This post was written for Blogs of the Round Table. Read the other entries, when they appear, at Critical Distance.
There is a spectre haunting videogames: the spectre of the holodeck.
Developers, fans and the media are united in doing its work. Janet Murray first summoned the word to game studies, but it has long since escaped her control. In its purest form it is the teleological fantasy that games will one day achieve the status of perfect simulation: computerised experiences of such fidelity that they consume all five senses and immerse the player in a fake reality. But we pay tribute to it whenever we measure our games against it, or imagine that it is the end-goal of the medium; whenever we repeat simple platitudes that immersion is better than distance or the intuitive better than the obtuse.
And Cain talked with Abel his brother, saying, let us play a round of Halo: and it came to pass, when Abel was getting a beer, that Cain reversed Abel's controls, and when he returned did slay him.
Showing posts with label games crit. Show all posts
Showing posts with label games crit. Show all posts
Thursday, 28 February 2013
Saturday, 15 December 2012
"I don't think the AAA FPS can't be introspective. They don't think it's worth their time": Interview with Robert Yang
Posted by
John Brindle
| pic: radiator |
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 Robert Yang because I'm a big fan of his blog and in particular his writing about simulation gaps and manshooters (i.e. the difference between a simulation and its subject, and what is implied by where that gap falls). While researching this topic, I found an intriguing blog post about Unmanned which pretty much encapsulated my thesis, and also his blog is almost the same colour as mine, which I applaud.
Saturday, 17 November 2012
Why 'Videogames'?
Posted by
John Brindle
The other day I had a conversation on Twitter with Adam Williamson about why I use the term ‘videogames’.
You, the reader, have probably noticed that every so often someone suggests
that we should use another word. The idea is that the word fails to adequately
reflect a changing medium and needs to be replaced by one that can handle the
job. Academics frequently use ‘digital games’’; Williamson has half-jokingly coined
the term ‘digic’; I once preferred ‘computer game’ because it sounded more
mature. Others have adopted ‘ractive’ from Neal Stephenson’s The Diamond Age, to the clear detriment
of humanity (or at least the English-speaking parts). But I use 'videogames', and here's why.
Monday, 14 May 2012
Conference Report: GameCamp
Posted by
John Brindle
At a lecture given to the RSA, Everything Bad Is Good For You author Steven Johnson asked: “Where do good ideas come from?” In five minutes he outlined a theory that the most fertile environment for ideas is one where they can meet, bounce off each other and joyfully breed – where half-formed hunches can combine through conversation to emerge as beautiful butterflies. That’s why the coffee houses were the intellectual centre of 18th century London - and it's also why GameCamp is a good idea.
Thursday, 22 September 2011
Consider the Unicorn
Posted by
John Brindle
The late-night drunk has a new song in his repertoire. I heard it not too long ago, when I was still a student, returning home from a club at 2am. Three others, crossing the road ahead of me, began without warning to belt out Erasure’s camptastic sugar-bomb: ALWAYS! I WANT TO BE WITH YOU! MAKE BELIEVE WITH YOU! We all know who to blame. It’s that bastard unicorn.
How did a tiny two-button flash game end up on the streets of Brighton? Some time ago Rod Humble – EA’s Captain of Sims by day and spare-time indie meddler by night – wrote about the ancient Egyptian game of Senet, whose intricate boards and pieces have been excavated and studied but whose animating principles are lost forever. Yet any future archaeologists who dig up Robot Unicorn Attack will have the opposite problem: they’ll have the code, but they still won’t understand why anyone gave a shit. Although you can peel back its skin and sweep away the sparkles to focus on the underlying rules, trying to pin down its appeal to any mechanical facet seems fruitless.
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