Bliterations
Thoughts/Gaming

Pipelines, Spirals, and Betweeness
17
Jun

Space is a crucial element in a video game. It helps dictate the environment, defines the limitations of the player, and establishes the boundaries that can either help or hinder one from progressing through what can sometimes be many many hours of real world time. The way that the interactive environment has evolved—from concrete and planar to a fluctuating open-world 3D ecosystem—gives the awesome impression that you can “go anywhere” and “do anything.” Unfortunately, it’s kind of the exact opposite: with such a highly complicated and tech-based infrastructure, the freedom a player actually experiences is all in-game, and the possibilities of trying to color outside the lines (or full-out “breaking” it) are getting fewer and farther in-between. Many people like their realism, and that’s fine, but sometimes I wish that games hearkened back to the olden days (of yore), when the discourse was more elastic and dictated by gameplay, and the spatial relationships were more “open.”

For instance, a mechanic (shudder) that seems to have fallen by the wayside involves a looping, continuous line authored by the player: when the character you control travels in one direction, he/she will continue in that direction, even if they leave the playing field. If they go off of the screen, this doesn’t result in failure and/or a lost life: you’ll simply cycle around to the other side of the screen without ever losing any momentum. Kid Icarus (1987) utilizes this concept in some of its level design—what appears to be a blocked vertical path can actually be circumvented by moving from one side of the screen to the other, not by traveling across the designated geographic layout of the level but by purposely leaving that space and popping out on the other side. In other words, the player is manipulating the game’s “negative” space. Pac-Man (and his Ms.) allow for this technique also, as you can move from one side of the board to the other via the two openings in the middle of the maze, a quick way to avoid closely pursuing ghosts. Early one-screen arcade and NES titles like the original Mario Bros. and Balloon Fight contain an extra dimension of strategy because of the perpetual direction you can apply to both sides of the board at any given time.

I remember one of my literary professors back in college describing Eastern writing as “spiral-like” by nature, and that concept stuck with me ever since. Modern Japanese authors like Kobo Abe and Haruki Murakami employ a writing style that is both flowing and cohesive, never lingering on a plot point yet also never failing to laterally connect with the events that came before. The results are fluid, briskly paced works that, while often dealing with the surreal and fantastic, never have any rough edges or tangential prose. The plots of most games—retro and modern—certainly don’t hold a candle to the masterpieces of the great Eastern novelists, but in games like Kid Icarus, the spiral materializes in other, more implicit forms. (It may seem like I’m trying to argue that this is a fundamentally “Japanese” quality, but games like Williams’ Joust and Rare’s Jetpac also use the non-terminating line, although the argument of whether any particular game influenced any other is an historical matter that I’d rather skirt for the time being.)

Another interesting implementation of space is “warping,” but in the case of a game like Super Mario Bros. (1986), the idea of using an interstitial space to travel between two points within a game’s diegesis is actually a tool with a physical presence: the pipe. This was all designed as a means to encourage exploration and tuck away secrets that could be discovered after multiple play-throughs, of course, and I concede that there is something very whimsical and fun about having Mario duck into a pipe or climb a quickly growing vine as a means to traverse terrain that breaks from the game’s pre-established norms, but it seems that a little bit of the “metaness” charm present when you actually force yourself off-screen is lost by making it a mechanic (oh, that dreaded word again). It turns into something explicitly anticipated and flaunted by the designers instead of being a more subtle technique that creates the illusion that the player is discovering and exploiting some unseen bit of architecture all by themselves. But the pipe serves a valuable purpose: by being an in-game object in SMB (one that everyone recognizes) that is also a vehicle for quickly skipping through game areas or accessing secret rooms, it fills in a spatial gap that would otherwise break our engagement with Mario’s world if we simply just jumped, say, from World 1 to World 4; without the pipe, it would seem like a cheat, like we were passing over something, but with it we instantly picture Mario tubing through some unseen labyrinth of plumbing that some very enthusiastic Mushroom Kingdom planning committee drew up one night. And all of this taking place telepathically, while the screen flashes black.

The “continuous line” principle does make a brief comeback in Super Mario Bros. 2 (1988) (or Doki Doki Panic, depending on whose side you’re on), but unfortunately it’s severely restricted as the closed, mostly scrolling, and compartmentalized level design is not very conducive to physics-based platforming puzzles or strategic cross-screen vegetable throwing combat. You would think that the boss fights might try to involve some geo-spatial quandaries, but alas, the lairs in which you battle these large enemies are woefully brick-laden and claustrophobic, with hardly any character finessing involved at all; it becomes either a block stacking mini-game fit for a robotic operating buddy, or a surprisingly boring round of explosive hot potato.

