Play as Life

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

Discussing Video Game Sexuality with “A Geek’s Wife” Podcast.

On January 18th “A Geek’s Wife” podcast reviewed Bayonetta and commented on its outrageousness.  Since we have recently covered topics such as sexuality and stereotypes I sent them a couple of the articles posted here.

They graciously had a lively conversation about the articles and the topic in general on their latest podcast.  Find the stream here:

A Geek’s Wife Podcast – Episode 11

As always I would love to hear comments and discussions about these topics and others.

Filed under: culture , ,

The Evolution of Sex in Video Games: Walking Erect

The title for this article is without a doubt this is the most salacious title I have ever written.  In some ways it conveys an intended jolt. Sexuality often is a speed bump in a narrative. While there have been some examples of mature handling of sexual content  the majority of  treatments we see in the past focus on titillation and are targeted towards a young male audience.  Fortunately I think the medium is starting to evolve away from the early examples.   In the last three years we are starting to see sexuality enter into the narrative as less of a shock and more of an enhancement to the story and plot.

Let us start with some brief history.  My intent is not to thoroughly cover the subject but to talk about where we have been and where we are going.  Note: I am mainly covering games that are released in North America. Discussing Asian games would be a  different conversation with its own positives and negatives.

Custer’s Revenge

Quality cover design must mean cobbling together art from several different sources.

Ah, Mystique.  Rarely has a company name been so ironic.  There is very little mystique involved with what they were trying to accomplish and who they would attract.  Custer’s Revenge wasn’t the only pornographic game for the Atari 2600, but it is one of the most notable for its garishness and offensiveness.  Complete details here.

Rape should never be a gameplay mechanic.  There is very little to see here and discuss, the game wears its intention on its sleeve.

Dragon’s Lair

I'm sure she dresses like this all the time.

No direct sex or nudity here and I consider the Don Bluth  animation in the game to be a masterwork, but let’s discuss the goal of the game.  Everything comes down to saving Princess Daphne.  Her squeaky Alberto Vargas inspired design was pretty much meant to convey one thing.  If you rescued her there would be ’sexy time’.  See this video of the ending.  Less overt than the above, but probably not going to win any awards for realism.

Captain Blood

Video examples above contain no sex or nudity but serve to show the bizarreness that was Captain Blood.  My memory is fuzzier than I would like with this game.  What I do remember is that it was very odd, brilliant and different from anything I have ever played in my life.  Details about the game can be found here.

A major character in the game was an alien that resembled a beautiful human nude female.  It was the first time I had seen nudity in a video game and it rattled me a bit.  Captain Blood is an interesting example because the nudity was used to prove a point instead of a cheap trick or played for laughs.  If you treated this character well “she” appeared to you as beautiful, if you treated her with disrespect she became a horrible tentacled thing.  This is the earliest example I can recall of this type of content presenting itself with an iota of maturity in a game.

Night Trap

Shooting forward a few years we have a game that seems to have shaken Joe Lieberman to the core.  Night Trap had a cover that folks cried sexism over and a theme song that you can’t unhear.

Night Trap was a repackaging of an unpublished VHS game on Sega CD.  By the time of publishing the footage was already five years old and it already had not aged well.  It stars an overacting Dana Plato.  It has nightgowns and women who take of their shirts to reveal their purple bras for no reason.  The game is somehow less than the sum of its parts.

Why talk about this?  The “sexuality” and violence in this game along with a few others helped create the ESRB.  In question was a scene where a woman was killed in a bathroom while wearing a nightgown by ninjas that were apparently were directed to walk like gorillas and assassinate her with one of those devices that senior citizens get cans off of high shelves with.  Link

Night Trap became one of the subjects of a congressional hearing on video game violence co-chaired by Joe Lieberman.  It was asserted that you were the one that was trapping and murdering women with the aforementioned gripping device.  In this particular case facts did not seem to get in the way of outrage and we end up with an interesting little milestone in video game history.

As an extra present for your eyes, here is the “party” scene from the game.

Duke Nukem 3D

I think he might be getting his money out to buy one of those pickled peppers stuffed with cheese.

