Showing posts with label Games. Show all posts
Showing posts with label Games. Show all posts

Monday, October 28, 2013

Game On 2.0 Exhibition at the Museum of Technical Science Stockholm


The exhibition Game On 2.0 is organized by the Barbican Center in London and opened last Friday at the National Museum of Science and Technology in Stockholm. I experienced it today, moving through more than 100 playable games on consoles, handhelds, arcade boxes and personal computers from the past 50 years of interactive computer games.



GAME ON 2.0 - Ontario Science Centre Exhibition from CNW on Vimeo.

Highlights of Game On 2.0 include an original 'Computer Space' by Nutting Associates (1971) captured in this video of actual play.

 

I was very impressed by the audio used in Computer Space. Computer Space was the world's first commercially sold coin-operated video game and video game system of any kind (predating magnovox odyssey) It's the first coin-operated arcade game to use a video display to generate graphics via video signal (predating Magnovox Odyssey). It was built by Nolan Bushnell (a founder of Atari and Chuck E' Cheese).



Also featuring in the exhibtion is a Magnavox Odyssey, the world's first commercial home video game console. It was first demonstrated in April 1972 and released in August of that year, predating the Atari Pong home consoles by three years. It is a digital video game console, though is often mistakenly believed to be analog, due to misunderstanding of its hardware design. The Odyssey lacked sound. 

Here are a few detail shots of the Odyssey from the one on show in the exhibition.




The following are two examples of Computer Space (1971) in original green and ruby arcade cabinets. Each stand almost 2 meters tall and has an other-worldly feel to them. But I suppose that was the idea back in the day.



Of course as everyone knows, the first real computer game was Spacewar, which Computer Space was based on. This is acknowledges in the exhibition:


 Some of the oldest games in the exhibition are handhelds. 



The other outstanding feature of the Game On 2.0 exhibition are the sketches, models and drawings from some of the biggest games ever made.










Finally, another highlight I want to mention here from Game On 2.0 is a simple piece of nostalgia. It is Galaga in an original arcade cabinet. I played Galaga at skate rinks, shopping arcades, as well as in bus stations as my parents dragged my brother, sister and I around Greece and Turkey on a 6 month hippie odyssey in 1982. Suddenly in the National Museum of Science and Technology in Stockholm I was 13 years old again as I assumed the rapid fire hunched posture I knew all those years ago. This time my two sons were beside me, and we each played a round of Galaga. It was a magic moment.



The Game On 2.0 exhibition runs from 25 October 2013 – 27 April 2014 at the National Museum of Science and Technology in Stockholm. Take the Bus 69 to Museiparken from the stop near Sergels Torg oppostite the Åhlens. I recommend it to all, and plan to return myself. It is a popular account of computer games that avoids any difficulties or the darker sides of gaming. I noticed the absence of the Wolfenstein games, but due to the Nazi imagery maybe this was too difficult.

Be warned that at high demand times (like now) you buy a 50 minute slot of time at the exhibition. These have to be booked once you have purchased your tickets. The staff say this may change later in the year, but it depends on how demand goes. Fifty minutes is not enough to see the whole exhibition. The rooms are not that large and they are filled with games. I could have easily spent 4 hours there.



Monday, June 24, 2013

Game Tour #1 - The Rome of Assassin's Creed Brotherhood


Assassin's Creed Brotherhood - The Game vs Real Photos - Part 1


Assassin's Creed Brotherhood - The Game vs Real Photos - Part 2


In two days I will be traveling to Rome to spend some time wandering around the city with my son. One of the things we are going to do there is seek out the places featured in Assassin's Creed Brotherhood.

Assassin's Creed: Brotherhood is a 2010 action-adventure stealth video game developed by Ubisoft Montreal and published by Ubisoft for PlayStation 3 and Xbox 360. It is the third major installment in the Assassin's Creed series, a direct sequel to 2009's Assassin's Creed II, and the second chapter in the 'Ezio trilogy'. The game was released worldwide for PlayStation 3 and Xbox 360, beginning in North America on November 16, 2010. It was later released for Microsoft Windows in March 2011, followed by an OS X version in May 2011.

The story is set in a fictional history of real world events set in two time periods, the 16th and 21st centuries. The main portion of Assassin's Creed: Brotherhood takes place immediately after the plot of Assassin's Creed II, featuring 16th-century Assassin Ezio Auditore da Firenze in Italy and his quest to restore the Assassin order, and destroy his enemies: the Borgia family. Intersecting with these historical events are the modern day activities of series protagonist Desmond Miles, who relives his ancestor Ezio's memories to find a way to fight against the Assassins' enemies, the Templars, and to prevent the 2012 apocalypse.

