When Friday is a Vegetable

A Colonial and Ecological Exploration of Pikmin

In the 2001 game Pikmin, protagonist Captain Olimar provides the titular word to his indigenous saviors and establishes a power relationship that develops throughout the entire game. During his first day shipwrecked on a toxic world he discovers a little plant person and needs to identify it within his pre-existing realm of experience: “Its shape is similar to the pikpik brand carrots I love so much… I believe I shall call it a Pikmin”. This name immediately assigns the pikmin to Olimar’s previous values and makes them tokens of hope for escaping the planet. As a man who employs both his own wit and the native labor of a foreign land, Olimar matches the archetypal Robinson Crusoe figure. The player’s main source of tension over the allotted thirty days is careful management of the “real-time strategy” resources, pikmin and pikmin food, while simultaneously combatting hostile life forms. Olimar’s colonial domination over the pikmin is the theoretical framework of the game mechanics. Given this lineage to post-colonial studies, the pikmin resonate as a people enslaved exploited by foreign empire. Yet the planet’s ecosystem rejects the role of subordination. Its alien biorhythms and defensive adaptations seem to imply that Olimar is just a superficial addition to the pre-existing ecocommunity. Continue Reading

The Games People Replay

Toward a Performative Account of “Replayability”

The way in which Fernández-Vara’s comments turn attention back to the player of the game also raises the question of why certain games are repeatedly played by certain players, and furthermore why the games are esteemed for this quality, commonly called “replayability” or “replay value.” In 2010, Ben Abraham posted a polemical entry to his personal blog in which he points out that as pieces of software, games by definition may be played multiple times. He alleges “replayability” is a “non-word … lack[ing] any actual meaningful content,” because while we can understand replayability in a general sense, in individual cases its particulars remain elusive and difficult to quantify. Speculatively, Abraham asks if “replayability” might in fact be used as a “shorthand way to refer to a series of unrelated yet seemingly connected factors that influence whether someone is willing to endure repeat exposure to a game-type experience?” A game may have a branching narrative, multiplayer components, or unlockable content that becomes available as the player reaches certain benchmarks; none of this is a guarantee, however, that any given player will be willing to play the game multiple times. Continue Reading

Greenshifting Game Studies

Arguments for an Ecocritical Approach to Digital Games

Every time I talk or write about ecology as a tool or merely an inspiration for hermeneutic approaches to cultural artifacts, I feel like I need to start off with a confession: I am no hardcore, dyed-in-the-wool environmentalist. Not only do I have serious doubts about the compatibility of hardcore environmentalism and dyed wool, I find it hard to subscribe to any sort of Ism, doctrine, or universal approach. And still, with all the relativism of the comparatist whose only creed is that there are always two (or more) ways of looking at any matter, I have become deeply fascinated with ecocriticism lately. Ecocriticism, the application of ecological thinking to humanism (and especially literary studies) developed in parallel with game studies, starting in the late 1970s and coming to real scholarly prominence in the mid- to late-1990s. I have been engaged in game studies since the late 1990s, and when I propose here to introduce a Greenshift into our field, it is not a moral, ideological, or philosophical argument I want to make, but merely a practical one: I am confident that the blend of ecological ideals and humanistic hermeneutics developed by ecocriticism holds great promise for game studies. Continue Reading

Games & Embodied Cognition

What is it Like to be a Cat-Person?

I’ve played The Elder Scrolls V: Skyrim (Bethesda 2011) now for 81 hours, with three different characters. I’ve been an elf, an orc and a Khajiit. In Skyrim, I can occupy the body of a magical creature from a fantastic race with a different gender than mine. Yet it seems that no matter the differences between the fantastic races, the basic experience of what is it like to be each is essentially similar. A Khajiit might see in the dark, an Argonian may breathe water, and a Breton might resist magic, but they are all still humans wrapped in a layer of fantastic and endowed with supernatural power. The basic experience of being them is still the same. Continue Reading

Circuits of Interactivity

Playing inFamous in New Orleans

Advocating for videogames can be paradoxical. Often the very features praised for making videogames a unique and powerful medium are assailed as threatening the public good. Take for example the oral arguments in the Supreme Court case Brown vs. Electronic Merchant’s Association from November 2010. The state of California argued for the right to impose tighter restrictions on the sale of violent videogames to minors. Since no such restrictions are placed on violence depicted in other protected media forms like cartoons, rap music, film and even Grimm’s Fairy Tales, much of the debate revolved around why videogames require extra provisions. California Deputy Attorney General Zackery Morazzini explained that it is the “interactive nature of violent [games],” in which the player is “acting out this—this obscene level of violence” that makes gaming “especially harmful to minors.” Then, to support his claim that all content being equal, interactivity makes videogames significantly more influential, Morazzini presented “video clips of game play.” Continue Reading

Infinite Typewriters

Canon, Criticism, and Bioshock

“Prestige games” are a special class of AAA blockbuster, fully integrated into the commercial game industry and developed with huge production and marketing budgets, but understood to transcend mere entertainment. Although these games are expected to do business like other AAA titles, they are additionally ascribed a comparatively high degree of cultural prestige and aesthetic value, thus performing a legitimating function for the industry and mainstream gaming culture. BioShock (2007) is the archetypal prestige game, widely praised for its weaving together of dynamic first-person shooter gameplay distilled from its predecessor System Shock 2 (1999), a stylish Art Deco-inspired underwater setting, and “mature” commentary on Ayn Randian libertarianism, agency, and the forms and conventions of digital gaming (Sicart, 152). Continue Reading

Unified Games

The Classical Unities & Open-World Games

In recent years, the open world philosophy of game design has moved from innovative exception to nearly the norm. The idea of completely fleshed-out spaces that are fully interactive and explorable has gripped the minds of players and developers alike, and literally hundreds of millions of dollars have been spent in the pursuit of the biggest, most detailed open-world game possible on current hardware. This development has seemed like a revolution in game design, but it is really just the ultimate realization of the literary and dramatic theories of the unities that have existed since Aristotle. Continue Reading