Showing posts with label storytelling. Show all posts

Games and Literary Theory Conference, Kolkata November 2019

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It was a dream come true for me when the leading games scholars from all over the world came to my city, Kolkata, to discuss games and literary theory. The topic, too, was dear to me: videogames at the margin. Here's the CfP and the Conference Programme:

Call for Papers
Videogames have grown into a global socio-cultural phenomenon and are now a primary concern of Literary and Cultural Studies as well as the Social Sciences. In a medium that sweeps across geographies (including virtual ones), however, the discourse usually privileges a certain section when it comes to the representation of identity. In a medium, where roleplaying and playing in character is of prime importance, such an ignoring of the marginal and the diverse is indeed problematic.

In one of the first books on the subject, Adrienne Shaw says ‘Teaching classes on minority representation in games, I heard this refrain repeated yet again by my students. Video games are a niche medium; they are fantasy environments; and they are designed for a narrow market. Of course games are not diverse—so what? […] I realized that I recognized myself in my participants’ responses. After all, I too grew up playing a medium for which I was not the primary market and media in which only certain aspects of my identity were ever shown’ (Shaw 2015). Shaw’s concern is an urgent one and recent events related to racism, sexism and other kinds of discrimination in the videogame industry and in the content of the games, highlights the importance of academic dialogues around gaming ‘at the margins’, as it were.
These concerns, of course, echo much older debates on diversity and difference in Literary and Cultural Studies. Identity and indeed, even the body, are constructs in the Foucauldian framework of biopower and beyond the actual control of individuals. Thinkers such as Judith Butler, Julia Kristeva and bell hooks point out how the the body is marginalised based on gender, race and class. Similarly, the constructedness of the ‘Orient’ and the ‘Oriental’ in colonial discourse as shown by Edward Said and also how the colonial system also renders certain groups of people ‘subaltern’ and how this affects the discourse of diversity as Gayatri Chakravarty Spivak and Homi Bhabha make evident. Often, the discourse of diversity and the margins pervades games as well although the connection is not often made evident in the older and more traditional disciplines.
Recent games scholarship has started addressing issues of diversity in games through the new Diversity Group that is now part of the Digital Games Research Association (DiGRA), books on gender, race and colonialism (Shaw 2015; Murray 2018; Mukherjee 2017) as well as edited journal issues and panel discussions. As crucial to discussions of both games and literary theory, these issues form the main theme of this year’s Games and Literary Theory Conference, being held in Kolkata (formerly Calcutta), India. 
Conference Programme
The GamesLit 2019 team: GamesLit pioneers
Hajo Backe and Tomasz Majkowski with many new members and Debanjana Nayek, the ever-efficient co-convener.


Keynote Diane Carr responding to a question from Prof Sumit Chakrabarti

Anirban Ray on games from ancient Egypt
Game scholars from the world over. (From left): Tomasz Majkowski, Me,  Yue-Jin Ho, Pavel Grabarcyk, Olli Leino, Poonam Chowdhury, Espen Aarseth, Samuel Heine.

Games and Literary Theory Conference, Krakow Keynote

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The jet-lag has not yet left me and although I’ve been jostling crowds in the overly busy Calcutta streets and ‘invigilating’ at exams in my university, I still keep seeing the beautiful disproportionate spires of the St. Mary’s Church in Krakow and waiting in anticipation for the trumpeter to emerge from the tower windows to announce the hour with his melodious but incomplete notes. The story goes that one of his ancestors was shot in the throat by Tatar invaders as he was announcing the arrival of the enemy. The interrupted note is what tells Krakow the time each hour. There’s something about this city, I thought, as I headed towards my conference venue with my hands full of gifts for home. A brisk walk took me to Golembia Street and the Department of Polish Studies at the Jagiellonian University. On the way, plaques announced illustrious alumni such as Karol Wojtyla (later Pope John Paul II) and Nicholas Copernicus. Once inside the medieval-looking gate, I was in the welcoming zone of the Games and Literary Theory Conference 2016, organised ably by the inimitable  Tomasz Majkowski and his sterling group of students. I am quite tired of fighting old battles in Game Studies all over again  but mark my words, this generation of Polish game scholars are going to change the field.



The welcome (further accentuated by a delectable spread of Polish food) was lavish and in stark contrast to the extremely cavalier treatment that I received from the Polish embassy in New Delhi who wouldn’t deign to respond to my emails or take my calls. Anyway my getting to Poland was a major victory for both Tomasz and me in that I had never faced so much trouble in getting a visa to a European country before. I haven’t said why I was there in the first place: I was one of the two keynote speakers at the conference. The other keynote did not have as many problems in getting there as I did but when she did get to the venue, I met one of the most sensible Game Studies scholars in my career. Joyce Goggin left us spellbound and simultaneously tickled by bringing up questions of the literary and ludic yet again. No, the other disciplines aren’t out to colonise us (they often don’t even know we exist) and if you throw me a ball, then that it doesn’t tell a story. But then there are different ways of looking at colonisation, throwing balls and telling stories. Now that’s not exactly what Joyce said - her keynote was much more erudite, with references to Finnegan’s Wake (by another Joyce), stories with multiple endings and close readings of Huizinga.




Other highlights for me were the discussion of a herstorical (yeah, you read right: Her Story as opposed to HiStory) board game by Piotr Szerwinscki, another one on an environmental board game, one on the quotidian and commonplace occurrences in videogames, Daniel Vella’s romantic analogy for (some) videogames, Sebastian Moering’s introduction to his upcoming work on existentialism and care in videogames and Darshana’s brilliant reading of Pynchon vis-a-vis videogames. I loved hearing about games and ecology; a brilliant analysis of the quotidian in games and a survey of videogame periodicals in the U.S.A and Canada. Daniel Vella brought back memories of my Romanticism lectures (I had to teach Shelley not so long ago) with his references to M.H. Abrams’s The Mirror and the Lamp.




