Thursday, January 26, 2012

Mail Call!

Hey everyone! Jorge and I are interested in doing a "mailbag" show in which we take questions from listeners. Of course, for this to work, you all have to be interested as well!

So if you want to hear us jabber on about a particular topic, feel free to send us an email (experiencepoints AT gmail dot com), message or reply to us on Twitter (that's @JAlbor and @sjuster), submit a comment on this post, or dispatch your trained hawk to one of our homes.

Thanks for listening!

Strategies, Tactics, and Turnovers

Brace yourselves: this week at Popmatters, I'm talking about football. Don't worry, I'm also talking about video games and board games.

This weekend I was able partake in all three areas: I watched the 49ers' heartbreaking loss, I played the deviously complex Game of Thrones board game, and I plugged away on a few video games I've been playing. The combination of the three started to help me crystallize the way I think about video games as a medium in comparison to its other ludic cousins.
This piece was a hard one, and even after trying to think it through over the past couple days, I'm not entirely happy with it. An email exchange with my always-helpful editor, G. Christopher Williams, actually helped clarify my article's point, so I'll paraphrase my own emails here:

"Essentially, I'm trying to say that many video games are more like sports [than board games] because pressure to perform and tactical challenges can upset your strategy to a greater extent than can happen in most (all?) board games.

Another good example [of the connection between video games and sports] [is] tennis: if you're serving and you fail to get the ball over the net two times in a row, your opponent gets a point. Any tennis player worth his or her salt can easily get the ball over the net, but random mistakes, mental lapses, over-thinking their opponent's next move, even the wind can mess them up. When this happens, their whole strategy needs to change: now that they're down a point, they might not charge the net, they might try to serve slower but more accurately, or they might have just given up the game. The best tennis players are good at overcoming the pressure and mitigating random factors and are thus able to implement their strategy without having to worry about tactical mistakes.

Most board games do not, and possibly cannot, simulate the feeling of your body betraying your mind. You're never going to throw the dice "wrong." You're never going to have trouble playing a card; even if it is the wrong card from a strategic sense, you'll never have trouble implementing your action. Very few games have "double faults" in the way tennis does; random bad luck is either purely random (in the form of dice rolls or random cards) or nonexistent (like in chess). Video games with any kind of action component require at least some minimum amount of coordination between mental and physical effort, which makes them seem more like sports to me.

[Playing a board game might elicit an emotional response], but I imagine most of the groaning comes from the strategic binds [the game] places you in, rather than the immediate challenge of making your decisions. Now, if you had a timer that was ticking, forcing you to quickly move your pieces around the board, shuffle your cards, or count up points, I think you'd be bleeding back into sports territory, as a sloppy tactical mistake (dropping your tiles, counting incorrectly, missing a card, etc.) could compromise your strategy."

Granted, the line can get a bit murky, but I think the video game/sport relationship is understudied. Again, this theory isn't fully formed, but I think there is something to it.

In any case, at least it took my mind off of the 49ers' inglorious end.

Wednesday, January 25, 2012

EXP Podcast #157: Breaching the Wall

We may say we are all part of a large gaming community, but some groups of players may be living in a walled off city, isolated from the popular discussion of games. World of Warcraft may have millions of players, but is the WoW community excluded now more than ever? Katie Williams thinks so in her article that inspired this week's podcast discussion. Who built these walls? What are we losing by isolating ourselves? And most importantly, how do we tear these walls down? Join Scott and me this week while we try to answer these questions and many more. As always, we encourage you to read Katie's original piece which you can find in the show notes below. We also encourage you to share your thoughts in the comments section.

Discuss starters:
- How relevant is WoW today?
- Are MMOs unique enough such that they inherently exist in a walled off city?
- What role do developers, and community managers in particular, play in fomenting conversation between games.


