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December 2001 posts

December 31, 2001

Bye, bye 2002

Things doing warm and -kind of- sunny here in California after some nice days in San Francisco, LA and Vegas. Right now we are in Santa Monica, staying with a friend in the summer apartment that belonged to Roger Vadim. The guy next door is personal assistant to Michael Douglas and our host, Stan, played with Marilyn Manson a while ago. Gee, this is kind of fun but I still miss the not-so-glamorous holidays back in Uruguay :( Saw some good stuff at the Getty -more on this later.
Happy New Year to all you guys, more later as soon as I get back to Oregon.
Best,

Gonzalo

December 20, 2001

Me voy a Disneylandia, carajo!

I will be leaving on Saturday for sunny California. We'll spend Christmas in Los Angeles and we will certainly drive around for a while. I am even planning a trip to Disneyland -never been there before- with the secret hope to discuss with Goofy Mattelart's and Ariel Dorfman's "How to read Donald Duck" :) Otherwise, I will pitch this great startup idea to uncle Scrooge McDuck.

So, don't expect too many posts until the first week of January. I hope you guys spend some great holidays, too and thanks for your support and interest during 2001. 2002 will be a great year for videogame theory and research and I hope ludology.org will keep growing with it.

Feliz Navidad y un excelente Año Nuevo,

Gonzalo

Subtle changes

There has always been a clear difference between "console" and "PC" games. Among them, PC games' gameplay benefit from the keyboard -which allows lots of action combination- and the hard drive -faster loading times but also the ability to modify extensively modify the game via mods. While playing with the Xbox -which is the first console to include a hard drive- I have realized that I have been using the "saving" and "loading" more frequently than what I did in other consoles. Sure, this is possible to do with any console that has a memory card, but generally you can feel constrained because of the relatively small memory size available. With a 8-10 Gig hard drive, the Xbox can store thousands of saves, so this may encourage players to keep saving even more, just like they do on a PC.
In this way, the complex technology on the Xbox affects in a subtle way that player's habits and starts bluring the gap between "console" and "PC" gameplay. It's just a very minor thing, not good or bad by itself, but it serves as an example of how changes in the medium affects the gameplay and makes it to evolve.

December 19, 2001

Pong humor

Enjoy it here (it's worth a look). By way of myvideogames.com which, I am sad to say, will be shutting down.

December 18, 2001

The issue of narrative and games, part MCIXIII

Mark Bernstein writes about my “The only place where play and narrative can coexist is on the PLAY button of your VCR” post from last Friday (morning). He is definitively right that I was trying to be provocative (I can’t prevent myself from a good pun, that’s one of the defects of being the son of a comedian ;) and he is also right about not taking its meaning literally: games can certainly be turned into stories by commentators and make-believe play is also closely connected to narrative.

My point referred mainly to “the issue of narrative in computer games” which has acquired an almost mystical aura in recent debates. What follows is not in answer to Mark's remarks but was rather triggered by things like, for example, some of the last posts at the Digiplay online forum where it is common to see things like “well, I don’t want to get into the narrative debate”. For some reason, the issue of narrative and games has become controversial. There are mainly two schools: the narrative one and those who claim that narrative theory is not a good frame for understanding games. There is a lot of passion on this issue, which sometimes is a good thing for research, but I don’t think this is the case. Personally, I think that the distinction between narrative and simulation is essential in order to unleash the potential of simulation as a representational and rhetorical tool. That’s about it, at least for me, and I think that this can be easily shown through narratology. Sure, we could call everything “narrative” and we could call all the dogs “Lassie”, but that doesn’t seem too useful. I have nothing against narrative. Actually, some of my best friends are stories.

One of the finest examples of this debate was when somebody in a conference called me a member of the “intellectual Gestapo” for trying to force my definition of narrative into people. The problem was that this person, as many in this debate, do not say: "ok, my definition of narrative is xxx". That's perfectly fine with me: people can have folk definitions, fuzzy definitions, strict definitions or no definition at all. But, at least in my understanding, academic debates need clear definitions in order to be useful. People can think whatever they like about narrative but I will only debate with those who are willing to put their cards over the table and clearly enunciate that definition.

