Ludotopia 2010, Copenhagen

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Space: the final frontier. The aim was to travel in ludic spaces to where no game researcher had gone before. I think that we did it ... well pretty much!

Ludotopia, for those who missed my previous post on it, was a workshop on spaces and spatiality in videogames. The workshop ran for two days and had twelve game studies scholars from institutions in Europe and the US participating. We had all shared our papers and had two-member panels which interwove their presentations together. The topics ranged from cartography in games, pervasiveness of game spaces, narrative and spatiality, theories of space as applicable to videogames, space as threat and analyses of videogame space in terms of older conceptions of topology.


Copenhagen: the topos for Ludotopia

Given the erudition and depth of the papers, it will be difficult to summarise everything here and it is also important not to miss out some of the ever-important questions raised in the ensuing discussions. Bjarke Liboriussen (from the Uni of Southern Denmark) has already done a splendidly concise report in his blog. Bjarke's reflections are much fresher than mine and I will consult them from time to time as a supplement to my notes. After having a few days to reflect on what was said, I will, therefore, just try to capture the sense of the papers as I understood them. Okay, so here goes.

Friday, early morning session: Bjarke spoke on cartography in terms of maps and renderings. He has since summed it on his blog:

My own presentation also hinged on structures – “structures” in a specific sense taken from architectural theory. My point was that the special-purpose cartography performed by players of game worlds such as “World of Warcraft” is aimed at explicating, and attuning oneself to, structural flows of transportation, resource gathering etc., and that such cartography is indicative of what the virtual world “is” in the mind of the player. The 2D maps and the 3D spaces on screen are “renderings of the same f***ing thing”, as Nitsche concisely summed up my argument.
I was also intrigued by his comparison of videogames to Le Corbusier's Chandigarh where the 'flows' of the city are mappable on a separate layer - i.e. the sewage, electricity etc are at a distinctly separate level. I liked Michael Nitsche's question about how the code (as also needing to be reflected on a separate layer as a 'flow') should be represented in the game mapping. I also remember thinking about RTS games and how their maps would complicate the renderings but for the life of me, I can't remember the exact question. Anyway, my point was that we should avoid concentrating overmuch on shooters and give due attention to RTS (where maps are very important indeed). Finally, I had another (persistent!) comment, this time on Nek Chand's Rock Garden in Chandigarh as a response to Corbusier's Chandigarh. Any comparison of Corbusier's architecture to videogames needs to take into account the Nek Chand's who complicate things.

The next session was on the immensely interesting (for my Medieval/ Renaissance Lit training) itineraria scripta / itineraria picta relationship in videogames. Matthias Fuchs (from the Uni of Salford) presented on the complexities of mapping in videogames. Citing Kant's Was heißt: sich im Denken orientieren?, he illustrated the very newness and the subjectivity of the conception of orientation. Fuchs spoke on the interplay of the text and image in videogame maps. What interested me most was the discussion that followed where he cited historical opinion that space is the organ through which God perceives the world. He ended on a nicely Derridean (yes!!!) note saying that 'there is differance , an active movement involving spacing and temporalising'.

Friday, late morning : Alison Gazzard (from Uni of Bedfordshire) and Niklas Schrape (University of Film and Television Studies “Konrad Wolf” in Potsdam, Germany) presented two very convincing papers. I'm going to let Bjarke describe Alison's paper because he does it so succinctly:

[Her] work is informed by a blending of RL and VW, with her fine-grain morphology (or topology, depending on your terminology) of the structures allowing movement in game spaces (tracks/paths, gates, bridges, loop-backs, loop-alongs etc.) informed by field studies of RL mazes (e.g., the one depicted below).
We went into an extremely interesting discussion on how theme-park mazes work on this - with light and shadow, elements to confuse, dead ends etc. While I am slightly resistant to typologies of any kind, this structure obviously seems to allow the fluidity and isn't restrictive (or so I think). On another level (purely in the in-between spaces), I learnt more about Alison's ideas on warps in videogames - at DiGRA, her paper on warps was just before mine and I missed most of it out of sheer nervousness when I saw all the big names in the audience!

