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    <title>Brainy Gamer</title>
    
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    <id>tag:typepad.com,2003:weblog-1383066</id>
    <updated>2013-04-09T04:36:30-04:00</updated>
    <subtitle>Thoughtful conversation about video games</subtitle>
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    <atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" type="application/atom+xml" href="http://feeds.feedburner.com/brainygamer" /><feedburner:info uri="brainygamer" /><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="hub" href="http://pubsubhubbub.appspot.com/" /><feedburner:emailServiceId>brainygamer</feedburner:emailServiceId><feedburner:feedburnerHostname>http://feedburner.google.com</feedburner:feedburnerHostname><feedburner:feedFlare href="http://add.my.yahoo.com/rss?url=http%3A%2F%2Ffeeds.feedburner.com%2Fbrainygamer" 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%2Fbrainygamer" 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%2Fbrainygamer" 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/brainygamer" 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%2Fbrainygamer" 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%2Fbrainygamer" 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%2Fbrainygamer" src="http://www.pageflakes.com/ImageFile.ashx?instanceId=Static_4&amp;fileName=ATP_blu_91x17.gif">Subscribe with Pageflakes</feedburner:feedFlare><entry>
        <title>Shooter apotheosis</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/j-H866YLmCc/apotheosis.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2013/04/apotheosis.html" thr:count="30" thr:updated="2013-04-24T11:58:33-04:00" />
        <id>tag:typepad.com,2003:post-6a00e3982444028833017c38771bd5970b</id>
        <published>2013-04-09T04:36:30-04:00</published>
        <updated>2013-04-11T12:47:47-04:00</updated>
        <summary>Elizabeth: I can't believe you did that. They're all dead. You killed those people. Booker: Elizabeth, I... Elizabeth: You're a monster! Booker: What did you think was going to happen? --Bioshock Infinite Bioshock Infinite is a shooter with a problem, but the problem isn't the shooting. The problem is that Bioshock Infinite has nothing to say about the shooting. A game that earnestly tries to explore morality and personal responsibility ducks those questions by placing the player on a conveyor belt of hyper-violent sequences, shuttling the player from one narrative set-piece to the next. The shooting is what you do....</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <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 href="http://www.brainygamer.com/.a/6a00e3982444028833017eea19029a970d-pi"><img alt="Bioshockinfinite" src="http://www.brainygamer.com/.a/6a00e3982444028833017eea19029a970d-550wi" title="Bioshockinfinite" /></a><strong> </strong></p>
<p style="padding-left: 30px;"><em><strong>Elizabeth</strong>: I can't believe you did that. They're all dead. You killed those people.</em><br /><em><strong>Booker</strong>: Elizabeth, I...</em><br /><em><strong>Elizabeth</strong>: You're a monster!</em><br /><em><strong>Booker</strong>: What did you <strong>think</strong> was going to happen?<br />                                                                                    --Bioshock Infinite </em></p>
<p><em>Bioshock Infinite</em> is a shooter with a problem, but the problem isn't the shooting. The problem is that <em>Bioshock Infinite</em> has nothing to <em>say</em> about the shooting. A game that earnestly tries to explore morality and personal responsibility ducks those questions by placing the player on a conveyor belt of hyper-violent sequences, shuttling the player from one narrative set-piece to the next. The shooting is what you do. The story is what you (mostly) hear. The two have little to do with each other.</p>
<p>The violence does have a function. Elizabeth realizes one demagogue is no less monstrous than another because she (and the player) witnesses the human toll of violence first-hand. Like both previous <em>Bioshock</em>s, <em>Infinite</em> guts empty ideologies that rationalize violence and unbridled power. No games portray "world gone wrong" better than the <em>Bioshock</em> series, plunging us into environments littered with loaded imagery: a defaced statue; a toppled champagne glass, a bloody surgical tool; a child's apparently innocent drawing. We taste brutality born from polluted ideas because these games make us navigate their debris. Whatever their limits, shooters like <em>Bioshock</em>, <em>Fallout 3</em>, and <em>Metro 2033</em> can fly us directly into the eye of dystopia.</p>
<p>But as valiantly as it tries to explore social-political issues, <em>Infinite</em> is tethered to its mechanical nature as a shooter in ways that undermine its aspirations. It's possible to love the game for all it tries to do, but still feel smothered by its insistence that so much of our experience is delivered staring down the barrel of a gun or other deadly weapons. The issue isn't about being pro- or anti- shooter games; it's about how standard FPS design limits the narrative possibilities of a game that clearly aspires to dig deep. How might I have behaved, and how might I have reflected on <em>Infinite</em>'s provocative world, had I not spent so much time shooting or avoiding being shot? The game's story isn't really about shooting at all, but the player's lived story is, and that collision is impossible to overcome.</p>
<p style="padding-left: 30px;"><em>I'll do my best to keep you supplied with remedies.</em> --Elizabeth</p>
<p>
<a class="asset-img-link" href="http://featherfiles.aviary.com/2013-04-09/f77694d11/b6a04d549f1e48c5902e409a63015a30_hires.png" style="float: right;"><img alt="Liz" class="asset  asset-image at-xid-6a00e3982444028833017c38770cc5970b" src="http://www.brainygamer.com/.a/6a00e3982444028833017c38770cc5970b-250wi" style="width: 240px; margin: 0px 0px 5px 5px;" title="Liz" /></a>Much has been made of Elizabeth's role as a companion character. It's true that her story frames the narrative and delivers some punchy reveals along the way. But Elizabeth's primary function - her most direct impact on the player's lived experience in the game - is to keep him fed with ammo, scrounge for supplies, and open locked doors/portals.</p>
<p>Elizabeth's own needs (e.g. her desire to reconcile with her mother) are highlighted in <em>Infinite</em> as major dramatic events, but they rarely connect on an emotional level because the player's relationship with Elizabeth is constrained to physically protecting her through dozens of shootouts, ambushes and vessel upheavals. In between the gunplay sections, Elizabeth may share a fear or question Booker's motivations, but these moments feel no less mechanically triggered than the gunplay, and no less insulated from meaningful player response.</p>
<p>Ironically, when Booker points his gun at Elizabeth, she admonishes him to "Put that away." I yearned to respond "If only I could, my dear." In fact, the player has no authority over Booker's gun, aside from firing it. There is no option to holster it. This leads to moments of absurdity, such as when a mother and daughter stare at me blithely as I approach them, gun drawn and ready to fire.</p>
<p>I can behave no other way because <em>Bioshock Infinite</em> is resolutely a shooter, which is a fine thing to be, but I must surrender any illusion that I matter in this world. The game decides where and when Booker draws his weapon and when he puts it away. My only important job is to aim and shoot. Practically and experientially, I'm more gun than man, even when I'm not shooting.</p>
<p>When the shooting resumes, Elizabeth waits in the wings until bullets or salt run low. "You need this!" she yells, tossing Booker a magazine of ammo. "Much obliged!" he replies. When the shooting pauses and our enemies are properly mutilated, we'll pick up the conversation where we left off.</p>
<p><em>
<a class="asset-img-link" href="http://featherfiles.aviary.com/2013-04-09/f77694d11/c146aa796eee4dd3a6b941313a9ab394_hires.png" style="float: left;"><img alt="Comstockstatue" class="asset  asset-image at-xid-6a00e3982444028833017d42a61597970c" src="http://www.brainygamer.com/.a/6a00e3982444028833017d42a61597970c-250wi" style="width: 205px; margin: 0px 5px 5px 0px;" title="Comstockstatue" /></a>Infinite</em> delivers characters and drama like Epcot presents world culture. In lieu of dramaturgy, <em>Infinite</em> showcases its characters and themes through shorthand devices (signage, memorial engravings, diaries, confessional audio logs, etc.). These essentially function as narrative dumps, sketching out a handful of key points about each place, person, or conflict for the player's convenience. </p>
<p>Loudspeaker propaganda stands in for philosophy, and binary ideologies divide everyone into groups locked in antagonistic conflict. Columbia is a fun-house depiction of a broken society, which makes the player's travelogue through it feel sumptuous and memorable, if not especially meaningful.</p>
<p>It's as if <em>Bioshock Infinite</em>'s creators have kept the full renderings of these characters to themselves, and we're left to peer at sketches through layers of production. This is a common problem for playwrights and screenwriters. Sometimes a writer knows so much that he forgets his audience knows so little.</p>
<p>Despite my misgivings, the team at Irrational probably exceeded any reasonable expectation, embedding a crafted narrative inside a game that's mostly about shooting things. The nearly uniform praise the game has received suggests I'm on the outside looking in with my critique. Maybe this game really is convincing proof (I'm reminded here that <em>Far Cry 2</em> didn't sell) of the "<a href="http://www.gameplanet.co.nz/pc/reviews/1025731.BioShock-Infinite-review/">true power of the medium to engage and inspire us.</a>" Perhaps it truly is "<a href="http://www.escapistmagazine.com/articles/view/editorials/reviews/10250-BioShock-Infinite-Review-A-Head-in-the-Clouds">a breathtaking achievement in videogame storytelling</a>."</p>
<p>I have a feeling that <em>Bioshock Infinite</em> will finally be seen as the apotheosis of the FPS genre, a culminating achievement that signals both a <em>peak</em> and an <em>end</em>. I'm sure other designers will take their shots, and I wish them well, but it's impossible for me to read quotes like the ones above without amending them in my head with "...for a shooter." That doesn't mean shooters are empty experiences. Not at all. It simply means that staring down the barrel of a gun as a default point of view may not leave your possibility space wide open.</p>
<p>Every genre has conventions that limit and liberate, and artists inevitably breathe new life into old forms. But I can't help wondering how much longer we'll mistake being a gun for being a person.</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/j-H866YLmCc" height="1" width="1" /></div></content>



