Tonight’s Event: Gaming at the U of O

September 24, 2011 September 24, 2011
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As the incoming freshman class at the University of Oregon has seen in their Week of Welcome handbooks, Think.Play is hosting an event Saturday, 9/24. OMG, that’s tonight! Swing by the Living Learning Center Performance Hall (room 101) 7:30p-8:30p to learn about the collision of gaming and academics on our very own campus.

Of course, we’ll be playing too. Get your CoD:BlOps fix, explore the minimalist design of Limbo, or throw down in a SSB: Brawl tournament that will surely shake this venerable learning institution to its very foundations.

PIKA!!!

Did you suffer severe football withdrawals during the off-season? Has your doctor prescribed a steady diet of Oregon dominance on Saturdays? Fear not! We’ll have the Ducks’ Pac-12 opener at Arizona streaming live onto the big screen in addition to the pure liquid joy described above.

OOOOOOooooooooOOOOOOO

You’ve got the fever, and we’ve got the cure. See you tonight!

The Hardest Game to Ever Play?

August 7, 2011 August 7, 2011
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What’s the hardest game you’ve ever played, one that took you a long time to finish, or one that you could not continue on with?

Monday Night, August 8th from 6-8pm in Proctor 41, Knight Library

Think.Play will discuss that notion. We’ll be playing ….

[youtube http://www.youtube.com/watch?v=GnM4NE3R-4o&w=560&h=349]

[youtube http://www.youtube.com/watch?v=kBZaxEK_ZbE&w=425&h=349]

[youtube http://www.youtube.com/watch?v=snaionoxjos&w=560&h=349]

Iris Bull will lead a discussion on how players experience agency in playing games, and how Minecraft provides a player with the ability to live an existential life!

Empty spaces full of meaning: elision as production

July 28, 2011 July 28, 2011
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Our last meeting was, as expected, a raging success! Many thanks to all who came out to take a look, push some buttons, and talk some trash.

We kicked the evening off with a little single-player goodness: Playdead’s Limbo was on the menu, and it was delicious. I dropped a screenshot into my last post, but you’ve really got to see the game in motion (and hear the audio!) to get a sense of what its got going on. Teaser trailer, I choose YOU:

[youtube=http://www.youtube.com/watch?v=Y4HSyVXKYz8]

We had a few people in attendance who hadn’t played the game before, and one of them (UO alum / designer Chris Birke) even volunteered to play through the first few puzzles for our viewing and discursive pleasure. What resulted was an absolute blast: discussion wandered freely among topics such as the game’s visual presentation; the extremely sparse but incredibly effective scoring and sound effects; the simplicity of the control scheme; and, of course, the design of the game’s many puzzles. Many a bear trap was sprung, much to our collectively cringing delight. Thanks for playing us through it, Chris!

Our tournament game was Pac-Man Championship Edition, with some pretty simple rules: one game each, high score wins. Castle Crashers (w/ potty humor in full effect) kept the masses busy while we rotated competitors through Pac-Man CE. When the dust settled, Jon Paull blew away the field in a dazzling display of dot-eatsmanship. Speaking purely for myself, his dominance was a little disheartening. In a depressive fit, I refused to snap a pic of his score. Just take my word for it: he ruled, we drooled, ’nuff said.

One day, Jon. One day.

We wrapped up the evening with a discussion of the concept of elision, and its use within a critical framework that formulates excluded design elements as negative spaces that are ultimately (at least) as instructive as the design elements and/or objects present in a given video game. This is a talk I had given once before, and it was great to have another opportunity to chew on this stuff. Many thanks to all who participated! The discussion was very instructive, and left me with a lot to think about. One day soon I’ll write the whole thing up and post it along with my slides. Until that day, here’s a distilled version of some of the main points:

Basically, I stole a couple of ideas (and an image!) from Austin Kleon’s excellent post, “How to Steal Like an Artist.” It has some great advice (like “Steal these ideas!” which I did almost immediately), but I had trouble reading it because I was supremely distracted by this pic:

On its surface, it’s simple: the respective horizontal and vertical stripes of the two parents’ shirts add up to the horizontal and vertical stripes on the child’s shirt. But I barely noticed that, because I couldn’t get my eyes off all those empty spaces. I felt that the gaps between the objects in the photograph were clearly telling the more interesting story; but it’s a difficult story to see, because we generally find it much easier to talk about objects than to talk about spaces. We like to describe something, and have difficulty attaching a description to nothing.

The thing is, there is a whole lot of nothing in video games. There are gaps everywhere you look: even in the most expansive of open-world games, the list of things you cannot do (and things you cannot see, and things you cannot be, and etc.) will always far outweigh the list of things you can do. We can understand those things you cannot do (nor see, nor be) as elided. They could have been included, but they were not.

This is important for two reasons that inform each other: First, because patterns of elided ideas are instructive regarding the production process. A video game is an object produced by a design team / studio / publisher / whatever, but it is also a culturally produced media object. Cultural and political forces guide the creators, as does culturally and politically influenced evaluation and feedback from playtesters throughout the production process. The ideas left out are the ideas that are collectively devalued by these individual and collective actors.

