Call for Columnists: Brainy, Artful Generalists, Rejoice!

Tuesday, Jun 17, 2008
Having survived ten weeks of wearing the serious game critic pants, L.B. takes a break and shares a little story about video games and himself.

Every ex-core gamer has a particular couple of games that they were really good at. Those games, back when free time was abundant, that they utterly conquered. For me, it was always Starcraft. It wasn’t that I was unbeatable and this was all before the Korean domination, but I had a weird knack for efficiency in that game. I once won a bet with a superior player because I said I could get a higher score than him. When he blew apart my last Protoss drone, I happily collected twenty bucks as my ratings for resource collection, efficiency, and kill to unit all soared past his. To this day, I have no idea how the score system worked or what I did that made me score so highly. But I still like to think that I was one of the most efficient Starcraft players back in my prime.


 


But that was another time and place. A year out of college and way out of my video game prime, I was sitting in a restaurant kitchen in Lake Tahoe wondering how I’d gotten myself into such a mess. A little too much Steinbeck and way too much fear of growing up had made me pack everything I owned in a car and drive across the continent. I moved to the first internet job I could find, patiently waited for the ski season to fire up, and on the first day of skiing I turned my left knee’s inner meniscus into jelly. The ski accident left me a limping mess with an extremely unsympathetic landlord. I couldn’t wait tables anymore and most of the other ski jobs didn’t pay enough. So I did the only thing I could: I grossly exaggerated my resume and got a job in a restaurant. I’d been a prep cook for a couple of months before the ski season hit in a cafeteria, so I figured they couldn’t be all that different. Come in early, slice & dice, drink a beer, and fight over the music on the stereo for about 6 hours.


Unfortunately, a short-order restaurant and a cafeteria are about as different as night time and a kick to the groin.


Monday, Jun 16, 2008
New releases for the week of 2008-06-16...

It’s hard to say whether anyone’s actually marked their calendars for anything that’s coming out this week, save for the somewhat anticipated (not to mention a little bit dreaded in some circles) Guitar Hero on Tour for the Nintendo DS.  Yes, it’s Guitar Hero; yes, it looks as though the DS peripheral will actually be somewhat functional (though it still looks a bit like a hand cramp waiting to happen); and yes, the track list could be worse.  Still, every look at this week’s releases inspires gravitation toward a different release, something that’s making itself known on both major portable systems this week.  You know what I’m talking about: It’s none other than Space Invaders Extreme.


Acid trip color schemes also help.

Acid trip color schemes also help.


Now I’ll be the first to admit that updating a classic game with modern graphics and color palettes and then slapping the word EXTREME on the title is more than a little bit tacky.  Still, everything I’ve seen of Space Invaders Extreme is that it will be the exception to the rule.  Rather than an uninspired update, you see, Space Invaders Extreme looks like a re-imagining of the entire concept of Space Invaders.  Not only are you a little ship at the bottom of the screen blasting away at wave after wave of 2D sprites, you’re fighting organized waves, sprites that flip from 1D to 2D (like Super Paper Mario minus one dimension), and a few giant invaders.  All of it is in front of a new musical backdrop that actually manages to incorporate the in-game sounds to create a tapestry of noise that just feels right.  The early impressions that I got from it were that it was like Space Invaders meets Lumines, and I don’t know how a combination like that can possibly fail.


Not only that, but Space Invaders Extreme even has a peripheral of its own, the “Taito Paddle”, which you can use to guide your ship.  It also works with the newly-released Arkanoid DS.  Take that, Guitar Hero!


I'll admit it: I'm kind of looking forward to this tiny monstrosity.

I’ll admit it: I’m kind of looking forward to this
tiny monstrosity.


Elsewhere, it’s a pretty quiet release week, as most of the gaming community tries to recover from the behemoth release that was Metal Gear Solid 4.  Wii owners get Rock Band (huzzah!), PS3 owners get Fatal Intertia (whoopee?) and the gamers that simply won’t let go of the PC are the recipients of a little thing called The Political Machine 2008, which is unfortunately not a remake of The Incredible Machine with a bunch of obvious metaphors.  In this one, you get to be a campaign manager, which would surely have me drinking brown liquor out of the bottle in a matter of days.  This edition has Obama, Clinton, and McCain as candidates. 


