The iPhone Problem: An Art Form Needs its Objectionable Content

Over the summer, I finally succumbed to peer pressure and got myself an iPhone.

As a game platform, I find it interesting not for the high-budget games like Super Monkey Ball (disappointing) or Hero of Sparta (yawn), but for the strange off-beat games.

envirobear2010Take, for example, Enviro-Bear. You have forgotten to prepare for winter and must collect food and get back to your cave before winter comes. In a car. Avoiding the other cars,  also driven by bears.

There is something to be said for the pairing of the slick hardware of the iPhone with the crude graphics of a game like this. Nintendo probably wouldn’t have approved this on the DS.

The app store is great in making such content accessible on your phone, but it has two major issues:

1) Organization: The in-phone app store remains pretty crude by being organized around top seller lists. This strongly favors hits, pushes prices to the bottom, and makes it harder to sell niche content. A simple fix would be to integrate an Amazon-style recommendation system. Then I could be recommended games that I would actually enjoy rather than forking out money for the next Hero of Sparta.

2) Fear of Objectionable Content: A string of app rejections. For example, Trent Reznor’s app rejected due to “objectionable content” (the F-word as they say here). Of course, you can buy “objectionable” songs (the same song in fact) on iTunes, so this is a simple double standard.

Why assume that games (and applications) should never be objectionable?

We understand, and Apple understands, that media may have content that is objectionable to some people. In music. In books. In art. Film. But video games are still being hampered by the strange idea that they, somehow, should be the only clean and non-objectionable art form in existence. This shows up in Apple’s rejections. It shows up in the fact that the platform holders continue to decide what is published. It shows up in the fact that Australia does not have a mature rating for video games.

And yes, I do think it is holding video games back, as an art form.

Introduction to Game Time – the podcast

Ryan Wiancko from IndustryBroadcast has once again been so kind as to provide a podcast for a paper of mine.

This time it’s Introduction to Game Time – An examination of game temporality, which was published in the First Person anthology and subsequently included in Half-Real in revised form. (The paper is also known as “Time to Play”, which I find is the better title.)

Click here for the podcast.

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.

Noah Wardrip-Fruin speaks at NYU on September 17

The NYU Game Center in combination with The Games for Learning Institute presents Noah Wardrip-Fruin.

Date: Thursday, September 17th from 6:00PM to 8:00PM

Place: 721 Broadway, room 006, lower level

RSVP: gamecenter@nyu.edu

Noah Wardrip-Fruin is a prominent game scholar with a particular interest in the
intersection of fiction and play.

He is author of “Expressive Processing: Digital Fictions, Computer Games, and Software Studies” (MIT Press, 2009) and has edited four books, including “Second Person: Role-Playing and Story in Games and Playable Media” (MIT Press, 2007), with Pat Harrigan, and “The New Media Reader” (MIT Press, 2003), with Nick Montfort.

At NYU from 1994 to 2000 he was a research scientist at the Center for Advanced  Technology, artist in residence at the Media Research Laboratory, and part-time graduate student in the Gallatin School. He is currently an Assistant Professor with the Expressive Intelligence Studio in the Department of Computer Science at the University of California, Santa Cruz.

The talk is open to students, faculty, and the general public. We welcome everyone, whether your research and teaching is related to games or you are simply curious about this rapidly evolving field. Please come, and feel free to bring any interested NYU colleagues.

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

The multi-institutional Games for Learning Institute studies the educational use of digital games, and investigates their socio-cultural, cognitive, and emotional impact. They develop design patterns for effective educational games that industry partners can draw on to assure high quality when designing their own games for learning.

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.