Horrific Controls

Resident Evil 2 & the Mechanics of Fear

Resident Evil 2 provides us with an illuminating take on how the controls of a game can play into its immersion. At the time of release, and still to this day, the control scheme of Resident Evil 2 has been the one aspect of the game constantly criticized. The controls are sluggish, requiring the player to constantly press up on the directional pad in order to run forward, regardless of the direction the on-screen character is facing. This is in stark contrast to the majority of other games in which a direction is pressed on the gamepad to correlate with the direction the character is moving on the screen. In retrospect, though, this might just be one of the hidden strengths of the early Resident Evil games, and one of the very reasons for viewing Resident Evil 2 as being a truly definitive survival horror game… Continue Reading

Über Other

Mortality, Morality, and the Nazi Zombie

In her 2011 book Reality is Broken (2011), Jane McGonigal argues that videogames can in fact be used for “good:” through harnessing the countless hours gamers spend solving puzzles in videogames, we may be able to solve “real world” problems, such as inequality, sickness and conflict. I really like this idea, and though I’m not sure I quite share all of McGonigal’s optimism, I do think that videogames serve some vital functions – cultural and psychological – outside of particular play experiences… Continue Reading

In Defense of Procedurality

Procedural Rhetoric, Civilization, and “You Didn’t Build That!”

I want to write a bit of a defense of Bogost’s “procedural rhetoric,” which he defines as “the practice of persuading through processes in general and computational processes in particular” (Persuasive, 3). I particularly want to counter the claims that procedural rhetoric a) ignores the player, and b) neglects the importance of other representative modes like narrative and aesthetics. I’ll use Miguel Sicart’s “Against Procedurality” article from Gamestudies.org (11:3, 2011) as a dialectical counterpart, since it’s easily available and I think representative of the “nay” camp… Continue Reading

Persuasive Processes

Procedural Rhetoric and Deus Ex

Deus Ex, an FPS-RPG hybrid, draws on many cyberpunk tropes while enabling players to implant ‘biomodifications’ at a whim, radically altering the physiology of the player as well as the gameplay itself. And for these reasons Deus Ex might not seem very well attuned to procedural arguments, except for two major exceptions: 1) Deus Ex constructs a persuasive procedural argument through its combat structure (or lack thereof); and 2) Deus Ex deconstructs the conventions of the genre by placing the player at odds with the requests made by the system… Continue Reading

The Binding of Procedure

Procedural Rhetoric and The Binding of Isaac

The Binding of Isaac has generated a lot of discussion in blogs and podcasts. It is the discourse surrounding the game, however, that demonstrates the limitations of that view, and, consequently, the limitations of procedural rhetoric. John Teti, at gamelogical.com, follows a similar argument to the one I’ve posited, that the game’s random unfairness is, ultimately, what it makes it seem fair (though he characterizes this appearance not as the game being more fair, but more real than one with predetermined events, a definition of videogame realism that perhaps is worth discussing on another day)… Continue Reading

Morality After the Apocalypse

DayZ and Kenneth Burke

The online zombie survival shooter DayZ provides an intriguing example of morality and ethics in videogames, and as it is relatively new, has not received much (if any) academic attention. The game is an expansion mod created by Dean Hall, for the realistic military shooter game ARMA II: Advanced Operations, developed by Bohemia Interactive Studio. DayZ takes place in a massive, always-online game-space, in which the player begins a game session on a beach, in the midst of a zombie outbreak. Celebrated for its realism, the player begins with no items or weapons, no map, and no discernible goal. In fact, DayZ is effectively devoid of any narrative whatsoever. The morality and ethics then, by extension, are not forced scales included by the developers to make the world seem more interactive and malleable; rather, the morality comes from the players’ interactions with one another in the game world… Continue Reading