    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2013/04/apotheosis.html</feedburner:origLink></entry>
    <entry>
        <title>Brainy Gamer Podcast - Episode 41</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/YO9hSTsI5hk/brainy-gamer-podcast-episode-41.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2013/03/brainy-gamer-podcast-episode-41.html" thr:count="9" thr:updated="2013-04-01T06:17:46-04:00" />
        <id>tag:typepad.com,2003:post-6a00e3982444028833017ee9c3f7d1970d</id>
        <published>2013-03-26T18:47:14-04:00</published>
        <updated>2013-03-26T18:47:49-04:00</updated>
        <summary>This is the final episode in my series of conversations about the State of Games. I encourage you to listen to the first three shows featuring a variety of smart and thoughtful guests. In this edition I talk with Kirk Hamilton, features editor at Kotaku, and Brett Douville, Lead Programmer at Bethesda Game Studios.We discuss the impact of indie games on AAA developers, "Anita and the cesspool," and why now is the best of all possible times to be a gamer...among many other topics. I hope you enjoy. Listen to any episode of the podcast directly from this page by...</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://featherfiles.aviary.com/2013-03-26/f77694d11/c6618281a44d4297a2ba1816dbb12d79_hires.png" style="display: inline;"><img alt="Kirk" class="asset  asset-image at-xid-6a00e3982444028833017c3820d392970b" src="http://www.brainygamer.com/.a/6a00e3982444028833017c3820d392970b-200wi" style="width: 175px;" title="Kirk" /></a>  
<a class="asset-img-link" href="http://featherfiles.aviary.com/2013-03-26/f77694d11/8f087885664642bd878feec027ae6315_hires.png" style="display: inline;"><img alt="Brett" class="asset  asset-image at-xid-6a00e3982444028833017d424ff977970c" src="http://www.brainygamer.com/.a/6a00e3982444028833017d424ff977970c-150wi" style="width: 132px;" title="Brett" /></a></p>
<p><a class="asset-img-link" href="http://featherfiles.aviary.com/2013-03-26/f77694d11/8f087885664642bd878feec027ae6315_hires.png" style="display: inline;" />This is the final episode in my series of conversations about the <strong>State of Games</strong>. I encourage you to listen to <a href="http://www.brainygamer.com/the_brainy_gamer/2013/03/brainy-gamer-podcast-episode-38.html" target="_self">the</a> <a href="http://www.brainygamer.com/the_brainy_gamer/2013/03/brainy-gamer-podcast-episode-39.html" target="_self">first</a> <a href="http://www.brainygamer.com/the_brainy_gamer/2013/03/brainy-gamer-podcast-episode-40.html" target="_self">three</a> shows featuring a variety of smart and thoughtful guests.</p>
<p>In this edition I talk with <strong>Kirk Hamilton, </strong>features editor at <em>Kotaku</em>, and<strong> Brett Douville</strong>, Lead Programmer at Bethesda Game Studios.We discuss the impact of indie games on AAA developers, "Anita and the cesspool," and why now is the best of all possible times to be a gamer...among many other topics. </p>
<p>I hope you enjoy.</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/bgpodcast41.mp3">here</a>.</li>
</ul>
<p>Show Links:</p>
<ul>
<li><a href="http://kirkhamilton.kinja.com/" target="_self">Kirk at Kotaku</a></li>
<li><a href="https://twitter.com/kirkhamilton" target="_self">Kirk on Twitter</a></li>
<li><a href="https://twitter.com/brett_douville" target="_self">Brett on Twitter</a></li>
<li><a href="http://youtu.be/X6p5AZp7r_Q" target="_self">Damsel in Distress: Part 1 - Tropes vs Women in Video Games</a></li>
</ul><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/YO9hSTsI5hk" height="1" width="1" /></div></content>


        

