Author Archives: zhigh

An Initial Look at Interactive Fiction

Interactive fiction is an interesting combination of a game and a story. It is essentially based upon the concept of the user’s typing of text and the software’s response thereto. In his article, Toward a Theory of Interactive Fiction, Nick Montfort quotes interactive fiction as being “a text-accepting, text-generating computer program; a potential narrative; a simulation of an environment or world; and a structure of rules within which an outcome is sought, also known as a game.”

What I think is interesting is how interactive fiction resembles storytelling and how it can be manifested in the form of a game. You basically have a conversation with a computer. You type input in the form of a command or question, and the computer almost immediately responds to you with text output. Add a simulated world and a few basic goals, and you’ve got yourself a playable game that is based entirely on text input. Dennis G. Jerz’s instructions for interactive fiction describe how the player can do such things as move around, manipulate objects, interact with non-player characters, and save the game—all just by typing a command on the keyboard.

The way I see it, interactive fiction has a lot of resemblance to a role-playing game. Think about it; you are free to interact with a virtual environment in which you make decisions that make things happen immediately or influence events that happen later in the game. Each type of game has a set of goals that the player is responsible for completing. In both interactive fiction and a role-playing game, there is a character that the player can control. The only difference is that in a role-playing game, the player uses a controller to determine what happens instead of a keyboard.

Interactive fiction is a type of game that I have not previously considered before now. It is a unique and interesting type of game that I think has not received enough attention. I am still absolutely fascinated by how interactive fiction, as described by Montfort and Jerz, is so similar to a role-playing video game.

Maybe Video Games Really Can Change Reality.

I must say that I agree with the points that John made in his first-reader post entitled, “Can Games Change Reality?” As far as I am concerned, video games are quite capable of creating the illusion of an alternate reality. While some people may believe that video games are nothing more than…well…video games, I am one of the people who thinks that video games can do so much more than provide a brief session of entertainment. Indeed, in his book, How to Do Things with Video Games, Bogost made it very clear that there are a number of things for which video games can be used, other than just fun.

John briefly mentioned SimCity in his post. SimCity 4 is an excellent example of a game that can transfer somebody to a different reality. The game allows the player to assume the role of the mayor of a budding town or city. The player is allowed to do almost anything that could be done in a real-life city, including constructing vast transportation networks; developing enormous residential, commercial, industrial, and agricultural zones; and controlling various things such as recreation, education, utilities, and taxes. Perhaps the best part of the game is being allowed to summon catastrophic natural disasters to obliterate your city and terrorize the citizens that dwell within it. The designers spared absolutely no expense to ensure that the game was as realistic as possible. The point is that if one were to play SimCity 4 for a long enough period of time, he or she may suddenly enter a state in which the game seems real.

As a civil engineering major who finds great enjoyment in playing games like this that deal with urban planning and development, I may be speaking for myself when I say that SimCity 4 is capable of transferring one to a different reality. I honestly believe that everybody could identify himself or herself with a specific video game that transports him or her to what seems like another world.

Sex Scenes in Video Games

I had originally thought that there would be more discussion during Tuesday’s class about the chapter in Bogost’s book about titillation. Bogost gave numerous examples of graphic games that explicitly showed acts of intercourse. These examples perplexed me enough to search YouTube for them, and I was disturbed by what I saw. My initial reaction was something along the lines of, “Who on Earth would make games like these?” While video games are certainly not limited to a particular age group, they tend to be targeted more toward younger audiences. Sex is typically a very controversial topic to discuss among children and adolescents, and I was appalled that video games as graphic and uncensored as these would be made for anybody (young people in particular) to play.

I personally believe that sex should be censored to some extent in video games. Bogost mentions the game Grand Theft Auto: San Andreas and how a hidden sex scene aroused much controversy. Having played that game, I never saw the scene in question but did see similar scenes, which were not nearly as vulgar as the gameplay of Custer’s Revenge or Beat ‘Em and Eat ‘Em. In fact, most of the sex was off-screen, with the only clear indication being the dialogue. This is the kind of censorship that I think makes sex scenes in video games acceptable for younger players. To be fair here, the game does have mature ratings for multiple reasons, including the sex scenes. However, that certainly doesn’t mean that younger players can’t get their hands on the game and play it.

A more appropriate (or what I think is appropriate, anyway) example of a sex scene in a video game is in one of my favorite games of all time, Assassin’s Creed 2. During a cutscene near the beginning of the game, the player character, a young and charismatic Italian male named Ezio Auditore, sneaks over to a girl’s house and climbs through her window. The game allows the player to mash a few buttons, which—if tapped quickly enough—will cause Ezio to kiss the girl, remove her shirt (at which point the point of view changes so that no cleavage is seen), and coax her into bed. Everything that happens thereafter is off-screen, but the player is well aware of what is happening. There is a time jump to the next morning, at which point the girl’s livid father chases Ezio out of the house. The entire cutscene lasts for approximately a minute, but the entire thing is censored in such a way that the player knows what is happening but yet is not suddenly presented with inappropriate visuals. The link to the video is provided below.

http://www.youtube.com/watch?v=jicW7t_RvkM

Are Casual Games Really What One Would Call “Juicy”?

