I am sorry to be writing this. All of my attempts to write about
games have been driven by the ambition to write about gameplay. I didn't
want to write about how a game is made or marketed or whether you
should buy it, only about playing it. Now I'm writing about writing
about games. It is a dumb, low-value topic, but I found something even worse that needed a response.
EDIT: Keogh's paper has been moved to this URL.
The Short Version
Brendan
Keogh equates how gamers treat casuals and/or non-gamers in real life to how humans treat
Hollow Children in Binary Domain. There's no particular reason to make
this comparison, he just does. He also takes for granted a gamer/casual
divide that's nowhere near as clear as he imagines — the same person
can play Starcraft 2 as a hardcore and Mortal Kombat X as a casual, and
different Starcraft 2 players will have different ideas of the threshold
between hardcore and casual — and pictures a monolithic gamer attitude
in place of the actual kaleidoscope of communities scattered across the
web and beyond.
The Long Version
"Through the course of Binary Domain's action-packed narrative, it becomes increasingly unclear who is human, who is machine, and who is somewhere in between."
You see it in folklore, in satire, and over and over in science fiction. It's a basic human anxiety, and its presence in Binary Domain's story is comparable to its presence in a film's story, but Keogh is going to use it as "evidence" that gamers are exclusionary.
"our everyday experiences are so ubiquitously augmented by technologies — even the act of playing Binary Domain by coupling with a virtual character through a videogame controller challenges any clear distinction between human and machine."
This is no more remarkable a
human/machine interface than Keogh "coupling with" a virtual cursor to
type this sentence into a word processor running on a personal computer.
As he says, consumer electronics are commonplace. Their presence
doesn't convey a special message. Keogh concedes this, but is trying to
have his cake and eat it too by going on to exploit the unearned
mystique of cybernetics and the unjustified social stigma of gamers.
I
have to digress on my view of cybernetics. "Cyborg" suggests a very
specific image in the narrow sense: someone with a robot arm, or an
implanted device that allows for direct connection of the brain to an
electronic interface. To me this is not especially unprecedented —
humans have been using tools as body parts for a long time, starting
with the clothing that allowed them to migrate to colder climates.
(Someone once put it to me this way: "We never evolved out of the
tropics, we just took the tropics with us under our clothes.")
Anybody
who's worn shoes has been physically augmented, and it makes little
difference to me if the shoes are not implants or electronics. Find
yourself without shoes in the middle of a parking lot full of broken
glass, or without glasses when you're trying to read, and see how
lacking you feel. A removable body part can still be a body part. (For
an example closer to popular ideas about cybernetics, consider a
removable, non-electronic prosthetic for a hand or a leg.) If only an
electronic implant counts, there are already pacemakers. If you're not a
cyborg until your abilities are raised beyond human limits, I think we're in that ballpark.
It hasn't
helped that Donna Haraway used the word and the metaphor in an
influential paper. I'm not a feminist or a scholar, but it seems to me
that Haraway's key point was that people are going to use the cultural
resources they find around them for their own ends, and with that I
would agree (for example, Chartists re-using concepts from
Christianity). This has nothing to do, however, with the Robocop idea of
a cyborg as a partially robotic soldier, or with nonhumans appearing
human.
That a game would borrow a widespread and
successful thematic concept from prior media means nothing in
particular. Either a game is primarily a game and only needs to plug in
whatever story works with its gameplay, or a game is primarily a story
and made the same way as other stories in other media. If Binary Domain
was an action movie, would it suggest that moviegoers divide the real
world into human and inhuman based on whether they watch movies?
Amusingly, Keogh is using the contention that gamer media demonstrates
gamer othering to other gamers themselves, and benefiting from the
extent to which this already happens in the academic study of games.
"This paper uses Binary Domain's complex anxieties towards technology as a lens through which to trace the histories of these constitutive modes of identifying with videogames, and to demonstrate the influence they have on shaping videogame forms and audiences"
This
"lens" shit would be more accurately described as blinders. There's
never just one variable in the social sciences (and when there is, it's
poverty). A lens is just an announcement that you have a conclusion
ready to go and will be ignoring anything that doesn't fit it. Oh my
goodness, someone looked through the X lens and saw X. What a feat of
inquiry.
