Magazine Posts Table of Contents

What Makes A Game?

Posted 2014-12-01 10:06:45 | Views: 1,021
  What Makes a Game and Can They Be Art?








        Much controversy has taken place following the release of The Fullbright Company’s Gone Home. Gone Home is a first-person interactive story adventure game that has found itself in the crossfire between two sides: people who think their foray into story telling constitutes their title as a video game, and others who say Gone Home is nothing more than an interactive movie of sorts.
In the game the player embodies Katie Greenbriar, a young woman who returns from travelling abroad to visit her family’s new house, only to find that no one is home. Throughout the narrative, Katie’s younger sister Samantha provides context and story through the use of journal entries that the player finds and forces the player to emotionally invest in the lives of Katie and her family. The gameplay in Gone Home revolves around first-person exploration and little else, which would seem to be the cause of discourse within the gaming community surrounding this title (Riendeau). That leaves the community with an important question: what makes a game?













        In the past, the criteria for judging what a game is and isn’t was very simple. Do you play it on a screen? It’s a game. Does it use a controller? Of course it’s a game! But in the twenty-first century the parameters by which the images moving across our screens constitute the title of “video game” have become increasingly opaque. Now we judge video games in a much more intricate and subjective way. Is a phone app a video game? Is a text-based adventure game a real game? Some people say so, others will defy ‘till their last breath that Candy Crush or Gone Home is a bonafide video game experience. All these gaming experiences may have some harcore gamers turning up their noses in contempt, but they don’t get to make the rules. The reality is that any interaction with a moving image on a screen via some type of controls are all the criteria for what constitutes a video game. Trying to feel superior by putting down the types of games other people enjoy is simply damaging to the gaming community as a whole. If there is to be a healthy gaming culture; wasting time deciding who gets to join the club and who doesn’t just results in a smaller club.















 
       Now that we can define what games are, we look into what they can be. If you had asked anyone in 1972, when the game Pong first released, if video games could ever become art, they probably would have given you a quizzical look, followed by a curt “no.” However, with recent advances in technology, developers are able to present emotional stories with facial animations, unique art styles, and quality voice-overs. Developers are even pulling mainstream actors into their games, with Call of Duty: Advanced Warfare starring Kevin Spacey, famous for his role in HBO’s political thriller, House of Cards. However, some will still say that video games can not be thought of as art. The Guardian’s Jonathan Jones recently wrote a piece on why games are a fun pastime, but not art, he stated, “Electronic games offer a rich and spectacular entertainment, but why do they need to be anything more than fun? Why does everything have to be art?” People who try to define what art is and isn’t are practicing an exercise in futility. Why does everything have to be art? Well why does anything have to be art? Why can’t a movie just be an entertaining way to experience your favorite actors and actresses on the big-screen? Why can’t a painting just be a fun way to express oneself? Keith Stuart, also from The Guardian wrote a beautiful counter-piece to Jonathan’s article, where talked about the insanity of attempting to define art. He wrote, “The greatest philosophers in history have floundered on the question, many simply avoided it altogether preferring to grapple with more straightforward questions – like the nature of logic, or the existence of God. Art is ethereal, boundless, its meaning as transient as the seasons. When you think you have grasped it, it slips through your fingers.” In the end, the answer is very simple. Video games are a medium of expression, such as a canvas can be a medium for the ideas of the painter, or the camera the tool of the photographer.












Video games can be many things. They can offer entertainment, relaxation, and unique experiences born out of artistic expression. A large part of art deals with the viewer, and what they perceive to be the meaning of the piece. Who can say what art is and isn’t? So get out there, and play some art.

By: Tyler Thompson

Dark Souls Review

Posted 2014-11-17 10:35:32 | Views: 965
  






Dark Souls is developer From Software’s spiritual successor to 2009’s Demon Souls, which was released exclusively to Sony. If there is one things the souls games are known for, it is their difficulty, with the slogan for Dark Souls being, “Prepare to Die.” Dark Souls ushered itself into the hardcore gaming scene promising difficulty, frustration, and plenty of rage quits; and did it deliver, often being cited as one of the most challenging and rewarding games of the decade.
Presentation: Dark Souls opens with a beautiful cinematic, that gives the player an idea of what is taking place in Lordran, while not divulging too much information. The main idea you are left with is that the world has fallen under a deep and dark curse, leaving humanity unable to live, but also unable to die and they are slowly becoming more “hollow” after each death. The only thing keeping this curse from consuming all of humanity is Lord Gwyn, who has sacrificed himself to stave off the darkness, however, Lord Gwyn’s power is fading, and a chosen undead may yet replace him
















