Play as Life

Digital games as a form of play. Play as a part of life.

Interview with Tale of Tales

You are in a graveyard– it’s not spooky or menacing, just a calm park with gravestones, accentuated by the chirping of insects and the rustling of the breeze. You play an old woman. She walks with a limp. You walk to the center of the graveyard where there is a bench. You sit down.

This is short description of what could happen in The Graveyard, a game designed by Belgian developer Tale of Tales. It  blows your mind because it is so different from your traditional game– there is no obvious “goal” and no such thing as winning or losing. There is so much more room for interpretation, so much more room for imagination. Tale of Tales has repeatedly released games that have no linear storyline, including The Path, where you play one of six sisters and be Little Red Riding Hood going into the forest to grandmother’s house. Whether or not you choose to stay on the path or go wandering off into the woods is your own choice. More recently, they released Fatale, which they present as an interactive vignette based on the story of Salome.

At the core of Tale of Tales is Auriea Harvey and Michaël Samyn, who are the founders of the company and design/ direct all of their projects.  They are not just game developers but media artists, with a thick portfolio and prizes such as the SFMOMA Prize for Excellence in Online Art to prove it.

Q. Why do you choose to develop games that don’t have a linear storyline?

A. Mostly because everybody else develops games that do have one.

We believe that linearity is not compatible with interactivity. But we also believe that you can do anything with the interactive medium. That includes linearity. So we’re not purists about this. It’s a more personal choice.

We feel that linearity limits the potential of the interactive/generative medium. We’re interested in the idea of collaboration between player and machine, where both parties are equal. So we don’t think that the machine should be leading the player (as happens when a game is structured along a linear storyline), nor do we think that the player should have all the power to change everything. It’s a collaboration in which, perhaps, both parties can be surprised by the actions of the other.

On a more practical level, it is simply very difficult to marry linearity with interactivity without falling into what David Cage has referred to as the format of pornography in which bits of story and bits of action are arranged in an alternating sequence. This is not necessarily a bad format (most videogames use it) but it does leave us a bit unsatisfied both as players and as designers. Because, instinctively, we want to have action and story wrapped into one experience. This is a very difficult thing to do. And in practice, it almost always leads to the action defining the story. Which, when it comes to games, means that you can only have a small range of stories (stories about themes that are compatible with game activity: winning, losing, triumph, defeat, antagonism, rivalry, competition, etc).

At Tale of Tales, we always start with a story, or a narrative situation, and design interaction to express it. But rather than actually telling the story, we assume that the player already knows it (after all, in the end, there really is only one story, isn’t there?) and start the experience from there. It’s a little bit like medieval paintings and sculptures that depict scenes from the Bible or from mythology without explicitly telling those stories. Simply playing with the symbols and letting the imagination of the viewer do the work.

We never really want to tell a specific story. We have no big message for humanity. We’re more interested in suggesting themes and seeing what people think of them. We never want to convince somebody. We just want to point something out, something that people might not have noticed before. And then it’s up to them to decide what they think about it.

We tend to think of interactive art as more similar to painting and architecture than to cinema or literature.

Q. Do you think there is a difference between media art and games? What is your definition of a game?

A. We don’t like to define terms. Because then any discussion quickly becomes a semantic one. And people start saying that our work is bad because it’s not a game. As if a carpet would be bad because it’s not a closet. Those are silly discussions.

We prefer to use terms as they are used in the field, without clear definitions. As such, media art seems to be an evolution of fine art: a way to create works that can be seen in a gallery or museum. Games, on the other hand, are made for distribution. There is no “original copy” of Doom. And it doesn’t sell as an “limited edition” either -at least not exclusively.

At Tale of Tales, we enthusiastically embrace the potential of software to be copied and distributed endlessly. The direct contact between creator and audience is one of our main motivations. We’re even willing to sacrifice some of our artistic ambitions for this. It’s often more important for us to reach our audience than to send out a clear message.

