The first trailer for Dear Esther (the re-release) has gone online and it’s rather exciting. The original game is a free mod for the Source engine, but the whole game has now been rather beautifully remade, additional scenes have been added and new dialogue inserted. Dear Esther treads a thin line between computer game and novel - it’s irrelevant as to which it really is - it is a wonderful story, and told quite brilliantly. I encourage everyone to give it a go.

EDIT: I’ve possibly not done enough to sell this. Dear Esther really is a work of art, the voice acting and writing are superb, and the whole tale is presented to you as you explore a mysterious island at your own speed. Exploration leads to further contemplation from the ever present narrator. This is a narrative told carefully and slowly, it requires you to think as much as it does to ‘play’. Whatever medium one decides it belongs to, it is magnificent.

BioShock itself, I comment, felt like a critique of objectivism: it was, after all, the story of a city of independent elites brought to the ground by their own greed. Levine interrupts. “I don’t view BioShock as a critique of objectivism. When Andrew Ryan says at the beginning, ‘Is man not entitled to the sweat of his own brow,’ who can say no to that, right?” Instead, he says, it’s an exploration of his own “uncomfortableness with certainty. Of political surety, of thinking you have the solution. Whether it’s religious certainty or political certainty, I get very uncomfortable with that, because I don’t feel certain myself. And I think that if you look at guys like Andrew Ryan and (Columbia’s leader) Comstock, they are very certain of their view of the world, and it is that very rigidity that often destroys them.
– Telegraph’s great interview with Ken Levine on Bioshock: Infinite, still my most eagerly anticipated game.

(Source: telegraph.co.uk)

The Stanley Parable

You probably shouldn’t read this, at least not yet. Instead you should go to this link and download free mod The Stanley Parable. It’s for the Source Engine which can be downloaded free with Steam. 

Then you should play The Stanley Parable - and play it without reading anything else about it, and without watching the trailer. Completely blind if possible. Ok maybe just with this picture in mind:

The Stanley Parable

The Stanley Parable is a narrative first person game. That’s it. Don’t be put off by not being very familiar with computer games or worried you’ll find it too difficult. You won’t. It’s about choices. And lots of other stuff but that doesn’t matter, because what does matter is the fact you’re not playing it yet. Go. Then come back.

I played The Stanley Parable last week and absolutely loved it. It so cleverly subverts the expectations you have of a computer game, and it’s striving towards a more narrative based conception of computer games, which I’m all for. This morning I came across a rather brilliant interview with Davey Wreden, the brains behind the mod. It’s really great and you should probably read the whole thing here.

One of the lines I really picked up on in the interview is concerns the notion that computer games are trying to imitate cinema, and in particular blockbuster cinema - Wreden responds that,

What I love is the fact that video games are so young, we still have so much to discover about what narrative in games is capable of. Big game publishers may be imitating cinema, cinema is far older and has been through its own set of creative revolutions. You could convince me that comparing games to cinema, games are still in the equivalent of cinema’s silent era—we have a long long way to go. There are still so many questions that we haven’t asked about video games, so much exploration that hasn’t been done.

Computer games occupy a weird position with regards to entertainment media. They are yet to be entirely embraced by popular opinion and are frequently treated as a convenient scapegoat for whenever anyone does anything wrong - as we saw most recently in comments surfacing during coverage of the U.K riots last week. This distrust towards computer games is slowly shifting however and their popularity is increasing. At the same time within the gaming community there are a lot of questions about where gaming is, or should be going. Technology is constantly improving and that allows developers to up the scale of the events within the game to cinematic levels. During a recent developer diary for Space Marine, one of the creators talked excitedly about how much like a blockbuster the game was, implying that the greatest achievement they had reached was the successful imitation of film. 

And indeed this is reflected in the Call of Duty franchise where the player acts as more of a witness to the constant explosions and gunfire, rather than an actual actor with influence over the events. And that’s what The Stanley Parable is trying to respond against - the prevalent mechanic that games don’t really allow you to meaningfully alter the confined narrative you are within. In The Stanley Parable you only walk, and press buttons. You can’t run, jump, shoot or anything else. And yet with such restricted interactions you are able to radically alter the progression of the narrative. It’s rare that you get that much freedom in computer games, the freedom, when you reach the point where a simple action will save the world, or save yourself, to instead choose the opposite action. 

