Archive for the 'Games' Category

It’s About Games, Not Pockets

Wednesday, January 11th, 2012

After months of blog silence, I emerge from my internet hibernation to unleash upon you a flurry of articles about video games. I’ve been quiet around these parts mostly because of all the writing I’ve been doing elsewhere – and the venue I’ve poured the most into finally launched today. PocketNext presents reviews, previews, interviews, and features on free mobile games (but their new Features Editor is kind of a big nerd).

We’re launching with a bunch of reviews already up, with plenty more on the way. I’d especially like to draw your attention, however, to some of the commentaries and features I’ve been working on over the last few months, including pieces on…

I’ll have more to say soon about some of the other venues I’ve been writing for. For now, though, I’m too excited about this project finally seeing the light of day to share this space with anything else!

The Tales Dead Men Don’t Tell

Tuesday, September 13th, 2011

Remember Dead Island? Maybe you saw the award-winning trailer some months back. Internet audiences were captivated by its short, strangely affecting story of a family torn apart by zombies (both literally and figuratively). The reviews coming out now, of course, paint a picture of a game pretty unlike that singularly remarkable advertisement, and the comparisons aren’t really favorable. Dead Island’s ad seemed to promise something new that the game itself wasn’t prepared to deliver, something that developers still have yet to make a reality, something that gamers and even broader audiences are still hoping to see – and it isn’t just an especially emotional zombie game.

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Listen to Me Talk Too Much

Tuesday, March 1st, 2011

I made a guest appearance on the latest episode of The Incomparable Podcast with my good friends Dan Moren and Tony Sindelar, and my new gaming idol, Scott McNulty. The topic: roleplaying games! (Apologies if you’re offended by podcasts that break Godwin’s Law as early as the title, though, even if it is in the context of a gaming joke.)

During the podcast, each of us chats about our personal experiences in gaming, I fail to restrain myself from babbling about my dissertation research, Scott awes and terrifies with his tales of villainy, and Hipster, Please! gets an unplanned plug (because we recorded it right when I finally got around to listening to 20-Sided Rhymes). I hope you enjoy it.

The Game(s) of The Year

Thursday, January 20th, 2011

I love video games. But….

I realized recently that just about everything I write about games could start that way. I write about games because I find them so interesting to play and to analyze, but as any of my friends will tell you, I am one of the most cantankerous and critical entertainment consumers you will ever meet. I’m the guy who complains on the way out of the epic movie we just watched together because of that plot hole in act 2, or who watches every episode of Lost just to pick apart every foreshadowed plot point that never comes up again, or who tells you in one conversation that he loved Red Dead Redemption and then will go write an entire blog post about its flaws.

I am hard to please, and even when I am pleased, I’ll probably still criticize. This is why I don’t really reflect much on the “Game of the Year.” I can’t pick one; I’m too picky.

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Red Dead Railroading

Monday, January 3rd, 2011

Rockstar’s Red Dead Redemption represents an interesting contradiction in game design. On the one hand, as a “sandbox” game, it represents everything that game critics and scholars have been saying about how the real strength of the medium is in choice, challenge, and exploration, and not in traditional storytelling. On the other hand, the story it tells—if you make a point to actually follow instructions and go complete story missions—is exceptionally linear, sometimes even restrictively so. Critics seem pretty darn near universally tickled pink by both aspects of the game, gushing not only about the richness and fidelity of the world, but also about their involvement with story and attachment to characters.

I liked the game, too, but I think I must have been spoiled by all the RPGs I play that take “choice” as a matter of course in plot development. Actually, what bothered me most about Red Dead Redemption wasn’t the lack of choice per se in any given interaction—such as not being able to choose your own dialog in cut scenes, as you might in many RPGs—but the times where it looked like I had a choice and it turned out I didn’t.

(Some major SPOILERS follow.)

