Paragaming: Good Fun with Bad Games

Some thoughts from the Bad Games Panel I participated in at the DiGRA conference last month. My co-panelists were Jason Begy, who presented We’ll get through this together: Bad Games and Social Settings and Matthew Weise who presented on Bad Games – Just Like Bad Movies. An Example of Paracinematic Practice in Game Culture.

The Possibility of Paragaming

In the panel, we discussed the possibility of enjoying games that are considered “bad”, or low quality according to whatever criteria we use. We could call this paragaming, following the idea of paracinema discussed below. (The films of Ed Wood are probably the best known examples of paracinema.) Paragaming, on the other hand, has gained little recognition, but it does exist once you start looking.

We chose two quite straightforward starting points:

Tiffany Lamp_150

1) Susan Sontag’s classic 1964 essay Notes on ‘Camp’, in which she identifies camp:

“Not only is there a Camp vision, a Camp way of looking at things. Camp is as well a quality discoverable in objects and the behavior of persons. There are “campy” movies, clothes, furniture, popular songs, novels, people, buildings. . . .

<- This is a Tiffany Lamp, which Sontag says is part of the Camp canon.

Sconce pic2) Jeffrey Sconce’s 1996 article ‘Trashing’ the academy: taste, excess, and an emerging politics of cinematic style in which he discusses (among other things) paracinema, a kind of (alleged) subversive inversion of the taste hierarchy of film. In which he writes about the paracinematic audience:

… this audience would be more inclined to watch a bootlegged McDonald’s training film than Man with a Movie Camera, although, significantly, many in the paracinematic community would no doubt be familiar with this more respectable member of the avant-garde canon.

Choosing the Flawed Clone over the Perfect Original

With that, the questions become:

  1. How can we enjoy games that we consider “bad” according to a given taste?
  2. What is the taste against which we can rebel by playing games hitherto considered unworthy of playing?

China Miner

An example: China Miner, above, is a ridiculously hard 1984 Commodore 64 game. Hard to the point where it is certain that nobody every completed the game’s 40 levels without resorting to some sort of cheat mechanism. In fact, I find it unlikely that anybody even completed the first five levels without using cheats. (The game didn’t come with cheat codes – cheats had to be created by disassembling and modifying the game, which I personally spent a good deal of time doing.)

If you haven’t heard of China Miner before, it’s probably because it is a low-quality clone of the classic game Manic Miner. Manic Miner revolutionized the platform game with its zany British humor and intricate level design. Manic Miner is clearly a good game, by any standard. You would then be likely to think that Manic Miner was more enjoyable than China Miner… but it isn’t. Playing Manic Miner is drudgery, a game that falls neatly within the boundaries that it has set for itself.

China Miner, on the other hand, is exhilarating, a game that creates wow moment after wow moment. I have had much more enjoyment playing China Miner than I have had playing Manic Miner. Where Manic Miner is perfect at what it tries to do, China Miner is a radically flawed copy. But its flaws makes it interesting, open to discussion, it makes you want to find yet another incredibly bad game design decision, to show the game to new people who haven’t seen it. I much prefer this flawed clone to the perfect original.

What is there to Rebel Against?

This elaboration of the enjoyable qualities of China Miner is an example of such paragaming: The game fails by a number of the criteria that we tend to take for granted, but that is exactly why it is so enjoyable. Here is a list of quality criteria that the game fails to live up to:

  • Don’t break control conventions without reason [possible the only game ever where jumping requires pressing up and pressing fire].
  • Don’t kill player within the first few seconds.
  • Have sound [only sound is a looping rendition of a ragtime tune].
  • Difficulty curve should be a rising slope. [Some subsequent levels easier than level 1].
  • Save expert moves for later levels.
  • Don’t let players make early mistakes that are only apparent much later.
  • It should be possible to complete a game.

So what I have done here is to rebel against the taste of Good Game Design. Here, then, is what a short manifesto of paragaming could look like:

We all know that games should have reasonable interfaces, good learning curves, worlds that make sense on some level, player feedback, and so on. But you know what, screw that! Give me unreasonable games that don’t work, that defy conventions, that require me to squint at horrible graphics, to cringe at looping music, to fight against illogical interfaces, and to seriously consider what I am doing: real games, really bad games.

The DiGRA 2009 conference, as seen through Twitter

Just back from the 2009 DiGRA video game conference at Brunel University (outside London).

