Video Games

Game Developers are Just Like Musicians

Right now, everyone's attention is focused mainly on music piracy. That's because people have figured out how to get music for free (or download it easily for a small price) for a long time. This is due to the fact that the average size of a song is only a few MBs, and an album is generally less than 100MB. Downloads are quick, and "piracy" so easy that it has become commonplace. The reason that downloading isn't as widespread for movies and television shows is because the files are so much bigger, and often greater knowledge of which media player to use is needed. Pretty much every audio track you are likely to download will play on your mp3 player, as well as on your computer somehow. It seems that few video files will play on a basic install of Quicktime or Windows Media Player, and that often additional plugins are needed (and yes, I'm sure that if you are reading this blog you know how to download and play movies easily on your computer - you aren't the people I'm talking about).

However, I think that this will rapidly change. People will quickly realize how much media they can get via the computers and lawsuits like those initiated against file sharers by the major music labels might be directed at those sharing movies and television shows.

And that is why it is so refreshing to see the stance that some indie game developers are taking. Like the independent musicians before them that have managed to be successful while giving away their music for free, these developers can do the same.

"We're all here because we love making games first and foremost," said independent games developer Steve Swink, echoing similar statements from independent musicians that just want people to hear their music.

The quote is from an article on Techradar called Is Free Really The Future of Gaming? that looks at these issues from both the perspective of the smaller, independent developers like Wink as well as larger studios like Sony and EA.

The article also raises the question about whether or not advertising is really the solution to creating free medium. This applies to media besides games, and I'm inclined to think that advertising isn't really the solution.

Rather, I think that companies will work more in tandem with game developers. The obvious example is of a car company working with a game company to create the virtual experience of driving the car. To move beyond this will be more difficult, but nobody said that business is easy. Similarly, I've been seeing more and more examples of corporations teaming up with musicians to essentially sponsor a song or album, and offer downloads of it for free as a way of promoting their product.

Games have also been using the add-on content model, in which the initial game experience is free but you can buy upgrades or customization for a price. With this model, they once again have something in common with musicians that have discovered they can give their basic music away for free and charge for scarcer goods like vinyl LPs or t-shirts. The game developers will just have to create demand for in-game goods in a similar way.

-Parker

Game Developers are Just Like Musicians – An Australian Example

A little follow-up to Parkers post about independent game development. Last week I attended the Dissecta talk at the State Library of Victoria. Damian Scott, founder and CEO of Primal Clarity, gave an insight into the scope and potential that the Australian independent game scene has to offer.

Primal Clarity are currently working on Imperial League, a violent first person sports game based on the Unreal engine. They're planing to release the game for free. Then after one year, once everyone is – hopefully – hooked they're going to introduce leagues and access to statistics. Charging for this feature is how they plan to make their money.

This move is inspired by the organisation of real-world sports: It only becomes real fun once your team beats the others. It's also a perfect example of how to utilise an add-on content model, in which the initial game experience is free but you can buy upgrades or customization for a price.

-Jens

Driving Under The Influence (of Video Games)

From the Honolulu Advertiser today comes the news that it is still legal to play video games while driving on the island of O'ahu. I don't know what happened that prompted the vote, but last month the island's city council voted 7-1 in favor of a bill that would make it illegal to play video games; or write, send and read text messages.

The fact that the mayor vetoed this vote shows that at least he has some sense - for every specific, dangerous activity like this that is banned, someone will come up with something even more ridiculous to do while driving. Ban video games? Someone will figure out a way to get in a car crash while playing board games.

homer

The whole thing reminds me of that episode of The Simpsons where Homer has a multitude of accessories plugged into his car's cigarette lighter. Since none of the appliances, from a snowcone maker to a fog machine, were video games he'd probably get around the law that the O'ahu council attempted to pass.

It also reminds me of the time that I was living in Japan and once saw a kid playing Gameboy while riding his bike, slowly wobbling back and forth across the road but making forward progress nonetheless.

-Parker

Germany Retains Hypocritical Stance

As you might have read, a teenager went on a rampage at his old school in Germany, slaying at least 15 people before turning his gun on himself during a shootout with police.

As usual in my Vaterland, German media are having a field day accusing so called "killergames" of inciting such horrible acts. I won't go into these discourses in detail as that would only bring me to the brink of an heart attack.

But I just couldn't pass up on this one: German tabloid Bild is calling for a ban of violent games (by citing "Germany's most important media analyst") yet runs huge ads for Tom Clancy's H.A.W.X, a game that "promises to revolutionise the way players think about combat in the sky."

hawx

Not really that violent you say? Fair enough. We might as well go for the real stuff and buy Counterstrike (the game officials love to blame), GTA IV or Gears of War 2 (officially banned in Germany because of its violence) in the official Bild.de shop!

counterstrike

On a similar note: Another brilliant idea on how to curb youth violence by making the access to videogames more difficult comes from the UK. Reports Destructoid:

A tax on videogames would combat knife crime in UK, claims a government advisor who lost his own son to inner city youth crime. According to the rather outrageous suggestion, videogames are "too cheap" and this makes it easy for children to buy them, which in turn causes them to become violent psychopaths. Typical logic from a man thinking with his heart and not his brain.

