May 2013 – ‘One With Nature’

17
05

2013
09:35

There’s a slight change to the format for Blogs of the Round Table: this month, we’ll be extending the submission process over May and June as I’ll be on holiday in June.

Somewhat appropriately since I’ll be sunning it up in the real world and enjoying the Devonshire coastline, our new topic is ‘One With Nature’:

Where videogames once had ‘levels’ like jungles, an ice world, lava world etc. their environments increasingly resemble real-life: players can now explore whole islands or peninsulas and even make their own worlds and ecosystems.

What’s the most convincing natural world you have explored? What unexpected encounters have you had in a simulated ecosystem? What can games do with environments and nature that the real world cannot?

Please email us your submissions or tweet them to @critdistance and @AGBear with the #BoRT hashtag. Given the length of the submission period, you are strongly recommended to send me an email so they don’t get lost.

Don’t forget the Rules of the Round Table:

  • Blogs of the Round Table is not curated. If you write it, we’ll publish it, as long as it’s connected to the topic.
  • Your blog does not have to be in English. If you submit a German piece I’ll try my best to read it; if it’s another language I’ll find someone else.
  • If your work contains potentially disturbing content, please include a suitable warning at the start. Use your common sense.
  • You can submit as many articles as you like throughout the month, and it doesn’t matter if they are commercially published, paywalled or available for free. We will need a transcript for paywalled content to be approved.


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Back Up WordPress to Google Drive? Careful!

12
05

2013
02:18

Just a quick little rant about backing up your WordPress blog to Google Drive. I love this idea, but at the moment it’s an example of why you can’t always trust what you read in a quick Google search. Dig deeper, my geeks. There are two WordPress plugins that you’ll see scattered around in the top [...]

The post Back Up WordPress to Google Drive? Careful! appeared first on game writer central – game writer thoughts on a game-crazy world.


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May 5th

10
05

2013
04:02

Kris Ligman is off camping the spawn point, so This Week in Videogame Blogging is being brought to you by me, Cameron Kunzelman. Let’s get to it.

All Star Party Zone

Top billing this week goes to Darius Kazemi’s essay titled “Fuck Videogames.” I’m going to refrain from commentary; going into it without any preconceptions is a good idea. After you read that, go for Liz Ryerson’s “it’s okay to like games,” which I read as a companion piece to Kazemi even though they are basically unrelated to one another.

Switch gears. Ryerson and Robert Yang both made what you could call “critical Let’s Play” videos for an event in Chicago ran by Jake Elliott. Yang’s is on the first room of Half Life and Ryerson’s is about the CliffyB sleeper hit Bioshock Infinite.

Bioshock Againfinite

If you’re not totally burned out on anything and everything Bioshocky, Nicole Marie comments on Infinite, but with a particular focus on the critical discussion around Elizabeth as one of the best female characters of all time. Nick Dinicola also has things to say about the game, reading Booker DeWitt’s character arc as a failed one.

Issues of Representation

Speaking of representations of women in video games, Samantha Allen posted an audio recording of ETSUcon’s Sexism in Gaming panel (which I was lucky enough to be a part of) over at The Border House.  At the same site, Mark Filipowich writes about privilege and how it is expressed in the RPGMaker game Exit Fate.

Helen Berents reads Ni No Kuni through the lens of peace studies, focusing on how the game positions conflict in relation to childhood. Rebecca Mir writes on Dog Eat Dog> and its representations of colonialism as a “fun” activity. At First Person Scholar, Sarah Gibbons writes on Auti-Sim and how it might be a problematic representation of autism that could push us forward to better, more equitable games dealing with the topic. A pull:

One of the important messages that disability studies scholars and autistic self-advocates reiterate is that disability should not be understood through the lens of pity. Working against a medical model that suggests that disability is an individual problem, disorder, or defect, many scholars articulate a social model of disability that emphasizes the disabling impact of built environments and social attitudes. Some scholars question the idea of impairment; for example, Shelley Tremain, who exposes the realist ontology that informs our understanding of impairment, explains that our definitions of impairments are not objective, but historically contingent . Tremain and other scholars point toward a generative model of bodily difference. The question with respect to games becomes, can simulation games enable players to explore these alternative models?

