Showing posts with label agency. Show all posts
Showing posts with label agency. Show all posts

Sunday, 14 April 2013

What is a mechanic? (my pragmatic view)


This is a little piece about the meaning of the word 'mechanic' which I fired off on Twitter the other day. It's about why talking about mechanics does not need to be rigid or robotic and about the uses and limits of the concept of a 'mechanic'. It's not perfect and probably incomplete but I've been asked to post it on the blog for easier citation and I hope it does a job.

It was prompted by a question from @criticalbrit (now @utterlyhorrid) and a response from @xenobotanist. The original can be found here.

Thursday, 21 March 2013

Relax, don't do it: pulling the trigger in Spec Ops: The Line


There is a line that people like us (i.e. games bloggers) have to cross. It is the line which divides people who like Spec Ops: The Line from people who don’t.

On one side, its lauding as a landmark subversion and the subject of Brendan Keogh’s groundbreaking close reading, Killing is Harmless. On the other, the mocking, the eye-rolling; its indictment by J. Shea as the cake-eating adventures of Captain Obvious, by Michael Clarkson as a “gutless and cowardly critique”, and by Darius Kazemi as “a middling shooter fumbling at meaning.”

And me?

Friday, 1 March 2013

"It's a powerful thing to have people tell me how important this game is to them": Interview with Merritt Kopas

It's been too long since I wrote here, and I wanted my first post of 2013 to go off with a polemical bang. But now that we've given the holodeck a bruising, I'd like to post up some of the full interviews from my second piece for the New Statesman: political games.

For that article I wanted to really go beyond platitutes about games wot have politics in them and ask what it means to try and simulate a political situation - to impart an intellectual or emotional message about a system by building and pointedly contextualising a model of that system. One game that did this to interesting effect was Lim, by Merrit Kopas (@m_kopas on Twitter).

Tuesday, 11 December 2012

"Our range of actions, their borders and how we move beyond them, is defined by other people": Interview with Aaron Reed

This is one of a series of interviews I conducted for my article about what text can say about war that AAA games can't. You can read the other interviews by clicking here.

I contacted Alan A. Reed for this article because of his game Maybe Make Some Change. Reed is a PhD student in computer science who's researching the intersection between literature and computational media, which was very relevant to my argument. Maybe, with its text interface overlaying murky FPS footage and its ranks of unreliable narrators, perhaps best exemplified my headline.

Saturday, 8 December 2012

"We need empathy simulators, not another game about being a white savior": Interview with Porpentine

pic: porp

Yesterday, I got an article up in the New Statesman about text games which challenge mainstream representations of war. I talked to a bunch of IF authors and game developers to write it, but only a small amount of what they said made the wordcount.

So this week I'll be posting my full interviews with all the cool people who gave me quotes. To make things simple, I am going to post them up in alphabetical order of surname - a system which our first guest, Porpentine, has already glitched by having none.

Friday, 7 December 2012

When text games go to war, elsewhere


Somehow, against all odds, I have tricked left-leaning UK magazine The New Statesman to publish an article by me, John Brindle. In it, I examine several text-based war games which challenge the representation of war in mainstream games, and which manage to speak about that subject in ways that AAA can't. You can find it here.
Take 2007’s Rendition, whose title would not exist without the war on terror. Both the first two Modern Warfare games include "interrogation" sequences, once with a beating and once with electrodes. But where they coyly conceal the violence involved, Rendition makes you participate in awful detail. Try to leave the room and you’re told you haven’t done enough to Abdul. “Break Abdul’s toe,” you type, and the game replies: “Which do you mean? his left little toe, his left second toe, his left middle toe, his left fourth toe, his left big toe, his right little toe…” At this point, many players simply quit.
Below are some notes on what I think of the article and what others think of it.

Wednesday, 31 October 2012

The Political Uses of Fear


Edited screenshot from Lim, by Merritt Kopas

This post is in response to Blogs of the Round Table. Trigger warning for street harassment, passing anxiety, rape culture. 

