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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.
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:
Ed Webb

BLOG « failbetter - 2 views

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    I sense possibilities. Maybe it will be a little more user-friendy than Inform 7.
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    I've been playing around with it a little bit; had my students look at it briefly last week. It is *more* user friendly in that there are forms and boxes for you to input your story elements (ie, a little more visual than Inform). It is *less* useful in that the product is always in the Fallen London format, ie, cards/decks are "dealt" and story elements are uncovered in a point-based system. So if you're not looking for that particular format to deliver your story, I'm not sure it's as flexible as Inform is. But I think it's pretty neat that they've opened up their process to the public, and their wiki is CHOCK full of ideas, tips, hints, and other useful stuff for producing an engaging story of the Fallen London variety. And, they've got a new game to play in addition to FL called Cabinet Noir which is set in Richelieu/Musketeers France and is fun in a more historically accurate (maybe?) way than FL was/is. Kudos to Failbetter all around, if you're into IF. :)
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    Pretty usable. I quickly generated a French Revolution game/story. Would be fun to do that right.
Brett Boessen

Talking with Tom Bissell-By Donovan Hohn (Harper's Magazine) - 2 views

  • The best part of that scene, and what was so affecting about it, was, as Clint Hocking (the game’s designer) pointed out, it wasn’t scripted. It was something that grew organically out of the systems they put into place. And it was wonderful: upsetting, funny, bizarre, intense. What other form of entertainment can do that for you? Provide a series of systems that you poke and prod and walk around in and explore, to the effect that, sometimes, you have something happen right in front of you that you made happen by virtue of being a virtually present within the system. You think about it long enough and your brain begins to melt, doesn’t it? It’s not storytelling, actually, but it allows a story to happen.
Brett Boessen

Terra Nova: Movies Stink - 15 views

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    Castranova is not usually so passionate in his writing.  Very interesting perspective, though.
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    Interesting to see him split games from stories.
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    I do chime in with his grumpiness about Hollywood, generally.
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    Honestly, I'm starting to feel similarly. Though I am finding many of the long-form serial narratives of TV pretty engaging. Still, I appreciate the value in *doing* over watching/consuming. And yet what he's saying is essentially a version of the old "film/tv makes you passive" argument, which I've always recoiled against. So I'm torn.
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    I've been coming back to the tv=passive line, more and more each year. It's hard, because I know so many active fans engaged in all kinds of practices. But then I see the silent fans, the ones who just... soak. And I'm reminded of William Gibson's line about couch potatoes.
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    I don't know that one...do tell. :)
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    I think this is textually correct, more or less: "a vicious, lazy, profoundly ignorant, perpetually hungry organism craving the warm god-flesh of the anointed. Personally I like to imagine something the size of a baby hippo, the color of a week-old boiled potato, that lives by itself, in the dark, in a double-wide on the outskirts of Topeka. It's covered with eyes and it sweats constantly. The sweat runs into those eyes and makes them sting. It has no mouth, Laney, no genitals, and can only express its mute extremes of murderous rage and infantile desire by changing the channels on a universal remote. Or by voting in presidential elections."
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    Or, more succinctly: couch potatoes, like taters, are kept in the dark, buried under manure.
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    Wow. That's...very detailed. Doesn't leave a lot of room for empathy or understanding: pretty cut and dried. :)
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    Jeremaiad. One I sympathize with. I need to spend time with you happy media studies folks and regain my old empathy.
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    THAT Camp - Games. Done and done. :)
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    That's right - when do you arrive?
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    I'll actually be there Thursday evening, but I'm going to dinner with my parents and brother (who live in the area). I am staying through Monday morning, though. We should be able to find some time to catch it, I'd guess. What are your travel plans?
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    Coming in Thursday, leaving Sunday @3.
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    Cool -- I'll see you Friday morning then. Let's try to grab a meal at some point. :)
Ed Webb

Tom Bissell on Dead Island - Grantland - 2 views

  • You leveled up and rolled the dice in Dungeons & Dragons because it was impossible to run such systems under the game's hood. You know why? Because there wasn't a hood. Video games not only have hoods but also engines, and all manner of delightfully invisible computation can be dealt with and handled there. So I ask: Why isn't it invisible more often? Why this useless Gamification of what are already games? Why do we tolerate it? What do we actually get out of it, other than some mouse-brain satisfaction of knowing exactly where we are in the maze?4
  • I recently asked a game-designer friend if one of the reasons these skill-tree and leveling-up systems actually show up in games is due to the fact that some poor bastard actually had to work for months and sometimes years refining them and planning them and gaming them out, so that everything made sense and demonstrably kept players from getting too powerful too quickly. He said, with a sigh, "Pretty much." Which means that one problem with game design today is the game designer's emotional inability to hide his or her hard work. Oh, the humanity.
  • Techland consulted some real geniuses of nomenclature in coming up with Dead Island's weapons' subclass names: We have the Flimsy Cleaver, the Tiring Knife, the Frightening Mace, the Spiteful Pistol. It all sounds like the work of two Poles with a big bag of weed and a thesaurus. What's next? I wrote in my notes. The Recalcitrant Hoe? Two minutes later, no joke, I found the Languid Pistol.
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  • In a game about running from things that want to eat you, what is more important: the emotional experience of running from things that want to eat you, or knowing that the thing that wants to eat you is a Level 23 thing that wants to eat you? Knowing that the machete in your hand can take its head off, or knowing that the machete in your hand is capable of doing 320+ hit points of damage? On second thought, don't bother answering. That this game exists is answer enough.
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.
Ed Webb