My own keynote was on post colonialist themes in videogames (or rather the lack of these). After having thanked the British, our former colonial masters, for giving me the language to present academic papers in (some members of the audience got the Caliban reference) and compared my visa-predicament to Papers, Please! , I managed to bring to the table postcolonial theory and the discomfort many of us have with the insensitively colonial approach of the global games. My position is not a popular one and the problem is that such an obviously glaring issue has been hitherto ignored. One of the interesting takeaways for me was that many members of the audience started debating the role of Poland as coloniser/colonised; the other was a comment that Sebastian (who has been a friend since 2008) made: he said he thought this was my most personal talk ever and I was gratified. I think I spoke my mind and people listened with sympathy - nay, empathy. With the world changing as it is now, all this needed to be said.

My Book Is Out at Last!

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As some of you know already, my book Videogames and Storytelling: Reading Games and Playing Books was published in September 2015 by Palgrave Macmillan. Here is the blurb from the publisher’s website:


Grand Theft Auto IV saw more copies being sold than the latest superhero blockbusters or the last Harry Potter novel. Most of its players and critics commend its storytelling experience; however, when it comes to academic analysis, mainstream humanities research seems confused about what to do with such a phenomena. The problem is one of classification, in the first instance: 'is it a story, is it a game, or is it a machine?' Consequently, it also becomes a problem of methodology – which traditional discipline, if any, should lay claim to video game studies becoming the moot question. After weathering many controversies with regards to their cultural status, video games are now widely accepted as a new textual form that requires its own media-specific analysis. Despite the rapid rise in research and academic recognition, video game studies has seldom attempted to connect with older media and to locate itself within broader substantive discourses of the earlier and more established disciplines, especially those in the humanities. Video Games and Storytelling aims to readdress this gap and to bring video games to mainstream humanities research and teaching. In the process, it is also a rethinking story versus game debate as well as other key issues in game studies such as time, agency, involvement and textuality in video game-narratives.

(For more info, such as the Table of Contents and ordering, see the publisher's website: http://www.palgrave.com/page/detail/Video-Games-and-Storytelling/?sf1=barcode&st1=9781137525048)

For those inclined towards electronic editions, a Kindle version is also available now. Here’s the link: http://www.amazon.com/Video-Games-Storytelling-Reading-Playing-ebook/dp/B017DQ7J3E/ref=dp_kinw_strp_1/276-1064401-1083624

What I don’t say in the blurb but feel I should here is that the book comes with a few warnings. There’s quite a bit of Deleuze in there (as there has been and will be in my work) and there’s my obsession with the now extinct THQ Studio’s hallmark game  series STALKER. Predictably, of course, there’s Tarkovsky, Lewis Carroll and PKD rubbing shoulders inside discussions on videogames. My interest in paratexts and walkthroughs takes the form of a chapter-length discussion and of course, time, agency and involvement (called ‘immersion’ by some) figure importantly in what I have to say. Finally, I end with a discussion of eggs and which end to break them on. Ludology vs. Narratology has turned into the egg-endian debate that the Lilliputs in Gulliver’s Travels consider so sacrosanct.

Here's the email address for those wishing to request a review copy: reviews@palgrave.com

Finally, I love the book cover. Thanks especially to Palgrave Macmillan for all their help and patience. 



Times of India Article on Reviving Gyan Chaupar and Golok Dham

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It was a whim that I pursued about finding storytelling elements in ancient games - just to prove that the point I was making in my book was vindicated by aeons of human history. It was Jesper Juul who put me on to it - he asked me at a conference (where I was presenting on Karma in videogames) what ancient Indian games and game theory had to say about play cultures. Jesper knew about the khel / lila concepts and I wasn't surprised given the thorough scholar that he is. However, what he set me thinking about was Pacheesi or Chaupar and Chaturanga. Now, as many know, I'm a Deleuzian at heart and although my attempts to connect Deleuze with Indian philosophy have been resisted by some, I couldn't help connecting the Deleuzian notion of the 'Divine Game' (see Difference and Repetition) to Indian philosophy. Somewhere from my childhood, I remembered tales of Shiva and Parvati playing a divine game of dice.  As I was writing my book (Videogames and Storytelling to be published by Palgrave Macmillan this year), I thought I simply had to find out. With my research, I stumbled on Gyan Chaupar. I also found scholars who had already worked on it. Typically, videogame studies does not seem to have connected with them.

Gyan Chaupar board in the National Museum, New Delhi



My friend, Subhayu Mazumder, of Times of India said he liked the idea. And off I went to do more research. The first fruits of this has appeared in an article in ToI and I have plans to do more with this. Here's an excerpt of the article:

Imagine being told that whatever happens in your life is the result of a game that you have been playing. This is not the plot of a Hollywood thriller but rather the now much-neglected wisdom of ancient India. As you try to contain your incredulity, what if I tell you that this is no rare artefact that has been unearthed by archaeologists but that you probably even have it at home as you read this.  The game being referred to here is Snakes and Ladders, commonly translated as ‘Shap Ludo’ or Snake-Ludo in Bengali. Unknown to many of us, Snakes and Ladders is not a game that Indians learnt from the West; in fact, it is quite the other way round. Known variously as Gyan Chaupar, Gyan Bazi or Moksha Pat, the game with snakes and stairs (rather than ladders) was popular all over ancient India and even survives in various forms in Nepal and Tibet. Exported into England first in 1892, this complex and intricate game of moral teaching ended up as a childishly simple racing game that removed the element of learning and introduced competition. More research into this game revealed articles by a handful of scholars from the United Kingdom and Scandinavia and references to game-boards scattered across the world, only a few of them in different parts of India. Even Reverend Lal Behari De’s 1851 article on Bengali games and pastimes had nothing to say about games such as Gyan Chaupar. Strangely though, there is now much more hope for the revival of this ancient Indian tradition of play than one could ever expect and the story begins with an industrialist in Calcutta who quite accidentally stumbled upon this lost gem and since then, has been working non-stop to bring back Gyan Chaupar to our homes and our minds. 