Developing A Critical Games Writing Community

Real talk: video game criticism is in a strange place. It is mostly performed by under-/un-paid people who want to talk about video games in some way other than “this was good, this was bad, 9.5/10.” So with that in mind:

The new website re/Action launched into its beta this month. As the About page states,

re/Action evolved out of the need for change. Critical, experimental writing suffers in a media landscape based on traditional publishing models, and diverse readerships only find hostile environments without proper inclusivity policies. This publication aims to celebrate the amazing writing often turned away from the mainstream sites and left unpaid. We want to capture the conversations that need to happen and create a safe space for all to participate.

The first, “beta” month has articles by Lana Polansky, Denis Farr, and EIC Mattie Brice.

Five Out of Ten Magazine also released a new issue this week. If you haven’t purchased any of the magazine so far, maybe think about buying the value-laden triple pack?

Take a Breather

Watch these motion capture videos of videogames by Nicolas Boillot.

History Schmistory

Here are some links about games history: Michael Barnes writes on the history of the “Dudes on a Map” genre of board games. Carl Therrien speaks in interview about a particular way of doing games history, laying out some basic information while pleading for a move to critical and specific history. More contemporary: read the story of Jager and how they came to develop Spec Ops: The Line. At Eurogamer, Craig Owens delves into a forum community obsessed with doing design archaeology of Shadow of the Colossus.  Finally, Joel Cuthbertson tells it like it is: “The Boston Bombings Are Not A Meme.”

Video Games Are Serious Business

Chris Bateman posted about the problem of “fiction denial” in games. Steve Wilcox interviewed Jesper Juul for First Person Scholar.

Design Time

Over at Unwinnable, George Weidman calls for a resurgence in analysis about Antichamber and makes lots of interesting points about lateral thinking. Scott Juster finds the banality of evil in Papers, Please. Adam Biessener pleads with the designers of videogame morality systems: “stop making me kick puppies to shoot lightning.”

Nathan Altice (who only writes golden articles of wonderment) analyzes basically everything about Super Mario Bros. through vectors and how they work. Go learn.

Random Things That Are Good So Go Read Them

Andrew Vanden Bossche gives us magic. Roger Travis gets to the heart of immersion in Papo & Yo. Stephanie Carmichael shows us the mirror worlds of Twin Peaks and Deadly Premonition. Jason Johnson went looking for Jason Rohrer’s hidden board game. George Kokoris finally saw in 3D with Nintendo’s help. Aaron Matteson wonders if there is such a thing as “compassionate trolling.” I played Rogue Warrior and found it to be no more silly than CODBLOPZ. Joel Goodwin falls in love with Starseed Pilgrim.

Foreign Correspondence

As always, Johannes Köller is here with the foreign correspondence appreciation station:

Over on Kleiner Drei, Lucie Höhler interviewed Lea Schönfelder about her Kinect game/art project Perfect Woman. On videogametourism, Rainer Sigl, Franzi Bechtold, Christof Zurschmitten und Robert Glashüttner all shared their experience and thoughts on the recently concluded AMAZE festival (or A MAZE, or Indie Connect, or whatever it’s called these days). On superlevel.de, Benjamin Filitz also wrote about the AMAZE at length and Dennis Kogel has an interview with Jana Reinhardt of Ratking Entertainment and Arnold Flöck of Tinytouchtales up, in which they muse about the structures of the local indie scene and wonder why it doesn’t seem to produce any well-known, polarizing figures. Why is there no local version of Phil Fish?

Details

That’s all for this week!

We’re still having issues with our contact form, so please keep submitting links via Twitter or by emailing Kris.

Thanks for reading!


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April 2013 Roundup

04
05

2013
09:11

Every month, I read the old BoRT roundup before I write the new one – partly to use the same template, partly so I don’t use the same jokes. Last month I wrote about Easter eggs, but I am still eating those eggs! My seven year old self is shaking his chocolate-smeared head in disappointment.