These "complex anxieties toward technology"
don't belong specifically to Binary Domain, or Terminator, or Blade
Runner, or even technology. As discussed above, a non-human passing for
human is a very basic fictional concept, and you can just as easily find
it in Dracula. But as
the user of a lens, Keogh has decided that come hell or high water he
will insist that plot details from Binary Domain have a deep and
specific relevance to gamers as a whole. I could develop an equally
valid and far-reaching conclusion about gamers through the Bubble Bobble
lens (such as "gamers believe their humanity has been lost and they are
now monsters, but can re-earn that lost humanity by helping each other" — this is actually better than Keogh's paper already, although still without foundation and absurdly reductive).
"Sega's Binary Domain"
More
specifically, developed by Sega's internal Yakuza Team, famous for the
Yakuza series. Be aware as Keogh describes the game that it was made by a
well-established Japanese development team.
"What it means to be a 'human' is a notion constantly challenged by the pervasive presence of technology in our everyday lives. Pacemakers, prosthetic limbs, automobiles, GPS, internet connections"
No.
This is not a challenge. A cyborg is augmented but still a human being.
If you seriously think having a car or an internet connection puts your
humanity in question, go revive the Khmer Rouge (although even they
killed people with glasses not due to their augmentation, but because
they were presumed to be intellectuals). If you are suggesting gamers
think this... they don't. People wouldn't embrace electronic
entertainment if they thought they were throwing their humanity away by
doing so.
"To play a videogame is to both expand and constrain bodily ability through technological augmentations (controllers, motion sensors, touchscreens) and to both step into and become part of an integrated circuit of human and nonhuman actors (Giddings and Kennedy 2008)."
The same could
be said for driving a car, but Keogh is not building a negative case
against the character of drivers, only gamers. This also fits poorly
with Keogh's ideas about gamers as "hackers" who prize freedom of
movement, examined below.
"the dominant identities cultivated around the videogame form by marketing and enthusiast press discourses"
This
makes it sound as though gamers are at the intellectual mercy of
outside manipulators. If marketing and the "enthusiast press" were the
last word, there would have been no Gamergate, no Mass Effect 3
complaints, no backlash against Skyrim mods on Steam going commercial,
no widespread suspicion of DLC or anti-preorder sentiment (no,
TotalBiscuit did not start it, although his participation is
appreciated). In fact gamers are very sophisticated about how they
interact with louder voices like press organs and PR campaigns,
spreading messages they agree with and challenging ones they don't. It's
not all one-way tastemaking as Keogh would have you believe.
Gamer
identity has formed in spite of marketing and the so-called enthusiast
press and is the fiercest critic of — and most substantive opposition
to — both.
"empowerment, agency, and choice"
Games
are an interactive medium. If there's nothing to do, or only one thing
to do, or what you do doesn't matter, the game sucks. The interactivity
is the point of the medium, and taking it away is like taking away the
text of a novel or the sound of a song. 4:33 is a gimmick and a blank
book has yet to be written. So of course games are going to be about
giving the player things to do, making those things important to the
game, and offering a choice among things to do and outcomes.
"strong
space marines, efficient racing cars, god-like (and god-eyed)
strategists. Such dominant understandings of how players engage with
videogames see players less as integrated and participatory cyborgs and
more as dominant hackers: using the technology to do what they want it
to do, to make the choices they want to make, to beat the technology, to
win."
This is a fine example of how for
Keogh the cyborg metaphor is a smoke grenade that helpfully blurs
distinctions so he can draw whatever conclusions he wants to draw.
Somehow the concept of a cyborg is not masterful enough — despite being
associated with surpassing human limitations — to be associated with
visibly (and stereotypically) cybernetic cyborgs like Warhammer 40,000's
Space Marines. Instead, Keogh invokes the hacker, conveniently
forgetting that the hacker stereotype includes physical weakness, and he
describes these categories as "masculinist".
This ain't Saudi Arabia. Women can drive cars.
Keogh
has been going on about the close interface connection between gamers
and games, but now he reverses course to say that gamers don't integrate
into gameworlds or participate in them. This is nonsense. "Immersion"
and "viscerality" are highly prized among gamers (although the latter
word has become overused). People want to inhabit gameworlds while
playing, they identify with controllable characters while playing ("I
missed the jump and died"), they develop reflexes and bodies of
knowledge to assist them in playing. They interact. It's an interactive
medium.
