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Showing posts with label violence. Show all posts
Showing posts with label violence. Show all posts

Sunday, June 26, 2016

Devlog Update: The Morphine Western Revenge (#2)

In a Nutshell

Development of The Morphine Western Revenge has been going pretty smoothly! When I last wrote nearly two months ago, I had little more than a test level. Now, the first two-thirds of the game are fully playable, written, and scored.

In addition to churning out levels, music, art assets, and dialogue, I've also been working to make the game's play a bit more dynamic and fine-tune its pacing. This has mostly meant expanding upon the (still basic) enemy AI and adding new baddy types (more on that later), but I'm also trying to speed up the game's combat and having it play less like chunky-ol' Halo and more like Hotline Miami.

(If you're confused, the first formal devlog for The Morphine Western Revenge can be found here and offers a pretty good primer on What's Generally Going On.) 



Regarding Artscape/Gamescape

My proposed booth showcasing Revenge, Digital Toilet World, and Bloodjak got waitlisted. Considering the roughness of Toilet World and the incompleteness of Revenge, this is not surprising.

For Revenge's development, this has been both a blessing and a curse. Originally, I was on schedule to have the game fully complete by early July in time for the festival. Now that the deadline has become irrelevant, I've been freed up to develop the game at a much slower pace, allowing me to make a better game and better take care of myself. Unfortunately, this means an August release date for the game, further postponing Monsterpunk's development.


Regarding the Game's Music 

I've got some! Have a listen:







I'm now comfortable enough with basic composition that, compared to Toilet World and Monsterpunk's soundtracks, Revenge's soundtrack is more expressive. I'm also attempting to make the game's soundtrack cohesive by sharing common motifs and patterns across multiple tracks. In this way, I hope to make each level feel like part of a greater, unified world.
 

Regarding the Limitations of the Source Material

An advantage to making games in cyberspace, sci-fi, and fantasy settings, as I've done in the past, is that it gives you a lot of freedom with the game's mechanics. You can easily create a small but diverse collection of abilities, enemies, and obstacles that can be mixed-and-matched to great effect. Doors, elevators, platforms, terminals, teleporters, armored bad guys, flying bad guys, giant bad guys, explosions, invisibility, double-jumping, sniping, backstabbing, etc.

The Hyperbolic Needle, the novella that Revenge is based upon, is set in the wilderness of 19th century Imperial Valley, California. Imperial Valley mostly consists of static elements - rocks, sand, and plants. Furthermore, all of the characters in the novella are human, with fairly normal human abilities.

The game's source material imposed two challenges I failed to consider when starting the project: 1) designing interesting levels that work well as play spaces while staying true to the setting and 2) creating interesting gunplay with an extremely homogeneous group of human adversaries.

Level design for Revenge, by necessity, has become fairly nonsensical and abstract. Boxes, stacks of rocks, and wooden walls litter an otherwise natural landscape in patterns that make no practical sense. However, these patterns allow for, say, a certain someone to find cover at any moment and flank her enemies from any direction.


My solution to the problem of enemy variety has been less satisfactory. While the game's human enemies carry a variety of different weapons, they are all similarly squishy, speedy, and stupid. In order to provide some contrast, I've added tall, broad men who are uniquely bearded and hatless. These bearded hatless men are inexplicably slower and harder to kill than their comrades, but are still fairly stupid.

It's the best I could do.

Regarding Current Events and the Game's Content

Okay, here's where we get off the hype train.

Making a shooter video game in the aftermath of one of our country's worst mass shootings doesn't feel terrible, but it doesn't feel great either. I haven't been able to stop thinking about it.

If you've been reading this blog for the past few years or even have played some of my work before (especially The Void Hero Blues), then you know that my feelings toward violence in games, especially gun violence, are ambivalent. While I can probably best be described as an action game designer first and foremost, I usually try to avoid historical or contemporary settings, guns, and human enemies in my games - and if my games do feature those things, I try to subvert the violence in some way.

Revenge, of course, features gun violence between humans in a historical setting and is loosely inspired by historical events of the time. It also does relatively little to subvert the player's enjoyment of that violence compared to previous work. If it isn't the most brutal game I've made, it comes close to it.