Duke is a storied franchise with a tragic ending that we can discuss around a fire at a later time.  I am including Nukem as an example not because it is unusual in its portrayal of sexual themes but because it is honest.  The Duke is a lecherous cur.  A cigar chomping, exploitative macho parody and he never strays from his cliché.   The game may not have moved the subject forward any, but at the very least it knew who he was.

Grand Theft Auto IV: The Lost and the Damned

If you have gotten this far in the article I already assume you know that it is NSFW

Jumping ahead again we finally get to GTA.  GTA is no stranger to sexual controversy, but in L&D they pushed the boundaries rather hard.  GTA: L&D contains full frontal nudity.  Nudity of this type in a game is rare to begin with but they went ahead and included male full frontal nudity.

This is notable almost for the lack of controversy it created.  There were some spikes in media attention but they quickly died down.  Sexual themes in games are becoming part of the narrative and they are appropriately rated for 17+ year olds.

I would have loved to be a fly on the wall when an uninformed parent who purchased this for their child walks in on a screenful of middle-aged nude senator.

Mass Effect & Dragon Age: Origins

Mass Effect lit up Fox News with a fictional tale of how much graphic sex there was in this game.  People were outraged and game developers were burned in written effigies by the blogosphere.  This is the scene that people were so troubled about…

The sex scene is played out whether you are male or female.  A lot was said about this being a “lesbian” sex scene when you are a female character, but do human gender dynamics come in to play with fictional aliens?  Can they even be female?  The hubbub reminds me of a censored scene in Rocky and Bullwinkle where the main characters were about to be served for dinner and one of the executives demanded that they could not show cannibalism.  One of the creators replied with “Is it really cannibalism to eat a moose and a squirrel?”

In response Dragon Age added more and varied opportunities for romance this time with multiple options and partners.  It is not the focus of the game and does change the dynamic of your characters interactions.  This time the reaction from outside sources was substantially quieter.

With the exception of the Bioware titles and the GTA expansion we see some pretty ham handed insertions of sex into the stories of games.  I think the same can be said for any medium, books, television, movies etc.  Video games have gone from swinging in trees and walking on all fours to an intelligent thinking bipedal treatment of the subject in only three decades.  The other mediums took much longer to get to the same place.  I do not claim to know why this is, maybe it is because video games are more of an extension to the other mediums than something completely new.  There will always be locker room humor in games just like there is everywhere else, but thanks to good writing we are starting to respectful and even elegant treatments of the subject.  Sex is such a huge part of human nature and removing it wholesale from an entire medium without explanation would take the humanity out the story.

I have missed many examples here from early video game pornography and text adventures, the “hot coffee” scandal from Grand Theft Auto and others such as Phantasmagoria, Leather Goddesses of Phobos and the sex mini games from God of War and even the odd Cho Aniki.  Feel free to stir up some of your own controversies by talking about the above examples or things I have missed in the comments.

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Games and Art

Poster for The Art History of Games (top) and Magritte’s The Treachery of Images (photo taken by arcticpenguin at Lacma)

Perhaps a pun on one of Magritte’s most famous paintings–one that shows a pipe floating in the middle of a canvas with the words “This is not a pipe”– is the poster for this year’s The Art History of Games symposium, which features a wii-mote that is “not a racket.”

Taking place in Atlanta, Georgia, the three-day public symposium investigates games as a form of art– drawing people from game studies, art history, and other cultural studies. The schedule includes talks from Ian Bogost, John Romero, Henry Lowood, and Brenda Brathwaite among others. In particular, Jason Rohrer, Tale of Tales, and Nathalie Pozzi and Eric Zimmerman will be displaying their commissioned games at Kai Lin Art (800 Peachtree St. N.E.) from Thursday, February 4 through Tuesday, March 2.

Related article: Read our interview with Tale of Tales founders here

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The girl who crochets Super Mario

Mindy Yan (right) made the Raccoon Mario rug and question mark ottoman for her living room.

