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Games Entertainment

Academics Turn Their Attention To Videogames 40

Onyxviper writes "As one who is an avid gamer, an article by USA Today/AP discussing the growing academic study of games, or 'Ludology', makes some points about gaming that I had only begun to think about. Seems like the plots and composition of the game are starting to overtake the gameplay itself, and it is interesting to see that others are starting to look at it in a more serious light. What do the rest of you think, are any of you actually involved in one of these programs?" Is there plenty important being done in this field, or is it possible that academic study of videogames can tend towards overanalysis?
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Academics Turn Their Attention To Videogames

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  • John Nash (Score:3, Funny)

    by T-Ranger ( 10520 ) <jeffwNO@SPAMchebucto.ns.ca> on Saturday February 14, 2004 @07:07PM (#8282723) Homepage
    has been doing this for decades. Oh, wait a second...
  • wang (Score:4, Interesting)

    by Anonymous Coward on Saturday February 14, 2004 @07:22PM (#8282821)

    Some in the industry, however, are not so sure that games will ever mature. They fear games could be a dead end like comic books ? valuable as a social phenomenon, but outside a select few titles like Art Spiegelman's Maus, not worth a great deal of individual study.

    Anything that can produce a very large profit will always garner a great deal of study. This is the reason why the game industry is compared to the movie industry more then any other.
    • Re:wang (Score:2, Insightful)

      by Deliveranc3 ( 629997 )
      They fear games could be a dead end like comic books ? valuable as a social phenomenon, but outside a select few titles like Art Spiegelman's Maus,

      Quite frankly we live in a generation that doesn't crave depth, we can only pray that the future holds some intellectualism. Between youth these days it's considered a disadvantage to be too intelligent. Media is clearly designed for the lowest common denominator and it's much more expensive to try and pursue anything stimulating, thank god for project Gutenbur
  • by aflat362 ( 601039 ) on Saturday February 14, 2004 @07:22PM (#8282826) Homepage
    In reading this article it sounds like the video game industry is evolving to be much like the film industry. A video game can be thought of as a work of art. Just like Citizen Kane and other film class staples - games like The Legend of Zelda and Metroid can be respected for more than just a way of passing time.

    Like the film industry produces great works of art like Gone with the Wind, they also produce trash like Legally Blonde. The Video game industry has their Quake 2s and Final Fantasy's but they come out with way too much garbage like Gods and Generals, and Enter the Matrix (didn't mean to pick 2 video game adaptations of movies but those 2 just happen to suck)

    • by quandrum ( 652868 ) on Saturday February 14, 2004 @07:28PM (#8282872)
      Will "The movie was better," become the new "The book was better"?
    • Enter The Matrix wasn't that bad. It was buggy as shit, but the game design itself was pretty good. It just had a few problems...

      #1. The camera sucked. That doesn't make a game bad 'tho. The camera for most 3d games sucks. At least that's my opinon. It doesn't ruin a game 'tho. Take Rachet and Clank:Going Commando. The camera sucked for that, but it didn't ruin the game. Actually the game is great (albeit short)

      #2. The controls were too complicated. Although myself, I spent the time with the game learnin
  • Maybe Chris Crawford needs to find a new job?
    • Re:wang 2 (Score:2, Insightful)

      by LincolnX ( 700433 )
      Woops, I meant to put the quote below this above the statement 'maybe chris needs to find a new job?'

      "I seldom play computer games, because it's such a depressing experience," said Chris Crawford, a game designer who is building a program to create interactive stories. "I end up shaking my head in dismay at how stuck the designers are in a rut."

      If you experience so much cynicism about your own "industry", maybe you should find a new career. Such as, "I don't watch movies becuase they all suck, even tho

  • by LincolnX ( 700433 ) on Saturday February 14, 2004 @07:30PM (#8282882) Journal
    That's where academics believe they play an important role. By raising the bar on game criticism and analysis, they hope to also raise the bar on how games are made and how they are perceived by the public ? and the courts.
    Game makers are, generally, raising the bar themselves. If you think that "most games suck" or "most games have little or no depth", then maybe you should include games other then the ones that appear on the store shelves. There are many games out there that will knock your socks off one way or another. Ever heard of the Independent Games Festival?
    • Some publisher should really get right on that. Try to sign up those small-timers and publish their games, give them decent royalties.

