February 1, 2013
There’s no Way Around it, Shooting People is Violent

Penny Arcade Report has published quite a few stories about the upcoming FPS for PC: ShootMania Storm. Using their most recent preview of the game as am example, I try to make the distinction between gore, violence, and less-violence,

“Calling a game non-violent doesn’t make it so, which makes it dissapointing that Prell doesn’t really take the time to spell out what she think’s violence is, and thus why this game is so much less so that it might even qualify as “virtuous.” I understand that the developer PAR is talking to wants consumers to think that, and has gone to great lenghts to take out the “objectional content,” like blood and gore, in order to make them feel like ShootMania Storm really isn’t violent.

There are plenty of violent games that I love, and some of them that I love precisely because they are violent. We just need to be clear-minded when we talk about these things though, and not get trapped by our rhetoric, or get lored into contradictions simply because a game’s marketing and branding tells us otherwise.”

January 29, 2013
Why is Video Game Violence Less Harmful Than Video Game Sexism?

I recently read Michelle Ealey’s “Blaming [INSERT CHOICE OF ENTERTAINMENT HERE] Solves Nothing.”

It was at once a somewhat refreshing defense of violence in video games and still representative of most other people’s sentiments inside the gaming community. It also puts forth an argument that could just as easily (with some caveats) be applied to sexism in video games, leaving me to wonder why so many people address the topics so differently.

To make the rhetorical parallel (and conceptual juxtaposition) clear, I took several excerpts from Ealey’s piece and inserted sexism/sexist for violence/violent.

You can see the results here.

January 28, 2013
When it Comes to Video Game Companies and Consumers, Fairness Never Enters Into it

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At IGN, Audrey Drake lays out five reasons why having to rebuy virtual console games to get full Wii U functionality is entirely fair,

Look, I know all about being a petulant gamer who just wants all gaming companies to give me exactly what I want the moment I want it and totally free of charge. Having those thoughts is inevitable, especially for people who devote a large part of their free time to a singular hobby. But don’t confuse what you want with what you’re entitled to. Nintendo has the right to charge for the goods and services it offers. It’s called the free market, and it’s a beautiful thing. As a company (read: a business out to make money, not a magical, game-making fairy machine only out to give you free happiness) Nintendo has every right to charge consumers for a new service they’ve conceived. And consumers have every right to elect to buy into that service, or to make the personal call that the cost isn’t worth the return. It’s all really simple. And all very fair.”

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On the one hand I’m not that concerned with throwing a few more bucks in order to get Wii U functionality. Should I desire to, I could still play all my virtual console games from my Wii on the Wii U using a special mode (I just wouldn’t be able to play them on the GamePad or interact with the Miiverse).

On the other, however, I think Drake commits a common mistake

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January 25, 2013
Putting Final Fantasy’s Recent Struggles in Perspective

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Last week, Kotaku’s Jason Schreier proceeded to morn the once prestigious JRPG franchise’s continued demise. Specifically, Schreier condemed the latest game to carry the Final Fantasy name, All The Bravest for iOS, and the growing trend of mediocre and heartless JRPG titles coming out of Square he feels it exemplifies,

“But Final Fantasy All The Bravest is not an anomaly. This betrayal is nothing new. Square has spent the past half-decade picking away at our passion for their ubiquitous, once-beloved series. All The Bravest is just another limb rotting off the bloated, mangled corpse that was once Final Fantasy.

As someone who grew up with the adventures of Cecil and Terra, I find it depressing to even write, but here we are. It’s 2013, and Final Fantasy is on its last legs. The 25-year-old RPG series is a shell of its former self. When we see a new Final Fantasy game, our first reaction is no longer “awesome!”—it is “shit, how are they going to ruin my childhood next?” I’ve written before about some of the problems facing Final Fantasy, and even drawn up wish lists of things I’d like to see Square Enix try to do, but All The Bravest is yet another piece of disturbing evidence that this company no longer cares about its fans.”

All the Bravest is by all accounts a train-wreck (though some have rightly pointed out that their are potentially creative ideas seemingly lingering ever so faintly at its core). The App Store cash-grab demonstrates a near total lack of understanding when it comes to: bite-sized gameplay, simplistic touchscreen controls, positive and satisfying feedback loops. The fact that this abomination of game design is skinned in Final Fantasy sprites makes the tortuous enterprise sting all the more.