Nintendo “fan” doesn’t seem to be a word that quite reflects the creativity of Mindy Yan, who runs a craft store on Etsy with handmade items that have a Nintendo theme. Her crafts range from crochet dolls to clothing accessories and felt decor. Play As Life interviewed Yan about her passion for Nintendo because she represents a unique demographic of game players– people who not only love playing games, but also love watching their friends play and take visual inspirations from the game to make something creative. Certainly we see that the influence games have on Yan are not the negative ones we hear about in the media; Yan shows us that games can create and spread positive energy.


Play As Life:  What inspired you start handmade crafts?
Mindy Yan: I’ve always loved arts and crafts when I was a kid and learned how to use a sewing machine when I was 11.  I think that really sparked my craftiness.  When I first started making stuffed dolls, I would just cut out 2 copies of the same shape, then sew them together and stuff the finished product, but I quickly learned that in order to make a more 3-D looking stuffed toy, I would need to create my own patterns for all the pieces to fit together like a puzzle.  I stuck with sewing until last February when I decided I wanted to learn to crochet, so I watched YouTube videos on repeat until I grasped the concept.  I guess for that reason, I would still be considered a novice at crocheting.  Every time I start a new project I’m learning new techniques.  My boyfriend would keep telling me I should sell my crafts on Etsy, but for a very long time I would refuse because it seemed like I was giving away my first born child to a stranger.  I’d spend hours making something and would get attached to it, and it didn’t seem right to sell something I’ve invested time and love into.  Eventually I got over that feeling, and it makes me more than happy when I receive a positive response from my customers.

PaL: Is your Etsy shop your primary occupation?
Yan: Oh how I wish it were!  Most of the items I have on my Etsy are made to order and most people would assume that’s considered work, but it’s a hobby of mine so I don’t feel that way.  I’m mainly just surprised and happy to find out that other people enjoy the crafts I make!  Up until December I was working full time as an Operations Manager at a small company, but unfortunately they’ve since gone out of business.  Hopefully I can find something that will allow me to be more creative at work.

Mario Penguin by Mindy Yan

PaL: What’s the creative process into making, say, a crochet doll?

Yan: Most of the crochet dolls I make are inspired by Nintendo characters.  Typically I will be concentrating on playing a game, but at the same time I like to observe the shapes of the characters and will think of ways to replicate the shapes in crochet form.  I’ll find lots of reference images, then try to replicate the shapes from there. All of the dolls I’ve crocheted are free-form since it’s rare to find a pattern for something I’d like to make (and if I do find a pattern, usually I’m picky about the way it looks or too impatient to follow all the steps!).  I’m not very diligent when it comes to writing down the pattern for my dolls, since I improvise so much when I try to create an accurate look to the character.  I’ve had many crocheters ask me for patterns for my projects, and I always feel terrible that I can’t remember all the steps to share with them.

PaL: Can you explain how your love for Nintendo was sparked?
Yan: Unlike most kids that grew up in the early 90’s, I didn’t grow up with an NES/SNES or any gaming console in the house.  After constant begging and bribes of chores, my mom got my a Gameboy when I was 11 and it was like holding all that is sacred in the palm of my hands, haha!  A year after that, my dad found an old NES and a box of game cartridges at a thrift store and I don’t think anything has been the same since!  I discovered that unlike The Legend of Zelda, the Super Mario games did not have save states.  I would leave the NES on with the TV screen off so that my mom wouldn’t know the NES was still on and yell at me for wasting electricity, then resume my game-play after dinner and homework.  My best friend had a SNES and Super Mario World and I would spend most weekends in elementary school at her house playing through the game.

PaL: What is it about Nintendo that you find attractive/appealing?
Yan: All of their games are family friendly and aimed towards a younger crowd.  I think I still have the mentality of a kid, so they definitely have my attention for being just plain fun and wholesome.  Some of the most addicting Nintendo games I’ve played were the Animal Crossing series, and those are very kid friendly.  Other console games typically involve a lot more violence and horror and I’m easily startled and scared so obviously it would be a bad idea if I tried to play say…the Silent Hill series.