What are you looking at this week?  Leave one in the comments and let us know.  The full release list (and a trailer for Space Invaders Extreme) is after…the…JUMP!


Friday, Jun 13, 2008
As requested, a quick run-down of all 10 parts of the ZA with definitions.

You call yourself free? I want to hear your ruling thought, and not that you have escaped from a yoke.


Are you one of those entitled to escape from a yoke? There are many who cast away their final worth when they cast away their servitude.


Free from what? What does that matter! But your eye should clearly show me: free for what?
      - Thus Spoke Zarathustra


I. Introduction and Basic Concepts
What makes a video game different from a movie or a book? Player input. What controls the player input? The game design. What gives meaning to the player input? The plot or backstory. All three need to adjust to a game’s purpose and be judged by their relationship together, not just one or the other.


II. Evaluating Game Design
The most objective gauge of depth in game design would be the number of options it gives a player. A deep game takes a lot more work and can end up only being enjoyed by an elite few. A shallow game needs either a deep story or friends over to pick up the slack. Deep game design should not be considered an inherently good or bad attribute of a game in a proper critical assessment.


III. Evaluating Game Plot
The plot of a game is the part of it you cannot change: backstory, who you’re friends with, etc. Judging a game’s plot boils down to assessing what the designer’s force you to experience and its overall merits. If you cut a player totally free, the game experience will lead towards self-fulfillment. If you shove too many awful experiences on the gamer, the game might be too dark and unpleasant to justify the experience. In either case, it depends on the game.


IV. Evaluating Player-Input
The player input is your connection with the game, your means of interaction, and this piece focuses on the silent protagonist method. A connection with a game requires two elements: you interacting and the game giving you feedback. You’re both actor and audience in a video game. Judging the player input is judging how well a video game establishes and maintains this two-way connection.


V. Four Forms of Video Games
It’s becoming nonsensical to identify a game solely by its design. We should instead identify them by which element is dominate in the game experience. The other two elements still exist in varying degrees, but one factor controls the others.


First Person - The Player Input is dominant. You control both plot and how you play the game. These generally tend to be RPG’s like Mass Effect.


Second Person - The Game Design is dominant. You win the game according to its rules and not by what you or the plot dictate. Peggle is a better example than the one I used in the essay.


Third Person - The Plot is dominant. All of your actions and choices are based on the story and have meaning within it. Zelda and countless others are good examples.


Fourth Person - The three elements balance out. No one element has complete control. A lot of RTS games and some open world games develop this out, like Starcraft.


VI. Exceptions to the Four Forms
These are in no way inferior to any other type of game, we’re just distinguishing their elements and what they consist of.


Simulation - A game without a plot. A game doesn’t have a plot if it doesn’t have an ending. Think Sim City.


Interactive Ficton - A game without any game design. A game doesn’t have a game design if there are zero options for the player besides the one that progresses it.


VII. Application of the New Approach
Three examples of how to approach a game in terms of the experience rather than one individual aspect. The key is to see what kind of experience the game is attempting to create and how all of the elements work towards that goal.


VIII. Factions of Gaming
The terms casual, hardcore, or ex-core are not really consumer groups, they’re philosophies about the purpose of video games. Casual players think a game should be fun. Hardcore think a game should be replayable and ex-core think the experience is what’s important. All 3 views have serious flaws. I probably would’ve been better off calling them something else, a lot of interesting stuff happens in the comments on this one. The point was to criticize the philosophies, not the groups.


IX. Flaws in Criticism Today
The culture of reviews is not the same thing as critically analyzing a game. Making jokes is fine but try to remember they still need to make a point. Most importantly of all, don’t create a bunch of pre-defined rules that inhibit people from experimenting or discovering new games. We need to give good feedback and proper explanations to reviewers so that games can get better.


X. Evaluating Game Experiences
Looking at a game experience means evaluating how the game allows you to express yourself in an experience. We have to ask ourselves what that experience is for and how can it best be used.



Thursday, Jun 12, 2008
Jack Thompson has finally ticked off enough people to get disbarred. The final step on the way to that disbarment was just kind of sad.