Now on to Niklas and his fascinating presentation on the rhetoric of Global Conflicts: Palestine. My grasp of Lotman is rather thin admittedly but Niklas's explanations were spot on and I liked the Deleuzian trend that his paper was taking. However, to drag myself away from my hobbyhorse: his paper illustrated how the topology of the game deconstructs the antithesis between Israelis and Arabs in the game.

Friday afternoon: was my own panel and Sebastian Domsch (from the Uni of Munich) presented after me. Let's talk about Sebastian's paper. I was asked to respond to it formally but although I did read it over a few times, I will still stick to my more casual response. Sebastian brought up the important distinction between spatial and sequential narratives, indicating that the spatial narratives are more suited to videogames. He also established the key importance of the 'event trigger' in understanding how narrative spaces are formed. One further point that interested me was the inclusion of the NPC's perception of space in his analysis.

The waste land in Fallout 3.

My abstract (posted earlier) will give you the gist of my paper. I was basically expanding on the importance of the concept of 'any-space-whatever' in videogames, following up from my paper in Potsdam. For me, the 'any-space-whatever' is a philosophical concept that maps very well with the space of possibility in videogames and it is not only spatial but also temporal; rather say spatio-temporal. Basically I created a description of videogame space using Auge's model of non-spaces to show how videogame wastelands conformed to the fragemented and identityless characteristics of non-spaces and pointed at earlier critical voices doing the same. Then I broke down this argument on the grounds that it was too rigid for videogames and replaced it with the friendly neighbourhood 'any-space-whatever'. All the questions that I was asked were very good ones. Some which stand out in my memory are :

Espen Aarseth (paraphrasing): I was surprised that you didn't use FEAR as an example. It seemed that was an even better example than the ones you used.

Me: True enough. I do have a discussion of FEAR in my notes but for some reason, I went for the more obvious examples of waste lands (so as to make the association more direct).


Niklas and Sebastian (Domsch): What happens to the any-space-whatever after all the quest options have been exhausted?

Me: The any-space-whatever is as much a temporal construct as it is spatial. It is an affective space that comes between the stages of perception and action. Deleuze descibes the affect as a motor impulse on a sensory plate. Basically, it is the space of possibility where a zone throbbing with possibility finally sees the creation of an event. So each time you encounter the affective any-space-whatever, there is a mesh of possibilities to actualise into an action. If in a single gameplay instance, all the quest options are actualised, the game space has moved from the state of affect into action. The player has made his or her choices.


I shan't dwell on the other issues here because I need to capture some of the ideas from the extremely rich paper by Stephan Guenzel. Stephan, for those who don't know him, is an expert on space and his presentation analysed up the various perspectives from which videogame spaces have been viewed. In the main, he described videogame spaces as exemplification. For example, he started with Aristotelian space which is the difference between two objects (ergo, there is no empty space in this paradigm) and showed Tetris as being more complex than this. Videogame space is topological rather than just topographical - as soon as one begins thinking of space, the topological element comes in. He mentioned how space in games has been seen as relational as in Leonard Euler's solution to the Koenigsberger Bridge problem, as folding space where space is seen to bend and then loop back to the start (I think one of Alison's space-types would correspond to this), as hodological where space is experience through the change in paths and in terms of field theory where the space is seen as a field with certain affordances (perhaps somewhat like the any-space-whatever but I'm not entirely sure). As opposed to the idea of any one privileged perspective characterised by a singular denotation, Stephan presented a plurality using Goodman's theory of exemplification. As Bjarke comments in his blog,

One comes out from such a dip into the philosophy of space (and this was just a dip, I’m looking forward to a full splash) with sharpened attention to the wide range of possibilities inherent in screen-based, digital media (Günzel stresses the “video” in “video games”).

Personally, I had a couple of questions about Deleuze's smooth and striated spaces (which Stephan responded to with the example of a map layer over an FPS game space - just think of when you bring up the Chernobyl map on your PDA in STALKER, although he used a better example where it shows directly as a layer on top of the map). The second I haven't asked yet: it's about Eric Soja's 'thirdspace' and how it fits to describe videogames , if at all. I remember Stephan mentioning it, but the memory's like a sieve these days ...


