Livin’ La Vida Kickstarter

How long has it been since Kickstarter exploded onto the scene? My first pledged project was about 2 1/2 years ago, but there have been so many since. Some were successful, some weren’t; some have produced a film or a game and some are still running. Sometimes the results were mixed, but by and large I’m in the happy position of being able to say: I have contributed, in some small way, to the existence of a number of works that otherwise wouldn’t exist – and that’s a cool thing to be able to say.

I don’t want to overstate the effect my contributions have had; I didn’t tip the scales for any of the projects I pledged to, I was usually one of many thousands. Yes, a handful of the projects I supported were touch and go, but I’m still one of many. Nevertheless, for all the collectivist benefits of Kickstarter, with each of the successfully completed projects I got my hands on – whether the result was a movie or a game – I did get a frisson of “I did this!”, or perhaps rather “I was a patron to this!” In my very small way, I’ve been a mini-Pope Julius II to, say, the Veronica Mars movie or Wasteland 2.

And let me tell you: patronage is addictive. I’ve reduced but not kicked (no pun intended) my Kickstarting habit, but during the first year or so my patronage muscle was twitchy as hell. I don’t regret any of the pledges I’ve made – or, more accurately, I may not have been entirely satisfied with all of the resulting works, but I was still happy having pledged to begin with. Knowing that a group of artists with an idea that probably wouldn’t have survived the cold, hard realities of the free market were able to work on a project close to their hearts? That’s worth a lot – definitely more than putting money into the latest highly polished, much advertised but essentially generic triple-A hit. Put it this way: if you could do your bit to make Kristen Bell happier, what would that be worth to you? (As I said: Kickstarter is addictive – and most addictions aren’t necessarily altogether healthy.)

That closer emotional engagement has its flipside, though: if something I’m invested in turns out not to meet my expectations, it’s difficult not to take that personally. A couple of months ago, Divinity: Original Sin, a role-playing game I’d Kickstarted, came out to roundly enthusiastic reviews, and my endorphin levels went up with every piece of critical acclaim that I saw… until I played the game. Don’t get me wrong: Divinity: Original Sin, regardless of its silly title, is a good game and a typical case of something that simply might not exist in this form without Kickstarter. Whatever would be different if they’d made the game with the support of a traditional publisher wouldn’t address my issues with it. But I supported the project predicated on certain promises that I interpreted one way but that were meant another way. I don’t feel like the developers, Larian, lied to me – but it does feel more deflating to follow a project, read the update posts, religiously watch every behind-the-scenes video, and then check out the end result to find that my expectations were… inaccurate? Misguided? A bit naive?

Patronage doesn’t give me the right to expect a result that pleases me in every way possible. It’d be wrong to think that Larian was at fault for creating a game that meets their expectations but veers away somewhat from mine. I’m still glad I supported the project, out of principle, because more artists and craftspeople should be free to create things that risk-averse publishers wouldn’t touch with a ten-foot pole. But what I’ve learnt is this: Kickstart at your own peril, and manage your own expectations. In some ways I’m probably more disappointed with Divinity than with the handful of projects that reached their pledge goal but then failed in development, because the project lead had miscalculated or because the team consisted of one passionate person who fell ill and could no longer afford working on that particular dream. In the end, what’s more important to me: doing my small part to enable an artist to follow their vision, or wanting them to follow m*, even though the latter is vague even to me? (“I know it when I see it” doesn’t make for very stringent design or criticism.) Based on my Kickstarter experiences to date, I shall have to accept that a feeling of ownership is not the same thing as actually owning something. I support the Kickstarter projects, but they’re not mine. If I’m lucky – and that luck can be helped along by using my brains as much as my gut to decide what to back – I may like or even love the end result, but patronage doesn’t entitle you to liking the end result. Who knows, perhaps Julius the Second looked at the ceiling of the Sistine Chapel and thought: “If Eve ends up with cow-eyed Adam instead of that hunky David guy, the whole thing sucks. Team David all the way!” If he did, I hope he had the good sense to keep quiet about it.