“‘I strenuously object?’ Is that how it works? Hm? ‘Objection.’ ‘Overruled.’ ‘Oh, no, no, no. No, I STRENUOUSLY object.’ ‘Oh. Well, if you strenuously object then I should take some time to reconsider.’”
-Lt. Sam Weinberg (Kevin Pollak) to Lt. Cdr. JoAnne Galloway (Demi Moore) in A Few Good Men


For the last day or so, it’s been a little bit difficult to avoid coverage of the disciplinary “hearing” that Jack Thompson took part in last week to determine what sort of punishment he would undergo as a result of his being found guilty of professional misconduct.  Of course, I use the scare quotes around the word “hearing” because it wasn’t really a hearing at all, in that Thompson had no part in it except to fiddle with the podium, berate the judge, antagonize a couple of members of the press, and stomp off in a huff.  As a result, in addition to the case against Mr. Thompson, the prosecutor was also left to offer mitigations, actually helping his case to an extent in, as best as I can tell, the interest of fairness.


They strenuously object.

They strenuously object.


In the midst of his belittling of Judge Dava Tunis, Thompson even managed to forget the lesson offered by the above exchange in A Few Good Men, telling Judge Tunis that he “[objects] strenuously...to the very notion that this proceeding can even occur on various grounds.”


The excellent GamePolitics.com has a transcript of the entire exchange, while the Daily Business Review has the audio.  The audio is particularly revelatory, because Thompson sounds just as unreasonable and as belligerent as the common gamer perception of him dictates.  Is this how Thompson has always been, or has he simply been blasted by so much legal failure and so much internet hate that he’s become the caricature of himself that we’ve been led to believe is an actual portrait of the man?


I believe that, at least at the start, Thompson had good intentions, that he was truly determined to make a difference.  I know that having kids (or a close family connection of any kind, really) can make you want to make the world a better place in the worst way, I know that faith can drive someone as well, and it’s hard for me to believe that Jack Thompson was always a self-aggrandizing propagandist with an agenda, unwilling to hear two sides of an argument.  He has gone on crusades for the causes of censoring the lyrics of rap music, he has taken on morning talk radio, and he most famously espouses the evils of violent video games.  And maybe the man has a point—while violence in video games can contribute to the visceral thrill of the play experience, some would certainly argue that it occasionally has the propensity to get a bit over the top and gratuitous.


A sudden change of heart, or his next greatest foe?(Image courtesy of Kotaku)

A sudden change of heart, or his next greatest foe?
(Image courtesy of Kotaku)


Still, what once manifested itself as legal maneuvering has turned into a glorified ambulance chase.  Thompson has no issue with linking games to major tragedies involving high school and college students, regardless of whether those responsible actually played the games.  He comes off as bossy, ruthless, and a blowhard; obviously, something in him snapped somewhere along the way, and he lost the will to make the world a better place, a drive replaced by the undying need to be right.


It is this need that manifested itself in Thompson’s tantrum in court, and it is this need that bubbled up so far as to not even allow himself to hear any argument that might discredit his opinion.  Now, he’s set to be disbarred for the next ten years.  For a little perspective, that means he won’t be able to practice again until he’s 67 years old.  It’s a sad fate for the man, but perhaps it’s what he will need to regain perspective, and some sense of the honor that he left behind long ago.  I’d like to believe it’s still in him somewhere, that the parasitic brand of self-promotion he has offered can be fixed.  Of course, the next time he appears on a news program after a school shooting as an “expert” in the link between gaming violence and real-life violence, well…perhaps my optimism will be tempered.


Tuesday, Jun 10, 2008
The last installment of the ZA series (for now) is finally here, with L.B. Jeffries talking about why the critical focus should be on the experiences games can potentially generate as opposed to other approaches.


At long last, we come to the final entry of the Zarathustran Analytics series. The question proposed in the first essay of this series was essentially this: if we define video games by player input, how do we go about assessing that? Since the game design illustrates what the input precisely is and the plot defines the meaning of that input, the thing game critics should be looking at is the overall experience the game generates rather than just one of these particular elements. Then we took into account how to categorize games by experience rather than game design, exceptions to this concept, and the basic philosophies that govern what people think games should be. We also made the decision to not factor in graphics or A.I. in order to not inhibit creativity in the medium (and somehow, no one called me out on it). After taking into account what a critical language for video games should not do, we finally get to the point of why we need to be talking about the player experience in the first place.


