<?xml version="1.0" encoding="UTF-8"?>
<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" version="2.0">

<channel>
	<title>The Artful Gamer</title>
	
	<link>http://www.artfulgamer.com</link>
	<description>in search of the poetic and lyrical in video games</description>
	<lastBuildDate>Thu, 10 Nov 2011 06:05:35 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.3</generator>
		<atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/rss+xml" href="http://feeds.feedburner.com/ArtfulGamer" /><feedburner:info uri="artfulgamer" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><feedburner:feedFlare href="http://add.my.yahoo.com/rss?url=http%3A%2F%2Ffeeds.feedburner.com%2FArtfulGamer" src="http://us.i1.yimg.com/us.yimg.com/i/us/my/addtomyyahoo4.gif">Subscribe with My Yahoo!</feedburner:feedFlare><feedburner:feedFlare href="http://www.newsgator.com/ngs/subscriber/subext.aspx?url=http%3A%2F%2Ffeeds.feedburner.com%2FArtfulGamer" src="http://www.newsgator.com/images/ngsub1.gif">Subscribe with NewsGator</feedburner:feedFlare><feedburner:feedFlare href="http://feeds.my.aol.com/add.jsp?url=http%3A%2F%2Ffeeds.feedburner.com%2FArtfulGamer" src="http://o.aolcdn.com/favorites.my.aol.com/webmaster/ffclient/webroot/locale/en-US/images/myAOLButtonSmall.gif">Subscribe with My AOL</feedburner:feedFlare><feedburner:feedFlare href="http://www.bloglines.com/sub/http://feeds.feedburner.com/ArtfulGamer" src="http://www.bloglines.com/images/sub_modern11.gif">Subscribe with Bloglines</feedburner:feedFlare><feedburner:feedFlare href="http://www.netvibes.com/subscribe.php?url=http%3A%2F%2Ffeeds.feedburner.com%2FArtfulGamer" src="http://www.netvibes.com/img/add2netvibes.gif">Subscribe with Netvibes</feedburner:feedFlare><feedburner:feedFlare href="http://fusion.google.com/add?feedurl=http%3A%2F%2Ffeeds.feedburner.com%2FArtfulGamer" src="http://buttons.googlesyndication.com/fusion/add.gif">Subscribe with Google</feedburner:feedFlare><feedburner:feedFlare href="http://www.pageflakes.com/subscribe.aspx?url=http%3A%2F%2Ffeeds.feedburner.com%2FArtfulGamer" src="http://www.pageflakes.com/ImageFile.ashx?instanceId=Static_4&amp;fileName=ATP_blu_91x17.gif">Subscribe with Pageflakes</feedburner:feedFlare><item>
		<title>The Somber World of Wither</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/ewonT8ohkuU/</link>
		<comments>http://www.artfulgamer.com/2011/11/03/wither/#comments</comments>
		<pubDate>Thu, 03 Nov 2011 21:26:08 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Artful Games]]></category>
		<category><![CDATA[Game Art]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=897</guid>
		<description><![CDATA[The RPG Maker crowd is a world unto its own. I&#8217;ve steered clear of the fan projects that emerge from it over the years, because, let&#8217;s face it, the depth of gameplay and story that I need in games often isn&#8217;t there. But, based on a recommendation from the nice folks at Meridian Dance, I [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.artfulgamer.com/wp-content/uploads/2011/11/wither11.png" rel="lightbox[897]"><img class="alignleft size-full wp-image-905" style="border-width: 2px; border-color: black; border-style: solid; margin: 10px;" title="wither1" src="http://www.artfulgamer.com/wp-content/uploads/2011/11/wither11.png" alt="" width="307" height="231" /></a><a href="http://www.artfulgamer.com/wp-content/uploads/2011/11/wither11.png" rel="lightbox[897]"><br />
</a>The RPG Maker crowd is a world unto its own. I&#8217;ve steered clear of the fan projects that emerge from it over the years, because, let&#8217;s face it, the depth of gameplay and story that I need in games often isn&#8217;t there. But, based on a recommendation from the nice folks at <a href="http://meridiandance.org/">Meridian Dance</a>, I gave it a shot. Despite my own misgivings about RPG Maker games, I was delighted (and disturbed) to find a game that invoked more emotion in me than any other indie game to date.</p>
<p>Before you read on, head over to the <a href="http://rpgmaker.net/games/3434/">Wither page and give it a go</a> (Windows-only, Mac users will have to run Parallels/VMWare/Boot Camp). The game can be finished in 5-10 minutes. If you&#8217;re not the kind who cares about spoilers, then please, read on&#8230;</p>
<p><span id="more-897"></span>On its surface <em>Wither</em> won&#8217;t grab most players. It visually borrows the cabbage-green Game Boy aesthetic of the 80&#8242;s and 90&#8242;s, the sounds are lifted from other games, the gameplay isn&#8217;t much of an improvement upon Pokémon Red, there are <em>no battles</em> to speak of, the story is small and unambitious, and its earnest 8-bit melodies hardly stir up a sense of grandeur.</p>
<p><a href="http://www.artfulgamer.com/wp-content/uploads/2011/11/wither3.png" rel="lightbox[897]"><img class="size-medium wp-image-901 alignright" style="border-width: 2px; border-color: black; border-style: solid; margin: 10px;" title="wither3" src="http://www.artfulgamer.com/wp-content/uploads/2011/11/wither3-300x225.png" alt="" width="300" height="225" /></a>But even a few minutes of the delightfully simple yet otherworldly dialogue disturbs me from any of these criticisms<em>. </em><em>Wither&#8217;s</em> charm comes from the tiny, almost unnoticeable details that unsettle me. When I sit down on the bed, I am prompted with <strong><em>YOU HAVE A NIGHTMARE.</em></strong> The phrase prepares me for a journey into a desolate underworld littered with the skulls and carcasses of animals, juxtaposed with beautiful flowers.The music reminds me of the kind played in funeral homes: synthesized organs echoing the somber mood that call me back to memories of a dead loved one. The grey/green-scale artwork embraces a monochromatic world, as a story about guilt and depression quickly emerges. The lighthearted Game Boy-esque experience manages a perfect disharmony with its sober tone. But all of these elements are crafted together with subtlety, and the author doesn&#8217;t beat us over the head with cheap metaphors or sentiment.</p>
<p><a href="http://www.artfulgamer.com/wp-content/uploads/2011/11/wither5.png" rel="lightbox[897]"><br />
</a><img class="alignleft size-medium wp-image-903" style="border-width: 2px; border-color: black; border-style: solid; margin: 10px;" title="wither6" src="http://www.artfulgamer.com/wp-content/uploads/2011/11/wither6-300x226.png" alt="" width="300" height="226" />What separates <em>Wither</em> from games like Jason Rohrer&#8217;s <em>Passage</em> that try to grapple with the same kinds of human existential problems? <em>Passage</em> tries to<strong> mechanically represent emotion through gameplay </strong>(e.g. walking forward in time and watching one&#8217;s loved one age and die) <strong>that leaves absolutely no room for interpretation.</strong> In contrast,<strong> through strangely poetic moments like having bizarre nightmares and witnessing suicides</strong>, <em>Wither</em> leaves the protagonist&#8217;s psychological world open to interpretation.</p>
<p>If it is clear to the player that at some point the protagonist has reached <a href="http://en.wikipedia.org/wiki/The_Farthest_Shore" target="_blank">the Farthest Shore</a> (quite literally &#8211; via a boat) in search of her/his loved one, just what this means is open for debate. How should one deal with personal tragedy? Does losing someone mean losing one&#8217;s own life too? Or is there a way of coming back to the world of the living after making this crossing? The game was never intended to address (or answer) existential questions, but the fact that I can entertain these questions after playing through Rastek&#8217;s &#8220;poetic-prose&#8221; is a recognition of <em>Wither&#8217;s</em> minimalistic expressive power. <strong><em>Wither</em> is, by design or by accident, far more artistic than any game that advertises itself as such.</strong></p>
<p style="padding-left: 30px;"><em>Note: Melly Tan has a much more extended and articulate write-up on Wither that I could only dream of writing myself. I strongly suggest <a href="http://meridiandance.org/?p=2913">heading over to Meridian Dance and reading her article</a> if you&#8217;ve played the game and are craving more analysis.</em></p>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=897&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2011/11/03/wither/feed/</wfw:commentRss>
		<slash:comments>12</slash:comments>
		<feedburner:origLink>http://www.artfulgamer.com/2011/11/03/wither/</feedburner:origLink></item>
		<item>
		<title>Take Me Home, Country Roads</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/FXOuY9pssz4/</link>
		<comments>http://www.artfulgamer.com/2011/05/05/take-me-home-country-roads/#comments</comments>
		<pubDate>Fri, 06 May 2011 03:28:51 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Artful Games]]></category>
		<category><![CDATA[Game Psychology]]></category>
		<category><![CDATA[Phenomenology]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=864</guid>
		<description><![CDATA[When I read Jorge Albor&#8217;s recent post &#8220;True and False Memories&#8221; over at Experience Points, I was genuinely touched by the experience he earnestly articulated. He describes the intense feeling of familiarity and comfort that we have when we play certain games; I can think of no better term to describe that feeling than what [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.artfulgamer.com/wp-content/uploads/2011/05/sid_meiers_pirates.gif" rel="lightbox[864]"><img class="alignleft size-full wp-image-885" style="margin: 10px; border: 2px solid black;" title="sid_meiers_pirates" src="http://www.artfulgamer.com/wp-content/uploads/2011/05/sid_meiers_pirates.gif" alt="" width="320" height="200" /></a>When I read Jorge Albor&#8217;s recent post <a href="http://www.experiencepoints.net/2011/05/true-and-false-memories.html" target="_blank">&#8220;True and False Memories&#8221;</a> over at <a href="http://www.experiencepoints.net" target="_blank">Experience Points</a>, I was genuinely touched by the experience he earnestly articulated. He describes the intense feeling of familiarity and comfort that we have when we play certain games; I can think of no better term to describe that feeling than what Jorge calls &#8220;homecoming&#8221;. In Jorge&#8217;s case, that feeling of homecoming appeared when he inhabited the familiar space, the sights and sounds, of Aperture Labs in <em>Portal 2.</em> Like picking up a new pair of shoes and finding out that they fit just like a pair in childhood did. Jorge rightly distinguishes <em>homecoming</em> from <em>recollection</em> &#8211; the latter being a specific memory tied to a specific past, while the former being a feeling tied to an imagined past. In this post I try to work out what homecoming means, and show that it is neither a case of false memory or nostalgia, but rather a different kind of true memory: <em>one that discloses a personal past that should-have-been.</em></p>
<p><span id="more-864"></span></p>
<h3>Homecoming: False Memory or Truth?</h3>
<p>How is it that we can experience homecoming in a completely new game? Conventional psychological theory tells us that memories are like photographic images stored somewhere in the brain, and when we have a memory of something that we could not have possibly experienced in our lifetime, that it is a &#8220;false memory&#8221;. Similarly, when someone hearkens back to a childhood that seems altogether rose-tinted, we accuse them of nostalgia for a past that never really existed. In both cases there is heavy emphasis upon the idea that what is &#8220;true&#8221; or &#8220;real&#8221; about our memories is that they correctly represent what &#8220;actually&#8221; happened in the past. When we let sentimental/romantic feelings like comfort and familiarity take us over, the memories we have are distorted by those feelings.</p>
<h3>An Imagined Childhood</h3>
<p><a href="http://www.artfulgamer.com/wp-content/uploads/2011/05/167249-15-screenshot.jpg" rel="lightbox[864]"><img class="alignright size-medium wp-image-886" style="margin: 10px; border: 2px solid black;" title="167249-15-screenshot" src="http://www.artfulgamer.com/wp-content/uploads/2011/05/167249-15-screenshot-300x239.jpg" alt="" width="300" height="239" /></a>But that does not help to explain how and why homecoming <em>feels real to us,</em> and how a brand new game can send our hearts back to a past that we may not have even experienced for ourselves. Most recently, I had that feeling playing <em>Mount &amp; Blade: Warband</em>. The first hour of <em>Warband</em> was like being sent back to the early 1990&#8242;s, playing <em>Sid Meier&#8217;s Pirates!</em> <a href="http://elder-geek.com/2010/04/mount-blade-warband-review/" target="_blank">I am not the first person to comment on the many similarities between </a><em><a href="http://elder-geek.com/2010/04/mount-blade-warband-review/" target="_blank">Warband</a></em><a href="http://elder-geek.com/2010/04/mount-blade-warband-review/" target="_blank"> and </a><em><a href="http://elder-geek.com/2010/04/mount-blade-warband-review/" target="_blank">Pirates!</a></em> (some even sneer &#8216;It is just Pirates! with horses and castles&#8217;). But it wasn&#8217;t just the gameplay that reminded me of Sid Meier&#8217;s original creation, it was the entire expressive style of <em>Warband</em> that made me feel like I was back home, huddled around an old 286 with a couple of my buddies, doing our damndest to haul ass back to Antigua with a frigate full of illicit booty.</p>
<p>The thing is, <em>I never owned Pirates!</em> <em>back in the 1990&#8242;s</em>. But a couple of my friends did own the game, and they would regale me with tales of buccaneering and swashbuckling on the high seas. They would hang out together in a bedroom during those balmy junior high school summers, glued to the computer and taking turns in the hot seat until the wee hours of the morning. At least, <em>that is how I imagine it</em>. And for all intents and purposes, that&#8217;s what growing up on a farm in western Canada was all about in the 90&#8242;s: weeks of boredom punctuated by days of intense gaming with your closest friend. (Or, in my case, with my sister).</p>
<p><a href="http://www.artfulgamer.com/wp-content/uploads/2011/05/282895-sid-meier-s-pirates-amiga-screenshot-meeting-with-the-governor.png" rel="lightbox[864]"><img class="alignleft size-medium wp-image-887" style="margin: 10px; border: 2px solid black;" title="282895-sid-meier-s-pirates-amiga-screenshot-meeting-with-the-governor" src="http://www.artfulgamer.com/wp-content/uploads/2011/05/282895-sid-meier-s-pirates-amiga-screenshot-meeting-with-the-governor-300x187.png" alt="" width="300" height="187" /></a>In actuality, I didn&#8217;t play <em>Pirates! Gold</em> until 1998 on my Pentium-133. I played it by myself, in my lonely single-bedroom apartment. No story there.</p>
<p>So: I have this feeling of homecoming when I play <em>Mount &amp; Blade: Warband</em> that hearkens back to a childhood that I did not &#8220;actually&#8221; live, but <em>I feel like I should have lived</em>. If we listen to the average social psychologist, I sound like an irreparably damaged person who can&#8217;t distinguish between their imagination and their recollections.</p>
<p>But if we take a much different approach to memory, what appears to be childish nostalgia is instead a powerful disclosure of the essence of gaming. Phenomenologist and philosopher Gaston Bachelard, thinking about our encounters with bird nests, writes that homecoming &#8220;takes us back to our childhood or, rather, to <em>a</em> childhood; to the childhoods we should have had.  For not many of us have been endowed by life with the full measure of its cosmic implications.&#8221;</p>
<h3>Homecoming as Re-inhabiting the Past</h3>
<p>Let&#8217;s face it: most of us, in actuality, squandered youthhood on terrible console games and even worse TV shows and music. But the youthhood of the adult, the one that I experience now as I play games in a way that I <em>should have</em> when I was a teenager, creates new memories and new experiences. When I feel homecoming in a great game, I do not fabricate my childhood (as the social psychologist thinks), but I re-imagine what being-at-home felt like as a boy, and lend my childhood over to the experience that I am making with the game.</p>
<p>If that is true &#8211; that my childhood is changing and revealing new truths about me as I play games &#8211; then <strong>we do not interpret games: games interpret us</strong>.</p>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=864&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2011/05/05/take-me-home-country-roads/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		<feedburner:origLink>http://www.artfulgamer.com/2011/05/05/take-me-home-country-roads/</feedburner:origLink></item>
		<item>
		<title>Retro Photo Shoot: Commodore 64c</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/EU2RhWP9ZeI/</link>
		<comments>http://www.artfulgamer.com/2011/05/05/retro-photo-shoot-commodore-64c/#comments</comments>
		<pubDate>Thu, 05 May 2011 20:38:00 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Phenomenology]]></category>
		<category><![CDATA[Retro Gaming]]></category>
		<category><![CDATA[Retro Gaming Photography]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=866</guid>
		<description><![CDATA[For the last five years, I&#8217;ve collected all sorts of retro computers and console hardware, everything from a sleek and compact Apple //c to a classy Amiga 1000 to a venerable Game Boy Color. I originally thought that each system would take its place in a monstrous basement boycave full of ye olde games of yesteryear, [...]]]></description>
			<content:encoded><![CDATA[<p>For the last five years, I&#8217;ve collected all sorts of retro computers and console hardware, everything from a sleek and compact <em>Apple //c</em> to a classy <em>Amiga 1000</em> to a venerable <em>Game Boy Color</em>. I originally thought that each system would take its place in a monstrous basement boycave full of ye olde games of yesteryear, but the reality of work and family has more or less eradicated that dream. So, instead, I thought I would have some fun as I give away, sell off, and trash some of the systems that have collected dust in my basement over the years.</p>
<p><span id="more-866"></span></p>
<p>The first in this series of retro photo shoots is a Commodore 64c. The C64c was a re-release of the original C64. The new, angular, grey case was modelled after the Commodore 128, and featured some design changes to the main board that shrunk the number of chips used by integrating them into the new VLSI chip. The original C64 keyboard &#8211; which was brutally difficult to type on &#8211; was replaced by a slightly different keyboard with lighter springs, while maintaining the familiar hollow <em>clack!-clack!</em> of each keypress. In Canada, the system was sold for $299.99 CAD at <em>Canadian Tire</em> (a national tool and automotive chain), along with the 1541-II disk drive for a whopping $399.99. The matching Commodore 1802 monitor would run you another $399.99.</p>
<p>This particular machine looks like it sat in some young gamer&#8217;s room for years, with fingerprint dirt smudges caked on the <strong>*</strong> and <strong>8</strong> and <strong>1</strong> keys, and finger grease gunked up around the power switch. <em>Well-loved</em> would be an understatement. I dig through the diskette box: this particular gamer was a fan of side-scrolling action games like <em>Bop&#8217;n'Wrestle</em>, <em>Epyx Winter Games</em> and <em>California Games</em>. Interspersed with the action games, there are a fair number of AD&amp;D Gold Box games like <em>Pool of Radiance</em> and <em>Hillsfar</em>. A well-worn copy of <em>Ultima V: Warriors of Destiny</em> even has the original cloth map and the Codex coin. I get the sense that I am either looking at the artifacts of one very well-versed gamer, or perhaps two gamers sharing one computer: one who likes their slow-moving RPGs and the other into fast-paced action. A copy of <em>Gortek and the Microchips</em> tells me that mom and dad insisted that the child learn a programming language. Whoever they were, their parent(s) shelled out over $1100 to put together a very slick system, not to mention one heckuva game collection.</p>
<p>I slide MECC&#8217;s <em>Odell Lake</em> into the 1541-II&#8217;s disk drive, and flip down the locking lever with a satisfying <em>snick!</em> I type <strong>LOAD&#8221;*&#8221;,8,1</strong> and walk away to grab a coffee. I have enough time to pull a shot of espresso, steam some milk, and grab a handful of cookies. When I come back into the living room, the disk drive is still humming away quietly. <em>Odell Lake</em> appears on the screen, with MECC&#8217;s particular style of edutainment.</p>
