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'“To me, the computer is just another tool,” Ms. Burns once said. “It’s like a pen'. You have to have a pen, and to know penmanship, but neither will write the book for you."' A lovely obituary, but also, what a quotation – a nice corollary to the ones I usually wheel out about literacy.
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'“To me, the computer is just another tool,” Ms. Burns once said. “It’s like a pen'. You have to have a pen, and to know penmanship, but neither will write the book for you."' A lovely obituary, but also, what a quotation – a nice corollary to the ones I usually wheel out about literacy.
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"I want to suggest that there is a utility for procedural literacy that extends far beyond the ability to program computers. Computer processing comprises only one register of procedurality. More generally, I want to suggest that procedural literacy entails the ability to reconfigure basic concepts and rules to understand and solve problems, not just on the computer, but in general."
What I Mean When I Talk About Games Literacy
27 July 2010
I mentioned I was thinking about Games Literacy a lot at the moment. Here’s a rough braindump of what I wrap up in that phrase. This is crudely written, half-formed thought – exactly what blogs are designed for – but by god, I’ve got to get it out in order to start refining it.
Firstly: understanding games – board games, card games, especially video games – as systemic media (to quote Eric Zimmerman) is vital, and whilst there’s more coverage and criticism than ever – from a swathe of informed if slightly self-important bloggers, myself included, to increasing column inches in serious publications – I’m not sure about the quality all of it. I’ve ranted about this before with regards to a particularly poor example, which managed to totally ignore What Made Games Games, for instance. Jason McIntosh has a great article on criticism not being about personal enthusiasm, but about a canonical understanding.
Historiography is particularly lousy when it comes to games. There are loads of great games still to be made, and loads that have already been made, but if you’re going to make one – or even criticise one – it helps to have that sense of historiography. I’m concerned by the poor knowledge of the medium that so many creators have – giant gaps in their memory of the medium, both analogue and digital. I don’t know what the fix is, but this is something that needs sorting soon, and in the meantime, my only solution is: play more games. Not just new games, not just videogames: anything and everything. Study the form; apply that knowledge.
If literacy is about both reading and writing in a medium, then it’s important to address games-literacy as it relates to games making. Or, more simply: understanding games through making games. The best way to explain something about a medium isn’t always to talk about it; you’re often better off explaining by making.
A great example of that is Ian Bogost’s recent Cow Clicker. Rather than detailing all his problems with Farmville through writing alone, Bogost made a game. The game is definitely satire, but it’s a systemic satire. There’s no fakery; it’s not a gag pretending to be a game, or a series of “what-if” screengrabs; it’s a real set of rules and systems that slowly make the absurdity of Farmville et al evident. You can play it. That’s what gives it its power: feeling the systems in action; seeing those clicked cows appear in your activity stream.
Of course, it strips some of the fluffy surface layers away from Farmville to expose nothing but the systems underneath – which is where the bite of its satire lies – but it’s very much satire embodied as a ruleset. Bogost calls this “method design”. For me, it’s very much criticism-through-making. And, of course, through the process of making such a thing, you come to understand it better as well.
By contrast, a classic example of poor-literacy exposed in the writing-mode is the problem of harvesting the Little Sisters in BioShock. The game is, nominally, about choice and free will; one particular system – choosing to spare or harvest the Little Sisters – is supposedly a clear embodiment of this. Except, when you look at the benefits for taking one or other course throughout the game… numerically, at the systems level, there’s barely any difference. Doesn’t matter what you do; you still get loads of ADAM, and with almost no difference in the long-term.
One name for that is “ludonarrative dissonance“, the story and systems being out of kilter; my name for it is “lousy design”. Games are about systems; if the system doesn’t say what you mean to say, why on earth would any number of layers of aesthetics salvage that?
Soren Johnson’s excellent GDC talk Theme Is Not Meaning covers this exact area, and it’s great. At the same time: I wish talks like that didn’t need to be written. Because it’s not an advanced topic for really advanced game designers; it’s fundamental.
How do you fix that? I think one major, major part of the solution is: you make more games.
I’m serious. Just make more. They don’t have to be big, you don’t have to sell them, you just have to make the damn things. I met students on computer-games courses last year, and, whilst my opinion of those courses has risen somewhat, I was horrified by how few games they were actually making on them. Many of them would have a mere handful in their portfolio (aside from their year in industry), some as few as two or three. Purely by dint of turning up at the 48-hour game jam I was helping judge, they’d made one more game than their contemporaries.
How many games could they churn out if they made much smaller, much simpler things, on the side? How many card games, for instance, had they made? Denki prototyped Quarrel as a boardgame, simply for speed of iteration. You learn a lot by making games and playing them with people, even if they’re barely more sophisticated than Snap; and then, you make them better, or you make them again. Putting all your knowledge into one or two titles – even if, as with the slowly dwindling AAA-console market, they take several years of your life – just isn’t a viable way of learning.
It’s so important to remind people that games are not one very slight thing; games is a thousands-year-old discipline, with culture, and heritage, and so much prior art. It’s important to understand that they’re not reserved for special, hallowed creators, with development studios or bedroom-coder legacies; anyone can make them, and anyone can make them better.
I think the way you understand games better is that you make more of them. And it doesn’t matter how you make them – be it in XNA or Dvorak, or LittleBigPlanet, or Inform7, or GameMaker, or Flixel or a deck of blank cards or a packet of balloons. What matters is that you do make them. Because that’s how you’ll come to understand them.
