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	<title>Ruthless Culture &#187; Video Games</title>
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		<title>Ruthless Culture &#187; Video Games</title>
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		<title>BG47 &#8211; Hang All The Critics</title>
		<link>http://ruthlessculture.com/2012/01/18/bg47-hang-all-the-critics/</link>
		<comments>http://ruthlessculture.com/2012/01/18/bg47-hang-all-the-critics/#comments</comments>
		<pubDate>Wed, 18 Jan 2012 17:31:06 +0000</pubDate>
		<dc:creator>Jonathan McCalmont</dc:creator>
				<category><![CDATA[Blasphemous Geometries]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[Comics]]></category>
		<category><![CDATA[Criticism]]></category>
		<category><![CDATA[Film]]></category>
		<category><![CDATA[Television]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Blogging]]></category>
		<category><![CDATA[criticism]]></category>
		<category><![CDATA[Fantasy]]></category>
		<category><![CDATA[Insularity]]></category>
		<category><![CDATA[Internet]]></category>
		<category><![CDATA[Strange Horizons]]></category>
		<category><![CDATA[Tribalism]]></category>
		<category><![CDATA[Yoga]]></category>

		<guid isPermaLink="false">http://ruthlessculture.com/?p=3581</guid>
		<description><![CDATA[Futurismic have just published my forty-seventh Blasphemous Geometries column entitled &#8216;Hang all the Critics: Towards Useful Video Game Writing&#8217;. I originally wrote the column about ten days ago but last weekend I became aware of two significant blogospheric shit-storms that seem to provide an interesting context for the column.  The first shit-storm involves a bunch [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=3581&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://ruthlessculture.files.wordpress.com/2012/01/bglogo2.jpg"><img class="alignleft size-thumbnail wp-image-3582" title="BGLogo2" src="http://ruthlessculture.files.wordpress.com/2012/01/bglogo2.jpg?w=150&#038;h=83" alt="" width="150" height="83" /></a>Futurismic</strong> have just published my forty-seventh <strong>Blasphemous Geometries</strong> column entitled <a title="link to Futurismic" href="http://futurismic.com/2012/01/18/hang-all-the-critics-towards-useful-video-game-writing/"><strong><em>&#8216;Hang all the Critics: Towards Useful Video Game Writing&#8217;</em></strong></a>.</p>
<p>I originally wrote the column about ten days ago but last weekend I became aware of two significant blogospheric shit-storms that seem to provide an interesting context for the column.  The <a title="link to The Guardian" href="http://www.guardian.co.uk/lifeandstyle/2012/jan/14/yoga-can-damage-body-row">first</a> shit-storm involves a bunch of people being upset by an article about yoga and the <a title="link to Strange Horizons" href="http://www.strangehorizons.com/reviews/2012/01/theft_of_swords.shtml">second</a> shit-storm involves a bunch of people being upset by a review of an epic fantasy novel. Though ostensibly very different in their origins and subject matters, both shit-storms involve a community reacting very angrily to negative coverage from a perceived outsider. In the case of the &#8216;yoga community&#8217;, the outsider is the <em>New York Times</em> senior science writer William Broad and, in the case of the &#8216;epic fantasy community&#8217;, the outsider is the <em>Strange Horizons</em> reviewer and post-graduate student Liz Bourke.</p>
<p>The link between these blogstorms and <a title="link to Futurismic (again)" href="http://futurismic.com/2012/01/18/hang-all-the-critics-towards-useful-video-game-writing/">my most recent video games column</a> is that <em><strong>&#8216;Hang All the Critics&#8217;</strong></em> is an attempt to confront the fact that the age of the critic has now passed. Criticism and its less well-heeled cousin reviewing rely upon the assumption that a person of reasonable insight and creative flair can consume a cultural product and issue an opinion or reaction to that will be of use to other people despite the fact that these other people might have very different tastes and interests.</p>
<p>It is no accident that the role of the critic has its roots in the cafe culture of the 17th Century as the coffee shops frequented by the likes of Samuel Johnson tended to be cramped places where all kinds of bourgeois intellectuals were forced to rub shoulders. One of the unfortunate side-effects of the Internet&#8217;s infinite potential for space is that people from a particular class and with a particular set of interests are no longer forced to rub shoulders with people with ever-so-slightly different sets of tastes. These days, if you are interested in steam locomotives but not other forms of train then you are in no way obliged to encounter the opinions of people who consider steam trains to be a quaint but outmoded form of technology. The more the Internet matures, the more interest groups fragment and the more interest groups fragment, the more isolated and tribal these communities become. There is no place for criticism in a world dominated by tribal conflicts and persecution complexes, this is why Liz Bourke and William Broad got it in the neck and this is why <em>Rotten Tomatoes</em> is filled with people reacting angrily to the idea that a film they haven&#8217;t seen might not be as good as they expect. The age of the critic is at an end and it is time to change the way we do business.</p>
<p>Needless to say, I am not the first person to notice the collapse of our culture&#8217;s public spaces. Indeed, many reviewers and critics have attempted to respond to the increasingly commercial and tribal nature of the public sphere either by retreating into the walled-garden of academia or by creating a tribal space of their own. While I can entirely understand this desire for retrenchment, I think that it is ultimately an act of cowardice:</p>
<blockquote><p>As someone who has never once tried to review a game for a major site, I am not in the least bit opposed to the fracturing of public space in order to create environments in which inaccessible forms of writing are protected from the vagaries of commerce and popular tastes. A recent comment on one of my pieces described my style as “masturbatory” and I find myself absolutely powerless to disagree. There is something decidedly self-indulgent about sharing one’s opinions online — particularly when one makes little or no effort to reach out to the majority of people interested in a particular topic — and this kind of self-indulgence is not about subjecting games to serious intellectual scrutiny or ‘consolidating a continuous counterbalance’; is a cowardly retreat from the public sphere, driven by the recognition that my opinions are of use to nobody but myself. There is absolutely nothing brave or revolutionary about taking your ball and going home.</p></blockquote>
<p>My problem with the critics of Bourke and Broad is not that they are wrong to feel the way they feel. Life in the 21st Century is frequently lonely and it is easy to begin thinking of one&#8217;s sub-culture as a kind of family that provides us with both an identity and a set of values. When you invest yourself that heavily in a particular sub-culture then it makes perfect sense that you should bristle when that elements of that sub-culture come under fire from outsiders. Even if you don&#8217;t like a particular novel or have your own concerns about the way that yoga is taught, it is one thing to hear those feelings from someone you trust and quite another to hear them from someone you don&#8217;t know. Ever bitched about a sibling to a member of your family? ever defended that same sibling when they came under fire from someone else? Some truths can only be spoken inside the family.</p>
<p>My problem with the critics of Bourke and Broad (or the people who complained about <em>Uncharted 3</em> only getting 8 out of 10) is not that they are wrong, it is that they are being insular. As I said <a title="link to Ruthless Culture" href="http://ruthlessculture.com/2011/11/22/you-and-your-entire-family-are-full-of-shit-youre-welcome/">elsewhere</a>, the most wonderful thing in the world is to have someone care enough to listen to you and tell you that you are completely full of shit. By wanting to protect epic fantasy from outsiders like Bourke, the defenders of epic fantasy (and those of yoga) are closing themselves off to a potential source of cultural renewal.</p>
<p>I would like to believe that there is a place for people like Bourke and Broad because I would like to believe that there is a place for cultural generalists and for people who take the ideas and values of one culture and carry them into those of another.  This blog is very much devoted to the idea that a single person can look at radically different forms and subject matters and say something of value about them. Unfortunately, while I would like to believe that there is a place for that form of cultural generalism, I think that the Internet is growing increasingly hostile to it. After all, why listen to random strangers when you can only listen to fellow academics, fantasy fans, yoga enthusiasts, republicans or furries? Why listen to anyone other than yourself?</p>
