Games As Transformative Works 44
Deepa Sivarajan sends word that the journal Transformative Works and Culture has published an issue that focuses on games, containing a variety of articles which examine how games interact with modern culture. One essay takes a look at how developers gain an understanding of the systems and structures that drive gameplay, and another discusses motivation and "participatory culture" in games that have a substantial degree of user design involvement, such as mods and addons. There's also an evaluation of how the enthusiast press affects the perceived value of games. The issue includes game-related book reviews and interviews, which can be found at the bottom of the full list of articles.
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Only the poorest of governments cannot afford ponies, and even those can still chop of your wiener. So what's the downside?
I'd ultimately argue... (Score:4, Interesting)
...that video games are a richer form of entertainement than any other, since the interaction between a player and a game is much more deep and complex than that between a reader and a book, or between a viewer and a film.
(yeah, there are shitty games out there, obviously, but there are also shitty books and shitty films, so shut up)
Re:I'd ultimately argue... (Score:5, Interesting)
Games are more interactive, yes. But are they really complex or deep? I don't think so. When you can turn an entire county back from a hellish war full of maddened characters by visiting every town and shown them the bodies of their children, and NONE of that was scripted by the game designers, then you'll have complex and deep interactions. Then, games will truly take the crown of entertainment (and more). However, when you shoot stuff and people say "I surrender" and an outro plays, then a book or even a good movie with decent portrayals of the human condition is still WAY a more interesting, complex, and life-changing experience.
But on the bigger point here, that games, 3d art, and software in general are great creative works, that deserve more recognition by the traditional art community... right on. It's been a long time coming, and there's a long way to go yet before the digital world (and digital artists, including coders) have been properly recognised for their contributions.
Re: I'd ultimately argue... (Score:5, Interesting)
Personally, I have found that video games, especially the adventure/puzzle type, have improved my ability to solve real world historical problems. The scary thing is, some of the solutions begin to look an awful lot like video game solutions, raising questions about the ultimate nature of historical reality.
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Well, there is a reason The Art Of War is still a popular book.
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I have The Art of War on my bookshelf... I'll get to it one of these days. Gotta get through a few others that are higher priority first
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"I've got a copy of the Bushido,
But it's just for show."
Line from the Fat Blue Man song "Back to Winnipeg": http://www.youtube.com/watch?v=ushsCQ2OIqw [youtube.com]
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Same AC here - I wasn't talking about complexity in terms of scripted vs. procedural elements, but something much more basic. Controlling a character, the ability to look around at the scenery, being a part of the story rather than simply observing it... As gamers we take this for granted, but it's actually pretty involved.
A good game will make the player feel like he's making the story unfold ; whether this is achieved through scripted behaviour or excellent IA is just a detail of implementation, and entir
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I have to say I have yet to see a game where I feel like I effected the story rather than just having fulfilled some trigger condition to see the pre-written next part of it that could be shown even without the trigger if the developer had not locked it away.
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Try an adventure game with multiple endings.
Re:I'd ultimately argue... (Score:5, Insightful)
being a part of the story rather than simply observing it.
But that is exactly where games today fail at. The player isn't part of the story, he is a passenger in a roller coaster ride. Giving him not only the non-interactivity of a book or movie, but also all the restriction that come from being locked to the viewpoint of a single character and of course the whole immersion breaking parts of pre-scripted events, bad AI and bad user interfaces.
As a medium, video games have the potential to go further, much further than that.
I don't disagree with that, after all everything from Tetris to the Holodeck falls into the 'game' category, so there is plenty of room left to explore. But so far games have at best scratched the surface of their potential, leaving a lot to be desired.
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But that is exactly where games today fail at. The player isn't part of the story, he is a passenger in a roller coaster ride.
But then you have masterpieces like Bioshock which centres its narrative around that very phenomenon, and still gives you some freedom of choice to affect the outcome of the story.
And then you have games like Fallout 3 which give you a rich, detailed environment and let you run wild in it, giving you the freedom to make choices which affect your entire world as you continue to play.
Yes there are a lot of games with simple, linear storytelling but that is a limitation imposed by the writers/developers - NOT
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But then you have masterpieces like Bioshock which centres its narrative around that very phenomenon, and still gives you some freedom of choice to affect the outcome of the story.
Bioshock, just like many Bioware games, has completly black&white choices, it is "kill sisters" or "save sisters", there is no grey area in between. I don't feel that this gives me freedom, it just makes the limits so more obvious. The little freedom that Bioshock has is that it allows some non-linear exploration of the levels, which is a nice touch, but its not exactly a new thing, Doom1 had that and just like in all other games Bioshock still restricts you to those areas where it wants you to go, you
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Are you deliberately ignoring the "A man chooses, a slave obeys" scene or did you just not play that far into the game? It was pretty much the whole point of the narrative that the choices you can make are limited and cannot actually affect the game. Which makes the player actually empathise with their character for once, which is what makes Bioshock a masterpiece. Well, that and the incredibly immersive environment, fun gameplay and beautiful art.
