Philosophy

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keef-thiefInto my first 10 hours of Arcanum: Of Steamworks and Magick Obscura, I’m already flush with gold. My gnomish gunsmith, despite his commitment to doing only good deeds in the world, has a silver tongue and he’s already bedded one of the girls at Madam Lil’s (a bawdy house) in Tarant for free. He struts around Tarant with not a party of likeminded adventurers, but groupies attracted by his charismatic charm.

I’m nearing the end of Fallout 3, and my wasteland ranger who has spent most of his adult life trying to free the wastes from oppression and slavery, is loaded with every kind of ammunition and ranged weaponry imaginable. Despite his meek and non-aggressive social demeanour, there is nothing humble about someone who’s packin’ a Fat Boy – a shoulder-launched nuke weapon – around all day.

While both of these games always offer a “high road” approach to moral choices in conversation as we would expect in a contemporary RPG, the games still rely upon a highly individualistic and egocentric play structure. In this article I try to understand how games supposedly devoted to allowing moral choices, in fact offer highly hypocritical experiences for the do-gooder player. (Spoiler-alert for Planescape: Torment and Ultima IV near the bottom of the article.)

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notoolsMatthew Gallant posted an interesting commentary that confronts video game interfaces with Donald Norman’s ubiquitous book on design, The Design of Everyday Things. There is some sense in the three design principles that Norman distils from his analyses of well-designed everyday objects, and Matthew has done a wonderful job of translating them for game designers.

In this article I try to plead a case against ”good” interface design. Rather, I would like to see interfaces that frustrate the gamer and encourage them to explore the game’s world creatively, rather than instrumentally.

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infocom_ad1The recent excitement, and subsequent furor, over the new Legends of Zork browser-based online roleplaying game inspired me to think about how much we have changed as a gamer culture since the days of text-based adventure games.

For many of us, Zork hangs among our earliest memories of computer games. In many ways the series’ massive fanbase – in its entire gamut of casual and hardcore and obsessive players – is our miniature equivalent of the Star Wars fanbase: it is rabid.. it demands quality.. it cannot tolerate any deviation from canon.

So designing a new game based on the Zork franchise was a dicey and dangerous decision, especially considering the close ties the series has with the history of video games in general (it was among the first games derived from Colossal Cave Adventure). Stakes were high for everyone involved.

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tonetownIn this article I confront the New Games Journalism movement, and take a look at where it went. As a wonderfully tongue-in-cheek article over at Hardcasual.net parodies, it is becoming obvious that we produced a dysfunctional and narcissistic child. While I cannot pretend to have the “answer” or “fix” for our current crisis, I do offer what I think is a credible alternative. We need to open a dialogue on this issue, I think, instead of diagnosing and treating it like an out-patient. This involves our very identity as gamers, and without a hard look at ourselves we are at risk of repeating a long, uninteresting, history.

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Sketching out dungeon maps on graph paper, marveling at the trinkets or “feelies” in Infocom and Ultima games, vigilantly reading every manual and printed material in the box, and writing pages of quest notes. Whenever my girlfriend sees me meticulously doing any of these kinds of things I get the same befuddled smirk my parents gave me when I played games as a 10-year-old: only another nerd could truly appreciate this. Yet, these are exactly the kinds of things that draw me closer to games and give me a sense of intimacy that allows me to appreciate them not just as works of art, but as worlds.

Recently, Michael of the Brainy Gamer wrote a brilliant (yet terribly misunderstood) exploration of the phenomenology of keeping a scorecard at a baseball game. Sounds a little boring eh? You bet… until you understand the level of intimacy that he creates just by writing down a few numbers and thinking through the game. In this post I’ll try to do justice to just what Michael might have meant by the word “engagement” by talking a little bit about what people do when they “engage” themselves with a game. Before you read this, it’s critical to read Michael’s post first… because I’ll be referring to it throughout. Trust me, it’s worth it.

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This is a short response to Michael Abbott’s latest post over at the Brainy Gamer, on the topic of understanding video games as artistic works. While I couldn’t possibly put his eloquent words into finer poesy, perhaps the following few points are worth thinking about. I admit that they’re controversial points, but I don’t offer them for the sake of controversy – I simply want to extend the “language” for video games in whatever way I can. The best way to do this, I think, is to make some distinctions between the kinds of language often used in video and computer games, which are often mixed up and conflated with each other. This is my first official crack at it.

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Gamers are notoriously bad at dealing with loosely-termed ‘art games’. Myself included. With the recent releases of The Graveyard by Auriea Harvey & Michaël Samyn, and The Jackyard by Richard Hofmeier, I thought I’d attempt to take a somewhat broader view of ‘art games’, and try to understand exactly what an art game is.

In this article I take on the very common problem of players becoming bored or frustrated by “art games”. I try to spin some new language around games that help us understand how they relate to art, and vice-versa, all in the hope that more gamers have the opportunity to take on any kind of game without quitting in frustration.

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Cover art from Quest for Glory I, courtesy of Mobygames.Mario and Luigi. Indiana Jones. Princess Peach. Samus. Lara Croft. The Avatar. Cloud. Link. April Ryan. Bubblun and Bobblun. Jade. Bonk. A Boy (and his Blob). Wonder Boy. E.T.

Whether cavemen, plumbers, femme fatales, cutesy dinosaurs or aliens – they’re all bound to save the world by the end, or die trying.

Although taken tacitly as the standard for the vast majority of character-based video/computers, the Hero protagonist is the ubiquitous yet completely understudied workhorse in the history of video games. In this article I explore the uses of the hero in video game narratives, and how an over-reliance upon certain kinds of hero characters has limited the kinds of stories being told in video/computer 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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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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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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The rather irritating death screen in FalloutAbove: 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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I don’t want to turn into one of those people that does nothing else but link out to other sites for news… I’m looking at you TIGsource! ;) … but Jason over at Arthouse Games just posted a retro game review of Paradroid worth reading. Read his review first, then continue here for my comments on it…

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This afternoon I had the pleasure of discovering the site Arthouse Games where Jason Rohrer takes on the challenge of exploring the more indie, artistic aspects of gaming. I like his approach .. it’s thoughtful, and his interviews usually hint at some amount of depth in the way he thinks about what artful games can mean. So, why did I bring that up?

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