<br />Filed under: <a href='http://ruthlessculture.com/category/columns/blasphemous-geometries/'>Blasphemous Geometries</a>, <a href='http://ruthlessculture.com/category/medium/books/'>Books</a>, <a href='http://ruthlessculture.com/category/medium/comics/'>Comics</a>, <a href='http://ruthlessculture.com/category/genres/criticism-genres/'>Criticism</a>, <a href='http://ruthlessculture.com/category/medium/film/'>Film</a>, <a href='http://ruthlessculture.com/category/medium/television/'>Television</a>, <a href='http://ruthlessculture.com/category/medium/video-games/'>Video Games</a>  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/ruthlessculture.wordpress.com/3581/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/ruthlessculture.wordpress.com/3581/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/ruthlessculture.wordpress.com/3581/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/ruthlessculture.wordpress.com/3581/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/ruthlessculture.wordpress.com/3581/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/ruthlessculture.wordpress.com/3581/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/ruthlessculture.wordpress.com/3581/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/ruthlessculture.wordpress.com/3581/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/ruthlessculture.wordpress.com/3581/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/ruthlessculture.wordpress.com/3581/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/ruthlessculture.wordpress.com/3581/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/ruthlessculture.wordpress.com/3581/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/ruthlessculture.wordpress.com/3581/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/ruthlessculture.wordpress.com/3581/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=3581&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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		<slash:comments>9</slash:comments>
	
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			<media:title type="html">Jonathan M</media:title>
		</media:content>

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		<title>BG46 &#8211; Skyrim and the Quest for Meaning</title>
		<link>http://ruthlessculture.com/2011/12/07/bg46-skyrim-and-the-quest-for-meaning/</link>
		<comments>http://ruthlessculture.com/2011/12/07/bg46-skyrim-and-the-quest-for-meaning/#comments</comments>
		<pubDate>Wed, 07 Dec 2011 16:45:43 +0000</pubDate>
		<dc:creator>Jonathan McCalmont</dc:creator>
				<category><![CDATA[Blasphemous Geometries]]></category>
		<category><![CDATA[Science Fiction]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Bleakness]]></category>
		<category><![CDATA[Elder Scrolls]]></category>
		<category><![CDATA[Existentialism]]></category>
		<category><![CDATA[My Little Pony]]></category>
		<category><![CDATA[My Little Pony: Friendship is Magic]]></category>
		<category><![CDATA[Skyrim]]></category>

		<guid isPermaLink="false">http://ruthlessculture.com/?p=3500</guid>
		<description><![CDATA[Futurismic have my forty-sixth Blasphemous Geometries column entitled &#8216;Skyrim and the Quest for Meaning&#8217;. This column took me quite a while to write as I struggled to put my finger on precisely what it was that annoyed me about Skyrim. Initially, I thought it might be the bleak nature of the setting that reduces life [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=3500&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://ruthlessculture.files.wordpress.com/2011/12/bglogo2.jpg"><img class="alignleft size-thumbnail wp-image-3501" title="BGLogo2" src="http://ruthlessculture.files.wordpress.com/2011/12/bglogo2.jpg?w=150&#038;h=83" alt="" width="150" height="83" /></a>Futurismic</strong> have my forty-sixth <strong>Blasphemous Geometries</strong> <a title="link to Futurismic" href="http://futurismic.com/2011/12/07/skyrim-and-the-quest-for-meaning/">column</a> entitled <strong><em>&#8216;Skyrim and the Quest for Meaning&#8217;</em></strong>.</p>
<p>This column took me quite a while to write as I struggled to put my finger on precisely what it was that annoyed me about <em><strong>Skyrim</strong></em>. Initially, I thought it might be the bleak nature of the setting that reduces life to a series of to-do lists and selfish ambitions with easily quantifiable outcomes. However, while I am no Randian and tend to think that this vision of life is to be rejected rather than embraced, I simply could not fault it. I mean&#8230; life is ultimately about jumping through hoops until we die, right? Then I began to reflect upon the game&#8217;s lack of narrative and how playing it felt a lot like playing <em><strong>World of Warcraft</strong></em> without engaging with the social realities of guilds and pick-up groups. This was more promising as <em><strong>Skyrim</strong></em> is indeed a nightmare of pointless grind hidden by the tiniest narrative fig leaf imaginable. Then it occurred to me: if life really is nothing more than grind, why should we seek to immerse ourselves in fantasy realms that are similarly bleak and mechanistic? <em><strong>Skyrim</strong></em>&#8216;s real problem is that it is an escapist fantasy that denies the possibility of escape:</p>
<blockquote><p>While all video games ultimately reduce down to mechanical feedback loops and branching decision trees, most game designers soften the impact of their mechanical reductionism by hiding it behind a series of dramatic conceits that place the events of the game within a particular context which, though meaningless in mechanical terms, will provide the players with a context through which to understand their in-game actions, a context that will allow them to connect on an emotional level with the plots and characters of the game.</p></blockquote>
<p>As usual, when faced with the bleakness of the world, I turned to Pinkie Pie from <em>My Little Pony: Friendship is Magic</em> for advice. The great sage&#8217;s advice to me was clear and unambiguous, when confronted by the horrors of existence and the feeling of bottomless dread that can only come from the realisation that we are truly and hopelessly free, the only possible solution is to laugh and launch into a nice little musical number as searching for the meaning of life is really nothing more than a quest for the most psychologically convenient form of self-delusion available.</p>
<br />Filed under: <a href='http://ruthlessculture.com/category/columns/blasphemous-geometries/'>Blasphemous Geometries</a>, <a href='http://ruthlessculture.com/category/genres/science-fiction/'>Science Fiction</a>, <a href='http://ruthlessculture.com/category/medium/video-games/'>Video Games</a>  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/ruthlessculture.wordpress.com/3500/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/ruthlessculture.wordpress.com/3500/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/ruthlessculture.wordpress.com/3500/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/ruthlessculture.wordpress.com/3500/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/ruthlessculture.wordpress.com/3500/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/ruthlessculture.wordpress.com/3500/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/ruthlessculture.wordpress.com/3500/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/ruthlessculture.wordpress.com/3500/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/ruthlessculture.wordpress.com/3500/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/ruthlessculture.wordpress.com/3500/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/ruthlessculture.wordpress.com/3500/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/ruthlessculture.wordpress.com/3500/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/ruthlessculture.wordpress.com/3500/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/ruthlessculture.wordpress.com/3500/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=3500&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">Jonathan M</media:title>
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		<title>BG45 &#8211; Demon&#8217;s Souls and the Meaning and Import of Virtual Death</title>
		<link>http://ruthlessculture.com/2011/11/10/bg45-demons-souls-and-the-meaning-and-import-of-virtual-death/</link>
		<comments>http://ruthlessculture.com/2011/11/10/bg45-demons-souls-and-the-meaning-and-import-of-virtual-death/#comments</comments>
		<pubDate>Thu, 10 Nov 2011 09:01:47 +0000</pubDate>
		<dc:creator>Jonathan McCalmont</dc:creator>
				<category><![CDATA[Blasphemous Geometries]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[Horror]]></category>
