Chances are You are Scared of Fictions

A shot of the latte I brought to Michael Mateas & Andrew Stern’s paper on Facade and interactive storytelling at DiGRA 2005: The fortune cookie wisdom on the cup tells me that I am “Scared of Fictions”, ouch.

Chances are you are scared of fictions

Andrew Stern blurry in the background.

Their presentation taught me the concept of “wicked problems”: A wicked problem is a problem which is intertwined with its own solution. That is, problems that you can only understand by looking for the solution, problems where you don’t really know what you are trying to solve before you actually solve them.

N&L: I Can’t Take it Anymore!

At the DIGRA 2005 in Vancouver:

A meme at the conference is the idea that there actually is no discussion called, you know, that N&L thing, and that we were all agreeing all along.

I think that we are all weary of the discussion, we all want to get it over with, and yet everybody wants the last word. And we can’t really let it go, because it is part of what keeps us all together, like a couple always arguing about the same thing yet secretly cherishing the returning disagreement.

According to my scribbled notes, Janet Murray said that the ludologists are really battling the father figure of narratology which constitutes our background. Hmm.

Celia Pearce was also referring to it as a non-discussion, and … I really have to say that I disagree.

Especially a few years ago there was a real need to take on the automatic narrativism that was floating around. I think we have wasted perhaps 25% of our research and made impossible perhaps 50% of the student projects the last 5 years due to an unhealthy obsession with narratives. If we had just talked about “player experiences” rather than trying to square the circle, we would have been much better off.

N&L: I can’t take it anymore, and it may have been a lot of shadow boxing, but there are also really serious issues that we have had to take on, head on.

DiGRA and GLS presentations coming up

I’m off to the DIGRA 2005 conference in Vancouver, where I will be giving a paper on Rules and Fiction in video games. The paper presents my core point about games being half-real. There will be examples as well as high concept theories :)

Half-Real: The Interplay between Game Rules and Game Fiction

Video games are two rather different things at the same time: They are real in that they are made of real rules that players actually interact with; that winning or losing a game is a real event. However, when winning a game by slaying a dragon, the dragon is not a real dragon, but a fictional one. To play a video game is therefore to interact with real rules while imagining a fictional world and a video game is a set of rules as well as a fictional world.
In this paper, I will examine how rules and fiction interplay in different game examples, how fiction can cue the player into understanding the rules of the game, and how rules can cue the player into imagining a fictional world. The paper aims to explain the two things that video games are made of: real rules and fictional worlds.

After that it’s the Games, Learning, and Society conference in Madison. At GLS I am doing a joint session with Eric Zimmerman:

In this unusual and provocative session, Jesper Juul and Eric Zimmerman will explore a cluster of issues surrounding social game play, game meaning, and the ways that players learn and use rules. Juul and Zimmerman are both game creators and game theorists, and for this session they bring their design and their scholarly interests to bear. Through an audience exercise, participants will not just play a game, but embody and perform games and game cultures. The game will serve as the touchstone for a presentation and discussion about the difference between game rules and game fiction, social roles that players take on during play, the role of a game’s goal in social learning and play, the relationship between learning game rules and learning the “rules of culture,” and the ability of game design as a critical too reflect upon itself as well as on important questions of games, learning, and culture. Come to this session prepared to play like you mean it.

Hope to see you there!

Call me a hopeless romantic. I’ll miss the PowerPC.

No, not me.

I was about to write about how the reactions to Apple’s switching to Intel are deeply irrational and emotional. If you don’t program in assembler, who cares what chip it is?
And yet, even to a non-Mac person like me, the PowerPC chip always had a strange allure… something vague about elegance of design, lots of registers, something stylish, cool even.

But at Ars Technica, John Siracusa has written something way better that what I was coming up with it, a deeply honest article about his feelings for the PowerPC.

Oh, I fully realize the market realities that conspire to make all of this x86 effort worthwhile, but this is about emotion, not reason. And if I didn’t give significant weight to my feelings when it comes to my platform choice, would I really have been a Mac user for the past 21 years?

And so I’ll tell you what I think: Macs look cool, that’s it. The GUI is identifical to Windows XP, but better looking. The PowerPC was a great sell – it’s just a chip, but people cared. Breaking up is hard to do. Move on.

