Artful Games

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One of my guilty pleasures is in retro gaming and retro computing. My basement storage room is filled with arcane devices and hundreds of games: a venerable Commodore 64, an Apple ][e rescued from a garage sale, a local family’s Apple ][gs that was donated to me, a MAME arcade cabinet, a Mattel Intellivision II - the list goes on indefinitely. I just can’t bear to see these things tossed out. Lately I’ve found myself playing Ultima VII: Serpent Isle on my 486 DX2/66 (now with a Roland MT-32!), and my 360 has sat untended for months.

But does playing these old games matter? Does writing about them matter? What value is there in sweatin’ to the oldies? Is it only for reminiscence or nostalgia? In this article I make a few arguments about retro gaming/computing that outline the meaningfulness of tying together the past and the future in the present..

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oregon trail
Image courtesy of gaygamer.net

Although I initially reported on Periscopic’s excellent re-envisioning of the Oregon Trail some time ago, the game managed to garner nearly universal acclaim from gamers and critics alike, most notably indiegames.com who ranked it #19 in the top 20 freeware adventure games of 2007.

It took me a little while, but I managed to get a hold of Periscopic’s co-founder and Head of Conceptual Design (not to be confused with the Head of Impressionistic Design) - Kim Rees. Kim ever so kindly rounded up the crew to give us a peek at how Thule Trail was built from concept to finished product. Much thanks goes to Dino Citraro - Periscopic’s other co-founder - who invited me to ask a few questions about the game in the first place. The sheer craftsmanship put into this game is stunning and is a testament to how the right kinds of collaborative relationships in game development can lead to great things - but I’ll let our Oregonian friends over at Periscopic describe how that works… Read the rest of this entry »

Return to Dark Castle Screenshot

Normally I avoid posting news, but I found this bit o’ information a little too tasty to keep to myself. First reported at the Dark Castle News blog, a Return to Dark Castle trailer video (Youtube version here) has been posted over at the publisher’s web site. The gameplay looks hilarious, and definitely captures the spirit of the original. I can’t wait for this classic to hit the Super Happy Fun Fun online store.

If you missed my earlier coverage of Return to Dark Castle you might want to take a peek at the article.

secret of monkey islandWhen I was 12 years old I received $25 for my birthday from my aunt. With the $5 I had saved from the previous weeks worth of allowance, I had a whopping $30 to blow on something frivolous. I convinced my mother to drive my sister and I to the largest computer store in the city (40 miles away) so I could buy myself a new computer game. After searching through the racks for almost an hour, I gave up - the games I really wanted were over $60, and the games selling for $30 or less looked unappetizing. I had given up and was ready to leave when my sister grabbed a copy of Monkey Island 2: LeChuck’s Revenge off of the shelf and handed it to me: “Buy this one! It has monkeys!” At first glance I wasn’t interested, but the screenshots on the back of the box reminded me a little of my other adventure games like King’s Quest IV and Police Quest II. I reluctantly agreed to allow my sister to chip-in $20 to buy it, and pouted the hour-long ride home as my sister opened the box and pawed through the ‘feelies’ inside. Sitting in the den in front of our 286 I unenthusiastically installed the game, and loaded it up. Within minutes my sister and I were transfixed upon the monitor and practically rolling on the floor laughing at the ridiculous conversations and character expressions. Monkey Island 2 quickly became one of our favorite PC games and was the gateway to a larger world of cinematic adventure games. Within weeks, I convinced my parents to buy me an AdLib sound card for christmas so I could hear the glorious midi music. In this article I look at LucasArts’s seminal iMUSE system - the Interactive Musical Scoring Engine that was used in every LucasArts adventure game from 1991-2000.
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When I was 10 years old, we moved to another province. One of the first friends I made in our new community was a kid named Fraser. In a far corner of Fraser’s basement, his parents had a Macintosh 128k covered in a protective plastic sheet. Although it was strictly taboo (the Mac was only to be used for word processing!), when his parents were busy upstairs Fraser and I would sneak into the room and quietly load up a few games he had copied from our school’s library. Two of the games that we secretly giggled over in front of that monochrome screen remain burned into my childlike mind to this day: ChipWits and Dark Castle.

