Tag Archives: Blasphemous Geometries

Mass Effect II and Racial Essentialism

Blasphemous Geometries by Jonathan McCalmont

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Genre is, to one extent or another, all about re-using old ideas. Ideas shared. Ideas reclaimed. Ideas reinvented. Ideas lost. Ideas rediscovered. Encounter enough works of genre over a long enough time period and you will see ideas rise and fall like the tides. You will also see patterns emerging in the way that certain ideas are used. For example, it is no accident that the rain slicked streets of 1930s noir fiction would pop up in the works of Raymond Chandler before re-appearing in the films of the 1960s French Nouvelle Vague, and appearing again in the novels and stories of Cyberpunk in the 1980s. The long shadows and bad weather of noir were an expressionistic manifestation of a sense of unease, a feeling that society was somehow broken. That same intuition has stayed with us over time, summoning noir’s set dressing again and again as new generations of authors deploy the same ideas and techniques to express ideas of their own time and place.

Genres are collections of these kinds of ideas. Ideas that form a shared vocabulary that gets used and re-used to tell new stories. But sometimes a good genre idea or trope will become detached from its metaphorical roots and take on a substance and a physicality of its own. The idea will develop freely as generations of authors engage with it but, because the idea has been separated from its original metaphorical purpose, the idea will forever remain wedded to the time and place in which it was forged. Like mitochondrial DNA, or a forgotten time capsule. A window into a different time and a different place. Continue reading Mass Effect II and Racial Essentialism

Redefining friendship: Facebook, MMORPGs and Dragon Age Origins

Blasphemous Geometries by Jonathan McCalmont

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The Antiques Roadshow” – For an entire generation of people who grew up [in the UK – Ed.] in the 1980s, those three little words herald a wave of unease and bitterness.  Like a Renaissance magus, they conjure forth memories of Sunday evenings dominated by the looming return of school and the perversity of one’s parents’ taste in television.  You see, younglings… prior to the internet, cable TV and the explosion of cheap consumer electronics, most young British people were trapped not only in a four channel world, but in a world where only one TV channel was ever really accessible to them : the one that their parents wanted to watch.  Continue reading Redefining friendship: Facebook, MMORPGs and Dragon Age Origins

The Mechanics of Morality: Why Moral Choices in Video Games Are No Longer Fun

Moral ambiguity is an increasingly ubiquitous part of modern computer game character mechanics – so why are the moral elements to gameplay increasingly less enjoyable?

Blasphemous Geometries by Jonathan McCalmont

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I remember when having a game take into account the morality of your character was something of an innovation. I remember banging my head against the Eye of the Beholder Dungeons and Dragons games appalled at the fact that something as complex as tabletop role-playing had been reduced to throwing knives at spiders in someone’s basement. The Baldur’s Gate games changed this. Suddenly, if you played an evil character good characters refused to join up with you and if you played a good character then certain solutions to problems were denied you. It was a revelation. Now it all tastes like ashes. Continue reading The Mechanics of Morality: Why Moral Choices in Video Games Are No Longer Fun

Images of Heroic Slavery – Gears of War, God of War and Prototype

The third-person shooter genre of video games is largely populated by lead characters for whom violence and aggressive self-interest is both a means and an end – but are they heroic individuals, or slaves to a system?

Blasphemous Geometries by Jonathan McCalmont

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It may not be obvious from reading them, but there is a process behind the writing of these columns.  Every month, I comb review websites searching out games which, though I might not necessarily enjoy playing them, I know I will be able to write about.  This month this process has taken me into a realm I seldom explore, that of third-person shooters.  Third-person shooters tend to differ from first person shooters in so far as their protagonists are usually more fleshed out.  They are on-screen the entire time and so game designers feel obligated to give them a personality.  Somewhere between Batman : Arkham Asylum (2009) and Gears of War (2006) I realised that I felt quite intensely alienated from the characters I was supposed to be controlling.  We had nothing in common.  We simply were not clicking.  There was no spark.  There would not be a second date.

I am not a furiously intense and brooding tough-guy filled with rage and driven to eye-popping bouts of gut-wrenching violence by an all-consuming desire for revenge [O RLY? 😉 – Ed.].  In fact, I don’t know anyone who is.  Then it occurred to me, what kind of image of humanity do these games contain?  Why is that image so popular?  Who, if anyone, benefits from it? Continue reading Images of Heroic Slavery – Gears of War, God of War and Prototype