flickering colours

7Apr/120

Something about Draw Something

Draw SomethingEveryone has been playing this game, from my parents to the most dedicated videogame critic I know—Draw Something. Though it may in the end turn out to be a flash in the pan, Zynga see some potential there, and have bought out the developer, OMGPOP. The thing that stands out to me about Draw Something, though, is just how un-Zynga-like it is at the moment. In fact, this is probably the least “gamified” casual, super-popular iPhone type game I’ve played.

OK, least gamified game is a pretty horrible turn of phrase, I realise this. But I’m talking about all the additional stuff that frames the gameplay loop in games like FarmVille or TinyTower: the gathering of currency, the limited number of moves or actions you can perform in a set time, the dozens of ways you can display your accomplishments to your friends, and the social pressure that comes with all that. With Draw Something, the only Facebook integration is the handy method for finding people to play the game with. That’s it. There’s no badges to earn, there’s nothing to buy with real cash, none of that. All the game wants you to do is draw and guess.

29Mar/122

And this is excellent, because there is no better way

This is for all my academic friends, but also for the non-academic friends and family. Words are from Bruno Latour, a fairly major figure in contemporary studies of... well everything really. 

What is an account? It is typically a text, a small ream of paper a few millimeters thick that is darkened by a laser beam. It may contain 10,000 words and be read by very few people, often only a dozen or a few hundred if we are really fortunate. A 50,000 word thesis might be read by half a dozen people (if you are lucky, even your PhD advisor would have read parts of it!) and when I say ‘read’, it does not mean ‘understood’, ‘put to use’, ‘acknowledged’, but rather ‘perused’, ‘glanced at’, ‘alluded to’, ‘quoted’, ‘shelved somewhere in a pile’. At best, we add an account to all those which are simultaneously launched in the domain we have been studying. Of course, this study is never complete. We start in the middle of things, in medias res, pressed by our colleagues, pushed by fellowships, starved for money, strangled by deadlines. And most of the things we have been studying, we have ignored or misunderstood.

Action had already started; it will continue when we will no longer be around. What we are doing in the field—conducting interviews, passing out questionnaires, taking notes and pictures, shooting films, leafing through the documentation, clumsily loafing around—is unclear to the people with whom we have shared no more than a fleeting moment. What the clients (research centers, state agencies, company boards, NGOs) who have sent us there expect from us remains cloaked in mystery, so circuitous was the road that led to the choice of this investigator, this topic, this method, this site. Even when we are in the midst of things, with our eyes and ears on the lookout, we miss most of what has happened. We are told the day after that crucial events have taken place, just next door, just a minute before, just when we had left exhausted with our tape recorder mute because of some battery failure.

Even if we work diligently, things don’t get better because, after a few months, we are sunk in a flood of data, reports, transcripts, tables, statistics, and articles. How does one make sense of this mess as it piles up on our desks and fills countless disks with data? Sadly, it often remains to be written and is usually delayed. It rots there as advisors, sponsors, and clients are shouting at you and lovers, spouses, and kids are angry at you while you rummage about in this dark sludge of data to bring light to the world. And when you begin to write in earnest, finally pleased with yourself, you have to sacrifice vast amounts of data that cannot fit in the small number of pages allotted to you. How frustrating this whole business of studying is.

And yet, is this not the way of all flesh? No matter how grandiose the perspective, no matter how scientific the outlook, no matter how tough the requirements, no matter how astute the advisor, the result of the inquiry—in 99% of the cases—will be a report prepared under immense duress on a topic requested by some colleagues for reasons that will remain for the most part unexplained. And that is excellent because there is no better way. Methodological treatises might dream of another world: a book on ANT, written by ants for other ants, has no other aim than to help dig tiny galleries in this dusty and earthly one.

Reassembling the Social: An Introduction to Actor-Network Theory (122-124)

23Mar/126

Videogames and Canon

Pirate Cannon Image

No, this is not what I mean at all.

I've been having some conversations with my PhD supervisor about the finer points of one of my chapters as I near completion, and some interesting angles for further writing have come up. In some ways my thesis is setting myself up for a whole lot of more specific research questions later, which I guess is a good thing. This topic is one of them.

I'm becoming more and more interested in Mass Effect as time goes on. I haven't even managed to play the third one yet, but its now on its way to me from everyone's favorite importer, OzGameShop. I've already wandered into the territory I'm going to discuss here, though, before the whole fiasco with the ending to Mass Effect 3 transpired (and continues to). My thesis, generally, doesn't deal with people at large, but more with individual players as much as possible. Yet, increasingly, it is becoming apparent that to work out some of my interesting problems, I'll have to bring in "people at large" in a pretty big way. In trying to erect a useful framework for analyzing games, both in their ludological interactivity and dramatic narrativism, I've gotten into interpretations of canon. 

22Feb/121

The Orthodoxy of Videogames

A certain chunk of videogaming culture is evolving into a monstrous brotherhood which increasingly resembles a kind of religion--or a cult, if you prefer. I do not claim that all members of the videogame industry, media or playing public are part of this cult, but only that this dangerous and outspoken fraternity is increasingly vocal, visible and concentrated. They present a more coherent group than do gamers who are not this way, and therefore threaten to represent us all. I for one, protest. The following is a conceptualisation of my fears, which have not sprung out of my imagination, but from simply observing the hideous, masochistic thrashing of videogame culture over the past few months. The villain is not "videogame culture" in so far as any such thing can be said to exist. It is not even videogames, as objects. It is the people, the vile, bigoted, hateful people who are hell-bent on maintaining their own idiotic, sheltered state of ignorance that are the problem.