And another politician taking a convenient shortcut… Ban instead of educate, prohibit instead of looking into deeper reasons that might result in questioning one's own policies.

-Jens

Emotional Fallout

One of the games that I've been playing obsessively lately is Fallout 3. Despite me having spent more than 60 hours in its post apocalyptic wasteland, I'm yet to get tired of the title's incredible narrative architecture. As Clive Thompson points out on Wired:

It's an incredibly bleak game. Critics have lauded it for its complex-but-intuitive gameplay, its intriguing story and a go-anywhere world that outdoes even the sprawling burbia of Grand Theft Auto IV. But for my money, Fallout 3's accomplishment is more subtle:

It's depressing.

Fallout 3 indeed excels in creating an environment that is filled with stories of despair, struggle, violence, crushed dreams and hopes. Exploring the environment reveals countless little stories about life in the wasteland and life how it used to be.

Two skeletons lie next two each other on a bed in a destroyed wooden house, at the end the burned leftovers of their child.

An example Thompson gives:

There's a little girl who was found under a bed, and who's now living with a guy who rescued her, trying to avoid the pedophiles in her safe zone. And there's the mission where I was rescuing children from slavers, and tried to persuade a little girl to leave her friend behind -- telling her that "friends sometimes leave you."

"Ghoulified" characters reminiscent of their former beauty or social position, now they're just social outcasts. Every time I play, I come across something that impressively demonstrates the chilling horrors of nuclear warfare. This effect is likely to be bigger if one is actually familiar with the real Washington D.C. (the last time I went was in 1995 so many of the games locales don't have a huge impact on me).

If one digs deep enough one is even able to find documents of the tensions that lead to the attacks. Computers hold records about negotiations and safety measures. Still: The final strike must have been sudden, people even felt comfortable enough to go camping (judging by the burned out trailer I found).

One of the main differences to another masterpiece of narrative architecture – Bioshock – is that the people you encounter are not to blame for the situation they're confronted with. The erection of the Rapture and its social system was a conscious decision, a deliberate turning away from the rest of the world to create a place with its own ethics. It is consequently harder to feel empathy with any of enemies one encounters, their condition is merely the last consequence of their philosophy.

In Fallout 3 a whole world is suddenly confronted with the aftermath of the apocalypse. Now everyone has to cope with radiation, dirty water, anarchy and slavery; everyone is a victim of circumstances beyond their control which certainly adds to the emotional undertone of the game.

As Thompson points out:

Fallout 3 hammers this home early, because you actually begin the game as a preverbal toddler, waddling around a gray nuclear bunker that your father -- who appears to love you quite deeply -- has tried, and failed, to make into a happy nursery. A few little red rockets hang in a mobile over your industrial steel crib, and that's it.

Fallout 3 is an incredible achievement. If one takes the time to explore the vast, bleak world of the game – and not just pursues the action-orientated main quests – it is a very rewarding game which, as Thompson puts it, triggers reflection through pain. It is violent yet inspires more empathy than any other title I played before.

-Jens

Interactive Ads

One of the things that I've argued over the past few months is that for ads to work, they have to be compelling enough for people to actually want to watch them. One of the ways to do this has been to combine the advertising material with the actual content, so that in effect the content IS the advertising. Another way is the make the ads interactive, and to get people to engage with them in one way or another. It used to be that this was done simply through contests, but advertisers are getting more interesting.

A recent example is the latest commercial for Killzone 2, a game for the PlayStation 3. As the lads down at Citizen Game point out, "Sony is actually going to release a *playable* version of this commercial in March where you can control the camera and the speed of playback while listening to director commentary."

It is a great way of getting people to actually interact with the ad, rather than passively let it wash over them, while demonstrating the capabilities of the game as well.

-Parker

The Cultural Background of (German) Digital Games

Over the course of the last two weeks I conducted a couple of interviews for my Ph.D. dealing with the was the perception of digital games differs in Germany and Australia. By talking to just a couple of people you can tell how the cultural history of a country also influences the way modern media is dealt with. The first person I spoke to was Malte Behrmann, attorney, secretary general of the European Games Developer Federation as well chairperson of the German developers association, GAME. Malte is also responsible for digital games getting officially accepted as Kulturby the German Kulturrat, the umbrella organization of the German cultural associations. This push always reminded me of the strategy of the early German Autorenfilm.

In an attempt to conform to bourgeois cultural norms and thus demonstrate cinemas' cultural and social relevance, the Autorenfilm (films based on the works of famous contemporary authors or written by them directly for the screen) mobilized national literary and cultural traditions against the Schundfilm ('trash film') by serving as an incentive to 'respectable' artists from the 'legitimate' stage and literature to lend their prestige to the new medium. It was basically an elevation of the medium to adhere to bourgeois tastes and therefore broaden its social basis.

