Archive for category Video Games

Eyes Averted, You Become the Other

Up until recently – and even still – making one’s onscreen self move in a video game has used an arcane set of gestures, involving what you might call a grammar of interaction: move this stick left as you press X while holding R2, and you will make your character climb.

This has, thus far, worked surprisingly well. The things we can make our virtual selves do is remarkable, and perhaps the very lack of congruence helps. Unlike language, which makes the connections between words and the thing they refer to seem natural, video games never make you think pressing X and jumping are anything but coded constructs.

But at the core of this remarkable grammar is a bond formed between our selves and our virtual representations.

Let’s take Assassin’s Creed II as an example. Though the plot of the game is fun and a little silly, what I found most compelling about the game was the recreation of its setting of 15th century Florence and Venice. You guide the main character, Ezio, through these cities, which are not only remarkably accurate virtual versions, but are also simply quite beautiful. The experience of simply moving through Venice at night is serene, calming and fascinating. The often haunting soundtrack certainly doesn’t hurt.

At its heart, that experience – in which one finds oneself saying things like “I could walk through Venice for hours” – is one enabled by the projection of our identity onto a character. After all, it is the fact that it feels like you touring 15th century Italy that makes it so compelling. One could imagine controlling a blank, character-less camera through the city and not at all feeling the same thing.

The virtual always asks you to embody yourself in some fashion, to produce some synedoche of your selfhood in pixels, whether in a Twitter avatar, Facebook profile or virtual avatar. And in video games, that embodiment is often quite one way. You are beckoned to become or mentally inhabit the character onscreen.

But with new motion control device Microsoft Kinect – even more so than with Wii or Playsation Move or whatever else – the relationship of embodiment becomes more and more symbiotic: your avatar moves like you as it asks you to move like it. Instead of your avatar asking you to mentally inhabit its world, you ask your avatar to move as if it were in yours as it asks you to move as if you were in its. It is not so much that you are the controller, as much as it is that you become the virtual you.

In the past, this embodiment of motion control could feel stilted. On things like games that came with webcams waving one’s around produced sporadic, unpredictable results. Even many titles for the Wii feel as if you simply wave the Wiimote in whatever direction one wants.

But a well-crafted Kinect game is quite different, the relationship between player and avatar displaying what I think I’ve decided to call Ludacrisian Reliability (“When I move, you move, jus’ like that“). And in much the same way that the touchscreen allowed familiar things like surfing the web to take on a pleasing tactile quality, motion controlled video games do something similar for interactive entertainment.

So let us think about where this leaves videogames. If the power of games has always been in their capacity to form a bond between the player and avatar, it seems Kinect heightens this, but also does something to that relationship. At the core of the Kinect’s grammar of interacation is a request that you, almost literally, embody the action on screen. You must act out what your avatar must go through.

As someone (impersonating legendary game designer Peter Molyneux) recently expressed the possibilities in a tweet: “I’d like to make a kinect survival horror game where at key moments you must stay absolutely still to avoid being found.” Right? Here we have a scenario in which the use of the body seems like it’d create a very intense, immediate experience.

But let’s push this a touch further – well into the distinctly uncomfortable. Imagine being a African American character in the 18th century. For some reason I am imagining a dock, officers in uniform and the sea, and your character is being boarded on a slave ship. As epithets and insults are yelled and objects are thrown at ‘you’, in order to proceed in the game, you must keep your head bowed the entire time. I realize that’s a pretty intense place to go. But it seems the extreme example highlights an important fact: if part of the promise of art is to expand an individual’s understanding of the processes that make other people who they are, here we have an experience that would do just that and a whole lot more.

Of course, the unintentional side-effect of this is a total mess: to go through this harrowing experience, you would have to not see it. In fact, the only way you could ever see it is if you were to witness somebody else experience it second hand, the cute academic neatness of which, I admit, is almost offensive.

But there are other scenarios that, in their demand that you embody them, seem fascinating and terrifying: of having to swat away apparitions as your characters loses his or her grip on sanity; or of having to defend yourself against blows as a child being bullied.

Motion controlled video games ask you to embody a virtual Other. In doing so, they construct a framework for a kind of relationship between an individual and an artistic space that demands you enact the actions of your virtual self; the avatar becomes the director and scriptwriter, and you the actor – or puppet.

