Showing posts with label simulation. Show all posts
Showing posts with label simulation. Show all posts

Thursday, 7 March 2013

The circles of hell: valence as character and Hitman's obscene moral calculus



I wrote this post AGES ago and promptly forgot about it. I've just unearthed it in the guts of the blog system, and so decided to let it light, regardless of timing. Hope you enjoy it.

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If you think your family reunions are bad – and believe me, mine are Shakespearian – spare a thought for Agent 47. Every few years he has to push his way to the buffet table through crowds of identical bald men distinguishable only by their barcodes, all disguised as each other and holding syringes behind their backs. Still, 47 is used to feeling anonymous because he was designed to be that way. He is deliberately without personality, a blank human being...as long as you pretend that ‘white’ and ‘male’ are blank attributes.

But what of his enemies?

This week [actually, months ago - ed] I wrote an article over at Gameranx about how the Hitman series handles character and morality. It's a reading of Contracts and Blood Money as "socially conservative treatises on sin and moral frailty" - which, by the by, an explains the origin of Absolution's infamous leather nuns. Here's a bit about BM's rehab clinic mission:
The situation is explicitly psychological: this is a place where people are imprisoned to protect themselves from their own destructive behaviour. The militarised boundaries and guarded checkpoints which make up the game’s bread and butter exist here as much to keep the inmates sober as to keep intruders out. But the system can’t protect your targets if they insist on subverting it. The mobsters seal their own fates with regular visits to secret booze caches, which, through careful observation, you can find and poison. It’s a clever setup because we already think about addiction in this way—both a crime and a sickness, a moral trespass and a fatal weakness. We are exploiting these men, but they also allow it to happen.
Read on for a supplementary post.

Tuesday, 5 March 2013

Interview: Jason Rohrer wants you to come home and find your family dead

...and in the game? (Honestly, he said it! It's at the bottom!)

Jason Rohrer was the final developer I interviewed for my New Statesman article. His forthcoming game, The Castle Doctrine, has become embroiled in the political storm over gun rights and self-defence. What fascinated me about it was that it simulated a little world with the specific intention of bringing about numerous armed robberies. After the Trayvon Martin, the Colorado theatre shooting, CeCe McDonald and Sandy Hook, it doesn't get much more political than that.

Jason Rohrer has a long indie pedigree. Five minute mortality simulator Passage did little for me but was played by many; Sleep Is Death allowed players to create stories for each other, while Chain World turns Minecraft into religious mythology. He's 35 years old and has been playing videogames almost his entire life. He became a programmer and studied Computer Science; these days he's able to make a full-time living from his games, and lives with his wife and three kids in Davis, California.

Saturday, 2 March 2013

Pulling off the psychic kiss: A conversation with Richard Hofmeier

For my New Statesman article on political games, and following on from my interview with Merritt Kopas, I spoke to Richard Hofmeier about Cart Life, a "retail simulation for Windows." I had heard a lot about Cart Life and it had been gazing accusingly at me from the top of my 'must play' file for months, so I plunged in as quick as I could.

As it turned out, Hofmeier (@RichardHofmeier on Twitter) was a regular reader, and as interested in hearing my thoughts about the game as I was in hearing his. As such, this interview takes a slightly different form: it's more of a conversation. I abandon the normal journalistic practice of not blabbering on about your own half-formed ideas, and proceed to blabber on about my half-formed ideas. This is the full text of our conversation.

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).

Thursday, 28 February 2013

Fuck the Holodeck

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.

Saturday, 15 December 2012

When text games go to war: full interviews

pic: mark muehlhaeusler

Last week, I got an article up in the New Statesman about text games which challenge mainstream representations of war. This week, I've been posting my full interviews with all the people I talked to - and here's a nice single post which links to them all.

The discussion mostly concerns the capabilities of text versus 3D graphics, representations of war, and indie production values, but also includes some specific stuff about the individual games. Enjoy(?)!(!?!)

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.

Sunday, 9 December 2012

"There is a symbiotic relationship between technologies of simulation and the military": Interview with Paolo Pedercini

pic: molleindustria

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 Paolo Pedercini about all this because he made Unmanned, which is featured in the article. Unmanned concerns an individual cog in the military machine but uses text to simulate his experience of war in quite a different way to most games. Also, he comprises the staff of La Molleindustria, which makes radical games in at least two senses of the word 'radical'.

After seizing control of a local radio tower, I asked him the following questions.