Category Archives: Respondents

Fine art in videogames

Yesterday, in class we had a discussion about the relevancy of kitsch art to videogames and what would be considered the high art version of videogames. While it is easy to see why games like Farmville and Diner Dash are considered kitsch, I think these videogames can also be considered a fine art video game if they are perfected. What I mean is that it is more important how the player plays the game because one can make it Diner Dash into a challenging game. When someone plays a game like Diner Dash, it is easy to finish all the levels with the minimum amount of effort. But others reach for medals or trophies only given to the most elite of waiters. To these players, the game is no longer the normal mass appeal videogame. They have their own forums for discussing upgrades and cheats that make a simple game like Diner Dash into a modern art painting, full of hidden messages and metaphors that the normal patron would not notice. There are moments when you see someone master a normal thing and then even that normal thing becomes a work of art. These people spend many hours to master these skills and that is what makes it appealing rather than the medium that they use.

Pranks in Videogames

I also was drawn to the fact that the majority of the posters’ blogs and comments were about music and art within videogames. Although I do find those subjects fascinating, I was particularly intrigued by the chapter on Pranks in “How to do Things with Videogames”. The chapter references the UK version of “The Office” and parodies such as “The Colbert Report”. Pranks are an integral part of our culture, for example, the upcoming “April Fool’s Day”. Within the work place or in casual settings, pranks are played on a daily basis as a sign of affection and seeing how far one can take the joke. To me, pranks and hacks within videogames serve as a sort of tribute to the games and a sign that the creators of the games are human. The “Easter Eggs” discussed are created by the designers of the video games without actually harming the integrity of the game; these people are just finding fun within the more menial part of their jobs. It is meant to find entertainment and maintain interest in something, such as hitting the question boxes in “Mario, that can be monotonousness.

However, the main point I took away the article was how cheats fit into videogames. Every one of them has them. I remember when I was younger and played “The Sims”; “rosebud” and “cha-ching” were the only ways that my Sims actually had a chance of survival. Cheats are a type of prank in a game, but can they be in the same category or deserve their own?

Reverence in Video Games

Following Colleen’s comment in class about the nature of the Tuesday blog posts, I also thought it was interesting that the posted subjects were mainly about art and music. In the first five chapters of How to do Things with Videogames, I was struck mostly by the chapter on Reverence. I think that Bogost’s use of the Manchester Cathedral as an example strengthened his argument that videogames can be used in a religious/reverent manner. His description on the use of the cathedral as a hospital and the use of fighting within it particularly emphasize this argument. What creatures could be so foul as to defile the religious sanctuary of a people?

Furthermore, I agree with Bogost in that the Church of England probably overreacted (maybe not the best term, but you get the idea) about the use of the cathedral in the game. While its use was not authorized, the game play applauds the building more than it harms the ideals of the church. The use of the cathedral is both an emotional and an historical device that strengthened Resistance.

Stereotypes don’t fit anymore

Reading through ekurzik’s post, I can’t help but agree that gamers cannot be divided into two simple classes of ‘casual’ and ‘hardcore,’ by what games they play, and I’d like to expand on this a little.

Whether someone is a casual or hardcore gamer has much more to do with their attitude towards gaming and the way they play than which section of Gamestop they shop in.

At first, with arcade games and the Atari, it seemed like most games would probably have been classified as casual.  Maybe you didn’t know how long you would play, but for the most part, they were light, easy to use, uncomplicated as to story, and had pretty simple graphics.  With the introduction of Mario Brothers and especially Zelda, the landscape of gaming changed.  The stories were more important, the levels were different, the boss battles were hard, and the games were longer.  They took skill and time to master, and I think this is probably when the trend began towards today’s gamer stereotype of a post-grad living off beer and cheetos in their mom’s dark basement.  But then with Myst, Tetris, and Bejeweled, casual games came back, and they have flooded the market.  Video gaming is now so pervasive in our culture and gamers have thousands of games available to play, that our classifications may need to change.

It is possible to imagine a gamer who prefers ‘casual’ online games, but spends hours a day playing them, spends money on the upgrades and extras, and becomes engrossed in and even obsessed with a game… like world of warcraft? or even… farmville?

On the other hand, we can also imagine a gamer who doesn’t have much time or money for games, but still enjoys playing the big-name, big-story games.  this person may sit down for ten minutes at a time, once or twice a week, and work on the game as if it’s a long-term project.

We could call the first person hardcore, and the second casual, despite the reversal in the game types.  But our classification is still complicated by attitudes.  What f the online gamer doesn’t take time to develop skill, but simply pours hours into an imaginary world? what if the casual gamer is really proud of getting better at the battle sequences? what if they’ll go all night on a weekend?