		<category><![CDATA[Science Fiction]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Algis Budrys]]></category>
		<category><![CDATA[Death]]></category>
		<category><![CDATA[Demon's Souls]]></category>

		<guid isPermaLink="false">http://ruthlessculture.com/?p=3429</guid>
		<description><![CDATA[Futurismic have my forty-fifth Blasphemous Geometries column about From Software&#8217;s Demon&#8217;s Souls and its place in the history of video game attitudes towards death. Following on from some of my thoughts on Deus Ex: Human Revolutions, the column argues that rather than trying to downplay virtual death by re-packaging it as with Assassin&#8217;s Creed and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=3429&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://ruthlessculture.files.wordpress.com/2011/11/bglogo2.jpg"><img class="alignleft size-thumbnail wp-image-3430" title="BGLogo2" src="http://ruthlessculture.files.wordpress.com/2011/11/bglogo2.jpg?w=150&#038;h=83" alt="" width="150" height="83" /></a>Futurismic</strong> have my forty-fifth <a title="link to Futurismic" href="http://futurismic.com/2011/11/09/demons-souls-and-the-meaning-and-import-of-virtual-death/"><em><strong>Blasphemous Geometries</strong></em> column</a> about From Software&#8217;s <strong><em>Demon&#8217;s Souls</em></strong> and its place in the history of video game attitudes towards death.</p>
<p>Following on from some of my thoughts on <em>Deus Ex: Human Revolutions</em>, the column argues that rather than trying to downplay virtual death by re-packaging it as with <em>Assassin&#8217;s Creed</em> and <em>Prince of Persia</em>&#8216;s talk of death-as-flawed-memory, video game designers ought to follow From Software in embracing the cataclysmic number of deaths that feature in their games. Indeed, what makes <strong><em>Demon&#8217;s Souls</em></strong> such a fascinating game is its relentless downbeat tone and its recognition of the fact that characters will die and players will give up in disgust. Clearly, if <strong><em>Demon&#8217;s Souls</em></strong> had been a film, it would have been directed by Ingmar Bergman. The column also draws the reader&#8217;s attention to Algis Budrys&#8217; <em>Rogue Moon</em>, a book all about the psychological impact of experiencing a futile death over and over again&#8230;</p>
<blockquote><p>Nowhere is the need for unpleasantness greater than in video gaming’s attitude to death.  What was once a means of rationing the time people spent hogging a particular arcade machine has now ossified into a set of linguistic tics that are now completely disconnected from both their real-world and in-game significances. Video games ask us to die over and over again but rather than acknowledging this fact, many game designers seek to minimise the impact of these sacrifices by explaining them away as lapses in memory. By trivialising death, game designers have not only cheapened the lives of our characters, they have also deprived themselves of one of the most powerful thematic motifs in all of art and literature.</p>
<p>Games like <em>Demon’s Souls</em> recognise that they are dealing in death and this recognition is genuinely disconcerting. Like death itself, <em>Demon’s Souls</em> is utterly indifferent to both our presence in the game and our attempts at engaging with it. <em>Demon’s Souls</em> is a game of misery tempered by frustration, and its unapologetic recognition of this fact is what makes it both different and great. While I appreciate Walker’s point, I cannot help but feel that he is looking at the problem in entirely the wrong way: Let us not repackage death, but rather celebrate it as the core of the video game experience.</p></blockquote>
<p>Having spent a good deal of time playing carefully-packaged AAA-rated titles for this column, one of the continuing joys of <strong><em>Demon&#8217;s Souls</em></strong> remains its complete indifference to my presence.  Forty hours in and I&#8217;m still not completely clear on how many basic aspects of the game actually work. One of the game&#8217;s major mechanics involves shifting between different forms and you begin to pick up magical items helping with that transition a long time before you actually realise what it means. Similarly, it took me about 20 hours to realise that the game had a magic system. In a video game culture full of shallow joys and craven player-pandering, there is something truly wonderful in From Software&#8217;s complete indifference to whether or not we ever get the hang of the game.</p>
<br />Filed under: <a href='http://ruthlessculture.com/category/columns/blasphemous-geometries/'>Blasphemous Geometries</a>, <a href='http://ruthlessculture.com/category/medium/books/'>Books</a>, <a href='http://ruthlessculture.com/category/genres/horror/'>Horror</a>, <a href='http://ruthlessculture.com/category/genres/science-fiction/'>Science Fiction</a>, <a href='http://ruthlessculture.com/category/medium/video-games/'>Video Games</a>  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/ruthlessculture.wordpress.com/3429/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/ruthlessculture.wordpress.com/3429/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/ruthlessculture.wordpress.com/3429/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/ruthlessculture.wordpress.com/3429/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/ruthlessculture.wordpress.com/3429/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/ruthlessculture.wordpress.com/3429/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/ruthlessculture.wordpress.com/3429/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/ruthlessculture.wordpress.com/3429/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/ruthlessculture.wordpress.com/3429/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/ruthlessculture.wordpress.com/3429/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/ruthlessculture.wordpress.com/3429/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/ruthlessculture.wordpress.com/3429/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/ruthlessculture.wordpress.com/3429/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/ruthlessculture.wordpress.com/3429/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=3429&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">Jonathan M</media:title>
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		<title>BG44 &#8211; The Shameful Joys of Deus Ex: Human Revolutions</title>
		<link>http://ruthlessculture.com/2011/10/13/bg44-the-shameful-joys-of-deus-ex-human-revolutions/</link>
		<comments>http://ruthlessculture.com/2011/10/13/bg44-the-shameful-joys-of-deus-ex-human-revolutions/#comments</comments>
		<pubDate>Thu, 13 Oct 2011 08:24:15 +0000</pubDate>
		<dc:creator>Jonathan McCalmont</dc:creator>
				<category><![CDATA[Blasphemous Geometries]]></category>
		<category><![CDATA[Science Fiction]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[class]]></category>
		<category><![CDATA[Deus Ex]]></category>
		<category><![CDATA[Deus Ex: Human Revolutions]]></category>
		<category><![CDATA[DXHR]]></category>
		<category><![CDATA[Futurismic]]></category>
		<category><![CDATA[Politics]]></category>
		<category><![CDATA[Race]]></category>

		<guid isPermaLink="false">http://ruthlessculture.com/?p=3337</guid>
		<description><![CDATA[Futurismic have my latest Blasphemous Geometries column devoted to Deus Ex: Human Revolutions. A lot has been made of this game&#8217;s boss fights and the myriad niggles and irritations that conspire to make its game-play something of an uphill struggle. I will not deny, this game inspired more rage-quits than any game in recent memory. [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=3337&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://ruthlessculture.files.wordpress.com/2011/10/bglogo2.jpg"><img class="alignleft size-thumbnail wp-image-3338" title="BGLogo2" src="http://ruthlessculture.files.wordpress.com/2011/10/bglogo2.jpg?w=150&#038;h=83" alt="" width="150" height="83" /></a>Futurismic</strong> have my latest <a title="link to Futurismic" href="http://futurismic.com/2011/10/12/the-shameful-joys-of-deus-ex-human-revolutions/">Blasphemous Geometries column</a> devoted to <strong><em>Deus Ex: Human Revolutions</em></strong>.</p>
<p>A lot has been made of this game&#8217;s boss fights and the myriad niggles and irritations that conspire to make its game-play something of an uphill struggle. I will not deny, this game inspired more rage-quits than any game in recent memory. However, rather than seeing these irritations as products of genre-confusion and outdated game design, I decided to consider these problems as part of the game&#8217;s central aesthetic and sub-text. I conclude that, whereas the original Deus Ex games were all about empowering the player, <em><strong>Deus Ex: Human Revolutions</strong></em> is all about claustrophobia, prejudice and being forced into a position of willing servitude:</p>
