Kotaku Fund Raiser Fun

by David Thomas | 20. November 2009 06:54 | permalink

Life on the battlefield we call Internet Game Journalism is a cold, harsh existence. But for one night I was able to crawl out of the trenches and shake hands with the enemy to help the kids.

In an annual traditional, Kotaku’s Brian Crecente threw a big game nerd party that has come to be known as: The Kotaku Child's PlayFundraiser. Or as we like to call it in Denver: The One Cool  Videogame Thing That Happens Here, Rather Than In Some Snooty Place Like San Francisco or Brooklyn.

The even went down in a perfectly dingy, grungy and epic Cervantes Masterpiece Ballroom. This building used to be one of the crown jewels in Denver’s dance hall history. And now it’s a place plastered with concert posters and black paint apparently trying to hold back the grime. Oh, and it has the most excellent disco ball you have ever seen. I would say it is more like the Death Star of disco balls.

In addition to Brian’s magnetic personality and flowing pirate locks, and a full rock stage set up with Rock Band and DJ Hero, the Fund Raiser attracts game fans with the promise of winning schwag.

Ah schwag, that magical crap that game publishers send to journalists in an effort to tease out a little sympathy, buy a little extra attention and make you wonder things like—If they spent less on the schawg and more on the development if the game would suck less.

But schwag it is and schwag the Kotaku empire collects. Mounds of it. Heaps up it. Piles and piles of t-shirts, toys and bric-a-brac of every imaginable type.

And all you need to do to win is show up, donate $10 at the door and get a little ticket.

For me, it was a magical night of winning. I’ve been to all three Fund Raisers, and never won a thing. You’d think that I wouldn’t want to win schwag. But I do. I wanted to win bad. And this year….I won! In fact, I won one of the coolest things given away that night: A limited edition Modern Warfare 2 Xbox 360! A 360 I tell you!

Problem is, I have a 360. And the other problem is, I just couldn’t see how I could justify keeping or selling some ridiculously expensive piece of schwag. So, I did the only thing I could think of at the moment:

I sold it to a guy in the crowd for $300. All the profit, like all the money raised that night, went directly into the Child’s Play charity bucket.

Combine that with probably 300 plus people donating at thedoor and a silent auction that brought in well over $1,000 (I mean it had to, a collector’s edition of Uncharted 2 sold for $1,000 on its own. I guess it’s worth even more on eBay—so says somebody’s iPhone), and you get a tidy pile of cash for a good cause.

I’m already looking forward to hitting the Kotaku event next year. It’s a great chance to hang out with game fans and local developers (And,yes, there are a bunch of devs in Denver! Sony Online, ever hear of them? Oh, and the guys doing this seriously cool outer space MMO Jumpgate, and the Lego Universe guys? Lot’s going on in Colorado, let me tell you).

Most of all, Brian deserves a ton of applause for putting this party together each year, out of his own pocket and time. Even if he works for those other guys.

 

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Why I Love Games: Slutty Ontology

by David Thomas | 9. September 2009 11:26 | permalink

When Ian Bogost showed the slide of two turtles copulating and riffed on the term, “slutty ontology”, the room giggled along.
 
Welcome to academia. And fair warning. You might want to dig out your copy of Sartre and brew a cup of espresso before continuing on. Things are going to get epistemological.
 
Last week I round tripped 10,000 miles and slept in a dorm room for a week in order to enjoy the company of a global cadre of academics who study videogames at the Digital Games Research Association. I went looking for answers and, as usual, left with a bunch of questions. Like that freshman freakout you have after your first philosophy class where you realize that the universe might just be a projection of your own mind, or maybe an illusion created by an evil demon or maybe just something your parents talked you into, but surely isn’t that concrete thing you were sure of before the semester started, the cutting edge of intellectual thought happily leaves you bewildered.
 
At least it did for me.
 