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But I’m less convinced that this particular instance, and even some of the company’s controversial decisions this console generation, are in any way indicative of the franchise’s overall decline. In a piece at Gaming Vulture proper, I make the case in full,

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January 23, 2013
One Question Faces Nintendo After Today’s Announcements

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Twitter exploded today during and after Nintendo Direct’s live stream in which the company’s President, Satoru Iwata, announced new updates and teased upcoming software for the Wii U.

On the console side, Nintendo will be expanding access to the Wii U’s Miiverse to smartphones come this spring. In addition, the company will work on reducing system load times through incremental firmware updates. And to help players deal with the Wii U’s sparse release schedule, Nintendo is going to make a new virtual console title available each month for $.30 through June.

But the biggest news was about upcoming Wii U games.

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January 22, 2013
Lightning Returns Aims to be More Than Just Another Final Fantasy Game

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Lightning Returns: Final Fantasy XIII will be Square Enix’s second attempt to atone for the missteps of the original game three years ago. After Final Fantasy XIII made its controversial debut back in 2010, producer Yoshinori Kitase and director Motomu Toriyama were left to pick up the pieces and figure out went wrong.

With the game’s newest spin-off due out late next fall, both designers have one last chance to win back old fans, and find some new ones, before the console generation and the Fabula Nova Crystallis mythology upon which FFXIII was based come to an end. I’m usually extremely skeptical of all the buzz and positive spin that new video game previews generate, but the information that’s recently come out about Lightning Returns has even me thinking it might be a success, both critically and among hardcore Final Fantasy fans (I’m less bullish on the title’s capacity to spark interest in gamers previously unaware of the series).

Unlike past installments, what is effectively XIII-3 will border on being a third-person action game that resembles Kingdom Hearts meets Devil May Cry. Players will control Lighting, the titular character who is on a quest to save as many people in the world as possible from an approaching doomsday she herself is responsible for.

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January 17, 2013
One Reason Why Some RPG Narratives Hold Up

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Content degradation: the “diminishing capacity to view the objects in the game independently of the system for which they signify.”

That’s how the concept was explained to Joseph Leray by Kirk Battle. In an essay at Bit Creature from a couple weeks ago, Leray explored how certain RPGs deliver a powerful narrative punch in part because they pin battle and exploration systems to the plot,

Junctioning a Guardian Force in Final Fantasy VIII; summoning a sky-dragon in IX and X; buying a license from a government-approved vendor in XII’s Ivalice — all of these complex, Byzantine systems are pinned into their respective game’s plots, taken as literal parts of their worlds. These mechanics are only possible in the context created by each game’s narrative foundation. The content — the story, the characters, the setpieces — serve as the foundation on which the systems are built.

In other words, the content in, say, most Final Fantasy games doesn’t degrade quickly. Even in the midst of a boss fight, when the game is almost purely mechanical, players are dealing with tiny pieces of the plot and gameworld. When content is inescapable, it remains relevant.

Leray goes further and points out some specific instances in which RPGs are able to make a plot development more compelling by integrating it directly into certain gameplay systems.

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January 16, 2013
One Study Shows Counter-Strike’s Influence on Perceptions of Foreigners

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“Playing violent video games about terrorism strengthens negative stereotypes about Arabs, even when Arabs are not portrayed in the games.”

That’s from a post by the University of Michigan highlighting a study from the January issue of Psychology of Violence. The article, co authored by Muniba Saleem and Craig Anderson, looked at the effect of having 204 participants play one of three games for 30 minutes. Two of the games were Counter-Strike, one with Arab terrorists and the other sporting Russian ones, while the third game was version of golf.

“After playing the games, the researchers assessed participants’ levels of prejudice against Arabs using direct measures such as attitude questionnaires as well as indirect measures such as drawings.

They gave participants paper and colored pencils, and asked them to draw four people: a “typical” Arab and Caucasian man and woman. Then raters coded the drawings based on the emotions depicted, stereotypical appearance and presence or absence of a weapon.

The standard tests showed that playing violent video games, even those featuring Russians as terrorists, increased anti-Arab attitudes. And the drawing test showed the same effect. Participants who played a terrorism-themed video game were more likely than those who played the golf game to draw Arabs with stereotypical traits and Arab men with weapons and angry expressions on their face.”

As the study’s authors admit, more research is needed in this area to more accurately gauge just how video game depictions can affect people’s attitudes toward “outgroups.” But it’s work like this that tries to explore the subtle and nuanced ways in which media can affect us that I think we need a lot more of.