That being said, we find many artworks to be more playful than games. Computer games are often very strict. They are about obeying rules and performing well according to certain expectations. We like to introduce some of the playfulness and openness of art into the medium.

Q. How important is atmosphere (the surroundings of the game player) to the experience?

A. Atmosphere is probably one of the most important elements in our work. Probably because our main goal is to put the player in a certain situation where he can experience what it feels like to be in that situation and get the opportunity to think about things that he might not have thought about otherwise. As such, “atmosphere” is not just “icing on the cake”, a pretty little extra. It is very close to the essence of the design.

We want to create an environment that you can step into, that you can become a part of. To a large extent, we even use interaction to enhance this experience.

Q. Does religion play a role in your game design?

A. Not really. We’re interested in certain religious texts, but more because of their impact on cultures than because of their spiritual meaning. We’re not religious ourselves. We don’t even believe in science! But religion is an important part of the society that we live in and we are critical of this society’s refusal to admit this. So we like to confront people with this. And we want to embrace our religious traditions as part of who we are.

Q. What do you think is the difference between first person and third person viewpoints in role-playing games?

A. A mundane, but very important, difference for us is the difference between getting sick and not getting sick. Our bodies have a hard time with games in first person viewpoint. They often make us nauseous.

Disregarding this, we are very much aware of the psychological implications of the way in which you control a game. The first person viewpoint is an ego-centric viewpoint, a point of view that implies power over your environment. Perhaps this is why it is so ubiquitous in shooter games. The third person view, in which you see your avatar, implies empathy with at least one character in the story. As such, it seems to be more suitable for social games and for narrative games. It’s easier to imagine being another person when you see what that other person looks like and how he or she behaves.

But we like to play with the ambiguity of camera viewpoints. In the end, you always play a game from a first person perspective. It’s always you, the player, who watches the game and controls the activity of at least one character in the story. Whether you see this character or not is, technically, a detail. So even when we use the third person viewpoint, we like to include the idea of the first person viewpoint. We like to play with the separation between player and avatar. So sometimes, in our games, your avatar may start doing things that you didn’t tell her or him to do.

The avatar is clearly more at home in the virtual world than you are. He or she is not only a connection between you and the story. Sometimes we let the avatar represent the story, in the independence that it gets from running on a computer. And then the experience becomes one of collaboration between avatar and player (perhaps this might be considered “second person viewpoint”). But we always leave things open in our designs. It’s up to the player to choose how they like to play.

Q. When you create interactive elements, do you have a story in mind for that interaction?

A. Yes. But maybe not in the sense that story is often seen. People tend to think of stories as series of events with a certain well-defined structure that leads from one point to another and culminates in meaning. We never think that far ahead. Because there’s too many variables when dealing with interaction. For us a story is a situation, characters, setting, etc, but not plot. We use the term “story” as in “the candy wrapper in the gutter tells a story” or “that man’s wrinkles tell the story of a lifetime”. So it’s more about a _potential story than an explicit one. It’s about imagination.

Then we create interactive elements mostly to stimulate the imagination, and possibly to guide it in a certain direction. But they are often more like questions than demands. We like asking questions like “What do I feel like when I do this?”, “What does it mean when I do that?” So, in terms of story, our interactive elements ask questions about the narrative implications of actions. Some of these implications can be predicted by us as authors, but not all of them, and definitely not the personal nuances of these implications. That way, each experience of our work becomes highly personal and unique.

Q. Movement seems very slow in your games. Why is that?

A. Actually it’s not. In our games, movement is realistic. And often defined by the actual movement of the character, as animated by our animation collaborator Laura Raines Smith. The reason why it seems slow is that in most other computer games, movement is much faster than natural. Because it is fun to speed through levels and because gamers tend to like absolute and direct control.

