Wednesday, October 31, 2012

Unit Operations and Ludology

Chapter 1 of Ian Bogost’s Unit Operations:
 
“Simulation versus Narrative: Introduction to Ludology” by Gonzalo Frasca:
 
     I believe a game can be analyzed by looking at the parts that comprise it.  Each individual facet of a game - the gameplay, narrative, controls help to tell the story, or simulation.  How these facets work with each other

Friday, October 26, 2012

The Binding of Isaac DEMO
http://www.newgrounds.com/portal/view/581168

     The Binding of Isaac is a game with a top-down view, with game play similar to the first Zelda game.  The character, Isaac, is about to be sacrificed by his deranged mother (the mother thinks she is obeying the voice of God in her head) and escapes through a trap door in his room.  In a cave system under his house exist many rooms where Isaac must fight grotesque, horrifying monsters.  This is only the demo of the game, not the full version.  I played for about an hour, and I got to what I believe is level 3, but couldn't get past a type of monster that revives itself after I reduced it to something like hamburger patty.

Design Outside the Box

Jesse Schell’s ‘Design Outside the Box’
http://www.g4tv.com/videos/44277/dice-2010-design-outside-the-box-presentation

Reactions
http://www.critical-distance.com/2010/04/21/jesse-schell-design-outside-the-box

Wednesday, October 17, 2012

Otaku Culture

“The Animalization of Otaku Culture”
http://muse.jhu.edu/journals/mechademia/v002/2.lamarre.html

     This article deals in the evolution of Otaku Culture, from the Era of Ideals to the Era of Fiction and finally to the Era of Animals.  The Era of Ideals takes place during post-war Japan (1945-1970) where unitiy in rebuilding a country was the abundant feeling, with grand narratives, ideals and society being the norm.  Next came the Era of Fiction (1970-1945) where the grand narrative has broken down but still considered fiction.  Then came the Era of Animals (1995-present) and the grand narratives disappeared.

“Katawa Shoujo”
http://katawa-shoujo.com/about.php

     I have never played a dating-sim game, so Katawa Shoujo is very different yet somewhat interesting in that it deals with adolescents who are disabled.  Through narrative and dialogue choices, the player navigates the dating scene at a unique school, with the goal of narrowing his options and choosing one girl to be exclusive with - at least that is my impression, for I haven't played to the end yet.  This weekend I will try to finish the game and give a better review.

    

Monday, October 15, 2012

Superflat

“Earth at my Window” from Takashi Murikami’s “Little Boy”
https://docs.google.com/open?id=0B9VahGwIokRiSFZ5UjBjWUxRZHFkYkRDNWtNcVYzQQ

Takashi Murikami’s  “Superflat Monogram”,
 http://www.youtube.com/watch?v=4C84FLwm3DA

     Superflat is a term that refers to the two dimensionality of not just anime and anime characters, but also how Japanese pop culture and fine arts are compressed and the shallowness of consumer culture.  It is interesting to see how Japan's culture and way of thinking was influenced by the dropping of the two atomic bombs, one at Hiroshima and the other at Nagasaki.  The article also discusses how certain tropes have turned up again and again: how a certain character will behave based on their appearance, how they behave, and the expectations the audience have towards a given character/story.  Also it is a reflection on consuermerism and the culture towards anime and manga.

Friday, October 12, 2012

Jenkin’s “Convergence Culture” Chapter 3

Jenkin’s “Convergence Culture” Chapter 3: Searching for the Origami Unicorn

     Chapter 3 of Henry Jenkins deals with the phenomena created the Wachowski brothers' movie, The Matrix.  The Matrix trilogy challenged consumers to go behind the visuals on the screen and talk about their experience, coaxing viewers to look to websites, blogs, and other forms of media to explore the meaning to the question: What is The Matrix.?
     Jenkins describes The Matrix as transmedia storytelling; where the story is revealed through various media (film, television, novels, comics, web sites, blogs).  Each form of media, through their respective strengths, contributes to the story, but also must standalone for that consumer who may not have seen the movie, or not read the novel, etc.  As the consumer explores each medium, the particular story's dimensions are discovered, bringing depth and understanding behind the tale.  Although critics felt the Matrix sequels were incongruous and not self-contained, and that the Matrix games relied to heavily on the film instead of giving gamers new content, the avenues in storytelling the Wachowski brothers' delved into is a major influence for future storytellers.  Because transmedia is relatively new, careful navigation is required to ensure each waypoint of a story offers something new while simultaneously possessing solid foundation to introduce a new consumer to a new world of idea.