      Am I insane? I don't know. I just thought of it right now, maybe there are things I'm missing that make it terribly stupid. But from where I stand, it seems like a damn good idea.
      • Publishers know about the Independent crowd quite well. Most of the people in the game industry started out there. The way things are, publishers do not need to go looking for the independent makers come to them. The bottom line is, virtually everyone is turned away unless they win awards from various institutions (thus getting notice). And even then it is not a sure thing.
  • by bluGill ( 862 ) on Saturday February 14, 2004 @07:31PM (#8282890)

    Maybe you could claim the old BASIC adventures from the 80s didn't have much a plot, but Infocom was famous for them, even Zork has a large background story - or it felt that way anyway, you didn't always know what or why but the feeling was that there was a large back ground. And the latter works got better.

    If you look at the current winners of contests, you will see they are about plot and story, in some cases there aren't even puzzles. Graphics has a ways to go to get to this level, in part because there is so much more territory to cover before they get there, and in part because hardware isn't up to some of what is needed even yet.

    Of course no graphical adventure can equal a good imagination when you come across a "breath taking view".

    • Therein lies the difference... Text adventures relied on imagination for the images. Most games these days attempt to circumvent that need and place the user in the "now", where you could experience the "breath taking view" without the need to imagine. (except the need to imagine it is real) At least, this is what they are attempting to make, they are still a few years off from being able to keep up with my imagination. =)
  • by wan-fu ( 746576 ) on Saturday February 14, 2004 @07:52PM (#8282998)

    Of course overanalysis is possible in the study of videogames as art, but that's not really important. First, video games are nearing the point where, in a few years, it can begin to be considered an art form in the mainstream. However, we're not quite at that point yet so there's no real point in worrying about overanalysis. Second, any art can be overanalyzed so that's really not a concern. You could easily apply lots of analysis for a novel, painting, etc. and just go overboard.

    I recently took a course on the history of video games and in the process, we explored a lot of the concept of games as art and I really think that it's the right path to take. When film first started out, it was not considered art and took a good few decades to be considered more than just entertainment. I think the same is true of video games and its transition to both art and entertainment is happening today.

    The big concern that I see is convincing the mainstream audience that video games can be an art. Whereas film was widely accessible to all audiences, video games tend to cater to a specific market. The typical gamer is a 28-year-old male and games will need to broaden their base so that other groups (especially women and older generations) can come to appreciate them as an art. Will that happen in the near future? I think so but it's not looking too good when games, like Tomb Raider, that really challenge gender roles fall flat in sales.

    • The typical gamer is a 28-year-old male and games will need to broaden their base so that other groups (especially women and older generations) can come to appreciate them as an art. Will that happen in the near future? I think so but it's not looking too good when games, like Tomb Raider, that really challenge gender roles fall flat in sales.

      But the typical gamer isn't that typical. Sure, maybe 28-year-old males are statistically a bigger group than any other gamer collective, but they still aren't even
  • Please NO! (Score:5, Funny)

    by MBraynard ( 653724 ) on Saturday February 14, 2004 @07:52PM (#8283003) Journal
    Originally, Tolstoy and Dickens and others wrote their books for pure enjoyment of the readers. Enlightening minds of their contemporaries was an achievement they valued.

    However, if you look at the reviews on Amazon for their books, they are filled with grudging, negative reviews from school children who were compeled to read the books in class.

    I'm not saying that this is a bad thing, but I would rather not see this repeat itself with video games. They were designed to make money for developer by giving their customers some enjoyment. By turning it into 'study' the fun will all be sucked out of it. Can you hear it now?
    Teacher: "Johny! You are three days late in finishing Metriod Prime and the rest of the class has already begun Halo."
    Johny: "But teacher.... I don't feel like it."
    Teacher: "Maybe if you put that War and Peace down and focused on the t.v...."

    • Re:Please NO! (Score:4, Insightful)

      by wan-fu ( 746576 ) on Saturday February 14, 2004 @08:03PM (#8283054)

      I think this is the wrong attitude. Just because something is given analysis does not mean that it must be enjoyed at an academic level. There are plenty of academic papers on Tolkien's novels, but that doesn't prevent someone from picking up his books and reading it for the pure pleasure of doing so. The same can be said of video games.

      Plus, not all books that are required reading for analysis are bad even post-analysis. For example, I really enjoyed reading The Great Gatsby and the literary analysis of it only helped me increase my understanding and joy of reading it. This too can apply to video games. I wrote a research paper on Tomb Raider and the issues of gender definition and gender-roles that it raises through androgyny. That doesn't mean I just analyze the game. I also enjoy playing it and kicking ass.

      Games vary with tastes just like books. If I were asked to analyze Of Mice and Men I would gladly agree. But ask me to analyze To the Lighthouse and I'd much rather hear nails grinding on a chalkboard. Similarly, ask me to analyze Max Payne and I'd definitely have no problem. But ask me to analyze Daikatana and I'd smash the monitor's screen in with my boom stick. Video games can be enjoyed on many levels (yes, that's a pun).