Assassin's Creed: Brotherhood is set in an open world and presented from the third-person perspective with a primary focus on using Desmond and Ezio's combat and stealth abilities to eliminate targets and explore the environment. Ezio is able to freely explore 16th-century Rome to complete side missions away from the primary storyline. The game introduced a multiplayer component to the series, portrayed as a Templar training program.
Locations in Assassin's Creed Brotherhood include the Pantheon, the Colosseum, the Passetto di Borgo, the Castel Sant'Angelo and the Cappella Sistina.

 
Tempio di Saturno – the Temple of Saturn, which is present in Assassin’s Creed: Brotherhood 

Outside of the Colosseum in Assassin’s Creed: Brotherhood

The Catacombs
Ezio in the Catacombe di Roma


The Pantheon in Assassin’s Creed: Brotherhood

The original pantheon was built to honour the ancient Roman gods. Literally, it means 'temple of all the gods'. It was, however, destroyed by a huge fire and a new one built in its place approximately 50 years later. It is unknown exactly what the new building was used for, but it was converted to a Christian church in medieval times. This probably accounts for why it is so well preserved. Unlike other buildings from this time, the Pantheon was kept up by the church. It has since been used as a tomb, and many famous people were buried there such as Raphael. It continues to be used as a church to this day, with masses still held regularly.

A Follower of Romulus from Assassin's Creed and the Tempio di Romolo (the Temple of Romulus)

The Piazza del Popolo in Assassin’s Creed: Brotherhood

Piazza del Popolo

"Nothing is True. Everything is Permitted"

Saturday, April 13, 2013

Ann Pendleton-Jullian "Design Through Gaming"



Architects and designers of buildings, cities and landscapes- or systems and institutions even- work within physical and cultural sites in which value and meaning exist as embedded entities. As embedded entities, they are manifest in matter (material and the form it takes) and energy (systems of interaction and exchange of people, things, information), both of which may already be in play or exist as potential. To realize that which is potential within a complex and changing system of meaning, material, and exchange requires the ability to approach the problem as an interconnected fabric of definitions, frames, constraints, and opportunities, and to work (or play) within this fabric, making meaningful form emerge.
About Ann: Ann Pendleton-Jullian is an architect, educator, and writer of international standing. Her design work negotiates the overlap between architecture, landscape, culture, and technology. Her work is motivated towards internationalism as both a concept and a reality.

Friday, September 14, 2012

Inside Assassin's Creed III


Part One

Documentary on the making of Assassin's Creed II, due for release 31st October 2012. I find the technology, historical revision ("the founding fathers were bad assess") and the visual spectacle totally fascinating. I look forward to this game very much.


The second episode in this four part series focuses on the combat, weapons and tactics of Assassin's Creed III. Discover the brutal realities of warfare during the American Revolution and find out why the guerilla tactics used by the Americans would turn the tides of war. Finally, uncover the real world inspiration and gameplay innovation behind Connor's all-new weaponry and combat system.


Part Three is a developer diary for Assassin's Creed III, which focuses on the hero behind the war.


This new dev diary video named "America, by Land and Sea" showcases environments, weather system, crowd and animal AI.

Sunday, May 13, 2012

Assassin's Creed III Game Footage

We are looking forward to Assassin's Creed III with much anticipation. Judging by this alpha game visuals the graphics and physics promise an advanced experience. The story is also very strong. It comes out in October 2012.

Tuesday, September 20, 2011

Gamification: Know Thy Enemy


'Gamification' has entered my life world (to use the parlance of the practitioners) several times recently. I was so struck by the latest prick of Gamification this evening that I spent some time thinking about it. I Googled and watched a video where a follower presented her vision of a world explained through: “the use of game play mechanics for non-game applications (also known as “funware”)"

Gamification offers a form of aesthetics that anchors beauty and taste within a dialectic of thesis-antithesis-synthesis. In gamification there is the dialectic cycle of life-play-completion. Combined with this structure is the supposed 'revolution' of transmediality. "A transmedia story unfolds across multiple media platforms, with each new text making a distinctive and valuable contribution to the whole." (Henry Jenkins, "Searching for the Origami Unicorn"). Transmediality is a revolution within the appropriating culture that destroyed the earth mounds of the Americas, the barrows, earthworks, stone circles and cromlechs of Western Europe, the sonic ball-courts of the Maya and the Borra rings of Australia. In these contexts, the play/story dialectic is meaningless. In the enacting of myth in ancient ritual space and the place of meaning opens up before the initiated (i.e. the literate) in the embodiment of their socialized being. As the French Symbolist poet Arthur Rimbaud said, "The whites are landing. Cannon! We have to submit to baptism, clothes, work. I've received the coup de grâce to my heart." (A Season in Hell).