There are numerous games that introduce small elements of choice, normally between good and evil, such as Mass Effect, or the choice between different endings, that while generating drastically different consequence within the game world, don’t actually change the game much at all. Think Dragon Age: Origins. It’s rare to be given such liberating choice from the very beginning to choose A or B and for that choice to completely change the whole narrative of the game. With Stanley, there are numerous play-throughs where you won’t ever encounter the cameras and the machine. Where your character is developed in completely different ways. I’ve never played anything before that so drastically alters our feelings towards, and understanding of, the central character.

Of course this is a small mod, and each playthrough is mere minutes in length - we’re not talking about a AAA title with 12+ hours gameplay - so there’s a lot more opportunity for experimentation. However it does raise some important questions, is it more worthwhile for computer game developers to be experimenting with different narrative techniques and unique gameplay mechanics, or is it better for them to pursue the ‘cinematic’ ideal and go for bigger, louder and more exciting games? 

I’ve loved games that have done no more than deliver an adrenaline rush and water-cooler moments, Call of Duty Modern Warfare 2 is easily the game I’ve put more hours into than any other, but my reasons for playing that are superficial, it is to provide the momentary satisfaction of pure exhilaration. On the other hand, the games that I’ve really appreciated, the ones that inspire me to wax lyrical about what it all means, are those that do something more than that, the ones that make you think about something in an entirely new way, or the ones that offer you a believable glimpse at something you or I will never experience (the dystopian world in Half Life 2 feels incredibly, and frighteningly real). It’s the same as the debate about films - should they be art or entertainment. Philosophy or fun? Socially and culturally relevant or escapism?

The answer should of course be both, but there’s a danger that outside of the indie or modding community the reliance is too focused on adrenaline rather than intelligence. 

Note: Davey Wreden is 22 and this is his first game. Fuck.

Humble Bundle 3 gets even better

After adding Steel Storm: Burning Retribution a couple of days ago, Humble Bundle #3 has been updated again. Now if you pay above the average price (currently $4.86) you get the 5 games from Humble Bundle 2 as well! This includes the absolutely-brilliant-and-probably-one-of-the-best-games-I’ve-ever-played Braid. Remember you can choose how much of what you pay goes to charity. 

And so it goes on. To pick videogames – something he explicitly explains throughout he uses alongside meditation to relax in his spare time – out of this terrifying and disturbing document requires a wilful agenda. An agenda, I would argue, that conveniently distracts from the rather larger issues of how it was possible for him to legally obtain such an extraordinary arsenal of weapons and chemicals. I have not seen stories explaining that Norwegian weapons stores are taking certain guns off their shelves in reaction to the shooting.

And that’s my agenda. It’s my agenda that access to such extraordinary weapons is a serious issue. But my agenda almost equally misses the point. Yes, without the guns he could not have fired the bullets. And were games somehow implicated to be involved (despite the lack of evidence I can find), they too would have been a factor. Hell, you could get some way making this a discussion of the danger of steroid abuse. But none is the reason for the attack.

Breivik believed in a grotesque form of nationalism that was rooted in a pathological loathing of Muslims. A conspiracist, racist and ultra-extremist, his hateful beliefs were the reason for his attack. The guns were the tools he used. The games were something he did in his spare time to unwind. The steroids were how he bulked up for what he saw as a martyrdom.

Why did he hold those beliefs? Where did they come from? Who taught them to him? How did his mind come to be so hideously occupied by this terrible act? Those are really tough questions. They’re questions that don’t have easy answers, that can’t be easily blamed on the current scapegoat or easiest target. They’re questions that challenge people, society, us. They’re frightening, horrible questions.

John Walker of RockPaperShotgun writing in response to the news that Norwegian stores are removing computer games from their shelves, largely because of unsubstantiated claims by the media that it was computer games that led to the horrific acts of Anders Behring Breivik.

It is always difficult to write so soon after an event such as this, and nothing posted here should cause any offence or injustice to any of the victims of this terrorist attack. The actions of Breivik were utterly despicable and horrifying. I do not wish to suggest otherwise. But it still remains important to question how events such as these are portrayed by the media. Remember that initial reports attempted to implicate this as Islamic terrorism. There is a bias in the media that needs to be addressed.

