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 Weekly Gamasutra

[11.20.09]

Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet
Offerpal Sets New Ad Standards As Facebook Bans Offer Providers
Class-Action Suit Filed Against Zynga, Facebook Over Offer-Based Ads
Gameloft Scales Back Android Game Development
UK Gov't Intelligence Agency To Advertise On Xbox Live
Video Game Watchdog National Institute On Media And The Family Shutting Down
The Art History of Games Symposium Announced
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
BioShock, Far Cry 2's O'Connor: Beware 'Serviceable, Not Great' Approaches To Integrating Game Writers
PSP, PS3 Lead Weekly Japanese Sales Charts
Sony 'Confident' In 13 Million PS3 Target This Year, Plans Online Services
Microsoft To Offer Free Xbox Live Weekends To Silver Members
GDC 2010's Experimental Gameplay Workshop Calls For Submissions
Saling The World: Wii Fit Plus, New Super Mario Bros. Wii Head U.S. Sales
Best Of Indie Games: We Need More Heroes
Opinion: Rethinking Player Death
Round-Up: Gamasutra Network Jobs, Week Of November 20
Interview: Capy Talks Critter Crunch, Mobile Horrors

[11.19.09]

GameStop Acquires Majority Stake in Jolt Online Gaming
Marvelous Sees Success With PSP Games, Less So With Wii
Brad Pitt's Plan B Entertainment Options Dark Void Film
Stardock Reveals Impulse, Steam Market Share Estimates
Disciples III Dev Akella Signs DRM Deal With Byteshield
Valve: Devs Should Experiment With Post-Release Content Using Digital Distribution
Japanese Software: J-League Pro Soccer Club Replaces Winning Eleven At Top
Best of GameSetWatch: From New Super Chick Sisters to Choose Your Own Adventure
Sony: 'All PS3 Units Will Be Firmware-Upgradeable To 3D'
GameStop Reports Boost In Q3 Sales, Profits
Analyst: Nintendo Likely To Launch On-Demand Wii Video Channel In U.S.
Feature: Minimizing Risks In Large Productions
NaturalMotion Opens New Korean Office
PSN Revenues Hit October High, As Sony Mulls 'Premium' Subscriptions
Sony: Game Biz To Be Profitable By 2011
NeoEdge Merges With Offspring, Expands Into Game Creation
Analysis: Shattered Horizons and New Horizons For Weightless Gaming
This Week In Video Game Criticism: All You Need Is Love
In-Depth: PixelJunk's Baiyon Vs. Katamari's Takahashi
Interview: The Developers And Daniel Johnston
Gamasutra Expert Blogs: From Design Docs To Designing By 'No'

[11.18.09]

Study: MMOs Take Up 14% Of Gaming Time In U.S
Uncharted 2, Batman, Others Vie For Top Honors At Spike VGAs
IGF 2010 Reveals Record Student Entry Numbers
Analyst: Over 60 Percent Of All iPhone Apps Have Been Pirated
Feature: 'And Yet It Grows: Analyzing the Size and Growth of the European Game Market'
Activision: Modern Warfare 2 Rakes In $550 Million Five-Day Gross
SCEA, Ubi, Disney, EA Face Voice Tech Patent Suit
Layoffs Hit Australia's Krome Studios
Kotick Sells More Activision Shares, Gains $17 Million
Critical Reception: Nintendo's New Super Mario Bros. Wii
Retailer Sports Authority To Sell Wii, Fitness Software
Q&A: The Then And Now of Hitman Dev IO Interactive
In-Depth: On Company Culture, Hiring, And Retention
In-Depth: North American PlayStation Network Sales, October 2009
Analysis: Industry Faces Steep Odds Against Year-Over-Year Growth

[11.17.09]