This month’s BoRT roundup comes to you from a train to Scotland, where I wrote my entire submission on an iPad in an hour.

April’s theme was ‘VINPCs’:

“Non-player characters, or NPCs, make up the bulk of interactions in many games. Sometimes they provide a mere resting place for a bullet, other times some canned dialogue, but increasingly they’re becoming more sophisticated companions capable of being worthy party members or even love interests.

This month, we’d like you to talk about a memorable experience with an NPC. It can be a good or bad one, as long as it’s worth talking about! Alternatively, if you can’t think of any memorable experiences, what aspect of a game’s systems get in the way of good NPCs?”

‘Cunzy1′ at That Guys a Maniac has managed to keep the same Omastar from Pokémon Fire Red to Black 2, which is particularly impressive given the number of times Nintendo have changed their transferring technology. Can anyone better this? Is it possible to take a Pokéman all the way from Red to X and Y? Can you do it with one that isn’t rubbish like Omastar?

Cody Steffen is sorry to WWE referee Earl Hebner for virtually assaulting him in Smackdown games over the years. As he points out, this isn’t that different from real WWE matches. Then again, if you wanted a truly realistic WWE game the players would get a script before each match and you could compete to win or lose according to that script. You’d get more points for not breaking kayfabe.

… this is actually a really good idea.

Mark Filipowich examines Oracle in the Batman: Arkham games, a character who interacts with Batman even though she’s never on-screen. Mark makes a really interesting point that Oracle fulfils the same role as a helpful spectator, whether that’s a friend or partner. Since Batman is a pretty lonely guy, the Oracle character is a welcome inclusion in the game.

With NPCs in games become so advanced they practically play the game for us, Jed Revita (or as my iPad wants to call him, Jed Revitalise) feels like he’s the inanimate object. He discusses A Mind Forever Voyaging, a game where the player is a cameraman passively observing events. It reminds me of when I used to play Atomic Bomberman on the PC, but it was too hard to play alone, so I’d just watch the AI play itself in one big screen saver. Are other games in danger of becoming the same?

Edward Smith had a memorable experience hanging out with Jenny in The Darkness after he found his own name on the apartment mailbox. The seemingly banal experiences of every day life can be more compelling than overt fantasy, a subject also tackled by Jordan Erica Webber’s ‘Blood, Births and Backsides’ in the new issue of Five out of Ten. Come on, you knew I’d get a link in here somewhere.

Nick Degens argues that good NPCs should react to the player, which seems obvious enough, but there’s a big difference between some canned dialogue when you bump into a towns person and the shopkeeper in A Link to the Past who bumps you off if you steal from him. He also mentions Fable III, which is an interesting comparison because I thought its crowds demonstrated both and best and worst of the modern NPC: reactive and multi-faceted, yet also repetitive to the extreme and obviously fake.

Finally, some Irish guy wrote about Elizabeth in BioShock Infinite and whether her relationship with the player is a convincing one. I think people are going to be talking about Infinite for years, but perhaps not in the way Irrational intended.

And that’s us for the month! Join us early next week for another instalment of Blogs of the Round Table.

Final plug: if you haven’t read any issues of Five out of Ten yet we’ve also introduced a Triple Pack of our first three issues at a discounted price. There are loads of pieces by Critical Distance staff, so you’re indirectly helping the site by feeding its contributors. That and it’s a damn good read.


Don’t forget to add the BoRT Linkomatic 5000 to your blog. Just embed the following code on your blog’s page:

<iframe type="text/html" width="600" height="20" src="http://www.tinysubversions.com/bort.html?month=April13" frameborder="0"></iframe>

And you’ll get this:


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Welcome to the new Critical Distance!

28
04

2013
02:52

After four years, it seemed time to give the ol’ baby a fresh coat of paint. We’re still tweaking things here or there, but we hope you like the new theme!