There are very clear roles for the "hacker"
archetype around games, but they're not the gamer at large. The hacker
is, in descending order of status, the dev, the modder, the
troubleshooter, and the cheater. But in the ordinary course of play, you
are not a hacker, although you may be playing in the role of one (in
the same way you might play in the role of a racer, a barman, or a
princess).
Gaming is not hacking. Hacking involves
considering the game as code. Gaming involves considering the game as a
representation. The loser in Pong does not think of pixels turning off
at one set of coordinates and on at another, but of the ball getting
past the paddle. The traitor in The Matrix boasts of ignoring
code-as-code and seeing only the intended virtual result; later he
abdicates the hacker role of trying to crash or subvert the Matrix in
favor of living within it on its own terms.
Winning is
not a motivation in itself. If it were, games wouldn't be challenging.
There's a sweet spot where success is possible but not assured. This
sweet spot moves depending on individual skill, genre familiarity,
patience, and so on, and games often offer variable difficulties to
accommodate that. Increasingly, games also offer varying degrees of
completion, with achievements, alternate endings, optional collectibles,
and so on.
Some examples from my own experience:
1.
I started Binary Domain on normal or hard (don't remember), got to a
difficult point, and decided to put it on hold for a while to play other
games. I haven't gotten back to it yet. My main interest in the game
was the chance to see the work of Yakuza Team (which is otherwise a
console-only shop, and I only have a PC). I am not a particular fan of
shooters.
2. I played through Dishonored many times on
the hardest difficulty, experimenting with different playing styles. I
had a great time making it through the game without killing anyone, and
again using only a minimum of the player character's supernatural
powers. These challenges were suggested by the game's Achievement
system; normally Achievements are stupid, but Dishonored uses them
constructively. I enjoy stealth games, freedom of movement through
complex environments, and variety in playing style.
3. I
have not yet finished Spintires, but I am gradually working my way
through every map on the hard difficulty. I've never played a game quite
like this before, and there's also the technical issue of patches
repeatedly breaking previous saved games.
4. I played
Dwarf Fortress back in 2012 and hope to find time to experiment with the
new version soon. The Dwarf Fortress community celebrates the game's
open-ended march to doom with the slogan "Losing is fun!" There is no
victory state, only the further challenges of continued survival. There
have been similar games, often more accessible — a good example is
Tilted Mill's Children of the Nile — but Dwarf Fortress has a unique
approach. Neither I nor anyone else will win at Dwarf Fortress; this story captures
the mood and structure of the game well.
5. I play
Football Manager off and on. This game is wildly popular and its
audience is a unique cross-section of gamers and sports fans. You do not
directly control the players on the field, and nothing you do can
assure that your team will win a game, only make it more likely. There
is no formal difficulty setting of the easy/medium/hard variety, but
which team you're in charge of will determine the nature of the struggle
you face and the resources you can use. There is no final victory here
either; the game can continue forever, presenting you with new
challenges each season.
In short, gamers are playing to
play, not to win. Playing can involve winning but doesn't have to.
Winning plays different roles for different people in different games,
including total absence from entire games. If Keogh was right about a
hacker approach to games, everyone would just cheat, and games without
win conditions wouldn't be popular. Even the top slots of score attack
leaderboards record the "winning" player's score at the time they lost.
"Yet,
with the rise of DIY or 'zinester' games at one end of the game design
spectrum (Anthropy 2012) and casual and mobile games at the other (Juul
2010)"
What on earth is measured along this
spectrum? What quality is it that is exhibited by DIY games the most,
mobile games the least (as if these are necessarily separate
categories), and Keogh's idea of a "gamer" game (Call of Duty, no doubt)
a medium amount?
For that matter, if my examples
didn't make it clear, an individual game can be played with different
levels of casualness. A casual player can stumble their way through a
fighting game's story mode, while a dedicated player can get into the
competitive scene where the challenge level is sky-high. Even the Call
of Duty games that stand for the great gamer boogeyman the ivory tower
wants to kill have casual-friendly single-player campaigns.
"the core 'gamer' identity that values autonomy and mastery"
Gamers
gladly accept restrictions and challenges in games if they enjoy the
result. They may even add restrictions of their own, like the Thief
community's "ghosting," in which levels must be completed without
leaving any lasting trace of the player's passage. Gaming is
entertainment, not Keogh's ideas of a pursuit of supremacy or total
freedom. Dancing on mailboxes doesn't help people dominate World of
Warcraft. Contra Keogh, gamers do participate in games.
