Wednesday, December 23, 2009

Mod Auteurs: Razorclaw X



First a brief history: like many modding communities, the Starcraft modding community was fragmented across several sites -- Infoceptor, Starcraft.org, the Star Alliance, etc. -- but perhaps the most prominent / controversial site (though certainly the most productive) was Campaign Creations.

There at CC, Razorclaw X came to Starcraft modding from a "fan fiction" perspective -- which would explain why his characters and universe were such an utterly impenetrable fog unless you played all four campaigns in order -- and went out of his way to create an epic mythology involving the cast of the anime Ranma 1/2. The "Vision of the Future" series was four huge campaigns, spread across 84+ maps, with a new playable race called the "Zeji Armada," all done by one man.

Saturday, December 19, 2009

Why Games Aren't Art (a design perspective)


It's a dead horse, I know.

Wait, don't leave! Okay, video games have cultural legitimacy and an artistic component, sure -- but here's what's up: video games (especially big budget AAA commercial games) are also engineered products that go through usability testing, quality assurance, prototyping, pre-production, etc.

So I wonder: did Picasso have focus testing done for the 18-34 male demographic for Guernica?

Tuesday, December 15, 2009

How to Close Read Video Games

Novels, poems, plays, short stories -- they all communicate meaning through the ways they use language and how the reader perceives the work as a whole. Even though they are fixed, static texts, vastly different readings and experiences are possible.

Is Hamlet sane, or is he secretly crazy even though he thinks he's sane? (After all, crazy people rarely think they're crazy.) Both sides (among others) have been argued, yet it's all focused on the same text. The difference is that you, personally, will find one reading more convincing than the other.

Games, meanwhile, communicate meaning through the ways they use gameplay mechanics and how the player perceives the work as a whole. Even though many of them are fixed, static spaces with only so many choices / branches, vastly different playthroughs and experiences are possible.

Monday, December 14, 2009

Welcome?

I'm not sure what you're doing here, but there aren't really any posts here yet.

Check back in January.