Of course, I’m a closet academic myself. I have an ID card that says faculty and students have often referred to me as “professor” when protesting their grades.  I know the secret college professor handshake (there isn’t one) and drop K-bombs with the best of them (that’s Kant you know).
 
So with fuzzy headed jet lag slowly draining from my body, I finally have the wits to to ask: Why bother? Why spend a week asking questions that may never find answers?
 
In the world of awesomeness we call videogames it’s a special kind of thrill to take a couple hundred of the smartest people in the world, cram them into a couple of rooms and let them loose on videogames for a few days. And you know what? They cannot, no matter how hard they try, consume the subject. Like maniacal flesh eating beetles of concept, these academics tear at the body of videogames, trying to turn it into something intellectually digestible and all they do is come away stuffed and games left as fascinatingly complex as before. No matter how you try, you can’t think the fun out of games.
 
Which, to my mind, is a rare thing in popular culture.
 
It would be easier to take a part a Quentin Tarantino film or a Cold Play song than to figure out why players take joy in the sloppy lightsaber simulation in the Wii version of The Force Unleashed. Videogames are these rich objects that entertain us effortlessly but send professional theorists into the depths of philosophy looking for answers as to why.
 
Back to Bogost: In a keynote speech that ranged from ludology versus narratology (games as a form of story versus games thought of as a set of rules), the new field of platform studies (looking at games as interlocking layers of hardware, software, interfaces and players) and, if course,  metaphysics (you always get extra points for talking about Kant), Bogost constructed a complex, persuasive argument about game studies ontology.
 
Ontology?
 
Exactly.
 
This branch of philosophy asks what brings things into being. And like all good philosophy questions, trying to answer it sends you like Alice in Wonderland, head over heels into surreal space.  Because the best answer to “What causes something to be?” is “We don’t know” or “It depends.” Is it the mind working on the material of the real world or the real world working on the mind? Is it agreement amongst the tribe that worms taste good or do worms just contain something necessarily tasty? Maybe it’s everything at once or nothing at all.
 
Bogost chose not to get embroiled in the conversation by suggesting that, when it came to studying games, it didn’t matter. Or at least, the room that game studies occupied was big enough to hold every perspective, every form of social scientist, every philosophical tradition and that there was no reason to assume that you should look at games from a certain point of view. He didn’t come right out and say it but the implication of his argument was games are not Sweet ‘N’ Low saccharine substitutes for real culture. Nope.  You can’t take a game apart with a handy sociological framework or a convenient philosophical argument.
 
Instead, games are as rich a mine of possibility and cultural meaning as your tattered paperback of “As I Lay Dying.” If games are just silly past times for kids, then “Moby-Dick” is a book about some guys who went fishing.
 
As a gamer, and as an academic, to know that games raise more questions that they answer is, well, to use the most precise philosophical term, just awesome.


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When Game Academics Attack (The subject)

by David Thomas | 4. September 2009 15:41 | permalink

 
Brunel University: Home to the 4th DiGRA Conference

 

I’ve been to E3, where publicity bots battle to death the lasers and smoke machines. I’ve been to GDC, where the giants of the industry wave beer bottles and slosh suds onto your shirt in crowded parties. I’ve been to the Tokyo Game Show where costumed warriors bleed a love for games hard to imagine in the West.

But tucked into a little pub in the western suburbs of London talking to a bunch of academic game researchers remains one of the best moments in my life as a game writer.

After spending the last four days listening to game researchers from all over the Europe and North America talk about what makes videogames tick and what motivates gamers to game and why all this electronic entertainment stuff matters at all, you realize that the medium has come a long way since hardcore fans finished deconstructing every stray pixel in Super Mario Bros., or started writing Metroid fan fiction. Even more, games have a lot of room to grow.

In between arguments about ontology and wisecracks about Heidegger, my conferenced days filled with light bulb moments while taking in the Digital Games Research Association Conference. Some of the less inscrutable moments include these tidbits.