    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2013/03/brainy-gamer-podcast-episode-41.html</feedburner:origLink><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="enclosure" href="http://feedproxy.google.com/~r/brainygamer/~5/x9ZSftr4t5g/bgpodcast41.mp3" length="0" type="audio/mpeg" /><feedburner:origEnclosureLink>http://traffic.libsyn.com/brainygamer/bgpodcast41.mp3</feedburner:origEnclosureLink></entry>
    <entry>
        <title>Brainy Gamer Podcast - Episode 40</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/lr3IQN8fmUs/brainy-gamer-podcast-episode-40.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2013/03/brainy-gamer-podcast-episode-40.html" thr:count="8" thr:updated="2013-04-02T06:36:06-04:00" />
        <id>tag:typepad.com,2003:post-6a00e3982444028833017ee98df9e0970d</id>
        <published>2013-03-19T12:58:46-04:00</published>
        <updated>2013-03-19T12:58:46-04:00</updated>
        <summary>This is the third in a series of conversations I'm hosting on the State of Games. I encourage you to listen to the first two episodes and stay tuned for the final installment which will appear in the coming days. In this edition I talk with Tom Bissell, essayist, critic, and most recently script-writer for the new Gears of War: Judgment game. We discuss writing for games, the perils of Metacritic, the future of storytelling in games, and many other topics. I hope you enjoy. 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://featherfiles.aviary.com/2013-03-19/f77694d11/fb797056e1a74b25b6075a831783a88e_hires.png" style="float: right;"><img alt="Tom" border="0" class="asset  asset-image at-xid-6a00e3982444028833017ee98e06fc970d" src="http://www.brainygamer.com/.a/6a00e3982444028833017ee98e06fc970d-800wi" style="margin: 0px 0px 5px 5px;" title="Tom" /></a>This is the third in a series of conversations I'm hosting on the <strong>State of Games</strong>. I encourage you to listen to the <a href="http://www.brainygamer.com/the_brainy_gamer/2013/03/brainy-gamer-podcast-episode-38.html" target="_self">first</a> <a href="http://www.brainygamer.com/the_brainy_gamer/2013/03/brainy-gamer-podcast-episode-39.html" target="_self">two</a> episodes and stay tuned for the final installment which will appear in the coming days.</p>
<p>In this edition I talk with <strong>Tom Bissell</strong>, essayist, critic, and most recently script-writer for the new <em>Gears of War: Judgment</em> game. We discuss writing for games, the perils of Metacritic, the future of storytelling in games, and many other topics. </p>
<p>I hope you enjoy.</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/bgpodcast40.mp3">here</a>.</li>
</ul>
<p>Show Links:</p>
<ul>
<li><a href="http://www.grantland.com/story/_/id/8157257/line-explores-reasons-why-play-shooter-games" target="_self">"Thirteen Ways of Looking at a Shooter"</a></li>
<li><a href="http://www.grantland.com/contributor/_/name/tom-bissell" target="_self">Tom at Grantland</a></li>
<li><a href="https://store.mcsweeneys.net/products/magic-hours" target="_self">Magic Hours: Essays on Creators and Creation</a></li>
</ul>
<p> </p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/lr3IQN8fmUs" height="1" width="1" /></div></content>


        

    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2013/03/brainy-gamer-podcast-episode-40.html</feedburner:origLink><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="enclosure" href="http://feedproxy.google.com/~r/brainygamer/~5/Hc5AgARgkSo/bgpodcast40.mp3" length="0" type="audio/mpeg" /><feedburner:origEnclosureLink>http://traffic.libsyn.com/brainygamer/bgpodcast40.mp3</feedburner:origEnclosureLink></entry>
    <entry>
        <title>Brainy Gamer Podcast - Episode 39</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/M-GsmwBJ7Ys/brainy-gamer-podcast-episode-39.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2013/03/brainy-gamer-podcast-episode-39.html" thr:count="2" thr:updated="2013-03-20T17:22:48-04:00" />
        <id>tag:typepad.com,2003:post-6a00e3982444028833017c37bbd3ae970b</id>
        <published>2013-03-15T20:00:44-04:00</published>
        <updated>2013-03-15T20:06:38-04:00</updated>
        <summary>This is the second in a short series of conversations I'm hosting on the State of Games. I encourage you to listen to the first episode and stay tuned for the final two which will appear in the coming days. In this edition I talk with Chris Suellentrop, video game critic for the New York Times, and Steve Gaynor of the Fullbright Company, an indie game studio developing Gone Home, a finalist for the Excellence in Narrative award at the Indpendent Games Festival later this month. We discuss the transitional state of the game industry, the relationship of the critic...</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://featherfiles.aviary.com/2013-03-15/f77694d11/04d34e7d52af4a4db9de666c5f042c30_hires.png" style="display: inline;"><img alt="Chris-s" class="asset  asset-image at-xid-6a00e3982444028833017d41eb4f1b970c" src="http://www.brainygamer.com/.a/6a00e3982444028833017d41eb4f1b970c-250wi" style="width: 220px;" title="Chris-s" /></a>       <a class="asset-img-link" href="http://featherfiles.aviary.com/2013-03-15/f77694d11/14cfcbb89e93416dbc89296b554d010a_hires.png" style="display: inline;"><img alt="Steve" class="asset  asset-image at-xid-6a00e3982444028833017d41eb600e970c" src="http://www.brainygamer.com/.a/6a00e3982444028833017d41eb600e970c-200wi" style="width: 200px;" title="Steve" /></a></p>
<p><a class="asset-img-link" href="http://featherfiles.aviary.com/2013-03-15/f77694d11/14cfcbb89e93416dbc89296b554d010a_hires.png" style="display: inline;" />This is the second in a short series of conversations I'm hosting on the <strong>State of Games</strong>. I encourage you to <a href="http://www.brainygamer.com/the_brainy_gamer/2013/03/brainy-gamer-podcast-episode-38.html" target="_self">listen to the first episode</a> and stay tuned for the final two which will appear in the coming days.</p>
<p>In this edition I talk with <strong>Chris Suellentrop</strong>, video game critic for the <em>New York Times</em>, and<strong> Steve Gaynor</strong> of the Fullbright Company, an indie game studio developing <a href="http://thefullbrightcompany.com/gonehome/" target="_self">Gone Home</a>, a finalist for the <em>Excellence in Narrative </em>award at the Indpendent Games Festival later this month. We discuss the transitional state of the game industry, the relationship of the critic to the designer, and the need for a proper festival for games ala Sundance, among other topics. </p>
<p>I hope you enjoy.</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/bgpodcast39.mp3">here</a>.</li>
</ul>
<p>Show links:</p>
<ul>
<li><a href="http://query.nytimes.com/search/sitesearch/#/suellentrop/since1851/allresults/1/byChris+Suellentrop/newest/" target="_self">Chris Suellentrop at the <em>New York Times</em></a></li>
<li><a href="https://twitter.com/suellentrop" target="_self">Chris Suellentrop on Twitter</a></li>
<li><a href="http://thefullbrightcompany.com/" target="_self">Steve Gaynor's Fullbright Company</a></li>
<li><a href="https://twitter.com/fullbright" target="_self">Steve Gaynor on Twitter</a></li>
</ul><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/M-GsmwBJ7Ys" height="1" width="1" /></div></content>


        

