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Ian Bogost

softwhere 2008

UCSD's SoftWhere 2008 -- Now With Videos

Missed UCSD's SoftWhere 2008 conference and curious what went on? Well, video of the public portion of the conference is now popping up on the SoftWhere 2008 page in QuickTime and YouTube. A lot of big names (like Ian Bogost, above) had some very interesting presentations on a variety of topics — even my Japanese historiography professor showed up and had a lot to say about history, time, and software. It was a pretty diverse group, and owing to the zippy format, you can get a good feel for a lot of the research and ideas without spending half an hour or more listening to one presentation. Confining academics to such a short period of time? Sheer brilliance.

SoftWhere 2008 videos [Grand Text Auto]


high drama

Academics vs. 'Gaming' Academics: Let the Snark Begin

While academia occasionally manages to maintain the veneer of being 'civilized,' academic battles of words can frequently be just as epic as anything occurring outside the Ivory Tower — even when couched in elegant language and well-reasoned points, you can tell people are out to draw blood. So it (sort of) is with Roger Travis, a classics professor who wrote a passionate plea for gamers to "turn the tables on Aarseth and other doyens of game studies" in the Escapist: More »

don't touch that

The Tactile Side of Games

Anyone who has ever had the misfortune of having a mahjong addict neighbor can attest to the double-edged sword that is traditional table games: the sensation of having smooth and cool tiles in your hand can be a pleasurable one, but damn it all if that incessant shuffling isn't irritating after hours and hours of it into the wee hours. Still, it's the positives of the sense of touch that Ian Bogost picks up on in his latest Gamasutra column. Using the classic game of Go as a starting point and ending with Rez, he takes a look at what games can do — and maybe should do — to enhance the tactile pleasure of playing: More »

money money money

Ian Bogost on Advertising in Games

Ok, so a billboard in a driving game may make sense — but what about games where it doesn't make sense? As Ian Bogost points out, "Would an orc order pizza? Does a dystopian planet from the future need a pacer drink?":

This untapped potential of games upsets the very foundation of advertising as we know it. Instead of surrounding us with images that reflect lives unlived, games can allow us to try out hypothetical lives with new products, people and ideas. To realise this potential, advertisers of both goods and viewpoints must stop blindly inserting their billboards into games or creating feeble copies of the cornerstones of videogame pop culture. Instead, they must start simulating the products, public policy positions, charitable interventions and other worldly ideas in new games - games worthy of our attention.

I'm not sure I want to see advergames all over the place, but if we have to put up with in-game advertising, a little more sophistication would be welcomed.

Advertisers have yet to unlock the power of play [The Guardian]


spore

Ian Bogost on Spore's Universal (?) Appeal

After taking Spore's creature editor for a spin at the ICE 2008 conference and watching the average, non-gaming public's response to the editor, Ian Bogost has some opinions on the universal appeal of Spore (or lack thereof). Unlike The Sims, Bogost says, Spore is facing a significant challenge in getting to the general public:

... The observation that surprised me the most was how people totally unfamiliar with Spore reacted to the very idea of a creature editor. From my perspective, it's a brilliantly engineered, elegantly constructed content authoring tool. But from theirs, it's an unfamiliar interface to an almost deviant act.

... Among the newbies, there was a significant amount of uncertainty and performance anxiety. People weren't sure they would be able to build something, even with encouragement and example. One even said, over my shoulder, "I'm not sure I'm creative in that way." I found this reaction fascinating.


Bogost says that Spore is undoubtably going to be influential on a number of levels, but whether it's going to be a massive commercial success remains to be seen. I don't always agree with his conclusions, but Ian always give good food for thought.

Is Spore 'For Everyone'? [GameSetWatch]


nostalgia

Ashcraft & Crecente = Hall & Oates?

Ian Bogost sent along this little gem, created in a moment of procrastinating from writing an article:

Eric Marcoullier and I were tonight embroiled in a riveting, yet wistful conversation about 70s/80s pop duo Hall and Oates. After reviewing classics such as this music video for the #1 hit title track of the 1981 album Private Eyes, it occurred to me:

Daryl Hall and John Oates look exactly like Kotaku editors Brian Ashcraft and Brian Crecente. See above, if you can imagine one pair smiling, or not smiling. Coincidence? Probably, but that's not enough of a reason for the two to form a cover band. Where's Rock & Soul Hero when you need it? I suppose it would have to include a peripheral moustache and hair extensions.