Aman Gopal Sureka, one of the city’s information technology entrepreneurs, came upon Gyan Chaupar while looking for interesting Diwali gifts for his clients. In the process, he fell in love with the game and this has taken him around the world in his quest for Gyan Chaupar. 

For the rest of the article, click here: http://epaperbeta.timesofindia.com/Article.aspx?eid=31812...

DiGRA 2015 in Lueneberg

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Much has happened in these many days when I have been away from ‘Ludus Ex’. I write a (fairly) regular column in the Times of India, Kolkata edition and that has given me another non-academic outlet for my thoughts. A blog, however, has its own sense of freedom and flow. So here I am.

Here I am sitting on the upper floor of a cafe in Luneberg in Germany and telling you about it. Luneberg is a fairy-tale town with its houses seemingly made of chocolate and liquorice. Medieval German houses dating back to the 12th century and two huge solid churches that were ringing their bells when I entered the cafeteria. The many towers and turrets of these old houses are proper Assassin’s Creed territory and one expects that Ezio or Altair will be leaping off them and hiding in the haystack below. It is 10:30 a.m now and the streets are still empty. Germany is on holiday today - not sure, why. I am here for DiGRA 2015. By a quite strange quirk of fate, I have three presentations to make here. DiGRA begins this afternoon and I will be part of Mark Wolf’s panel on Videogames across the World. Mark himself is not here and the panel will be led by the eminent Dutch videogames scholar, Joost Raessens. 

I arrived yesterday and as I was taking in the sights and sounds of this very pretty toy-town and trying to survive conversations with my now very rusty German, a bunch of very varied English accents greeted me: DiGRA early arrivals had hit town. They had also hit the local brew - Heidegeist. With its deceptively After-Eightish taste, the minty Heidegeist was mighty enough to fell a couple of conference participants. Amongst the survivors and abstainers, too, one could feel that the DiGRA spirit was equally potent. 

[The organisers of DiGRA pulled off their game with so much poise and balance. Back centre:Mathias, the magister ludi, in front of him: Sonia Fizek, in that athletic position: Niklas Schrape and far to the left: Nina Cerezo]


Just before I met the others, Matthias (Fuchs), the main organiser of this DiGRA, popped out of one of those toy houses and said hello. The last time I had met him was in Calcutta when he visited in 2011.  I also met Tanya Krzywinska and Doug Brown shortly afterwards - I had last seen them in 2006 at Brunel University, I think.This DiGRA looks like its going to be one for reunions and I’m already walking down a mesh of many memory lanes and by-lanes.

Being at heart always the flaneur, I had signed up for a city tour organised by the hosts, Leuphana University. Bylanes again.  This time, however, these were real lanes through which we were taken around by our very capable student-guide, Ann-Kathrin Wagner. Excessive salt-mining in the Middle Ages had caused random subsidences in the town and the houses looked like prototypes for Hundertwasser’s designs. Apparently Heinrich Heine had lived here, Bach had practised on the organ at St. Johannes Kirche and the composer of a very famous German song (something with the moon in it) was born here. After an hour of time-travel around horse-drawn carriages, medieval cranes and a fascinating board-games shop, it was time for DiGRA 2015.


[The Johannis Kirche: Bach learnt to play here (the organ and not videogames!)]


DiGRA Day One

I started DiGRA with a panel on the present and future of Game Studies consisting of Frans Mayra, Sebastian Deterding, Joost Raessens and other Game Studies luminaries. The debate was around whether Game Studies could be expanded to include everything. The Humanities focus of Games Studies was duly noted (‘Does that make Game Studies a Humanities discipline? Should universities award a B.A in Games Studies?’ - these were the questions that came to mind then) and someone compared it to early media studies. There was a claim that gamification could be seen as exploding that temporal dispositif. Instead of focusing on the versus, as in choice versus play, rails versus sandbox, new ways to future-proof games research were called for. Someone used that magic word ‘assemblage’ and although I’m not sure whether it was used in the Deleuzoguattarian sense, I couldn’t help feeling smug.

The ‘Videogames around the World’ panel went well although I wish there were more people attending.  I learnt a lot about the gaming situation in Finland, the Netherlands, Australia and Venezuela. What I missed was more on how the local culture influenced the game design as this is something that I am interested in  given the Indian context (as I said in my own presentation). Frans Mayra did mention how the Norse legends were used in some Finnish games and how an Americanised version of the Norse legends was used in Max Payne (remember the Ragnarok Club). Tom Apperley gave a very lucid account of the scenario in Australia and Venezuela - apparently, in the latter, videogames are mostly only available through torrents. Especially, if they show the same weapons that are used by the army and the police. Another, albeit slightly lesser, surprise came when Joost (Raessens) exclaimed ‘Shah Rukh Khan’ when I showed an image from Ra-One. Bollywood and its ubiquitous fame. 

The first keynote was next. Tanya was at her best and the Gothic in gaming came alive again. As she linked up the Gothic in gaming to the history of the genre in ‘Monk’ Lewis, Radcliffe and later writers and moviemakers, she identified the five coordinates of the genre as: character / story-patterns, mise-en-scene and style, emotional modality, function and entropy (and the sublime). She describes the Gothic as a ‘grammar … and too complicated to call a genre.’ In a much-tweeted about academic twist, she redefined gamification as a form of genre remediation as she examined the links between Gothic videogames and their generic ancestors in earlier media.



