Warning Forever

A Danmaku Dialogue

Most danmaku games share certain commonalities: a number of stages, each of which has a boss at the end, and all bullet patterns in danmaku games can be readily broken down into three core archetypes. Firstly, the “fixed” bullet pattern: in this case an enemy spawns, fires a set pattern of bullets (say, a stream at a 135 degree angle and a second stream at a 225 degree angle, if we take the top of the screen to be 0 degrees), and then leaves the play area. The second is the “random” bullet pattern: these are created by enemies who fire a semi-random stream of bullets in a particular direction. The third is the “aimed” bullet pattern: in this final case the bullets fired by an enemy are aimed specifically at the player’s current location (or the enemy fires a wider bullet pattern whose “centre” is aimed at the player), and is therefore different on each playthrough based on the player’s location. Examples of all three (random, fixed, and aimed) can be seen in the diagram below, taken from the danmaku game Score Rush. Continue Reading

Beyond Elliot Page

The Limits of Agency in the Interactive Storytelling

But ultimately, the interactive elements of Beyond: Two Souls prove to be of inadequate meaningfulness. Your participation as a player has minimal importance on how events unfold throughout the game. While players are given the opportunity to react to events and interact with the world, there is no real in-game penalty for failure, often including failure to act. The game creates numerous Deus ex machina situations to bail players out and reveals the general lack of agency the player has in influencing the game world. In Beyond: Two Souls, telling the story is more important than playing it. Continue Reading

Haunted Spaces, Lived-In Places

A Narrative Archaeology of Gone Home

As you explore this deceptively massive house, going from room to room and unlocking secret passageways that lead to even more rooms (a gatekeeping mechanism used to establish some sense of narrative linearity), you discover the personal domains of each of the family members and get to know their secrets, worries, pleasures, and vices. You stumble upon Dad’s stash of porno magazines, liquor bottles, and rejection letters from book publishers. You find out about Mom’s budding flirtation with a park ranger. You uncover a history of abuse perpetrated by your Great Uncle Oscar who died in this very house, leading Sam’s classmates to call it “the psycho house on Arbor Hill” and convincing her that the house is haunted. Continue Reading

Early Modernity and Video Games

by Tobias Winnerling and Florian Kerschbaumer

The book outlines early on that the way that the authors are examining history is more related to present memory than history itself (xix); in other words, the way we tell history is always reflective of the time we live. This precept holds true as games themselves can be considered historical objects, but the ones that the book examines are about the representation of history. Overall, Early Modernity and Video Games manages to present some worthwhile strategies and theories to studying videogames through a historical lens, but is limited because of its early entry into this field. Continue Reading

Author has Re-entered the Game

Against the Mutability of Videogames

When writing about videogame aesthetics, there is no more contentious issue than the medium’s status as an artform. The arguments in favor are many, stressing commonalities between videogames and recognized artforms. Many arguments against games as art mirror objections that have always plagued mass art, from film and comics to novels—that their structure is too simple; that their subject matter is too base and populist; that they are produced for money and not for art’s sake Continue Reading

Eight Speculative Theses

on GamerGate

There is nothing conclusive to be said about enduring violence save that it endures through its violence. When encountering the shifting yet systemic violence perpetuated by elements of a gaming culture obsessed with finding pleasure and prestige in the very play of violence, the individuated enunciation of critical theory finds itself tasked with sharpening the aphoristic insight. By embracing the strategy of the inconclusive and epigrammatic, the tension of play and desire at the intersection of technocapitalism, gender, and power can be articulated to the gaming cultures of militarisation. Continue Reading

What is Your Quest?

From Adventure Games to Interactive Books by Anastasia Salter

However, What Is Your Quest? is not just an historical account. Without being overtly confrontational, What Is Your Quest? pushes game studies outside of the boundaries its practitioners sometimes take for granted, and that, for me, is where the book’s value lies, even beyond its work documenting the adventure genre. Rather than rehash old debates about narratology and ludology, Salter considers adventure games not just from the perspective of videogames, but also from the perspective of multiple media types and users. I think the best example may be Salter’s frequent and persistent use of “fans” to refer to adventure game enthusiasts. In popular culture discussion and academia alike, games are often segregated away as unique and separate from other media forms. What is Your Quest? Is not a fan studies book, and doesn’t go much further in this direction than some references to Henry Jenkins. But by means of the single word “fan,” rather than just gamers or players, Salter keeps her discussion rooted in a larger discussion of new media economy, intertextuality, and transmedia. Continue Reading