October 25, 2011
Mashup

1
A game is a system in which players engage in artificial conflict, defined by rules, that results in a quantifiable outcome.

2
No gamer tolerates reality.

3
Any game, like any medium of information, is an extension of the individual or the group. In games we recover the integral person, who in the workaday world or in professional life can use only a small sector of his being.

4
Immersion is complete when the frame falls away so that the player truly believes that he or she is part of an imaginary world. It is only when we immerse ourselves in an illusion that we find who we truly are. Contrary to what we may believe, we must embrace what is beyond ourselves in order to become ourselves. 

5
Processes of value creation have advanced so far that almost everything known as a ‘virtual’ commodity is now certifiably real. Indeed, the very idea of “reality” relies upon the simulation of itself in order to retain its meaning. (Real becomes not-real when the unreal’s real. Though Not-real was once Real, the Real is never unreal.)

6
To enlighten us, a good hoax or con must eventually be revealed.



7
The story’s not important; what’s important is the way the world looks. That’s what makes you feel stuff. That’s what puts you there.

8
Good things and bad things alike, they are things of this world and no other. To take mere worldly things in dead earnest betokens a deficit of awareness that is pitiable. The difference between enlightenment and earthly desire is of about the same order of difference between the good and the bad in a romance.

9
Do gamers believe that the protagonists of their games do good?

10
She quite lost herself in games and would spend whole days with them. She could not be sure whether they were true or not.

11
All my story narrates, the meetings and partings, the joys and sorrows, the ups and downs of fortune, are recorded exactly as they happened. (All the best stories are true.)

12
Life is never false; reflect that life itself’s a dream.

13
Like our vernacular tongues, all games are media of interpersonal communication, and they could have neither existence nor meaning except as extensions of our immediate inner lives. For games to be welcome, they must convey an echo of reality.

14
Sometimes I stand and watch the games they play with my daughter, and I think to myself that there certainly are good fabricators in the world. I think that these yarns must come from people much practiced in lying. but perhaps that is not the whole of the story?

15
To dismiss them as lies itself is to depart from the truth. Something can be true and untrue at the same time.

16
False words do exist!

17
What is a fact? What’s a lie, for that matter? What, exactly, constitutes an essay or a story or a poem or even an experience? What happens when we can no longer freeze the shifting phantasmagoria which is our actual experience?

18
If, finally, we ask ‘Are games mass media?’ the answer has to be ‘Yes.’ Games are situations construed to permit simultanoues participation of many people in some significant pattern of their own corporate lives.

19
I can see that that would be the view of someone much given to lying himself. For my part, I am convinced of their truthfulness. (Truth becomes fiction when the fiction’s true.)

20
So it really was all utter nonsense! Author, copyist, and reader were alike in the dark! Just so much ink splashed for fun, a game, a diversion!

21
Only the truth is funny.

October 6, 2011
Pentafecta

The Humble Bundle. Check it out if you haven’t, already. It’s a wonderful deal and you can support great charities at the same time. I played Trine over the summer, and it was quite fun. It also looked gorgeous, even on my six-year-old desktop.

SpaceChem
SpaceChem is a cool puzzle game about fake chemistry, and I’m quite enjoying the soundtrack. Frozen Synapse is a turn-based strategy game done in a simplistic style. I haven’t spent much time with the last two, so I can’t give much more insight. However, I was thinking about purchasing both over the summer, before they wound up in the Humble Bundle.

Anyways, about this “Pentad” thing.

I hadn’t encountered Kenneth Burke’s dramatistic pentad before reading an article from the September 2011 issue of Digital Creativity, but I’m now quite interested in examining it, and perhaps using it, in my thesis. Basically, the pentad, as the name suggests, uses five criteria to analyze a text. These criteria are: act, agency, scene, agent, and purpose. Or, in other words: what?, why?, where?, who?, and how?

The authors apply the pentad to Bioshock, and they come up with some interesting results. As they explain, one of the core mechanics of the game is the choice between saving the little girls you find throughout your adventure, or “harvesting” them. The choice you make affects the amount of ADAM you receive, the game’s currency.




At first glance, this mechanic seems to offer the player a moral choice between saving or killing a child. In terms of the pentad, the authors explain that this is a “purpose-act ratio,” or a struggle between the outcomes of an action and the act itself. They included a very interesting perspective from a priest who explained how he couldn’t bring himself to “harvest” any of the children, since he believed that it was immoral in any situation. This perspective seems bizarre, especially to any veteran gamer, since these children are not really children. This is especially true in a game like Bioshock that operates almost entirely on metaphor. 

The authors pick up on this peculiarity, as well, and they offer another perspective from the procedural level. At the level of game mechanics, the choice between killing or saving the children does not involve any moral dilemma at all, but merely a choice of weaponry, since the game ties the decision to a currency exchange. The authors refer to this situation as an “agency-act ratio,” or a potential restriction of your choices in-game by game mechanics. Finally, the authors alter the perspective one more time, to that of the player and their “real-world scene.” Here, they ultimately find that the players’ choice boils down to whatever allows them to have more fun.

This is a really quick gloss of an article that was already a quick gloss of a research project, but hopefully you see the potential of this kind of analysis. It seems especially useful for interpreting the so-called moral choices that appear in most FPS and RPG in recent years.

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