DiGRA Day Two


Day One ended with a Gothic descent into the cellars of Lueneburg’s Maelzer pub where keeping one’s head unbumped against the low medieval ceilings was the ultimate test of sobriety. Despite the adventures that ensued, I was up early and ready for Astrid Ensslin’s talk on ‘Unnatural Narratology’. After this, more on lit and gaming in Inderst and Goergen’s talk on utopia and Feng Zhu on the ‘Implied Player’. Had a fairly long conversation with Feng on ‘minor literature’ and also my problems with Iser and reader-response. Bear in mind though that this was how I came to Game Studies in the first place! Because of my clumsiness with finding things, I missed part of Rudolf’s presentation which he co-authored with Arno Groegen. Have much to discuss re: utopia with Rudolf. However, we missed each other again this time as he is in faraway Canada.

[I used the example of Thralled -  game based on slavery that Shailesh Prabhu told me about. A Brazilian delegate at the conference told me that Isaura is based on a real-life character]


Then there was my own paper on slavery in videogames. Kind of in the spirit of Tanya’s use of ‘gamification’, I had framed it as a remediation of the slave narrative via the computer game medium. In the paper, albeit still in its early stages, I stress the ambiguity of the slave-narrative - that is the experience of the total lack of agency and the simultaneous ‘illusion of agency’. This, according to me, emerges even more clearly in the videogame than in earlier media. The other point that I half-raised but that was taken up by Sonia Fizek (postdoc at Gamification lab and a longtime friend) was regarding how the slave’s non-agency and trauma could be seen as a metaphor for rethinking agency in games. She mentioned Stefano Gualeni’s game (Stefano was there in the audience, by the way!), Necessary Evil, as an illustrative example. I’ll have to play it to know. However, all thanks to Sonia, I will now explore the agency/ illusion of agency from the point of unfreedom and ambiguity. 

Sonia’s own paper followed mine. Presented together with CERN anthropologist Ann Dippel's paper, her work looks at using games to make people perform scientific work (especially involving participation in experiments) and then analysing the big data. Sonia and Anne came up with the concept of ‘labourisation’ instead of gamification in an article they wrote together. The following two papers were on videogames in Eastern Europe. Jaroslav Svelch presented on how videogames were used for subversive protest against the repressive Communist regime. Indiana Jones in Wenceslas Square is one of the games that I remember from this presentation. Svelch’s earlier work on adventure games that address problems in Czech history an be found here (http://web.mit.edu/comm-forum/mit7/papers/Svelch_MiT7.pdf). Pyotr Sterczeweski, another new face at DiGRA, presented on construction of the notion of the political in Polish board games using Chantal Mouffe’s theory of the agonistic versus the antagonistic. I was surprised and impressed to learn that board-games in Poland are so deeply connected to their national history. 

[Wenceslas Square: Indiana Jones cometh!]

From history board-games, I moved to an entire panel on games and history with Adam Chapman, Esther Macallum-Stewart and Tom Apperley. This was one of the highlights of the conference for me. The opportunity to hear Esther meld her knowledge of the First World War and videogames through her analysis of Valiant Hearts was pure pleasure. She argued that there has been a certain stereotypical representation of the war in European historiography and that videogames too have taken that on. In contrast the comic / graphic novel such as Charley’s War are perhaps more realistic models that any such presentation of history could consider. Adam also focused on how a particular type of presentation of history was privileged in the triple-A games and how it seemed to back up the ‘great men’ approach to history. Tom’s paper focused on the alternative reality aspect of history games and he started with a challenge to the Marxist historian Edward Hallett Carr. 

After this, of course, there was three-sided football, beer and barbecue. And there was the young game designer from Copenhagen, Sabine Harrer, asking me to play her game (modelled on a similar thing created by a Feminist theorist) which involved colouring images of female genitalia. It also uses the C-word in its title. While this was, I admit, quite a shock to me at first, watching the reactions of all the others who played was really really interesting.

I also got to meet Chris Bateman with whom I hope to have many more conversations and also perhaps play the Royal Game of Ur someday. The night ended at around 2:30 a.m for me with a walk from the University to town through a rather spooky bridge and a park full of chairs. After catching up with friends such as  Sebastian Moering, Rune Klevjer and Emil Hammar, it was time to call it another day.


DiGRA Day Three

Karen Palmer’s keynote ‘Is Hacking the Brain the Future of Gaming?’ was a breath of fresh air in that it pointed at possibilities for videogames using her neuroscience-based aids to games. Her syncself game of Parkour is aimed to provide players an environment where they can explore the concept of self.  She calls it ‘not just art, not film but a whole trend towards mindfulness’. Palmer also discussed the example of Nevermind , a biofeedback-enhanced adventure horror game -exactly what I conceptualised in NTU with Russell Murray.

After this, I went for the session that I was waiting for for months  - Mia Consalvo and Chris Paul on teaching videogames. The takeaways were many: from Conway’s game of life on paper to writing prompts on playthroughs there were many suggestions across the board. I was quite happy to see that I use the same initial texts that were recommended by Mia. Hanli Geyser from South Africa said she used African board games to get gaming across to students who are unable to access games technology. This is similar to my situation here in India although unlike in South Africa, I rarely have university computers available for my students. Recommendations came in from all around: Marsha Kinder’s Playing with Power, the first issue of Games and Culture and Ian Bogost’s ‘Here is How Games Persuade’ are some that I noted. I have much more in my notes but I feel that this session requires a separate post sometime. My only regret was that I had a paper to present in a parallel session afterwards and therefore, missed the discussion on setting assignments. All in all, a great takeaway from a great conference.