Whether that will be ‘better’ or more immediate than other art forms, I’m not sure. But video games that literally ‘demand your body’ seem to have the capacity to create intense experiences that will have empathy at their core. Given the difficulties in ‘accurate’ and ‘appropriate’ representations of politically controversial moments and identities, this seems full of promise.

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The Ideology Valve: Then there will be cake [Guest Post]

Regular readers are probably familiar with me starting a post with “my friend and I were chatting about this over wine the other day”. Well, after unending cajoling, that anonymous friend – who’ll we’ll call “m” – wrote something pretty great, and he has kindly allowed me to share here. I think those of you familiar with the ‘primary text’ in question will enjoy it.

So, like everyone else, I went back to play through Valve’s Orange Box last week.  It was my first chance to see the new graphics upgrades, and I took the time to listen to the developer commentaries.

What did I learn?  I learned, most of all, that many of my apparently intuitive and clever decisions had been carefully pre-planned through product testing.  I must admit, it was a little deflating.  The commentaries describe game-tester mistakes, and then describe the scenes created exclusively to train our reactions and eliminate any future non-enjoyment.  This creates an odd benevolent-dictator feeling to the commentaries.  Gabe wants to hear from you, but he probably already knows what you have to say.

Please don’t think I’m naive.  I know, obviously, that HL2 is linear.  I even like it that way.  But the extent and quality of the control is surprising.  We need the player to see or do or think X, but how do we ensure that this will happen?  Often the solution simply involves physical barriers, which are very obvious, but the commentaries also explain many less obvious, non-physical, seemingly “artistic” kinds of control.  The player is more likely, for example, to visit the most relevant building first if it’s painted a brighter colour.  (I distinctly remember feeling proud about choosing the correct building!)  Similarly, the architecture of the rooms produces certain kinds of behaviour in both AI and players.  Valve knows this, again, because they’ve tested the structures.  When I adopt a particular strategy of protection or observation in a room, who exactly is deciding?  How many of my attempts to be a good gamer and to successfully inhabit this world were pre-programmed, even when there were no physical constraints to stop me from doing something else?

And isn’t this really the perfect figure for ideology?  To some extent I know that I’m being controlled, but I still feel like there’s some important, irrepressibly human part of me that nevertheless makes valuable contributions. But these games not only control my obvious decisions, they also work by opening up the space for other kinds of decisions that function by feeling “free.”  Without these apparently free decisions, the game loses its fun.

There are a number of implications here.  First, I’m wondering about Roger Ebert’s (much-despised) argument about video-games and art.  He suggests that the very “game” quality of videogames is holding them back.  He seems to be suggesting that, in “winning” a game (e.g., a game of chess), we lose the capacity to work through more complicated ideas.  Chess games are artful, sure, but they’re fundamentally just a constrained contest, which is different from, say, reading Proust.  But what exactly is this odd level of control that we find in HL2?  Are these constraints the same as the ones we find in a chess game?  It seems to me much easier to compare HL2’s highly organized world with the ones created by movie-makers, painters, or novelists.  I mean, artists can make us feel like we are having a spontaneous experience.  We forget that we’re watching art, and instead feel “there.” In actuality, of course, those are precisely the moments when the artist has us most completely.

So, second thing.  If this a model of ideology, what is it teaching us?  By the time I arrived at the White Forest Inn in Episode 2, I was tired of having my spontaneous reactions explained to me by Valve employees.  So I broke the script.  After the big hunter battle, I was supposed to walk back up the road to find the power-source that fed the force-field that was holding my car.  Instead, I piled up some boxes and jumped up a seemingly impossible ledge.  Fuck Valve.

Whatever scripts were supposed to be triggered by my long walk along the road weren’t triggered.  In the end, I ended up in the right place, but I arrived from the wrong direction.  Alyx sprinted up and delivered a few lines, but everything she said was useless because there wasn’t anything to do or anyone to fight. And then she just stared at me.