 

  • Jesper Juul lead a panel discussing the idea of bad games. Much as cinefiles have turned the worship of bad movies into a wry form of film appreciation, Juul set up a talk about the fun in playing really rotten, broken games. Ever tried China Miner? It appears to have a difficulty curve like a flat brick wall in your face. The game is so hard that it is almost impossible to play. Big Rig Racing feautres the lowest Metacritic score of all time and apparently has no AI, no collision detection, no opponents, and no QA (But backing up allows you to accelerate to infinity). Trying to have fun with what appears to be one of the worst games ever released becomes a peculiar challenge. Apparently, a few years ago TIGSource.com even held a B-Game Festival. Sometimes bad can be good.
  • Besides providing an interesting commentary on how survival horror has, by turning into an action-shooter style of play, started to disappear as a genre, a set of presentations on horror games pointed out that Resident Evil 4 has an odd commentary on work embedded in the game. Leon keeps his inventory in a briefcase and battles is his way up through a hierarchy of bosses. Nice work, if you can get it.
  • Mikael Jakobsson noted that Xbox 360 games with more achievements sell better. So, adding achievements to a game does seem to help convince players to hang onto their games longer rather than turning them over to the used game store. Or maybe, popular games just have more achievements.
  • Where else than a game conference can you get quote like this: “We have a whole generation of young men who want to dance, who want to dance with their hands,” said  Graeme Kirkpatrick referring the posture of gamers sitting on a couch with a controller in their hands.
  • Or, sociologist Bart Simon explaining why people want to pretend to be Jedi’s, even when the Wii control isn’t a very accurate light saber input device. He figures the fact people cannot completely immerse into the fantasy because the Wii doesn’t allow a fine enough level of control is just fine. We want play, not virtual reality. “Without the screen,” he pointed out “the fantasy ends.” In other words, one reason games are fun is because they are not real. Real, it turns out, just isn’t that much fun.

 

Discussions about games and ethics, games and aesthetics, women in games, teaching about games, writing about games and more has kept the last four days mind-spinningly interesting. Sure, these topics are not the usual fodder of game boasting gossip about the next big thing. But that’s sort of the point, isn’t it? Academics exist to work through all the possibly interesting and meaningful stuff to try and make sense of the new, the unknown and the unexplained. And every once in a while they come out into the light of day to share what they’ve come up with.

Take a look for yourself when the conference  papers eventually show up online: www.digra.org.

 

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Why Game Critics Suck: Boats

by David Thomas | 20. August 2009 07:20 | permalink

I’ve played a lot of games, and by a lot, I mean A LOT. It’s one of the perqs of the job—you get to see and try out a lot games. So, on the rare occasion that I  haven’t had a chance to play some big game, at least Ihave heard of it.

Then today, I get this in my inbox:

"On the heels of last week's unveiling of Ship Simulator Extremes, Paradox Interactive and VSTEP released a brand new trailer for the recently-announced title at Gamescom today. With over 450,000 copies sold of the original title, the series returns to take you deep into the heart of themost extreme conditions on Earth."

In case you don’t like reading, let me highlight the two relevant parts:

"On the heels of last week's unveiling of Ship Simulator Extremes, Paradox Interactive and VSTEP released a brand new trailer for the recently-announced title at Gamescom today. With over 450,000 copies sold of the original title, the series returns to take you deep into the heart of the most extreme conditions on Earth."

So, to put this in perspective, that’s about a half million copies sold of a game that let’s you simulate driving boats around.

This tells me several things.

1. I had no idea that so many people were interested in boat simulations.

2. I had no idea there was such as a thing as a boat simulator.

3. Therefore, I suck

But there is hope. With the new game launching early in 2010, you can bet this one is on my radar and I won’t miss playing it this time. I mean, if you are really honest with yourself, getting to play Capt. Stubing and driving the Love Boat around has to be one of those secret fantasies you have always harbored. Right?

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Sims vs Spore: Battle Royale!

by David Thomas | 15. June 2009 07:01 | permalink

Take a minute, if you will, and let’s talk about Spore and The Sims.

