Tag Archive | games

Batman and Its Use of the Term, “Bitch”

I read last week an interesting article on how liberally Batman: Arkham City slings the word “bitch” about. I don’t yet have the game myself–of course I’m itching to play it–and I’ll wait until I get my hands on it to pass judgment. The articles that have stood out most to me have been Kotaku’s own articles on Batman’s weird “bitch” fixation and the hypersexualization of female characters in game worlds. I thought these two to be well-written articles that certainly incited a lot of discussion in their comments. That is, of course, never a bad thing–discussion begets critical thinking. Hopefully.

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Gun Fight

Here is a short analysis and game overview I recently completed for a game entitled Gun Fight. It’s extremely interesting to think about how this arcade game has influenced the current generation of third and first person shooters.

Gun Fight was released in 1975 on arcade cabinets everywhere within the US. Prior to that, however, Gun Fight had an interesting history. It was originally entitled Western Gun in Japan and was designed and programmed by Tomohiro Nishikado, of Space Invaders fame. It was published by Taito and released in Japan and Europe. The decision was made to then adapt it for Western audiences. This would be the first time a Japanese game was licensed for release to America. The title was changed to Gun Fight because it was thought that American players may find the current title odd or confusing. Dave Nutting and Tom McHugh of Dave Nutting Associates adapted the game for its new audience, making a few changes along the way.

Tom McHugh programmed Gun Fight a little differently than Nishikado—his programming and architecture called for the game to use an Intel 8080 computer microprocessor. It was the first arcade game ever to use a microprocessor, and the smooth frame rate and crisp graphics caused others, including Nishikado, to use microprocessors to their advantage in the future. Visually, Gun Fight was nice to look at—it ran at 60 frames per second at a resolution of 265 x 224 pixels. It made use of a black and white raster monitor with a yellow screen overlay, allowing the characters to look a bit more colorful than their counterparts in competing cabinets.

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Cultural Change

Today I spent some quality time with my mom, and surprisingly we didn’t engage in very many battles. In fact, I don’t believe we had any at all during the time we spent together. Let me tell you from experience that when a mother and a daughter are very much alike, they clash. A lot. Little did I know that we were also alike in our career aspirations.

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You Monster: Creating Respect with Challenging Female Personalities in Videogames

This was my final paper for my advanced writing course. I wrote this in perhaps the worst way possible, and did not give it the time it deserved. It just came at a horrible time, while projects were due, other papers were due, and I was putting in extra hours at work. That all left me to complete this the night before and over the course of the night. Sometimes, life just decides there aren’t enough hours in the day.

You Monster looks at the answer to the question, “How can we create a realistic, strong, and smart female game character?” GladOS plays a rather large starring role as the solution.

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Into the Darkness Video

This here is the video my partner Casey and I had to create for our game, Into the Darkness.

Into the Darkness is a game where the core mechanic is painting your surroundings in order to see where exactly the you are in relation to the environment around you. With this, players can see if there’s a pitfall at their feet or a wall in front of their noses. Players can also use the paint mechanic to push objects around quickly, albeit with less precision.

The story behind this game is simple–the emphasis in our class was more of a proof of concept rather than a narrative masterpiece–and oh, did it pain me to have a generic storyline!

The player is trapped in an underground lab and must make their way up to the surface. There are traps awaiting them, in addition to a creature stalking them in the darkness. The player must escape the creature before it rips them apart.