ChipWitsChipWits was an edutainment game that was released in the early days of the Macintosh. One part puzzler and one part GUI-based programming teacher, ChipWits used an icon-driven programming language (IBOL) to command a miniature robot on rollerskates around a room. Through combinations of operators and arguments, the robot would traverse the room picking up, eating, or frying objects at your maniacal whim. I don’t doubt that games such as The Incredible Machine, and more recently Chibi-Robo, gained much of their inspiration from this classic.

Dark Castle screenyDark Castle was a mixed action/puzzler/platformer that put you in the shoes of the bumbling adventurer Duncan in his quest to defeat the Black Knight. The game featured eery waveform sound effects and wonderful character animation reminiscent of later ‘rotoscoped’ animation. (Interesting side note: Co-developer Jonathan Gay later came to pioneer the now-ubiquitous Flash animation software. The designer and illustrator Mark Pierce later became the co-founder of software giant Macromedia. Holy jebus!) Full of slapstick humor and frustrating puzzles, Dark Castle is probably one of the least known indie masterpieces of the 1980’s.

Unfortunately, neither of these games have been playable on modern systems without frustratingly clunky emulation software. That is, until now! I was very pleasantly surprised when I found out that both have been remade into modern sequels by indie developers:

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A View of Sigil by Fuflon
Pictured above: ‘Sigil View’ by Fuflon, courtesy of deviantART.

A few weeks ago, Michael over at the Brainy Gamer wrote some final thoughts on his play-through of Planescape: Torment, a cRPG that many consider to be one of the best role-playing games to ever hit the PC. The beginning of his post caught my attention right away:

Planescape: Torment is a text-based RPG. True, it manages to squeeze every bit of isometric splendor out of Bioware’s Infinity Engine. And yes, the game occasionally treats you to a pre-rendered cutscene. But these are merely window dressing. Planescape: Torment places all its narrative eggs in one giant 800,000 word basket.

In this article I begin to explore the idea that photorealism in games ultimately detracts from immersion and gives players the feeling that the story and characters are contrived and un-real. I suggest that immersion and dramatic investment aren’t a product of good technologies, they are a product of good artisanship.

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Half-Life 2 Wallpaper
Pictured above: Half-Life by deviantart member buzzt

Every once in a while I come across a thoughtful, well-written blog that I keep up with. Recently, I came across Doc Love’s rather unassuming blog. Like Michael’s thoughts over at the Brainy Gamer, Doc Love reflects upon the past, present and future of video games as a gamer and a cultural scholar. The latest post focuses on understanding the experience of playing Half-Life 2 - through the lens of dystopian literature and film, and through an examination of the player’s part in assuming the role of the protagonist Gordon Freeman. The links Doc Love draws between Blade Runner, Orwell’s Nineteen Eighty-Four, and the game are all apt of course, but I am more struck by the way the article is framed through Barthes’s essay Death of the Author. Read the rest of this entry »

Rah-Bop’s deer art
Pictured above: Concept art drawn by Rah-Bop. Artwork found in The Endless Forest forums.

When I logged into The Endless Forest, the first thing I did was fiddle with the controls. I walked my fawn around in circles. I had it rub its side against a tree, and eat some purple flowers. I visited an ancient stone shrine that made my fawn’s head glow after kneeling before it for a minute, and visited the ruins of a cemetery. It was serene, but lonely.

Then I logged out, slightly frustrated. I was worried that I had missed something crucial… a cleverly hidden gameplay mechanic, a story-line or introduction that failed to get trigged… some kind of point to the game!