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"A man chooses, a slave obeys" scene or did you just not play that far into the game?
I didn't ignore the scene, it just didn't exactly impress me much, because it had *ZERO* impact on the actual game. You could tack that on to any random FPS or game for that matter, since pretty much all allow you no freedom of any sorts and it would "work", but a sentence spoken close to the end of the game doesn't turn it into a masterpiece. I don't deny that Bioshock is a good game, hey I had fun playing it, but it wasn't exactly a mind blowing experience. It was just another FPS, certainly one placed in
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I think the problem is that it's one or another:
Either the player is a character on a ride through the story - really just killing baddies and whatnot on the way.
Games which try to have a 'choose your own story' kinda thing - freedom to do what you want, usually either just have multiple paths you can go, or have very basic, non-complex plots (which revolve around quests or not) which are very 1 dimensional.
It's hard to get a nice, interesting plot with true interactive gameplay freedom.
Re:I'd ultimately argue... (Score:5, Insightful)
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How so? In most games, you can either control an army as a flock of sprites, or play individual characters. In a good book, you can read a chapter from a king's perspective, another from the perspective of a prisoner in a dungeon, another from a lowly soldier on the battlefield, another from a commander trying to strategise on the battlefield, and yet another from a frightened child hiding under a bush as her mother is raped by that noble commander's henchmen. If you know of games with that depth and com
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It's not hard to think of games that offer wildly differing perspectives (Spore, anyone?). And yet, nothing a book's reader does will affect the outcome on the last page (unless it's a "choose your own adventure" book). The book achieves it's depth through lack of interactivity, focusing exclusively on narrative. Games typically have to make a choice between narrative and player freedom and interactivity.
I'm not saying videogames are anywhere near the level of sophistication of literature (although I thi
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The sheer complexity of games makes depth impossible at this point. Heck, just look at the effort it took to create a medium length choose your own adventure book.
Asking for deep games right now is like asking a caveman to paint The Brothers Karamazov on his wall.
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the interaction between a player and a game is much more deep and complex than that between a reader and a book
Clicking buttons according to visual stimuli is not really as deep as understanding Finnegans Wake. Ever played WoW?
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It is scientifically well known, that every form of entertainment is in fact a subset of what games are. And it always will be. So your arguments are right.
I think you can say that this is, because theoretically, a game can perfectly simulate the whole reality. Including watching movies, listening to music/radio, reading books/magazines, sitting in a rollercoaster, having sex, and so on, and so forth. (If they do this better or worse right now, is irrelevant to the point.)
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since the interaction between a player and a game is much more deep and complex than that between a reader and a book
The interaction between a player and a game is extremely simple and most of the time not much deeper then "press button, see character fall dead". Even worse, since the players view in a game is more or less 'locked' to the main character, games have a far smaller range on how to present things, since it would break the gameplay to move away to a non-playable character. Also because a game needs to fill the player with constant interaction, games tend to be pretty comical and unbelievable.
That said, not eve
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If you're going to simplify things to that extent,
Thing is, its not a simplification, its what you do in most games. If you want to be picky, sure you also have a reload button and a button to change your gun and maybe you can jump to, but none of those help to give the story much depths or complexity.
you might as well say that watching a film is "nothing more that sitting and staring at a screen for a couple of hours"
That is a perfectly true statement, it however misses the point. The problem isn't how much or little I have to waggle the controller to get my in game character moving, but how much meaningful ways you have to drive the story forward. A movie doesn't need th
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I've had plenty of games that were totally satisfying in terms of interaction...
So have I, that doesn't mean that I don't see the inherent limits games today have.
The claim was that games offer richer interaction than other forms of personal entertainment (e.g. books, films, music, etc.)
No, the claim was that they offer "richer forms of entertainment" due to interaction. Now one can have of course different definitions of "rich", but for me its mainly the amount of variety in terms of what stories can be told and I see plenty of more of that in movies and books then I see in games.
Games are simply for most part a matter of "There are monsters, go kill them". Even the good games, while they might have better
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Many people consider "entertainment" to be more than just stories. There are some things that are very entertaining without having any stories, including many games such as Tetris.
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Well, "art" lacking mass-market appeal isn't unique to gaming, you don't see much deep thinking in a hollywood blockbuster either.
"Transformative"? (Score:2)
Hmmm, why does that word ring bells... Oh yes:
http://en.wikipedia.org/wiki/Sokal_affair [wikipedia.org]
But... (Score:3, Funny)
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...does TFA let us know when Duke Nukem will be released?
WHEN IT'S READY!
....and not a moment sooner.
New major (Score:3, Funny)
I can see it now, a new department at universities, for those unable to cope with the rigors of being an Art or Communications major: Game Studies.