... I can see it. A little. I'm just amazed this came to Ian in a flash, since I'm not sure I would've made the nostalgic connection between our fearless leader, the second in command and 70s/80s pop icons. "You think Ashcraft has one of those grey leopard-y shirts?" he asked me. I'm not sure, but I'm sure we could rustle up one somewhere.

PRIVATE EYES / THEY'RE BLOGGING YOU ... blogging you blogging you blogging you [Ian Bogost]


gdc08

Play By Not Playing: Relaxation and Meditation in Games

I wasn't sure what to expect when I checked out the Relaxation and Meditation in Games session I was assigned to. Would it even be interesting? Well, some of it was and some of it wasn't, as you'll see.

First up was Wendy Goldner who spoke about her game, Wild Divine's Healing Rhythms which was created to help with stress management. Through the use of some little leads, the player's heart rate and breathing are monitored and become used in the "gameplay." Its execution was a little hippy-dippy for my taste, something along the lines of scented candles in the bathroom and sage smudges. Various self help gurus such as Deepak Chopra appear and talk the player through various relaxation exercises like breathing in time to the pulsating graphic of a tree. Once the proper breath rate was achieved, things would happen with the graphics like magical bridges, rainbows and butterflies appearing. I'm sure it's a very helpful program for some and certainly a great concept, but not quite my cup of tea.

More »

game design

Gaming Vignettes: Hush

Ian Bogost has an interesting analysis of a little 'rhythm' game called Hush, a USC Interactive Media student produced number that uses the 1994 Rwandan civil war as a backdrop. The point of the game is to keep your child calm by singing a lullaby — letters that drop slowly down the screen and must be pressed when they're at their brightest on screen — lest the Hutu patrol finds you (the screen cuts to red, leaving little doubt of what happens if you fail). True vignettes are found rarely in gaming, but Bogost thinks that despite the flaws, Hush points to how vignettes could be incorporated successfully into games and gaming culture: More »

fatworld

Get Your Fat On: Fatworld Coming Out Monday

Ian Bogost's Persuasive Games is releasing their latest serious game addressing (surprise!) the issue of obesity on Monday. Entitled Fatworld, the game purports to examine "the relationships between obesity, nutrition, and socioeconomics ...." During his guest editor stint here at Kotaku, Bogost described Fatworld as "something like Animal Crossing meets Super Size Me."

By choosing your character's dietary and exercise habits, you can experiment with the constraints of nutrition and economics as they affect your character's general health. Will it be wheatgrass and soy? Or fried chicken at every meal? How much can you afford to spend on food, and how does that affect your general health? Characters who eat poorly will get fat. Characters who don't exercise will move around the world more laboriously. Disease and death will eventually ravage players with poor health, while those with good health will live to a ripe age.

Sounds ... weighty, on a number of levels. We'll see what public reception is like in a few days.


Prepare to Fatten
[Water Cooler Games]


serious games

Where Are The Christmas Games?

Ian Bogost—of Persuasive Games, Water Cooler Games and Kotaku guest-editing fame—wonders in print via Gamasutra where the holiday-themed games are. Alongside a quick primer on winter, Christmas and Hannukah specific content, such as Christmas NiGHTS for the Sega Saturn and The Sims 2 Holiday Stuff, he explores the potential gain that publishers and developers could reap from throwaway titles that appeal to the holiday spirit. Sure, there are a few snow and ice levels thrown about, but no one's taking Christmas seriously. More »

timewaster

Weird Artistic Timewaster of the Day: Passage

We mentioned Kokoromi's Gamma 256 event a while back, run during the Montreal International Games Festival. Ian Bogost (over at Water Cooler Games) gave a nod to one of the game entries for the contest (which encouraged the smallest/most irregular aspect ratio, with the caveat that resolution could not exceed 256X256) called Passage, a sweet memento mori game that's one of those loose, free, and arty little diversions. There are Mac, WIndows, and Linux versions over the the Passage site, and even a note from Jason Rohrer to read after you play the game. It's a weird little game, but sweet, and worth spending a couple of minutes with. But weird. Just remember you can move in all directions.