M/C Journal: "Artificial Intelligence" - 0 views

  • Within twenty-four hours of the sensationalistic news breaking, however, a group of Battlefield 2 fans was crowing about the idiocy of reporters. The game play footage wasn’t from a high-tech modification of the software by Islamic extremists; it had been posted on a Planet Battlefield forum the previous December of 2005 by a game fan who had cut together regular game play with a Bush remix and a parody snippet of the soundtrack from the 2004 hit comedy film Team America. The voice describing the Black Hawk helicopters was the voice of Trey Parker of South Park cartoon fame, and – much to Parker’s amusement – even the mention of “goats screaming” did not clue spectators in to the fact of a comic source.
  • The man behind the “SonicJihad” pseudonym turned out to be a twenty-five-year-old hospital administrator named Samir, and what reporters and representatives saw was nothing more exotic than game play from an add-on expansion pack of Battlefield 2, which – like other versions of the game – allows first-person shooter play from the position of the opponent as a standard feature. While SonicJihad initially joined his fellow gamers in ridiculing the mainstream media, he also expressed astonishment and outrage about a larger politics of reception. In one interview he argued that the media illiteracy of Reuters potentially enabled a whole series of category errors, in which harmless gamers could be demonised as terrorists.
  • a self-identified “parody” video was shown to the august House Intelligence Committee by a team of well-paid “experts” from the Science Applications International Corporation (SAIC), a major contractor with the federal government, as key evidence of terrorist recruitment techniques and abuse of digital networks. Moreover, this story of media illiteracy unfolded in the context of a fundamental Constitutional debate about domestic surveillance via communications technology and the further regulation of digital content by lawmakers. Furthermore, the transcripts of the actual hearing showed that much more than simple gullibility or technological ignorance was in play.
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  • elected representatives and government experts appear to be keenly aware that the digital discourses of an emerging information culture might be challenging their authority and that of the longstanding institutions of knowledge and power with which they are affiliated. These hearings can be seen as representative of a larger historical moment in which emphatic declarations about prohibiting specific practices in digital culture have come to occupy a prominent place at the podium, news desk, or official Web portal.
  • The hearing also invites consideration of privacy, intellectual property, and digital “rights,” because moral values about freedom and ownership are alluded to by many of the elected representatives present, albeit often through the looking glass of user behaviours imagined as radically Other. For example, terrorists are described as “modders” and “hackers” who subvert those who properly create, own, legitimate, and regulate intellectual property.
  • lawmakers identify Weblogs (blogs) as a particular area of concern as a destabilising alternative to authoritative print sources of information from established institutions.
  • To understand the larger cultural conversation of the hearing, it is important to keep in mind that the related argument that “games” can “psychologically condition” players to be predisposed to violence is one that was important in other congressional hearings of the period, as well one that played a role in bills and resolutions that were passed by the full body of the legislative branch. In the witness’s testimony an appeal to anti-game sympathies at home is combined with a critique of a closed anti-democratic system abroad in which the circuits of rhetorical production and their composite metonymic chains are described as those that command specific, unvarying, robotic responses.
  • “oral tradition”
  • hroughout the hearings, the witnesses imply that unregulated lateral communication among social actors who are not authorised to speak for nation-states or to produce legitimated expert discourses is potentially destabilising to political order.
  • The experts go on to claim that this “oral tradition” can contaminate other media because it functions as “rumor,” the traditional bane of the stately discourse of military leaders since the classical era.
  • In this hearing, the word “rhetoric” is associated with destructive counter-cultural forces by the witnesses who reiterate cultural truisms dating back to Plato and the Gorgias. For example, witness Eric Michael initially presents “rhetoric” as the use of culturally specific and hence untranslatable figures of speech, but he quickly moves to an outright castigation of the entire communicative mode. “Rhetoric,” he tells us, is designed to “distort the truth,” because it is a “selective” assembly or a “distortion.” Rhetoric is also at odds with reason, because it appeals to “emotion” and a romanticised Weltanschauung oriented around discourses of “struggle.”
  • The premise behind the contractors’ working method – surveilling the technical apparatus not the social network – may be related to other beliefs expressed by government witnesses, such as the supposition that jihadist Websites are collectively produced and spontaneously emerge from the indigenous, traditional, tribal culture, instead of assuming that Iraqi insurgents have analogous beliefs, practices, and technological awareness to those in first-world countries.
  • In the hearing, the oft-cited solution to the problem created by the hybridity and iterability of digital rhetoric appears to be “public diplomacy.” Both consultants and lawmakers seem to agree that the damaging messages of the insurgents must be countered with U.S. sanctioned information, and thus the phrase “public diplomacy” appears in the hearing seven times. However, witness Roughhead complains that the protean “oral tradition” and what Henry Jenkins has called the “transmedia” character of digital culture, which often crosses several platforms of traditional print, projection, or broadcast media, stymies their best rhetorical efforts: “I think the point that we’ve tried to make in the briefing is that wherever there’s Internet availability at all, they can then download these – these programs and put them onto compact discs, DVDs, or post them into posters, and provide them to a greater range of people in the oral tradition that they’ve grown up in. And so they only need a few Internet sites in order to distribute and disseminate the message.”
  • Bogost may be right that Congress received terrible counsel on that day, but a close reading of the transcript reveals that elected officials were much more than passive listeners: in fact they were lively participants in a cultural conversation about regulating digital media. After looking at the actual language of these exchanges, it seems that the persuasiveness of the misinformation from the Pentagon and SAIC had as much to do with lawmakers’ preconceived anxieties about practices of computer-mediated communication close to home as it did with the contradictory stereotypes that were presented to them about Internet practices abroad. In other words, lawmakers found themselves looking into a fun house mirror that distorted what should have been familiar artefacts of American popular culture because it was precisely what they wanted to see.
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