The fact that there is not a single definition of narrative has been a major issue in narratological studies, but people can start a serious debate by comparing notes and definition. To name just one narratologist, Gerald Prince claims that narrative mainly requires a series of events and a narrative situation. Ok, that’s a definition we could work with. People think that since Quake produces events after being played, it is building a narrative. And they are right, since any series of events could be described as a narrative as long as the reader recognizes a narrator. But that is like comparing the view of a match of tennis with the action of playing tennis: they are two completely different things. Narrative supporters seem to be interested in the show, while I am interested in understanding the mechanics of the play. Phenomenologically, when I play tennis I don’t believe that I am watching a story –I could, but if my goal was to better understand tennis I think I would focus on the rules and experience instead. Games do produce sequence of events, but they are not just that. It’s all about how to frame the study of games: either as a black box that generates actions or as a system that follows certain rules and structures. Sincerely, I don’t think it is that complicated but a lot of people that I respect and consider to be brilliant fail to understand my point. That’s why I keep looking for better ways to explain myself.

Anyway, I am still puzzled about this everlasting debate. Sure, it is quite essential for me, since all my research work is based on the distinction between games and narrative. Looking at games as narratives is possible. It is also trivial and won’t help us to unleash the potential of the medium.

Another CFP

Yes, another Call for Papers, even if this one looks pretty technical to me. But if you want to keep your network gaming knowledge updated, you may take to check Netgames 2002.

Conference in Tampere

Gamesconference.org has updated their website. This is probably one of the top places where you will want to be in 2002 if you are interested on the growing field of ludology.

December 17, 2001

The boX

Santa came by Oregon earlier this year. I had been thinking to get one of the next-gen consoles for a while now, but their availability has been scarce. To be sincere, I was more interested in Nintendo's Gamecube, maybe because I had the secret hope that Pikmin's botanical features would turn my wife -who's getting really close to get her PhD in Plant Physiology- into a gamer. Almost by accident, I happened to be at BestBuy.com the second the posted a bunch of available Xboxes, so that's how I finally spent my Xmas money. I admit I had a lot of prejudices against Microsoft's venture into gaming, but after renting a couple of games I can say that I am impressed. Sure, it is ugly as hell. It is VERY heavy (twice than the PS2) and its controller was not designed with humans in mind. At least its fan is quite silent compared to PS2. But the graphics, oh, the graphics... (and this is said by a guy who makes a living writing articles against immersion...). I tried Cel Damage, which is quite boring after a while, but certainly look beautiful. The other was Oddworld. The first time I saw Oddworld I didn't like it at all (actually, I have played the first game in the series and hated both its characters and its fart humor). Nevertheless, Oddworld is pretty good. Simple, beautiful and very well produced. Even if don't like Abe very much, Munch is a great character to play with (except from the little noise that he makes while walking). And he drives a wheelchair, too. Normally I would considered that of bad taste, but since all the disabled guys I know have a great attitude towards their problem, I personally feel it's ok to drive a wheelchair on a game. Of course, people will complain. People always complain.
I heard Halo is also very good. Anyway, I am happy with my new toy and really surprised about what I saw. The raw power of the machine is incredible, but everybody knows that this business is about the games. The PS2 still has a great library (and the Dreamcast has an awesome library!), but Microsoft had a pretty good start.
More later, I am back to gaming.

December 14, 2001

So-called narrative games get into the museum

France's prestigious Centre Pompidou won't hang videogames on their walls yet, but they will hold a talk about them as part of their "Cinémas du demain" (Tomorrow's Cinemas) series.

While it is encouraging to see videogames sneaking into one of the most important museums in the world, I am tired of hearing about games and narrative... The only place where play and narrative can coexist is on the PLAY button of your VCR

December 13, 2001

Electronic Arts' FIFA2002

One of the best things about my job is that I can play games for research purposes. Right now, I am working on a soccer game and, because of this, I recently bought FIFA 2002. Sure, it's hard to convince family and friends that you are working when you are sitting in front of the TV smashing the buttons on your PS2 controller. But, hey, I got the best job on Earth!

Anyway, this post is to mention that, finally, justice was done. After half a decade of injustice, somebody at Electronic Arts took the right decision: to include the only #$@$!@#@ing country that won the FIFA World Cup -not only once but twice!- and had never been included into a FIFA game. Obviously, I am talking about Uruguay, my home country. I am happy to tell that the Uruguayan team is now included in the game, as you can tell just by looking my bleeding left thumb, which feels numb after three straight hours of playing. Certainly, Uruguay does not exist on the map and you can bet that it is not an attractive market. But the fact that its team had been out of the FIFA games for so long was simply a shame and a proof of lack of soccer culture.

Anyway, I usually try to get away from patriotism, but I just wanted to let you guys know about this. I know everybody out there was dying for being able to play with the Uruguayan team ;) Btw, FIFA 2002 is really good. I love people who take chances in design, and certainly the guys at EA took a big risk by switching from the action-oriented gameplay in FIFA 2001. The 2002 version is designed around the fact that you have much more control over passes, which results in what Brazilians call "jogo bonito" (beautiful playing). Kudos for EA!