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    <updated>2012-05-22T15:23:35-04:00</updated>
    <subtitle>Thoughtful conversation about video games</subtitle>
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        <title>Comfy conditioning chamber</title>
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        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2012/05/comfy-conditioning-chamber.html" thr:count="2" thr:updated="2012-05-22T15:42:21-04:00" />
        <id>tag:typepad.com,2003:post-6a00e39824440288330168ebb0e009970c</id>
        <published>2012-05-22T15:23:35-04:00</published>
        <updated>2012-05-22T15:39:56-04:00</updated>
        <summary>Diablo 3 is exactly the kind of game I should hate. Blizzard’s latest dungeon-crawling loot-fest relies on a checklist of design elements that typically drive me screaming into the night: Derivative design We can’t accuse Blizzard of stealing from itself, but Diablo 3 is an essentially conservative game. It iterates on its predecessors in obvious ways - graphics, UI, streamlined path to leveling up, etc. - but in most of the ways that matter, Diablo 3 is a dressed up version of Diablo 2. Repetitive play Click-Loot-Upgrade-Repeat. Diablo 3’s repetitiveness is woven through its design on both micro and macro...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        <category scheme="http://www.sixapart.com/ns/types#category" term="Games" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e3982444028833016766af7066970b-pi" style="display: inline;"><img alt="Diablo-3-desert-town-at-night-1280x800-wallpaper-5ubgm" class="asset  asset-image at-xid-6a00e3982444028833016766af7066970b" src="http://www.brainygamer.com/.a/6a00e3982444028833016766af7066970b-550wi" style="width: 530px;" title="Diablo-3-desert-town-at-night-1280x800-wallpaper-5ubgm" /></a></p>
<p><em>Diablo 3</em> is <em>exactly</em> the kind of game I should hate. Blizzard’s latest dungeon-crawling loot-fest relies on a checklist of design elements that typically drive me screaming into the night:</p>
<ul>
<li><strong>Derivative design</strong> <br />We can’t accuse Blizzard of stealing from itself, but <em>Diablo 3</em> is an essentially conservative game. It iterates on its predecessors in obvious ways - graphics, UI, streamlined path to leveling up, etc. - but in most of the ways that matter, <em>Diablo 3</em> is a dressed up version of <em>Diablo 2</em>.</li>
<br />
<li><strong>Repetitive play</strong><br />Click-Loot-Upgrade-Repeat. <em>Diablo 3</em>’s repetitiveness is woven through its design on both micro and macro levels. Everything you do in this game, you do over and over. Coins spill, and you pick them up. Every time. Stimulus. Operanda. Reinforcement. Skinner is grinning.</li>
<br />
<li><strong>Sententious “lore” with no meaningful impact on gameplay.</strong><br /><em>Diablo 3</em> throws a few winks at the player, but it doesn’t stray far from threadbare fantasy tropes. For the umpteenth time we must locate soulstones, defeat demon lords, assemble shattered swords - all to defeat Eeeviiil. I’m a narrative-loving player, but even I find myself challenged to pay attention to the arch codswallop this game dispenses.</li>
</ul>
<ul>
<li> <a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e3982444028833016305bb61cc970d-pi" style="float: right;"><img alt="Screen Shot 2012-05-22 at 9.57.34 AM" class="asset  asset-image at-xid-6a00e3982444028833016305bb61cc970d" src="http://www.brainygamer.com/.a/6a00e3982444028833016305bb61cc970d-250wi" style="width: 250px; margin: 0px 0px 5px 5px;" title="Screen Shot 2012-05-22 at 9.57.34 AM" /></a><strong>Choking feedback loops</strong><br />When designers talk about gluing players to games, they inevitably reference the <em>Diablo</em> series and its effective feedback loops. Such loops occur when a player takes an action and receives information about that action, which in turn encourages the player to alter his choices or behavior the next time that action is performed. I appreciate the gamey-ness of this system, but <em>Diablo 3</em>’s feedback loops are so embedded into its design that they’re in my face at every turn, and many of them feel only cosmetically significant. I like meaningful choices, but this game taps me on the shoulder with the frequency of a 4-year-old in the toy aisle at Target.</li>
<br />
<li><strong>DRM handcuffs</strong><br /> Developers should not constrain where and when I can play my game. Lots of folks have complained about this, so I won’t rehash the argument here. If I want to play <em>Diablo 3</em> solo, I shouldn’t be required to login to a developer’s server and maintain that connection throughout my play session…<strong>unless the game has a crucial reason for doing so that benefits me.</strong> So far, I can’t discern such a reason. A game that requires twitch reflexes should not suffer from lag that prevents me from playing it properly. In other words, <strong>it should not make me die.</strong></li>
</ul>
<p>So... A funny thing happened on my way to hating <em>Diablo 3</em>. It hooked me. <em>Deep</em>. Here I am, an hour into Act II, and the game is playing me as much as I’m playing it, like all the best games do. I play <em>Diablo 3</em> when I should be doing other things. Like sleeping. I think about it when I should be paying attention to other things. Like driving. Last night I dreamed about my childhood backyard…in isometric view.</p>
<p><em>Diablo 3</em> overrides all my misgivings because it’s just so damned much <em>fun</em>. We often decry the game industry’s stubborn unwillingness to evolve, dishing out the same old stuff over and over. Sometimes, however, the same old stuff - and <em>Diablo 3</em> is unmistakably SOS - hits the mark so squarely and elegantly that it quenches a thirst I forgot I had.</p>
<p>It is retro gaming without the stench of lazy design “retro” too often signifies. <em>Diablo</em> has always been retro (remember <em>Wizardry</em>, folks?), but the series has consistently looked forward too, mechanically and aesthetically. Watch Blizzard’s <a href="http://gdcvault.com/play/1015306/The-Art-of-Diablo">Christian Lichtner talk about <em>Diablo 3</em>’s art design</a> at this year’s GDC to see how Blizzard’s artists developed a philosophy for the game’s visuals that carefully blended old and new.</p>
<p>The game doles out a skill or special trinket every time you level up. Loot is more varied, the environments are more visually stimulating, and the monsters are more interesting and fun to beat than in <em>Diablo 2</em>. Killing twelve enemies at once with one kick-ass spell never gets old. The music is beautifully evocative, and the character animations make the old <em>Diablo</em> games look, well, very old. If you experience any initial concerns about <em>Diablo 3</em> being too easy or predictable, hang on until Act II. Trust me, things change.</p>
<p>I drank a bottle of Coca-Cola the other day. Wow. That is some <em>good</em> SOS. I remember now why I used to enjoy it so much. I don't drink soda any more, and I don’t plan to fill my refrigerator with Cokes, but I’m glad it’s still there when I’m thirsty for it.</p>
<p>Not every successful developer operates so conservatively. In my next post, I’ll discuss a game by another AAA studio bent on pushing the design envelope in ways Blizzard can’t or won’t. If Blizzard is the Ronald Reagan of developers, this studio is the industry’s Ted Kennedy. I hope you'll stay tuned.</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/smLDHL2sX_M" height="1" width="1" /></div></content>