I will write some detailed observations later, but for now let me just do what I did at GDC: post some Wordle maps that I made from the #digra09 Twitter feed.

If we for a moment trust this way of analyzing a conference, I think we can see that video game studies are diverging quite a bit: no single focus, but a number of ongoing and continually morphing smaller discussions.

DiGRA conference tweets, September 1
DiGRA conference tweets, September 1
DiGRA conference tweets, September 2
DiGRA conference tweets, September 2
DiGRA conference tweets, September 3
DiGRA conference tweets, September 3
DiGRA conference tweets, September 4
DiGRA conference tweets, September 4

PS. It was a good conference too!

PS3 Slim and the Living Room

PS3 Slim

Sony has announced the new PlayStation 3 slim.

Without making any predictions about the sales of the slim, I think the importance of the physical design of game consoles has been vastly underestimated. It seems that console designers, being fans of technology, have tended to assume that their console would naturally be the center- and conversation piece of whatever living room they were placed in. The original PlayStation 3 was probably the worst offender of all time: huge, and with a curved top, signaling that no matter, this had to be the shiny object on top of whatever stack of devices that the consumer might have.

The PS3 slim will fit into more living rooms, but the curved top remains.

In Donald Norman’s 2005 Emotional Design, he makes the strangely prescient remark that, in the future, perhaps there would be video game consoles that by their physical design spoke to different audiences. Well, we have arrived. Now if only Microsoft would make a smaller and less noisy 360.

My Upcoming Book: A Casual Revolution

casualrevolution

Update November 2009: A Casual Revolution is now out. Read more on the book’s web page: http://www.jesperjuul.net/casualrevolution/

*

Announcing my next book, A Casual Revolution: Reinventing Video Games and Their Players.

Set for release in November 2009, A Casual Revolution is my take on what is happening with video games right now:

  • Why is the Nintendo Wii more successful than the Xbox 360 and the PlayStation 3?
  • Why and how is the market for video games expanding?
  • Who plays Bejeweled, and why?
  • What is a casual player? Do casual players even exist?
  • What is casual game design?
  • Are casual games a throwback to the arcade game, or are they something new?
  • How did Solitaire become one of the most popular video games?
  • What is the secret behind the success of Guitar Hero and Rock Band?
  • Why is Parcheesi a social game? Why is Animal Crossing?
  • Does the rise of casual games mean the downfall of the hardcore game?
  • … and much more.

I will post more information about the book as we near the publication date!

Official description

The enormous popularity of the Nintendo Wii, Guitar Hero, and smaller games like Bejeweled or Zuma has turned the stereotype of the obsessed young male gamer on its head. Players of these casual games are not required to possess an intimate knowledge of video game history or to devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction.

With this reinvention of video games, the game industry reconnects with a general audience. Many of today’s casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time consuming and complex. For a long time, video games asked players to structure their lives to fit the demands of a game; with casual games, it is the game that is designed to fit into the lives of players. These flexible games make it possible for everyone to be a video game player.

Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.

Endorsements

  • “An indispensible read for anyone interested or working in the field of video games. Jesper Juul makes sense of the shifting terrain of video game audiences and proves to be one of the finest minds in video games. A ground-breaking book!”
    Sean Baptiste, Manager of Community Development, Harmonix Music Systems
  • A Casual Revolution is a hard look at the unique characteristics of games outside of the hardcore. Juul pushes past the prejudice that casual games are somehow lesser experiences and presents a multifaceted view of ‘casualness,’ casual players and the non-trivial role of these deeply engaging games in our social and cultural lives.”
    Tracy Fullerton, Director, USC Game Innovation Lab, USC School of Cinematic Arts, Interactive Media Division
  • “A thoughtful examination of casual gaming. I wouldn’t be surprised to find this book sitting on the shelves of game developers, marketers, and scholars. Juul has combined player ethnography, developer interviews, and informed analysis to produce an exemplary piece of game research.”
    Chaim Gingold, Designer, Spore Creature Creator


Links

Official MIT press page.

Preorder from Amazon.

My new Job at the New York University Game Center

From August 1st, I will be moving to a position as a Visiting Professor at the brand new New York University Game Center.

I am looking forward to teaching, researching, and helping build the new program there!

(It is obviously also sad to leave the GAMBIT lab at MIT where I’ve had a great and productive time with my wonderful colleagues the last year and a half.)