After that proverbial 'dip' into the philosophy of game spaces, there was another really lively presentation on meta-chronotopes and ludoforming by Espen. Chronotope is the Bakhtinian term for spatio-temporal matrix that governs narrative acts. Espen described videogames as a 'meta-chronotope' . He also modified the concept of terraforming to describe the shaping of videogame spaces as 'ludoforming'. Espen used the STALKER games as an example of ludoforming - especially, how Pripyat has been treated in the various episodes of STALKER. Obviously, the games edit quite a lot of the real-world maps to construct their ludic space. While the concept of ludoforming was more directly applied to game design in the paper, I couldn't help but wonder how it might be useful also to think of ludoforming in terms of the player's spatial experience. As in when the player starts playing a game and experiences a map (designer-created) is there a possibility of ludoforming here (based on past experiences with the map, perceptions, affections etc?). I love this concept although I am not sure if I am reading it too much in own way. Also think of the ways in which ludoforming influences the way in which we see maps in RTS games.

Saturday: Another early morning start and we were straight into Karla Hoess's presentation on games that play with the perceptual spaces especially in games such as Portal and Echochrome, where she points out how these games play with the perception of spaces. Karla's presentation also explored links with conceptions space in Renaissance art.

Michael Nitsche's presentation which followed was on the pervasiveness of game spaces. Again, I'll rely on Bjarke's concise summary:

Whereas Aarseth deals with editing of the real world, or “optimisation” for ludic purposes in Nitsche’s view, Nitsche himself focuses on “inclusion” of the real world, and the “adding on to” the real world. His work is part of the Next Generation Play project that aims at realising the “convergence between established media, such as television and print, and locative social media such as cell phones”, e.g., Andrew Robert’s (a student of Nitsche’s) location-based “Kitsune” game [this is a game that is played simultaneously on Piedmont Park, Atlanta as well as on a fictional map resembling the park on your Android device].


Michael also showed how gaming furniture is changing the real world spaces - especially living spaces. Finally, he used another example which I thought was fabulous - a Coke machine that vends a cola based on your dance / music performance! I'm not going to get many Cokes if vending machines get their way.

Michael's presentation was followed by Teun Dubbelman's (from Utrecht Uni). Like Sebastian Domsch, Teun also approached the question of narrative in videogame spaces. For him, rather than ludology or narratology, the term to be used is 'presentology'. Teun plays with the terms and brings up three logics - the ludo logic , the narrative logic and the logic of presence. According to him, when games tell stories, they do so by enhancing the spatial experience of the player. As for narrative, 'the merits of these spatial arts [whereby he means experience theatre, architecture, landscape painting and by his definition, videogames] clash on a fundamental level with those of narrative arts.' Obviously, readers of Ludus ex and those familiar with my research, will know that I disagree with the 'fundamental difference' concept. Teun, of course, is looking at a very interesting concept: the present-ness. The being present in space can be further complicated if one were to bring in the being present in time. Narrative, is being seen in strict narratological terms in the 'cinematic storytelling' that is described here (e.g. Chatman et al.) and I understand why such a conception might pose restrictions but then again, if one were to use a different method of analysing cinema (using a more affective method of perceiving cinematic narrative), the discussion might be less restricted albeit more complex.


Just realised that the previous sentence sounds very cryptic and vague. Basically, I have a sense of what I want to say but am afraid that it will end up being a mega-ramble. So maybe in a future post. The final presentation, by Sebastian Moering (from the Uni of Potsdam), was on Heideggerian conceptions of fear as applied to spatial perceptions in games. Moering used examples ranging from Pacman to the latest shooters to illustrate his point about the threat level in games being related to the nearness to an object on which you focus. This theoretical framework is obviously new to me and thereby interesting. However, I had a few questions (typically!): I was curious to know about how this affects the perception of threat from the unknown? I suppose I have an answer now combining both Sebastian's and my response but again, let's leave it for a future post. Another issue I had with this (raised also by Michael) is about how this fear-factor works for RTS games.

