Showing posts with label ethics. Show all posts
Showing posts with label ethics. Show all posts

Saturday, April 14, 2012

How the worst part of the game industry uses PAX East to teabag your entire face with its cancerous scrotum.

(I attended PAX East on a scholarship from the IGDA, for which I'm grateful. They also facilitated a lovely lunch with Tom Lin of Demiurge Studios, some neat studio visits, and other things. Thank you IGDA.)

(Also, a warning: this gets pretty dramatic, but I hope it comes off as honest.)

First, understand that PAX East is actually made of two conventions. Literally, a gigantic wall divides the analog (card and board games) from digital (the video game industry).

In game design, it's popular to say that analog and digital games are the same at their cores, because they both depict systems -- and PAX East is the place where all that rhetoric utterly falls apart. One side of the convention floor is a quiet and personal pastime, the other is a deafening business. If you're a games academic or optimistic indie, this dissonance will test your faith, because here the game industry teabags your entire face with its cancerous scrotum.

For sure, there are good parts of the game industry. But here, it is clear that the bad parts still completely control the entire body, erecting giant temples to its glory. Me and many indies felt alienated, and relatively alone in our alienation. This is the weekend when you're painfully reminded that Anna Anthropy's idealism remains mostly just idealism. (... for now.)

Thursday, January 19, 2012

Level With Me, a post-mortem / some unnecessary notes / dear players, it's no longer okay to not know how video games work.

To be clear, I think all readings of "Level With Me" are valid, even the ones that say it's pretentious (though I think it's a remarkably contentless thing to say about experimental work) and it's indulgent (which is like berating a biography for focusing on an individual). But at least it implies a player's willingness to read the levels, even if they don't like what they read -- assuming they even played it.

Game design relies on a theory of mind for players. By that measure, many mainstream commercial games think players are utter simpletons and strive to explain every single thing -- Arkham City will have the Penguin frequently tell you how upset he is and how many enemies are left in the room; tool-tips will remind you that, yes, that glowing electric plate is electrified -- if you prefer your games to talk down to you, to patronize you, then I'm sorry you're going to be disappointed with this mod.

I was shocked, then, by the most common line of criticism I saw: a refusal to read, an insistence that a level without a puzzle-y Portal puzzle is a bad level. It's like the rhetorical equivalent of donkeyspace. I literally can't go through the mental gymnastics required to conclude that challenge is the only interesting thing about first person single player games. Comments like that make me miss all the people who said it was pretentious; I want a higher level of criticism.

Then I watched a "Let's Play" of Level With Me, even the grueling hour or two where he's stuck at the end of chapter one -- and at the end of the whole playlist, he says he doesn't think he "got it" and wants an explanation. Well, whatever you took from it is what it meant. You don't need me to tell you what it means. (This, perhaps, is what the anti-intellectual "pretension police / gestapo" understand better than anyone else.)

Nonetheless, given his struggle and triumph, I'll honor his request. If you can't bother playing the mod, check out his Let's Play Level With Me playlist on YouTube. Now, here's an explanation of my intent and one possible reading of the mod. There are MASSIVE SPOILERS. You were warned:

Friday, November 18, 2011

On the first person military manshooter and the shape of modern warfare.

from "Photographs of the War in Afghanistan"
I alluded to this during my RPS interview with industry veteran Magnar Jenssen -- how I went to "The Shape of War," a small panel hosted by Geoff Manaugh (BLDGBLOG) about "spaces and technologies of conflict" in the 21st century. This post is more of a detailed write-up about it, and how I think it applies to games.

The main message, coming from a war photographer and national security journalist, was a decidedly ethical message: Today, war is invisible and nearly impossible to photograph. And that is a dangerous thing.

So if you ever see a photo of a guy aiming a rifle, remind yourself -- that's not war.

Instead, they argued that war is an agonizingly slow, decade-long game of chess. War is the US spending billions to magically airdrop and sustain a city of 45,000 people in the middle of Nowhere, Afghanistan. War is a guard tower built next to a tennis court. War doesn't take place on a battlefield, but a "Battlespace" that encompasses every facet of modern life. War is an unmanned drone with 96 cameras, sending back footage for 200 intelligence analysts to dissect before going home to eat pancakes. War is a cheap internet router that may or may not have fed data to Chinese intelligence agencies (EDIT, March 2017: finally updated this link to not go to a weird conspiracy blog).