Tag Archives: realism

QWOP, GIRP and the Construction of Video Game Realism

 

1: A Problematic Concept

Whenever mainstream news outlets mention video games I cringe. I cringe because every time traditional news outlets move beyond their traditional territory and reach out to an unfamiliar cultural milieu in an effort to appear plugged in, they invariably wind up making both themselves and that cultural milieu look awful. The awfulness comes from the fact that journalists in unfamiliar territory tend to take authority figures at face value and, in the world of video games, this generally results in precisely the sort of hyperbolic bullshit that makes video game journalism such an oxymoron. Continue reading QWOP, GIRP and the Construction of Video Game Realism

Last Tuesday: How to Make an Art House Video Game

0. Bending the Knee to the Silver Screen

There is something incredibly endearing about video gaming’s continued inferiority complex with regards to film. Indeed, despite some experts asserting that the gaming industry is now larger than the film industry and blockbusters such as Inception, Avatar and Sucker Punch lining up to replicate the ‘gaming experience’ on the big screen, video game designers repeatedly bend the knee to films whenever they want to be taken seriously. You can see it in their tendency to ‘borrow’ characters from films and you can see it in the way that their cut scenes desperately try to capture that ‘cinematic’ look and feel.  This inferiority complex also filters through into how the video games industry sees itself.   Continue reading Last Tuesday: How to Make an Art House Video Game

The Changing Face of the American Apocalypse: Modern Warfare and Bad Company

Blasphemous Geometries by Jonathan McCalmont

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“Welcome to the Desert of The Real” announces Laurence Fishburne’s Morpheus as he introduces The Matrix’s (1999) Neo to images of the charred remains of what was once human civilisation. A civilisation that has since been digitised and placed online while the real world crumbles beneath an ash grey sky. Morpheus’ drily ironic line would later be re-invented by the Slovenian philosopher and psychoanalyst Slavoj Žižek in an essay prompted by the September 11th attack upon the World Trade Center. Žižek’s point is a simple one : The 9/11 attacks destroyed not only some buildings, but also America’s conception of what the real world was really like. Since the end of the Cold War, the West had fallen into a cocoon of smugness created by the comforting belief that, with the collapse of the Soviet Union, all opposition to liberal democracy had simply dried up and blown away; that, as the Berlin Wall came down, Humanity found itself united in the same set of desires for elected governments, human rights and consumer goods – desires for the kind of things that the American people had. It was, as Francis Fukuyama put it, The End of History. Continue reading The Changing Face of the American Apocalypse: Modern Warfare and Bad Company

Tobias Buckell takes down vertical farming

Vertical farm conceptWe’ve mentioned vertical farming a number of times before, and the mighty BoingBoing brought it up earlier in the week; general consensus seems to be that it’s a lovely idea. [Vertical farm image borrowed from VerticalFarm.com]

But lots of things are lovely ideas until you run the numbers on them, and that’s exactly what Futurismic alumnus Tobias Buckell has been doing with vertical farming:

One of the more famous advocates of the Vertical Farm concept, Dickson Despommier, estimates a 30 story farm would feed about 10,000-50,000 people (depending on which article he’s speaking in). Let’s be charitable and assume 30,000 per 30 story skyscraper.

A 30 story skyscraper can cost as much as half a billion dollars. So we’re looking at a unit cost of at least that to build these, and that’s not considering the hydroponic and recycling technology costs!

New York has 10 million people. To feed New York, you’d need roughly 334 of these buildings, with the building cost being at least $150 billion.

That’s affordable on a country scale (10 years of NASA-like budget).

But the fact is, the existing land sprawling out around New York and the US and gasoline to transport the goods from the heartland to NYC is still far cheaper when an accountant crunches the figures.

That’s a whole lot of money, as Toby rightly points out. Which is no reason to abandon the idea entirely, of course, but as with all futurist visions it needs to be tempered with some reality. No plan ever survives contact with the enemy, after all, and economics is the enemy of us all at the moment (with the possible exception of the Wall Street weasels, natch).

One possible solution to Toby’s objections might be retrofitting old skyscrapers with the new kit. Perhaps that would be cheaper than raising a structure from scratch?

The Iron Cage of Fantasy: World of Warcraft, City of Heroes and Fable II

If modern gaming is all about escapism, why do we choose to escape to virtual worlds that contain so many of the negative pressures of the world we’re trying to leave behind?

Blasphemous Geometries by Jonathan McCalmont

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I’d like to begin this column by discussing escapism. Describing something as “escapist” has always struck me as something of a back-handed compliment. A tacit (and sometimes dismissive) acknowledgement of a work’s lack of topicality or verisimilitude coupled to an attempt to shift the critical yardstick from the aesthetic to the psychological : Yes, we know that this film/game/book is all about giant stompy robots hitting each other but it scratches an itch that we, the audience, need scratching.

The itch in question is the need to escape from an increasingly inhospitable 21st Century existence; an existence filled with long commutes, unpaid mandatory overtime, credit card bills, mortgage foreclosures, unemployment, failed relationships and the plethora of modern-day worries, problems and fears that many choose to medicate with alcohol. People justifiably want to escape to a world that is less oppressive and miserable. This explains why the grand-father of escapist fiction is J.R.R. Tolkien and not Jean-Paul Sartre. Continue reading The Iron Cage of Fantasy: World of Warcraft, City of Heroes and Fable II