• "The demo of Dante's Inferno provided absolutely the stupidest gaming experience I think I have had since possibly Ultimate Combat Mission on the Spectrum +2. I don't think God of War can meaningfully compete, because… well, because it isn't based on one of the most famous works of literature produced in the last thousand years. Dorothy L Sayers translated it, for God's sake. Kratos never really had to get past anything more culturally embedded than Clash of the Titans." Dan has been playing Dante's Inferno, and the end result is this lovely post, about classics, and living stories, and Just Plain Stupid Games. It's very good. "…there's nothing to stop an incredibly silly game being a very enjoyable game, but there's something about the abandon with which Inferno is being used art direction for a slash-em-up that is killing the joy of it a bit for me"
  • "This is the S2H replay; an activity monitor/pedometer thing that does a similar job to the fitbit. Except it feels way more like the future than the fitbit because it's cheap, fashiony and simple. And you they'll actually deliver one outside the US." I like "fashiony" as both an adjective and a watchword. The S2H sounds pretty nifty, too, and Russell's write-up is great…
  • "Get an accountant, abstain from sex and similes, cut, rewrite, then cut and rewrite again – if all else fails, pray. Inspired by Elmore Leonard's 10 Rules of Writing, we asked authors for their personal dos and don'ts." Huge, two-part article (presumably from Saturday's Review) with a great deal of advice – some sensible, some common sense, some insightful, some entertaining – on writing. And: much of it applies to other creative disciplines, too.
  • "Schell took this game-life integration to the extreme, describing a world chock-full of sensors, where you could earn experience points from a toothpaste company for brushing your teeth, or points from health insurance companies for walking to work instead of driving. Companies and even the government would have a vested financial interest in engaging consumers and citizens through game-like elements. It would be a world fraught with "crass commercialism," Schell said, but it would also be a world of opportunity for game designers." Hmmmmn.
  • "I'm imagining that Curling is project management: sweeping in front of the stone to both clear a path and influence the direction, but without touching it; a good curling strategy is to both knock the competition out of the way and get closer to the target, sometimes with different stones; …plus you can drink and smoke while you play"

bioshock2-doll.jpg

There is an ongoing argument about whether games can be considered as literature, and this one presents by far the most compelling case yet for "yes".

A quotation from the Guardian review of Bioshock 2. It’s a cracking example of a style of games writing that I hate.

Why don’t I like this kind of writing? Because it never addresses the gameness of a game; it breaks it down into component parts – story, graphics, sounds – that feel familiar from other disciplines, and are inevitably criticised as such. “Gameplay” – a catch-all term describing rules, mechanics, the systems present in a work that is inherently systematic – is separated out from these other elements. This review simply disguises its formulaic, old-fashioned style with some breathless hyperbole and purple prose – “some of the best combat dynamics in the business” is simply a tarted-up version of the meaningless “the gameplay is really good“. This is usually – I say usually, having dipped into this style myself – an attempt to make the writing seem more “worthwhile” to a mainstream audience, perhaps even a non-games audience. But Nicky Woolf’s writing, despite its ambition, is a far cry from my favourite “mainstream” games writer: John Lanchester in the LRB. Though I don’t always agree with him, Lanchester’s writing is smart, informed, and never once defensive.

But what really, really ticks me off is that this article doesn’t deliver on its message: why is it that ‘story’ is considered the key element of games’ “maturity”? After all, story isn’t the only thing that contributes to game-ness. Bioshock 2 is a shooter – a very good shooter, sure, with some tactical elements harking back to Halo‘s balance of left-hand/right-hand, direct/indirect – but it’s still a game where you spend most of your time shooting monsters in the face.

And it is difficult to explain how such a (relatively) generic style of gameplay contributes to a “compelling case” for this “being literature“. After all, playing – or should be – the majority of what you do in a game.

I am not complaining: “involving shooting” does not make a game bad; it does not even necessarily make it immature – and I’d rather be shooting monsters in the rich, well-realized, faded-deco world of Rapture than as another identikit Space Marine. Rather, there’s a much simpler issue at stake:

I don’t want my games to be literature.

I want them to be games. I want to know why a game is good as a game, not as an alternative to reading a book or watching a movie. When I want to read a book, I will, because I like books and I like them for things only they can do. When I want to watch a movie, I will, because I like movies, and I like them for things only they can do.

When I want to play a game, I will, because I like them for things only they can do. I do not want games to become literature, just as I do not want them to become cinema. I expect Woolf’s use of the word literature was meant to be a statement of quality, rather than of medium – but I think the fact that Woolf uses it qualitatively is telling, and perhaps even defensive. And that’s why I bang on like this: there’s no need to be defensive of a medium in the criticism of an artefact. You won’t have to reach for the thesaurus quite so much, or remind the reader that the medium might be worthwhile, if you celebrate things as themselves, on their own merits. Celebrate game-ness.

  • "I hugely prefer Windows ME to anything else.  The problem is that it’s difficult to run on most of the hardware I have and no other Windows edition cuts it for me. So, I’m down to using a Mac…"

Blank sheets

19 February 2010

Rod’s been exploring writing fiction with Twitter, exploring its “office-desk rather than kitchen-sink realism“. He goes on:

Or rather: I wanted to start from that realism, because no-one, when they write “running” on Twitter, is actually running. They’re reporting after the fact, announcing an intention, or fabricating. Which is the second interesting thing – Twitter’s performativity. Twitter is as much theatrical performance as conversation. Un-realism.

So: a story empty of character and reasonable plot, and a blank-sheet MacGuffin. A story for an audience of 85, and a tentative use of direct messages that only a few of the audience will receive.

I didn’t know it was happening until it was, if you get my drift; messages from a commute slowly turning into narrative as the day went on. Seeing it all joined together is both a revelation and a dilution: a story laid out, but divorced from the trickle that made it so compelling.

(Rod also tips a hat to my Twit 4 Dead bots, which is very kind of him. I’ve slowly been poking at a new set of zombie-hunting narrative bots; the new ones have a few new features to enable better storytelling – notably, the ability to have responses specific to one another, rather than only specific to the situation. The main use is so that they can tell Ellis to shut up, but I’m thinking I’d like to apply the acting framework to an original work. That might be a long way off, though. But: thoughts worth jotting down).

  • "ASBOrometer is a mobile application that measures levels of anti-social behaviour at your current location (within England and Wales) and gives you access to key local ASB statistics… This app was created by Jeff Gilfelt and made possible by the data.gov.uk initiative, which is opening up UK government data for public reuse." What sensationalist rot; no number of pretty visualisations make this kind of fearmongering acceptable. It's nice that the data is open; it's a shame this is the best thing people can think to do with it. Whether you like it or not, this information is very, very loaded.