PaL: What would you say is “proof” of your love for Nintendo?
Yan: I don’t have any Nintendo related tattoos or the like, but I did spend about 15 days (approximately 120 hours) crocheting a giant 7×7′ Raccoon Mario rug which ended up giving me temporary Carpal Tunnel for a few weeks after I was finished.  If that’s not dedication, I’m not sure what is!

PaL: Do you play games on any other consoles? What types/genres of games do you play?
Yan: My favorite games are kid friendly and fighting games, where at first I try to do all the special combo moves but resort to becoming like a frustrated 7 year old, button mashing in the end.  We have an XBOX 360 in our apartment and I’ve mainly stuck to Street Fighter IX since it’s a fighting game where you don’t die (that’s actually a very important aspect to me, haha).  I’m also a huge fan of Katamari Damacy games for Playstation as well, which is also very kid friendly and just plain awesome.  What other game lets you roll a sticky space ball to collect cows, houses and planets!

PaL: You have a lot of pictures of Nintendo decor in your house on your Flickr site. Could you introduce some unique items?
Yan: We have Blik brand Super Mario Bros. level 1-1 wall stickers in our bathroom, which actually prompted me to make all the other decor to keep up with the theme.  First would be the 7×7 foot Raccoon Mario rug I crocheted for my boyfriend.  This is like my child, it’s definitely what I’m most proud of.  It also takes up a lot of empty space on our living room floor, which is great because we used to have too much empty space!  I’ve also made an accompanying 15×15″ Question Mark Block ottoman to complete the Mario theme on the floor, which also doubles as my gaming seat or a good foot rest when you need to tie your shoes.  On the back of the living room wall, I’ve put up nine 8×8″ canvases I’ve painted with a Fire Flower, Starman and Power Mushroom to replicate a bonus game in Super Mario World.  In the bonus game there are 9 rotating panels with those power-ups and you have to get Mario to jump at the right time to try to get as many of the same one in a row for extra lives.  I tried to paint the power-ups on the canvases so the finished piece would look like it’s a screen shot of the icons spinning in the game.
PaL: Your Raccoon Mario rug has been getting a lot of attention. What inspired you to make that?
Yan: It was actually a birthday present for my boyfriend Andrew.  He grew up having an NES and SNES and the Mario series was also his favorite so I wanted to make something specifically with him in mind.  I’m actually very surprised at all of the positive response I’ve received for it, I never imagined it would get so much attention just by posting the finished product on a crafting forum.  I am really truly flattered that people enjoy something that I’ve made!

PaL: What are your favorite Nintendo games and why?
Yan: This is such a difficult question!  I can narrow it down to my favorite series of games, which would be Super Mario anything, The Legend of Zelda, Animal Crossing and Super Smash Bros.  None of the games in those series has ever steered me wrong.  I’ve invested the most time in the Animal Crossing series since it’s so ridiculously addicting.  The Legend of Zelda series has such amazing game play and it’s just enough suspense that I can handle them without getting scared.  I’ve had the most fun playing and re-playing the Super Mario series since those games never get old to me and make me the happiest (and most frustrated at times!).  But I think Super Smash Bros. Brawl has a very special place in my heart because I actually got teary eyed when I first played the game.  The music is just so epic and moving, I couldn’t help it.  I felt really geeky at that point, haha!

PaL: How do you feel about being labeled as a “gamer”
Yan: That’s really surprising to me, especially since most people would not consider huge Nintendo fans to be gamers.  I’d definitely take it as a compliment if someone really meant it though!

Handmade crafts by Mindy Yan

PaL: When did you start playing computer games?
Yan: Maybe when I was 6 or so, the school I was attending built a computer lab for the students and each grade was able to use it on a different day.  They had learning games like Reader Rabbit, Math Blaster and of course Oregon Trail.  The worst was when playing Oregon Trail, you’d need to decide how to float across the river and I’d always decide to wade through it and get a message that it was too deep and I lost supplies and a couple members of my party drowned.  I never really got into playing computer games, but I do enjoy watching my boyfriend play Call of Duty and Left 4 Dead as well as lots of other titles.  It seems more fun to watch him play and be a backseat player yelling out “There’s one over there!  Oh, he got you.  I saw that coming.” instead of me actually playing the games and constantly dying and getting frustrated!