And it was there, looking into her cold dead eyes, that I realized the real ideological lesson.  I had (in some kind of virtuo-Lacanian ethics) traversed the fantasy and moved toward the object.  I had shaken the lozenge and exposed the emptiness of the Other.  But I was just bored.  The result was—nothing.  I was freer than I’d ever been, but I also had nowhere to go.  So I jogged in little spurts back down the road until the scripts started up again, and I was rewarded immediately when a Combine helicopter swept down and filled me with bullets.

Ideology works through enjoyment.  The real fear involved in anti-ideological struggles is that, in success, we will lose ourselves by losing the specific frame of our enjoyment.  Alenka Zupančič talks about this in relation to Kant: “[The subject] fears finding herself in an entirely new landscape, a featureless territory in which her existence will no longer be confirmed by what she feels.” We may obliterate the guarantors of our enjoyment (Nation, Racial belonging, Family, and so on).  That is to say, we’d rather be attacked by a helicopter than venture into the empty abyss that we have no language to understand.

And I think this becomes even more interesting when we add Portal into the equation. I think Portal is perhaps the most perfect expression of contemporary ideology.  Why?  Because when you break the frame in Portal, when you escape the game world, it keeps on going.  Yes, I know that you can do odd things and break the structure in Portal as well, but in this particular game the resistance is written right into the narrative.  You crack out of the game itself only to find more game.  And, you know, the cake is always there, offered as a final promise of enjoyment.  Others will tell you the cake is a lie, but you know different, right?

And I think that’s exactly where we are, which is also why I’d say that Ebert’s definition of art needs to be questioned if it doesn’t include Portal.  Portal seems to understand that the world we live in is a kind of game-world that specifically opens up spaces for our resistance.  The recent task for ideological systems has been to provide us with new fantasy frames designed precisely for this world of rebellion “outside” the mainstream.  As the final song reassures us, smashing the Other is now actually a “triumph” of the Other.  And in the most recent updates to the game, we see our avatar, Chell, slowly retrieved as a valuable object: still alive and still inside.  And we are all her, a shell, a new kind of proletariat. 

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Mario, Bumping Up Against His Own Limits

Perhaps a slightly out-of-the-blue post for SiW (maybe?), but notoriously finicky game magazine Edge have reviewed Super Mario Galaxy 2 and given it a 10/10.

I’ve written before about how difficult I found it to articulate what I saw as the genius of Super Mario Galaxy – how it seemed to both engage and then ironically or self-reflexively reconfigure the nascent language of video games. But I think it was this passage from the review of the new game that really intrigued me:

That desire to experiment is this astonishing game’s most dangerous achievement. As the adventures soars onwards, its various spaces become increasingly warped, and the final levels switch the emphasis from perfecting the 3D platformer to deconstructing it. Mario is rubbing up against the limits of the form as much as the edge of the universe here, and you’ll see worlds where ledges hang sparse in the air, and where ghosts plucked from the entire sweep of videogame history emerge in half-familiar clumpings of cubes or a nimble arrangement of switches.

Is gaming then entering its own postmodern phase? Or is the very notion of virtual play – of the sudden historical phenomenon in which one can almost step into the represented world and manipulate the of the elements of representation; or the destabilisation of the barrier between author and reader; – itself the logical extension of the breakdown of representation? So that, from the very beginning, the form could not help but invoke its own representational and experiential limits in its own presentation?

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Coraline: The First Film Actually “Like a Video Game”?

Coraline came out some time ago, but I was watching it again recently and decided to quickly jot down these thoughts that I’ve had for some time now.


Film critics love to insult a movie by suggesting it’s ‘like a video game’. I will (in this post, anyway) stay away from everything that’s wrong with that sentiment. But what if, rather than imitating the ethos of an action video game, a film was formally put together like one?

(Erm, spoilers ahead? I mean, Coraline is a kids film, so you know how it all pans out. But it’s so good – if you haven’t seen it, maybe you want to go in surprised?)

See, before I saw Coraline, my friend emailed me a note with that exact sentiment: “You should see it, Nav. It’s the first film I’ve seen structured like a video game”. I didn’t quite know what he meant – but it certainly intrigued me.

When I saw the film, I understood. There are two worlds in the film; one is a copy of the other, but both full of slippages and also glimmers of how it all, at any moment, might fall apart. This other world is sustained by a set of rules, an it is structured so as to entice Coraline to move through it.

