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"Videogames are systems, not themes, but dress a system in the right theme and you can catch the attention of someone who would not otherwise be interested. So it is for my father, who, in these awkwardly rendered moments, catches a glimpse of what I'd been seeing my entire childhood." Lovely, lovely piece of writing from Simon.
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Fanfic, if you like, about App Store products. Lovely.
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"Lethal Weapon. A metafictional masterpiece. Who knew? The postmodern flourishes proliferate throughout the script…" Lovely Granta piece on the prose styles of screenplays; the Shane Black example is great fun, though the Dan O'Bannon speaks to me most, perhaps.
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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Lovely: roleplaying Ferris Bueller not only on Twitter, but also on Foursquare. I love that Foursquare has a policy to allow "fake check-ins but not to reward them points"; there's lots of potential there, both playful and storyful.
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"Emo’s rise coincides with the explosion of social networking, the fracturing of commodification, the emergence of micro-trends, the mainstream adoption of alt-porn tropes… Emo’s the musical centre of a pop-culture whirlwind that doesn’t really seem to have been explored much, and when it has it’s often been addressed either in dismissive or alarmist tones." As an emo apologist, I really need to write more in response to this – they're topics I've covered in my head several times.
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"Still, if you're going to watch a pair of zombies go at each other for eleventy-billion hours, far into the night, it might as well be these zombies. They were incredible, astonishing, indefatigable. They fell over frequently but they never stayed down. My hat goes off to these zombies. Possibly my head goes off to them too." Xan Brooks' live coverage of Isner-Mahut. Some great writing in there.
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"Even the likes of Modern Warfare 2 and Bad Company hide their bloodlust behind a figleaf of fictional "what if" scenarios. Medal of Honor turns a real tragedy into a social shooting gallery, and is going to have to tread carefully to avoid belittling the reality it borrows for our amusement." The problems of making videogames about current conflict, especially when the tactless multiplayer audience get their hands on your content. Not sure I'm particularly cool about this in any way. Oh well.
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Collecting casual and informal collective-nouns by scraping twitter. The "What Is This" page is very well done, explaining just what the scraper "sees" in a clear fashion. Fun.
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"But imagine if the writer came up with a "story" before the rules. A "pre-rules story." At that point, you could create the rules around that story, and even if the rules seemed unconventional or unbalanced, you could be confident that they would work as long as the story works." Erm, not really; crap rules are crap rules, even if they make sense within the story. This paragraph directly contradicts his previous (accurate) paragraph, that stories must follow the rules of the game. To then say: "but we can retrofit rules onto the story if the latter was done first" just feels wrong. One more thing on my pile of "stuff about rules".
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"I’ll never forget the adrenaline surge of landing what was basically a multimillion-dollar jet-powered glider on its 12-inch tail wheel from a full stall while wearing a space suit. And I’ll always remember the peace of sitting alone on the quiet edge of space, out of radio contact for hours."
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"…there is something far more interesting at work in Heavy Rain: its successful rejection of the primary operation of cinema. The game doesn't fully succeed in exploiting this power, but it does demonstrate it in a far more synthetic way than do other games with similar goals. If "edit" is the verb that makes cinema what it is, then perhaps videogames ought to focus on the opposite: extension, addition, prolonging. Heavy Rain does not embrace filmmaking, but rebuffs it by inviting the player to do what Hollywood cinema can never offer: to linger on the mundane instead of cutting to the consequential." Ian Bogost is smart, and this is brilliant (and also provides a citation for "film is editing", which is something I've blathered about before).
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Joe Moran on Daniel Miller's "The Comfort Of Things", which has gone straight onto my wishlist.
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"For instance, when a film critic with a Twitter account says that video games are not art, the natural followup becomes, "Well then… what is art?" And suddenly we're in some goddamn flourescent-lit student lounge, sitting on a nine-dollar couch across from a dude whose shirt is self-consciously spattered with daubs of encaustic, hip-to-hip with the girl who stamped each page of a copy of The Feminine Mystique with an ink print of her own labia, hearing the guy over our shoulder mention Duchamp for the sixth time this week, and it all just needs to stop right now." Well said, Steve.
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"The best way to explain the difference between Blink and these two episodes would be to say that I think the best conceived movie sequel ever was Aliens following Alien. It took the same monster into an entirely different type of film." I love Steven Moffat very much.