[More]
Aside from the tech details – how much hassle is it going to be to deal with two processor architectures at the same time and how fast will the emulation be – here’s a question: What part of Apple’s market share comes from the fact that Macs are perceived as different/alternative? How much of that perception will disappear with Macs running (more) mainstream chips? How much will this hurt sales?

Total Overdose

Plug:
A lifetime ago, I briefly worked at Deadline games programming the Mac version of a very ambitious, artsy, alternative “storytelling” game called Blackout.

Now the same Deadline Games is about to launch Total Overdose, a completely over-the-top I-don’t-give-a-damn action game where you play the role Ramiro Cruz, trying to deal with a Mexican drug cartel, blowing up lots of things and earning Tony Hawk-style combo bonuses in the process.

Not quite on the same page as their earlier games, but then you don’t need to be.

http://www.totaloverdose.com

Space Invaders Outtakes

With the E3 buzz over: I was watching the fake outtakes at the end of A Bug’s Life, where we see the mistakes made by the animated characters during the “shooting” of the movie.

So what would fake video game outtakes be like?

I bring you the hitherto unseen outtakes from Space Invaders:


Sorry, you need Java installed to play this game.

(Click on applet to play, move with cursor keys, shoot with Ctrl or Space.)

Legal: This game is a parody. All sounds and graphics copyright Taito 1978.

?THE THIRD PLACE? – COMPUTER GAMES AND OUR CONCEPTION OF THE REAL. Copenhagen, May 20-21st 2005

Workshop at IT-University of Copenhagen
Friday 20th and Saturday 21st of May 2005

?THE THIRD PLACE? – COMPUTER GAMES AND OUR CONCEPTION OF THE REAL

Computer games have become a dominant influence in modern culture, and are set to gain an ever increasing importance in the years to come. This development gives rise to a number of questions. Among these is the question how computer games challenge and affect traditional conceptions of what it is for something to be real.

The aim of the workshop is to initiate a discussion between computer games researchers and philosophers on this question: What is the ontological status of the objects and events in a computer game, and how do they relate to objects and events outside of the game? On the one hand, an answer to this question must recognize that objects and events in computer games are real in some sense. On the other hand, it must also recognize that they are not real in quite the same sense as objects and events outside of the game are. To accommodate the reality of these objects and events, we need to consider our conception of the real as such.

The workshop is open to everyone, and interested parties that are unable to attend are encouraged to notify the organizers if they are interested in possible collaboration or information about future initiatives.

Program:

Friday

09.30 Games in Virtual Environments: Towards a Virtual Ontology of Games
Prof. Espen Aarseth

10.30 What is Real?
Prof. Olav Asheim

11.30 Framing the Ludic Commons – Cooperation and Conflict in Multiplayer
Games
Ph.d. Candidate Jonas Heide Smith

12.00 Lunch

13.00 Reality and Mimesis: Aristotle on Computer Games
Ass. Prof. Hallvard Fossheim

14.00 Discipline Reloaded: Players, Game Design, and Technologies of Power
Ph.D. Candidate Miguel Sicart

15.00 The Half-Reality of Games
Ass. Prof Jesper Juul

16.00 Possible Worlds and Real Worlds in Interaction? Semiotic ?Transworld? Perspectives
Prof. Patrick J. Coppock

Saturday

10.00 The Myth of the Real in Gran Turismo
Ph.d. Candidate Charlie Breindahl

11.00 Real or Virtual? Does it Matter for My Spatial Orientation?
Ph.D. Candidate Anita Leirfall

12.00 Lunch

13.00 Challenge-perspectives on Games
Ph.d. candidate Sara Mosberg Iversen

14.00 Interpretation, Interaction and the Anchoring of the Real
Ph.D. Candidate John Richard Sageng

15.00 Notes for a Phenomenological Ontology of Virtual Worlds
Ph.D. Candidate Tarjei Mandt Larsen

16.00 Plenary discussion

The workshop will be held at seminar room 3A14 on the IT University of Copenhagen, Rued Langgaards Vej 7, 2300 K?benhavn. It is a collaboration between Filosofisk Prosjektsenter in Oslo, Center for Computer Games Research, ITU and Department of Philosophy, Classics, History of Art and Ideas at the University of Oslo.