The Changing Face of Casual Games

  • Reading time:1 mins read

by [name redacted]

The prime message for the Casual Games Summit this year is that the casual game market is expanding so much, trickling over into so many demographics, that the old, rather lazy ways of thinking about the format and its audience have begun to stifle the potential of casual games, and turn them into a bit of a mockery of themselves.

The target audience, declared Microsoft Casual Games’ Chris Early, is no longer the stereotypical soccer mom. “Everyone’s playing casual games now, and they’re playing them in places we never thought they’d play them before.” Everyone who works with a computer is now either a customer or a customer in the making. So the big new question is, “who are you going to design your game for?”

( Continue reading at GamaSutra )

The News Game: Using Neverwinter Nights To Teach Journalism

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by [name redacted]

Back in 2001, Nora Paul of the University of Minnesota started to think about tossing together journalists with game designers and theorists to discuss ways in which the medium’s give-and-take trial-and-error self-motivated approach to learning could be academically applied to the process of news-gathering. The timing was unfortunate, however, coming just after the dot-com implosion.

A few years later she pulled together a more academic discussion group on the matter, yet quickly became frustrated with the substitution of chin-stroking for practical application of any of their ideas. Whenever she suggested developing an actual teaching tool, everyone backed away, afraid how it would reflect on his tenure to be actively involved with anything using the word “game”.

( Continue reading at GamaSutra )

Video Games To Build And Retain A TV Audience

  • Reading time:1 mins read

by [name redacted]

In describing his recent game based on Discovery Channel Canada’s Race to Mars TV serial, Virtual Heroes‘ Randy Brown admitted that people often question how his project was a “serious game”. As an audience member asked toward the end of the session, what makes a community-fostering game more serious than a traditional licensed game? The general answer is that whereas, say, EA’s Lord of the Rings games are just designed to entertain, the games in this session are meant to further understanding of and enthusiasm for the associated subject, through providing the audience a realistic or “synergistic” experience – a slower, quieter exploration of the concepts at hand than would be feasible in a dramatic context.

( Continue reading at GamaSutra )

Sawyer, Smith On Serious Gaming For Life

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by [name redacted]

As a specific concept, serious games have been drifting around the design sphere since at least the turn of the millennium. Yet for all the hype, and all of the yearly GDC conferences on the subject, the theory has had some trouble gaining traction as more than an academic or industrial curiosity.

According to Ben Sawyer of Digitalmill and Peter Smith of the University of Central Florida, some of the problem in the serious games movement is a general haziness as to exactly what serious games are, and are for.

Sawyer and Smith observe that the traditional view of serious games is vague exactly because of its specificity. “Often when we see people talk about serious games, we see them talking about them in a sort of narrow way,” Peter Smith mused.

Yet, at the same time, “Everyone has their own name for what serious games should be called. When they’re using these terms, they’re still talking about serious games… It’s not that these words are wrong. It’s just, they’re trying to categorize things. And there’s nothing categorical about any of these names.”

( Continue reading at GamaSutra )

Scully, not Gorey

  • Reading time:2 mins read

Changes are afoot for Masterpiece Theater, and MYSTERY! has now been wholly absorbed into it as part of the yearly run. On the interesting side, Gillian Anderson, looking prettier for her age, is the new Dianna Rigg (or Vincent Price, if you go that far back). Appropriate enough! Thing is, they’re talking as if “Masterpiece Mystery!” will now cease to have its own theme music, and will be ditching the Gorey intros for “amazing graphics”. This is all a bit sad, as the Gorey intros have made an enormous and tangible difference in my life. It’s one of those weird little personal nexus things. They helped to define much of my adult artistic sensibility, and they have led somewhat directly to some of my most important personal relationships.

Then again, the “new” Gorey intro has been in place for around twenty years now. Not that it’s in any way dated, I can see how they might be tiiring of it. Since he’s dead, they can’t just commission a new one.

