International Journal of Roleplaying launches

The International Journal of Roleplaying has launched its inaugural issue. Many interesting articles.

“The International Journal of Role-Playing is a response to a growing need for a place where the varied and wonderful fields of role-playing research and – development, covering academia, the industry and the
arts, can exchange knowledge and research, form networks and communicate.

Editorial

The International Journal of Role-Playing is a response to a growing need for a place where the varied and wonderful fields of role-playing research and development, covering academia, the industry and the arts, can exchange knowledge and research, form networks and communicate.

Hitchens, Michael and Anders Drachen. The Many Faces of Role-Playing Games

By examining a range of role-playing games some common features of them emerge. This results in a definition that is more successful then previous ones at identifying both what is, and what is not, a role-playing game.

Montola, Markus. The Invisible Rules of Role-Playing. The Social Framework of Role-Playing Process

This paper looks at the process of role-playing that takes place in various games. Role-play is a social activity, where three elements are always present: An imaginary game world, a power structure and personified player characters.

Champion, Erik. Roles and Worlds in the Hybrid RPG Game of Oblivion

Single player games are now powerful enough to convey the impression of shared worlds with social presence and social agency. This paper explores a framework for defining virtual worlds.

Pittman, Jason and Christopher Paul. Seeking Fulfillment: Comparing Role-Play In Table-top Gaming and World of Warcraft

Through ethnographic research and a survey of World of Warcraft (WoW) players, this study assess the relative fulfillment and frequency of online and offline role-playing for WoW players.

Harviainen, J. Tuomas. A Hermeneutical Approach to Role-Playing Analysis

This is an article about viewing role-playing games and role-playing game theory from a hermeneutical standpoint.  In other words, it presents one view on how a role-playing situation can be seen as a set of texts.

Xbox 80169d94 Frustrations. (Microsoft doesn’t want my Money)

Some people get the red ring of death on the Xbox 360.

Me? For ages I have been unable to add new points to my Xbox live account – I invariably get the error Please try again later. Status code: 80169d94.

I keep emailing and calling Microsoft, who invariably tell me to try again later or update my address information, but nothing ever changes.

Googling for it reveals that I am not the only one.

At least WiiWare works, and I can still buy games in physical packages (so retro).

When Sound Destroyed the Art of Film

If you know your film history, you probably know that historically, many theorists and practitioners were strongly opposed to the use of sound in film as they felt it would detract from the special qualities of film.

Here is Paul Rotha in 1930:

No power of speech is comparable to the descriptive value of photographs. The attempted combination of speech and pictures is the direct opposition of two separate mediums, which appeal in two utterly different ways …
Immediately a voice begins to speak in a cinema, the sound apparatus takes precedence over the camera, thereby doing violence to natural instincts.

Why am I quoting this? It struck me how much I was replicating this in an early paper on games and narratives:

But computer games are not narratives. Obviously many computer games do include narration or narrative elements in some form. But first of all, the narrative part is not what makes them computer games, rather the narrative tends be isolated from or even work against the computer-game-ness of the game.

Are these arguments similar?

  • Yes – both arguments assume a core feature or core interest in a medium.
  • No  – you really can have sound and image at the same time, whereas especially early uses of narrative (cut-scenes) worked by taking control away from the player, making the game less of a game.

Please discuss.

Game Studies issue 08/02

Game Studies issues 08/02 is here.

Contents

The Quiet End of the Year

It is that time of the year, so I will probably be quite quiet the next two weeks.

It’s been a good year for gaming. Some things that stood out for me:

  • More student projects becoming commercial titles and gaining recognition (such as GAMBIT’s own CarneyVale). We are becoming better at setting up a concrete link from theory to practice.
  • Indie games becoming mainstream. Meaning: There is a wider recognition that a low-budget game can have something special to offer, something that is not offered by big-budget games. World of Goo is a great example.
  • The Wii, Rock Band and other “casual” titles continue to reach a broader audience.
  • And I finished a book about that, should come out in the summer.
  • But the downloadable casual games channel is becoming less and less profitable for developers.
  • More than half of the US adult population is playing video games. Media panics over video games should become more obviously ridiculous for everyone involved.

Happy Holidays to everyone! Happy Gaming!

The Video Game Theory Reader 2 is Here!

Video Game Theory Reader 2

The Video Game Theory Reader 2 is here, edited by Bernard Perron and Mark Wolf.

My own piece is Fear of Failing? The Many Meanings of Difficulty in Video Games. You can read my piece here, but get the book (Amazon US, Amazon UK), of course – lots of interesting articles.

  • Foreword – Tim Skelly
  • Introduction – Bernard Perron and Mark J. P. Wolf
  • Gaming Literacy: Game Design as a Model for Literacy in the 21st Century – Eric Zimmerman
  • Philosophical Game Design – Lars Konzack
  • The Video Game Aesthetic: Play as Form – David Myers
  • Embodiment and Interface – Andreas Gregersen and Torben Grodal
  • Understanding Video Games as Emotional Experiences – Aki Jarvinen
  • In the Frame of the Magic Cycle: The Circle(s) of Gameplay – Dominic Arsenault and Bernard Perron
  • Understanding Digital Playability – Sebastien Genvo
  • Z-axis Development in the Video Game – Mark J. P. Wolf
  • Retro Reflexivity: La-Mulana, an 8-Bit Period Piece – Brett Camper
  • “This is Intelligent Television”: Early Video Games & Television in the Emergence of the Personal Computer – Sheila C. Murphy
  • Too Many Cooks: Media Convergence and Self-Defeating Adaptations – Trevor Elkington
  • Fear of Failing? The Many Meanings of Difficulty in Video Games – Jesper Juul
  • Between Theory and Practice: The GAMBIT Experience – Clara Fernandez-Vara, Neal Grigsby, Eitan Glinert, Philip Tan, and Henry Jenkins
  • Synthetic Worlds as Experimental Instruments – Edward Castronova, Mark W. Bell, Robert Cornell, James J. Cummings, Matthew Falk, Travis Ross, Sarah B. Robbins and Alida Field
  • Lag, Language, & Lingo: Theorizing Noise in Online Game Spaces – Mia Consalvo
  • Getting into the Game: Doing Multi-Disciplinary Game Studies – Frans Mayra

Driving the Desert Bus for a Good Cause

You may be aware of Penn & Teller’s unreleased Desert Bus game, wherein you have to drive a bus the complete 8-hour realtime trip between Tucson and Las Vegas.

Since the bus veers to the right, and since there is no pause or save function, this may be the most boring game in the world.

And yet … isn’t there something fascinating about it? Some kind of pure gameness?

Desert Bus for Hope is a charity event in which participants play Desert Bus non-stop, while onlookers can give donations to keep the bus going. At the time of writing, the game has been played for 4 days and 15 hours, with $56.000 collected – the money goes to the Child’s Play charity.

Had I been American, I would have described this as “awesome”.