Archive | August, 2010
August 31, 2010

The Neurotic Joy of Gaming

Shadow of the Colossus Painting

Nels Anderson recently pointed out a post over at Jamie Madigan’s Psychology of Video Games blog. While Madigan’s post does not really say anything new (and is based on the kinds of experimental social scientific research that went out of style in the 1960s – sorry, couldn’t help myself), it does bring up the most important unanswered question that we have as gamers: Why do we play video games?

Nels takes us a large step in the right direction towards understanding this problem when he observes (in his own response to Madigan’s post) that, “We need better ways to talk about what makes games enjoyable.” Gamers, I’ve found, lack articulacy when it comes to understanding our own experiences playing games. Sure, we can go on for hours about what we like/dislike about the game’s rules or design, which characters we found empathizable and which we could not connect with, or how “immersive” the world is. But that’s not the same as being articulate about our own experiences and what they mean to us. Speaking articulately about ourselves requires some kind of language to put things into perspective, especially when it comes to sketching out what makes playing games so darned enjoyable.

Towards that, I want to play with the idea of “mastery” that both Madigan and Nels mention, and how mastering a game is its own enjoyment.

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August 27, 2010

Fanfare: The Art of Sierra Official Launch

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A little story first.

“My son. He’s such a geek”, my mother ribbed at me in her familiar Québéçoise accent. She flipped over the jewel case in my hands and looked at the back cover, and shook her head.

I looked up at the cashier, my eyes pleading for some way out of this. She giggled instead, and I blushed. I gave my mother an “Aw mom!” look.

I was 15 years old, and we were standing at the checkout of a London Drugs store in the city. The store carried everything, from diapers and bee-sting kits, to Polaroid cameras and Froot Loops. I was here for the computer games.

The back of the store had a bargain shelf lined with computer games..most of them were crap shareware titles like PKWare Utilities and the occasional decent Crazy Nick’s Software Picks: Robin Hood’s Game of Skill and Chance. Among the rows of CD’s and floppies, a Dynamix logo on a white jewel case caught my eye. It was a game I had never heard of before, and it was on CD-ROM! A talkie adventure game. For $19.99. I rescued The Adventures of Willy Beamish from the shelf and carried it back to the cashier like a sacrificial offering.

At the time, my mother didn’t understand. She probably hoped that my crazy obsession with games would pass.. along with saturday morning cartoons and remote control cars. Or maybe she thought it was just another game that I would play for a couple of hours and lose interest in.

But it was a Sierra game. It had Sierra artwork and Sierra music. I played Willy Beamish for months. I relished the stunning artwork and expressive animation. I had never seen a game before – other than Dragon’s Lair – that had every character hand-animated in each scene (instead of using a repeated walk animation). The rich (256) colour palette rotated with night and day. For a nerdy fifteen year-old living on a farm in the middle of nowhere, Willy Beamish’s little suburban neighbourhood and treehouse was a real place to hide out in. The art, the animation, the music and voices, all conspired to create a place for daydreaming.

Fast-forward 15 years. I get a call from a friend of mine, Eriq Chang, whose artwork I featured in an article some time ago. Apparently – for several years – Sierra enthusiasts Brandon Klassen and Eriq Chang, have been secretly working on an Art Book that tells the graphical history of Sierra On-Line adventure games. Eriq would not tell me any more than “we’ll send you some teasers before launch.”

In this article, Brandon Klassen tells us just what The Art of Sierra is, and what the project means for him personally. Brandon and Eriq have generously sent me two promotional teaser shots of the upcoming book (included, see below), and let me tell you: I can’t fucking wait.

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August 17, 2010

An Interview with the Legendary Christy Marx

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Earlier this year, I worked up the cojones to send a quick e-mail to writer and photographer Christy Marx. As I reviewed her long list of writing achievements, especially in television shows such as Jem and the Holograms, G.I. Joe, Bucky O’Hare and Teenage Mutant Ninja Turtles, I was reminded of the importance of saturday morning rituals in which nothing mattered more than sitting down with 2-3 bowls of hypersugary breakfast cereals and sitting 5 feet away from the TV when we could get away with it. At that time, for an awkward 13-year-old boy me, writers like Christy were just mysterious names in the credits whose job it was to keep me entertained between 8am and 4pm once a week.

But I did know her name, and her face, from another place. Christy Marx was that magical person featured on the back of two Sierra adventure game boxes. She designed, wrote and directed Conquests of Camelot (1989) and Conquests of the Longbow (1992).

In the 1990s, the bulk of adventure games followed a fairly common pattern: the hero set off on a quest to (retrieve/save/destroy) an (object/princess/enemy) that usually only the hero cared about. The story, if there was one, usually involved a series of loosely linked scenes that were supposed to add up to a plot. Puzzles were erected like roadblocks, meant to prevent you from finishing the game in less than 5 hours. I enjoyed those games – but later, as an adult with limited time and complex expectations, I now find many of those adventures hard to enjoy.

But Camelot and Longbow offered a different kind of experience. They were the first games I played where the puzzles weren’t culled from a 101 Brain Teasers book, and the NPCs were not item-droppers clothed in a “get me X and I’ll give you Y” interaction. Both Camelot and Longbow had stories and characters that mattered to me (and not just the protagonist) - it was the first time that I cared about the protagonist’s quest and wanted to help him through to the end. It was the first time I worked through a puzzle that was sculpted from the gameworld, rather than one clumsily shoehorned into a pre-existing story. The NPCs had lives of their own, some helping and some hindering my quest, but in all cases appeared to be people who hinted at a background replete with their own responsibilities, goals, friendships, grudges and stories. I played – and finished – both games twice this year and found myself thinking about their worlds and characters months later.

So when I had the chance to ask Christy Marx a few questions about her experiences writing and designing these games, I wanted my questions to count. I wanted to express how different her games were for me as a player. I wanted to ask her (okay – impress her with) what I thought were tough questions that only an articulate designer and writer could answer. In short, I choked. :)

Thankfully, that did not stop her from drawing thoughtful answers to my – paragraph long, kludgy – questions. In our conversation, Christy Marx articulates her thoughts on writing multi-dimensional characters, games as (a serious) art, storytelling, some of her literary influences behind Camelot and Longbow, and her desire to work on another adventure game (!)

(Minor spoiler warning: if you haven’t played Camelot or Longbow yet and plan to in the immediate future, and you are one of those types that becomes infuriated when someone else talks about the plot or characters of their favourite movie before you’ve seen it, you might want to stop here.)

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