Category Archives: Op-Ed

Taking Back “Literature”

Video games are a category of creative work that deserves consideration and respect as an art form, and to be valued as literature. For nearly as long as there has been art or literature, there have been those who have tried to restrict the terms to only define the works that they have deemed worthy. This has become particularly prevalent in culture since the early Renaissance, with the sanctification and elevation of art and literature as the province of the refined and privileged, a method to further segregate the masses from the intellectual and social elite.[1] In modern society, however, there is no excuse for this segregation to continue. Art and literature can take many forms, and exist on a variety of levels throughout society, yet we continue to delineate only a few “classics” as qualifying for such a lofty term as literature or art. This needs to stop: art and literature are everywhere; art and literature are as varied and colorful as the individuals who create them; art and literature cannot be pigeonholed, categorized, or rigidly defined within a free society. We as individuals need to stand up for creative expression, and take back the language that has been subverted for so many years.

According to the Oxford American Dictionary, literature can be defined as, “written works, esp. those considered of superior or lasting artistic merit”. Given this definition, it is hardly a surprise that there is so much difficulty in defining what is or is not “literature”, and rightfully so: the definition is fluid, and ultimately subjective on what is of merit, as well as in what fashion it may be worthwhile. I believe that it is ultimately the individual’s decision on the merit or worthiness of any given work. Whether or not a work is considered “literature” by some arbitrary group should not dictate the social, intellectual, or legal value of that work. I believe that it’s possible to rephrase the current definition such that the intent of the term remains, but the terminology becomes less restrictive, and I feel that doing so is necessary towards doing away with segregational labels. I believe a better way to think about literature is that it is verbal art.
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Virtual Economies within the Real World

As much as we might hate to admit it, a major element of social interaction is based around commerce; social hierarchy and structure has formed around it since the days of hunter/gatherer societies, and does not show any sign of changing any time soon. Whether capital based or commodity based, commerce is simply a part of the human social organism. It shouldn’t be surprising, then, that commerce has migrated into the online world as well. We are already familiar with using real world finances to purchase real world items via the internet (such as eBay and Amazon, among many others); what has become a hot topic for designers and scholars alike is the purchase of virtual goods with real or even virtual money through virtual worlds.

Virtual worlds is a term that has grown out of a need to describe the communal aspect of massively multiplayer online games (MMOG) in a manner that delineates it from the ludological elements of the game. “Virtual World” and MMOG are used relatively interchangeably at this time, though they will continue to diverge as more research and study is performed: a MMOG is by nature a virtual world, but a virtual world needn’t have any ludological element to succeed.

As virtual worlds have grown in complexity and popularity over the past several years, they have begun to take on more and more elements from daily life, including that of commerce. Most virtual worlds have methods for sale and trade of items and virtual currency between players, most often based around the auction house method of sale: you place an item up for bid with a minimum asking price; players bid on the item until the minimum asking price (or more) is offered, at which point the item is sold. Alternatively, player to player private transactions can also be performed. These capabilities have enabled a new type of commerce: trade of real world currency for in game currency or goods. This originated via eBay, with early MMOGs such as Ultima Online and Everquest. These prototypical sales tended to be either in-game currency, or a high level character, selling for anywhere between $100 and $700. As time went on, the trend gained popularity, until it reached a point that people were collecting in-game cash for real world sale as a profession, primarily in parts of Southeast Asia where the exchange value would be maximized. These individuals have become known as “gold farmers,” and are considered a nuisance to players as well as the designers. (According to most End User License Agreements, the sale of in game assets for real money is not allowed, and justification for denial of services.)
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The Role of Writing in Games

[S]ince the games are generally about power, control, and those other primitive things, the stories tend to be so as well. This means they tend to be power fantasies. That’€™s generally considered to be a pretty juvenile sort of story.

The stories in most video games serve the same purpose as calling the uber-checker a “king.”€ It adds an interesting shading to the game, but the game at its core is unchanged.

Remember:€“ my background is as a writer, so this actually pisses me off. Story deserves better treatment than that. (Koster 86)

I would be hard pressed to state this thought in a more clear or concise fashion. Put simply, the stories in most games tend to be weak compared to their media counterparts (novels, comic books, movies, television). Over the years, there have been a few exceptional stories that span larger issues, or address the nature of power and control itself; a modest number of games have alternatively succeeded in refining the “€œpower fantasy”€ into a more engaging telling, but the underlying principles have remained the same. Stories are tacked on, extraneous except in providing a context for player empowerment. While certainly not the sole issue, this is a fairly damning point when attempting to defend games as a valid form of creative expression.

So what can be done to improve the situation? The short answer is to hire professional writers. The vast majority of companies currently have their dialogue and story written and developed by the game designers, programmers, and artists themselves, rather than spending the money on a professional writer. Take the hint from the media that have come before: games are not that far different from comics, books, or movies, all of which have had significantly more time to develop techniques to tell a compelling and nuanced story, techniques that are effective across media.
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My Bibliography for the Upcoming Semester

  • Bartle, Richard. Designing Virtual Worlds. New Riders Games, 2003.
  • Bates, Bob. Game Design: The Art and Business of Creating Games. Muska & Lipman, 2002.
  • Crawford, Chris. Chris Crawford On Game Design. New Riders Games, 2003.
  • DeMaria, Rusel; Wilson, Johnny L. High Score!: The Illustrated History of Electronic Games McGraw-Hill Osborne Media, 2003.
  • Freeman, David. Creating Emotion in Games: The Craft and Art of Emotioneering. New Riders Publishing, 2003.
  • Friedl, Markus. Online Game Interactivity Theory. Charles River Media, 2002.
  • Glassner, Andrew. Interactive Storytelling: Techniques for 21st Century Fiction. AK Peters, Ltd., 2004.
  • Graham, Paul. Hackers and Painters: Big Ideas from the Computer Age. O’Reilly, 2004.
  • Herz, J.C. Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds. Little Brown & Co., 1997.
  • Koster, Raph. Theory of Fun for Game Design. Paraglyph, 2004.
  • Laramee, Francois Dominic. Game Design Perspectives. Charles River Media, 2002.
  • Miller, Carolyn Handler. Digital Storytelling: A Creator’s Guide to Interactive Entertainment. Focal Press, 2004.
  • Mulligan, Jessica; Patrovsky, Bridgette. Developing Online Games: An Insider’s Guide. New Riders Games, 2003.
  • Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution. Arcade Publishing, 2004.
  • Ray, Sheri Graner. Gender Inclusive Game Design: Expanding the Market. Charles River Media, 2003.
  • Rollings, Andrew; Adams, Ernest. Andrew Rollings and Ernest Adams On Game Design. New Riders Publishing, 2003
  • Rollings, Andrew; Morris, Dave. Game Architecture and Design: A New Edition. New Riders Games, 2003.
  • Sheldon, Lee. Character Development and Storytelling for Games. Muska & Lipman, 2004.
  • Tufte, Edward R. Visual Explanations: Images and Quantities, Evidence and Narrative. Graphics Press, 1997.
  • Tufte, Edward R. The Visual Display of Quantitative Information. Graphics Press, 2001.
  • Zimmerman, Eric; Salen, Katie. Rules of Play: Game Design Fundamentals. The MIT Press, 2003.

I’m also planning to subscribe to The Journal of Game Development and Game Developer’s Magazine.
It’s going to be an awesome semester. Hard, but awesome. It’s an exciting time to be getting into games, as anyone who has been following the GDC proceedings will attest. I can’t wait.