Very many interesting ideas here and this was probably the only workshop that kept my attention riveted for all the presentations. I was quite tired as well as being really worried about jobs and other mundane issues that I keep out of here but Ludotopia never failed to interest me despite all these. I must say that I was well impressed with ITU Copenhagen and I hope that someday I will get to work in a uni like this. All plus points here - content, presentation, environment, organisation and the list goes on. I shouldn't forget the impressive barbecue that we had after the workshop and that I partly missed.

One little thing comes to mind, now that I try put together a report exactly a week after the event. I'm not sure we focused much on RTS games and there was again a characteristic bias towards the first-person space or what have you. Perhaps next time.

I squeezed in a short tour of Copenhagen somehow. Photos here.

Borderlands: My First Foray

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Not much to tell really. I hope the game hasn't been overrated. I spent my first thirty minutes in it killing baby skags - ugly carnivorous creatures. Oh and I also fixed a vending machine, fired at some bandits, heard some of the same dialogue repeated and of course, respawned using a dna-technology that charged me $30. There is a friendly robot called Claptrap and some npcs but I still feel the marginalised outsider. That's okay I guess , considering that I'm writing a paper on this but I don't want to constantly have to kill mutated pittbulls to gain XP.

Seriously hoping it turns out better. So Ladies and Gentlemen, this is not a pipe ... er, I meant review.

HALO and Philosophy

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I'm going to miss this, sadly. Luke Cuddy put forward a cfa for a collection of philosophical essays on Halo. Great topic and I'm sure I'll have loads of linkages to make but I've seen this too late and am tired from my last battle with Deleuze and videogames for the Ludotopia paper. Three days are just not enough for me to get an abstract together given the turmoil that's ongoing at my day-job. Other game-philosophers (or anyone else who's interested) please have a think. This looks like it's going to be a book in the must-have's category. See below:




CALL FOR ABSTRACTS!

Title: Halo and Philosophy

Editor: Luke Cuddy


Abstracts are sought for a collection of philosophical essays related to the Halo series of video games, particularly the First Person Shooters (though an essay on Halo Wars will not be turned away). While the focus of the book will be the Halo games, I would like to extend the possible themes covered to other First-Person Shooter games in general such as Wolfenstein, the Doom series, Half-Life, Golden Eye, Time Splitters, etc. Discussions of the Halo universe that reference existing Halo fiction (The Flood, First Strike, etc.) are also welcome.


This volume will be published by Open Court (the publisher of The Simpsons and Philosophy, The Matrix and Philosophy, etc.) as part of their successful Popular Culture and Philosophy series. This is their third foray into a gaming-related book, the first two being The Legend of Zelda and Philosophy andWorld of Warcraft and Philosophy (which I edited and co-edited, respectively). I am seeking abstracts, but anyone who has already written an unpublished paper may submit it in its entirety. Potential contributors may want to examine other volumes in the Open Court series.


Please feel free to forward this to anyone writing within a philosophic (or philosophically-inclined) discipline who might be interested in contributing.


Possible Topics Include (but are not limited to):

  • Halo and Religion (Forerunners, the Halo structures as salvation, etc.)
  • Science fiction and gaming
  • Life as parasitic, different forms of intelligent life
  • Considerations of Personhood (Cyborg’s and Personal Identity, etc.)
  • Storyline Play vs. Live Play
  • Limiting choices to enhance gameplay (e.g. limiting weapons, grenades)
  • Teamwork
  • Levels of Freedom
  • Halo and Art/Creativity (atmosphere, music, etc.)
  • Is Cortana conscious?
  • First Person Shooters as cathartic
  • Politics: Humans vs. the Covenant (“us” vs. “them”)
  • The learning of virtual skills and abilities
  • Death/Resurrection/Infinite Lives
  • The power of game addiction
  • Halo and Violence (as it connects to violence and video games generally)
  • Other ethical issues
  • Cultural Influences and Crossover (upcoming Halo movie, etc.)