<p><a href="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3287.jpg" rel="lightbox[866]"><img class="alignleft size-thumbnail wp-image-869" title="DSC_3287" src="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3287-150x150.jpg" alt="" width="150" height="150" /></a><img class="alignleft size-thumbnail wp-image-871" title="DSC_3290" src="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3290-150x150.jpg" alt="" width="150" height="150" /><a href="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3284.jpg" rel="lightbox[866]"><img class="alignleft size-thumbnail wp-image-868" title="DSC_3284" src="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3284-150x150.jpg" alt="" width="150" height="150" /></a><br />
<a href="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3289.jpg" rel="lightbox[866]"><img class="alignleft size-thumbnail wp-image-870" title="DSC_3289" src="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3289-150x150.jpg" alt="" width="150" height="150" /></a><br />
<a href="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3297.jpg" rel="lightbox[866]"><img class="alignleft size-thumbnail wp-image-874" title="DSC_3297" src="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3297-150x150.jpg" alt="" width="150" height="150" /></a><br />
<a href="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3280.jpg" rel="lightbox[866]"><img class="alignleft size-thumbnail wp-image-867" title="DSC_3280" src="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3280-150x150.jpg" alt="" width="150" height="150" /></a><br />
<a href="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3295.jpg" rel="lightbox[866]"><img class="alignleft size-thumbnail wp-image-873" title="DSC_3295" src="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3295-150x150.jpg" alt="" width="150" height="150" /></a><br />
<a href="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3291.jpg" rel="lightbox[866]"><img class="alignleft size-thumbnail wp-image-872" title="DSC_3291" src="http://www.artfulgamer.com/wp-content/uploads/2011/05/DSC_3291-150x150.jpg" alt="" width="150" height="150" /></a></p>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=866&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2011/05/05/retro-photo-shoot-commodore-64c/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
		<feedburner:origLink>http://www.artfulgamer.com/2011/05/05/retro-photo-shoot-commodore-64c/</feedburner:origLink></item>
		<item>
		<title>Returning to the Roots of RPGs: A Homecoming for Kids</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/9EwNSgyp9bo/</link>
		<comments>http://www.artfulgamer.com/2011/04/19/returning-to-the-roots-of-rpgs/#comments</comments>
		<pubDate>Wed, 20 Apr 2011 05:24:24 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Artful Games]]></category>
		<category><![CDATA[Game History]]></category>
		<category><![CDATA[Game Psychology]]></category>
		<category><![CDATA[Sociality and Gaming]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=841</guid>
		<description><![CDATA[When I was fourteen years old, I bought the complete Dungeons and Dragons Basic Set from my older teenaged neighbour for $10 (including colour changing dice!). I remember shaking with anticipation as I got home, imagining all of the amazing adventures that my friends and I would go on together. When I got home, I called [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft size-medium wp-image-844" style="margin: 10px; border: 2px solid black;" title="d&amp;d basic set" src="http://www.artfulgamer.com/wp-content/uploads/2011/04/1131_1-225x300.jpg" alt="" width="225" height="300" /></p>
<p>When I was fourteen years old, I bought the complete <em>Dungeons and Dragons Basic Set</em> from my older teenaged neighbour for $10 (including colour changing dice!). I remember shaking with anticipation as I got home, imagining all of the amazing adventures that my friends and I would go on together. When I got home, I called three of my closest friends up and asked them if they wanted to come over and play a game of D&amp;D together. The response was less than enthusiastic, and the game ended up collecting dust on my bookshelf, along with a dozen-or-so character sheets that I laboriously worked on.</p>
<p>I grew up in a time and place where the word &#8220;<em>D&amp;D&#8221;</em> was tantamount to declaring yourself a sexless nerd, loner or devil worshipper to the entire junior high school. It was the early 1990&#8242;s, and the intense popularity of <em>Dungeons and Dragons</em> in the 70s and 80s was wearing off fast. The idea of sitting around a table with a few buddies and calling up fantasied worlds with a roll of the dice was coming up against the harsher realities of grunge music and the gulf war. The farm town I grew up in was predominantly Catholic. Films like <em>Mazes and Monsters</em> starring Tom Hanks (a teenager who suffers from psychosis and starts to live out his D&amp;D character in real life), and the religious backlash of the 1980s against D&amp;D was firmly embedded in the memories of parents and us kids.</p>
<p>In this article I consider the major comeback, at least in my life and those people around me, that pen&#8217;n'paper roleplaying games are making, and consider the repercussions that this will have for how the youth of today will experience future cRPGs.</p>
<p><span id="more-841"></span></p>
<h3>1990: CRPGs Emerge in the Golden Age</h3>
<p><a href="http://www.artfulgamer.com/wp-content/uploads/2011/04/Pyros.png" rel="lightbox[841]"><img class="alignright size-full wp-image-851" style="margin: 10px; border: 2px solid black;" title="Pyros" src="http://www.artfulgamer.com/wp-content/uploads/2011/04/Pyros.png" alt="" width="320" height="200" /></a>To fill that gap, I turned to computer role playing games like the <em>Ultima</em> series, the <em>Quest for Glory</em> series, <em>Wing Commander: Privateer, Betrayal at Krondor, </em>and (years later) <em>Fallout</em>. These were games that had strong central characters who were on quests to save the world, involved dark and esoteric forms of magic or skilfulness, and demanded an imaginative leap from the player. I had to identify and empathize with the characters of the world if I was going to devote dozens of hours to saving it, and this gaming fulfilled a gigantic imaginative and moral gap in my life as a teenager, allowing me to explore dangerous or taboo topics in a safe manner. These games, while not particularly approved of by most parents and friends (I am sure that my parents worried at how many evenings I spent with <em>Ultima VIII: Pagan</em>), at least were too new to have acquired the stigma that <em>D&amp;D</em> had. If the 1980s was the decade of pen&#8217;n'paper gaming, the 1990s was the decade of the CRPG.</p>
<p style="text-align: left;">(This is fairly consistent with the timeline that Matt Barton draws up in <em><a href="http://www.amazon.com/dp/1568814119?tag=armcharcad-20&amp;camp=14573&amp;creative=327641&amp;linkCode=as1&amp;creativeASIN=1568814119&amp;adid=10M5SFD36QVX338BP17C&amp;" target="_blank">Dungeons &amp; Desktops: The History of Computer Role-Playing Games</a>.</em> Barton argues that the late 1980&#8242;s and early 1990&#8242;s usher in a &#8220;Golden Age&#8221; of computer and console roleplaying games.)</p>
<p style="text-align: left;"><a href="http://www.artfulgamer.com/wp-content/uploads/2011/04/Betrayal_at_Krondor_-_character_sheet.jpg" rel="lightbox[841]"><br />
</a><img class="alignleft size-medium wp-image-853" style="margin: 10px; border: 2px solid black;" title="Betrayal_at_Krondor_-_character_sheet" src="http://www.artfulgamer.com/wp-content/uploads/2011/04/Betrayal_at_Krondor_-_character_sheet-300x187.jpg" alt="" width="300" height="187" />Being a teenager during the Golden Age of CRPGs meant that I was in an awkward spot &#8211; I was part of a generation who bridged the older pen&#8217;n'paper tradition with a new CRPG-literate generation of gamers. I learned some of the language of role-playing through fantasy books, some through my brief flirts with the <em>D&amp;D Basic Set</em>, and most through the dominant CRPGs of that time. My understanding of an RPG was that it was part imagination, but mostly set in a world of characters and places that were pre-determined by the author or designer. Sure, they could come up with non-linear ways of telling a story (i.e. <em>Wing Commander: Privateer</em> follows a largely player-directed story arc) but the content of the game was largely predetermined. Or, if the plot was predeterminate, I might focus on customizing my character and focusing on certain skills and abilities that I found important, such as my Magic User in <em>Quest for Glory.</em> If the game were particularly involving I might invest myself emotionally in the quest by imagining myself into the role of the Avatar or hero, making moral choices that reflected the character whom I wanted to &#8216;play&#8217;. But lost in all of this was the participatory storytelling that made pen&#8217;n'paper roleplaying games truly unique.</p>
<h3 style="text-align: left;">CRPG Becomes the Norm</h3>
<p>What emerged in the late 90&#8242;s and early 2000&#8242;s was a CRPG-literate crowd of gamers with very specific expectations about what a roleplaying game is. We wanted games with statistics &#8211; lots of &#8216;em. We wanted games with all kinds of open-ended exploration. We wanted games that let us customize our character&#8217;s abilities. We wanted party-based adventuring, even though 4 of the 5 party members were computer-controlled. We wanted epic stories that took dozens of hours to complete, each replete with subquests or sidequests to keep us entertained while on the &#8220;main&#8221; quest.</p>
<p>But lost in this emerging literacy were the original pen&#8217;n'paper games that created the metaphors for gameplay that CRPGs aped algorithmically. Kids born in the mid-1990&#8242;s have grown up in a world where <em>Dungeons and Dragons</em> no longer carries any meaning beyond being a particular brand of computer role-playing games. Many of the teenagers in our &#8220;Art Guild&#8221; after-school program are very literate when it comes to playing computer games, but the idea of playing a pen&#8217;n'paper adventure seems quaintly confusing to them. Like driving around in your Ford Model-T when you have a Porsche sitting in the garage.</p>
<h3>Discovering that the Old is New</h3>
<p>Of course, D&amp;D has not remained dormant for the last 30 years. In fact, there are probably more pen&#8217;n'paper systems available today than there ever were. So for the last few years, my wife and I have had the great fortune to have participated in a number of campaigns &#8211; some as DM, some as players &#8211; from <em>Deadlands</em> to <em>Planescape</em> to a re-imagining of <em>Ultima VIII: Pagan</em>. Each time we play, I am struck by the rich and complex social scene that plays out before us.</p>
<p>A few weeks ago I brought in a <em>D&amp;D Basic Set</em> to the Art Guild, and asked a handful of teenagers if they wanted to &#8220;play a real role-playing game&#8221;. Only one of them had played a pen&#8217;n'paper game before, and the rest were curious but totally unfamiliar with D&amp;D. So we sat down, rolled up some<em> very </em>basic character sheets, and began our journey.</p>
<p><strong>DM</strong>: &#8220;You are standing on a 30-foot high cobblestone wall.&#8221;</p>
<p><strong>Player 1:</strong> &#8220;Why?&#8221;</p>
<p><strong>DM: </strong>&#8220;I&#8217;m not sure. You hear the sound of a gong behind you, along with villagers screaming &#8216;get him!&#8217; and &#8216;he&#8217;s on top of the wall!&#8217;</p>
<p><strong>Player 2: </strong>&#8220;What do I do?&#8221;</p>
<p><strong>DM:</strong> &#8220;I&#8217;m not sure. What do you <em>want</em> to do?&#8221;</p>
<p><strong>Player 2:</strong> &#8220;Ummm. What are my options?&#8221;</p>
<p><strong>DM:</strong> &#8220;Well, the wall is a 30 foot drop. You figure that you might be able to climb down if you take your time. There are handholds in the rough cobblestone.&#8221;</p>
<p><strong>Player 2:</strong> &#8220;I want to climb down then.&#8221;</p>
<p><strong>DM:</strong> &#8220;Give me a roll on your D20.&#8221;</p>
<p><strong>Player 3: </strong>&#8220;Which one is the D20?&#8221;</p>
<p>And so on.</p>
<p>Three hours later, they had been assaulted by guards dressed in red gowns, fled down a steep switchback mountain path, clung for their lives after falling off the steep sides of the path, got lost in a forest, were assailed by pygmies, and buried a skeleton that they found laying alongside the road. In each of these situations, the characters found themselves arguing over complex issues of trust, greed, courage, friendship and disloyalty. They bargained with one another, joked and teased one another, and learned to tread the fine line between what is &#8216;in game&#8217; (their character) and what is &#8216;out of game&#8217; (themselves).</p>
<p>At an individual level, I noticed that each player learned how to communicate their actions and express their thoughts in a much more clear and articulate manner than usual. Ambiguous speech acts like &#8220;I walk into the dark forest&#8221; were usually met with clarifications from the DM &#8220;Well, which direction? In front of you? Do you have a light?&#8221; or sometimes with outright remonstrations from the DM, &#8220;You walk into the dark forest without a light. You are now lost.&#8221;</p>
<p>I also noticed that a few players also took risks that they would have never taken in real life. Stealing something from another person would be impossible for most of these teenagers, but in the game they were able to explore iniquitous acts without serious repercussion. They learned, for instance, that a character needs a motivational space that makes sense of their action &#8211; they can&#8217;t just walk off the side of a mountain without a sensible reason, or commit an act of evil without some kind of moral context.</p>
<h3>Recovering a Tradition</h3>
<p>What I am beginning to appreciate is that there is a new generation of CRPGers, who were previously unfamiliar with D&amp;D that are just becoming familiar with pen&#8217;n'paper games. Judging by the two three-hour sessions that I have played with the teenagers from the Art Guild, D&amp;D is <em>by far</em> the most successful group activity we have had in 7 months. Already several of them want to learn how to DM and create their own worlds, and take other players out on adventures.</p>
<p>The upshot of this, I hope, is that this new generation of gamers &#8211; who are now playing pen&#8217;n'paper games &#8211; will create a desire to completely revitalize the idea of a CRPG. I don&#8217;t think that we need another <em>Baldur&#8217;s Gate</em>. I think we need to recapture the vitality and rich social space enacted in pen&#8217;n'paper sessions. Designers of the future need to remember that role-playing games are primarily <em>played with friends</em> and involve working out complex social relationships that exist outside of the game. I think that we need CRPGs that aren&#8217;t about &#8220;choosing moral option A or B&#8221;, but rather about having the player ask themselves, &#8220;what kind of character is s/he? Would s/he do this?&#8221;</p>
<p>Games like <em>Mass Effect 2</em> and <em>BioShock</em> have returned us to the original problem of telling a story in a coherent manner, while inviting input from the player, but still have not addressed the more fundamental problem that an RPG involves: learning how to clarify one&#8217;s own decisions and emotions within a safe, bounded, environment.</p>
<p>I appreciate that CRPGs have become their own modes of expression with standards of their own that do not refer back to pen&#8217;n'paper games. But, judging by the quality of the RPG sessions I have participated in, they could still learn a thing or ten. I hope that this new generation of gamers creates a desire for richer CRPGs &#8211; games that are more connected to the human feeling and morality that is expressed in the average pen&#8217;n'paper session.</p>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=841&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2011/04/19/returning-to-the-roots-of-rpgs/feed/</wfw:commentRss>
		<slash:comments>11</slash:comments>
		<feedburner:origLink>http://www.artfulgamer.com/2011/04/19/returning-to-the-roots-of-rpgs/</feedburner:origLink></item>
		<item>
		<title>Why I Don’t Weep for Dead Robots: Nostalgia in Planetfall</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/g4gOu88G8xs/</link>
		<comments>http://www.artfulgamer.com/2011/02/03/why-i-dont-weep-for-dead-robots-nostalgia-in-planetfall/#comments</comments>
		<pubDate>Thu, 03 Feb 2011 21:13:49 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Artful Games]]></category>
		<category><![CDATA[Game History]]></category>
		<category><![CDATA[Game Psychology]]></category>
		<category><![CDATA[Phenomenology]]></category>
		<category><![CDATA[Retro Gaming]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=828</guid>
		<description><![CDATA[Every time I hear Infocom&#8217;s text adventure Planetfall brought up amongst gamers, usually my age or a bit older, someone inevitably brings up their relationship with Floyd &#8211; a little &#8216;bot that is your sole partner for the bulk of the game. Floyd follows you around the abandoned planet, making the occasional smart-assed comment, and helps [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.artfulgamer.com/wp-content/uploads/2011/02/tron_maze-a-tron.png" rel="lightbox[828]"><img class="alignleft size-full wp-image-832" style="margin: 10px; border: 2px solid black;" title="tron_maze-a-tron" src="http://www.artfulgamer.com/wp-content/uploads/2011/02/tron_maze-a-tron.png" alt="" width="328" height="198" /></a>Every time I hear Infocom&#8217;s text adventure <em>Planetfall</em> brought up amongst gamers, usually my age or a bit older, someone inevitably brings up their relationship with Floyd &#8211; a little &#8216;bot that is your sole partner for the bulk of the game. Floyd follows you around the abandoned planet, making the occasional smart-assed comment, and helps with the occasional task. At a critical moment of the game, Floyd &#8211; and I quote wikipedia here &#8211; &#8220;performs the ultimate sacrifice and gives his life to retrieve the vital Miniaturization Card from the Biolab&#8221; <sup class='footnote'><a href='#fn-828-1' id='fnref-828-1'>1</a></sup>.</p>
<p>In recent years, Floyd dying in the Biolab has become a touchstone for gaming emotion. It is now often cited as a critical moment in the developmental path of gaming, along with (of course) Aerith dying in <em>Final Fantasy VII</em>. (For instance &#8211; in the comments area of <a href="http://www.toplessrobot.com/2010/11/11_nerdy_moments_guaranteed_to_make_you_cry.php">11 Nerdy Moments Guaranteed to Make You Cry</a> a few people mention Floyd and effectively put it on the same spectrum as Spock dying in Star Trek and Gandalf dying in Lord of the Rings.) Character death is now a celebrated aspect of the gamer mythos. <strong>In this article I take apart what I see as false nostalgia that has sanctified one of the least important parts of </strong><em><strong>Planetfall</strong></em><strong> at the cost of missing the one thing that makes </strong><em><strong>Planetfall</strong></em><strong> stand out as one of the most important text adventures of today.</strong></p>
<p><em>(If you care about &#8220;spoilers&#8221;, and haven&#8217;t, in the last 27 years taken the time to play Planetfall &#8211; now might be a good time to stop reading and start playing.)</em></p>
<p><span id="more-828"></span></p>
<p>Not a lot was said about this moment back in the 1980s. In fact, other than the occasional &#8220;Floyd was really cool&#8221;, <em>almost nothing</em> was said about Floyd prior to the emergence of the post-2005 gamer/nerd aesthetic. Even <a href="http://pdf.textfiles.com/zines/CGW/1984_0304_issue15.pdf">James A. McPherson&#8217;s (1984) </a><em><a href="http://pdf.textfiles.com/zines/CGW/1984_0304_issue15.pdf">Computer Gaming World</a></em><a href="http://pdf.textfiles.com/zines/CGW/1984_0304_issue15.pdf"> review</a> (p. 44) paints Floyd in a somewhat ambivalent light, suggesting that he is (at first) an annoyance, which the reviewer slowly grew to see as a companion.</p>
