Pipe Trouble

The Politics of Definition

One of the perennial questions of game studies is the basic question of definition: what is a game? And many discussions surrounding games can be traced back to it. The narrative/ludology debate is an obvious one: is a game a story? It’s there in Ian Bogost’s caution against framing games as “limp skins” that don’t properly exist without the player to finish the circuit: does a game have to be played to be a game? And, most recently, it’s there in works created in Twine, works that address issues rarely, if ever, voiced in mainstream videogames: can these things be games at all? (For my two cents: yes; no, but it’s usually more interesting if it is; and yes, of course.) Continue Reading

Dungeons, Dragons, & Digital Denizens

If you’re immersed in game studies long enough—or just interested in videogames in general—you’re bound to pick up certain acronyms. FPS. RTS. MMO (or, if you’ve really been around long enough, MOO or MUD). And RPG, the abbreviation for role-playing game. In consideration of the quotation above, just what does the RPG have to offer us in terms of thinking about contemporary living? The answer may be a negative one; on the one side, the RPG has its roots in Dungeons & Dragons and fantasy stories, and those roots in turn lead to J. R. R. Tolkien, who famously declared that the use of fantasy was escapism. And on the other side of the Dungeons and Dragons relation, you have statistics and numbers, which lead to horror stories of obsessive grinding and wasteful time commitments. In their anthology on RPGs, Dungeons, Dragons, and Digital Denizens: The Digital Role-Playing Game, editors Gerald A. Voorhees, Joshua Call, and Katie Whitlock provide no definitive answers, and, indeed, any definitive answers for such a complex question should be suspect. What the book offers instead is three sections, sixteen chapters, some four hundred pages on how games commonly labeled as RPG are “designed, played, and made relevant to contemporary society and culture” (18). And while the book tends to dwell on particular areas of the RPG catalog more than others, the quality of the essays make it worth reading for anyone working on a game that fits under the RPG umbrella—and their variety offer several very interesting yet very different potential answers to our question. Continue Reading

Mimesis as Make-believe

On the Foundations of the Representational Arts

Like all truly interesting epic endeavors, game studies has its own origin myth. It’s a story about battling against stories, with narratology and the study of videogames as essentially narrative on one side, and ludology and the study of videogames as essentially games or play on the other. Its battle sites were websites, and traces of its force can still be seen in gamestudies.org, grandtextauto.org, and others. And like any myth, it’s not exactly true, either because, as some ludologists claim, the narrative defenders “never showed up” or because, as others postulate, it was never a disagreement to begin with (see: Bogost http://www.bogost.com/writing/videogames_are_a_mess.shtml). But whether the conflict ever actually happened, there is a case to be made that it ideologically happened, as the myth is constantly returned to and debunked in an almost ritualistic fashion (as, for example, what I’m doing now). What is at stake here is a single question: How do we study videogames? Kendall Walton has no direct answer to this question. Though Mimesis as Make-believe was published in 1990, the closest it comes to any sort of digital medium is a few examples that touch on film. But I still think that its premise—that all forms of representation should be regarded as potential props for games of make-believe—provides a useful contribution to the ongoing myth of game studies. Continue Reading

Utopic Dreams

Critical Approaches to Researching Video Game Play

Michael Hancock is the Book Reviews editor on First Person Scholar.  He is a PhD candidate in the Department of English Language and Literature at the University of Waterloo.  Currently, his grey matter is engaged in writing a dissertation on… Continue Reading

The Language of Gaming

by Astrid Ensslin

Discourse analysis is a fairly new field of study, but one with a very distinguished pedigree, delving deeply into rhetoric and linguistics. Game studies, in comparison, is a relatively new field, but one that has had to fight (or perhaps just “has fought”) fiercely to declare its independence and relevance. In The Language of Gaming, Astrid Ensslin combines the two, detailing over the course of ten chapters how various subsections of discourse analysis can be applied to games and gaming—to the semiotic, textual content of games, and to the discourse and power structures constructed through the discussions of those who play them. As you can imagine with that remit, it’s a rather diverse book, covering everything from how instruction manuals phrase rules to players chatting over a game of Worms 2. By the end, though, Ensslin had me convinced of the value of discourse analysis to game studies… Continue Reading

The Binding of Procedure

Procedural Rhetoric and The Binding of Isaac

The Binding of Isaac has generated a lot of discussion in blogs and podcasts. It is the discourse surrounding the game, however, that demonstrates the limitations of that view, and, consequently, the limitations of procedural rhetoric. John Teti, at gamelogical.com, follows a similar argument to the one I’ve posited, that the game’s random unfairness is, ultimately, what it makes it seem fair (though he characterizes this appearance not as the game being more fair, but more real than one with predetermined events, a definition of videogame realism that perhaps is worth discussing on another day)… Continue Reading