Wednesday, April 11, 2012

Blast from Future Past: Rock Blastaar and the Radio Rangers

I finally got around to uploading Rock Blastaar and the Radio Rangers to Soundcloud. It was created in 2007 as part of WPRB's inaugural membership drive. We were hesitant about the classic PBS/NPR gambit of what I jokingly referred to as "holding the music hostage," but not sure how to express it in a way that affirmed what we felt WPRB was about. Late one Friday night after my show we started recording silly promos for the upcoming drive, and hit on the notion that Dr. Cosmo had actually taken the music hostage, in classic supervillain form. From there it was snapping on the lego pieces of the collective sci-fi unconscious, with some clear influence from the Firesign Theater.

It was an interesting, if consciously anachronistic project: create seven serial episodes over the course of the weeklong membership drive, culminating with a live and in-person finale sunday night. It was a mighty (and perhaps foolhardy) undertaking, but it the first creative project I came to that was really my own. I went after it with passion, writing, recording, and editing the episodes in fairly rapid succession. As the week wore on and I ran on less and less sleep, and thankfully had the much-needed help of Zoe Saunders and my brother Brendan Flynn writing the scripts to the last few episodes. It also gave me an in-depth understanding of the pace and demands of writing radio plays on a regular basis, which proved exceedingly useful in my senior thesis, an analysis of the 1938 "War of the Worlds" broadcast and its role in the burgeoning field of communications research.

Alex Basile and I also developed a sequel in 2009. We concepted it in Princeton that summer, but I actually recorded most of my lines in Cambodia and sent to him to stitch into the finished whole. Thomas Friedman may be kind of foolish, but the world is a lot flatter than it used to be.

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...]

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"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."