The Greatest Victory

Ernest Becker, Lara Croft, & Death in Tomb Raider

As Tadhg Kelly wrote in 2011, All games are about death. I tend to agree with Kelly, though I’d say that all games are partially about death, and some more than others. After all, some of the earliest games (e.g. 1962’s Spacewar!) framed success and failure within thanatological terms, and even games without anthropomorphized/organic avatars tend to do the same. For example, why does a game like Brickbreaker, which features only inanimate objects, frame success and failure within thanatological terms? Why do I start with 3 lives, and whose lives are lost when I fail to hit the ball? Is Brickbreaker perhaps exploring non-organic modes of being, a la Object Oriented Ontology? I don’t think so. I think life and death are just the clearest indications of success and failure we have. At a very basic level, to die is to fail, and we understand this at a primordial level. Thus, this thanatological shorthand simply lends itself very well to videogames, which are often concerned with success and failure. But death is a very unpleasant subject, so why is it such a prevalent ludic metaphor? Continue Reading

Voluntary Constraints

How Players Can Impose an Ethical Critique

Developers and publishers may seek to define what constitutes gaming capital through engagement with the player community, but it is the players that typically have the final word on what gaming capital is and how best to accrue it. As such, the production of more paratexts through player-authored walkthroughs, popular YouTube channels or mod communities has a sympathetic relationship with the exchange of gaming capital. Consalvo concludes the book by re-articulating the shaky definition of “cheating” in games and how that relates to “cheating” outside of games, where players that would never cheat outside of digital worlds think nothing of tapping out IDDQD for god mode in Doom. She uses this fracture to suggest that “we need a better understanding of how ethics might be expressed in gameplay situations, and how we can study the ethical frameworks that games offer to players.” (187). I’d like to extend some of Consalvo’s work on paratexts and gaming capital into the realm of voluntary or non-coded constraints that players impose upon themselves. Continue Reading

Allegorithmic Art

The Art of Making Games and the Game of Making Art

Are videogames art? The question has sparked heated debate in recent years, perhaps most notoriously in 2010, when film critic Roger Ebert published a piece in the Chicago Sun-Times stating quite brashly that “Video games can never be art.” Although Ebert later issued an apology, it seems that the gaming community has been fighting to prove him wrong ever since. Continue Reading

Acting Social

Prom Week & Performative Authorship

Recently, my research on new media performance has led me to investigate the interface between performativity and video games. Having played the one-act interactive drama game, Façade (2006), whereby the player is invited to salvage the failing marriage between Grace and Trip through a series of dialogical exchanges with them, I am interested in examining the player’s ability to shape the narrative of an interactive drama game that features more than two characters who are engaged in dramatic intrigue. In particular, I want to know how the player can propel the dramatic action of game by performing different relationships with various characters in the virtual game world. Building on the interactive dramatic gameplay in Façade (2006), Prom Week (2012) seeks to test the limits of interactive narrative in game design… Continue Reading

The Other Difficulty Mode

What Halo Can Tell Us About Identity & Oppression

If being a “straight white male” is, as John Scalzi argues, like playing a game on the easiest difficulty, then those of us who are less privileged are playing on a harder difficulty. While I think that this metaphor is a sound tool for initial conversations about privilege, its underlying theory of power is too simplistic. This metaphor splits the world into straight white men and everyone else, leaving the reader with no way to account for the many different kinds of oppression that affect us (racism, homophobia, transphobia, classism, ableism, etc.) and the specific ways in which these oppressions interact. Difficulty settings in games also tend to be arranged on a bipolar line with predictable, quantifiable changes being made to the gameplay as the difficulty increases. Our social identities, by contrast, are multidimensional and we cannot simply arrange them on a line from “most oppressed” to “least oppressed.” Continue Reading

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