<pre style="padding-left: 60px;">... You will meet a robot named Floyd. In the beginning, Floyd might be a nuisance because of his incessant babbling, but as you have probably already guessed he plays an important part in the completion of the game. Floyd's interaction is a very unique
concept in this game. It adds animation to the game without relying on graphics. (In certain parts of the complex I had already mapped I found myself hurrying through the
rooms. As this left Floyd far behind, I ended up slowing down to wait for Floyd to catch up.)</pre>
<pre style="padding-left: 60px;">... The addition of Floyd the robot as your part- ner is a unique boost to the interactive nature of these games and I hope to see more of this type of creative innovation in future games.</pre>
<p>Maybe McPherson did not want to ruin the ending for new players, but I don&#8217;t see <em>anything</em> approaching the histrionics of gamers today who think back to dear little Floyd. Floyd hardly figures into the review any more than an interesting gameplay innovation. What I&#8217;m getting at is that gamers have come, through a combination of blind personal nostalgia and participation within a cloistered gamer culture, to exaggerate the meaning of what is a highly overrepresented aspect of <em>Planetfall.</em> Floyd is not a compelling character, and barely amounts to a loyal dog that stays by your side throughout.</p>
<p>What I&#8217;m trying to say is that the vast majority of gamers have missed out on the most important part of the game.</p>
<h3>Microcosmicity</h3>
<p>The philosopher and phenomenologist Gaston Bachelard has something to say about &#8220;cosmicity&#8221; &#8211; the inconceivable <em>vastness</em> of the universe that we experience when we encounter a cosmic poetic image &#8211; in say, a poem. The first stanza of William Blake&#8217;s oft-quoted poem <em>Auguries of Innocence</em> is a standard example:</p>
<pre style="padding-left: 60px;">To see a world in a grain of sand,
And a heaven in a wild flower,
Hold infinity in the palm of your hand,
And eternity in an hour.</pre>
<p><img class="size-full wp-image-830 alignright" style="margin: 10px; border: 2px solid black;" title="innerspace" src="http://www.artfulgamer.com/wp-content/uploads/2011/02/innerspace.jpeg" alt="" width="223" height="291" /></p>
<p>For Bachelard, perceiving infinitude in the miniature is essential to the growth of consciousness. Our world &#8211; quite literally &#8211; becomes larger as we imagine cosmic vastness. Simultaneously, as we perceive things in miniature, the geometrically tiny encloses something impossibly large. The examples of this today are innumerable &#8211; especially in childrens&#8217; popular culture: Basil the Hare freely commiserates with the mice of Redwall Abbey in Brian Jacques&#8217; <em>Redwall</em> series, Tuck Pendleton of <em>Innerspace</em> is miniaturized (along with his spaceship) and injected into a man&#8217;s body, or when Flynn is digitized and inserted into the ENCOM mainframe in <em>Tron</em>. In all of these, a leap of the imagination is necessary: I <em>know</em> that Basil is literally 50 times the size of Matthias in <em>Redwall</em>, but I imagine them to live in the same space. The imagination makes literal impossibilities fictional realities. And for Bachelard, who sees the imagination and consciousness as malleable parts of our human makeup, imagining the impossibly infinite is an expansion of our way of being in the world.</p>
<h3>Becoming The Grain of Sand</h3>
<p>Where does <em>Planetfall</em> fit in this? It is one of the few games that seamlessly integrates microcosmicity into its experience&#8230; so much so that the player<em> can feel the mutual intimacy of the miniature and the vast.</em> The scene happens after Floyd has retrieved the miniaturization card for you and died for his efforts. To get off the island, you must first fix a problem with the computer &#8211; there is a fault at Relay Station 384 on the computer&#8217;s motherboard. Here is what happens:</p>
<pre>You - and the laser beam you carry - climb into a miniaturization booth and are shrunken to a being just a few microns across. The computer's circuit board becomes a gigantic maze of highways and platforms - copper traces, junctions and gates. Wielding the laser, you walk over to a nearby relay station and fire several times at a gigantic meteorite, sitting between the relay and the rest of the circuit, preventing it from functioning. The meteorite - an infinitesimal spec of dust to the naked eye - dwarfs you. You walk back to the entrance and encounter a microbe hell-bent on eating you alive. You fire at the microbe relentlessly, and your laserbeam has no effect on the montrosity. The laser is growing hot in your hands. Finally, frustrated, you throw your laser over the side of the platform and the microbe chases after it into oblivion. You run back to the entrance, and you are re-atomized into your former size. All of this happens in a few nanoseconds.</pre>
<h3>Experiencing Games</h3>
<p>Compare my description above of what I see as the most important scene in the game &#8211; of being de-atomized and shrunken, destroying a particle of dust with a laser, and being chased by a gigantic microbe &#8211; to the oft-spoken sentiment &#8220;Floyd&#8217;s death made me sad.&#8221; I don&#8217;t dispute that Floyd&#8217;s death was saddening &#8211; what I dispute is that his death carries much significance for us as people. I don&#8217;t think about Floyd at night, before I go to bed.</p>
<p>What I <em>do</em> imagine is being shrunken to the size of a butterfly&#8217;s eyelash, and running around in a labyrinth of tunnels and junctions. In other words, the simple emotion of sadness does not lead me anywhere new &#8211; it is just what it is. But microcosmicity&#8230; <em>the experience of vastness in an impossible small space</em>&#8230; is a new experience and opens me up to new kinds of imagining.</p>
<div class='footnotes'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-828-1'><a href="http://en.wikipedia.org/wiki/Planetfall">http://en.wikipedia.org/wiki/Planetfall</a> <span class='footnotereverse'><a href='#fnref-828-1'>&#8617;</a></span></li>
</ol>
</div>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=828&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2011/02/03/why-i-dont-weep-for-dead-robots-nostalgia-in-planetfall/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		<feedburner:origLink>http://www.artfulgamer.com/2011/02/03/why-i-dont-weep-for-dead-robots-nostalgia-in-planetfall/</feedburner:origLink></item>
		<item>
		<title>Tiger Parenting, Minecraft, and the Values of Play</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/nudkUOS2x0g/</link>
		<comments>http://www.artfulgamer.com/2011/01/19/tiger-parenting-minecraft-and-the-values-of-play/#comments</comments>
		<pubDate>Thu, 20 Jan 2011 03:03:26 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Game Psychology]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[Irritating Rants]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=821</guid>
		<description><![CDATA[Recently, my sister referred me to an article that made quite a splash on the Wall Street Journal by Amy Chua: &#8220;Why Chinese Mothers are Superior&#8221;. (Read it first if you have not). The article is certainly polemical, and it paints a bleak picture of the Chua household: no sleepovers, no playdates, no being in [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.artfulgamer.com/wp-content/uploads/2011/01/minecraft.png" rel="lightbox[821]"><img class="alignleft size-full wp-image-822" style="margin: 10px; border: 2px solid black;" title="minecraft" src="http://www.artfulgamer.com/wp-content/uploads/2011/01/minecraft.png" alt="" width="400" height="225" /></a>Recently, my sister referred me to an article that made quite a splash on the Wall Street Journal by Amy Chua: <a href="http://online.wsj.com/article/SB10001424052748704111504576059713528698754.html" target="_blank">&#8220;Why Chinese Mothers are Superior&#8221;</a>. (Read it first if you have not). The article is certainly polemical, and it paints a bleak picture of the Chua household: no sleepovers, no playdates, no being in school plays/drama, no watching tv or playing computer games, and above all &#8220;no grade less than an A&#8221;, etc etc. This is the familiar stereotypical picture of a household run purely on achievement, instrumentality, outcomes and accomplishments. It is a familiar morality tale that could come from the confines of an upper-class household in Victorian England.</p>
<p>Excluded from that life, by definition, is anything that will not lead to a positive outcome in the parent&#8217;s eyes (these of course are defined economically: getting a high-paying job, graduating magna cum laude at an Ivy League school, receiving educational awards). I have no opinion on whether or not Amy Chua (a professor of Law and economic commentator at Yale) is a good or bad mother, or whether her children are good or bad people. Those conversations have been had.</p>
<p>Instead, I want to know: if a family excludes play from the household or puts major restrictions upon its expression, what kinds of values are being ignored or denied to the child?</p>
<p><span id="more-821"></span></p>
<h3>What is Playing Anyway?</h3>
<p>Play, by its nature, is difficult to confine in any strict definition. It includes all kinds of activities, from pushing around Tonka toys in a sand box, to kids building a hidden fort in the forest, to jamming in an improvisational jazz session. There is something playful and unexpected in all of those activities: the child in the sand box is not moving around sand for any serious purpose, the children in the forest are not architects trying to erect an office building, nor is the jazz group trying to perfect a piece that they have all memorized. In all of these cases, people are exploring the limits of their expressive abilities, creating different kinds of social relationships with other people, or discovering new kinds of properties or relationships that things have. All of these involve re-imagining and transforming our spaces with or without other people.</p>
<h3>What Kinds of Play are found in Minecraft?</h3>
<p>Games, for some, serve as a means for play. Playing Minecraft with other kids in <a href="http://www.theartguild.ca" target="_blank">The Art Guild</a> has taught me <em>just how powerful play is as a form of expression</em>. Over the last few weeks my guildmates and I have been building a community on our Minecraft server. Some of them play, each day, for hours &#8211; constructing elaborate fortresses and underground mines with no particular schematic or final product in mind. Others jump in and explore the map, poking around in dark corners and building staircases hundreds of feet high, just to get an overview of the place. Others yet mine obsessively, dwarven-fashion, delving greedily into the Earth for any coal, diamonds or redstone that it might yield to them, jealously guarding their treasures in secret tunnels and hideaways that their guildmates could not hope to find. Others play Minecraft simply to chat and be in the same virtual space as their guildmates, swapping stories about Guild life or talking about events in the game.</p>
<h3>The Values of Play</h3>
<p>In all these cases, a very complex and thick social fabric is developing where one did not exist before. Yes, some of these teenagers know each other from school. But in the vast number of cases, they barely know one another &#8211; they are just acquaintances. Minecraft, as with all the video games that we play together in the Guild, creates a space in which people can come to share collectively, or fight and argue, or love and cherish, or hide secretively, or obsessively collect, or laugh and jibe about. Some of these are more playful than others: those who explore and build for the sake of expression enjoy a form of play that is clearly more playful than those who log in and needlessly squirrel-away resources. But in all of these cases, children are <em>becoming people</em> of certain kinds &#8211; whether they are helpful, combative, secretive or impulsive &#8211; through the space that the players of the game create in their style of playing it. They are developing new friendships, discovering new emotions (one player recognized for the first time that he is &#8220;greedy&#8221; with his resources), or learning new social skills (i.e. bartering). <strong>The value of the game is precisely in offering opportunities (spaces) in which people can express, and in expressing themselves, become certain kinds of people with desires and motivations and styles of social relating of their own.</strong> Play-spaces (of all kinds, not just in games) create moments for social and personal enrichment primarily through expression, and <em>not</em> through institutionalized learning, education, and cognitive or technical skill-building. Play precedes, and is the forerunner to, all forms of adult institutionalized knowledge.</p>
<h3>What is Lost?</h3>
<p>This all being said, creating a household in which play (of all kinds) is denied serves to create a child who experiences their world in terms of means-ends, instrumental goals, and cognitive or technical skills. Lost in this, I think, are the tacit forms of understanding developed in playing with other people: expressing and dealing with one&#8217;s emotions, developing deep friendships, and interpreting the world in terms of one&#8217;s imagination rather than relying upon the stock images provided by parents or social institutions. In essence, denying play leads exactly to the kind of ruthless North American society in which we live in today: one defined by work, end goals, and social anomie.</p>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=821&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2011/01/19/tiger-parenting-minecraft-and-the-values-of-play/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
		<feedburner:origLink>http://www.artfulgamer.com/2011/01/19/tiger-parenting-minecraft-and-the-values-of-play/</feedburner:origLink></item>
		<item>
		<title>The Intimacy of the Imaginary: Love, History, and Childhood.</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/wKT6nGljfuo/</link>
		<comments>http://www.artfulgamer.com/2010/11/26/the-intimacy-of-the-imaginary/#comments</comments>
		<pubDate>Fri, 26 Nov 2010 18:47:56 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Game Psychology]]></category>
		<category><![CDATA[Phenomenology]]></category>
		<category><![CDATA[Philosophy]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=797</guid>
		<description><![CDATA[&#8220;I am not sure that I have lived since my childhood.&#8221; - Antoine de Saint-Exupéry, Night Flight December 20, 1987 My sister and I are sitting in front of a small black-and-white television, the bevelled corners of its glass face smudged with dust and cat hair. Our eyes are locked on two elongated snakes, each [...]]]></description>
			<content:encoded><![CDATA[<h2><img class="size-full wp-image-801 alignnone" style="border: 2px solid black;" title="18a" src="http://www.artfulgamer.com/wp-content/uploads/2010/11/18a.jpg" alt="" width="358" height="218" /></h2>
<h2><a href="http://www.artfulgamer.com/wp-content/uploads/2010/11/18a.jpg" rel="lightbox[797]"></a>&#8220;I am not sure that I have lived since my childhood.&#8221;</h2>
<p style="text-align: right;">- Antoine de Saint-Exupéry, <em>Night Flight</em></p>
<p><span id="more-797"></span></p>
<h3>December 20, 1987</h3>
<p style="text-align: left;">My sister and I are sitting in front of a small black-and-white television, the bevelled corners of its glass face smudged with dust and cat hair. Our eyes are locked on two elongated snakes, each trailing behind it a long tail. The snakes move in eight directions, chomping down on anything in their path -- including my one tail if I lose my concentration. The four snakes on the screen -- two played by the computer, and two by us -- are all different shades of grey against a snowy field. But I do not see grey snakes as we play -- I see a turquoise-blue one, a blood-red one, a golden one, and one the colour of birch leaves. My sister always takes the green one, and I the red. Outside the cedar-framed window it has started snowing again, with a cold that numbs the cheek, even with our parkas on.</p>
<p style="text-align: left;">We are sitting on the carpet indian-style, and we are both cradling the Mattel Intellivision controller in our hands, elbows propped up on our knees; our thumbs rest tensely on the &#8217;4&#8242; and &#8217;6&#8242; buttons, waiting for the next surprising change in direction. (I would note, years later in a dingy arcade, that this game plays exactly like TRON&#8217;s light-cycle game.) My sister begins to grin, and I laugh: I know that she is up to no good, and plans to force me and the computer-player into a corner, a collision that I will pay her back for later.</p>
<p style="text-align: center;"><span class="youtube">
<object width="425" height="355">
<param name="movie" value="http://www.youtube.com/v/qHXS1oBk5Rk?color1=d6d6d6&amp;color2=f0f0f0&amp;border=0&amp;fs=1&amp;hl=en&amp;modestbranding=1&amp;loop=&amp;showinfo=0&amp;iv_load_policy=3&amp;showsearch=0&amp;rel=1" />
<param name="allowFullScreen" value="true" />
<embed wmode="opaque" src="http://www.youtube.com/v/qHXS1oBk5Rk?color1=d6d6d6&amp;color2=f0f0f0&amp;border=0&amp;fs=1&amp;hl=en&amp;modestbranding=1&amp;loop=&amp;showinfo=0&amp;iv_load_policy=3&amp;showsearch=0&amp;rel=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="355"></embed>
<param name="wmode" value="opaque" />
</object>
</span><p><a href="http://www.youtube.com/watch?v=qHXS1oBk5Rk">www.youtube.com/watch?v=qHXS1oBk5Rk</a></p></p>
<h3>November 19, 2010</h3>
<p style="text-align: left;">Twenty-three years later, the glass doors of our humble guild-house (in fact, the local Lion&#8217;s Club building) shake against the wicked arctic winds that punish the snow-covered streets. The packed room is full of energetic teenagers: some are artists, some are gamers, and some are just kids who want a place to hang out with others. Months ago, my wife and I started an after-school club for teenagers living in the rural town she teaches in. We call it &#8220;The Art Guild&#8221;.</p>
<p style="text-align: left;">A guild-mate comes up from behind and elbows me: &#8220;Star Fox 64. Right now!&#8221; She is fifteen-years-old, and she is my closest friend in the guild.</p>
<p style="text-align: left;">We plop down in front of a Commodore 1702 monitor (which serves as the guild-house television), sitting a few feet away from the screen, and squint at the conglomerations of triangles on the screen, trying to make out our spaceships on a field of green. We are not playing on the Lylat map, <em>we are on Lylat</em>. Shards of laser beams careen over my shoulder -- she is firing at me, locked on my tail. I am Peppy Hare, and she Fox McCloud. I barrel-roll, dodging hard left, trying to get her off my six o&#8217;clock. Her teeth are locked in a grim rictus. &#8220;How do I do a somersault?&#8221;, I ask, feigning a casual tone. &#8220;Not telling!&#8221; she jibes. For the next hour, we mock and tease each other as our ships take a similar barrage. We not only play a game (which is in fact, a serious affair), but are playful with one another. For these Dionysian moments, in the thrill and agony of combat, we are made equals.</p>
<h3>The Barbaric Past and the Ideal Future</h3>
<p style="text-align: left;">People who reflect on the past, like myself, come under perennial attack from those who see the past as a barbaric obstacle or time of humble ignorance. Many would point at Snafu and ask me, &#8216;How can you even tell what it is? Is that supposed to be a worm or something?&#8217; And if I reply, &#8216;That is one of the most original and wonderful games I have ever played&#8217;, I am immediately accused of a pernicious nostalgia that makes lemon-aid of lemons. To my accusers, my childhood appears a bit like a Feudalistic farmer, barely surviving under the hardships of serfdom and poverty, crying &#8220;My God, I love this.&#8221;</p>