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‘Brains’ from ThunderbirdsLast week I got an e-mail from Michael over at The Brainy Gamer, and I was thrilled to find another author interested in both the arts and video games. He started writing in August, and he already has a fairly large collection of articles available for your perusal. The articles themselves are absolutely worth your time, and go far beyond mere opinion pieces or news items - something I immediately look for when I read an article,

Why don’t mainstream media outlets like Time and the NYTimes get video games? Why do they so regularly and predictably fail to get beyond the worn out Pong / Pac-Man / Mario reference points?

I think it’s because most of them rely on a 19th century model of journalism that continues to define what the news looks like today. Journalists and editors tend to use three basic criteria when determining what they will deem “newsworthy” - conflict, novelty, and prominence. J-School 101 dictates that a story about a video game is worth writing only if it meets one or more of these standards. {more here}

And not to mention prolific! Somehow he manages to pump out an article every day. His articles cover the entire gamut of video game culture - from mainstream games, to indie games, design and production, artwork, storytelling, politics, and (you’ll find) … his loathing for Halo 3 (agreed!). And mostly importantly - it’s refreshing to find an academic who actually has a history of playing video games [and still plays regularly] and is not just a ‘ludological theoretician’!

Anyhoo, I’m not trying to up-sell you here - The Brainy Gamer speaks for itself and I’m enjoying the reading so far.

As for the Artful Gamer - I apologize for the large lag between posts. I’ve been recruited to serve as the Best Man at a wedding for a friend of mine, and those duties (aside from marking 10000 midterm exams) have obliterated my opportunities to write. Coming soon is my review of Ultima VIII: Pagan, an interview with the creator of now-defunct indie MMORPG “Omega Syndrome”, and a short article on pencil’n'paper roleplaying games.

Illustration by Blake
Pictured above: Illustration from William Blake’s Gates of Paradise.

I recently came across a post over at Jeff Tunnell’s blog that reminds game designers how important it is to have many design ideas in mind, rather than just relying on a single idea. It made me think about one of the central problems in modern mainstream game development: a lack of fresh, innovative games. As I was writing this article, GameSetWatch posted footage from the Independent Games Summit of an “Innovation in Independent Games” panel consisting of Jenova Chen, Jonathan Mak, Kyle Gabler, and Jonathan Blow. After listening to the hour-long discussion, I decided to integrate many of the comments into this article, because they were inherently relevant and profound for any discussion of the creative process.

While many people assume that independent game developers, by virtue of being unconstrained by publishers, auto-magically have creative, interesting ideas. However, as I hope to demonstrate - creative innovation is far from guaranteed simply because we’re ‘indies’, and requires a certain kind of developer or team to come up with something worth playing.

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Ultima: The Ultimate Collector’s GuideOn September 4th, the University of Texas Videogame Archive held a fundraising event to both raise money and promote the development of the new museum collection. An article over at GameSetWatch listed some of the memorabilia that were auctioned off at the fundraiser; one of those items was a pre-release copy of Emond’s book, “Ultima: The Ultimate Collector’s Guide”. A web search yielded few results, and I was compelled to contact Stephen regarding his soon-to-be-published book. He told me that not only was his book auctioned-off at the fundraiser, but he was an invited guest for the entire affair. I asked Stephen a few questions about his experiences at the fundraiser, his interests in the Ultima series, and (of course) his upcoming book.

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Interring Lothian
Above: Screenshot from Lothian’s burial in Ultima VIII: Pagan.
(with respect and admiration)

I was saddened to read, courtesy of Raph Koster’s blog, that John Watson - a respected and well-liked designer/programmer/writer for many Ultima and Wing Commander games (among many others since) - passed away on September 9, 2007. After reading through the memorial page that has been set up by the Wing Commander CIC, it is obvious that his unexpected death has been grievous for his friends, family, and co-workers; I offer my deepest condolences to those who knew him.