Contributor Guidelines:

        • Abstract of paper (100–750 words)
        • Brief paragraph biography for each author/co-author of the paper
        • Submissions must be by e-mail with MS Word attachment

Abstract Submission Deadline: Currently open until May 15th, 2010 (my initial decisions will be made around this date, with abstracts (or papers) received afterwards being considered on an as-needed basis). Email Submissions to: lcuddy12@gmail.com


Going to Ludotopia 2010

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I am going to Copenhagen. Yes, to Ludotopia. Ludotopia is a rather unique workshop on videogame spaces where contributors actually group together in pairs and prepare presentations on each other's papers. What a great concept!

Here are the details: Ludotopia – Workshop on Spaces, Places and Territories in Computer
Games at the IT-University Copenhagen, 27-29th May 2010.

And, here's my abstract:

Working title: Videogame Wastelands as Non-places of Possibility


Keywords: videogame spaces, non-places, wasteland, possibility, actualisation, perception


Recently, post-apocalyptic wastelands have become a favourite setting of many blockbuster videogames. Fallout 3 (Bethesda, 2008), the Stalker (THQ, 2007) games and Borderlands (Gearbox, 2009) all use the wasteland environment as a backdrop and other games are very likely to follow in their steps. Videogame spaces have been famously described as 'spaces of possibilities' (Salen and Zimmerman, 2004) because they are characterised by change, both procedural and random, as well as by the construction of a narrative and ludic environment as an ongoing process rather than as a fixed entity. Given their potential for flux and nomadic and unsettled experiences of their inhabitants, it can be argued that wastelands in Fallout 3 and Stalker can also be seen as non-places.


The concept of ‘non-places’ introduced by the French anthropologist Marc Augé describes places like airport terminals, supermarkets and others that are not 'relational, historical and concerned with identity'. (Augé, 1995) Void of relations and identity, these spaces are characterised by solitary individuality and the ephemeral. In games like Fallout 3, for example, the various points that the player can visit in the wasteland can be seen as non-places: the historical connections have been lost or subverted and the player, aptly named the 'lone wanderer', is an outsider everywhere. However, Augé’s definition does not fully represent videogame spaces. The wastelands in Fallout 3 and in Stalker actively shape gameplay when events are actualised from a series of possibilities that videogame spaces consist of. Considering this, it would be useful to extend notions of ‘non-place’ to include Gilles Deleuze's concept of the 'any-space-whatever' or a 'virtual space, whose fragmented components might be assembled in multiple combinations, a space of yet-to-be actualised possibilities.' (Bogue, 2003)


Although the relation between Deleuze's and Augé's ideas on space has been debated by critics, the wasteland metaphor describing videogame space explores this connection in-depth. Conversely, the connected notion of the non-place provides a route for researching the lack of identity and the multiplicity that are characteristic of videogame spaces. This paper, in viewing post-apocalyptic wastelands as non-places, argues that the wasteland scenarios not coincidental choices for game-environments but metaphors that describe how emergent types of videogame spaces are perceived.


References


Augé, M., 1995. Non-Places: Introduction to an Anthropology of Supermodernity, London: Verso.

BORDERLANDS (2009), Gearbox Software, PC, Xbox, PlayStation 3

Bogue, R., 2003. Deleuze on Cinema, New York: Routledge.

Deleuze, G., 1986. Cinema 1: The Movement-Image, London: Athlone.

FALLOUT 3 (2008), Bethesda Softworks, PC, Xbox, PlayStation 3

Salen, K. & Zimmerman, E., 2003. Rules of Play: Game Design Fundamentals, Cambridge, Mass.; London: MIT.

S.T.A.L.K.E.R: THE SHADOW OF CHERNOBYL (2007), THQ, PC

(446 words)

Ada

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Today is Lady Ada Lovelace's birthday. She is one person I respect hugely and I'm surprised that she wasn't remembered today as much as I expected her to be. In fact, I don't think anyone in my university remembered despite the fact that we have a building called 'Ada Byron King'!

Anyway, here's a paper that I wrote a while ago on Lady Lovelace and multimedia (I think I've even tried to imagine her as a gamer).

Play as Excavation of Meanings

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A casual glance on the Edge Magazine's website brought this to my attention:

Ian Bogost presented to the audience of the GDC Microtalks session that players play games can be crafted with meanings that players can interpret through play.

