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May 2002 posts

May 31, 2002

ICO: I wanna hold your hand

Right now, if I was taken to a desert island -with broadband connection, please- my first choice in gaming consoles still remains the Dreamcast -with by far the most solid and affordable library out there. Nevertheless, PS2's library has matured so much that I am seriously considering taking it with me instead. Sadly, something tells me that there are not many desert islands in my future. Still, PS2 games not only shine by their variety, but there are also becoming more affordable. A short while ago I was able to get both Mad Maestro and State of Emergency for less than fifty bucks. My impulsive behavior also made me buy Ico, a game that I had flirted with in the past. I bought it "for research purposes" -that's the term that I use when I buy a game, such an RPG, which is not my favorite genre but I need to check out anyway. I felt that it was going to be too "adventurey" for my taste, but it turned out to be the most gorgeous puzzle game that I have played in a long time.

In a sense, Ico is what Myst should have been in the first place. The graphics -particularly the way light is used- are breathtaking and the animation is as good as it gets. The ink demons are probably the wildest-looking game characters that I have ever seen. Somebody put a lot of care on this game and it shows. By the way, I was really disapointed to find out about the much better Japanese and European cover art, portraying a De Chirico-style scene (some marketing guy probably thought that the American audience was not sophisticated enough for this artsy cover. I hate when jerks underestimate players). But what makes the game compelling is not its gameplay -good ol’ puzzles after all- but the genius of the designers, who were wise enough to not jeopardize the game by trying to go further of the current possibilities of the genre. In other words, it would have been easy to put a lot of "narrative" elements on it, particularly dialogue. But videogame dialogue generally sucks, because machines are not yet good at dealing with it and it ends up to be a patchwork of pre-scripted phrases that look as artificial as a Baskin-Robbins ice-cream. Designers kept dialogue to an absolute minimum, pretty much as Wright did with The Sims. Instead of using icons, Ico's creators relied on animation, light and sound and let the players to fill-in the blanks. Dialogue would have looked artificial, but body language flows through the game with amazing grace. From the gameplay point of view, it is also original. Somebody at a panel at E3 said -sorry I do not recall his name, if you were there please let me know- that best feature in Ico is that they turned the "key" into a character, which is a very good observation. But the stroke of genius is on hands of the characters. They hold hands most of the game. Something as natural in the real world but so absent in games: two characters hand in hand. Surely, not any genre can handle this (imagine holding hands in Quake III), but this shows that for designers to be brave and bold you do not really need to develop the most amazing technology but rather put some more humanity within the experience. For example, so far, I am only aware of two games that portray pregnant women (2 in the whole gaming history!): Little Big Adventure 2 and one of the Wally series games from the ZX Spectrum. Again, The Sims has also championed in this section (Janet Murray loves its "virtual backrub" function and I agree with her that it is an important step for games' maturity as a medium).

What other everyday things would you like to see more in games? What would you like to do in a virtual environment? Here's my short list, but please share your thoughts in the "comments" section.

-Tying a little-kid's shoelaces.
-Dancing tango.
-The ability to clip my nails with a joystick.
-A mudpie and ricochet simulator.
-Making presents to game characters I like and not expecting them to give me a key or a clue in return.
-Crossing the street with the red light.
-Smelling and caressing somebody's hair.

XBOX Nation

Issue 3 of XBN, the independent Xbox Magazine, is out. I am not getting tired of saying that it is the best videogame mag currently published in the States.

CFP: New Media and Culture

NMEDIAC : The Journal of New Media & Culture, an online
peer-reviewed scholarly journal, is accepting paper submissions for its second issue of 2002: Summer 2002 (August 15 launch date). The submission deadline for materials to be considered for the Summer 2002
issue is July 1 (Thanks newmediann).

May 28, 2002

Wanna make healthy games for kids?

Here's a job position that you may want to give a look at. Producing an "AAA" game for a non-profit research institute based in Los Gatos, California. They focus on kids with chronic illness. Sounds interesting (via Gamasutra).

This is Japan!

Aki Jarvinen has just posted a photo album of our recent trip to Tokyo. You won't find many IWEC2002 pics here (those are coming soon, I promise) but there is plenty of videogames and silly faces. If you want to lose any respect that you had left at ludologists, here's the place to look at.