My own paper on minor literature as a framework for reading games comes out of my earlier work. Here’s Claire Colebrook on what it means for Deleuze and Guattari:

A minor literature, also, does not appeal to a standard but creates and transforms any noFon of the standard. If I seek to write a film script that is just like the popular and financially successful Star Wars (appealing to the spirit and tradiFon of American science ficFon), then this is a major work. But if I aim to produce a film that criFcs may not even recognise as a film, or that will demand a redefiniFon of cinema, then I produce a minor work. For Deleuze and GuaTari all great literature is minor literature, refusing any already given standard of recogniFon or success. (Colebrook 2002, 25)

In my paper, by looking at paratexts of videogames as exemplary of the ‘minor’ character of the games, I raise questions about the very distinction of the text and paratext (by the way the latter was a popular word in this DiGRA) as leading to the basis of narrativity in games. This paper is going to be out as a much reworked version in my forthcoming book, Videogames and Storytelling: Reading Games and Playing Books. The other paper in the session that I attended was on the use of Genettian focalisation in videogames. Interesting but something that could be expanded as a framework, perhaps.

The conference party at the Salon Hansen was nice. There was videogame art on the walls and I got to do something that is one of my main reasons behind going to conferences: speak to younger researchers. There was Ea (like in EA Sports she said she challenged everything) putting up a spirited defence of Espen Aarseth’s take on gaming and others who disagreed. After a relatively productive networking time when I also got to see some eminent names in game studies charging up the dance floor, I thought I’d beat a retreat after realising that the shots in my hand were jaegermeisters!


DiGRA Day Four

Eros and Thanatos - the creation and destruction of everything human. DiGRA was coming to an end and Tom Apperley was there to see that the world of game conferences was to be shaken up. Speaking on ‘nerdcore’ or representations of porn in videogames,  Tom managed to shock quite a few people in there with a couple of photos of pin-up models wearing videogame gloves (and nothing else, just in case you had doubts). Making a case for viewing this as an excessive projection of masculinity, he highlighted the archiving and the legitimising characteristics of nerd core. 

Tom’s talk was followed by the thanatos part - Markus Rautzenberg’s keynote on uncertainty and death was entertaining and thought-provoking. Some of this, I felt, connects to my own work on death (https://www.ntu.ac.uk/writing_technologies/back_issues/Vol.%202.1/Mukherjee/62762gp.html) although I connect more to the uncertainty and the temporal multiplicity of death in videogames and not so much the psychological experience. Bringing in a whole group of philosophers, such as Lacan, Bateson, Wittgenstein, Heidegger and Deleuze, Rautzenberg provided a deep, dense and thought-provoking angle on uncertainty. They video recorded the talk and I must watch it whenever they have it online.

I also need to quickly mention Olli Leino and Sebastian Moering's paper on applying existentialist philosophy in videogames. The talk left me with me many questions but I am only going to say that someone finally decided to bring up Sartre in Game Studies. 

DiGRA Things-that-I-missed

All conferences are about missed connections and papers that you really wanted to hear but couldn’t. My biggest miss was Niklas Schrape speaking on Georg Klaus and games. Also Emil Hammar on ethical diversity, the panel with Jesper Juul in it and of course, the second session of Teaching Game Studies were big misses. I didn't know William Huber was at the conference until today when I started looking at the Twitter feeds more carefully.  However, because I didn't bother too much with Twitter this time, I also missed the GamerGate trolls - happily.

Lueneberg memories

I can still hear the bells of Johanniskirche and see the huge organ when I close my eyes. Living in the 150-year old house owned by the Dartennes was a treat in itself. Finally, the dark beer at the Pons pub and the nice sushi at the bizarrely-named Pearl Harbour restaurant with my new-found friends are memories to cherish. And for once, I held the chopsticks right!

[A Sushi restaurant called Pearl Harbour: the name kinda shocked me into holding my chopsticks right - a feat that I've never managed elsewhere]

As I sit in Calcutta now, listening to the endless sea of traffic outside, it's time for that game called university teaching and exam-invigilations (labourisation, someone?). The next DiGRA is to be held in Dundee, Scotland. Strangely, I was in Dundee less than two weeks ago - so Reload!


My Bangor talk

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After that long twenty-eight year wait, India has won the Cricket World Cup once again and I cannot but help joining in the jubilation and euphoria in my country. Congratulations to the Indian Cricket team.

This is the first world cup that I haven't watched on television. British television is not interested in cricket, especially since the England team has been so dismal in its recent performances. 'It's not cricket', they'd have said back in the days but well... that's another story. As the team was battling the formidable Pakistan team in the semi-finals, I was not watching the match but giving a talk in lovely Bangor, far from the tense atmosphere at Mohali. I love going to Bangor University both for the place and the people. I would like to thank Dr Astrid Ensslin and Isamar Carillo Masso for inviting me to speak.

The Humanities building in the University looks something like Gryffindor Tower - ancient and dignified. It even has vaulted ceilings and stained glass windows. In such an august venue (although my talk, strictly speaking, was held in a more modern section of the building), I held forth on my pet subject - reading games and playing books. Yes, I'm still making a case for reading game narratives as seriously as literature and films. As I said in earlier posts, I use Deleuze and Guattari's concept of 'minor' literature to analyse game narratives and their place in literature. Here's the relevant section from my abstract:

Videogames are not the only such type of narrative; Gilles Deleuze and Felix Guattari identify similar characteristics in the works of authors ranging from Franz Kafka to Lewis Carroll. They call this type of literature 'minor literature' by which they mean any literature that subverts and dislocates tradition.  For Deleuze and Guattari, 'minor literature' is great literature and it does not necessarily belong to minorities, although this may be the case. Like other examples of 'minor literature', videogames contain multitelic and multiple narratives. Further, although they are seen to be at the periphery of narrative studies, they are nevertheless seen to occupy a central position as research in videogames progresses.