No matter how much of an anti-hero I make the protagonist, no matter how poorly her revenge goes for her, no matter how clearly I state that everything that happens in the game is Terrible and Bad - the fact remains that I am still glorifying the violence in the game. As a designer, I want the player to be entertained by their primary mode of interaction, and if I'm doing my job right, then I will succeed in that. When you click the mouse and you hear the bassy thud of your shotgun and all of the pellets strike your target and he flies backwards with force as blood sprays in the other direction - it feels good, and it's designed to feel good.

Now, it's been pretty well proven, of course, that playing violent video games does not directly, universally, or significantly cause violent behavior. However, this isn't to say that violent games, and violent media in general, have zero influence on out collective beliefs on appropriate and normal uses of force. While most of us consuming violent media (nearly everyone) are fairly peaceful people, I do wonder about the George Zimmermans of the world who try to play vigilante, as well as the folks out there who are stockpiling AR-15's in preparation for the post-apocalypse. These individuals do not engage in lethal violence throughout their day-to-days lives, but in the situations where they think its appropriate? They're performing the role of the Hollywood action hero.

My contribution to our culture of violence is pretty small. Neither me nor my work is especially popular, and the work itself is probably harmless. I am proud of what I'm making and hope you all enjoy it when it's done.

However, this is a good time to recognize that art doesn't exist in a vacuum. Our interpretations of art both drive and are driven by context. I am disheartened by the news in Orlando and simply hope that, whether through policy change or a rejection of gun culture, we are able to prevent future tragedies. Figuring out what role I play, and what role I should play, in a world where this is possible is difficult.

Tuesday, December 30, 2014

Postmortem: The Void Hero Blues, Constraint, and Violence


The Void Hero Blues was a strange game to make. While I've been making games for nearly 10 years now, it was not only my first university student project, but also my first game to feature post-1998 quality 3D graphics. The context within which I made the game determined not only the development process, but shaped the concept itself. If I didn't have to make a game under the conditions I did, I would not have had any desire to make The Void Hero Blues. Unlike the rest of my work, this did not start out as a passion project.

I feel a very strong ambivalence about the game. On one had, it is probably one of the most technically impressive, visually interesting, and mechanically solid games I've ever made. On the other, the game's treatment of violence simply makes me uncomfortable. Let me explain.

Constraint

If you aren't familiar with the game, The Void Hero Blues is a short first person shooter in a cyberpunk setting. The player character, Void Girl, is stranded in a  pseudo-virtual environment, and must fight enemy security forces and survive for nine minutes. The catch is that every time she kills an enemy, a message will appear where they were slain that shares personal information about them. As her enemies are de-objectified, Void Girl's mood deteriorates. By the end of the game, she puts down her gun and stops fighting altogether.



The game was made over a semester and a half as an undergraduate student project at Ohio University. Most of the projects created in my class were made by teams of five or more people. Most of the members of these teams had never worked on a game before. Because I had a bit more experience than my classmates, I was pretty quickly bored with the team project I was initially assigned to, and figured that I could probably accomplish more on my own. Much to my surprise, my professor was kind enough to let me work on a solo project.

With most of my recent game projects, I strive to make something that is personal, experimental, subversive, or soulful. However, with this student project, I didn't have the free reign to do whatever I wanted as I usually did. I had to make a game using Unity 3D (which I had never done before), and I had to make it within a semester and a half. For the first time in a long time, I had to make a game using tools I was mostly unfamiliar with.

Most importantly, however, I felt a need to prove myself to my professor, and to the class. I felt that I needed to justify the privilege to work alone that was given to me. At the time, I felt that I couldn't get away with whatever nonviolent interactive art I wanted to do. Instead, I felt that I had to demonstrate that I could make a traditional game, with traditional mechanics, and do it well. I felt as though something that wasn't a "real" game wasn't going to cut it.

In short:

1) Because I had never made a 3D game in Unity before, I had to design a game that was easy to make.

2) Because I thought I had to prove that I was capable of design good, traditional game mechanics, I decided to focus on making a "fun" action or strategy game rather than an interactive story or "art game".

3) Because I have more experience making shooters than any games of any other genre, I could most realistically make a complete shooter game in a semester and a half. Making a shooter would also satisfy the requirement that the game is "fun" in a traditional sense.