    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2013/03/brainy-gamer-podcast-episode-39.html</feedburner:origLink><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="enclosure" href="http://feedproxy.google.com/~r/brainygamer/~5/-bTtZ6_ur6s/bgpodcast39.mp3" length="0" type="audio/mpeg" /><feedburner:origEnclosureLink>http://traffic.libsyn.com/brainygamer/bgpodcast39.mp3</feedburner:origEnclosureLink></entry>
    <entry>
        <title>Brainy Gamer Podcast - Episode 38</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/sBlBuBGve-U/brainy-gamer-podcast-episode-38.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2013/03/brainy-gamer-podcast-episode-38.html" thr:count="12" thr:updated="2013-03-20T17:32:21-04:00" />
        <id>tag:typepad.com,2003:post-6a00e3982444028833017d41bbfe42970c</id>
        <published>2013-03-11T12:29:10-04:00</published>
        <updated>2013-03-11T15:38:08-04:00</updated>
        <summary>This is the first of several round-table conversations I'm hosting on the State of Games, an admittedly unwieldy topic, but well-timed, I think, in this transitional period for games and the game industry. In this edition I talk with Leigh Alexander and Brendan Keogh, two of the leading critical voices examining games and the culture surrounding them. We discuss the "ecology of games," play as communication, the culture wars, and why we need to "talk about the tree," among other topics. I hope you enjoy. 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://featherfiles.aviary.com/2013-03-11/f77694d11/5548b404040b4f15bf858e50a95c9d18_hires.png" style="display: inline;"><img alt="Leigh" class="asset  asset-image at-xid-6a00e3982444028833017ee92fba68970d" src="http://www.brainygamer.com/.a/6a00e3982444028833017ee92fba68970d-250wi" style="width: 220px;" title="Leigh" /></a>    
<a class="asset-img-link" href="http://featherfiles.aviary.com/2013-03-11/f77694d11/74bc0061452a418cb782996af620b160_hires.png" style="display: inline;"><img alt="Brendan" class="asset  asset-image at-xid-6a00e3982444028833017c378c8cff970b" src="http://www.brainygamer.com/.a/6a00e3982444028833017c378c8cff970b-250wi" style="width: 220px;" title="Brendan" /></a></p>
<p><a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e3982444028833017d41bbdd0a970c-pi" style="display: inline;" />This is the first of several round-table conversations I'm hosting on the <strong>State of Games</strong>, an admittedly unwieldy topic, but well-timed, I think, in this transitional period for games and the game industry.</p>
<p>In this edition I talk with <strong>Leigh Alexander </strong>and<strong> Brendan Keogh</strong>, two of the leading critical voices examining games and the culture surrounding them. We discuss the "ecology of games," play as communication, the culture wars, and why we need to "talk about the tree," among other topics. </p>
<p>I hope you enjoy.</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/bgpodcast38.mp3">here</a>.</li>
</ul>
<p>Show links:</p>
<ul>
<li><a href="https://twitter.com/leighalexander" target="_self">Leigh on Twitter</a></li>
<li><a href="http://thoughtcatalog.com/author/leigh-alexander/" target="_self">Leigh on <em>Thought Catalog</em></a></li>
<li><a href="https://twitter.com/BRKeogh" target="_self">Brendan on Twitter</a></li>
<li><a href="http://stolenprojects.com/killing-is-harmless" target="_self">Brendan's "Killing is Harmless" ebook</a></li>
<li><a href="http://critdamage.blogspot.com/" target="_self">Brendan's <em>Critical Damage</em></a></li>
<li><em><a href="http://www.unwinnable.com/" target="_self">Unwinnable</a></em></li>
</ul><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/sBlBuBGve-U" height="1" width="1" /></div></content>


        

    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2013/03/brainy-gamer-podcast-episode-38.html</feedburner:origLink><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="enclosure" href="http://feedproxy.google.com/~r/brainygamer/~5/My2z1LR2Bvg/bgpodcast38.mp3" length="0" type="audio/mpeg" /><feedburner:origEnclosureLink>http://traffic.libsyn.com/brainygamer/bgpodcast38.mp3</feedburner:origEnclosureLink></entry>
    <entry>
        <title>Why baseball is better than democracy</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/1chji90v-HI/why-baseball-is-better-than-democracy.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2013/02/why-baseball-is-better-than-democracy.html" thr:count="2" thr:updated="2013-02-19T18:17:02-05:00" />
        <id>tag:typepad.com,2003:post-6a00e3982444028833017ee89cb3fe970d</id>
        <published>2013-02-19T13:16:32-05:00</published>
        <updated>2013-02-19T17:50:11-05:00</updated>
        <summary>I don't often stray from video games on this blog, but sometimes my interest in games and my work as a stage director converge. My production of Richard Greenberg's Take Me Out opens tomorrow night, and throughout the rehearsal process I've been struck by the play's analytical, yet lyrical take on baseball as a game that's more than a game. Take Me Out (winner of the 2003 Tony Award for Best Play) tells the story of a Major League Baseball player named Darren Lemming who suddenly announces he's gay. The play explores the powerful aftermath of his decision and its...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        
        
<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/6a00e3982444028833017c36f978c2970b-pi" style="display: inline;"><img alt="Empires team" class="asset  asset-image at-xid-6a00e3982444028833017c36f978c2970b" src="http://www.brainygamer.com/.a/6a00e3982444028833017c36f978c2970b-550wi" style="width: 520px;" title="Empires team" /></a></p>
<p>I don't often stray from video games on this blog, but sometimes my interest in games and my work as a stage director converge. My production of Richard Greenberg's <em>Take Me Out</em> <a href="http://wabash.edu/news/9822" target="_self">opens tomorrow night</a>, and throughout the rehearsal process I've been struck by the play's analytical, yet lyrical take on baseball as a game that's more than a game. </p>
<p><em>Take Me Out</em> (winner of the 2003 Tony Award for Best Play) tells the story of a Major League Baseball player named Darren Lemming who suddenly announces he's gay. The play explores the powerful aftermath of his decision and its consequences on him and the players around him. </p>
<p>It is also a love story. Darren's openly gay business manager Mason discovers the game of baseball and comes to embrace it as "this...astonishment! ...This...<em>abundance</em>." For the first time in his life, Mason learns to feel part of something bigger and greater than himself, and the experience fills him with gratitude.</p>
<p>Greenberg is hardly the first writer to wax philosophical on baseball as metaphor, but I find his argument especially persuasive. Those of us who understand the restorative nature of play and its transformative possibilities may resonate with Mason's observation that baseball achieves a "tragic vision" that other organized activities avoid. In a beautifully crafted soliloquy, he explains why baseball is better than democracy:</p>
<blockquote>
<p>I have come (with no little excitement) to understand that baseball is a perfect metaphor for hope in a democratic society.</p>
<p>It has to do with the rules of play. It has to do with the mode of enforcement of these rules. It has to do with certain nuances and grace notes of the game.</p>
<p>First, it’s the remarkable symmetry of everything.</p>
<p>All those threes and multiples of three – calling attention to – virtually making a fetish of the game’s noble equality. Equality, that is, of opportunity.</p>
<p>Everyone is given exactly the same chance. And the opportunity to exercise that chance at his own pace.</p>
<p>There’s none of the scurry, none of that relentlessness that marks other games – basketball, football or hockey. I’ve never watched basketball, football or hockey, but I’m sure I wouldn’t like them. Or maybe I would but it wouldn’t be the same.</p>
<p>What I mean is, in baseball there’s no clock.</p>
<p>What could be more generous than to give everyone all these opportunities and the time to seize them in, as well? And with each turn at the plate, there’s the possibility of turning the situation to your favor. Down to the very last try.</p>
<p>And then, to insure that everything remains fair, justices are ranged around the park to witness and assess the play.
And if the justice errs, an appeal can be made.</p>
<p>It’s invariably turned down, but that’s part of what makes the metaphor so right.</p>
<p>Because even in the most well-meant systems, error is inevitable. Even within the fairest of paradigms, unfairness will creep in.</p>
<p>And baseball is better than democracy – or at least democracy as it’s practiced in this country – because unlike democracy, baseball acknowledges loss.</p>
<p>While conservatives tell you, ‘‘leave things alone and no one will lose,’’ and liberals tell you, ‘‘interfere a lot and no one will lose,’’ baseball says, ‘‘Someone will lose.’’ Not only says it – insists upon it!</p>
<p>So that baseball achieves the tragic vision that democracy evades. Evades and embodies. Democracy is lovely, but baseball’s more mature.</p>
</blockquote>
<p>I've loved baseball my whole life. Greenberg's words help me understand why.</p>
<p>I'm immensely proud of the work our students have devoted to this powerful play. If you live nearby (we're an hour west of Indianapolis), I invite you to attend our production of <em>Take Me Out</em>. The production runs Feb. 20-23 at 8:00 PM each night. Tickets are free.</p>
<p><em>Take Me Out contains adult language, themes, and partial nudity. It is intended for mature audiences.</em></p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/1chji90v-HI" height="1" width="1" /></div></content>