<blockquote><p>Taken together, these racial and economic narratives combine to create an almost intolerable atmosphere of disempowerment. Whereas <em>Deus Ex</em> sought to empower its players, <em><strong>Deus Ex: Human Revolution</strong></em> constantly reminds them of how worthless and incompetent they really are. Playing <em><strong>DXHR</strong></em> is like spending an afternoon with a depressed and alcoholic mother who is not only disappointed with what you have made of yourself, but also insistent on letting you know how she feels about your failure as an individual. However, as unpleasant as <em><strong>DXHR</strong></em> can be, it is an intensely enjoyable game. Indeed, the game’s real thematic power lies not in its narratives of disenfranchisement and oppression, but in the fact that it keeps us coming back for more in spite of them.</p></blockquote>
<p>All too often, reviewers tend to assume that any mechanic that is not fun is broken. I simply could not disagree more, all mechanics tell a story&#8230; you just need to open your mind and play the story that the game wants to tell.</p>
<br />Filed under: <a href='http://ruthlessculture.com/category/columns/blasphemous-geometries/'>Blasphemous Geometries</a>, <a href='http://ruthlessculture.com/category/genres/science-fiction/'>Science Fiction</a>, <a href='http://ruthlessculture.com/category/medium/video-games/'>Video Games</a>  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/ruthlessculture.wordpress.com/3337/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/ruthlessculture.wordpress.com/3337/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/ruthlessculture.wordpress.com/3337/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/ruthlessculture.wordpress.com/3337/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/ruthlessculture.wordpress.com/3337/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/ruthlessculture.wordpress.com/3337/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/ruthlessculture.wordpress.com/3337/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/ruthlessculture.wordpress.com/3337/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/ruthlessculture.wordpress.com/3337/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/ruthlessculture.wordpress.com/3337/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/ruthlessculture.wordpress.com/3337/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/ruthlessculture.wordpress.com/3337/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/ruthlessculture.wordpress.com/3337/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/ruthlessculture.wordpress.com/3337/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=3337&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">Jonathan M</media:title>
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		<title>Why Does It Matter That Game Designers Are Evil?</title>
		<link>http://ruthlessculture.com/2011/10/07/why-does-it-matter-that-game-designers-are-evil/</link>
		<comments>http://ruthlessculture.com/2011/10/07/why-does-it-matter-that-game-designers-are-evil/#comments</comments>
		<pubDate>Fri, 07 Oct 2011 09:47:24 +0000</pubDate>
		<dc:creator>Jonathan McCalmont</dc:creator>
				<category><![CDATA[Links]]></category>
		<category><![CDATA[Video Games]]></category>

		<guid isPermaLink="false">http://ruthlessculture.com/?p=3328</guid>
		<description><![CDATA[A little while ago, I took a trip to the city of Bath. Having taken the train up from London, we tooled around the city for a day or so and then decided to spend the following day visiting the nearby countryside. In order to access this countryside, we needed to rent a car and [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=3328&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>A little while ago, I took a trip to the city of Bath. Having taken the train up from London, we tooled around the city for a day or so and then decided to spend the following day visiting the nearby countryside. In order to access this countryside, we needed to rent a car and so we walked to the outskirts of Bath in order to pick up our rental. We usually rent a car when we go to visit my girlfriend’s family and so we were well acquainted by the buffer zone of form-filling and scratch-detailing that exists between us showing up to get a car and our driving off the lot with said car. However, we usually rent from quite a small rental company and this was our first experience with a major multinational rental agency and the experience could not have been more different: Potential upgrades were not just mentioned in passing, they were argued for using quite aggressive and manipulative language:</p>
<ul>
<li>What if we were heading back late and needed to drive faster to make the drop-off? If we got a faster car we could save ourselves money in the long run.</li>
<li>What if someone broke into our car and stole our stuff? If we upgraded the insurance to cover everything in the car, we could stop some crook from ruining our holiday.</li>
<li>What if someone stole the petrol in our tank? If we insured that then we could save the money required to re-fill the tank and call out a tow-truck. Petrol is really expensive these days.</li>
</ul>
<p>The list went on and on. Obviously working from a script, the woman behind the counter probed and prodded our every fear and concern in a desperate effort to extract more money from us than the price advertised on the company’s website. Sensing my growing irritation, my girlfriend suggested I put our stuff in the car while she sort out the paperwork but I find myself reliving that sense of irritation in more and more aspects of my day to day life. Under pressure from investors, companies are trying to wring more and more money from their existing business models. Customers are not just being squeezed, they are being squeezed in ways designed by people with a profound understanding of human psychology. Nowhere is this understanding of human psychology more evident than in the marketplace for popular culture.</p>
<p>&nbsp;</p>
<p><span id="more-3328"></span></p>
<p>A little while ago, <a href="http://ruthlessculture.com/2011/07/21/transformers-dark-of-the-moon-2011-the-ambivalence-of-the-metallic-sublime/">I wrote a piece</a> in which I argued that so-called ‘tentpole’ films such as Bay’s <em>Transformers : Dark of the Moon</em> (2011) and the <em>Pirates of the Caribbean</em> series should be judged according to an emerging set of aesthetic rules that owe a lot more to economics and the quirks of human neurology than to the principles of drama laid down by Aristotle:</p>
<blockquote><p> Over the last thirty years, it has become increasingly apparent that decent plots, inspiring themes and well-drawn characters are largely irrelevant to the success of a tentpole picture. Yes, a summer blockbuster may have something to say or tell a particularly moving story, but the presence of these elements is frequently irrelevant to that film’s financial success. Because tentpole pictures need to raise money in as efficient a manner as possible the aesthetics of the summer blockbuster have been shaped by a great Darwinian rendering, a process whereby everything that does not directly contribute to a film’s commercial success is stripped from the production. The history of the summer blockbuster tells us that plot, character and theme do not sell movies and so summer blockbusters treat these elements of a film as entirely optional. Over the years, this great Darwinian process has given birth to a new set of cinematic aesthetics, aesthetics drawn not from precepts laid down by ancient tragedians but by the dictatorial fiats of the global financial markets.</p></blockquote>
<p>In what may come to be seen as <a href="http://insertcredit.com/2011/09/22/who-killed-videogames-a-ghost-story/">the single most important piece of video games writing</a> of the last few years, the journalist, game-designer and economist Tim Rogers makes a similar claim about the rise of social gaming. Rogers’ article <em>Who Killed Video Games? (A Ghost Story) </em>depicts game-industry insiders as chillingly reductive and terrifyingly accurate in their pronouncements on gaming and human psychology.  These people know how the brain works and use that knowledge to get you addicted to games that can all too easily consume not just your free time but the content of your savings account too!</p>
<blockquote><p> In the future, three months will have passed, and you’ll still be checking in, from time to time, just to send items to your friends — all it takes is a single click in your inbox — and then maybe you’ll see that weeds have grown in your garden, and you’ll spend nine energy points to get rid of all of them, and then maybe by then you’ll have gotten a long- and good-enough look at your old homestead to consider coming back, and maybe spending a little money, this time.</p>