4) HOWEVER, I also wanted the game to be subversive in some way. I wanted to be critical of the way in which violence was portrayed in games.

This is how I came up with the concept for the Void Hero Blues. It was one of the few concepts I could conceive that met the criteria for ease of development, fun, and subversion. However, it is the compromise between  fun and subversion that causes my discomfort about the project.

Violence

I think about violence in games a lot. I grew up playing shooter games and RPGs, and such games have probably been the largest influences on me as a designer. Even when I make a game about monsters that poop on the ground, I still rely on violence as the fallback mechanic. As a game designer, it's a habit that's been strongly ingrained in me, and I resent it.

Having violence as the primary way through which a player interacts with a game world severely limits the type of story you can tell through a game. For most people, the infliction of violence by them isn't a prominent aspect of the human experience. Halo, Quake, and Jedi Outcast are lots of fun, but at the end of the day, fun is all they are. Lately, I've been finding that narrative games in which violence is tangential to or absent from the experience, such as The Walking Dead, Sword and Sworcery EP, and Kentucky Route Zero, are far more compelling and meaningful. If I find a game primarily concerned with combat to be at all compelling, nowadays it is in spite of the violence, and not because of it.

In sprite of my criticism of game violence, every game I've worked on over the past two years besides Waker has been, in some form or another, a shooter. In three of those four cases - Empty Chambers, Toilets Meat & Drugs, and The Void Hero Blues - I attempt to provide critical commentary on violence in games through my game's mechanics. In these attempts, the violence in Empty Chambers and The Void Hero Blues both have left me uncomfortable, and the only reason it hasn't in Toilets Meat & Drugs is that the violence that does occur is between non-human cartoon characters.

In the case of The Void Hero Blues, I think that the cause of discomfort is the dissonance between the game play and the narrative content. The game's protagonist is a reluctant fighter who grows self disgusted with each life she effortlessly takes, but actual player has a different experience from her. Dodging lasers, finding health packs, and killing enemies are all fun things for the player to do. The visual and audio feedback the player receives upon sinking their blade into an enemy's flesh is satisfying. If you remove all of the narrative and subversive elements from the game, you're (arguably) left with a satisfying minimalist shooter. It is the game's biggest problem. I tried to make something that was both compelling and fun, and in this case, these two goals were at odds with each other.



Because of the game's dissonance between its game play and its narrative, I think that the game's message - that every stranger we meet is a human and not an object - was lost on a lot of the players. Some people I've met online were impressed by the game's subversive elements, but most of the people I've watched play the game only talked about the mechanics, graphics, and features of the game, not its meaning. Many players, as they played the game, actively expressed a lack of sympathy for the characters they killed, sometimes mocking them as they shot them, or remarking that they deserved it. In the case of these players, the game had failed to accomplish what I had hoped it would accomplish - feelings of sympathy and remorse.

In spite of my ambivalence about the game, I am proud of it, and if you haven't played it yet, I hope you do, but I still feel really odd about the finished project. Once I complete work on Toilets, Meat, and Drugs, I'm going to take a break from violent games for a long time. After much experimentation, I think I've realized that violent mechanics aren't going to help me achieve what I want to achieve as a game developer. I want to tell stories that are relevant to people's lives, and I know now that attempting that through action games will likely be a waste of time.

If you have played the game, how did you respond to it? Did you find it enjoyable, meaningful, or compelling in any way, and if so, why? In regards to my more general discussion of games and violence, am I actually full of shit? Please let me know.

Saturday, July 26, 2014

Toilets, Meat, and Drugs Update

I've been working pretty hard on the final version of Toilets, Meat and Drugs the past week.

Changes made so far:
-Doubled the number of player and non-player monsters
-Added special powers to adult and epic leveled monster! Create shockwaves, vanish in a flash, calm angry monsters, and even cut the game's frame rate in half!
-Fixed projectile spawning and collision bugs. Combat's now pretty hard, and for weaker monsters, downright undesirable. Which is good!
-Fixed the health system so that it would be more responsive to monster care, etc.
-Plants now grow when you are far away from them! Woo!
-You can now check out monster stats in the pause screen!
-Monsters now have names.
-Hostile monsters no longer chase you from halfway across the planet.
-Monster growth is no longer determined by health, but instead by care mistakes and the players' charm-to-kill ratio.