On the other hand, most of our games are about stopping what you’re doing, slowing down, and taking a moment to think and feel something. Unlike most games, which put you on a roller-coaster ride away from your own life, our games act as pause buttons. Take a moment and allow yourself to breathe. That’s why their slowness might come as a kind of shock when you start up the game. Like a speeding truck coming to a sudden halt. But once you get used to it, it quickly starts feeling natural. You just have to stop fighting it and adapt to the program.

Q. Most of your games seem to have a dark element that is also surreal. How would you describe this ambiance?

A. “They look like monsters to you?” is one of our favourite quotes from one of our favourite games (Silent Hill 3). And it expresses our feeling about this perfectly. What others may consider to be dark or surreal is perfectly normal to us. So we would describe this ambiance as reality. ;)

What we find surreal is the increasing US military presence in Afghanistan or the fact that the EU is willing to give US banks more access to its citizens’ private information than the EU government itself, or the lack of response from the West to oppression of Palestinians, or the fact that developing countries owe industrial countries money, or simply advertisements for Coca Cola in refugee camps in Africa. Those things are truly dark and surreal!

Q. What shaped your interests for these “dark” elements? For instance, do you enjoy horror films or novels?

A. I think this is another expression of how we try to expose things that generally tend to be underexposed. In videogames, for instance, you are always the hero, you always win. So we’re interested in what it feels like to be the victim instead, the loser. We’re not naturally morbid. We’re strive for balance. When everybody is too happy, we try to make them feel sad. And vice versa.

Q. Your definition of horror seems very unique. How would you describe “horror”?

A. We wouldn’t [describe horror]. We have no idea.

Some people say horror is about fear. But we don’t feel that that’s a very interesting emotion. Desperation and lack of power are much more interesting, for instance. But so are love and kindness.

Q. Do you feel that horror (or apprehension) manipulate emotions in your audience better than other genres?

Horror is easy, in a way. Because you can’t really make design mistakes. Every design decision that doesn’t quite work contributes to the feeling of unease. In a way, horror is a haven for bad design. The fact that the combat controls in Silent Hill are very clumsy, contributes to the feeling of weakness that is a big part of the game’s emotional effect, for instance.

Also, in our experience, horror is an easy way to get away with art. To some extent, art is about exploring the unknown, about asking questions, about confronting the audience with the unfamiliar in the familiar. For people who don’t appreciate contemporary art much, all art must seem horrific. The unknown is always frightening at first. So when you have artistic ambitions and you work in a popular medium, like we do, your work quickly gets interpreted as horror. With The Path, we used this “weakness” in the audience to our advantage. Many scenes in The Path would look like normal art installations in a museum for contemporary art. But in a videogame, they suddenly look scary.

Q. Do you think there is a hazy overlap between life and death?

A. Not at all. Life and death co-exist. In a very clear way. There’s nothing hazy about it. And there’s no overlap. Life and death may be the only true opposites. Everything else is a lot more hazy. We’re all programmed to love life. But many people find it hard to do that in the light of death. So they tend to block out the idea of death or trivialize it.

As artists, we’re interested in what happens when you don’t ignore death, and when you do give it a prominent, “noble” place in your life. Death is not a disease. And death is a great mystery. It is a big part of our lives, whether we want it or not. Death motivates many of our behaviours, and it influences many of our thoughts. In some of our pieces, we explore these connections between life and death.

Q. Was there a specific incident in your life that made you think more about death?

A. Not an incident as such. But having an old grandmother who was very aware of her own approaching death and wasn’t afraid to talk about it, even if it was difficult for her children and grandchildren. In a way, she probably prepared us all for her death this way. So when we were carrying her coffin in church, it was a serene, almost satisfying moment. Like giving her one last hug before laying her to rest. This experience probably encouraged us, on some subconscious level, to not run away from the idea of death, but embrace it, and live with it, and talk about it in our work.

