Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Friday, April 12, 2013

Secret Twitter Film Club



Secret twitter film club (STFC) is a game of shared stimulus and strategic ambiguity.

It is inspired by Secret Book Club, a club wherein friends all read the same book at the same time, but are forbidden from discussing it directly. Ideally, one would more easily see how one’s reading bled into their conversation and writing, without direct commentary.

It is a project in the spirit of @Timescanner’s invocation, “Hey everyone, let’s have experiences together,” and a rumination on the cryptic transparency of digital youth, progentitors of the subtweet. Other influences include the great tradition of jokes under communism, campus games of "Assassin," and the secret handshakes of Freemasonry.

Most importantly, Secret Twitter Film Club is secret.


RULES

  • You are not to publicly reveal that you are taking part in Secret Twitter Film Club, nor when it is occurring. (STFC CAN HAPPEN AT ANY MOMENT. BE ON THE WATCH.)

  • You will be sent a message with the name of the film, the time it is to occur, and the other participants. Times will be selected with a bias to North America. (If this seems impossible for you, feel free to start your own game of Secret Twitter Film Club).

  • Perhaps obviously, you cannot give the name of the film you are watching, nor its particularly iconic lines/characters. Try and focus on elements and pieces that are of general interest, but have hidden meanings for fellow watchers.
  • You cannot publicly reveal who *else* is in on Secret Twitter Film Club. (If you make a list of other players, for god’s sake keep it secret.) Winks, nods, and coded phrasetalk are perfectly okay presuming you do not blow each others’ covers with your sudden thick-as-thieves-ness.

  • If one of your followers figures out that you’re playing Secret Twitter Film Club, you are “wounded” and must continue by appending the hashtag #SecTFC to your (hopefully cryptic) tweets. At this stage, the secret is what film it is.

  • If one of your followers figures out what film you’re watching, the jig is up, at least for you and the other wounded. You may continue watching the film, though, and feel free to comment using the hashtag #OvTFC (for “overt twitter film club”)

If you want to play Secret Twitter Film Club, send an email to instigation [at] SplendidVagabond {dot} info that includes your twitter handle, interest in the game, and film preferences.


BONUS PARANOID VARIANT: If I get a sufficiently large body of players, I will split them into teams watching different, but thematically linked films. You will only know the players on your team. Extra points will be given to those who root out other teams' players.

Friday, February 10, 2012

Gothama: a game of non-attachment

The last weekend of January is quickly becoming a sort of annual holiday for me. It certainly involves sitting around and eating a lot, but that's not the focus. No, dear friends, the last weekend in January is the time of the Global Game Jam.

Sanctioned by the International Game Developers Association, the Game Jam is a mad dash to make a working game (usually, but not always, a video game) in 48 hours. Teams assemble on the spot based on appropriate balances of skills and abilities. Last year, I was sort of the utility infielder (writing, audio, and miscellaneous inspiration) of a team that already had an experienced game designer, but this year I ended up taking on the role. For someone who has read a ton about games, but not actually made many, this was tremendously exciting.

The theme for the year was an image of ourobouros, the snake that eats its tail. To me, it brought up associations of eternal recurrence, death, and rebirth. That brought me to the buddhist notion of Saṃsāra, and the suffering associated with endless fruitless repetitions of the cycles.

Which, in the context of video-gaming, instantly took me to thinking about stupidly-hard games of the NES era.


 These were games that forced the player to memorize complex geometric patterns and punished them for a single infraction. These were games that decided that the best way to increase replayability was to tell players after the final battle that their entire first run of the game was "a trap devised by Satan" and force them to play it over again at an even more difficult level. These were games where your entire motivation for risking virtual life and limb was proving that you were a bad enough dude to rescue the president. They may have had different surface trappings, but ultimately they were games about suffering.


Gothama was thus a loving tribute and a philosophical critique of classic 2D platform gaming. It is at its highest level a stoic/buddhist/vedic-inspired critique of the ‘little pleasures’ of videogaming: the jingle of coins, a satisfying stomp, a well-timed dash and jump. We relish the shot of dopamine we get, the ability to feel greater than ourselves, but to what extent do they lead us to towards the short-term and ephemeral rather than our greatest good? Gothama makes uses of the tropes of the genre to make a point about non-attachment.

What point, you ask? Well, I suppose you'll have to play it to find out.
Click here to download the special edition of Gothama.

Tuesday, August 9, 2011

Three ways of looking at the Broken Leg TD from Madden

This video gained over five million views on Youtube. The player in question, Greg Jennings, happens to be a clutch receiver in real life and went on to catch two touchdowns in Superbowl XLV. But he's probably best known for (sort of) appearing in this video.

