Quantcast
www.fgks.org   »   [go: up one dir, main page]

Call for Feature Essays About Any Aspect of Popular Culture, Present or Past

Alice's hair says a lot about her character.

This post contains minor spoilers for Alice: Madness Returns


Alice: Madness Returns is not a technically impressive game. The landscape is blocky, filled with sharp edges and screen tearing. Textures don’t load properly, turning what should be a stylized rock into a brown/grey blob. Amongst all this poor quality, Alice herself shines. Her dress is always detailed, its every stitch and fold noticeable, and it flutters with every gust of virtual wind. But it’s her hair that stands out most. It looks like every strand is modeled separately, and based on how realistically it moves, one might assume that every available programmer was working on hair physics, ensuring that every strand would fall over her shoulder rather than through it. Their attention to detail is commendable; in a level that takes place underwater, Alice’s hair floats around when you stop moving.


However, what’s most interesting about Alice’s hair tech is how much it supports the gameplay and character development in this title.


Commons is a crowd-sourced city improvement game that asks players to investigate, report, and rank problems facing particular areas of a city.

The basic idea behind the dilemmas represented by “the tragedy of the commons” is that a group of rational, self-interested individuals will eventually deplete a shared resource. This will occur because they attempt to maximize their personal gain—even when the depletion is detrimental to every one’s long-term interest. No matter how “rational” we are, the theory suggests, public commons will ultimately vanish because our own rationality drives us towards maximizing the extraction of non-renewable resources. But what if our own self-interest directly contributes to the preservation and improvement of public resources? By creating a game specifically about making a city better, Commons by Suzanne Kirkpatrick, Nien Lam, and Jamie Lin, is a game that aims to exploit self-interested gamers to foster public good.


Specifically, Commons is a crowd-sourced city improvement game that asks players to investigate, report, and rank problems facing particular areas of a city. Graffiti, cracked sidewalks, poor disabled access, etc., are all reportable offenses. The idea of having the public monitor their own neighborhood for persistent problems or improvement opportunities is not particularly new. New York and several other cities across the US offer mobile apps and services that allow residents to photograph and report public nuisances and hazards.  Commons, commissioned by Games for Change and part of the Come Out and Play festival and River to River Festival in New York City, evokes the same “public participation” mentality through play.


Watching becomes a rather central and active occupation in most games and very often requires more time than “doing something”.

A fair amount of discussion of L.A. Noire has raised questions about how to classify this “game”.  Over at GamePro, for instance, Kat Bailey explains, “I feel like L.A. Noire is a success as a visual novel [. . .] it’s meant to be read and experienced as much as played” and that it is “arguable whether that approach is a good fit for the interactive medium of videogames” (“Second Opinion: L.A. Noire, GamePro, 20 May 2011).  Additionally, Bailey reiterates another criticism that has been leveled at the game that it “relies heavily on pixel hunting and guesswork”.


I spoke a couple weeks ago a little bit about how I felt that the forward momentum of the story and some of the player’s inability to do anything about it relates to the genre of noir itself (L.A. Noire: The Fatalism of American Sticktoitiveness”, PopMatters, 1 June 2011).  While that essay acknowledged the largely linear quality of the storytelling in L.A. Noire, still I find that the notion that L.A. Noire is somehow “not quite a game” because a lot of its choices lead in a particular direction or because the game mechanics include the necessity of a great deal of watching, observing, and pixel hunting is a notion that denies the rather integral relationship that exists between seeing and gaming.


Child of Eden's gameplay is very much in the nature of religious ritual, as much as a passion play or holy communion.

“Do you think a game can be a religion?”, a friend asked me recently. The question came as part of a conversation that we have had about fandoms and content worlds for more than a year now, and it emerged without consideration to works such as Jason Rohrer’s Chain World or the Left Behind games. Valuable foregrounding points though these titles are, they weren’t on my friend’s mind. Final Fantasy VII was.


We agreed in fairly short order that, as religions and fandoms both tend to organize themselves around stories and looking to characters as models for behavior, a case could indeed be made for games as religion. But what a discourse such as ours should really be exploring is whether games—denotatively—can function spiritually for the player. That is, whether there is some systemic quality to games that can generate a deep-seated emotional experience that is quite apart from the creation of elaborate narratives and rules for conduct that are more accurately the hallmarks of organized faith. Can games reach us emotionally on a level that we might term as producing something like a “spiritual experience”?


One world's too open, and one world is not open enough. Is there a middle ground, and if there is, should we even use it?

