All posts by Jonathan McCalmont

The Video Game Canon and The Age of Forgetfulness

0. Asking the Question

If you were a game designer and you were taken into your boss’s office and given carte blanche to create your own roleplaying game, what would your influences be?  My guess is that the games you see as central to the computer roleplaying experience vary according to your age and when you started gaming.

Screenshot from early computer RPG WizardryFor example, if you are currently a teenager then the chances are that you would be most influenced by games like World of Warcraft, Fallout 3 and Dragon Age: Origins, because these are the games that you are most familiar with.  If you are a slightly older gamer, then you might list titles like Final Fantasy VII or Suikoden.  Maybe if – like me – you are one of those thirty-something gamers who spent his high school years playing video games instead of getting to second base, then you might list Baldur’s Gate, Dungeon Master or Shadowrun.  Maybe you are even old enough to remember playing the original Wizardry and Bard’s Tale titles, and think that the future of CRPGs lies in ASCII graphics and getting the players to draw their own dungeon maps.

Well, you’d all be wrong.

And you’d all be right. Continue reading The Video Game Canon and The Age of Forgetfulness

Paying Attention is Not Fun: Crackdown 2

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

Roleplaying Games and the Cluttered Self

Blasphemous Geometries by Jonathan McCalmont

###

0: Hume

Have you ever looked at an old photograph of yourself or read one of your old letters or emails and marvelled at the differences between the person you are now and the person you were then?  Getting older means falling into the habit of shrieking “what was I thinking?” whenever you stumble across some fragment of a former life.  But let us take this idea a little further: are you actually the same person that you were when you wrote that letter?  When you had that photograph taken?  When you decided to start dating that person who was obviously so ill suited to you?  Are you the same person you were yesterday?  Or five minutes ago?  Or when you started reading this sentence?  The 18th Century Scottish philosopher David Hume suggested that you might very well not be. Continue reading Roleplaying Games and the Cluttered Self

Microsoft Kinect: The Call of the Womb

Blasphemous Geometries by Jonathan McCalmont

###

I have never been to the festival of hubris and chest-thumping that is the American video games industry’s yearly trade-fair E3 (a.k.a. ‘E Cubed’, a.k.a. ‘Electronic Entertainment Expo’), but the mere thought of it makes me feel somewhat ill. A friend of mine once attended a video game trade fair in Japan. He returned not with talk of games, but of the dozens of overweight middle-aged men who practically came to blows as they jostled for the best angle from which to take up-skirt photographs of the models manning the various booths.

As disturbing and sleazy as this might well sound, it still manages to cast Japanese trade shows in a considerably better light than a lot of the coverage that came out of E3. Every so often, an event or an article will prompt the collection of sick-souled outcasts known as ‘video game journalists’ into a fit of ethical navel-gazing: are their reviews too soft? are their editorial processes too open to commercial pressures? do they allow their fannishness to override their professional integrity? Oddly enough, these periodic bouts of hand-wringing never coincide with E3.

E3 is a principles-free zone as far as video game reporting is concerned: Journalists travel from all over the world to sit in huge conference halls where they are patronised to within an inch of their wretched lives by people from the PR departments of Nintendo, Microsoft and Sony. At a time when cynicism and critical thinking might allow a decent writer to cut through the bullshit and provide some insights into the direction the industry is taking, most games writers choose instead to recycle press releases and gush about games that are usually indistinguishable from the disappointing batch of warmed-over ideas dished out the previous year. At least the creepy Japanese guys had an excuse for wandering around a trade fair doused in sweat and sporting huge hard-ons.

Microsoft Kinect with Xbox 360

Continue reading Microsoft Kinect: The Call of the Womb

Dead Space: The Shock Doctrine Goes Interplanetary

Blasphemous Geometries by Jonathan McCalmont

###

Video gaming has something of a reputation for numbskullery. Guardians of higher culture look down upon gaming as the preserve of fat indolent children and brain-dead adults who would rather fantasise about killing things than read a book.

Of course, they are wrong. In truth, gaming is an activity comparable to wine tasting or fine dining: it is all about palate.

Let me explain what I mean – your average punter on the street might be able to tell you the difference between a bottle of wine costing £10 and one costing you £2 but they would not be able to tell you the difference between a bottle costing £50 and one costing £500. They lack the palate to appreciate the subtleties, the eye for differences. They could not tell you why lamb from Wales is better than lamb from New Zealand. They could not tell you why the painstakingly sourced and morally immaculate coffee I drink in the afternoons is better than the freeze-dried rocket fuel I pour down my throat first thing in the morning. This is because it takes time to build a palate. It takes effort to fully appreciate the little differences. This is true whether you are drinking wine, whether you are attending the opera, whether you are viewing paintings and whether you are virtually dismembering the undead. Continue reading Dead Space: The Shock Doctrine Goes Interplanetary