Archive | September, 2009
September 23, 2009

An Expedition into the Lost World of Exploration: ToeJam & Earl

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Toe_Jam__EarlThe extremely thoughtful and critical comments in response to my previous post got me thinking about the role of exploration in games. In this post I’ll try to do some justice to how gamers can still hang on to a sense of exploration for its own sake, and enjoying games as a form of pure entertainment.

Last night I was sitting with a friend of mine talking about our experiences playing games as kids. We were surprised to learn that we had both owned the cult classic (yet poorly marketed) ToeJam & Earl for the Sega Genesis/Mega-Drive in the 1990′s and brought back some fond memories for each of us.

Its re-appearance on the Wii Virtual Console was a welcome gesture, but I was disappointed with reviewer responses who felt that characters move “lethargically slow”, the gameplay was “unfair”, the funky visual style too “dated” to be enjoyable, and that its 16-bit synth music was too crippled for contemporary gamers. At the same time, most of these reviewers begrudgingly admit that it’s likely a “classic” and enjoys some nostalgic street cred, especially for its two player co-op mode.

After reading those reviews, I realized that ToeJam & Earl - a cult staple of the average SEGA generation child’s household – has become just another brief glint in the endless library of emulated games available for casual play. This is where I want to part ways with the average reviewer out there, and try to show why ToeJam & Earl is still an important game today, and offers something wonderful to the kind of curious, exploration-driven, non-competitive, fun-loving, and non-violent child (or adult!) gamer that we talked about previously. It’s a game that you should be playing with your partner, your child, or a close friend, right now. Nostalgia for its own sake is a very real, and I think very dangerous, part of reflecting on older video games. I think that re-vitalizing them and finding value in them for a new generation is a noble, and difficult task. I’ll do my best.

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September 15, 2009

The New Dark Continent of Childhood

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lost_worldThis morning I was doing some research for an article I’ve always wanted to write about Jordan Mechner’s magnum opus, The Last Express. Among the wonderful treasures I found, including an unfinished script for a prequel to TLE, was a link to Michael Chabon’s NY Review of Books article titled, “Manhood for Amateurs: The Wilderness of Childhood.” In the article, Chabon laments the disappearance of a form of childhood that all of us (in our 30′s and 40′s and older) remember with conflicting emotion. The kind of childhood where a kid, even in the most urbanized environment, would freely explore every dark forest, alleyway and abandoned lot with a pack of her or his friends. It was a childhood experienced as a neighbourhood of familiar and tempting and scary things. In this article I want to take Michael Chabon’s wonderful article and turn it towards gaming, and see how the disappearance of “exploration” and “excellence” has influenced a new generation of gamers.

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September 4, 2009

Games We Can Dwell Within – What is Interactive Space?

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comi-4-full_smallCorvus Elrod’s Blogs of the Round Table for September managed to tempt me out of my self-imposed thesis writing /afk, with one of the most interesting BoRT topics I’ve seen. To boot, the topic is exactly what my PhD dissertation is being written on: how can we conceive of “space” – spatial relationships, objects in space – in video games?  If games are, as Chris Crawford claims (ffwd to 4:32), a “fundamentally spatial” artistic medium – we better understand what the heck the word “spatial” really means for us as gamers. (Thank you to Kimari of Indigo Static for passing along the video.)

When we think of computer and video games, the word “space” is almost automagically translated into “coordinate space” or Cartesian space. After all, almost all games since the late 70′s used some kind of X/Y coordinate system to plot pixels on a screen; in the 90′s that became X/Y/Z space as 3D games took off. This is a technological understanding of space – it envisions space as a kind of empty vacuum in which objects can be arranged in a consistent way – and we perceive those objects according to some kind of spatial formula (ie. 2D or 3D coordinates).

I want to affirm a very different understanding of “spatial” than what most gamers and writers think it means. Space, as we experience it playing games, is not a Cartesian coordinate system for representing objects, characters, narrative, or sound… I believe that there is a much deeper understanding of space in video games that we implicitly live as we play them. And I’ll try doing articulating this different theory of space without any kind of techno-jargon — just a bunch of examples from a game that expresses the kind of space I’m talking about. My point is going to be that gamers experience space in a totally different way than mathematicians like Descartes did or programmers do.

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