        After picking your class and customizing the character chosen, you are ushered into the world, and the most likely thing you will first feel is that you are alone on this endeavor. This is not a game that will hold your hand with tutorials, maps, and checkpoints; Dark Souls has none of it because it believes that the player can make discoveries on their own, and that gives you a foreign but welcome feeling of empowerment. In fact the only piece of advice you are given is about an hour into the game, when a soldier sitting at a bonfire tells you that there are two bells; one above and one below, and if you ring them both something might happen. The absence of direction in this game means that the player may spend hours in a part of the world that their character isn’t ready for, but it also means that you are free to explore Lordran for yourself and make your own decisions without the game guiding you or having to help an NPC (non-player character) find something they lost in a cave, simply to keep the story moving. This format serves to help the story, as your character is a lost undead wandering the landscape for some unknown destiny, much like the player is wandering and searching for the unknown objective of the game.

        The environments in Dark Souls are truly something to behold. Every new location has amazing verticality and stunning landscapes. This also serves to compliment the level design, which is intricate and fairly genius. Often times you will leave one area to discover it was just above another location your character previously journeyed, allowing you to look and see that castle you just came from in the distance.. Everything is woven and connected together brilliantly, and it give the player a sense of position. The level design also helps orient the player through other means. Areas that are juxtapositioned below their lofty counterparts are darker and more forlorn, whereas middle grounds tend to have more of an earthy feel, and areas of higher verticality are bright and effervescent in how they feel and look.
















Gameplay: Every element of fighting in Dark Souls is weighty and precise. The movements are fluid and you get this feeling that the decisions you make in combat matter, because one misstep could mean the death of your character. Each enemy has certain attack patterns, and it is up to the player to find a chink in their opponent's armor. This game is hard and feels impossible at times, but it never plays unfairly. Each death, you know the mistake made that ended in defeat, and it spurs you on to get it right the next time. The only time frustrated me was due to glitches, where enemies would seemingly teleport to me, or hit me through walls and barriers.
  I remember one time playing Dark Souls for five hours just trying to defeat a boss; frustrated beyond belief that Nito, Lord of the Undead had kept continually foiling my plans for victory. Staying patient and looking for some sort of weakness, I discovered that he was exceptionally weak to fire, and that if his army of skeletons were felled before they became an issue, I might be able to secure a victory. Trying again, I prevailed with a sense of victory and satisfaction that no other game has ever given me, because the game didn’t tell me what to do, it had been teaching me how to fend for myself since the beginning.


















 Multiplayer: Every meta interaction that a player has with Dark Souls, has an in game connection with the story. For example when you die and respawn, because in the game your character is an undead cursed with not being able to die. Messages to other players in the game are created by using an “orange soapstone”, and you can be summoned to other worlds with a “white soapstone” to help other players on their quests. This helps to prolong immersion in the game, because the player never has to think of a certain action as being something apart from the game.
There is this idea of a shared world in Dark Souls, where you can silently have experiences with other players without leaving your own playthrough. Bloodstains can be interacted with to show the player a ghost of another person and how they died, messages can be laid down to give advice to others such as, “boss ahead” or “treasure below”, and whenever a player rings the first bell in the cathedral, a resounding noise can be heard across many players worlds. It gives the player a sense of community and common struggle, and motivated me throughout the entire forty hour journey.

Final Thoughts: Dark Souls is a game for gamers, meaning that it could easily put off people who are not well versed in games of its stature. However it still serves to be an increasingly rewarding game due to brilliant environments and level design, fantastic game mechanics, and a well realized universe. It is sure to be a genre defining title in the years to come.

"Areas of higher verticality are bright and effervescent in how they feel and look."

Prepare to Die - A Dark Souls Review
By Tyler Thompson

Diversity In Gaming

Posted 2014-11-17 10:35:14 | Views: 1,020
Diversity in Gaming  
 There exists a problem in today’s video-game cultre. Go to your  localgame store, close your eyes, and pluck from the wall any sealed plastic rectangle; chances are it has a middle-aged white male protagonist that you will be playing as for the whole eight-hour experience. Some people might ask why this is a problem; as long as the gameplay can be fun for everyone, what’s the big deal? In reality, the answer is as simple as this; the gaming population houses much more variety than just white twenty-something males. For example, with 48% of gamers being female to start. Our world is full of different people, and it’s time we appreciated that fact (Entertainment Software Association).  