 


In a blog post by Henry Jenkins in 2006, he points out the basic problem that interactivity creates for a critic. Unlike Gone with the Wind, in a video game the player’s input may result in an extremely different outcome. Rhett may have gotten shot a while ago, or Scarlett might be level 80 and fully capable of running the farm herself. The basic problem of re-addressing art’s quality in terms of seeing the audience’s response to the show rather than the show itself is that most people aren’t used to the audience response being a factor. For someone like Roger Ebert or a literary critic, focusing on the audience response is reverse-thinking. Not what does the game project at me, but what does the game allow me to project back. Jenkins and others compare game criticism to assessing architectural designs and discussing how a person will inhabit a building. I personally tend to think of them as miniature languages and what those languages allow me to express. Whatever the mindset of the critic, rather than dismiss the audience experience as impossible to discuss we should tackle it head on. We do this not by talking about what a player should be thinking, but what a player could think in the space given to them within the game. That’s what it means to assess a game experience. Since we can put so much of ourselves into a game, the critic must assess where our response can go in such a place. 


 


So how big of a difference does adding player experience to our criticism really make? In a link from Jenkins’ post, Timothy Burke goes over several examples of games that by themselves sound downright dull. Planescape: Torment is a basic D&D affair about an immortal who can never die. The average player spends the whole game wandering huge dialogue trees, sometimes behaving and sometimes being cruel depending on what’s advantageous. Yet what made the game profound was that at the very end, the game asks you what all that meant in terms of your identity. What made you help people, what made you abandon them? And every person has their own, self-realizing response to that. Or Burke’s comment on Katamari Damarcy being impossible to explain without sounding idiotic. You’re a tiny man rolling a tiny ball into a gigantic one, going from items on a desk to entire cities. Beyond the complete control of what you roll into the ball, the sheer pleasure of progress and happiness at rolling together an entire planet of junk is what makes the experience amazing. Or perhaps the most profound story on the web thus far is the incredibly personal reaction to Animal Crossing that one player had with their mother. That brief story about one person’s reaction to a game played with their mom is probably one of the highest emotions art can ever achieve, and we need a critical language that can talk about how that experience was created. Otherwise, we’re only talking about half the story.


 


Finally, we need to talk about player experience because this element, this way that games allow audience input which makes them art, is going to be neglected if we don’t. If no one notices game developers for producing profound player expressions in their games, why should they bother making them? If no one bothers to look beyond the plot or the game design, then no one is going to ever really get into what makes games so amazing in the first place. The late Joseph Campbell, whose works with mythology inspired Star Wars and countless video game plots, was asked in a PBS interview what he thought of video games. He said that they were another way of imparting wisdom. That games were still functionally doing the same thing as a group of people practicing hunting or sitting around a fire. Games were just a new way of teaching and sharing experiences, whether that experience be making a successful kill or hearing the legend of an epic hero. Such is the function of myth, philosophy, and art amongst people and Campbell thought video games would eventually take their place with them. We need a new critical approach so they can finally start doing it.


 


Joseph Campbell was the first person to make me sit down with video games and start looking at them in a new way years ago, so I’ve decided to end with a quote from his book The Hero With a Thousand Faces. He writes:


Art, literature, myth and cult, philosophy, and ascetic disciplines are instruments to help the individual past his limiting horizons into spheres of ever-expanding realization. As he crosses threshold after threshold, conquering dragon after dragon, the stature of the divinity that he summons to his highest wish increases, until it subsumes the cosmos. Finally, the mind breaks the bounding sphere of the cosmos to a realization transcending all experiences of form – all symbolizations, all divinities: a realization of the ineluctable void.


If the audience response is where games become art, if that response could become so powerful that it could allow a person to achieve personal breakthroughs, or to gain new perspectives on life, then it is not enough for game developers to create more complex games. It is not enough to just make them more realistic or incredibly satisfying. We must now, both as critics and as gamers, start to ask ourselves something far bigger when we play a video game: What are video games for?


Now on PopMatters
PM Picks
Announcements

© 1999-2013 PopMatters.com. All rights reserved.
PopMatters.com™ and PopMatters™ are trademarks
of PopMatters Media, Inc.

PopMatters is wholly independently owned and operated.
PopMatters is a member of Spin Music, a division of SpinMedia, an advertising network.