  • Yeah, not really (Score:4, Insightful)

    by MMaestro ( 585010 ) on Saturday February 14, 2004 @07:56PM (#8283025)
    Assuming you're a fairly old gamer (over the age of 13), chances are you've played games back when storylines were kept in the manuals, the readmes, or to short unhelpful messages in games to act as a breather. Now from this perspective, sure modern games have tons of potential for having storyline to overtake gameplay (everyone bitched about MGS2's storyline being too dense despite's the game graphical and gameplay advances at the time). Vice versa gameplay could overtake storyline (GTA3's and GTA:VC's storyline was really just filler, "You're a former crook who got betrayed before and you just escaped. Do whatever you want to do." Not exactly a Fallout storyline there.)

    But both of my points note something important. The gamer has to be able to step back and look at a game from this perspective to understand what the designer is trying to do with the plot. A large feat considering some gamers consider The Matrix and Half-Life to be original storylines (they're not, they've been done many times.)

    Now as a producer for a company whos out to make money, what are you gonna do?
    Sacrifice a couple million dollars, piss off the 'casual gamer' base, risk getting bad reviews, and bad press in exchange for a few words along the lines of "Well the game did a good job at trying something new but..."

    Or...

    Sacrifice whatever storyline or tradition a game/name/franchise, stick with a bread-and-butter gameplay, and the same ol crap that people seem to buy every year in exchange for a few million dollars?

    In the end, yes there is a very small field in gaming which could be formed based on studing game storylines. However, games which fall into this catagory are few and far between (pretty much an easy 50% of anyone's gaming library fails to land in this catagory, with a 100% rate of sports games).

  • At a building just a few miles away from me as I type, if that, a study was released last year about the link between VGs and hand-eye coordination. They found that gamers had better coordination than non-gamers (contrary to popular belief).

    I'm of the opinion that such studies are fundamentaly flawed. Seems to me that these college students who play games have kept with the hobby since childhood because they have always had some skill in it. That is to say, they were good at games to begin with. The ha
    • Ahh, no. I remember that one, and it wasn't flawed. Unless you mean a different one. The study I remember from UR was on visual awareness -- ability to count objects without actually counting them, ability to really see in your peripheral vision, etc.

      The reason I say it wasn't flawed is that they took a group of non gamers, tested them all, put half of them on a strict gaming regimen, and then tested them all again.

      I mean, that's pretty damn straightforward. The ones with the games' average quick counting
  • gameplay vs plot (Score:5, Insightful)

    by bmnc ( 643126 ) on Saturday February 14, 2004 @08:21PM (#8283138)
    Both are nice to have in a game, but it must be remebered that it is a *game*. Games are meant to be *played* by their very nature.

    Frankly, there have been primarily story driven games known as 'point and click' adventures. They are all but extinct now since they aren't very engaging *as a game* as opposed to a form of *interactive media*.

    At the end of the day, when someone plays a game they probably wish to play with it as opposed to interact with it. Its excelent seing new technology such as 'realistic physics' coming into games since this will allow players to play with the game in a new way.

    In a way, the storyline is actually becoming a hinderance to gameplay, with more frequent and longer non-interactive 'cutscenes' (not necessarily CGI/movies, but also including those damn 5 second snippets which are in-engine).

    A good example of this is in Prince of Persia: Sands of time: At the end of a battle the prince puts away his sword. Slowly. In an in-engine cutscene. I can't begin to articulate how frustrated I was by the end of the game with that. A for more preferable solution, by my reckoning, would have been to have the sword put away automatically whicle I retained control of all of the other properties of the prince, or even better, if I had to manually put away the sword.

    Most seem to think that as games increasingly approximate real life they get better (not necessarily a good thing, as games "in principle" games with dragons are better than those without). I tend to agree with how games are heading as well, and I enjoy the reality provided by realistic sound, light and physics. But I note that not once in my life I have experienced a cutscene, or any other situation where I have consciously not been in control of my body (drunkeness is just reduced control!)

    The one line summary: Story and plot are good, but not at the expense of gameplay and interaction.

    DEATH TO CUTSCENES!
    • Frankly, there have been primarily story driven games known as 'point and click' adventures. They are all but extinct now since they aren't very engaging *as a game* as opposed to a form of *interactive media*.
      They are not engaging for you. My wife, on hte other hand, absolutely loves the "point and click" games like "The Longest Journey" and "Siberia". She has played and beaten both a handful of times each. She is quite engrossed with them when she plays too.
    • Re:gameplay vs plot (Score:4, Interesting)

      by Rallion ( 711805 ) on Saturday February 14, 2004 @10:34PM (#8283694) Journal
      If you want to see a GOOD example of 'interactive media,' a game-that-isn't-really, I suggest The Dark Eye. You can get it at HotU.