Asked if he saw any parallels between these two instances, Malte Behrman answered that he wouldn't sit in his office like a spin doctor and think about how a game could be made more socially acceptable by means of "nobilitation". A statement I thought was quite remarkable as it shows how on a subconscious level Germany's long high-culture traditions and its specific socio-cultural influences still assert themselves – in a way that is decidedly different to Australia where, due to the country's different history, I never encountered a similar attitude. Here digital games – and non-hierarchical entertainment in general – never needed any form of cultural legitimation.

German ad for Commodore VC20

Moreover, Germany's cultural background allegedly influenced the way games were designed: They were regarded as overly complicated, complex and not very accessible (think complicated simulations, strategy games and management games [Parker's note: only Germans would be into "management games"]). When I was talking about this with Philipp from Yager he made the point that this might have something to do with the fact that for a very long time German developers mainly created games for the PC.

In contrast to consoles the PC was an open platform everyone could develop for without having to obtain licenses and development kids – and Germany has a very strong history of home computing. I suppose this is because the purchase of a home computer was easier to justify as it allowed its user to go beyond the mere pleasures of play. As the classical ad above puts it: "How do you land safely on Jupiter and in the next class?" With the most successful computer of the world of course! The VC20, not only does it allow you to land on Jupiter as part of a game, it also plays chess and connects people in play. Well, that but it also teaches math, physics and biology… So much for the theory, but then again this probably had more appeal to Germany's cultural history of a country defining itself in terms of Kultur and education.

This eventually also might have had an influence on the design of German games: most of them went beyond mere play but offered an 'added value' by, e.g. teaching about complex economic correlations and challenging the player accordingly. I remember people at school telling me how they refused to play Doom because they thought it was too primitive. As Jens from Ascaron put it in the interview I conducted with him: "Germans liked to play with animated Excel charts".

German Atari 400 ad - good for games AND school!

Obviously this was a competitive disadvantage: These games, on account of their design, hardly sold outside of Germany, probably another sign of their cultural specificity. Just like the (mainstream) American market did not appreciate the Autorenfilm with its intellectualized themes of broken identities, alienation and magic, history repeated itself 80 years later when it refused to play overly complex German games.

Of course this changed in the last couple of years, last not least because of a transition to console gaming. The Wii and especially the DS were godsend gifts - cheap and easy to develop for and… well cynics might point out that Nintendo isn't very strict when it comes to shovelware. Also German developers are amongst the leading ones in the field of mobile and browser games. But eventually it is quite difficult to rid oneself off one's cultural background. I suppose that's what Philipp meant when he said that even though you can have lived in the US for three years you're not quite 'there' yet in terms of an American (uncomplicated, commercially orientated) mindset.

My next interviews will be about support mechanisms. I wonder if the influences I just described also have an impact on how local game developers are supported by the state run institutions. What are the rules and regulations? And do they get applied eventually? Which games will be funded which won't? Would something violent yet potentially successful receive support? I already got a taste of what to expect when I informally talked to someone about these things on a party and was told that 'serious games' apparently play an important role when it comes to funding in Berlin. Not only because they demonstrate potential 'transfer-effects' (locally developed engines used for something… well, beyond play) but also because they function as a mental guide for the people giving out the finds: As a cultural/ technology-beyond-play token that helps to set everything in motion, the 'ox that draws the cart' so to speak.

-Jens

Did You Say Crisis? While Economy Takes its Toll on Hollywood Videogame Sales Soar

As two world wars with record breaking cinema attendances can testify to: In tough times escapism fares best. But in contrast to earlier economic slumps it seems this time Hollywood's grip on our imagination is waning, signifying a remarkable cultural shift. As the Hollywood Reporter reveals:

Everywhere one looks, the entertainment business is in a world of hurt. The downturn is slamming the balance sheets and stocks of major media companies. Banks and hedge funds are cutting or eliminating movie financing, putting projects at studios and independents in peril. TV networks, reeling from an advertising decline, are slashing costs and trimming staffs (…) For movies, the days of easy money are officially over.

The same goes for the studio's TV shows:

ABC Studios was the most aggressive during the strike. It terminated nearly 30 overall deals, the most of any studio. Now it is the only studio so far to impose budget cuts on its shows, a 2% production cost trim on all series. That is on top of the much-gossiped-about spending cuts on wardrobe on the studio-produced hit "Desperate Housewives." (…)

In a memo from Sony Pictures Entertainment chairman Michael Lynton and co-chairman Amy Pascal, the company outlines its cost-cutting measures, which include less plane travel and hotel downgrades, the restriction of corporate jet travel to top talent only, fewer print subscriptions, no internal meetings outside the company offices and cutting airport parking costs.