I recently wrapped up a review of The Sims 3, and was reminded how much I have enjoyed that series and relatively speaking, how little joy I’d derived from Spore.

And, since I didn’t have much else to do this weekend besides drink and ponder my own senseless existence, I started thinking, “What the hell? Why isn’t Spore as good as The Sims?”

First off, I want to discard the “Will Wright has lost his magic” argument.  Spore is a wondrous piece of work. It shimmers like an exotic tropical fish with brilliance.  I just find, that after playing with it for a few hours, it gets kind of dull.

Yet, I couldn’t wait to load up The Sims 3, customize my fat, uncouth slacker and hit the neighborhood in an effort to freeload and screw up other people’s lives.

Something seperates these two games and I wanted to come up with a plausible reason for it. 

From a technology point-of-view, I imagine that Spore uses some of that alien tech pulled out of the Roswell wreckage and The Sims 3 is just a very clever, albeit, massive spreadsheet with some 3D art on top. So, it’s clearly not the technology that is the issue.

Both games feature a wonderful open-ended, make up your own story kind of game play that confuses gamers who demand a story, no matter how juvenile or pointless.  So, it’s not narrative, or lack thereof.

Is it graphics? Sound? Animation? The quality of the manual ?No, no and no.

I’ve come to the conclusion, as "Solient Green" put it so eloquently: It’s people.

As cool as that flying eyeball creature I made, I just can’t identify with it as easily as I can a person. I find more in common with that saucy redhead down my Sim street, or the looser dude I made in the game more than any kooky kreature I have concocted in Spore.

Playing The Sims, any version, any expansion pack, I can reel out any soap opera storyline I that catches my fancy. In Spore, the tale is always:  Freak I control dominates freaks that I don’t.

Boring.

Funny, this recent interview in the New York Times tells it best. Will Wright is a student of human nature. Let’s hope in his next game he leaves behind the infinity of space for the infinitely more interesting world of people

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The Fine Art of Missing E3

by David Thomas | 8. June 2009 17:44 | permalink

 

I didn’t go to E3 this year. I know, you probably didn’t either. But after 12 years in a row of wallowing in the annual excess of that particular event, it felt pretty weird to be at home, reading blogs and just taking notes.

But as my jealously over all the free drinks, bag fulls of schwag and glimpses of starlets has subsided, I realize that I didn’t miss much.

Call it sour grapes, or call it a wakeup call. It hardly seems to have mattered sitting out this year. To get Shakespearian about it, E3 is “all sound and fury signifying nothing.”

Following along online the various musings of reporters better at uncovering facts than me, with better access to key players and, in many cases, just smarter news heads, I learned nothing that I couldn’t have gleaned from reading the ample press releases that poured over the wire: Microsoft ha sa motion controlled kickball game that may or may not demonstrate actual technology, Sony is going to launch another new really expensive game platform and Nintendo is just going to smugly count the money for the time being.

Oh, and Rock Band will feature Beatles songs. Except that we already new that.

So what did I actually miss by not being there? I have to face facts that E3 is a sort of Mecca for gamers, and by that, I mean it’s a spiritual center for the whole gaming enterprise. It makes people happy to think that there’s something bigger than them, and E3 is that for gamers. So I am beginning to think of E3 as similar to Christian radio. If you bother to listen for awhile, you’ll find out that they really don’t have anything new to say day in and day out, just more of the same churned over endlessly. On the other hand, if you are a believer, it must be nice to have the entire universe processed through such a narrow lens.

And just like you don’t need a radio to express a devout belief in a higher power, you don’t need to go to E3 to be a hard core gamer.

Then again, just looking at my unused E3 press pass sitting on my desk makes me want to cry.

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The Problem with Innovation

by David Thomas | 27. April 2009 16:09 | permalink
While performing my daily ritual of avoiding work while surfing the Web, I came across this nugget:


This without a Sega warranty, no less.
 
