Εμφάνιση αναρτήσεων με ετικέτα games. Εμφάνιση όλων των αναρτήσεων
Εμφάνιση αναρτήσεων με ετικέτα games. Εμφάνιση όλων των αναρτήσεων

Παρασκευή 5 Απριλίου 2013

The Time Roger Ebert Dismissed Video Games and What Happened Next


Thumbs up for video games!Acknowledgment of Roger Ebert’s passing today
isn’t reserved to film buffs. His death is being noted by the
video game
press
, thanks to some comments by the movie critic that
inspired defensiveness among gamers but also introspection within
the industry.


Ebert famously (among gamers anyway) declared “Video games can
never be art,” subsequently explaining and defending his position
in a
blog post
at the Chicago Sun-Times in 2010. He
grappled with the always elusive definition of art and what has
become these days an elusive definition of what constitutes a
“game.” He concluded:



Why are gamers so intensely concerned, anyway, that games be
defined as art? Bobby Fischer, Michael Jordan and Dick Butkus never
said they thought their games were an art form. Nor did Shi Hua
Chen, winner of the $500,000 World Series of Mah Jong in 2009. Why
aren't gamers content to play their games and simply enjoy
themselves? They have my blessing, not that they care.


Do they require validation? In defending their gaming against
parents, spouses, children, partners, co-workers or other critics,
do they want to be able to look up from the screen and explain,
"I'm studying a great form of art?" Then let them say it, if it
makes them happy.



His attitude didn’t resolve the debate. That one blog post
garnered nearly 5,000 comments. A couple months later he
addressed the matter again
, admitting that it was unfair of him
to judge a medium in part because he personally was not interested
in engaging in it. He preferred books and movies. He didn’t want to
play video games.


And yet, despite his lack of interest in the medium, the medium
was still very interested in his thoughts. Ebert’s comments

inspired a session
at the annual Game Developers Conference in
2011. “Are video games art?” and “Can video games be art?”
are topics endlessly debated among gaming enthusiasts and
creators.



Ebert ultimately, accidentally, symbolized the engagement gap
between Baby Boomers and younger generations in the role of video
games in culture. It’s a fascinating rift because, really, Baby
Boomers invented video games. But very few early video
games ever aspired to anything as fancy as being “art.” Until the
development of the adventure game genre they hardly even had what
could be called a story.


Ebert could be excused for his ignorance of what has come since
then in much the same way as a young millennial could be oblivious
to the role of Motown on the development of the popular music we
still listen to today. The expansion of video games from a hobby to
a subculture to simply part of our culture — like every other
form of entertainment — happened through Generation X and is now
being passed along to subsequent generations. Baby Boomers just
weren’t culturally connected to it. Ebert couldn’t include video
games as art because video games didn’t include him and thus it
inspires no connection. It’s nobody’s fault. Definitions of art are
not timeless and rigid. Ebert himself acknowledged it and struggled
to come up with a definition that would explain why video games
should be omitted, but not other artistic endeavors, like
music.


What’s happening now is that the children who grew up on video
games are now the ones running the industry and have a cultural
interest in creating a lasting legacy. Ebert’s observations were a
challenge to them, whether he realized it or not. Generation X is
defined in part by video games. Games have as much meaning to many
of them as rock music and Motown did for Baby Boomers. The
defensiveness and insistence of gamers and the gaming industry
about elevating this culture into an art form may well be
subconsciously based on the knowledge that games are what Gen. X
will be primarily remembered for years down the line.

Σάββατο 30 Μαρτίου 2013

The Possibility Of Failure Makes Competition Worthwhile

Anyone born in the 70s to parents of an even slightly knit-your-own-muesli disposition must have encountered the horror of "non-competitive games". The intention was excellent – to show that vanquishing other people needn't be life's guiding value – but non-competitive games fall short in one crucial respect: they're no fun. (Sorry, Woodcraft Folk, but you know it's true.) Recently, by contrast, I played Gears Of War: Judgment on a friend's Xbox, performed atrociously and had a brilliant time.

This wouldn't surprise the Danish-born video games scholar Jesper Juul. As he points out in his fascinating new book The Art Of Failure, games embody a paradox: we prefer to experience success rather than failure; we enjoy games; yet games involve repeatedly exposing oneself to failure. Juul quotes an interview with the wife of one committed player: "It's easy to tell what games my husband enjoys the most. If he screams, 'I hate it, I hate it, I hate it' then I know he will finish it and buy version two."

This puzzle has echoes of the "tragedy paradox", with which thinkers have wrestled for centuries. Why are we drawn to fictional works that prompt us to feel unpleasant emotions? During a performance of Othello, philosopher Gregory Currie observes, you "want" Desdemona to live – but a director who tweaked the script to let that happen would be in for awful reviews. Is this because the sadness we feel isn't really sadness? Is it because the negative emotion leads to compensatory positive ones? (One recent study involved showing the film Atonement to hundreds of students; the researchers argued that it led them to reflect on their own relationships, and feel gratitude.) Or, most bafflingly, could it be that we're "ahedonic", seeking something other than happiness? What would that even mean, if "happiness" is just a label for whatever it is we're seeking?

Games, whether Gears Of War or Scrabble, give the paradox an extra twist: because they're interactive, you can't pretend you're simply learning from the experiences of others, or feeling grateful that you are better off than them. "When you fail in a game," Juul writes, "it really means that you were in some way inadequate." Of course, failing in a game is partly fake: in Gears Of War, I wasn't really being blasted to death by robot locusts intent on eradicating humanity. But it's also partly real: I really did fail to coordinate my brain, my hands and the controller sufficiently well to keep playing.

Why should this feel such fun? Juul gives no easy answer – though, actually, the most interesting thing about the "paradox of failure" isn't its cause, but its ramifications. It's a reminder (to phrase it paradoxically) that we don't really want what we want; that a perfectly successful life wouldn't in fact be perfect. Discover the optimal route through a game, and pleasure evaporates: try playing noughts and crosses against a four-year-old, making no allowances for age, and see how long that stays fun.

In some mysterious way, the continuing possibility of failure is what makes games worth playing. And life worth living? As the self-help writer Susan Jeffers liked to say, if you were magically offered the chance to know exactly how the rest of your life would unfold, you'd be a fool to accept, even if what you learned was 100% positive. Afterwards, living that life would feel like a kind of death: Game Over.

oliver.burkeman@guardian.co.uk

• Follow Oliver on Twitter.

This article originally appeared on guardian.co.uk

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Τρίτη 26 Μαρτίου 2013

Game Developers Are Migrating To Mobile

Game developers are increasingly turning to smartphones and tablets for their next project. A survey of 2,500 developers from the organizers&of the recent&Game Developers Conference&found that 58 percent were planning their next project for mobile devices. Approximately 38 percent of those surveyed said their last project was on mobile. Over 50 percent of those surveyed said they were independent developers, indicating that their could be some bias towards mobile in the survey, since mobile games are cheaper to develop than budget-busting console games.& Mobile gaming isn't going to knock out more immersive and graphics-driven desktop and console gaming any time soon. Hand-held consoles, however, are directly threatened by the increasingly sophisticated crop of iOS and Android games and will see less and less developer interest. Mobile games have been the primary beneficiary of the app store era. No wonder, given they are the largest time bucket on both smartphones and tablets.&A BII analysis found that 70 percent of the top 200 grossing apps on the iOS App Store were games (the proportion was 75 percent on Google Play). Among developers working on mobile, 90 percent planned working on iOS, 75 percent on Android, and only 15 percent on Windows Phone. Click here to view a larger version of this chart. Next Game Development
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