work, recreation, or (most likely) a bit of both. Until then: just a bookmark.
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"I still have nothing but respect for my more traditional industry colleagues, but I’ve stopped worrying about impressing the games industry and its pundits. Or at least, I’ve stopped worrying about impressing them first. Instead, I’ve started focusing more on the people who might be interested in different kinds of game experiences. People who fly for business more than three times a month, or people who read all of the Sunday newspaper, or people who have kids with food allergies, for example. I am sure these people read magazines and watch television and listen to the radio. But it would be short-sighted to label them ziners or tubers or airwavers. They are just people, with interests, who sometimes consume different kinds of media." Bogost is right, and I'm concerned I'm always going to be ashamed I chose to use that word.
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"It is a commonplace that if it weren’t for computers we couldn’t fly to the moon, or even keep an accurate record of the national debt. On the question of how it does what it does, however, the computer has always remained essentially mysterious—unfathomable to all but a small handful of initiates. An officer of one major computer concern guessed recently that not more than 2% of his employees really know how it works." 2% seems awfully high these days. Detailed, technical article from Life in 1967.
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"This is not intended to be a fun game. It has all the trappings of a LEGO game. It has the forgiving game mechanics. The ease of control. But it uses these elements to create a cognitive dissonance between the ease of the actions and the terrible nature of their real world counterparts." Corvus hypothesises what A Lego Clockwork Orange might look like. Thoughtful stuff.
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"So why not embrace it? That's why You Have To Burn The Rope is fantastic… for games to become art there must be an awareness and a conversation with its own history. Film, music, and literary critic call this allusion, but for the creators, this isn't just a word, it's a dialogue. Which means it should invite participants. For me, I'm far more intrigued by stop-motion artist Patrick Boivin's attempt at turning a linked sequence of videos into Youtube Street Fighter." I'm not sure I agree with Wang on YHTBTR, specifically, but this paragraph is reasonably sensible.
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65 years since the end of the siege of Leningrad, this LJ post shows photographs from the late 1940s merged with images of the location in the present. All are striking; some are very sad. Great contextualisation, though.
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Kotaku picked up on the L4D Twitterbots I wrote. Needless to say, the discussion thread descended into general Valve-baiting.
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"So why don’t we aim for a new tier – something that takes a chunk out of the 90, to lead it closer to the 9 and the 1? Why not give users a chance to enter something personal and creative, but let the system mediate, moderate and filter it into something useful?" Yes. The 90-9-1 pyramid is actually a very unhelpful metaphor, IMHO, and trying to explore and encourage creativity along a sliding scale rather than an absolute is important.
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Lots of good stuff in here, and, indeed, most of the blogs I started following this year. Somewhat flattered to have snuck in myself. It's a great starting point if you're interested in the games-crit-o-sphere, and nice that representative posts have been pulled out from each blog.
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Lanchester writing about games, from the point of view of a smart person who's actually played the games he described. I certainly don't agree with all his points, but I don't disagree with them all, and he's not mouthing off: he's making smart connections and indicating more than a passing familiarity with the medium. Might write a tad more on this.
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"1352 components driven by a 450 link chain and nickel silver drums, prices range from $275k–$400k." Ignoring the price: do want very much.
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It's basically Outrun 2 SP, but in hi-def, and on XBLA and PSN. And it looks like it has all the music intact. Very exciting!
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The metagame is the game. Use the elephant to earn achievements. Apart from earning slightly /too/ many instantly at the beginning, it's a lot of fun. Don't reach for the hints too early.
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Yes, it's an app about weight loss. But: the UI is superb in its touchability and suitability for task at hand, and the reporting functionality is solid (and looks like it'll get much better).
Is it art?
20 December 2008
John Lanchester has an article in the 1st January 2009 edition of the LRB on games. It shares a title with this post, and I went into it a little apprehensive, with my deflector shields up. I like Lanchester as a writer, but was fearing yet another piece (be it inside or outside the traditional gaming press) touching the old “is it art and can we have a cookie yet?” chestnut. The best responses to that question are not “Yes” or “No” but themselves questions: “Does it matter?”; “Does it have to be?”; “What do you mean by art?”; “What if it is?”
For much of the article, Lanchester avoids that and takes a more interesting tack: he wants to write a smart, balanced piece about gaming for a by-and-large non-gaming audience (the readers of the London Review of Books):
Books, films, TV, dance, theatre, music, painting, photography, sculpture, all have publics which either are or aren’t interested in them, but at least know that these forms exist, that things happen in them in which people who are interested in them are interested. They are all part of our current cultural discourse. Video games aren’t. Video games have people who play them, and a wider public for whom they simply don’t exist. (The exceptions come in the form of occasional tabloid horror stories, always about a disturbed youth who was ‘inspired’ to do something terrible by a video game.) Their invisibility is interesting in itself, and also allows interesting things to happen in games under the cultural radar.
