Paul Raven @ 15-11-2010
You know how it usually works: you get back from a few days away to find your email inbox full of invoices, frantic requests for assistance and other things clamouring for your immediate input. Makes trying to find things to blog about a bit tricky… unless you find something like this email from Morgan Hubbard of the University of Massachusetts-Amherst nestling among the others:
I’m a grad student at the University of Massachusetts-Amherst. I recently debuted Uncertain Futures, an online exhibit on the cold war history of American science fiction. It’s heavy on visuals and media, and I’d like to think it’s breezy and narrative enough to hold a reader’s attention. Is this something Futurismic might like to mention?
It certainly is, Morgan – and not just because of its conveniently timed arrival! Go take a look, folks; it’s good accessible scholarship married to striking yet usable web design. Not just an insight into science fiction’s past, but maybe an insight into the long-overdue future of the academic paper in a multimedia landscape…
Thanks again, Morgan!
Jonathan McCalmont @ 10-11-2010
In a move that is somewhat unusual for a videogame column, I would like to ask you to consider not a game or a development in the gaming industry but a film… and not just any film, but an obscure art house film.
Jaime Rosales’ The Hours of the Day (2003) (a.k.a. Las Horas Del Dia) tells the story of Abel. Abel lives with his mother and operates a decidedly unglamorous clothing shop in a run-down part of town. He has a low-intensity relationship with his girlfriend who wants them to move in together, he has a passive-aggressive relationship with his shop assistant who wants more severance pay than Abel can afford and he has a rather tense friendship with another man who wants him to invest in a marketing project.
Though these relationships dominate Abel’s life, he is distant from all of them; he bickers with his mother, he sabotages his girlfriend’s attempts to find them a flat and he ruins his best friend’s wedding day by casually revealing that the bride once made a pass at him. In all of his dealings, Abel comes across as weirdly detached and disconnected, as though the human world is somehow beyond his comprehension. This disconnection from every-day social reality makes Abel almost impossible to understand. We do not understand why he sabotages his relationships and we certainly do not understand the savage murders that Abel carries out seemingly at random throughout the film. Because Abel’s motivations are so completely impenetrable, it is remarkably difficult to extract anything resembling a human drama from the events depicted in The Hours of the Day. The film does not appear to be a comment upon unhealthy relationships or the absurdity of existence or even a portrait of one man’s descent into madness. It is simply a series of events presented in chronological order. Stuff happens. Continue reading “Tell Your Own Damn Stories! Games, Overreading and Emergent Narrative”
Jonathan McCalmont @ 15-09-2010
Back in 2007 Realtime Studio’s Crackdown limped onto the XBox 360. Originally intended for release on the original XBox, Crackdown had been beset by technical hitches and a series of disastrous decisions during the development process. Despite Realtime receiving quite a bit of aid from Microsoft, the game’s testing did not go well. In fact, it went so poorly that Microsoft decided to package the game with the Halo 3 demo in a desperate attempt to boost sales and recuperate some of the money spent during the game’s epic development cycle.
Originally conceived by David Jones — one of the developers behind the original Grand Theft Auto (1997) — Crackdown was intended as an attempt to go one better than the GTA franchise. Where GTA had you running around a sandbox-style city causing chaos and climbing the ladder of the criminal underworld, Crackdown gave you super-powers before letting you loose on a similar sandbox-style city. The reviews were surprisingly positive, because Crackdown managed to capitalise on one of the great joys of GTA: ignoring the plot and blowing things up. Crackdown was all about the fun. Continue reading “Paying Attention is Not Fun: Crackdown 2″
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Paul Raven @ 03-09-2010
Why are there so many negative stories about teenagers in the media? Because that’s what older folk like to read.
Silvia Knobloch-Westerwick of Ohio State University gave 276 volunteers an online magazine to browse. She found that older people preferred to read negative news about young people, rather than positive news. What’s more, those older readers who choose to read negative stories about young individuals receive a small boost to their self-esteem as a result. Younger readers, in contrast, prefer not to read about older people at all.
[...]
We gravitate towards information that confirms our opinions, and tend to avoid that which will undermine or challenge us. It is just one of the many examples of cognitive biases at play in decision-making and judgment. Having our prejudices confirmed makes us feel better about ourselves, that is why we get the gleeful urge to say “I told you so”. This study may be most revealing because it does not demonstrate a general schadenfreude, but a one-directional, specific effect that should give us pause to think about the media’s coverage of young people.
It’s confirmation bias all the way down!
Paul Raven @ 18-06-2010
Damien G Walter has discovered something that sounds very interesting indeed: Shock, a ‘social science fiction’ roleplaying game. Go to the linked site for the full low-down, but for now, Walter explains:
Shock is a framework that has its players improvise science fiction scenarios based on the interactions and conflicts of certain Issues (slavery, imperialism etc etc) and Shocks (replicants, mind transfer) and Minutia. Or in other words, the gamut of tropes drawn from more than a century of science fiction.
[...]
As i read the handbook Shock is making me think some things. It is making me think that science fiction is powered by a small number of essential processes, and Shock does a good job of pinpointing what they are. It also makes me think that if we can accurately describe the meta framework of science fiction this way, then the task for science fiction writers is not to keep filling that framework with more stuff, but to start reengineering the framework itself. Don’t keep churning the same old products out of the factory. Don’t even build a new factory. Conceptualise a whole new manufacturing process and see what it produces.
Further unpacking of that last paragraph occurs here:
… when we talk about innovation and experimentation, and about moving the SF genre forward, what we tend to mean is inventing new Shocks and exploring new Issues, or using old Shocks to explore new Issues or vice versa. So in Metropolis the Robot shock is used to explore the dehumanising process of industrialisation. A few decades later Philip K Dick uses the same shock to explore human empathy. Or Vernor Vinge describes the Singularity and introduces a brand new shock which a host of other writers then adapt to different uses. And in such ways does the genre advance.
Definite echoes of Superstruct, there… not to mention a new way (or at least a new old way) of thinking about tropes and premises and characters in the context of the genre. Anyone in the audience know anything more about this game?