Archive for » November, 2011 «

Tuesday, November 15th, 2011 | Author: brilliam

This is a piece I wrote for my video game class as a journal entry. I’m not sure it’s structurally sound, or really makes a valid point, but, hey, why not post it here? I did write it, after all, and it is about video games.

Few things bother me more than the “genrefication” of literature in any media — be it film, or novels, or theatre, or even in less typically narratological forms like music and visual art. The application and blind aspiration to fulfill genre (and even, at times, subvert it) is at best pointless and at worst offensive. Thankfully, most other media have managed to cut out a place where “genre” is secondary. Video games, however, have not caught up to the level of genre-eschewing sophistication that its older siblings have.

There are three things in particular I would like to talk about in relation to “genre games”: the dismissal of the thematic in favour of the mechanical in virtually all definitions of game genre, the abstraction of judgment that genre permits, and, finally, video games’ lack of “genre”-as-genre.

Arsenault’s representation of major web publications shows a heavy bias toward a certain type of genre delineation. With the partial exception of MobyGames (whose genres seem, at best, muddled), the others — allgame.com, and gamespot.com — show an understanding of genre only as deep as the mechanics of the games. From these genres, we can tell that the game in question will require more planning or more reflexes; we can tell from what perspective we will be looking at the gameworld; and, we can tell if the game is intended to be played alone or with a group. These, while important elements of a game from a ludological perspective, ignore theme and narrative entirely. Praise for Braid’s bending/subverting of genre does not in any way represent its narrative or thematic work. By speaking of its genre as “platformer” and not, say, “romantic tragedy,” it is easy to ignore that, narratively, the “deconstructive” ending sequence does nothing to actually deconstruct the save-the-princess trope, and, in fact, doubles down on making the female character twice objectified/made a “goal” instead of a character (running from the knight and to Tim / running from Tim and to the knight). What could have been looked at from a narratological perspective and very sharply criticized was judged almost universally as a “ludic” genre piece, where it succeeds — even though it is, otherwise, a sub-young-adult-fiction, Holden-Caulfield-meets-Memento mess.

What is worse is that, when a game fulfills the ludic specifications of a genre but not the typical thematic specifications, it can be judge (unfairly) against those more “typical” games. If SimCity had come out after Starcraft, would it be criticized for representing a city-building sandbox? Would it be panned for having no competitive multiplayer aspect? It is, after all, a strategic game (in fact, I would argue that the layers of strategy outclass those of most RTS games that came after it) and it plays out in real time. But RTS means one very specific thing now: little buildings that make little men that kill other little men faster than another person can make other little killing men. This concept of how representation should inform design is completely backwards.

What I hope video games can do that other forms have successfully done is remove genre classification from mechanics, and, once it has done that, remove “genre games” from the greater set of games. In film, there is “genre film” — Golden Age oaters, or 50’s low-budget sci-fi, or mischief films, or anything-sploitation — but these are, by and large, splinter genres that are only aimed at and enjoyed by genre aficionados. The films that reach critical success are, for the most part, non-”genre.” Last year, Metacritic’s top films included The Social Network, Winter’s Bone, and Black Swan — none easily classified as any “genre” (The Social Network may be considered a “docudrama” but that speaks more to the origin of the film’s narrative than the presentation of the narrative). When looking for fiction in a book store, one usually finds a section dedicated to fantasy and sci-fi, and another dedicated to young-adult fiction, and perhaps a couple more “genre” sections, but they are all dwarfed by the general fiction section. And it’s in this section that you will find some of literature’s most adored and successful works. Even in music, where most critics are stumbling over themselves to coin the term for the next “genre”, it seems that those records with the most crossover appeal are not “country” or “rap” or “electronic” or even “rock” — the records that are most universally acclaimed are the ones that are simply great music.

This change can only occur in video games once we stop classifying them based on how we perceive them (can you imagine if all “first-person” novels were expected to include gunplay and action sequences?!) and classify them on their thematic content. Only then will bending and subverting those genres lead to an exciting new mode of storytelling. For now, we’re just trying to pick the king of B-Games.

Read this to hear more:

Arsenault, J. (2009). Video game genre, evolution and innovation. Eludamos. Journal for Computer Game Culture., 3(2), 149-176.

