Showing posts with label GameCulture. Show all posts
Showing posts with label GameCulture. Show all posts

Sunday, April 3, 2011

Extra Credit: An open letter to EA marketing

A bit old, but right on the money. EA really should fire whoever greenlights all this shit.

Friday, April 23, 2010

Sigh. Games as Art (again)

So Roger Ebert has gone curmudgeon on games again, this time using Kelly Santiago's TED talk as fodder. She posts a good rebuttal here. Kotaku's Brian Ashcraft also chimes in with a good response.


If you were following, you might have missed this really good response from the esteemed Scott McCloud. The whole thing is worth reading but here's an excerpt:

If you’re asking if videogames are art, I think you’re asking the wrong question. I don’t think art is an either/or proposition. Any medium can accommodate it, and there can be at least a little art in nearly everything we do.

Once in a while, someone makes a work in their chosen medium so driven by aesthetic concerns and so removed from any other consideration that we trot out the A-word, but even then it’s a matter of degrees, and for most creative endeavors you can find a full spectrum from the sublime to the mundane.

Thursday, November 26, 2009

The Developer's Duty

I attended both the IGDA Leadership Summit and the Montreal International Game Summit recently, and both conferences were punctuated by keynotes given by Chris Hecker. The keynotes were different, but related. Summaries are covered here and here.

One of the main points of both keynotes was that games are at a crossroads, and that whether they end up as a respected medium of entertainment and artistic expression, or get relegated to a 'cultural ghetto', or worse, get regarded as 'just toys'. Jason captured this slide on that point:


Chris also made the point that the industry was moving from questions of HOW (e.g. "How do I put 100 characters in a scene?") to questions of WHY ("Why do I want to put 100 characters in my scene? What am I trying to say by doing so?" etc)

His call to action was that developers should all ask themselves, during the course of their development, two questions:
- "What am I trying to say, and why?"
- "Am I saying it with interactivity?"

It/they were brilliant and provocative keynotes. Chris' big picture thinking always impresses me.

Yesterday, I watched Good Night and Good Luck, the story of Edward R Murrow's attempt to take a stand against Senator Joe McCarthy's communist witchhunt and circumventing of due process, etc.

The film begin and ends with Murrow's speech to the Radio and Television News Directors Association convention in 1958. The transcript of the speech is well worth reading (the film only provides the beginning and ending).

There's a passage toward the end that Murrow directed toward television, but I think applies equally to games and is in keeping with the ideas conveyed in Chris' speech. Given the sentiment of Murrow's speech, that the medium has a responsibility to *try* to do more - that those that develop and fund content have a duty to do so - I have to think he'd be OK with our applying his words to games in the same way:

We are currently wealthy, fat, comfortable and complacent. We have currently a built-in allergy to unpleasant or disturbing information. Our mass media reflect this. But unless we get up off our fat surpluses and recognize that television in the main is being used to distract, delude, amuse and insulate us, then television and those who finance it, those who look at it and those who work at it, may see a totally different picture too late.[1]

I do not advocate that we turn television into a 27-inch wailing wall, where longhairs constantly moan about the state of our culture and our defense. But I would just like to see it reflect occasionally the hard, unyielding realities of the world in which we live. I would like to see it done inside the existing framework, and I would like to see the doing of it redound to the credit of those who finance and program it. Measure the results by Nielsen, Trendex or Silex-it doesn't matter. The main thing is to try[2]. The responsibility can be easily placed, in spite of all the mouthings about giving the public what it wants. It rests on big business, and on big television, and it rests at the top. Responsibility is not something that can be assigned or delegated. And it promises its own reward: good business and good television.[3]

Perhaps no one will do anything about it. I have ventured to outline it against a background of criticism that may have been too harsh only because I could think of nothing better. Someone once said--I think it was Max Eastman--that "that publisher serves his advertiser best who best serves his readers." I cannot believe that radio and television, or the corporation that finance the programs, are serving well or truly their viewers or listeners, or themselves.[4]

I began by saying that our history will be what we make it. If we go on as we are, then history will take its revenge, and retribution will not limp in catching up with us.[1]

We are to a large extent an imitative society. If one or two or three corporations would undertake to devote just a small traction of their advertising appropriation along the lines that I have suggested, the procedure would grow by contagion; the economic burden would be bearable, and there might ensue a most exciting adventure--exposure to ideas and the bringing of reality into the homes of the nation.