Avoidance of gamification offers us the space of play and the control of place. We are instead living the story rather than playing the game. A game is a set of rules and a goal at its bare minimum. It may require a story but it is not a necessity. The game becomes the manual for action and understanding for the collective of players. It claims space and anything that follows its rules and moves through that space is made part of the game. ‘Gamification’ – game-ifying life, just commodifies the dream once more. Smooth space is striated and ordered according to the game. Games can be revolutionary, educational, violent, cathartic, even spiritual. But the gamification of life is not about the seriousness of games. It is about 'funware'. Consuming your way to a shallow happiness. Ian Bogost sums it up very well with "Gamification is bullshit".

Friday, February 25, 2011

Virtual reality needs real writers



So why do so few writers from other mediums take on gaming? And why is most of the writing in computer games – as even the ardent gameheads in the Game Theory Online film say openly – so bad? Part of the problem is clearly to do with priorities. As the game writer and former critic Rhianna Pratchett says in the film: "Story is often the last thing thought about and the first thing pulled apart." So much effort goes into making spectacular worlds, tackling the technical logistics and ensuring the playing experience is enjoyable that decent plot and dialogue fall by the wayside. - Virtual reality needs real writers, The Guardian

Friday, December 12, 2008

Digital Islam



I just joined Digital Islam: Research on Middle East, Islam and Digital Media. I am expecting to be happy I did. It looks like an amazing site and community of scholars and resources. One thing that stuck me is the long list of video games dealing with images of Islam and the Middle East. The above image is taken from Kuma War - Battle in Sadr City. Kuma, the company making the game, is affiliated with Stars and Stripes magazine and Military Spot, the US army's web portal. The critical reading of such games should be an essential skill developed in language and cultural studies education today.
The reason behind my contact with Digital Islam is the submission of an abstract for a paper (Digital Space and Religion: Representing the Sacred in 3D Virtual Worlds) for the conference “Changing Societies – Values, Religions, and Education” here at Umeå University next year (June 9-13). I recommend it to anyone interested in the subjects:

At present societal changes take place in societies worldwide. As a result of this, issues related to value changes surface. Issues related to democracy, to identities, cultures and ethnicity are brought to the fore. Through migration, the patterns of religious activities are also changing. The presence of citizens with more varied religious affiliations, some with new understandings of the role that religions play in society, poses new questions to respond to. Gender relations are another societal area where changes are taking place. The roles of women and men – or girls and boys – and equity between them have become crucial issues and are nowadays complexly interwoven with the others mentioned above.

Wednesday, October 29, 2008

New Combat Game for Isreal Vs Iran


Raising Eagle, a free download first person shooter with a high propaganda rating. The image shows a in game spray of the president of Iran Mahmoud Ahmadinejad as a monkey. Inset: the games ' financier Sydney businessman Kevin Bermeister.


The game, which contrary to its setting does not include any Palestinian fighters, is an update to earlier versions of the game set in Paris and China. It pits the Iranian Revolutionary Guard against Israel's elite Golani Brigade in a first-person shooter setting.

In an interview with Fairfax Media's Jerusalem Correspondent, Jason Koutsoukis, one of the game's Israel-based designers, Yaron Dotan, said it would be "taking things too far" if the game had Israeli soldiers fighting against Palestinians.

But Dotan, 34, was delighted at the suggestion that his game, which includes billboard-size photographs of Iranian President Mahmoud Ahmadinejad looking like a monkey, might cause offence to Iranians. He describes the Iranian soldiers as "the Waffen SS of today".

"I want this to upset people. I hope it causes the biggest shitstorm in history," he said.

In the game, players can choose to play either as the Israelis or the Iranians. Bermeister said in an interview he hoped this would encourage people on both sides to log in and communicate with each other in a non-threatening, virtual setting.

"People will get to know each other in a competitive battleground environment, get to text each other, speak to each other, connect with each other and figure out that they're human beings and they can get on with each other," he said.

But Bermeister conceded the game would inevitably make a political statement. (SMH)

Raising Eagle joins America's Army and the Hezbollah's Special Force in pitting real world enemies against each other in virtual environments. Spreading the message of hate into the 21st century.

Friday, September 12, 2008

Ben X: Augmented Reality in Reality Fiction

I will be giving a short presentation at an international workshop that is being held at Umeå university soon. The workshop is on Creative Spaces and I will be talking about augmented reality, that is shared virtual and actual space in projects we have done in HUMlab in the last few years. I began yesterday looking around for materials to present in relation to augmented space, the work of Sheldon Brown and Mary Flanagan comes to mind as well as the ARG scene, I will show some pieces by Jane Mcgonigal. Then this morning on the radio came a review for a Belgian film from 2007 that premiers in Sweden today, Ben X:



Ben X is a 2007 Belgian film about an autistic boy (played by Greg Timmermans) who retreats into the fantasy world of the MMORPG ArchLord to escape bullying. The film's title is a reference to the leet version of the Dutch phrase "(ik) ben niks", meaning "(I) am nothing".

