Sabotaging an Open World
I remember the moment with crystalline clarity, both emotionally and critically. As it unfolded, it confirmed for me something I'd long suspected about open world games. There I was, en route to a mission, following the orders of an NPC. His initials were in gold letters, so I knew his requests were the most important thing I could be doing at the time. But as I was nearing my destination, something caught my eye. On the corner, three Nazis were posed with their rifles shouldered. I slowed down, thinking perhaps it was another bug. It was not. I coasted up close enough to see the two civilian women cowering before them. I heard the dialog:
"Please, you don't have to do this," one said. A fraction of a second later, the Nazis fired and the two women fell dead.
A Riposte to Blunt Criticism
A few days ago I was cited in a piece by Danc on his Lost Garden blog as being an example of “shallow game criticism.” While I don’t take personal offence to the citation, nor even the tone of Danc’s article, I feel compelled to respond (as many have before me) to its argument. In a way I welcome the opportunity to clearly enunciate my own position, even if it is from a defensive posture. And like any good narcissist, I'm pleased anyone is reading my work--even when they disagree! So, herein lies something of a personal (please note, personal) manifesto.
The two points that Danc seems to take issue with are the nature of criticism in general, and the purpose of videogame criticism in particular. He has not engaged deeply with the concept of criticism of other art forms, so I can only speculate about what he feels the nature and purpose of literary criticism is, and I may well do so throughout this discussion.
The Metanarrative of Videogames Part 2
Alternatives to the Orderly World
Constructive criticism requires the presentation of suggestions to ameliorate some if not all of the shortcomings identified by an assessment as scathing as the one presented above. While it is beyond the scope of a theoretical thesis to actually implement and test these suggestions, the following are essentially design ideas that, theoretically at least, alleviate some of the limitations observed above. The first area to explore are alternative concepts for what the object we currently call ‘videogame’ could be. When relying on existing definitions of videogame, many of these suggestions will very likely seem like very bad design choices. What must first be addressed then, is the nature of a videogame experience, the goals of the medium, which can then allow for slightly or wildly different formal structures. These new concepts are fashioned in hopes of creating new gameworlds that provide experiences with a wider range than is possible with the very determined, game-like and predictable systems presently available. Perhaps some of these simulations will be more true-to-life in some ways, certainly in certain contexts, than is possible through the determinist model. Whether true-to-life or not, though, this wider palette will allow artists in interactive media to express a wider range of ideas than rigidly game-like concepts allow.
Escape the Tyranny of Game-Fun
Industry-focused game design texts advise budding game designers that not everyone likes the same thing you do, not all players will find the same games fun. They advise to pick a market, a genre, or some other identifiable goal and work towards that. This is obviously sensible, the kinds of players who like the Sims are often not the same as those who like Fallout 3 or FIFA 2010. If they do crossover, it is usually to satisfy very different desires at a given time. However, as much above assessment describes, the very high-level kind of fun that these same game design texts assume is a ‘game-fun’ involving mastery of rules. That game-fun constructs an end-point of power, then builds a ramp for the player to ascend towards it, until eventually, there is no challenge the player cannot overcome. The player-character has become the most powerful being within the game system. There is nothing the player has failed to do, he has ‘beaten’ the game. This does not correspond well with life experiences, nor does it allow for other archetypal narrative types, from comedy to tragedy. The question is, can a system be designed that abandons this strict, rule-focused and progress-based framework for experience, and what would we call it?

Age of Empires: GameSpy Article
In case anyone has noticed the long gap between posts here, there are reasons, good ones I promise! I've been extra busy with my actual thesis and organising the GAME event at Macquarie, but I've also been writing some freelance work for other outlets. The first is now available at GameSpy!
Check out the full article here.