Classifications can be helpful, but that’s all they are: a tool.  They can give us clues, but they are not the end-all destination.

Gamers and Interruptability

 

Interruptability has so far been considered, as in Juul’s book and mcovingt’s post as an indicator of a whether a given game or gamer is casual or hardcore, but this may not be entirely accurate. While I agree with mcovingt’s distinction between casual vs. hardcore gamers as opposed to games, there’s another aspect of interruptability that comes into play–namely, the level of interest of the player in the game.

 

Normally, one would assume that if there was a high level of interruptability in the game (less consequences if you stop in the middle), it would probably be more casual, and vice versa. Mcovingt takes this a step further, arguing the depth of investment of the players defines if the play or player is casual or hardcore.

 

But what if the player simply doesn’t care about a given game at all? Consequences for losing or quitting in the game are always subjectively experienced and valued, and if the player doesn’t value the game experience high enough, the game virtually has infinite interruptability. For example, suppose a player playing League of Legends suddenly decides that he/she no longer values the game experience and quits in the middle of the game with huge in-game consequences to him/herself and the team. The game, through no act of its own, just became the most interruptible game possible, even though it could be considered as falling into the hardcore category due to it’s lack of built-in interruptability and the player considered hardcore due to previously blocking out other distractions. Thus low interruptability is usually an indicator of the players’ level of interest in the game, but interruptability can be infinite at any moment if the values of the player change.

Interruptibility

Looking and reading over mcovingt‘s post on Defining Hardcore and Casual Games, I could not agree more with the emphasis put on interruptibility in examining and considering how to define hardcore vs. casual games. Interruptibility is indeed a key factor. Where I diverge is if anything, often times interruptibility itself becomes so hard to define, and thus makes the casual vs. hardcore definition difficult to attain and blurred with each other. For example, though many of the more “hardcore” type games do demand a lot more time at once in terms of interruptibility, I think the pattern over the years is to blend and make things easier to do whatever they want with the game. For example, the use of the pause and save feature in campaign and single-player modes makes things a lot easier to interrupt with. I can find myself playing Assassin’s Creed and being extremely involved and focused in on the game, but having to pause, save, and come back the next day or so if necessary comes as easy for me and I assume would for most gamers as well. Does this aspect make it a more casual game? I don’t think so. The further development of the Auto-Save feature also helps with that. Knowing that I can leave at any time, regardless of how intense or engrossing the game is during gameplay, and still start right where I left off, adds a layer of complication to interruptibility. Even in online play, many games considered “hardcore” have menus in between matches that can take as much time to load up as the match itself. In a sense, adding more non-diegetic elements to the game make it easier to interrupt, but not necessarily any more casual.

In the same way, on the other side of the spectrum there are many games considered “casual” (Scramble with Friends, for example) that demand at least 2 or 3 minutes of your time and undivided attention in order to do well at or beat the game. In the way of interruptibility then, the game is harder to interrupt, so is it still considered casual? If anything, though certainly an important aspect indeed, interruptibility makes defining hardcore and casual games more difficult and harder to separate.

No Category

After reading the blog posts for this week’s reading by Jesper Juul, it is obvious to me that the idea of casual/hardcore games and gamers is really up to everyone’s own interpretation. Nobody agrees on all of the aspects and criteria for the so-called “hardcore” or “casual” games and gamers. Neither do they agree upon what is considered fun or not fun in each of these categories of games. In one of the posts, “Keeping it Casual,” the writer wrote that he/she believed that playing a “hardcore” game caused just as much stress as writing a paper or studying for a big test for a class. I personally cannot even comprehend that concept. It is one of my favorite things to sit down and play a “hardcore” video game for hours straight.

 

So, perhaps the debate here is not what categorizes “hardcore”/”casual” video games and gamers, but how people themselves view these games and what they look for in a video game versus what they dislike. Each player is a unique video gamer, a mixture of both the “casual” and “hardcore” stereotypes. I grew up playing Super Nintendo and Nintendo 64 with my older brothers and their friends. I was always trying to be as good as them. This longing of wanting to fit in and wanting to keep up with my brothers and their friends pushed me toward being a better gamer. I learned the controls and learned to love all the different aspects of video games.

 

So I turned into a “hardcore” video gamer, but did I? I still play Words With Friends like the rest of the “casual” gamers. I don’t really think that labels are necessary in this aspect of video games. Every player is different with what kind of games they like. I may fit into the category of a “hardcore” gamer, but it doesn’t mean that I like all “hardcore” games. It is really just an area of opinion and preference. Nobody fits into just one category.

