First Person Podcast Episode 29

Reflections on Surviving Subterfuge

Will FPS ever be the same?

Probably, but the experience nonetheless caused the participants to consider the porous nature of the magic circle. How can we navigate the rhetoric of games that reward betrayal, dishonesty and colonial domination, all of which run contrary to our own principles? To what extent do we perform ourselves in the games that we play? How can we be ethical actors while still engaging in a spirit of play? Continue Reading

First Person Podcast Episode 28

“I need more money!”, or The Extended Life of Games

In this month’s podcast, Pierson, Rob, Betsy and Will discuss the trend towards “games as services” rather than one-off products. They also consider whether there is an increasing tendency towards specialized consumption of specific games. If we are playing a smaller number of games for longer periods of time, are these new developments in game consumption habits? How might changes in making, selling and distributing games be involved in the reasons we are playing specific games longer? Continue Reading

First Person Podcast Episode 25: Game(s) of the Year(s)

Another Year, Not Another Award Show.

In our January 2018 podcast, Betsy, Chris, Will and Justin discuss their picks for games of the year, with a twist: categories ranged from the social (“Fine, stop yelling I’ll play it award”) to the academic (“game that made me rethink my research”). FPS has previously experimented with alternative formats for game of the year awards before, asking podcast participants last year to focus on the games that resonated with them most and to reflect critically on the awards themselves in the year before. Stick around for the end of this year’s podcast, when the FPS crew each discuss their one true game of the year. Continue Reading

First Person Podcast Episode 23

Surveilling Stealth Action Games

What makes a stealth action game? Among the titles discussed in this podcast, including (and predominantly) the Metal Gear Solid series, Assassin’s Creed, Hitman, Splinter Cell, Batman: Arkham Asylum and, to some extent, Horizon Zero Dawn, a distinction was placed between stealth as a procedural mechanic baked into all aspects of the game design and stealth as an additional option afforded to players. Continue Reading

We Gotta Get Out of This Place (If it’s the Last Thing We Ever Do)

Horizons of Expectation in The Room Three

If there’s one trait of videogame series about which I’ve always been certain, it’s that sequels in a series are essentially the same game as the original but with a different story. Though the odd sequel is truly innovative, more often than not, the key principles of gameplay in a sequel will be roughly the same as in its precursors. Whether I’m playing Halo or Halo 5, I will always massacre aliens; whether I’m playing Assassin’s Creed or Assassin’s Creed: Syndicate, I will eventually leap from a height to stab a Templar in the head; and whether I am playing Uncharted: Drake’s Fortune or Uncharted: A Thief’s End, I will inevitably end up hurling my controller through the drywall when I die during a mission involving riding a jet-ski or a boat for the forty-fifth time in ten minutes. Continue Reading