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

From Monopoly to Metal Gear

A Survey of Ludic Satire

Let’s talk about satire and games for a moment. Where these two intersect successfully we find critical, thought-provoking works that challenge contemporary social, cultural, political, or ideological beliefs. For this article I’ll adopt a rather loose definition of satire as an attempt to critique accepted beliefs through “irony, derision, or wit.” And while there are a wide range of beliefs worthy of criticism, I’m interested here primarily in accepted notions of violence and aggression as a means of resolution in mainstream videogames. The argument put forward here is that games provide a new form of criticism, ludic satire, that emanates from choice. Continue Reading

Modal Rhetoric

Multimodal Metonymy in Videogames

Before our August hiatus, I wrote that game critics and theorists need to be timely and accessible if we’re going to influence the games industry and gaming culture in general. I believe in that approach very much, but our persuasive goals needn’t always be so pragmatic. It’s nice to exercise different intellectual muscles from time to time, and that’s what I’m doing here. In this essay, I’m interested in a very basic but difficult question: How do we extract meaning from a videogame? How does it signify to us, the players? Continue Reading