Take Me To Your Breeder

Charmed Circles of Sexuality in the Mass Effect Series

This commentary aims to raise questions about the mandatory performance and privileging of particular sexual identities in videogames, first through examining the explicitly heterosexual narratives of classic game series like Super Mario and then the more narratively and performatively diverse romantic side-quests in modern RPGs. Continue Reading

Interview – Chris Bateman

Part II - Imaginary Games, Hobbyists , & Mass-Market Players

First Person Scholar book review editor Michael Hancock recently interviewed Chris Bateman to talk about issues related to games including realism, mimesis, mythology, and game design in indie and AAA studios. Chris Bateman is a philosopher, game designer, and author – and has a doctorate (pending corrections) in game aesthetics, to boot. He has written a series of books on game design and philosophy, the most recent of which are Imaginary Games and The Mythology of Evolution. In game design, he was lead game designer and writer for games including Discworld Noir, Ghost Master, and Heretic Kingdoms: The Inquisition. Bateman researches and lectures at the University of Bolton. Continue Reading

Interview – Chris Bateman

Part I - On Realism, Philosophy, and Artgames

First Person Scholar book review editor Michael Hancock recently interviewed Chris Bateman to talk about issues related to games including realism, mimesis, mythology, and game design in indie and AAA studios. Chris Bateman is a philosopher, game designer, and author – and has a doctorate (pending corrections) in game aesthetics, to boot. He has written a series of books on game design and philosophy, the most recent of which are Imaginary Games and The Mythology of Evolution. In game design, he was lead game designer and writer for games including Discworld Noir, Ghost Master, and Heretic Kingdoms: The Inquisition. Bateman researches and lectures at the University of Bolton. Continue Reading

The Art of Papers, Please

Juul's The Art of Failure Meets Lucas Pope's Papers, Please

There’s a certain dehumanizing impulse that comes with mastering game systems. It is articulated through the dissonance between Nathan Drake as-he-appears-in-cutscenes and the Nathan Drake whose actions correspond to a controller’s thumbsticks. It is the reason why genetic algorithms have been used to plan the “perfect” build order in Starcraft 2. Processes are fertile ground for privileging economy of action and thought. This is so ingrained in contemporary game design that player progress is often measured by the increasing complexity of game mechanics: by adding new abilities, introducing more difficult foes, more challenging environments, etc. Continue Reading

Playing for Transcendence

Deus Ex: Human Revolution and Disability

My commentary takes up the relationship between transhumanism and gaming in Human Revolution. I discuss narrative support for and against transhumanism, and argue that theories of posthumanism offer another area of inquiry with respect to embodiment. I suggest that as the game explores how technology changes our understanding of human ability, it also points toward how disability does not consist of a set of deficiencies, but is instead shaped by environments. Finally, I contend that the game’s inaccessibility is instructive for considering its imbrication in a culture of difficulty that valorizes overcoming the body. Continue Reading