Nieuw: Column op Maandag

Het is duidelijk. Maandagochtend moeten we jullie niet lastig vallen met posts waarin je wordt opgeroepen te reageren. Dus: exit Watercooler. Deze Maandag beginnen we iets nieuws, de Wisselcolumn. Elke week houdt een columnist een vlijmscherp, grappig of gloedvol betoog dat nieuwe inzichten geeft in games en game design. Uiteraard mag daar ook op gereageerd worden!
Deze week trapt Stefano Gualeni af. Stefano is als docent verbonden aan de NHTV te Breda. Zijn specialiteiten zijn game design, architectuur en filosofie. Lees zijn column Notes from the Otherground na de klik. (Both Dutch and English versions)
NOTES FROM THE OTHERGROUND
1 – De loterij van Babylon
“Like all the men of Babylon, I have been proconsul; like all, I have been a slave. I have known omnipotence, ignominy, imprisonment. […] I owe that almost monstrous variety to an institution – the Lottery – which is unknown in other nations, or at work in them imperfectly or secretly. […] Mine is a dizzying country in which the Lottery is a major element of reality.” (J. L. Borges, The Lottery of Babylon, 1941)
Jorge Luis Borges, de Argentijnse auteur van filosofische overpeinzingen en literaire kritieken, heeft in zijn werk vaak creatieve alternatieven voorgesteld voor de eenzijdige en conventionele manier waarop we onze realiteit ervaren en construeren. In de hierboven geciteerde passage, en in verschillende andere werken, zoals Tlön, Uqbar, Orbis Tertius (1940), past hij stelselmatig de ervaring van realiteit aan, tot hij ze uiteindelijk vervangt door een logisch system van een andere orde. In het specifieke geval van The Lottery of Babylon is dit system een spel.
Straffen en belonen
In zijn DICE 2010 speech Design Outside the Box, zei Professor Jesse Schell, van het Carnegie Mellon University Entertainment Technology Center: “We don’t feel good about reality as game designers. Beyond technology there are all these ways that games are creeping into places we never thought before”. Gebruikmakend van voorbeelden van systemen van straffen en belonen uit ons dagelijks leven en gemotiveerd door basis instincten zoals verzamelen en competitie, schetste Schell een zeer ernstige rol voor games: in plaats van slechts een toegevoegde waarde te zijn aan onze realiteit, voornamelijk als vrijetijdsbesteding, zullen ze er een noodzakelijk deel worden. Het duurde niet lang voor ik vanzelf terugdacht aan The Lottery of Babylon. Net als Borges stopte Schell niet bij het aanvaarden van de educatieve en propagandistische gebruik van video games, maar hij ging verder in het identificeren van sociale controle als de toekomst van de digitale entertainment industrie. Met andere woorden, Design Outside the Box heeft game designers aangemoedigd om te bouwen op psychologische conditionering om de realiteit te hertekenen.
Middelen tot bevrijding
Het alomtegenwoordig gebruik van digitaal entertainment wil niet zeggen dat video games los staan van andere media. De Duitse vorser, Walter Benjamin (1892 – 1940), stelde dat alle vormen van expressie uiteindelijk gebruikt worden voor politieke doeleinden. Als een andere Duitse filosoof, Martin Heidegger, vandaag nog in leven zou zijn, dan zou hij waarschijnlijk de beschuldiging uiten dat deze manier van denken de mens als speler van een spel verandert naar een resource in het spel. Dit perspectief is vooral pijnlijk voor mensen zoals ondergetekende, die van video games houden als middelen tot bevrijding. Ik geloof dat games instrumenten moeten blijven om de sleur en conventionaliteit van ons dagelijks leven te breken, en dat ze moeten dienen om ons uit onze gevestige sociale orde te halen, niet om deze te bevestigen en controleren.
Rebellie
Onafhankelijke game developers schreeuwen via de pixels van hun wereld hun rebellie uit tegen de bestaande economische en politieke machtsstructuren. Ergens ben ik niet zeker of deze romantische idealen het nog waard zijn om voor te vechten: het politiek-economisch lot van video games lijkt me onvermijdelijk. Ik vraag me af of dit het einde is van de jeugd van games, vol met dromen voor de toekomst. Misschien is het voor vrije creatieve geesten tijd om verder kijken naar minder besmette vormen van expressie. Herinnert er iemand zich Eric Chahi nog?
-ENGLISH-
NOTES FROM THE OTHERGROUND
1 – The Lottery of Babylon
“Like all the men of Babylon, I have been proconsul; like all, I have been a slave. I have known omnipotence, ignominy, imprisonment. […] I owe that almost monstrous variety to an institution – the Lottery – which is unknown in other nations, or at work in them imperfectly or secretly. […] Mine is a dizzying country in which the Lottery is a major element of reality.” (J. L. Borges, The Lottery of Babylon, 1941)
In his work, Jorge Luis Borges, the Argentine author of philosophical reveries and literary criticism, often suggested imaginative alternatives to the univocal and habitual way we perceive and construct our reality. In the passage cited above, and in many other of his fictional works like Tlön, Uqbar, Orbis Tertius (1940), the understanding of reality is gradually pervaded and eventually substituted by a logical system of a different order. In the specific case of The Lottery of Babylon, that logical system is a game.
Redesign reality
“We don’t feel good about reality as game designers,” stated Carnegie Mellon University Entertainment Technology Center professor Jesse Schell in his Design Outside the Box 2010 DICE speech. “Beyond technology,” continued Schell “there are all these ways that games are creeping into places we never thought before”. Through examples of punishment-and-reward systems in our everyday life, motivated by basic human instincts like collection and competition, Schell outlined a very serious role for games: instead of additional and leisurely parts of our reality, they will become a necessary component of it. It did not take my mind too long to recall The Lottery of Babylon. Much like Borges, Schell did not stop with embracing the educational and propagandistic use of video games, he went as far as identifying social control as the future of the digital entertainment industry. In other words, Design Outside the Box encouraged game-designers to leverage on psychological conditioning to redesign reality.