And from that point, he takes a whistle-stop tour of some recent highlights in games – talking about Bioshock’s take on Rand’s Objectivism, Miyamoto’s take on “fun”, the lure of having agency, and what creativity in games now looks like (among other things).
I’m not sure I agree with everything he says, and I think that’s OK – he’s not forcing his opinion onto anyone else. What he is doing is talking about games in a smart, informed, and adult way for an audience that values all of those things except, perhaps, the games themselves. More than that, he writes in a style that is suitably anecdotal in places: he has clearly played the games he writes about, and that, to my mind, is hugely important.
When, at the end, Lanchester says
It seems clear to me that by the time my children are adults, video gaming will be a medium whose importance and cultural ubiquity are at least as great as that of film or television.
he’s not just talking as a cultural critic and father; he’s talking as a gamer himself. At the end, he suggest that we might, if things go right, see a “new art form” emerging. I’m not sure what he thinks it currently is, but given the comparison to Film and TV, he might dismiss it as a “communications medium” or some kind of similar terminology; I don’t know, but I think the word “art” is being used a bit too perjoratively there.
As such, that feels a little reductive to me; scattered throughout the past 30 years of gaming, there are many examples that show we’re already there. There might not be a defining “starting point”; it might become clear long after the fact, but right now, in the middle of it all, it’s much harder to assign dates and times to things.
An article titled “is it art?” was always end up going that way; perhaps that’s as much an editorial pressure as an authorial impulse. I could certainly take or leave some of the conclusions. But a lot of Lanchester’s premise and exposition is really good, solid stuff, and it’s exciting to see this kind of thing in mainstream, critical language in a mainstream, critical publication. On balance, whatever you think of the art discussion being dredged up again, this time into the LRB, or Lanchester’s opinion, the article itself is very much worth your time. Like the best writing, it’s not about what it says; it’s about the ideas you’ll have reading it, the avenues it’ll lead you down.
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Bye, Maggie Greene. You made Kotaku a much, much better place, and you'll be missed. After your sabbatical, please get back to writing about games somewhere.
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This is for real, people. Redwood Shores or not, I'm scared.
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Big guide to levelling hunters. Lots of good hunter stuff on here, actually, which muggins needs to learn quite fast.
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"What I like about the rhetoric idea is that it places the accent on how the work operates on the player, and this is essential for an interactive medium. What I don't like is that it's a resolutely utilitarian framework for critical analysis: it focuses in on the way that games might change our opinions for good or ill at the expense of the way games might transport, entertain, humiliate, and ravish their users." Pliskin on Bogost's Procedural Rhetoric; both the post and its comments are smart, nuanced discussion around the idea.
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"There was a correlation between their performance on the game and their improvement on certain cognitive tests, Kramer said. Those who did well in the game also improved the most on switching between tasks. They also tended to do better on tests of working memory." Playing the game (Rise of Nations) didn't affect all tasks, but it had improvements on some – seemingly those involving task and process management.
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"Regardless of the dubious value of trying to dubiously value the art, one thing is immediately clear: in a reversal of casino logic, we value the rarity of the green stripe: 0, house wins."
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Lots of suggestions for simple but yummy puddings here. Will need to check this list out again.
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"If you need to perform data analysis, provide graphics for your users in your webapp, or produce high quality plots I encourage you to investigate the combination of ruby, GSL and GNUPlot." Looks good. I should probably give this a poke some time; could come in handy.
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"Feed cake to the cat for a megaburp; use the owl to block bullets." Lovely: you control the fat cat *and* the owl; the owl makes a path for the cat. It's slightly bulletty in places, and juggling two controls is tricky, but still quite laidback. A lovely, lovely flash shmup. The artwork and music helps, too.
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"So much joyful digital stuff is only a pleasure because it's hugely convenient; quick, free, indoors, no heavy lifting. That's enabled lovely little thoughts to get out there. But as 'digital natives' get more interested in the real world; embedding in it, augmenting it, connecting it, weaponising it, arduinoing it, printing it out, then those thoughts/things need to get better. And we might all need to acquire some analogue native skills." Yes. I am slighty frustrated by the attitude that you can make anything physical with an Arduino and some other stuff. It's the "other stuff" that's the important bit.
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"Our tireless multi-touch team is pleased to announce another bit of software meant to make your prototyping life a bit easier, via support for using a wiimote with our flash API to quickly turn any TV or projection surface into a multi-touch environment" Nice, simple, hacky.
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The comments thread on this is pretty epic, and I'm really not wading into that one. Suffice to say: it's quite a while before somebody mentions the word "criticism", and it's not in the main body of the article at all. That's the important word, to my mind.