Second, because patterns of included ideas tend to produce vectors of cultural and political thought. These vectors ultimately shape who we collectively are. Elided ideas tend toward the opposite: they gather and collect as empty spaces among the framework of the culturally validated. Just as inclusion might shape who we are, elision very much shapes who we are not. The status quo tends to reproduce itself, recursively invalidating challenges to its dominance by systematically formulating a framework that simply does not acknowledge their existence.

The status is NOT quo!

The real problem with elision is that it generally takes a great deal of effort to even spot it. This is because we are caught in the problem of trying to examine a value system in which we ourselves (to a somewhat varying degree) participate. Value systems tend to insulate themselves from deconstruction, and the difficulty of seeing these cultural empty spaces is a large part of that insulation.

Once again: we tend to talk about objects, and find it difficult to describe spaces. Yet we are a product of those spaces: they define the possible, our possible, as much as the objects surrounding them. I believe there are some truly valuable ideas in those spaces, and I hope we can look carefully enough to spot them.

Give it some thought. I know you played a video game at some point today; what did it show you? What did it leave out?

Tonight’s Main Event

July 12, 2011 July 12, 2011
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We’ll be meeting 6p-8p tonight in Proctor 41, Knight Library, to (what else?) play some games! Tonight’s menu includes Playdead’s black-and-white puzzle platformer Limbo.

Also on tap: The Behemoth’s arcade brawler Castle Crashers.

And tonight’s tournament game is Pac-Man Championship Edition.

I’ll also give a brief talk on the concept of elision as a productive methodology, with discussion to follow. Come on out and play with us!

Arcade-O-Vision: TMNT

July 8, 2011 July 8, 2011
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I am absolutely crushed that I won’t be able to attend an upcoming collaborative performance between Filmusik and Ground Kontrol. I am fanatical about Filmusik, a group in Portland, OR that dubs over cult classics/foreign/awesome films with original lyrics and sounds. I say lyrics because they sing opera! That Filmusik would pair itself with an arcade cohort — I just want to melt. Here’s a description of the event as it appeared in my inbox:

Combining 80′s arcade classics with live 8-bit inspired music, it’s the newest craze hitting the nation (and by nation we mean… just here).. Arcade-O-Vision is an interactive concert that champions the joystick and bubblegum arcade of yesteryear while bringing local bands to soundtrack the games live.

[vimeo http://www.vimeo.com/25367110 w=400&h=225]

Arcade-O-Vision – TMNT from Galen Huckins on Vimeo.

Go in my place!

ARCADE-O-VISION: TMNT
July 14th – Hollywood Theatre
7pm – 1990 Movie Screening
9pm – Arcade Rumble + Live Music
Tickets $8 for both

Donkey Kong and the archival record

July 7, 2011 July 7, 2011
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There is a great article over at Gamasutra regarding the development and production of Nintendo’s Donkey Kong arcade cabinets. The concept of uncredited “ghost” developers isn’t new, but it’s rare for it to invade the history of such a thoroughly-canonized game as Donkey Kong. Lots of food for thought across disciplines: it cuts right into concepts that are by no means unique to games, such as historiography, authorship, and the cultural privilege assigned to archival records over embodied knowledge.

There’s also just a lot of “who’da thunk?” design goodness in there:

The game the two companies created communicated quite a bit without the need for words. The decision to show the giant ape as he scaled the building’s scaffolds, to show Pauline crying for help, and to show the gorilla’s escape at the end of the level was a bold one at the time. Normally these things would just be implicit, but Miyamoto wanted to make sure the whole story, simple though it was, could be told on screen in a way that could be instantly grasped by players.

Interesting lessons to be learned from a time before introductory tutorials became standard fare.

Currently at the Schnitzer (for a few more days): Peter Sarkisian’s Video Works

July 5, 2011 July 5, 2011
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There is an excellent collection currently on display at the Jordan Schnitzer Museum of Art that will be of interest to anyone studying screen mediation in general and/or video games in particular.  Video Works 1996-2008 is a selection of Peter Sarkisian’s work with video, screens, and space that explores the boundaries, roles, and definitions of screen mediation.

In other words: visiting the gallery is a crazy experience, and one that should not be missed.  The experience as a whole is somewhat overwhelming and decentering; it might not be a bad idea to plan two short visits instead of one long visit.

Of particular interest is the piece, “Registered Driver,” in which video is projected onto the window of a driver’s-side car door, hilariously (or depressingly) depicting a disinterested commuter making his way through Grand Theft Auto’s traffic.  That’s a poor description; it really must be seen.

The whole collection is highly recommended, but don’t delay.  The collection is only on display for a few more days (until July 10), so take advantage of it while you can!

Questioning genre, with a side order of brutality.

July 5, 2011 July 5, 2011
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Think.Play had a meeting of ground breaking proportions; it was our first! We had near record breaking attendance and some earth shattering organization which resulted in an awesome meeting of minds and games.