As I’ve mentioned before, the Ultima series has always held a special place in my heart. I can imagine no better time than to write a full review of Ultima VIII: Pagan in light of this sorrowing news, and attempt to redeem what I think was one of the most underrated RPGs of the 1990’s (to which John is listed as the co-designer and a co-writer of). I will post the review and analysis in the coming weeks.

The rather irritating death screen in Fallout
Above: How many times did you see this screen when you last played Fallout?

Throughout the summer there was an interesting thread in the Mobygames forums on the subject of ‘death’ in video games, in response to an article written for The Guardian. The general feeling among players questions the importance of death in games, and why it remains to be such a central part of the medium. I wasn’t satisfied with The Guardian’s article which doesn’t penetrate the issue very deeply, so I thought I’d take a stab at the notion of what death ‘means’ in gaming, and how (as designers) we might start to re-think the rather hackneyed game mechanic and come up with slightly more novel ways of making deaths meaningful for players.

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When I was in junior high school, there were only a handful of kids with computers. Most ofUltima VII Box (small) those who were fortunate enough to have a computer in their home weren’t interested in learning how to use them, and even fewer used them to play computer games. Except for a couple of kids that were in my grade. One of those kids, Willy, found out that I liked role-playing games and handed me an old creased black box while my social studies teacher’s back was turned. I looked up at him, wondering what I’d have to trade for the rather austere black box with the words “Ultima VII” on the front.
He shrugged and whispered, “Here. You can have it. I can’t figure out how to play it.”

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A recent post over at Mentisworks that reviews a great collection of indie titles got me thinking about just how auteurs (a word borrowed from film-making, where a film is characterized by a film-maker’s particular authoring style) also exist in the game industry. Michal’s review of a collection of 27 indie games demonstrates the kind of personal styles that go into each creation, and how each author (or two, or three sometimes) develop a game that suits their particular interests and artistic/game influences. While I find that most of these games definitely show some amount of artistic (in the broad sense) skill, there is one game that always comes to mind as a truly impressive example of independent game artistry: Another World/Out of this World. I highly encourage you to play the game (a new Windows XP-compatible remake is available. Play the demo or buy it here). Afterwards, read on for my review/critique…

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As a small update to yesterday’s article - Christian McCrea at The Escapist posted his own views on game journalism, criticism and reviewing. Most of the article says nothing new, to be honest, but it does at least provide an attempt at adding something constructive to the debate. If you’ve read the article already, I’ve formulated my own response in the Escapist forums, which hopefully didn’t come off too preachy or indignant. The comment thread for the article may be worth reading as people respond to the article, and my comment on it. For the sake of completeness, however, I’ve included my own response below:

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For some strange reason, the stars aligned on the weekend and several news sites produced responses to Ebert’s recent column “Games vs. Art: Ebert vs. Barker” in which he replies to some of Clive Barker’s claims on video games as an art form. There was of course the obligatory response from the gaping advertisement-feeding maw of Kotaku, who (for once) provided an intelligible response; unfortunately the response came from a talented film critic who seems to have never played a video game in his life. Joystiq, Ragnar Tornquist (creator of The Longest Journey and Dreamfall), and a slough of other news sites provided their own commentaries on Ebert’s volley. Most notably, however, came much more informed responses from Arthouse Games and Mentisworks, who had already spent time discussing the subject over the past year. The question I’m left with here, however, is why does this all seem to matter so much?

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In a freakish coincidence, Michal over at the Mentisworks blog posted his commentary/analysis of Okami.. the critically-acclaimed (and surprisingly financially successful) game from now-defunct japanese development team Clover Studio. This is a project that I always wanted to do myself, but lacked the time to release some polished thoughts on the game. I highly recommend reading Michal’s thoughts on the game, which cover everything from aesthetic style to storytelling with a bit of philosophy to round things out. In the coming weeks I’d like to formulate a response to Michal’s thoughts, trying to link Okami in with other contemporary games such as Shadow of the Colossus and Ico, which I believe both share in the same sense of artistic integration.