________ will remember that.

The recent Telltale Games series – The Walking Dead, which is currently in its second season, and The Wolf Among Us, based on Bill Willingham’s Fables – make great use of that phrase. They provide the player with relatively limited choice, but they put you in control of how you behave towards others, how you treat them. You may just have tried to cement a shaky alliance by siding with a frightened father over the rest of the group: Kenny will remember that. Or you have just had your character, Sheriff Bigby Wolf – yes, that’s the Big Bad Wolf of fairytale fame in human shape -, beat up a murder suspect in the hope of scaring a confession out of him: The Woodsman will remember that.

The Telltale games, especially the recent ones, have mostly received good to great reviews, but there’s been criticism of what they do since the beginning. Choice and consequence: these are one of the Holy Grails of many gamers, and a fair number of them see the choices in the two aforementioned series as shallow at best, false at worst: the plot largely remains the same, regardless of what you do and what the other characters remember. If someone is fated – or, more accurately, written – to die, they will die. Sometimes the plot may branch in small ways, but these branches are usually closed quickly in favour of a tightly constructed story arc.

What changes, though, is your relationship to the characters you interact with. Kenny will remember that you sided with him at a time when he felt most alone – and, perhaps more important, you will remember. You’ll feel like a good guy, or conflicted over siding with a decent but choleric man who acts before he thinks. The interaction may be shallow in one sense, but in another it is far more nuanced than the binary, “Choose your own adventure”-style story choices in some games lauded for giving the player agency. I don’t dislike those games, but I find Telltale’s, let’s say, relationship-based interactivity more engaging. Their games give you the sort of choices that at least I can relate to: in real life, I rarely am faced with deciding between remaining loyal to a corrupt lord that nevertheless provides stability or joining a rebel army whose dedication to the cause borders on fanaticism. The choices I have are usually about my attitude towards others and how I express this: do I snap at someone because I’m tired and they pushed the wrong buttons, or do I let it go? These are the decisions that in aggregate shape who I feel I am.

The Wolf Among Us

Obviously games are often escapist fare, and many enjoy making decisions that they are unlikely ever to face in real life. I won’t deny that the escapist side of games appeals to me too – yet I like some reality in my escapism. I like to feel with characters in unreal worlds that nevertheless resonate and feel real to me. In that respect, I usually stand with good old Marianne Moore, not just with respect to poetry: I want “imaginary gardens with real toads in them”, and not just toads but Kennys, woodsmen and Big Bad Wolves that, for their red eyes and sharp claws, are relatable, are people. Telltale’s choices aren’t epic, they’re human-scale, and they are a large part of what makes their tales of the zombie apocalypse and of exiled fairytale characters trying to make a life in ’80s New York interesting to me: the premises come to life most in how they juxtapose the fantastic and the real, the supernatural and the essentially human. Being an asshole or a nice guy, taking the easy way or sticking to your beliefs, even if you can’t change where things end up, perhaps especially when these choices end up not making a dent in reality – they nevertheless define who you are. Games, perhaps more than other media or art forms, offer interesting ways of expressing yourself.

Clementine will remember that. As will I, because that decision was mine in a meaningful way. When I choose to side with one faction over another in The Witcher II, I do so because I want to see all the material the developers created, to get my money’s worth. I know I will go back to choose the other faction later on. When I make choices as an ex-con trying to do right by his surrogate daughter in a dangerous world, or as a sheriff with deep-rooted anger issues trying to solve a murder, most likely I won’t go back to listen to the other branches on the dialogue tree. I’ve made my choice, and I, too, will remember that.

P.S.: There’s one instance where The Wolf Among Us uses, and subverts, the “_______ will remember that.” trope to great comedic effect. The game’s almost worth playing just for that.

