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Worth a Look

Worth a Look

I remember having a semantic debate with Andrew back in high school regarding the correct phraseology to use when discussing the completion of a video game’s content.  Basically it came down to two choices: did I beat the game or had I won the game?

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Source: Paste Magazine

This was back in the nineties when declaring a victor in order to make discussion about games as clear as possible mattered, because most games were basically the same thing. Most games were linear, most games had a story to tell, most games had an endgame scenario and player reward of some sort. But that’s gone now, and the need to declare a proper usage seems less significant now that there are games that can be beaten (as if the game were the opponent) and games that can be won (as if the end game or post-game content were a reward––with more game). Some games now don’t ever end due to being competitive arena-type experiences or challenges to accomplish a new personal best.

There’s also the idea that people just aren’t finishing games any more, which speaks more to how culture uses video games. I would say that in the eighties and nineties, since most games were basically the same thing, sitting down with a game involved pretty much the same process: 1. learn the mechanics, 2. Master the systems to 3. Complete all the programmed tasks and see the ending and/or credits. Now that’s only one of a variety of processes need to have at the ready when sitting down with the game. In fact, the first step of most gaming experiences now is simply figuring out what kind of game it is before loading in a proper order of operations. Gone Home is not Call of Duty which is not The Last of Us which is not Geometry Wars. The spectrum is only gaining more colors and variations.

Lewis Beard’s Paste article looks at how endings have changed over time and how seemingly harmless new systems fundamentally changed how games are made and played (New Game+). With that in mind, he looks at the modern state of game endings and why, perhaps, they just don’t matter anymore, and that’s fine. It’s just part of the evolution of this field and culture that, with hope, has no end in sight.

This is a harrowing article that really shows how much damage the #GamerGate crowd is doing to video games culture beyond just people trying to play and talk about games on the internet. I just know this: the only other time I have seen or heard of doxxing being used was by white supremacists, which is not the best company to keep.

Source: The Establishment
Source: The Establishment

Academia has been having a hard time in the last few decades as it has become the focal point for not only violence but general cultural ire due to the rise of trigger warnings and “safe space” debates. But it comes down to a simple point of fact: a university campus is a place where you gain education through trial and error. If it’s a safe place for anything, it’s a safe place to fail and try again with guidance (if you want it) and feedback (which you’ll get no matter what). That pressure from outside the academic sphere––in this case, virulent gamers who feel they have been tasked with the job of gatekeeping an open medium––is permeating inward is, in my eyes, a direct violation of what academics is about, a point to which A.D. Andrew hints at the end of her article:

Everywhere, academics with a digital focus are forced to make that choice. Can we afford to exist publicly? Others are making the choice in a different way—by not writing that article, by not pursuing that line of thinking. We talk often about the people silenced by online harassment, but research is being silenced as well. We are losing knowledge and with it, the potential for growth.

The problem is that #GamerGaters and sane people all agree on a fundamental point: video games are amazing. Why can’t it just stop there?

and, for the first time, a “Worth a Listen”:

Comicsverse is a podcast I have found over the last few months and really enjoy. It’s dedicated to a nigh-academic (but still incredibly silly) look at comics––mostly Big 2 stuff––that really dives deep into the psychology, cultural criticism, and craft behind some of the biggest titles and their characters. I haven’t listened to every episode, instead focusing mostly on their X-Men-related podcasts (including a recent, really good interview with Chris Claremont).

source: Comicsverse

The most recent X-Men podcast, titled “The Dream”, looks at the series and concept as a whole rather than focusing on a specific story arc or character, which is nice, and goes into great depth on a few topics I touched on in my own conversation about the X-Men with Elijah Kaine. Mostly, the panel-based seminar discussion focuses on the idea of “Xavier’s Dream” and how, over the course of the series, it has been iterated on, challenged, and damaged. They also have some fascinating investigations into the X-Men metaphor for minorities and how the characters have echoed specific real-world ideologies throughout history. It’s definitely worth a listen, though I must warn that even though the humor can get juvenile and a little annoying, the overall content actually makes the tiny cringes I went through worth it. They also bleep out the F-word with probably the worst sound effect I have ever heard, which can be a deal breaker when they go on F-word-fueled tangents.