About Me
I'm a grad student in Digital Media at Georgia Tech studying and writing about videogames. I also like films, tunes, craft beers, and skiing/snowboarding.
You might know me elsewhere as
Bokista.
I run
Virtual Fools and
GameCulture Journal I also
Tumbl and
TwitterDefining words I sometimes use:
Cised - excited
Nubs - minimal or inferior
Felted - to have nothing or to have lost everything
Dagger - expression of dismay
Added by Bobby on July 30, 2008
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Coming
off of a big news week, J and Bobby tone it down and discuss the new
Giant Bomb.com, five weeks of Xbox Live Arcade releases, Bobby playing
games on Live, game pricing, downloadable content, and some stuff
they've been playing.
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Awesome music by
virt
Added by Bobby on July 21, 2008
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Michael Abbott of the Brainy Gamer recently pointed readers to the Versus CluClu Land blog run by Iroquois Pliskin (Metal Gear?!). Both of these authors write intelligent pieces about videogames—something I used to do often but have slowed down on while doing game studies in grad school and juggling all sorts of other outside projects. Every so often I read a post that sparks me to respond and I wanted to share one of those with you today.
Iroquois Pliskin writes about moral rewards in games and points to an article from Patrick Klepek
on the MTV Multiplayer blog in which he asks four game developers who
they chose to kill in the Playboy X / Dwayne feud in Grand Theft Auto
IV. *SPOILERS AHEAD*
Pliskin contemplates the meaning of rewarding certain choices and
says attaching a reward "represented a failure of nerve on the part of
the designers" in creating morally ambiguous situations. Pliskin also
notes that walkthroughs can be used to help game players learn the
outcomes of their decisions without having to take risks. Go read the article and then read my response on the Versus CluClu Land blog or right here below:
The use of walkthrough to make moral/gameplay choices is
a very poignant one. Toward the beginning of the game I looked at a
guide to see what the result of my choice of to-kill or not-to-kill was
going to be, though by the time I got to Playbox X / Dwayne I had
stopped referencing outside material to make my own choices.
This observation raises a handful of questions. The first relates to
the use of walkthrough. While walkthroughs are not cheating, they do
lay outside of the game's gameplay/narrative structure that you laid
out. It's extra-narrative and extra-mechanic in terms of the game's
world, but has become an ever-increasingly important part of the game
industry. After all, Rockstar gave Brady Games the material needed to
have their strategy guide published the day the game came out. And game
publishers are also aware of the tenacity of the game playing public
and their quick GameFAQs submitting fingers. This begs the question of
how many people actually look at these walkthroughs when it comes to
making moral decisions. If it is indeed a lot, then something needs to
be done to make these decisions more surprising and impactful.
Another question is revealed in terms of decision-reward structures.
If you're not looking at a walkthrough and choose to kill Playboy X and
are rewarded for doing so does this necessarily show a bias for the
"right decision" in the game. I felt that Rockstar has set up that bias
in terms of narrative already. It's really hard to empathize with
Playboy X. He lives outside the way of life with which Niko has
aligned. The heavy-handed narrative from Rockstar seems to imply that
getting Playboy X's apartment shouldn't be considered a reward so much
a not getting it is punishment. This of course may just be my reading
of the game, but I felt that the designers had a general trajectory for
Niko's character even though it was "open" on the surface.
People get down on Grand Theft Auto in this area because they expect
"open world," whereas I've found that the GTA games are anything but.
Grand Theft Auto games allow freedom on one axis of your
gameplay/narrative structure, but the latter is much more finely
controlled. Sure CJ can fly around on a jetpack to the top of Las
Venturas buildings and snipe people from the roof, but that open play
will not progress the game, as you've written. It's up to the designers
to strike the balance of what moves the game forward.
So what do we do about this climate of decisions affecting gameplay.
Should all games look like Knights of the Old Republic with an
alignment system that changes the narrative? Does a different-but-equal
reward system mitigate the inherent problems with moral decisions in
narrative? What about randomly or procedurally generating results so
that everybody's gameplay experience is slightly different? Or is it
okay to reward decisions based on the ideology of the game?
What's most important is that game designers try all these different
things so that we continue to have a wide variety of game playing
experiences.
on July 28, 2008
on July 28, 2008
on July 23, 2008