The first half of the meeting consisted of David Davoodi and myself leading a discussion of genre disguised as a discussion of Borderlands, the hit “First Person Role Playing Shooter” of 2009. The second half had the five remaining attendees facing off head to head in a Soul Calibur IV tournament that was nothing short of huge amounts of fun and laughter.

The discussion of Borderlands started by introducing the game for people who had not heard of it or played it before, describing basic game-play elements so everybody could get on equal footing. Davoodi did some excellent hands on explanation as he played through the first bit of the game with a newly created avatar. Shortly after, we dove into discussing of what we thought characterized FPS games and RPG games respectively. After some time, we came up with this list:

First Person Shooter

  • Perspective (First person)
  • Guns (a variety of)
  • Camera Controls (lack of)
  • Multiplayer
  • A.I. (is Binary; shoot, or run)
  • Pushes technological envelope
  • Balance/Synergy (in regards to game environments and guns)
  • Reflex/physical skill (you can miss, you don’t shoot first)
  • Ammo (it exists)

Role Playing Game

  • Leveling up
  • Skill Trees
  • Classes (character choices)
  • Questing (in general or side quests)
  • Balance/Synergy (in regards to character “builds”)
  • Motivation for continued play (the player is driven to perfect her/his avatar)
  • Item Driven (loot, searching for items)
  • Wants to be story-driven (doesn’t always succeed)
  • Hit Points (healing)
  • Cool Downs
  • Bosses

After discussing the quintessential characteristics of both the First Person Shooter and the Role Playing Game, we started to notice many aspects across both genres that are present in Borderlands. As advertised, Borderlands pulls heavily from both genres to create an amalgamation of the FPS and RPG.

Borderlands

  • Perspective (First person)
    • Borderlands is played in the first person. It follows the classic FPS screen where your gun resides in the lower right corner, and your enemies and the environment lie dead ahead.
  • Guns (a variety of)
    • Like other FPS games, Borderlands’ weapons consist of guns, guns,  and more guns. In fact, one of the selling points of Borderlands was the “content generation system” used to randomly generate guns on the fly as they were dropped from enemies or opened from chests. Unlike other FPS games, the sheer number of guns that can be generated is a frightening number, somewhere in the millions.
  • Camera Controls (lack of)
    • Because Borderlands is played in the first person, there are no real camera controls, other than your movement.
  • Multiplayer
    • Borderlands can be played on single player, but there is support for up to four players to play cooperatively online. The game encourages multiplayer by increasing the difficulty of enemies and the quality of weapon drops based on the number of players.
  • Ammo
    • Ammo exists in the game. Unlike other FPS games, ammo can be directly affected by equipable items and skill tress. These effects range from damage increases to ammo regeneration.
  • Leveling up
    • In Borderlands, doing tasks and killing enemies gives you experience points which help your character to level up.
  • Skill Trees
    • Every character in Borderlands has a unique set of skill trees. A skill point is awarded at each level increase, and can be used in these skill trees to increase abilities, or to grant new ones.
  • Classes (character choices)
    • When you start the game, you are given many choices that can define your play style. Perhaps the most prominent of these choices is your character.
  • Questing (in general or side quests)
    • The game’s storyline and progression is driven by sets of interlocking quests where on completion of one quest, another is gained.
  • Motivation for continued play
    • Because of the vast number of guns available in Borderlands and the scaling difficulty of high level areas, the urge to continue playing is present. Playing to get a piece of gear or a weapon that is better than your current is a compelling reason to keep playing.
  • Item Driven (loot, searching for items)
    • As stated before, Borderlands has a lot of weapons. This combined with the fact that they are randomly generated makes for a continued search for better loot.
  • Wants to be story-driven (some argued that Borderlands does not succeed)
    • Borderlands has a background story to give your time on the planet Pandora (setting of the game) meaning, but it doesn’t do much for the game most of the time. Quests are still very much the driving factor for progression through the game.
  • Hit Points (healing)
    • In Borderlands, you have a health bar and a shield bar over that. Pretty standard. Like other RPG however, there are healing affects to be gained and health regeneration to be granted from various items, party members.
  • Cool Downs
    • Every character also has a unique skill that has a cool down period. There are skills in every skill tree that modify this cool down time to make your character more skill-heavy. This is a great example of a character build.
  • Bosses
    • Like any good RPG, there are plenty of bosses in Borderlands.

While discussing and creating this list Davoodi demonstrated Borderlands game play mode, and showed off the unique graphics display of the game; aesthetically the game draws from the rotoscoping effect seen in cinema. But all together, none of these characteristics or aesthetics struck us as new or innovative.

Is Borderlands a new genre of video game? We tossed different ideas around about what makes a new genre, and how genres build upon a preexisting foundation established by games past. This is the reason we were able to create lists of elements we come to expect from FPS and RPG games. A paradigm has been created that puts those genres into a box and if something wants to be labeled as such, must meet certain expectations of players, developers, and culture. This is ultimately the reason we decided to call Borderlands less genre-creating and more genre-combining. Looking at the list for Borderlands, it’s fairly easy to see that it is merely a combination of elements from both its parent genres, but it doesn’t do anything new.

Next Meeting

June 2, 2011 June 2, 2011
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