Conference Paper: Atemporality in Prince of Persia: The Sands of Time

I presented this last weekend at a conference here in Vancouver. It was 9 am and raining, so not really that well attended, but I got a generally good response from the audience. I wrote it specifically for people who weren’t necessarily familiar with the theory or game, so it should be readable to a lay audience.

 

I’ve been trying to write more criticism that can be used directly to improve people’s game designs. Extra Credits is a nice show, but they work in far too general frameworks to really be useful as a way to think about games in the specific, in the way that authors trained in criticism might consider certain branches of criticism when writing. Ditto a lot of criticism, which to this point has been mostly works which try to define how video games work. There’s precious little decent criticism on specific games that is geared towards actually figuring out the implications of design decisions as they are made in a production environment – probably because few academics know much about development (academics in the general – the most I’ve seen at conferences is ‘my son plays Xbox’) and few developers really care that much about critical theory. Here, I’m trying to apply Bogost’s theories of how games work to Prince of Persia, and trying to tease out the implications of design decisions beyond the fun factor.

This definitely doesn’t go as far as it could, and by no means is my argument perfect. I don’t pretend to out-academic anyone, much less people like Bogost and James Portnow. I’m going to try to expand this for my MA project, so comments and criticism are expressly welcomed.

(more…)

Published in: on June 24, 2011 at 8:52 pm  Comments (2)  

Hiatus

I’ve started a new semester of graduate school. Last semester was pretty much hell, as evidenced by my last post here being more than a month ago. I’m still around, though. I’ll be back.

 

Watch this space.

Published in: on May 15, 2011 at 9:09 am  Leave a Comment  

Musings on Game Writing

(NB. This is excerpted from an email I sent to Ben Paddon.)

 

The basic problem, as I see it, is that we have many game developers who are interested in telling a good story but rarely have experience in what that means. I have a degree in writing (for whatever’s that worth) and I’ve been doing it in various capacities for the last ten years as well as teaching for the last two. The problems that we see with game writing? Absolutely freshman year creative writing class problems. There’s a reason why people shudder when we say stuff like ‘where’s the Citizen Kane/Watchmen/emotionally wrought game that will make me cry of our medium?”

(more…)

Published in: on March 28, 2011 at 8:38 pm  Comments (4)  

GDC Vault debuts free content

One of the few downsides of attending GDC was not getting to see all the talks I wanted to – some had already happened by the time I arrived, some conflicted with other talks I did attend, etc. There are a lot of people I know who didn’t get the chance to go, as well, which is fair considering the price.

Happily, not an hour ago GDC posted a smorgasboard of free content on the GDC Vault. In video form there’s comparatively few lectures to the premium content; however, many of the talks’ slides have been posted under the free section as well. Some highlights:

(more…)

Published in: on March 23, 2011 at 3:33 am  Leave a Comment  

MEME DEPARTMENT: Influence Map

Here’s my silly influence map. Click through for a giant picture of my heroes.

(more…)

Published in: on March 18, 2011 at 7:10 am  Leave a Comment  

What I learned from GDC: Ten Days Later

It’s been almost two weeks, and I’m still not entirely sure how to process the con. It’s a blur of business cards, good conversation, game design, and arguing about Metagame cards. I spent most of the week with Chris Wright or Jack Monahan, esteemed gentlemen and cool people extraordinaire. Jack listened patiently to the current design for Solitary and completely dodged talking about his own project. Chris and I caught up with mutual friends and traded experiences of the con at the end of the day. Overall, a great experience, and I’ll be sure to attend next year.

The following is with the caveat that I’m a student, and though I call myself an indie game designer I haven’t shipped anything, so I’m not speaking from authority. When I say ‘you’, I mean ‘I’.

The insights I took from GDC:

(more…)

Published in: on March 16, 2011 at 10:17 am  Comments (1)  
Tags: , , , ,

A Quick Inspirational Quote

“We had no idea what we were doing, none whatsoever, and I think that’s an important lesson, because sometimes you just need to do things, and sometimes thinking too much and knowing too much can hurt more than it can help.”

-Ron Gilbert, in his postmortem of Maniac Mansion

Published in: on March 8, 2011 at 8:33 am  Comments (2)  
Tags: ,

Breaking the Silence

Well hello there. How are you this fine evening? It’s been a while, hasn’t it?

(more…)

Published in: on March 7, 2011 at 6:29 am  Leave a Comment  

Design Reboot: DIE HARD

(Note: I’m stealing the Design Reboot format from the inestimable Jack Monahan, whose blog you should definitely check out.)

(double note: I named this site before I ever found that blog. I know, I know.)

It’s Christmas, so why not revitalize one of the standout Christmas movies of the last twenty years?

Die Hard was the film that arguably launched Bruce Willis’ career as an actor. Superbly directed by John McTiernan and with a fresh-faced Alan Rickman as the antagonist, Die Hard remains one of the standout action films of the eighties. It’s still extremely watchable today.

(more…)

Published in: on December 22, 2010 at 7:37 pm  Leave a Comment  
Tags: , ,

Bare Life in the Wasteland: Biopolitics in Fallout: New Vegas

(A warning: this is an academic paper and so it’s pretty dense.)

Once only the province of social misfits and distressingly stereotypical high school students with glasses and button-up shirts, video games have emerged as a cultural monolith, consistently earning more than Hollywood as an industry year after year (Tanenbaum 2, Bogost viii). While initially the arcade game Asteroids and the Atari 2600 were novelties, artifacts of a curious development in electronics, today electronic entertainment is common in mass media.

(more…)