Category Archives: Games and Culture

Gaming is the Highest Art Form

If the reason for your game is to tell a story you have to tell, consider writing a novel. If the reason for your game is to depict a vision, consider making a film. If the reason for your game is to articulate a political point, consider a blog where you can define your terms.

None of these things preclude a game as a choice, and a great game may have all of them. But the operative aspect of a game is in mechanics which respond to user input. If you do not feel you are ready for that aspect, your great story will be mired in poor scenarios, your grand vision will be worn thin by repetitious experiences, and your political point will be nullified by the dominant strategy gamers naturally discover in playing.

You must first love gaming as an action, a venue, a notion, and a lens through which to view the world. If you love your story, vision, or point more, the game itself will suffer for it. The game will be streamlined to keep player choice inside of these non-game aspects.

Regardless of which suffers intrinsically, the player will have a lesser experience, and all will be undermined. Make solid mechanics and user input the cornerstone of your game, and build upon that cornerstone that which fits on it. This is part of the art form of gaming. It is not in impersonating other art forms, in impressing critics of other fields, or seeking legitimacy by being covered by non-gaming media venues.

Gaming is the highest art form, because it doesn’t tell us strictly about the times in which it was made, or the people who made it, or even how it makes us feel. It can tell us who we are, by allowing us to explore the scope of our moral agency in a controlled fashion. Gaming is the art form which is a moral expression of all who partake.

The ceiling has never been higher for art, let’s not hunch our backs to endear the leading art forms of previous times.

The Epistemology of Multiplayer

There is a lot of faith in the gaming internet community, faith in persons, companies, and technologies. A lot of faith in the technology, such that any explanation as to why an outcome was arrived at is handled with a zealous response.

If you lost a gunfight, to explain what happened is to be a whiner. A response of qq would be had, no matter how reasoned, or accurate your explanation was. If you won it, to explain it beyond a claim of supremacy is to get muddled and take the game too seriously. In both cases, you are supposed to simply accept what has happened. The game has spoken, and that is the way things are, and any suppositions that the networking could have been structured differently, or the gameplay balanced in a way to overcome the flaws of a particular structure, are heretical. Continue reading

Spoiler Warning – Game Journalism is Really Terrible

Recently there has been much ado about a Doom mod called Total Chaos – Overgrowth, thanks largely to the teaser video, which you can watch below:

It is a pretty good teaser, and the mod looks like it has potential. I enjoy the mood, the visuals, and the cited inspiration of STALKER.

What concerns me is the coverage of it. Kotaku titled it as such:

Doom “Mod” Makes The Game Look Very 21st Century

Rock Paper Shotgun titled it:

Astoundingly, Total Chaos Is A Doom II Mod

There seems to be doubt as to the term mod or the fact that it is Doom 2. The visuals, the result of artwork and post-processing, are incompatible in the minds of major game writers. Doom is a specific resolution and a specific setting. Surely this isn’t Doom. Yet it is. Yes it is using GZDoom for true mouselook (an actually major change considering how Doom fills a frame of data by not caring about vertical spaces beyond the current view) and many other features. But the project is still using WAD files (“Where’s All the Data”), the world is still composed of linedefs, sidedefs, and sectors. It is still a two-dimensional scene displayed with perspective and data tracked with a third dimension. Despite this, Kotaku doubted the use of the term mod (a Total Conversion is a more appropriate term, at least once they remove the player fall grunt) and Rock Paper Shotgun remarked on it as being astounding.

It looks great, it does. But it is a mod, and it isn’t astounding. It is a well scoped project playing to its strengths. Now if these were random internet comments, I could get past it a little. But these people are gatekeepers of information in gaming, and they might even call themselves journalist. Yet they haven’t the foggiest as to the basics of game development, or game technology. They don’t even understand what makes for game technology. They see pretty pictures and blurring, and suddenly it is advanced. Heaven forbid these people write for a car magazine, or they would give top ratings to everything with a flame paint job and a spoiler. Before you write about something, try to take five minutes to make sure you have some basic grasp of it. Read the wiki article on the Doom engine, it doesn’t take long and provides a great overview. Understand the differences between higher resolution textures, different rendering methods for that texture, and different types of world construction. If you don’t know even the basic fundamentals of how a game works beyond clicking PLAY in Steam or on your favorite console, if you aren’t comfortable with installing mods (not even making them) without using a self-unpacking installer, then perhaps you aren’t the best person to be writing about technical achievements in a release. Continue reading

The Virginal Experience

We all remember our first time, for anything substantial that happens after early childhood. I see this more and more often in the realm of games. We attribute the benefits of a genre to the first game that we play in that genre, and we attribute the gains of a technology to the first game that we play which uses it, and if it is our first game for either, we were generally unaware of the substantial gains already made in those areas by prior releases.

Typically these things happen in waves with adoption of other technology or hardware, demographic activities, infrastructure rollouts. So games which release in a timely manner around these events are poised to be received by a whole host of new customers who don’t know their genre or the technologies they use. Many of my favorite games saw the benefits of this, and I will be attempting to list a few examples of this below to illustrate my point. I will be focusing on the first person shooter genre, as it is my genre of choice. Continue reading

The Myth of the Thinking Man’s Shooter

Not to say that thinking is a myth in a shooter, but rather that it is a myth that there is a special class of shooter which requires thinking as substantially distinct separation from other shooters.

I’ve been told many times that Half-Life, Half-Life 2, Bioshock, Battlefield, or any number of other games are “the thinking man’s shooters”, whether by fans or developers through implied statements, or direct marketing campaigns.

However this implies, as does the Half-Life advertisement above, that other shooters are comparatively simple. It does this by reducing the terms allowed to describe other games without reducing the terminology available to them. It does this by observing one game with a low resolution, and another with a higher resolution. Continue reading