Spectacular Mortality

Intersections of Punitive & Educational Player-Death

Death in the game is a rupture not merely of the narrative of the game or the experience of play, but the player’s fundamental identification as player-character. Player-death meant to function both punitively and educationally models this conscious separation through various degrees of spectacle and even partially relies on it in order to function. Within the scope of this essay, I will compare different degrees of spectacle in death scenes in Skyrim, Too Human and the Call of Duty series before raising questions regarding how spectacle or the lack thereof in Skyrim and Dark Souls compare against the balance between punishment and education in a particular game’s version of player-death. Ultimately, this paper is intended less to provide definitive answers to these questions than as a launching-point for further inquiry into the intersections of death, the spectacle, punishment and education in games today. Continue Reading

Real Soccer

Strategy & Realism in FIFA 14

In recent years, authenticity has also meant a commitment to FIFA accurately modeling the on field action of modern soccer, moving closer towards realistic simulation. However, FIFA is a necessarily incomplete version of soccer and can only prioritize some aspects of the sport it seeks to adapt. This article examines the priorities of FIFA’s simulation, how they shape the game and underpin its ambitions for realism. I will suggest that, while FIFA models many aspects of real soccer well, that which it does not adapt–complex strategy and teamwork– undermines its authenticity and contributes to significant gameplay problems. Continue Reading

A Game of Gazes

A Closer Look at Killer Is Dead’s “Gigolo Mode”

Given that Goichi Suda so thoroughly and openly engages in reflexive gaming commentary within his many eclectic works, the generally negative reception with Grasshopper Manufacture’s latest effort Killer Is Dead arrives as a genuine shock. Much of the gaming world’s aversion towards the game stems from its so-called “Gigolo mode,” a minigame that finds its protagonist ogling a potential romantic flame for the promise of sex and a weapon upgrade. Some critics have charged this segment as misogynist, often with reductive analysis that eschews examination below surface level. Obviously, representing sex in games remains a serious issue that the medium has frequently struggled with. Continue Reading

Take Me To Your Breeder

Charmed Circles of Sexuality in the Mass Effect Series

This commentary aims to raise questions about the mandatory performance and privileging of particular sexual identities in videogames, first through examining the explicitly heterosexual narratives of classic game series like Super Mario and then the more narratively and performatively diverse romantic side-quests in modern RPGs. Continue Reading

The Art of Papers, Please

Juul's The Art of Failure Meets Lucas Pope's Papers, Please

There’s a certain dehumanizing impulse that comes with mastering game systems. It is articulated through the dissonance between Nathan Drake as-he-appears-in-cutscenes and the Nathan Drake whose actions correspond to a controller’s thumbsticks. It is the reason why genetic algorithms have been used to plan the “perfect” build order in Starcraft 2. Processes are fertile ground for privileging economy of action and thought. This is so ingrained in contemporary game design that player progress is often measured by the increasing complexity of game mechanics: by adding new abilities, introducing more difficult foes, more challenging environments, etc. Continue Reading

Playing for Transcendence

Deus Ex: Human Revolution and Disability

My commentary takes up the relationship between transhumanism and gaming in Human Revolution. I discuss narrative support for and against transhumanism, and argue that theories of posthumanism offer another area of inquiry with respect to embodiment. I suggest that as the game explores how technology changes our understanding of human ability, it also points toward how disability does not consist of a set of deficiencies, but is instead shaped by environments. Finally, I contend that the game’s inaccessibility is instructive for considering its imbrication in a culture of difficulty that valorizes overcoming the body. Continue Reading

I Put on my Robe & Wizard Hat

A Brief Introduction to Erotic Role Play

At the heart of this post is an effort to define and explain the social phenomenon of erotic role play for those unfamiliar with the term. The post compares and contrasts erotic role play with other types of online sexuality and after arriving at a thorough definition, asks the dreaded ‘so what?’ question. Rather than summarise the findings of my research, as I have laboriously done in my recently-defended thesis, I would instead like to use this blog post as an opportunity to highlight some of the questions that arise from playing with erotic content in imaginary worlds. Although, through research, I have developed my own answers to some of these questions, they are presented here as a rhetorical exercise to illustrate not only the fruitfulness in studying how erotic role players play with sexuality, but also what this play might mean to our conceptualisation of role playing games, reality, and relationships. Answers, musings, and follow up questions are encouraged in the comments. Continue Reading