Verbing Stories (Working Title)

15Oct/090

A Q-tip By Any Other Name…

Bah. Like what a sheep does.
I make this noise because I just discarded about a page of notes and writings on the wrong subject. I was over-reaching myself, and that's not something I'm supposed to do on this blog.

Following my last post, the question I really want to be asking and exploring is “what is a video game.” I feel the need to answer this question because I made the claim that video games are the youngest artistic media the human race has yet come up with and that we haven't any good way talking about them. To prove true the first half of that recapitulation, I would have to define what a video game is, so that I could continue to describe how it is unique. These are a couple of really major sticking points here, so I'm going to shut up about this now and move on.

What I really need to talk about is the later portion of my claim, the part that deals with us not being able to talk about the games that we know are of the 'video' variety and are already out there.

According to wikipedia (all hail), video games can be broken down into three types and seven genres.
There are casual game, core game and serious game types which contain games that may be called Action games, Action-Adventure games, Adventure games, Role-Playing games, Simulations, Sports games or Strategy games. I believe this to be a quite silly method of breaking down video games.

Granted, this is only a brief summery of the major categories lain out by wikipedia, other 'notable' genres include party (Mario Party 8, perhaps?), Music (Guitar Hero), and puzzle (Tetris?). Still, I do not feel that these ten designations are adequate to describe the complexity verging on modern video games.
We all know what film noir is. When I say that the Maltese Falcon was the first Noir film, we all know what kind of movie it's going to be. We know the trends, we know what to expect. When I say Jonathan Blow's Braid is a Platformer – well, Naughty Dog's Jak and Daxter is also a Platformer, isn't it? Epic's Unreal Tournament 3 is a First Person Shooter. What about Valve's Portal, or Looking Glass' Thief: the Dark Project? Both are First-Peron. And have Shooting.

I just don't feel that calling Daisuke Amaya's Cave Story a Platforming-Shoot'em'up does any justice to the title. We can do better, and I intend to figure out how.

Following this update will hopefully flow a torrent of titles tagged with relevant buzzwords. Hopefully meaningful and stable patters will emerge from this aggregation of distinction and perhaps grow into something akin to an collection of video game genres. Fingers crossed.

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7Oct/090

Understanding

Video games have a long and rich history. By “Long,” I mean somewhere between 62 and 48 years (depending on your definition of “game”), and by “Rich,” I mean the fastest growing sector of the entertainment industry. That right there, kids, is what we in the business call “Irony.”
Jokes aside.

Video games are the youngest and (this is an unrelated note) the least understood of any artistic media.

So yeah.
That's probably wrong. For so many reasons.
First (and most annoyingly), are video games really art? Art that matters, anyway. If a Campbell's soup can can be “art,” anything can be “art” in that “low” sense, right (you can thank Roger Ebert for that gem)? And are they really the youngest? Surely we must have come up with something separate from all these other technological media in the last half-century (I'm actually curious about this. Responses welcome). Next, what's all that about video games not being understood? There have been articles published in major academic journals about the subject. There are dozens, if not a hundred, conventions on games every year. There are even colleges devoted solely to the training of the next generation of game designers.
So somebody prove me otherwise.
Someone. Turn that big angry statement up there against me. Convince me it's wrong. Tell me how video games work. How they engage their audience, why some of them make me think. Tell me how their stories hold together while I'm running around collecting a bunch of golden spiders (or whatever). Tell me where the fourth wall stands. Where it breaks, who put it there. Tell me why Half Life 2 is a better game than Blood Rayne. Tell me why I like looking at Shadow of the Colossus so damn much. Tell me what kind of video game the last one you've played is.
And don't take a leaf out of my book and be an ironic asshole about it. Be concise. Make me understand.
Can you do that?

I brought up a number of really big point in this post, more than I really intended to touch on. They're all points I aim to take a close look at, nail down and understand. Someday. Today's not that day, though. The point I really wanted to make cropped up very late in that little tirade and concerns the way in which “professionals” talk about video games; how–maybe how well, video games are actually understood. As you already saw, I posit they're not.
One of my professors went on this fun little rant about paradigms earlier this semester, how sciences (and some arts) start off not even having one. That's where I think we're standing now, with video games. We don't have a modern, codified or even genuinely intelligent way of talking about video games. And I think that's bad.
The word 'jargon' has a lot of pejorative sentiments surrounding it, for good reason. Every time something is made more specific, it is made, by definition, less inclusive. But that's the way today's world of economic specificity needs to be. Dentists don't need to know what the difference between TIG and MIG welding is. But welders do. For the study of video games to progress in any meaningful way, I feel that a jargon needs to be built up around the industry. Video game researchers and developers need a way of talking about video games, so we can really start talking video games.

More on this soon.

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20Sep/090

Wispering into the Void…

Well.
This is the first genuine post to my blog. I hope many more, and many better, will follow. At this point there is very little to blog about, save the blog itself, so, here goes.
At the moment of my writing this, the About page (link above) has everything you need to know about this place but, for the sake of perpetuity and redundancy, I'll give a brief rundown on what's on the up and up here.
Verbing Stories (working title) is going to be my house and home for a good portion of presented works for a couple of year-long independent studies I'm doing here at Allegheny College.

With Matt Jadud, I'm looking into a number of Game Development tools, how they might impact the industry (or at least me in my attempts to mimic said industry in this upcoming year), and how they might impact education in some small way. At the moment, I'm trying to find an academic footing in the world of video games while keeping up with my work here at the college, so if you know of any good video game scholars, shoot their name my way, eh? Also, I'm trying to get the ball rolling on procuring some funding for the acquisition of an XBox and it's own little coding language, Kodu. I'm very curious to see what Kodu has in store for Matt and me. These video games where the point is to make video games have always struck a chord with me, but I'm very worried about the apparent lack of original art content in Kodu. That's not to say that all of the actors in Kodu are clip-art stolen from the internets, I mean that I don't see how I'll be able to insert my own art into a video game where the entirety of my creative input has been filtered through an XBox controller. Art isn't the only thing that makes a video game, I know full well, and I don't need to see any more graish-brown monkey-shooters, but I'm still a little hesitant to limit my protagonists to fish, turtles or flying saucers...

The other project I'm working on is, simply put, the production of a two-episode comic book. A fellow student and friend of mine, Kathrine Murphy (for she is magic), has been letting a fantasy world of hers grow a little too large of late, and she's asked me to help her realize it in some small way. We're going to be telling a brief story about a child named Calvin McGray in two 25-page (give or take) books, one slated to be done by the end of this semester, the second by the end of our senior year here at Allegheny. She's going to be focusing on the writing of this piece, and I'm going to be putting the pen down for all the art but we're both interested in the others' half of comic book-creation so I'm really excited to see what we'll get done when we really start to collaborate. With the help of our good friend and professor Richard Schindler, I think it'll be something worth reading, at least. I'll be throwing concept sketches up here as they come, as well as a little two page short Kat and I are pushing out in the next couple of weeks for a club we're both a part of.

As links come, for Kat's blog, for an aggregate site for Calvin, for a webpage of Comics Club, for whatever else that interests me and can be justified tangentially related, I'll be sure to throw them on up here.

I've been using the word 'tangentially' a lot. Maybe I should stop devaluing it...

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