Wednesday, October 10, 2012

Jennifer Hepler Controversy

Jennifer Hepler controversy
http://www.blisteredthumbs.net/2012/02/editorial-entitlement-to-ignorance-in-defense-of-jennifer-hepler

Jim Sterling's response
http://www.destructoid.com/bioware-writer-s-vagina-versus-the-internet-222206.phtml

Reaction to Jennifer's Hepler's comments
http://www.youtube.com/watch?v=0QLz0CqtMVc&feature=plcp

Summary of objections to Hepler
http://postimage.org/image/y7u6srwbb

     I feel it was overreaction in regards to the statements Jennifer Hepler made in an interview.  Gamers are very passionate about video games (almost to a fault) and will voice loudly their frustrations.  Was it justified to treat Hepler as a punching bag?  No, I can't think of anything she said that would warrant the name calling and threats.  But I do find it odd that someone, who does not video games, would work for a video game company making video games.  I am reminded of working on a film called "Renee" while going through the Film Production Course at Valencia.  My entire film class were essentially interns, working alongside professionals in the film industry.  One of the professionals I worked with said he spent about nineteen months working on the movie "Miami Vice."  I told I thought the movie was pretty good.  He told he didn't know, he never watched it.  He then proceeded to tell me he has never watched a movie he worked on, he wasn't much of a tv or movie person.  I thought this odd.  It is long hours working on a movie; of the three films I worked on, we never worked less than twelve hours a day.  Time was of the essence as well as money.  I remember working seventeen hours one day, as the director did take after take trying to get the right shot - I was exhausted that day.  If I am going to spend a lot of time working on something, I naturally would like to see the fruits of my labor.  But everyone is different.  Was the film any less because this professional didn't really care about it.  No, he did his job and did it well.  As soon as we were done on "Renee" he was off to work on "Transformers: Dark Side of the Moon."  (Working beside him for so long, I know him enough to know he probably didn't watch that either).
     I think most of the animosity directed to Jennifer Hepler is because of her casual stance of video games.  She said she wants to be able to skp through the combat and just experience the dialogue.  To me that is a novel, no longer a "game."  Gamers became incensed when they saw a person, who has a job many gamers would love to have, not have the love of labor to their labor of love.  Gamers think this casual attitude is what is wrong with games and developers today, moreso with Bioware and the overwhelming feeling that their games have slowy gone downhill qualilty wise.  How can someone who doesn't like video games create a worthy product in the process?  But isn't that the case with most companies.  Do all employees love their job, and the product they create?  If a BMW employee doesn't like cars, but works on one aspect of the vehicle's production, be it through manufacturing, design, assembly line, etc. is that vehicle any less because of that?
     Jennifer Hepler's task, if the assebly line analogy can be applied, is to write for the game.  When her work is complete, others take over: programmers, concept artist, voiceover, etc.  If she works at a video game company but doesn't like video games - more power to her.  How many of us has worked at a job we didn't like, for a company we couldn't care less about, for a product we would never use?  For many, especially gamers, it would be a dream to work in the game industry; for others, it is just a paycheck.

Monday, October 8, 2012

Mr. Jenkins Goes to Washington

Mr. Jenkins Goes to Washington http://www.mit.edu/people/cshiley/Content/NotMine/jenkins.html

http://www.youtube.com/watch?v=lzB9p82RmjQ
http://www.youtube.com/watch?v=WpIBLTPMN_U
http://www.youtube.com/watch?v=ePQm-hxolcY&feature=related
http://www.youtube.com/watch?v=vsRxR31_MNU&feature=relmfu
http://www.youtube.com/watch?v=gj_ogXKN95o

