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“Games” for Grief, Mourning, and Anger

Screenshot of "maybe make some change"
maybe make some change, my new interactive story , does not have achievements, leaderboards, or co-op play. Many definitions of “game” might exclude it. Underneath the multimedia components it’s a parser-based interactive fiction, but there’s no space to explore, no objects to take. It’s inspired by a true story about war crimes in Afghanistan. It’s not exactly what most people would call “fun.”

Despite the growing acceptance of games and playable experiences as a medium of introspection and expression, it’s still rare to find an interactive piece that engages seriously with the darkest parts of the human experience: grief, mourning, anger, atrocity. If anything, the move towards mobile platforms and shorter-form experiences may be making these kinds of experiences even rarer; you sit down for three hours to watch Schindler’s List, but you probably wouldn’t want to dip into the Holocaust for five minutes while waiting for a bus.

There are certainly moving exceptions. Stephen Lavelle’s Missing puts players in the shoes of a parent endlessly searching for a missing child, with no way of knowing whether the child can ever be found or the game ever won. Tale of Tales’ games from The Graveyard on, engage with darker concepts like mortality, rape, and sacrifice, while Brenda Brathwaite’s board games such as Train and One Falls For Each Of Us have explored the culpability of players in acts of genocide and systems of suffering. Many of these pieces gain power through the necessity of participation; it’s harder to remain aloof from something that requires your hand to turn the crank.

maybe make some change casts the player as a soldier confronted by a native civilian who may or may not be holding a weapon. This frozen moment is told again and again from the rotating perspectives of six different narrators. Each one describes the scene differently, with radically different agendas behind what they want or hope the player will do, or say he did. As the vignette repeats and repeats, the player slowly gains a vocabulary from these narrators, language with which to try different strategies, find a way to escape. The piece is overlaid and infused with real documents (textual, aural, and visual) from the story of Adam Winfield, a young American soldier accused of the murder of an unarmed Afghan civilian in May 2010, as well as fictional representations of modern warfare in contemporary video games.

change was originally presented as an installation piece at my MFA thesis show this spring, alongside a second piece using augmented reality to explore the same story. I’m releasing the former piece via the web today on the occasion of the ten year anniversary of the start of the war in Afghanistan on October 7th, 2001. As this war enters its eleventh year and second decade, it is my hope that this project can participate in a national conversation, however brief, that might arise about our role in Afghanistan and the consequences of wars without end.

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A Map Generation Speedrun with Answer Set Programming

There’s nothing really special about this map-looking thing, other than that you can’t get from the top-left corner to the bottom-right corner in less than 42 steps (I looks to take 56 or so). What is special here is how quickly we’re going to develop a flexible, style-ready generator for it. Set the clock for 50 lines-of-code, and let’s get started.

Read More »

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Foundations of Digital Games arrives in Raleigh in 2012

The Foundations of Digital Games conference, which covers research on a broad range of computer game topics, will be held in Raleigh, North Carolina, USA from May 29-June 1, 2012. Magy Seif El-Nasr (Northeastern Univ.) is the conference General Chair, while Mia Consalvo (Concordia Univ.) and Steve Feiner (Columbia Univ.) are the Program Co-Chairs.

The conference will feature workshops immediately before the main conference, along with paper and poster presentations. As in past years, a doctoral consortium will provide a venue for new researchers to highlight their work. The call for papers is out, with full papers due December 19, 2011. Workshop proposals are due October 17, 2011.

New for this year is the research and experimental games festival. This is a venue designed to highlight games which are taking research technologies and turning them into playable experiences, and/or games that are highly experimental in nature. Existing game festivals don’t provide a good place to highlight such games, and the difficulty of translating research ideas into games is often under-appreciated. Game submissions are due January 19, 2012.

I hope to see you at FDG 2012!

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Emergent properties: game testers are “stuffed”

Illustration: Alexis Demetriades

Chris Lewis, a member of the Software Introspection Lab at UC Santa Cruz has his game testing work profiled in Science Notes 2011, in the article “Fixing Glitchy Games” by Donna Hesterman.

Games increasingly have emergent properties brought about by the complex interactions between the player, AI-driven non-player characters, level geometry and items in the game world. Except for the player, all of these have become more complex in the latest generation of AAA titles, leading to an exponential increase in potential interactions. Lewis states it well:

Games have emergent properties baked into them. That’s what makes them exciting. But when they don’t work, “you’re stuffed!”

Chris’ project Zenet allows game testers to model the desired behavior of a game, then monitor it at runtime. If the game starts acting wonky, this will be detected, and steps can be taken to correct the faulty game state.

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First Digital Lit, First Video Game?

Media Archaeology Cover

What was the first work of digital literature, or digital art? What was the first video game — the first computer game played with graphical display? These are the sorts of questions that come up when we start rummaging around in the pasts of fields, thinking about the boundaries, and thinking about trajectories that might have been.

I offer my thoughts on these questions — one answer considered, one initial and speculative — in the new book Media Archaeology: Approaches, Applications, and Implications, edited by Erkki Huhtamo and Jussi Parikka.

The speculative answer is that about video games. There are a number of contenders for “first” — including Sandy Douglas’s OXO, a tic-tac-toe program displayed on a CRT, developed in 1952 for the Cambridge University EDSAC. But Christopher Strachey’s first video game, a version of checkers (aka “draughts”) for the Manchester Mark I, was already underway by 1951 and was already reported in a paper at the ACM national meeting by 1952 (which would have required a paper submission in advance). Read More »

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Winter in Brazil: Regions of Narrative, Software Studies

Regions of Narrative Billboard

It’s winter in Rio, but I still spent a serene morning watching the waves, while mist clung to the green hills behind.

So why the picture of a sign? It’s something even more unusual, for a visitor from the US, than a beautiful beach: a mall billboard advertising an event full of professors!

In this case it’s the Regions of Narrative / Regioes Narrativas event that brings me to Rio, running the 24th and 25th at the House of Science / Casa da Ciência. It looks like a great event — with some familiar faces and some people I’m looking forward to meeting. I’ll be talking about the present and future of game narrative, including Prom Week.

Before that — tomorrow, actually — I’ll be speaking at a software studies event hosted by Cicero Inacio da Silva in Juiz de Fora. It starts tonight, so I’m off to the airport before too long. I’ll be talking about how we interpret and build computational processes for digital media, including Expressive Processing.

I’m looking forward to the conversations here — and I’ll be celebrating my birthday!

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