"Tomas
forwards technicity to account for the 'different systems of identity
composition' that emerges in 'cyborg-dominated culture'"
But
Keogh said that gamers are hackers, not cyborgs. Now he's bounced back
to cyborgs because words mean whatever he wants them to mean at that
moment.
"Concerns of technicity intersect with concerns of gender, ethnicity, and class"
They
don't have to. Everywhere I see technology breaking these barriers
down, and only people like Keogh building them back up. To hear these
snowflake fucks tell it, Tetris can tell if a white man is playing and
dispense 4x1 blocks accordingly. These are the new segregationists,
flying in the face of everyone else's freewheeling experiences, warning
against "cultural appropriation" and classifying everyone and everything
by race and gender.
The truth is that people on the
internet are interacting all the time across barriers of gender,
ethnicity, and class, even if they don't know it, even if they would
choose not to. The truth is that a global market for entertainment is
growing and nobody has to stay excluded. The truth is that you don't
have to be a man to play Deus Ex, or a woman to play Orcs Must Die 2, or
Chilean to play Abyss Odyssey. It does not and should not matter, but
Brendan Keogh is trying with all his might to make it matter, and to
blame us, the gamers, for it.
While I appreciate the
value of a word for how someone integrates technology into their life,
and the breadth of variations that might encompass, "technicity" is a
trick coinage that smuggles the associations of "ethnicity" into
discussions of technology use. Even if this is one valid consideration
in investigating technology use, it shouldn't be baked right into the
word where it can pass unexamined and never be absent. I can't think of a
good alternative off the top of my head (techation?), but there must be
one.
"Videogames, this paper's analysis will
demonstrate, privilege the hegemonic power of the 'hacker' technicity
that underlines the 'gamer' identity while marginalising those
videogames and their players that value technological engagements beyond
the strictly ludic ones of goal-based mastery and challenge."
"Analysis,"
my ass, more like wild and unfounded speculation in line with Keogh's
personal prejudices against gamers. Nothing is quantified; qualitative
material isn't even consistent.
The most generous
reading of this passage is that people who can make videogames
("hackers") get to make videogames ("hegemony") because they can make
videogames ("privilege"). Well no shit. Yes you need to have some level
of what might be described as "hacker" skills to make a game. That level
isn't always high, but it's not zero; even tools like Twine and RPG
Maker can be difficult to learn from scratch. This is an ace use of
social justice language to make the obvious sound like oppression
("axe-having privileges axe-havers over woodcutting"), but if people
want to make games, of course they will have to learn how.
You
don't need to make games to play them, though. Personally, I don't
think I have what it takes to learn game development, but I still enjoy
playing games — which, as I have established, is not a "hacker"
activity. I am an example of a gamer who doesn't need or pursue
significant "hacker" skills. Anybody reading this on a computer or
smartphone can do the same if playing games interests them. It's a very
open medium and it doesn't require any social capital to experiment
with. You don't need to join a bowling team or get a corporate sponsor.
There are enough good free games that if you have the hardware, you
don't even need to make further purchases, although depending on your
tastes you may want to.
"The past five years
has seen the emergence of a variety of videogames that conflict with
traditional modes of understanding the videogame form"
Or
rather, in the past five years a group of people wanting to steal
credit for the idea of subversive experiments about games has formed.
But there
is precedent.
"This squadmate,
ironically, suggests that the assemblage of flesh and machine that
allows the character to perform so admirably (playable character,
virtual camera, and a corporeal player entangled with videogame
hardware) might be a cyborg."
Surely
torpedoing Keogh's notion that gamers are hackers and not cyborgs
because they are good at games. Or no, actually Keogh does not address
how this contradicts that. Like I said, the qualitative isn't
consistent. "Cyborg" can be applied to one set of things in one place
and another in another.
"Binary Domain aligns itself with a long lineage of science fiction works in a variety of genres."
Finally
Keogh acknowledges that Binary Domain is using familiar ideas and not
something unique to games, but he doesn't get to the point of comparing
Binary Domain's use of these plot elements and what he's using that to
say about gamers with — for example — Blade Runner's plot and what
he's not using that to say about film audiences. Gamers are singled out
for vilification over a common thread that runs through games and
non-games alike.