Q. As a small developer, what do you bring to the table that large commercial game studios cannot?

A. In theory, there’s nothing we can do that large commercial companies could not. But in practice, this is not true. Large commercial game studios are either large and commercial because their first priority is to make money or because they want to make big games. The case of the latter is rather sad because, while these people are motivated by creative ambition, they are forced to work in a commercial way because, basically, the technology is primitive. Because computers are still too slow and too unreliable, small armies of engineers are required to work long hours on each and every large game. This is very expensive. As a result the game needs to be very commercial. So it ends up being beneficial that the artists are pushed into a corner. Because their ideas may be too risky.

The disproportion between the high degree of technical complexity and the lack of creative input in terms of content and design is so enormous that it has effectively lead to stagnation in the development of videogames as a medium. It is quite possible that videogames die before computer technology reaches a level where development becomes as comfortable as music or film creation.

At Tale of Tales, we try to find ways out of this stale-mate situation. We insist that the author is the central figure in games creation and that everything needs to submit to his or her artistic vision. We try to remove the obstacles that stand in the way of that by making different sorts of compromises. Like reducing the size of the game, instead of increasing the budget. Or working in a non-profit way with arts funding. We believe this is our task and even a duty.

So, as a result, we can offer more meaningful content, a more personal style, unique forms of interaction, games that make you think, that make you feel, games that don’t abuse you by being designed for the lowest common denominator. Again, in theory, none of these things are impossible to achieve by large commercial studios, if they would put the artistic vision of a talented author at the center of their production process. But, apparently, in practice, they are not willing (or capable) to do that.

Q. What factors make you (Michael and Auriea) compatible?

A. We’re both heterosexual and one of us is a man and the other a woman.
That is only partially a joke. There are differences between the genders, both in terms of art creation and appreciation. We are both interested in how the other gender thinks and feels. And we try to include all those facets in our work. It helps when you have a live specimen of the other gender in the room.

In terms of talents, we only complement each other to some extent. We are both artists and as such, we’re lacking in the more technical and administrative departments. But we share a similar artistic vision. We’re probably just the right amount of different to complement each other and the right amount of similar to agree on the things that are important.

Q. How do you feel about your business model? Do you feel current digital distribution outlets support the type of work that you do?

A. We’re old school internet people. We still think that our own website is our major “distribution outlet”. We will always try our best to optimize our own space. That being said, we are obviously aware that larger groups of people gather elsewhere. And we do want people to see our work. So far, we’ve been lucky enough to get distribution through the most important channels for PC game distribution (Steam, Direct2Drive, Gamer’s Gate, Gametap, Gametree, etc). We’re glad with the openness towards our work, but we wouldn’t call it actual “support”. These outlets tend to cater to hardcore gamer hobbyists and after decades of repetition of the same basic ideas in videogame design and content, many of these people are extremely reluctant to try out something new. So we feel a lot more can be done to educate the audience and encourage players to be a little more adventurous.

Digital distribution is not just a business model for us, though. It’s a matter of principle too. Digital distribution allows us to address our audience directly, without too many filters in the way. And it makes sense on a technical levels, since, in the end, all we’re doing is copying bits from one disc to another. The most efficient way to do this is through a network. And as a bonus we consume less of the planet’s resources.

Q. Do you see yourself doing multiplayer games in the future?

A. The first game we published was a multiplayer game. It’s called The Endless Forest and it’s still up and running, and thriving more than ever. The Endless Forest and its community of players are very important to us. We’re going to continue expanding The Endless Forest as long as we can. It’s a free game, so development gets tricky sometimes.

Next to that, we do have other ideas for multiplayer games. Hopefully we’ll get around to some of them.

Q. What kind of game do you see yourself making in 10 years?

A. It’s hard to say. Because everything changes all the time. And we pride ourselves on being flexible.
In the end, we probably will want to make a game about being in love. Because that’s what brought us together and being together is such a big part of our lives. But 10 years is too soon. There’s still a lot we need to learn before we can properly address this topic. Hopefully we’ll live long enough.