A Musical Experience

Music and sound effects are what make or break videogames for me.  If I don’t feel like I’m a part of the videogame’s diegetic world, then I just don’t get that “experience” that I look for in videogames.  I’m amazed that there was a term for rhythmic worlds—mickey mousing—where the environment or characters act to the music.  This reminded me so much of an indie game called Rez HD that I played on the Xbox 360.  I absolutely loved this game almost 3 years ago and even ‘til today, I can still hear all of the electronic pieces played in each level.  Games like Katamari Damacy, Braid, Chime, Lumines, Groove Coaster, and Bit Trip Beat infuse songs and sounds that I can’t get out of my head.  They remind me of the experience I had when I first played the game and honestly, I think these sounds will be with me forever.

My ‘musical nostalgia’ doesn’t go alone either; our classmates were almost unanimously able to remember all of their favorite games through sounds.  Music just has this power to evoke emotions and memories.  It has this power to make everyone feel happy, no matter where they were from or how they were raised (nature perspective).  In my opinion, this art combines with other arts in videogames, including the graphics and the mechanics, and creates this experience that all humans just know how to relate to.  I believe that videogames are just a type of interactive art that combines with many other art forms in order to give humans a memorable experience—I mean, ultimately, it’s the experience we’re all looking in the end… isn’t it? (A little off topic, but…) Could videogames just be a modern perspective of what we call art?

“It takes me back…”

In response to our discussions in class and a few of the blog posts, I thought it would be fitting to talk about how much sentimental and reminiscent video game sounds can be for us. Since we are from the “Nintendo generation,” a lot of us grew up listening to the Mario theme song, or the tunes from Zelda. To this day, as demonstrated in class, most of us can still identify which one note sound corresponds with the movements that Mario makes. At the same time, these sounds take us back to the fond memories we have of playing these games as children. For example, here is the commercial I was referring to in class that most people who didn’t play Sonic or Mario wouldn’t understand. But since these were our games, we know that Mario is up the flag just by hearing the few bars that indicate this movement for him. This, I like to believe, is one of the most integral components of having music in video games. Sure, the game would be rather boring without it, but it would also be entirely less memorable. The audible sounds have such strong ties to the memories we create while we play these games. And especially in terms of the older games, where the graphics weren’t really anything special, it was the sounds that created and transformed the screen into a game world.

Beyond the simple noises and original pieces created for the games, I know personally that the menu music for EA Sports games, like Madden and Fifa, also tended to be real sticking points for me. These were songs that were actual soundtrack music from artists in the music world that would play on a loop during the stand-by menu. I know sometimes, and this may have just been me, but I would leave the menu up just to have the music play while I was doing something in my room. After about a week of playing these games, I would have most of the words to these songs memorized. It made the game that much more enjoyable for me.

In conclusion, I agree with shandler and their saying that music really does a lot in enhancing the game for us. I think that music isn’t just an important side note in a game. I really believe that it is an essential part of the game.

Also, here is a clip of music from the other game that I was talking about, Swords and Sworcery, revolved solely around the music of Jim Guthrie.

One Platform to Rule Them All

It seems so natural to have competing videogame platforms. We’ve all grown up with it, and without those options, we might feel something missing in the gaming world. However, this may not be the best situation. In her post, skrause2 brings up a quote by Denis Dyack (cited from the Collins reading) that suggests a single platform is not only the best situation for hardware and software companies, but an inevitable situation.

I strongly agree with the first assertion Dyack makes: that a single, ubiquitous platform will streamline the development of hardware and software (he goes into some detail as to how exactly things would improve on pg 83 of Collins). However, it is the inevitability of the convergence that I am not so sure of. As it is, the videogame industry is huge and growing, which means the players driving it must be profiting as well. With seemingly unstoppable growth and relatively high profit margins, there does not seem to be much incentive for the Big 3 (Sony, Microsoft, Nintendo) to converge. Rather, with so much opportunity for growth, they are each trying to set themselves apart as the best console. Also, in an industry as big as videogames (and only getting bigger), there seems to be room for multiple, established consoles competing for users. So, even though a long-term consolidation would likely produce higher profit margins and better games, the short-term incentives are pushing the market in the opposite direction.

 

For concrete numbers and figures, refer to this 2008 article on the unstoppable growth of the videogame industry: http://seekingalpha.com/article/89124-the-video-game-industry-an-18-billion-entertainment-juggernaut