How Do You Stop an Orc from Charging?

… You take away his credit card. (Har har har.)

But no, really: the World of Warcraft Visa rewards you for purchases by crediting your WoW account with gametime. (Link via Boing Boing via the in-between via makezine via Joi Ito.) Make‘s take on this is particularly interesting, particularly seeing as how they saw this coming awhile ago.

Arguably, this is a blending of economies right before our eyes, but I’d be really interested to see real-world credit cards that reward you with gold pieces in-game. Now that I think about that, though, such a move would probably make people upset about game balance issues—so how about an in-game credit card that rewards players with points redeemable for real-world purchases? As we see games increasingly blur the boundaries between work and play, it would be fascinating to see game world actually designed to take advantage of these shifts.

Why Parents Won’t Love Bassoon Hero

Fellow Annenberg student Deb, who studies sound and culture, sent me the following email about Guitar Hero yesterday:

Thought about you today while reading a (very) Foucaultian analysis of Western classical music practices (Western ensembles = auditory panopticons arranged around the conductor/guard tower). As everyone-and-his-congressman knows, video games lead directly to murder and mayhem, but musical training has always been touted as an influence in the other direction. Music (the antithesis of noise) orders sound, and musical training orders behavior and shapes character (or so we are told) in everyone from school children to prison inmates. I wonder if the civilizing musical aspects of Guitar Hero cancel out the violent video game aspects—if “sweetness and light” cancels out “kill, kill, kill”…

Continue reading “Why Parents Won’t Love Bassoon Hero”

Considering Bubble Tanks (cf. flOw, 2006)

Ian Schreiber muses on the tricky issue of video game citations. Generally, you don’t openly cite sources when making games, even if you’re making a barely-modified clone (e.g., as Bubble Tanks is to flOw)—but how do you reconcile this with academic honesty practices when teaching people to make games? It seems like a good idea to address this in an academic setting, and yet it’s not something that will really come up for students once they’ve moved beyond that setting into game design jobs (but perhaps it should).

Wear Your Geekiness on Your Sleeve (Or Sash)

I didn’t last long as a Boy Scout, but that doesn’t mean I don’t appreciate the value of a good-looking merit badge. Boing Boing has some links to various nerd-oriented merit badges. I am particularly impressed with some of the designs and witticisms by the Order of the Science Scouts of Exemplary Repute and Above Average Physique. This, in turn, reminds me of a post up at Kotaku about Activision patches (arguably the precursor of the “Achievement” system on Xbox Live).

If I were a craftier (and less busy) person, I would figure out some way to get the Geek Studies logo onto a patch or perhaps embroidered onto something. It’s not as scalable as logos I would normally design, but I had a burning desire to create a pixelated coat of arms in Adobe Illustrator.

Also, in my defense: I may have never gotten past “Tenderfoot,” but as a Cub Scout, I did come in second at the Pinewood Derby one year with a car emblazoned with the Flash’s insignia, and I won a creativity prize another year for my car designed to look like the Batmobile. (I assure you that it was a coincidence that my parents were Troop Leaders, or Den Parents, or whatever they were called, that year.)

Trauma and Consequences in Narrative Games

A friend recently told me an anecdote about a game involving space travel.1 There wasn’t much of a story to the game overall, but there was a narrative element insofar as your actions were supposed to have moral consequences. Basically, do bad things and you’ll go to the dark side. It’s somewhat ironic, then, that players determined that the best way to start this game was to throw a guy out an airlock.

This action wasn’t for humorous value or to demonstrate right off the bat how badass your character was: it was a strategy. The extent to which an evil act affected your morality was relative to everything you had done before it. Start the game with the most evil action possible, and you have nowhere to go but up. Only the good guys could eventually acquire the best ship in the game, and this strategy made that goal more easily attainable. This is just one of many examples of how games fail at emotional engagement because they are more about winning than about feeling.

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Emphasis on the “Sub”

Comicon.com’s The Pulse has an interview up with the creators of a comic book called SubCulture, a story about media fans.

KEVIN FREEMAN: The primary focus is on fans of comics, gaming, anime, science fiction, and the like. As a group, we’re an interesting lot, and deserving of a closer look. But we wanted the book to be more than a series of jokes. Yes, there’s humor, but it’s set within the confines of a more serious story. […]

THE PULSE: Do you think people like to laugh at themselves and see comics like this? Are you worried you might be offending your target audience with their portrayal in SubCulture?

FREEMAN: I like to think that most of us don’t take ourselves too seriously. We’re an odd lot, but most of us embrace that fact. We like being different. I admit, the book does take a dangerous path. But I think the story is written in such a way that it ultimately portrays fans in a positive way. Sure, we’re all a little strange, but we’re also genuinely good people. I hope that’s what the readers get out of it.

STAN YAN: Honestly, I think that many of us that do take ourselves too seriously might not be able to see ourselves in the characters that share our “quirks”.

Mostly I’m just linking this because I like to keep track of when people specifically link the audiences of what are ostensibly diverse media (what do games have to do with comics?). It’s also interesting to note how the people involved in this interview all fancy themselves as part of the group being poked fun at here, but are still aware that some people might not find it so funny.

I’m inclined to agree with Freeman that the kind of folks who would even pick up a (somewhat harder-to-find) comic in the first place are also probably used to making fun of the stereotypes associated with fandom, especially as the creators are clearly part of the in-group. Certainly enough people can get behind that sentiment that you can sell t-shirts about self-deprecating geek humor. Maybe it helps to go the extra mile by portraying an avatar of yourself as the demented nerd in question.

Play Per View

Kotaku has a post up on XLeague TV, a British TV channel dedicated to showing actual video game play. Even more than the announcement of the new channel, what I found interesting were commenters’ reactions: the original writer of the post was very disparaging of the idea, calling the entire concept “pointless” and “weak.” So far, the comments that follow offer some voices of agreement, but mostly suggestions that it might not be such a bad idea.

Valee says:
In Korea, they have dedicated tv programmes for their online games like Lineage2 & Starcraft, which shows top players fighting it out. Then again, these games are wildly popular in Korea.

cyhborg says:
hey, i wouldn’t mind (i have no life…)

Cell9song says:
I thought about something like this while watching a friend play Halo 1. As stupid as it sounds it just may get a viewership. Just a hunch.

Continue reading “Play Per View”

More on Gaming Activism

As a follow-up to the earlier post on entertainment advocacy and activism, consider this pledge offered by Joystiq, which young gamers can sign to show their parents that they won’t cross the line between fake and real violence. As one of the bloggers explains in the comments,

Keep in mind as you read this that it was created as a positive way to counter Jack Thompson. Instead of cursing the darkness, you can talk to someone you love who doesn’t understand games. It’s our own little counter-information campaign, and we’d love any feedback you can provide.

Part of the reason he’s explaining this, perhaps, is that Joystiq commenters can be critical of such an effort’s effectiveness. The negative attitude some gamers might have toward such campaigns may be why I haven’t seen much of a grassroots gamer movement to speak of yet. Comments on the previously-linked Game Politics article also indicate some sense of how gamers feel about such a movement:

Terminator44 Says:
“This is a very unprecedented move. Perhaps efforts to create a gamer grassroots movement are working after all.”

GameClucks Says:
“Still, good on them for the grassroots effort to make a better name for the gaming community. Also, I applaud them for their work in organizing competitive gaming tournaments, which is no simple task.”

Jonathan Brown Says:
“Can we take any grassroots effort seriously when its led by a man who legally changed his name to ‘Triforce’?”