As the quote above reveals the blaming of video games is a nothing more than picking a scapegoat. Breivik’s own text reveals that he only started playing violent computer games long after he had already planned his attack. Further it is abundantly clear through his manifesto that he is acting on a racist and nationalist idea. He has not been inspired by computer games, nor is there anything within the manifesto to suggest that he was. 

The issue here is not “do video games make people more violent?” but why was Breivik able to purchase such devastating quantities of guns and ammunition. Shifting the focus to computer games only avoids the real questions that need to be addressed, and that would be Norway’s gun laws, and how Breivik was led to hold such horrifying views.

If computer games were genuinely responsible then this response by the media would be justified, but there simply isn’t any reason or evidence to suggest that. So why take up that argument? 

(Source: rockpapershotgun.com)

Bioshock Infinite Developer Diary.

Proabably the most exciting game coming out in the next 12 months.

The first trailer for Dear Esther (the re-release) has gone online and it’s rather exciting. The original game is a free mod for the Source engine, but the whole game has now been rather beautifully remade, additional scenes have been added and new dialogue inserted. Dear Esther treads a thin line between computer game and novel - it’s irrelevant as to which it really is - it is a wonderful story, and told quite brilliantly. I encourage everyone to give it a go.

EDIT: I’ve possibly not done enough to sell this. Dear Esther really is a work of art, the voice acting and writing are superb, and the whole tale is presented to you as you explore a mysterious island at your own speed. Exploration leads to further contemplation from the ever present narrator. This is a narrative told carefully and slowly, it requires you to think as much as it does to ‘play’. Whatever medium one decides it belongs to, it is magnificent.

BioShock itself, I comment, felt like a critique of objectivism: it was, after all, the story of a city of independent elites brought to the ground by their own greed. Levine interrupts. “I don’t view BioShock as a critique of objectivism. When Andrew Ryan says at the beginning, ‘Is man not entitled to the sweat of his own brow,’ who can say no to that, right?” Instead, he says, it’s an exploration of his own “uncomfortableness with certainty. Of political surety, of thinking you have the solution. Whether it’s religious certainty or political certainty, I get very uncomfortable with that, because I don’t feel certain myself. And I think that if you look at guys like Andrew Ryan and (Columbia’s leader) Comstock, they are very certain of their view of the world, and it is that very rigidity that often destroys them.
– Telegraph’s great interview with Ken Levine on Bioshock: Infinite, still my most eagerly anticipated game.

(Source: telegraph.co.uk)

The Stanley Parable

You probably shouldn’t read this, at least not yet. Instead you should go to this link and download free mod The Stanley Parable. It’s for the Source Engine which can be downloaded free with Steam. 

Then you should play The Stanley Parable - and play it without reading anything else about it, and without watching the trailer. Completely blind if possible. Ok maybe just with this picture in mind:

The Stanley Parable

The Stanley Parable is a narrative first person game. That’s it. Don’t be put off by not being very familiar with computer games or worried you’ll find it too difficult. You won’t. It’s about choices. And lots of other stuff but that doesn’t matter, because what does matter is the fact you’re not playing it yet. Go. Then come back.

I played The Stanley Parable last week and absolutely loved it. It so cleverly subverts the expectations you have of a computer game, and it’s striving towards a more narrative based conception of computer games, which I’m all for. This morning I came across a rather brilliant interview with Davey Wreden, the brains behind the mod. It’s really great and you should probably read the whole thing here.

One of the lines I really picked up on in the interview is concerns the notion that computer games are trying to imitate cinema, and in particular blockbuster cinema - Wreden responds that,

What I love is the fact that video games are so young, we still have so much to discover about what narrative in games is capable of. Big game publishers may be imitating cinema, cinema is far older and has been through its own set of creative revolutions. You could convince me that comparing games to cinema, games are still in the equivalent of cinema’s silent era—we have a long long way to go. There are still so many questions that we haven’t asked about video games, so much exploration that hasn’t been done.