Guns for Heels: What Bayonetta Could Mean for Female Game Characters

Female characters in video games can often be described as slight variations of one of three archetypes: the helpless, hapless damsel in distress; the coquettish, alluring vixen; and the cold-hearted, distant embodiment of stoicism. In addition, the majority of women in games are heavily and overtly sexualized for mass male consumption, thereby providing slight variations of the same visual across several different games. Many lauded video game members have taken issue with the current state of women in games and have offered their own viewpoints in order to fix it. Leigh Alexander writes in an editorial for Gamepro Magazine that characters such as Bayonetta “[take] the video game sexy woman stereotype from object to subject” in which “the game itself is an artistic representation of the concept that female sexuality is its own kind of weapon.” Others disagree, believing that “characters [should] reflect the harsh lifestyle of their world in a much more believable way” (Hamm). Both offer interesting yet opposing solutions. However, both solutions can go much further in creating believable or truly empowering female characters. The hypersexualized dominatrix invoking female empowerment is a dramatic knee-jerk response to the objectification of women in games. The normal, average woman with a matching attitude and manner is currently the method being taken for game developers wishing to inject their games with respect for females. Video game females can be so much more than either of those two proposals. The change the industry needs for their female characters is to make them more multifaceted by giving them unique strengths, weaknesses, quirks, and personality traits. Female characterization needs to evolve to better reflect where females are today, instead of the antiquated false notions of what they were and perhaps should have been in the past.

Bayonetta

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Amnesia: The Dark Descent

I originally wrote this on my tumblr a while back, and can’t begin to wonder why I never cross-posted it here as well. Anyway, this is a few weeks old and I have not been back to the mysterious and frightening world of Amnesia since I wrote this short blurb–something I should fix immediately!

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Pure Innovation vs. Pure Profit

Below is a paper I wrote for my advanced writing class. I disagree with some of the points I’ve made in it, but for the purposes of the paper I argued them. It was interesting and educational, having to state ideas I did not quite agree with.

Facebook games can currently be summed up with the phrase, “It was morning when I began–a thousand clicks and several dollars later, it is now 4 o’clock.” Facebook games are part of the emerging category named social gaming. Social gaming is drawing ire from the mainstream game developers because they feel as though it undermines the years of hard work they put into their products. Independent game developers are mixed on their feelings—many of them love the opportunities that platforms such as the iPod offer, but they dislike the monetary motivations behind developing for social platforms such as Facebook. In fact, several companies that develop games for Facebook cite money as their main motivation, saying that “monetization is best achieved when you align it with game design” (Kohler). As the industry tries to establish itself as having artistic potential, the focus on superfluous and fiscal revenue will only diminish any advances the developers have made. Furthermore, the abolishment of any sort of distinction between high culture games and low culture games will only serve to harm the industry. Facebook games such as Vampire Wars, Farmville, and Mob Wars in particular are guilty of placing profit over gameplay mechanics. The simplistic mechanics and lack of depth could easily be connected to what Allan Bloom speaks of in his essay “”Music” from the Closing of the American Mind.” While he speaks of the effect of rock music on our culture, much of it can be applied to these basic Facebook games when he says, “it perhaps thus reveals the nature of all our entertainment and our loss of a clear view of what adulthood and maturity is, and our incapacity to conceive ends” (77). These game are doing far better than games aiming to make a difference are—take, for example, Limbo or Braid. Both are games that sought to prove that video games can be used for artful storytelling and moving experiences, yet the commercial success of the monetarily driven Facebook games is causing more developers to look to cheap and easy money makers, which only harms the industry’s reformation as a serious medium. The split between the high culture of independent games and the low culture of Facebook games should be maintained because the aim of these two types of games are different—independent games are created to innovate, experiment, and challenge whereas Facebook games are created with the purpose of becoming financially successful.

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GDC– The Recap

I still have not recovered from GDC, but that’s alright. I had such a great and amazing experience, it was definitely worth every hour of sleep that I lost. As I’m sure you can find elsewhere on the net people extolling the virtues of attending GDC, I will say this: if you can be a conference assistant at GDC, be one. Apply early, write one killer essay, and hope for the best. Being a conference assistant was one of the most rewarding experiences I’ve had in my life thus far, and it is one I’m sure to never forget.

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Deceptive Control

Below is my academic paper on interactivity, why it is an object of fascination, and what it reveals about those fascinated with it. Although it is due today, I’m still very much in the process of tightening it up and proofing. Any feedback is more than welcome!

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