With the advent and popularity of side-scrolling in game design, the fixed screen grew out of favor and never really came back in any significant way, with some exceptions (the puzzle genre, for one). Even today, I don’t think that developers want to mess with the idea of left-right screen wrapping anymore: it’s too jarring, too unrefined. How can Realism exist when the player is given the opportunity to go Dada? And while warping remains a feature in use today, it certainly doesn’t have that element of discovery and imagination that it did in the days of SMB—oh look, Niko, you found a subway car. Stand clear of the closing doors.

I would love to see more clever uses of negative and interstitial spaces in today’s games, because the potential is there: Closure (2009) is an excellent example of “negative” design done right, and Portal (2007) deliciously hints at how continuous momentum would work in a 3-D environment. I say “hints at” because Portal uses its level design to cocoon a system of control around its concepts instead of allowing much player freedom, but hey, everything starts somewhere. Can you imagine a Portal multiplayer mode, for example, in which the maps are simple, single rooms, much like the one-screen boards of Balloon Fight? Or a game where the player can only inflict damage or influence the environment when their avatar is out of view, in the game’s ”between” spaces, resting in the seams? Perhaps by looking back at the early titles (of yore, remember) that favored a more interactive method of spatial discourse, video games can be open-ended enablers of self-narrative that also feature the polish and production values that gamers enjoy today. There’s no reason why developers can’t focus their hindsight a little more; after all, the line of technology is always curving, never straight, and the most important quality of a spiral is that it can continue to grow while still revolving around its origin.


Game screenshots from VGMuseum. Magritte/Pipe image by Genée Cosden.


Posted by Kurt Shulenberger on June 17th, 2009 :: Posts :: Tags : , , , , , , , , , , , ,
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Remembrance of Things Boy
23
Apr

The 20th anniversary of the Game Boy was a few days ago, as I’m sure you all know, and there’s been some fine retrospectives, personal reflections and historiography on the plucky little machine that moved so much product for Nintendo it kept them high above water even as its popularity with gamers waned. Seek and ye shall be rewarded, wanderer of the aether!

I’m sitting here trying to think of a way to articulate exactly what I want to say about the first and, in a way, only portable gaming console that I owned. Sure, I was one of the few lucky kids to have an older brother who instinctively wanted everything that his younger sibling didn’t (which is also a roundabout way of saying that we had a Game Gear in our household at the same time since he wanted a portable console that was “not Game Boy”), and I did later buy the successor to Nintendo’s savior, the Game Boy Advance. Heck, I’m currently playing Rhythm Heaven right now on my DS Lite, so it’s not like it was the ONLY portable system in my possession.

But, yes, in a way it was. My memories of Game Boy mostly consist of it being the first palpable object that I always took with me on long car trips and into doctors’ offices (save for my trusty yellow Sports Walkman). Most of my experiences with my DS have actually been indoors, on my sofa or at my day job on a slow day, and these play-sessions almost always have a tinge of boredom attached to them; its just a way to pass the time that also involves videogames. This wasn’t so with my Game Boy. There was an omnipresent THRILL in being able to play a videogame away from a television, with the screen and your hands so close together it almost felt as if you were symbiotically bonding with the machine, with all of your actions somehow becoming more immediate and empowering. This was the system that gave us Donkey Kong (1994), our first taste of the way our modern Mario games would control in a 3-D environment. The funny thing is, looking back, debuting Mario’s new move-set on Game Boy was the best method possible, as that instant and visceral feel of interacting with a screen so close within your personal space made the jump to 3-D realism pretty intuitive. It was a personal extension of character control on two different levels, but the results were one and the same.

Oh, and don’t even get me started on Link’s Awakening (1993). This game is championed by many, and I can certainly echo those sentiments. In fact, quite by accident, I made the overworld map of Koholint my desktop background at work a week before I realized that the Game Boy’s anniversary was approaching, but even before I decided to sit down and try to hash out my feelings on it, I was admiring the thought and care that went into the overworld design (click to view fullscreen):

Looking at this map as a cohesive whole, one can see how an area blends into the next in a natural geographic way. There aren’t really any jarring transitions from one environment to another, yet all of the standard Zelda ecosystems–graveyards, deserts, mountains, towns–are still intact. It actually seems like a living, breathing world, clearly evolved and alive well before you even turn your Game Boy on (which is all the more ironic and heartbreaking considering the story’s ultimate outcome). What’s even more brilliant about the layout of Koholint is that it begs to be explored: there are dense pockets of marshy swamps and shorelines and bushy fields that are TOO enticing for an explorer to simply scuttle through. The developers employed the perfect way to encourage this kind of exploration as well: an overhead map broken down into a grid of blacked out squares that are “filled-in” one by one, as you move from screen to screen. The temptation to “reveal” the entire map ensured that you would travel to every nook and cranny, leaving no stone unturned or rock wall un-bombed.