casual games

Bogost on 'Video Game Zen'

Tis the season for lots of stress - the holidays and end of semester hysteria usually leave me wanting to crawl under a rock and hibernate for a few weeks - so Ian Bogost's latest Persuasive Games column for Gamasutra was a welcome read through. The topic this time is on what makes a truly relaxing game. fl0w and Cloud, for all their appearances of being 'meditative' and relaxing games, are what Bogost terms 'lean forward games.' That is, they're twitchy and responsive and don't exactly lend themselves to a truly relaxing experience, no matter how soothing the visuals may be. He also gives a nod to my favorite series of relaxation-through-repetitive-task games: More »

guest editor

Ian Bogost Signing On

While Crecente's off in Australia buying Kevin Bloody Wilson albums, he invited a few people to fill in as guest editors. I'm happy to be here all week disrupting Kotaku with my perverse interests (hint: not cake).

About me: I'm a professor of digital media at The Georgia Institute of Technology, and I'm the co-founder of Persuasive Games, a small independent game studio that makes games about social and political issues. I've written two books about games and culture, and I'm just finishing another one up literally this week. I also write about games in a few other places. As a designer, I make mostly strange games about airport security and copy stores and nutrition and oil and stuff.

In addition to the usual fare, I've got a few things planned for each day I'm here, hoping to break up the eternal nowness of games coverage with some looks back into unusual games and game-related curiosities of yore. You know, like, there were games before the PS2 and stuff.

Ian Bogost - official site [bogost.com]


games as art

"Can They Be Important?": Games and Art and Relevance

I don't always agree with Ian Bogost, but I almost always enjoy reading what he has to say. Sexy Videogameland brought up Ian Bogost's address at the Southern Interactive Entertainment & Game Expo earlier this month. He spends most of it talking about poetry - since people love to cry 'How is this relevant to my life?' - and ties it into the game industry. You're probably going 'What in the hell does Archilochus have to do with video games?'. I'd suggest you just read the address: More »

casual gaming

What's In a Word? The Meaning of 'Casual' Gaming

Ian Bogost is back with another Persuasive Games column, this time talking about the perception of the term 'casual' - we tend to think of casual as equalling informality (as opposed to 'formal' games for the hardcore market). It's the 'casual Friday' association, if you will - something that the current casual market encourages with the types of games being churned out. But what if we looked at the casual market in a racier light: instead of boring and staid, what about thinking of casual in a new way. Like ... casual sex? The gaming equivalent of the one night stand? Interesting and exciting for an evening, but not meant to be turned into a long-term relationship. Fleeting, different, and disposable - Bogost says that this sort of 'casual,' with no emphasis on long-term play, could benefit the current and future crops of casual games: More »

game club

Mr. Robot: The Final Discussion

OK, time to kick off the final discussion for Mr. Robot. Hit up the link below to join in the campfire. Remember this time around we are discussing the game up to the end of the cryo room. Joining us today is Georgia Tech professor Ian Bogost, the author of Persuasive Games: The Expressive Power of Videogames and a recent guest on the Cobert Report. So get your questions ready and hop on the link. If the room is full please follow along here, I'll be keeping an eye on the discussion and trying to post questions from here into the room. More »

wolf in intelligent clothing

'Skinning Politics'

Ian Bogost has an interesting little post up on his Water Cooler Games about 'skinning games' - wrapping a pretty standard game mechanic in a fresh new wrapping, in this case wrapping standard-issue combat games in the covering of a serious political topic, an oil crisis 20 years in the future. Frontlines: Fuel of War is a regular game in the guise of a 'serious game;' certainly not the first, but it's interesting to see exactly where they put the emphasis: More »

clip

Bogost! Colbert! Talking!

As mentioned earlier. So if you don't have a television or live in a country with foreign TV, watch away.