Academic Vigilantism

and Middle State Publishing

If you haven’t already heard, this is my last contribution to FPS as Editor-in-Chief; I’m working towards finishing my PhD and so I am therefore happily handing the reins of FPS over to the supremely talented Alexandra Orlando. Elise and Judy are also stepping down from their positions on FPS to finish their PhDs and I need to highlight here, before I start, that their contributions to the publication have been incalculable. Thanks so much to both of you. Continue Reading

First Person Podcast Episode 9

This month on the First Person Podcast four editors fan out in our ALL ZELDA ALL THE TIME episode. We play Zelda trivia, we wax nostalgic about our favorite Zelda games, we hard-core rag on our least favorite Zelda games, we talk timelines and aesthetics, and speculate on what’s to come. Continue Reading

Strategic Ambiguity

Papers Please and The Virtues of Silence

A principle of game design theory is that constant feedback from the game-system is critical for a particular design to be ‘good’ (Salen & Zimmerman, 2005). From a usability standpoint, I agree, but problems arise when narrative information is conveyed with the same rigidity and specificity as an ammo count. This is one of the reasons that ludonarrative dissonance occurs in modern video games, which is broadly defined as the phenomenon in videogames where narrative elements stand in contrast to the interactive elements (Hocking, 2007; Yap, 2014:13). As a result, the story presented can become incoherent. Continue Reading

Self-organisation in Video Games:

Political Message v Political Possibilities

In the above comment on hackaday.com, commenter “matt” is referring to [Masterjun]’s (going by “true” on this message thread) hack, Total Control. In it, the games Pong and Snake were recreated within Super Mario World (1990), using what appeared to be random controller commands. In fact, they were frame-specific inputs exploiting various bugs to alter the source code on an original SNES running an unaltered game cartridge, all done live at the Awesome Games Done Quick 2013 event. Taking into account the very limited resources available, [Masterjun]’s effort in highlighting the flexibility of this medium is remarkable; simply by manipulating known input glitches, [Masterjun] changed the game as we know it. Continue Reading

The Power of Imagined Worlds:

An interview with Austin Walker

Austin Walker is everywhere these days. As a game scholar, an independent critic, an occasional game designer, a Twitch streamer, news editor at Giant Bomb, and soon as editor-in-chief of Vice’s recently-announced gaming portal, Austin has been a paragon of thoughtful, incisive commentary and discussion in gaming culture. He also makes a podcast about tabletop roleplaying games called Friends at the Table. Continue Reading

A review of The Video Game Debate:

Unravelling the Physical, Social, and Psychological Effects of Digital Games

When I told a friend that I was reviewing The Video Game Debate, I was asked, “What debate?” I briefly explained––perhaps too generally––that the “debate” in the title referred to all that talk about whether or not video games are good for us. You know, whether video games make us lazy or prone to committing violence or are rotting our brains or making us antisocial weirdos, etcetera, etcetera, that kind of stuff. My friend responded, “I thought that debate was over.” Continue Reading