Hecker: Indies Can't Do All The Heavy Creative Lifting
Activision Unveils Bay Area-Based Sledgehammer Games
Zynga Raises $15.2 Million In New Funding
Valve's Holtman: Digital Direct Gives Developers More Pricing Freedom
David Sirlin: Keep Interface Design Simple, Concise, Efficient
EA Memo Confirms Pandemic Consolidation, Van Caneghem Hire
Fils-Aime: Wii HD 'Will Not Be The Next Step For Us'
Funcom Looks Forward To Secret World Amid Q3 Losses
Activision Edits Modern Warfare 2 For Russia
Sony Confirms Facebook On PS3, Details Firmware Update 3.10
Modern Warfare 2 Release Week, Console Bannings Have Major Effect On XBLA Sales
In-Depth: The Guide To Rescuing A Troubled Project
Randy Smith: Do Games Need To Be Fun?
Tradewest Founder Leland Cook Passes Away
Analysis: Nintendo's DSi Sales Trends, Wii Price Cut Too Late?
Analysis: Gungriffon - The Forgotten Conflict
Gamasutra Member Blogs: From Betamax To Game Engines

[11.16.09]

In-Depth: Ugly, Quick, And Dirty - The Power of Working Fast
Assassin's Creed 2's Plourde On Why 'Fail Early, Fail Often' Is The Wrong Approach
EA Montreal's Schneider: Who Do We Make Games For?
Japanese Hardware: PlayStation 3 Outsells All Hardware, Including DSi
IGDA Offers Group Health Insurance Access
Wada: Too Much Diversification Will Confuse Game Consumers
Square Enix's Wada Talks Going Beyond Globalization
NPD: 14 Percent Of Households Have An Online Game Subscription
ESA: 42 Percent Thinking Games For Holidays
Softkinetic, Optrima Partner On 3D Gesture Recognition Tech
Develop Liverpool Sees 160 Delegates, To Return In 2010
UK Modern Warfare 2 Sales Hit $111.8 Million To Top UK Charts
OnLive To Work On Mobile Phones
Japanese Software: Winning Eleven Takes Lead From Bayonetta
Analysis: On PSP Go's Launch Numbers, PSP's U.S. Future
Release This: New Super Mario Bros. Wii, Left 4 Dead 2 Debut Stateside
Stonetrip Unveils Updates To Shiva Editor
Hansoft Hires EA Sports Vet Wynn, Launches Consultant Training Program
Interview: Kajiya Productions on Translating Final Fantasy
Postmortem: Behind The Scenes Of Scribblenauts

[11.13.09]

Fils-Aime: Nintendo Offers 'Full Meal' To iPhone's 'Small Chunks'
Sony Brings Internet Play To Local PSP Multiplayer Games
NPD: October Top 20 Sees Impressive Demon's Souls Showing
IGDA Forum: Asking 'Why' Will Keep Games Out Of The Ghetto, Says Hecker
IGDA Forum: WB's Ryan On What It Takes
Naughty Dog: Uncharted 2 Could Lead 'Shift' In PS3 Tech Prowess
Guillemot: UPlay Community Features Will Help Ubisoft 'Get Closer To Our Customers'
Bobby Kotick Nets $20M In Stock Option Sale
Analyst: Take-Two 70 Percent Growth An 'Example' In Challenging Economy
SouthPeak Reverses Loss, Buys Midway TNA Assets
Interview: Ohai Makes A Case For Social MMOs With City of Eternals Facebook MMO
Saling The World: Modern Warfare 2 Tops Charts in U.S. and UK
IGDA Leadership: Firaxis' Caudill On Doing It 'Sid's Way'
Sponsored Feature: Rasterization on Intel's Larrabee
Analysis: Modern Warfare 2 - Is It Really 'No Girls Allowed'?
Best Of Indie Games: Close to the Black Heart

[11.12.09]

