Interpellation & Apocalypse

Communication, Coercion, and Identity in Journey

American game developer thatgamecompany is known for producing innovative games intended to provide players with moving, thought-provoking play experiences. In their most recent release, Journey, the player-character is a robed figure crossing a series of gorgeous landscapes toward a light emanating from a far mountain. Journey’s narrative simplicity, striking visuals, and innovative game-play have made it critical and commercial success, receiving many awards and becoming fastest-selling game ever in the Playstation Store (“Journey Breaks PSN Sales Records”). Continue Reading

Meaningful Play

Anti-Immersive Aesthetics in Serious Videogames

Educational and/or serious videogames have seldom been popular among mainstream game audiences, but that hasn’t stopped the recent onslaught of indie developers from trying to use their games to explore complex themes outside the realm of pure entertainment. Games that try to engage players in meaningful play are often criticized for not being enjoyable. Yet, is that because they aren’t well designed, or is it because audiences aren’t used to games that don’t try to heavily immerse them in computer graphics? Continue Reading

Feed-Forward Scholarship

Why Games Studies Needs Middle-State Publishing

In the next few pages I will outline two major forms of scholarship. One relies on feedback and the other on feed-forward. Let’s start with the former. Feedback scholarship shares a number of similarities with cybernetics. The phrase ‘cybernetics’ comes from the Greek word meaning steersman, as in the one who steers a ship. The man or woman steering a ship responds to the environment by adjusting the direction of the boat. In this case, the wind and the water provide feedback and the person steering the boat acts as a homeostatic mechanism, adjusting the course according to the feedback. Increasingly, I get the feeling that Games Studies is focused on maintaining the course but there’s not a lot of focus on the ultimate destination. In other words, Games Studies scholarship is inherently homeostatic. Continue Reading

Where’s the Sex?

The Walking Dead, Sex, & Parenting in the Zombie Apocalypse

Just over a month ago, Robert Kirkman sat down for an interview on BBC America to discuss what makes his series The Walking Dead a transmedia success. Amid groans and jokes from other men on set, Kirkman spoke about his series for what it is: a soap opera. He explained that “Twilight is to Dracula as The Walking Dead is to Romero movies. I’m the Stephanie Meyer of Zombies. I watched Romero movies and I was like, yeah, but what if they had more kissing?” (BBC). Kirkman agued that it isn’t the zombies that make his comics and show so popular, but rather the traditional soap opera elements such as romance, betrayal, and sex. The zombies are merely the backdrop, the fictional conditions which make the show and the comic socially acceptable to like. Continue Reading

Pipe Trouble

The Politics of Definition

One of the perennial questions of game studies is the basic question of definition: what is a game? And many discussions surrounding games can be traced back to it. The narrative/ludology debate is an obvious one: is a game a story? It’s there in Ian Bogost’s caution against framing games as “limp skins” that don’t properly exist without the player to finish the circuit: does a game have to be played to be a game? And, most recently, it’s there in works created in Twine, works that address issues rarely, if ever, voiced in mainstream videogames: can these things be games at all? (For my two cents: yes; no, but it’s usually more interesting if it is; and yes, of course.) Continue Reading

Playing with Identity

Otherness & Sexuality in The Witcher 2

One of the ironies of writing a Game Studies dissertation is that after a while, there isn’t really time to play any games. At some point I had to focus all my attention on writing and just get it over with. So once I finished writing, my “to-play” list had grown quite large. As a fan of “open-world” games, I was looking for a game that I could lose myself in for dozens of hours. I asked around, and a friend recommended CD Projekt Red’s The Witcher 2: Assassins of Kings. I picked it up and overall, I’m glad I did. Although it didn’t really satisfy my open-world itch, I found it to be a robust and rich experience. It’s also one of the few games where I was more compelled by the narrative than the “gameplay,” if the two can be separated. For this commentary, I’d like to give my thoughts on its narrative, and then more specifically, on its representations of otherness and sexuality. Continue Reading

Autis(i)m & Representation

Auti-Sim, Disability Simulation Games, & Neurodiversity

Auti-Sim was developed during the 2013 Hacking Health Vancouver hackathon, an event designed to foster collaboration between health experts, programmers, and designers. The first-person simulation game, created in the unity engine and playable in browser, immerses the player in a children’s playground and uses overpowering sound effects and visual distortion to raise awareness of auditory hypersensitivity. During my own trial of the game, my first action was to move closer to a circle of kids that I spotted near the play structure. As I approached them, a static television effect overtook the game world and the background chatter intensified. Continue Reading