I also used examples such as Cortazar's Hopscotch and B.S.Johnson's The Unfortunates to talk about the ludicity of literature itself. Finally, I defined videogames as an 'assemblage' (following Deleuze and adapting DeLanda's definition of assemblages). Assemblages are characterised by rules of exteriority. A component of an assemblage may be detached from it and plugged into a different assemblage in which its interactions are different. The exteriority of relations implies a certain autonomy - 'a relation may change without the terms changing'. I've spoken about this before and this time I was a bit bolder in that I came up with a 'definition' of videogames.


Sonia Fizek, who is doing a PhD on videogames, picked up on this and very rightly asked why I called this a definition especially when many other things could be called assemblages. True enough -  Deleuze himself describes other things as assemblages. So the 'definition' is in effect a non-definition. Its aim is to indicate the complexity of videogames as a phenomenon and the problem of identifying something as 'the videogame'. I do not believe in 'the videogame'; videogames are multiple and arguably they resist any easy compartmentalisation more than other media. Instead, the videogame-assemblage plugs into other assemblages and the boundaries give way to organic relationships. I may have more to say when I describe videogames as assemblages but I certainly have less to define. However, definitions provoke people and my guess is that a thought-provoking idea becomes more interesting when put forward as a (non)definition. Thank you Sonia for highlighting this.


The other main issue that rings in my head is that about the 'Canon'. Do videogames have a Canon? Should they have one? And if I were to choose my ten games for the A-Level videogames and literature syllabus (should such a thing ever come to pass), what would they be? Humanities in general now makes it its business to resist attempts towards  sustaining the canonical. I do not see any reason why videogames should do otherwise. My personal theoretical orientation prevents me from singling out any specific examples for special attention. Instead of selecting individual games (although like everyone else I have my favourites), I'd go for concepts and ideas and leave the selection of related texts fluid. 



There were other questions asked and my memory fails me as to the finer details. Someone asked about videogames and morality. Astrid Ensslin gave us a singularly problematic example of a game where the player as Berlin Wall guard has to decide whether to shoot one of those who tried to cross over. From this and other slightly unrelated meanderings, the session closed with a question about whether we can have a Paradise Lost in videogames. I'm wondering ... after all, I had Milton as my special paper in my Master's. I don't think we need to have a videogame version of Paradise Lost just as we don't know whether a film version will capture its charm. What we need, however, is a work of such epic proportions in videogame-narratives. Videogame storytelling is getting richer by the day and I'm optimistic.


Here's a message to the naysayers, videogames are maturing as very complex narrative media  - face it or run away.






GameCity in Retrospect: Polemics and Playgrounds

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It's been a week since GameCity and I'm finally able to collect my thoughts on the event after getting through an extremely busy week. This is not a report but a few reflections on what impressed me most and what didn't.

Newport and Narratives

Once again, on the top of the list will be my conversations with the academics and students from the Uni of Newport's game design department. For the last three years, busloads of students from Newport have come to GameCity and this time they showcased their games to hundreds of visitors. I didn't get to see the games themselves but managed to chat with some of the designers (now famous as  Angry Mango Games) over a curry lunch. They are designing games about concepts that are offbeat in game design terms: Mush is a platform puzzler for Windows Mobile 7 where the player controls an orange fluffy character by tilting the phone. Even more unique is that by drawing a smiley or a sad face on the screen with your fingers makes the creature move. As the Blitz1UP website describes it:


The beauty of this system is that you really feel like you're affecting the little guy's emotions as you play, you find yourself smiling when you make him smile and growling when you make him angry - it really is fantastic fun.
I think I'll love this game. Obviously, in terms of narrative the experience is rather ambiguous but as I've always said narrative is experiential and how we construct it around a series of potential events depends on us. I wish I could experience the game first-hand but meanwhile there's a video of the gameplay on Youtube:



From the pupils to their lecturers: the previous evening I met up with the Newport teaching team, namely Corrado, James and Richard. This was the first ever occasion when I had a very serious discussion on videogame narratives in a Wetherspoons . Facing tremendous opposition from each other in a debate between James and myself that was moderated by Corrado and Richard, we came to an agreement about the need to redefine / understand what narrative means and to move towards an experiential model of narrative. Perception, affection and action - does that sound familiar at all (check Deleuze in Cinema 1)? The experiential notion of narrativity (if such a word exists) is something that I have highlighted extensively in my research and of course, it is sooo hard to disagree with a polite person like me. Anyway, Corrado has played STALKER (or valiantly tried to) and we both remembered having discussed the gameplay in relation to ludic agency about a year ago at DiGRA. We were dangerously close to another polemical discussion of agency when both the food and the drink had run out and it was time to leave.

Playgrounds

I've written about Keita Takahashi sometime ago. For those who don't know him, he's the designer for the ever popular Katamari Damarcy and Noby Noby Boy games. Very offbeat, very artistic and not at all like videogames as they are commonly understood.

Anyway, Keita's dream is to design playgrounds. And thanks to Iain Simons (GameCity Director) and the Nottingham City Council, he's re-designing Woodthorpe Park on the outskirts of Nottingham. As Keita demonstrated his transition from designing virtual worlds to physical spaces while retaining all the creativity, the talk on Keita's playground became for me the highlight of GameCity. Imagine having benches in parks that move on rails (which means you can't ask your gf to meet you at a certain bench at a certain time), a doughnut-shaped slide that lets you slide eternally (might sound like a punishment invented by the Greek gods but it seemed to be fun as it was described), a swing that is  operated in a partnership with people on other swings and finally,  a slide combined with a see-saw.  Some of Keita's concepts might not pass muster with health and safety but I must say these are some of the wackiest ideas that I have ever come across for parks and playgrounds. It was interesting to see some very gamey creativity translated into more tangible play experiences. I wish Keita and the Woodthorpe Park project the very best. Finally, if he ever designs an entire city, I will go and live in it.