The film won three awards at the 31st Montreal World Film Festival: the Grand Prix des Amériques, the Prix du Public for the most popular film, and the Ecumenical Jury Prize for its exploration of ethical and social values. It is based on the novel "Nothing is all he said" [1] by Nic Balthazar, who also directed the film. The novel was inspired by the true story of an autistic boy who committed suicide because of bullying.

This film is mainly seen through Ben's (Greg Timmermans) point of view, especially with the frequent use of Ben's voiceover for narrating the story. It also uses flashbacks and sequences from Archlord (as an intercut), to parallel his real life with the sequences. Ben is a teenage boy who is being bullied at school very often. To escape his harsh reality of being bullied, he turns to his virtual world by playing a online game called Archlord. In his virtual world, he is more confident and brave. Moreover, he collaborates his adventures with another online user named Scarlite. (Wikipedia)


Watching the trailer I get the impression that the use of scenes from the MMORPG work in a near dream-sequence like technique. However, it is an attempt to capture an augmented sense of reality.

Saturday, September 06, 2008

Eve Online Free Trial



Eve Online is offering free 14-day trial accounts if anyone is interested in playing what, in my opinion looks like the most interesting MMOG around at the moment. Check out the wikipedia description if you doubt my word:

Eve Online is a player-driven persistent-world massively multiplayer online game set in a science fiction space setting. Players pilot customizable ships through a universe comprising over five thousand solar systems. Most solar systems are connected to one or more other solar systems by means of jump gates. The solar systems can contain several entities including but not limited to: moons, planets, stations, asteroid belts and complexes.

Players of Eve Online are able to participate in any number of in-game professions and activities, including mining, manufacturing, trade and combat (both player versus environment and player versus player). The range of activities available to the player is facilitated by a character advancement system based upon training skills in real time, even while not logged in to the game.

It is developed and maintained by the Icelandic company CCP Games. First released in North America and Europe in May 2003, it was published from May to December 2003 by Simon & Schuster Interactive, after which CCP purchased the rights back and began to self-publish via a digital distribution scheme.On January 22, 2008 it was announced that Eve will be distributed via Steam. The current version of Eve Online is dubbed Empyrean Age.


The perfect distraction to thesis writing, teaching, talking to people, bathing, eating, sleeping.......

Friday, August 15, 2008

The Unusual Game

I know this blog has been about as busy as a bar in the Vatican but I myself have been fully occupied. The thesis is coming along, and I have been using a new (for me) diagnostic tool for writing. I take the first sentence from each paragraph in the text and create a new document from them. Then read them through and see how it develops. It seems to really help as the logic of the first sentence (the 'topic sentence') should reflect the whole paragraph. As well there should be a development from one topic sentence to the next. This was not the case when I first did this, but it is now developing to be so.
Anyway, that was about the most interesting thing that happened to me this week. Today I have not got so much done, with family commitments but the wekend is always wide open (ahh....the life a doctoral student).
I just listened to the fourth episode of a very interesting doucmentary on role playing game culture in Sweden (specifically Stockholm). If you can understand Swedish, or want to just look at the pictures I recomend Den Allvarliga Leken, online for the next 30 days-
(More recommended media for the week will be added to this blog later today)

Thursday, July 17, 2008

Superstruct:: Humans have 23 years to go



Super-threats are massively disrupting global society as we know it. There’s an entire generation of homeless people worldwide, as the number of climate refugees tops 250 million. Entrepreneurial chaos and “the axis of biofuel” wreak havoc in the alternative fuel industry. Carbon quotas plummet as food shortages mount. The existing structures of human civilization—from families and language to corporate society and technological infrastructures—just aren’t enough. We need a new set of superstructures to rise above, to take humans to the next stage.


From September 22 and going for six weeks people can play Superstruct, a alternate reality game that is being presented as a simulation and problem solving exercise. Designed by game god Jane McGonigal (a past guest in HUMlab) working out of the Institute for the Future, Superstruct intends to build upon concerns for the future of human society on earth. Here is the brief:

FOR IMMEDIATE RELEASE

SEPTEMBER 22, 2019

Humans have 23 years to go

Global Extinction Awareness System (GEAS) starts the countdown for Homo Sapiens.

PALO ALTO, CA — Based on the results of a year-long supercomputer simulation, the Global Extinction Awareness System (GEAS) has reset the "survival horizon" for Homo Sapiens - the human race - from "indefinite" to 23 years.

“The survival horizon identifies the point in time after which a threatened population is expected to experience a catastrophic collapse,” GEAS president Audrey Chen said. “It is the point from which it a species is unlikely to recover. By identifying a survival horizon of 2042, GEAS has given human civilization a definite deadline for making substantive changes to planet and practices.”