The other world becomes a place where a quest must be played out. What does our heroine have to do to succeed? She must collect glowing red orbs.

Most interesting to me, however, is the following: Coraline is beckoned into the other world by a Coraline doll – a copy of herself that is both like her and not like her. It is the copied self – the avatar – that becomes the linkage between this world and that other one.

It is Coraline’s avatar that links her to the virtualised version of her life.

Maybe it’s just me, but I think there’s something neat about that.

(Though I should note, I don’t think it’s quite as neat as the film’s completely delightful soundtrack.)

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Going Greek on The Beatles: Rock Band

Greek philosophers, that is. If Plato and Aristotle disagreed on the good and bad work that art does, how do we talk about something similar in video games?

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When a video game gets an 8000+ word feature in the New York Times Magazine, what’s clear is that this isn’t just any old game. And if you were looking for why The Beatles: Rock Band seems to have the world in a bit of a tizzy, you could do worse than asking Seth Schiesel, who reviewed the game for the NYT. “By reinterpreting an essential symbol of one generation in the medium and technology of another,” he says “The Beatles: Rock Band provides a transformative entertainment experience,”. TB:RB, we’re told, is about to do for video games what The Beatles themselves did for pop music: make them not just popular, but culturally significant*.

Still, as you’d expect, it’s precisely the transition from cultural touchstone to video game that has some feeling uneasy. The Times itself is rife with commentary about the distinction between this blasphemous knock-off and ‘the real thing’. But a far more intelligent, subtle critique was made by web thinker and occasional curmudgeon, Nick Carr:

Rock Band is a means of distancing rather than immersion. It’s yet another sign of the commercialization of the intimate, the replacement of real personal experience with a purchased, preprogrammed replica of experience…

Rock Band is the aural equivalent of paint-by-number… But, like paint-by-number, Rock Band is also a metaphor… What’s creepy about the game isn’t the faux guitar necks with the color-coded digital frets (that’s just rock-by-number). It isn’t even the waxworks avatars (though they are certainly ghoulish). No, what’s creepy about it is its cynical, paint-by-number rendering of sixties counterculture, from, progressively, the Ed Sullivan go-go soundstage to the trippy mindscapes of psychedelia to the flowerchild fields of the hippies.

Carr’s critique is expected, but worth paying attention to. After all, besides Carr’s usual intelligence, it articulates a fundamental fear about video games: if games are about recreating experiences, what happens when they recreate pivotal cultural symbols or events? Do they cheapen them? Do they do away with either their cultural significance or intellectual rigour? What exactly is at stake in virtual representations of culture?

In a loose sense, Carr’s concerns are akin to Plato’s in Republic. Moving away from an original in a way that reduces certain valued qualities – here, originality, rigour – is a kind of corruption. The distinction at work is between, on one hand, creativity and counter-cultural rebellion, and on the other, the mindless repetition of music and consumerism. In order to argue this, Carr has to assume this: video games are attempts to replicate the things they depict. That point is up for debate.

When Plato proposed the poets and their imperfect imitations be banished from the ideal state, Aristotle responded by suggesting that the purpose of artistic imitation wasn’t to simply replicate something, but was to recreate and stage stories so that we might learn both how to live and how not to live, while purging emotions in a safe and healthy way. Imitation was good because experiencing it made you a better person.

An argument about video games works in an analogous fashion. Video games only attempt to replicate their aesthetic or mimetic content; the mechanics of game are somewhat different realm. When a video game presents a battle or a sporting match, the point isn’t so much to recreate an event as it is the rules of the event. As I’ve argued previously: create a world; set its rules; let the player create their experience within that arena of action. It’s a system that video game theorist Gonzalo Frasca has called ‘simulation’, as a distinctly separate field from ‘representation’ (imitation, mimesis) or music. Rather than attempting to recreate or simplify musicianship, games like Rock Band and Guitar Hero attempt to produce their own set of mechanics and rules in order to create their own unique experience.  To put it simply, the point of Rock Band isn’t to recreate being musician – it’s to play Rock Band.