To listen to the podcast:

- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking here. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- Run time: 29 min 05 sec
- "The Walled City of Gaming: World of Warcraft," by Katie Williams via Gameranx
- "Bow Nigger," by Always Black
- "Alice and Kev: The Story of Being Homeless in Sims 3," by Robin Burkinshaw
- Music provided by Brad Sucks

Tuesday, January 24, 2012

Ready Player Two

As you all know, I am a consumer of so much media I find it shocking I have enough time in the day to eat. This includes film and literature. So it is great when I can combine some aspects of one interest with another. I recently finished Ready Player One by Ernest Cline, and I want to share some of my thoughts on a book filled to the brim with pop-culture references. My hope is that Scott and I will discuss the book in greater detail on the podcast at some point. It rightfully stands out among other young-adult novels in its unabashed glorification of "nerdy" videogames, television, movies, books, music and more, particularly the classics (for better of worse) of the eighties. The book is of and for the first generation that grew up on videogames and therefore casts light into the cultural space from>whence many of us come.

To give a quick plot synopsis of the work, Ready Player One takes place in a dystopic future in which the world has fallen prey to environmental degradation, an immense economic collapse, corporate power, and a general malaise. The vast majority of citizens spend all their time hiding from reality in the OASIS, an MMO in which the laws of fictions are routinely broken and players can visit thousands of worls to have adventure, shop, or even go to school. When the game designer dies, he leaves behind a set of riddles and puzzles themed around the pop-culture artifacts of his time and promises that the winner will inherit his fortune. Ernest Cline takes the premise of Charlie and the Chocolate Factory and writes a love letter to the art of his era, from John Hughes' oeuvre to every game published for the Atari 2600.

I will avoid detailing any more of the plot or themes from the book. If you are reading this blog, I assure you the book is well worth your time.

It is strange reading a book that feels intentionally written for you. I will admit, I was born in the early eighties,  so I was still a child when a lot of this book's cultural icons took shape. While a miss many of the book's references, most make my smile and laugh at the fondly remembered canon of my youth. Ready Player One is filled to the brim with nostalgia. Every time the protagonist casually makes a Star Wars reference or relies on Dungeons & Dragons knowledge to overcome a challenge, it feels immensely rewarding. In the real world, I carry with me a lingering sense that the media I consumed as a child was a waste of time, that my mind is filled with useless limericks and crudely drawn dungeon maps. In the world of Ready Player One, trivial knowledge is invaluable. The book is an ultimate vindication of a youth spent in front of the television or around an arcade cabinet.

Yet the book's protagonist is a hero because of his actions when tested, not his collection of 80s pop-culture information. Cline manages to avoid glorifying the "otaku" image of a nerdy kid isolated from the world while also praising the cultural artifacts of an era. We partake in the stories we have consumed, be they games, books, or literature, and they have rewarded a bounty of lessons and, yes, even escapism. I welcome the nostalgia of Ready Player One because it is familiar, sure, but also because it finds value in the artifacts of the past and, most importantly, it wants to share them. At times when playing a game, I am struck by a sense of eager jubilation, and I want nothing more than to share this particular moment with the world, spreading my enthusiasm for a game, a piece of writing, or even just a digital vista. Of course we cannot always do that. But Ready Player One tries anyway. It creates a world born of many of our shared experiences, a love letter meant to share an appreciation of the media that helped raise a generation.

Thursday, January 19, 2012

Endeavor and the Economics of Slavery

My latest article is up on PopMatters: Endeavor and the Economics of Slavery.

I am a big fan of board games but rarely get an opportunity to discuss their design or significance in this venue. On several occasions Scott and I have discussed on the podcast whether certain game genres lend themselves better to certain experiences or messages. Board games are a fuzzy genre-like case because, theoretically, you could duplicate all the systems of a board game in a digital space. Many companies do in fact. Apples to Apples is now a video game, with significant rule changes from the card version. Carcassone is quite popular on XBLA and on the iOS as well. However, these digital versions still fail to capture the social and tactile elements of board games that fundamentally shape their play experience. 

