<![CDATA[Kotaku: theory]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: theory]]> http://kotaku.com/tag/theory http://kotaku.com/tag/theory <![CDATA[Disjunctive Play and Otherness: Between]]> Jason Rohrer (of Passage, Gravitation, and others) has put together a very different experience in his latest, Between. Hosted by Esquire as part of their 'Best and Brightest 2008' feature, it's a two-player game with a twist. In his latest Gamasutra feature, Ian Bogost takes a look at the game and the element of disjunctive play we find — a game designed to highlight just how far apart we all are, not bring us together:

When we talk about games, we normally use the language of conjunction, whether through accompaniment ("to play with") or conflict ("to play against"). Whether for competition, collaboration, or socialization, multiplayer games aim to connect people in the act of play itself.

Between takes on a very different charge: it aims to remind players of the abyss that forever separates them from another. In the face of this gulch, the best we can do is to attempt to trace the edges of our cohort's gestures and signals, as players of Between do when they interpret the origins of the weird, mottled colored patterns that appear as if from nowhere on their screens.

If most multiplayer games are conjunctive, Between is disjunctive. It is a game that aims to disturb notions of cohesion rather than to create them. And if any common sympathy arises from the experience, it is a feeling of comfort in the commonality of one's inevitable isolation.

Both Between and Ian's piece are worth a look — the issue of Otherness as related to gaming and the potentials for disjunctive play are certainly interesting to contemplate, and Between is worth a play simply because it's a very different multiplayer experience than most of us are used to.

Persuasive Games: Disjunctive Play [Gamasutra]

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<![CDATA[Au Revoir, Game Shame]]> Despite the fact that I spend my nonexistent spare time writing for Kotaku and being pretty immersed in the wild, wild world of "game culture," I harbor a bit of 'game shame.' OK, a lot. I've gotten a little bolder in discussing my Kotaku gig, but I still keep my love of games and gaming under wraps in most situations, unless it's apparent that I'm talking to someone who isn't going to look at me like I have three heads when I bring the topic up in anything more than a detached, academic way. Michael Abbott of the Brainy Gamer takes a look at 'game shame' and how we attempt to justify gaming — 'they make learning fun!'; 'they stimulate cognitive processes!'; 'they teach us things! Lots of things!'. And while all of these things may be true to varying degrees, he asks what's so wrong with admitting that some games facilitate play in the best, self-indulgent sense of the word:

It's tempting to demonstrate the value of playful activity within the framework of the very system that disapproves of such activity. In other words, I could leverage the values of the puritan work ethic system to prove that play and fun ultimately help make us more productive, which translates into the transcendent goal: more money.

Here's what that would look like: Games are good because they make learning fun. Being an engaged learner motivates me to learn more. Learning more makes me smarter. Being smarter makes me more capable; being more capable makes me more productive; being more productive makes me more valuable; being more valuable makes me more money.

Or another take: Games simulate cognitive processes such as identifying patterns, understanding complex systems, and chunking large amounts of information. Playing games enhances these cognitive abilities; enhanced cognition makes me a more capable learner. Learning more makes me smarter. Being smarter makes me more capable. See above.

I'm not suggesting these arguments are invalid; only that their validity relies on a set of desired outcomes driven by values that games should bear no responsibility to uphold. Maybe games can make us smarter and more productive, but games don't require such outcomes for validation. In fact, many of the best games provoke all sorts of wonderful, but decidedly unproductive, self-indulgent, and inefficient behaviors. Such games are like toys in the best, most delightful sense of that word.

There are some aspects of 'game shame' that I probably won't ever get over, and I can't imagine waxing rhapsodic to most of my fellow graduate students about my favorite titles or 'that time in such-and-such game when ...'. But I'll still look forward to the times when I do get to wax philosophic and the hour or two every night I get to escape into unabashed, unproductive, and totally self-indulgent play.

No more game shame [The Brainy Gamer]

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<![CDATA[Which Game Would You Unmake?]]> You're all so quick to tell us which games you'd love to see made, but how about unmade? Huh? Yeeeaa-aaahhh. Not so easy. If you had the chance to go back in time and unmake one game, which would it be? Warhammer Online dev Paul Barnett's asking the question over on his blog, and boy, it's a doozey. Do you pick one for the shitty genre it spawned? For spoiling a franchise you once held dear? For plain old major suckage? Me, I'm going for Prince of Persia: Warrior Within (Shenmue, you came second by *this* much, with Wing Commander Arena coming in third).
What game would you unmake? [Paul's blog, via MMOG Nation]

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<![CDATA[Work and Play: A Peek Inside the Lives of Gaming's Greatest]]> workplay.JPG

I've had a pet project I've been working on for years, three of them if my memory is right. It started as a simple idea: You can judge a lot from a person's desk. I bet you could judge just as much from their home entertainment system. So I decided it would be fun to try and track down some pictures from the work desks and home gaming set-ups of the people who work in and cover the video game industry. Simple right? Not so much.

Turns out that many of the people are either too busy or too private to want to participate in such a project. To make matters worse, there's always fear that something sitting on someone's desk, that ends up in a photo, could actually be news worthy. Like a secret project or the next big thing. But I didn't give up and about once a year I'd harass a bunch of game developers for photos. Finally, this year, the harassment paid off.

What started as a trickle of photos turned quickly into the collection of galleries you'll find on the jump: More than 40 different photo galleries from 17 studios, seven publications, two industry movers and shakers and a couple of fun surprises.

You'll get to see the desk of such greats as Sid Meier, Peter Molyneux and Tetsuya Mizuguchi along with plenty of others. Remember you can comment both on the next page and on each individual photo if you click on them.

If I find there is interest, I will try to periodically update this gallery of galleries with more developers, journalists and industry movers and shakers. Have fun.