     The hearings reminded me of the Salem Witch trials I read about in school (from junior high on up).  It appears whenever a violent catastrophe occurs, those in power with influence - in order to placate the masses - are quick to brandish their pitchforks and torches in search for a scapegoat.  Proceeding with just enough information, often provided by special interest groups, they pursue the most likely of causes with the tenacity of a houndog.  The hearings clearly show how footage, articles, essays etc. were manipulated to cast video games, and other forms of media, in a negative light.  The members of Congress and the Senate would like the public to believe that negative, violent images are the catalyst, the end all be all, of reasons why violent behavior springs up in young people.  If that is the case there should be an epidemic of violent crime based on the millions of video game players that play games with violent content.  This is not the case.
     I feel it lies solely on the person consuming the media, and their propensity to be influenced by said media.  My nine year old daughter has played through the entire Halo series, has play Gears of War 1-3, Call of Duty (the first one), and has started playing Crysis 2.  Her favorite thing is to do headshots, after which she exclaims, "Boom!"  This is the same girl who, when we walk out to the car for school, she begs me to pick up the worms and snails on the walkway and put them in the grass, so later in the day they don't die when the sun bakes the concrete.  My daughter also enjoys Viva Pinata and Uno as well, switching back to the former and latter games with no problem.  As a parent, I am always in the room when she is playing on Xbox or on the Internet to monitor her, and of course I always enable the parental controls if they are available on a particular game.
     The focus should switch from storming the castle in search of the monster to the houses with the picket fences.  It is in the home that a dialogue should take place between parents and children on the subject of what is consume through various media, where each side and angle can be explored equeally; not in a hearing.

Friday, October 5, 2012

Covering Sexual Diversity in A Closed World

Covering: The Hidden Assault on Our Civil Rights
 https://dl.dropbox.com/u/3291397/Yoshino_the%20new%20civil%20rights.pdf

This chapter deals with the pressures society places on individuals to conform to a standard regarding how a person acts or behaves in regards to race, beliefs, sexual orientation, etc.  The author, Kenji Yoshino, talks about his experience coming out as not only a gay man, but a gay Asian-American, and also the act of covering.  Covering, or cover, is to conceal one's true self, and perpetuate a false self in order to be accepted in society.  But just like any kind of armor, the cover is more likely to be stifling, resticting the body's (and the mind's) natural movements, and most of all, it serves as a barrier between our soul and the world.  In order to find our place in the world, we must be bold enough to place our true self in the world.

“Sexual Diversity” by Extra Credits
 http://penny-arcade.com/patv/episode/sexual-diversity

This episode of Extra Credits deal with the lack of gay lead characters in a video game, or at least the lack of gay lead characters that are represented with taste and quality.  Perhaps due to homophobia, or a fearful response from Washington, gay characters are rare in mainstream games.  A gamer, wishing to play a video game with a gay lead character or one the deals with gay issues, may have to search far and wide for less known and less marketed games.  Much like going into a video store and slowly, and non-chalantly, walking into the adult section, hoping the other customers not witness this foray into questionable territory. 

“A Closed World”
http://gambit.mit.edu/loadgame/summer2011/aclosedworld_play.php

A Closed World is an incredible game in that it deals with same sex relationships and the hatred and bigotry that comes with it.  Although in the beginning of the game the player is asked to choose male or female, the lead character is dressed in a hoody so details of sex are obscured, which, I feel, adds to the game.  The narrative details the lead characters anguish of a society that does not condone same sex relationships, and is described by another character in the game as "not normal".  The game shows that navigating life is like a trek through the woods, it is unknown territory and dark and forbidding in some areas.  The monsters withing seek to devour the traveler with hate and self-loathing, or at least turn back the traveler.  To fight against the monsters is to fight against society's norms, but also to fight inner doubts, and the lead character fights for the missing lover as much as for him/herself.