Wiiprintsmoney

While the lesser talent will have to abstain from private jets, luxury resorts and glossy magazines one entertainment industry continues to deliver record numbers:

Videogame sales soared in October, with Americans spending $1.31 billion on games, hardware, and add-ons. Unsurprisingly the Wii topped the charts (803,000 untis sold), followed by the Xbox 360 (371,000 units) and the PS3 (190,000). Then there's the spectacular success of the most escapist games of them all, breaking record sales and enslaving more people than ever. Overall the video games industry is set to top $22 billion in 2008, according to NPD.

In short:

"Obviously, the economic slowdown isn't impacting this market," an industry observer told Radar. "Unlike just about every other industry on the planet, we're anticipating a great holiday season."

-Jens

Men are from Planet Xbox Women are from Planet Wii: How the Genders Play Differently

Parker directed my attention towards this short yet insightful post by Jenni Mac about how videogames appeal more and more to a female demographic:

[W]atching the report it was clear that this involvement is actually because of two very different reasons. Men enjoy the activity, the skill, and the challenge. Although some women do enjoy these aspects as well, by listening to the interviews and examining the information it is evident women are interested in video games for the same reason they are interested in many other activities, the social aspect. Women quoted enjoying talking about it, getting together with friends for parties to do it and talking to people through the video games. Therefore although women are getting involved it seems to reinforce the true nature of the differences between the genders instead of providing evidence to how they are becoming more "similar" as the report seemed to detail.

Jenni makes a very good point here – one that's also proven by sales records: The Sims, a game whose development team consists of an equal mix of male and female staffers and whose parent company Maxis has a female general manager, sold more than 100 million copies in all its different instalments with almost 60% of its players being females. What is the game all about? Basically: Being social.

This could also explain why the non-casual genre that has the biggest percentage of female players is the MMO with self reported numbers of between 20-25% female audience. As a study by the Nottingham Trent University states:

MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age.

WiiGreer

And then of course there's the Wii which more than any other console encouraged social play: There're no entry barriers, enough content to appeal to a female demographic and sheer fun of getting together with a couple of friends in front of the TV (probably also one of the reasons why Nintendo neglects its online business). The result: Even after two years after the Wii's release Nintendo still has trouble meeting demand.

Of course men also like to be connected, but this mostly happens within a very competitive framework; Halo or Call of Duty being a case in point (probably also one of the reasons why Microsoft looks so much after its online business).

Then there's the uncanny hate/ disinterest for Nintendo's "albino waggle box“ on the part of the traditional male hardcore crowd ("I haven't touched my Wii in ages!“) not to mention the shame when buying casual games – apparently all these things offend male sensitivities and the traditional (male) technicity of the industry. But hey, what can we do? It's all in our brains.

Allan Reiss, MD, and his colleagues have a pretty good idea why your husband or boyfriend can't put down the Halo 3. In a first-of-its-kind imaging study, the Stanford University School of Medicine researchers have shown that the part of the brain that generates rewarding feelings is more activated in men than women during video-game play. (…) The findings indicate, the researchers said, that successfully acquiring territory in a computer game format is more rewarding for men than for women. And Reiss, for one, isn't surprised. "I think it's fair to say that males tend to be more intrinsically territorial," he said. "It doesn't take a genius to figure out who historically are the conquerors and tyrants of our species-they're the males."

What about you? If you're a female gamer, what games do you play and why?

-Jens

Gotta Catch 'em all! The Peculiar Relationship of OCDs and Videogames

Did you spend the best part of your childhood in arcades playing Pac Man? If so chances are you have a chronic anxiety disorder... Earlier this year, the Philadelphia Research Center of Mental Illness Study found “an alarming rate of OCD” in kids who played 80s video games like Q-Bert or Pac Man.

As the author, Chris Ward, writes::

As someone who jumps out of his skin when friends blitz through levels of Super Mario Bros. and ignore the goddamned coins, I don’t disagree with this study one bit. My OCD impulses, like most people’s, are all about controlling my environment—and the virtual landscapes in games are a perfect outlet for this. On the downside, Pac-Man’s all-consuming urge to eat every last dot gets channeled right through the person controlling him.

The good news though is that games themselves are not the root of OCDs – “I don’t think games cause OCD—it’s a chemical imbalance in the brain you’re born with,” says Counselor Hillary Brady – but then again the current generation of games with their increasingly open worlds with all their disorder that somehow has to be brought under control offers the perfect playground these people.

Again Chris Ward:

Unfortunately, I was unable to complete a single level without trying to collect the hundreds of thousands of LEGO coins that appear when you break something. Note: everything is breakable. It’s the jingling noise the coins make. . .the way they zip through the air into Batman’s utility wallet. . .this simple, visceral thrill led to several uncontrollable hours of collecting shiny things. Current in-game progress as a result: 9.6%

I can relate to Ward. The last game I bought was Far Cry 2, a title with a massive environment where one of the goals is to collect more than 200 hidden diamond cases. When you're close to a case a little green light on your GPS starts flashing and it flashes quicker the closer you get. Countless times I stopped my car just to spend… well, uncontrollable hours collecting shiny things. No matter if I was in the middle of a mission or chased by an angry mob of gun yielding rebels I just couldn't resist the urge to waste a large chunk of my precious play time running around in the African Wild, climbing hills and tress and getting really agitated for not being able to complete my collection.