According to Chen, the latest GEAS simulation harnessed over 70 petabytes of environmental, economic, and demographic data, and was cross-validated by ten different probabilistic models. The GEAS models revealed a potentially terminal combination of five so-called “super-threats”, which represent a collision of environmental, economic, and social risks. “Each super-threat on its own poses a serious challenge to the world's adaptive capacity,” said GEAS research director Hernandez Garcia. “Acting together, the five super-threats may irreversibly overwhelm our species’ ability to survive.”Garcia said, “Previous GEAS simulations with significantly less data and cross-validation correctly forecasted the most surprising species collapses of the past decade: Sciurus carolinenis and Sciurus vulgaris, for example, and Anatidae chen. So we have very good reason to believe that these simulation results, while shocking, do accurately represent the rapidly growing threats to the viability of the human species.”

GEAS notified the United Nations prior to making a public announcement. The spokesperson for United Nations Secretary General Vaira Vike-Freiberga released the following statement: "We are grateful for GEAS' work, and we treat their latest forecast with seriousness and profound gravity."

GEAS urges concerned citizens, families, corporations, institutions, and governments to talk to each other and begin making plans to deal with the super-threats.

This is a game of survival.

Super-threats are massively disrupting global society as we know it.
There’s an entire generation of homeless people worldwide, as the number of climate refugees tops 250 million. Entrepreneurial chaos and “the axis of biofuel” wreak havoc in the alternative fuel industry.

Carbon quotas plummet as food shortages mount. The existing structures of human civilization—from families and language to corporate society and technological infrastructures—just aren’t enough. We need a new set of superstructures to rise above, to take humans to the next stage.

You can help. Tell your story. Strategize out loud. Superstruct now. It's your legacy to the human race.

Want to learn more about the game? Read the Superstruct FAQ.

Superstruct Now

Get a head start on the game. It’s the summer of 2019. Imagine you’re already there, and tell a little bit about your future self.

Saturday, July 12, 2008

Video Games Do Not Kill II

I am crossposting this from my video blog as it is a very interesting piece (I think so...watch the video):


Doctors Lawrence Kutner and Cheryl Olson speak with X-Play about their book, Grand Theft Childhood.

In their 2008 book, Grand Theft Childhood, Harvard Medical School psychiatrists Lawrence Kutner and Cheryl Olson warn about video games. The gist of their warning: don't jump to conclusions.

Video games have a dual reputation as harmless, exciting fun and as home training systems for mass murderers. Dr Kutner and Dr Olson's book shows that neither characterisation is true across the board, although one is much closer to the truth.

Using a $US1.5 million ($A1.56 million) grant from the Office of Juvenile Justice and Delinquency Prevention, part of the US Justice Department, the two set out to explore what kinds of video games children aged 12 to 14 play, how they play them, why they play them, and what relationships there might be between game habits and other behaviour.

The couple, who are also the parents of a video game-playing teenage son, surveyed more than 1200 US school students aged 12-14 and 500 of their parents.

Their survey did not directly ask about serious criminal behaviour, in part to avoid children incriminating themselves, but their book uses statistics published by the Justice Department to conclude that "videogame popularity and real-world youth violence have been moving in opposite directions.

Violent juvenile crime in the US reached a peak in 1993 and has been declining ever since."

Mass shootings at schools are the ultimate juvenile crime nightmare, but Grand Theft Childhood cites a US Secret Service study concluding that only "one in eight school shooters showed any interest in violent video games".

Shooting holes in gaming theories

Friday, June 27, 2008

Video Games for Teaching and Stories

Two particles from the spheres that are interesting. First Virtual Learning: 25 Best Sims and Games For the Classroom:

Video and computer games aren’t always associated with their educational value, but as virtual media grows and develops, educators are finding that games are a great way to get children engaged in learning while still allowing them to have fun in their classes. Not every game is well suited for the classroom, but there are loads out there that have something of value to teach, guide and grow the interest of kids both inside and outside of school.


and the [online] world waits for Spore, the next big thing from the creator of The Sims, Will Wright. An interesting analogy in connection with Spore has been made by the New York Post; "Spore is anticipated as much as James Joyce's Ulysses was in the 1900's." While this statement is inaccurate in many ways (think Katherine Mansfield's infamous reaction and this statement: “but Ulysses was a moral thunderstorm, with a universal world war and the noise of all its engines of destruction shocking through it." - The Irish Statesman 4 July 1925: 529), the correlation between a now canonical literary text and a massive simulation computer program indicates a discursive direction in the medium. Wright himself elaborates on the possibilities as he sees them in an article on Gamasutra:

"I do believe that games can be a form of artistic expression," Will Wright said, "a co-collaboration between player and designer. We have yet to prove we can do meaningful things with this form of expression, but I believe we are at the cusp of a Cambrian explosion of possibilities [referencing the geological era in which complex life flourished]. We are a couple years away from being respected as a form of expression, but it's not a battle we need to fight. We'll win anyway."


Wright betrays a technofile and essentialist position (marketing??) towards what has already been done with "this form of expression". It is, has and will happen Will. But not as a sudden "Cambrian explosion of possibilities " (which actually lasted over 100 million years).