Why would anyone want a last generation console more than seven years out of production and one that all but bankrupt one of the fine old companies of gamedom?
 
Because the Dreamcast rocked.
 
No game critic of the era (seven years ago, that is) would disparage the Dreamcast. You couldn’t do it. House of the DeadSoul Caliber, Jet Grind Radio, Shenmue, Space Channel 5 and Seaman. Seaman alone would blow the weird art freak doors off any Noby Noby Boy you cared to offer. And NFL 2K? This was  the game that reintroduced sports to the world of dude gamers!  Here was the console with a fishing rod controller well before Nintedno birthed the “Wiimote”.  And lest we forget Samba de Amigo….No one, and I repeat no one, has had Sega’s nerve to ship a maraca controller. Never will, if you ask me.
 
The Dreamcast was a masterpiece of design. It was cool, it had killer, innovative games and it died on the vine.
 
We could go into the myriad of problems that it faced—not the least of which was the impending coming of the PlayStation 2, the lack of big franchise titles and that oddly sandwich –sized controller.
 
The point worth noting  here is this: Innovation didn’t save the Dreamcasst when it needed it. Sure, it is a reason we will always venerate the machine and why fans will snap up cherry machines online. 
 
 
But thinking ahead just isn’t enough to make it in the game world. 
 
It’s  a scary thought. Unfortunately, it’s the only conclusion you can come to. The consumer for games is, in the final analysis, a dumb, slobbering beast. Gamers get suckered into the crushing flood of whatever is hot and something that really rethinks things and tries to push the envelope, well, it does so at risk to its own health.

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Interface Designers, I Shake My Fist At Thee

by David Thomas | 20. April 2009 05:56 | permalink
Standing in my living room, pumping my Wiimote up and down in time to the music, yes, I feel like a dork. It also has gotten me thinking about this whole motion control thing.
 
I’ve been playing Major Minor’s Majestic March, a game so weird that you feel like you can’t hate it in case you are missing something. So, you act cool while pretending your Wii controller is a drum major’s baton and you thrust your hand up and down with snap precision in order to assemble a motley collection of frogs, monkeys flowers and other hallucinatory band members.
 
And pretty soon, your arm gets tired (I know, hahhahaha. Insert your own joke here, because I’m not gonna do it.).
 
But all this motion-controlled amusement makes me just want to flop back on my couch and kill things with as little movement  as possible. Fortunately, I’m also trying out the Fat Princess beta and I get my chance.
 
So what’s with all this motion control stuff? Wii Bowling was fun because it felt like bowling and bowling is actually something people like to do. I suppose the same goes for Guitar Hero and Rock Band. Holding your guitar up isn’t just a clever mechanism for activating star power, it actually gives you star power in your real life. More and more, the waggle the Wiimote designs have begun to till fallow soil.
 
 “Shake the control to free yourself from attackers” or “shake the controller to reload” or “shake the controller to reconcile all that is not right in the world,”  isn’t that just obligatory? “See, you are moving your hand so it must be immersive!”
 
Today I saw an ad for a phone that you shake to change songs. The iPod has an application that you shake to get restaurant reviews. And to all this shaking going on, I say, “Enough.”
 
I have a friend that took the Wii away from his son because he worried all the movement was making him hyper. And I think that maybe he has a point.  I like sitting still while I play. It helps me pretend I’m not marching in place in my living room like a dorlk.

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Games | General

Turn Classic Movies Into Gaming Gold!

by David Thomas | 8. April 2009 10:13 | permalink
 
Inspired by Gus’ pained review of the Godfather II, I realized that if you can’t beat ’em, join ‘em.
 
So, hey, big name videogame companies! Here’s my picks for some classic films that desperately need games. I’ve even helped you out with my elevator pitches for each game:
 
Casablanca: Duck and cover,  Call of Duty, when Rick Blaine hits the streets of this dusty Moroccan burg, nothing, and no one, will stand in his way as he blasts Nazi’s and saves the girl. Produced in evocative black and white, this game redefines  the emotional and artistic possibility of the first person shooter.
 