<p style="text-align: left;">I understand that criticism -- for nostalgia would indeed be a fair accusation <em>if I thought that the past only existed in total isolation from the present</em> and that <em>games can be thought of as static objects with mechanical properties.</em> What I mean by that is that gamers, by and large, still think of games as &#8220;things&#8221; -- as objects to be wrestled with, that have clear and defined properties (i.e. programmed logic, gameplay mechanics, quantifiable sound and graphics). Games are not seen as <em>gaming practices</em>, as ways of engaging with oneself and other people, as <em>spaces</em> or occasions that make possible a whole slough of personal and social experiences. When a game is treated like an object, a subject (the player!) now appears, full of all sorts of warped perceptions and personal vices -- their opinion cannot be trusted, because it is likely to be full of all sorts of personal bias&#8230; it is too &#8220;subjective&#8221;. And worse, lost and confused in the objective view, is the connection between the past and the present: was the game the same for me as a child as it is for me as an adult? It must be so by definition: it is the same game with the same mechanics. Any difference in the game is thought to be due to my subjective biases, as an adult and as a child. My childhood becomes as meaningless and fruitless as my adulthood, and the story that connects both is ruptured in the process.</p>
<h3>The Heart of the Field</h3>
<p>My sister and I, my friend and I, both play on the same imaginary field. We both are conjoined in some kind of common space that makes our playfulness towards one another a reality that encompasses us both. Moments after the Intellivision and the N64 are shut off, that field disappears. But <em>we</em> do not forget. <strong>We all retain that virtual field as part of our future psycho-emotive habitudes</strong><em>.</em> The love of those moments spent with one another, in the comfort of warm rooms embattled by raging winter storms, sows within us a dark seed that awaits its radiant bloom.</p>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=797&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2010/11/26/the-intimacy-of-the-imaginary/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
		<feedburner:origLink>http://www.artfulgamer.com/2010/11/26/the-intimacy-of-the-imaginary/</feedburner:origLink></item>
		<item>
		<title>The Artful Gamer on The Experience Points Podcast</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/KHtuETUu7fw/</link>
		<comments>http://www.artfulgamer.com/2010/09/21/the-artful-gamer-on-the-experience-points-podcast/#comments</comments>
		<pubDate>Tue, 21 Sep 2010 06:55:32 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Game Psychology]]></category>
		<category><![CDATA[Interviews]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=794</guid>
		<description><![CDATA[Due to the fact that I got married over the weekend, I neglected to mention that the two very articulate gentlemen who write the Experience Points blog and podcast - Scott Juster and Jorge Albor &#8211; spoke for a few hours with yours truly. We spent most of our time discussing a recent article of [...]]]></description>
			<content:encoded><![CDATA[<p>Due to the fact that I got married over the weekend, I neglected to mention that the two very articulate gentlemen who write the <a href="http://experiencepoints.blogspot.com/" target="_blank">Experience Points blog and podcast </a>- Scott Juster and Jorge Albor &#8211; spoke for a few hours with yours truly. We spent most of our time discussing a recent article of mine: <em>The Neurotic Joy of Gaming</em>, trying to collectively understand what kind of play &#8220;mastery&#8221; is and what it means for gamers. I feel privileged to have been on their podcast, and I can&#8217;t wait until I get another chance to sit down and talk with them (perhaps next time over a beer).</p>
<p>If you can stand my tremendously Canadian accent, <a href="http://media.libsyn.com/media/experiencepoints/EXP_Podcast_95_-_Masters_of_Mastery.mp3" target="_blank">feel free to listen in on our conversation here.</a> The show notes are also <a href="http://experiencepoints.blogspot.com/2010/09/exp-podcast-95-masters-of-mastery.html" target="_blank">available here</a>.</p>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=794&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2010/09/21/the-artful-gamer-on-the-experience-points-podcast/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
<enclosure url="http://media.libsyn.com/media/experiencepoints/EXP_Podcast_95_-_Masters_of_Mastery.mp3" length="0" type="audio/mpeg" />
		<feedburner:origLink>http://www.artfulgamer.com/2010/09/21/the-artful-gamer-on-the-experience-points-podcast/</feedburner:origLink></item>
		<item>
		<title>The Neurotic Joy of Gaming</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/YvUuJrOJ-KY/</link>
		<comments>http://www.artfulgamer.com/2010/08/31/the-neurotic-joy-of-gaming/#comments</comments>
		<pubDate>Tue, 31 Aug 2010 19:21:40 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Game Psychology]]></category>
		<category><![CDATA[Philosophy]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=777</guid>
		<description><![CDATA[Nels Anderson recently pointed out a post over at Jamie Madigan&#8217;s Psychology of Video Games blog. While Madigan&#8217;s post does not really say anything new (and is based on the kinds of experimental social scientific research that went out of style in the 1960s &#8211; sorry, couldn&#8217;t help myself), it does bring up the most [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone" style="border: 5px solid black;" title="Shadow of the Colossus Painting" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/Video-Game-Shadow-of-the-Colossus-37265-1024x768.jpg" alt="" width="500" height="375" /></p>
<p>Nels Anderson recently pointed out a post <a href="http://www.psychologyofgames.com/2010/08/27/gaming-for-mondays/" target="_blank">over at Jamie Madigan&#8217;s Psychology of Video Games blog</a>. While Madigan&#8217;s post does not really say anything new (and is based on the kinds of experimental social scientific research that went out of style in the 1960s &#8211; sorry, couldn&#8217;t help myself), it does bring up the most important unanswered question that we have as gamers: Why do we play video games?</p>
<p>Nels takes us a large step in the right direction towards understanding this problem <a href="http://www.above49.ca/2010/08/mad-skills.html" target="_blank">when he observes (in his own response to Madigan&#8217;s post)</a> that, &#8220;We need better ways to talk about what makes games enjoyable.&#8221; Gamers, I&#8217;ve found, lack articulacy when it comes to understanding our own experiences playing games. Sure, we can go on for hours about what we like/dislike about the game&#8217;s rules or design, which characters we found empathizable and which we could not connect with, or how &#8220;immersive&#8221; the world is. But that&#8217;s not the same as being articulate about <em>our own experiences and what they mean to us</em>. Speaking articulately about ourselves requires some kind of language to put things into perspective, especially when it comes to sketching out what makes playing games so darned enjoyable.</p>
<p>Towards that, I want to play with the idea of &#8220;mastery&#8221; that both Madigan and Nels mention, and how mastering a game is its own enjoyment.</p>
<h3><span id="more-777"></span>Mastery as Pleasure</h3>
<p><a href="http://www.above49.ca/2010/08/mad-skills.html" target="_blank">Nels writes</a>,</p>
<p style="padding-left: 30px;">&#8230; there are certainly some [games] where I engaged with the story and characters (<em>Planescape: Torment, Fallout, </em>any adventure game, etc.). But the majority of my favourites would be games where I had the opportunity to master their systems, to improve skills. I think this also helps explain why so many games can have a terrible story and lackluster writing but still be a very satisfying experience&#8230;</p>
<p>I share in his enjoyment of mastery and skill acquisition, as I think most gamers do. Recently I&#8217;ve been playing through <em>Final Fantasy VII</em> again, and re-acquainting myself with the world after a long hiatus. Even though this is the n&#8217;th time I&#8217;ve played through the game, I&#8217;m always finding out something new and surprising (I truly didn&#8217;t understand Elemental materia until now, for instance) &#8211; or learning how to exploit certain areas of the game to maximize my characters&#8217; levels. Anyone who has played <em>Tetris</em> understands the joy of mastery (think of your pleasure at completing four unbroken rows).</p>
<h3>Mastery as Unpleasure</h3>
<p>At the same time, mastery is not the only way in which we enjoy things. Often, mastery stands in the way of enjoyment. For instance, there is a large nature preserve near our city that my fiancée Stacey and I like to go hiking at. It is a large and complex forest, with plenty of trails to get lost on. We have hiked with people who wish to master the trails: they want to know all of the short-cuts, the fastest way to get from beginning to end, the most efficient method of eating (on your feet!), etc etc. When Stacey and I go for a hike, it&#8217;s to see the scenery. The land, the trees and the water all speak to us &#8211; we have to be very still, very silent some times for this to happen. This kind of joy cannot happen when we distance ourselves from the park by trying to master it.</p>
<p>Back to gaming. I worry that gaming has become predominantly a means for mastering imaginary places. <em>Shadow of the Colossus</em>, as a game that definitely lends itself to killing things, becomes an exercise in dominating other beasts. The rich joys that it&#8217;s sparse landscape evokes are passed over in favour of a joy of control, mastery, usage. The same can be said for games like <em>World of Warcraft</em> that throw the player into an exploitative form.</p>
<p>This is especially obvious when, as Madigan recognizes, many of us primarily play games as &#8220;to temporarily detach escape from reality, including our jobs or school. While some games leave us whit knuckled, others can be very relaxing. And at their heart, games are about mastery, developing new skills, or acquiring new knowledge.&#8221; <strong>Games have become a way of managing psychological symptoms</strong> &#8211; they allow us to withdraw from the stressors and responsibilities that fill our everyday lives. <strong>Our desire for mastery in the private world of games seems to point, most obviously, to a desire for control that is unmet in our public lives. We turn to games to fulfill that desire, and they become what is termed (in Freudian language) &#8220;substitute-gratifications&#8221; or &#8220;neurotic pleasures&#8221;. Gaming, when negatively defined as a way of managing work or school stress, is a form of repression. </strong>That is what I call a &#8220;negative definition&#8221; of gaming &#8211; a method for modulating stress without realizing anything positive in itself. Work now circumscribes and enframes play. That is a dangerous place to be in.</p>
<h3>The Way Out (or: Poetic Joy)</h3>
<p>I wish to resist that pessimistic interpretation. That is what got Freudian psychoanalysis into trouble in the first place, because he saw the end-product of civilization to be repression. I would rather follow the path that Norman O. Brown carves out in his magnum opus <em>Life Against Death</em> (Chapter XVI: The Resurrection of the Body) and Gaston Bachelard does in his <em>Poetics of Space</em>.<em> </em>Joyful living: true enjoyment, free from the burden of repression, &#8220;pure sublimation&#8221; as Bachelard calls it, <em>is possible</em>. <strong>This activity is called Play.</strong> Playfulness &#8211; <em>expression as a pleasure in itself</em> &#8211; does not abhor boundaries nor does it see them as unbreakable &#8220;rules&#8221;. Play takes boundaries and makes them part of its expressive dynamism. Work &#8211; all of our institutionalized settings &#8211; become places for playing. But playfulness for adults is not the naïve polymorphous perversity that we see in infants. Adults must learn to play through the language, cultural practices and institutions that we live in, whether we like them or not. Video games and work are two of those institutions.</p>
<p>I see the &#8220;poetic imagination&#8221; as one source for the joys of play. When I imagine through the world that a story, a poem, or a game  has to offer, part of me is &#8220;in the game&#8221; and part of the game &#8220;is in me&#8221;. I cannot distinguish very easily between myself and this imaginary world. In those moments, where I allow myself to imagine freely while respecting the world the place has to offer, I am at my most playful. I see things that I did not see before. I feel things &#8211; fear, pleasure, anger, surprise, disgust &#8211; that I did not feel when I stood outside of the world and peered into it from a distance. That world calls out new emotions and experiences from me &#8211; <em>Shadow of the Colossus</em> is no longer a series of quests with colossi that must be overcome in order to complete it, but an austere landscape that allows Agro&#8217;s trot, canter and gallop, to explode with vitality. Watching Agro run, and imagining the wild thunder of its hoofbeats echoing across the canyon, is a pleasure of its own. Feeling the awesome earthquake of a colossi&#8217;s footfalls as Wander stumbles madly to get away is frightening. As I play and use the world&#8217;s contours to enrich my imagination, I am reminded that I not only <em>have a body, but that I am a body.</em></p>
<h3>Becoming Expressive</h3>
<p><img class="alignright size-medium wp-image-781" style="border: 5px solid black;" title="Shadow of the Colossus 1" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/1456520050820_205217_6_big-300x224.jpg" alt="" width="300" height="224" /></p>
<p>In other words, I sometimes play games to &#8220;blow off some steam&#8221; from work, or to escape from the nightmarish demands of a student life that stands outside of my control. But when mastery (or domination, violence, aggression, etc) becomes a game&#8217;s central source of pleasure, it places a mortgage on my desires, gratifying them temporarily until they rear up again in a few weeks. It is neurotic pleasure.</p>
<p>However, when I fulfill a game with my own imaginings and make myself a part of the world it offers &#8211; whatever that might be &#8211; and allow myself to be transformed (emotionally, bodily, spiritually) in the process, I enjoy the game in a completely different way that does not pay dues to repression or neurosis. This poetic way of imagining changes the game: I can no longer just shut down the game after a few hours and call it a night. The game dwells in me. I lay awake at night imagining how to express to my fiancée, family, or friends, what I experienced earlier that night. Poetic imagining places within me the demand to become an artist of a kind: to express for others something that demands re-expression. Learning to play a game in that second manner, and showing for others how a game is part of my means for expressing myself, has become my life&#8217;s work.</p>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=777&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2010/08/31/the-neurotic-joy-of-gaming/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
		<feedburner:origLink>http://www.artfulgamer.com/2010/08/31/the-neurotic-joy-of-gaming/</feedburner:origLink></item>
		<item>
		<title>Fanfare: The Art of Sierra Official Launch</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/pGti6ja0zCg/</link>
		<comments>http://www.artfulgamer.com/2010/08/27/the-art-of-sierra-official-launch/#comments</comments>
		<pubDate>Sat, 28 Aug 2010 05:59:50 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Artful Games]]></category>
		<category><![CDATA[Game Art]]></category>
		<category><![CDATA[Game History]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Retro Gaming]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=727</guid>
		<description><![CDATA[A little story first. &#8220;My son. He&#8217;s such a geek&#8221;, my mother ribbed at me in her familiar Québéçoise accent. She flipped over the jewel case in my hands and looked at the back cover, and shook her head. I looked up at the cashier, my eyes pleading for some way out of this. She giggled [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft size-full wp-image-759" title="sierra_title" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/sierra_title.jpg" alt="" width="300" height="358" />A little story first.</p>
<p>&#8220;My son. He&#8217;s such a geek&#8221;, my mother ribbed at me in her familiar Québéçoise accent. She flipped over the jewel case in my hands and looked at the back cover, and shook her head.</p>
<p>I looked up at the cashier, my eyes pleading for some way out of this. She giggled instead, and I blushed. I gave my mother an &#8220;Aw mom!&#8221; look.</p>
<p>I was 15 years old, and we were standing at the checkout of a <em>London Drugs</em> store in the city. The store carried everything, from diapers and bee-sting kits, to Polaroid cameras and Froot Loops. I was here for the computer games.</p>
<p>The back of the store had a bargain shelf lined with computer games..most of them were crap shareware titles like <em>PKWare Utilities</em> and the occasional decent <em>Crazy Nick&#8217;s Software Picks: Robin Hood&#8217;s Game of Skill and Chance</em>. Among the rows of CD&#8217;s and floppies, a <strong>Dynamix</strong> logo on a white jewel case caught my eye. It was a game I had never heard of before, and it was on CD-ROM! A talkie adventure game. For $19.99. I rescued <em>The Adventures of Willy Beamish</em> from the shelf and carried it back to the cashier like a sacrificial offering.</p>
<p>At the time, my mother didn&#8217;t understand. She probably hoped that my crazy obsession with games would pass.. along with saturday morning cartoons and remote control cars. Or maybe she thought it was just another game that I would play for a couple of hours and lose interest in.</p>
<p>But it was a <em>Sierra</em> game. It had Sierra artwork and Sierra music. I played <em>Willy Beamish</em> for months. I relished the stunning artwork and expressive animation. I had never seen a game before &#8211; other than <em>Dragon&#8217;s Lair</em> &#8211; that had every character hand-animated in each scene (instead of using a repeated walk animation). The rich (256) colour palette rotated with night and day. For a nerdy fifteen year-old living on a farm in the middle of nowhere, <em>Willy Beamish&#8217;s</em> little suburban neighbourhood and treehouse was a real place to hide out in. The art, the animation, the music and voices, all conspired to create a place for daydreaming.</p>
<p>Fast-forward 15 years. I get a call from a friend of mine, Eriq Chang, <a href="http://www.google.ca/url?sa=t&amp;source=web&amp;cd=2&amp;ved=0CBoQFjAB&amp;url=http%3A%2F%2Fwww.artfulgamer.com%2F2009%2F01%2F17%2Fthe-re-make-renaissance-the-art-of-eriq-chang%2F&amp;ei=q_V3TNjoLcunnAeP782iDQ&amp;usg=AFQjCNGuXcHjE_J7nRyWjBvADk49CXkTTQ&amp;sig2=5sNGax-Cb7m0ukotSrgRdw" target="_blank">whose artwork I featured in an article some time ago</a>. Apparently &#8211; for several years &#8211; Sierra enthusiasts Brandon Klassen and Eriq Chang, have been secretly working on an Art Book that tells the graphical history of Sierra On-Line adventure games. Eriq would not tell me any more than &#8220;we&#8217;ll send you some teasers before launch.&#8221;</p>
<p style="text-align: left;">In this article, Brandon Klassen tells us just what <em>The Art of Sierra</em> is, and what the project means for him personally. Brandon and Eriq have generously sent me<strong> two promotional teaser shots of the upcoming book (included, see below)</strong>, and let me tell you: <em>I can&#8217;t fucking wait.</em></p>
<p><span id="more-727"></span></p>
<p style="text-align: center;"><em><a href="http://www.artfulgamer.com/wp-content/uploads/2010/08/0710_AOS_Brandon.jpg" rel="lightbox[727]"></a><a title="Brandon Klassen - The Art of Sierra" rel="&quot;lightbox&quot;" href="http://www.artfulgamer.com/wp-content/uploads/2010/08/0710_AOS_Brandon.jpg" rel="lightbox[727]"><img class="size-full wp-image-735 aligncenter" style="border: 5px solid black;" title="Brandon Klassen - The Art of Sierra" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/0710_AOS_Brandon_small.jpg" alt="Brandon Klassen - The Art of Sierra" width="425" height="315" /></a><br />
</em></p>
<p style="text-align: left;"><em>CL: So Brandon, what is</em><em> The Art of Sierra?</em></p>
