Category Archives: Reviews

Blogger Roundup

It seems I don’t have anything interesting to say this week.  So here’s a list of writers who do!

  • Mattie Brice writes about videogames a lot.  Unlike most videogame journalists, however, her writing style is neither obsessively technical nor academically detached–she approaches all her writing with a fierce individualism and a strong commitment to broader perspective that is sorely lacking in videogames.  You won’t find stat breakdowns or frame rate counts in her reviews, and you won’t find excessive academic jargon in her critiques; instead, you’ll find thoughtful and articulate musings, analyses, and manifestos on how games relate to our wider culture, and how we can relate back.
  • Chris Bateman writes about videogames a lot too, but he also maintains an interest in a broad range of topics, especially the intersection between science and philosophy.  Though his tone is much more academic than Brice’s, he writes with a clarity and open-mindedness that is refreshing in academic works and in philosophical writing particularly.  I have yet to read a piece of his writing without at some point going “huh, that’s an interesting thought”–and unlike most philosophers, those thoughts frequently have actual applications!
  • Finally, Paul Graham is one of the most intelligent, readable, and influential people writing about computers today.  Though the subject matter of most of his essays focuses on his interests (computer programming and technology startups, mainly) nearly all of them can be read with no prior knowledge of the subject, and in every case he tries to tie the topic in to some broader theme of interest (e.g. effective communication, or the nature of beauty).  Though I don’t agree with everything he says (and since some of his older essays were written years ago, he probably doesn’t either), and he occasionally suffers from the naive short-sightedness endemic to all people of privilege, he invariably has something interesting to say and he almost always says it well.  If Brice is the heart and Bateman is the eyes, then Paul Graham is the head.

How about you?  Who are your favorite internet writers?

Leave a comment

Filed under Reviews

Review: To the Moon

To the Moon is a very sweet and often sad story about two doctors—Neil Watts and Eva Rosalene—trying to grant the final wish of a dying man named Johnny. The game’s central plot device is a machine that allows Watts and Rosalene to traverse and modify Johnny’s memories, in an attempt to piece together his past and use that information to grant his last wish: a trip to the moon. Johnny himself doesn’t know why he wants to go to the moon, which makes finding out the game’s ultimate goal. As you make your way through his memories, a number of other mysterious objects and places show up again and again, prompting you to discover how all these elements fit together to form Johnny’s life. All of this information—the context that ties the whole story together—is provided exclusively through dialog and cutscenes. The game contains very few elements that could be called “game-like” at all. So why is it even a game in the first place?

Let’s start with To the Moon’s interactive elements that aren’t essential to the story.

Continue reading

Leave a comment

Filed under Reviews

Easy Irony

Are you watching Feminist Frequency?  You should be.

I recently came across an episode of the show discussing the concept of “ironic sexism.”  What does that mean?  In a nutshell, it’s a way to justify the use of sexist (or racist, classist, etc.) tropes and stereotypes by making them so over-the-top, ridiculous, or obvious that they cross the line twice and become acceptable again.  The obvious problem with this technique is that what qualifies as “crossing the line twice” is extremely subjective–one person’s “over-the-top” might be another’s “too close to home”–but I think the bigger problem is that it’s just plain lazy writing and lazy thinking.  More often than not, this kind of technique is not an attempt to mock or deconstruct the offensive trope or stereotype, it’s simply an attempt to excuse its use without materially altering the nature of the trope.  In other words, there’s a not-so-fine line between a sexist parody and a parody of sexism: in the former, the overall content of the movie/show/ad might be over-the-top and ridiculous, but the actual offending trope is played straight or merely exaggerated.  In the latter, the stereotype itself is shown to be unrealistic, damaging, or untrue.  If this sounds harder, that’s because it is–taking the time and effort to think our preconceptions and biases through is very hard work, but it’s the only way to live fairly.

What do you think?  Is Sarkeesian right?  Where else have you seen “irony” used as an excuse for laziness, rather than a tool for critical thinking?

Leave a comment

Filed under Reviews

On Intelligence: A Theory of Thinking

On Intelligence is a book written by Jeff Hawkins[1] on the nature of intelligence, both artificial and natural. It’s an expansion of and answer to an age-old question I’ve referred to before: how do we think? What does it mean to be intelligent? What is consciousness? Might it be possible to create an intelligent machine? And if we could–what would that mean for society? In this essay I’ll attempt to describe his theory, its motivations, and how it can be a powerful and useful tool in any field–even if you’re not very interested in AI.
Continue reading

Leave a comment

Filed under Essays, Reviews

Lockhart’s Lament

I’ve mentioned this essay in one of my previous posts, but I think it’s worth calling special attention to. You should read this essay if:

  • You loathe mathematics
  • You adore mathematics
  • You’re indifferent to mathematics and don’t see what all the fuss is about either way

Lockhart uses a clear and witty style to describe what he considers the biggest problem with contemporary mathematics education: namely, the complete lack of mathematics. A lot of his points are equally applicable to all areas of education, not just math! It was a real eye-opener for me when I first read it, and I hope it will be for you, too.

P.S.: The original link appears to have been taken down, so I’ve replaced it with a different one. This is the link where I first found it.