    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2012/05/comfy-conditioning-chamber.html</feedburner:origLink></entry>
    <entry>
        <title>Wholesome cacophony</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/UvUlBrkGRpw/wholesome-cacophony.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2012/05/wholesome-cacophony.html" thr:count="13" thr:updated="2012-05-16T06:18:49-04:00" />
        <id>tag:typepad.com,2003:post-6a00e398244402883301676643626b970b</id>
        <published>2012-05-07T11:41:13-04:00</published>
        <updated>2012-05-09T09:16:38-04:00</updated>
        <summary>If forceful writing inspires assessment and introspection - with a dash of outrage and resistance - Taylor Clark’s Atlantic profile of Jonathan Blow was potent stuff. I responded here, aided by 350 readers who contributed entries to my "Smart Game" Catalog. A hearty thanks to all who helped! More on that project soon. Others posted their own thoughts - I especially enjoyed Matthew Burns’ reflections on the “mysterious barrier” designers face and Darshana Jayemanne’s essay for Kill Screen Daily, which expands the focus beyond “smart” or “dumb” to suggest we jettison our limiting thinking about games: Inevitability and irreversibility--either there’s...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Games and culture" />
        <category scheme="http://www.sixapart.com/ns/types#category" term="Games and media" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e39824440288330168eb45794f970c-pi" style="float: right;"><img alt="Cacophony" class="asset  asset-image at-xid-6a00e39824440288330168eb45794f970c" src="http://www.brainygamer.com/.a/6a00e39824440288330168eb45794f970c-300wi" style="width: 280px; margin: 0px 0px 5px 5px;" title="Cacophony" /></a>If forceful writing inspires assessment and introspection - with a dash of outrage and resistance - Taylor Clark’s <em>Atlantic</em> profile of Jonathan Blow was potent stuff. I <a href="http://www.brainygamer.com/the_brainy_gamer/2012/04/smart-games-here.html">responded here</a>, aided by 350 readers who contributed entries to my "<a href="http://www.brainygamer.com/the_brainy_gamer/the-smart-game-catalog.html">Smart Game" Catalog</a>. A hearty thanks to all who helped! More on that project soon.</p>
<p>Others posted their own thoughts - I especially enjoyed <a href="http://www.magicalwasteland.com/mw/2012/5/1/dumbness-in-games-or-the-animal-as-a-system.html">Matthew Burns’ reflections</a> on the “mysterious barrier” designers face and <a href="http://killscreendaily.com/articles/essays/do-it-differently/">Darshana Jayemanne’s essay</a> for Kill Screen Daily, which expands the focus beyond “smart” or “dumb” to suggest we jettison our limiting thinking about games:</p>
<blockquote>
<p>Inevitability and irreversibility--either there’s a straight line plotted out for you by an artistic genius, or it isn’t art... [I]t's time to jettison “nonlinear” in favor of a range of more specific terms... Thinking past “nonlinearity” will help us to explore videogames without either overstating their novelty or foreclosing on their future.</p>
</blockquote>
<p>Clark himself returned with a <a href="http://kotaku.com/5906484/most-popular-video-games-are-dumb-can-we-stop-apologizing-for-them-now">helpful follow-up essay</a> for Kotaku that clarified his position on why he thinks so many games are “dumb”: “What I wrote came not from ignorance or contempt, but from frustration with the state of big-budget gaming.” He goes on to explain why he finds so many games excruciatingly unsophisticated:</p>
<blockquote>
<p>My issue, then, is with what we might call the intellectual maturity level of mainstream games. It's not the design mechanics under the hood that I find almost excruciatingly sophomoric at this point; it's the elements of these games that bear on human emotion and intellectual sophistication, from narrative and dialogue right on down to their core thematic concepts.</p>
</blockquote>
<p><strong>Voices voicing</strong><br />If you write a blog called “Brainy Gamer,” I guess you’re expected to jump into these debates with both feet, and I’m happy to do it. It’s a dialogue worth pursuing because spirited deliberation on the nature of games signals an art form continuing to expand its own definition of itself. I continue to see an industry (broadly defined) responding to voices within and outside its circle of creators, and that’s a good thing.</p>
<p>Obviously, not every voice rings with clarity, but if you’re looking for insightful writing about games, it’s never been easier to find. Check out <a href="http://www.rockpapershotgun.com/2012/05/06/the-sunday-papers-216/">yesterday’s edition of The Sunday Papers</a>, Rock, Paper Shotgun’s weekly compilation of essays on games, and you will find 12 (<em>twelve!</em>) stellar articles devoted to games written <em>in just the last week</em>. <a href="http://www.critical-distance.com/">Critical Distance</a> continues to comb the web for thoughtful writing about games, and it never fails to promote terrific pieces on games from a variety of perspectives.</p>
<p><strong>The video game difference</strong><br />Search for recent conversations about journalism, and you’ll find endless hand-wringing essays about the death of print media, the difficulty of monetizing online journalism, etc. Perform similar searches for film, television, books, and you’ll find the same thing. It’s a transitional period, and big media continues to spin its wheels, mired in rights management and distribution issues. The arguments are mostly about money, and analytical coverage tends to focus on ownership, licensing, profitability, etc. What Disney the studio <em>makes</em>, for example, gets less critical scrutiny than how Disney the corporation is <em>run</em>.</p>
<p>Video games conversations aren’t like that. Sure, you can find plenty of coverage devoted to earnings, digital distribution, and corporate health (with Sony and Nintendo in the crosshairs lately), but the vibrant dialogue exchange in the video game space is mostly about the <strong>games</strong>. <em>Diablo 3</em>’s visual style <a href="http://www.reddit.com/r/Diablo/search?q=art+style&amp;restrict_sr=on&amp;sort=relevance">matters <em>a lot</em></a> to <em>lots</em> of people. What precisely constitutes an “indie game” can <a href="http://kotaku.com/5907576/minecraft-creator-calls-electronic-arts-a-bunch-of-cynical-bastards">get folks riled up</a>.</p>
<p>Say what you will about the <em>Mass Effect 3</em> ending controversy. From a political and sociological perspective (heck, let’s throw in rhetorical too), it was a fascinating picture of passionate and devoted content-consumers exerting influence and, more importantly, community ownership, on a powerful content-producer. Did BioWare surrender its artistic integrity? Do players have a right to demand an ending they find suitable? What does “game ending” even mean when applied to a branching narrative experience? These are genuinely interesting questions, and they’re typical of the questions that frame much of the broad and ongoing conversation about games. This, too, is a good thing.</p>
<p><strong>It's good to ruminate</strong><br />Lately I’ve noticed some writers leading off their essays on “games as art” or other ruminations on game aesthetics with something like “I know everybody’s sick of this topic by now, but…” That’s a shame. We should stop doing that. Yes, maybe we pounded the “Ebert hates games” nail for too long, and maybe we sometimes dig ratholes leading nowhere.</p>
<p>But Taylor Clark did us a favor when he decried “dumb games” because he sent us scrambling to prove him wrong and to define what makes certain games “smart.” When <a href="http://www.grantland.com/story/_/id/7878694/on-cd-projekt-game-witcher-2" target="_self">Tom Bissell wonders</a>, as he did last week, “why so many look at this game [<em>The Witcher 2</em>] and see a pinnacle rather than a careworn template fast-receding” he drives <em>Witcher 2</em> fans to their keyboards to articulate, with evidence from their own experiences, why he is wrong. I’m sure he knew this would happen, and that, too, is a good thing.</p>
<p>I wish we wrangled over the American Theater this way. That conversation occurs in cafes and at restaurant tables, but nowhere to the degree or depth that I see happen regularly about games. I can have a vigorous chat with my fellow academics at a theater conference, but, really, what’s the point of that? It’s an island we visit once a year, and then we all return home.</p>
<p>If Theater is high art in an echo chamber, and video games are low art in a cacophony, I’ll take the cacophony. The great video game conversation is happening 24/7 worldwide - rants, fanboys, and flamewars included. It's a wholesome cacophony and an irrepressible sign of life.</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/UvUlBrkGRpw" height="1" width="1" /></div></content>



    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2012/05/wholesome-cacophony.html</feedburner:origLink></entry>
    <entry>
        <title>I got your smart games right here.</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/T0hiDIXD0Lc/smart-games-here.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2012/04/smart-games-here.html" thr:count="83" thr:updated="2012-05-16T03:41:13-04:00" />
        <id>tag:typepad.com,2003:post-6a00e3982444028833016304b2d948970d</id>
        <published>2012-04-25T09:39:00-04:00</published>
        <updated>2012-05-03T15:00:05-04:00</updated>
        <summary>There's no nice way to say this, but it needs to be said: video games, with very few exceptions, are dumb. And they’re not just dumb in the gleeful, winking way that a big Hollywood movie is dumb; they’re dumb in the puerile, excruciatingly serious way that a grown man in latex elf ears reciting an epic poem about Gandalf is dumb… In games, any predicament or line of dialogue that would make the average ADHD-afflicted high-school sophomore scratch his head gets expunged and then, ideally, replaced with a cinematic clip of something large exploding. --Atlantic Magazine profile of Jonathan...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Games and culture" />
        <category scheme="http://www.sixapart.com/ns/types#category" term="Games and media" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e3982444028833016304bcf054970d-pi" style="display: inline;"><img alt="DoofPlanC" class="asset asset-image at-xid-6a00e3982444028833016304bcf054970d" height="309" id="blogsy-1336071573866.0757" src="http://www.brainygamer.com/.a/6a00e3982444028833016304bcf054970d-550wi" width="550" /></a></p>

<blockquote><p><em>There's no nice way to say this, but it needs to be said: video games, with very few exceptions, are dumb. And they’re not just dumb in the gleeful, winking way that a big Hollywood movie is dumb; they’re dumb in the puerile, excruciatingly serious way that a grown man in latex elf ears reciting an epic poem about Gandalf is dumb… In games, any predicament or line of dialogue that would make the average ADHD-afflicted high-school sophomore scratch his head gets expunged and then, ideally, replaced with a cinematic clip of something large exploding.</em> --Atlantic Magazine profile of Jonathan Blow, May '12</p></blockquote>

<p>It’s hard not to see Taylor Clark’s <a href="http://www.theatlantic.com/magazine/archive/2012/05/the-most-dangerous-gamer/8928/">recent Atlantic essay</a> as a sharp slap in the face to all of us who <em>don’t</em> believe all video games are “juvenile, silly, and intellectually lazy” and <em>aren’t</em> peering at the horizon awaiting the “Citizen Kane of video games."</p>