Well, I said I didn’t want to get started but I did anyway. Suffice it to say, I obviously have a very soft spot for Link’s Awakening since I’m gushing about the MAP. The game kept my eyes glued to that small green screen for hours. I remember taking a family trip to Napa during that time, but to be honest, I couldn’t even tell you what the landscape looked like. I can’t describe a single vine. I do, however, know every square inch of Koholint from memory.

So far, no other portable system has lived and traveled with me in quite that same way, and I don’t know if another one ever will. There are many great games for DS, and I certainly have the hope that maybe I’ll find another Link’s Awakening or Donkey Kong (or Picross or Metroid II or Super Mario Land 2 or Tetris), something that will grab and beckon me to take it out, to have its narrative meld with the one I have to follow every time I step outside of the escapist glow in my electronic sanctuary. In the meantime, Dear Game Boy, I have my memories…and frankly, isn’t that part of the fuel that sustains our passion for this medium anyway?

Koholint map courtesy of VGMaps.


Posted by Kurt Shulenberger on April 23rd, 2009 :: Posts :: Tags : , , , , , ,
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Command|Performance: Games and their Performative Modes
6
Apr

A "stage" in Brendon Chung's Gravity Bone, with extras in place.

The performative aspects of videogames are not lost on those who consistently play them. Games, in general, can be a form of recreation, a show. Their immediate audio/visual stimuli lends itself perfectly as a spectacle for an audience of others to passively watch, from the AI controlled “attract” mode first present in early arcade machines to the maximum capacity audiences that clamor to see gaming tournaments and record attempts taking place at conventions and venues the world over.

Ian Bogost, in his Gamasutra article “Performative Play,” provides some fine examples of how some games are, in essence, bringing the duality between fantasy-world action and real-world implication to light in a more immediate and explicit way, through “performative mechanics.” This is certainly apparent with games like Wii Fit (2007) and Dance Dance Revolution (1998), which actually require specific physical interaction, but also shines through in more experimental games like Attent, designed to be played in office environments as a means of assigning value to internal memos and email, with the hope of actually increasing productivity and reducing unnecessary digital clutter (as anyone who has ever crossed items off of a personal “to-do” list knows how satisfying an organizational meta-game can be). While there is still a kind of “separateness of play,” to quote a Johan Huizinga term that Bogost uses—a way to escape inside of an alternate reality while still safely being grounded in the tangible one we are all familiar with—games that utilize or experiment with, or even comment on, the performative mode inherent in other types of media are evoking, as Bogost puts it, “a special kind of play for which outcome alone is an insufficient criterion.” Roger Travis, in his own series of articles on performance in video games, labels this relationship as “Performative Play Practices,” which he defines as an “intersubjective performance that takes place in a cultural zone demarcated for play (that is, as not having an effect on material circumstances, although that demarcation does not mean in actual reality that material circumstances are unaffected).”

Bogost and Travis have both written great pieces on performative play, and I don’t want to retread over already covered ground, but I would like to offer my own thoughts and examples of what I consider to be “modes of performance” and how they affect gaming culture as a whole.


Posted by Kurt Shulenberger on April 6th, 2009 :: Features :: Tags : , , , , , , , , , , ,
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“Synthetic Worlds: The Business and Culture of Online Games”
23
Feb

Author: Edward Castronova | Publisher: University of Chicago Press | 2006

The internet has reached a point in its evolution where many questions are being raised as to whether or not it’s truly beneficial to society. It could be argued that this is the next logical step in a new technology’s “upbringing,” but the news reports on never-ending spam, network crippling viruses, sexual predators, E-Bay and Craigslist swindles, jihad web-pages, Facebook harassment, etc., are the dominant form of internet education, persuading one to believe there is little hope. Online gaming is no exception; EverQuest (EQ, 1999) and World of Warcraft (WoW, 2004) are titles that the general public is familiar with due to the controversy surrounding them—Avatar relationships leading to player weddings/divorces and “gold farming” sweatshops are still making the rounds on mainstream media—instead of whether or not they’ve actually played the games themselves. But there is a deeper socio-economic layer lurking beneath the sensationalism surrounding these online games that deserves scrutiny. In Synthetic Worlds: The Business and Culture of Online Games, Edward Castronova presents a thought provoking, well-rounded introduction to online gaming and its far-reaching implications, both good and bad.