You died, rinse, repeat

I admit: even though I’m pretty self-assured, not least when it comes to my media consumption, I still feel faintly embarrassed about telling people that I play games. It’s not even my age;  I don’t mind being a gamer at the age of 38 (soon to be 39). It’s not entirely the subject matter either; there are many games that are embarrassing, juvenile rubbish in terms of their aesthetics and writing. No, I think what it is most of all is how gaming can reduce me to one of the dumber monkeys in a Skinner Box: it’ll have me doing the same thing over and over and over with little immediate reward. Take my current addiction, Dark Souls 2, a game so proud of its own difficulty that its central hub area has a monument to all the player deaths the game has garnered worldwide.

At present, the monument lists over 100 million deaths. Let’s be clear about what this means: people playing Dark Souls 2, like me, have been doing minor variations of the same thing over and over again, and dying again and again. Ideally they progress a bit in between deaths, but if they’re anything like me they’ll die dozens of times in the same situation, doing pretty much the same thing and trying to figure out how to change it up so they can die a split-second later, hit an enemy for just a bit more damage, and slowly but surely inch their way to getting through that bit alive – only to die again (and again and again, clap clap) two rooms further on.

What is it that makes such an exercise in repetition and masochism engaging and even entertaining? Obviously there are the moments when you actually make it, when a combination of learning, skill, strategy and sheer luck lets you whittle that enemy’s hit points down to zero, when you dive under an enemy mage’s spell and stick him with the pointy end, when you turn a corner and find a momentary sanctuary there – but most of the time you’re busy pulling that lever and wondering why you’re not getting that piece of cheese or the fish biscuit you were hoping for. You’re a rat in a maze. A beautifully rendered, darkly romantic, imaginative maze, but even that beauty is lost as you’re getting skewered, flash-fried and/or magic missiled for the nth time.

There have been articles about the inherent pointlessness of Dark Souls and similar games, and as much as gamers tend to dislike critical looks at their hobby, I do think it’s a valid question: what are we getting out of the endless rinse-and-repeat cycle? At what point have we succumbed to the gamers’ version of Stockholm Syndrome and we keep pulling that lever not because we expect a fish biscuit but because we’ve come to like it?

Now excuse me, I’ve got a lever to pull. And to be stabbed in the back by an Undead Knight while doing it, most likely.

You died. Again. Wimp.

Short cuts

There’s a tendency among some gamers who’ve been pursuing their hobby for decades to measure the worth of a game by its length. I myself remember many a week and month spent playing single games, and there’s definitely something to be said for roleplaying games that deliver a huge world and an epic plot to match – but I’m also coming to appreciate the beauty that can come with brevity. Especially indie developers often benefit from providing a short but focused burst of gameplay, creating encapsulated experiences that, like short stories and short films, can succeed in ways that are essentially different from their longer – and at times too long – brethren.

So, in lieu of a regular Variety Pack, I want to introduce three short titles that I’ve recently played and that both occasional gamers and more old-school, hardcore (read: nerdy) gamers may have ignored. All three games excel at imagining fascinating, evocative worlds without the extensive, often tedious expository worldbuilding that game designers sometimes indulge in… and that some gamers mistake for deft storytelling.

Year Walk

How to describe this one? It’s as if Ingmar Bergman were to reimagine The Blair Witch Project by way of a puzzle box. Taking up the motif of the Nordic year walk, during which travellers encounter mystical creatures as they try to get to their village church in search of visions of the future, the game is one of the visually most unique miniatures I’ve ever played. It is exquisitely atmospheric, creepy and redolent of sorrow and guilt.

The Swapper

In general, puzzle-heavy games tend to lend themselves to a shorter format; even the most ingenious puzzle design gets old if repeated for hours upon hours. The Swapper is a perfect example of this, using its simple premise to great effect: the player guides an astronaut through a derelict space station. Using a swapper device, this astronaut can be cloned up to four times, their consciousness transferred from body to body. This allows the player to stand on buttons, pull boxes and do similarly banal things to progress through the station – but it also tells a subtle yet effective story of identity and the ephemerality of the soul. There are echoes of Moon, but also of Michel Gondry’s more melancholy dreamscapes in the game’s clay-moulded space scapes.