What this means:
The game's mechanics aren't totally broken anymore! Also, the player is now encouraged and more able to play the game peacefully, due to the heightened difficulty of combat, increased player evasion capabilities, addition of more pacifistic monsters, and addition of non-violent special powers. Toilets, Meat, and Drugs was not originally intended to be a combat-heavy RPG, but a multifaceted world in which violence is a relatively small part. By traditional RPG standards, anyway.

Oh, and because of the aforementioned change I made to the gardening system, player gardens now grow out of freakin' control. Currently working on restoring balance, eheheheh.



Sunday, July 6, 2014

Monster Mash 2014: Day 6

Aight, today I finally got to stop drawing and coding (mostly), and got to do sound and level design! And by some I mean all. All I need to do now is add some finishing touches, fix some bugs, and maybe try to cram in some of the Monster Mash 2014 multipliers.

Toilets, Meat, and Drugs is pretty huge for a jam game - it already has about a half hour of gameplay. It may suffer in presentation (breadth over depth, yaknow), but goddamn, I haven't enjoyed playing anything I've made this much in a long time. This is really the first time I've seriously focused on game mechanics over plot in, I dunno, six years? This thing is a hoot to play. Every play through I've done so far has had it's unique unexpected surprises.

Here's some screenshots of today's work.

D'aw, what a sweetie pie.
There are evolution sparkles!

Goddamnit, I swear I'm going to make a game without shooting one day.

Raccoon-dogs (?)
Bahahahahhaha
More evolution sparkles.
Sorry, I suppose "metamorphosis sparkles" is more correct.



I wish you could hear the game too - I had a lot of fun creating each monster's cry in bfxr. Especially for the lil' cyborg guys.

Thursday, June 19, 2014

IndiE3 as an alternative mode of cultural politics

IndiE3, if you didn't know, was a free cyber indie game dev expo that ran parallel to E3 last week. Throughout the week, a group of volunteers in Seattle live streamed indie game trailers and panel discussions. As I previously wrote, I had lost my initial pep for the event a couple of days in, and I missed the end of the event due to wedding attendance, so I didn't find the event fulfilling in terms of raw content. Of course, there were some high points: I caught the end of a fantastic interview with Christine Love on representations of sex in games, was introduced to some cool games through Warpdoor's panel, and saw some intriguing trailers. Sadly, I missed most of the panels, and wasn't very interested in most of the games shown. That being said, IndiE3 is still damn worth celebrating.

Never before have I heard of an international cultural expo being so inclusive. Do you want to attend IndiE3? All you have to do is sit in front of your computer in time for the live stream and chat as it happens. Do you want your game featured? It doesn't matter who you are or what your game is - send an email, and it will be shown, for goddamn free. Want to talk in front of an audience of hundreds? Again, it doesn't matter who you are - send an email, and you can host your own fuckin' panel. About just about anything. Yes, you.

Do you know how cool that is? THAT'S FUCKING ICE COLD.

Just about every other game expo, such as E3,  is rife with barriers to entry. It costs ahellovalota money to book a flight, crash in a hotel, and attend the event. E3 itself is open only to industry professionals, and being able to host a talk requires an even greater level of pre-existing legitimacy. So, through these sort of conventions, a relatively small group of people (technically skilled college-educated white men who like videogames just fine the way they are) gain reinforced status as the elite creators of games. Dominant discourse about games is limited to this group, and remains relatively stagnant.

At this year's E3, the games we see are the same old violent games with white male macho protagonists*. I mean that literally: it seems as though at least half of the new releases I encountered are sequels, spinoffs, or reboots. Mainstream games simply haven't responded to much of the social, narrative, or even ludological criticism that those of us on the fringe have been slinging at them. Games are capable of exploring as wide a variety of human experience as any other entertainment medium, yet so far have only explored a small fraction of it. Mainstream games have so much growing they can do, yet grow so little.