Playdom Acquires Green Patch, Trippert Labs
NPD: October U.S. Sales Slump 19% As Wii Re-Tops Hardware
NPD: Uncharted 2 Heads October 2009 U.S. Game Sales
Microsoft: Xbox 360 Only YTD Grower, As Xbox Live Hits 2 Million Simultaneous
EA: 'No Coincidence' That Layoffs, PlayFish Buy Emerged Simultaneously
Twitter, Facebook To Hit Xbox Live November 17
ESA Nite To Unite For Kids Raises $800,000
Wooga Raises $7.5 Million For Social Games, New Hires
GameCareerGuide Feature: Game Design Challenge - Sidekick
Farrell: Leaner Structure, New Opportunities To Drive THQ Profitability
GameStop Planning In-Store Console DLC Download Service
Best of GameSetWatch: From REO Speedwagon to Rock Band Network
Fils-Aime: 'I Like Our Chances' Against Rival Motion Controls
Epic's Free Unreal Development Kit Gains 50,000 Users In First Week
Postmortem: Wadjet Eye's The Blackwell Convergence
TimeGate Licenses Vision Engine For MMO Project
Massive, comScore Collaborate To Measure Effectiveness Of In-Game Ads
PSN Struggles With Modern Warfare 2 Launch
U.S., UK Modern Warfare 2 Launch Sales Hit 4.7 Million Units
Q&A: Data Beez's West Coast Chiptune Romp
The Week In Game Criticism: Duty Calls, Google Waves, Dragon Ages
Gamasutra Expert Blogs: From Going Indie To Boycotting Steam
Q&A: Valve's Swift On Left 4 Dead 2's Production, AI Boost

[11.11.09]

Social Dev Playdom Raises $43 Million
Gaming Network Playfire Raises $2.1M From Atomico, Atari's Gardner, Others
Report: PlayStation 3 To Add Facebook Integration
Modern Warfare 2 Sells 1.23 Million Day One Copies In UK Alone
Report: Microsoft Bans Live Accounts For Modded Consoles
Mad Catz Sees Sales Fall On Slow-Starting Holiday Season
UK Court Dismisses Convicted Console Modder's Appeal In 'Pivotal' Case
NCsoft Aims For 2011 Guild Wars 2 Release
Spider Devs On Rock-Bottom iPhone Pricing: 'You Don't Have To Do It'
PlayStation 'Father' Kutaragi Founds New Online Networking Company
Critical Reception: Activision/Infinity Ward's Modern Warfare 2
Q&A: Sands of Destruction Team Talks Battle System, Story Creation
Analysis: Meeting the Badman
Opinion: The Lion's Gate - Majors And Indie Publishing

[11.10.09]

Nielsen: Heavy Marketing, Quality Expectations Drive Modern Warfare 2 Buzz
American Council on Exercise Charts 'Underwhelming' Wii Fit Health Benefits
Penny Arcade Launches 2009 Child's Play Charity Drive
GCG Design Challenge Results Showcase Photographic Interpretation
Analyst: New Super Mario Bros. Wii Could Outdo Modern Warfare 2
Xbox Live Game Show 1 Vs. 100 Gets Second Season
Former ESA Head Lowenstein To Receive AIAS Lifetime Achievement Award
Need For Speed: Shift Developed Largely Remotely
Giana Sisters Co-Creator Armin Gessert Passes
Analysts Question EA's Playfish Buy, Future Prospects
TIGA: UK Devs Want To Address Piracy Themselves
GDC 2010 Reminds Of Summit Submissions, IGF Student, Mobile Deadline
In-Depth: Xbox Live Arcade Sales Analysis, October 2009
Analysis: What The (Game) Papers Say - November 2009, Pt. 1
Interview: Cascade Game Foundry's New Lease On The Simulation Genre
Analysis: Is Delay Publishers’ New Marketing Strategy?
Gamasutra Member Blogs: From 'RPG Elements' To Physics Engines

[11.09.09]

EA's Riccitiello: Cuts Necessary To 'Transform Our Company'
EA Announces Increased Net Loss, Confirms 1,500 Layoffs
Zynga Removes CPA Offers After FishVille Suspension
Report: Layoffs Hit EA Studios Including Tiburon, Black Box, Redwood Shores, Mythic
Interview: EAi, Playfish On Bringing Electronic Arts Brands to Social Networks
Unity User Base Reaches 33,500 In Wake Of Free License
EA Confirms $300 Million Playfish Acquisition
Best Of GamerBytes - All Out Of Gum
Capcom's Niitsuma: Tatsunoko Vs. Capcom Only Works For Wii
NCsoft Sales, Profits Surge Following Global Aion Launch
Wii Fit Plus Leads As Dragon Age Debuts Strong In UK
Call of Duty: Modern Warfare 2 Launch Defeats Street Dates
Konami Reports Sales, Profit Declines In Half-Year
Activision Donating $1 Million To Military Veterans
Analyst: October NPD To See 9 Percent Software Decline, Uncharted 2 As Top Title
Release This: Modern Warfare 2, Phantasy Star Zero Debut in U.S.
Analysis: Mole's Eyes - Fatale's Storytelling Attitude
Interview: Tri-Ace on Resonance of Fate's Battles, Manly Characters
Interview: Al Lowe Talks New iPhone App, Evolution Of The Adventure Game Genre