<p>Clark, presumably channeling his subject’s well-known contempt for mindless derivative design, berates the entire medium, industry, and community of gamers with a cruel flick of his pen. Predictably, the Twitterverse and discussion forums erupted in outrage, with angry gamers accusing Clark of ignorance, elitism, condescension…and worse. Clark's critique has validity, but his sweeping generalizations and dismissive rhetoric undermine his assertions and obscure an otherwise fascinating portrait of an important designer.</p>

<p>So, how best to respond to such an inflammatory essay? I have one idea that I’ll pitch in a moment. But first a few thoughts about Clark's assertions.</p>

<p><strong>Mainstream media is always “dumb.”</strong> It’s easy to point at a critical darling like <em>Mad Men</em> and say “See how smart TV can be?” Do you know how many people in the U.S. actually watch <em>Mad Men</em>? 2.5 million. That’s a decent number for cable, but a meager 2.5 million viewers would get <em>Mad Men</em> canceled if it ran on a major network.</p>

<p>Twice as many people watch reruns of <em>Jersey Shore</em> than watch first-run episodes of <em>Mad Men</em>. Three times as many watch<em> Judge Judy</em>. As I write this, the #1 movie in America is <em>Think Like a Man</em>, and the #1 book is “Guilty Wives.” We consume lots of pablum. We always have. Why should video games be any different? Clark's contention that games are even dumber than dumb movies makes no sense to me. Dumb is dumb.</p>

<p><strong>Clark is looking at the wrong games.</strong> I hope Mr. Clark will attend IndieCade or Games for Change this year. I hope he will chat with other designers besides Jonathan Blow about their design philosophies, priorities, and aesthetic sensibilities. Don’t bother with the Sid Meiers or Will Wrights. We’ve heard their ideas. Try a young, emerging designer like Chris Bell. <a href="http://www.youtube.com/watch?v=JgubHmnBfio" target="_self">Listen to him describe</a> the game he’s working on (a game called WAY, which I’ve played), and tell me what’s dumb about his project.</p>

<p><strong>So many questions.</strong> Why no mention of <em>Minecraft</em>, <em>Portal</em>, <em>SpaceChem</em>, <em>Superbrothers Sword &amp; Sworcery</em>, <em>Bastion</em>, or <strong>any</strong> strategy game? Why so fixated on narrative? Why no consideration for player-driven or emergent experiences? If “the form remains an artistic backwater,” exactly what form are we talking about? Discussing video games as a monolithic medium oversimplifies the wide (and still growing) variety of genres, play styles, mechanics, and interactive formats video games have adopted.</p>

<p><strong>Maybe Clark is exhausted.</strong> I have a feeling this is the real story, and I'm sympathetic. I’ve been there. Maybe you have too. We’ve played games from their infancy, and we thought they would matter more by now. We thought we would be long past the “art” question by now. We thought we would see more games for grown-ups by now. I watch the E3 press conferences, I walk into my local GameStop, I hear my students talk about games, and all I see are guns, guns, and more guns. It’s so easy to be disappointed. Clark quotes Chris Hecker’s lament, “It’s just adolescent nonsense.” Often I think he’s right.</p>

<p>But then Clark delivers another zinger, and I hear a gauntlet hit the ground:</p>

<blockquote><p>It’s tough to demand respect for a creative medium when you have to struggle to name anything it has produced in the past 30 years that could be called artistic or intellectually sophisticated.</p></blockquote>

<p>Really? Clark further contends that “gaming’s intellectual champions could point to only two popular titles” - <em>Flower</em> and <em>Braid</em> - to counter Roger Ebert’s notorious claim that games are unworthy of aesthetic consideration.</p>

<p><a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e3982444028833016304bd800d970d-pi"><img alt="Ville-desert-minecraft" class="asset asset-image at-xid-6a00e3982444028833016304bd800d970d" height="298" id="blogsy-1336071573864.584" src="http://www.brainygamer.com/.a/6a00e3982444028833016304bd800d970d-500wi" width="500" /></a></p>

<p><strong>Let's Build Something</strong><br />
I think we can do better than that. We can respond constructively. I propose that we collectively build an informal <strong>"<a href="http://www.brainygamer.com/the_brainy_gamer/the-smart-game-catalog.html" target="_self">Smart Game Catalog</a>.”</strong> Nothing official. No effort to be comprehensive. Simply an invitation to pitch a game you consider “artistic or intellectually sophisticated” and explain why you think so. If you disagree with Clark's bleak assessment, counter with a helpful response.</p>

<p>Vilifying Clark or defensively rejecting his characterization of games serves no useful purpose.  There is more than a kernel of truth in his view of games as "juvenile, silly, and intellectually lazy." Too many games <em>are</em> "plagued by cartoonish murderfests and endless revenue-friendly sequels." Clark's generalizations may undermine his argument, but as I wrote about Jon Blow in my previous post, an artist must love a thing before he can hate it enough to want to save it. Clark strikes me as a critic motivated to do just that.</p>

<p>Pooling our collective expertise and building an informal catalog of smart games may encourage Clark and others to consider games in a more nuanced way than his Atlantic article models. If nothing else, such a catalog will make a handy resource for players seeking smart games, broadly defined, to play.</p>

<p>Here’s a simple format for the catalog:</p>

<ul>
   <li>Name of game</li>
<li>Developer and Release Year</li>
<li>Platform (PC, Sega Genesis, PS3, Multi, etc.)</li>
<li>A paragraph or two (keep it concise) explaining precisely why you consider the game “artistic or intellectually sophisticated.” Apply rigorous criteria. You have one game to recommend. Choose the best one you know.</li>
</ul>

<p>If you agree or disagree with someone’s choice of a particular game, say so in the comments here. I’m not interested in flamewars, so be civil and respectful. I’ll moderate your entries to avoid spam, so please be patient if the game you choose doesn’t appear on the list immediately.</p>

<p>Let’s see if we can prove - with specific titles as our evidence - that games can be more than “brain-dead digital toys.”</p><p><em>NOTE: After 365 submissions, I'm no longer accepting entries to the catalog. Thanks for your help!!</em></p>

<p><a href="http://www.brainygamer.com/the_brainy_gamer/the-smart-game-catalog.html" target="_self">View the catalog.</a></p>

<p><a href="https://docs.google.com/spreadsheet/ccc?key=0Aqbr5mF0zRjhdHNkR2xBMjVKVU92TDMtT2tFVHlMekE" target="_self">View the catalog in spreadsheet mode (Choose View | List to sort and filter)</a></p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/T0hiDIXD0Lc" height="1" width="1" /></div></content>