But it’s not quite as straightforward as that, is it? After all, a good deal of the cultural force behind video games stems from precisely how they create fantasy spaces to act out culturally significant tropes and symbols. What is the appeal of the World War II shooter if not making you feel like ‘you’re right there’? Though games do not simply depict these important things, whether famous wars or everyday actions, they do constantly refer and point to them. It’s too easy to say that ‘games are their own thing’ and not take this into account.

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A few months ago, I was chatting about this to a friend while sharing some beer on his deck. This is something we do often – lazily shifting between topics of academic fascination while slowly getting buzzed. This time round, I was suggesting that we needed a word – one better than ‘simulation’ – to denote how video games didn’t simply recreate the objects and spaces they showed, but set up a world and rules for their own kind of creation.

Because literature people so frequently talk about the prefix ‘re-’ in ‘representation’ – that little gap that reminds us of the fictiveness of literature, film etc. – I suggested the counter-intuitive term ‘resimulation’ to refer to the same gap in video game depictions of real-world things. My friend’s lightning quick response? “How is that different from the simulacrum? Isn’t that kind of repetition of things in the world exactly what we don’t want games to do?”.

It was a good point. If the power of games lies in their creative capacity, then maybe a term that seemed to further connote repetition and corruption was the wrong one. Rather than the kind of creativity and uniqueness of video games, to resimulate something seemed instead to suggest one was simply ‘acting it out again’. It’s like playing a famous football game in the Madden series simply so that one can repeat it; it’s nostalgia, rather than creativity, and importantly, it’s about culture and representation, not gameplay, or what game theorists call the ludological aspects of play – the theoretical term for how games work by rules of play and simulation rather than by the rules we use to approach literature and film.

Not to be proven wrong again – which happens all too often when you have very smart friends – I took what seemed like a half-hearted stab: “Okay, what about presimulation?”. “Huh,” my friend replied. And as we hashed it out a bit, it wasn’t as bad as it initially sounded. After all, if resimulation is the tendency in games to repeat and act out common aspects of culture, then presimulation refers to the potential in game worlds: to presimulate is to set up a world with its rules precisely so you don’t repeat something, but create your own experience. It still refers to things in the world, but does so in a way that isn’t about imitation, but setting up an arena for possible action. You don’t exactly know what’s coming next; you’re ‘before’ the simulation has taken place, and in a sense, you always will be.

And as I’ve thought about this over the past few months, what I’ve realised is that it’s not that good games are ‘presimulative, creative and open, and bad games are ‘resimulative’, linear, closed and mindless; quite to the contrary, it’s that all games contain both presimulative and resimulative aspects, traits that respectively are about the creativity of play and the force and weight of those symbols and events that are culturally significant.

To give an example, the standard ‘war game’ suffices. Take a Call of Duty title and you will find aspects that are resimulative, that repeat both historical events and their cultural underpinnings. The games beckon you to repeat the tropes of our cultural past, from definitions of gender, to ideas about the nation, to an evaluation of war and nobility. Its presimulative aspects, however, are the things the resist the neat repetition of a historical narrative, i.e. the manner in which the player both decides his or her path (to some extent), but more importantly, the way in which the minute, second-to-second experience of the game while sitting in your living room produces a distinct, unique effect, one that is as productive and creative as it is reactive and resimulative. Perhaps the best example of this was the parent who insisted that if his son wanted to play Call of Duty, he had to do so according to the Geneva Conventions. Because the resimulative aspects of a game push you one way, doesn’t mean you can’t push back.

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So. After all that, it’s time to return to the question: what is at stake when video games represents not just blocks and shapes, but culture? Well, to me it’s this: video games always-already are capable of reaffirming or challenging their cultural underpinnings. By both asking you the player to repeat certain aspects of culture and produce your own experience of it, video games neither denigrate forms they riff on nor celebrate or elevate them. As a cultural form, video games always have the potential to do both, and one is left looking at them on a title-by-title basis to examine how, through a combination of both mechanics and aesthetics, individual games relate to ‘culture’.