Thursday, May 15, 2008

Texture

Dr. Ian Bogost, a recent seminar guest in HUMlab and a professor at Georgia Tech (a university) has as part of his regular Gamasutra column discussed 'texture' in games. Ian gives an excellent account of texture, "tactile sensations that people find interesting on their own", in relation to the haptic qualities of computer games. He talks about Tetsuya Mizuguchi's Rez (2001) one of the most imaginative games I have come across and a skillful mix of textual synesthesia and kinetic participation.
I wrote about texture in my last thesis chapter but have since removed it from the draft. I use 'texture' in a very different sense to Ian's use of the term, but there are related areas. The main area of commonality between the texture of Bogost and the way I describe it is in relation to what Ian writes is "as if they were layered through time". I use layering as a way of describing the "procedurality" of digital texts (Murray 1997) in terms of reception.
I am still fond of the concept of texture and would like to develop it later (post-PhD). I decided to blog the rough 4 pages I wrote on texture, just to get it out. This is also my first entry of the thesis content on the blog as I hurtle towards the defense of my text sometime early next year.

Texture

I approach the relationship between design and response using the concept of texture. In relation to digital media artifacts the concept of texture is present in the early work of theorist Jay David Bolter, however it is restricted to the verbal and reading as the form of response. Bolter does however construct the digital text as primarily spatial and texture is the range of possible orientations from which the reader approaches and responds to the text. (See Bolter 2001) The main source for my own adoption of texture as a device for analysis of digital story telling and response comes from the spatial theories of Henri Lefebvre. Lefebvre defines texture in relation to architectural and urban space which “does not have ‘signified’ (or ‘signifieds’); rather it has a horizon of meaning: a specific or indefinite multiplicity or meanings, a shifting hierarchy in which now one, now another meaning comes momentarily to the fore, by means of - and for the sake of – a particular action” (Lefebvre 222) Texture is constituted by change over time (“comes momentarily to the fore”), choice in the face of hierarchy (such as rules, laws or physical conditions) and the possible responses (action) to the hierarchies. Texture according to Lefebvre is applied to digital works of literature to account for the unfinished elements of the work, the need for the respondent to engage with and enter into the text in order for it to function, and the multiple arrangements that emerge from each encounter.

The emphasis of ‘fitness for use’ in design effects the reception of digital literary artifacts. Hence my own development of texture as a means to discuss both the representational elements of the corpus works as well as those aspects of the work which emerge from the indicators of implied response. When applied to ‘interactive’ or participatory works of digital literature such as those of my six corpus works, texture provides an analytical path moving through time, from the authored work to the encountered artifact and on to active reception. As Lefebvre points out, texture transcends social practices such as literary signification because it is based on consensus through use, which is always changing, and the accommodation of otherwise distinct forces such as presence/representation, time/space and the spatial (see Lefebvre 222). In digital texts the spatial becomes a unifying principle for the sonic, written, visual and coded elements of the text.

The elements of digital text are arranged not only in a syntactical sense but also according to the spatial properties of the artifact, which is part of design. At the level of design, space is created as inseparable from the digital artifact that becomes “a mere platform for places, themselves construed as sheer positions.” (Casey 74). In the following chapter on story structure and implied response I shall return to the concept of place represented in the text as a narrative device. In relation to design and response it is space which determines time in the texts as any movement through the text manifests in the time/s represented by the text. Rhythm is one outcome from the design of space in a digital text that manifests through texture as time. By arranging particular textual elements through design a particular rhythm can be established for response when the text is activated. These rhythms only exist when the text is being responded to and therefore it is not possible to discuss them as being only part of the text as it is encountered as an artifact. Rather the rhythms of the text are only ‘alive’ when the work in being responded to, it is only their indicators that are recognizable when the text is not active in response. Texture encompasses the features of the digital literary work in response and as a material artifact. Texture is neither the mechanics of materiality nor the address of narrative nor the play quest of the labyrinth, but rather functions through each, including as part of the experience of responding to the digital work.

While the response to the work is, of course, not present in the text, by reading for indicators that are present in the text as the textures of design, it becomes possible to evaluate assumptions and expectations represented in the text regarding response. In digital works textures are comprised of features that cite response, not only spatial, as in Lefebvre’s concept, but also within the design, linguistic and aesthetics components represented. Potential is always present in the work, but texture occurs as affect only when the digital artifact is activated. Activation of a text as the contours of texture is achieved in a form of performance that constructs response as ritualized sets of behavior and guided interpretations. The actions and interpretations that are the rituals of response to digital literature follow the textures of its design. Texture is the experience of the text in the sense of ritual, where the elements which make up aspects of its physicality, such as instructions, design, narrative, code, guide interpretation and response. One simple example of texture is the hidden link that opens the next part of the digital work and is the only way to progress through the text.

