I Put on my Robe & Wizard Hat

A Brief Introduction to Erotic Role Play

At the heart of this post is an effort to define and explain the social phenomenon of erotic role play for those unfamiliar with the term. The post compares and contrasts erotic role play with other types of online sexuality and after arriving at a thorough definition, asks the dreaded ‘so what?’ question. Rather than summarise the findings of my research, as I have laboriously done in my recently-defended thesis, I would instead like to use this blog post as an opportunity to highlight some of the questions that arise from playing with erotic content in imaginary worlds. Although, through research, I have developed my own answers to some of these questions, they are presented here as a rhetorical exercise to illustrate not only the fruitfulness in studying how erotic role players play with sexuality, but also what this play might mean to our conceptualisation of role playing games, reality, and relationships. Answers, musings, and follow up questions are encouraged in the comments. Continue Reading

From Monopoly to Metal Gear

A Survey of Ludic Satire

Let’s talk about satire and games for a moment. Where these two intersect successfully we find critical, thought-provoking works that challenge contemporary social, cultural, political, or ideological beliefs. For this article I’ll adopt a rather loose definition of satire as an attempt to critique accepted beliefs through “irony, derision, or wit.” And while there are a wide range of beliefs worthy of criticism, I’m interested here primarily in accepted notions of violence and aggression as a means of resolution in mainstream videogames. The argument put forward here is that games provide a new form of criticism, ludic satire, that emanates from choice. Continue Reading

DOOM

SCARYDARKFAST

Introduction: There Are a Lot of People Totally Opposed to Violence. They’re All Dead.

There are a great many videogames that can justify some claim or other for being seminal works that changed the course of the game industry, but id’s 1993 DOOM makes a better case than most. It pioneered the first person shooter genre, it popularized the shareware method of distribution, and, perhaps most significantly, it created a gamer culture, as its multiplayer brought people together in attempts to shoot each other to pieces. It is an appropriate subject, then, for the University of Michigan Press’ Landmark Videogame series, and for Dan Pinchbeck’s book, DOOM:SCARYDARKFAST. And while the book occasionally seems uncertain of its intended audience, in general, it is an excellent study of DOOM and what the game means for the first person shooter genre at large. Continue Reading

Modal Rhetoric

Multimodal Metonymy in Videogames

Before our August hiatus, I wrote that game critics and theorists need to be timely and accessible if we’re going to influence the games industry and gaming culture in general. I believe in that approach very much, but our persuasive goals needn’t always be so pragmatic. It’s nice to exercise different intellectual muscles from time to time, and that’s what I’m doing here. In this essay, I’m interested in a very basic but difficult question: How do we extract meaning from a videogame? How does it signify to us, the players? Continue Reading

Interpellation & Apocalypse

Communication, Coercion, and Identity in Journey

American game developer thatgamecompany is known for producing innovative games intended to provide players with moving, thought-provoking play experiences. In their most recent release, Journey, the player-character is a robed figure crossing a series of gorgeous landscapes toward a light emanating from a far mountain. Journey’s narrative simplicity, striking visuals, and innovative game-play have made it critical and commercial success, receiving many awards and becoming fastest-selling game ever in the Playstation Store (“Journey Breaks PSN Sales Records”). Continue Reading

Meta-Commentary

The Last of Us & the State of Games Criticism

[The following article contains spoilers regarding The Last of Us involving a conversation between the two main characters. It is unrelated to the main plot but may be considered a crucial moment of character building.] This is the moment I’ve been waiting for in videogames, for so many reasons. This subtle withdrawal of the dialogue is a tasteful moment of maturation for the format. Films such as Sophia Coppola’s Lost in Translation and Jean-Luc Godard’s Contempt feature similar moments and, while not suggesting that games need emulate film, the inclusion of this moment in The Last of Us effectively raises the bar for storytelling techniques in game production. (And we’re all waiting for that landmark game to come about. Where is our Citizen Kane? Continue Reading