In the second chapter of his book, A Casual Revolution, Jesper Juul describes five major traits that are prominent in casual games—fiction, usability, interruptibility, difficulty and punishment, and juiciness. He argues that casual games contain positive fiction, are generally easy to use and play, are capable of being interrupted, have lenient punishment for mistakes, and contain very juicy gameplay. I agree with the first four arguments, but his opinion about the fifth point sharply contrasts with mine.

Juul mentions that hardcore games like Gears of War have a large amount of juicy content, including massive gunfights and explosions. As a frequent player of the Gears of War games, I believe that it is necessary to mention that the game includes obscene amounts of evisceration and disembowelment—two things which one could arguably call “juicy.” I agree wholeheartedly that such games are quite juicy.

However, the description of casual games, such as Pacman or Bejeweled, as “juicy” is something with which I disagree. Perhaps this is because my definition of “juiciness” differs from that of Juul. While his definition of “juicy” is “giving excessive amounts of positive feedback to the player in response to user input,” my definition is simply “evoking exorbitant amounts of emotion, including—but not limited to— excitement or pleasure.” Being the huge fan of first-person shooters that I am, I believe that games like Gears of War (which is actually a third-person shooter—minor details can be ignored) and Call of Duty are very juicy. Intense games such as these fit my definition very well, because they stimulate strong feelings of excitement and exhilaration.

On the other hand, casual games like Pacman are not exactly what I would call “juicy.” While Juul may view them as such, I certainly do not. Whenever I play casual games that aren’t particularly exciting or adrenaline-pumping, I don’t receive nearly the same emotional stimulation that I receive from playing a shooter game. In my opinion, Pacman or Bejeweled are both fun, quick games that offer the player a bit of a challenge, but they lack substance. This lack of substance is directly responsible for the failure of these games to be classified under my definition of “juicy.”

I’m not denying that casual games are fun; on the contrary, I frequently play sports games on the Wii very competitively. The problem is that the simplicity of such games is simply incapable of arousing the same feelings of fervor that more intense games are capable of delivering.

Foxconn vs. Burger-Flipping

What stood out the most for me from yesterday’s class was the comparison of working conditions in the Foxconn factory to burger-flipping. Since I am evidently the only one in the class with prior experience in the “burger-flipping” industry (having worked at Wendy’s for two years in high school), I thought I would voice my opinion about this comparison.

In my opinion, Johnson has every right to compare the working conditions in the Foxconn factory to those of a fast-food restaurant. He mentions that working at such an eating establishment entails “repetitive, exhausting, and alienating” labor “over which [the employees] have no influence or authority.” That basically summarizes my experiences at Wendy’s. I was trained on all the positions, the most significant of which were the fry station, the grill, the sandwich station, the drive-thru, and the front counter. Believe me when I say that every position involved nothing but monotonous, tedious labor. Just imagine a seven-hour shift of standing at the grill station, incessantly throwing hamburger patties on the grill, and enduring the simmering heat that makes you perspire like a donkey in a sauna. Perhaps you would rather imagine standing in front of a cash register during the lunch rush and serving an enormous mob of impatient, disgruntled customers.

Let’s get one thing straight here: working at Wendy’s and working at the Foxconn factory are both nothing more than low-income corporate slavery. The conditions at both establishments are not exactly what one would call “pleasant.” However, my displeasing experiences at Wendy’s certainly did not justify something as drastic as suicide. If the conditions at a fast-food restaurant indeed mirror the conditions at the Foxconn factory, then I still can’t help but wonder why 17 workers would choose to take their own lives, just because they were subjected to a little menial labor. Other than the mundane routines that the workers are forced to follow and the less-than-ideal pay that they receive, it does not appear that the Foxconn working conditions are as unpleasant as we are originally led to believe.

Seeker: The Video Game Revolution

After reading Stephen Kline’s “Origins of an Industry” and discussing it in class, I became more curious about the history of video games. While perusing the Internet, I stumbled across a very interesting site by PBS. This site, entitled “The Video Game Revolution,” contains five major sections. Although all five are relevant, the one that caught my attention was the first one, which deals with the history of video games and how they have become “an integral part of our culture.” Within this section is an interactive timeline of the history of video games. Also within this section is a display of the “memorable triumphs and spectacular failures” throughout the history of video games, according to seven notable gamers. It is certainly something that is worth checking out.