The same with GTA: when I got the chance to roam San Andreas I had to look up the location of all the places I was supposed to tag. I didn't immerse myself in the story and the only way I interacted with the environment was by spray painting it – also motivated by the fact that the more I vandalised my surroundings the more weapons would wait for me in the kitchen. Because you never know when you might need those babies! Which relates to another disorder of mine: The fear of running out of items.

At least I'm not the only one:

I’m convinced that there must have been some kind of traumatic experience that occurred when I was just starting playing videogames that I subconsciously blocked out, but whose moral still remains firmly imprinted in my psyche: “Save every item till the last possible moment.” It’s the only way to explain this near maniacal packratism I can’t help but display. I’ve reached the end of many a game with an over abundance of ammo and supplies, and yet I continue to hoard and refuse to use.

The next game I was going to get is Fallout 3, but truth be told: The thought of all the loot to collect, all the side missions to be done, all the endings to be seen – it makes me freak out a little.

By speaking of freaking out: The solution to these problems might actually be more terrifying than the symptoms.

"We often find that our OCD patients benefit from playing not-so-organized games like many of the '90s Super Nintendo games based on movies, athletes, and TV shows," the Philadelphia study concludes. "[Compulsion for organization] is less likely because a video game based on Shaq has never had a clear objective."

I think I prefer my disorders to Shaq Fu. What about you?

-Jens

Videogames on Wheels

One of the more interesting pieces of technology depicted in Vernor Vinge's Rainbows End is that which allows users to put a skin over reality, just as we currently choose different themes for our operating systems and web browsers. Thanks to some smart people working out of the Universität der Künste Berlin ("The Berlin University of the Arts"), we're one step closer to making that happen.

From the description of their project: Carcade is a concept for an in-car videogame for the passengers, which captures the landscape and uses it as a videogame environment. Existing objects, for example trees and architecture, are recognized by the camera and enhanced by videogame assets. The game is influenced by the manner of driving of the car. If the driver accelerates, the game becomes increasingly difficult. If the car comes to a stop a different game situation evolves. We developed a small game concept and a functional prototype, with which we did a test drive on the street. A webcam is connected to a laptop running camera tracking software which recognizes the horizon and objects in the environment. The player has to maneuver a spaceship and collect points whilst trying to avoid crashing into oncoming enemies.

It is still early days, but watching their video will help you understand the technology a bit better. As it advances, that boring prairie drive between Calgary and Edmonton could become a lot more interesting if it took the form of a space battle, jungle cruise or otherwise more-scenic route instead.

In order to further cement the relationship between videogames and driving, iTWire reports (via /.) that a car designed for the Playstation 3 game Gran Turismo 5 Prologue has made into real life and was unveiled at the Paris Motor Show. It isn't just a fantasy car, either. Apparently the GTbyCITROËN handles the same in real life as in the the game.

If you've played the Gran Turismo series of games, you'll know exactly how hyper-realistic they are. In fact, I'm pretty sure I learned more about driving through the original Gran Turismo for PS1 than I did from the driving lessons I took when I was sixteen.

I'm probably not the only one that thinks that way, either. According to this CNN story, Allstate insurance will start offering specialized computer games to older drivers and that this could end up lowering their rates.

-Parker

Preserving Our History Of Videogames

(Editors note: yeah, it seems like we're really on a videogame kick here at BlogCampaigning. If you're not feeling the vibe, we'll be back with more social media PR/posts later this week. But stick aroudn around for the videogames, because they're important.) You can tell the growing importance of a medium and its social acceptance if people deem it necessary to conserve it for the generations to come. It took a while for film – in the case of Australia even until the 1950s – with the consequence of the majority of the early works being irrevocably lost. The only idea we have of early television is because of contemporary witnesses or documents; the actual shows though are lost forever as most of them were live broadcasts and there were no means to record them – history forever carried away by the airwaves.

In order for videogames not to meet the same fate, academics at Nottingham Trent University have moved to form the United Kingdom's First National Videogame Archive.

From the press release (via Kotaku):

In addition to a treasure trove of consoles and cartridges, the archive will collect and gather a broad range of items from across the industry. It will encompass the wider cultural phenomenon of videogames by documenting advertising campaigns, magazine reviews, artwork and the communities that sustain them - the overall aim being to collect, celebrate and preserve this vital cultural form for future generations.

Dr James Newman, from Nottingham Trent University's Centre for Contemporary Play, said: "The National Videogame Archive is an important resource for preserving elements of our national cultural heritage. We don't just want to create a virtual museum full of code or screenshots that you could see online. The archive will really get to grips with what is a very creative, social and productive culture."