One thing of note: our contact form is still out of commission. We’re trying to figure out what the issue with the plugin is. For now, if you want to submit links please tweet them to us or email them to me.

tumblr_lw4to4Ce1E1qftvkno1_500


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April 21st

22
04

2013
08:01

Hungry for some tasty Sunday reading? Look no further. It’s This Week in Videogame Blogging, the web’s best source for prime cuts of games criticism, analysis and commentary!

INFINITE BIOSHOCKS

Set an afternoon aside for this one. Tim Rogers has finally finished his sprawling analysis of BioShock Infinite’s many systems and the best foot it chooses to put forward.

Over on Kotaku, guest commentator Jordan Ekeroth writes that rather than blasphemous, he found Infinite “deeply Christian.”

Reacting to the suggestion his last piece was “inflammatory,” Jeff Kunzler argues that there is plenty within BioShock Infinite itself to get righteously indignant about:

What’s truly inflammatory in 2013 is Infinite as a collaborative work with millions upon millions of dollars and man-hours put into it, couldn’t bother, apparently, to hire a non-white writer to put some proper perspective into the use of racism to justify a white man’s murderous romp through a floating city in the sky. The use of the (mostly non-white) Vox Populi and (black) Daisy Fitzroy as an enemy for the (white) player character to mow down and brutally murder is utterly idiotic [sic], unjustified, and completely insulting. Inflammatory.

This post by starburp, also linked in Kunzler’s first post, is a required read:

seriously? you make racism against blacks germaine to the plot of your storyline, but you don’t even do any research to find out what else blacks were up to in 1912, and then you bury our ACTUAL struggle against racism in a hippie dippy “we’re all human” resistance movement turned sour. seriously?

do you know why you did this? because the black people in this storyline aren’t fucking people. they’re props. literally. they are props. and that’s what i find so fucking offensive about bioshock infinite, is that it makes black people props in a storyline in which white people get to revise white history through all kinds of fanciful sci fi wizardry in order to make themselves feel better while STILL excluding and marginalizing black people, and we’re supposed to be happy about it.

ETHICS IN THE TIME OF MANSHOOTERS

On his personal/professional site, developer Charles Cox writes on why he will never work on First-Person Shooters again. Back on Kotaku, an industry veteran from both the development and publishing side of the fence condemns the exploitative practices of today’s games market and concludes “we need better video game publishers.”

Jay Barnson points out that always-on DRM by any other name we would know as malware:

[T]his is nothing more than a control grab by game manufacturers, an attempt to force us to their door so that we can pay for a game like it was a product, but use it only at their discretion as if it was a service. It’s the best of both worlds as a publisher, and the worst of both worlds as a consumer.

Finally, Rock, Paper, Shotgun’s John Walker takes the journalism road less traveled, opining that you don’t need to resort to crass tactics to stay afloat.

BUT DOES FORMALISM ART GAME???

On the heels of last week’s Great Formalism War of 2013, Dan Cox –who has put together some excellent Twine tutorials– observes that in all this most people don’t appear to know how Twine actually works.

Elsewhere on Peasant Muse, Jeremy Antley asks why board games have scarcely been brought up throughout this conversation:

Returning to the question [raised by Raph Koster], “Is the only moral move (of Train) not to play?”, my answer is: no. It’s not just no, it’s a hell no. Why? Train is about providing the player a sense, terrible as it is, of the sort of grotesque, normalizing effects that focusing on transporting Jews to concentration camps presents to those attempting to maximize and make efficient such transportation. Playing Train isn’t supposed to be pretty, or even fun. It’s meant to be torturous, it’s meant to make you ask and question the source of your own humanity.

Did you take glee, ignorantly, of moving the most amount of people to the end of the line? Probably. And when you discovered the true purpose of the game- moving representative figures to their representative death- did you recoil and become sick at the idea? The ethical answer is yes. But would you have encountered this full range of quandary, of questioning your own humanity, if you simply refused to play the game out of moral concerns?

The final word on the subject goes to Colleen Macklin, who motions toward a non-definitional critique of games:

Is there a definition of “game” that we can all agree on and hold up to evaluate the quality of the things that fall into our orbit as games so that “all relativities and contradictions would be either resolved or beside the point?” Is it important that we determine this now, for once and for all?

