‘Parody is a Game’

Far Cry 3, Repetition, Imitation, & Repetition

Since its release in 2012, the critical consensus surrounding Far Cry 3 has been one of mixed praise: on the one hand, it is an entertaining game; on the other hand, it falls thematically flat on its face as the colonial tropes, the tone-deaf treatment of rape, and the rote action hamstring the game’s attempts to make more serious points. When Jeffrey Yolahem, the game’s author, says in an interview with Rock Paper Shotgun that the inclusion of these de rigueur elements are part of an exaggerated satire of the player’s pursuit of entertainment in First-Person Shooters – “This game is about entertainment, and about how far will you go in these loops, and how much entertainment are you actually having from them” says Yolahem – we are nevertheless struck by an inability to distinguish the subject of satire from the satire itself. As John Walker’s reflection on his interview with Yolahem so aptly summarizes, “rather than making us aware of the horrors of the starving Irish when he says they should eat their babies, instead it too often felt like he was publishing baby recipe books to the very hungry.” Continue Reading

Procedural Ethics

Expanding the Scope of Procedures in Games

In this article I put forward the idea of procedural ethics. Procedural ethics is a way of studying videogames, videogame culture, and the videogames industry that focuses on both the computational and ethical aspects of gaming. This theory is born from the desire to move beyond some of the limitations of current theories used to study games, making questions of ethics and people central to any study of games. Procedural ethics argues that procedures are not just the in-game algorithms, images, and text that force the player to make a decision or to agree to participate in a particular world. Rather, they are made up of everything that went into that procedure being programmed, including the developer’s history, the community, and the player’s experiences, as well as the socio-cultural context surrounding the game and the player. Continue Reading

Among the Sleep

Indie Horror and Tropes for Fear

It would be safe to assume that I qualify as a horror fanatic. I’ve played a large quantity of games in this genre including: Quake, Doom, F.E.A.R., Penumbra: Overture, Bioshock, Amnesia: The Dark Descent, The Last of Us, Cry of Fear, Nanashi no Game, Dead Space, SCP – Containment Breach, Slender: The Arrival and Slender: The Eight Pages, Clock Tower: The First Fear, Resident Evil, System Shock, and a slew of others (many that I’ve watched but am not brave enough to play). These games share many common elements that solidify their position in the genre such as dim lighting, monsters, disorientation, analogue disruptions, and a thematic narrative wherein the player/avatar is subsumed within a labyrinth of horror that they must navigate through in order to resolve the anxiety and unease of both their environment and the stories they occupy. I think that the most enjoyable of these games combines engaging storylines within an environment that has more monsters and evasion as opposed to jump-scares and continuously present monsters. As time has gone on, however, I’ve noticed that similarities that draw the horror genre games together have become really monotonous. Continue Reading

FPS – Year Two

Looking Back & Looking Ahead

Today First Person Scholar turns two years old! We’d like to take this opportunity to look back on the year that was and to look forward to the years ahead. And so what follows are various ways of looking at FPS circa 2014—there’s a word cloud generated from all of the articles published this past year, stats on hits and popular articles, and thoughts from the FPS team. Before all that, though, we’d like to thank you for being a part of First Person Scholar for the past two years. Your readership, contributions, comments, favourites and retweets have made this site something we’re very proud to be a part of. Thank you! Continue Reading

Nordic LARP

Edited by Jaakko Stenros & Markus Montola

Live Action Role-Play(ing), or LARP, is a type of playful activity incorporating elements from (tabletop) role-playing games, improvisational theatre, historical re-enactment, and performance art, among other things. In the book Nordic LARP, editors Stenros and Montola present an engaging and valuable overview of LARP in the Nordic countries (Norway, Denmark, Sweden, and Finland), a tradition and community that has become famous for its experimental and artistic approaches to LARP. The book is filled with accessible sketches of selected LARP games from the Nordic tradition, illustrating the diversity of the LARPing scene, as well as Nordic LARPing communities’ inclination towards exploring the boundaries of the medium itself. As such, it is a book aimed both towards the critical LARP enthusiast and those involved in the study of games in a broad sense. Continue Reading

Casual Surveillance

Why We Should Pay Attention to Candy Crush Saga & Other Casual Games

I’ve long identified as a gamer. First I learned how to program in BASIC and create simple computer games, thrilled that I could influence the action in such a kinesthetic, immediate way. Later I enjoyed playing games on various systems—Frogger and Adventure on my Atari 2600; Bubble Bobble and The Legend of Zelda on that old-school gray Nintendo Entertainment System; Parasite Eve and Silent Hill on my PlayStation; Nintendogs and Animal Crossing on my sweet pink Nintendo DS that accompanied me on many an airplane ride to an academic conference. One thing has remained consistent, despite the changes in hardware, peripherals, and gaming systems over the years: I still gravitate towards games that I can play on my own in sessions as short or as long as I like. I prefer first-person gameplay to massively multiplayer, and I find that I enjoy games with relatively simple rules and controls–games that I can pick up, learn quickly, play for a while, and then put away again for some time if I wish. Continue Reading