Different Games

An Introduction from the organizers

As the diversity of these proceedings illustrate, Different Games has grown in many ways, including the number of attendees, the number and breadth of panels, the arcade’s size, and the expansion to a three-track panel schedule. The co-organizers have also increased in number, which has allowed us to more closely consider a greater number of submissions. We consistently strive to expand the reach of our call for participation and will continue to work at encouraging emerging designers, scholars and players to feel that their voices are welcome and desired. We’ve also increased our budget for offering travel grants for speakers, in the hopes of continuing to increase the accessibility of the event. Continue Reading

FPS 2.0

An introductory editorial from the new FPS EIC

Hi, I’m Emma and I’m the new Editor in Chief of FPS! After his many years as EIC, Steve Wilcox has graciously left this position to me after a few months of training. In fact, we (the outgoing editors of FPS) have been training a whole crop of new editors for the past few months in an effort to maintain FPS’s longevity. Student-run publications and programs have a habit of cropping up and then disappearing soon after their inception because fortunately/unfortunately people must eventually graduate. Many of our existing editors are now either in the process of graduating or have already graduated; they are looking for jobs or have already landed great ones and while this doesn’t mean they wanted to walk away from FPS it does mean they have less time to devote to it than those of us still picking away at our games related dissertations. This turnover is especially important if we want to keep up our current publishing schedule where we publish new games related content for our audience from a vast array of talented authors every Wednesday all year long (with a short break in august and december so we can all breathe). It’s not easy getting quality work out there every week, but we manage to do it without fail because of the devoted work of our (totally unpaid) hard-working editorial team. I owe a great debt to all the previous editors of FPS including Steve Wilcox, Jason Hawreliak, Michael Hancock, Kent Aardse and Meghan Blythe Adams for all their hard work on FPS making it what it is today. Keep your eyes peeled for great things from these fine folks! Continue Reading

Why Write About a Book?

An Editorial About Book Reviews

In fact, if there’s anything I regret from my tenure as review editor, it’s not going far enough to promote different perspectives. I wish I had dedicated more time to pursuing a wider diversity of reviewers, and, especially in the early days of FPS, I regret pushing reviewers to hit that formal, authoritative tone instead of pursuing their own voice and position. It’s to that end, in fact, that I’ve been very grateful for the review model pioneered by Elise Vist, as I think it really draws out the multitude of approaches that can be brought to bear on long-form criticism, asking what a given work meant to the reviewer’s research, to the field, the classroom, and to the reviewer personally. These are questions worth asking. Most of all, though, I regret not stepping further out of the academic field in terms of the books themselves. I’m proud of how multidisciplinary the reviews are—we’ve got reviews about ethnography and sociology, genre and gender, games for health and game culture. There’s some edging towards criticism outside of academia, but not enough. Further, I would have liked more reviews on things that blur the line of engagements with games entirely: gamebooks, game art books, longform criticism like Leigh Alexander’s Lo-Fi Let’s Plays. Chris will have his own vision of where the Book Reviews will go, but these are my own roads not traveled. Continue Reading

Looking Back & Looking Ahead

An Editorial from the Essays Editor

I have no idea where the field is going, but I can say where I’d like it to go in general terms. I hope to see a further focus on two concepts in particular, subjectivity and complexity. Subjectivity is important for the obvious reason that videogames are played by humans. A critical methodology that ignores subjectivity is, in my view, missing an important piece of the puzzle. As Stephanie Jennings puts it, “the critic’s subjectivity, experiences of playing a game, and even personal identity are… part of the game text under analysis.” The idea that objectivity is desirable or even remotely possible in criticism is, in my view, absurd. Sure, we can discuss the formal characteristics of a thing, but the characteristics we choose to examine and how we interpret them is going to depend on the person. Luckily, I think we’re at the point where the push for objectivity is disappearing and more or less confined to the comments sections for AAA game reviews. Still, the examination of subjectivities is something I’d like to keep seeing. Continue Reading

#BloodbornePoems

May The Good Blood Guide Your Way

Bloodborne follows a similar mechanic; by selecting the notebook in your inventory, you can scrawl a note and send it out into other players’ universes, where it can be rated “fine” or “foul” according to how helpful (or amusing) players who stumble across the missive find it. There’s something moving about this process, like a note in a bottle sent out across other dimensions, little gestures of kindness and goodwill in the decaying and endlessly hostile environment. Hunters sending little vials of hope across the cosmos; tiny pearls of help. A colleague of mine, Braydon Beaulieu, wrote a few notes in Bloodborne that were not about strategy, but self-care. Little reminders of kindness in the bleakness. In response to this, I wrote a poem, my own little wish for gentleness. Continue Reading

Mapping Gotham

Layering and Transmedia in Batman’s Fictional City

The Arkham games reveal the most palimpsestual qualities of Origins’ Gotham are tied up with the Gotham of Arkham City. While the concept of the palimpsest derived from textual analysis places importance on that which has been erased from a manuscript document to make space for new writing, in critiquing contemporary cultural objects we can think in terms of layering as well as erasure to focus on the theoretical implications of adding new tiers of meaning to form novel products over on top of relevant qualities that pre-exist in the transmedia assemblage. Asylum’s world was largely limited and matched the player’s linear progression through the game’s narrative. Players are allowed to visit one part of the game map at a time, and a heavy emphasis is placed upon indoor environments. Open movement through the exterior areas of Arkham Island is mainly used to go from building to building, with only sidelining points of interest. In Arkham City, however, the focus shifts from the inside to the outside, as the game is filled with side missions and enemies to face all over the map, as well as some missions involving trails of clues from point to point in the city, or chases that ask the player to traverse great distances over a limited period of time. Continue Reading

Playing the Photographer

in The Last of Us Remastered: a New Frontier of Digital Photography?

In-game screenshots are by no means a new phenomenon; publishers have long used the techniques of live-action photography to capture scenes of their video games for use as advertising materials. So too have gamers had the opportunity to take screenshots during play for later reflection and sharing. The photo editor mode in TLOUR is unique in that it does not require technological literacy, such as modding or coding, to operate this feature. A player does not need specialized skills beyond the ability to play the game in order to take photos. This democratization of game photography may be another commercial impetus, a means of Naughty Dog to get more people creating promotional content for their game, but it also enables a new means of play and self-expression. Continue Reading