Let’s Roleplay

Reading Roleplay in Skyrim 'Let's Play' Videos

While game studies has had plenty to say about roleplaying games (RPGs), and particularly about Massively Multiplayer RPGs, less attention has been paid to roleplay as a play style, whereby winning the game becomes secondary to fleshing out and performing as a coherent character. When the practice has been discussed scholars have tended to focus on roleplay as a communal activity undertaken within MMORPGs, many of which have dedicated ‘roleplay servers’ (e.g. Paul and Pitmann). As more and more gamers begin recording and streaming gameplay via sites like YouTube and Twitch.tv, however, other forms of roleplay and modes of engaging with roleplay culture are emerging. In this essay I want to look at Youtube videos made by roleplayers of The Elder Scrolls V: Skyrim (2011). An offline singleplayer RPG, Skyrim has nevertheless attracted a sizeable roleplaying community on YouTube, from comparative veterans like the UK-based SorcererDave – whose hundreds of videos have attracted over 25,000 subscribers – to newcomers whose output might garner no more than a handful of views. From a scholarly perspective their recordings represent a fascinating, ever-expanding corpus that, beyond its virtue as an archive of gameplay, serves to document the emergence of new, hybrid forms of expression, entertainment and play. In this case a single-player game is repurposed as a platform for self-representation, debate and emergent storytelling as roleplay shifts from an evanescent activity undertaken by particular (groups of) players to a mode of individual improvisational performance recorded and offered to a non-playing audience. Continue Reading

Blasto Sacer

Mass Effect as an Allegorithm of Sovereign Exception

Expanding state power has clashed repeatedly with the rights of citizens and non-citizens alike since 9/11; the political theories of Giorgio Agamben, specifically his discussion of the figure of the homo sacer and of sovereign exception, have stimulated much discussion on this topic. Underlying debates over the legality of government-sanctioned torture, assassination, and “extraordinary rendition” is a basic contradiction: Is it possible to write laws that allow us to break the law? Or, to put it more generally, is it possible to design a system with a rule that allows an agent within that system to break the rules? These questions can be especially interesting for videogame studies, not only because we can ask them about the representational aspects of contemporary video games that model extra-legal, state-sanctioned violence, but because we can also consider the deeper procedural implications of these issues. A look at the “Spectres” from the Mass Effect series offers a way to do both at once, and, when interpreted via Agamben’s work, the Spectres reveal some of the contradictions inherent in both the representational and allegorithmic aspects of games. Continue Reading

Living the Dream

An Allegory for Breaking Procedure

What happens when videogames frustrate narrative lucidity and the expected norms of play? Every Day the Same Dream, a 2009 short game authored by Paolo Pedercini and his Italian collective Molleindustria, resists the formulaic patterns of videogame composition to produce new meaning. Gaming essayist Braxton Soderman points to Molleindustria’s penchant for disruptive play, recounting the developers’ ability to “…confront a variety of political, economic, and social issues, embracing a form of design ‘that aims at starting a serious discussion about social and political implications of videogames’” (Soderman). This critical analysis of Every Day the Same Dream locates not only the social and political objectives of the game but also its buried critique of videogame form itself. In offering cyclical patterns of gameplay and monotonous imagery, Pedercini emboldens the ability to break videogame procedure, evoking McKenzie Wark’s notion of allegorical play and destabilizing the procedural rhetoric that Ian Bogost longs to agitate. Moreover, Every Day the Same Dream affirms the expressive capacity of videogame language, antagonizing the generic conventions recycled by familiar algorithms and prosaic authorship. Continue Reading

Mourning Sex

Letting Go & Liking Girls in The Last of Us

Naughty Dog’s masterwork, The Last of Us, and the recent Left Behind DLC sparked controversy and discussion around two issues: Joel’s rescue of Ellie from the Fireflies and Ellie’s kissing of Riley.

On the surface these are two distinct matters. And, in fact, Joel’s morality and Ellie’s sexuality can and should be given due attention independent of one another. Each is impactful, consequential and full of meaning.

But, I argue, it is by thinking through the relationship between both of these issues that we might come to better understand the changing contours of contemporary culture. The ideas expressed in these striking moments of The Last of Us and the Left Behind DLC both concern gender and sexuality. Specifically, they speak to the death of heteronormativity, however excruciatingly protracted and melodramatic that death may be, and our general inability as a society to cope with this change. Continue Reading

Videogames and Empathy

Towards a Post-Normative Ludic Century

Videogames and empathy—you could hardly be blamed for thinking that these two things have very little in common. Just last week Polygon published an opinion essay titled “No skin thick enough: The daily harassment of women in the game industry.” In the essay the author, Brianna Wu, details the abuse directed at women involved with videogames. It’s a demoralizing read, one that had me reflecting on the notion that we are entering a ‘ludic century’ (Zimmerman), in which our culture will be defined by systems, games, and play. If that’s true, then we need to seriously consider what Heather Chaplin calls the ‘dark side of the ludic century’—an age in which we become better at analyzing systems and detecting patterns, and less capable of sympathy and empathy. From this perspective, the trouble with games and empathy may have only just begun as the ludic century could be a period of prolonged detachment and disengagement from one another. Continue Reading

An Uneven Partnership

Representations of Gender in The Last of Us

It’s no secret that digital games have a problem with gender representations. Research shows that women are vastly underrepresented in the medium and not simply as playable characters (Miller and Summers 735). Research also shows that when women do exist in games they are resigned to specific tropes and stereotypes that limit character development and which “[underscore] their secondary and exiguous status” (Behm-Morawitz and Mastro 809). While there is ample evidence of both the underrepresentation of and stereotyping of females, there has been less success explaining why such representative practices are damaging or why the game industry should address these problems. Continue Reading

Game Studies

From Colonization to Columbian Exchange

As a film studies professor holding both an M.A. and Ph.D. in film studies, I spend my days telling people around me that games are not only “not a form of cinema”, but also that cinema is not a viable lens to discuss the visual nature of video games. This is rather strange, considering the department where I work is neatly divided into two relatively independent sections: art history on one side, and film studies on the other. Game studies have been, thanks to my colleague and former mentor Bernard Perron, present at the Department for over ten years now, but resolutely as part of the film studies section. With my colleague Carl Therrien, we now have 3 professors specialized in game studies, around 20 students doing M.A. and Ph.D. work on video games, an undergraduate Minor degree in game studies averaging 50 students a year, an official M.A. option in video game studies, and a game lab dedicated to historical preservation with more than 60 consoles and 2000 games. This suggests that it may only be a matter of time before our dual-headed department turns into a three-headed Gleeok. Continue Reading