    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2012/04/smart-games-here.html</feedburner:origLink></entry>
    <entry>
        <title>Dissident designer</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/TWzZSA7XBDQ/dissident-designer.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2012/04/dissident-designer.html" thr:count="9" thr:updated="2012-05-04T21:19:58-04:00" />
        <id>tag:typepad.com,2003:post-6a00e39824440288330163045bed72970d</id>
        <published>2012-04-18T16:05:41-04:00</published>
        <updated>2012-04-18T17:43:00-04:00</updated>
        <summary>The 8000-word profile of Jonathan Blow that appears in this month’s Atlantic Magazine reveals a game designer behaving as dissident artists have behaved for centuries: defiantly rejecting popular paradigms, brashly challenging his contemporaries, thoroughly consumed with exploring the nature and function of his art. The article’s author, Taylor Clark, portrays Blow as a “difficult and spiky“ man absorbed in his self-expressive work, with ”no patience for coddling or bullshit," committed to producing something better, richer, deeper…and worthy of him. Principled violence For many, it’s a bit much. Artists like Blow are regarded as arrogant or overbearing because they’re spurred, at...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e39824440288330168ea516051970c-pi" style="float: right;"><img alt="Dissident" class="asset  asset-image at-xid-6a00e39824440288330168ea516051970c" src="http://www.brainygamer.com/.a/6a00e39824440288330168ea516051970c-250wi" style="width: 240px; margin: 0px 0px 5px 5px;" title="Dissident" /></a>The 8000-word <a href="http://www.theatlantic.com/magazine/archive/2012/05/the-most-dangerous-gamer/8928/" target="_self">profile of Jonathan Blow</a> that appears in this month’s <em>Atlantic Magazine</em> reveals a game designer behaving as dissident artists have behaved for centuries: defiantly rejecting popular paradigms, brashly challenging his contemporaries, thoroughly consumed with exploring the nature and function of his art.</p>
<p>The article’s author, Taylor Clark, portrays Blow as a “difficult and spiky“ man absorbed in his self-expressive work, with ”no patience for coddling or bullshit," committed to producing something better, richer, deeper…and worthy of him.</p>
<p><strong>Principled violence</strong><br />For many, it’s a bit much. Artists like Blow are regarded as arrogant or overbearing because they’re spurred, at least partially, by contempt for the prevailing mediocrity they see around them - ‘mediocrity’ produced by lots of hard-working, talented people.</p>
<p>Dissident artists can seem bloated with certainty, dismissing opposing views as propping up the status quo. They come off as uncompromising reformists or, worse, self-absorbed zealots. Creators like Blow point at something on the distant horizon and warn us that if we don’t head in that direction, something we care about will die. Actually, it’s probably dead already. And good riddance.</p>
<p>Predictably, some find Blow’s truculence off-putting, but there is a bright and galvanizing upside. Vexed artists are <em>vital</em> to the evolution of art, and they always have been. The apostate doesn’t merely dismiss; he <em>renounces</em>. There is principled violence in this act. It is unavoidable.</p>
<p><strong>Artist as bushwhacker</strong><br />The Société des Artistes Indépendants’ motto “<em>No jury, no awards!</em>” was a middle finger thrust at the staid Royal Academy painters. Astruc’s ‘direct cinéma’ denounced the “tyranny of the narrative.” The Clash’s “No Elvis, Beatles or the Rolling Stones” was a manifesto decree that the old must be destroyed for the new to emerge. Artist as insurgent. Artist as bushwhacker. Outrage pricks the side of intent.</p>
<p>A few months ago I <a href="http://www.brainygamer.com/the_brainy_gamer/2011/08/brainy-gamer-podcast-episode-35-pt-3.html" target="_self">interviewed Jon Blow on my podcast</a> and found him to be thoughtful, personable, and refreshingly self-critical. He didn’t shy away from sharing his opinions, positive or negative, but he was reluctant to paint in broad general strokes. We spoke longer than the length of the podcast indicates, and I found it a thoroughly positive experience.</p>
<p>I don’t know Jon Blow well enough to draw conclusions about his motivations, so I’m hesitant to do it. But I’ve worked in the arts nearly all my life, writing and staging theater, and teaching film and dramatic literature. I’ve closely observed, first-hand, the work of uncompromising creators like <a href="http://www.americanrepertorytheater.org/node/645">Andrei Serban</a>, <a href="http://en.wikipedia.org/wiki/Suzan-Lori_Parks">Suzan-Lori Parks</a>, and <a href="http://en.wikipedia.org/wiki/Sam_Shepard">Sam Shepard</a>. I’m a working artist myself, and I believe I understand a few true things about how and why many artists behave as they do.</p>
<p>Jon Blow expresses contempt for mainstream games and the industry producing them (“The de facto reference for a video game is a shitty action movie…”), because reinforcing torpid conventions is antithetical to his existence. When Blow says, ”I think the mainstream game industry is a fucked-up den of mediocrity," he <em>feels</em> it as much as he thinks it, and the resultant indignation fuels his drive to make something better.</p>
<p>That’s what progressive artists do. They get worked up. They express outrage. They see great untapped potential suffocating in a toxic cloud of derivative convention. Their determination to move the art/medium/industry forward carries with it a kind of messianic zeal that some perceive as presumptuous. But it comes from a principled fervent place. An artist must love a thing before he can hate it enough to want to save it.</p>
<p><strong>Feeling it</strong><br />It’s a cliche to say artists feel more than the rest of us, but they do often <em>respond</em> more forcefully because every creative idea they encounter is a new shred of evidence verifying or challenging their own hard-wrought aesthetic claims. For an artist driven to innovate, it’s a war of ideas and methodologies out there, and you can’t enter that fray indifferent or semi-motivated. Jon Blow is all in because he doesn’t know any other way to be.</p>
<p>Do video games need to be saved? Why should a guy like Jon Blow take it upon himself to do the job? If he hates games so much, why doesn’t he do something else? These are the wrong questions. Are Blow’s assertions about the current state of games valid? What can we learn from the work he produces? These are questions worth pursuing.</p>
<p>Blow is a theorist, but only to a point. Ultimately, he is a builder. Whatever else we might say about him, he is fully invested, literally and figuratively, in creating a game that embodies his ideas and aesthetic principles. Nobody needs to tell Jon Blow to put up or shut up. He’s on it. Let’s let him do his thing.</p>
<p>I have more to say about the <em>Atlantic</em> piece and its author’s characterization of games as “brain-dead digital toys” in my next post. I hope you’ll stick around.</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/TWzZSA7XBDQ" height="1" width="1" /></div></content>



    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2012/04/dissident-designer.html</feedburner:origLink></entry>
    <entry>
        <title>Brainy Gamer Podcast - Episode 36</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/BZV4dOUilpM/brainy-gamer-podcast-episode-36.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2012/04/brainy-gamer-podcast-episode-36.html" thr:count="13" thr:updated="2012-04-20T06:55:37-04:00" />
        <id>tag:typepad.com,2003:post-6a00e3982444028833016303e33851970d</id>
        <published>2012-04-09T09:21:39-04:00</published>
        <updated>2012-04-09T09:21:39-04:00</updated>
        <summary>The Brainy Gamer podcast is back! In this edition I talk with Stephen Totilo, editor-in-chief of Kotaku, one of the most influential blogs websites devoted to video games in the world. Stephen and I discuss video game journalism, the changes he's implementing at Kotaku, why "you can't escape the numbers," why Rock Paper Shotgun rocks, and why we actually need 24/7 games news....among many other topics. Thanks for your patience while I took some time off from the show, and, as always, thanks for listening! Listen to any episode of the podcast directly from this page by clicking the yellow...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Podcast" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e39824440288330168e9d8ab5d970c-pi" style="float: right;"><img alt="Totilo" class="asset  asset-image at-xid-6a00e39824440288330168e9d8ab5d970c" src="http://www.brainygamer.com/.a/6a00e39824440288330168e9d8ab5d970c-250wi" style="width: 225px; margin: 0px 0px 5px 5px;" title="Totilo" /></a>The Brainy Gamer podcast is <strong>back</strong>!</p>
<p>In this edition I talk with <strong>Stephen Totilo</strong>, editor-in-chief of Kotaku, one of the most influential <span style="text-decoration: line-through;">blogs</span> websites devoted to video games in the world.</p>
<p>Stephen and I discuss video game journalism, the changes he's implementing at <a href="http://kotaku.com" target="_self">Kotaku</a>, why "you can't escape the numbers," why Rock Paper Shotgun rocks, and why we actually need 24/7 games news....among many other topics.</p>
<p>Thanks for your patience while I took some time off from the show, and, as always, thanks for listening!</p>
<ul>
<li>Listen to any episode of the podcast directly from this page by clicking the yellow <strong>"Listen Now"</strong> button on the right. </li>
</ul>
<ul>
<li>Subscribe to the podcast via iTunes <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=264833711">here</a>.</li>
<li>Subscribe to the podcast RSS feed <a href="http://feeds.feedburner.com/brainygamerpodcast">here</a>.</li>
</ul>
<ul>
<li>Download the podcast directly <a href="http://traffic.libsyn.com/brainygamer/bgpodcast36.mp3">here</a>.</li>
</ul>
<ul>
</ul><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/BZV4dOUilpM" height="1" width="1" /></div></content>


        

