Cracked.com and Game Culture

I stumbled on these articles on videogames on cracked.com (the online incarnation of the old Cracked magazine) and was pleasantly surprised to find that they’re both funny yet intelligently written for a popular audience. Although there are more, these were ones particularly relevant for ENG 380: Media and Society – Game Culture.

5 Reasons It’s Still Not Cool to Admit You’re a Gamer
http://www.cracked.com/article_18571_5-reasons-its-still-not-cool-to-admit-youre-gamer.html

The Day the Gaming Industry Died: Impressions from E3 2010
http://www.cracked.com/article_18608_the-day-gaming-industry-died-impressions-from-e3-2010.html

More Proof the Video Game Industry is Out of Ideas (E3 2010)
http://www.cracked.com/article_18609_more-proof-video-game-industry-out-ideas-e3-2010.html#ixzz1VJ1OBxL5

5 Innovative Ways the Gaming Industry is Screwing You
http://www.cracked.com/article_16330_5-innovative-ways-gaming-industry-screwing-you.html#ixzz1VIyqmuW0

5 Creepy Ways Video Games Are Trying to Get You Addicted
http://www.cracked.com/article_18461_5-creepy-ways-video-games-are-trying-to-get-you-addicted.html#ixzz1VIywhuU6

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My New Storyspace E-reader

Yeah, so I’m trying to read Afternoon, A Story, Patchwork Girl, and Victory Garden, all of which are foundational hypertexts, and all of which are on the proprietary Storyspace software by Eastgate Systems. Unfortunately none of them work on either my Vista 64-bit laptop or my Vista 32-bit desktop, even after trying a slew of software emulators. In fact, the first time I ordered Victory Garden through the library I received a 3.5″ floppy and couldn’t find a machine on campus that still accepted them.

That I had to dig up an old computer from my in-laws’ basement in order to read these works is a problem. Eastgate said Storyspace should work on Vista 32-bit (but it didn’t for me) but assured me that a Storyspace app would be out soon. Even so, will these hypertext fictions still be priced out at $25 each?

Will we see a day where digital literature composed on older versions of Flash, for example, will also require readers to find decades-old computers to enjoy them? As paper once said, “the news of my obsolescence has been greatly exaggerated.”

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Preliminary Conclusions on Fallout: New Vegas

Before I give my brief rundown, I should admit that I have an unholy love for Fallout 3. It was the first RPG I’d played in many, many years and fell head over heels for it immediately. I was reading a lot of videogame theory and creative writing theory when I first started playing and, in many ways, Fallout 3 was the springboard for getting interested in using games for educational purposes. I had to wait about nine months between finishing Fallout 3 and really having a go at Fallout New Vegas.

Now I’m winding down with FNV and feel the need to reflect on what, overall, has been a fairly disappointing experience. I acknowledge I had impossibly high expectations going in, but the game itself is flawed in serious ways that Fallout 3 just wasn’t. Here are some preliminary observations:

  • Familiarity breeds contempt.I thought I wanted the exact same game as Fallout 3 but with a new world. Ironically, this is close to what I got so perhaps I don’t have the right to complain, but it just goes to show how quickly a game can from being innovative to feeling tired in a short period of time. Games draw us in to their worlds by teaching us how to play them, and that quality of immersion wasn’t present for me in New Vegas the way it was in the DC environment of F3.
  • Glitches kill games. Unfortunately you can’t talk about this game without talking about the bugs. I started playing about six months after the game’s release and hoped that patches would solve this problem. They addressed most of the major ones, but playing today I still routinely fall through rocks, get stuck in walls, have quests lock up, and experience frequent game freezes. Right now I’m having trouble with my companions losing all of their weapons after I exit a casino, even after I’ve had them wait outside to avoid this (which I also shouldn’t have to do). This not only makes the game a grind, but it also breaks whatever level of immersion the game has achieved to that point.
  • The character still shifts too quickly from struggling to competence to god-like. Both F3 and FNV are at their best when your character is between Level 1 and maybe Level 12 or so. The areas in which you’ve chosen to specialize in still count for a lot at this stage, and you’re just getting to the point where you can navigate difficult situations with some ability. Even though you get fewer perks in FNV compared to F3, I still feel like many situations are no longer challenging. Wiping out an entire casino full of thugs, for example, is a bit of routine business completed in about a minute of gameplay.
  • When the game gets challenging, it often gets stupider. Even though I’m on my way to Level 30, the highest level in the game, I still do find myself fleeing like mad from enemies from time to time, but usually for annoying reasons. When I’m using a flamethrower to torch a guy wearing only a tuxedo for protection, he should be dead pretty quickly; when he’s hitting me with a cane, that shouldn’t even scratch my suit of combat armor. But when I’m doing marginal damage and he’s beating my head in, that breaks any sense of immersion; I’m thinking, “Well, this is stupid.” Ideally enemies would get smarter or more well-equipped as you level up to make the game more complicated, rather than suddenly becoming irrationally strong bullet-sponges.
  • Cazadores suck. Maybe I need to get over this, but I consider it a design flaw and a hugely annoying part of the game. Cazadores are insects with poison stingers who descend upon you quickly and in numbers. While that alone made them challenging (and annoying) opponents, the deal breaker comes with another piece of nonsense: if they poison your companions, they die. If you get poisoned you can take anti-venom, which makes sense; however if any human companion gets poisoned, there’s no way to get them to take the medicine and they die, even from a single hit. Which is stupid. Gamers suspend their disbelief to fill in the fictional holes in games all the time, and it’s not an issue–until it is. The glaring problem here is the ridiculousness of the situation: you have a cure, your partner needs it, but there’s no way to say, “Here, take a shot of this or you will die.”

Fallout 3 wasn’t perfect but I would need to think awhile to come up with a list of flaws; the above points rolled off the top of my head. I appreciate that the game tried develop a more complex story than F3, but this goes back to a key point in videogames: a good game can have a bad story, but a good story can’t save a bad game.

I wouldn’t go so far as to say FNV is a bad game per se; I have enjoyed playing it. But it’s flaws are too many and too serious for it to be another other than a pale shadow of its predecessor. Is this because the game was developed by Obsidian rather than Bethesda Softworks. Dunno. But Fallout 4 is rumored to be another Bethesda Softworks (F3) developed project rather than an Obsidian ( FNV) one, and hopefully that’s a good thing.

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Meiklejohn, Davis & Evans, Meet Everett

I didn’t teach ENG 102: College Writing and Research last year but I’m returning to the assignment sequence I used the year before, where I spend the first few class sessions talking about student and instructor roles in the university. First I have them read “Part I: The Determining Purpose” from The Liberal College by Alexander Meiklejohn. It’s a series of four essays in which Meiklejohn shares his thoughts about what a “liberal education” involves, and students respond with essays about what a college education means to them.

Next they read Davis & Shadle’s “Building a Mystery: Alternative Research Writing and the Academic Art of Seeking,” followed by an assignment that asks them to put Meiklejohn, Davis, Evans, and themselves in a dialogue about the goals of higher education.

This year I’m thinking of inserting into the conversation Daniel Everett’s provocative article “The Broccoli of Higher Ed” from Inside Higher Ed. Per usual, the article sparked heated debate in the comments section.

I’ve read Everett’s piece but haven’t come to any conclusions about it. Sounds like the makings for a good classroom discussion…

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“Mouth of the Volga” sees print!

Just a quick note for the blog: my creative nonfiction piece, “The Mouth of the Volga,” is now available in Post Road 21! It came out a few weeks ago but I forgot to post it here.

Ironic, given the publication’s title, innit?

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GLS Prezi Presentation

Here’s the Prezi I used when giving my talk on “Gaming, World Building, and Narrative” at the Games+Learning+Society 7.0 conference in June.

Posted in Creative Writing, Digital Media, Pedagogy, Role-Playing, Videogames | Tagged , , , , | Leave a comment

Back from the dead(ish)

Well, my website fell victim to a malware infestation and the whole thing came crashing down.

I’m slowly in the process of putting it back together but, unfortunately, “rebuilding website” wasn’t on my to-do list heading into the tail end of a busy semester.

This bad luck affords me the opportunity to restructure the site and perhaps even begin blogging again, although likely in a very truncated fashion. (I managed to save my previous blog posts dating back to 2004 and my how I wish I still had the time to write those kind of entries…)

Anyway, sorry for any inconvenience this causes. I promise to be back up and running soon.

–trent

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