A Few Things I’ve Noticed About Geek Fashion
April 25th, 2008This is a short list of links with some brief observations I felt like sharing. (Some of this information is likely going into a paper to be revised for journal submission shortly.)
This is a short list of links with some brief observations I felt like sharing. (Some of this information is likely going into a paper to be revised for journal submission shortly.)
I’ve been working on a really long links post in short fits and spurts over the last few days, realizing part way through that some of these links are thematically similar enough that they might as well be their own posts. Yesterday we got geek typologies; today, links and comments on conventions; and later this week, some links on geek fashion and on being a geeky woman.
You may have seen a certain graphic making the rounds on the geek blogs lately. It’s “Wired’s Geekster Handbook, a Field Guide to the Nerd Underground,” describing six different kinds of geeks based on their interests and some (affectionately mocked) stereotypes. The list includes fanboys, music geeks, gamers, gadget guys, hackers, and otaku, perhaps hitting the major media of geek culture in broad swaths (and throwing in one so hip and mainstream that I doubt it would’ve made this list ten to fifteen years ago).
John Rose recently wrote an article for Gamasutra titled “Fewer Mechanics, Better Game,” a look at what makes games not just enjoyable, but objectively identified as good. I found the article thoughtful and interesting. I also (almost) completely disagree with it. It fits neatly into the recent posts I’ve been doing on game narratives, appeals, and play styles, so I thought I’d take a moment to analyze another person’s perspective and explain how our opinions differ.
In our discussion about what we should call heavily story-oriented games, we got to talking about what the different appeals of video game play may be. I encourage you to go join in that discussion if you haven’t yet, as I’d love your input on what to call “narrative games.” For now, though, I came across an interesting illustration of the different appeals that games have, and I thought it was worth sharing separately.
I have been thinking a lot lately about how I want to talk about a certain subset of video games, but I don’t have precise enough terminology to do so. I’ve decided to enlist you, the bright minds of the internet, in helping to figure out a phrase for what I want to discuss.
A number of theorists and writers working in game studies have attempted to describe the shared formal properties of “games” under the assumption that Tetris and Mass Effect (for example) represent not just the same physical medium, but the same artistic form, and therefore share the same sorts of appeals. The more I write about the latter, story-oriented sort of game, however, the more I find that assumptions about the former, rules-oriented sort of game sometimes get in the way. In some ways, Tetris has about as much in common with Mass Effect as a Sudoku puzzle book has in common with a sci-fi novel. Technically, each pair belongs to a shared “medium,” but more in terms of technology and ancestry than in terms of formal conventions and aesthetic aims.
Awhile back, I devoted an entire post to Bioshock, a highly anticipated and critically acclaimed game that got me thinking a lot about the medium and our standards for evaluating it. I recently played through one of the other blockbuster games of 2007—perhaps the other blockbuster game, according to some—Bioware’s Mass Effect. Like Bioshock, Mass Effect feels like an attempt to leap forward in how we think about games as a storytelling device.
Again, I’m not really in the business of doing reviews, but this game just gave me too much food for thought to ignore. I’ll remain generally vague here, but still, expect some spoilers to follow (especially in the forum posts I link to).
Yesterday marks one year since I started up this blog. Thanks for actually showing up, commenting, linking to me, sending me other links, and generally reassuring me that you don’t have to wait for Comic Con to hang with the geek community.
Last week blogging was a little light as I attended the Popular Culture Association/American Culture Association 2008 conference (PDF schedule here). The word “geek” came up way more than I expected, considering that I was presenting on my games research and wasn’t even bringing up geeks there myself.
I thought I’d share some thoughts on a few of the panels and presentations I saw, including the panel I chaired in the Digital Games division. It’s not representative of everything I saw, and sadly, I had to miss several things I wanted to catch, but that’s the way things are at a big conference with lots of interesting stuff going on.
You might recall that I wrote a recent post about the oft-heard question of whether geeky media, like comics and video games, would ever “grow up.” In it, I suggested that video games and comics can be promoted as “adult” (or at least “not juvenile”) through concerted creative and marketing efforts. Matt S. has an interesting post up in response which asks a fair question: Why bother? Geek-friendly media clearly have relevance for geeks, and trying to make these products palatable to “high-culture” interests runs the risk of ruining what actually works about them. I started writing a comment for his blog, but it got so long that I figured I should just put it here as another post. (And I might be delayed in replying to comments, as I was delayed in posting this, due to traveling.)
Ultimately, I think we might agree more than we disagree. As I said in the original post, I don’t think all our media has to have high-brow pretensions, and I do think that adults are entitled to media that seek to do no more than to entertain (even in ways that seem juvenile to some). But it is still interesting to discuss whether the motivation to be seen as “legitimate” is even worth it.