    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2012/04/brainy-gamer-podcast-episode-36.html</feedburner:origLink><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="enclosure" href="http://feedproxy.google.com/~r/brainygamer/~5/0I98cuy3Anc/bgpodcast36.mp3" length="0" type="audio/mpeg" /><feedburner:origEnclosureLink>http://traffic.libsyn.com/brainygamer/bgpodcast36.mp3</feedburner:origEnclosureLink></entry>
    <entry>
        <title>Journey as Flow</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/VnznkrGP5s0/journey-flow.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2012/04/journey-flow.html" thr:count="5" thr:updated="2012-04-04T03:09:18-04:00" />
        <id>tag:typepad.com,2003:post-6a00e398244402883301630399173c970d</id>
        <published>2012-04-02T11:09:49-04:00</published>
        <updated>2012-04-02T12:46:22-04:00</updated>
        <summary>Mapping out a sky. What you feel like, planning a sky. What you feel when voices that come Through the window Go until they distance and die, Until there's nothing but sky. -Stephen Sondheim, "Finishing the Hat" In my previous post I tried to explain why I see thatgamecompany’s Journey as rooted in the Seven Principles of Enlightenment. This type of comparative analysis is inviting because it allows a critic like me to interrogate his experience with a game and account for why it resonates. But it’s possible to see an imaginative game like Journey through other analytical lenses, and...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e39824440288330168e98f0c5e970c-pi" style="display: inline;"><img alt="Journeypsn" class="asset  asset-image at-xid-6a00e39824440288330168e98f0c5e970c" src="http://www.brainygamer.com/.a/6a00e39824440288330168e98f0c5e970c-550wi" style="width: 520px;" title="Journeypsn" /></a></p>
<p style="padding-left: 30px;">Mapping out a sky.<br />What you feel like, planning a sky.<br />What you feel when voices that come<br />Through the window<br />Go until they distance and die,<br />Until there's nothing but sky.<br />       -Stephen Sondheim, "Finishing the Hat" </p>
<p>In <a href="http://www.brainygamer.com/the_brainy_gamer/2012/03/seeking-the-light.html">my previous post</a> I tried to explain why I see thatgamecompany’s <em>Journey</em> as rooted in the Seven Principles of Enlightenment. This type of comparative analysis is inviting because it allows a critic like me to interrogate his experience with a game and account for why it resonates.</p>
<p>But it’s possible to see an imaginative game like <em>Journey</em> through other analytical lenses, and in this post I contend that the seeds for <em>Journey</em> were planted in 2006 when Creative Director Jenova Chen submitted his <a href="http://jenovachen.com/flowingames/introduction.htm">Master’s thesis</a> at USC. To understand how and why <em>Journey</em> succeeds as game design, it’s useful to examine how it functions as an expression of <a href="http://en.wikipedia.org/wiki/Flow_(psychology)">Flow</a>.*</p>
<p><strong>What is Flow?</strong><br />Flow is often equated with the catch-all “immersion,” but that term fails to account for the specificity Chen applies to the experience he wants to provoke. A better way to describe Flow is a feeling of deep, energized focus on a task, delivering a high degree of pleasure and fulfillment.<a href="http://www.enlightennext.org/magazine/j21/csiksz.asp?pf=1">1</a>  Gamers know this feeling of being “in the zone,” thoroughly wrapped up in the experience of play.</p>
<p>Games that strike a perfect dynamic balance between their challenges and the abilities of the player are most likely to evoke the sensation of Flow. In his thesis, Chen argues this requires three core design elements:</p>
<ol>
<li>As a premise, the game is intrinsically rewarding, and the player is up to play the game. </li>
<li>The game offers right amount of challenges to match with the player’s ability, which allows him/her to delve deeply into the game.</li>
<li>The player needs to feel a sense of personal control over the game activity.</li>
</ol>
<p>To keep a player in this pleasurable state, a game’s systems must maintain a “flow state” that rewards players of various skill levels. According to Chen, “To expand a game’s Flow Zone coverage, the design needs to offer a wide variety of gameplay experiences. From extremely simple tasks to complex problem solving, different players should always be able to find the right amount of challenges to engage during the Flow experience."</p>
<p><strong>Flow, Not Flow</strong><br />So how does <em>Journey</em> deliver on these design aspirations? Interestingly, Chen acknowledges in his thesis that “Game Content” is “the soul of a video game,” but he focuses nearly all his efforts on “Game System,” or what he calls “the “body of a video game” - mechanics, interactions, puzzles, the stuff we generally call “gameplay.”</p>
<p><em>Journey’s</em> systems beautifully convey a sense of kinetic flow, textured by the game’s natural elements. Wind, sand, and snow each alter the player’s movements, and the game’s keen sense of verticality keeps the player looking up. <em>Journey</em> builds on <em>Flower’s</em> subtle pathfinding system, offering visual clues that gently suggest, without insisting, where to go. You quickly learn what must be done. Simple things. Reach a high plateau. Liberate the magic carpets thingies. Follow the light. On a systems level, <em>Journey</em> makes it easy to do necessary things and more difficult do optional things - a design approach Mario has understood for years.</p>
<p>But Chen’s thesis suggests he may not have properly understood the overwhelming power of place, ambience, and atmosphere in 2006. Tracking the evolution of his work from <em>Flow</em> (a game design demonstration of Flow theory) through <em>Flower</em> to <em>Journey</em>, one can easily see environment grow in significance, communicating meaning through a subtle composite of lush visual texture, landscape design, and abstraction.</p>
<p>Thatgamecompany’s games grow exponentially as visual landscapes for exploration as they remain purposefully simple to play. I like Ian Bogost’s characterization of the studio’s signature: “Its games are about the feeling of being somewhere, not about the feeling of solving something.”</p>
<p><em>Journey</em> certainly gives the player more things to do - and the addition of co-op play adds an essential dimension to the experience - but even more than in its previous games, thatgamecompany builds an enthralling place for us to be, and, surprisingly, that’s enough.</p>
<p><strong>Reversing the formula</strong><br />So is <em>Journey</em> a demonstration of Flow theory? I say yes, but not because of its dynamic challenge system. <em>Journey</em>’s “flow zone” accommodates all of us, not because it flexes to various skill levels, but because it essentially ignores the question of “skill.”</p>
<p><em>Journey</em> presents a vibrant world in which mechanics serve aesthetics. Most “artsy” games (e.g. <em>Limbo</em> or <em>Bastion</em>) succeed by reversing that formula. <em>Journey</em> is very much a game, but it moves much further than <em>Flow</em> or <em>Flower</em> in the direction of “interactive experience,” with a significantly more cinematic visual style.</p>
<p>It’s always fun to watch artists evolve, adapt, and incorporate new ideas. Jenova Chen’s trek from Masters thesis to <em>Journey</em> suggests an expanding creative mind and a refining aesthetic. Regardless of one’s reaction to his work, we can praise an industry and a community of gamers that values unconventional work and embraces artists who give us more to see.</p>
<p><span style="font-size: 10pt;">* The concept of Flow was first theorized by Mihály Csíkszentmihályi, whom Chen amply credits in his thesis.</span></p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/VnznkrGP5s0" height="1" width="1" /></div></content>