<p>BK: <em><a href="http://www.artofsierra.com" target="_blank">The Art of Sierra</a></em> has been a dream I&#8217;ve been waiting to see realized for the past 6 years, and I&#8217;m so excited that we&#8217;re finally unveiling the project!<strong> </strong><strong>It&#8217;s a visual history of Sierra&#8217;s adventure games &#8211; a hardcover, oversized coffee table art book filled with an unprecedented amount of rare Sierra art and a wealth of behind-the-scenes material. </strong>This is the journey that every Sierra fan has been waiting to take, and we can&#8217;t wait for fans to be able to hold this book and flip through it, to remember the magic that happened every time the Sierra logo and fanfare lit up their computer screens!</p>
<p><em>CL: Who got the AoS project started, and what got things off the ground in the first place?</em></p>
<p>BK: The genesis of <em>The Art of Sierra</em> was late in 2003 when I was helping manage Ken Williams&#8217; site, <a href="http://www.sierragamers.com" target="_blank">SierraGamers.com</a>. Ken had been posting some low resolution scans of <em>King&#8217;s Quest</em> design material on the site, and I knew that there had to be a better way to present this rare material! Ken agreed that it would make sense to have someone scan a lot of his material in high resolutions for posterity and, at the same time, I was able to get in touch with Al Lowe, who also had material he was willing to have scanned.</p>
<p>I actually only met with Ken and Roberta briefly, and was soon busily scanning. I don&#8217;t think I&#8217;d ever done so much scanning in my life &#8211; little did I know how much scanning was ahead!</p>
<p>I had a day of scanning at Al Lowe&#8217;s house &#8211; the most memorable thing about meeting Al was that he made me a chipotle sandwich and iced tea for lunch! It was winter, and Al has quite a steep driveway, so we started to get a bit worried when it started snowing. Luckily, I wrapped up all the scanning before the weather got too bad. Al has some truly historic Sierra materials, including some top secret stuff he wouldn&#8217;t let me scan &#8211; I can&#8217;t even talk about it, I&#8217;ve been sworn to secrecy!</p>
<p>Around the same time, I also met with the other Al, Al Eufrasio. Al, like Al, is an incredibly funny guy. He&#8217;s an animator who did a lot of work with Al on <em><a href="http://en.wikipedia.org/wiki/Leisure_Suit_Larry:_Love_for_Sail!">Larry 7</a></em> and <a href="http://en.wikipedia.org/wiki/Torin's_Passage" target="_blank">Torin&#8217;s Passage</a>, so we have a lot of fantastic stuff from him.</p>
<p>One of the first things I knew I had to do was invite my close friend and collaborator Eriq Chang to join the project. Eriq&#8217;s a prominent industry artist who happens to be one of the most devoted Sierra fans you&#8217;ll ever meet. He&#8217;s also done quite a bit of design work in the adventure community. We share an obsessive love for Sierra and we&#8217;ve worked together on a number of game development projects. There was no question that I had to have Eriq design and write the book with me, and he instantly understood my vision for the project and knew how to bring it to life.</p>
<p>The project grew from there as we started connecting with other fellow collectors and began to get in touch with more artists and designers who worked at Sierra, and that&#8217;s brought us to where we are today!<br />
<em> </em></p>
<p><em>CL: How much of the book is devoted to the history of Sierra versus Sierra artwork?</em></p>
<p>BK: It&#8217;s interesting you should ask that, because it&#8217;s not an entirely straightforward distinction! <strong>From rough sketches, to painted backgrounds, to in-game art, to the game boxes and supplemental material, the &#8220;art&#8221; of Sierra is completely interwoven with the history of the adventure game and the computer game industry.</strong><strong> </strong>The artwork will definitely be prominent, but just as exciting for fans will be the interviews and history that the book will include. Sierra was very much about the &#8220;art&#8221; of not only constantly innovating but also making fans a part of the Sierra family, which is why Sierra&#8217;s games were so successful and loved.</p>
<p><em>CL: Who is involved in the Art of Sierra project?</em></p>
<p>BK: In terms of writing and designing the book, it&#8217;s completely Eriq and myself, as mentioned. We have a very specific vision for the book that we know fans are going to love, so we really want to maintain the integrity of that vision. The way that this project has come together, we know it&#8217;s something that&#8217;s just meant to be. It&#8217;s not just been about making the book &#8211; it&#8217;s meeting the artists and designers, compiling and archiving material, and making this an &#8220;experience&#8221; for fans that pays tribute to Sierra, in as memorable a way as Sierra would have done themselves back in the day. Eriq and I are both diehard Sierra fans, and we&#8217;re both industry professionals. As a result, we have a very stylized, specific idea of how we want to present the art. I&#8217;ve worked as an editor with Babylon 5 Books, which started as a script publication team for J. Michael Straczynski&#8217;s science fiction TV series, I&#8217;ve done music reviews and interviews for national and international press outlets, and, when I&#8217;ve had time, I&#8217;ve enjoyed interviewing comic artists from Jeff Smith to Paul Gulacy. My passion for The Art of Sierra really comes from my passion for stories and the joy I find in artwork.</p>
<p>If you&#8217;ve seen any of Eriq&#8217;s work, it&#8217;s really second to none. He&#8217;s done game packaging, posters, game illustration and background design. He&#8217;s done amazing work over the years with projects for Dreamworks and film collectibles for the &#8220;Nightmare on Elm Street&#8221; series. More recently, he worked with Sierra designer Christy Marx on a gorgeous, hardcover limited edition book for a Slipgate Ironworks MMO project. There&#8217;s just way too much other stuff to even begin to list. If there&#8217;s one person I trust to bring together the vision for this project, it&#8217;s Eriq!</p>
<p>Enough about us though! <strong>All the material you&#8217;ll see in the book comes from former Sierra staff as well as fans with private collections.</strong> I&#8217;ll mention a few people, but we have a full contributors list that&#8217;s still growing on <a href="http://www.artofsierra.com"><strong>ArtOfSierra.com</strong></a>, so make sure to check it out. While the book is entering production, we&#8217;re still open to contributions &#8211; we don&#8217;t want to leave anyone out of this once in a lifetime celebration. The contributors have been really fantastic. Some people send us their work to scan, while others scan their work for us. Brad Herbert, a Sierra fan with a truly impressive collection, has been one of our biggest supporters and really a major collaborator. He&#8217;s been instrumental in the development of our promotional video work and a lot of the more detailed background artwork acquisition. <strong>We have unbelievable art from Sierra legends like Andy Hoyos, Marc Hudgins, Josh Mandel&#8230; Christy Marx is providing us with beautiful work from the late Peter Ledger. In particular, Dynamix artists Shawn Sharp and Rhonda Conley have provided us with a lot of material. They were two of the first artists to jump onboard the project, and so I&#8217;ve been particularly grateful for their support. I should mention that we&#8217;re also including art from Dynamix games. </strong></p>
<p><em>CL: You&#8217;ve been actively involved in the Sierra adventure scene for quite some time. What is your relationship with </em><a href="http://www.agdinteractive.com" target="_blank"><em>AGD Interactive</em></a><em> [the developers responsible for the excellent remakes of King's Quest I, II and Quest for Glory II]?</em></p>
<p>BK: Looking back, it&#8217;s been very important to me over the years to be involved in various parts of the Sierra fan community, whether that was at SierraGamers.com, AGDI or other projects. In AGDI&#8217;s early days, I did some web development for them, and then I went on to do some 3D work with the King&#8217;s Quest 2 remake opening cinematic and parts of the AGDI logo movie.<br />
Since then, I&#8217;ve been involved with AGDI in various capacities, mostly with team management and design as well as some programming and touch-up art and animation.</p>
<p><em>CL: Tell me a bit more about yourself.  You&#8217;re Canadian, eh? (sigh, sorry).</em></p>
<p>BK: Yes, I&#8217;m Canadian! I live near Vancouver, BC, just a few hours north of Seattle. A lot of Sierra artists and designers are in the Seattle area, which really made it the perfect place to base the project out of. And Eriq&#8217;s recently moved from San Francisco to Seattle to make it possible for <em>The Art of Sierra</em> to enter production &#8211; he actually bought a house up here which serves as our second studio for Fable Foundry Publishing.</p>
<p>I grew up fascinated with special effects, and I loved art books and &#8220;Making of&#8221; movie books. I must have asked for that heavy ILM book, &#8220;The Art of Special Effects,&#8221; for Christmas when I was 10. I always wished that such books would be written about computer games, but the most in-depth &#8220;Making of&#8221; that computer games ever got were small sections in strategy guides.</p>
<p>I have a modest art book collection &#8211; Star Wars, Lord of the Rings, Miyazaki, Drew Struzan, Charles Vess, the list goes on and on &#8211; all film and comic book stuff, but computer games just don&#8217;t get recognized as art. There are so many game companies that must have amazing archives of artwork, and hardly any of it is ever seen, with only occasional exceptions. The World of Warcraft art books, for example, and independent studio Dreams and Visions Press recently did an amazing job with The Art of Tomb Raider &#8211; I actually did a very high resolution photo mockup of those books for them to use in their promotions, before the books were printed. But these are the exceptions, and in the case of a company like Sierra, a company that no longer exists, it seemed like no such book could ever be written. Fans know the horror story of Sierra&#8217;s demise, years of archived artwork &#8211; and not just artwork, but the very history of the computer game industry &#8211; being thrown away when the company closed its Oakhurst facility.</p>
<p>How can anything ever make up for that lost history? Adventure games went out of fashion, but Sierra fans have continued to love the adventures that inspired them and their families, and the magic has never died. Now, against all odds, we&#8217;ve been given the chance to preserve and celebrate the history of a company that created the graphic adventure genre, a company that grew from a story at a kitchen table to a household name for family friendly entertainment. I can&#8217;t even express how exciting that is!<br />
<em> </em></p>
<p><em>CL: Eriq and I have spent hours talking about how important our early experiences with graphical adventure games were to forming our childhoods. Tell me about your first Sierra adventure experience. I&#8217;d like to know why you&#8217;re so devoted to a major project like this.</em></p>
<p>BK: Oh wow, where to start? Growing up, my family didn&#8217;t have a TV and we didn&#8217;t have a Nintendo, or any other game console. But we had a computer. My love for computers became synonomous with my love for Sierra, and computers have played a large part in my life since then. I had so many important experiences playing Sierra adventures growing up that I actually can&#8217;t remember my first Sierra experience! Ask any Sierra fan for a pivotal adventure experience, and you might want to get comfortable! One of the things that always stands out about Sierra&#8217;s games for me is that they were constantly innovating and they were always leading the industry &#8211; <em>Space Quest III&#8217;s</em> incredible soundtrack and <em>King&#8217;s Quest V&#8217;s</em> gorgeous VGA graphics come to mind. <strong>Pretty much all of Sierra&#8217;s games were meant to be experienced with your family and friends &#8211; I remember countless hours spent with my brother, puzzling our way through adventures together. I remember taking my Dad&#8217;s saved game disks and looking at his saved games, because he would play late at night when my brother and I were asleep, and he would get further than we would!</strong><br />
<em> </em></p>
<p><em>Quest for Glory </em>was the one series I didn&#8217;t play more or less as they were being released, so one summer I played through the whole collection &#8211; 1 to 4 at the time &#8211; what an experience! Most fans had to wait years for the Hero&#8217;s story to unfold, and I enjoyed it one game after the other. I remember seeing the <em>Space Quest</em> comic books advertised in InterAction &#8211; I HAD to have those comics! I think it was some ridiculous mail order thing that I convinced my parents to go through for me, and it took the comics forever to arrive! I remember playing <em>Police Quest</em> endlessly! I took hundreds of screenshots because I wanted to make a comic book version of the game using screenshots in Dr. Halo, a paint program we had at the time.</p>
<p><em>CL: Now for some nerd love: I can&#8217;t wait for the book to be released! Can you give us any other exclusive details about the book?</em></p>
<p>BK: We can&#8217;t wait for the book to be released either. <strong>We have two editions of the book planned &#8211; both will be deluxe hardcover printings, but one will be a special commemorative edition that will include collectible lithographs by some of your favourite Sierra and adventure game artists. </strong>We actually can&#8217;t say too much about the release or the artwork just yet, and we still have surprises to come. <strong>You&#8217;ll definitely want to </strong><a href="http://www.facebook.com/pages/The-Art-of-Sierra/130259863680417?ref=ts" target="_blank"><strong>follow us on Facebook</strong></a><strong> and register on </strong><a href="http://www.artofsierra.com" target="_blank"><strong>ArtOfSierra.com</strong></a><strong> to stay up to date with everything. We have lots of stuff coming that you won&#8217;t want to miss, including more details on the book, previews, giveaways and more.</strong></p>
<p><em><span style="font-size: medium;">Thanks Brandon for taking the time to share with us your joy and passion for this project.</span></em></p>
<hr /><a title="The Art of Sierra Promotional Shot #1" rel="lightbox" href="http://www.artfulgamer.com/wp-content/uploads/2010/08/0810_AOSlaunch_ArtfulGamer1.jpg"><img class="size-full wp-image-745 aligncenter" style="margin: 5px; border: 5px solid black;" title="The Art of Sierra Promotional Shot #1" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/promo1.jpg" alt="The Art of Sierra Promotional Shot #1" width="550" height="205" /></a></p>
<p style="text-align: center;"><em><span style="font-size: x-small;">&#8220;In this photo, we see some of the most well-known, Saturday morning cartoon styled screenshots from Willy Beamish. Dynamix Art Director Shawn Sharp was responsible for the rich and vibrant world of Willy Beamish, and he contributed a lot of art to the project &#8211; you can see here a glimpse of one of Shawn&#8217;s original background sketches. Willy Beamish fans are in for some real surprises with The Art of Sierra!&#8221;</span></em></p>
<p style="text-align: center;"><a href="http://www.artfulgamer.com/wp-content/uploads/2010/08/0810_AOSlaunch_ArtfulGamer2.jpg" rel="lightbox[727]"></a><a title="The Art of Sierra Promotional Shot #2" rel="lightbox" href="http://www.artfulgamer.com/wp-content/uploads/2010/08/0810_AOSlaunch_ArtfulGamer2.jpg"><img class="size-full wp-image-746 aligncenter" style="margin: 5px; border: 5px solid black;" title="Art of Sierra Promotional Shot #2" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/promo2.jpg" alt="" width="550" height="205" /></a></p>
<p style="text-align: center;"><span style="font-size: x-small;"><em>&#8220;Shown here is an original concept sketch of a Barrow Wraith from Quest for Glory 4, drawn by Sierra Art Director Marc Hudgins. When an artist puts so much care into just a concept piece that it&#8217;s worthy of framing, you can tell that they were truly inspired!&#8221;</em></span></p>
<p>Eriq Chang and Brandon Klassen are the creative minds behind <em>Fable Foundry Publishing,</em> an independent studio founded in 2009.</p>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=727&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2010/08/27/the-art-of-sierra-official-launch/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
		<feedburner:origLink>http://www.artfulgamer.com/2010/08/27/the-art-of-sierra-official-launch/</feedburner:origLink></item>
		<item>
		<title>An Interview with the Legendary Christy Marx</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/THbjFSmZOZg/</link>
		<comments>http://www.artfulgamer.com/2010/08/17/an-interview-with-the-legendary-christy-marx/#comments</comments>
		<pubDate>Wed, 18 Aug 2010 01:30:21 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Artful Games]]></category>
		<category><![CDATA[Game Writing]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Mainstream Games]]></category>
		<category><![CDATA[Retro Gaming]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=706</guid>
		<description><![CDATA[Earlier this year, I worked up the cojones to send a quick e-mail to writer and photographer Christy Marx. As I reviewed her long list of writing achievements, especially in television shows such as Jem and the Holograms, G.I. Joe, Bucky O&#8217;Hare and Teenage Mutant Ninja Turtles, I was reminded of the importance of saturday morning rituals [...]]]></description>
			<content:encoded><![CDATA[<p><img class="size-full wp-image-707 alignleft" style="margin: 10px; border: 1px solid black;" title="christymarx" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/christymarx.jpg" alt="" width="378" height="335" /></p>
<p>Earlier this year, I worked up the cojones to send a quick e-mail to writer and photographer Christy Marx. As I reviewed her long list of writing achievements, especially in television shows such as <em>Jem and the Holograms</em>, <em>G.I. Joe</em>, <em>Bucky O&#8217;Hare</em> and <em>Teenage Mutant Ninja Turtles</em>, I was reminded of the importance of saturday morning rituals in which nothing mattered more than sitting down with 2-3 bowls of hypersugary breakfast cereals and sitting 5 feet away from the TV when we could get away with it. At that time, for an awkward 13-year-old boy me, writers like Christy were just mysterious names in the credits whose job it was to keep me entertained between 8am and 4pm once a week.</p>
<p>But I <em>did</em> know her name, and her face, from another place. Christy Marx was that magical person featured on the back of two Sierra adventure game boxes. She designed, wrote and directed <em>Conquests of Camelot (1989)</em> and <em>Conquests of the Longbow (1992)</em>.</p>
<p>In the 1990s, the bulk of adventure games followed a fairly common pattern: the hero set off on a quest to (retrieve/save/destroy) an (object/princess/enemy) that usually only the hero cared about. The story, if there was one, usually involved a series of loosely linked scenes that were supposed to add up to a plot. Puzzles were erected like roadblocks, meant to prevent you from finishing the game in less than 5 hours. I enjoyed those games &#8211; but later, as an adult with limited time and complex expectations, I now find many of those adventures hard to enjoy.</p>
<p>But <em>Camelot</em> and <em>Longbow</em> offered a different kind of experience. They were the first games I played where the puzzles weren&#8217;t culled from a <em>101 Brain Teasers</em> book, and the NPCs were not item-droppers clothed in a &#8220;get me X and I&#8217;ll give you Y&#8221; interaction. Both <em>Camelot</em> and <em>Longbow</em> had stories and characters that mattered <em>to me</em> (and not just the protagonist) - it was the first time that I cared about the protagonist&#8217;s quest and wanted to help him through to the end. It was the first time I worked through a puzzle that was sculpted from the gameworld, rather than one clumsily shoehorned into a pre-existing story. The NPCs had lives of their own, some helping and some hindering my quest, but in all cases appeared to be people who hinted at a background replete with their own responsibilities, goals, friendships, grudges and stories. I played &#8211; and finished &#8211; both games twice this year and found myself thinking about their worlds and characters months later.</p>