The meeting between the text as artifact and the text as experience occurs in the concept of texture. It is not sustainable to separate the experience of digital media from the contexts and pretexts of that use. Design is one field where the contexts of use as response to digital texts and the meanings embodied converge, as “digital technology cannot take us to a place that is purged of cultural assumptions. Even when we go into cyberspace, we bring with us our cultural assumptions - along with, and attached to, an image of our bodies.” (Bolter and Gromala 186) To respond to a digital text is to recall and participate in particular assemblages of culture significance as texture.

How texture can define a work of digital literature is present in an example of the dialogues between one of the corpus texts and another online website. Google is the most popular search engine on the internet today (Nielson 2006). Google is an obvious choice to locate the online work Alleph by Sakab Bashir. By entering ‘Alleph’ into the Google software returned as the first hit; “Alleph_Home: Alleph.net is a sequal to britpaki.com and a partner project to Abjad.me.uk – Abjad.me uses the Arabic alphabet and it's numerological associations to…” (Google 1) The link provided by Google to Alleph lead to the Flash Update page for Alleph, where the respondent is prompted to update their Flash Macromedia software: “SORRY - This site requires the Macromedia Flash Plug-in version 6 or above. You have an old version of the Flash player that cannot play the content we've created. Click the button below to download and install the latest version now.” (Alleph, Flash Update). Responding to the address of the flash update page as requested did not solve the impasse. The same Flash Update page opened again once the update had been performed. Only by noticing the URL of the webpage did it becomes clear that Google’s search motor algorithm, based on its preferential linking system, had ranked the Flash Update page for Alleph much higher (by nine subsequent pages) than the text’s opening splash page. The search for Alleph using Google illustrates how design, in this case the separate webpage for a Flash Update, delineated a particular response to the text. It is difficult to imagine that the creators of Alleph could have designed that access to their work was to be determined by the Google search engine. It became so and is an example of how texture emerges only in the active engagement with the digital text. The dialogues between the Google.com website, the linkages between the Alleph flash update page and the Alleph splash page became a part of the texture of Alleph.

To examine the relationships between design, texture and response in digital literature it is necessary to consider interactive design. Interactive design in a broad definition is concerned with how humans interact with technology. According to Löwgren and Stolterman one of the key principles in designing interactive artifacts is that “the product is never really finished, but keeps evolving though its lifecycle by the users’ own appropriation and modification,” (Löwgren and Stolterman 92). The description of the product of interactive design as “never really finished” and “evolving thought its lifecycle by the users” is similar to the role of language in creative literature. Language is never totally owned by anyone, but rather is participated in or shared for it to become communication. In the sense that every time a work of digital literature is located and responded to there is a new interaction taking place it should be viewed, like language, as unfinalized without a ‘last word’ being possible according to the “dialogic mode of address” (Bakhtin 1984. 63). Each new user of a digital work of literature brings new element/s to the interactive life of that work and the work is “organized as an unclosed whole of life itself, life poised on the threshold”. (Bakhtin 63) The parallels between the dynamic and interactive materiality of digital texts and Bakhtin’s concept of language are considerable. The Bakhtinian concept of dialogic language, where the many voices of the heteroglossic linguistic community make meaning, is present in the materials of digital texts as symbolic and simulative assemblages. In a dialogic of heteroglossic exchange there is no ‘last word’ rather the nexus of meaning goes on, in ebbs and flows, building dialogic networks. The “unfinished” nature of the interactive text is should be considered in relation to how a digital work is designed as well as its structural and material components, and how the dialogic interactions between each convey meaning.

Works Cited and Consulted

Bakhtin M.M. The Dialogic Imagination: Four Essays. 1981. Ed. Michael Holquist.
Trans. Caryl Emerson and Michael Holquist. Austin: U of Texas Press, 2002.

---. Speech Genres and Other Late Essays. Trans. 1986. Vern W. McGee. Austin: University of Texas Press, 2004.

Bashir, Sakab. Alleph. http://alleph.net/splash.html Accessed April 8, 2008

Bolter, Jay David. Writing Space: Computers, Hypertext and the Remediation of Print. Mahwah NJ: Lawrence Erlbaum Associates Publishers, 2001.

Bolter, Jay David and Richard Grusin. Remediation: Understanding New Media. 1999 Cambridge Mass. MIT Press, 2000.

Casey, Edward S. Getting Back into Place: Toward a New Understanding of the Place World. Bloomington: Indiana UP. 1993.

Google. http://www.google.com/search?hl=en&q=alleph&btnG=Google+Search Accessed 15 April 2008.

Lefebvre, Henri. The Production of Space. London: Wiley-Blackwell, 1992.

Lowgren, Jonas, and Erik Stolterman. Thoughtful Interaction Design: A Design
Perspective on Information Technology
. Cambridge: The MIT Press, 2004.

Murray, Janet H. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. Cambridge MASS: MIT Press, 1997.