Filed under: [interviews], industry , , , , , , , ,

Redefining Educational Games: Part 1 – Problem Solving

As a sequel of sorts to my post last year, A Parents Guide to Video Games, I am starting a new series.  In these articles I hope to show that more learning occurs through traditional video games than those that are labeled “educational”.

Educational games tend to miss the mark.  The game part of educational games seem to take a backseat to the learning.   I think a lot of parents see their child’s devotion and draw to video games and become a little nervous at the intensity and effort that is displayed.  There is often more energy expended on games than a lot of other things in their lives.  A very normal reaction to this is “It’s fine if you want to play a game as long as it is an educational one.”  The problem here is that the experience is no where near as compelling with an educational game as it is with a traditional video game.

This can be solved with a little research and understanding that the lessons offered by some traditional games are just as educational as their branded counterparts.

Today we tackle “problem solving”.  Problem solving is a core mechanic in many games but we don’t normally associate it with education.   In reality it is a core mechanic of life and the skills learned in these games can be directly applied to a childs day to day activities.

Professor Layton and the Diabolical Box

Professor Layton and the Diabolical Box

Professor Layton is a well loved franchise in Japan and is starting to gain a solid following and respect in North America as well.  I start with Layton because it is the closest to what  a lot of folks would label an educational game.  The Layton games are brain teasers and logic puzzles wrapped in an interesting story with endearing characters and some fantastic art direction.

The game is certainly cute, but the puzzles are challenging.  If your kids (and possibly you) stick with this, they will find it rewarding and it will exercise your mind considerably.  Official Site

World of Goo

World of Goo

World of Goo is a physics based puzzler.  You start off in one area of the screen and need to get to another location by building with little blobs of goo.  The education part comes in when you realize that the goo has certain properties.  It can stretch only so far, the structures you make with it are affected by gravity and other factors.  As you progress in the game different elements are introduced with different properties building on the lessons you have already mastered. Conservation of resources is important

There is not much plot here to speak of, but it really doesn’t need anything.  The goo has a bit of personality and the art direction is brilliant.  Solving a particularly difficult puzzle will give your child significant satisfaction adn something to brag about.  Official site and trailer

A Kingdom for Keflings

A Kingdom for KeflingsA Kingdom for Keflings is a downloadable title for the Xbox 360 Live Arcade.  It is an excellent introduction to the real-time strategy genre. (RTS)

Keflings are the lovable, odd looking denizens of their world.  You are their boss and guide their fate.  They don’t start off with much except the natural resources around them.  Your job is to build them a kingdom with only the items you find about. If you are good at your job you will end up building a kingdom that the greatest cities on earth would envy.

Keflings teaches resource management and it does it fairly well in an addictive and visually pleasing format.  There are only so much forests and minerals to go around before you run out.  Lessons to be learned here are how to manage projects with mutiple things going on at the same time (much like school) and an indirect lesson about the environment being a finite resource that needs to be used wisely.  Official site

The Secret of Monkey Island

The Secret of Monkey IslandIf you are a gamer of yore this should need no introduction.  Originally released in 1990 during the height of point and click style adventure games, SOMI has been remade and released this year with updated graphics and voice work while retaining all of the humor and charm of the original.  The problem solving in this game runs from simple to mind numbingly complex and every once and a while completely nonsensical.   Don’t let this intimidate though, SOMI is extremely fun and has several laugh out loud moments.  You will also watch older children pause the game while thinking through a particular issue or consulting the notes they made earlier. Official site


New Super Mario Brothers

New Super Mario BrothersI realize this might be a tough sell for some of you.  Mario essentially is THE icon for video games in most of the world.  The very sight of him invokes an image of leisure and play.