"how videogames, from the start, became naturalised as masculinist"
The
earliest games were part of a very different environment, particularly
in terms of who had access to hardware that could run games. That age is
over. I know who's interpreting games as male now, and it's Keogh. If
you are not a man, and you want to try playing a game, go ahead. This
will not cause you to become a man. I'm not a gender essentialist and
neither are games. Nobody is standing in your way on your gender's
account, much as Keogh would like that.
"The focus on player agency that potentially prevents videogames being evaluated as texts"
Keogh
invokes this in a list of supposed hacker-isms of gaming, but it's more
interesting as a stumbling block for someone like Keogh who wants to
evaluate games as texts. It's true that many games have stories, and in
some games story seems to be primary, but as someone curtly described it
on a forum once, "gameplay is what games a game a game." The important
stories about games, the game-specific kind of stories, are the ones
that are created during play. A game can include a conventional story in
the same way a game's art assets can include a painting and its
soundtrack can include a song, but it is the game itself, what is
played, what the player can do, that is the game.
This
attitude is not unique to (video) games; it's also a popular issue in
pen-and-paper role-playing games, where players complain about lack of
choice ("railroading") if they encounter it, and the wide-open nature of
the medium's ability to respond to player involvement is seen as a
great strength.
"the celebratory tone often invoked when discussing corporate technological advances"
Again,
not unique to games at all. We live in a capitalist society and
corporations are how much of our resource use is organized. It is only
natural that the things around us should be created by capitalist
structures, even if we don't like capitalism. Similarly, the dissident
in the USSR might duplicate forbidden literature on a state-owned
mimeograph machine made in a state-owned factory, and travel by
state-operated bus to distribute it, but that isn't the dissident's
endorsement of the system being protested, merely his presence in it.
People use the cultural tools available to them for their own ends.
Gamers are going to be interested in games whether they're released by
Ubisoft or the Politburo Subsidiary Council for Virtual Jumping and
Stabbing.
"user-generated content such as mods as somehow more liberating than conventional videogame play"
I
don't think anyone would argue that this is uniformly true, or that the
specific advantage of mods is that they are "liberating." (After all,
isn't the ultimate "liberation" to simply stop playing?) Mods can be
great, though, and part of that is that they don't have to answer to
corporate masters. A big expensive game has a rigidly timetabled
development cycle (that falls out of its timetable repeatedly before
it's done), and after a certain point a game is probably not going to
get any more updates, but modders can toil for years after release on an
ever more polished and rich mod like Silent Hunter 3's Grey Wolves. A
major company may have its hands tied by quirks of the market, like the
prudery that left clothes on people in Skyrim even after their last
articles of clothing were removed, but modders swept in and made things
like Schlongs of Skyrim, a surprisingly detailed male nudity package.
It's funny that in one set of commas Keogh associates corporate
development with his "hacker" villain, and in the next he puts
non-corporate development right alongside it.
"This
is often explicitly gendered, too, such as Aarseth's (2004) comment
that what Lara Croft's body in Tomb Raider looks like matters far less
than what he can do with it, privileging the agency and actions of the
player in a computational system over the gendered representational
strategies of the videogame."
Aarseth says
Lara Croft's gendering isn't enforced on the player. Keogh takes this to
mean games are more gendered, not less. Or is he assigning a male
gender to player action and a female gender to game setting? Either way
this is stupid. Tomb Raider was never intended to require a particular
player gender, and it doesn't.
"Just as the
hacker is concerned with mastering complicated systems and ultimately
beating the form of the computer, so too is the gamer concerned with
mastering complicated systems of mechanics and ultimately beating the
form of the videogame."
I could just as
easily say that the cyborg is concerned with self-augmenting, becoming
more effective, and adapting to more challenging situations.
"Writing in 2002 to defend the oft-dismissed videogame cut-scene"
Not
that anyone should. Cutscenes are ungame smuggled into games. Gamers
will accept some restriction as part of a game system, but balk at the
total restriction cutscenes impose. Want a cutscene? See a movie.
Stopping a game to show the player a cutscene is like stopping a movie
to show the audience a sculpture. (Art students, please do not steal
this idea and pretend it's good.)
"Klevjer
explicitly claims ludology to be 'partly rooted in the dark arcade of
the late 70's and early 80's, partly rooted in hacker culture'(193).