In general, PBS has been rather neglecting MYSTERY! for a while. Whereas it used to be a regular companion series to Masterpiece Theatre, eventually it got folded into the run of its parent series and they ditched the host altogether. I suppose ITV hasn’t been producing cdetective series the way they were in the ’80s and ’90s. Though Poirot is still ongoing, I think Suchet only does a movie every couple of years now. Jeremy Brett is dead. Morse and Cracker are past. Does WGBH even invest in ITV production anymore? Can they afford to, the way PBS is run now?

Master Ham

  • Reading time:5 mins read

Cartmel certainly had the same basic idea as RTD: dial the show back to where he thought it worked best — that being the first six years or so. Mysterious Doctor-as-MacGuffin, developed companion-as-protagonist, more experimental storylines.

The difference is that whereas RTD goes after all this from a populist perspective, by stripping things down and creating a new space, Cartmel was more… well, I wanted to say academic. I guess, that plus brute force. His whole idea was to twist and bend what was already there into a shape that he personally liked better. A relatively clumsy method to reach the same shape.

And yeah, the method seems to mostly be what’s at issue. RTD’s methods tend to engage and inspire, whereas Cartmel’s tend to disgust and confuse. And that is understandable.

Cartmel came to the show as an interested outsider, without much writing experience. Davies was an enormous fan, yet a disciplined (cue the snide remarks) popular dramatist. What Cartmel lacked was the affection for the material that softens Davies’ approach, and the experience to tailor his vision for mass consumption.

On the other hand, Cartmel’s insight is rather cutting and immediate, and it probably would have taken someone like Davies years to come to similar conclusions. Going by Davies’ earlier proposals, it seems to have!

Me, I don’t care so much about how either of them got there; I pretty much agree with their conclusions. I don’t have any investment in the material that they dismiss. I’m not so much interested in execution as the ideas at work, so both eras feel pretty darned similar to me — and hiccups aside, they do feel largely successful in what they set out to do. It’s almost like you could chop out seasons 7-23, and hey presto the show would be consistent.

Which of course is the portion of the show most fandom tends to put on a pedestal, so I can also understand why people would balk at this vision.

Still, hey. I’m with Cartmel. I don’t have the personal attachment. Or rather, what I do have is recent and entirely of my own creation. Whether that means it’s not “my” show or not, I don’t know. I’m just being analytical. It’s what I do. Luckily, I don’t have an army of fans to answer to.

As far as McCoy goes: the role (and the show) hardly calls for dramatic skill; what it demands is a certain off-kilter charisma and warmth. McCoy has more of a “Doctor” (read: professorial, avuncular) persona about him than anyone since Troughton. He’s also the first Doctor since the ’60s to take more of a back seat in the action, which is tremendously welcome after the previous decade and a half of ham.

An aside: Colin Baker is sort of neat in that he wears his bacon right on his sleeves. One can forgive his character his brashness, as he’s so upfront with it — whereas Pertwee and Tom Baker are more covert asses. Here, as with Sherlock Holmes, it’s portrayed as an actual character flaw. Unfortunately, not only did he never get much of a decent script; he never got a decent Watson (or Barbara) to round him off. Not until Big Finish, anyway. And now it seems like Catherine Tate will do something similar for Tennant. But back to the main discussion.

Again, frankly, with a show like classic Doctor Who, why should anyone give a shit about execution? It’s all rather low crap anyway, so it boggles my mind when people go on about the rat like it’s something tortuous and embarrassing in the middle of a piece of serious high drama, or about McCoy rolling his “R”s and garbling his lines as if Ian McKellen in his place would have transformed the show into high art.

There’s nothing objective about something like this. Watching the show is, in the first place, an exercise in transcending a charmingly tatty exterior in search of some warmth and inspiration. When you accept that, arguing about degrees of tattiness is absurd. The lighting and direction and prop and set design was often lousy in the late ’80s? Well, guess what? Twenty years on, it’s pretty hard to tell the difference between a Cartmel-era set and one from the mid-’70s.

Once you’re past the superficialities, all you’re really left with is how interesting you find the things the production team is trying to do, and whether or not you’re fond of the characters.

As far as I’m concerned, anyway, Cartmel was the first period since the ’60s (with maybe exceptions for early Pertwee and the Bidmead season) where someone really tried to do something interesting with the show’s basic premise. Maybe it didn’t always work perfectly; still, the effort is neat to see. And it had the first really well-developed main characters played by likable leads since the ’60s.

