In the Shadow of Tomorrow

Huizinga on play before Homo Ludens

Although many play scholars are familiar with Homo Ludens, it is not the first time Huizinga explicitly takes on the subject of play. As a prolific historian Huizinga wrote a significant number of books before Homo Ludens and play pops up in many of them. But nowhere is play examined more closely in these pre Homo Ludens works than the little read talk-turned-book, In the Shadow of Tomorrow (1936). Although play only really appears in one odd little chapter, “Puerility,” this short chapter provides a revealing glimpse into Huizinga’s pre­-Homo Ludens thinking on play. Continue Reading

What We’re Playing Vol II

Constraints & Explorations

There is rarely a time when I’m not playing Dragon Age 2. I know that it’s the lesser of the Dragon Age games, but I’ve still finished it twice, gotten to the end of Act 2 three times, and created a dozen characters that never got past level 15. It is partly due to the fact that I love each and every character (especially Aveline) in my party, but that’s not the whole story. If all I wanted from the game was interesting characters and fun relationship dynamics then Dragon Age: Origins would be a better game to play. DA:O, at least, lets me talk to my party whenever I feel like it. Continue Reading

The Games People Replay

Toward a Performative Account of “Replayability”

The way in which Fernández-Vara’s comments turn attention back to the player of the game also raises the question of why certain games are repeatedly played by certain players, and furthermore why the games are esteemed for this quality, commonly called “replayability” or “replay value.” In 2010, Ben Abraham posted a polemical entry to his personal blog in which he points out that as pieces of software, games by definition may be played multiple times. He alleges “replayability” is a “non-word … lack[ing] any actual meaningful content,” because while we can understand replayability in a general sense, in individual cases its particulars remain elusive and difficult to quantify. Speculatively, Abraham asks if “replayability” might in fact be used as a “shorthand way to refer to a series of unrelated yet seemingly connected factors that influence whether someone is willing to endure repeat exposure to a game-type experience?” A game may have a branching narrative, multiplayer components, or unlockable content that becomes available as the player reaches certain benchmarks; none of this is a guarantee, however, that any given player will be willing to play the game multiple times. Continue Reading

Silent Hill

The Terror Engine

When I was given a list of books to review, the note that went along with this book was this: “May not be a great choice if you’re not an SH fan, though.” And so obviously, I chose this one. Not out of spite, but out of sheer, uncontrollable interest. In the introduction, Bernard Perron makes the obligatory reference to the divide in the horror gaming world: some people are Silent Hill fans, and the others are Resident Evil fans. I fall in the RE camp, and as true to my stubborn roots, haven’t strayed from this conviction. Ever. But it’s not something that I’ve ever really given much thought to, honestly. Continue Reading

Greenshifting Game Studies

Arguments for an Ecocritical Approach to Digital Games

Every time I talk or write about ecology as a tool or merely an inspiration for hermeneutic approaches to cultural artifacts, I feel like I need to start off with a confession: I am no hardcore, dyed-in-the-wool environmentalist. Not only do I have serious doubts about the compatibility of hardcore environmentalism and dyed wool, I find it hard to subscribe to any sort of Ism, doctrine, or universal approach. And still, with all the relativism of the comparatist whose only creed is that there are always two (or more) ways of looking at any matter, I have become deeply fascinated with ecocriticism lately. Ecocriticism, the application of ecological thinking to humanism (and especially literary studies) developed in parallel with game studies, starting in the late 1970s and coming to real scholarly prominence in the mid- to late-1990s. I have been engaged in game studies since the late 1990s, and when I propose here to introduce a Greenshift into our field, it is not a moral, ideological, or philosophical argument I want to make, but merely a practical one: I am confident that the blend of ecological ideals and humanistic hermeneutics developed by ecocriticism holds great promise for game studies. Continue Reading

Games & Embodied Cognition

What is it Like to be a Cat-Person?

I’ve played The Elder Scrolls V: Skyrim (Bethesda 2011) now for 81 hours, with three different characters. I’ve been an elf, an orc and a Khajiit. In Skyrim, I can occupy the body of a magical creature from a fantastic race with a different gender than mine. Yet it seems that no matter the differences between the fantastic races, the basic experience of what is it like to be each is essentially similar. A Khajiit might see in the dark, an Argonian may breathe water, and a Breton might resist magic, but they are all still humans wrapped in a layer of fantastic and endowed with supernatural power. The basic experience of being them is still the same. Continue Reading