The Heroic Medium

Chris Dorner, Heroism, and Spec Ops: The Line.

This is more of a thought experiment than a carefully crafted essay, so please bear with me. My research looks at how conceptions of heroism are negotiated across various media forms, with a particular emphasis on videogames. Videogames are teeming with heroes of all sorts, and they’re becoming an increasingly important space for defining who is, and who isn’t a hero. So when I saw that alleged murderer and cop-killer Chris Dorner had been hailed a “hero” by a surprising number of people, I couldn’t help but think – Could you make a videogame about Chris Dorner? If so, what would it look like? And if not, then why not? Continue Reading

Procedural Diegesis

Treating the Game Engine as Co-Author

Let’s talk about narration and videogames. In this case, narration refers to a game’s story, as told by the writers and the game engine. When there is discord between narrators, the story suffers, and when there is harmony, the narrative is more persuasive. Let’s call this element of storytelling ‘procedural diegesis,’ knowing that it involves treating algorithmic and authorial processes as co-authors of a narrative. The procedural portion here highlights that we are interested in processes, systems of representation that unfold over time that are dictated by rules and/or conventions. By diegesis we mean to indicate the internal consistency of the narrative. Together, they represent a form of narrative criticism that cares very little for content but quite a lot about delivery. Like Ian Bogost’s procedural rhetoric, which has informed much of this article, this perspective enables one to critique representational processes, only this time we are looking for coherence between narrative processes. In that respect it is beneficial to think of each narrator (writer, physics engine, texture mapping, audio system, etc.) as a system… Continue Reading

Where Games Take Place

Street Songs from the Soundplay Game Jam

If you’re like me, a videogame’s music is a big part of the overall play experience. I remember games like Fallout 3 (Bethesda, 2008) and Bastion (Supergiant Games, 2011) for their soundtracks as much as for their gameplay. Sometimes I would stop “playing” these games just to enjoy the atmosphere created by the music, even when it meant certain death. I’m always on the lookout for games which utilize music in some new or interesting ways, so I was excited when a friend pointed me towards Street Song, developed by Pietro Righi Riva and Nicolò Tedeschi of Santa Ragione games… Continue Reading

Sustainable Fiction

Between Interactive Drama and Videogames

Heavy Rain exists in the amorphous folds of generic labeling brought about by the blurred boundaries of digital media. What do I mean by this? Simply, that with increasing frequency artifacts are being created which do not fit neatly into already established categories. Heavy Rain (Quantic Dream, 2010) is one such artifact. In one sense, it’s clearly a videogame, right? It’s played on the Playstation 3 system, I hold a controller in my hand, and my input controls the action on the screen. Upon completing the game, however, Heavy Rain presents the user with a trophy that contains the text, “Thank you for supporting interactive drama.” This small addition speaks volumes to the developers’ desire to change the perceptions of what videogames can accomplish… Continue Reading

Kill to Progress

Hotline Miami, American Psycho, & Violent Processes

It is this feeling of participation in the unspeakably horrific that rises up at the end of every chapter of Hotline Miami, a video game that was released last October (developed by Dennaton Games and published by Devolver Digital.) Hotline Miami is frequently noted for its aesthetic parallels to the 2011 film Drive but I contend that it also has a more profound mechanical and philosophical debt to American Psycho. I bring up this particular parallel because it calls attention to two things that tend to be neglected in video game studies: that reading is itself a participatory act and that there are meta-procedural cultural contexts in which video games cannot help but exist… Continue Reading

Ludic Topology

Serres, Linear Time, and the Ethics of Game Design

Recently my research has taken a turn towards Michel Serres and his complex, topological conceptions of space and time. In “Topologies: Michel Serres and the Shapes of Thought,” Steven Connor lucidly describes Serres’ work across a range of subjects and texts. In a subsection entitled “Ethics and Topology” Connor offers the following summary: “The reason for preferring a vision of topological time to a system of linear time is because the latter is founded on and sustained by violence. Linear time is formed out of the monotonous rhythm of argument, contradiction and murder.” What follows is an extension of this criticism to linearity in video games, especially those titles that seek to criticize the very mechanics of linear gameplay, such as Far Cry 3. The overarching claim here is that video games are not violent for their content but for their very structure, for their portrayal of time as successive, and inherently progressive… Continue Reading

The Talking Dead

Dialogue Trees & Player Agency in The Walking Dead

Greg Miller at IGN boldly stated that “people will reference the series over and over as the benchmark for story-telling in games. And historically, it will stand as the game that reinvented or at least repopularized adventure games.” And he’s not the only critic expressing such high opinions. Most recently, The Walking Dead took home the “game of the year” award at the 2012 VGAs. So why such great disparity? And what does it mean when a mechanically simple point-and-click adventure game–which gives a player almost no room for exploration or alternate gameplay–purports to “tailor” a “story” to each individual player’s choices? Continue Reading