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August 17, 2010

An Interview with the Legendary Christy Marx

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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November 20, 2009

Policenauts Review & Interview with Marc Laidlaw

police1

I’ve been dying to review Policenauts for months, but wanted to try something slightly different since it was an unpaid, unofficial, translation team that took on the job of translating this Japanese cult classic into English. I managed to track down Marc Laidlaw, the lead translator on the project, who was generous in answering some questions I had about the game and the localization process.

The editors and writers of 4colorrebellion were gracious in offering me a space for such a wonderful interview. Specifically, I wish to thank my friend Jamie Love for his hard work in setting me up over at 4CR, and putting together the entire article in its final form. Head over to my 4colorrebellion article to read the entire inter-review.

February 22, 2009

Retro Luvin’ Goodness

racover0001Although I’m a bit slow on the trigger, I’d like to pass along the news that the talented folks over at Retroaction Magazine have put together their inaugural issue of RETROACTION. If you are at all familiar with the fantastic print mag “Retro Gamer”, you’ll find Retroaction a comparable mag with the extra dosage of love that comes with a free publication wrought from the keyboards and minds of dedicated retro gaming fans.

According to the authors (one of which is our very own gnome of The Gnome’s Lair!), Retroaction will be issued one per season; four times a year. The first issue is roughly separated into four parts – a main feature on The Legend of Wukong (a new Sega MD/Genesis title), pretty darned in-depth coverage of the 2008 Retro Remakes Competition, a small feature on the UK-based television show “GamesMaster”, and a wonderful assortment of articles that focus on games for (mostly European) systems like the ZX ‘Speccy’ Spectrum, BBC ‘Beeb’ Micro, Amiga, Amstrad CPC, etc. Like any good retro gaming publication, the types of articles vary so much that I think anyone should find something they like in it.

Interested yet? Head on over to Retroaction and download the first issue (in Adobe PDF format). If you like what these dedicated authors and publishers have done, be sure to drop them a line over at their forums and let them know!

If you’re interested in what I think about Issue #1, read onwards…

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February 9, 2009

New Games Journalism is Dead. Long live New New Games Journalism.

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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February 6, 2009

The Storied Imagination: Finding Meaning in Games

blacksmithThis is a short post, in reply to an articulate exposition of the concepts of “szujet” and “fabula” by Corvus over at Man Bytes Blog. His patient and detailed consideration of fabula – a theoretical consideration of the narrative order of events – gives us an idea of what the Russian formalists had in mind when they conceived of narratives and stories. So please, head over to Man Bytes Blog and read his post and the comments to it before continuing here, as I will respond to his analysis of narrative as best I can. I apologize if this seems a bit of an academic conversation, but I think we are in ripe territory for a powerful re-imagining of what the story means in relation to storytelling in games.

Note: This is way too long, but it is the quickly-written culmination of six years of study in my life. I’d like to thank Corvus for launching us into the heart of the problem concerning stories and games. Without the kind of community that has come together through Man Bytes Blog, this quality of discussion would never be possible.

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August 7, 2008

Narratives and Interactivity Still Misunderstood

Ico cover art by bigdogsleepingIco cover art by bigdogsleeping.
 

Michael’s “Narrative Manifesto” post at the Brainy Gamer gave me an opportunity to think about what’s at stake when we talk about interactive narratives. Although I can only sketch out some of the issues involved, I’d like to take a stab at understanding a few ways we tend to think about interactivity and narratives, and the kinds of assumptions they come with. I hope that I don’t come off too strongly here, but I think we’ve continued to repeat a grave mistake in our understanding of interactivity, and because of that are headed down a blind alley in terms of story development.

The basic premise I have is that the word “interactive” can be understood on at least two levels in video games. We tend to forget that one level of interactivity is more important than the other, often end up in situations where a player fights with the game instead of enjoying it for what it is. Instead of beating our collective heads against the wall as we try to design games that let players live out their wildest desires, we should be developing worlds that encourage players to explore them as living, breathing, places.

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