Sweet! The Library of Congress has actually been working on something similar for a while now. Together with a consortium made up of Stanford, the University of Maryland and the University it even proposed the idea of videogame canon, the results of which were revealed last year.

Game preserving is a really fascinating topic, especially considering the rapid hardware development. Remember 5¼ disks? Would you know where to get functioning drives? Even if one was able to locate the hardware the problem remains that one day it will break, no matter what. A fact that certainly makes a case for – unfortunately illegal – emulation. But then again isn't part of the authentic experience also to play games on the hardware they were intended for? A keyboard certainly can't emulate the awkwardness of an Intellivision controller…

And what about MMORPGs? Here preserving the code isn't the problem, but preserving the actual interactions of the players – the really interesting stuff – is pretty much impossible. How did people use certain games? How did they collaborate? What does this tell us about the society/ country/ class they came from? All these elements that transcend the actual gameplay and therefore are most interesting to analyse might also be lost forever. Any ideas what to do?

-Jens

The Music Industry (sigh)

As an update to yesterday's post about why videogames are so important, I strongly advise you to check out this post on Techdirt. Apparently, the CEO of Activision has pointed out how much games like Guitar Hero and Rock Band have helped sales of bands and that perhaps the record companies should be paying the game companies to have their music included, rather than the other way around.

What do you think?

-Parker Mason

Videogames Are Our Future

If you've been a BlogCampaigning reader for more than a few weeks you'll know that Jens and I are both quite interested in ludology, the study of video games. I'm fairly convinced that video games are the future of both entertainment and communications. I don't mind that they aren't being taken as seriously as I think they should be - it just means that there will be greater opportunity for people like Jens and I further down the line.

Like many of our activities, games are becoming increasingly social. According to a recent Pew Report, for teens "gaming is a social activity and a major component of their overall social experience."

The report finds that 65% of game-playing teens play with other people who are in the room with them, while only 27% play games with people who they connect with through the internet. I think that those numbers are going to change rapidly, that the teens who are most easily able to connect via the internet to interact with their peers to play games and solve online puzzles will be the ones who are most succesful later in life.

This might be explained by an article in Wired finds that gamers are using the scientific method to complete missions and raids. In one example from the article, a game academic notes that the teenage boys she studied (I'm hesitating to use the phrase "played with" here) "were building Excel spreadhseets into which they'd dump all the information they'd gathered about how each boss behaved" and that they would use these spreadsheets to "develop a mathematical model to explain how the boss worked -- and to predict how to beat it."

And if you're worried about becoming the out-of-shape, pale stereotype of the gaming nerd like Jens, don't fret. According to a recent study gamers are more physically fit than the average American (Jens is just lazy). If that wasn't enought o get you feeling good about video games, a recent article in The National Post reports that a number of retirement centers in Ontario are using the Nintendo Wii to stage a series of competitions.

"It's hand-eye co-ordination, visual stimulation and works as various forms of therapy. If they are in their wheelchair, it gets them excited, gets them enthralled into something that maybe they didn't do before. They are not just sitting there watching something; they are actually engaged," said Chris Brockington, senior marketing consultant for the group of retirement homes.  One of the residents added that the games were "both a wonderful social activity and a great way to exercise."

I've also posted previously about my thoughts on the importance of video games here, and you can read all posts about video games by Jens and myself here.

-Parker Mason

(thanks also to Techdirt for first pointing out some of the links mentioned above)

Fostering a Better Understanding of History? The Berlin Wall Mod for Half Life 2

Gamepolitics just directed my attention towards this interesting mod for Half Life 2: Thanks to some talented modders gamers can now experience a virtual recreation of the walled East-Berlin. Explains Garry's Mod:

The anticipated BerlinWall map has been released. The map offers singleplayer experience from the view of an East German citizen, dreaming of living in the West Germany. The gameplay in the map is non-linear, you can take many paths to west. Also, avoid making mistakes, they can be deadly, and remember to check everywhere for some sort of weapons.

The map works the best in Half-Life 2: Episode Two, but like common Source-based maps, it also works in Garry's Mod. Not offering the best gameplay experience in it, but works great for posing and comics.

This is the kind of stuff I love: Using the simulational nature of digital games to foster a better understanding of historical events as they offer a grade of immersion other media don't, fostering much needed respect for the often chastised games in the process.

If the rules work accordingly. Unfortunately I haven't yet had a chance yet to play this mod (as I'm using a Mac) but from what I've gathered this might not always be the case.

According users of this forum, parts of the game involve direct armed confrontations with guards. Violence of this sort certainly wasn't part of the process of trying to flee from the socialist reign of terror as this would have been even more suicidal. Apparently it is also possible to run through barbed wire without getting injured, an aspect I find highly objectionable as one of the most gruesome deaths at the wall (or what was to become the wall) was caused but just that: Getting stuck in barbed wire, getting shot, bleeding to death.