I say no. It’s a trap!

To ask whether something is a game (or whether it has ‘gameness’) is the same kind of question as whether something is art or not.

Ultimately whether this thing is a game or that thing is art is determined by its context and community of practice.

This idea, that games have a purest nature and that we need to strive to make games that represent this limits what we can do with games.

DESIGN MATTERS

Who was Nintendo’s most recent 3DS Direct for? It wasn’t for you, says Jon Irwin, who believes Nintendo is stuck in a generation gap.

Over on Bit Creature, Zolani Stewart explores Mirror’s Edge as an aesthetic wasteland. And at Shut Up and Sit Down, Mark Wallace broaches the topic of licensed board games, good or evil?

On Gamasutra, Mark Slabinski furnishes us with a heady list of games exemplifying Mihaly Csikszentmihalyi’s concept of ‘flow.’ Meanwhile, on Eurogamer, Rick Lane looks at the challenges in modeling climbing in games.

For those who were curious about Magnus Hildebrandt’s recent Kentucky Route Zero article for Superlevel.de, Dennis Kogel has helpfully translated it into English.

Speaking of German, or rather in German, our Senior Ultra German Correspondent Johannes Köller has hooked us up with another round of excellent games criticism auf Deutsch.

On Videogame Tourism, Rainer Sigl and Christof Zurschmitten have wrapped up their three-part letter series on Year Walk. Also for the same publication, Jannick Gänger wonders what Mass Effect would be like if you were allowed to fail horribly.

Finally, Christian Schiffer turned up on Deutschlandradio for an hour-long feature on interactive storytelling. (Transcript here.)

SIGNAL BOOSTING

Mike Joffe has kicked off a new blog, Videogames of the Oppressed, looking at the intersection of games and kyriarchy.

And a call for writers! Win Lin’s Insert Quarterly is a new paid publication currently seeking hires. They look pretty fetch, so pay them a visit!

(Gretchen, stop trying to make ‘fetch’ happen.)

MIND OUR DUST

You may have noticed a brief service interruption yesterday while we performed a terrifically overdue server migration. We’re in the process of tightening up the last few loose bolts and also rolling out a new site design, so expect weirdness over the next few days. If you can’t get in touch with us through our contact form please try @ing us on Twitter.

And have you seen this month’s Blogs of the Round Table prompt yet? Huh? Have you? Time is running out, you know!

That’s all for this week. Till next time! As a wise entertainer once said: dress classy, dance cheesy.


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Episode 12 – Deirdra Kiai’s Life Flashes By

21
04

2013
08:50

Sorry this is late, but it is finally here.

Back in March of 2011 I played Deirdra Kiai’s recently released Life Flashes By and wanted to talk to her about it. I asked for an interview and she graciously accepted. Through a series of semi-ludicrous events that interview has ended up here for your enjoyment. You can download and play Life Flashes By at Deirdra’s site as well as check out her other work.

Podcast: Direct Download

Opening Theme: ‘Close’ by The Alpha Conspiracy

Closing Theme: ‘Wishing Never’ by The Alpha Conspiracy


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Critical Distance Confab:Episode 12 – Deirdra Kiai’s Life Flashes By

20
04

2013
21:15

Sorry this is late, but it is finally here.

Back in March of 2011 I played Deirdra Kiai’s recently released Life Flashes By and wanted to talk to her about it. I asked for an interview and she graciously accepted. Through a series of semi-ludicrous events that interview has ended up here for your enjoyment. You can download and play Life Flashes By at Deirdra’s site as well as check out her other work.

Podcast: Direct Download

Opening Theme: ‘Close’ by The Alpha Conspiracy

Closing Theme: ‘Wishing Never’ by The Alpha Conspiracy


Critical Distance

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This Week in Videogame Blogging:April 14th

17
04

2013
12:16

It’s time to pay our dues. Pull up a chair, dig out last year’s receipts, and bust out the reading glasses. It’s This Week in Videogame Blogging!

