Showing posts with label IanBogost. Show all posts
Showing posts with label IanBogost. Show all posts

Monday, July 11, 2011

Book Review: Edward R Murrow and the Birth of Broadcast Journalism

Many people are familiar with Edward R Murrow, mainly in the context of his role in challenging McCarthyism, as portrayed in the film Good Night and Goodluck. Even prior to this film, many are familiar with his role in shaping journalism and in particular with his barn-burner speech that I referenced here.


I, for one, wasn't familiar with his life up to that point, and so when I came across the audiobook version of Edward R. Murrow and the Birth of Broadcast Journalism, I decided to pick it up.

Highly recommended, especially in audiobook form.

First off, the book is a good study of how Murrow's principles guided his actions. He was able to steer a course in complex scenarios because he had a clear view of what he believed was right. Still, there were times where he decided to pick his battles, but this was more about astute politics than it was any wavering in his principles.

Secondly, it's also a lesson about people passionate about a new medium (two actually, radio and then television) experimented to find it's potential. There are lessons here for games as a medium, especially for serious fare.

Finally, the audiobook uses some original recordings which are well worth hearing. Murrow's recount of riding shotgun on a British bomber on a bombing run over Berlin is electrifying, white-knuckle listening, even sixty-plus years later.

My only complaint about the book is that the author, in his conclusion, claims we'll never have another Murrow because the mediums have already been invented - there'll never be another 'birth' period to live through. This is of course untrue. We are still in the midst of the reforming of journalism for the Internet, for one. And games as a medium for news journalism and editorial are even earlier in their development, with folks like Ian Bogost, Molleindustria, and others helping the form to take it's first steps.

I still recommend it as it's easy enough to ignore the author's assertion here and think about what a "Murrow of Games" would challenge us to do with our "Lights in a Box".

Edward R. Murrow and the Birth of Broadcast Journalism (Turning Points in History)

Friday, July 3, 2009

Book Review: Racing the Beam

I just finished reading Ian Bogost and Nick Montfort's Racing the Beam: The Atari Video Computer System (Platform Studies). Definitely the geekiest book so far this year for me and I really liked it.


It's the first of a series called 'Platform Studies', the goal of which is to look at the games of a given platform in the context of the platform's development, technology and business context, etc. The hypothesis is that these things end up shaping the games as much as their designers intent, and that therefore platform technology and business end up shaping the medium that is gaming.

The first of the series certainly does a good job making this case. The go over detailed looks at landmark games on the platform (e.g. Yars Revenge, Pitfall, etc) and how the hardware shaped their development. They also discuss the culture at Atari and Activision at the time, and how games built upon previous game development knowledge and innovation.

It's a great idea for a series, and Racing the Beam is a great start.

Two things like to see in future books in this series (or second edition of Racing the Beam?):
  • There was no discussion of the European release of the VCS. The limited memory of the VCS meant that programmers had to program the graphics by re-writing the memory for each scan line in well-timed dance following behind the electron beam's trace across the CRT. Display and game simulation were hard-coded to one another, not asyncronous systems like on today's platforms. So, I'd imagine that games that were to run on a PAL televison would have needed modification. Were these the same programmers that did it? Were there games that couldn't make it because of some limitation, etc? Anyhow, would have been nice to know.
  • While mention is made of the unit sales of some of the given game titles, it would have been interesting to include some tables spanning the console's life cycle. sales vs installed base vs unit sales of game titles. Were there 'evergreen' titles for the VCS? Did the sales curve decay grow steeper as the market was flooded with content?
This minor complains aside, I highly recommend the book.

Monday, January 26, 2009

Cool iPhone "Serious" game

I bought Ian Bogost's new iPhone game, Jetset.


It's cool for so many reasons. It's a game with a message (thus the 'serious' part), it's location-aware, it's social, and well... it's just cool.
"A game for the frazzled globetrotter in all of us. Keep up with the changing rules of airport security on your iPhone or iPod touch. Play in airports to earn unique souvenirs to keep, give to friends, or redeem for prizes"
Players have to run security at airports as a TSA agent, under an ever-changing set of rules. That'd be fun enough but:
  • For over 100 different airports in the world, you earn unique 'souvenirs' if you play AT that airport (location-awareness via GPS)
  • All of the items in the game that you may have to confiscate from travellers (e.g. pressurized cheese) have real-world stories about how the TSA banned them for one reason or another. (In an email conversation with Ian, he mentioned how certain items with real-world stories behind them were required to be removed by Apple because they were risquee in one way or another. I can't elaborate because he'll be discussing this in an upcoming press article. I'll link when available).
  • Share earned souvenirs with Facebook friends
Go buy it!