Using Ezra Pound’s 1913 poem In a Station of the Metro as his keystone (“The apparition of these faces in the crowd; Petals on a wet, black bough.”) Bogost explained, “The poem doesn't tell a story of any kind. Instead, it presents two sets of clear yet unrelated images. The poem creates equivalence, but performs no synthesis. It is up to the reader to reconcile them.”

This technique - leaving it to the reader to “answer” the questions the poem raises themselves, is something that Will Wright had most embraced of current game designers, said Bogost, quoting Wright’s claims that while “there are a lot of limitations with what we can do with character simulation” abstraction can allow designers to “offload” the missing simulations into the player’s head. (read the full article)

That Ian Bogost has taken the message to such a prominent level is impressive and heartening. It is important to consider the narrative aspect of games and to recognise that this affects the way in which we reach the very heart of narrative itself. This multiplicity of meaning creation and the fact that much of it stays with the reader is not a new element as the example from Pound's poem illustrates. The Edge article goes on to say how the narrative creation by the reader is not an abdication of authorial responsibility but that authorship itself is redefined here. There is very strong authorship but the authorship is that of creating situations with behaviours where meaning is constructed by free play with the things that the author leaves behind. Bogost uses the emphatic metaphor of excavating a ruin to describe this. Ruins (and this reminds me of Borges's 'The Circular Ruins') are loaded with unexplored meaning and can become rich spots of history when these meanings are interpreted. In themselves, ruins are spots of immense potentialities where the excavation can yield myriad different meanings (I am thinking of Shelley's Ozymandias). It is great that these ideas are finally percolating through the boundaries of academia into wider expanse of videogame culture.

Ian's talk embodies something that I have been trying to emulate, albeit not as successfully. Today was a case in point. I went to GameStation today and used my student card to get a discount. The shop assistant was probably not convinced about my being a student (and rightly so :-) ) so she asked me what I studied. 'Videogames' - pat came the reply. Then she asked me (as I'm often asked) whether I made them. After this of course things didn't so well. I said that I researching the stories in videogames and analysing videogames as texts. She looked lost and handing me the receipt, she said, 'Yes, I understand ... it's very difficult to explain what you are doing.' Well, I had my answer.

This has happened to me time and again but this time, I've vowed not to let it happen again. As a game researcher and a long-time gamer, some things are so evident to me that I forget that there are millions of people who do not know the basics about videogames or think that these games are instruments of evil or whose experience of videogames is restricted to Wii tennis. Surely, if we need these people to appreciate the merits of researching games, we need to simplify concepts and use lucid metaphors with whom they can identify. Pretty much like Ian does in his talk.

After all Souvik, it's unfair to assume that people are as bothered about temporality in game narratives as you are ... even if they work in GameStation.

Modern Warfare 2: Review.

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Unimpressed. It was good to be 'Soap' MacTavish again but then again, I guess that was the problem - I didn't find any novelty in the game. The plot was pretty stale and I'm tired of having to be an American Ranger / Marine or British SAS. At least, in the older CoDs one got to play as the Russians as well - Enemy at the Gates style. Are there no other armies in the modern world that are worth fighting in? I'll go for a Foreign Legion game! If I want to court controversy, I'll go for a Hurt Locker videogame or a Battle of Algiers videogame. Now that would have all the tension of a violent FPS but with a complex plot and multiple viewpoints. Not the viewpoints of the good anglo-saxon world versus the bad everything else. CoD 6 could well be renamed 'Blame it on the Russians' - typical Hollywood Cold War plot that's been done to death a hundred times over. Seriously, the invasion of Washington D.C. by the Russians was the ultimate tacky element. Sadly, it also reflects the paranoia of a superpower. Anyway, perhaps the tackiness was the result of an intentional subtext by the designers: I noted that I spent the same time and effort in defending and dying for a) a Burger King outlet, b) a sample American residential area and c) the White House (Whiskey Hotel!) , of course. So the equation seemed liked a+b+c = America and embody the American dream that you stand for. At the end of American campaign, my companions (or is it me?) say that we'll bring Moscow to ruin: eye for an eye, tooth for a tooth, disturbingly. Of course, the whole fracas is the result of a misunderstanding created by two rogue characters in the USA and Russia. All the familiar formulae for a successful Hollywood movie are punched together here but the game very predictably leaves off the 'making sense of it all' to the next part. I really wish Activision invested more in the actual story but then that's me and I'm sure loads of people enjoyed being part of the US and British forces and changing the world through an on-sofa shootfest. Actually, the game reminds me of Die Hard: thoroughly enjoyable for what it is but something that has become the too common and bulk-standard entertainment which could be exchanged for something that explores the issues in greater depth.