Compare this to IndiE3. While most people involved with the event were men, I noticed a greater diversity of individuals than typically is associated with gaming. Not only that, but panelists seemed to be greatly concerned with social and economic criticisms of games and their production. Panel topics included: "Games have a Racism Problem," "Creating Games Under Capital," and "What Not to do with Native Americans in Videogames." Other panels were more critical of dominant design philosophy and storytelling in games, but even these panels had a socially conscious edge: one panel I overheard on "Designing RPGs without Combat" was critical of how relationships and sex were portrayed in most RPGs.

Now, of course, with such low barriers to participation in IndiE3, you're bound to get some pretty awful games showcased. Some of the games honestly looked a little like the stuff I made in middle school. That being said, there were tons of really cool games too, such as Unrest, There Shall be Lancing, Charlotte Seeker, and Witchmarsh. What's more, the ability for anyone, regardless of their background, to have their creative work broadcasted to over a thousand people around the world, with no strings attached, it amazing. It's an opportunity that, under capitalism, is incredibly rare.

That's essentially what makes IndiE3 so special. The mainstream games industry, and all of the expos associated with it, are capitalist institutions to their foundation. IndiE3, by removing all economic and social barriers to participation to it, is fundamentally critical and egalitarian. It's what a game convention looks like if designed by anarcho-socialists.

Considering the results, that's fine by me.

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I'd also like to briefly share some more personal notes on my IndiE3 experience. Digital Toilet World, unfortunately, was not shown during the Warpdoor showcase as promised - the live streamer progressed through the list of games rather slowly and only played about half of it. 

Toward the end of the event, a volunteer finally confirmed that they had received promotional materials for Waker, but, because of the aforementioned wedding, I missed the trailer showing. I'm currently having trouble finding and viewing its recorded video segment. 

Overall, I think that, since the event was planned over a weekend by volunteers with no budget, it was stronger as a proof of concept than as an actual event. Poor communication and lack of manpower posed problems throughout. However, most of the issues were resolved over the course of the week, meaning that, if IndiE3 happens next year, it'll be as as strong as a magical flying ox. Bad ass.

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Please feel free to talk to me about IndiE3, the intersection between gaming and social justice, or anything else. I covered a lot of subject matter in this and didn't go into much detail about any of it. Hit me up. 

*Seriously scroll back up and watch the video in the link before the asterisk. This is what gaming mostly is. We all know it, there's no excuse for it, and it's gotten boring.

Friday, August 16, 2013

7DFPS Challenge: Day 7



     "Empty Chambers" was completed at 3:00 AM this morning. You can read the pitch about it and download it on the games page. It's entry on the 7DFPS site is here.

     Before I talk about the game itself, I want to mention that the 7 Day FPS Challenge was a wonderful experience. I really enjoyed reading up on everybody's progress at the end of each day. Even though each team used a different development tools, were of varying sizes, and had wildly different end goals, I felt a lot of solidarity with the whole community. To each of you who completed a game this week, congratulations! Also thanks to those of you who helped organize it.

     Also, this is the first damn videogame that I finished making in three years. This is a really big milestone for me. Most of the time, I don't even get far enough to begin implementing sound. It was a good experience to have gone through the entire development cycle for once. Not only is it good practice, but it's a good reminder to myself that I am actually capable of making and releasing a full game.

     Now, I'm still damn tired from working lasting night and won't write too much else. I have a lot of things I want to say about game violence, shooters and storytelling, and this game in particular, but that discussion will be much more fruitful as I receive feedback on the game. This is in a few ways an experimental game - I made some creative decisions without knowing what the effect would be, and from the little feedback I have received I don't think that the effect was at all what I had intended. So give me feedback. Pretty please? Thanks!

EDIT: Oh, and as far as the last 36 hours of development went, it was pretty hellish. I spent 4-5 hours working out the gunfight at the end, another hour adding the zeppelins and bombs, another hour making and figuring out sound effects for the first time in forever, and still another hour doing boring mundane shit. Totally worth it, though.

     There was a lot I had hoped to get done that I didn't get to: there was supposed to be a section with turrets, and the last level was supposed to be a war zone with civilians under attack from the zeppelins and stuff, and I wanted to add more banter between the player and the fugitive, but it was all low-priority stuff. Perhaps I'll add it later.