    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2013/02/why-baseball-is-better-than-democracy.html</feedburner:origLink></entry>
    <entry>
        <title>Vintage Game Club: System Shock 2</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/ss4aIRYM1PE/vintage-game-club-system-shock-2.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2013/02/vintage-game-club-system-shock-2.html" thr:count="14" thr:updated="2013-02-28T14:19:54-05:00" />
        <id>tag:typepad.com,2003:post-6a00e3982444028833017d410f233b970c</id>
        <published>2013-02-14T11:48:10-05:00</published>
        <updated>2013-02-14T11:48:10-05:00</updated>
        <summary>When we discuss great games, we often cite particular moments burned into our brains: seeing Hyrule Field for the first time in Ocarina; the chainsaw zombie in Resident Evil 4; the death of Aeris; "Would you kindly..."; "The cake is a lie"; emerging from the sewers to gaze on Cyradil for the first time; insult sword fighting; the final ascent in Journey; "Kick, punch, it's all in the mind." Those are a few of mine. System Shock 2 has many such moments, perhaps more than any other game. When devoted players discuss storytelling in games, someone inevitably declares System Shock...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Vintage Game Club" />
        
        
<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/6a00e3982444028833017ee8835196970d-pi" style="display: inline;"><img alt="SystemShock2_1920x1080" class="asset  asset-image at-xid-6a00e3982444028833017ee8835196970d" src="http://www.brainygamer.com/.a/6a00e3982444028833017ee8835196970d-550wi" style="width: 520px;" title="SystemShock2_1920x1080" /></a></p>
<p><a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e3982444028833017ee8835196970d-pi" style="display: inline;" />When we discuss great games, we often cite particular moments burned into our brains: seeing Hyrule Field for the first time in <em>Ocarina;</em> the chainsaw zombie in <em>Resident Evil 4</em>; the death of Aeris; "Would you kindly..."; "The cake is a lie"; emerging from the sewers to gaze on Cyradil for the first time;  insult sword fighting; the final ascent in <em>Journey</em>; "Kick, punch, it's all in the mind." Those are a few of mine.</p>
<p><em>System Shock 2</em> has many such moments, perhaps more than any other game. When devoted players discuss storytelling in games, someone inevitably declares <em>System Shock 2</em> one of the best ever, and rightly so. Its canny mix of FPS, RPG and survival horror elements remains among the most thoughtful and well-balanced in video game history. Today, nearly every game is a mash-up of familiar genres. <em>System Shock 2</em> was the first to do it right.</p>
<p>And if you're an audio nut like me, SS2 remains one of the most affecting sound designs ever created for a game. Critics routinely describe SS2 as "atmospheric," and it certainly is, but more of that feeling creeps into your ears than your eyes. Wear headphones for this one, and don't ignore the audio logs.</p>
<p><strong>Let's play it!</strong><br />Today is a day to celebrate because <a href="http://gog.com" target="_self">Good Old Games</a> (coming soon to Steam) has released <em>System Shock 2</em> for all of us to revisit...or play for the first time. Along with the game, optimized for modern systems, players will receive the soundtrack, artwork, concept maps, an interview with Lead Designer Ken Levine, and the original pitch document, which is a fascinating read for anyone interested in the history and evolution of games.</p>
<p>So is <em>System Shock 2</em> the great game many claim it to be? Are we wistfully clinging to a critic's darling that's fashionable to talk about, but no longer fun to play? Can a 14-year-old game with primitive graphics speak to modern players? Is it possible for a game to improve with age?</p>
<p>Now is your chance to answer those questions for yourself, in the company of friendly folks who enjoy playing and discussing older games together. You're invited to join us at the <a href="http://www.vintagegameclub.org/">Vintage Game Club</a> for our collective playthrough, which begins <strong>Monday, February 18</strong>.</p>
<p>Good Old Games <a href="http://www.gog.com/gamecard/system_shock_2" target="_self">has released <em>SS2</em></a> in a DRM-free version that runs well on modern PCs. If you already own a boxed version of the game that works on your system, that's great. Players on GOG's forums report that community mods (Hi-Res, widescreen, etc.) appear to work with the GOG version too. </p>
<p>We all have busy lives, so the VGC is a no-pressure environment. If you decide to start a game with us, but can't continue it, or if you post a comment but can't return to follow up, no big deal. The club is just a framework for bringing us together. We're here to have fun and broaden our knowledge and awareness of important games. All are welcome!</p>
<p><a href="http://www.vintagegameclub.org/">The Vintage Game Club</a></p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/ss4aIRYM1PE" height="1" width="1" /></div></content>



    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2013/02/vintage-game-club-system-shock-2.html</feedburner:origLink></entry>
    <entry>
        <title>The stuff of Fairy Tales</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/uCdtjv_tOVM/the-stuff-of-fairy-tales.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2013/01/the-stuff-of-fairy-tales.html" thr:count="7" thr:updated="2013-04-02T14:09:22-04:00" />
        <id>tag:typepad.com,2003:post-6a00e3982444028833017c366cd86a970b</id>
        <published>2013-01-30T12:33:09-05:00</published>
        <updated>2013-01-30T12:37:07-05:00</updated>
        <summary>Some think the World a Mysterie Through which to blindlie blunder, Yet Wiseards since Prehistory Have sought to know its Wonder. --”The Wizard’s Companion,” Ni no Kuni A hundred years from now, when cultural historians and literature professors look back on the games we’ve played for the last 30+ years, they will see a renaissance age of Fairy Tales. They will study a deep catalog of storytelling games filled with heroes and supernatural helpers, anthropomorphic animals, magic potions, healing fruit and epic sojourns. Tales of fate, souls redeemed, loved ones lost and found. Nature as leitmotif. Wise trees, restorative stones,...</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 and culture" />
        