<p>So when I had the chance to ask Christy Marx a few questions about her experiences writing and designing these games, I wanted my questions to count. I wanted to express how different her games were for me as a player. I wanted to ask her (okay &#8211; impress her with) what I thought were tough questions that only an articulate designer and writer could answer. In short, I choked. <img src='http://www.artfulgamer.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Thankfully, that did not stop her from drawing thoughtful answers to my &#8211; paragraph long, kludgy &#8211; questions. In our conversation, Christy Marx articulates her thoughts on writing multi-dimensional characters, games as (a serious) art, storytelling, some of her literary influences behind <em>Camelot</em> and <em>Longbow</em>, and her desire to work on another adventure game (!)</p>
<p><em>(Minor spoiler warning: if you haven&#8217;t played <span style="font-style: normal;">Camelot</span> or <span style="font-style: normal;">Longbow</span> yet and plan to in the immediate future, and you are one of those types that becomes infuriated when someone else talks about the plot or characters of their favourite movie before you&#8217;ve seen it, you might want to stop here.)</em></p>
<p><span id="more-706"></span></p>
<p>CL: <em>Your characters, from Jem to Robin Hood to King Arthur &#8211; all seem to focus on &#8220;inner strength&#8221; than outer strength or superhero-like powers. Why do these kinds of characters appeal to you as an author?<br />
</em></p>
<p><em> </em></p>
<p><a href="http://www.hardcoregaming101.net/conquests/conquests.htm" target="_blank"><img class="alignright size-full wp-image-720" style="margin: 10px; border: 1px solid black;" title="longbow4" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/longbow4.png" alt="" width="320" height="200" /></a></p>
<p style="padding-left: 30px;">CM: Because those are the best kind of characters to write about: characters with depth, direction, purpose, passion and so on. Why would anyone want to write about, read about or watch a character with no dimensions, with nothing to make them interesting or worthwhile? Even an anti-hero character must have some piece of “hero” in there somewhere to make them work.</p>
<p style="padding-left: 30px;">I think it’s more about making any character interesting by giving them a mix of strong and weak qualities. Where you find poorly done, cardboard cut-outs for characters is where they are presented as having no dimensions. They are simply one thing. That one thing can be heroic or evil, but if they have no other dimensions to them, they are flat. Even the worst people in history has reasons for the things they did, be they justifications or a genuine belief they were doing the right thing for their people, their country, their religion, or if very selfish (say a Henry the VIIIth) for themselves.</p>
<p style="padding-left: 30px;">I think of people and therefore my characters as being a mix of many different types of qualities, being stronger in some qualities, weaker in others. And these things aren’t static either. If we examine ourselves closely, we’ll find moments when we behave one way and moments when we behave an opposite way, depending on the circumstances or who we’re dealing with.</p>
<p><a href="http://www.hardcoregaming101.net/conquests/conquests.htm"><img class="alignleft size-full wp-image-715" style="margin: 10px; border: 1px solid black;" title="camelot4" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/camelot4.png" alt="" width="320" height="200" /></a></p>
<p style="padding-left: 30px;">Each one of us could probably think of one cause to which we’d donate our time and energy, and other causes we’d refuse to touch; or one person we’d go out of our way to help, but other people we’d avoid like the plague. So in one circumstance, we’re generous and helpful and giving, but change the circumstances and suddenly we’re stingy and cold and rejecting. We haven’t necessarily changed as a person, but our core beliefs drive our behaviors.</p>
<p style="padding-left: 30px;">So when it comes to creating a compelling character, it’s more effective to have those dimensions in mind and let them play out in the character’s actions. A strong character with an inherent weakness is always going to be more interesting. It’s relatively easy to set up physical conflicts, but even more effective to add internal conflicts along with it.</p>
<p style="padding-left: 30px;">It’s harder to accomplish this in games because you also give up much of the control to the player, as it should be, but you can still present them with ethical or moral choices and let them play out those choices and deal with the consequences.</p>
<p>CL: <em>If you reflect on the last 20 years of children&#8217;s television shows (and video games), what kinds of values [if any] do you see expressed in the current crop of mainstream entertainment (films, cartoons, comics, games, etc)?</em></p>
<p style="padding-left: 30px;">CM: I see the usual range of values that I’ve seen all along, though there does seem to be a trend toward having to be “dark” or “gritty” in order to be cool, and a higher level of cynicism. While I don’t disagree with being cynical to some degree, it needs to be counterbalanced with positive words and actions. Being cynical solely for the sake of being cool is a losing proposition.</p>
<p>CL: <em>Did you have a specific audience in mind when you wrote the stories for Conquests of Camelot and/or Conquests of the Longbow?</em></p>
<p style="padding-left: 30px;">CM: Mainly I wanted to satisfy the people who liked to play Sierra games. I didn’t stop to evaluate who they were, really.</p>
<p>CL: <em>Both Camelot and Longbow are, to my knowledge, the only games in the world that include extensive bibliographies in their manuals. Why was researching the historical and fictional literature so important to you in the process of crafting the story?</em></p>
<p style="padding-left: 30px;">CM: I couldn’t imagine trying to create adventure games around legendary characters like those without doing massive research. So many of my best ideas came from doing the research. I’d come across some fascinating tidbit that would spin me off in unexpected directions or spark new ideas. Everyone has heard of “Nottingham”, but what was it really like? I contacted a historical museum in Nottingham and learned about the ancient pub and the secret tunnels and all sorts of wonderful things that went into the game.</p>
<p style="padding-left: 30px;">Also, there’s what the game seems to be about on the surface and what the game is really about &#8212; the theme of the game. As a writer, I want my games imbued with a theme in order to have the depth needed for good storytelling. Research is a vital part of achieving that. And if I was going to do all that research, I might as well share the sources. It only made sense to me.</p>
<p><a href="http://www.hardcoregaming101.net/conquests/conquests.htm"><img class="size-full wp-image-712 alignright" style="margin: 10px; border: 1px solid black;" title="camelot1" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/camelot1.png" alt="" width="320" height="200" /></a></p>
<p>CL: <em>In the beginning of Conquests of Camelot, I have to admit that I greedily reached into the treasure box in Arthur&#8217;s castle to get a few more handfuls of coins than I needed. The parser responds, &#8220;Nay leave it be. Your mission must be kept humble, for safety as well as your soul&#8217;s sake.&#8221; I was struck by the moral tone &#8211; that greed/selfishness was antithetical to Arthur&#8217;s quest. Later, the game reminds the player that the quest concerns, &#8220;Not only finding the Grail, but your worthiness of possessing it.&#8221; Even later, Arthur is tempted by sexual pleasure and the easy life &#8230; &#8220;delights of the flesh&#8221; (sweetest fruits and meats) by kissing Fatima. Spirituality and morality seem to be central to the way Arthur&#8217;s story is told. Compare that to today&#8217;s games in which greed, hoarding, and the accrual of power are prized aspects of the game&#8217;s design. Can you tell us a bit about the role spirituality and morality play in the way you wanted to tell the Arthurian legends?</em></p>
<p style="padding-left: 30px;">CM: How can you tell the story of Arthur any other way?  The entire Arthurian Cycle as it has developed over the centuries, and especially when it incorporated the Grail mythology, is about morality, trust, faith, love, betrayal and redemption. Those are the vital elements that underpin the stories as we know them today. Yes, you could set out to do a purely historical Arthur (and there have been plenty of attempts to do so) and simply have him be a Romanized Celtic-British cavalry warchief who overcomes various enemies. But that isn’t as much fun as playing with the mythological elements, especially for a game. I feel that the reason the Arthurian legends have such staying power is due to the powerful themes that are woven throughout them. As writer, I never thought twice about the idea of giving the player moral choices. That’s what Arthur’s story is about.</p>
<p><img class="alignleft size-full wp-image-716" style="margin: 10px;" title="Conquests_of_Camelot_-_Map" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/Conquests_of_Camelot_-_Map.jpg" alt="" width="400" height="285" /></p>
<p>CL: <em>In an interview in Sierra&#8217;s &#8220;InterAction Magazine&#8221;, you mention how you and Peter Ledger worked together as a creative duo, bouncing ideas off one another during the creative process. Did you collaborate on any artistic/creative projects prior to Camelot, or was this your first opportunity? If this is not too personal, what do you miss the most about working with him?</em></p>
<p>CM: Yes, we’d been working together on comics for many years before that. He did the art for <em>The Sisterhood of Steel</em> graphic novel. We did a three-part story called <em>Carlos McLlyr the Californio,</em> a supernatural historic adventure<em> </em>set in 1840’s Los Angeles, and a number of other stories here and there.</p>
<p style="padding-left: 30px;">Unfortunately, Peter hated working on computers with a passion, so he wanted nothing more to do with them after <em>Conquests of Camelot</em>. He was an artist who needed the tactile process of working with ink, paper and paint.</p>
<p>CL: <em>I noticed that in both Camelot and Longbow there seems to be an implied tension between the emergence of Christianity and the demise of pre-Christian (Paganist, Anamist, Pantheist) religions. Old-world religion is expressed in the old gods (Mithras) who is &#8220;driven away&#8221; at the end of the game by the power of Christ and the grail; Marian as a priestess of the old powers of the forest/mother nature in Longbow. As far as I can tell, these were more or less part of the &#8220;background&#8221; or mythology of both games, yet played a powerful role in how your characters were written. (If I&#8217;m not talking out my ass here..) Why is this tension important to the way you tell both stories?</em></p>
<p style="padding-left: 30px;">CM: I will admit that I was heavily influenced by the writing of Mary Stewart and her utterly brilliant trilogy about Merlin (<em>The Crystal Cave</em>, <em>The Hollow Hills</em> and <em>The Last Enchantment</em>). The passing of the old pagan gods and the rise of the Christian god is one of the main themes running through those books.</p>
<p style="padding-left: 30px;">Unlike Mary Stewart, I’m on the side of the pagan gods. LOL!  I don’t subscribe to the Christian faith and don’t mind tweaking its nose, so to speak.</p>
<p><a href="http://www.hardcoregaming101.net/conquests/conquests.htm"><img class="size-full wp-image-719 alignright" style="margin: 10px; border: 1px solid black;" title="longbow3" src="http://www.artfulgamer.com/wp-content/uploads/2010/08/longbow3.png" alt="" width="320" height="200" /></a>CL: <em>In Longbow, Robin Hood seems to walk a fine line between brigandry and morality. He robs a jeweller for instance, and is *more* apt to rob him because the jeweller insults his manhood and treats him as a common thief. But instead of robbing the jeweller for his money, he takes the jeweller&#8217;s cape instead and &#8220;more than repays&#8221; the man for the cape. This does not seem to be the same kind of clear-cut morality as Arthur has in Camelot. As a reader/player, does one character appeal to you over the other? What about as a storyteller?</em></p>
<p style="padding-left: 30px;">CM: They’re two entirely different types of characters. King Arthur represented nobility, courage, valor and similar values while Robin Hood represented being an outlaw, living by one’s wits, and justice in an unjust time. It wouldn’t make sense to write the same kind of game about two such different characters. In the Camelot game, the moral choices were clear-cut. In Longbow, Robin Hood is a trickster-hero, so I wanted more shades of gray in the choices. By the second game, I had a better sense of how to accomplish that, as well.</p>
<p style="padding-left: 30px;">With Longbow, I gave the <em>player</em> a number of options for dealing with each person they encountered and hinted at the best choice. But ultimately, the player gets to decide how they want to behave.</p>
<p style="padding-left: 30px;">Personally, I have a bit more fun writing a trickster-hero like Robin Hood than a more straightforward hero like Arthur.</p>
<p>CL: <em>Camelot ends with Arthur sadly watching the love relationship between Lancelot and Gwenhyver (&#8220;But though your land is healed, your heart is not. Perhaps it never shall be.&#8221;), while Robin Hood ends in a happy-go-lucky marriage. The former, to me, is a pretty emotionally ambivalent (almost tragic) ending for the protagonist, while the latter ends in comedy. As a reader/player, do you prefer one ending over the other?</em></p>
<p style="padding-left: 30px;">CM: One is based on a romantic tragedy and one is based on ballads about cunning and sly humor. The source material dictates the direction, though you can have Longbow end somewhat tragically with Marian dead. I don’t have a strong preference for one over the other. I just want a gripping story that is well told.</p>
<p><em>CL: <a href="http://christymarx.livejournal.com/514515.html" target="_blank">In a post on your blog</a> you mention three guidelines for an artistic understanding of video games: a significant/substantive subject matter, attention to writing, acting, and visual presentation, and the maker&#8217;s reputation as an artist or outsider-to-art. Given that video games, cartoons and comics are thought of by the public as &#8220;mere entertainment&#8221;, do you see &#8220;art&#8221; as an important part of the way you tell your stories? Or did &#8220;entertainment&#8221; mean something different for you from the beginning?</em></p>
<p style="padding-left: 30px;">CM: Those weren’t guidelines for videogames. I was trying to work out what it was that seemed to elevate a movie from being “mere entertainment” to being considered an arthouse film or to have a higher level of artistic quality. Let me go over them again (and revise them slightly):</p>
<p style="padding-left: 30px;">Guideline #1: the movie needs to be about something significant or of substance that has an impact on the viewer.</p>
<p style="padding-left: 30px;">Guideline #2: the quality of the audiovisual components, acting, writing, etc. needs to be unique or of special quality (not mundane or commercially ordinary).</p>
<p style="padding-left: 30px;">Guideline #3: the intent of the film’s primary “creator” (usually the director) is known to be about something other than commercial success or making money.</p>
<p style="padding-left: 30px;">I used Spielberg as an example. He was lauded when he made big, blockbuster movies that were huge successes.  He was initially lambasted mercilessly when he madeThe Color Purple because people didn’t accept him as a maker of a serious or artistic film. I think it took Schindler’s List for him to finally gain that acceptance.</p>
<p style="padding-left: 30px;">Then I wondered whether those guidelines could be applied to games. Or to comics, for that matter. I personally feel they can be applied. In comics, for example, look at how differently Maus was treated from other comics. Maybe it only takes two out of three in order to qualify. Maus fulfilled #1 and #2. The art was okay, but nothing special, however the subject matter and the creator’s background was enough to give it the “art” cachet. And possibly to the mainstream the use of anthropomorphized animals was unique (though not to those of us who know the medium well).</p>
<p style="padding-left: 30px;">There are people making what are called “serious” games, meaning their primary role isn’t to entertain, but to use elements of entertainment in order to teach or train in a real world setting or for a real world purpose. And yet I haven’t heard one of those games being referred to as art, so what’s missing?</p>
<p style="padding-left: 30px;">This is getting long, so I’ll leave it up to others to decide on the validity of these ideas and explore how they might or might not be applied. It’s something I’m still in the process of thinking about myself.</p>
<p style="padding-left: 30px;">For me personally, I just love to tell stories. I’m a born storyteller, that’s what I love. I like my stories to have some substance and not be fluff. I strive for quality. But I’m also a professional, and when I’m being paid to produce a piece of commercial work, I deliver what is asked of me with the highest quality I can manage within the parameters of the job.</p>
<p style="padding-left: 30px;">After all, creative people have to pay the bills, too. Some of the most famous art in history was done on commission. Michelangelo didn’t want to paint the ceiling of the Apostolic Palace, but the Pope made him and what we got out of it is the Sistine Chapel.</p>
<p><em>CL: Do you have a particular audience that you personally prefer to write for (in any medium)? Has that changed over the years?</em></p>
<p style="padding-left: 30px;">CM: No, I don’t. The majority of my work has been for the eight to twelve year old demographic and I enjoy that a lot, but I’m happy to write for any age group or type. I write the stories that I enjoy telling and that seems to work great.</p>
<p>CL: <em>Today, would you ever want to work again as the creative lead/chief writer/designer/head honcho/ on a unique game with a small team, as you did in the 80s and 90s with Peter Ledger and the Sierra On-Line team? In other words: is there a particular story that you&#8217;ve always wanted to tell in the form of a game?</em></p>
<p style="padding-left: 30px;">CM: I can’t tell you how much I would love to be designing these kinds of adventure games again. I believe a small, tight, well-knit team is better than throwing tons of people at something. I’d love to continue the Conquest series and have Charlemagne in the back of my head as a candidate, though I’d like to use a strong woman of history to build a game around, too.</p>
<p style="padding-left: 30px;">But I would also love to set a story in 1920’s Hollywood during the silent movies. I adore that time period. I have an anachronistic crush on Rudy Valentino.</p>
<p><strong>Thanks Christy, for taking the time to answering some questions that I&#8217;ve had running around in my head for years, as well as ones that I had not even thought of. And while I&#8217;m here: </strong><strong>Are you there, Mithras? It&#8217;s me, Chris. Please set up Christy Marx with a game design studio so she can send us on some wonderful adventures again.</strong></p>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=706&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2010/08/17/an-interview-with-the-legendary-christy-marx/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		<feedburner:origLink>http://www.artfulgamer.com/2010/08/17/an-interview-with-the-legendary-christy-marx/</feedburner:origLink></item>
		<item>
		<title>The Changing Nature of Gaming Interfaces</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/0t1PjYcMkTo/</link>
		<comments>http://www.artfulgamer.com/2010/07/09/the-changing-nature-of-gaming-interfaces/#comments</comments>
		<pubDate>Sat, 10 Jul 2010 00:19:47 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Game History]]></category>
		<category><![CDATA[Game Psychology]]></category>
		<category><![CDATA[Game Research]]></category>