Wednesday, August 14, 2013

7DFPS Challenge: Day 5


     Today is the day that "Empty Chambers" actually became a game (by a more conservative definition of the word, anyway). There is now a mini-dungeon with falling ceilings that will result in your untimely bloody death! It's really amazing how much variety there is in falling ceiling trap configurations: one could easily make an entire game out of such a concept.

     Also added player death and made the other character run away from you. Tomorrow is pretty much the last day of development: the challenge ends Friday at 8:00, and I have dinner plans with coworkers. All I have left to do is an optional boss fight, level transitions, bombs, zeppelins, and sound effects. There was originally going to be a section with turrets, and I was hoping to be able to do music, but there will be absolutely no time for those things.

Tuesday, August 13, 2013

7DFPS Challenge: Day 4



     Crap, it's day 4 already? I'm so far behind schedule it's not even funny. I predict that Friday night will be a coffee-filled all-night extravaganza.

     It's not as though I haven't been productive. It's just that I've been working altogether on the wrong things. I spent too much time making fancy health/stamina/ammo bars that disappear at full health/stamina/ammo (because I hate HUDs with a passion and just want them to go away), and I spent way too much time working on the sprite for the game's other character (I had to make sure that she was perfectly anatomically correct. Bah. Actually animating her is going to be such a pain.) I'm proud of my work and all, but pretty much all that I got done today on my to-do list was the title screen.

     Oh, and speaking of title screens, the game has a title now. I'm calling it "Empty Chambers".

Monday, August 12, 2013

7DFPS Challenge: Day 3



     Pretty much done with the levels. Running a little behind schedule - starting off working on a game during the weekend and finishing it during the workweek is really misleading in terms of what you think you can accomplish during a given day. I didn't get much sleep last night, and the game's suffering a little because of it- the level I made today doesn't look as good as the three made yesterday, and I can't find the willpower to populate the levels with the hazards and the game's other character - so I'm going to try to go to bed early tonight. Writing the AI for the game's "enemy" will be interesting - I haven't gotten far enough in an action game's development cycle to needed to have written combat AI in a loooong time.

     The look of the abandoned city that the game takes place in is probably subconsciously inspired by the poorest areas of Baltimore city - rows and rows of boarded up and decaying buildings. A lot of cities I make in games end up turning out that way.

Saturday, August 10, 2013

7DFPS Challenge: Day 1


     So today was the first day of the 7 Day First Person Shooter Challenge: an initiative for game developers to breath new life into the oversaturated, overdone, ever violent, and ever popular first person shooter challenge. Here's a screenshot of what I have to show for the first day of work. I'm working on the game's engine right now, trying to get as much coding out of the way as possible before I work on art and level design. I've mostly been recycling old code and graphics from old, unfinished 3D projects.

Fun Fact: The game on the left is the spiritual predecessor to Waker (see the aesthetic similarities?). I even ripped the text box scripts from it. Mostly ripping code from the unfinished FPS on the right, though.
      One of the keynote speakers for the events, Bradon Chung (creator of Gravity Bone and Thirty Flights of Loving) encouraged developers to questions the fundamentals of the genre. I've been thinking a lot lately about game violence, morality in games, the stories that violent games tell through gameplay, and how the stories told through the violent gameplay synthesize or conflict with the story that the game is trying to tell. In most first person shooters, the player's violent actions are "justified" in that the player character almost always acts in self defense. Whenever you encounter an enemy in an FPS, the enemy will fire first if the player does not. One of the premises of the game I intend to make is that the player is forced to be the aggressor and remove the moral crutch given to most shooter players, making things suuuuper aaaaawkward for them. What will follow the initial act of aggression is essentially a long, glorified chase scene and boss fight - I want to make the entire game focus on the relationship between the player and his victim with as little filler as possible. What I intend to do with this game is explore a new sort of story that can be told through shooter mechanics - hard to do since there are really so few stories that can be told primarily through shooting.
Game Maker really isn't great for 3D. Should have learned Unity... wish me luck!

Wednesday, July 24, 2013

Recommendations: Tower of the Blood Lord and Leigh Alexander's Critique of Bioshock Infinite

Here's an interactive fiction game made in Twine called Tower of the Blood Lord, which starts out as an amusing parody of the first 20 minutes of Modern Warfare 2, but then takes a surreal twist, and eventually ascends into a really well written essay about games and culture and violence and prejudice and interacting with culture instead of just consuming it. The game gave me a much needed reminder to consider the relationship between narrative and gameplay, especially violent gameplay, and to consider my own role as a game developer in proliferating (or not) certain cultural attitudes about violence, gender, and race in games. Definitely worth a play/read.