In my mind, this reframes the debate about TB:BR. To say that it is a corruption of musicianship is to miss the experiential and formal uniqueness of video games – their presimulative aspect. But Carr argues that TB:BR also corrupts the counter-cultural message of The Beatles because it renders their images in them frame of a consumerist video game. Before responding to that, I think that at this point, it’s worth noting the The Beatles have sold 2 billion albums (no, that’s not a typo) and that whatever their counter-cultural impact was, it died and was co-opted long before Rock Band was created – or, for that matter, before I was in the late seventies.

But in some ways, I still agree with Carr. Why? Well, to me, the ‘resimulative’ danger of TB:BR isn’t that it co-opts the counter-cultural potential of the The Beatles – it’s that it acts out the same corruption to which The Beatles were themselves a part. Here is our aesthetic of counter-culture – now go lavish in it and enjoy yourself. Whatever The Beatles may have been able to achieve in taking resistance and making it mainstream, rebellion has long been taken over by the mechanisms of late capitalism and consumerism in which the signs of resistance become yet more things up for sale in the marketplace. Even though Rock Band is a great way for people to engage with the music, the best we can hope for is that people new to the music will enjoy it. No-one, as a result, will really consider ‘giving peace a chance’ – or, more importantly, question the vapidity of the message in the first place.

Still, it’s important to note that there is nothing about it being a video game that necessitates this result. Instead, it’s precisely the lack of a video-game-specific approach to the cultural impact of the The Beatles that has rendered TB:BR impotent. More specifically, it’s the lack of a presimulative way to experience The Beatles that reduces the counter-cultural potential of TB:BR.

While I firmly believe music games are an amazing way for people to newly relate to music, little about the kind of ludological satisfaction of repeating a song, even in this new form, will bridge the formal specificities of video games and cultural significance in ‘the real world’. The game will simply celebrate the aesthetics of an overused and tired cultural symbol. The Beatles: Rock Band, if it ever had anything to do with counter-culture, fails at it not because it is a video game, but because it isn’t enough of one.

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* Of course, video games already are culturally significant; it’s just that there’s a large part of the mainstream, NYT/Globe and Mail reading public who don’t (or aren’t willing) to believe they are.

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Waxy on Kind of Bloop, Kickstarter and Crowdfunding

kindofbloop_notype.fullPerennial geek fave, Andy “Waxy” Baio, is interviewed by Nora Young, host of Spark on CBC Radio. First, the most important thing you need to know is that having these two together might be the most sexy collection of voices you’ve ever heard. Seriously – who knew Andy had such a great radio voice? (I already knew that Nora had one of those crisp, sultry voices perfect for what she does.)

Anyway, the interview starts by discussing the chiptunes project, Kind of Bloop, that Baio’s crowdfunding site Kickstarter financed. Chiptunes, if you are unfamiliar, are usually covers of existing songs that are generated in real-time by old sound processors – like say from an original Nintendo console. Kind of Bloop, if you hadn’t guessed, is a reimagining of Miles Davis’ Kind of Blue using the beeps and blips of 8-bit videogames.

To many this sounds like blasphemy – and I have to admit that, despite being a raging technophile, my reaction to the album was ambivalent at best. I remember that when I worked in the misery of computer retail, I would put on Kind of Blue in the morning to inject a little hope and beauty into my day. There was something about the expansiveness of the intro to “So What” that felt full of openness to me. It’s hard now to approach this chiptunes album when the things I loved about Kind of Blue – like the way the shimmer of the ride cymbal hovered in the background – are now lessened somehow.

Still, it’s a bias that I acknowledge and I hope to return to the album with less baggage. After all,  I have a strong attachment to the aural textures of chiptunes – so much so that I can actually say that last sentence with a straight face. In the meantime, it’s a good interview for more than just Kind of Bloop, as Andy goes on to discuss Kickstarter and crowdfunding with his usual clarity and insight.

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Scribblenauts: Writing Things Into Being

504x_scribblenauts_esrbYet more reasons to be optimistic about the future (and video games)

While it’s true that, in my attempts to be ‘controversial’, I often say new technology marks a clean break from the past, that isn’t really the case. It recently occurred to me that a more accurate way of describing the digital age is simply this: modern tech takes things that we used to talk about metaphorically – networked thinking, the ever-changing book, writing things into being – and gets a step closer to making them manifest.

