• "The demo of Dante's Inferno provided absolutely the stupidest gaming experience I think I have had since possibly Ultimate Combat Mission on the Spectrum +2. I don't think God of War can meaningfully compete, because… well, because it isn't based on one of the most famous works of literature produced in the last thousand years. Dorothy L Sayers translated it, for God's sake. Kratos never really had to get past anything more culturally embedded than Clash of the Titans." Dan has been playing Dante's Inferno, and the end result is this lovely post, about classics, and living stories, and Just Plain Stupid Games. It's very good. "…there's nothing to stop an incredibly silly game being a very enjoyable game, but there's something about the abandon with which Inferno is being used art direction for a slash-em-up that is killing the joy of it a bit for me"
  • "This is the S2H replay; an activity monitor/pedometer thing that does a similar job to the fitbit. Except it feels way more like the future than the fitbit because it's cheap, fashiony and simple. And you they'll actually deliver one outside the US." I like "fashiony" as both an adjective and a watchword. The S2H sounds pretty nifty, too, and Russell's write-up is great…
  • "Get an accountant, abstain from sex and similes, cut, rewrite, then cut and rewrite again – if all else fails, pray. Inspired by Elmore Leonard's 10 Rules of Writing, we asked authors for their personal dos and don'ts." Huge, two-part article (presumably from Saturday's Review) with a great deal of advice – some sensible, some common sense, some insightful, some entertaining – on writing. And: much of it applies to other creative disciplines, too.
  • "Schell took this game-life integration to the extreme, describing a world chock-full of sensors, where you could earn experience points from a toothpaste company for brushing your teeth, or points from health insurance companies for walking to work instead of driving. Companies and even the government would have a vested financial interest in engaging consumers and citizens through game-like elements. It would be a world fraught with "crass commercialism," Schell said, but it would also be a world of opportunity for game designers." Hmmmmn.
  • "I'm imagining that Curling is project management: sweeping in front of the stone to both clear a path and influence the direction, but without touching it; a good curling strategy is to both knock the competition out of the way and get closer to the target, sometimes with different stones; …plus you can drink and smoke while you play"

bioshock2-doll.jpg

There is an ongoing argument about whether games can be considered as literature, and this one presents by far the most compelling case yet for "yes".

A quotation from the Guardian review of Bioshock 2. It’s a cracking example of a style of games writing that I hate.

Why don’t I like this kind of writing? Because it never addresses the gameness of a game; it breaks it down into component parts – story, graphics, sounds – that feel familiar from other disciplines, and are inevitably criticised as such. “Gameplay” – a catch-all term describing rules, mechanics, the systems present in a work that is inherently systematic – is separated out from these other elements. This review simply disguises its formulaic, old-fashioned style with some breathless hyperbole and purple prose – “some of the best combat dynamics in the business” is simply a tarted-up version of the meaningless “the gameplay is really good“. This is usually – I say usually, having dipped into this style myself – an attempt to make the writing seem more “worthwhile” to a mainstream audience, perhaps even a non-games audience. But Nicky Woolf’s writing, despite its ambition, is a far cry from my favourite “mainstream” games writer: John Lanchester in the LRB. Though I don’t always agree with him, Lanchester’s writing is smart, informed, and never once defensive.

But what really, really ticks me off is that this article doesn’t deliver on its message: why is it that ‘story’ is considered the key element of games’ “maturity”? After all, story isn’t the only thing that contributes to game-ness. Bioshock 2 is a shooter – a very good shooter, sure, with some tactical elements harking back to Halo‘s balance of left-hand/right-hand, direct/indirect – but it’s still a game where you spend most of your time shooting monsters in the face.

And it is difficult to explain how such a (relatively) generic style of gameplay contributes to a “compelling case” for this “being literature“. After all, playing – or should be – the majority of what you do in a game.

I am not complaining: “involving shooting” does not make a game bad; it does not even necessarily make it immature – and I’d rather be shooting monsters in the rich, well-realized, faded-deco world of Rapture than as another identikit Space Marine. Rather, there’s a much simpler issue at stake:

I don’t want my games to be literature.

I want them to be games. I want to know why a game is good as a game, not as an alternative to reading a book or watching a movie. When I want to read a book, I will, because I like books and I like them for things only they can do. When I want to watch a movie, I will, because I like movies, and I like them for things only they can do.

When I want to play a game, I will, because I like them for things only they can do. I do not want games to become literature, just as I do not want them to become cinema. I expect Woolf’s use of the word literature was meant to be a statement of quality, rather than of medium – but I think the fact that Woolf uses it qualitatively is telling, and perhaps even defensive. And that’s why I bang on like this: there’s no need to be defensive of a medium in the criticism of an artefact. You won’t have to reach for the thesaurus quite so much, or remind the reader that the medium might be worthwhile, if you celebrate things as themselves, on their own merits. Celebrate game-ness.

  • All I can do is quote Tom Carden: "So let me get this straight… Inside the beloved and venerable Java OpenStreetMap editor, JOSM, you install a plug-in which runs a (port? emulator?) version of Lotus Turbo Challenge II. And you drive around the game on a level composed of the aerial imagery you were tracing in JOSM. And it records GPX tracks. Which you can trace into maps and share on OpenStreetMap. Jesus."
  • "There is a rhythm to hiking, as there is in walking. And once you find the cadence — after a day or two — your mind empties. All your social obligations related to work and friends and life are muted. They aren’t gone: they just no longer require your direct attention. There is a shocking beauty to this silence. It’s as if every day of our lives is filled with a white noise. And suddenly, in the presence of these unbelievable peaks, the noise is gone." Lovely pictures, but, more to the point, strong truth, from Craig Mod.
  • "DOOM doesn’t belong in a museum, not because it’s not worthy, but because it’s rock and roll. It’s too fast, too loud, too hard, and too fucked up to be in a museum. There are some games that will work in a museum and some that won’t ever and that, by itself, doesn’t say anything about their value. We need both." Frank Lantz is right.
  • "In this digitally distant world full of information that appears to only be moving faster and faster, you get to choose: how much will I consume and how much will I create?"
  • Fascinating article on pseudo-3D graphics, and raster-based road graphics in particular; coders and gamers alike might enjoy this, although it's quite technical. (And: Racin' Force is just beautiful; I forgot how gorgeous voxels could be).