These problems are increased by an age old problem: Trying to escape from East Germany certainly involved a lot of arbitrary factors – games rules don't, otherwise that game wouldn't be playable. Or to put it differently: Life's not fair, games (mostly) are.

By speaking speaking of belittlement: Saving the "game" or a God mode weren't options for these people who decided to take the ordeal of escaping upon themselves.

From what I could gather from the screenshots the problematic nature of this games also extends to its representation. Using Combine soldiers as an ersatz for East German border guards again is highly troublesome – just like using the iconic crowbar as a weapon – due to the connotations that spring up in our heads: The first thing I thought of was headcrabs.

As much as the creators of this mod should be applauded for trying there still are massive problems up ahead, but as a glimpse into games' potential as a tool to teach it can be regarded as a thought-provoking – yet problematic – project.

-Jens

Meet the Murder Simulator of the 1920s: The Spanish Inquisition

The 1920s, not only the "Roaring Twenties" but also the decade that saw the peak of the KKK, the rise of communism, the publishing of Mein Kampf and the prohibition – all events pointing to the social tensions of the time. Finally one of the main, yet so far neglected causes of these misdemeanors could be identified: The Spanish Inquisition arcade game, still playable at Marvin's Marvelous Mechanical Museum. It is an absolutely terrifying torture simulator, allowing the mutilation of people whose only crime it is to hold different beliefs. Rumour has it that this game was the main reason behind the Bath School disaster.

Comments Jack Thompson: "If some wacked-out adult wants to spend his time playing The Spanish Inquisition, one has to wonder why he doesn't get a life, but when it comes to kids, it has a demonstrable impact on their behavior and the development of the frontal lobes of their brain."

-Jens

"A game that's impossible to win, meant to inspire thought? Didn't Missile Command do this decades ago?" Playing Douglas Edric Stanley's Installation at the Games Convention

Not only did I get a chance to play Guitar Hero World Tour at the Games Convention (awesome drums, way superior to Rock Band's) and beat my English speaking friend John and two 12 year old girls in a round of a German version of Buzz I also came across Douglas Edric Stanley's controversial Space Invaders Installation that has players trying to fight off the destruction of the World Trade Centre's Twin Towers. Upon me asking what it was all about I was informed by a staff member of the Computergame Museum (the organiser of the exhibition), that it was a statement regarding America's foreign policy respectively that the invaders represented the terrorists who were responsible for the destruction of the WTC. I could kind of see where he was coming from: The attackers as the alien "others", hostile to our culture, blindly leaping forward without any regard for our Western values, fanatical in their compulsion to destroy, the inability to communicate and the fact that we won't be able to win this war despite our wildest gestures (as conveyed by the game's motion controls).

Trying to hit the red UFO (Bin Laden?!) by using arm movements in front of a symbol for one of the biggest tragedies of the 21st century did feel ambiguous to say the least. Eventually it left a shallow impression, I couldn't see beyond a simple juxtaposition nor was I taken by surprise by an interpretation I didn't think about before, a view which possibly could have shed a different, more compelling light on the installation.

Do I agree with the pulling of the piece? Not necessarily, after all freedom of expression is what differentiates us from the invaders. Also the fact that apparently it is OK to commercially – and cynically – exploit 9/11 (+ Pearl Harbour + several wars) by means of movies, books and merchandise while a non-commercial installation draws worldwide negative attention makes for an interesting imbalance – admittedly, in Stanley's abstract work compassion for the victims is largely absent, something which differentiates it from other media deemed more acceptable.

Nevertheless, I still believe that digital games have the potential to make strong, insightful and relevant statements. As Leigh Alexander puts it on Kotaku:

Invaders! actually accomplishes everything we've constantly asked games to achieve - it draws mainstream attention. It provokes thought and discussion. It deals with a real-world issue. It's open to interpretation. It's independently-created art.

And it stings, doesn't it, to see our hopes for the medium twisted into such an uncomfortable, painful shape. But let's not let the pain force us to dismiss it. This is an achievement.

If a shallow, transparently controversial juxtaposition such as Stanley's installation is capable of eliciting such a response then the future for digital expression surely looks bright.

-Jens

Games Finally Have a Right to Exist: German Cultural Council Accepts them as "Kultur"

After long discussions the German Kulturrat, the umbrella organisation of the German cultural associations, today welcomed the federal association of game developers GAME, as their latest member. The rationale behind this move: Games are sponsoring all kinds of arts and artists, from designer to script writer to composer; they all benefit from the burgeoning industry. Despite this somehow strange reasoning (games being "Kultur" because they help to sustain other arts instead of being accepted as cultural artefacts in their own right) Malte Behrmann, chairman of GAME, describes the decision as a milestone of German media policy. "For the first time an association of the game industry was incorporated in an institution of cultural politics. The game industry finally arrived in the cultural sphere. This is a great day for the German game industry!"