<p>In other words: we play, so that our friends are not miserable. We suffer, so that others might not suffer. We pay money so that we might suffer less.  What gruesome psychomathematiconomist devised this heart-labyrinth? Or: now you know what happens to psychiatrists who are decommissioned because they break the doctor-patient confidentiality rule.</p></blockquote>
<p>Michael Bay made billions for Hollywood by taking the noble art of filmmaking and reducing it to nothing more than the skilful juxtaposition of absurdly elaborate action sequences with ‘human moments’ so utterly devoid of context that their emotional outpourings seem hysterical and downright frightening. According to Rogers, the same process is afoot in the world of games design as men in suits reduce the joys to be had in playing video games to nothing but a series of “engagement wheels and compulsion traps” designed to hoover up all of our time and money.  Rogers concludes that this attempt to boil the experience of a great game down to an (admittedly sophisticated) set of econometric markers is killing the art of game design and killing video gaming itself:</p>
<p>Through sequels and remakes and demakes and remakuels demakuels and reboots and rebooquels, time and again, the makers of games presume that each element of a thing is some different someone’s favorite part of that thing. The hardcore gamers, in their fondest appreciation, have left clues littered here and everywhere, pointing even the most uninitiated toward the universal facets of electronic games that most directly touch our brains — that here are things whose chief criticism is that they are “repetitive” and “anti-social” gives the clever people the idea to remedy one thing while amplifying the other. Some clever people picked up the trail . . . and a few years later, <a href="http://kotaku.com/5839749/this-is-how-we-upgrade-equipment-in-skyward-sword">here we are</a>, each of us a different kleptomaniac in a different candy shop. God help us; Shigeru Miyamoto help us all.</p>
<p>I share Rogers distaste for the increasingly adroit way in which video games manipulate us.  Playing <strong><em>Infamous 2</em></strong>, I was horrified by the way in which the game interlinked various in-game currencies and structured its missions in such a way that I found myself spending the whole day with the game almost without realising it. I was horrified by the game’s manipulation of the pleasure-centres in my brain for the same reason that I was horrified by the car rental company’s attempt to coax me into spending more money: I do not like being manipulated and when I say that I do not like being manipulated, what I mean is that I do not like to think of myself as the sort of person who can be corralled and bamboozled by such an obvious exercise in button-pressing. I am more than the sum of my fears and my desires and any attempt at reducing me to either of these things is destined to piss me off. And yet I played <strong><em>Infamous 2</em></strong> all the way to the end…</p>
<p>When <a href="http://futurismic.com/2011/08/17/infamous-2-mindless-fun-and-the-basis-of-aesthetic-judgement/">I wrote a column</a> about <strong><em>Infamous 2</em></strong>, I concluded that my ambivalence regarding the game flowed from its unspoken challenge to my vision of myself as a rational and intelligent being:</p>
<blockquote><p>The difference between mindless fun and mindful entertainment is that mindful entertainment flatters the images we have of ourselves. <em>Tree of Life</em> treats us as intelligent seekers-after-truth, and so we praise its disconnected images and music; <em>Transformers</em> treats us as nothing more than collections of base desires, and so we decry its heavy-handed imagery and fragmented inner worlds.</p></blockquote>
<p style="text-align:left;">While I still think that this is true, I was struck while reading Rogers’ piece by how irrelevant his picture of game-design was to whether or not I actually enjoyed the games. Indeed, when I went to see <em>Transformers 3</em>, I went knowing full well that I was being manipulated and reduced to a set of neurological feedback loops but the fact that the filmmakers saw me as nothing more than a set of base fears and desires in no way diminished the impact of their work. This prompts me to ask a single question:</p>
<p style="text-align:left;">
<p style="text-align:center;"><strong>Why does it matter that game designers are evil?</strong></p>
<p><strong> </strong></p>
<p>Surely, when engaging with a piece of art, the only thing that really matters is the effect that it has upon you as a thinking individual? Far from sounding the death knell for video games, Rogers’ piece is describing the beginnings of a gaming golden age.  An age in which difficulty curves and XP progression are shaped by the contours of our brains, an age in which games achieve the capacity to reward and punish with absolute precision and absolute conviction, an age in which entertainment becomes a branch of neuroscience.</p>
<p>If evil game designers means better games then I shall be the first to fall to my knees and praise the Dark Ones for they are truly the source of our deliverance from a world both boringly cruel and cruelly boring. Evil is not the death of games design… it is its logical end point.</p>
<p>In a culture where everyone seems to be out to swindle you, cynicism becomes something of a badge of honour and, like Al Pacino in <em>Carlito’s Way</em>, we pride ourselves on our capacity to see ‘all of the angles’. However, while cynicism and a resistance to hype are admirable in many contexts, I suspect that the capacity for enjoying art may not be one of them. Yes, games designers are manipulative shits and yes, people like Michael Bay are preying upon your worst instincts in order to make money off of you, but surely these things are only problematic as long as you fail to benefit from the exchange? It does not matter that you spend $10,000 on social games as long as you think you got your money’s worth.  It does not matter that you left the cinema after Transformers 3 with a damp lap and an unsightly bulge.  What matters is that you feel that your money and time were well spent. My fear is that, by focussing upon the means by which the stuff of pop culture is designed and recoiling in horror at the fact that people might be making money out of entertainment, people might be sacrificing the chance to be entertained for the somewhat less effervescent joys of being smarter than the system.  So again, I ask:</p>
<p>&nbsp;</p>
<p style="text-align:center;"><strong>Why does it matter that game designers, film directors, novelists, artists, poets and dancers are evil?</strong></p>
<p>&nbsp;</p>
<br />Filed under: <a href='http://ruthlessculture.com/category/miscellany/links/'>Links</a>, <a href='http://ruthlessculture.com/category/medium/video-games/'>Video Games</a>  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/ruthlessculture.wordpress.com/3328/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/ruthlessculture.wordpress.com/3328/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/ruthlessculture.wordpress.com/3328/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/ruthlessculture.wordpress.com/3328/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/ruthlessculture.wordpress.com/3328/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/ruthlessculture.wordpress.com/3328/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/ruthlessculture.wordpress.com/3328/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/ruthlessculture.wordpress.com/3328/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/ruthlessculture.wordpress.com/3328/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/ruthlessculture.wordpress.com/3328/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/ruthlessculture.wordpress.com/3328/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/ruthlessculture.wordpress.com/3328/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/ruthlessculture.wordpress.com/3328/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/ruthlessculture.wordpress.com/3328/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=3328&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">Jonathan M</media:title>
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		<title>BG43 &#8211; QWOP, GIRP and the Construction of Video Game Realism</title>
		<link>http://ruthlessculture.com/2011/09/15/bg43-qwop-girp-and-the-construction-of-video-game-realism/</link>
		<comments>http://ruthlessculture.com/2011/09/15/bg43-qwop-girp-and-the-construction-of-video-game-realism/#comments</comments>
		<pubDate>Thu, 15 Sep 2011 08:22:19 +0000</pubDate>
		<dc:creator>Jonathan McCalmont</dc:creator>
				<category><![CDATA[Blasphemous Geometries]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Futurismic]]></category>
		<category><![CDATA[GIRP]]></category>
		<category><![CDATA[Hardcore Gaming]]></category>
		<category><![CDATA[QWOP]]></category>