Computer games occupy a weird position with regards to entertainment media. They are yet to be entirely embraced by popular opinion and are frequently treated as a convenient scapegoat for whenever anyone does anything wrong - as we saw most recently in comments surfacing during coverage of the U.K riots last week. This distrust towards computer games is slowly shifting however and their popularity is increasing. At the same time within the gaming community there are a lot of questions about where gaming is, or should be going. Technology is constantly improving and that allows developers to up the scale of the events within the game to cinematic levels. During a recent developer diary for Space Marine, one of the creators talked excitedly about how much like a blockbuster the game was, implying that the greatest achievement they had reached was the successful imitation of film. 

And indeed this is reflected in the Call of Duty franchise where the player acts as more of a witness to the constant explosions and gunfire, rather than an actual actor with influence over the events. And that’s what The Stanley Parable is trying to respond against - the prevalent mechanic that games don’t really allow you to meaningfully alter the confined narrative you are within. In The Stanley Parable you only walk, and press buttons. You can’t run, jump, shoot or anything else. And yet with such restricted interactions you are able to radically alter the progression of the narrative. It’s rare that you get that much freedom in computer games, the freedom, when you reach the point where a simple action will save the world, or save yourself, to instead choose the opposite action. 

There are numerous games that introduce small elements of choice, normally between good and evil, such as Mass Effect, or the choice between different endings, that while generating drastically different consequence within the game world, don’t actually change the game much at all. Think Dragon Age: Origins. It’s rare to be given such liberating choice from the very beginning to choose A or B and for that choice to completely change the whole narrative of the game. With Stanley, there are numerous play-throughs where you won’t ever encounter the cameras and the machine. Where your character is developed in completely different ways. I’ve never played anything before that so drastically alters our feelings towards, and understanding of, the central character.

Of course this is a small mod, and each playthrough is mere minutes in length - we’re not talking about a AAA title with 12+ hours gameplay - so there’s a lot more opportunity for experimentation. However it does raise some important questions, is it more worthwhile for computer game developers to be experimenting with different narrative techniques and unique gameplay mechanics, or is it better for them to pursue the ‘cinematic’ ideal and go for bigger, louder and more exciting games? 

I’ve loved games that have done no more than deliver an adrenaline rush and water-cooler moments, Call of Duty Modern Warfare 2 is easily the game I’ve put more hours into than any other, but my reasons for playing that are superficial, it is to provide the momentary satisfaction of pure exhilaration. On the other hand, the games that I’ve really appreciated, the ones that inspire me to wax lyrical about what it all means, are those that do something more than that, the ones that make you think about something in an entirely new way, or the ones that offer you a believable glimpse at something you or I will never experience (the dystopian world in Half Life 2 feels incredibly, and frighteningly real). It’s the same as the debate about films - should they be art or entertainment. Philosophy or fun? Socially and culturally relevant or escapism?

The answer should of course be both, but there’s a danger that outside of the indie or modding community the reliance is too focused on adrenaline rather than intelligence. 

Note: Davey Wreden is 22 and this is his first game. Fuck.

Humble Bundle 3 gets even better

After adding Steel Storm: Burning Retribution a couple of days ago, Humble Bundle #3 has been updated again. Now if you pay above the average price (currently $4.86) you get the 5 games from Humble Bundle 2 as well! This includes the absolutely-brilliant-and-probably-one-of-the-best-games-I’ve-ever-played Braid. Remember you can choose how much of what you pay goes to charity. 

And so it goes on. To pick videogames – something he explicitly explains throughout he uses alongside meditation to relax in his spare time – out of this terrifying and disturbing document requires a wilful agenda. An agenda, I would argue, that conveniently distracts from the rather larger issues of how it was possible for him to legally obtain such an extraordinary arsenal of weapons and chemicals. I have not seen stories explaining that Norwegian weapons stores are taking certain guns off their shelves in reaction to the shooting.

And that’s my agenda. It’s my agenda that access to such extraordinary weapons is a serious issue. But my agenda almost equally misses the point. Yes, without the guns he could not have fired the bullets. And were games somehow implicated to be involved (despite the lack of evidence I can find), they too would have been a factor. Hell, you could get some way making this a discussion of the danger of steroid abuse. But none is the reason for the attack.

Breivik believed in a grotesque form of nationalism that was rooted in a pathological loathing of Muslims. A conspiracist, racist and ultra-extremist, his hateful beliefs were the reason for his attack. The guns were the tools he used. The games were something he did in his spare time to unwind. The steroids were how he bulked up for what he saw as a martyrdom.