I want to challenge this notion.  How many people do you know have actually finished a Mario game.  I doubt you could count them on one hand.  Mario is difficult.  Sure you can pick up a title in this franchise and play for five minutes and get nothing, but if you try to actually complete one of these games you will have to endure puzzles, tricky timing and utilizing the features of the landscape around you to complete a task.  Finding the secrets in this game require careful attention to detail and the game rewards those who are careful by allowing you to bypass parts of great difficulty for those that are paying attention.  Just as you master the game it throws another mechanic at you to keep you on your toes and constantly learn new techniques.  In this new version you can play with a friend which introduces cooperation and sharing of the rewards the game provides. Official site

Bonus Round:

When I think of problem solving games my mind always goes to Zork.  Zork was a game that caused me to think deeply, take notes, make hand drawn maps and do research into literature that may possibly give me a hint about how to solve a difficult puzzle.  Sadly, text adventures are a thing of the past and are difficult to aquire in this day and age.  As a reward for sticking with me this far I offer you a humble online version of the game.  I hope it inspires someone like it inspired me in the early eighties.  Zork Online

That is the end for now.  There are dozens of games that could be included here, I would love to hear about your favorites in the comments.

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Disputing morality in games

Editors’ Note: In this post, guest authors Jan H.G. Klabbers and William Robinson dispute morality in games.

Jan H.G. Klabbers: Literature, among others, serves to enlarge the empathy of the reader, a capacity which is considered an important moral function. This is an interesting assertion as it enlightens that great novels investigate what it means to be human, even under inhuman conditions.  Great new novels bring us face to face with personal and social moral dilemmas of contemporary time.  Emmanuel Kant noted in “Kritik der Urteilskraft”  (Critique of Judgment, 1790) that art disconnected from moral ideas only serves entertainment.  One should be aware that I do not argue in favor of moralism.

This understanding applies as well to great movies and great games, all representing artifacts of human culture:  human constructions and inventions that potentially address important issues. Games are distinct from novels and movies due to the added requirement of actively playing those narratives, while novels and movies only presuppose observers. Literature, motion pictures, and games without such a moral dimension are entertainment. They serve to maintaining the status quo, and therefore are considered non-hazardhous.

Professional gaming (their design & utilization) since the 1940s has focused on social questions with an underlying moral function.  They aimed to improve and enhance human conditions in a wide variety of areas both from a purely scientific and practitioner’s perspective.  Those who played those games became actively embedded in individual and social choice, based on underlying norms and values (explicit and implicit rules). Those games aim  to better understand the intricacies of human affairs and enhance a mutual search for satisfying solutions:  change and development.  Great games resemble great literature and movies in mirroring the human condition.  They interactively tell catching stories.

With the advent of digital entertainment games that worthwhile gaming tradition tends to become overlooked by the gaming industry and by academic circles that are mainly focused on the instrumental qualities of digital games: entertainment & computing.

One may comment: “We are aware of it. So what? What’s next?”

What is bothering with entertainment games, especially the variety that deals with violence –  the class of games such as, Grand Theft Auto (GTA) – is that in order to play those games, one has to switch off in advance the moral choice button.  As soon as – in the flow of events  -  the avatar for moral reasons  would hesitate to act,  and would consider not to select the “shoot button”, she is run over and the game is lost.   Once the avatar has acquired a gun, there is only one option: shoot or be shot.  The related game designers do not offer other options for conflict resolutions/engagement. Players, for good reasons taking time to contemplate whether or not to act in a certain way, will always loose, and they will not be able to “level up”.  Bad for them.

The paradox of those games:  they require in advance switching off the moral choice button, while during play they explicitly require the players to make moral choices: attack, shoot, blow up, kill, and so on, and so on.  That schizoid play condition: switching off the moral function, while simultaneously making moral choices seems perfect  for entertaining psychopaths and sociopaths in status quo settings.

Contrary to novels and movies,  players do not merely observe the unfolding story, their sensory-motor system is highly active while pursuing whatever goals, changing the course of events within the game space provided. They do not distance themselves from the situation at hand. Players of those games are not challenged to enlarge and deepen their empathy.  This notion is quite unsettling, providing the high potential of games in this regard. GTA-type games may  from a technical viewpoint look artfully designed.  They are not art. Therefore, the communities of gamers should treat entertainment games as toys. Assessment of those toys should follow a road very much different from valuing games for professional practice. Professional games should be  designed and judged more in line with literature and movies.