PaL: How do your friends and family feel about your Nintendo love?
Yan: Honestly I’m not so sure!
PaL: Do you think the “cute” items that you make reflect who you are?
Yan: Definitely not.  I’m a rather cynical tomboy and “cute” would not be the best word to describe the way I carry myself, haha.  Although it does reflect my inner child…I think as we grow older we miss being kids that tell stories that go nowhere, running around and screaming for no reason and just having such an innocent imagination.  I’m sure the cute dolls I’ve made resemble all of that and the desire to just be a kid again.

PaL: How would you feel if Nintendo asked you one to give them royalties for basing your designs on their characters?
Yan: I would probably be really surprised that they had taken notice of my crafts in specific!  I’d be happy and scared, haha!  But I would definitely oblige, as the characters do belong to Nintendo and that is the most respectful thing to do.

PaL: Do you think the Wii has changed your perspective of gaming?
Yan: It has!  I love the concept of more interactive gaming where you’re required to shake or swing the remote for specific actions in games.  It’s become a habit of mine when I’m playing emulators on my phone and I’ll shake my phone to jump and realize, “Oh wait, what am I doing– this isn’t the Wii.” haha.
*All images were provided by Mindy Yan

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Wii would like to play

“Wii would like to play”  c. Kealoha Villa

After the day we had yesterday, Sheri and I needed to rest and relax. We decided to go out into the world and get all of our weekly chores completed early. First we did laundry, then went to Target for household goods and then to Trader Joe’s for the grocery shopping. It was a nice time away from home. Trader Joe’s even had their chicken gyoza which have been absent for a good 6-7 months. We’re very happy to have those in our house again. They are probably our most favorite item in the whole store.

After putting everything away, Sheri decided to play a little Wii. We just got Mario Party 8 on Thursday and had not put much time into it. I noticed the lid to the Gummy Bear jar was open when I went to grab a Wii remote. Sure enough I look on the floor next to the bookshelf and I see a couple of Gummy Bear’s waddling underneath the TV stand.

I did not bother, just let them go about their business like I do for the most part. Sat at the computer and started doing stuff online. A few minutes later I heard some noise near the coffee table. The little guys were climbing up one of the legs and onto the table. They kept looking at the TV and then at Sheri, giggling to themselves, jumping up and down. Very excited were they. I could tell they wanted to play. I figured, why not. I mean it is a party game after all. I walked over and grabbed another a Wii remote and set it down on the table and you know what? They actually were able to get it up, problem is, they couldn’t move or they would all topple over. They gave it their all though. You have to give them some credit for trying :D

-Essay written by guest writer Kealoha Villa from Long Beach, CA.
Join Kealoha and Sheri on the Wii:
0934 5090 9775 8433


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Adding a story to hidden object games

Hidden object games are becoming as stale as the match-3 games. If the releases in Big Fish Games is any indicator, hidden object games are the latest “thing” that casual game players are doing. How long this will last, I don’t know.

Most of the hidden object games are essentially mindless: you are presented with a scene that is filled with a jumble of random objects. You are asked to find a list of objects, but most of the time, the objects bear no relation to the story of the game. Popular items that will appear in any hidden object game, regardless of the story, are spiders, umbrellas, and apples. I’m sure there is a perfectly good explanation for this– perhaps there something in the inner psych of game designers that makes them partial to those three objects.

I really get bored playing these hidden object games that make you look for random objects. It is unfortunate because many of the games adopt some sort of mystery or murder-solving element that could be well-integrated but rarely is. For instance, the Agatha Christie series has a fairly good storyline, but the story is parallel to the game-play. At heart, it’s just one scene after another of searching for items in a cluttered picture. After an hour of free play, I have no motivation to purchase the game, because it would be a repetition of the first hour over and over again. It’s like playing Where’s Waldo, but on a computer screen. I’m sure a lot of people find this entertaining, but it gets stale over time.