[11.06.09]

Game Boy, The Ball Admitted To National Toy Hall Of Fame
iPhone Dev Storm8 Sued Over User Data Harvesting Allegations
Namco Bandai Swings To Loss In First-Half, Posts Lower Sales
Infinity Ward's Emslie: Animation 'First And Foremost' Key To Visual Realism
Japanese Hardware: PS3 Closes In On Leader DSi
Analyst: CoD: MW2 Could Sell $500 Million Week One, Music Genre Still Challenged
Iwata: 35% Japanese Connectivity Ratio For Wii, 20% For DS
Iwata: Nintendo Is Not 'Losing Its Edge' To iPhone, Rival Tech
RedLynx Intentionally Leaked Trials To Torrent Sites
Saling The World: Dragon Age, Uncharted 2 Top U.S. Charts
Best Of Indie Games: Eufloria, Home, Run Away!
Game Developer November Issue Showcases Scribblenauts, The Game Developer 50
Direct2Drive Tussles With Valve By Declining To Sell Steamworks-Powered MW2
Interview: OneBigGame's de Ronde On Making Games For Charity
Analysis: Turn-Based Versus Real-Time
Round-Up: Gamasutra Network Jobs, Week Of November 6
Q&A: CCP On Keeping EVE Online Fresh And Growing


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September 26, 2006

A Journalistic Bent: 'The Uncanny'

'A Journalistic Bent' is a regular column in which our roving reporter takes a hard look at all the issues of gaming, games development, and the games themselves. This week's column looks at weirdness and The Uncanny.

Unbending Reality

This week’s column contains a series of thoughts that were inspired by a couple of gameplay videos that I’ve enjoyed this month. The first is the video that has been released as a trailer for Valve’s latest puzzle-action project, Portal. The linked-teleport portal idea (found in nascent form in Narbacular Drop) is a particularly provocative one. It immediately messes with our understanding of space and the relationship between objects. This idea is unusual in a way that few games have had the technology or the imaginative ambition to be. It is probably, as Valve’s Doug Lombardi pointed out, far more important a development than the Source physics, because it is such a new and challenging idea.

(What is also interesting was just how funny the Portal trailer was. Valve have always had the vaguest undertone of comedy in their work, but now that tendency for the odd wry joke one seems to be coming to the fore.)

It has struck me over the last few years how often games fail to trick and disturb us. Few games deliberately set out to play with the parameters of how we understand reality. Given their capacity to invade all our senses it seems remarkable that games aim to be as solid and ‘real’ as they possibly can. Things in games are usually what they seem to be and game events will usually follow physical processes quite close to those we’re familiar with. Despite their potential cartoonishness, games are almost too consistent. For most of my experience of gaming those walls are really there, those people are really saying what they mean, and so on.

There are a few occasions where my observations fall down – the locked door syndrome in first-person shooters, for example. When is a door not a door? When it is not part of the level design… But these are usually unintended absurdities. For a medium that has such a penchant for alternate realities, games are all too quick to avoid unreality. Games have the capacity to be strangest things we encounter in our everyday lives, and yet they seem all too keen to fit in, to be comprehensible, to be normal.

Inside In

As I began to articulate the ideas I’m talking about here, I tried to list the games that have played with reality in a significant way. The list begins with a deathmatch level from the game Forsaken, something I seriously considered I might have imagined. The level was something like a Klein Bottle, with its interior linking up, impossibly, with its exterior. Was it even feasible, or had I drunk one too many glasses of Absinthe in the student bar? Only later, after playing Narbacular Drop, did I realise that that it wasn’t just possible, but actually fairly easy to do.