Nielsen. NetRatings Search Engine Ratings 2006. http://searchenginewatch.com/showPage.html?page=2156451 Accessed April 9, 2008.

Wednesday, March 26, 2008

Culture and computer games: Studying online activities

Today in HUMlab there begins a symposium on video gaming. I am at home not feeling the best - cold snap has wrought havoc with my body (I am a tropical being). Anyway, I am saving my strength and will crawl to HUMlab tomorrow if I have to as there are some excellent seminars being offered as well as a two part workshop on machinima. The time table is online as well there are presentations that will be streamed live online (from a very funky new interface), beginning today at 13:15:

Wednesday the 26th of March
13.15 From social games to social systems, Lecture by Luca Rossi, University of Urbino, Italy

16.15-16.45 Leadership in World of Warcraft, Lecture by Peter Zackariasson, Gothenburg Research Institute, Sweden


Thursday the 27th of March
9.15 Following the White Rabbit: A Comparative Analysis of Identification mechanisms in American McGee’s Alice, Lecture by Jan Van Looy, Umeå University, Sweden

11.00 Identity formation, Lecture by Jessica Langer, Royal Holloway, University of London, England

12.30 Audio as support for gameplay, Lecture by Kristine Jørgensen, University of Bergen, Norway

13.45 Character advancement, game progression and learning, Lecture by Jonas Linderoth, University of Gothenburg, Sweden


Friday the 28th of March
10.15 The Cultural Practices of Cheating in Digital Games, Lecture with Mia Consalvo, the School of Media Arts & Studies, Ohio University, USA

Saturday, February 09, 2008

Guy Debord's Kriegspeil (Wargame) Now Online

I suggest that game studies should...turn not to a theory of realism in gaming as mere realistic representation, but define realist games as those games that reflect critically on the minutia of everyday life, replete as it is with struggle, personal drama, and injustice."- Alex Galloway

In his book Gaming: Essays on Algorithmic Culture, Galloway tackles the notion of "realism" in video games. By distinguishing between representational and social realism in contemporary game culture, he illuminates how militaristic, political and social norms are both reinforced and challenged. For his current project, with the programming collective Radical Software Group ("RSG"), Galloway and his collaborators (Carolyn Kane, Adam Parrish, Daniel Perlin, DJ /rupture and Matt Shadetek, and Mushon Zer-Aviv) address realism in war games by creating their own- based on "The Game of War" designed by French theorist, activist, and iconoclast Guy Debord. Debord attempted to realistically represent the basic rules and relationships of war through a simple board game known as "Kriegspiel", a variant on chess in which a third party, either human or computer, acts as a referee and mediates the movement of the opposing forces.

More at Rhizome.

Wednesday, January 02, 2008

Welcome to the Wolves of 2008

Welcome to the new year. 2007 was a great year for this blog and its author. I look forward to 2008. The coming calender year will be the final full year for my PhD which means a lot of hope work over the coming months. I am hoping going to defend my thesis in the first half of 2009 but this means 2008 will be a time of writing and little else for me. The other projects I need to organise/control for the next few months are teaching a half time course (14 hours of lectures and an exam) and working with Second Life (HUMlab Island and Second House of Sweden). However, to open the proceedings for the new year, a new game:

WolfQuest (Free Download)
Learn about wolf ecology by living the life of a wild wolf in Yellowstone National Park. Play alone or with friends in on-line multiplayer missions, explore the wilderness, hunt elk, and encounter stranger wolves in your quest to find a mate. Ultimately, your success will depend on forming a family pack, raising pups, and ensuring the survival of your pack.

The WolfQuest experience goes beyond the game with an active online community where you can discuss the game with other players, chat with wolf biologists, and share artwork and stories about wolves.

Explore four square kilometers of alpine wilderness on the slopes of Amethyst Mountain in Yellowstone National Park, running across open meadows, through dense fir forests, and along sheer cliffs. Hunt elk. Follow scent trails to locate elk herds, then sneak up on the herd, find the weakest one, and begin your attack. Pursue your prey and sap its strength while dodging its counterattacks, to make the kill. Harass coyotes who try to eat elk carcasses, or just for the fun of it. Chase and eat snowshoe hares. Earn Experience Points for bragging rights with other players.


I have not yet played WolfQuest but it reminds me of Endless Forest; the anthropomorphic story line of animals in an organised system with a development that seems to suit human concepts of time.

Friday, December 14, 2007

A List of Inuit Games

Fascinating list of Inuit games (PDF)
Games have many forms and names in different areas of the Arctic. This list has been compiled from the following textual sources and is incomplete. Readers are invited to submit the names and descriptions of games that have been omitted. This list will be updated on a regular basis. This listing was compiled with the assistance of Frederica Knight, and valuable assistance was provided by John MacDonald, Igloolik, Nunavut. An attempt was made to use modern orthography whenever possible.