Fortunately, the haystack does have some shiny needles: I found a handful (only a handful, but that’s a start) that have better integration with the puzzle solving element of finding objects and the story element. It is the marriage of these two that made me want to play beyond the first hour. Some of the “better” types hidden object games utilize objects that you find in the game as inventory items: Think Hidden Object meets Myst. In these games, you do have to find a lot of random items, but you also find items that you have to figure out what to do with in order to go to the next level. For instance, a pair of shears that you find in one hidden object puzzle is kept in your inventory and comes handy later on in the game where you have to cut some rope. The nice thing is that you get to figure out that the rope needs to be cut (although some games will offer more explicit cues).

Another great thing about these games is that you aren’t constantly looking at a picture of a messy room. For instance, the main gameplay takes place in a normal environment, but you have to search specific areas, such as a cupboard, which is when the list of hidden objects that you have to find pops up.

Some titles that fall into this category are: Dark Tales: Edgar Allan Poe`s Murders in the Rue Morgue, Mystery Case Files®: Dire Grove (this one is obviously a big-budget game because they filmed scenes with real people to use as videoclips in the game), Natalie Brooke: Mystery at Hillcrest High, and Anka (similar to the Professor Layton series in many respects). I guess I like that extra element of problem solving; it makes game-playing so much more gratifying. These are the games that I would be willing to pay for because I know that what’s left of the game play is not going to be identical to the first hour.

Visuals and sound-effect in Dire Grove are breathtaking

The sad thing is that once you start playing these games, even if they are all made by different developers, you get a better idea of how to solve problems and the time it takes you to figure our puzzles gets shorter. (Although I guess one could also claim that the player’s problem-solving skills are improving) I realize it’s hard for game developers to be creative, but problem-solving tactics really should be more original.  For instance, if I get a shovel in my inventory, I know I have to be digging some ground.

When you think about it, these games are not so different from the so-called “adventure games” that had a limited game audience in the past– games like Dracula Origin which have beautiful graphics, a well-written story, and amazing music and sound-effects. I think it’s great that these games are being “dumbed down” so that casual gamers can ease into these games without feeling that they’re departing too much from the brainless, motor task-oriented game play that casual games have been popular for (and criticized for). Lowering the threshold for adventure games by introducing them as hidden object games is a brilliant idea and one that will hopefully make people realize that being a game-player is not all about shooting and killing, but something that involves some elements of creativity, imagination, and appreciation for art.

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Why should farm games mirror reality?

I feel the need to address this blog post which criticizes Farmville as being different from reality; the post claims that we need to do farming in real life instead of  in games. I don’t know where to begin, wondering if this is worth refuting at all, because a response would indicate that this is worthy of response. But then, the world is made up of people with diverse ideas and I could do my part in relaying mine, so let me continue.

First of all, yes, games don’t mirror reality. Some do to a certain extent, but a lot don’t. Is that a surprise? You can’t suggest that games should mirror reality– it’s like saying that movies should reflect reality or novels should reflect reality. It becomes a problem when an entertainment media claims to be replicating reality, but otherwise, entertainment media should not be required to be “real.” Even so-called reality shows aren’t about reality, but seeing how hypothetical situations (that would otherwise not happen in reality) play out in reality. And unlike television or novels, which can portray a situation to be hyper-realistic, video games cannot do that because any situation created by the game (even if it is one based on a historical event) is a recreation, and thus, is at its essence, hypothetical.

In Farmville, my turkeys sit down to Thanksgiving dinner, not the other way around. NOT REAL.

I realize that this person is concerned that people playing Farmville will have a skewed idea of what farming is really like, but I don’t think people will think it’s the same. For instance, I’ve already pointed out that Farmville does not reflect butchering, but I still know about it. I don’t think Farmville players think that crops can actually be harvested in a matter of hours or that it is possible to maintain animals without feeding them. The list can go on and on… for instance, Farmville doesn’t have pests (maybe that’s something they could add in the future) nor does it ever rain. You can’t help other farmers harvest their crops, and you can give presents to your friends for free. Plants die, but trees don’t. Yup, not very realistic.

