All posts by Jonathan McCalmont

The American Dream is SPENT: Two Visions of Contemporary Capitalism

At times of crisis, the irrationality of capitalism becomes plain for all to see. Surplus capital and surplus labour exist side by side with seemingly no way to put them back together in the midst of immense human suffering and unmet needs. In the midsummer of 2009 one third of the capital equipment in the United States stood idle, while some 17 per cent of the workforce were either unemployed, enforced part-timers or ‘discouraged’ workers. What could be more irrational than that? – David Harvey The Enigma of Capital (2010)

In my previous column, I cast an eye over the different ways in which strategy games depict the world and how these distorted visions of reality mirror the distortions that affect people when they become part of large institutions, such as governments and corporations. In that column, I discussed strategy games such as Civilization V (2010) and Europa Universalis III (2007) and god games such as Populous (1989) but I omitted to mention games that set out the simulate what it is like to run a business. Continue reading The American Dream is SPENT: Two Visions of Contemporary Capitalism

Seeing Like A State: Why Strategy Games Make Us Think and Behave Like Brutal Psychopaths

0. A Tendentious History of Strategy Games Leading Up To A Question

All God does is watch us and kill us when we get boring. We must never, ever be boring.

– Chuck Palahniuk

Some video games require greater imaginative leaps than others. For example, games like Pong (1972) and Space Invaders (1978) were so graphically primitive that the gap between the things on the screen and the things they were supposed to represent could only be crossed with the use of a rocket-cycle; this collection of squares over here is an alien. That collection of squares over there is Earth’s last line of defence. The little squares moving up and down are particle weapons… or possibly missiles… or shoeboxes filled with explosive. It was difficult to tell. Continue reading Seeing Like A State: Why Strategy Games Make Us Think and Behave Like Brutal Psychopaths

Heavy Rain: Free Will and Quick Time Events

It could have been ugly. When the French developers Quantic Dream announced that they were working on an ‘interactive film’ that used quick time events as the primary mode of player interaction you could hear the sceptical harrumphing from orbit. Many gamers compared the game to Cinematronics’ infamous laser disc-based arcade game Dragon’s Lair (1983).

Screenshot from Dragon's LairAt a time when most video games were comprised of poorly animated coloured blocks, the cartoon imagery of Dragon’s Lair was ground-breaking. Here was a game that did not simply suborn the language and titles of films; it actually looked like a film too. The only problem was that when players fed their money into the machine, they soon discovered that they didn’t actually have control over the on-screen action. Continue reading Heavy Rain: Free Will and Quick Time Events

Digital: A Love Story; Nostalgia, Irony and Cyberpunk

Nostalgia ain’t what it used to be.  Originally coined in 1688 by a medical student investigating the tendency of Swiss mercenaries to become homesick to the point of physical incapacity, nostalgia soon changed from being a curable physical ailment to being an unassuageable psychological condition, a sickness of the soul.

This shift was the result of nostalgia being partly decoupled from the concept of homesickness.  Homesickness can be cured by allowing the sufferer to return home, but nostalgia came to signify a longing not for a particular place but for a by-gone age forever out of reach… short of someone inventing time travel.  However, despite becoming de-pathologised, nostalgia never quite managed to shed the negative connotations of its medical origins and the late 20th Century’s decision to turn nostalgia from a condition into a marketing strategy did little for its respectability in certain circles. Continue reading Digital: A Love Story; Nostalgia, Irony and Cyberpunk

Tell Your Own Damn Stories! Games, Overreading and Emergent Narrative

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.

Poster for Las Horas del DiaJaime 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