Well Played 3.0: Video Games, Value and Meaning

The third installment in the Well Played series is now out, covering once again close readings & playings of video games.

(Personal comment: Well Played is an important series, but I do think that ETC should work on the formatting of the text online – in fact, there isn’t any at the moment, and no illustrations either.)

 

Master Class with Marc LeBlanc

In New York at the end of the month:

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Tickets are now available for the NYU Game Center’s Master Class: MDA Workshop with Marc LeBlanc!
Please join us on July 30th and 31st from 10AM – 5PM at the Game Center on the 9th floor of 721 Broadway for a hands on workshop about game design principles and best practices. Full event details are posted below

The NYU Game Center is pleased to announce our first game design Master Class, led by veteran game designer Marc LeBlanc. The class is a two day, hands-on workshop that is open to both NYU students and the general public.For the last 10 years, Marc LeBlanc has led standing-room only game design workshops at the Game Developers Conference, the largest annual gathering of professional game creators in the world. His widely influential approach to game design, known as Mechanics / Dynamics / Aesthetics or MDA, emphasizes the unique way that games create aesthetic experiences through their properties as dynamic systems.

The Master Class is appropriate for both professional game developers with several years of experience in the industry, as well as students and those just beginning their careers. Exercises will focus on high level game design concepts and best practices, and will result in collaboratively designed, playable games.This two day workshop will be held at the Game Center on July 30th and 31st from 10AM to 5PM. Space is limited, so those interested in participating must purchase tickets.

Ticket prices are as follows:

NYU Students, Faculty, Staff, and Alumni – $100

To purchase at this price, login to NYU Home, navigate the the ‘NYU Life’ tab, and then scroll down to the bottom to ‘Ticket Central’ where you can click on ‘Buy Tix’.

Non-NYU Students – $200

To purchase at this price, please email ‘gamecenter@nyu.edu‘ with the subject line “Master Class Student Code” from a .edu email address and you will be sent a discount code.

This discount code can then be applied at the online store here: http://www.ovationtix.com/trs/pe/9121245

General Public – $300

To purchase at this price, please visit the online store here: http://www.ovationtix.com/trs/pe/9121245

Group Discount – $250

To purchase at this price, purchase 3 or more tickets and use the discount code ‘GAMEGROUP’ at the online store: http://www.ovationtix.com/trs/pe/9121245

US Supreme Court strikes down law against violent games

The big game news of the day (in the US) is that the supreme court has ruled against the state of California’s attempt at restricting violent video games.

The ruling is surprisingly clear, well-written and sensible:

“California correctly acknowledges that video games qualify for First Amendment protection. The Free Speech Clause exists principally to protect discourse on public matters, but we have long recognized that it is difficult to distinguish politics from entertainment, and dangerous to try. “Everyone is familiar with instances of propaganda through fiction. What is one man’s amusement, teaches another’s doctrine.” Winters v. New York, 333 U. S. 507, 510 (1948). Like the protected books, plays, and movies that preceded them, video games communicate ideas—and even social messages—through many familiar literary devices (such as characters, dialogue, plot, and music) and through features distinctive to the medium (such as the player’s interaction with the virtual world). That suffices to confer First Amendment protection.”

And there it is. A court ruling stating that video games communicate ideas.

More write-ups here, here, here.

Speaking on Tragedy in Games at Storyworlds Across Media

I am speaking at the Storyworlds Across Media conference in Mainz on June 30th-July 2nd.

This conference takes me back to some of the disciplines and thoughts I originally came from: story, fiction, etc… I will be speaking on “The Paradox of Interactive Tragedy: Can a Video Game have an Unhappy Ending?

The answer to the question is yes (though I said otherwise in Half-Real), but I am placing that within the broader complex of tragedy:

Abstract: It has long been argued that we behave paradoxically when we willingly seek out art – such as tragedies – that give us emotions that we otherwise find unpleasant. In such cases we may root for the protagonist, and we may on some level hope for a happier ending in which the protagonist survives, the sick get well, and so on, but we also accept that a tragedy must end tragically. Bad things happen, but they are beyond our control.

If we consider how this question plays out in video games, the paradox is doubled: how could a video game have a tragic ending? Why would we spend effort bringing about events that that we would prefer not to come about? It is clear that a player of video games does not need to condone the goals of the game protagonist, but games still tend to ask players to work for outcomes that are considered positive from the point of view of the same protagonist. Several theorists have made the argument that this renders video game tragedy impossible: who would want to play the role of Anna Karenina, struggling to make her commit suicide in order to complete the game?

In this talk I will argue that recent developments in video games show that the interactive nature of video games does not make tragedy impossible, but rather presents an entirely new type of tragedy.

 

This Game Makes (some) People Smarter

I must admit that I want games to make people smarter, but I have to concede that the data is not quite clear.

Good news everyone! A new study provides more support for the claim that the n-back task will improve fluid intelligence in some people, not all. Are you one of them?

N-back involves being subjected a series of stimuli (sounds, words, colors), and then pressing a button whenever the new sound/word/letter is the same as was shown, say, 3 steps before.

OK, but is it that great a game? Here is an online version. I find n-back to be grueling and dull, but then perhaps I am not one of the people whose intelligence is improved by it.

(Via Ars Technica.)

Game Studies issue 11/02

by Phillip D. Deen

Pragmatist philosophy of art provides an account of aesthetic experience particularly suited to the transactive and immersive qualities of video games and superior to spectatorial and institutional alternatives. It also distinguishes between mere emotion and artistic expression, providing a response to those who assert games cannot be aesthetic.

