October, 2009


28
Oct 09

Self-destructive sexualism

The Madonna, the Mother, and the Whore isn’t just a construct; it’s the explicit reality of the vox pop.

I have a very young daughter:  every day I find myself spending more and more time thinking about how her life will turn out.  The gap between the girl who hides under the stairs when we play hide and seek, calling out to me to make sure I know she’s hiding, and the woman she’ll become seems immense, but it grows shorter with every passing hour.  And, regardless of what she wants to do when she grows up, the industry scares the hell out me.

Don’t kid yourself – women have it tough, regardless of whether you’re  talking about journalism, design, or the broader industry.  Assassin’s Creed was a game ripe for criticism; the design was repetitive, the mechanics were too simple, and the narrative was atrocious.  And despite all those very obvious flaws, what did the Intarwebs focus on? Continue reading →


26
Oct 09

IKEA, and the logic of videogame design

A visit to IKEA usually means house moving, renovating, and too much fun spent with LEGO for grown-ups. But is there an element of videogame design hidden away within the Swedish minimalism?

I never went to IKEA for videogames.

I went there for Swedish pillow covers.

But somehow I ended up with videogames. Not literally – though the day the Nordic furniture giant designs a game is a day I’ll be first in line to buy it. No, after traipsing around the gigantic, fulfil-every-homeware-need store a short drive from my home, I came to videogames through my own imagination, through IKEAs design philosophy, and through a quote emblazoned at the store’s entrance.

“Design Intelligence,” it read, “when the function is part of the design”. Continue reading →


24
Oct 09

Loaded Images: National Neuroses

Everybody has their hang-ups, even if they’re a nation. What we play in our games today can dredge up uncomfortable memories of our pasts.

When Basil Fawlty whispered, “Don’t mention the war. I mentioned it once but I think I got away with it alright”, the joke was on him;  however, he was far from being the first and last person to ever wander headlong into an international faux pas. Even Australia’s near brainless variety show Hey Hey It’s Saturday was left with mud on its face, after some of its guests decided to dab a bit on their own. As a fellow portion of the global industry that is entertainment, videogames hold the same ability to offend cross-culturally as they do to elicit any other emotion. Continue reading →


19
Oct 09

Reflections

Drowning in the bathroom wasn’t as much fun as watching their bladders explode when the toilet was removed.  But, it was close.

O’Leon hated his avatars fractionally more than he hated his life, although admitedly it was a tight race – useless parasites that they were, always crying for happiness, fulfilment, and satisfaction.  What right did they have, when his life was so deeply in the shitter?  Where was his benefactor?  Where was his protector?  Where was his all-seeing overpower, watching out and providing for his every whim?
Like many, his life hadn’t quite turned out the way he’d thought.  Much to his surprise, mediocre scores hadn’t gone on to convincingly demonstrate the failure of the public school system to grow innovative young minds like fresh flowers.  Fights with his employers hadn’t been early signs of an entreprenural mind, desperate to break free from the shackles of wage-slavery.  Being turned down at the pub was, surprisingly, not their loss.  At the end of these innumerous challenges to his clear physical and intellectual superiority, O’Lean was left sitting here, in front of his computer on a Friday night, playing a game, furiously trying to ignore reality.
And so, Leon did what he did best – control.  He tried to exert the control that he felt was lacking in his life.  He tried to direct his ennui into these tiny digital characters, punishing them for the ease of their existence.  He tortured them, he mutilated them, and he projected his life’s futility into their very souls.  And, deep down, he envied them.
It must be made clear, this wasn’t any minor envy; this was envy the strength of which is rarely seen, a deep, dark, channel from which great and terrible things emerge.  He envied them for their lack of free will, he envied them for their numerical definition, and he envied them for, quite simply, being them.  In a world where every decision of his had turned out to be the wrong one, the attractiveness of subsuming oneself to divine intervention couldn’t be denied.
And so, he played.  And, in playing, he dreamed of a life as easy as his avatars, one where his choices were directed by a grander being, one who would take the burden of choice away and leave O’Leon with the pure simplicity of following orders, good or bad.  One where free will was a meaningless construct and where pain and pleasure were deistically determined.
“Simon.”
With a sinking heart, he paused.
“Make a choice.”
His hesitation was all she needed.  Shoulders quietly crumpling, she opened the door to step into the great unknown.
He turned back to his monitor, the distraction over.  On some level, he knew that he may have missed out on the single biggest event in his life but, in the absence of a higher power or grander direction, he couldn’t bring himself to care.
And so, he played.
——————–
Baird woke up, keys leaving an impression on his cheek; for a brief moment there was a blissful void.  Then, reality came flooding back, reminding him of his damaged relationship and his dead-end job.  Looking up, he saw his simolean sitting at a computer, talking to himself, happiness meter falling.
With a sigh, Baird saved and turned off his computer.