That the study of videogames in many institutions still finds an uneasy
home between humanities and computer engineering departments points
towards the everydayness of these tensions."
In
academia, maybe, where people hate games and gamers and constantly try
to tar them with whatever negative label they can find or invent. In the
industry the art and the craft of games* seem to be working pretty well
together, and gamers experience them combined.
* I'm
not entirely happy with this phrase, but you know what I mean and it's
terse. Don't mine it too deeply for implications about what is an art
and what is a craft; they aren't intended.
Keogh could
stand to explain this supposed tension between arcade culture and hacker
culture. Which group is it that supports cutscenes? I didn't put my
quarter down to watch someone else's story, but Keogh's win-at-all-costs
hackers wouldn't either. You can't win a cutscene. I guess QTEs have
been trying to change that, but the trouble with QTEs gets back to
agency, choice, and consequences — if there's only one option, it's not
much of a game. A good game waits in suspense for the player, because
it cannot predict what happens after the player's involvement, because
the player's involvement makes a difference.
"As
a consequence of its historical construction as masculine and its
alignment with the hacker technicity that favours technological
competency, mechanistic virtuosity, and systems literacy, discourses
around videogames (both scholarly and popular) have produced what Dovey
and Kennedy note is "an 'ideal' player subject that is naturalized as
'white', 'male' and 'heterosexual'""
None of
this is stopping you if you happen not to be those three things or have
those three aptitudes. My "technological competency" is low, and my
"mechanistic virtuosity" and "systems literacy" vary a great deal from
game to game and are typically unexceptional. In a multiplayer game,
people aren't likely to be able to tell how straight or white or male I
am, and in a single-player game (which I strongly prefer), there's
nobody but me around to care.
Again: there is no social
barrier. You do not have to make friends with any particular kind of
people to start playing games. You can probably find a gaming subculture
that you will fit into. If you want to play a game with friends, all
you need is interested friends. You might meet new people in a game who
don't like you, but that's just people being people. Games themselves
don't even know how to socially exclude you.
"Dan is an archetypical white, heterosexual, macho American male"
Remember,
this is the work of a Japanese developer. The game takes place in a
half-ruined, dystopian, post-apocalyptic Japan, and the main characters
are an international military squad — foreigners. Japan's history
includes an American military occupation, so a foreign soldier character
being American makes sense. By analogy, an American-developed Binary
Domain could have taken place in a half-ruined, dystopian,
post-apocalyptic United States, with the international special forces
squad led by someone English. Playing as an American character isn't
stopping Japanese audiences from enjoying Binary Domain any more than
playing as a Japanese character is stopping American audiences from
enjoying the Yakuza games.
(What really annoyed me
about being stuck playing as Dan is that his primary weapon, an assault
rifle, is general-purpose and rather generic. I had initially assumed
you could switch between characters in the squad, and I wanted to try
out their greater variety of weapons, but was disappointed to find that
you cannot do this. My expectations may have been influenced by killer7,
another Japanese game with a playable white man named Dan — in that
game, there are several playable characters.)
"Rust Crew squadmate Faye Lee is a stereotypical, quiet, and slim"
Why, oh why, didn't they send the fat special forces team?
"not that Faye is a robot (a reveal that both Dan and the player come to expect)"
Shit, I was sure Dan would be a robot. At least Cain is probably a robot.
The
way Keogh frames this, you'd think the moral of the story is that
robots can't be tolerated and Faye gets killed right away, but from what
I hear the player character takes Faye's side and protects her from
anti-robot violence. It's also worth noting that one of the squad
members in the game is openly a robot. My understanding is that while
the New Geneva Convention and the Rust Crew's mission are pretty
robot-negative, the real antagonist is whatever malign power controls
the network of renegade robots and can activate the Hollow Children as
sleeper agents. They play the death of the Hollow Child in the
underground market as tragedy, or at least that's how I interpreted it.
Just because there are characters in a story advocating the destruction
of all robots doesn't mean that's the story's overall message.
"The
hybrid people suggest, further, that despite being constituted solely
by organic material, you may also be, simultaneously, a product of flesh
and machine — an everyday cyborg."
I'll go a
step beyond that — mechanized agriculture makes global population on
the current scale possible, so we're all in a sense cyborg-born.
"Where
the hacker strives for autonomy and dominance over the machine, the
cyborg embraces the fact it is always already in part shaped and
mediated by the machines it integrates with."
