‘Parody is a Game’

Far Cry 3, Repetition, Imitation, & Repetition

Since its release in 2012, the critical consensus surrounding Far Cry 3 has been one of mixed praise: on the one hand, it is an entertaining game; on the other hand, it falls thematically flat on its face as the colonial tropes, the tone-deaf treatment of rape, and the rote action hamstring the game’s attempts to make more serious points. When Jeffrey Yolahem, the game’s author, says in an interview with Rock Paper Shotgun that the inclusion of these de rigueur elements are part of an exaggerated satire of the player’s pursuit of entertainment in First-Person Shooters – “This game is about entertainment, and about how far will you go in these loops, and how much entertainment are you actually having from them” says Yolahem – we are nevertheless struck by an inability to distinguish the subject of satire from the satire itself. As John Walker’s reflection on his interview with Yolahem so aptly summarizes, “rather than making us aware of the horrors of the starving Irish when he says they should eat their babies, instead it too often felt like he was publishing baby recipe books to the very hungry.” Continue Reading

Among the Sleep

Indie Horror and Tropes for Fear

It would be safe to assume that I qualify as a horror fanatic. I’ve played a large quantity of games in this genre including: Quake, Doom, F.E.A.R., Penumbra: Overture, Bioshock, Amnesia: The Dark Descent, The Last of Us, Cry of Fear, Nanashi no Game, Dead Space, SCP – Containment Breach, Slender: The Arrival and Slender: The Eight Pages, Clock Tower: The First Fear, Resident Evil, System Shock, and a slew of others (many that I’ve watched but am not brave enough to play). These games share many common elements that solidify their position in the genre such as dim lighting, monsters, disorientation, analogue disruptions, and a thematic narrative wherein the player/avatar is subsumed within a labyrinth of horror that they must navigate through in order to resolve the anxiety and unease of both their environment and the stories they occupy. I think that the most enjoyable of these games combines engaging storylines within an environment that has more monsters and evasion as opposed to jump-scares and continuously present monsters. As time has gone on, however, I’ve noticed that similarities that draw the horror genre games together have become really monotonous. Continue Reading

Procedural Realism

The Political Representation of Reality in Videogames

In this post I develop the concept of procedural realism in videogames. By procedural realism I mean those game processes that strive to represent real-world systems in a manner deemed accurate or realistic. What I want to explore here is the politics of procedural realism, something I pursue by examining what game developers choose to represent ‘realistically’ and what they choose to represent ‘unrealistically’ or, in certain cases, not at all. These decisions are political in the sense that they have implications for various subjects. Continue Reading

Casual Surveillance

Why We Should Pay Attention to Candy Crush Saga & Other Casual Games

I’ve long identified as a gamer. First I learned how to program in BASIC and create simple computer games, thrilled that I could influence the action in such a kinesthetic, immediate way. Later I enjoyed playing games on various systems—Frogger and Adventure on my Atari 2600; Bubble Bobble and The Legend of Zelda on that old-school gray Nintendo Entertainment System; Parasite Eve and Silent Hill on my PlayStation; Nintendogs and Animal Crossing on my sweet pink Nintendo DS that accompanied me on many an airplane ride to an academic conference. One thing has remained consistent, despite the changes in hardware, peripherals, and gaming systems over the years: I still gravitate towards games that I can play on my own in sessions as short or as long as I like. I prefer first-person gameplay to massively multiplayer, and I find that I enjoy games with relatively simple rules and controls–games that I can pick up, learn quickly, play for a while, and then put away again for some time if I wish. Continue Reading

‘We Will Force Gaming to Be Free’

On GamerGate & the Licence to Inflict Suffering

GamerGate will be remembered for its breathtaking scope; it drew together hitherto dissociated monads of angry, resentful elements in gaming— once content with shouting from the pestilent valleys of comment sections and tweets by themselves—and made of them a movement with a battle-standard.

From the beginning it was a concatenation of ironies. They declaimed unethical games journalism with the aid of an unethical journalist; they claimed women and minorities were #notyourshield while using them as a shield against criticism of GamerGate; they excoriated “blacklists” while creating aggressively enforced boycott lists of websites and authors who disagreed with them; they averred their movement had nothing to do with Anita Sarkeesian and Zoe Quinn even as they remained unable to stop talking about them; they promoted a vague notion of “inclusion” while expending great energy claiming that there was nothing wrong whatsoever with gamer culture’s treatment of women Continue Reading

Intimate Publics

Towards Creating Supportive Spaces for Women in Games

You may have caught a piece we ran last week that discussed GamerGate broadly as a movement. This commentary is Part 2 of that piece and examines the divisions between people who play games from a more personal perspective. In this part, I illustrate my experiences as a member of the Games Institutes Janes (GI Janes) here at Uwaterloo as fodder. Furthermore, this piece also discusses the new direction we are taking the Commentaries here at FPS. Continue Reading