The President has called for more research into the link between video games, media images, and violence. I hope though that the search for how they affect our attitudes and preconceptions won’t be too overshadowed by the hunt for a causal link between the digital massacres that take place in our living rooms and the ones that take place out in the real world.

(Hat/tip: Joe Bernstein)

January 15, 2013
Some Libyans Use Competitive Video Games to Connect Internationally

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At the Atlantic, journalist John Thorne reports on how some Libyans are using video games to reconnect to the world,

“There are many ways to help bring countries like Libya out of isolation: trade, educational exchanges, and tourism, for example. There is the world of fine arts. And there is competitive online gaming. This notion is being pushed by two young Libyan gamers named Alameen A. Layas and Hassan Drebika, who founded TESCA and organized the tournament. “Most young people here don’t have the opportunity to interact with other nationalities,” says Layas, who is also a medical student. “Gaming can be a bridge.”

He spent his boyhood in Tours, France, where his father was studying surgery, before returning to Libya when he was 12. He taught himself how to use a computer and began frequenting cybercafés. In time he became adept at games including Half-Life, Counterstrike, Soldier of Fortune, Wolfenstein, Call of Duty, Medal of Honor, Quake, Doom, and World of Warcraft.

“Each café had a team, and they played one another at weekends,” he says. “There were skilled players. But what they didn’t realize was that, in Europe and America, gaming had been taken to the professional level.”

In 2007, a Libyan expat in Greece — whose name Layas and Drebika say they don’t know — arranged for Libyan gamers to compete in the ESWC. Invite-only qualifier matches were held in Tripoli, and Drebika was among those selected. Then the Libyans went to France and got clobbered. Their opponents were seasoned competitors, and many had sponsors, Drebika says. “They had much better internet connections in their countries, and much more experience. After what happened in France, I thought, ‘We need to be a part of this’.”

January 15, 2013
Video Games, Stop Using Violence as a Creative Crutch

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You might remember back in June of last year when E3 2012 elicited a wave of backlash against the gaming expo’s emphasis on virtual violence. But video games once again came under fire following gun massacres in the summer and late autumn and this sentiment appeared to have quickly dissipated. Under siege from without, the gaming community for the most part banded together to denounce unfair characterizations by parents’ groups and the NRA.

So I thought I would be a lone voice in calling out critics and consumers for turning a blind eye to the parts of the industry that continue to be dominated by digital carnage and adolescent power fantasies. Over at GamesBeat I wrote,

“The fact remains that video games have a rep for being adolescent bastions of digital sadism because many of them still are. Maybe that doesn’t have the negative effect of inspiring troubled youth to be violent in real life—and all the best preliminary data says it doesn’t. It does, however, mean that most of the time and money invested in video games revolves around uninspired yet addictive feedback loops predicated on repetitive digital slaughter. Which is to say a waste of time, and an especially brutal one at that.”

Harsh words, I know.

But I was encouraged to see that many others are voicing similar concerns about the degree to which gaming companies have made a cottage industry out of in-game murder.

Another community writer at GamesBeat wrote about his experience as a developer trying to create a new survival horror game in light of all of the real violence he’s seen in his lifetime. Dene Waring argues,

If we ‘push the same buttons’ by manipulating the boundless and uniquely human resource of imagination, we can allow our players to scare themselves to whatever level they wish to attain. As soon as we replace the literal and graphic representation of violent conflict with nervously anticipated unknowable threats, we discover that what we imagine and anticipate on a personal level when confronted with these suggested threats can be as strong as or stronger than the fear of the known.”

His game, Huntsman: The Orphanage “relies upon simple, basic human psychology in order to create the tingles of fear and excitement we all enjoy.” It’s currently in Steam’s Greenlight top ten despite his desire to eschew cheap thrills and easy violence.

In addition, Dean Takahashi brought up the same subject today in his GamesBeat column. He holds up Journey as an alternative to Call of Duty: Black Ops II, and proposes that we try to re-focus attention away from the latter and toward the former,

“[W]e as critics could do more to inspire game artists to do the best possible work they can. We don’t have to draw attention to experiences that appeal to the lowest common denominator when it comes to sex or violence. Those games will do well on their own. But we can do a lot more to encourage developers to create the most consequential works of art — games that inspire us with great stories, animations, gameplay, and simple fun. If the administration wants to get involved in that, I would welcome it. President Barack Obama could host the creators of the most imaginative games at the White House.”

I couldn’t agree more.

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