Also, even though elements in Farmville are not equivalent to those of real life, I think that people still learn something about farms. For instance, I thought pineapples grew on trees and when I saw them growing on the ground in Farmville, I was confused and did some research on pineapples. Also, you can’t slaughter animals, but the game makes you very aware of the fact that there are alternative “benefits” that you can harvest from animals, like truffles and pigs. Also, using the machines makes farming easy in the game; I think it has made me more appreciative of food that is grown by hand. And playing Farmville puts a face behind the food. You know that with everything you eat, there’s someone who was responsible for producing it. I’m not saying that’s not something I didn’t know before- but Farmville made me more cognizant of it.

But lets say that you’re not the type that takes away latent morals from games. You’re not a person who sees good in everything. That still is not a good reason to say that the games should mirror reality. Yes, it’s important to make people aware of farming, but games shouldn’t be responsible for not taking on that responsibility. Why should games be blamed for lack of education or activism on part of the actual parties who failed to deliver their message or cause to the right people?

This post also a distorted sense of causality. Just because Farmville taps into the hearts of people who have a desire for a more simple, pastoral life doesn’t mean that Farmville is making people yearn for farm life. And even if that were true, what is the harm in that? Anyone who starts farming after being inspired by Farmville will find on day one that reality is different.

It’s true that entertainment media of any kind influences how people think or feel– there are decades of studies on this. But before blaming games for not being realistic, we should think of more fundamental problems: if people are so gullible as to believe everything in games is true, it reflects a lack of ability to separate fiction from non-fiction to begin with. This inability to distinguish reality is a mental disorder, more influenced by environmental functions, a long laundry list that includes demographics, household environment, personality traits, genes, and so on and so forth

.

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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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Nintendo and GLaDOS forever

anitapatel is serious business. She knows that the cake is a lie and lives with unlimited health and ammo. She has immortalized her love with needles and ink. An expression of devotion like no other.

portal safety cake

The cake, it is a lie.

news controller tattoo

Old school NES controller, note the cupcake on the top left

Just to let you know, she is also getting hitched this weekend.  Warm wishes to her and her player 2.

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Orwellian uprising on Farmville

The animals are getting restless. There is something coming from the west.

I am writing this down because I am afraid, and want documentation lest one day I vanish into thin air. I sense there is a strong force stirring up and I do not know where it comes from, or worse yet, where it is headed. Am I too blame? All I wanted was a pretty farm, an efficient one that was also aesthetically pleasing, but I worry these days that I am being punished. Was I abusing my power?

Let me back up a bit. A few days ago, I went out to the fields and saw that one of my two elephants had somehow turned around and was now facing west, instead of south. “Must be Zynga’s fault,” I thought. Zynga is the lanky young man that does the nitty-gritty things around the farm. I give him the layout of things that I want to do and he does it. I told Zynga to position the elephant back to its original place, facing south, which he did. The next day, to my shock, both elephants and all of my horses had turned around. They were now all facing west.

I studied their faces, to see if there was something different, but they had the same nonchalant, disinterested look in their eyes. It was like they were zombies or mechanical toys. Something had happened, and the fact that they did not seem to care was more disturbing than the actual change!

But I am getting ahead of myself. Perhaps this started even further back. Yes, yes! It all began the day Zynga told me that the animals could move. I don’t know how he figured it out; I had not noticed it before. But then, he was growing up so fast– he was no longer the small, disoriented boy that had to be reminded to feed the cows.  “So how do the animals move?” I asked Zynga. “If you tell them they can move, they’ll move,” he said. So I cleared out a large section of my field and created an open area where the animals could roam freely. At first, it was fun to see the animals move around on their own but it soon became annoying. They would go under trees making it difficult to harvest their produce; sometimes I had to relocate entire trees because I couldn’t see the animal underneath the leaves. They would also flock around in groups, especially the sheep. I would wake up and look out the window to see the sheep milling together in a huge white cotton ball at the edges of my fields.

