New issue of the Journal of Games Criticism

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A new issue of the Journal of Games Criticism http://gamescriticism.org/ has been published.

Volume 2, Issue 1 features a series of exciting articles from game developers, game critics, and game studies scholars. Velli-Matti Karhulahti offers hermeneutics as a method for ludocriticism, and Michael Heron and Pauline Belford discuss the history of choose your own adventure and narrative games. Next, Stephanie Jennings tackles the importance of subjectivity for the critic. Victor Navarro-Remesal and Antonio Loriguillo-Lόpez explore the intersection of Manga, Anime, and Gému within Cool Japan. Our invited articles include Robert Rath who develops explanatory game criticism as a solution to barriers for tangential learning and David Parisi who delves deeply into the importance and stability of the video game controller across new generations of platforms.

Read the full issue for free at http://www.gamescriticism.org/issue-2-1

Game: Albino Lullaby

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Albino Lullabyis a game that seems to rely on the mixture of narrative genres to produce uncertainty, a sense of uncanny and horror. Adam Smith writes: “My favourite thing about the demo was the tonal uncertainty. Rather than being pure terror, or adrenaline-pumping tension, Albino Lullaby is packed with odd little jokes alongside unnerving suggestions and grotesque realisations. The world is confusing – having elements of Victorian gothic and steampunk alongside its abattoir parlours – but there’s a thread of internal logic running through”.

Read the full article at http://www.rockpapershotgun.com/2015/03/04/a-twisted-family-tree-albino-lullaby/ and get the preview episode at http://albinolullaby.com/

Blog: Annika Waern on Storymaking

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Annika Waern is a professor at Uppsala University, previously at Mobile Life/Stockholm, and she’s one of the top researchers on narrative, experience and live-action role playing games.

She writes: “I look at emergent narrative as storymaking; as stories that do not just ‘happen’, but that we actively and consciously create from (or during) an experience of events. It is not something that every player is good at or even wants to do, not even in live action roleplaying games. Players engage in different ways in larp just as they do in computer games. In particular, there is an interesting and confusing interplay between storymaking and character immersion, which I’m not attempting to figure out in this post.”

Read the full post at https://annikawaern.wordpress.com/2014/12/22/storymaking-in-larp-an-overdue-post/

Article: Narrativity of Computer Games

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The narrative qualities (or lack thereof) of computer games are a debated topic that is clearly very close to my interests. I have often lamented the lack of a complete, authoritative, up to date and balanced reference on this point. I’ve very recently discovered a very good entry by Britta Neitzel on the Living Handbook of Narratology on this topic that makes a good job of summing up a very reasonable approach to this topic. “Narrativity can be understood as a virtual capacity of computer games. Like every game, computer games consist of rule-governed actions carried out by a player. But they may also contain elements typical for narratives: actions, events, characters, and a setting. If these elements are arranged in a story-like order, a computer game possesses narrativity. Additionally, computer games, in contrast to other games (such as ball games or chess), integrate a representational level depicting the player’s actions in the game world and the player herself in the form of an avatar who acts within this world. This representational level can be compared with the level of narrative discourse”.

Read the full entry at http://www.lhn.uni-hamburg.de/article/narrativity-computer-games

An annotated study of the game ICO

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Peter Eliot has compiled a carefully crafted annotation of the cult game ICO. He writes: “ICO is at once intriguing and confusing because it insists on holding silence on its own narrative. It shows and suggests enough to convince us that something big is going on but will not tell us what it is. So I propose an exercise: I am going to take a walk through the story and point out noteworthy elements that may help us make sense of what is happening. I will not be a neutral observer; I will advance my thoughts on what I observe”.

Read Peter’s annotated gameplay at http://www.rose-tainted.net/ico/essays/petereliot_annotation.html

Sim Civil War Meets Dinner Dash – Thoughts on “This War of Mine”

NB: This is the first installment of a developing post on This War of Mine. I will play it more and my opinion might change

As an expressive form, video games have long established themselves as a way to communicate serious topics, from HIV to oil sands exploitation. War is a new and important topic for games. No, not war as a soldier, as a party in the fighting – that certainly is old news. But war as experienced by non-combatants (in the day and age of asymmetrical opponents and civil wars, the word “civilian” does not seem to be a strong enough distinction anymore from those fighting) that try to survive alongside the hostilities, is a new topic.

I was excited when I heard about a game on non-combatants, as I envisioned a rich interactive narrative giving players a glimpse of the horrors of war, carrying an important message especially for those – like me – who have been so lucky to never have experienced it personally.

Bildschirmfoto 2015-01-23 um 13.39.49

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Central Issues in Interactive Narrative Part 4 – A discussion with Chris Crawford

In part 4 of the discussion, Chris talks about his latests project Siboot and identifies “five killer tasks in IDN,” while I bring up the question how the audience understands IDN.

Part 1 part 2 part 3

Chris writes:

You’re right that the Holy Grail is beyond our reach; I have tacitly admitted as much with my Siboot project, which is half-game, half-storyworld. The interactive storytelling in Siboot uses only about three-quarters of the technology in SWAT; I have ripped out a lot of the more complex components. I dumped the ability to travel to stages; that’s all handled directly by the Engine. I limited Actor attributes to just three; I replaced the Tinkertoy Text system with an iconic system that is computationally simpler. Only two actors are allowed on a stage at once; no three-party interactions are allowed. There’s no hiding, no spying, and no automatic lie detection. I can’t recall some of the other simplifications I have made.

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Central Issues in Interactive Narrative Part 3 – A discussion with Chris Crawford

In part 3 of the discussion, Chris expands on the disciplinary divide in the field, before discussing a communal approach versus the single genius. Finally, he lays out his approach and talks about his current project Siboot. In turn, I talk he audience and the difficulty to extend something as well known (by almost everybody) as narrative.

Part 1 Part 2

Chris:

Wow! That was a great piece. It’s sort of “A Quick Summary of the Field of IDN in 2500 Words or Less”. I don’t keep up with what others are doing, largely because I don’t have access to the printed academic literature and I can’t go to the academic conferences. On a deeper level, I’m a troglodytic lone wolf anyway. I *like* my cave!

I agree and disagree with everything you wrote — and that is my standard for perfection in writing. A good essay should include just enough agreeable content to command credence, and just enough disagreeable content to stimulate thought. I think you hit the perfect balance here.

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Central Issues in Interactive Narrative Part 2 – A discussion with Chris Crawford

 

In part 1, the discussion started around the question of authorship in interactive narrative, this second part concentrates on the issue of computational story models and how different perspectives in this interdisciplinary field affect the discussion and research agenda. I also bring up the question of enabling collaboration through exchange standards.

Chris continues

I am pessimistic about the prospect of making interactive storytelling authorship available to Everyman. This was in fact the goal of the Erasmatron, and it was a spectacular failure — the system required was far to complicated. With Storytron I made some aspects of the technology more accessible, but the underlying model grew more complex.

The central problem, however, is the difficulty of creating a computable model for storytelling. Every effort I have seen relies on a different conception of the structure of a story and the process of storytelling. We cannot collaborate because we all see storytelling differently.

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