      I'm sure you really don't care a bit, and I can understand why. I'm just saying.
    • A good example of this is in Prince of Persia: Sands of time: At the end of a battle the prince puts away his sword. Slowly. In an in-engine cutscene. I can't begin to articulate how frustrated I was by the end of the game with that.

      But the thing about that 'cinema scene' is that really it is there for gameplay reasons. It makes it crystal clear to the player that all threats are gone in the area. Maybe it could have been sped up a little (especially after the player is further in the game), but that is
  • For a while, at least, I'm confident we won't see any really great work done from academic gaming. There are two reasons for that:

    1. No established directions or sides to support. With no idea of where to start, all the early work is just a lot of useless pontification and attempts to steer around developing any lasting field of study. The "literary criticism" of games that we see a lot of I consider to be among the latter - I mean, really, the fact that you start with three lives in most games using lives
  • World (Score:3, Interesting)

    by Deliveranc3 ( 629997 ) <<deliverance> <at> <level4.org>> on Sunday February 15, 2004 @12:40AM (#8284100) Journal
    If anyone still thinks games are not artistic they simply don't understand the nature of art. Art is meant to be open to interpretation and interaction.

    There is a philosophical dichonomy within art of the high(intellectual and low(popular) variety, video games definitly fall into these catagories(1vs1 high, DM low?).

    A simple example of games as art comes with the map paradox within the game SiN. Download it or read a review of the map. Basically it represents an area with crossed dimensions (think Escher).

    Having just started creating games I am starting to really appreciate how much of game creating is directed towards the perceptions of the gamer.
  • by metroid composite ( 710698 ) on Sunday February 15, 2004 @03:12AM (#8284406) Homepage Journal
    Though, I only did a minor in English and haven't taken that much Critical Theory. That said, I subsequently played a game with exceptional character development that I wish I had known at the time (Koudelka).

    On the other hand, I've known academics to study DOOM. I, frankly, think they're nuts (games that are popular because they made graphical advances tend to be terrible on the literary end). But the point is there's a lot more to study than just the literature aspect of games. From a mathematical and psychology/education perspective, for instance, play control is interesting. Mathematics gives us game-theory to study it, and Education gives us insight into what is "intuitive" for play control.

  • by freeBill ( 3843 ) on Sunday February 15, 2004 @02:56PM (#8287935) Homepage

    ..."A Postmodern Analysis of Slashdot Editor's Comments" and plan to use the following quote as an example of the phenomenology of desperate attempts to start a flamewar that are so transparent they inevitably fail:

    Is there plenty important being done in this field, or is it possible that academic study of videogames can tend towards overanalysis?

    Is it possible that there is plenty [buzzcut.com] of important [ludology.com] work [gamestudies.org] being done [ludonauts.com] in a field of study which can tend toward overanalysis? You mean, like statistics? Or philosophy? Or biology? Or literary criticism? How about the humanities? Or law? Or history?

    How about the latest news on the SCO lawsuit? Or the value of Open Source technology?

    I'm so glad the readers didn't rise to the bait here (obviously intended to re-ignite the non-controversy started when skotos criticized a single chapter from Richard Bartle's densely significant book).

  • It's all social sciences - no real meat to the gaming discussions.
  • Check it out: Joystick Nation [cnn.com]
  • by thewintermute ( 749621 ) on Monday February 16, 2004 @02:06PM (#8296359) Journal
    Okay, first, pop-culture and art are inseperable, they define each other. So to hear the argument 'are games art?' is to question what art itself is. As an artist I can't even begin to answer this question, the line between design, functionality, artisan-ship and integration into popular culture is completely blurred for everything from a pencil to a skyscraper. For example is a pencil art? Is the same pencil representative of an idea or ideas? Does that pencil (or the image of the pencil) convey a cultural meaning across languages?

    Second, the plot lines will never be open until you have a sentient computer that makes up stuff on-the-fly. As a game developer, multiple plot threads are a nightmare to develop satisfactorily. You can't have the player leave the games setting because you a) can't define the rest of the world b) sell a game where it's possible to get into a situation where the player never completes the game.

    In conclusion, I think that studying games and gamers will produce nothing more than useful marketing info. Whether Gaming has a cultural longevity is up to the people who make and market games (What you thought TV Ads didn't change your behaviour?).

    Sorry if this is post seems aggressive or obvious.

    Thankyou.

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