    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2012/04/journey-flow.html</feedburner:origLink></entry>
    <entry>
        <title>Seeking the light</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/jL8vXQTB_6I/seeking-the-light.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2012/03/seeking-the-light.html" thr:count="14" thr:updated="2012-04-03T03:28:52-04:00" />
        <id>tag:typepad.com,2003:post-6a00e39824440288330168e95750fc970c</id>
        <published>2012-03-28T10:56:42-04:00</published>
        <updated>2012-03-28T12:17:15-04:00</updated>
        <summary>You’ll be on your way up! You’ll be seeing great sights! You’ll join the high fliers Who soar to high heights. –Dr. Seuss The best games are travelogues. Returning home, we regale our friends with tales of the things we did and places we saw. We battled five rows of eleven aliens for thirty minutes on one quarter! We joined the IRIS network. We commanded the Normandy. We fought. We puzzled. We explored. We ascended. Was there ever a game more aptly named than Journey? Two years ago at IndieCade, I heard thatgamecompany’s Robin Hunicke share the studio’s aspirations for...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e3982444028833016303616f31970d-pi" style="display: inline;"><img alt="Journey-game-screenshot-10-b" class="asset  asset-image at-xid-6a00e3982444028833016303616f31970d" src="http://www.brainygamer.com/.a/6a00e3982444028833016303616f31970d-550wi" style="width: 520px;" title="Journey-game-screenshot-10-b" /></a></p>
<p style="padding-left: 30px;"><em>You’ll be on your way up! <br /></em><em>You’ll be seeing great sights! <br /></em><em>You’ll join the high fliers <br /></em><em>Who soar to high heights. <br />                           </em>–Dr. Seuss</p>
<p>The best games are travelogues. Returning home, we regale our friends with tales of the things we did and places we saw. We battled five rows of eleven aliens for thirty minutes <strong>on one quarter! </strong>We joined the IRIS network. We commanded the Normandy. We fought. We puzzled. We explored. <em>We ascended.</em></p>
<p>Was there ever a game more aptly named than <em>Journey</em>? Two years ago at IndieCade, I heard thatgamecompany’s Robin Hunicke <a href="http://www.brainygamer.com/the_brainy_gamer/2010/10/all-about-the-journey.html">share the studio’s aspirations</a> for its new game: “A sense of wonder about the unknown. A sense of awe about an environment. Somewhere you feel very small.”</p>
<p><em>Journey</em> delivers on those aspirations, but other creators (Fumito Ueda, in particular) have charted similar territory. What makes <em>Journey</em> special? </p>
<p><em>Journey</em> goes to a transcendent place. It trusts the player to mine meaning from a set of experiences facilitated, but not determined by the game. <em>Journey</em> revels in purposeful ambiguity, but the game is far from a blank slate. It would be wrong to suggest, as Ian Bogost does in his must-read <a href="http://goo.gl/n5RkZ">analysis of <em>Journey</em></a>, that Jenova Chen and company have built an arid, see-what-you-will space. Bogost puts it this way:</p>
<blockquote>
<p>On the one hand…<em>Journey</em> gives no ground: the player must bring something to the table. On the other hand, the careful player may find the result as barren as it is receptive… [<em>Journey’s</em> story] could be a coming of age, or a metaphor for life, or an allegory of love or friendship or work or overcoming sickness or sloughing off madness. It could mean anything at all.</p>
</blockquote>
<p>While I certainly agree that <em>Journey</em> refuses to communicate a facile moral lesson or adhere to a pat narrative structure - this game is <strong>not</strong> an interactive retelling of the “Hero’s Journey” - the game does embrace and communicate values that align with philosophical and ethical systems. Perhaps Bogost is right when he contends "surely every sect and creed will be able to read their favorite meaning onto the game.”</p>
<p style="padding-left: 30px;"><em>A journey is a person in itself; no two are alike. We find that after years of struggle we do not take a trip; a trip takes us.</em> –John Steinbeck</p>
<p>Thematic ambiguity invites interpretation, but when I play <em>Journey</em>, I see specificity. From where I sit, <em>Journey</em> is the most vivid and succinct expression of dharma and its underlying philosophy of liberation that I’ve encountered in popular culture. More specifically, <em>Journey</em> elegantly conveys <em>sapta bodhyanga</em>, or the Seven Factors of Enlightenment in Buddhist philosophy:</p>
<ul>
<li>Mindfulness</li>
<li>Investigation</li>
<li>Energy</li>
<li>Joy or rapture</li>
<li>Relaxation or tranquility</li>
<li>Concentration</li>
<li>Equanimity (the ability to face life’s challenges with a tranquil and dispassionate mind)</li>
</ul>
<p>These align with, and are expressed within, Journey’s seven main chapters (I’m purposely omitting the opening “tutorial-ish” chapter). I don’t mean to suggest these alignments are hard-wired, and multiple factors function simultaneously in certain chapters. But my experience playing <em>Journey</em> maps the sapta bodhyanga this way:</p>
<ul>
<li>The Bridge - Relaxation/Tranquility </li>
<li>The Desert - Mindfulness </li>
<li>The Descent - Energy </li>
<li>The Tunnels - Investigation </li>
<li>The Temple - Concentration </li>
<li>The Mountain - Equanimity </li>
<li>The Summit - Joy/Rapture</li>
</ul>
<p style="padding-left: 30px;"><em>Does the road wind up-hill all the way? Yes, to the very end. Will the day’s journey take the whole long day? From morn to night, my friend.</em> –Grantland Rice</p>
<p><em>Journey</em> is about ascending. Journey is about seeking Enlightenment. At nearly every turn, the game establishes a beacon-like light, visible in the distance, glowing atop a mountain or seeping through a crevice. The player spends nearly every moment of <em>Journey</em> trying to reach that light.</p>
<p>Each trial tests one's resolve, but Herculean effort or force don’t work here. In this game you proceed mostly by letting go; sliding, gliding, floating, drifting - your movements reflect the values of this world. You will not be spared saṃsāra (suffering, decay, death), but you will also experience transcendent joy. Both are equally valuable, each adding meaning to the other. Both must be embraced.</p>
<p>Throughout the journey, we’re reminded of the interdependence of all things. The wind, the sand, the rocks, the water, the snow. Each hinders and facilitates. The environment itself is your awe-inspiring collaborator and your soul-crushing enemy. Working together with another player empowers both and can bring joyful communion, but in the end you make this journey alone.</p>
<p style="padding-left: 30px;"><em>The truth is of course is that there is no journey. We are arriving and departing all at the same time.</em> –David Bowie</p>
<p>Games fire our imaginations in ways we’ve yet to fully understand, but gifted designers see a palette of colorful experiences richer than the ones we know. With <em>Journey</em>, Jenova Chen and his collaborators have given us a magic carpet ride that resonates deep in the consciousness of players willing to let go and take that ride.</p>
<p>In my next post, I’ll leave spiritual philosophy behind to consider Chen’s design philosophy, the architecture of FLOW, and “optimal experience.” As always, your comments are most welcome.</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/jL8vXQTB_6I" height="1" width="1" /></div></content>



    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2012/03/seeking-the-light.html</feedburner:origLink></entry>
    <entry>
        <title>A week long Journey</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/8J0dI5HvkwI/a-week-long-journey.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2012/03/a-week-long-journey.html" thr:count="21" thr:updated="2012-03-28T06:53:53-04:00" />
        <id>tag:typepad.com,2003:post-6a00e39824440288330163034c2541970d</id>
        <published>2012-03-26T11:05:51-04:00</published>
        <updated>2012-03-26T11:05:51-04:00</updated>
        <summary>"I write entirely to find out what I’m thinking, what I’m looking at, what I see and what it means. What I want and what I fear.” –Joan Didion It’s no fun being predictable. Writers savor the chance to stake out an unoccupied point of view, set up camp there, and launch word-flares into the air for all to see. It’s fun to bring people with you to a place they’ve never seen. Journey makes that nearly impossible for me. I’m supposed to like Journey, and I do, just as you’d expect. I admire the game for predictable reasons. It’s...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><p><a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e3982444028833016764411bed970b-pi" style="display: inline;"><img alt="Journey" class="asset  asset-image at-xid-6a00e3982444028833016764411bed970b" src="http://www.brainygamer.com/.a/6a00e3982444028833016764411bed970b-550wi" style="width: 520px;" title="Journey" /></a></p>
<blockquote>
<p><em>"I write entirely to find out what I’m thinking, what I’m looking at, what I see and what it means. What I want and what I fear.”</em> –Joan Didion</p>
</blockquote>
<p>It’s no fun being predictable. Writers savor the chance to stake out an unoccupied point of view, set up camp there, and launch word-flares into the air for all to see. It’s fun to bring people with you to a place they’ve never seen.</p>
<p><em>Journey</em> makes that nearly impossible for me. I’m <strong>supposed</strong> to like <em>Journey</em>, and I <strong>do</strong>, just as you’d expect. I admire the game for predictable reasons. It’s artsy and beautiful and evocative. It has vision. It reaches up. To no one’s surprise, <em>Journey</em> is my cup of tea.</p>
<p>I loved <em>Journey</em>’s precursor, <em>Flower</em>, too and <span style="text-decoration: line-through;">wrote</span> <a href="http://www.brainygamer.com/the_brainy_gamer/2009/02/flower-1.html">evangelized</a> <a href="http://www.brainygamer.com/the_brainy_gamer/2009/02/flower-in-your-hands.html">about it</a>. I <a href="http://www.brainygamer.com/the_brainy_gamer/2009/03/brainy-gamer-podcast-episode-21.html">interviewed</a> Jenova Chen and Kellee Santiago on my podcast, and I <a href="http://www.brainygamer.com/the_brainy_gamer/2010/10/all-about-the-journey.html">covered Chen’s presentation</a> on his design philosophy two years ago at IndieCade. Now here I am waving my arms about <em>Journey</em> and urging all my friends to play it. I’m about as predicable as Bowser in a castle with a princess.</p>
<p>Lots have people have <a href="http://www.eurogamer.net/articles/2012-03-01-journey-review">written</a> <a href="http://www.indiegamemag.com/journey-review-why-cant-this-game-go-on-forever/">glowingly</a> <a href="http://kotaku.com/5889425/journey-the-kotaku-review">about</a> <em>Journey;</em> others, <a href="http://www.quartertothree.com/fp/2012/03/19/the-there-less-journey/">not so much</a>. What’s left to say? Can I offer anything new?</p>
<p>You know what? It doesn’t matter. I’ll take a shot at writing about <em>Journey</em> (several shots this week, actually) because I have no choice. I’m compelled to write about <em>Journey</em> because I’m compelled to think hard about my experience playing it, and those activities have become inseparable to me, mainly because of this blog.</p>
<p>A few years ago I posted as often as I could to build an audience and, as they say, keep the blog monster fed. These days I primarily write when a game (or a designer, or an idea) occupies my mind so forcefully that I must write my way out of that place. A game like <em>Journey</em> disables me from considering any other experience until I clear my mental deck by figuring out how to fathom and articulate what just happened to me. It's like I need to get a game <strong>off me</strong>. Does that make sense?</p>
<p>I must write about <em>Journey</em> for a different reason too. I feel a powerful debt to the game and its creators. I can’t help it. I find this sensation of gratitude overwhelming. Have you ever watched an extraordinary performer exit the stage and felt an overwhelming need to say thank you? Have you ever just wanted to touch that artist, even for a second?</p>
<p>Do we compromise our critical credentials when we surrender so thoroughly to a game? Perhaps, but I say dispassion may not always serve best. Why should we not express humane sentiments when a game designed by humans (who devoted years of their lives to building it) genuinely evokes them? Maybe on rare occasions it’s good to bridge our critical distance when that distance separates us from our marrow of our experience.</p>
<p>So, this week, I’ll offer a post a short series of essays devoted to <em>Journey</em>. If I can manage to string together a few pertinent thoughts about the game, maybe I can more fully discern why I responded so powerfully to it. Maybe those reflections will shed light or connect me to others who may see more or see differently. Maybe I can produce something analytical that also functions like gratitude. I guess we’ll see. I'm hope you'll let me know.</p>
<p>As always, your thoughts are most welcome, including naysayers. For what it’s worth, most of my students shake their heads in dismay when I talk about <em>Journey</em>. They’ve seen or tried the game and just don’t see the point. I’m not prepared to dismiss them. Maybe I’m writing about <em>Journey</em> this week for them too. It seems we never reach the end of making the case.</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/8J0dI5HvkwI" height="1" width="1" /></div></content>