How many other games were able to play with reality like this? Most recently Prey managed to mix up reality with its wild level design, but there are nevertheless very few games which manage to deliver the vertiginous feeling of looking at an Escher drawing. (Psychonauts is one candidate, particularly with the looping scalar design of the Napoleon level in which the larger room can be spied inside the lowest level of the strategy in a kind of infinite loop, or the Milkman level whose paranoid themes warp the architecture and NPCs alike.)

The potential for grand vistas of weirdness within games are obvious, but technology is nevertheless subject to tight constraints, usually so that we dumb humans can cope with it. But it is not always so truncated – Hellgate London’s promise of randomly generated levels made me think of a JG Ballard short story in which a group of galactic surveyors found themselves aboard an endless space station. Although it’s not likely to be explicitly described as such, Hellgate players are going to find themselves exploring an infinite London.

These kind of ideas usually remain undeveloped within games, which is a trend that I find disappointing. It would be enormously exciting if, instead of films, games regarded dreams as their natural competitors. Trying to outdo a flying dream or other absurdist hypnagogic reveries seems to me to be an admirable ideal.

But perhaps games need not do anything so bold. Perhaps their real strength could lie in far subtler shades of experience.


The Uncanny

Watching the recent Bioshock gameplay movie over on IGN made me think two things. The first was, “why does Ken Levine have reverb on his voiceover?” And the second was, “when was the last time I heard 1940s gramophone music in a game?”

The answer to the first question, I suppose, was to make him sound a bit more dramatic in the horror-gloom of the Bioshock setting. The answer to the second question is, I think, ‘in a World War II game’. Perhaps it was Hidden & Dangerous 2. It was certainly in the first Hidden & Dangerous because I recall being charmed by a kind of ambient music I’d not previously heard in a game.

Of course these days a World War II game is exactly where you’d expect to hear scratchy old 1940s records, so the effect of hearing those warbling notes echo through the Art Deco-versus-Doom corridors of BioShock really plucked a nerve. The soundscape was out of the ordinary and as a result it was oddly unsettling – an unfamiliar connection of ideas had provoked something in my consciousness that other, more familiar ideas could not.

These kinds of minor thematic surprises often deliver something that is otherwise missing from games, which is a sense of the uncanny. It’s a sense that something is not right, a sense that our concepts about normality have been upset and that we should be uneasy about what is visible to the naked intellect. It’s a quality that certain films, books and comics seemed, until recently, to have a monopoly upon.

This is, of course, a very difficult thing to pull off, and not a challenge to be taken lightly.


Silhouette Cool

Last week I was playing Auto Assault and reading Antony Johnson’s Wasteland. There’s a sense of threat and eeriness in Johnson’s post-apocalyptic story that is entirely missing from NetDevil’s MMO-carnage. Of course you might think that these two pieces of work are poles apart, but I couldn’t help wonder what Auto Assault might have been like if its art-direction had been entirely different. Instead of brash cyborgs and primary-colour mutants, what it had been framed with silhouette cool of Christopher Mitten’s art, and the stylised, literate focus of Johnson’s writing?

I think these kinds of points are particularly valid when contrasting video games with comics because comics are a medium that is leaving behind the kind of ethos that video games currently seem to inhabit. For all our post-Aliens space marine grit, we’re still in the bold-hero Golden Age of our tales. We’re currently in the age of the superheroes and the classic story arcs. We’re going to have to re-learn how to be weird, just as comic authors have done in recent years with the work of authors such as Grant Morrisson and Alan Moore.

What Portal and Bioshock demonstrate is that only small remixes of our expectations are required to create something challengingly new. Games do not need a revolution of art or technology to create strange new worlds; they, like comics, simply need to be aware of the palette that is available to them.

[Jim Rossignol is a freelance journalist based in the UK – his game journalism has appeared in PC Gamer UK, Edge and The London Times.]

POSTED: 4.59am PST, 09/26/06 - Jim Rossignol - LINK



[09.27.06]  [Next Column]  [View All...]  [View Other A Journalistic Bent Columns]


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