So
in the hacker mode people might mod, cheat, code, configure, optimize,
etc., but it's in the cyborg mode that people work with what's there,
entering the deliberately unfinished experience of a game, accepting its
restrictions and learning its rules, and becoming the element that
completes it.
"takes as inherent those values in videogame marketing and design that are simply a dominant norm"
Once
again gamer culture is described as top-down and bottom-up elements are
ignored. No medium has the kind of feedback that games do.
"Dear
Esther and Gone Home are exemplary of nascent modes of videogame design
that do not offer the pleasure of mastery and control"
No,
Dear Esther and Gone Home are examples of people trying to shoehorn
their art projects into the game label just because they run on
computers. Being in the Unreal Engine doesn't automatically make
something a game (I believe Dear Esther was Source and Gone Home was
Unity, but the point stands).
This gets into a debate
people have about terminology, and this is not the only place I've seen
it. In the pen-and-paper RPG world, from time to time there are
arguments over whether something like Fiasco is an RPG. The subtext
always seems to be that either it's good and an RPG, or it's bad and not
an RPG. Advocates are really married to pushing it into that existing
category, but I always wonder, what if it's good (Fiasco is good, by the
way, if you enjoy making up stories with your friends), but we should
find a new word for what it is?
I may or may not start a
Twine project in the future; I've resisted calling it a game because
it's not really what I would expect of a game. Instead, I describe it as
an "adventure," after the Choose Your Own Adventure books that resemble
the talk-tree structure of Twine. Similarly, I often see people adhere
to a (mostly tacit) distinction between visual novels and games, and an
explicit one between kinetic novels (with no choices at all) and visual
novels (with at least some choices). Calling it not a game doesn't mean
that it is necessarily bad, although as my first attempt it probably
will be. But it is okay for something not to be a game. I'm reading
China Mieville's The Scar right now, and if I had to evaluate it as a
game, it would be absurd — no interactivity beyond turning the pages.
But if I am free to consider it as what it is, which is not a game, it's
a great novel and I will be pushing it on people later.
I
haven't had positive experiences with what we might call "disputed
games" yet, but that doesn't mean they're necessarily bad. This does not
make them games, though. Uncharitably, I would say people want to hitch
their wagons to a star, but the star does not shine for wagons. They
want to tear the star down from the sky and harness it to their wagons,
but the star shines on regardless. They tell us not to look at that
star, but we'll still take our bearings by it. These people need to
build their own star where they are and let it be that star which pulls
those wagons.
Every new word is dumb to start with, and
only takes on the characteristics of what it describes in retrospect.
I've listened to hundreds of podcast episodes and never owned an ipod.
So this is going to sound stupid and insulting and like I am trying to
cheat disputed games out of their precious, value-conferring gameness,
but let me suggest "lectro," for "electronic exhibit." This is a big
potential category and a lot of it already exists. Any
computer-incorporating museum and gallery displays qualify. You don't
need any particular level of freedom or interactivity, and certainly not
of challenge. The Path has been called a shitty game, but if you want
to call it a shitty lectro, you'll have to consider it on the merits
it's actually trying to have, not the things that set it apart from
being a game. If you'd never seen a cat before, and your dog gave birth
to a cat, you'd see catness as a horrifying birth defect. Approach
things in their own categories rather than trying to make a square peg
fit in a round hole.
I've got pretty high praise for a
couple of lectros. Stellarium displays the sky at any given time and
place, calculating the movements of the stars. Only useful in a narrow
range of situations, certainly not a game, but it's really cool and
worth messing around with. Similarly, Universe Sandbox simulates the
motion of celestial bodies, and you can edit things freely, seeing what
might happen if the moon and Jupiter switched places. Some people have
already thought about gravity and orbits this way; my own understanding
was limited and this added some color to it. As games these things are
strangely crippled and lacking. As lectros they are whole.
"Casual games, such as Candy Crush Saga (King 2012) or Kim Kardashian: Hollywood"
I think this video is a strong case against the latter.
I
generally avoid games which have microtransactions for a reason that
will doubtless be called "masculinist" on some pretext or other: I don't
like it when gameplay is tangled directly in real-world purchasing
decisions. It takes me right out of enjoying a game to consider whether I
want to use my own actual money to make a purchase, and these games are
deliberately designed to bring the player to that crossroads early and
often. People complaining about AAA games often target their
consumerism, but in a F2P game you are still performing your actual,
real-world, own-self consumerism inside the game. I see gaming as an
escape and F2P makes things I'm trying to escape follow me.