Here in videogameland we relish fear like children relish Halloween. Actually, we relish Halloween like children relish Halloween. But our uses of fear are essentially escapist, even hedonistic: we lust after the adrenaline rush of shocks and frights and cathartic thrills like the psychologist in Psycho who has a little too much fun delivering the denouement. Games are very good at fear, too, though when we mention this it's usually just before we note how bad they are at ~*love*~. But that primal, animal emotion, that evolutionary hangover that cross-wires nuclear bombs with teeth and claws, is good for more than rollercoasters. It has political uses. By harnessing fear we can trap even the most privileged players in the frightening subjectivity of another. The scariest things are not the ghosts and goblins of seasonal kitsch, but the hidden, suppressed suffering our society produces as if it were a machine specifically constructed for that purpose.


Saturday, 20 October 2012

Quizzical Play #1: How to Not Play Dishonored


This month, everyone except me has been playing Dishonored. I read the blog posts, watch the Let’s Plays, and fantasize about the choices I might make – but right now, £39.99 for a new release is the difference between making rent and borrowing money. At the same time, I can't bear to be left out of the blogging frenzy that's struck up around the game. So how can I write about Dishonored without having played it? Simple: maybe nobody else is playing it either.

Saturday, 21 April 2012

Reality is Beastly: when videogames meet thirteenth century heresy

A VIOLENT YET FLAMMABLE WORLD

In a parallel universe, I start this article by declaring how sodding tired I am of games about the 13th-century Catharite heresy and its persecution by the Catholic Church. Sadly, in this world, there is only L’Abbaye Des Morts. Dealing with a dark and obscure annex of European history, creator Locomalito opts for the dark and obscure conventions of classic insta-death platformers like Manic Miner. But because of how it uses these conventions, it is – delightfully – not just a game about the Cathars, but a Catharite game.

Saturday, 3 March 2012

Sneaking on the D-Pad: Why Metal Gear Solid benefits from being like Pac-Man

look at those wrinkles. pacsnake has been on the pills

1998. That’s fourteen years ago now - more if you’re a citizen of the future. I remember fondly the time I spent as a youngster; enjoying 90s action films when I was too young to realise they were genuinely crap, watching children’s cartoons when I was too young to realise they were genuinely brilliant and wondering why my penis felt all tingly and nice when I hugged a pillow between my legs and thought of Kate Winslet. They were simpler times, really – videogames being no exception.

Saturday, 8 October 2011

Where the Line Leads


I need you / I don’t need you / and all of that jiving around

It is in the nature of Brindles to return to the scene of a crime long after everybody else has been allowed the mercy of forgetting. Since a similar impulse is clearly afflicting this blog  (Left 4 Dead? The Marriage? In 2011?), let us go stubbornly and grudgingly back to examine a year-old minor furore. Shortly after the release of Call of Duty: Black Ops, a fellow called Bungle put out a video of him playing through the first two levels without firing a shot.

For detractors, Bungle’s video offers the grim spectacle of the linear manshoot genre’s design principles enacted as full-on farce. On Hardened difficulty he is able to stand around like a lemon admiring the idle animations on his gun while AI companions blitz through the enemy before him. He does this from cover, in the open, and in slow motion. He runs through a field of harmless explosions and, as a culmination, sits in the back of a plane twiddling his thumbs over the firing studs of a machinegun as enemies queue up outside to spray blanks at him. As it turns out, he’s been rendered invincible for the sequence. It seems like the player has finally become irrelevant to the proceedings.

Sunday, 18 September 2011

A Family Game

If I were called to remember Left 4 Dead by one defining image, I would think, oddly enough, of red doors. The front door to the Brindle household was painted red, but in L4D each red door leads to a safe place. Every red door, in fact – every identical red door – has the same reliable function. Amidst a ruined and shadowy world, these doors are bright reminders that the game’s authentically grim tone and its touches of mechanical realism are employed only and fully to the extent that they bring players together as a unit.
By the time Left 4 Dead was released, our own family was scattered across the world. Most of us had no more desire to get back in touch with each other than the British MoD does with their old pal Gaddafi – but this was also the period in which I began to re-establish contact with my brother Jimmy. Most of our catching-up took place in the haunted woods and ruined estates of L4D’s campaigns. Sometimes we invited other Brindles, and we were able to put away our quarrels for a while in subordination to the goals of the game.