Leave a comment

Filed under Reviews

GDC 2012 – The Rise of Games, the Birth of a Universe

What are games?

For many years now, that question has driven me to learn everything I can about the medium, to travel and meet as many people as I could find who shared my passion, and to refine my own ideas so that I could express them more clearly.  This has been my passion, my dream, ever since I was a kid: to see games mature and fulfill the tremendous potential that I could sense even in the early days, when I was still too afraid of losing to do anything but watch my friends play.  Last year, I went to the GDC to try and find others who shared this vision–and, more importantly, to find others who shared my vision of what games could become, what the miraculous technology of computers could make them.  I came away impressed and inspired, but also let down–what I saw was a commercial world where even those trying to break out of the mold were still thinking in limited terms.  They saw games as systems, collections of rules to be built and exploited.  They saw the advances of science and wondered how we could use them to make our games more popular, more engaging, more fun.  They saw other media and wondered how we could incorporate them into ours in order to strengthen it, to make it more than itself.  But few were asking the questions that I felt most deeply, and fewer still had any answers.  None were to my satisfaction.  True, there were some saying we shouldn’t emulate other media, that games’ strengths stand on their own.  And there were some saying that games could tell stories, that they could be artistic, that they could be used as a tool to comment on important issues and enhance the way we live.  But it didn’t seem to have occurred to anyone that maybe games were the art form we shouldn’t be emulating.  No one was saying that maybe, perhaps, video games could be meaningful without telling stories, that they could be beautiful without being artistic, that they could be useful without being treated as mere tools.

This year, I saw much of that change.  The industry, and those who work in it, are beginning to realize that games can be beautiful, useful, meaningful, and inspirational for their own sake, not in service to some other medium or purpose.  We are coming into our own as a medium of expression and power, and we are doing it not by becoming better at incorporating other media into our own, but by becoming more confident in the knowledge that our medium can stand on its own, without help from any other.  That is a marvelous thing, and if that was all I got to see in my lifetime I would be a very lucky man.

As it happens, however, that is not all.  We, today, are witnessing the rise of not one, but two art forms.  The first is a medium that has existed for millennia, that has shaped and sustained cultures the world over, that helps define who we are as living and learning creatures.  This is the medium of games, and it is a wonderful medium, and it deserves to be recognized.

But.

There is a second medium that is coming into its own, and this medium is so new and confusing it does not yet even have a name.  This medium is strange and wonderful and huge–it is a medium with at once more power and more scope than the medium of games, capable of infinite expression.  It is a medium so broad, in fact, that all others ultimately fall under its shadow–just as the seas flow into the ocean, just as all mountains are rooted in the earth.    It is a medium conceived by the algorithm, birthed by computers, and now being raised by game designers.  This is the medium that gives me shivers and permeates my dreams; this is my passion, this is what I wish to see.  I don’t want to be a game designer, really–there are already thousands of wonderful games in the world, and millions of people making them, most of them far better than me.  What draws me is the vast, uncharted places beyond games, the places that the computer has only recently made visible, has just barely made traversable.  I want to design for this new medium, where there are no precedents and no expectations.  After all, a poor path through the wilderness may nevertheless be remembered if it is the first–and this wilderness is so frighteningly vast, one almost cannot help but be the first simply by taking a few steps in.

So that’s where I’m going.  With a handful of other brave explorers, I’m going to start making tracks into this wilderness, searching for secrets in the jungle.  Care to join us?

Leave a comment

Filed under Essays, Reviews

GDC 2012: Day Five

Congratulations!  You’ve completed level five of the GDC!  Here are the secrets you discovered:

Continue reading

Leave a comment

Filed under Reviews

GDC 2012: Day Four

Today was the most fascinating and inspirational day yet! Unfortunaltely, I don’t have the time or the energy right now to cover everything I’d like. Instead, I’ll give you some bare-bones notes on what happened now, then come back and fill them in later.

Congratulations!  You’ve completed level four of the GDC!  Here are the secrets you discovered:

  • You heard Will Wright and Cliff Bleszinski talk about their inspirations, and realized they’re not that different from yours
  • You saw how the art in Dear Esther told a story through use of environment, and how realism can actually be detrimental to immersion
  • You realized that all your favorite games share the common element of strong “atmosphere”, and that having this quality in a game ultimately boils down to nothing more than having a strong, unique, and cohesive identity
  • GDC Microtalks 2012:
    • You witnessed David Sirlin discuss how giving the player less time to think can actually lead to deeper strategy
    • You felt the subtle yet powerful difference between competitive victory and cooperative victory during Mary Flanagan’s talk
    • You learned six things Dan Pinchbeck thinks we need to stop discussing about games
  • You learned several ways in which Pinchbeck told a story through the environment, music, and narrative of Dear Esther
  • You noted several games, books, and movies speakers mentioned that you should check out for inspiration

You’ve unlocked the final level!  Continue?  (Y/N)

Leave a comment

Filed under Reviews

GDC 2012: Day Three

Congratulations! You’ve completed level three of the GDC!  Here are the secrets you discovered:

Continue reading

Leave a comment

Filed under Reviews

GDC 2012: Day Two

Congratulations! You’ve completed level two of the GDC! Here are the secrets you discovered:

Continue reading

Leave a comment

Filed under Reviews