        
<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/6a00e3982444028833017c366cdb4b970b-pi" style="display: inline;"><img alt="NiNoKuni1" class="asset  asset-image at-xid-6a00e3982444028833017c366cdb4b970b" src="http://www.brainygamer.com/.a/6a00e3982444028833017c366cdb4b970b-550wi" style="width: 520px;" title="NiNoKuni1" /></a></p>
<p style="padding-left: 60px;"><a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e3982444028833017c366cdb4b970b-pi" style="display: inline;" />Some think the World a Mysterie 
<br />Through which to blindlie blunder,
<br />
Yet Wiseards since Prehistory
<br />
Have sought to know its Wonder. <br />           --”The Wizard’s Companion,” <em>Ni no Kuni</em>
</p>
<p>A hundred years from now, when cultural historians and literature professors look back on the games we’ve played for the last 30+ years, they will see a renaissance age of Fairy Tales. They will study a deep catalog of storytelling games filled with heroes and supernatural helpers, anthropomorphic animals, magic potions, healing fruit and epic sojourns. Tales of fate, souls redeemed, loved ones lost and found. Nature as leitmotif. Wise trees, restorative stones, and guiding wind. The stuff of fairy tales.</p>
<p><em>The Legend of Zelda</em>, <em>The Elder Scrolls</em>, <em>Dragon Quest</em>, <em>Mass Effect</em>, <em>Fable</em>, despite their obvious differences, all exist within the "Perilous Realm” described by J.R.R. Tolkien in his essay <a href="http://bjorn.kiev.ua/librae/Tolkien/Tolkien_On_Fairy_Stories.htm"><em>On Fairy-Stories</em></a>:</p>
<blockquote>
<p>Fairy-story as “stories about fairies” …is too narrow. Faerie contains many things besides elves and fays, and besides dwarfs, witches, trolls, giants, or dragons: it holds the seas, the sun, the moon, the sky, and the earth, and all things that are in it: tree and bird, water and stone, wine and bread, and ourselves, mortal men, when we are enchanted. The definition of a fairy-story - what it is, or what it should be - does not, then, depend on any definition or historical account of elf or fairy, but upon the nature of Faërie: the Perilous Realm itself, and the air that blows in that country.</p>
</blockquote>
<p>
<a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e3982444028833017ee8102224970d-pi" style="float: right;"><img alt="Zelda__wind_waker_by_ma5h-d52vo7t" class="asset  asset-image at-xid-6a00e3982444028833017ee8102224970d" src="http://www.brainygamer.com/.a/6a00e3982444028833017ee8102224970d-200wi" style="width: 200px; margin: 0px 0px 5px 5px;" title="Zelda__wind_waker_by_ma5h-d52vo7t" /></a>Like the video games we play, “fairy tale” is fraught with misconceptions, perceived by many as mindless frivolity aimed at children and adolescents. But we should know better. Like <em>Grimm’s Fairy Tales</em> (actual title: <em>Children’s and Household Tales</em>), our wildly imaginative games are accessible by children, but they also function on a deeper level where adults may unpack metaphorical connections to themes that challenge and captivate us, no matter our age. The melancholy, for example, that casts its shadow over the apparently childlike world of <em>Wind Waker</em> may not be apparent to children, but it’s there if you’re mature enough to see it.</p>
<p>When those curious academics look back at our fairy tale games, I believe they will recognize <em>Ni no Kuni</em> as a significant achievement. Few games have captured the once-upon-a-time magic and fanciful spirit of fairy tale so completely. Menacing darkness - a mother’s death, an abandoned child, and an evil spirit bent on destroying him - underlies a bright enchanted universe of eccentric fairies, cat-kings, and cow-queens. A boy overcomes his fears. A perilous journey is undertaken.</p>
<p>Of course, as with most fairy tales, there’s little new here, but novelty plays almost no role in such stories. Familiarity is a pivotal dimension of fairy tale because it is in the act of telling and re-telling that we dig into these apparently simple tales and derive meaning. In <em>Ni no Kuni</em> the infusion of Studio Ghibli style is notable because it distinguishes the game from the avalanche of teen-angst anime that has dominated JRPGs for so long. But in the end <em>Ni no Kuni</em> rings bells we’ve rung many times before, built with blueprints borrowed from <em>Dragon Quest</em>, <em>Pokémon</em>, and <em>Spirited Away</em>.</p>
<p>So, if <em>Ni no Kuni</em> is so familiar, why does it feel so irresistibly fresh? Why does it captivate my imagination so thoroughly? Why does it linger in my thoughts, and why, as I near the end, do I feel a genuine foreboding that this intoxicating journey with friends will also soon end? </p>
<p>

<a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e3982444028833017ee81025fa970d-pi" style="float: left;"><img alt="Frog_king_pop" class="asset  asset-image at-xid-6a00e3982444028833017ee81025fa970d" src="http://www.brainygamer.com/.a/6a00e3982444028833017ee81025fa970d-200wi" style="width: 175px; margin: 0px 5px 5px 0px;" title="Frog_king_pop" /></a>I believe it has something to do with Tolkien’s notion of the Perilous Realm and “the air that blows in that country.” <em>Ni no Kuni</em> situates the player similarly to our position reading or hearing fairy fales like <a href="http://www.surlalunefairytales.com/frogking/index.html">The Frog King</a> or <a href="http://www.surlalunefairytales.com/authors/grimms/17whitesnake.html">The White Snake</a>. These stories aren’t about kissing frogs or talking animals. They’re about enduring values like patience, devotion, and abiding love. The designers of <em>Ni no Kuni</em> know what the Brothers Grimm understood about persuasive storytelling. A good storyteller allows his most cogent themes to drift serenely in Tolkien’s “air that blows in that country.” </p>
<p>Oliver searches for his mother in a land of fairies and monsters, enveloped by game design elements (collecting stamps, leveling up familiars, etc.) that quietly reinforce the game’s central values. He heals broken hearts and helps lost souls find their spiritual middle way. These are presented as apparently extraneous “sidequests,” gameplay padding to fill the 40+ hours that post-Final Fantasy JRPGs are expected to provide. </p>
<p>But like the servant in the Grimm’s <em>The White Snake</em> (and many other faithful fairy tale heroes), Oliver’s simple tasks - small missions he accepts from townspeople or minor characters - are the ones that define him. Grimm’s servant discovers what Oliver also learns: the big quest and the many little tasks are all part of a single overarching journey of sacrifice and self-discovery. In both stories the little things matter, but the reader/player may not realize that truth until the end.</p>
<p>Sometimes we try too hard to squeeze video games into the kinds of meaning we derive from books and movies. Think Cinderella and her stepsisters and those shoes. Maybe we're looking at games like <em>Ni no Kuni</em> the wrong way. Perhaps the fundamental structure of most games makes their narratives more akin to fairy tales than Hollywood pics. Given the enduring nature of fairy tales and their marvelous capacity to reach the elusive "children of all ages" demographic, maybe that's a good thing.</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/uCdtjv_tOVM" height="1" width="1" /></div></content>



    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2013/01/the-stuff-of-fairy-tales.html</feedburner:origLink></entry>
    <entry>
        <title>The humble case</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/33icnKU7jyo/the-humble-case.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2013/01/the-humble-case.html" thr:count="31" thr:updated="2013-01-30T05:02:39-05:00" />
        <id>tag:typepad.com,2003:post-6a00e3982444028833017d4004c7bc970c</id>
        <published>2013-01-15T23:40:53-05:00</published>
        <updated>2013-01-15T23:48:55-05:00</updated>
        <summary>A few days ago, I wrote that reasonable people have genuine concerns about the effects of violent video games - and depictions of violence across media - on our kids and society at large. In the aftermath of Sandy Hook, harsh critics of video games have pitched drastic measures to curb violent content, while defenders contend our fascination with violence is healthy, innate and as old as The Iliad. Neither argument is fully persuasive, and I think most of us fall somewhere between the two perspectives. Banning or censoring “objectionable” material is a dangerous and self-defeating precedent ; but the...</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 politics" />
        