The book is written with the non-informed in mind, which is welcome, as acronyms like MMORPG (which, just for the record, is shorthand for Massively Multiplayer Online Role Playing Game, the official genre for games like EQ and WoW) can be intimidating for those not familiar with the industry or its vernacular. Castronova is kind enough to walk the reader through a “Synthetic World”—the game environment that players spend their time inhabiting and interacting with—and the different gameplay components that make the MMORPG genre unique. What is startling about these game universes, Castronova makes explicit, is that they contain highly complex systems of commerce, trade, governance, and social interaction that both rival and transcend the systems of the “outside,” and they are growing more complex as the technology that builds them keeps expanding. A game like Second Life (2003), for example, allows the player to purchase, in U.S. dollars, acres of virtual “land” that they can construct practically anything on. Being an economist, Castronova has extended chapters on the systems of commerce that are in place within these game universes, containing an exhaustive amount of detail. But he makes an effective point—what appears to be micro-level exchanges of things like gold pieces for in-game tools and weapons is actually influencing the outside world on a macro scale: once the game currency of EQ trades at a rate that rivals and/or surpasses the yen, it’s time to take notice. And it has. In 2001.

The argument that Castronova makes throughout his book is that these synthetic worlds are affecting our real world (and vice-versa), and we should be examining the social and economic structures of these “games” more closely. Tens of millions of people spend their time within these fabricated universes, and the numbers seem to be growing as more and more people are gaining the technology required to visit them (a broadband connection is the highest hurdle in this respect, but as of 2009, that global barrier is being torn down on a daily basis). Consider Korea, the most “wired” country in the world: higher real-world divorce rates due to affairs occurring within game-worlds; people who have not left their physical homes in over two years, preferring to remain online; even stress-induced deaths caused by gaming marathons. Indeed, these events find their place within the mainstream media with disturbing regularity and provide perfect fodder for doomsday predictions, but Castronova does more than simply report these alarming figures in Synthetic Worlds (and yes, the “WoW Sweatshop” issue is present here as well); the author offers an insightful analysis as to what has, and can, be done about them. The connection between real and virtual—the “porous membrane,” in the author’s own words—lies with both users and creators, and it will take an equal effort from all parties involved to ensure that the evolution of these spaces is one that results in a positive stance on the technology, instead of tabloid sound bytes that are designed to instigate rather than invite.

Links:
Synthetic World Institute
Author’s Personal Site
Terra Nova: Virtual World Weblog


Posted by Kurt Shulenberger on February 23rd, 2009 :: Book Reviews :: Tags : , , , , ,
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Taking Control: Phenomenology and Gaming
10
Feb

I’m a self-proclaimed Mega Man fan (my first post was about a specific level in Mega Man 2 (1988), after all), and I think that stems mostly from the simplicity of action that the game provides. Move, jump, shoot, the occasional slide or simple vehicle segment—that pretty much covers the entire control set of the series (please note that I am going to be restricting these thoughts to the main numbered titles, and also please note that I have sampled them all but have also not completed them all), with the obvious and brilliant variations on what you can actually shoot and when, and why. A simple tool set, amidst an incredibly challenging and ever-changing environment, multiplied with the semi non-linear fashion with which you can tackle those environments and use your tool set as it becomes more varied, equals fantastic game design. I played Mega Man 2 and Mega Man 3 (1990) to death when they were released, and even backtracked to the first game, just because I enjoyed the formula so much. 

But I’m not here to wax nostalgic about those games or the series in general. There is enough material out in the world already to do it for me. What I wanted to write about is actually my experience with the newest game, Mega Man 9 (2008), and, more importantly, the way in which I interacted with it—specifically, the way that I related to the game world through the controller I had in my hands.


Posted by Kurt Shulenberger on February 10th, 2009 :: Features :: Tags : , , , ,
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Braid: Everything and Nothing
23
Jan

“Braid: Everything and Nothing (as a Video Game)” has been posted at The Auteurs’ Notebook. You can find the article here.


Posted by Kurt Shulenberger on January 23rd, 2009 :: Features :: Tags : , , ,
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