I recently ran across an interesting article that Tom Bissell wrote about his experiences playing Rockstar’s L.A. Noire, and one comment in particular stuck out to me. “When I stopped thinking about him as someone with whom I was supposed to feel any kinship, Cole Phelps became a deeply compelling character,” Bissell writes of his experience, saying that the game became much more enjoyable once he’d divorced himself from the illusion of “being” Cole Phelps (“Press X for Beer Bottle: On L.A. Noire, Grantland, 8 June 2011).  Having spent some time playing L.A. Noire myself, I was surprised to find that on the whole I agreed with the sentiment.  While originally I had indeed sat down to play the game so that I could become the weary cop, the One Good Man on an overworked and corrupt police force, I quickly stopped thinking of the game that way and started thinking of it as a way to get to the bottom of who Cole Phelps was and what, if anything, caused him to be such an aggressive, angry guy all the time.


Now on PopMatters
Short Ends and Leader: Cop Opera: '36th Precinct'
Marginal Utility: Defining Neoliberalism
Cop Opera: '36th Precinct' (Short Ends and Leader) [Sat, 3:00 pm]
Mending a Broken Spirit: 'Buck' (Short Ends and Leader) [Fri, 4:00 pm]
What Do LeBron James and DC Comics Have in Common? (Graphic Novelties) [Fri, 9:00 am]
KEXP Videos of Peter Bjorn and John (Mixed Media) [Fri, 8:35 am]
'Cars 2' Puts Pixar's Perfect Record in Jeopardy (Short Ends and Leader) [Fri, 6:55 am]
'Bad Teacher': Been There (Reviews) [Fri, 6:50 am]
Defining Neoliberalism (Marginal Utility) [Fri, 6:30 am]
  1. The 10 Biggest "WTF?" Movie Concepts of All Time (Short Ends and Leader)
  2. The 12 Most Memorable Paul McCartney Solo Songs (Sound Affects)
  3. The Best Music for Summer (Features)
  4. Paul McCartney’s 69th Birthday: A Life in Videos (Mixed Media)
  5. Everything You Know Is Wrong: An Interview with "Weird Al" Yankovic (Features)
  6. The 10 Worst Family Films of All Time (Short Ends and Leader)
  7. Zombies, Like Punks, Have Been Sedated & Sold, Prepackaged As Pitiful Empty Signifiers (Columns)
  8. The Best Books and Graphic Fiction for Summer (Features)
  9. Paul McCartney: An Auteur (Sound Affects)
  10. Life Imitates Idiocy (Short Ends and Leader)
  11. The Best Film, TV and DVDs for Summer (Features)
  12. The Hypocrisy of Mother Monster. Yeah, We Mean You, Lady Gaga (Sound Affects)
  13. Awkward Situations, Irritating People & More in 'The Kids in the Hall: The Complete Series Megaset' (Reviews)
  14. Fast Food Film Nation (Short Ends and Leader)
  15. Always On: How the iPhone Unlocked the Anything-Anytime-Anywhere Future -- And Locked Us In (Features)
  16. Boys Get Naked Better than Girls (Columns)
  17. Neil Young: A Treasure (Reviews)
  18. Counterbalance No. 38: U2’s 'The Joshua Tree' (Sound Affects)
  19. 'Falling Skies' Series Premiere (Reviews)
  20. The End Was All Too Near: 'Stargate Universe: The Complete Final Season' (Reviews)
  21. Prince's Parade: It's Really All About the Music (Columns)
  22. What Do LeBron James and DC Comics Have in Common? (Graphic Novelties)
  23. Bon Iver: Bon Iver (Reviews)
  24. Dylan As Text, Sub-Text, Ur-Text in 'Bob Dylan: Like a Complete Unknown' (Columns)
  25. Paul McCartney: McCartney / McCartney II (Reviews)
  26. Leon Russell: The Best of Leon Russell (Reviews)
  27. Waxing Nostalgic: The Mantras of the Music Geek (Columns)
  28. Hooray For Earth: True Loves (Reviews)
  29. Tedeschi Trucks Band: Revelator (Reviews)
  30. In Praise of Silliness (Columns)
PM Picks
Announcements
Ratings

10 - The Best of the Best

9 - Very Nearly Perfect

8 - Excellent

7 - Damn Good

6 - Good

5 - Average

4 - Unexceptional

3 - Weak

2 - Seriously Flawed

1 - Terrible

© 1999-2011 PopMatters.com. All rights reserved.
PopMatters.com™ and PopMatters™ are trademarks
of PopMatters Media, Inc. and PopMatters Magazine.

PopMatters is wholly independently owned and operated.

Quantcast