Botanicula

When I was a child, I watched the samey Saturday morning cartoons from America and Japan that were on TV, but there were also Eastern European children’s series that were both much more mundane, set in a world I recognised as being similar to my own (I probably missed all the subtext about living in a Communist system), and more surreal, even subversive. The heroes and sidekicks especially of the US cartoons all pretty much followed the same visual and character templates, while the series from Czechoslovakia were often much more unique, as if the oppressive systems they were created under forced them to find other creative outlets.

The Czech developer Amanita Design may not be working under the shadow of Soviet rule, but they have clearly inherited the creative drive of their forebears. Amanita’s games are gorgeous, unique toyboxes filled to the brim with personality, and Botanicula is a perfect example of this. Some of its puzzles may be annoying, but it is always a joy to inhabit an Amanita world, and this one is no exception.

Look at the size of those pixels!

I’ve written about pixel art before, but as someone who was playing games already when pixels were bigger than my hand there’s something about them that speaks to me, and it says things other than, “Put that away! It’s horrible!” I’m wondering to what extent this is nostalgia talking – big pixels remind me of the time when I was young, full of promise and had hair on my head rather than my ears. What does a non-gamer, or someone whose gaming career started at resolutions beyond 320×200, see when they look at pixel art? Do they see technical limitations, or do they see what I and my fellow gaming Methusaleas see?

Sword & Sworcery

For me, the stylistic choice made for instance by the developers of Superbrothers: Sword & Sworcery EP (yup, that’s its actual title) is a valid one, since its pixel-heavy goodness achieves a unique effect. It’s not just retro-hipsterish affectation – it’s a valid form of abstraction that is particular to video games. When I look at a screenshot from Sword & Sworcery, I find a highly evocative quality in the image that reminds me of Scott McCloud’s writing on comics. In that medium, the reader is engaged to some extent by the elliptic quality of the frame-by-frame format: we fill in the blanks that are between the individual images. Retro pixel art asks us to fill in the blanks between the pixels; it’s a very specific stylistic cousin to blurring an image for artistic effect. A simple high-resolution paint job would make the picture more specific, more precise, but that evocative potential would be lost in the process. If I think of films that work largely through allusion and ellipsis, such as Andrej Tarkovsky’s Stalker, I imagine something akin to the pixelscapes of Sword & Sworcery more than the more realistic (though also evocative) vistas of the Stalker computer game, a distant cousin of Tarkovsky’s film with very different intentions.

Stalker: Call of Chernobyl

Undoubtedly there’s an economic side to pixel art in indie games: the resources needed to create a game featuring old-school graphics are on an entirely different scale than what goes into flashy, hyperdetailed 3D environments. Beyond this, though, I don’t think that titles such as Papers, Please, Echo of the Wilds or Hyper Light Drifter (you’ll find trailers for all of these below) went with pixel-based artwork because it’s cheaper – all of these aim for a specific effect, an abstraction that at its best can be as gorgeous and evocative as high-detail photography. Even the purposeful ugliness of Hotline Miami and its grotesque ultra-low-res ultra-violence aims for a visual quality that I expect does not only speak to the oldtimers clutching their gamepads. The bigger the space between some pixels, the more space for gamers to lose themselves in.

P.S.: It’s quite fitting that today Rock Paper Shotgun posted an interview with Dave Gilbert, whose Wadjet Eye Games develops old-school low-res pixel art adventure games; in the interview Gilbert says the following: “The great thing about pixel art is it can, how do you explain it? It’s more like your mind fills in a lot of the details when it’s done the right way. When it’s done the wrong way it just looks ugly, that’s the case with any art.”

 

If war is hell, and hell is other people…

… I was going to say something clever about my new mini-obsession: playing multiplayer matches of the Arma series of games, military simulators focusing on combined operations. While that’s still what I’ll be writing about, I thought I’d drop the attempt at wit. Let’s face it, the joke would have faced the same fate as many of my Arma adventures: fifteen minutes of creeping up slowly, only to die in a display of futility.

