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Brett Boessen

On Authorship in Games - Click Nothing - 5 views

  • interacting with a work does not shape the work, it ‘only’ reveals it.
    • Brett Boessen
       
      Well put.
  • Because a game is a complete formal system
    • Brett Boessen
       
      Is he implicitly arguing here that games with emergent elements -- especially MMO's and games with heavy player-vs-player interactions -- are not games, or is he arguing that they also represent "complete formal system(s)"? Or did he simply misspeak? Because I don't see emergence as falling within any kind of closed system.
    • Ed Webb
       
      I take him to be talking about elements that belong to the game proper, not to things that might emerge within and through the game as a result of player interactions. So in-game actions are part of the game. Forums for player discussion, clans etc are not part of the game, at least not part of the authored game. But I agree, it's very ambiguous and should be debated.
  • The rebuttal to this argument lies in a comparison to film or to music or to any other collaborative artistic creation.
    • Brett Boessen
       
      Woops -- I thought he was going to address my points above, but he went in a different direction here. (I'm enjoying the point-by-point-rebuttal structure of the post immensely, though. I'd love more of my students to write this way. :)
    • Ed Webb
       
      I agree. The noise point is quite good. And careful comparisons with other media are useful.
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  • The Argument from Legitimacy
    • Brett Boessen
       
      He rocks this entire section -- well done.
  • “I believe art is created by an artist. If you change it, you become the artist.”This is a much easier point to tackle simply because there is a fallacy in Ebert’s argument. He is implying that interacting with a work is the same as changing it. But this is not true. My ‘paint’ is not ‘what the player does’. My paint is ‘the rules that govern what the player can do’.
    • Brett Boessen
       
      Agreed. Ebert probably should have read Bogost's Persuasive Games before he started all of this.
  • the audience must always interact with a work on some level
  • The artist is also capable of creating an entire expressive system space that explores a potential infinity of different notions
  • Where most other media require the audience to induce their meaning, games afford the audience at least the possibility of deducing their meaning.
  • GTA: San Andreas on the other hand – which I played for a good 100 hours or so, gave me such a world transforming view of racial tension and inequity in early 1990’s California, that I have been shaken to the core, and have been forced to re-examine a huge part of my world view.
  • while there can be an art of expression in the way someone reveals the art, this does not necessarily diminish the art in the design of the work itself
  • There is noise in these systems too – some of it comes from the collaboration of others, and some of it comes from random noise
  • Many filmmakers, from Taratino to Inarritu to Haggis and dozens more have been increasingly attempting to explore stories from multiple angles in an attempt to mimic – in a medium severely limited for this purpose – what games can do innately
  • Ebert is wrong for two important reasons
  • there is authorship in games, no matter how much we abdicate
  • I will accept Ebert’s roughly stated thesis that art requires authorship
  • Because a game is a complete formal system, the entire possible range of outputs from those systems is determined by me
  • how do you know you are able to express your thoughts and feelings in the design of interactive systems’
  • I know because I understand it. What I am expressing makes sense to me both intellectually and emotionally. If others do not understand it, it is not really a question of whether I am expressing myself, but rather one of whether I am expressing myself clearly
  • The next argument is whether or not it is, in fact, true that the entire possible range of outputs from a games’ systems are really determined by me
  • The next argument would be that audiences cannot reconstruct the meaning I intend them to by way of interacting with systems
  • Another argument against the existence of real authorship in games is the argument about the legitimacy of the kind of authorship I am talking about. In his responses to Barker, Ebert says:“If you can go through "every emotional journey available," doesn't that devalue each and every one of them? Art seeks to lead you to an inevitable conclusion, not a smorgasbord of choices.”
  • The final argument that I see remaining is the one that asks ‘who is the artist here anyway?’ Ebert says:
Rebecca Davis

Videogame preservation and massively multiplayer online role-playing games: A review of... - 0 views

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    Videogames are important cultural and economic artifacts. They also present challenges that anticipate the problems inherent in any complex digital interactive system. Not only are they digital and hence very difficult to preserve but they also are software systems that have significant hardware, peripheral, and network dependencies, which are difficult to collect and formally represent. This article reviews the literature related to videogame preservation. In addition to covering the traditional technology-related issues inherent in all digital preservation endeavors, this review also attempts to describe the complexities and relationships between the traditional acts of technology preservation, representation, and collection development. Future work should include the identification of important user groups, an examination of games' context of use, and the development of representational models to describe interaction of players with the game and the interactions between players playing the game.
Victoria Pullen

