Madness as True Sight in The Cat Lady and Fran Bow

Video games, particularly role-playing games, have addressed madness in various ways since their inception, though usually in the form of villains and antagonists whose sole motivation for their evil deeds is their madness. Although inclusivity is important, connecting madness (among other marginalized identity markers, such as gender deviance, queerness, and femininity) with villainy only serves to further alienate and demonize those who identify as mad or have been diagnosed with a mental illness. Continue Reading

Difficult Writing

A Response to Emma Vossen’s Publish or Perish

So I’ll start with quick praise for Emma Vossen’s piece and the inspired and inspiring video for SSHRC. It’s a brave reflection on graduate student precarity, academic responsibility and this idea of middle-state publishing. That Emma is doing this in the context of game studies and in the spirit of inclusiveness and positive change is even better. I am a faculty member. I read it in all its middle state glory and I want to honour the valuable labour and contribution there with a response. Maybe it’s better to be outside academia for Emma’s arguments to take hold. I don’t think so. Her arguments are at the heart of our vocation as academics (and certainly as game studies scholars). Maybe Emma thinks this makes it harder for her to get an academic job, I think the opposite and many of my colleagues will agree. Continue Reading

Flexible Times

need Flexible Game Design

Since games emerge from and reflect upon culture, it is becoming more and more important to find ways to accommodate the various cultural relationships to games and play that already exist globally. As the barriers to technology drop, accessibility to the tools of games are increasing, but the syntax of game making remains largely unexamined from the context of multi-cultural languages of games and play. Game development is a small world and has not demonstrated a willingness to deal with the cultures of play around the world that are now being reached with new global audiences. Mindful Play is our attempt to investigate the ways in which games are made and find ways to adapt existing game design methodologies to accommodate these emerging forms of play. Continue Reading

THE ILLUMINATOR

Games are interesting to us for a few reasons. The first is this idea of Procedural Rhetoric put forth by Ian Bogost. For Bogost, software programs are a unique medium in their procedural rules, a flow of loops and state changes governed by conditional elements. Leveraging this idea for the purposes of employing rhetoric is then “the practice of using processes persuasively.” Our 2014 collaboration with the New York Civil Liberties Union aimed to put this into practice. Continue Reading

THE IMPORTANCE OF ABSTRACTION

This essay builds on this particular area of development in video games and addresses the importance of abstraction in this medium by drawing on the work of Jesper Juul, Alexander Galloway, and others, and thus on the relevance of video games from a game theory perspective. A short qualitative analysis of two video games, Jeppe Carlsen’s 140 (2013) and Starbreeze Studio’s Brothers: A Tale of Two Sons (2013), is included to demonstrate how abstraction can be used in unique and interesting ways and can increase player agency, engagement, and authorship in ways that have not yet been fully tested. The former visually alludes to early video game aesthetics, but also amplifies updated mechanics that allow for more highly developed movement, transformation, and player outcomes specifically through sound. The latter, though more linear in terms of narrative and gameplay, utilizes a key feature of abstraction to heighten a player’s sense of loss and difficulty by disabling a portion of the player’s game control after a major narrative event unfolds. Continue Reading

Following the Green Light

Designing Inclusion in Game Distribution

Though personal computers have become more affordable and ubiquitous in the past 30 years, deeming this as a “natural evolution” that lead to an increased technological literacy in America would be simplistic and technologically deterministic, and overlooks the organized efforts performed by companies to expand the use of these technologies to begin with. Steam, for example, had some adoption obstacles in the beginning: unveiled at the 2002 Game Developers Conference and released a year later, the distribution platform was reportedly buggy and unfriendly towards users. 2 years later, though, the video game giant that owns Steam, Valve, decided to release all of its games for PC asking for a compulsory installation of Steam in order to play. Coincidentally, in 2004 one of Valve’s biggest games was released: Half-Life 2, now an industry staple that cost $40 million to make, sold more than 1.7 million copies worldwide. Continue Reading

Simulating Life

Political Game Design

It is useful for me to think of games as simulations. Although not all games are explicitly simulations, they all come to life by representing some activity as a prerequisite to being able to afford the player to partake in that activity. While this activity implies some sort of closed environment–be it through physical ability or problem solving–it is also possible to use this simulated aspect as a way to open up to the world around us and, as we will take a closer look here, to politics and political systems. This article aims to expose the inherently political aspect of game development. Having gone to school for both political science and game development, I have seen political questions appear over and over in the design and development of both my games and those of my colleagues. By taking the particular topic of political philosophy of the Enlightenment, I hope to show how computer simulations can help us in acknowledging the politics in designing and developing games. Continue Reading