I’ve never really been into playing multiplayer games, at least not online. I remember a long, fun night of playing Jedi Knight against a friend who’d brought along a computer, but most of my forays into online MP were brief: some Battlefield 2, some Ultima Online and Star Wars Galaxies beta testing, the occasional coop game of Splinter Cell: Chaos Theory, that sort of thing. Not that it’s not fun, but I’ve always been drawn more to story-heavy single player titles.

Over the last year, though, I’ve discovered why some people get into multiplayer almost to the exclusion of single player goodness. It all started with GTA V‘s online modes – and it’s not the whole “shoot other players in the face” aspect that got me hooked: no, what made me reconsider was the more serene moments of coop. Yes, I confess, I got some of my greatest online enjoyment out of starting a cooperative mission and hopping into a car driven by another person clutching their PS3 controller on a different continent. There’s something about inhabiting a living, breathing virtual world and interacting with others that aren’t controlled by a computer – it’s basically the Matrix, if that classic of Keanu-y goodness was about driving around a pastiche of Los Angeles in a convertible. Yes, usually that drive ended in an ambush by assault gun-wielding gangsters and swift death for my online avatar, but sharing a virtual space with other, real people makes that space feel more real too.

Arma is a strange case, actually: I’m pretty far from a fan of heavy militarism, doubly so if it’s po-faced militarism. It’s not the dudebro, Michael Bay-style kind of military porn (“Is that an M16 in your pocket or are you just happy to see me?”), but the games are definitely designed to appeal to those who know the difference between an AK-47 and an AK-74 (and no, I don’t think the answer is 27!). It’s also a game that can be unforgivingly difficult – you can spend twenty minutes crawling through the undergrowth on your belly only to be spotted and shot by an opposing soldier from 200 metres away – mind you, a soldier you haven’t even seen yet, let alone shot at.

Yes, no one could claim that Arma is a friendly game – if something like Plants vs. Zombies exists at one end of the spectrum, Arma sits at the other end, readying an artillery barrage in the direction of those singing sunflowers and cartoony undead. However, I’ve found that the people I play with are very friendly and welcoming. They also make up for the game’s seriousness with laconic, self-deprecating wit, which makes for a perfect counterweight to Arma‘s seriousness. I especially remember a session with about 30 others, starting with us sitting in a transport helicopter flying us closer to the location we were supposed to attack, and the joking, singing and general silliness of that flight was what made the game for me at least as much as the following ambush we got ourselves caught up in. Probably more so.

This doesn’t mean that I’ve given up on story-heavy single player games – I still enjoy those. But I’m pleasantly surprised that some of the most fun I’ve had as a gamer of… fuck, has it been that long?!… 30+ years consists of virtual road trips. If only I’d known all those years ago when I found long car drives to holiday destinations sheer torture – and those didn’t even end with ambushes, mass slaughter and slow motion death scenes set to Samuel Barber’s “Adagio for Strings”. If only.

A shout-out to the crazy people at Folk ARPS. It’s always an honour to be shot up while in your company!

Planes, trains and automobiles

Let’s get it out of the way: GTA V may just be the best Grand Theft Auto game. It may also be the most disappointing – and it is probably one of the dumbest games in the series. Credit where credit’s due: Rockstar Games do one thing amazingly well, better than anyone else out there, and that’s creating living, breathing worlds. Their obituary to the Old West, Red Dead Redemption, is one of my favourite virtual worlds bar none, the sort of place that I enjoy inhabiting and navigating, even without following the story or sidequests. Just being in the world covers so much of what I look for in games.

Red Dead Redemption also works in one key way that GTA V flubs, and that’s the character writing: yes, there are the joke characters, the broad caricatures of two-faced hypocrites, but Rockstar’s western knew when to take its cast seriously. It didn’t work all the time or with every single character, but by and large the dramatis personae of what could perhaps be called Grand Theft Horse carried the weight of its narrative. I understand that Rockstar might not want to write tragedies all the time – something that Red Dead Redemption ended up being quite effectively – but when it comes to humour the company’s writers tend towards the lazy, obvious joke… and then they flog it until way past its expiration.