So I’m thinking about this a lot, and where to apply the patches, or what to do as a result – if there’s anything other than vague hand-waving and ranting here, and the vague conclusion: play more games, make more games. And yes, for someone who talked about understanding-as-making, that was a lot of chat. I’m working on it.
It’s Better Because It’s Better
17 July 2010
I haven’t written up Wonderlab yet. Mainly because my brain’s still spinning, still exhausted from those three days, and threads are coming together slowly.
So, rather than one beautiful, succinct post… everything is dribbling out in pieces, I’m afraid.
I’m thinking a lot about what I term “Games Literacy” right now – more on what that means in the future, I guess, but suffice to say: it’s about knowing how to both read and write, and being able to read games rather than just consume them. But, in trying to explain my frustrations with the relatively low literacies of many games creators (real or someday), I couldn’t help but return to a speech from Tom Stoppard’s The Real Thing, so beautifully delivered by Toby Stephens in the Old Vic production that I was fortunate enough to see a month ago.
Henry is a writer, and his partner – Annie – is trying to get him to look at a script written by Brodie, a young man. Henry explains that Brodie can’t write; Annie is furious, and tells Henry that he’s being a snob – just because he’s a writer, why does he get to choose who gets to write or not?
Henry reaches for his cricket bat.
HENRY: Shut up and listen. This thing here, which looks like a wooden club, is actually several pieces of particular wood cunningly put together in a certain way so that the whole thing is sprung, like a dance floor. It’s for hitting cricket balls with. If you get it right, the cricket ball will travel two hundred yards in four seconds, and all you’ve done is give it a knock like knocking the top off a bottle of stout, and it makes a noise like a trout taking a fly… (He clucks his tongue to make the noise.) What we’re trying to do is to write cricket bats, so that when we throw up an idea and give it a little knock, it might … travel … (He clucks his tongue again and picks up the script.) Now, what we’ve got here is a lump of wood of roughly the same shape trying to be a cricket bat, and if you hit a ball with it, the ball will travel about ten feet and you will drop the bat and dance about shouting ‘Ouch!’ with your hands stuck into your armpits. (Indicating the cricket bat.) This isn’t better because someone says it’s better, or because there’s a conspiracy by the MCC to keep cudgels out of Lords. It’s better because it’s better. You don’t believe me, so I suggest you go out to bat with this and see how you get on. [quoting from the play] ‘You’re a strange boy, Billy, how old are you?”Twenty, but I’ve lived more than you’ll ever live.’ Ooh, ouch! (He drops the script and hops about with his hands in his armpits, going ‘Ouch!’ ANNIE watches him expressionlessly until he desists.)
The analogy stands alone, I think. But, were I to attempt to summarise: the goal of any kind of literacy is, you could say, understanding that you ought to be making cricket bats. And then you really only need the gentlest touch to make an impact.
(and of course: it’s a marvellous play, and the rest of this scene is just as relevant as these scant moments. Do see it if you get a chance).
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Post-Eyjafjallajökull microfiction.
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"Primarily, spaghetti code is a literary failing. Through my observations of the developers responsible for these wrecks — they often turned out to be poor prose writers and some were very arrogant about their coding abilities. I believe the core skill that these cowboys lack is that of editing – an instinctive drive towards pruning and tweaking that all good writers know is one of the most important components of literary creation." Some good stuff in here, especially around technical literacy (and, by extension, literate programming).
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Quick tutorial in add_meta_box – the way to add custom fields to WordPress forms.
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"In this piece, each of the departments involved in making a videogame are examined and accused of one particular vice. In making these assessments, the assumption behind each is that the purpose of the videogames industry is to make games that players want to play, and not to make the games that developers want to play." It is good, and I'm looking forward to the second part.
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"…as developers, we need to deal more honestly with the disparity between our reach and our grasp – which is to say, what we tell ourselves our games are about, versus what they are actually about. History will see this decade as the period when games struggled with their destiny in this way." 2K Marin's JP LeBreton with a smart, insightful take on the road ahead for games design, and the many positive steps being taken along it (and: a decent commentary on the "shooting people" issue).
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"With limited influence, unlimited hands in the pie, a low barrier to critique, and the perception of triviality, frontend engineers are the janitors of software development. Rather than cleaning up trash, the boulder they toil beneath is skew: the distance between team member's conceptions of a project." This really feels very familiar: it's the most under-appreciated art in the stack of software development, and the one that takes the brunt of the crap.
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"Best of all, for impatient gamers the developer plans to conceal load screens with a mini-game where players can connect a USB keyboard and write an undergraduate thesis on the illustrations of Gustave Dore." Seriously, this already sounds much better than the Redwood Shores version…
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Farbs quit 2K Australia. This is his resignation note. It's fun, and not in any way mean.
Alan Kay’s definition of literacy
20 December 2007
Adam Greenfield recently mentioned this:
“The ability to ‘read’ a medium means you can access materials and tools created by others. The ability to ‘write’ in a medium means you can generate materials and tools for others. You must have both to be literate.”
That neatly taps into a lot of what I’m thinking about (and failing to write about here) at the moment. Things like this, and mixing your own paint, and programming-as-act-in-its-own-right versus programming-as-necessary-evil, and a whole host of other questions (such as what it is I actually do).
Things are slowly coalescing. This quotation coalesced a great deal, and deserved more than a mere del.icio.us link…