SHOOTY McGUNPANTS

At Unwinnable, Brendan Keogh sits down with the Konrad to his Walker and has a long conversation with Walt Williams, lead writer of Spec Ops: The Line. Over on Rock, Paper, Shotgun, Nathan Grayson puts the finishing touches on a three part series of interviews with Walt Williams and Far Cry 3 lead writer Jeffrey Yohalem.

SIMCITY BLUES

You might recall when Mike Rose modeled his town in the new SimCity to diagnose its traffic problem. Observing the bugs in the new SimCity’s traffic modeling, he went back to SimCity 2000 to see how it handled the same problem.

On Quarter to Three, the eternally engaging Tom Chick presents us with a pretty unsettling depiction of how SimCity’s systems (inadvertently?) model contemporary malaise.

BIOSHOCK INFINITY AND BEYOND

(A general content warning, once again, for spoilers in most of the following links.)

On Gamer Theories, Ben Meakin has written a bit on how we can look at BioShock Infinite through the lens of auteur theory. Elsewhere on Terminally Incoherent, Luke Maciak walks us through the first in a series of thorough dissections of BSI’s art direction.

On critical mainstay Brainy Gamer, Michael Abbott deems the game the beginning of the end for the FPS genre. Meanwhile, Amnesia developer Thomas Grip praises the game for what it attempted to do but concludes “it feels like an attempt to tell a serious story through a theme park ride.”

On Gamasutra, Andreas Ahlborn delivers an exceptional analysis of BioShock Infinite as musical composition. Posting on his personal site, Kevin Wong views the game’s conclusion as “a metacommentary” on the multiplicity of emergent narrative. And on Critical Missive, Eric Schwarz dispenses with discussion of the setting and story and focuses squarely on a fine assessment of its combat mechanics.

On Kotaku, Patricia Hernandez peels away the layers of how the game’s design puts the player at odds with behaving like a real person. And on How Not to Suck at Game Design, Anjin Anhut criticizes the game’s “straw man racism” as a device by which to alleviate white guilt:

A thing that many movies do, most comics and Bioshock Infinite, is depict the faction in the story representing racism as unequivocally evil. Cartoonishly evil actually. This pretends like racism is some sort of thing mentally deranged people do, something sociopaths and psychopaths are drawn to or something you become when you are indoctrinated into some sort of cult.

While this of course serves to condemn racism as a concept, it mainly serves as a way out of dealing with your own internalized racism and serves as a way to absolve yourself by comparison. It also serves – and that is actually the truly ugly effect of that treatment – to push what we are allowed to label as racism into an extremist corner and it sabotages any healthy debate about racism in our society.

On Design is Law, Jeff Kunzler rails against other critics’ suggestion that the game is excessively violent, and instead poses that Columbia is a place we SHOULD be interested in destroying:

Bioshock: Infinite’s failings aren’t in its heavy use of violence, or the fact it’s a first person shooter. It’s the perversion of oppression, the creation of a world white people want to get lost and “immersed” in, instead of tearing down, the total lack of decency in regards to the views of people who have and still are the victims of racist oppression in America, and really just a general lack of empathy for the sake of entertainment.

Dan Golding decries the game as going out of its way to be inoffensive to the status quo, concluding “despite its desperation to be taken seriously, BioShock Infinite is not an intelligent work of art.”

Writing for her own blog, editorial heavy-hitter Leigh Alexander weighs in as well, saying the game is flawed but engagingly so:

This is not a game about American exceptionalism and the choice between obedient prison and chaotic freedom. This is a game where you have to chase a ghost among parallel realities. This is a game that lives in its own alternate universe, is in love with its own cleverness, instead of being genuinely clever. There are tears everywhere. And in the game.

The Levine-led Irrational team has birthed a universe, now, of games about a dominant ideologue enforcing a slavish devotion to fearful systems, even after those systems have become irrelevant. It gives us worlds plunged into the stress of compartmentalized factions where teams don’t communicate, where promises are grand and lovely, but terrible on execution.