		<category><![CDATA[Realism]]></category>

		<guid isPermaLink="false">http://ruthlessculture.com/?p=3258</guid>
		<description><![CDATA[Futurismic have my forty-third Blasphemous Geometries column. The column uses Bennett Foddy&#8217;s flash games QWOP and GIRP to investigate the concept of realism in a video game concept.  In a recent article in Wired magazine, Foddy was championed for his commitment to “soul-crushing, low-reward realism” in video games but are GIRP and QWOP really more [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=3258&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://ruthlessculture.files.wordpress.com/2011/09/bglogo2.jpg"><img class="alignleft size-thumbnail wp-image-3259" title="BGLogo2" src="http://ruthlessculture.files.wordpress.com/2011/09/bglogo2.jpg?w=150&#038;h=83" alt="" width="150" height="83" /></a>Futurismic</strong> have my forty-third <strong><em>Blasphemous Geometries</em></strong> <a title="link to Futurismic" href="http://futurismic.com/2011/09/14/qwop-girp-and-the-construction-of-video-game-realism/">column</a>.</p>
<p>The column uses Bennett Foddy&#8217;s flash games <strong><em>QWOP</em></strong> and <em><strong>GIRP</strong></em> to investigate the concept of realism in a video game concept.  In a recent article in Wired magazine, Foddy was championed for his commitment to “soul-crushing, low-reward realism” in video games but are <em><strong>GIRP</strong></em> and <strong><em>QWOP</em></strong> really more realistic than <em>Assassin&#8217;s Creed</em>?</p>
<blockquote><p>While there is definitely something ‘unrealistic’ about the ease of physical movement displayed by the characters in <em>Assassin’s Creed</em>, it does not follow that <em><strong>QWOP</strong></em> and <em><strong>GIRP</strong></em> are ‘realistic’ simply because they make physical activity seem a lot more difficult. Indeed, most gamers are in fact capable of walking a few steps and climbing over a wall without falling over or drowning. They can do these things because, for most people, walking and climbing are skills that are learned in infancy, skills that they have mastered to the point where using them no longer required conscious thought. By asking us to focus upon how the laws of physics interact with the movement of our muscles while walking, Foddy is asking us to take control of a character who has not yet mastered the art of walking. But such a character is no more representative of ‘real life’ than a character who can scale a building without breaking a sweat. Both <em>Assassin’s Creed</em> and <em><strong>QWOP</strong></em> present us with highly selective visions of reality, visions that instantly belie any claim to artistic realism suggesting that, yet again, claims or artistic realism are nothing more than rhetorical hot air.</p></blockquote>
<p>A better way of looking at Foddy&#8217;s games is to consider them as an interrogation of the control mechanisms that gamers have come to take for granted.  Gamers pick up a game assuming that they will be able to run and jump and kill with effortless grace, Foddy&#8217;s games deny them that ease of access. His games make the most mundane tasks crushingly difficult and so draws our attention to the manufactured nature of gaming reality.</p>
<p>I conclude the column by pointing out that a lot of what we think of as &#8216;hardcore games&#8217; are in fact nothing more than games that refuse to call into question the basic assumptions and conceits of gaming.  In order to play a hardcore game, you have to be familiar with the games that came before it. In truth, &#8216;Hardcore&#8217; games are nothing more than unimaginative games that are content to echo the design decisions made in earlier games. &#8216;Hardcore gaming&#8217; is nothing more than unadventurous and conservative gaming rebranded.</p>
<br />Filed under: <a href='http://ruthlessculture.com/category/columns/blasphemous-geometries/'>Blasphemous Geometries</a>, <a href='http://ruthlessculture.com/category/medium/video-games/'>Video Games</a>  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/ruthlessculture.wordpress.com/3258/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/ruthlessculture.wordpress.com/3258/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/ruthlessculture.wordpress.com/3258/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/ruthlessculture.wordpress.com/3258/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/ruthlessculture.wordpress.com/3258/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/ruthlessculture.wordpress.com/3258/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/ruthlessculture.wordpress.com/3258/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/ruthlessculture.wordpress.com/3258/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/ruthlessculture.wordpress.com/3258/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/ruthlessculture.wordpress.com/3258/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/ruthlessculture.wordpress.com/3258/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/ruthlessculture.wordpress.com/3258/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/ruthlessculture.wordpress.com/3258/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/ruthlessculture.wordpress.com/3258/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=3258&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">Jonathan M</media:title>
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		<title>BG42 &#8211; Infamous 2: Mindless Fun and the Basis for Aesthetic Judgement</title>
		<link>http://ruthlessculture.com/2011/08/18/bg42-infamous-2-mindless-fun-and-the-basis-for-aesthetic-judgement/</link>
		<comments>http://ruthlessculture.com/2011/08/18/bg42-infamous-2-mindless-fun-and-the-basis-for-aesthetic-judgement/#comments</comments>
		<pubDate>Thu, 18 Aug 2011 12:04:51 +0000</pubDate>
		<dc:creator>Jonathan McCalmont</dc:creator>
				<category><![CDATA[Blasphemous Geometries]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Aeshetics]]></category>
		<category><![CDATA[Futurismic]]></category>
		<category><![CDATA[Infamous 2]]></category>
		<category><![CDATA[spectacle]]></category>

		<guid isPermaLink="false">http://ruthlessculture.com/?p=2977</guid>
		<description><![CDATA[Futurismic have my latest Blasphemous Geometries column. This column is probably best seen as an exercise in consolidation as it tries to tie together some of my more recent critical obsessions.  I begin with not one but two reviews of the recent sandbox game Infamous 2 (2011).  One review praises the game&#8217;s thoughtfulness and its [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=2977&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://ruthlessculture.files.wordpress.com/2011/08/bglogo2.jpg"><img class="alignleft size-thumbnail wp-image-2978" title="BGLogo2" src="http://ruthlessculture.files.wordpress.com/2011/08/bglogo2.jpg?w=150&#038;h=83" alt="" width="150" height="83" /></a>Futurismic</strong> have my latest <strong><em>Blasphemous Geometries</em></strong> <a title="link to Futurismic" href="http://futurismic.com/2011/08/17/infamous-2-mindless-fun-and-the-basis-of-aesthetic-judgement/">column</a>.</p>
<p>This column is probably best seen as an exercise in consolidation as it tries to tie together some of my more recent critical obsessions.  I begin with not one but two reviews of the recent sandbox game <em><strong>Infamous 2</strong></em> (2011).  One review praises the game&#8217;s thoughtfulness and its addictive qualities while the other uses that addictiveness as the basis for an accusation that the game is manipulative and dishonest.  My drilling down into the question of whether &#8216;manipulation&#8217; and &#8216;addictiveness&#8217; are necessarily bad things, I am trying to make sense both of the process of aesthetic judgement (i.e. how we decide what we like and what we hate) and the way in which our culture praises some forms of emotional manipulation whilst demonising others.  I&#8217;m not sure that I reach any firm conclusions and the column does revisit some ground I have already tended but it may well be of interest to the people who were horrified by my recent <a title="link to Ruthless Culture" href="http://ruthlessculture.com/2011/07/21/transformers-dark-of-the-moon-2011-the-ambivalence-of-the-metallic-sublime/">defence of Michael Bay</a>:</p>
<blockquote><p>Works that ground their appeal in quirks of human neural architecture challenge the view that humans are self-contained and perfectly rational beings. By playing on deep-seated fears and weird cognitive biases, these works cast doubts upon all of our thoughts and feelings. After all, if Michael Bay can manipulate our brains into caring about fictional giant robots, what does this say about the people we really <em>do</em> care about? Is love nothing but a squirt of chemicals? Is religious transcendence but an electrical fluke? The true crime of mindless fun is not that it is stupid or that it is politically reactionary, but that it reminds us that we are nothing more than an arrangement of neural circuits and chemical ejaculations that happen to produce this thing we call consciousness.</p></blockquote>