Participation Nation - 2 views

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    Tracy Fullerton's project with USC's Interactive Media Division. "The prototype focuses on the constitutional crisis surrounding school integration in Little Rock, Arkansas in 1957. A set of webisodes and a graphic novel provide the background story of this crisis, while the central "Debate Game" asks players to use the people, laws and values from the era to support two out of three points of the argument for or against school integration, addressing questions like "Should the federal government intervene?", "Is media coverage swaying public opinion?", and "Are civil rights woth risking a constitutional crisis?" Players can take the side of the "Forces of Change" or the "Status Quo" in debate over the constitutional issues that shaped the country."
Ed Webb

Home : Inform - 1 views

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    New home of Inform 7 interactive fiction platform
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    Very different presentation. Thanks, Ed.
Rebecca Davis

Interactive Games Studies Undergraduate Program | St. Edward's University, Austin Texas - 6 views

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    This is a full-time bachelor's degree for students who want a traditional 4-year college experience. The Bachelor of Arts in Interactive Games Studies at St. Edward's prepares you to turn your passion for video games into a fulfilling career.
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    Wow. Is this the first full-size (major) program at an LAC in game studies? Computer Science and I have started some very early conversations here, but I don't think we'd do anything more than a minor.
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    Cool. I especially like the Design Challenge as a requirement for acceptance into the program. I wonder if they had issues when they started with people declaring the major without sufficient commitment? At ND when I was an undergrad, the Program of Liberal Studies, my major, required a short essay as part of an application to be a major. The Chair later admitted they don't really even evaluate them, but they found just having such a requirement was a deterrent to those on campus who (erroneously) saw the degree as light and fluffy. I'm not sure how I feel about that as the sole motivation for the requirement, but I'd definitely like to see what students who applied to Champlain's program submitted. :)
Bryan Alexander

Special Issue of Syllabus: Teaching with and about Games - 1 views

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    TABLE OF CONTENTS EDITORIAL Special Issue: Teaching with and about Games Video Game Studies How to Play Games of Truth: An Introduction to Video Game Studies Novel Interfaces for Interactive Environments Educational and Serious Game Design: Case Study In Collaboration Introduction to Games Design Representing the Past: Video Games Challenge to the Historical Narrative Learning Through Making: Notes on Teaching Interactive Narrative Video Games as a New Form of Interactive Literature Writing In and Around Games Hints, Advice, and Maybe Cheat Codes: An English Topics Course About Computer Games Teaching Network Game Programming with the Dragonfly Game Engine Root of Play - Game Design for Digital Humanists Alternative Reality Games to Teach Game-Based Storytelling "Continue West and Ascend the Stairs": Game Walkthroughs in Professional and Technical Communication Annotated Bibliography for Game Studies: Modeling Scholarly Research in a Popular Culture Field
Brett Boessen

MIT TechTV - Part 2 of 3-Games As An Aesthetic Form - Frank Lantz (NYU Game Center) - 3 views

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    Lantz, designer of Drop7 and head of the NYU Game Center, which has a new game design MFA, talks about aesthetic characteristics of games in this second part of his three-part talk at MIT (part 1 lays out his thinking about aesthetics and art in general, and part 3 is the QnA). I especially like his provocations that "all games are digital" and "games created computers", both of which have to do with his definition of games as "the aesthetics of interactive systems."
Brett Boessen

Unmanned: a Game by Molleindustria and Jim Munroe - 5 views

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    Short little interactive fiction and/or game thing imagining one possible scenario for a military drone pilot.
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    Fascinating. Found myself playing it through several times. Has Bioware-style dialog gone casual?
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    ...and "serious"? ...and "persuasive"? Lots to like with this. I'll definitely be using it as a complex example in a games course in the Fall.
Ed Webb

Digital Video Games and International Interactions » Duck of Minerva - 3 views

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    The persistence of Russia is fascinating. I recommend Metro 2033 as a balance.
Ed Webb

10 Interactive User Interfaces For The Future - Gizmo Watch - 0 views

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    New UIs could be important for extending the appeal of games and gaming.
Ed Webb