This whole procedure again goes to show show that in Germany new forms of media always need to be legitimised through the concept of Kultur – which on one hand can do miracles in terms of acceptance. After all culture epitomises an anti-barbaric distinction which perfectly serves for bourgeois self-legitimation – but then again this anti-barbaric distinction also prevents Gears of War 2 from being released in Germany and helps to perpetuate the patronising behaviour of the German state in terms of censorship.

Soon to come: Discussions about culturally valuable games whose market share is marginal at best (at least we Germans are trying our best to save the world again, even if it's just the saving the virtual world from unnecessary brutalisation).

-Jens

Apparently Videogames (and laptops and cell phones) do Kill People: Demand for Raw Materials Incited African "PlayStation War"

A piece on gamepolitics brought my attention to an aspect of videogaming I never really thought about: The mining of the raw materials needed to manufacture consoles. A report on Toward Freedom states that the PlayStation 2's requirement for a rare metal in its manufacturing process helped fuel a bloody, decade-long conflict in Africa's Democratic Republic of Congo. This rare metal is a black metallic ore called coltan which once it is refined becomes a bluish-gray powder called tantalum, a crucial component for cell phones, laptops – and the PlayStation 2 whose launch in 2000 spurred a further increase in demand.

This eventually led to Rwandan troops and Western companies to exploit the people and mineral resources of Congo, with children often forced to work in mines.

Extensive evidence shows that during the war hundreds of millions of dollars worth of coltan was stolen from the Democratic Republic of Congo (DRC). The UN and several NGOs claim some of the most active thieves were the Rwandan military, several militias supported by the Rwandan government, and also a number of western-based mining companies, metal brokers, and metal processors that had allegedly partnered with these Rwandan factions.

While comments like "Kids in Congo were being sent down mines to die so that kids in Europe and America could kill imaginary aliens in their living rooms" make for catchy, cliche ridden headlines it has to remembered that during the last eight years not only the demand for consoles but also for other forms of consumer electronics grew disproportionately high. Take for example the saturation with cell phones or the rising popularity of laptops – not that that makes this sad fact any better but one certainly can't reduce the problem to the gaming industry alone (something which a lot of people are probably inclined to do as it's an easy target).

According to gamepolitics, a Sony rep told Toward Freedom that the company now takes steps to ensure that it does not use coltan illegally obtained from Congo in its manufacturing processes.

-Jens

Who Owns Our Future of Interactivity?

Developmag.com compiled a list of the 25 people who are reshaping the game business. Included are such personalities as Satoru Iwata, initiator of the Nintendo renaissance, Harmonix founder Alex Rigopoulos and Avni Yerli of Crytek fame. Why is this list important? Its important because of the increased emphasis on interactivity in our world. To understand this, one need only see the way that the video game industry is growing alongside a greater focus on community and two-way conversation in the way corporations are acting towards the world.

Game developers are the innovators of this phenomenon. And, as this list points out, some of them are more skilled at it than others.

This is because they are the auteurs of the game world. For those unfamiliar with the term, auteur is the French word for author. Destructoid's Dick McVengeance (not his real name, I presume) references the book Film Theory and Criticism in a brief explanation of how an auteur can be defined by three basic criteria:

Technical Competency: Simply put, the director has to know how to competently and effectively use the equipment that is at his disposal. If you're dealing with someone who thinks holding shots for way too long or never moving the camera, then you don't have that competent of a director.

Distinguishable Personality: The director has to be able to show his own unique trademarks within the film, whether it be through camera tricks, storytelling methods, or even symbolism that they inster into the film. In other words, what makes a Steven Soderbergh film a Steven Soderbergh film?

Interior Meaning: This is described as the conflict between the director and the material that he is working with. In essence, it's how the director approaches the project, and the angle that he tackles it with. It's more esoteric than having a distinguishable personality. Takashi Miike is the best example I can think of. When you watch a Miike film, you know he's the auteur.

He then goes on to explain that an auteur can either be a studio or certain individuals who are luminaries within the industry. Rare is a good example for the first category, Kojima for the second.

In his book High Culture, Popular Culture: The Long Debate, Goodall points out that

"one of the stages of in the naturalisation of films as high art was the discovery of film directors whose role seemed analogous to that of an author. One could thereby study the films of John Ford or whoever in a manner not dissimilar to the way novels were studied in the university."

Why shouldn't this be the case with games and, potentially, well crafted PR campaigns? Writes Dick McVengeance:

"If we are to develop as an artistic medium, then presenting those who can be considered artists to the world is just as important as the artistic works that they can create... I emplore you, community, to look to find who the important people are in your favorite games. Pay attention to the credits. See whose names pop up a bunch -- they'll be the ones you should watch for."

Will the auteurs of our online future be the developers, the PR shops and their flacks or some combination of the two?

Post written jointly by Parker Mason and Jens Schroeder