Bishojo Games: ‘Techno-Intimacy’ and the Virtually Human in Japanby Patrick W. Galbraith

This paper offers an in-depth analysis of bishojo games. Observing that interactions with shojo characters are central to the play experience, and building on Thomas LaMarre’s discussion of a free or open relation to technology grounded by the shojo as “god,” the paper considers what it means for players to interact intimately with gaming machines.

The Leisure of Serious Games: A Dialogueby Geoffrey M. Rockwell, Kevin Kee

In this dialogue, performed at a conference, the presenters test the claim that “games can be educational”. They draw on the insights of philosophers and theorists in an attempt to provoke discussion, and eventually agree that the line separating games and learning may be blurry, and that in game design we may find the seeds of serious play.

Subjective Measures of the Influence of Music Customization on the Video Game Play Experience: A Pilot Studyby Alexander Wharton, Karen Collins

The Xbox 360 introduced the ability for players to substitute a personal music playlist into any game produced for the console. We carried out a smalls study to explore the influence that a player’s selection of music has on both gameplay tactics and on their reported perceived levels of immersion.

Book Reviews

What is love?by Olli Leino

Gaming – Essays on Algorithmic Culture. Alexander R. Galloway, 2006. University of Minnesota Press. ISBN-13: 978-0-8166-4851-1

Tensions Between Meaning Construction and Persuasion in Gamesby Jan H.G. Klabbers

Persuasive Games. The expressive power of video games. Ian Bogost, 2007. Cambridge, Massachusetts: The MIT Press. Pp. xii+450. ISBN-13: 978- 0-262-02614-7 (hardcover)

Congenial by Design: A Review of A Casual Revolutionby Stewart Woods

A Casual Revolution: Reinventing Video Games and Their Players. Jesper Juul, 2009. Cambridge, Massachusetts: The MIT Press. ISBN-13: 978-0-262- 01337-6

Not a Casual Review: Reading Jesper Juul’s A Casual Revolutionby Staffan Björk

A Casual Revolution: Reinventing Video Games and Their Players. Jesper Juul, 2009. Cambridge, Massachusetts: The MIT Press. ISBN-13: 978-0-262- 01337-6

Reading Processes: Groundwork for Software Studiesby Raine Koskima

Expressive Processing: Digital Fictions, Computer Games and Software Studies. Noah Wardrip-Fruin, 2009. Cambridge, Massachusetts: The MIT Press. ISBN-13: 978-0-262-01343-7

Critical Theory, Political Economy and Game Studies: A Review of “Games of Empire: Global Capitalism and Video Games”by Bart Simon

Games of Empire: Global Capitalism and Video Games. Nick Dyer-Witherford and Greig de Peuter, 2009. Minneapolis: University of Minnesota Press. ISBN: 978-08166-6611-9

Hackers, History, and Game Design: What Racing the Beam Is Notby José P. Zagal

Racing the Beam: The Atari Video Computer System. Nick Montfort and Ian Bogost, 2009. Cambridge, Massachusetts: The MIT Press. ISBN-13: 978- 0-262-01257-7

Book Review. Racing the Beamby Lars Konzack

Racing the Beam: The Atari Video Computer System. Nick Montfort and Ian Bogost, 2009. Cambridge, Massachusetts: The MIT Press. ISBN-13: 978-0-262-01257-7

Stock Trading as a Video Game

The Atlantic writes about the similarities between modern stock trading and video games.

Mind you, the game the traders play is nothing like Mario or Zelda or Megaman. It’s not a shoot-em-up or racing game. What it is is more like Starcraft or maybe TradeWars: an intense, cerebral, massively multiplayer real-time strategy game. It’s a game grounded in information: prices, mostly, but also all kinds of news and rumors and oblique signals, whether by way of balance sheets or CNBC. It’s the kind of game that requires the player to immerse himself in data, distill from it a sort of strategical gestalt, and convert that high-level battle plan into a series of discrete maneuvers, in this case trades on the open market.

(Via Dylan McKenzie.)

 

2nd Annual ‘No Quarter’ Exhibition at the NYU Game Center

Exhibition at the New York University Game Center:


Next Thursday, May 12th, at 7PM is the Game Center’s No Quarter Exhibition of Games, featuring new work by Terry Cavanagh, Ramiro Corbetta, and Charley Miller, as well as a showing of Clock by Luke O’ Connor.

One of the primary missions of the Game Center at NYU is to foster the development of creative and groundbreaking independent games. To this end we started the No Quarter Exhibition last year by commissioning three games from independent game makers, including the IGF nominated Nidhogg by Mark ‘messhof’ Essen, as well as Recurse by Matt Parker, and Deep Sea by Robin Arnott. You can find pictures from last year’s event on this link.

This year we’re continuing the tradition by commissioning new games from Terry Cavanagh, the creator of VVVVVV, Ramiro Corbetta, a game designer on the IGF Award winning Glow Artisan, and Charley Miller, a New York-based designer of board and big games. We’ll also be showcasing Clock, by Luke O’ Connor, which premiered at the New York indie arcade, BabyCastles.

Additionally, we’re proud to announce that we’ll be unveiling the NYC Winnitron at No Quarter! The Winnitron is a free-to-play arcade cabinet entirely devoted to playing independent games. We’re happy to be part of this exciting project and look forward to having this machine at our event! For more information about the Winnitron project follow the link here.

The games will be premiered at the No Quarter Exhibition opening party on May 12th, and will then be be on display and available to the public for the rest of the month.

RSVP is not required for this event.

Refreshments will be served.