"the
freedom of movement taken for granted by players in many blockbuster
games closely parallels the freedom of social movement possessed by the
predominately white, straight, and male creators of those
games."
I guess there was no freedom of
movement in the works of Dani
Bunten or Roberta
Williams. This might be the most strained metaphor in this
entire piece, and yes, I'm including gamer-as-noncyborg.
I'm
going to lay down a suggestion here that I think ought to bind
everyone: don't judge the creator's demographic categories, judge the
work. No one should imagine that they are passing their race or gender
on to the games they make, making "white games" or "male games." If I
get a chance to play your game, I don't need to check your race before I
decide if I like it.
"Mainichi (Brice 2012)"
Trust
Keogh to plug this
game. Brice, by the way, has a Patreon funding what she calls
"Death to Video Games."
"This is perhaps most
relevant of all to the renaissance of interactive fiction games seen
through the development software Twine"
"Interactive
fiction" is another good term for what I've been calling "adventures"
and "visual novels." But it's no coincidence this genre had a long
drought. As games developed, text adventures seemed more and more like
mere puzzles, where the goal was to try every possible action in the
hopes of stumbling on the one correct action the creator had
predetermined, and the parser was more obstacle than interface.
Point-and-click adventures suffered from some of the same problems, and
also some new ones (like "pixel hunting").
"The
domination and mastery of the hacker requires machine-like ability,
while the cyborg exists, has always existed, in a direct relationship to
the hacker from its inception."
Or the "hacker" is at least equally well described as a "cyborg" and Keogh has been saying nothing all along.
"the
metaphor of cyborgism to explain the playable character's improbable
and exceptional physical strength and dominance in the world."
Keogh
struggles to present cyborgs as a universal game symbol here, when the
real widespread phenomenon being observed is that player characters get
powers. These powers are as likely to be explained by magic or
preternatural skill as by technology, and even in the case of
technology, they're as able to be equipment as implants. The rise of
"RPG elements" has made a gradually unlocking tree of powers standard in
games, allowing players to flexibly tailor the options available to
them ingame. To his credit, Keogh acknowledges that his "cyborgs" can be
magical, but this broadens the term to uselessness. It's supposed to
simultaneously mean Robocop-style cyborg soldiers, nonhumans passing for
human, avant-garde techno-feminism, anti-gamerness, anti-hackerness,
and now any sort of "augmentation" from "powerful potions" to "an elven
wraith."
"when Galloway claims that 'no
gameplay is actually happening' at the moment the player stands on a
virtual streetcorner to watch the sunset"
This
is a fair point as far as it goes. Player inaction can be part of
gameplay. This is often the case in stealth games, where the player may
wait for an opportune gap in guard patrols before moving.
"It
allows for understandings such as Golding's (2013) that see the player
as navigating from within, rather than configuring from above, not
unlike Haraway's feminist objectivity that insists we always see from
somewhere (1988, 882)."
Keogh is way behind
hardcore gamers here; there's a common feeling that it is somehow better
to figure out a game yourself than go outside of it to consult a
strategy guide, FAQ, external map, etc. That said, I think the validity
of both approaches should be recognized, and it's about what the player
personally wants at the moment. There have been many times I've relied
on maps to find those last few collectibles, but also other times where
I've continued experimenting on my own when stuck rather than see how
other people did it.
"point towards how 'human' is a socially constructed concept with fluid but constantly policed borders."
A
better comparison would be the boundary between song and spoken-word,
or short story and novella, or movie and short. This is especially true
as a common objection to what I earlier called "disputed games" is their
length (often length vs. cost).
"no argument for either as 'wrong' or less accurate"
Fucking
lies, this paper is completely anti-gamer. I don't exclude women,
couldn't if I wanted to, enjoy games regardless of whether the people
who created them or the characters within them match my own gender and
ethnicity, and if I don't think a disputed game is a game, I'm perfectly
willing to let it be an undisputed something else. I go from casual to
hardcore myself from game to game, even session to session and ingame
goal to ingame goal. We are all cyborgs, or none of us are.
I am a gamer. Stop smearing me.
Edited 06/13/15 to provide the new URL of Keogh's paper.
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