cyoa - 3 views

  • I’d be very curious to know the reason for this progression toward linearity. Presumably the invisible hand was guiding this development, but whether the hunger was for less difficulty in the books or simply for something with more in the way of traditional storytelling is harder to unravel. I could also imagine that this balance between interaction and exposition was peculiar to the individual writers, so this could merely reflect a changing set of practitioners. In another way, this trend mirrors the adoption of more recent new media. In the early days of the web, people flocked to what was unique to HTML, namely links, animated gifs, and the <blink> tag. A similar cautionless exuberance marked the appearance of affordable typesetting systems – the first time people without phototypositors had access to typefaces beyond a choice of monospaced typewriter fonts.When a world of new possibilities has just opened, it’s hard to find the will for restraint. But, in time, people scale back the more gratuitous uses of this sort of glitz, moving from what’s possible to what best suits the material. It could be that the glut of choices in the early books reflected more a rush toward the new than a well-considered balancing of storytelling and reader-directedness. As the genre developed, the choice-based structure ceased being so novel that it was an experiential end in itself. Perhaps only then could it recede into its proper role as a gameplay mechanic – all the more potent when used judiciously.
  • a peek into the construction process the authors went through as they folded their nonlinear stories into a sequential medium
  • In a computer game, tracking this kind of inventory state is a simple matter. By flipping bits in memory, the program itself can keep a running tally of items you’ve encountered and possibly picked up. In a book this responsibility falls to the reader, and with it an expectation of honesty. To encourage a degree of fair play, the Cavern of Doom engages in a form of entrapment by asking the reader, in the midst of a dicy situation, whether they have a magic item that would clearly save the day. What the book knows and the reader may not is that this item does not even exist. Woe upon the adventurer who angers the gamebook in this way.
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    Very nice to see this. CYOA is a vital antecedent for digital storytelling, from hypertext to gaming to branching YouTube videos.
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    I feel sheepish for not tagging this to our group when I saw it months ago, but thanks to Ed for remedying that. :) I wish I had the skills in infographic production the author has, but it reminds me that enriching your argument with different media forms is becoming more and more essential.
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    This might be a good time for humanists to identify a bunch of easy, low-cost tools for that. Like Wordle.
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    Agreed, Bryan. There are quite a few low-cost (in terms of learning curve and the general attentive economy) visualization tools that we could all learn to use more frequently. I've been playing again, after a break of a couple of years, with Dipity, for instance, to generate timelines. Word clouds and mind maps might be forms with applications in discussing digital storytelling in games and other media.
Lisa Spiro

Gaming Area - New Student Center - Campus Life - Carthage College - 0 views

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    Interactive Gaming Area planned for Carthage's new student center
Bryan Alexander

Interactive Fiction contest 2009 - 0 views

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    Just launched, with plenty of downloads.
Bryan Alexander

game pilot from JISC - 0 views

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    The pilot follows work undertaken by JISC Collections early in 2012, when a number of interactive educational software and games suppliers, as well as representatives of FE colleges, were interviewed to gauge the current extent and use of such software and online resources by the colleges.
Brett Boessen

Depression Quest: An Interactive (non)Fiction About Living with Depression - 1 views

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    Found this game after reading about Slavoj Zizek Makes a Game (posted to the Diigo group by Ed Webb).
Ed Webb

Alan Kay, Systems, and Textbooks « Theatrical Smoke - 3 views

  • I discuss his key idea: that systemic thinking is a liberal art, and I explain a corollary idea, that textbooks suck
  • if you don’t have a category for an idea, it’s very difficult to receive that idea
  • the story of the last few hundred years is that we’ve quickly developed important ideas, which society needs to have to improve and perhaps even to continue to exist, and for which there are no pre-existing, genetically created categories. So there’s an idea-receiving capacity gap.
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  • Education’s job should be, says Kay, to bridge this gap. To help, that is, people form these necessary new idea-receiving categories–teaching them the capacity for ideas–early on in their lives, so that as they grow they are ready to embrace the things we need them to know. Let me say that in a better way: so that as they grow they are ready to know in the ways we need them to know.
  • cultivate the ability to conceive of, work with, create, understand, manipulate, tinker with, disrupt, and, generally, appreciate the beauty of systems
  • The point is to be able to see connections between the silos. Says Kay, the liberal arts have done a bad job at “adding in epistemology” among the “smokestacks” (i.e. disciplines)
  • a game, or a simulation, thought of as a thing we might create (rather than a thing we only act within), is a visceral example of systems thinking
  • It’s the Flatland story–that we need to train our 2D minds to see in a kind of 3D–and Kay’s genius is that he recognizes we have to bake this ability into the species, through education, as close to birth as possible.
  • Systems thinking is to be conceived of as a platform skill or an increased capacity on top of which we will be able to construct new sorts of ideas and ways of knowing, of more complex natures still. The step beyond seeing a single system is of course the ability to see interacting systems – a kind of meta-systemic thinking – and this is what I think Kay is really interested in, because it’s what he does. At one point he showed a slide of multiple systems–the human body, the environment, the internet, and he said in a kind of aside, “they’re all one system . . .”
  • Seeing systems is an epistemology, a way of knowing, a mindset
  • What happens when you’re stuck in a system? You don’t understand the world and yourself and others as existing in constant development, as being in process; you think you are a fixed essence or part within a system (instead of a system influencing systems) and you inadvertently trap yourself in a kind of tautological loop where you can only think about things you’re thinking about and do the things you do and you thus limit yourself to a kind of non-nutritive regurgitation of factoids, or the robotic meaningless actions of an automaton, or what Kay calls living in a pop culture
  • A downside of being epistemologically limited to thinking within a system is that you overemphasize the importance of the content and facts as that system orders them
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    Seems like, among other things, a call for learning with games.
Bryan Alexander

