Let's say something came up and you had to miss your classroom discussion last week -- or just couldn't concentrate and want to make sure you caught everything big, but you don't want to be left out and confused at the next session. That's when you hope a friend took notes for you. I am that friend. If you missed last week's games discussions on the internet, you can check my notes:
Six Days in Fallujah and Realism:
Two weeks ago, the internet was afire with news and rumored details after Konami
announced Six Days in Fallujah (to be released in 2010). Scattered reports say Konami is interviewing US as well as
insurgent veterans of the battle. It's hard to tell what the game will actually be. Developer Atomic, publisher Konami, and press who witnessed the announcement report
various, contrary goals for the game, from objective documentary to
thoughtless fun modeled after
Gears of War. Others are trying to place the project between
Call of Duty: Modern Warfare and more rhetorically-charged games like
September 12. Obviously, it's too soon to know what the result will be.
This past week was full of discussion of the concept of a game based on the
Second Battle of Fallujah. How can we better simulate the
emotional weight carried by the combatants? Do we want
true verisimilitude at the
expense of "fun"? Is it
too soon? Too
delicate for AAA titles to
handle well? How does this game stand to change the way
non-gamers view video games?
Garnering less buzz but possibly worth comparing is the
discussion of the
highly realistic theHunter, which both chooses a somewhat less sensitive topic and charts a new course for interactive game development.
Citizen Kane:
While these debates were raging,
Leigh Alexander and Ian Bogost
talked about "our 'Citizen Kane,'" cinema analogies in games discussion, and the artistic
legitimacy of video games. Jason Rohrer had his own
comments at
GDX.
Procedural Rhetoric:
Two weeks ago, James Portnow made a
distinction between "choices" and "problems" in games. "Problems" have a tactically superior option, while the game rules don't show a preference in "choices." Last week, Craig Stern
continued the conversation, importantly noting that a problem's with optimal solution communicates the designer's perspective on the issue. Dan Bruno tackled a similar issue, finding that good role-playing often means making decisions
contrary to your player-character's best interest.
Justin Keverne
tracked the ways games and gamers work together to form the Magic Circle, and provided
examples.
Bobby Schweizer talked about the how the
conversation between gamer and game shares some discursive qualities of journalism.
Video Games and the Humanities:
Brenda Brathwaite
applied various art education models to game design education. Scott Juster at Experience Points
read Aristotle's
Poetics from the perspective of a game critic.
Brian Shurtleff's GDX
presentation sparked a conversation regarding what
stage plays can teach game designers.
Have you picked up
The Legend of Zelda and Philosophy? Henry Jenkins
interviewed contributors. Offworld
dug it.
Game Culture:
There's a great survey of the
history of chiptunes and their relationship with games.
Congress is
funding a game to teach about online predators.
EVE Online's
metagame play continues to pave
new paratextual roads. (via
Infovore)
India is getting
its own games industry. Some members of India's Hindu community
take offense to one game.
Games Criticism News:
McKenzie Wark was on the First Wall Rebate
podcast, talking
Gamer Theory, participatory writing, and
agon in the modern world.
Psychologists are talking about the
importance of free play. (via
Raph Koster)
Calendar:
Talks at
NYU's games center
New Media Literacy Conference May 2: Learning in a Participatory Culture
Philosophy of Computer Games
conference this August
GDC Austin (focusing on online games)
call for papers
Be sure to drop me a line if there's anything you find interesting this week. I'll try and include it in next week's notes.
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