<p>It seems to me that, a lot of the time, aesthetic judgements are nothing more than elaborate displays of identification.  When we proclaim our love for such-and-such an author and such-and-such a work we are not just expressing our opinions, we are also trying to identify ourselves with the values and social symbols that surround that particular author or work. &#8220;I love <em>Glee</em>!&#8221; also means &#8220;I wish to be seen and judged as a person who likes <em>Glee</em>!&#8221;</p>
<br />Filed under: <a href='http://ruthlessculture.com/category/columns/blasphemous-geometries/'>Blasphemous Geometries</a>, <a href='http://ruthlessculture.com/category/medium/video-games/'>Video Games</a>  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/ruthlessculture.wordpress.com/2977/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/ruthlessculture.wordpress.com/2977/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/ruthlessculture.wordpress.com/2977/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/ruthlessculture.wordpress.com/2977/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/ruthlessculture.wordpress.com/2977/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/ruthlessculture.wordpress.com/2977/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/ruthlessculture.wordpress.com/2977/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/ruthlessculture.wordpress.com/2977/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/ruthlessculture.wordpress.com/2977/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/ruthlessculture.wordpress.com/2977/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/ruthlessculture.wordpress.com/2977/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/ruthlessculture.wordpress.com/2977/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/ruthlessculture.wordpress.com/2977/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/ruthlessculture.wordpress.com/2977/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=2977&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">Jonathan M</media:title>
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		<title>BG 41 &#8211; Last Tuesday: How to Make an Art House Video Game</title>
		<link>http://ruthlessculture.com/2011/07/20/bg-41-last-tuesday-how-to-make-an-art-house-video-game/</link>
		<comments>http://ruthlessculture.com/2011/07/20/bg-41-last-tuesday-how-to-make-an-art-house-video-game/#comments</comments>
		<pubDate>Wed, 20 Jul 2011 20:00:30 +0000</pubDate>
		<dc:creator>Jonathan McCalmont</dc:creator>
				<category><![CDATA[Blasphemous Geometries]]></category>
		<category><![CDATA[Film]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Art House Film]]></category>
		<category><![CDATA[film criticism]]></category>
		<category><![CDATA[Futurismic]]></category>
		<category><![CDATA[Last Tuesday]]></category>

		<guid isPermaLink="false">http://ruthlessculture.com/?p=2868</guid>
		<description><![CDATA[Futurismic have my latest Blasphemous Geometries Column. The column arose from the fact that, instead of playing a new game like a good columnist, I instead devoted all of my video game time over the last month to replaying Oblivion and Europa Universalis III. By the way, Oblivion is so much more fun if you [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=2868&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://ruthlessculture.files.wordpress.com/2011/07/bglogo2.jpg"><img class="alignleft size-thumbnail wp-image-2869" title="BGLogo2" src="http://ruthlessculture.files.wordpress.com/2011/07/bglogo2.jpg?w=150&#038;h=83" alt="" width="150" height="83" /></a>Futurismic</strong> have my latest <strong><em>Blasphemous Geometries</em></strong> <a title="link to Futurismic" href="http://futurismic.com/2011/07/20/last-tuesday-how-to-make-an-art-house-video-game/">Column</a>.</p>
<p>The column arose from the fact that, instead of playing a new game like a good columnist, I instead devoted all of my video game time over the last month to replaying <em>Oblivion</em> and <em>Europa Universalis III</em>. By the way, <em>Oblivion</em> is so much more fun if you play it as a warrior instead of a sneaky bloke with a bow. As the deadline loomed, I realised that I had better start looking around for a slightly shorter game to play and I stumbled across Jake Elliott&#8217;s indie game <strong><em>Last Tuesday</em></strong>, which can be downloaded for free <a title="link to Last Tuesday" href="http://www.ludumdare.com/compo/minild-27/?uid=2017">HERE</a>. Elliott&#8217;s game so closely adhered to the template of art house cinema that the column pretty much wrote itself:</p>
<blockquote><p>Many of the earliest writings on film are psychological in nature because filmmakers were desperate to understand how it was that the human brain took a series of stills photographs and constructed it into not just a moving image but also an entire narrative. Indeed, it is said that when the Lumiere brothers first showed moving images of an approaching train to Parisian audiences, members of the audience fled in panic because they had not yet learned to distinguish between a large moving image of an oncoming train and an actual oncoming train. In order to ‘make sense’ of what it was they were seeing, audiences had to acquire the correct interpretative strategy.  A hundred years later and art house audiences are expected to be able to draw not only on the skills required to make sense of moving images but also upon a veritable arsenal of interpretative techniques used to shed light on narratives filled with the sorts of intentional ambiguities, inconsistencies and plot holes that would be decried as incompetence were it not for the fact that they were evidence of genius.</p></blockquote>
<p>While I&#8217;m particularly proud of how my analysis of the art-house sensibility turned out, I&#8217;m also quite happy with my analysis of Elliott&#8217;s game. Go play it!</p>
<br />Filed under: <a href='http://ruthlessculture.com/category/columns/blasphemous-geometries/'>Blasphemous Geometries</a>, <a href='http://ruthlessculture.com/category/medium/film/'>Film</a>, <a href='http://ruthlessculture.com/category/medium/video-games/'>Video Games</a>  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/ruthlessculture.wordpress.com/2868/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/ruthlessculture.wordpress.com/2868/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/ruthlessculture.wordpress.com/2868/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/ruthlessculture.wordpress.com/2868/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/ruthlessculture.wordpress.com/2868/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/ruthlessculture.wordpress.com/2868/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/ruthlessculture.wordpress.com/2868/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/ruthlessculture.wordpress.com/2868/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/ruthlessculture.wordpress.com/2868/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/ruthlessculture.wordpress.com/2868/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/ruthlessculture.wordpress.com/2868/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/ruthlessculture.wordpress.com/2868/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/ruthlessculture.wordpress.com/2868/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/ruthlessculture.wordpress.com/2868/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=2868&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">Jonathan M</media:title>
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		<title>BG 40 &#8211; Pixel-Bitching: L.A. Noire and the Art of Conversation</title>
		<link>http://ruthlessculture.com/2011/06/24/bg-40-pixel-bitching-l-a-noire-and-the-art-of-conversation/</link>
		<comments>http://ruthlessculture.com/2011/06/24/bg-40-pixel-bitching-l-a-noire-and-the-art-of-conversation/#comments</comments>
		<pubDate>Fri, 24 Jun 2011 08:15:29 +0000</pubDate>
		<dc:creator>Jonathan McCalmont</dc:creator>
				<category><![CDATA[Blasphemous Geometries]]></category>
		<category><![CDATA[Crime]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Communication]]></category>
		<category><![CDATA[LA Noire]]></category>

		<guid isPermaLink="false">http://ruthlessculture.com/?p=2744</guid>