        
<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/6a00e3982444028833017c35d5d5c4970b-pi" style="display: inline;"><img alt="Walking_dead" class="asset  asset-image at-xid-6a00e3982444028833017c35d5d5c4970b" src="http://www.brainygamer.com/.a/6a00e3982444028833017c35d5d5c4970b-550wi" style="width: 520px;" title="Walking_dead" /></a></p>
<p><a class="asset-img-link" href="http://www.brainygamer.com/.a/6a00e3982444028833017c35d5d5c4970b-pi" style="display: inline;" />A few days ago, <a href="http://www.brainygamer.com/the_brainy_gamer/2013/01/notes-from-the-wild.html" target="_self">I wrote that</a> reasonable people have genuine concerns about the effects of violent video games - and depictions of violence across media - on our kids and society at large. In the aftermath of Sandy Hook, harsh critics of video games have pitched drastic measures to curb violent content, while defenders contend our fascination with violence is healthy, innate and as old as <em>The Iliad</em>.</p>
<p>Neither argument is fully persuasive, and I think most of us fall somewhere between the two perspectives. Banning or censoring “objectionable” material is a dangerous and self-defeating precedent ; but the ceaseless flow of combat, death and destruction in games has come to feel overwhelming, even to those of us who sometimes consume and enjoy such media. </p>
<p>It’s important to note this isn’t just about kids and parenting. It’s also about civility and stewardship of a society. It’s about fostering a culture that values peace. And it’s about a real and growing concern that a bellicose nation, numb to the consequences of violence, breeds ever more fear, hostility, and hate. These concerns extend <strong>far</strong> beyond games and guns. But both are implicated, regardless of the rhetoric or data thrown at them.</p>
<p>That’s why we who love games need to talk to anyone willing to listen. We need to tell our stories. The defining qualities of games - beautiful systems that engage us like no other medium - are not self-evident, especially when they’re buried inside iterative formulations of shooters, RPGs and other well-worn genres. I am forever explaining why <strong>this</strong> hero-saves-the-world game is infinitely superior to <strong>that</strong> one, among colleagues who can see no apparent difference between the two. But they <strong>are</strong> different, and those differences matter.</p>
<p>As a teacher, I’m predisposed to believing we can teach and learn our way past most problems. Maybe that’s a naive perspective. Perhaps Ian Bogost is right when he calls Joe Biden’s meeting with the video game industry “a trap.”</p>
<blockquote>The truth is, the games industry lost as soon as a meeting was conceived about stopping gun violence with games as a participating voice. It was a trap, and the only possible response to it is to expose it as such. Unfortunately, the result is already done: Once more, public opinion has been infected with the idea that video games have some predominant and necessary relationship to gun violence, rather than being a diverse and robust mass medium that is used for many different purposes, from leisure to exercise to business to education.</blockquote>
<p>I understand Bogost’s point, but I don’t believe talking to a politician implies acquiescence. We can’t surrender a point we haven’t yet owned (I didn’t say “earned,” which is a different thing). Bogost and I (and probably you) know from experience that games are, in fact, a “diverse and robust medium,” but the conversations I described in my last post suggest we’re nowhere near ubiquity on that point of view. Brendan Sinclair gets it right in an <a href="http://www.gamesindustry.biz/articles/2013-01-14-its-time-to-reconsider-the-violent-game-debate" target="_self">op-ed piece that appeared on GamesIndustry</a> earlier today:</p>
<blockquote>Despite everything the Wii and mobile and social games have done to expand the audience in recent years, when people think of games, they still think of an endless parade of games that let players shoot each other square in the face. And it's completely understandable why. That's what we make. That's what we market. That's how we present ourselves to the outside world... So when tragedies happen, our response must be galling to those who don't "get" games...  Instead of explaining the merits of what we do, we throw up discussion-ending roadblocks of First Amendment rights and scientific research... It's not unlike what the National Rifle Association does when the issue of gun control comes up. They say it doesn't work, namecheck the Second Amendment, and change the subject.</blockquote>
<p>It would be a mistake to overstate the importance of E3, especially given the rise of mobile/casual games that rarely appear there. But we must acknowledge that the show exists as the biggest, loudest, and most media-blanketed games event in North America. Nearly all the major developers are there (and an increasing number of indies), and coverage reaches into mainstream media outlets like no other event. </p>
<p>E3 is the public face of the video games industry, and it is an ugly mess. This year’s event was essentially about watching publishers run one bloody shooter after another up the E3 flagpole. <a href="http://www.brainygamer.com/the_brainy_gamer/2012/06/fish-in-a-barrel.html">As I noted</a> after returning from L.A. last June, two massive convention halls filled with shooters isn’t ethically problematic. It’s worse than that. It’s boring.</p>
<p>In the current political climate, we who care about games can make a difference, but we must acknowledge and address genuine public concern about games that make killing feel like fun. It’s a moment for us to bring forward our best stories about games - not as a collective “God, I love this game,” or “This game made me cry,” but as careful observers of the deep and vivid experiences games can provide. We must put our faces and reputations behind the games we admire and explain to a skeptical public why violent games like <em>Bioshock</em>, <em>Metro 2033</em>, and <em>The Walking Dead</em> really are about more than plugging baddies with bullets and ray-guns.</p>
<p>I’m not pointing at an invisible mountain. It’s there, and <a href="http://www.grantland.com/story/_/id/8157257/line-explores-reasons-why-play-shooter-games">many have</a> <a href="http://stolenprojects.com">successfully</a> <a href="http://www.theatlantic.com/technology/archive/2012/03/a-portrait-of-the-artist-as-a-game-studio/254494/">climbed it</a>. It’s an ongoing effort from a community I’m proud to be part of, and we’ll keep doing our thing.</p>
<p>Our new challenge (not really new, but certainly more pressing now) is to fuse our critical sensibilities with a humility that understands why otherwise tolerant people feel outrage when they see bulky power-fantasy avatars armed to the hilt, mowing down enemies with automatic weapons. We cannot shield ourselves from the reality that there have been 62 mass shootings in the U.S. since 1982, with killings in 30 states. 25 of those mass shootings have occurred since 2006, and 7 of them took place in 2012.(<a href="http://www.motherjones.com/politics/2012/07/mass-shootings-map">1</a>)</p>
<p>We may never finish making the case for games, but if we’re to succeed, we must make that case with compassion for those who feel victimized by violence in all its forms. </p>
<p>Violence will always factor into our play. It’s our job to explain the function of that violence in our make-believe worlds and assign meaning where we can find it. The places where we cannot may be the places where our critics have something to teach us.</p><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/33icnKU7jyo" height="1" width="1" /></div></content>



    <feedburner:origLink>http://www.brainygamer.com/the_brainy_gamer/2013/01/the-humble-case.html</feedburner:origLink></entry>
    <entry>
        <title>Notes from the wild</title>
        <link rel="alternate" type="text/html" href="http://feedproxy.google.com/~r/brainygamer/~3/3pRiGhZeKno/notes-from-the-wild.html" />
        <link rel="replies" type="text/html" href="http://www.brainygamer.com/the_brainy_gamer/2013/01/notes-from-the-wild.html" thr:count="17" thr:updated="2013-01-14T08:45:46-05:00" />
        <id>tag:typepad.com,2003:post-6a00e3982444028833017d3f982a46970c</id>
        <published>2013-01-07T14:59:03-05:00</published>
        <updated>2013-01-07T15:16:55-05:00</updated>
        <summary>This holiday season I went off the grid. No email. No Twitter or Feedly. Notifications disabled. Nothing chirping for my attention except my kid, whose startup sequence deploys at 6:30 A.M. This wasn’t something I planned, but after a few days I decided to stick with it. I expected to feel disconnected, but instead it felt cleansing, liberating…necessary. If you can manage to cut the cord, even for a few days, I recommend giving it a try. You may find yourself noticing things like the UPS man’s nifty gloves, the sound of snow crunching under your feet, or your own...</summary>
        <author>
            <name>Michael Abbott</name>
        </author>
        <category scheme="http://www.sixapart.com/ns/types#category" term="Games and culture" />
        