(Audio probably NSFW, depending on your W)



How shall we think about this video?

1. It's an example of emergent narrative, whereby the complexity of the game yields unscripted moments of drama and wonder worth sharing. A similar example would be after-action reports, or the tale of the Elven king of dwarves found in one particularly odd game of Dwarf Fortress.

2. It's the video game equivalent of Double Rainbow, where we are as much drawn to the commentator's religious intensity as we are to the subject matter itself. Except in the case of Greg Jennings, it's frightfully postmodern, because it's not the majesty of nature the commentator is holy-ghosting about, it's the determination and will of a figure in a simulation.

3. It's an example of convergence culture: The video game spawns a video, which was referenced by teammates and opponents in the real game. Now we've just learned that "Put Da Team on My Back" is going to be an achievement in Madden '12. Everything flows into everything else.

Monday, August 1, 2011

Tower defense sweatshop: the wonderful world of newsgames

[Cross-posted from the Duncan/Channon Posterous...]

Screen shot 2011-07-18 at 1.50.07 PM.png

"Sweatshop is a new browser game, developed by Littleloud for Channel 4 Education, in which players fill the role of a factory floor manager in a developing nation. Taking design cues from the tower defense genre, the game tasks you with placing skilled workers and child laborers along a conveyor belt."

I'm a big fan of games that teach, not by lecturing or quizzing, but by letting you take on the role of a newsmaker. You're in a much better position to understand the decision space of the person once you've worked through their decision tree a couple of times. In any case, I'm following the recent wave of newsgames with a fair bit of interest. Their ability to model complex, inhuman systems lets us get past our usual bias towards narratives and personalites, at least that's what we hope for.

Which is how we come to a tower defense game in a sweatshop. Initially, you can make all the jeans or other clothes with fine and safe labor practices, but as the game increases in complexity you're forced to choose which goals you're really working for. Very clever example of procedural rhetoric, and a good use of existing gaming conventions.

The frightening, real-world power of Channel 4's "Sweatshop."

Monday, June 13, 2011

All craftsdwarfship is of the highest quality.

[Cross-posted from the Duncan/Channon Posterous...]






So you know Dwarf Fortress, that crazy game I may have told you about over the past six months? The sim game where you basically build the Mines of Moria? Where dwarves go crazy and build a fractal statue with 73 images of itself?

It's been written up at length in the New York Times Magazine.

Tuesday, October 12, 2010

Of dialog wheels and player-characterization

As part of the run-up and subsequent write-up of my talk on Mass Effect, I've been doing a lot of thinking on the relationship between gaming, narrative, and the status of the "player character." I just read a great post by Greg Rucka on Mass Effect 2, and it hits on so much of what I've been mulling over, and what's currently keeping the Mass Effect series from jumping the barrier between an excellent game and a great work.


First, consider the dialog-wheel. The dialog system is not just a handy way to handle choice structures on an xbox controller, it also expands your storytelling capacity. By selecting only the general gist of your response, and letting your fully voiced Shepard speak for him/herself, you get much more immersive conversations. Longer speeches and exchanges can be made, Shepard can reveal details about the world or his/her background that the player wasn't party to, or shoot an uncooperative criminal in the face. (It makes it a lot easier to be a jerk, as well.) You cede some of your direct control over the character in order to create a more interesting experience. So, while you can decide some of the parameters of Shepard's backstory and psych profile, and you can make the decisions that Shepard takes, there's a slight remove between you and "your" Shepard.

But, and this is what Rucka's analysis really brings out, once you cede any amount of control to the designer/storyteller "the onus is on the storyteller and not the player to fulfill the demands of the character’s journey." And I wish they did more towards that end. Shepard is, perhaps necessarily, the least-defined member of the Normandy's crew. Lots of people will have lots of impressions of what their Shepard will say and do. What the voice actors do is already amazing if you think about all the different variables they're juggling. So I can understand the lack of customized dialog for and reacting to the different choices and personalities you make. But that's not an excuse.

 Mass Effect drives me up the theoretical wall because there are so many things it does so well, it makes us wish it could do the rest, and finally give us something that we could put up on the mantelpiece and point to when asked about why we game. It raises so much potential, so many possibilities, sets our minds racing about the possible ethical quandaries we could be faced with until we realize sadly that, no, the game doesn't actually figure that in. A lot of issues that initially seemed very important were basically hand-waved once you're given a ship and bad guys to point it at. You get precious few chances to express what's really going on with your character.