That seems to be the case with a yet to be released video game called Scribblenauts for the Nintendo DS (here’s a trailer). On the surface it looks like a cute, straightforward 2d side-scroller, like say Super Mario Bros. The big difference, however, is that to complete tasks in the game you ‘summon’ objects to use simply by writing their names. Want a car to drive across a bridge? Write “car”. Wish you had a dinosaur to scare off that lion there? Write “dinosaur”. How many possibilities are there? The game’s designers have said it’s “in the tens of thousands“. No, they’re not messing around.

To get a sense of the emergent gameplay at work here (great term, btw), take a look at this writeup by Stephen Totilo on Kotaku. Totilo plays a level where the goal is simply to collect three undamaged flowers. Here’s how he starts out:

Attempt 1: Created bear to attack bee buzzing over first flower, so I could safely grab the flower. Bear killed bee. Bear then killed Maxwell. Level failed.

Attempt 2: Made bear; bear killed bee. Laid down bear trap. Died. Level failed.

Attempt 3: Made bear; bear killed bee. Laid down bear trap, ran away. Bear didn’t chase. Ran back over. Caught self in bear trap. Mauled by bear. Level failed.

Attempt 4: Made bear; bear killed bee; laid trap. Bear caught in trap. Bear broke free. Killed Maxwell. Level failed.

Attempt 5: Made exterminator. Exterminator fumigated bee. Exterminator did not maul Maxwell. Has Maxwell grab first flower and placed it in basket. Approached lake containing piranha and second flower. Fell in. Jumped out. Made fishing pole. Fished piranha out. On land, piranha flopped, attacked, killed Maxwell. Level failed.

It gets better:

Attempt 11: Made beekeeper. Beekeeper fled from bee (?). Made exterminator. Exterminator killed bee. Made fisherman. Fisherman cowered near piranha lake (??). Made fishing pole and gave to fisherman. Fisherman looked like he was about to fish but instead fell into lake and was eaten. (Some of the characters are kind of dumb.) Made another fisherman. Gave him pole. Couldn’t figure out how to make fisherman fish. Accidentally made Maxwell fall in lake. Piranha latched on. Death. Level failed.

Sort of incredible, right? I mean, flawed and messy and possibly frustrating, but still kinda’ amazing. I’ve talked endlessly here about the possibilities for producing one’s own stories using the creative, ‘simulative’ tools of gaming. This is exactly what I mean. Writing things into being and then manipulating them. Perfect.

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An 8-Bit Film

Via Offworld, what I suppose is retro-machinima: a short 5 minute film called The Adventures of Ledo and Ix done in the style of earyl-nineties video games. It’s being screened on McSweeny’s DVD Magazine site. (Yeah, who knew?). It’s funny and – well, poignant would be pushing it too far – but it’s certainly interesting.

In only slightly related news, I miss the way 8-bit pixels look on VGA monitors the way some people miss the crackle of a record.

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Those Lazy, Hazy Pixellated Days of Summer: What Gaming Did To Me

MilkySkyWhenever I read wistful, Vinyl-Café-style pieces on youth, it’s hard not to feel that, in North America, being a kid once meant being outside a lot. Had my childhood been like those in the minds of magazine columnists, I imagine the memories of my youth would also involve staring at clouds while chewing on a blade of grass or, to be a bit more Canadian, playing hockey, rosy-cheeked in the streets. But if you ask me what I remember most about my brief childhood in Toronto, it would be sitting in my friend Arjun’s basement on hot summer days, the two of us planted in front of his Nintendo Entertainment System.

I realise that to many, my happy memories just sound like the beginnings of the childhood obesity problem. But to me there has always been something charming about getting misty-eyed over the video games of one’s youth. There is, after all, something about the fond look back at technology that rejects a kind of romanticised, pastoral view of our past. When a writer affectionately thinks about the games and gadgets of his or her youth, I love the strangeness of that ‘nostalgia for the new’,  of the unabashed celebration of that which once was, and is often still, dismissed as impure, corrupting, and unnatural. It was there then too.