One of the many fun things in Keita Takahashi's playground


Networking Not working

The 'Notworking' event where I met the Newport guys among others was supposed to be a networking space for game professionals. Hosted in a hard-to-find bar called Nihon the not working title was quite apt for it. Nevertheless, the nature of the event meant that that despite the lack of any 'event' as such people did get to meet and chat so it turned out okay, I suppose.

Romantic Encounters

After a full 8.30 to 5 Thursday, I was in no mood for any encounter however romantic but curiosity got the better of me and I went to check out the only GameCity event by an NTU student. Doing her PhD on interactive media, Rebecca from the College of Art & Design organised a virtual meeting place within its real counterpart in Lee Rosy's Cafe in Nottingham.  I was allowed to talk to some of the participants in the 'romantic encounter' to find out what they thought of the event. The environment looked very Second Life -ish ... it probably was an SL scenario. The event had participants adopt fictitious personae and interact with each other in the cafe in a sort of group chat. While initially interested, some of the participants I interviewed seemed to have been tired towards the end --- the need for virtual seats was strongly felt. Also people wanted to sit down in pairs and talk to their partners instead of talking to everyone in the cafe. Finally, there were some clamours for more freedom - people wanted to touch things, order coffee etc. Personally, although I've seen this done before in other places but such 'encounters' between the real and virtual worlds are always intriguing in the variety of responses that one can get.

What I missed ...

I missed a lot, sadly. My one big gripe against the festival is that it does not think of people who have to do a day job but are also interested in videogames. So what did I miss? I missed a great event on the soundtrack of Limbo, another one on the music for the forthcoming Harry Potter game, a very popular demo event for the Kinect and let's see ... yes, Jonathan Blow on game design. Quite a lot of misses  considering that this might well be my last GameCity.

An Unintended Manifesto

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Today I was thinking about the future of videogames and game design. Whenever I am asked questions about this or given t-shirts saying 'Save the Videogame' to wear, I sink into the couch and get all philosophical. Not so today. It seems that ages ago, GameSpot had interviewed me for an article on narratives in games. Just bits of what I had to say went in because of the context of the article but there was quite a lot left in the questions that they asked. Today, almost a year since, I've found that email of mine. Seems like a mini manifesto. Let's see what the Souvik of a year ago had to say about games:

Questions for Storytelling Feature
  1. Tell me a little about your background and how long have you been researching video game narratives?


My first brush with game studies began in 1999 after I came upon a demo of Age of Empires in a pc magazine. This was in Calcutta in the late nineties and pcs had just begun to appear in middle-class homes. Videogames were still a novelty for the Indian man in the street. As a student of Literature, however, I couldn't help noticing that I was playing and replaying a story (actually history, in AoE) and in a way, writing my own story even as I read it. Since this was quite close to my theoretical orientation, I saw some obvious connections between non-linear and ludic texts (like the Alice books and Borges's short stories) and videogames. In 2000, I presented a paper exploring the links between American McGee's Alice and the Alice books by Lewis Carroll, which received a fair share of attention in my university. Unfortunately, I had little access to the works of Ludologists and Narratologists and related literature. Neither did I have much encouragement in terms of funding or infrastructure to pursue this. So while I developed my ideas in my MPhil dissertation, I also saved up to come to the UK and started my PhD in Nottingham Trent University in 2005. Thereafter, I have developed my ideas within a more sophisticated theoretical framework and had the opportunity of testing my ideas at international conferences before I finally received my PhD in April 2009.

2. What research have you most recently done?

My PhD thesis explores the narrative aspects of videogames, stressing the importance of viewing them in relation with older narrative media and related theoretical frameworks. I strongly argue against binarisms such as ludology-narratology and player-studies vs game studies, opting instead for a framework where the game , text and the machine are viewed as intrinsic to the understanding of each other. Simply put, videogames are not conjuring up something terribly new --- they merely point to a more sophisticated idea of reading that has existed through millennia. Videogames, whether you see them as complex ludic stories or narrative games, point to the need for a more nuanced way of engaging with texts. My research explores some of the complexities of videogame narratives particularly controversial and/or confusing issues like their multiple endings (made even more complex by the save and reload function), immersion and agency (I am uneasy with both of these terms and am using them as a shorthand). I use some ideas from the philosophies of Jacques Derrida and Gilles Deleuze as my main theoretical framework.

Recently, I have started working on videogames and trauma and am simultaneously developing my work on the multiple endings and the complex time structures that videogames present. For the forthcoming DIGRA conference, I intend to analyse the save and reload functions in videogames in comparison with the cyclic notion of endings and telos in Eastern philosophical traditions.


3. What are the results of this research?

The results ? Well, in tangible terms they would be 120,000 words on videogames, millions of dead zombies and terrorists (pixellated), endless levels completed, undiscovered pathways and many more worlds (games) still remaining on my exploration wishlist. Academically speaking, my research is yet another small step in raising the awareness of videogames as an important narrative media and also an attempt in moving game studies beyond the simplistic theoretical parameters that define it, so far. Finally, it also aims to bridge the gap between the academia, the gamer and the industry in general. Quite a dream, I know but I am one of the many people who share it and I hope to chip in with my bit.



4. Do you think video games are an effective storytelling medium? Why/why not?

For me some are and some aren't. Some are effective enough to keep me hooked on to a narrative which I read as well as bring into existence (of course different games have different limitations for this). Think of a game like Max Payne and I don't think there should be any doubts. Do you not remember what happened to you in City 17 when you were Gordon Freeman? The term 'effective', of course, brings in a value-judgement that I do not subscribe to. I view videogames as a multiplicity and, therefore, cannot comment on the phenomenon of 'the Videogame'.