    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2012/03/a-week-long-journey.html</feedburner:origLink></entry>
    <entry>
        <title>The Brain Game</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/BEl22BmXxqk/the-brain-game.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2012/03/the-brain-game.html" thr:count="2" thr:updated="2012-03-26T16:38:51-04:00" />
        <id>tag:typepad.com,2003:post-6a00e39824440288330168e8ff6e1a970c</id>
        <published>2012-03-19T17:27:22-04:00</published>
        <updated>2012-03-20T10:55:30-04:00</updated>
        <summary>“I’m hungry for knowledge about the human mind." -Rich Lemarchand, Lead Game Designer, Naughty Dog If you listen to game developers talk about their business, common themes emerge. Now that the dust has settled on GDC, I’ve been thinking about what I heard people say last week in San Francisco. Last year everyone was buzzing about social games, the Zynga juggernaut, and Minecraft. This year, no particular issue dominated - though Minecraft still gets mentioned a lot - but I detected a prevalent thread winding its way through a variety of sessions and casual conversations: your brain. Or perhaps more...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Game design" />
        <category scheme="http://www.sixapart.com/ns/types#category" term="GDC" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><div class="photo-wrap photo-xid-6a00e39824440288330163030a9cfa970d photo-full " id="photo-xid-6a00e39824440288330163030a9cfa970d" style="display: inline-block; width: 440px;"><a href="http://www.brainygamer.com/.a/6a00e39824440288330163030a9cfa970d-pi"><img alt="Braingame2" border="0" class="asset  asset-image at-xid-6a00e39824440288330163030a9cfa970d" src="http://www.brainygamer.com/.a/6a00e39824440288330163030a9cfa970d-800wi" title="Braingame2" /></a></div>
<blockquote>
<p>“I’m hungry for knowledge about the human mind." -Rich Lemarchand, Lead Game Designer, Naughty Dog</p>
</blockquote>
<p>If you listen to game developers talk about their business, common themes emerge. Now that the dust has settled on GDC, I’ve been thinking about what I heard people say last week in San Francisco.</p>
<p>Last year everyone was buzzing about social games, the Zynga juggernaut, and <em>Minecraft</em>. This year, no particular issue dominated - though <em>Minecraft</em> still gets mentioned a lot - but I detected a prevalent thread winding its way through a variety of sessions and casual conversations: your brain. Or perhaps more accurately: your brain on games.</p>
<p>Designers have always been interested in why we play games and what keeps us attached to them. Salen and Zimmerman’s “<a href="http://mitpress.mit.edu/catalog/item/default.asp?ttype=2&amp;tid=9802">Rules of Play</a>” analyzes systems, interactivity, and “meaningful play,” among other design principles. Huizinga’s “<a href="http://goo.gl/yhHIR">Homo Ludens</a>” (which predates electronic games by nearly 25 years) discusses play as a fundamental human function. Check out my booklist on the left for more titles devoted to game design.</p>
<p><em><strong>Better games through Psychology</strong></em><br />But lately developers have sharpened their focus on how and why we play, turning to human psychology and brain response mechanisms to better understand what happens to us when we play games. <strong>Rich Lemarchand</strong> set the tone at GDC with his talk, “Attention, Not Immersion: Making Your Games Better with Psychology and Playtesting, the Uncharted Way.” Lemarchand (notably, a Philosophy and Physics major at Oxford) believes we overvalue “immersion” and “engagement” when what we really want is to grab the player’s attention and hold it for the duration of the game.</p>
<p>Psychology teaches us that no single method can work effectively because attention occurs in different forms. It can happen reflexively (e.g. a loud sound or flash of light), or when something new or different appears. It can also occur when we’re prompted to make a decision, or when the environment itself provokes us to move or think with subtle cues (e.g. thatgamecompany’s <em>Flower</em> and <em>Journey</em>). Lemarchand believes a savvy combination of aesthetics, character stories and narratives, and gameplay systems must be weaved together to function cooperatively and touch each of these attention generators. Leigh Alexander wrote a <a href="http://www.gamasutra.com/view/news/164914/GDC_2012_Forget_immersion__player_attention_is_what_matters_says_Lemarchand.php">helpful summary of Lemarchand’s talk</a> for Gamasutra.</p>
<p><strong>Jason VandenBerghe</strong> (Creative Director at Ubisoft) continued the theme in his talk “The 5 Domains of Play: Applying Psychology’s Big 5 Motivation Domains to Games.” VandenBerghe presented the OCEAN framework of personality traits - Openness, Conscientiousness, Extraversion, Agreeableness, and Neuroticism - as useful models for matching players with styles of game design. While he acknowledges we can’t always make one-to-one connections between psychology and game design, his own research suggests a link between, for example, Conscientious personality types and players who enjoy games that emphasize Challenge.</p>
<p><em><strong>The Unconscious Mind</strong></em><br />In his micro-talk on Thursday, <strong>David Sirlin</strong> (Sirlin Games) discussed the power of the unconscious mind, especially in quick-reflex fighting games. He quoted Capcom’s Seth Killian’s observation, “I can learn more about someone from watching ten seconds of them playing <em>Street Fighter </em>than ten hours of them watching an RPG.” Sirlin believes we underestimate the versatility of the unconscious mind. When we think deliberately, we can handle only a few variables at once. “But when there are twelve variables, we do better with unconscious thought,” he noted. The top players in games like <em>Starcraft</em> and <em>Street Fighter</em> rely almost completely such mental processes. Sirlin believes game designers should do more to exploit this potential.</p>
<p><strong>Dave Mark</strong> (Intrinsic Algorithm) and <strong>Brian Schwab</strong> (Blizzard) delivered a talk called “Less A More I: Using Psychology in Game AI,” and called for developers to reject sterile, robotic NPCs. They urged programmers and designers to consider the psychological biases players bring to their experiences and encouraged them to imbue these characters “with simple affects to exploit these expectations,” rendering more believable NPCs.</p>
<p>In a separate talk on player motivation, <strong>Scott Rigby</strong> from virtual environment think tank Immersyve presented research suggesting the importance of understanding players’ “specific psychological needs and understand the various categories of motivation,” such as autonomy, relatedness, and mastery. Naughty Dog programmer <strong>Kaitlyn Burnell</strong> picked up on the same three terms in her talk, citing studies that show players connect more with games that leverage these psychological factors.</p>
<p><em><strong>The Emotional Puppeteer</strong></em><br />Finally, the brain was the surprise focus of a famous, and decidedly NON-data-driven veteran of the games industry, composer <strong>Marty O’Donnell</strong>, best known for his work on the <em>Halo</em> trilogy.</p>
<p>O’Donnell believes the composer is the “Emotional Puppeteer” in games, and Bungie colleague <strong>Brandi House</strong> has been working with him to unlock how certain types of music provoke specific reactions in players. Through research conducted on Bungie employees, House was able to convince a skeptical O’Donnell that player-focused testing can map how music triggers specific emotional responses.</p>
<p>“Each piece of music has a unique emotional ’fingerprint,’” she observed. Harnessing this information can enable developers to more effectively trigger the responses they hope to provoke in players. “People are complicated,” O’Donnell noted. “Finding a common way of talking about emotions is not easy. We want to give composers some insight into people’s emotions, and we want this to be accurate.”</p>
<p>Quantifying emotional responses to music may strike some (e.g. this writer) as cold-hearted folly, but O’Donnell and House were plugging into a theme that received a lot of attention at this year’s GDC. Something tells me this data-munching genie won’t be put back into his bottle anytime soon.</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/BEl22BmXxqk" height="1" width="1" /></div></content>



    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2012/03/the-brain-game.html</feedburner:origLink></entry>
    <entry>
        <title>Hitting the game design wall</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/jGGuaBk4H7Q/hitting-the-game-design-wall.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2012/03/hitting-the-game-design-wall.html" thr:count="9" thr:updated="2012-03-25T15:28:10-04:00" />
        <id>tag:typepad.com,2003:post-6a00e3982444028833016763a3b5a8970b</id>
        <published>2012-03-10T17:01:58-05:00</published>
        <updated>2012-03-10T18:21:23-05:00</updated>
        <summary>Recently we've heard game designers, critics, and educators proclaim the limitless potential of games to do all sorts of wonderful things. They can make us smarter. They can teach our kids. They can help us better understand social and geopolitical issues. Margaret Robertson (development director at Hide&amp;Seek) has her doubts. This is worth noting because in previous GDC appearances Robertson has spoken forcefully, encouraging designers to summon their best selves and build games that challenge us to think harder, deeper, and more broadly. She consistently delivers among the most penetrating talks at GDC, and this year was no exception. A...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="GDC" />
        
