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)  

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)  

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…)

Repost: Social Sustainability

Games train us to behave in a certain way. Like complex Skinner boxes, video games reward certain behaviours and discourage others. This is pretty much common sense at this point: the persuasiveness of games has been debated hotly in the mass media for the last thirty years. I’ll accept that games train their players in certain ways; however, I also subscribe to Miguel Sicart’s theory of the “virtuous player.”

The concept of the virtuous player comes from Aristotlean virtue ethics, which sounds intimidating but is really just a theory of how to react to the world. The virtuous player is someone who recognizes that games influence us in certain ways through their game mechanics, and examines them even as she participates in them. Gamers aren’t moral robots. We are completely capable of self-reflection and thinking about our actions.

(more…)

Published in: on December 15, 2010 at 9:22 am  Leave a Comment  
Tags: , , , , ,