Category: video games  | 5 Comments
Monday, November 07th, 2011 | Author: brilliam

Well, shit. Where do I even start?

I realized this past week, while paying far too much to renew my stupidly expensive vanity domain name (Armenians charge $50 a year — it’s true), that this is the second time I’ve renewed it without updating my blog. It’s been some 15 months or so since I posted. I know people who’ve met, married, and had a baby in that amount of time (also true). I figured, hey, maybe it’s time I make the most of all that money I pay for hosting and a domain name (even though I have virtually no money — also true). So, I’m logging in to my WordPress account to — I know, it’s hard to believe — actually write something. I’m not logging in to just clean up a bunch of spam (although I’m doing that too).

Let’s see how briefly I can sum up the past two summers & year:

Last (err, last-last — 2010) summer, when I actually managed to get a bit of writing done, I was working in the industry again — this time for just the summer as a QA project manager/lead for one of Montreal’s many third-party joints. Being stuck at a computer all day and only being able to write for fear of getting caught doing other shit (like looking at cat videos) has been one of the major ways I’ve managed to write over the past several years. But, during the school year, nobody’s looking over my shoulder, and I’m mostly focused on school, and I’m poor (it took them eight months for them to give me my student loan last year — I spent the entire year barely surviving, unable to afford transit to school, or textbooks, or food a lot of the time, and they finally gave it to me — all in one chunk — a week after school ended). Then this summer just passed (2011, now) I had this huge chunk of money and no reason to work, so I mostly hung out with people who had that kind of money all the time (you know, the students whose parents put them through) and drank beers and acted like a moron. Then I moved across the city, and started a new semester with a bunch of great courses, and got to really focus on them, and I started writinhg for school a bunch, and figured, hey, now’s a good a time as any to write here.

Oh, and the other thing that happened — I basically quit playing the video games I was “supposed” to play. You know, the ones with epic stories and world-changing meanings and that. In 2011, I think there are maybe a half-dozen games I’ve played with any amount of frequency. Two of them are iPhone baseball games. One of them is Football Manager. This transition is sort of like deciding you are tired of reading fiction novels and instead you start reading technical manuals on how cars work, or something. Except imagine the fiction novels didn’t really give you any world perspective, and the car manuals don’t teach you anything useful about cars.

So, nothing was really inspiring me to write about games, or the industry, or anything even peripherally related. It all just seemed so outside of my life — so irrelevant. What could I write about? I could’ve written about all of the vaguely-fun, alcohol-infused nights I had, but this isn’t a Livejournal. I could’ve written about the textbooks I was reading for my urban planning courses, but then again I could also just rub my scalp against the wall really hard, too. I could write about the few novels I managed to read, but, who wants to hear me, a barely-literate fiction-neophyte give his (probably tired) opinions on Haruki Murakami and Samuel Beckett? Especially given that this blog has only ever been about videogames?

But, I thought about it. I have a few videogame things to write about again. And, shit, getting back into the groove might actually inspire me to read other good blogs again, and actually see what’s worth playing, and actually play them, and actually think about them, and actually write those thoughts down.

So consider this long-winded post a sort of “sizzle reel.” A really long, boring sizzle reel. I hope to talk about:

- That time I played Amnesia: The Dark Descent with a big group of people and it was actually way more engaging than it would have been if I played it by myself.

- This class that I am taking (Videogames and/as Literature) and how, in spite of the class makeup being like basically everyone I have ever been exasperated by on the Internet, I am really learning some awesome stuff and reading some excellent academic writing on games (note: that syllabus is old, but more or less that’s the class)

- Playing through Bioshock again, as part of that class, with my excellent group (I lucked out and got the 3 coolest kids in that class on my team — more on that later) who are all less gamer-y than me (someone who is not really that gamer-y to begin with)

- That talk Jason Rohrer gave at MIGS (which I didn’t attend, because, well, $600 is why because) and how he continues to be the best dude in the world to me.

- How much I love iPhone baseball games (well, no. Well, maybe).

I hope that this November is finding all of you who forgot to delete this feed from your RSS reader well.

Love,

Will/Brilliam

Category: Uncategorized  | One Comment