        
<content type="xhtml" xml:lang="en-US" xml:base="http://www.brainygamer.com/the_brainy_gamer/"><div xmlns="http://www.w3.org/1999/xhtml"><div class="photo-wrap photo-xid-6a00e3982444028833016763a3b0f4970b" id="photo-xid-6a00e3982444028833016763a3b0f4970b" style="float: right; margin: 0px 5px 5px 0px; width: 200px;"><a href="http://www.brainygamer.com/.a/6a00e3982444028833016763a3b0f4970b-pi"><img alt="Hittingthewall" class="asset  asset-image at-xid-6a00e3982444028833016763a3b0f4970b" src="http://www.brainygamer.com/.a/6a00e3982444028833016763a3b0f4970b-200wi" style="width: 200px;" title="Hittingthewall" /></a></div>
<p>Recently we've heard game designers, critics, and educators proclaim the limitless potential of games to do all sorts of wonderful things. They can make us smarter. They can teach our kids. They can help us better understand social and geopolitical issues.</p>
<p>Margaret Robertson (development director at <a href="http://www.hideandseek.net/who-we-are/">Hide&amp;Seek</a>) has her doubts. This is worth noting because in previous GDC appearances Robertson has spoken forcefully, encouraging designers to summon their best selves and build games that challenge us to think harder, deeper, and more broadly. She consistently delivers among the most penetrating talks at GDC, and this year was no exception.</p>
<p>A funny thing happened to Robertson on her way to making the very kind of game she had always hoped to make. <em>She failed.</em> In her own blunt assessment, "I've been talking about the potential of games to deal with things of weight, important things. I thought this [project] was a great idea. It wasn't."</p>
<p>So, why did she fail, and what does this failure say about games and their capacity for addressing "things of weight?" This was the subject of Robertson's talk: "The Gamification of Death: How the Hardest Game Design Challenge Ever Demonstrates the Limits of Gaming." She promised "the bleakest GDC session ever," and she may have delivered it.</p>
<p>Robertson and her team at Hide&amp;Seek were tasked with building a game to function as an online companion piece to "<a href="http://www.imdb.com/title/tt1819513/" target="_self">Dreams of a Life</a>," a documentary about a woman named Joyce Vincent who died in her flat and lay unnoticed there for three years, her television still on.</p>
<blockquote>
<p>"We were trying to make something real into a real game, a game about death," Robertson noted. "Games have a lot of death in them. We ought to be very good at it... This wasn't really a project about death, but about 'a death,' which is a much harder thing."</p>
</blockquote>
<p>It was a challenging assignment from the beginning, and Robertson identified several factors that made the project especially difficult:</p>
<ul>
<li>
<p>Aesthetics - The game was meant to accompany a serious documentary. "Is it going to feel right?" she wondered. How can a game help illuminate a sad and deeply disturbing true story? It was difficult, Robertson observed, to identify an aesthetic approach that didn't trivialize Joyce's story.</p>
</li>
<li>
<p>Timing - Robertson and her team needed to work in tandem with the film as it was being made, syncing with its production and release schedules. They had limited access to the creative team making the documentary, which was a passion project made by a small production company with no time to produce a film <strong>and</strong> collaborate with game designers.</p>
</li>
<li>
<p>Joyce - The documentary deals with the woman at the center of the story. "For us to present our own version of that story seemed unnecessary and substantially impertinent," Robertson noted. "Although you want to start there, it becomes a very difficult place to be." Producer Film4 initially suggested creating an explorable version of Joyce's flat, which Robertson considered "incredibly macabre" and inappropriate. Although Joyce was the starting point for the documentary, "we realized she couldn't be for us."</p>
</li>
<li>
<p>Budget - The projected game was never intended to be a AAA title, so Robertson and team had to work within serious budget constraints.</p>
</li>
<li>
<p>Compliance - Joyce's story touches on issues of suicide, domestic violence, and people who go missing. "We tried to be sensitive to these things, and these are very sobering issues," Robertson noted. But there were legal issues too. "When you deal with real people and raise questions of negligence," issues of libel may arise. "We were navigating in a very complicated space."</p>
</li>
<li>
<p>Not being an asshole - Joyce's story made Robertson consider how we make - or often fail to make - connections with people. If the game was to explore such connections by "digitally scraping sources" (e.g. Facebook, Twitter, etc.) to explore <strong>how</strong> people connect, how <strong>often</strong> they connect, etc. "you soon realize you're starting to interfere with people's private lives," Robertson observed. This may "take you places you may have no right to go." Sometimes people disconnect or go off alone simply because they want to. The game couldn't comfortably exist in this domain.</p>
</li>
<li>
<p>Mission - Joyce was found by accident. "This terrible thing that happened, we just don't understand it." There was no 'mission' or discernible system to ascribe to Joyce's story. There was no 'goal objective.' Making a game to "save Joyce" or "get to her in time" "felt totally and thematically wrong" to Robertson. Such a game would be everything the film <strong>wasn't</strong> about.</p>
</li>
</ul>
<div class="photo-wrap photo-xid-6a00e39824440288330168e8a4c218970c" id="photo-xid-6a00e39824440288330168e8a4c218970c" style="display: block; margin-left: auto; margin-right: auto; width: 500px;"><a href="http://www.brainygamer.com/.a/6a00e39824440288330168e8a4c218970c-pi"><img alt="Dreams of a Life poster" class="asset  asset-image at-xid-6a00e39824440288330168e8a4c218970c" src="http://www.brainygamer.com/.a/6a00e39824440288330168e8a4c218970c-500wi" style="width: 500px;" title="Dreams of a Life poster" /></a></div>
<p>"At this point we began to get scared," Robertson noted. "If we don't use Joyce's narrative, and if we don't have a mission structure, what do we have?"</p>
<p>Robertson began thinking about systems and how she might identify something concrete upon which to build a game. "How can we boil this down to elements we can deal with that form structures?" The problem, which reflects the dominant theme of the film, is that Joyce's story is a lesson "that all sorts of systems failed. There was no system here, and that's the real story of Joyce's demise."</p>
<p>Studying the events that led to Joyce's death , says Robertson, reveals "imperceptible, longitudinal, tiny details" that add up to Joyce's story. When you try to apply a playable system to this, you impose a reductive structure to something that resists it. "You diminish it in insulting ways," says Robertson.</p>
<p>"A game about Joyce that can't be about Joyce" provoked Robertson to consider other options. She explored the possibility of putting the player in the position of navigating a series of rooms, solving puzzles to reunite people, reconcile differences, or make connections among important things. For example, the player could make a series of choices that cumulatively locate her on a matrix of Physical-Digital / Crowded-Alone, suggesting how our decisions and behaviors socialize or isolate us in the world.</p>
<p>Unfortunately, this design approach "failed to produce an experience that revealed anything worth digging to find." The moment a player senses his progress is being gated or monitored, he begins to second-guess the game. "You become self-conscious, and your choices don't really say anything true about you," observed Robertson. Role-playing games exploit this playfully, but such a system seemed ill-suited to illuminating Joyce's story or situation. More often than not, "players won't tell you what they think. In a game they tell you what they think you want them to think."</p>
<p>In the end, Robertson decided she couldn't make a game about the Joyce Vincent story. "So we made a thing that isn't a game. And it worked!" The <a href="http://www.dreamsofyourlife.com">interactive website</a> "prompts responses to questions on society, friendship, love and loneliness...played against the backdrop of beautiful and haunting time-lapse imagery."</p>
<p>"We were able to photographically represent what we wanted to show and say. It is an interactive experience, but it isn't a game," said Robertson. "I really wanted to find a resolution, but couldn't. Maybe it's impossible to make a game with so many constraints."</p>
<p>Finally, Robertson asks "So what does all this prove?" She posits three "things that might be true":</p>
<ol>
<li>I might just be rubbish at this.</li>
<li>It might be really hard.</li>
<li>It might be a contradiction in terms.</li>
</ol>
<p>"The minute you bolt game structures onto things that are real and important, there is a tension created," Robertson noted. Minimizing, trivializing, oversimplifying, being insulting - all these negative outcomes must be addressed.</p>
<p>Robertson's original view that "games can go anywhere! Games are unstoppable!!" have gradually evolved. "Now I have a more subtle conception of games." Games can't necessariy go everywhere, but Robertson doesn't believe that should frustrate us. When we begin to bump into the  boundaries of what games can do, it may help us "better define what games are actually good at."</p>
<p>More importantly, it may also encourage us to find other solutions and to talk with each other about how we can work together to expand the reach of games. Her own failure may turn out to be the impetus for another designer's big idea.</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/jGGuaBk4H7Q" height="1" width="1" /></div></content>



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