Tools of Liberation
The persuasive use of digital entertainment does not take video games apart from other media. German thinker, Walter Benjamin (1892 – 1940), purported the specific point that becoming political tools is the necessary development of all forms of expression. Were another German philosopher, Martin Heidegger, alive today, he would probably accuse this form of thinking of transforming people from players of a game into resources for a game. This perspective is particularly painful for people like the undersigned, who understand and love video games as tools of liberation. I believe games should remain instruments of deliverance from the convention and limitation of our everyday lives as well as the social order, rather than means to reinforce and control them.
Free Creative Spirits
The independent game-developers community scream through the pixels of their worlds their dissent to aligning to economical and political structures of power. In a sense I am neither that quixotic nor as assured their battle is worth fighting for: the politico-economical destiny of video games seems to me to be inescapable. I am starting to wonder if this is the end of the dream-filled youth of video games and if time has come for free creative spirits to move on to other less contaminated expressive forms. Does anybody remember Eric Chahi?
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Ik zie dit soort ontwikkelingen niet zo zeer als een dreiging van de ‘traditionele’ games. Het is meer een nieuwe tak net zoals serious en social games. Het doel en de werking ervan is totaal anders. Voor mij zal het, zoals zo mooi in de tekst word aangegeven, een wereld blijven waarin ieder zich kan ontsnappen aan de dagelijkse realiteit.
[...] Nieuw: Column op Maandag [...]
[...] Zijn specialiteiten zijn game design, architectuur en filosofie. Lees hier het vervolg (deel 1 hier) op Notes from the Otherground na de klik. (Both Dutch and English [...]
Maybe game designers have to hang in there.
And instead of aligning to a politico-economical direction we can have their path align with ours…
Great line: ‘The independent game-developers community scream through the pixels of their worlds their dissent to aligning to economical and political structures of power.’
The impact on innovation is apparent. Sydney game studio CEO Luke Carruthers is his June 2007 podcast on the business of gaming said that innovation is limited in this economic development environment. As long as shooters continue to attract a large percentage of console game sales (at the time of the podcast, Carruthers estimated it was 40%), publishers will continue to make them and that is all they will want to make.
Australian game developer and educator Paul Callaghan presented an analysis of 107 videogames developed by Melbourne studios between 2000 and 2009. While original titles dominated in the early years, ports and licensed titles increased dramatically from 2006, accounting for over three-quarters of games published in the past three years (excluding this year). The sheer volume of unoriginal games being produced indicates publishers and developers are focusing on low-risk titles in the videogame marketplace. Ironically, Callaghan concluded that the few original titles produced attracted higher review scores while reviews for sequels and ported games declined.
Sorry to sound like a fan-boy, but as I see it Sony is trying to surpass this “economic chain to the rudder” with investments in LBP, ModNation.
Of course they are just jumping on the web(game) 2.0 bandwagon and could only add another safe course for publishers and developers.
But to refer back to my first comment, power is given to the player and they are learning game design because it’s part of the game and I am sure there are players researching the subject to become better.
As players get a deeper understanding of game design I think they will also demand higher standards.
Then there is also the indie scene and the distribution of games getting easier: xbox live, steam, PSN, facebook and whatever is around the corner.
Gamers that are sucked into the game 2.0 scene that choose to pursue game-design as a career will empower this movement.
As mentioned in my comment of Stefano’s second column, I am investigating the impact of games on study results of students and a very interesting find was that the Dutch government is giving grants to research the inclusion of edutainment into the basic curriculum because the numbers show that they cannot compete with games.
So let’s hope the ‘unoriginal gamers’ get educated, or else it is factory work for the most designers…
Author wrote:
“…move on to other less contaminated expressive forms. Does anybody remember Eric Chahi?”
Eric Chahi is still making games… isn’t he?
http://www.insidegamer.nl/xboxlivearcade/projectdustwerktitel/nieuws/30585/E3-Ubisoft-toont-Project-Dust-.html
Author wrote:
“Were another German philosopher, Martin Heidegger, alive today, he would probably accuse this form of thinking of transforming people from players of a game into resources for a game. This perspective is particularly painful for people like the undersigned, who understand and love video games as tools of liberation.”
You are being subjective about liberation. If I am able to ‘transform’ people (bodies with persons) into resources (just bodies) or personally speaking, ‘destroy’ my ego (my person) and stop separating myself from the world (the game) then that is kind of liberating don’t you agree?
The question then arises what this ‘liberation’ implies. This is where I think you are subjective; you use the term in a positive sense only while you are actually talking about the ‘happy ending’ brand of liberation.
To exemplify: during WW2, the Japanese Zen community trained soldiers in the ways of liberation to kill their enemies without moral hesistance.
Eric Chahi is still making games. I shook his hand with admiration two weeks ago at the GDC2011. He stopped making games for about seven years, I believe, precisely due to the (creatively and humanly) arid paththe videogame industry was taking. I guess the fact that UBIsoft decided to give him freedom and responsibility with a new (authorial project) is a good signal. A good omen, perhaps.
With regards to me being subjective, or rather wishful, about the social role of videogames, I had the feeling was being openly so. I imagine that’s the reason I don’t understand the relevance of that part of your comment.
Thanks for leaving a trace.
[...] docent en filosofisch ingesteld columnist van Control online Stefano Gualeni heeft net zijn eerste iPad-game uitgebracht. [...]