5. The way people tell stories has evolved, and continues to evolve. Would you be ready to call video games the new storytelling medium? Why/why not?

The way people tell stories has evolved although people still tell stories in every way they can and using every medium they can use, whether old or new. Likewise, they way people respond to stories has also changed. Videogames mark both of these developments. I wouldn't call them (or any other medium for that matter) the new storytelling medium; however, they are certainly significant as storytelling media inasmuch as they point to certain hitherto neglected but key aspects of telling and responding to stories.



6. Some people believe that traditional forms of narrative don’t have a place in the interactive medium, and if placed there, will not work. What would you say to that?


Depends on what they mean by traditional forms of narrative. If they mean the Aristotelian plot with the clear-cut beginning, middle and the end, then certainly videogames will struggle to conform. However, even older narrative forms exhibit a considerable degree of multiplicity, which is often not adequately focused on. With the advent of videogames and their subsequent usage of plots and generic conventions from novels and films, this multiplicity is coming more and more to the forefront. Deleuze's idea of the 'rhizomatic text' is quite useful in understanding this. I am quite surprised that people still make such extreme claims and I believe more research needs to be done in the area before coming to quick conclusions.


7. Similarly, what do you say to the view that that video games should only focus on creating good interactive gameplay (instead of focusing on story) because at the end of the day, games are supposed to be fun?


Aren't stories fun? And isn't there a link between the story and the gameplay? Pace the Ludologists, gameplay includes the narrative potential of those videogames that tell stories. The story and what an earlier GameSpot definition of gameplay calls 'how well a game plays' really go hand in hand. Consider, the Prince of Persia games or Assassin's Creed without the context and without the Prince and Altair. Difficult, isn't it?


8. Do you think that what you are doing in your role as an academic looking into video game narratives is helping video games progress as a storytelling medium?

I certainly hope it is. I have answered this somewhat in the earlier question on the results of my research. I should clarify, though, that videogames are already a narrative medium. All I'm trying to do is to make this more obvious to academics and designers alike so that there is a deeper and more serious engagement with videogames and so that people stop dismissing the gamer as a geek and the videogame as a teenager's toy. Really, it's high time people realised.


9. Do you find yourself actively trying to change the medium in the way described above? If so, how, and why?

I am not trying to change the medium as such although I earnestly desire better games that explore the narrative potential of such digital media. I was asked in a recent conference about what I thought of the Sherlock Holmes adventure games and I answered that I was greatly disappointed with their restrictive interface. I am looking at ways of tying together storytelling and design in a more efficient manner. My Sherlock Holmes should be able to hail a Hansom and wander around London looking for clues but without getting thoroughly lost and getting away from the game.


10. What’s the opposing view to video games as effective storytelling mediums? What does this view say and suggest about games?

Well, in the early days of game studies, the field was was marked by what is known as the Ludology-Narratology debate. Ludologists would often make extreme claims about videogames being only games and not stories. Markku Eskelinen famously said that when you throw a ball, you don't expect it to rebound and tell you a story. The so-called Narratologists (the term usually applies to a group literary critics who have very little or nothing to do with videogames) counter this by a claim that videogames are the same as literary texts. Both of these positions are problematic and recent scholarship in videogames acknowledges them as being so.



11. Do you think that video games can, and will, one day have the same reach as books, films and TV (i.e. other traditional storytelling mediums)?

I think they will. The industry (if I am rightly informed) has done well despite the recession. Games are fast becoming popular outside the West and Japan. From another angle, they are being used for a variety of purposes and are impacting people from all walks of life. We must remember that the initial hostility towards videogames and the difficulty in understanding them were also experienced by other narrative media such as the novel and cinema. Look at how influential these are, today.


12. Some video games have great stories, and others have great gameplay. But it’s very rare for a game to successfully marry the two and make players strengthen their engagement with the narrative through gameplay and vice versa. Why do you think that it’s so hard to make a game that has good balance between story and gameplay?

Well, making a game that is fun is always a difficult task and this holds true even for non-digital games. Similarly, there must be millions of novels being written every month the world over and we only come to know of a few of these. Videogames bring the two together and it is quite obvious that this isn't easy. It depends on the designers and what they want to achieve. If you are making a racing game like NFS then I suppose you won't think much about a story or say, you make a super-gory shooter like POSTAL (apologies to fans who think otherwise) then the story element won't be a terribly important factor. However, if you consider the Half-Life games, Max Payne, Splinter Cell, Metal Gear, Assassin's Creed, Fable (the name says it all) or Fallout 3 , the story and the gameplay go hand in hand. I'm sure there will be gamers who will disagree with me but then again, that's the point about texts - they make you think and engage with them at various levels. Videogames clearly do this.


13. Do you think new technologies and a growing appreciation of video games in society are helping video games to become better and more effective storytelling mediums?


Yes to both. Good graphics and game engines can enhance storytelling possibilities (although they do not necessarily do so always). Certainly, if more sections of society are involved with videogames then that increases the reach and the range of the medium. This impacts on the storytelling as well.


14. Finally, please feel free to add anything else you think is important for this story!

Very good questions. I've tried to answer them as best as I could but I'm sure a lot more remains to be said. Some day, I think, videogames will be analysed in classrooms much like other narrative media and some day, not very far away, I'll play my 1000th videogame.


Well, that's that then. What do you think?


note: I have since this interview done all the things that have been reported on this blogspace. Right now, I am thinking about working on walkthroughs and 'docugames' as future projects - watch this space for more. Meanwhile, I have done some research on morality and ethics in games and I will soon be writing a paper on reading Sherlock Holmes as a videogame!