        There is such importance in diversity. Not only is it important to everyone to be able to identify in some way with a character in a game, or even a movie; it is detrimental to society that we experience, on a daily basis, the viewpoints of other people. Imagine if every one of our games, we only played them from the view of one identity, again two things would happen; the alienation of everyone who did not fit the bill of our one-sided characters, and the distorted view of our misrepresented culture. I happen to fall under the description of the young white male; so it is important to me that there are some characters that I can identify with, and that if character-customization is an option, I have the ability to make someone that represents myself. However, I want to play as different characters! I want to play as powerful women, who are not just used as decorations in the background. I want to play as the thirty-something homosexual guy from Spain, as long as the characters are interesting. If a game developer can make a strong and dynamic cast of characters that the player can sympathize with, they should be successful regardless of the identity of those characters.












       If we take a look at how games represent diversity today, we can see games that get it right, and games that get it wrong. There are two paths to take when trying to make a game cater to anyone who might pick it up. The first is to have complete customization of the character, allowing the player to truly be anyone they want. So if players want to be a six-foot-seven, androgynous, blue-skinned person; they got it! These games typically tend to have less of the narrative focused on the player themselves, and more on the events taking place around them. Games such as Dark Souls, The Sims, and Skyrim come to mind when thinking about this approach, and they all have something in common; the focal point of the story is on the events in the world around them, rather than the player. This is because you can’t write a story specific to a character who has a million different customization options, while bestowing upon them a rich backstory that does not feel completely generic.

      The other strategy is to throw customization out the window, and replace it with a dynamic cast of characters. One of the best examples of this would have to be the Borderlands series. At the start of Borderlands 2 the player is given a choice between four very different characters: A short-statured Latino male, with a passion for all things guns, a well-built black male with an imposing voice and figure, a faceless assassin clad in black, and a bad-ass looking female “siren” or magic user. These are all fully realized characters with strengths and weaknesses that make them interesting. The game also includes a hilarious running dialogue seemingly satirizing the lack of diversity in this medium.
 What about gender-equality in video games. With over half the gaming population housing the female audience, do games treat both genders equally? The short answer is no, but we are getting there. The problem currently tends to be a lack of strong female protagonists and characters in games; whereas the problem used to be anti-women tropes in video games. Think back to the original Mario or The Legend of Zelda games. The theme of both of these games, is that a woman you care about is repeatedly being stolen and no one but the male hero can save her; also referred to as the “damsel in distress trope”. I remember playing these games and being frustrated because I wanted Peach or Zelda to fight back and do something about the situation, instead of just waiting for their rescuer. These games were revolutionary and fun to play but even without the arguably sexist themes, you knew that the story arch would be the same in the next one; the love interest would be stolen, and you would save them. It made for a weak story and a bit of frustration.
















      Now, today, we see a different problem; games where you can only play as a man, the cast of characters are mainly men, and if there are women, they are the love interests of the men and nothing more than set pieces. Games like Assassins Creed and Call of Duty are notorious for this. In fact, when asked by fans why there were no female options for online multiplayer or any women included in the main cast of Assassin’s Creed Unity, game director Alex Amancio said that it would simply be too much work and stated, "It's double the animations, it's double the voices, all that stuff and double the visual assets. Especially because we have customizable assassins. It was really a lot of extra production work." However the former Assassin’s Creed designer Jonathan Cooper later stated, "In my educated opinion, I would estimate this to be a day or two's work. Not a replacement of 8,000 animations" (Farokhmanesh). This seems to be just sheer laziness on the side of developer Ubisoft, and rather disrespectful to the gaming population as a whole.
     There are some serious issues plaguing diversity in gaming today, but there are/have been games that give us hope of a promising, exciting, and equal gaming future. Our world is full of interesting people, and it’s about time we started showing it in this medium

- By Tyler Thompson

Post title...

Posted 2014-09-19 10:48:31 | Views: 832
GAMEPAD
What Makes A Game? pg 3
An author's take on diversity in gaming. pg 8
"Prepare to Die" -An In-Depth Review of the challenging Dark Souls. 
Gamergate, Journalism, and Feminisim oh my!
(see page 12.)