And… I mean. I don’t think this is an unreasonable or especially bizarre perspective to take. It’s certainly not an unusual one in my circles. If anything, it strikes me as a result of my lack of long-term nose-to-the-grindstone investment in the show. Which… though not necessarily a superior position seems at least a somewhat more balanced one, compared to the acid or the faux superiority that gets slung about. For whatever that might be worth when making judgments on a tatty twenty-year-old TV show.

Murnau Edition

  • Reading time:2 mins read

I’m watching the restored version of Nosferatu. It’s not quite as impressive as the Metropolis restoration, on a few fronts.

Though some of the source material is startlingly excellently great, other bits are really irreparably grungy.

The translation is a bit weird and literal, with a few grammatical errors for extra flavor.

The new English intertitles they generated based on the translation are cheap-looking and far from seamless; I could have done better in half an hour in Photoshop.

For some reason they chose not to motion-estimate missing frames, so the film still occasionally skips a bit.

There’s a really long written intro that babbles on about the restoration; it’s distracting and a bit wanky.

Though it’s fantastic that they located and recorded and overlaid the original score, the original music is often not really appropriate to the mood of the images. It’s weird. There’s a horrible, creepy thing on the screen, and the music is all majestic violins.

All of that said, this is the best version to date; these are small criticisms compared to every other version on DVD. And what’s more, just as with Metropolis, the new version makes it possible to follow and appreciate the story! Before, it was just a weird dreamlike drip of images. Now it feels like a finished, sophisticated film.

More than Meets the Eye

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I just realized that you pull Shockwave’s willy to make him glow.

NOSFERATU!!

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Oh man. Just after I resumed my ever-present musing on why nobody had released a proper, Metropolized version of Nosferatu, I learn that this just came out. Released, yes, by Kino again.

So. There we are. We’ve got it. My favorite silent film, presented as properly as it might be, for the first time in seventy-something years. And what a snazzy cover!

“All My Love to Long Ago”

  • Reading time:2 mins read

Whoa, uh. Verity Lambert, Doctor Who’s first producer (and at the time the youngest, and first female, producer in the BBC’s history), just died. On the day before the show’s 44th anniversary — its first broadcast also being one day after JFK’s assassination. She wasn’t that old; seventy-one. I guess that’s old enough, though.

The show was such a strange force back then; all staffed and conceived by twentysomething women and minorities and foreigners, working under the auspices of a department that was ashamed of them all and what they were doing, in the face of another department that was deathly jealous of them and what they were doing, both mostly staffed with old white men, most of which did all they could to interfere. That the show was a success was all the more an embarassment, as it meant they had little excuse to sweep it under the carpet.

It was over four decades ago, though. I guess it’s surprising so many of the cast and crew have hung on this long. Ms. Lambert last appeared all over the special features and commentaries to the “Beginning” box set, in which she gushed her appreciation for the new series and all its nods back to her era — from which she felt the classic series had drifted away a bit much for her liking. This past spring, she was even name-checked as John Smith’s “mother” in Paul Cornell’s “Human Nature” two-parter.

I guess things turned out pretty well, in the end — at least so far as that business goes. And who knows how large it loomed in her life. She seemed grateful, though. And it seems she was creatively active up to her death. I understand she just produced a new series of a show I’ve never heard of. Looks like it’s a criical success, too.

Some interesting commentary from “superfan” Ian Levine.

On the opposite end of the spectrum, sort of, I just noticed that Sylvester McCoy (The Seventh Doctor), Sophie Aldred (his companion, Ace), and Anthony Ainley (the ’80s incarnation of the Master) all share the same birthday (August 20th). This show seems to attract bizarre coincidences both in birth and in death.

The New Generation – Part Three: Infrastructure

  • Reading time:20 mins read

by [name redacted]

Originally published by Next Generation.

