Spectacular Mortality

Intersections of Punitive & Educational Player-Death

Death in the game is a rupture not merely of the narrative of the game or the experience of play, but the player’s fundamental identification as player-character. Player-death meant to function both punitively and educationally models this conscious separation through various degrees of spectacle and even partially relies on it in order to function. Within the scope of this essay, I will compare different degrees of spectacle in death scenes in Skyrim, Too Human and the Call of Duty series before raising questions regarding how spectacle or the lack thereof in Skyrim and Dark Souls compare against the balance between punishment and education in a particular game’s version of player-death. Ultimately, this paper is intended less to provide definitive answers to these questions than as a launching-point for further inquiry into the intersections of death, the spectacle, punishment and education in games today. Continue Reading

Real Soccer

Strategy & Realism in FIFA 14

In recent years, authenticity has also meant a commitment to FIFA accurately modeling the on field action of modern soccer, moving closer towards realistic simulation. However, FIFA is a necessarily incomplete version of soccer and can only prioritize some aspects of the sport it seeks to adapt. This article examines the priorities of FIFA’s simulation, how they shape the game and underpin its ambitions for realism. I will suggest that, while FIFA models many aspects of real soccer well, that which it does not adapt–complex strategy and teamwork– undermines its authenticity and contributes to significant gameplay problems. Continue Reading

The Game Culture Reader

Edited by Jason C. Thompson and Marc Ouellette

Jason C. Thompson and Marc A. Ouellette’s edited collection of essays The Game Culture Reader begins with an attack on established game studies—or perhaps not so much an attack as a very pointed prodding to shake off existing lethargy and “game culture by culturing games” (5). To that end, each of the twelve essays making up the collection investigate game studies within broader humanities traditions, from gender studies to Burkean rhetoric to Bourdieu’s cultural capital. Continue Reading

Dark Souls Roundtable

Design, Difficulty, & Death w Prof. Jonathan Boulter

In this FPS podcast we’re talking about the game everyone hates to love, Dark Souls. FPS’ Jason Hawreliak, Michael Hancock and Rob Parker were joined by UWO professor Jonathan Boulter via Skype. They discuss difficulty, Heidegger, spatiality, narrative and aesthetics. SPOILERS AHEAD. Continue Reading

Interview – Jason Nelson

On E-Lit, Games, & Fuzzy Boundaries

First Person Scholar’s Kent Aardse recently chatted with Jason Nelson, creator of interactive digital art and poetry and prose wonderments. FPS: Your work has been embraced fully by the electronic literature crowd, specifically the Electronic Literature Organization. It seems as though the field of electronic literature is a rather large umbrella, encompassing many different instances of digital arts practice. Your website states that you work in net art and digital poetry… Continue Reading

A Game of Gazes

A Closer Look at Killer Is Dead’s “Gigolo Mode”

Given that Goichi Suda so thoroughly and openly engages in reflexive gaming commentary within his many eclectic works, the generally negative reception with Grasshopper Manufacture’s latest effort Killer Is Dead arrives as a genuine shock. Much of the gaming world’s aversion towards the game stems from its so-called “Gigolo mode,” a minigame that finds its protagonist ogling a potential romantic flame for the promise of sex and a weapon upgrade. Some critics have charged this segment as misogynist, often with reductive analysis that eschews examination below surface level. Obviously, representing sex in games remains a serious issue that the medium has frequently struggled with. Continue Reading