Drowning in the bathroom wasn’t as much fun as watching their bladders explode when the toilet was removed. But, it was a close one.

O’Leon hated his avatars fractionally more than he hated his life although, admittedly, it was a tight race.  Useless parasites that they were, always crying for happiness, fulfilment, and satisfaction; what right did they have, when his life was so deeply in the shitter?  Where was his benefactor?  Where was his protector?  Where was his all-seeing overpower, watching out and providing for his every whim?

Like many, his life hadn’t quite turned out the way he’d have wanted.  Much to his surprise, mediocre scores hadn’t gone on to convincingly demonstrate the failure of the public school system to grow innovative young minds like fresh flowers.  Fights with his employers hadn’t been early signs of an entrepreneurial mind, desperate to break free from the shackles of wage-slavery.  Being turned down at the pub was, surprisingly, not their loss.  At the end of these countless challenges to his clear physical and intellectual superiority, O’Lean was left sitting here, in front of his computer on a Friday night, playing a game, furiously trying to ignore reality. Continue reading →


16
Oct 09

Arkham Asylum, and the space of traumatic memory

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Batman: Arkham Asylum holds many surprises. But most surprising of all is its thematisation of trauma.

(Beware considerable Arkham Asylum spoilers.)

Batman: Arkham Asylum was not a game I was looking forward to. Rarely is there much to be said for licensed tie-ins, and so far, the Dark Knight has lead a rather forgettable life through digital media.

Yet Arkham Asylum is more than a good use of a license. In fact, it’s more than a treasured Good Game, all in capital letters, with the twin stars of solid mechanics and decent storyline pinned on its chest.

Batman: Arkham Asylum is that rare beast: the game that has something to say. Continue reading →


14
Oct 09

A Framework for Review

Game reviews generally suck.  But, it’s entirely not our fault.  Here’s why, and here’s why it’s important.

We do what we can.  We write, we delete, we write some more, we tear at our hair, and we make a futile effort to shoehorn our experiences into what’s fundamentally a broken descriptive system.  When you get right down to it, what does an “A” really mean?  How comparable is Pathologic, with a score of 67 on Metacritic, to Rock Band, with a score of 92? Does the higher score mean one has greater objective worth than the other or that you should avoid Pathologic because “it’s a bad game”? Where does Wii Fit fit in, and what the hell do we do with Jam Sessions?

This rampant obsession with a single number as a representation of “worth” is probably the single most damning influence in experiential gaming today; it’s our personal albatross, willingly carried around our neck despite our knowing better.  I’m as guilty as the next person of relying on Metacritic to guide my dollar spend, but I know that it’s not right.  For every Braid that slips through the system by the skin of its teeth on sheer novelty value, there’s an enclave of amazing indie games that are supposedly not worth playing. Continue reading →


10
Oct 09

Numbers? We Don’t Need No Stinking Numbers!

I was lost.  Seriously lost.  And homesick.

The first part of this series is available here:  Play ball, sports fans!

You know that feeling you get when you step off the plane in a foreign country, make your way past the slavering jackals in immigration, step outside for the first time and get punched in the gut by the humidity, stare at all the signs written in strange, sometimes moving sigils for twenty minutes until you finally get accosted by a bizarre man wearing spectacles who’s waving some yellow paper in hand and trying to drag you into a three-wheeled trike with a donkey in the back, and, amidst all the chaotic raucous, you pause and ask yourself what the hell you were thinking in the first place?

Yeah, that was me about fifteen minutes after loading up MLB 09: The Show. Continue reading →