Monday, October 1, 2012

The Male Body Beautiful and Storytelling

Beauty (Re)Discovers the Male Body by Susan Bordo
http://wendtenglish201f10.wikispaces.com/file/view/Wendt.Beauty+(Re)discovers+the+Male+Body1.pdf


     As I started to read Susan Bordo's article, I immediately thought of the classical Greek art that showcased the male body, either in the nude or semi-nude.  It appears as the centuries passed, and as noted in the article around the 14th century, that a specific style of dress emerged concerning and reflecting the roles of men and women.  In the royal courts both sexes dress to impress, and compete, albeit as much as their wealth can sustain such extravagance.  Afterwards, as the middle class gained prominence, the style of dress adhered to the social norms of a given time period.  Men were the breadwinner, and as such their style exuded a quite power, of a man who can get things done, he just happens to look good even he considered function over form.  From the stock broker in his press suits, to the construction worker in his overalls and hard hat, a sense of "get 'er done" is felt in the style of dress.  If that was what one needed for the job at hand, so be it and he wore it.  The article then goes on to detail the liberation of the male body as a subject to be look at and admired; what is under the clothes mattered as much, if not more so, than what covered it.  Clothes do not make the man (but considering the ads, some articles of clothing do make the man sexy).  I found it interesting when Bordo discusses the gender biases inherent when scrutinizing a scantily clad form, be it male or female.  The female is expected to vain, and consider form or function.  The woman seen preening, looking in the mirror, and, whether conscious of the fact or not, is expecting to be looked at.  So the woman goes to great pains to be good looking, or a "looker".  She may not like or condone such a label, but she knows how to use the tools she is given to make her way in the world.  Now we come to the (re)discovering of the male body.  I do feel it is a rediscovering, while, judging from the reactions of a few critics in the article, it may have seemed at the time something foreign and taboo.  Society's belief about the male form, at that time, could be attributed a number of reasons: the social norm, the idea of the male as a stoic, the role of the male to be active, or as noted in the article, to act.  The male form was to be acknowledged, but not ogled.  Making what was old new again, the underwear ads displaying a semi-nude (or sometimes nude) brought sexuality to the otherwise believed not-so-fair sex, revealing that the male form can be both strong and sensual, both passive and participant, and both rousing as well as arousing.
 
“No Redeeming Value” by Extra Credits http://penny-arcade.com/patv/episode/no-redeeming-value
I, for one, have never played the God of War series, but the breakdown of the storytelling can be understood by those uninitiated.  From what I got from the video, the first God of War was a critical success both story wise as well as play wise.  Maybe it was not, at first, considered a trilogy, so the game designer and writers perhaps put more into the story to give it a tragic end (where Kratos throws himself in the sea after his labors are completed).  This is seen a lot in films.  I like the reference to the Star Wars films.  The original, episodes 2, 3, 4 started that way because the backstory drew the viewer in: who is this Darth Vader? what is the Force?  When episodes 1, 2, 3 were released, the viewer was subjected to the knowledge the Vader is Luke's father, as well as midi-chlorians as the reason for the Force.  Sometimes telling too much is worse than telling enough.  Now, if the episodes are watched in order, gone is the shocking revelation of Luke's true parentage, gone is the mystical nature of the force and is its place a paramecium.  There are numerous sequels where the protagonist,  as we are reintroduced to him in the sequel, is far removed from the success in the end of the prior movie.  I am reminded of the Die Hard series, where McClane and his wife have reconciled their differences at the end of the first movie.  Then, sequel after sequel, McClane is separated from his wife to finally divorced with a daughter that despises him.  The writers, thinking that viewers won't feel sympathy or empathy towards the character, gave McClane more faults and woes to outdo the previous faults and woes.  Many may not have noticed this, but I did.  And I thought, "What the hell?"  How can so many things happen to one person, and how can he get to rock bottom each time after saving the day?
The fascination with Lara Croft stems from the fact the she is a female in an otherwise predominately (at the time) male role, catering to mostly male video game players.  Here is a female lead character, whose short shorts were higher than the bottoms of the holsters of her gun, blasting and killing while looking sexy at the same time.  Of course, her anatomy was exaggerated, what with the pixilated bullet bra and wasp-like waist.  And she couldn't be weighed-down with even the slightest of body armor, not if it would get in the way of sex appeal.  I played the first Tomb Raider, which was my first 3-D game that I remembered playing.  Although it was fun staring at Lara's butt as I explored the landscape and ruins, after awhile it grew tiresome and I just wanted to raid some tombs.