Society for Textual Scholarship Presentation

Last Thursday I gave a paper on “The Text of Tools” at the Society for Textual Scholarship annual conference in New York. I was part of a session on Digital Textuality with Steven E. Jones and Matthew Kirschenbaum. Steven gave a fascinating paper on “The Meaning of Video Games: A Textual Studies Approach” which looked at games as texts whose history of production and criticism can be studied, just as textual scholars study manuscripts and editions. He is proposing an alternative to the ludology vs. narrativity approaches to games – one that looks at their material production and reception.

Matt Kirschenbaum presented a paper titled “Shall These Bits Live?” (See the trip report with the same title.) that looked at preservation and access to games. He talked about his experience studying the Michael Joyce archives at the Harry Ransom Humanities Research Centre. He made the argument that what we should be preserving are the conditions of playing games, not necessarily the game code (the ROMs), or the machines. He pointed to projects like MANS (Media Art Notation System) – an attempt to document a game the way a score documents the conditions for recreating a performance. This reminds me of HyTime, the now defunct attempt to develop an SGML standard for hypermedia.

In my paper, “The Text of Tools” I presented a tour through the textuality of TAPoR that tried to show the ways texts are tools and tools are texts so that interpretation is always an analysis of what went before that produces a new text/tool.

Update. Matt has sent me a clarification regarding preserving the game code or machines,

I’d actually make a sharp distinction between preserving the code and the machines. The former is always necessary (though never sufficient); the latter is always desirable (at least in my view, though others at the Berkeley meeting would differ), but not always feasible and is expendable more often than we might think. I realize I may not have been as clear as I needed to be in my remarks, but the essential point was that the built materiality of a Turing computer is precisely that it is a machine engineered to render its own
artifactual dimension irrelevant. We do no favors to materiality of computation by ignoring this (which is what one of the questioners seemed to want).

Zone of Influence

Zones of Influence IconZone of Influence is a new game studies blog by Matthew Kirschenbaum who has been writing about the digital humanities and electronic literature. The blog brings boardgames, which I used to play a lot, back into focus as important to game studies.

The blog is also a space where I can combine my interest in boardgames (especially board wargames) as a hobbyist and enthusiast with my academic interests in games, simulation, and technologies of representation.

Bill O’Reilly Slams PS3 Launch, Gamers, iPods, Digital Tech (not in that order)

BOR.jpgBill O’Reilly Slams PS3 Launch, Gamers, iPods, Digital Tech (not in that order) is a story with partial transcript on a recent O’Reilly (of the “no spin zone”) rant about technology prompted by the PS3.

American society is changing for the worse because of the machines… In the past to flee the real world people usually chose drugs or alcohol… now you don’t have to do that, Now all you have to do is have enough money to buy a machine…

I wonder if TV shows (like the O’Reilly Factor) or books qualify as technologies that are used to flee the real world?
The story is in a blog GamePolitics.com that I just found. Lots of posts on the PS3 launch and related violence.

Eddo Stern: Landlord Vigilante and other Machinema

cabvideo.jpgKCET Online has an interview with Eddo Stern on Landlord Vigilante that has links to three of his machinema art films, Landlord Vigilante, Vietnam Romance and Waco Resurrection. Landlord is a longer narrated story of a woman taxi driver/landlord. Vietnam takes period music and games recreating the period stitching together vignettes that recall popular culture on the war. Waco defies description, or resurrection. All use game engines to render the story.

I’ve blogged Eddo Stern’s work on art and games before.

Castronova: A midsummer nights virtual world

Newsmaker: A midsummer night’s virtual world is an interview on CNET news with Edward Castronova about the MacArthur Foundation grand he got to develop an online game, “Arden: The World of Shakespeare.” The game is not about the world Shakespeare lived in – it is a world based on his plays and it will be designed to study the social science of game worlds. Interesting … I wonder if it will work as an idea.

Thanks to Bart for this.

Feature: Columbine RPG Creator Talks About Dawson Shooting – Kotaku

Columbine RPG Creator Talks About Dawson Shooting is an interview with Danny Ledonne about Super Columbine Massacre RPG and the Kimveer Gill incident. Thanks to Robert’s comment on my previous entry for pointing to this.

I’m of two minds reading this interview. On the one hand Danny Ledonne seems sincere and thoughtful, on the other hand, he doesn’t really explain why he had to create a game about Columbine just because it was such an important event. Probably like most of us he had mixed intentions (and didn’t think to hard about them in the moment) and now is trying to justify what he did retrospectively. Ultimately, of course, all he did was create a game, not shoot anyone, so lets not confuse levels of responsibility. That said, it seems that everyone who wants to justify their creations resorts to claims about deeper messages that are overlooked.

Canadian Game Studies Association

On Friday I attended the first Canadian Game Studies Association meeting at York University. It was organized by Jennifer Jenson and Suzanne de Castell.

In the morning I heard two great papers, Martin Picard spoke on “Machinima: the New ‘Machinations’ Behind Video Games.” One question raised was how machinima is different from animation and what does it have to do with games. The second paper by Derek Noon, “Sneaking Mission: Technoculture and Metal Gear Solid” was a short documentary on Metal Gear Solid prepared for a media studies class at Western. The documentary showed how MGS played with the fourth wall, addressing the player (as player) and raising questions about what was real or not in the game.

In the afternoon there was a workshop on “Cooperating With AI” organized by Bernard Perron, Bart Simon, Carl Therrien, and Dominic Arsenault. Simon started the workshop talking about how the others we play against are designed to lose and to make us feel superior. Often they are not really controlled by what a computer scientist would call AI – they are often scripted to seem intelligent enough. Perron and others showed short video clips of game play and collaboration between the player and buddies. Perron pointed out how, if the design works, you really form an attachment to the buddy AI that collaborates with you.

U of Illinois: Gaming Collection

Gaming Screens

The University of Illinois at Urbana-Champaign has started an inspired UIUC Library Video Game and Gaming Collection to support courses and gaming research. I like how they have created a one-stop page to connect together the library resources with classes, groups, research and news. Note also that they are asking for donations of games.

Thanks to Jeffrey for this.