		<description><![CDATA[Futurismic have my latest Blasphemous Geometries column. The column is about the various attempts by game-designers to emulate the cut and thrust of human social interaction.  I begin by taking and in-depth look at L.A. Noire&#8216;s attempts to climb out of the uncanny valley before widening the aperture a touch and taking a look at [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=2744&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong><a href="http://ruthlessculture.files.wordpress.com/2011/06/bglogo21.jpg"><img class="alignleft size-thumbnail wp-image-2746" title="BGLogo2" src="http://ruthlessculture.files.wordpress.com/2011/06/bglogo21.jpg?w=150&#038;h=83" alt="" width="150" height="83" /></a>Futurismic</strong> have my latest <strong><em>Blasphemous Geometries</em></strong> <a title="link to Futurismic" href="http://futurismic.com/2011/06/22/pixel-bitching-l-a-noire-and-the-art-of-conversation/">column</a>.</p>
<p>The column is about the various attempts by game-designers to emulate the cut and thrust of human social interaction.  I begin by taking and in-depth look at <strong><em>L.A. Noire</em></strong>&#8216;s attempts to climb out of the uncanny valley before widening the aperture a touch and taking a look at some of the theoretical challenges that need to be overcome before games become capable of modelling conversation as well as they model shooting people in the face and slicing them up with great big swords:</p>
<blockquote><p>Phelps’ capacity to be inhuman to his fellow man helps him to understand his fellow humans better… thereby raising the possibility that Phelps is in fact a sort of autistic Colonel Kurtz whose willingness to commit acts of terrible violence is a form of spiritual strength. The road to Nirvana is easy to walk when you are wearing jack-boots.</p></blockquote>
<p>However, in the interest of full disclosure I do feel obliged to make clear the fact that I did not come up with the term &#8216;pixel-bitching&#8217; all by myself. The term used to be bandied about on the RPGnet forums as a means of referring to a mode of adventure design whereby games masters will not allow the game to progress until the players have uncovered a single specific (and usually well-hidden) clue.  I&#8217;ve also heard the phenomenon referred to as a &#8216;plot bottleneck&#8217; but I think that term fails to capture how irritating it can be to find yourself hunting for a single pixel in a digital landscape.</p>
<br />Filed under: <a href='http://ruthlessculture.com/category/columns/blasphemous-geometries/'>Blasphemous Geometries</a>, <a href='http://ruthlessculture.com/category/genres/crime/'>Crime</a>, <a href='http://ruthlessculture.com/category/medium/video-games/'>Video Games</a>  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/ruthlessculture.wordpress.com/2744/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/ruthlessculture.wordpress.com/2744/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/ruthlessculture.wordpress.com/2744/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/ruthlessculture.wordpress.com/2744/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/ruthlessculture.wordpress.com/2744/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/ruthlessculture.wordpress.com/2744/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/ruthlessculture.wordpress.com/2744/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/ruthlessculture.wordpress.com/2744/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/ruthlessculture.wordpress.com/2744/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/ruthlessculture.wordpress.com/2744/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/ruthlessculture.wordpress.com/2744/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/ruthlessculture.wordpress.com/2744/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/ruthlessculture.wordpress.com/2744/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/ruthlessculture.wordpress.com/2744/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=2744&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">Jonathan M</media:title>
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		<title>BG 39 &#8211; Don’t Take It Personally, Babe, It Just Ain’t Your Story: High School, Privacy and Blended Identity</title>
		<link>http://ruthlessculture.com/2011/05/25/bg-39-don%e2%80%99t-take-it-personally-babe-it-just-ain%e2%80%99t-your-story-high-school-privacy-and-blended-identity/</link>
		<comments>http://ruthlessculture.com/2011/05/25/bg-39-don%e2%80%99t-take-it-personally-babe-it-just-ain%e2%80%99t-your-story-high-school-privacy-and-blended-identity/#comments</comments>
		<pubDate>Wed, 25 May 2011 16:36:28 +0000</pubDate>
		<dc:creator>Jonathan McCalmont</dc:creator>
				<category><![CDATA[Blasphemous Geometries]]></category>
		<category><![CDATA[Science Fiction]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Christina Love]]></category>
		<category><![CDATA[Don't Take it Personally Babe It Just Ain't Your Story]]></category>
		<category><![CDATA[Identity]]></category>

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		<description><![CDATA[Futurismic have my latest Blasphemous Geometries column. This month&#8217;s column is about Christina Love&#8217;s latest indie game Don&#8217;t Take it Personally, Babe, It Just Ain&#8217;t Your Story, which can be downloaded for free on a variety of platforms. Set in a weirdly Japan-ised American Highschool in 2027, the game explores issues of identity and social [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=2627&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong>Futurismic</strong> have my latest <strong><em>Blasphemous Geometries</em></strong> <a title="link to Futurismic" href="http://futurismic.com/2011/05/25/don%E2%80%99t-take-it-personally-babe-it-just-ain%E2%80%99t-your-story-high-school-privacy-and-blended-identity/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+futurismic_feed+%28Futurismic+-+the+fact+and+fiction+of+tomorrow%29">column</a>.</p>
<p>This month&#8217;s column is about Christina Love&#8217;s latest indie game <strong><em>Don&#8217;t Take it Personally, Babe, It Just Ain&#8217;t Your Story</em></strong>, which can be <a title="link to Love's website" href="http://scoutshonour.com/donttakeitpersonallybabeitjustaintyourstory/">downloaded for free</a> on a variety of platforms.</p>
<p>Set in a weirdly Japan-ised American Highschool in 2027, the game explores issues of identity and social media.  As I suggest in the column, the game is best played as a companion piece to Love&#8217;s previous game, the equally excellent <a title="link to Love's website" href="http://scoutshonour.com/digital/"><em>Digital: A Love Story</em></a>, which <a title="link to Futurismic" href="http://futurismic.com/2011/01/05/digital-a-love-story-nostalgia-irony-and-cyberpunk/">I wrote about</a> a little while ago. Together, the two games tackle the process of putting oneself online and interacting with other online souls from quite starkly diffing perspectives.</p>
<p>PS: In the article, I mention a paper by Andrea Baker called &#8220;Mick or Keith: blended identity of online rock fans&#8221;, it can be downloaded (for free) <a title="link to journal article" href="http://www.springerlink.com/content/u3q4146162768qg8/">HERE</a>.</p>
<br />Filed under: <a href='http://ruthlessculture.com/category/columns/blasphemous-geometries/'>Blasphemous Geometries</a>, <a href='http://ruthlessculture.com/category/genres/science-fiction/'>Science Fiction</a>, <a href='http://ruthlessculture.com/category/medium/video-games/'>Video Games</a>  <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gocomments/ruthlessculture.wordpress.com/2627/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/comments/ruthlessculture.wordpress.com/2627/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godelicious/ruthlessculture.wordpress.com/2627/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/delicious/ruthlessculture.wordpress.com/2627/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gofacebook/ruthlessculture.wordpress.com/2627/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/facebook/ruthlessculture.wordpress.com/2627/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gotwitter/ruthlessculture.wordpress.com/2627/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/twitter/ruthlessculture.wordpress.com/2627/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/gostumble/ruthlessculture.wordpress.com/2627/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/stumble/ruthlessculture.wordpress.com/2627/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/godigg/ruthlessculture.wordpress.com/2627/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/digg/ruthlessculture.wordpress.com/2627/" /></a> <a rel="nofollow" href="http://feeds.wordpress.com/1.0/goreddit/ruthlessculture.wordpress.com/2627/"><img alt="" border="0" src="http://feeds.wordpress.com/1.0/reddit/ruthlessculture.wordpress.com/2627/" /></a> <img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=ruthlessculture.com&amp;blog=4915904&amp;post=2627&amp;subd=ruthlessculture&amp;ref=&amp;feed=1" width="1" height="1" />]]></content:encoded>
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			<media:title type="html">Jonathan M</media:title>
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