        
<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/6a00e3982444028833017c35697402970b-pi" style="display: inline;"><img alt="Notesfromwild" class="asset  asset-image at-xid-6a00e3982444028833017c35697402970b" src="http://www.brainygamer.com/.a/6a00e3982444028833017c35697402970b-550wi" style="width: 520px;" title="Notesfromwild" /></a></p>
<p>This holiday season I went off the grid. No email. No Twitter or Feedly. Notifications disabled. Nothing chirping for my attention except my kid, whose startup sequence deploys at 6:30 A.M.</p>
<p>This wasn’t something I planned, but after a few days I decided to stick with it. I expected to feel disconnected, but instead it felt cleansing, liberating…necessary. If you can manage to cut the cord, even for a few days, I recommend giving it a try. You may find yourself noticing things like the UPS man’s nifty gloves, the sound of snow crunching under your feet, or your own breathing.</p>
<p>During my time in the analog wild, I thought a lot about games. I made a point of discussing them with anyone willing to chat with me about them. My circumstances in recent weeks brought me into contact with students from all over the world, travelers, family members, and a broad assortment of friendly folks I met between Indianapolis and Los Angeles.</p>
<p>Recently I’ve begun to reflect on how we think and talk about games and the industry producing them. By “we” I mean developers, critics, enthusiasts - basically anyone likely to visit this site or others like it. </p>
<p>The upside of our evolving community is an enhanced critical focus on games and quality writing about them. The downside is that we’re growing increasingly detached from the people who play games and fuel the market for them. I see this as a predictable (and not altogether negative) result of several factors: growing specialization among critics and a trajectory toward more micro-analysis; an increasingly segmented market of games and players; and a natural tendency to overestimate the prominence of the echo chamber we’ve built to host our conversations.</p>
<p>My informal chats with “regular gamers” have led me to a few conclusions, none of which I’ll attempt to quantify. I’m relying on impressions gathered through careful listening here, so if you’re looking for hard data, you should probably get off the bus now. I’m an artist, not a sociologist, folks. :-)</p>
<ul>
<li>
<p><strong>We don’t pay enough attention to the games people actually play.</strong>
<br />
Many of us were happy to learn that <em>Dishonored</em> recently topped 2 million in sales, <a href="http://www.destructoid.com/bethesda-dishonored-sales-exceeding-expectations--239407.phtml">exceeding expectations of its publisher</a>. According to Bethesda’s Pete Hines, “We clearly have a new franchise." Good news for a good game, but consider it in context with <a href="http://www.rovio.com/en/news/blog/256/over-8-million-game-downloads-on-christmas-day">Rovio’s recent announcement</a> that its <em>Angry Birds</em> games were downloaded 8 million times <strong>on Christmas Day alone</strong>, and 30 million times in the week of December 22–29. </p>
<p>Clearly, I’m comparing apples and oranges in terms of design and price, but my point is that we routinely ignore mobile/tablet games that utterly dominate the games marketplace. Sure, many of these games are throwaways (as are some console games that receive far more attention), and a few receive critical-darling treatment (e.g. <em>Superbrothers: S&amp;S</em>, <em>Osmos</em>). But most mobile/tablet games appear and disappear quietly with little critical fanfare outside mobile-centric sites like Touch Arcade or Slide to Play. For games like <em>Dream of Pixels</em>, <em>Gua-Le-Ni</em>, <em>Girls Like Robots</em>, or <em>The Room</em>, that’s a shame.</p>
</li>
<li>
<p><strong>No one appears eager for a new generation of consoles.</strong>
<br />
I couldn’t find a single person who expressed anything resembling excitement for the next generation of consoles. Some believe new hardware will lead to better looking games…but not a <strong>lot</strong> better, and that’s the sticky point. In this economy, with current systems still perceived as viable, it’s apparently hard for many people to muster much enthusiasm for pricy new systems with incremental improvements.</p>
</li>
<li>
<p><strong>Very few people have even heard of the Wii U</strong>
<br />
I wish I had a dollar for every person who looked at me quizzically when I asked them about the Wii U. Few knew anything about it, and the ones who did had fuzzy ideas about its touchscreen controller or how it differed from the Wii. Even those who had seen a TV or print ad for the system seemed confused about it. I didn’t speak to a single person who expressed an interest in owning one. That’s probably bad, right?</p>
</li>
<li>
<p><strong>Lots of people are perfectly happy with their outdated, outmoded, hopelessly dead-end Wii systems.</strong>
<br />
In fact, when I asked people what games they play at home, Wii titles like <em>Sports Resort</em>, and <em>Dance Party</em> came up more often than other games. When you read someone in the games press say “I dusted off my Wii to play X,” remember that for lots of people, it’s the only system they own, and it’s still lots of fun, especially at family gatherings. I shot this bit of evidence the day after Christmas.
<br />
<iframe frameborder="0" height="225" src="http://www.youtube.com/embed/uxnpKdvyDSA?rel=0" width="400" />
</p>
</li>
<li>
<p><strong>Nobody cares about 3D or voice-control, and nobody wants to navigate a menu by waving their hands.
</strong><br />
I don’t think I can add anything to that statement.</p>
</li>
<li>
<p><strong>Indie games like <em>Journey</em> have a tiny footprint.</strong>
<br />
I may feel strongly that <em>Journey</em> is a masterpiece of game design, but the reality is that most people have never heard of it and will never play it. Chalk it up to indie games still making their way in the marketplace. Minecraft is more significant in this regard, at least among the people I spoke to. </p>
<p>But the real culprit remains the self-defeating marginalization of system-exclusive releases. I can preach to a class of 30 students that they simply <strong>must</strong> play <em>Journey</em>, but when only 2 of those students own a PS3, few will respond. I realize the industry is what it is, but until I can recommend games, or loan them out like I do books and movies, games will remain culturally balkanized. Here again, moble/tablet games are knocking down such arbitrary walls. When I say “you must play <em>Triple Town</em>” to a person with a smartphone, chances are she will because she can.</p>
</li>
<li>
<p><strong>Intelligent people are genuinely worried about violence in games.</strong>
<br />
You and I can debate the question and exchange scholarly studies, but recent events have sensitized people to the issue of violence in games like never before. We (critics, press, designers) must address this now. Claiming a lack of data or citing studies that say violent crime has dropped in recent years won’t cut it. </p>
<p>Why not? Because those arguments fail the sniff test. It no longer matters whether or not games contributed to the massacre at Newtown. What matters is that lots of reasonable people have come to believe we’re awash in depictions of bloody violence across media, and repeatedly exposing our kids to this stuff is just plain wrong. In all my years of playing shooters and brawlers, my mother never expressed a shred of concern. But this year at Christmas she looked me in the eye and asked, “Do you worry that video games make killing seem like fun?” And for the first time I answered yes.</p>
</li>
</ul><xhtml:img xmlns:xhtml="http://www.w3.org/1999/xhtml" src="http://feeds.feedburner.com/~r/brainygamer/~4/3pRiGhZeKno" height="1" width="1" /></div></content>



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