The Wizard of Oz: Pull over Mario Karts, there’s a new king of the road. The trip to Oz has never been faster or zanier in this over-the-top reimagining of Dorothy’s trip home. Select your favorite character from the film and hop in your ride and roll! Jet down the Yellow Brick road in the Tin Man’s Rocket Car, the Scarecrow’s Hay Buggy, the Lion’s Jungle Cruiser or Dorthy’s souped up ’57 Chevy.  And the fun doesn’t stop there. Unlockable character include Dorothy’s lovable little brother, Jimmy!
 
Memento: Think Braid meets, well, Memento. A story told in reverse, the game is a puzzle-oriented mediation on the nature of loss and identity.  The hook? You start out with a maxed-level assassin character and have to figure out how to make him loose all his XP!
 
Napoleon Dynamite:  In this gentle, story-rich role-playing game, you take on the character of a small town idiot as he quests for love and acceptance. Set in the rich and evocative world of Idaho, you battle jocks and home town ninjas with the innovative “dance off jerk!" music-matching, turn-based combat system.  Collect all the llama tokens for special powerups like moonboots!
 
Citizen Kane: The granddaddy of art hour cinema now becomes a giant of hidden object games! Learn the secret of Charles Foster Kane through a series of hidden object puzzles.  Find lost loves! Discover disguised mining deeds! Finally, locate the elusive Rosebud! It’s there, just keep your eyes peeled.
 
I'm sure I missed something. But these ought to get them thinking. 

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Maybe Uwe Boll Is Right

by David Thomas | 6. April 2009 11:28 | permalink
 
Thanks to wickedly wonderful white magic of Netflix on demand movies and my Roku box, I finally had a chance this weekend to watch Uwe Boll’s satirical masterpiece, Postal.
 
I’ll propobably have my game cred plucked forever from my wallet by angry entertainment cops, but I liked the movie. Yes it was dumb. Yes it was offensive. And yes, sometimes it just kind of meandered. But this is par for the course for most gonzo flicks. They try so hard that it’s almost impossible for them to work on all levels all the time.
  
So, while the movie won’t likely go down on my list of all time favorites, I thought it was a lot better than I expected it to be and at times was truly funny and biting.
Why did I think I would hate it?
 
Like most game players, I only know about the controversy surrounding Boll rather than have taken the time to actually experience Boll for myself. I know that he makes bad movies about videogames. I know this because I read about it on the Internet. And since I love videogames I am supposed to hate Boll.
What struck me the most after chuckling through his oddball satire and below-the-belt laff factory was that maybe gamers hate Boll not because he screws up videogames but because Boll understands videogames all too well.
 
Whenever the game community decides to mash up the art discussion with the game discussion, we end up talking about the Citizen Kane of games, we point to obscure and moving moments in JRPGs that most people have never heard of and keep talking about Katamari Damacy and  No More Heroes as if these games share a tenth of percent of mainstream of game DNA. And then we have our indies, our precious garage-game builders who apparently have been given the role of aesthetic guardians of the  entire industry.
 
But for most of the world and, frankly, most game players outside the hardcore, videogames are testosterone-driven joy fests hinged on shooting straight and driving fast. Maybe  Postal was absurd, violent and unintentionally surreal, then again, so was Gears of War.
 
Really, Boll’s Postal is a mirror that reflects what games are rather than what they could be.
 
I’m not high-minded about this. I like blowing stuff up as much as the next guy. Games can wallow gloriously in the dumb fun that Boll sees in them as much as they want.  I liked Postal for the same reasons that I actually had fun playing Onechanbara. But if we let bikini-clad zombie-slayers have the final word on fun, then maybe we don’t deserve a vision of the medium any less twisted than the one Boll has immortalized.

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The Games That Time Forgot

The Games That Time Forgot


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