I admit, there were moments in GTA V where I laughed out loud, and there were others where I sniggered. There are storylines in the game that work due to a combination of fine voice work and their sheer absurdity, but for each of these storylines there’s a character whose venality and stupidity is so drawn out, so overplayed it’s cringeworthy. What’s worse, perhaps, is that these characters are essentially all variations on the same theme: people who are smug and think they’re the best thing since sliced bread, yet they are essentially hollow. Which is fine until you realise that GTA V is 90% populated with such characters – and no, this does not strike me as a convincing parody of Southern California, and it’s most definitely not an interesting parody – and that the writing itself exhibits the same smugness. By comparison, Rockstar’s previous foray into Los Santos and surroundings in 2004’s GTA San Andreas (it’s already been ten years? now I definitely feel old) also had the broad jokes and the caricatures, but it brought together a band of mismatched characters that genuinely felt like family by the end of the game. By comparison, I don’t miss any of GTA V‘s cast of misfits and murderers, since with so many of them it’s clear that the punchline will always precedence over the character. There are exceptions: moments that show genuine wit and complexity, and jokes that don’t rely on the nth variation on the theme of “Haha, aren’t Californians/Americans/people stupid, vapid and easily fooled?”, but compared to Red Dead Redemption it all feels too much like a middling sitcom writer had watched The Sopranos and decided that they could pull this off.

Much was made of the lack of female protagonist in the game, especially since GTA V‘s main innovation is that there’s not just one but three playable characters. Seeing how limited Rockstar’s palette is in their latest, I have to say I’m glad they didn’t try to write their first female protagonist in this one. In fact, my main recommendation to the company would be this: they’ve pretty much perfected the creation of living, breathing worlds and mechanisms to enjoy being in that world. They have great artists, they choose fantastic music to add another dimension to their worlds, and they have ideas. What they should do is bring in new writing talent that doesn’t just do what they already do. They should get writers whose skills can shake up the by now rather stale mix of HBO Lite (imagine the worst moment in the weakest episode of The Sopranos) and Southpark-style loud parody. They don’t need to go for Greek tragedy or the Dickensian sweep of The Wire – but they should stop telling what is essentially the same joke. In brief, whatever they do next, I’d rather not think that it’s an improvement on their track record to date in every respect other than the writing. If that’s the case, I might just stay in GTA Online, because when the lines are provided by other players I don’t expect the writing to be good.

P.S.: For the record, GTA V‘s most maligned character, Trevor, is actually the most interesting at times. Yes, much of the writing is lazy and repetitive, but there are moments when his lines display a self-awareness that, while not particularly deep, does stand out compared to his usual lazy “Ooh, isn’t this edgy, offensive and craaaaaazy?!” shtik, the aftermath of the infamous playable torture scene (ah, to be a gamer in 2013…) being a case in point.

Gone Home – a guest post

The following is a guest post by Johanna Bucher, a friend and fellow gamer who has a keen eye for the potential of the medium. Thanks a lot to Jo for this end-of-year treat!

One aspect I love about video games is the potential for escapism. More so than film or literature video games enable you to be someone else, a powerful wizard, a Jedi knight, a bad-ass bomber pilot. In video games you fight dragons, fly spaceships, have super powers, and travel through time saving entire galaxies from impending doom. In short: you have a chance to do grand things you never can in real life. And the further away the setting of a computer game from the here and now, the better for me. Or so I thought.

Gone Home has none of the above. It takes place in the real world, it evolves around completely ordinary people leading ordinary, not to say, drab lives. Their fears and hopes are all too familiar. There is nothing striking about them at first, other than perhaps the big mansion they live in. So, what possible attraction could this game offer which puts you in the shoes of 20 year old Kaitlin Greenbriar, returning from a long trip to Europe, expecting to be greeted by her family only to find the house abandoned?