I suppose it’s true that in those hours spent playing games I could have been outside, riding my bike, eating ice cream and smelling freshly-mown grass. But funnily, it’s exactly the sensuous things I remember about my first forays into gaming: the blips and bleeps of early sound processors; the colours in Super Mario Bros. 3; and the curiously fascinating look of the square pixels that made up these worlds of fancy. So important are these recollections to me that, if you play a particular song from Sonic the Hedgehog, I might actually tear up as I remember how long it’s been  and just how much my life has changed. Were I to write a column waxing romantic about the innocence and purity my youth, part of it would probably be about the Sega Genesis.

So often, when we speak of childhood and modern technology, we talk of all the things lost. And I when I think back to those yawning stretches of summer spent indoors, it does make me ache with remorse. If I had just read a bit more, if I had gone out a bit more often, if I had made more of an effort with girls… I guess something was lost. But because something was lost, it doesn’t mean that nothing was gained.

Those times spent tinkering with obscure bits of early operating systems and hardware taught me the little I know about computers today. What’s more, it was gaming that developed my comfort with technology, this ease with newness and change that so many in my time have acquired. I’m not and never have been afraid of technology. And while I’m still wary about its potential for dehumanisation, being a ‘gamer’ means I’ve always tended to look on the bright side of tech.

But while my immersion in the past of today’s technology prepared me for its future, there was something more at work in those pixellated worlds. Though I was an avid reader by the time I was four and a fan of TV only shortly after, it was games that first truly opened my imagination and my affinity for narrative, games that made me comfortable with the speed and kaleidoscope of the new and its language. Perhaps it was those ill-formed, still-shapeless electronic worlds that prepared me for the sparseness of Kafka’s prose. Maybe it was those later, more advanced games that readied me for Rushdie’s rapid-fire bark, for Deleuze’s fractured visions, for Chaudhuri’s languorous, disconnected fragments.

To play, to invent, to project ourselves onto screens and new places and identities -  this is what gaming did to me. All these things are now bound up in the swirl of the postmodern, embodied by the web and, at least in my life, it was video games that prepared me for them. And while so frequently games are seen as that dark force that corrupted childhood, that robbed kids of the joy of outdoor play and exercise and reading and imagination, my experience – itself not very unique – means that we might need to rethink that.

I’m sure there must have been a time when writing, that mystical set of markings that can connote meaning – when its author isn’t even there to speak – must have at one point also seemed inorganic and unnatural. Books are a technology like any other and someone, somewhere must have once thought the musty smell of a paperback was off-putting and chemical when compared to the manuscript, the manuscript evil and satanic when compared to speech that came from the mouth. The cycle is always the same: for very good reasons we resist new technology and its cultural forms; then, when we’ve picked out the good from the bad, we embrace it and it becomes a part of us and the way we think and live. A similar thing is happening with video games.

I’m now in my thirties. When my friend Arjun comes home to visit from Washington, our talks usually start the same way: he tells me how things are at his job with the World Bank and I tell him how my PhD is going. Eventually though, maybe a little sheepishly, we slip into conversations about the video games of our youth. Conjuring reminiscences of those colourful screens and staccato beeps, we remember what it was like to sit in that cool basement for hours on end, discovering things, challenging ourselves and having fun. And slowly, as we chat, the happy memories in our heads burst, bit-by-bit, into pixels.

This post was inspired by long-time friend of Scrawled in Wax, The Quixotic Engineer, who recently wrote a post called “Gaming Made Me“, itself inspired by a series at Rock, Paper, Shotgun.

Note: the image in this post comes from the amazing Orioro at deviantArt.

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Augmented Reality and… Sudoku?

You can put this one into my stuffed, overflowing “you’re fucking kidding me” file. Shared by my pal Matthew on Google Reader, it turns out that there is an app on the App Store called Sudoku Grab that lets you take a picture of any Sudoku puzzle, anywhere – from books, newspapers, lcd screens – and have it convert it into a usable, software-based Sudoku puzzle on your iPhone. I just tried it by snapping a jpg of a puzzle on my laptop. It works, flawlessly. And it’s not that it simply converts the puzzle into electronic form to save you from having to use an eraser. It’s that it actually ‘understands’ the puzzle and is able to give you hints or, if you wish, just solve it for you. So, um, welcome to the future guys.

(Am I just naive, or is this really effing cool?)

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