SPENT - 1 views

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    Urban Ministries of Durham serves over 6000 people every year who struggle with poverty and homelessness. Spent is an interactive game created by McKinney that challenges you to manage your money, raise a child and make it through the month getting paid minimum wage after a stretch of unemployment.
Bryan Alexander

Anthropology of Social Behavior in BioShock - 2 views

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    While playing BioShock, we are conducting an anthropological investigation that has a direct effect on how we interact with the narrative and the choices we make. Similar to Fallout 3, as discussed in Trevor's post, we are given the chance to explore a world, make our interpretations about what it means, and directly apply these to the game.
Ed Webb

Video games are the answer to the New Boring | Technology | guardian.co.uk - 0 views

  • And then there's Saint's Row 3, an open-world crime shooter, that seems to have been concocted entirely by hyperactive 14-year-olds force fed on a diet of sherbet, Red Bull and Korean gangster movies. This is a game in which the player can, entirely at random, bludgeon passers-by with a giant dildo. To the best of my knowledge, Downton Abbey features nothing even remotely comparable – although, to be fair, I skipped most of season two, and may have missed a key scene in which Hugh Bonneville attacks his butler with some nightmarish Edwardian device intended for the cure of female hysteria.
  • Please, if you are a parent and you want something to do with your kids on a wet Sunday afternoon, don't rent the latest heavily marketed CGI bore-fest from a Hollywood studio more interested in selling you merchandise and the moral agenda of its self-serving financers, buy Zelda. Buy Zelda and share a genuinely thrilling, heart-warming escapist fantasy with your children. Certainly, it's not as 'good' as taking them to a museum or getting them to play footie in the park, but if the only alternative is Horrid Henry, it is spectacular – and they will never forget it.
  • Interactivity is a blunt but effective tool to ensure attention and alertness. And as such, video games have never sought to stultify or repress. Video games are not interested in teaching us to make the most out of our tired soft furnishings.
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  • Forget mainstream TV, forget it. It's over – at least in terms of water cooler discussion. Apprentice and X-Factor may reliably trend on Twitter, but it's all ironic chatter mixed with barely-disguised collective embarrassment and culpability. There's nothing enriching there.
  • games demand immersion and investment. Traditionally, this has formed a stereotype of dead-eyed zombies slumped in front of monitors, but of course, through XBox Live and PSN, gamers now constantly communicate with each other, as well as share creative tasks in titles like Little Big Planet and Minecraft. New research from Michigan State University suggests that gamers are more imaginative story-tellers – the findings are far from conclusive, but they don't surprise me. The game worlds in Zelda, Uncharted and Dark Souls are rich and deep. They are cluttered with possibilities.
  • Games get to us on some primal level, they speak to the machine code of the human id – and that can be a good thing.
  • You have your doubts and so do I. But the very least mainstream games do is give us a platform to discuss amazing things. When you talk about Zelda or Uncharted 3, you can talk about beauty, art, mythology and adventure; when you talk about the forthcoming Bioshock: Infinite, you can cover architecture, paranoia and politics and it all makes perfect sense. These elements aren't hidden away, to be teased out by cultural studies students desperate to apply their knowledge of Derrida and Saussure. They're there in the very form, the very function of the games. Modern Warfare 3 and Battlefield 3 are idiotic and politically suspect, but give them five minutes and they'll show you more about the computerised lunacy of contemporary conflict than most of those MOD-arranged shaky cam war reports beamed into your living rooms by over-stretched 24-hour news channels
Bryan Alexander

Philip Sabin, "Wargaming in higher education: Contributions and challenges " - 1 views

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    "Wargames, especially on historical conflicts, do not currently play much part in the booming academic use of simulation and gaming techniques. This is despite the fact that they offer rich vehicles for active learning and interactive exploration of conflict dynamics. Constraints of time, expertise and resources do make it challenging to employ wargames in academia, but a greater problem is the stigma which wargaming attracts due to its association with childish enthusiasts and its perceived deficiencies as a modelling technique. This article builds on my many years of teaching and research experience with wargames to show how playing and designing them can benefit students and scholars alike."
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