Gone Home

What the game “lacks” in grandeur or exotics it makes up in characterisation and attention to detail. Through audio diary entries at specific points in the game, notes and artefacts found in the house, the mystery (what happened to everyone?) slowly starts to unravel. Not all of the clues found in the house make sense at first but with each new room discovered, a more coherent picture can be drawn, of the goings-on and of the people involved in them. The rewards in this game, then, are not shoot-outs, levelling up or collecting loot, but picking up the threads of strangers’ lives and in the process of getting to know them discovering that you start to care for them and their small lives because, more often than not, they strike a familiar chord.

It is no coincidence that the game takes place in 1995: this is pre-internet, pre-cell phone. It’s the age of VHS, vinyl and audio cassettes, where people write notes and letters by hand, or maybe, if it gets really fancy, send a fax. This leap back into analogue times is more than a nostalgic walk down memory lane (although the game’s creators clearly revel in that.) It also sets a different kind of pace: it slows the game down to the sound of your footsteps pacing about the rooms, the rhythm of the written and spoken word (masterfully supported by wonderfully restraint music and great vocal acting). In a strange way the physical exploration of the space also becomes a mental one.

In a review to the game I read that calling Gone Home a video game is doing it a great disservice. And I agree, this game is not for everyone. It demands a certain amount of patience, the willingness to do rather a lot of reading and rummaging through drawers and armoires. But I would claim that although the game deliberately goes against many video games conventions it is the perfect and only medium to be told in. This story only fully comes to live through the narratology of video games.

Gone Home, then, is not so much about what the story is about and its conclusion (although the topic is not a trivial one and the conclusion is rather touching) but much more abut about how it is told. And summing it up would be the greatest disservice done to it. It has to be experienced. So, sod escapism, this time at least.

Review: Charlie Brooker’s How Videogames Changed The World

Ah, video games. The love that dare not speak its name, at least in many mainstream media. According to TV especially, gaming is about bleeps and bloops as well as about blood and guts. Games are inherently male, inherently adolescent, inherently about power fantasies – and lest the gamer protest too much, that’s how the medium likes to present itself, at least when it comes to marketing. Boys play video games where they wield massive guns that would have made Freud go “Hmm…”, girls play video games that are pink and feature ponies, right?

How Videogames Met Your Mother. Or something.Charlie Brooker’s latest on Channel Four, the feature-length How Videogames Changed The World, was refreshing, mainly because TV seems to see games in very generic ways: either we get the embarrassing dudebro image of Call of Duty gaming, the stereotypical manchild living in his parents’ basement eating crisps and playing World of Warcraft, or we get handwringing worries about how gamers are desensitised by their chosen medium and turned into ticking timebombs just waiting to shoot up some high school. Brooker’s show looked as games as if *gasp!* they were a cultural good, for better or for worse, and should be seen as exactly that. Regardless of their cultural worth, games have become too big to ignore – and that may be one reason why they’re still presented as the sort of endeavour waiting for us to go 1 Corinthians 13:11 of them: “When I was a child, I gamed as a child. But when I grew up, I put away childish things, like controllers and such.”

Brooker, together with a whole bevvy of talking heads, took the programme’s viewers through games from their bleepy inception to their social-media-infused present day. Far from po-faced (or should that be Pong-faced?), HVCTW was largely about memories: from Peter “I voiced Darth Maul, so don’t you dare misspell my name!” Serafinowicz to Jonathan Ross, with various comedians and games journalists filling the ranks, talking about growing up on Space Invaders and GTA. One thing that was clear from the show: video games may slowly be growing up, dealing with issues more weighty than whether to shoot that terrorist in the face with an assault rifle, shotgun or grenade launcher, and that’s because video gamers and developers are growing up. A 30-something dev changing diapers on a nightly basis may make very different games from the guy in his 20s, and that’s definitely a good thing. The medium has become increasingly diverse over the last years, with a growing indie scene experimenting with what games can say and how they can say it differently from films or books.