I think to some extent every game must be a reflection of its creative environment, its studio culture. Infinite strains its framework so fiercely you can see through to the flickering reality behind it. I would love to do an interview: Not a grand portrait of Levine, but with his soldiers.

And on Drop Out, Hang Out, Space Out, Daniel Joseph cautions against the cultural gatekeeping implicit in the process of artistically evaluating a game like BioShock Infinite, which segues neatly into our next section of links.

BUT IS FORMALISM GAMES

Writing on his personal/professional site, Raph Koster opens up a debate/can of worms when he responds to remarks made by Leigh Alexander over Twitter, and calls for dialogue on a number of subjects, including the role of definitions, games as rhetorical devices, and formalism.

Leigh Alexander responds in kind, reposting her comment from Koster’s blog and adding: “We have much more to learn and gain, at least for now, by eschewing definitions than we do by prescribing them.”

Writing on his Radiator blog, Robert Yang continued the discussion, responding to Koster’s letter with one of his own in which he lays out the reasons for some of the original post’s negative reception. “[With personal games], game design is not physics, engineering, or science — rather, it’s political science, it’s history. Maybe we could approach our criticism of these games more like those fields?”

The comment thread on Yang’s post, starting with some thoughtful remarks by Jesper Juul, are also very much worth reading.

Reacting to all the dust-up caused by these posts, Canabalt developer Adam Saltsman appeared on Polygon, opining that mutual respect and openness to feedback is called for.

Tadhg Kelly soon chimed in as well, erecting a (some would say unnecessary) dichotomy between formalists (as he self-identifies) and “zinesters,” borrowing a term from anna anthropy to describe the outsider artists taking umbrage with his and Koster’s statements.

Andrew Vanden Bossche quickly called for a decoupling of the idea that systems are the unique territory of formalists:

“Formalist” vs “zinester” is not a binary that exists … Everyone gets to talk about mechanics. The game/notgame binary is not an immediate conclusion of a frame of analysis that focuses on mechanics. I believe instead that it is a very strict and limited definition that carries its own political agenda, consciously or not.

Zoe Quinn, developer of Depression Quest concurred, noting that limiting the number of systems in a game can be a justifiable design choice, adding: “I feel like there’s almost this attitude among the people that decry this sort of thing as a notgame that creators of interactive fiction and twine games especially somehow just don’t know how to make real systems.”

It wouldn’t be a debate about terminology without someone getting Storified, and this time around it’s John Brindle, in a curated set of tweets dismantling some of Tadhg Kelly’s positions.

Craig Bamford is briefer but just as energetic: “Tadhg Kelly, please stop trying to tell me ’what games are’. To be extremely blunt, judging by both your site and your CV, I don’t think you’ve earned the right.”

Consciously adopting the role of old man with kids on his lawn, Daniel Cook relates a history of game development establishment and rebellion, as he sees it anyway. Back on Gamasutra, Devin Wilson invites us to think of the discussion over definitions of the word “game” as, itself, a game.

Rounding us off, Mattie Brice reminds us why, in the midst of all this bandying about of labels, labels matter, and they are always charged.

I RATE THIS FORMALISM 8.5 OUT OF 10

Switching gears a little (or a lot), on Kotaku Jason Schreier writes on how Metacritic harms games.

DREAMIN’ OF GDC

If you missed this year’s Game Developers Conference, you cannot afford to miss Dan Pearson’s writeup of the GDC Hothead Rants.

On Unwinnable, Sam Machkovech sits down for an interview with Cart Life developer Richard Hofmeier.

Keeping the German-language ludodecahedron strong, Dennis Kogel follows up this week with a GDC game roundup auf Deutsch. On the English side, he has an interview with Hotline Miami luminaries Devolver Digital.

DESIGN NOTES

On Game Manifesto, Joel Jordon explores the ludodiegesis of Corrypt and Portal. Over on PopMatters Moving Pixels, Nick Dinicola looks into how the opening of the Tomb Raider reboot evokes the horror genre.