I am somewhat of a design freak. Now that the animals were moving, I could no longer use them in my designs. For a long time, the animals had been a dual pleasure for me because they were not only a source of revenue, but also color pixels in which I could paint pictures in my farm/canvas. You may think me strange, but I am not the only one who does this. My friend Y, for example, has his black sheep in a great big circle, and my friend N used her crops to create a big S to support our local football team. If everyone does it, it is not strange, right? I even think Zynga played a part in nurturing my whimsies for using my farmland as a painting canvas. At first, there were only yellow hay bales, but he kept on finding new hay bales of different colors– green, white, gray, even pink. I was a bit skeptical of his intentions because with each hay bale, the price seemed to be going up and up, but then again, he is the only one who actually goes into town to scope out the wares, so I have no choice but to believe him when he gives me quotes for the products.

But I digress. I have wandered from my argument and will go back to the animals. Yes, the animals. So when I saw that the animals were milling around too much for my taste, I put them back into fenced pens, but gave them a little room to make up for the freedom– except for the horses, which I put into stalls. You’d understand my shock, therefore, when the day after I lined up the horses in the stall, one of the horses had somehow turned around and was facing the opposite direction!! It was baffling because I had arranged the stalls in such a manner, using hay bales and fences, so that the horses wouldn’t be moving, and yet they were, even when I told them to stay put.

Clearly, the animals are not listening to me. It’s not just me; my friend J also reported similar happenings at her farm. Are the animals finally letting out their pent-up frustrations? I am somewhat sympathetic; I try to give my animals more room, but I know people who keep their animals in very high population-density situations and no doubt that must have had some influence on their stress level.What would they do next? Would they ruin the crops– or even worse– take over the farmhouse?

When I told Zynga about my worries, he merely shrugged and suggested that if I did not like my animals moving, I had the option of buying topiaries instead. I swear, the more I think of it, this young man is becoming more devious about depleting my wallet! I’m sure at some point he’ll “find” some silk flowers for those who don’t like the work of planting and harvesting! More and more I worry about how he will take command of this economy. Perhaps we farmers should get together and devise some sort of open market where the price of produce is set according to supply and demand. With Zynga as our sole provider, how are we to know that we will be safe under his monopoly? How do I know what he is feeding the animals? They seem to be under his mind control.

Although I feel that Zynga is leading some silent revolution with the animals, I don’t know if I want to move. As always, larger questions are pushed aside as I get occupied with the everyday labor of planting, harvesting, fertilizing, and harvesting. There is always fruit to be picked, flowers to be cut. Thank goodness the shrubbery doesn’t grow (such a strange phenomena– must be genetically altered) or work would be doubled. It also is a pain that I can’t help my friends harvest their crops when they don’t have the time to do so. Nothing saddens me more than a withered crop.

I don’t want to leave my farm, but maybe it’s time to move on. Maybe I should get together a bunch of friends who are willing to relocate to a place where we have more control, and are allowed to have slaughter houses and smoking houses. I want to till plots that are not shaped as squares– is it so hard to ask for a tool that creates triangular plots? I also want to have a storage space for seasonal items so I don’t have to throw away my Halloween decorations, and some more clothes for myself. But all of these things depend on Zynga. I am the farmowner, yet there is very little control that I have.

[Editors' post-publishing note: Not long after this essay was published, Zynga implemented features enabling farmers to display harvested flowers and introduced storage functions in barns and sheds. Coincidence?]

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Twitter Musings

  • I loved you Activision once.....you gave me Pitfall. 1 week ago
  • InfinityWard Activision debacle is seriously impacting my view of Activision. That + killing fan remakes squarely puts them on a hate list 1 week ago
  • Irrationally excited about Transformers: War for Cybertron http://bit.ly/aDSRPS 1 week ago
  • I had forgotten there was a Double Dragon movie. Hoo boy. 2 weeks ago
  • Post apocalyptic reimaginings of 80s toys for some serious win. http://bit.ly/d1RqtA 2 weeks ago
  • Mass Effect 1 handled small emotional moments really, really well. The big heavy stuff ended up a bit hammy. Probably better in 2. 2 weeks ago
  • @NowGamer_Dan Thanks for the follow. How did you find our little blog? 2 weeks ago

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