From Monopoly to Metal Gear

A Survey of Ludic Satire

Let’s talk about satire and games for a moment. Where these two intersect successfully we find critical, thought-provoking works that challenge contemporary social, cultural, political, or ideological beliefs. For this article I’ll adopt a rather loose definition of satire as an attempt to critique accepted beliefs through “irony, derision, or wit.” And while there are a wide range of beliefs worthy of criticism, I’m interested here primarily in accepted notions of violence and aggression as a means of resolution in mainstream videogames. The argument put forward here is that games provide a new form of criticism, ludic satire, that emanates from choice. Continue Reading

Modal Rhetoric

Multimodal Metonymy in Videogames

Before our August hiatus, I wrote that game critics and theorists need to be timely and accessible if we’re going to influence the games industry and gaming culture in general. I believe in that approach very much, but our persuasive goals needn’t always be so pragmatic. It’s nice to exercise different intellectual muscles from time to time, and that’s what I’m doing here. In this essay, I’m interested in a very basic but difficult question: How do we extract meaning from a videogame? How does it signify to us, the players? Continue Reading

Pipe Trouble

The Politics of Definition

One of the perennial questions of game studies is the basic question of definition: what is a game? And many discussions surrounding games can be traced back to it. The narrative/ludology debate is an obvious one: is a game a story? It’s there in Ian Bogost’s caution against framing games as “limp skins” that don’t properly exist without the player to finish the circuit: does a game have to be played to be a game? And, most recently, it’s there in works created in Twine, works that address issues rarely, if ever, voiced in mainstream videogames: can these things be games at all? (For my two cents: yes; no, but it’s usually more interesting if it is; and yes, of course.) 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

Rise of the Videogame Zinesters

by Anna Anthropy

Anna Anthropy may seem disillusioned with the state of gaming, but it should be obvious to any reader of this book that she has a great love of the medium and is optimistic for its future. Anthropy is a long-time gamer and game creator, so the criticism she levels at the industry is grounded in her experience on both ends of a videogame. Rise of the Videogame Zinesters is part-history, part-how-to that gives an overview of games and their histories in the first half, and shows the readers how to start making their own games in the second. Throughout the text, Anthropy calls for games that are more personal, more accessible, and more diverse. While she understands (and explains) why the industry focuses primarily on games where the player spends most of her time killing other characters, Anthropy wants to play a different kind of game, made by a different kind of person. Anthropy wants everyone – regardless of their access to technical knowledge or money – to make games, because she wholeheartedly believes in power of videogames to tell meaningful, personal stories. I found Rise of the Videogame Zinesters to be an engaging book, and would recommend it to anyone interested in small, personal games, as an overview of the genre. Rise of the Videogame Zinesters is provocative and inspiring, an almost-manifesto. It is not heavily engaged in games scholarship (though Anthropy is clearly aware of the work of people like Ian Bogost, for example), so those coming to Rise of the Videogame Zinesters with that expectation may be disappointed… Continue Reading

Reality Is Broken

Why Games Make Us Better & How They Can Change the World

Reality is Broken has become a bit of a big deal in gaming, both in the academic and popular presses. Ian Bogost wrote that it “is destined to be one of the most influential works about videogames ever published,” and it has become a New York Times Bestseller. McGonigal is writing to a very broad audience – designers, theorists, academics, the public – and so it is a very readable, lucid text. It is divided into fourteen chapters under three main sections – “Why Games Make Us Happy,” Reinventing Reality,” and “How Very Big Games Can Change the World,” which I’ll summarize below. Each chapter is essentially centered around a ludic “fix” for reality, such as the one for Chapter 2: “Emotional Activation: Compared with games, reality is depressing. Games focus our energy, with relentless optimism, on something we’re good at and enjoy” (p. 38)… 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