Charlie BrookerFor me as a long-time gamer – ah, those heady days of writing BASIC code in between bouts of International Soccer! – HVCTW was nevertheless a qualified success at best. It was great to see Channel Four taking the medium seriously, but Brooker and his team delivered a show that didn’t quite know what it wanted to be: was it meant for general audiences without much of an idea of the medium, or was it by gamers for gamers? It was each of these at different times, but as a result it often fell between two stools. I wonder how the programme was received by non-gamers, because I’d imagine that they lacked the context to make sense of, say, the ultra-gory Mortal Kombat footage, or to understand the importance of the rise of the indie scene as told by Brooker, yet gamers who’d lived through most of the games mentioned are likely to have found much of the show rather “been there, done that”. Perhaps this could have been averted by giving HVCTW more breathing space and turning it into a series, or by ending it with an actual conversation between gamers, developers, experts and (most importantly, perhaps) people who don’t see what all the fuss is about (as long as they’re not called Jon “You know nothing!” Snow). As it was, HVCTW was several things at the same time – documentary, primer, nostalgic look back – without being any of these altogether successfully. The programme may have worked better as a statement – that video games are culturally relevant – than as an argument supporting this statement.

Now, gentle reader, you may be wondering, “Can I watch this programme myself, so I can tell this Goofy Beast guy how he doesn’t know what he’s talking about?” You can – provided you’re in the UK, or your computer is suffering from MPD and believes it’s in the UK. Just follow this magical link. For those of you unblessed with UK residency, though, here’s a short clip:

P.S.: The true test of whether you’re a real O.G. (Original Gamer)? It’s this – does the Robocop theme tune (Gameboy or C-64, I don’t mind) make you wax nostalgic?

City of digital angels

There’s food porn. There’s nature porn. Apparently there’s even porn porn, out there on what is laughingly referred to as “the internet”.

I have virtual timelapse porn.

Since video games have become less Mondrianesque (read: big pixels in primary colours) and more visually rich, more and more bloggers, game photographers and videographers have been exploring their visual appeal beyond the simplistic “Great graphics, most realistic blood splatter, coolest lens flares, 9.5/10!” (I recently posted about the YouTube project Other Places.) It’s not so much about showing that games are approaching photorealism, at least not to me; it’s about getting to a point where the worlds created by games become interesting and arresting in their own right, and where they can be explored in various creative ways.

Are time lapse videos of game locales creative? Let’s put it like this: they can be beautiful, evocative, eerily poignant. There’s more to a good time lapse video than sticking a camera, virtual or otherwise, in one place and shooting one frame per second. And some games lend themselves more to such videos than others – I’ve previously posted about such videos made from the likes of Red Dead Redemption and Assassin’s Creed. To my mind, just about the best worlds for video game photography and videography are those created by Rockstar Games, and their latest, Grand Theft Auto V, is a gorgeous case in point. Ignoring the controversy around the game for once (there are already more than enough articles out there on whether GTA V is misogynist, racist, homophobic, or even (yikes!) a bad game), I am yet again amazed at how well Rockstar can take a real place and boil it down to its essentials. Their Los Santos, while clearly a fictionalised Los Angeles, is more than a Reader’s Digest version of LA – it’s as if the Rockstar artists had taken the world’s collective dream of Los Angeles and put it into textures and polygons. To me, there’s a touch of the hyperreal, and even of Neil Gaiman’s dream of the city in Sandman, and of Calvino’s Invisible Cities (sadly Marco Polo never talked about “Virtual Cities”, but then again, each of his invisible cities is virtual), in how these places resonate, even more so when put into the format of (wait for it…) a timelapse video. They make me want to inhabit Rockstar’s dream of LA, especially at night, when the street lights shimmer through the distant haze.

Do yourselves a favour. Let the entire video download before you watch it. Go for the highest resolution. And definitely, most definitely, go for full screen. If you still don’t see at least a fraction of the fascination these have for me, I’ll spring you a drink. I know this great little bar just off Vinewood Boulevard…