Here is the official announcement from NYU:

The NYU Game Center Announces the Appointment of Game Studies Scholar Jesper Juul as Visiting Professor.

The Game Center, an independent multi-school center at New York University for the research, design, and development of digital games, established in fall 2008, has announced its first visiting faculty appointment, the Danish games studies scholar Jesper Juul.  His position as visiting assistant arts professor is effective August 1, 2009.  Juul is currently a video game lecturer and researcher at the Singapore-MIT GAMBIT Game Lab.

In addition to teaching an introduction to video games course, Juul will help to lead the effort to develop and implement an overall pedagogical plan for the new Game Center, including designing curriculum, planning facilities, and identifying new faculty.  He will also lecture and give talks.

A respected scholar as well as a prominent authority in the field of game studies, Juul is the author of two books: A Casual Revolution: Reinventing Video Games and Their Players (2009 MIT Press) and the influential Half Real: Video Games Between Real Rules and Fictional Worlds (2005 MIT Press).  In addition, he has contributed chapters to a number of books as well as having authored numerous articles and papers on games and culture, delivered several keynote addresses, and been an invited speaker at many talks.

Juul has taught extensively at the IT University of Copenhagen and the Massachusetts Institute of Technology.   He earned an M.A. in Danish literature from the University of Copenhagen and a PhD from the IT University of Copenhagen.

The NYU Game Center is housed in the Skirball Center for New Media at the Tisch School of the Arts and is an all NYU collaboration of the Tisch School, Courant Institute of Mathematical Sciences, Steinhardt School of Culture, Education and Human Development, and Polytechnic Institute of NYU. The Center is supported by generous grants from an anonymous donor, the Rockefeller Foundation, and Sharon Chang and the TTSL Charitable Foundation.

New Collection on the Semiotics of Computer Games

computer_games

From the Italian Association for the Study of Semiotics, the collection Computer Games between Text and Practice looks at games from, yes, a semiotic perspective!

Cover (pdf, 488 Kb)

Index and acknowledgements

Introduction (pdf, 108 Kb)
by Dario Compagno and Patrick Coppock

section one
Playing Games: from Cooperation to Interaction

Gabriele Ferri (pdf, 660 Kb)
Interpretive Cooperation and Procedurality.  A Dialogue between Semiotics and Procedural Criticism

Otto Lehto (pdf, 2 Mb)
The Collapse and Reconstitution of the Cinematic Narrative: Interactivity vs Immersion in Game Worlds

section two
Which Role for Narrativity in Computer Games?

Jack Post
(pdf, 588 Kb)
Bridging the Narratology – Ludology Divide. The Tetris Case

Alessandro Catania (pdf, 244 Kb)
Les Jeux sont Faits! Immersiveness and Manageability of Game Narratives

section three
Revisiting Enunciation: Embodied Players

Agata Meneghelli(pdf, 620 Kb)
Simulacral and Embodied Enunciation in Computer Games

Adriano D’Aloia
(pdf, 768 Kb)
Adamant Bodies. The Avatar-Body and the Problem of Autoempathy

section four
Temporal and Spatial Features of Virtual Environments

Mario Gerosa, Jennifer Grace-Dawson (pdf, 1,0 Mb)
Chronology and Historicization in Virtual Worlds and Video Games

Joaquìn Siabra-Fraile
(pdf, 800 Kb)
Manic Miner under the Shadow of the Colossus: A Semiotic Analysis of the Spatial
Dimension in Platform Video Games

Alex Wade (pdf, 472 Kb)
Spatial Typologies of Games

section five
Authorship and Game Creation

Marco Benôit Carbone (pdf, 284 Kb)
The Adam of Videogames. From Invention to Authorship through the Analysis of Primordial Games

Filippo Zanoli(pdf, 505 Kb)
Logos Language in Richard Garriot’s Tabula  Rasa: an Analysis of Symbols, Semantics and  Textual Implications

Well Played 1.0: Video Game, Value and Meaning

Drew Davidson’s Well Played anthology is out for purchase or for reading on the web.

What makes a game good? or bad? or better?

Video games can be “well played” in two senses. On the one hand, well played is to games as well read is to books. On the other hand, well played as in well done.

This book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. 22 contributors (developers, scholars, reviewers and bloggers) look at video games through both senses of “well played.”

Content:

Get Well Played here.