Listen to Me Talk Too Much

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

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

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

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.

Wonks vs. Nerds

August 26th, 2010

Inside Higher Ed directs us to a couple sites describing American University‘s new branding campaign around the word ‘wonk.’ American has a website offers a description of what the term means, suggests that there are many different kinds of wonks (policy wonks, science wonks, theater wonks…), and draws a connection between the word ‘know’ (which does happen to be ‘wonk’ backwards).

I find the campaign interesting because it’s very much like MIT’s “Nerd Pride” slogan, but even more official and widespread. The various ways that American has tried to lay claim to ‘wonk’ strongly resemble the ways that people have tried to define reclaim ‘geek’ and ‘nerd,’ down to claiming that there are many “types” of geeks, and explaining meaning through backronyms like “general electrical engineering knowledge” or “knurd” (for “drunk” backwards). Given that American University is based out of Washington D.C. and attracting many students who are quite interested in being described as “policy wonks” someday, the new campaign is a kind of way to signal that it’s producing a particular local flavor of geek.

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Scott Pilgrim vs. the Cultural Critique

August 17th, 2010

For a movie that hasn’t made much of a splash in box office take, Scott Pilgrim vs. the World certainly seems to have people talking. The movie opened 5th in the box office last weekend. It was beaten out by two new movies, The Expendables and Eat Pray Love, and by two movies who’d fallen about 40-50% in sales (one being Inception, arguable another nerd-bait feature).

Cinema Blend offers “5 Reasons Scott Pilgrim vs. the World Failed to Find an Audience,” but its reasoning is somewhat suspect at times, and even the title seems like a misnomer to me. “Scott Pilgrim” is currently the top Trending Topic on Twitter. My friends have been talking about it for weeks; a bunch of us saw a free advance screening, and a bunch more saw it on opening weekend. The blogs I follow regularly have been generally gushing praise. The issue doesn’t really seem to be that it “failed to find an audience,” but that the audience it found wasn’t really big enough to promise the kind of box office take that you’d expect with a $60 million budget. The whole phenomenon feels strangely reminiscent of Snakes on a Plane: Everyone was expecting the hype to equal success, when in fact it might have been only enough to make sure the movie makes a modest profit in the long run.

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Links: Games, Comics, Community, Feminism

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

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

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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The Epidemics Epidemic

August 4th, 2010

I’d like to quote something from a recent article on the “narcissism epidemic” or “Generation Me” at the Chronicle of Higher Education:

The social sciences have too often jumped in feet first, raising unnecessary panics over video games, “fad” mental illnesses, and “crises” of sexual assault. I’ll acknowledge that it’s probably difficult to sell a book or get a government grant arguing that something isn’t a big problem, yet it is time for the social sciences to carefully consider the chasm that too often exists between the data that they produce and the claims they make to the scientific community and general public. Words such as “epidemic” should only ever be preceded by words like “smallpox,” and should henceforth be stricken from the social scientist’s lingo. (…)

The evidence just isn’t there for an epidemic of narcissism or anything else. Social scientists would do well to exercise a degree of caution when interpreting data. Just like with the little boy who cries wolf, people are bound to notice too many phantom epidemics. The price to be paid is the credibility of social science itself.

Of course I was thinking “video games” (and “comic books”) before I even got to the part of the article where the author mentions this. (Little did I know while reading this that the author, an associate professor of psychology at Texas A&M, has already written about his take on game “violence” in particular.) I recommend the article for all academics who will wring their hands over the next big cultural boogeyman, and to all professors who lament the moral fiber of “kids today.”

(And as an added side note: As someone who was bullied and played dodgeball as a kid, I’m a little offended by the commenter who calls dodgeball a “particularly horrific game (in which authority figures actually encourage normal kids to act like bullies).” Maybe the bullies were different in this person’s neighborhood, but where I grew up, bullies beat you up, up-close and personal, and did not invite you to play a game of dodgeball with them.)