		<category><![CDATA[Philosophy]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=687</guid>
		<description><![CDATA[The other day I was having coffee with friends who brought their 2 1/2 year old son over for a visit. He was bored, looking for anything to do in our (boring) house -- so I handed him an original Game Boy with Super Mario Land 2. I figured that a toddler would enjoy smashing [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.artfulgamer.com/wp-content/uploads/2010/07/nes-iphone-super-mario-bros-3.jpg" rel="lightbox[687]"><img class="alignleft size-full wp-image-688" style="margin: 10px; border: 2px solid black;" title="nes-iphone-super-mario-bros-3" src="http://www.artfulgamer.com/wp-content/uploads/2010/07/nes-iphone-super-mario-bros-3.jpg" alt="" width="325" height="487" /></a>The other day I was having coffee with friends who brought their 2 1/2 year old son over for a visit. He was bored, looking for anything to do in our (boring) house -- so I handed him an original Game Boy with <em>Super Mario Land 2</em>. I figured that a toddler would enjoy smashing the Game Boy&#8217;s bulletproof buttons, making Mario run and jump, and hearing the ear-piercing four-channel music. He took the Game Boy from my hand with interest, and held onto it in the familiar way that all of us hold portables. He looked at the cabbage-green screen and squealed, &#8220;MARRIOO!&#8221; I asked his mother if he had played games before, and she said, &#8220;Oh yeah. He loves playing kiddie games on our iPhone.&#8221;</p>
<p>I turned back to her son, and he was frowning intently at the Game Boy. He reached out tentatively and pushed on the plastic screen. Nothing happened. He pushed again, in a different spot. Nothing. I reached over and pushed a button -- Mario jumped. He looked at me with a puzzled expression, and turned back to the game. I eventually had to slide his fingers over to the D-Pad and buttons, pushed them down a few times to show him how it worked, and he started to &#8220;get it&#8221;.</p>
<p>I realized in that moment that we are now living in a time when the standard D-PAD + Buttons layout can no longer be assumed the &#8220;standard&#8221; way of playing a game. A new generation of players are growing up with motion-based interfaces from Sony (the upcoming Playstation Move), Nintendo (Wii MotionPlus, Balance Board), Harmonix (Rock Band), as well as touch based devices from Apple (iPod Touch/iPhone). Where the 1980s and 1990s almost always guaranteed a familiar mediating interface -- whether it be a keyboard, mouse, or D-Pad -- I wonder at how the recent explosion of alternative interfaces has changed the way gamers understand what a game is?</p>
<p>For instance, can we really say that <em>Myst</em> or <em>Monkey Island 2 SE</em> for PC are the &#8220;same games&#8221; as their iPhone variants? On what basis could we distinguish between our experience of playing the two (temporarily setting aside differences in sound quality, resolution, etc)? Is the &#8220;touch&#8221; aspect really that different from a point-n-click interface using the mouse?</p>
<p>I&#8217;m going to waffle here, because I just don&#8217;t know. And here&#8217;s why:</p>
<p><span id="more-687"></span></p>
<p><img class="alignright" style="margin: 10px; border: 2px solid black;" title="child-playing-video-games" src="http://www.artfulgamer.com/wp-content/uploads/2010/07/child-playing-video-games.jpg" alt="" width="320" height="242" /></p>
<p>When I play any game, using a standard NES/PS2/PS3/Xbox/GameCube controller layout -- my fingers and thumbs find their places. If it&#8217;s a NES, my right thumb handles the A+B buttons while my left thumb takes care of the D-Pad. There are no moments of confusion, I never have to ask myself, &#8220;which button is it again?&#8221;. The same goes for the PS2 and PS3 games: my fingers know their business. As soon as I settle down to play the game, <strong>my fingers are no longer fingers to me</strong><em>.</em> They are a part of the game -- my fingers become something like my mouth when I am speaking -- they spring into action when Mario needs to bound over a Chain Chomp or needs to go down a green pipe. My fingers never become a part of my foreground or focal experience -- in other words, my fingers become <em>repressed parts of my bodily experience</em>.<sup class='footnote'><a href='#fn-687-1' id='fnref-687-1'>1</a></sup> If I had to think about what I was going to do next before committing myself to the act, <em>Super Mario 3</em> would become unplayable.<sup class='footnote'><a href='#fn-687-2' id='fnref-687-2'>2</a></sup> In other words, games like <em>Mario 3</em> require us to forget that we have fingers for a few moments in order to bring a natural flow into the game. Without getting too artsy or mixing metaphors, many games demand that the player become a pianist of a kind.</p>
<p>Mouse-based interfaces that we typically see in adventure games require a different kind of skilfulness. My hand has to learn to map the horizontal two-dimensional space of the mouse to an on-screen virtual space. I have to learn that forwards-is-up, and backwards-is-down, and that I have to move the cursor to the right position in order to make my character do something. In this kind of interface, I still &#8220;repress&#8221; my hand -- at some point my hand disappears and the cursor becomes invisible to me. The cursor moves simultaneously with my hand. My hand knows where it needs to go on-screen in order to make Guybrush Threepwood pick up a wooden mallet. I don&#8217;t think to myself: there is a mallet, and I need to click &#8216;pick up&#8217;, then click on the mallet. Exploring the world of <em>Monkey Island 2</em> becomes a natural gesture for me.</p>
<p style="text-align: center;"><span class="youtube">
<object width="425" height="355">
<param name="movie" value="http://www.youtube.com/v/BiYUIcxibtY?color1=d6d6d6&amp;color2=f0f0f0&amp;border=0&amp;fs=1&amp;hl=en&amp;modestbranding=1&amp;loop=&amp;showinfo=0&amp;iv_load_policy=3&amp;showsearch=0&amp;rel=1" />
<param name="allowFullScreen" value="true" />
<embed wmode="opaque" src="http://www.youtube.com/v/BiYUIcxibtY?color1=d6d6d6&amp;color2=f0f0f0&amp;border=0&amp;fs=1&amp;hl=en&amp;modestbranding=1&amp;loop=&amp;showinfo=0&amp;iv_load_policy=3&amp;showsearch=0&amp;rel=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="355"></embed>
<param name="wmode" value="opaque" />
</object>
</span><p><a href="http://www.youtube.com/watch?v=BiYUIcxibtY">www.youtube.com/watch?v=BiYUIcxibtY</a></p></p>
<p style="text-align: center;">(this review demonstrates how focal one&#8217;s finger can become when playing <em>Myst</em> on a touch device)</p>
<p>But can the same be said for touch-based devices that require us to make physical contact with the display in order to play the game? For instance, while the <em>Myst</em> interface is more or less the same between the PC/Mac and iPhone versions, the fact that I have to occlude some of the screen with my fingertip in order to &#8220;do&#8221; something changes the game subtly. Every time I reach forward and click on the screen with my finger I feel the cool glass push back at me, and I leave a fingerprint. There is something very <em>focal</em> in interacting with touch-based devices, because my finger does not fall into the background as easily. Compare that to the PC version: my hand is always on the mouse, my fingers always in their familiar positions on the mouse buttons. They never leave that surface, and the mouse becomes an extension of my body. On the iPod, my finger is constantly leaving the surface, popping in and out of my visual field.</p>
<p>But it&#8217;s the same game, right? Not for me. While the iPhone version of <em>Myst</em> is a wonderful port of the original game, I cannot quite <em>dwell</em> in the world simply because I cannot repress my awareness of my fingertips. <strong>I feel like I am playing a game.</strong> It is not quite bad enough to totally remove me from the world, but it is enough to remind me that yes -- I am playing a game on my iPod Touch and this is a virtual/fictional world that I am interacting with. The PC version of <em>Myst</em> is nothing like that -- when I click something I am reaching into the world and flipping a toggle switch.</p>
<p>Returning to my anecdote: does my friend&#8217;s 2 1/2 year old son experience his favourite iPod Touch game as a &#8216;real&#8217; world? Or is his experience like mine &#8212; somewhat disembodied and self-conscious? Is this an inherent problem with touch-based interfaces, or do some of us already experience bodily repression that allows us to ignore our fingertips when we touch the display? How much have designers appreciated the qualitative change in gameplay experience as a result of the massive turn towards touch-based gaming, and have they done anything to respond to it? What are your experiences with touch-based (or even motion-based) interfaces; how do they change your experience of the game?</p>
<div class='footnotes'>
<div class='footnotedivider'></div>
<ol>
<li id='fn-687-1'>I am using a very special meaning of the word &#8220;repression&#8221; that Merleau-Ponty introduces in his phenomenology of the body. It is not the same as Freud&#8217;s notion of repression. (For more details see Lawrence Hass&#8217;s book <em>Merleau-Ponty&#8217;s Philosophy</em>, pp. 89-90). <span class='footnotereverse'><a href='#fnref-687-1'>&#8617;</a></span></li>
<li id='fn-687-2'>I am always struck that people who have never played side-scrollers like <em>Mario 3</em> often become frustrated that they have to &#8220;think&#8221; before acting. The same experience is felt by those learning a second language. <span class='footnotereverse'><a href='#fnref-687-2'>&#8617;</a></span></li>
</ol>
</div>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=687&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2010/07/09/the-changing-nature-of-gaming-interfaces/feed/</wfw:commentRss>
		<slash:comments>29</slash:comments>
		<feedburner:origLink>http://www.artfulgamer.com/2010/07/09/the-changing-nature-of-gaming-interfaces/</feedburner:origLink></item>
		<item>
		<title>A New Bicycle? The Art of Monkey Island 2 Special Edition</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/Q_0TTY6l7PE/</link>
		<comments>http://www.artfulgamer.com/2010/05/20/a-new-bicycle-the-art-of-monkey-island-2-special-edition/#comments</comments>
		<pubDate>Thu, 20 May 2010 19:24:59 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Game Art]]></category>
		<category><![CDATA[Game History]]></category>
		<category><![CDATA[Game Psychology]]></category>
		<category><![CDATA[Retro Gaming]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=668</guid>
		<description><![CDATA[The other day I was shopping at &#8220;Canadian Tire&#8221; (a chain of department stores in Canada, like Wal-Mart), and I noticed a father loading a brand new pink bicycle onto his truck. I saw it as a girly bike &#8211; the kind with multicoloured tassels flaring from the handle grips, white plastic training wheels haphazardly [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://mojoart.mixnmojo.com/fan-art/_art_dan-lee_treasure-map.html"></a><a href="http://mojoart.mixnmojo.com/fan-art/_art_dan-lee_treasure-map.html"><img class="alignleft size-full wp-image-677" style="margin: 10px; border: 2px solid black;" title="_art_dan-lee_treasure-map_445x573" src="http://www.artfulgamer.com/wp-content/uploads/2010/05/art_dan-lee_treasure-map_445x573.jpg" alt="" width="312" height="401" /></a>The other day I was shopping at &#8220;Canadian Tire&#8221; (a chain of department stores in Canada, like Wal-Mart), and I noticed a father loading a brand new pink bicycle onto his truck. I saw it as a girly bike &#8211; the kind with multicoloured tassels flaring from the handle grips, white plastic training wheels haphazardly poking out of the sides, and a bare frame anxiously waiting to have <em>My Little Pony</em> stickers pasted all over it. I smirked a bit, and kept walking. As I passed the man&#8217;s truck, I saw his little girl sitting on the passenger seat, peering through the back window as her father loaded the bike. The look on her face &#8211; I cannot find the words to express it &#8211; was <em>ecstatic!</em> She was bouncing all over the seat, squealing excitedly like only a 4-year-old can. Like the infamous <a href="http://www.youtube.com/watch?v=pFlcqWQVVuU">N64 Kids</a> she looked to be in sheer bliss.</p>
<p>I remember that when I was young, getting a new game was about as exciting as my father coming home with a new bicycle. <a href="http://www.artfulgamer.com/2008/01/31/musical-genius-lucasarts-and-imuse/" target="_blank">As I&#8217;ve mentioned in a prior post</a>, <em>Monkey Island 2</em> has a special place in my heart. It was the first game that my sister and I pooled our money together for, after months of back-breaking work on our farm, feeding horses and mowing acres of lawn. In those days, the recession of the early 1990s was hitting my family pretty hard. My mother was attending university at the time, and my father&#8217;s carpentry business was not going well at all; money was a constant problem around the house. While my parents paid my sister and I an allowance for doing chores around the acreage, I knew that an allowance was a frivolity that my parents could barely afford. Buying a <em>new</em> game with months worth of our pooled chore money was a <em>big deal</em>.</p>
<p>I would tear open the box as soon as we had left the store, and start digging into the manual. The 45-minute car ride back to my family&#8217;s acreage was like torture. The <em>Monkey Island 2: LeChuck&#8217;s Revenge</em> box art (painted by Steve Purcell) became a playground for my imagination; by the time we arrived home I had already created a world and story based on what I saw on the box. My sister and I traded pieces of the game back and forth as we drove home, but inevitably there was something about the box&#8217;s front cover art that we both were attracted to. There was something about the cover art that invoked our imaginations. It had horrible tension, an utterly terrifying pirate on the front, and it told a story in one glance: <em>whoever that guy is on the left, he&#8217;s in trouble!</em></p>
<p>So when the new cover art appeared recently for the upcoming release of <em>Monkey Island 2: LeChuck&#8217;s Revenge</em>, I could not help but notice a stylistic change in the box art. I could not put my finger on it, but it felt like something was <em>missing</em> in the overall presentation. Fearing that this was mere nostalgia rearing its ugly head, I decided to do a side-by-side comparison of the old and the new box art, as well as some of Steve Purcell&#8217;s previously unreleased box art. In this article I borrow some terminology from an art critic by the name of <a href="http://en.wikipedia.org/wiki/Heinrich_Wölfflin" target="_blank">Heinrich Wölfflin</a> to help out in distinguishing between the two styles. Keep in mind that I&#8217;m no art historian or critic, so any errors I make are mine alone, and not Wölfflin&#8217;s. Thanks to Martyn Zachary of Slowdown.vg for <a href="http://www.slowdown.vg/2010/03/11/monkey-island-2-special-edition/" target="_blank">posting his own comparison</a>, and my friend Melinda for letting me know about Wölfflin in the first place.</p>
<p><span id="more-668"></span></p>
<p style="text-align: center;"><a href="http://www.artfulgamer.com/wp-content/uploads/2010/05/mi2-old_new_large.png" rel="lightbox[668]"><img class="size-full wp-image-671  alignnone" style="margin: 10px; border: 2px solid black;" title="mi2-old_new_small" src="http://www.artfulgamer.com/wp-content/uploads/2010/05/mi2-old_new_small.png" alt="" width="450" height="290" /><br />
</a><a href="http://www.artfulgamer.com/wp-content/uploads/2010/05/mi2-old_new_large.png" rel="lightbox[668]"></a></p>
<p style="text-align: center;">Left: Steve Purcell&#8217;s original box art. Right: the new box art.<br />
<a href="http://www.artfulgamer.com/wp-content/uploads/2010/05/mi2-old_new_large.png" rel="lightbox[668]">(</a><a href="http://www.artfulgamer.com/wp-content/uploads/2010/05/mi2-old_new_large.png" rel="lightbox[668]">click here to compare the box art at higher resolution)</a></p>
<h3>From Painterly to Linear</h3>
<p style="text-align: left;">Wölfflin wanted to distinguish between artistic styles based on a handful of objective principles. The most important, to me, is his distinction between <strong>linear</strong> and <strong>painterly.</strong> Wölfflin himself writes, in a <strong>linear </strong>style, &#8221;stress is laid on the limits of things; in the other the work tends to look limitless. Seeing by volumes and outlines isolates objects: for the painterly eye, they merge. In [a linear painting] interest lies more in the perception of individual material objects as solid, tangible bodies; in [a painterly painting], in the apprehension of the world as a shifting semblance.&#8221; In my own words: linear styles tend to define sharp separations between objects, while painterly styles tend to allow things in the scene to flow into one another. Linear paintings also tend to have &#8220;flat&#8221; surfaces, make use of photorealism, and are often seen in comic-book style artwork. Painterly works rely upon visible brush strokes that give the piece a &#8220;textured&#8221; appearance, usually use wider brushes, and mix together uniform colours in the same region for expressive effect.</p>
<p style="text-align: left;">So how do I see this playing a role in the above paintings? The original <em>Monkey Island 2</em> box art by Steve Purcell on the left seems to take a more painterly approach, while the new box art on the right takes a more linear approach. Look at LeChuck&#8217;s beard in Purcell&#8217;s painting: a light source from the mast plays off his beard, creating a strange mix of yellows, browns and oranges. In the new box art, LeChuck&#8217;s beard is no longer curly and frazzled, but a series of grey-black blocks. The ropes on Purcell&#8217;s work are textured and tactile, while the new artist flattens all texture out of them so they blend into the background. Guybrush goes from a flowing and smooth style in Purcell&#8217;s painting, to a series of geometric angles in the new painting (compare the shirt collars and hair for instance).</p>
<h3>What does this ACTUALLY mean for a player?</h3>
<p style="text-align: left;">The overall effect is that the second work is presented in a much more linear manner than Purcell&#8217;s original (more painterly) work. While the depicted content of the two paintings are almost identical (they both have the same objects), the expressive qualities are certainly different. The new painting &#8220;flattens&#8221; out all features for an overall balance between each element of the scene; in particular the bodies of LeChuck, the voodoo doll, and Guybrush are &#8220;equally important&#8221; to the scene. My eye is caught by the pin in LeChuck&#8217;s hand, but afterwards I find myself struggling to follow the action of the scene. Guybrush might either be playing Hide-and-Go-Seek, listening to an iPod, or in actual physical pain. I can&#8217;t tell, given the (lack of) expression on his face. LeChuck looks non-human, comic bookish, and a hobbyist evil-doer. The monkey on the mast is either whistling or leering. Because nothing is textured or exaggerated for expressive effect, I don&#8217;t have much of an emotional &#8220;grip&#8221; on the scene.</p>
<p style="text-align: left;">In Purcell&#8217;s painting, he is clearly playing favourites: my eye immediately goes to LeChuck&#8217;s face, then to what he is staring at (the voodoo doll), then to the threatening hand, and finally to Guybrush&#8217;s agonized face. Purcell wants to tell the story of Monkey Island in one glance, and he excels at it. My emotional grip is set up by the kind of story that Purcell is trying to tell, where there is explicit tension between the characters. Guybrush isn&#8217;t just in pain, he is in <strong>agony</strong> as LeChuck tortures him. LeChuck isn&#8217;t just a goofy villain with an obsession for voodoo dolls, but a human being-truly-gone-bad, evidenced in his &#8220;undead&#8221; look. The monkey on the mast looks truly concerned, mirroring our own horror at the sight of LeChuck.</p>