Why did he hold those beliefs? Where did they come from? Who taught them to him? How did his mind come to be so hideously occupied by this terrible act? Those are really tough questions. They’re questions that don’t have easy answers, that can’t be easily blamed on the current scapegoat or easiest target. They’re questions that challenge people, society, us. They’re frightening, horrible questions.

John Walker of RockPaperShotgun writing in response to the news that Norwegian stores are removing computer games from their shelves, largely because of unsubstantiated claims by the media that it was computer games that led to the horrific acts of Anders Behring Breivik.

It is always difficult to write so soon after an event such as this, and nothing posted here should cause any offence or injustice to any of the victims of this terrorist attack. The actions of Breivik were utterly despicable and horrifying. I do not wish to suggest otherwise. But it still remains important to question how events such as these are portrayed by the media. Remember that initial reports attempted to implicate this as Islamic terrorism. There is a bias in the media that needs to be addressed.

As the quote above reveals the blaming of video games is a nothing more than picking a scapegoat. Breivik’s own text reveals that he only started playing violent computer games long after he had already planned his attack. Further it is abundantly clear through his manifesto that he is acting on a racist and nationalist idea. He has not been inspired by computer games, nor is there anything within the manifesto to suggest that he was. 

The issue here is not “do video games make people more violent?” but why was Breivik able to purchase such devastating quantities of guns and ammunition. Shifting the focus to computer games only avoids the real questions that need to be addressed, and that would be Norway’s gun laws, and how Breivik was led to hold such horrifying views.

If computer games were genuinely responsible then this response by the media would be justified, but there simply isn’t any reason or evidence to suggest that. So why take up that argument? 

(Source: rockpapershotgun.com)

Bioshock Infinite Developer Diary.

Proabably the most exciting game coming out in the next 12 months.

"BioShock itself, I comment, felt like a critique of objectivism: it was, after all, the story of a city of independent elites brought to the ground by their own greed. Levine interrupts. “I don’t view BioShock as a critique of objectivism. When Andrew Ryan says at the beginning, ‘Is man not entitled to the sweat of his own brow,’ who can say no to that, right?” Instead, he says, it’s an exploration of his own “uncomfortableness with certainty. Of political surety, of thinking you have the solution. Whether it’s religious certainty or political certainty, I get very uncomfortable with that, because I don’t feel certain myself. And I think that if you look at guys like Andrew Ryan and (Columbia’s leader) Comstock, they are very certain of their view of the world, and it is that very rigidity that often destroys them."
The Stanley Parable
"

And so it goes on. To pick videogames – something he explicitly explains throughout he uses alongside meditation to relax in his spare time – out of this terrifying and disturbing document requires a wilful agenda. An agenda, I would argue, that conveniently distracts from the rather larger issues of how it was possible for him to legally obtain such an extraordinary arsenal of weapons and chemicals. I have not seen stories explaining that Norwegian weapons stores are taking certain guns off their shelves in reaction to the shooting.

And that’s my agenda. It’s my agenda that access to such extraordinary weapons is a serious issue. But my agenda almost equally misses the point. Yes, without the guns he could not have fired the bullets. And were games somehow implicated to be involved (despite the lack of evidence I can find), they too would have been a factor. Hell, you could get some way making this a discussion of the danger of steroid abuse. But none is the reason for the attack.

Breivik believed in a grotesque form of nationalism that was rooted in a pathological loathing of Muslims. A conspiracist, racist and ultra-extremist, his hateful beliefs were the reason for his attack. The guns were the tools he used. The games were something he did in his spare time to unwind. The steroids were how he bulked up for what he saw as a martyrdom.

Why did he hold those beliefs? Where did they come from? Who taught them to him? How did his mind come to be so hideously occupied by this terrible act? Those are really tough questions. They’re questions that don’t have easy answers, that can’t be easily blamed on the current scapegoat or easiest target. They’re questions that challenge people, society, us. They’re frightening, horrible questions.

"

About:

A collection of literature, film, politics, music and art; with occasional comment. Credit given where possible.

Philosophy and Politics undergrad student at the University of Sheffield.

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