Especially relevant to the themes of Tower of the Blood Lord is this brilliant critique of Bioshock: Infinite by Leigh Alexander. While I enjoyed Infinite very much, I was a little off-put by the narrative context of the game's violence, as well as how the game addressed race. I might write more about race in Infinite some other time (I need to go to bed), but Alexander does a fantastic job in critiquing violence in the game. Well worth reading.

Monday, April 1, 2013

Recommendation - Get Punched! (also swearing)

     Okay, so if you've read any of my writing, you know that the reason I make games is to attempt to tell emotionally engaging and meaningful stories and be part of a movement to help mature the medium and press its limits and blah blah blah yeah yeah whatever.

     I lied - that's only half the reason I make games. The other half is this:


     This is a short punk game in which you punch people called Get Punched, and it the most fucking fun you will have all week. The game's feel is amazing. It's crude as hell, but I love it. The download link is further down the thread here.

Sunday, January 20, 2013

Brilliant Article on Games, Social Identites, and Violence

Here's another great article on Nightmare Mode, this one about how typical game violence is so far removed from real world violence that attempts to satirize it are ineffective and how privileged groups own the means of production as pertaining to video games. It's brilliant.

Saturday, January 12, 2013

The Echidna Awards! (a delayed List of GOTYs 2012)

I'm currently bored out of my poor mind at Columbus International Airport and just realized that I never got around to making a list of the best games of 2012 like any respectable video game blog would do. Having little else to occupy my time, I figured I would take a few moments to remedy this travesty.

Six games make the cut this year. I decided to cheat and include two games from previous years that were only ported to PC this year or remastered this year because I love them so much and wanted an excuse to ramble about them some more, so forgive me. Also, only one non-indie game makes the list. The only mainstream commercial games from 2012 I played this year were Mass Effect 3 and Borderlands 2, the former of which made the list. Borderlands 2  had a few laughs and was sort of fun at the time, but overall it was a forgettable experience that didn't leave a lasting impression - at it's core, just another shooter. It also doesn't make the list because I'm a little salty that I wasted $50 on it.


In no particular order (although I save the best for last), my six Echidna Awards:

Saturday, December 29, 2012

Thoughts on Game Violence Part 2


     I was really tired when I wrote that post on game violence last night and didn't hit on everything that I wanted to or expressed myself in a way that I would've liked. I just want to elaborate a few more things.

     It isn't the violence in games themselves that makes me uncomfortable, it's how that violence is portrayed, the carelessness to which violence is inserted into games, and the feedback that games give to violent vs nonviolent behavior. Let's look at some examples. Generally, games like Iji and Superbrothers: Sword and Sworcery EP use violence in a conscious and thoughtful way, while the aforementioned SkyrimTorliight II, and nearly every first-person shooter and action RPG ever created use it in a thoughtless way.

Thoughts on Game Violence

     Nathan Grayson wrote an excellent piece on video game violence for Rock Paper Shotgun. It begins with the following:

"Everyone? We need to talk.

I didn't feel right playing Far Cry 3 the day after the awful, disgusting, utterly tragic shootings in Newton, Connecticut  I didn't at all.

I think that says something. I know that says something..."


     I've been feeling the same way, lately. Even before the recent shootings, I've been growing increasingly ambivalent towards violence as a primary interactive element in games. I'm in the middle of playing Skyrim at the moment, and while the violence in the fantasy RPG wouldn't have bothered me much in the past, for some reason it's bothering me a lot now. Generally, the game tries to make you feel like a hero or a badass for adventuring and killing lots of things. The sweeping score, the epic quests, and the praise that non-player characters give all communicate to you, as a player, that you are heroic and mighty. In the past, when overly violent games have communicated this message to me, I've accepted it without question. Killing a couple of dozen bandits or giant rats used to make me feel good, I felt like a hero, I felt accomplished. I was living through the power fantasy that the game developers constructed for me and it gave me pleasure.