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"Of all the adverts I’ve seen this year, I think this (late entry) surprised me the most. Not because of the concept – the hilarious coincidence that sometimes people who are not famous share names with people who are famous has been used before – or the clumsy copy. It surprised me because I actually know the person in the photograph. And she really is called Julia Roberts." So do I. She really is, you know.
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Lovely article about the White House cinema, the first occupant of which was Eisenhower. I came upon this post-"If Gamers Ran The World" if only to find out who the first film-literate (ie: willing to have it inside the White House) president was. The article is a gem.
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"Even sweeter, the folks at Pinball News have a clip from Pinball Expo 2004 where Medieval Madness sound designer Dan Forden plays a few takes of a mid-20s Tina Fey that didn't make it into the game. It's all a little too perfect, you know?" Super-awesome.
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"Timex sets their watches to precisely 10:09:36 while Rolex waits almost a minute until 10:10:31." Some lovely observations collated by Kottke.
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"Prince of Persia isn't Ninja Gaiden, and this is OK, because it's not aiming for the same tension-filled experience. It's a game that wants to be lyrical. It wants to be an musical instrument rather than a crucible, and it succeeds in this goal." Point taken. I might end up giving the Prince a chance, when my current crop of challenge-heavy games is worn down.
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"Zapm is a science fiction roguelike game by Cyrus Dolph. It's my humble attempt to create "the sci-fi Nethack". It is very much a work in progress."
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Um. An "artwork/game/digital poem/world of scribbles" from Jason Nelson. Stop trying to "get it".
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"My Favorite Book Covers of 2008" Some I'd seen before; some I'd not. Some very beautiful things here.
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"I come from a software background, as well as an artsy-fartsy one. I want to see games as art, but they’re also supposed to work as logically-constructed bodies of code. And in a lot of cases, reviewers need to see them as software rather than as art. Here’s why…" I think Steve has some good points here, but I'm not totally swung yet; after all, games might _be_ software, but do we _experience_ them as software? I'm not sure that we do, and that's why we respond to them in the manner we do.
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"The ultimate resource in grid systems."
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Pretty much spot on. Especially when it comes to GRIMDARK PIRATE COMICS.
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"Does the road to ludonarrative unity really lead us where we want to go? Is the destination reachable? Is it possible to embrace a design aesthetic that takes us in another direction that could be just as fruitful, if not more so? Okay that was three questions, but it's my blog so I get to ask as many as I want. Now if I could only answer them." This is going to be interesting when I come to write about Far Cry 2.
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"a poster-sized calendar with a bubble to pop every day". Yes please!
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"The Whale Hunt is an experiment in human storytelling." 3000+ photographs, with what seems like a confusing-and-shiny interface to explore them – but hides a detailed metadata manipulation layer underneath. Beautiful pictures, too. Something really quite special; the "interface" pages should explain more.
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"Still, overall, Left 4 Dead's opening cinematic is a shockingly complete primer to the rest of the game. With only a few exceptions, almost any player going into Left 4 Dead for the first time will know exactly how to play the game: they already know the gameplay, the weapons, the enemies, the win scenario and the strategies they need to get through the game alive… the only thing not covered in the opening movie is the specifics of the interface." Yes – had this exact same conversation a few days ago. Although John is awfully down on Louis, which seems a tad unfair…
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"The obstacles that exist are mere impediments to my motion, puzzles placed only to slow me down or stop my free-flow kinetic improvisation. No time to think or overanylize, only time enough to move. This is what the essence of gaming should feel like: a sincere, wholehearted attachment to the action (or actions) that one sets into play. It is a moment where the motivation at hand is intention only, whose aim is exploration and discovery, refined. It is the escape, distilled and realized." GWJ on Mirror's Edge, and never rewinding, never looking back.
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"Metro Rules of Conduct is a game about the awkward situation of commuting in my hometown, Stockholm. Look at mobile phones, MP3 players and breast for score, but whatever you do – avoid eye contact!" Wonderful; the art-style works really well, as does the head-bob.
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"Melville was torn between writing a ripping nautical yarn and a metaphysical odyssey, and it shows. Rockstar was torn between constructing a sandbox and a stage, and it shows. The result was a tenuously fused work of genuine Americana: a disorderly paean to the American city, a bit of ultraviolence, a stonkingly beautiful soundtrack, a fable, a simulation, a gonzo critique of capitalism. It's a game we deserve. " Pliskin on what GTA4 meant. Perhaps hyperbolic, but it's an important signifier of this year. The Redding quotation about Far Cry 2 is also a stonker.
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All 226 entrants for the 2009 IGF. Heard of – and played – some of these, but many are unknown. Exciting to see the list, though, if only to be reminded that there's this many games being made and funded independently, at the large and small scale.
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"aphex twin + vassily kandinsky + doom 2" – now that's a tagline.