DEVELOPERS
2K Games

ASTRO Gaming

Buzz Monkey Software

Capcom

Eat, Sleep, Play

Electronic Arts

Firaxis Games

Flying Lab Software

Gearbox Software

Harmonix Music

Incognito Entertainment

Insomniac Games

Kojima Productions

Lionhead Studios

NanaOn-Sha

Naughty Dog

NCSoft

NetDevil


Neversoft Entertainment


Ninja Theory

Pandemic Studios

Petroglyph Games



THQ

Q Entertainment

JOURNALISTS

Blue's News

BoingBoing

EGM

The Escapist

GameLife

Joystiq

Kotaku






MTV

Slashdot Games

VE3D

VH1

INDUSTRY FOLK

MISCELLANIES
I AM 8-BIT

Penny Arcade

Whorecraft

Video Games Live

Which writer’s father bought a Playstation 3 specifically to play Grand Theft Auto 4?

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<![CDATA[Writers' Strike To Help Gaming?]]> TV has died, with most shows out of new episodes because of the Writers' Strike. So people like Joseph Olin, President of the Academy of Interactive Arts and Sciences, think that video games are ready to fill the entertainment void.

If you're a fan of network programming, maybe seeing another repeat of 'Pushing Daisies' or 'Cold Case' will inspire you to finish that level of 'Ratchet and Clank Future' instead.
And then Olin doesn't miss the chance to take a shot at the film industry.
There's a much better relationship between game developers and publishers than there appears to be in terms of all the polemics between the writers, producers and studios.
And while that's probably true, is it really saying all that much?

Video game industry capitalizing on writers' strike [via gamingtoday]

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<![CDATA[Game Design, From Bottom-Up to Top-Down]]> cog_2.jpg I've been catching up on my backlog of unrelated-but-kinda-academic gaming articles from the past two weeks, and this one from Gamasutra caught my eye - the topic is game design, but a very nuts and bolts description of the two basic approaches to designing games (that usually get blended to some degree or another). From concept to core to verbs and back again, via mechanics and context (wheeee!), it's a nice explanation of the various stages of design and how the relate to each other. Despite liberal use of the prefix 'meta-,' it's really an interesting article on putting it all together that's not particularly inaccessible - I always like to see the theories behind (actual) game design and structure, since it usually bears an uncanny resemblance to things I'm much more familiar with:

Examining complex processes is never an easy task; thus, approaches that try to divide such complexity into smaller parts that can be more easily understood are necessary. This is called analysis. Analyzing the game design cognition process is a critical part of developing a deeper understanding about how such process works.

Therefore, we propose [a] layered view as a breakdown of the game design cognitive process, where each layer corresponds to a generalization or abstraction of the layers below it, and a specialization or concretization of the layers above it.

It's shortish and well worth a read through if you have the time and inclination.

Game Design Cognition: The Bottom-Up And Top-Down Approaches [Gamasutra]

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<![CDATA[Are Virtual Worlds Liberating?]]> foucault.jpg Terra Nova has a thought provoking little piece up on the liberation (?) of virtual worlds - rather, are they liberating? Or are they just another method for dominant ideologies to be reinforced? Just a new arena for old social superstructures to be played out on a new stage? The notion of 'liberation' in some sort of all-encompassing way makes me skittish in most contexts, but there are some interesting points contained within:

In general virtual worlds seem often to replicate structures of labour and production - they even support a class hierarchies based on geography, contextual knowledge, time in the given community etc.

At the same time virtual worlds offer the promise of liberating us. Not quite in the old utopian ideal of freeing us fully from pre-existing notions of self but at least opening up new opportunities for self-exploration. What's more should you have access to a virtual world the barrier between roles of consumption and production seems to have been lowered such that both within the context of a virtual space e.g. as a crafter or builder in second life; or outside it, say as a fan fic creator, many can participate in a mixed traditional, amateur and / or gift economy.

The long (loooong) comments section is good to settle down with and read through, and not one mention of Foucault so far in 100+ comments! Bonus points for that.

Do virtual worlds liberate us? [Terra Nova]

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<![CDATA[The Chemistry of Game Design]]> redherring.jpg Gamasutra has another essay from Danc of Lost Garden up, this one entitled 'The Chemistry of Game Design.' Chock full of visual aids and some interesting observations on game mechanics and how players learn to play a game (and master it), it's a lengthy but worthy read. In true academic fashion, he sums up his discussion of skill chains, mastery, and burnout in the last few paragraphs and tells you why all this matters (or should matter):

The reproducible application of psychological manipulation of individuals and groups using software is big heady stuff. In the short term, I would hope that a deep understanding of models like skill chains help us crack open the rigid craftsmanship of existing genres so that we can build better, more potent games. Long term, it will be interesting to see what world changing uses we can find for our ever improving psychological technology.

While it's true that in many fields, the 'academic/research' side and the 'real world' side are frequently at odds and never the twain shall meet, I'm interested to see if perhaps the game development world can bridge that gap a little better and take philosophical research to real world applications in fewer than eighty steps in between.

The Chemistry of Game Design [Gamasutra]

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<![CDATA[When Game Theorists Duel]]>

Fight, fight! I love when academics dust it up over publications, its so mentally invigorating... and subtlety catty.

Big brain gamer Henry Jenkins of MIT fame takes to task, quite politely, Ian Bogost of Watercooler Games fame about Bogost's review of his new book: Convergence Culture: Where Old and New Collide.

The critique critique looks at Bogost's take on Reality and Fiction, Affective Economics and, God help us, Bogost's use of the word "buttery" to describe the book. The longish, intellectually stimulating counter-point is just part one of what appears to be the makings of another book.

A Response to Ian Bogost (Part One) [Henry Jenkins]

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