May 26, 2002

French Art and Games

I know sometimes I post links in French, even if the stats show that less than 5% of my readers come from francophone countries. Well, even if you don't read French, there is a fact: the French are controlling the European game industry big time. It was simply amazing the amount of this language that you could hear through the corridors of LA's Convention Center during last E3. Several time I would approach these folks with the same question: why is it that European games, and particularly French games, are not that dissimilar from American, considering that, for example, their film industry is clearly different. Some people disagreed, but most gave me the same answer: it's a money issue. Interestingly, that's the excuse that is always used in Uruguay to justify any art/entertainment project. I still don't buy it. I am more tempted to believe some few observers, who claim that France's game muscle is mainly economical and that, in general, the French culture dispise games as trivial and do not regard them as a form worth working on. Too bad, since more diversity would not hurt the medium nor the industry. What do you think about this?

Anyway, here's a link on an French art project involving videogames.

May 25, 2002

Jenkins on ludology

This article by Henry Jenkins, which is going to be published in "First Person" by MIT Press is worth a look. I disagree with many of Jenkins' points but right now I do not have time for answering it point by point, so I will post the link here, encourage readers to give a serious look to it and I will post my thoughts about it in the near future. Meanwhile, I would like to hear what do you think about it, so feel free to click on the "comments" link.

May 23, 2002

E3: Game Over. Play again.

Back in a plane for the third time in this week. As a gamer, I left E3 happy of having been able to take a look at what is coming next in the industry. It is good to keep in mind that E3 is a trade show and that we are in Lalaland, showbiz territory, so things may look shinier than they actually are. There was a lot of stuff showcased; most of it was –as expected- same ol’. I was also very satisfied with the talks that I attended to –even if 90% of the speakers insisted that we need better ways of understanding games as narratives. My perception is that the gap between developers and the academy is still huge: we are talking very different things here. In order to be able to collaborate with game production, we need to get closer to developers and understand their everyday problems and expectations. Surely, one of the assets of academic research is the ability to provide abstraction. But if we really want to make a dent into game design instead of creating an elitist, inbred, grant-collecting discipline, we need to get out of our offices and get a better understanding of how the game business works. Designers do not really care what Heidegger would have thought of The Sims, but they need a more solid vocabulary and fresh perspectives on how to convey their ideas through gaming. Again, this does not mean that researchers need to turn into recipe-makers. Personally, I am glad that I was able to discuss these issues, even if briefly, with a lot of designers and producers and I now believe that I need to expand even more my research in order to also include some of the developers needs, while trying to remain rigorous. That’s why today’s mantra is: “Thou shall know better your fellow developer”.

I hope you guys enjoyed this short live coverage of E3. I tried to focus on issues that matter to the ludological community, since there are already tons of places to learn how many polygons Doom III will handle. As usual, comments are appreciated so don’t be afraid to click on the blue link down there. Last, but not least, I would like to thank Stan, my boss at Cartoon Network, for his constant support to my research work, and the folks at Nintendo for their kind invitation to E3.

E3: Jason Della Rocca on industry/academia integration

I was glad to meet Jason Della Rocca in person. Jason is program director at IGDA (International Game Developers Association). I asked him to give me a short overview on the industry/academy relationship and this was his answer.

I think slowly both sides are starting to see the benefits of working with the other. I think there are benefits to be had. The academic side is taking games more seriously and they see them as the cultural phenomenon that they are. They want to study them, want to analyze them […]. Developers are more concerned with the economical reality, of shipping the game for Christmas or meeting budget milestones and do not necessarily have the time or the ability to analyze games and look at them aesthetically and on the more theoretically aspects. If they did they would be able to design their games better […]. So much of what designers do today is sort of innate, they go by gut feeling […]. I think if we had a better understanding of game design, game theory (and) play mechanics […] we would end up with more compelling games.

E3: Melbourne House

I had a great talk with David Giles on the shuttle towards E3. Giles is the studio manager at Melbourne House –yes, the same production house that used to make games for the glorious ZX Spectrum a long time ago and which now is part of Infogrames. We mainly talked –and agreed- on the limitations of viewing games as narratives and the need for more profound studies on “games as games” instead of on “games as films/drama/literature”. It's great to realize that not all the people in the industry are Aristotle worshipers after all.