Videogames are finally finding their way. They’re moving in small steps, yet whether by need or inspiration change is in the air – a whole generational shift, an inevitable one. It’s the kind of shift that happened to film when the studio system broke down, or painting broke out of academia and… well, the studio again. In short, people are starting to get over videogames for their own sake and starting to look at them constructively – which first means breaking them down, apart from and within their cultural, historical, and personal context. When you strip out all the clutter and find a conceptual focus, you can put the pieces back together around that focus, to magnify it and take advantage of its expressive potential.

Over the previous two installments we discussed some of the voices heralding the change, and some of the works that exemplify it. In this third and final chapter, we will cast our net wider, and examine some of the cultural or circumstantial elements that either led to this shift, reflect it, help to sustain and promulgate it, or promise to, should all go well. This is, in short, the state of the world in which a generational shift can occur.

The New Generation – Part Two: Masterminds

  • Reading time:23 mins read

by [name redacted]

Originally published by Next Generation.

Something is happening to game design. It’s been creeping up for a decade, yet only now is it striding into the mainstream, riding on the coattails of new infrastructure, emboldened by the rhetoric of the trendy. A new generation of design has begun to emerge – a generation raised on the language of videogames, eager to use that fluency to describe what previously could not be described.

First, though, it must build up its vocabulary. To build it, this generation looks to the past – to the fundamental ideas that make up the current architecture of videogames – and deconstructs it for its raw theoretical materials, such that it may be recontextualized: rebuilt better, stronger, more elegantly, more deliberately.

In the earlier part of this series, we discussed several games that exemplify this approach; we then tossed around a few more that give it a healthy nod. Some boil down and refocus a well-known design (Pac-Man CE, New Super Mario Bros.); some put a new perspective on genre (Ikaruga, Braid); some just want to break down game design itself (Rez, Dead Rising). In this chapter, we will highlight a few of the key voices guiding the change. Some are more persuasive than others. Some have been been making their point for longer. All are on the cusp of redefining what a videogame can be.

The New Generation – Part One: Design

  • Reading time:15 mins read

by [name redacted]

Originally published by Next Generation.

An idea is healthy only so long as people question it. All too often, what an idea seems to communicate – especially years and iterations down the line – was not its original intention. Context shifts; nuance is lost. To hear adherents espouse an idea, measureless years and Spackle later, is to understand less about the idea itself than about the people who profess it, and the cultural context in which they do so.

In 1985, an obscure Japanese illustrator slotted together a bunch of ideas that made sense to him that morning, and inadvertently steered the whole videogame industry out of the darkest pit in its history. Since that man’s ideas also seemed to solve everyone else’s problems, they became lasting, universal truths that it was eventually ridiculous – even heresy – to question.

So for twenty years, skilled artisans kept building on this foundation, not really curious what it meant; that it worked was enough. They were simply exercising their proven craft, in a successful industry. Result: even as technology allowed those designers to express more and more complex ideas, those ideas became no more eloquent. The resulting videogames became more and more entrenched in their gestures, and eventually spoke to few aside from the faithful – and not even them so well. Nobody new was playing, and the existing audience was finding better uses for its time. A term was coined: “gamer drift”.

HERE I YAM

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The other day I was lounging around, half-expecting a call from someone. It kept getting later, and no call. I started to get tired. Finally the phone rang. Throwing caution to the wind, I picked it up and exclaimed, with a certain enthusiasm, “Yah!” In response I heard a very thick and silly accent blurt “IS YOU?!” “IS ME!” I replied. “IS YOUUU?” “ISS MEEE! HERE I YAM!”

Then there was a beat. And more quietly, with a twinge of frustration, still in the same accent: “Sorry. Wrong number.”

The Wii that Wasn’t

  • Reading time:6 mins read

by [name redacted]

Originally published by Next Generation.

Market analysts call the Wii a return to form after the relative flop of the GameCube. Design analysts call it a potential return to form after the relative rut of the previous fifteen years. Whatever the spin, when people look at Nintendo’s recent misadventures, generally the Gamecube sits right on top, doe-eyed and chirping. Its failure to do more than turn a profit has made its dissection an industry-wide pastime. Everything comes under the microscope, from its dainty size and handle to its purpleness to the storage capacity of its mini-DVDs. The controller, though, has perplexed all from the start.