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William Robinson: If you had played Grand Theft Auto IV, I feel you would not be making this argument. Certainly it is no Deus Ex (Ion Storm 2000), you must kill, and kill often. But by no means do you turn off your moral switch (if that were even possible). If I choose to read Lolita, I must deal with discomforting sexual violence towards a young girl on behalf of Humbert Humbert, whom Nabokov [author of Lolita] has me identify with. I actively participate in the progress and unfolding of Lolita’s narrative. I perform, mentally, the dialog on behalf of the characters. I continue to read, even when I am disgusted with Humbert Humbert and with myself. It would difficult to accuse Nabokov of having not produced a great new novel which “brings us face to face with personal and moral dilemmas of contemporary time.”

Nico Bellic is the Humbert Humbert of GTA IV. You are engaged in his narrative, and in order to progress through it, you must re-enact his story. Surely if I were playing a person of low moral character in a play (say in the stage adaptation of A Clockwork Orange) I would not be accused of low moral character, in the way you accuse players of violent games. And while Bellic is rather bellicose, GTA IV stops us periodically to reflect on his actions. For instance, a man who I’ve been to told to kill is running away, I chase him till he trips and hangs from a ledge. I approach as Nico Bellic, and the game prompts me, asking if I would like to run him out of town or rub him out of existence. Regardless of what I choose, the simple pause has me think about my actions and those of Bellic in the narrative. I do not need to agree with Bellic to perform his fictional actions. I do not need to turn off my moral switch. I could choose to kill this man, because this is how I think the story should progress, and how it would be in keeping with Nico’s character. Games like Deus Ex should be commended for their ability to provide narratives in which the player may forgo killing a single individual, but they have different goals, different structures, and different valuable messages to offer.

GTA IV is a roughly fixed narrative (with two possible endings), and a compelling one at that. It deals with the politics of war, post traumatic stress disorder, what it means to be an immigrant in a big city, and the greater themes of betrayal, justice, and love. It critiques the zealous right wing parties of the U.S.A. on the ambient radio. It mocks the problematics of consumerism. Irony, humor and melancholy are regularly drawn upon. Worse case, you can view the game as a treatise on how urban boredom leads to urban crime… There is a wealth of value meaning available in games like GTA IV. It is true that alarmist newspapers and news networks say things that unsettle peoples notions to draw more ratings, but they do not have the time to play games and rarely understand art anyway. Certainly there is a way to go before all games reach the heights of GTA IV, but at the end of Uncharted 2 I am literally asked to think about all the people I killed just to reach that point. In Metal Gear Solid 3, I must walk upstream and face all the people I have needlessly killed. Often people talk of how the silent/dull moments of Splinter Cell are moments when the game wants its player to think about what their protagonist is doing. Peter Kivy in The Performance of Reading writes that the pauses people take when reading are inherent to the reading experience. They offer opportunities to think about what one has just read. However, one does not pause at every moment in a book to think whether the protagonist is morally righteous. In the same way, it would be absurd to ask that players consider every act, especially when they are acting out linear narrative sequences whose winning actions do not vary from kill everyone relevant. Kill everything, and when the dust settles, so can my notions of what I have done.

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*Dr. Jan H.G. Klabbers founded the Social Systems Research Group (SSRG) at Radboud University in the Netherlands and was general secretary of the International Simulation and Gaming Association (1976 to 2004). He is currently Managing Director of KMPC, an international management and policy consultancy based in the Netherlands.

*William Robinson is an undergraduate student at McGill University

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Twitter Musings

  • I loved you Activision once.....you gave me Pitfall. 1 week ago
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  • @NowGamer_Dan Thanks for the follow. How did you find our little blog? 2 weeks ago

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