<p style="text-align: left;">In the end, the new cover art loses all of its dramatic tension, giving way to <em>Monkey Island&#8217;s</em> lighter comedic side. The new cover art belongs to a generation of gamers, in my opinion, that welcome flat representation over painterly expression. As photorealism and linear comic book artwork become increasingly popular among gamers, I suspect that we will see less of Purcell&#8217;s painterly style, and more linear and representational art styles. Given the differences in how I understand the narrative (see above) through the cover art, a move to linear styles might be to our detriment as gamers who want a good yarn.</p>
<p style="text-align: left;">At the same time, Wölfflin&#8217;s point was there neither linear nor painterly styles are &#8220;better&#8221; than one another, they just express different things. Ultimately however, this depends on how you see each art style. Which of the above appeals to you more? Why?</p>
<p style="text-align: left;">Finally, here are some<a href="http://spudvisionblog.blogspot.com/2010/04/and-another.html" target="_blank"> original unreleased paintings that Steve Purcell did for </a><em><a href="http://spudvisionblog.blogspot.com/2010/04/and-another.html" target="_blank">Monkey Island 2</a></em>. Note that these are even more painterly in style than the final box art:</p>
<p style="text-align: center;"><a href="http://www.artfulgamer.com/wp-content/uploads/2010/05/LeChuckComp.jpg" rel="lightbox[668]"><img class="size-medium wp-image-672 aligncenter" style="margin-top: 5px; margin-bottom: 5px; border: 2px solid black;" title="LeChuckComp" src="http://www.artfulgamer.com/wp-content/uploads/2010/05/LeChuckComp-231x300.jpg" alt="" width="231" height="300" /></a><a href="http://www.artfulgamer.com/wp-content/uploads/2010/05/MI2_Sml.jpg" rel="lightbox[668]"><img class="size-medium wp-image-674 aligncenter" style="margin-top: 5px; margin-bottom: 5px; border: 2px solid black;" title="MI2_Sml" src="http://www.artfulgamer.com/wp-content/uploads/2010/05/MI2_Sml-240x300.jpg" alt="" width="240" height="300" /></a><a style="text-decoration: none;" href="http://www.artfulgamer.com/wp-content/uploads/2010/05/MI_CvrComp2_Sml.jpg" rel="lightbox[668]"><img class="size-medium wp-image-673 aligncenter" style="margin-top: 5px; margin-bottom: 5px; border: 2px solid black;" title="MI_CvrComp2_Sml" src="http://www.artfulgamer.com/wp-content/uploads/2010/05/MI_CvrComp2_Sml-240x300.jpg" alt="" width="240" height="300" /></a></p>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=668&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2010/05/20/a-new-bicycle-the-art-of-monkey-island-2-special-edition/feed/</wfw:commentRss>
		<slash:comments>20</slash:comments>
		<feedburner:origLink>http://www.artfulgamer.com/2010/05/20/a-new-bicycle-the-art-of-monkey-island-2-special-edition/</feedburner:origLink></item>
		<item>
		<title>The Angry Gamer</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/c4GQh_IqSOg/</link>
		<comments>http://www.artfulgamer.com/2010/03/16/the-angry-gamer/#comments</comments>
		<pubDate>Wed, 17 Mar 2010 03:11:13 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Game Psychology]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=657</guid>
		<description><![CDATA[A few minutes ago I got a text message from a friend of mine who&#8217;s been playing Assassin&#8217;s Creed 2 on his PS3. The message read &#8220;Turns out AC2 is a very frustrating game, and this controllers fly apart like a chinese motorcycle.. lol&#8221;, with it the following photo (see left) was attached. I was [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.artfulgamer.com/wp-content/uploads/2010/03/wayneps3.jpg" rel="lightbox[657]"><img class="alignleft size-full wp-image-658" style="margin: 10px; border: 1px solid black;" title="broken ps3 controller" src="http://www.artfulgamer.com/wp-content/uploads/2010/03/wayneps3.jpg" alt="broken ps3 controller" width="325" height="433" /></a>A few minutes ago I got a text message from a friend of mine who&#8217;s been playing <em>Assassin&#8217;s Creed 2</em> on his PS3. The message read &#8220;Turns out AC2 is a very frustrating game, and this controllers fly apart like a chinese motorcycle.. lol&#8221;, with it the following photo (see left) was attached. I was disturbed, but not surprised, to see that kind of behaviour in a 30 year old man. The same went for a friend of mine whose 4 year old son threw his Gamecube controller at the family LCD tv, smashing it to pieces (see below). A mother I knew had two young sons who fought incessantly over the use of the computer to play <em>Ultima Online</em>, to the point of one of them destroying it in rage and jealousy. I asked myself: why do people become destructive in an activity that is supposed to be pleasurable?</p>
<p>I can remember my first bout of rage at a video game: it was <em>ChopLifter</em> for the Sega Master System when I was 12 years old. After many hours of play I had managed to get to one of the last levels without losing a single helicopter. In a matter of 30 seconds as I tried to fly through a cavern full of lava, I lost all three of my lives. I distinctly remember shrieking in rage, trying to rip the controller into shreds, and finally throwing it into the wall (to no avail). I shut off the system and stomped off, never to play the game again.</p>
<p><span id="more-657"></span></p>
<p>These days I still get frustrated playing games, but I express it differently &#8211; sometimes I take a deep breath and try to change my play-style, other times I become angry and close the game without saving. But on the whole, it feels different. I keep it in the back of my mind that games are a pleasure and a responsibility, and when I&#8217;m frustrated it likely has nothing to do with the game itself.</p>
<p>In the case of my friend, whose work life is punctuated by all kinds of unmitigated stresses and frustrations, games offer a space that concentrates his rage and aggression towards others. If they don&#8217;t offer him some kind of killing or destruction or competition, the game bores him, so he tends to seek out games that infuriate him.</p>
<p><img class="alignright size-full wp-image-659" style="margin-right: 10px; margin-left: 10px; border: 1px solid black;" title="DSC00120" src="http://www.artfulgamer.com/wp-content/uploads/2010/03/DSC00120.jpg" alt="" width="400" height="300" /></p>
<p>To me, this is gaming in its most negative sense: a safe substitute object for displaced aggression at life. Freud would, I think, see the &#8220;angry gamer&#8221; as typical of a repressive society and an underdeveloped psyche; sort of like the sports fan who screams obscenities at the television during a hockey game.</p>
<p>Now, I&#8217;m always on the side of acknowledging the salutary nature of gaming and how games can offer personal insight. But in the case of gamer anger, but I earnestly see few opportunities for personal development. It seems to me that this is one of the unanswered questions in gamer psychology, yet one of the crucial ones in terms of the current research on video game violence and aggression. I&#8217;m not trying to make a moral judgment on those who express anger as they play games, but rather try to understand the factors involved in that expression. Do you know an &#8216;angry gamer&#8217;, and if so, what were the relevant factors in this person&#8217;s (or your own) expression of anger in games?</p>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=657&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2010/03/16/the-angry-gamer/feed/</wfw:commentRss>
		<slash:comments>17</slash:comments>
		<feedburner:origLink>http://www.artfulgamer.com/2010/03/16/the-angry-gamer/</feedburner:origLink></item>
		<item>
		<title>When do you call a game a Game?</title>
		<link>http://feedproxy.google.com/~r/ArtfulGamer/~3/iqW7-fFY7TU/</link>
		<comments>http://www.artfulgamer.com/2010/03/11/when-do-you-call-a-game-a-game/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 18:28:08 +0000</pubDate>
		<dc:creator>chris</dc:creator>
				<category><![CDATA[Game Industry]]></category>
		<category><![CDATA[Game Psychology]]></category>
		<category><![CDATA[Game Research]]></category>
		<category><![CDATA[Irritating Rants]]></category>
		<category><![CDATA[Philosophy]]></category>

		<guid isPermaLink="false">http://www.artfulgamer.com/?p=645</guid>
		<description><![CDATA[Yesterday I happened across an article about comic books in a local newspaper (See Magazine for fellow Edmontonians). In his fantastic article (please, read it first!), When Do You Call a Comic a Comic?, Kenton Smith reasons out the essence of comic books. Kenton laboriously works through all of the usual options: it is an [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.artfulgamer.com/wp-content/uploads/2010/03/ThePath-boxart.jpg" rel="lightbox[645]"><img class="alignleft size-full wp-image-646" style="margin: 10px;" title="ThePath-boxart" src="http://www.artfulgamer.com/wp-content/uploads/2010/03/ThePath-boxart.jpg" alt="" width="272" height="400" /></a>Yesterday I happened across an article about comic books in a local newspaper (See Magazine for fellow Edmontonians). In his fantastic article (please, read it first!), <a href="http://www.seemagazine.com/article/arts/arts-feature/comic-0304/" target="_blank">When Do You Call a Comic a Comic?</a>, Kenton Smith reasons out the essence of comic books. Kenton laboriously works through all of the usual options: it is an expression of the imagination through illustration, a &#8220;juxtaposition of words and pictures&#8221;, a non-linear narrative medium, a dynamic moment expressed in a static frame?</p>
<p>All of those answers &#8211; yes they are, and no they aren&#8217;t, <em>X</em> &#8211; get us no closer to answering his initial question. And that&#8217;s the same question we&#8217;ve been trying to face for years in the gaming world. When do we call a game a game? Michaël Samyn and Auriea Harvey&#8217;s (Tale of Tales) creations <em>The Endless Forest</em>, <em>the Graveyard, </em>and <em>The Path</em> all provoked a response from gamers. Some <a href="http://www.wired.com/gamelife/2008/03/the-graveyards/" target="_blank">praised their willingness to experiment</a> with what has become a starkly conventional medium. Others simply raged with incredulity at what they saw lacking in terms of gameplay, <a href="http://www.bit-tech.net/gaming/pc/2009/03/22/the-path-review/1" target="_blank">while others said things akin to</a>, &#8220;I want to tell you that, in its most banally distilled form, <em>The Path</em> is a game about exploration, risk, patience and vulnerability – but I’m hampered by the obvious fact that <em>The Path</em> is just not a game. At all.&#8221;</p>
<p>That last response is the one that interests me most. In some ways, it reflects the problem that Kenton Smith runs into in trying to define comic books in terms of their essential structure. Although Kenton is obviously sensitive to the importance of a <em>reader&#8217;s experience</em> in defining what a comic book &#8220;is&#8221;, he does not approach the question that way. Similarly, I think that most of us get caught up in using language that tries to define a game as &#8220;a thing&#8221; rather than as a kind of experience that we have. <strong>We create a problem for ourselves when we think of games only as things with definable properties separate from ourselves, when really no problem exists at all. </strong>We continue to try defining games as objects with properties &#8211; <a href="http://hardydev.com/2010/03/10/what-is-an-adventure-game/" target="_blank">as Igor Hardy attempts to do in this recent article on adventure games</a> &#8211; and end up confusing ourselves over what they really are for us. (<em>E</em><em>dit: Be sure to read Igor&#8217;s article and the comments below it, as well as the exchange between Igor and I. We have a lot more in common than I originally assumed!)</em> In this article, I provide an alternative to the current understanding of games, and hope that it gets us out of this foxhole.</p>
<p>(Note: Chris Crawford&#8217;s wonderfully written <em><a href="http://www.vancouver.wsu.edu/fac/peabody/game-book/Chapter1.html" target="_blank">The Art of Computer Game Design</a></em> is a step in the right direction I think, but not a complete one)</p>
<p><span id="more-645"></span></p>
<h3>We call it a game when we are gaming.</h3>
<p>I think Kenton&#8217;s original question sets us off in the right direction. The question isn&#8217;t &#8220;what is a game?&#8221; (that leads straight into the territory of the confusion I mentioned earlier),<em> </em>but rather,<em> when we&#8217;re doing some activity &#8211; when do we know that activity is called gaming?</em></p>
<p>In my opinion, the only place to turn to in order to answer that question is everyday experience. I know I&#8217;m playing a game by the kind of activity I&#8217;m engaged in. If I&#8217;m playing a console game, I hit the PS button on my controller and walk to the kitchen while hearing the familiar orchestra tuning bootup noise. I grab a coke from the fridge and a glass full of ice. My fiancee isn&#8217;t home &#8211; I take a sip of the ice cold drink with guilty pleasure, because I know she&#8217;d scorn me for it if she was there.</p>
<p><a href="http://www.artfulgamer.com/wp-content/uploads/2010/03/KIDS-n-GAMES-3.jpg" rel="lightbox[645]"><img class="alignright size-full wp-image-647" style="margin: 10px; border: 2px solid black;" title="KIDS n GAMES 3" src="http://www.artfulgamer.com/wp-content/uploads/2010/03/KIDS-n-GAMES-3.jpg" alt="" width="328" height="248" /></a>I lazily slump down on the couch and load up <em>Trine</em>. After the first few awkward minutes I&#8217;m drawn in by the introduction, and begin to lean forward. My elbows are now perched on my knees and my wrists are perfectly parallel to my legs, thumbs resting comfortably on the thumbsticks. My eyes are fixed intently on the screen and they dart around as they attend to highlights and surprises that appear out of nowhere. The rest of the room disappears from around me &#8211; literally disappears.. our three cats (despite their annoying whines) are no longer part of my perceptual scene. As I traverse the levels my thumbs do the work on their own accord, although at times my index fingers still haphazardly fumble with the R1/L1 triggers, trying to switch to the right character quickly. The more intense the action, the more I lean forward, until my face is closer to the TV than my hands are. I&#8217;m tense, even though the game is not very demanding. When I&#8217;m done playing &#8211; usually in bored frustration &#8211; I don&#8217;t even bother saving the game and toss the controller into the corner of the couch. That&#8217;s the last I see of my PS3 for a few days.</p>
<p>With PC games, it&#8217;s a whole different &#8211; yet similar &#8211; activity. I walk into my office, and turn on the machine, letting the glow of my cinema display light up the room with its warm blue glow. While the computer boots, I walk over to the kitchen and put on a kettle of tea. While the kettle heats up, I run back to the office to get <em>Mass Effect 2</em> loading, because I know it&#8217;s going to be a few minutes. Stacey says that she&#8217;d like to work on her paintings in the office while I&#8217;m playing, and I&#8217;m glad to have the company. I pour both of us a cup of rooibos and honey, and I turn my complete attention to the game. I get the sense that an entire world is waiting to be explored. I lean back in my chair and watch the introduction cinematic. At first, I can hear Stacey turn her chair to watch it with me &#8211; but after the first couple of minutes she loses interest and goes back to her painting. I turn down the sound a little to allow her to concentrate on her artwork; my ears strain even more to involve me in the game&#8217;s world.</p>
<table style="width: 384px;" border="0" cellspacing="0" cellpadding="5" align="left">
<tbody>
<tr>
<td><a href="http://www.artfulgamer.com/wp-content/uploads/2010/03/chris-playing-gb2.jpg" rel="lightbox[645]"><img title="chris-playing-gb2" src="http://www.artfulgamer.com/wp-content/uploads/2010/03/chris-playing-gb2.jpg" alt="" width="384" height="268" /></a></td>
</tr>
<tr>
<td><span style="font-size: xx-small;">A very young Chris sits back with nerd pride after finishing <em>Ghostbusters II</em>, while his mom takes a photo of the credits rolling for posterity. That&#8217;s Slimer on the screen left side of the screen. (Note the Strongbadesque 3.5&#8243; low-density diskette box behind the printer.)</span></td>
</tr>
</tbody>
</table>
<p>As I play through the tutorialized introduction, my vision darkens around the peripheries&#8230; already the office has begun to disappear around me. A few minutes later, I am fully drawn into the game, I am <em>speaking with</em> fellow marines and scientists around me and <em>shooting at</em> droids that are patrolling the area. When I run, my eyes pay attention only to the center of the screen and allow the details at the fringes to blur around me. When I scrutinize an area for equipment lockers, I walk and check every  dark area of a room, my eyes on the hunt for anything cube-like on the screen. When I&#8217;m speaking with other characters, my eyes move between the text at the bottom of the screen and the physiognomy of each character; I find their motion-captured gestures distracting, so I spend more time reading the text. Mostly, I hear their voices &#8211; no <em>I feel</em> their voices&#8230; the actor&#8217;s voices and the text are more tangible to me than the visual scene. Eventually, my body becomes weary and Stacey has long gone to bed &#8211; I did not even notice her leaving. It is 1am, and I&#8217;m remorseful for not talking with her tonight. But I feel satisfied, as if I&#8217;ve completed the first leg of a long journey ahead of me. I am putting my character to sleep, just as I put myself to sleep.</p>
<p>In both of these cases, I have no confusion about what I am doing.<em> I am gaming; I am playing games</em>. I do not need to seek an essential structure in each game, because both evoke from me a certain kind of response &#8211; one I recognize as a demand &#8220;to sit back and play this for a while&#8221;. When the space between me and the game collapse, either due to frustration, boredom, or exhaustion, I know that I am done gaming. The game does not exist for me all of a sudden, and I have other more important things to do.</p>
<h3>What does this view afford us?</h3>
<p>If we came to understand games as interactive experiences that create &#8220;a space for playing&#8221;, we would be much closer to figuring out why they are so different (and perhaps similar to) other kinds of activities that we do. And, it would also help to define &#8211; I think &#8211; the difference between an RPG, an adventure game, or an FPS. They are experientially different and technologically the same. From this view, there is no such thing as a game mechanic outside of the way I play the game.</p>
<p>Developers no longer should focus on trying to get &#8220;the right mechanic&#8221; &#8211; but rather to try setting up a certain kind of experience for the player. If you want the player to play an adventure game, do not introduce control schemes that draw out an FPS experience. If you want the player to experience your game as an RTS, create a space in which their eyes are drawn in all four cardinal directions of the screen, waiting for the ensuing invasion. If you want your game to be experienced as an RPG, you better be able to draw the player into a world they experience as real and meaningful. <strong>In the end, the designer has to know a lot more about how players experience a game than what the rules of the game are. That&#8217;s why playing your game over and over again &#8211; and allowing other people to play it &#8211; turns a mediocre game into one worth talking about.</strong></p>
<img src="http://www.artfulgamer.com/?ak_action=api_record_view&id=645&type=feed" alt="" />]]></content:encoded>
			<wfw:commentRss>http://www.artfulgamer.com/2010/03/11/when-do-you-call-a-game-a-game/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
		<feedburner:origLink>http://www.artfulgamer.com/2010/03/11/when-do-you-call-a-game-a-game/</feedburner:origLink></item>
	</channel>
</rss><!-- This Quick Cache file was built for (  www.artfulgamer.com/feed/ ) in 0.78786 seconds, on Jan 28th, 2012 at 3:29 pm UTC. --><!-- This Quick Cache file will automatically expire ( and be re-built automatically ) on Jan 28th, 2012 at 4:29 pm UTC --><!-- +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ --><!-- Quick Cache Is Fully Functional :-) ... A Quick Cache file was just served for (  www.artfulgamer.com/feed/ ) in 0.00053 seconds, on Jan 28th, 2012 at 4:22 pm UTC. -->