To those who say people wouldn't look; they wouldn't be interested; they're too complacent, indifferent and insulated, I can only reply: There is, in one reporter's opinion, considerable evidence against that contention. But even if they are right, what have they got to lose? Because if they are right, and this instrument is good for nothing but to entertain, amuse and insulate, then the tube is flickering now and we will soon see that the whole struggle is lost.

This instrument can teach, it can illuminate; yes, and it can even inspire. But it can do so only to the extent that humans are determined to use it to those ends. Otherwise it is merely wires and lights in a box.[5]

Parallel's with Chris' talk:
  1. Art vs Pop-culture ghetto
  2. The important thing is that we all try
  3. Indies can't do all the heavy lifting. Big Games needs to pitch in too.
  4. "Cotton Candy for Dinner"
  5. It's ours to fuck up, and we CAN fuck it up.
I thought the parallels quite electrifying. I don't know whether to find encouragement in it though. The struggle Murrow spoke of 50 years ago continues today, and a few minutes watching Fox news makes a case that we are losing ground if anything.

That a struggle does continue though, is good. Hopefully games can fare as well, or better. So long as developers (and publishers, and the rest of us on the periphery) consider it their duty to try, then maybe we will do better.

Saturday, February 7, 2009

This one time, at (rock) band camp...

...I shoved a plastic guitar in my....


So I got some spam that the Power Chord Academy, a kind of 'rock n roll summer camp' targeting the venn diagram intersection of 'aspiring rock stars' and 'troubled teens with well-to-do parents', is now adding a summer camp for aspiring fake rock stars. 


I'm actually supportive of a video game summer camp, if it were either spent making them, or thinking about and discussing them. But a Rock Band camp? At a camp where all the other kids are going to be playing real guitars, smoking real weed and one would imagine trashing their cabins/dorms? I dunno... sounds like bloody-nose camp!

I kid, I kid. Seriously, it's... interesting. I can't decide whether I think this is a good or a bad thing. 

Thursday, March 13, 2008

The "We See Farther" ad

A while back, I'd posted that I was looking for a high(er) res image scan of the famous We See Farther ad from EA from 25 years back.



If you can resist the temptation to do the standard "Now EA is The Man"-bashing, just read it and admit that it's so fucking ahead of its time. Amazingly visionary. Moving, really.

Sunday, November 11, 2007

World of Datecraft: For when 'soloing molten core' has become a euphemism


via Kotaku, a dating website for WoW enthusiasts, World of Datecraft.



I know little about the game, but I do foresee a Hoarde/Alliance Romeo & Juliet in the making.

Monday, July 23, 2007

Inside, you find Iron Cajones of +12 Machismo


In the stranger-than-fiction category, this post over at Gizmodo tells the tale of a gamer who was abducted and held at gunpoint for several hours.


The kidnappers were trying to get him to give up his password to his account on GunBound (a korean mmo), thinking they could sell it online for a few thousand bucks.


Of course, they didn't count on the guy having more balls than brains and refusing to give it up. They eventually let him go.

Tuesday, June 26, 2007

Gaming Blogs of the Fairer Sex

It may just be proportional to the growth of the blogosphere, but I've noted a fair number of gaming blogs by and for the fairer sex. These have certainly been around a while (I've been a reader of Jane's site for a while, for example), but there do seem to be more of them cropping up.

My list of feeds includes:
Feminist Gamers (along with the associated Cerise 'zine)
GameGirlz (go Canada!)
New Game Plus
Heroine Next Door
Guilded Lillies

Just to name a few examples.

Anyhow, a new one came to my attention, Girl in the Machine. And with reviews/editorials like this one of Super Princess Peach, and posts with titles like Lara Croft's Ten Year Mam Jam, I have a new favorite feminist gamer blog!