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Hunting for Mysteries

Tuesday, December 14th, 2010

I have a new article up online, titled “Hunting for Mysteries.” It’s a short piece inspired by both my research and my personal experiences at the MIT Mystery Hunt (which I look forward to attending again in about a month).

You might notice that this isn’t the kind of peer-reviewed, open-access academic research article I normally link to here. For a change of pace, I thought I’d pitch this one to one of my favorite online magazines, The Escapist Magazine. I’ve been reading The Escapist‘s thoughtful articles on gaming since the publication was available as a (smartly designed) PDF download, and I’ve been pleased to see it getting some additional attention lately through features like Ben “Yahtzee” Croshaw’s Zero Punctuation reviews.

Even in my academic writing, I try not to sound that academic. Still, it was nice in this case to just relate an experience without worrying about whether I mention enough French theorists or statistical data to be taken seriously by my readers. Also, did you know that some publications will pay you to write things? The novelty of this has yet to wear off. Anyway, I hope you enjoy the piece as much as I enjoyed writing it.

Links: Games, Comics, Community, Feminism

Monday, August 16th, 2010

I’ll be honest with you: I need to put these links somewhere before my browser crashes again under the combined weight of all my tabs. Please accept these half-formed thoughts.

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The “Lost” Appeals of Gaming

Thursday, August 12th, 2010

Back in February, I presented a paper at the Popular Culture Association conference in St. Louis on what I’ve been referring to around here as the multiple appeals of gaming. I’ve been coming back to the paper on and off ever since, poking and prodding it in an attempt to yield something I’d be proud to publish.

The basic point of the paper is to offer a rough typology of elements that players find “appealing” about games, providing an analytical vocabulary that critics, scholars, and developers can use in describing what “works” (and what doesn’t) in game, and why, without assuming that it’s the players themselves who exist in types. The appeals I’ve been looking at are those that I’ve heard or read players themselves describe, even if indirectly, when discussing how they engage with games. I’ve been describing these appeals lately mastery, story, sociality, and foolery (not too unlike what I called them in my early musings on this subject). Some other kinds of appeals have occurred to me as potentially worth discussing, though I haven’t heard other players specifically describe them as much—e.g., do the Wii and Dance Dance Revolution offer an appeal of physicality distinct from other kinds of appeals?

It’s occurred to me recently, though, that I’m leaving out a couple other kinds of “appeals” almost willfully, and maybe that’s just a bit too convenient for me. You don’t hear players describing these as things they like about games, but you might hear players note them as reasons why they play games.

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What Alpha Protocol Got Right

Friday, August 6th, 2010

I recently picked up a discounted copy of Alpha Protocol, an “Espionage RPG” by Obsidian. I waited for it to go on discount because it generally got moderate-to-terrible reviews. (I saw a fan in an Alpha Protocol forum defending the game by exclaiming, “Alpha Protocol isn’t BAD, it’s MEDIOCRE!”) Apparently enough other players also waited for the discount to kick in before buying, as sales have been so low that Obsidian isn’t even planning to make a sequel. This disappoints me terribly, as Alpha Protocol had the potential to be one of the most important RPG series in the development of narrative gaming.

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Arcadian Rhythms: Gaming and Interaction in Social Space

Thursday, July 22nd, 2010

I have a new article up, titled “Arcadian Rhythms: Gaming and Interaction in Social Space.” It’s published in Reconstruction, a peer-reviewed journal of cultural research available for free online. (And don’t be put off by the French theorist in my abstract. I’m pretty sure the piece is accessible overall.)

This article focuses on how people interact in arcades, and how social dynamics and the cultural connotations behind games influences who plays what and with whom. It’s not nominally about geeks or geek cultures, but this study did end up influencing how I thought about my dissertation research. When you get to the parts about how people insulate themselves socially, and particularly one moment in which a boy loudly proclaims upon winning a game, “I’m the One! I’m ****in’ Neo!”, you may see what I mean.

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