As part of Ontological Geek’s Religion Month, Hannah DuVoix muses on the extent to which Skyrim has you desecrating holy places. And reacting to the formalism debates highlighted above, Naomi Clark performs a taut formalist reading of Porpentine’s Howling Dogs.

Back on Gamasutra, Taekwan Kim has finished up his Mechanical Narratives series.

Over on Videogame Tourism, our German-language colleagues have stayed busy: Reinhard Zierhofer speculates on a game adaptation of Cormac McCarthy’s The Road; our own Johannes Köller unpacks how Far Cry 3 failed not only as a satire, but as a critique of violence and millennial zeitgeist; and Rainer Sigl and Christof Zurschmitten are engaged in a letter series discussing Year Walk.

KYRIARCHY

Sidney Fussell turned up on Medium Difficulty last week, exploring the notion of closeted homosexuality in games. Fussell also popped up on VentureBeat, posing that game violence appears to disproportionately be brought up as a motivator for white spree killers.

Back with Kill Screen, Jordan Mammo takes a gander back toward Katamari Damacy as a game in which the artifacts of consumerism add up to “a snowballing addiction that literally uproots the earth itself.”

On Not Your Mama’s Gamer, Alex Layne lays out an infographic breakdown of EA’s employee code of conduct. And at Kleiner Drei, Lucie Höhler recaps the major sexism-related issues of the last month, from GDC to RPS, for German-language readers.

JAM ON!

Two successful international game jams took place last weekend. Kill Screen’s Jason Johnson provides us with an overview of one of them, the QUILTBAG Jam hosted at MIT. And at Gamasutra, Leigh Alexander profiles the weekend’s other big jam, the Pulse-Pounding Heart-Stopping Dating Sim Game Jam.

TWINE TWINE REVOLUTION

Cara Ellison is just gonzoing it up all over the place lately. She popped up at PC Gamer with a feature on and interview with Porpentine, and a scant few days later appeared on The Guardian, interviewing anna anthropy.

HEY! LISTEN!

It’s strange to think we may be heading into a leg of critical discourse for games where academic mainstays like book reviews become common again, but that’s just where things seem to be going. Shaun of Arcadian Rhythms recently reviewed Brendan Keogh’s Killing is Harmless and First Person Scholar’s Danielle Stock reviewed Ivan Leslie Beale’s Video Games for Health.

First Person Scholar is turning into a hot new pub, now that we think of it. This article by Rob Parker on voluntary player constraints –featuring Mattie Brice’s Pokemon Unchained, among others– is a good read.

On the topic of new blogs, Shut Up and Sit Down is gearing up to be a great new blog for fans of board games. Here’s Matt Thrower with a primer on wargaming.

At some curious intersection of academia and devlog is Michael Cook’s Games By Angelina, Cook’s PhD project and game-making AI.

ALL THE REST

Thanks again for setting part of your Sunday aside for Critical Distance! As always we’re indebted to our readers for all your wonderful submissions by tweet or email. Keep them coming!

And if you haven’t yet checked out this month’s Blogs of the Round Table prompt, this is a prime time to get involved!

Lastly, we will be performing a server migration in the coming days. Readers should not experience any lapse in access to the site, but we are going to try to update the layout at the same time so… keep your fingers crossed for us.

Lastly, for my fellow USians. Bitter about tax season like I am? There’s a game for that now.


Critical Distance

Video Game Story Writing | No comments

This Week in Videogame Blogging:March 31st…????

11
04

2013
17:27

It happens sometimes. With Mattie Brice, Katie Williams and yours truly all tied up at the Game Developers Conference in San Francisco, and with Eric Swain busy working on those podcasts, things just fall through the cracks.

In honor of Critical Distance’s terribly exhausted contributors, we are taking this post-GDC Sunday off. Tune in next week for a right proper This Week in Videogame Blogging. Probably with animated gifs and such, even.

Until then, here’s Analogue: A Hate Story developer Christine Love in her exclusive Metal Gear Solid 5 Phantom Ground Pain Zeroes cosplay.

Have a good week, C-D readers.

DSC03258


Critical Distance

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