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).
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 lim. Show all posts
Showing posts with label lim. Show all posts
Friday, 1 March 2013
Saturday, 8 December 2012
"We need empathy simulators, not another game about being a white savior": Interview with Porpentine
Posted by
John Brindle
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| 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.
Wednesday, 31 October 2012
The Political Uses of Fear
Posted by
John Brindle
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| 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.
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