In the case of Endeavor, we can imagine a strategy game that chooses to model something like slavery in a similar fashion. But even if the rule system remained essentially the same, players may respond differently to the moral issues a model of slavery elicits. The shackles printed on the cards, for example, brought up disturbing visions of the human wrists and ankles they were meant to confine. The infamous drawing of a slave galley filled to the brim like a can of sardines came to mind, a high-school history lesson I will never shake forget. I brought my own morality to the table and I grew uncomfortable with finishing the game without first abolishing slavery. 

Of course not everyone thinks twice about the moral or ethical implications of game design. I argue in the article that game designers should be less concerned about giving offense because creating offensive content might be required before we can mine historical systems for all their worth. Given the same system, perhaps digital game designers need to be more sensitive. Maybe the act of playing alone makes one less critical of a game's moral quandaries than playing with others and discussing the content as it arises. Everyone generally knows how atrocious the slave trade was, so it may not be the best example to explore how group play affects rhetorical outcomes. I would be even more interested in a game tackling the modern day slave trade. That would be truly brave game design. In the mean time, Endeavor might teach us how to approach such sensitive material, both the risks and rewards.

Wednesday, January 18, 2012

Stop SOPA and PIPA

Hey folks. As you may have heard, two pieces of disturbing legislation are currently working their way through the U.S. government. The Stop Online Privacy Act ("SOPA") and the Preventing Real Online Threats to Economic Creativity and Theft of Intellectual Property Act ("PROTECT IP" or "PIPA") threaten to grant big media companies the power to censor the Internet, stifle innovation, and monopolize the business of creating media content. We won't go into further detail here, but for those interested, Reddit has compiled good guides for educating yourself about the bills' various provisions and implications:

SOPA FAQs
A Technical Examination of SOPA

When a group as diverse as the Internet's founding architects, security experts, legal scholars, major tech companies, MoveOn, The Tea Party Patriots, a host of video game companies, and millions of citizens come out in opposition of an idea, you can be certain something interesting is happening. Like the other opponents of SOPA/PIPA, Jorge and I stand for an open Internet, free from the draconian policies big media companies wish to implement.

Simply put, the kind of copyright laws SOPA supporters (which include companies like CBS and Viacom and organizations like the MPAA and the game industry's own ESA) seek would make it very hard, if not impossible, to foster the kind of creative space we have carved out here at Experience Points. Government-endorsed censorship, blacklists, and monopolies have no place in the video game sphere, on the Internet, or any in any other realm of human culture and society.

We know how busy everyone is and how daunting such a huge task can feel, but anything you can do to resist this threat would make a difference. Google, the Electronic Frontier Foundation, and Ars Technica all offer good starting points for contributing to the cause. Speaking out on these issues, petitioning your government representatives, and supporting independent media are crucial steps to take. Whether you live in the U.S. or are one of our many international friends, this issue effects you. Whether you do so with your voice, your political support, or your wallet, please oppose the forces that lead to this type of legislation.

Again, we know it seems overwhelming, but we can do it. In the face of today's protests, you can see SOPA's proponents getting worried. Shrill rhetoric is often a sign of desperation.

Thanks for your help and support!

- Jorge and Scott

EXP Podcast #156: Contextual Greatness

When we talk about the greatest games of all time in terms of their design, technology, and art, are we fooling ourselves? In a recent opinion piece, Leigh Alexander suggests that "truly great games" are all about players' personal contexts. This week, we use her article about the mystique surrounding Ocarina of Time as a starting point for a discussion about how our memories and the passage of time shape and re-shape some of our favorite games. As always, we're looking forward to hearing your thoughts in the comments!

Discussion starters:

- When you think about your favorite games, how crucial was the context in which you played themt?
- Have you ever revisited a game and then come away with a drastically new opinion?
- How should we take a game's context into account when thinking about its legacy?

To listen to the podcast:

- Subscribe to the EXP Podcast via iTunes here. Additionally, here is the stand-alone feed.
- Listen to the podcast in your browser by left-clicking here. Or, right-click and select "save as link" to download the show in MP3 format.
- Subscribe to this podcast and EXP's written content with the RSS link on the right.

Show notes:

- Run time: 30 min 20 sec
- "Truly Great Games," by Leigh Alexander, via Edge
- Music provided by Brad Sucks