Futurismic have my thirty sixth Blasphemous Geometries column.
The column argues that the reason why we tend to swing to the right when we play games is because the video game interface changes the way we perceive the world. Strategy games effectively make us see like a state and when we see like a state certain human values (like the cost of grand strategies in individual human lives) and concerns disappear but other values and concerns (such as stability of the international system and efficiency of government) appear to take their place.
The column draws quite heavily on the work of James C. Scott’s book Seeing Like A State: How Certain Schemes to Improve the Human Condition Have Failed (1998) but I am much more willing to lend the state an agency of its own than Scott was in the context of that book. One reason why I did this is because I read and wrote about Scott’s more recent book The Art of Not Being Governed (2010), which really does present the state as a class of entity in its own right.
Futurismic have my thirty second Blasphemous Geometries column dealing with the question of whether or not there should be an official video game canon and whether assembling such a thing would be at all feasible anyway.
Futurismic have just put up my latest (and somewhat delayed) Blasphemous Geometries column.
The column looks at Crackdown 2 and wonders why its main narrative is so utterly incapable of maintaining our interest. Is the problem bad writing? Have our brains been re-wired by the internet as suggested by Susan Greenfield and Nicholas Carr? And if it has, should we care?
Futurisimc have my thirtieth Blasphemous Geometries column entitled “Roleplaying Games and The Cluttered Self”.
The column is both a defence of Consumerism and an examination of the ways in which we express, formulate and find ourselves through the process of playing games. It is also the longest piece of writing I have ever published, clocking in at over 6,500 words. It is also the first piece of writing for which I took photos (the photos in question are of my old room at my mum’s house, which I have been clearing out over the past few months).
Aside from these minor formal experiments, the piece also marks something of a departure from my traditional critical stomping grounds and towards something a good deal more personal in that I try to use my thinking about games to shed some light on some thinking I have recently been doing about myself. I’m not entirely sure how effective the experiment has been, but it was certainly an interesting experience trying something so different.
Futurismic have my 29th (!) Blasphemous Geometries column entitled “Microsoft Kinect: The Call of the Womb”
The Kinect is really nothing new, much like the Playstation Move it is a rather blatant attempt to tap into the market for casual gamers uncovered by the Nintendo Wii and its much vaunted non-standard controller. However, while Sony were busy Me-Too-ing in a way that is weirdly unconvincing (if I wanted that kind of play experience, I would still buy a Wii despite the fact that I’m sure that Playstation Move can and will do everything the Wii can do and more), Microsoft decided to renew their long-standing desire to use their games console as a means of securing complete dominion over a house’s entertainment media.
Again, this is nothing new as it is arguably what the original XBox was designed to do, but there is something incredibly bleak in Microsoft’s vision of a future in which everyone socialises through a games console. Something so bleak that I had to write about it.
The column taps into some of the recurring themes of my writing but it is particularly linked to themes explored in other columns I have written including the banal and unpleasant nature of our escapist fantasies and our desire to have a group gaming experience without actually gaming with other people.
Futurismic have my latest Blasphemous Geometries column.
It is a development of some of the idea expressed in this column from a few months ago but rather than looking at Fantasy as an avenue for escapism, I decided to look at the more modest and mundane ways in which people aspire and escape. A trend embodied in TV programmes like Ramsay’s Kitchen Nightmares and games like Football Manager 2010.
I’ve also decided to take a slightly different approach with next month’s column. Recently, I have been using games as springboards to look at wider issues. This is partly a result of my own game-laying experience of late which has seen me bouncing out of new games and returning again and again to games I have already written about like GTA IV, Mass Effect 2 and Dragon Age. However, I think that it would be good for me to keep my feet on the ground with regards to writing about games so I have decided that next month at least will herald a return to a closer examination of one particular game.
Futurismic have my twenty sixth Blasphemous Geometries column entitled “The Changing Face of the American Apocalypse : Modern Warfare and Bad Company”.
The column looks at the plots of the Call of Duty : Modern Warfare and Battlefield : Bad Company series and finds not only some interesting similarities but also a question that will be familiar to science fiction fans, namely how far can you go before lapsing into the fantastical? The column considers how SFnal thinking is now absolutely central to the output of Western political think tanks.