The graphics and sequences are good but not better than Modern Warfare 1 I thought (but I played both on Direct x 9, Geforce 8800 GTX and XP Prof 2). MF 1 excels and far surpasses the second game in its sequences and its plot. The Al-Assad plot (although a tad tacky but quite enjoyable , almost like 24, which also has an eponymous character), the spine-chilling Pripyat sequence (especially where a whole battalion walks past while you hide in the grass), the sniper sequence where you try to kill Zakhaev and of course, those unforgettable moments on the gunship where you blow up pixellated enemies still haunt me. I can recollect nothing as impressive as the above in the second game. Except ...

Except the one bit I was not supposed to play for moral reasons. Yes, I was the US infiltrator in the terrorist squad that gunned down all the people in Moscow Airport (now renamed). It was really disturbing, very disturbing. I tried killing one of my terrorist comrades in rage but then the game would kill me off and not let me progress. So it made me a bystander to the carnage but I felt I needed the lesson. This would certainly have made a valuable addition to my trauma paper (co-written with Jenna Pitchford) had I experienced this sequence when I was trying to address the criticism. Play this sequence if you have any doubts about the moral trauma that videogames give rise to /point to. You're not shooting zombies or aliens any more and turning an automatic on people, baggage and glass (somewhat scarily reminds me of the Bombay massacre in 2008) - yes, that makes a difference. To me it does.

The other thing I liked about the game was that whatever you do, your player-character is killed off by the game-plot in a few sequences (opposed to the one in MF 1). For me, this does quite a few things: it highlights the complex phenomenon of death in games and by subverting success shocks the player in his or her state of involvement.


I have quite roundly chastised the designers but I am not so sure now that I remember how the game's credits are designed. These are by far the most innovative credits I've seen in a game for a long time. I was reviewing the game not the credits so the comments above stand; however, in this case, one is left feeling that if one ignores the credits, one misses the point. The credits show the Activision studio where the designers (their virtual selves) walk around the lobby and various parts of their office amongst seemingly alive models of the game-characters who are constantly acting out bits of their in-game roles while standing in areas with a placard about their role in front of them like in a museum or art gallery. The whole place is some kind of videogame Hollywood. Or even a gallery of movie art (there is a section called the Call of Duty museum in the game). Activision is certainly showing the game as an artifice and the plot for what it is - a consumer-friendly tale that the public is assumed to love. I thought when I played the game, that it was way too stereotyped and at times, couldn't help wishing there was some reason behind this. For the first time, I think, I watched the full credits: the designers made their point; they messed up your involvement yet again, made it a meta-experience and left you with a critique of the entertainment industry. That's how I like to read it ... I haven't asked any of the designers.


As a game, I definitely rate the first game higher but that's not to say I didn't enjoy this one at all. I definitely wouldn't put it in my list of ten best gameplay experiences. However, reading the game like I do, from cover to cover, I think I'll take back the 'unimpressed' that I started this post with.

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Recently, commenting on my post 'Qwerty futures' Blogger Andrew said...

It is a problem with any control interface, the granularity, the fact you're working on a 2d plane.

Precision is a major thing to have fun. Or rather, it prevents frustration. No one likes bad control schemes (or poor controllers) - they mean whatever the player does, they fail, lose, or simply take more time the necessary to do things!

Just see the reason why there are no real precise things with the Wii, and you'll see why certain things are pretty impossible with gestures. Even humans are terrible at guessing without stringently precise gestures (Signal flags, deaf sign language, drivers hand signals...) what someone is indicating. It's kind of going backwards using gestures of any kind!

1 March 2010 12:38


I like this and I think it should be a post in its own right. The limitations of signs (especially in the day and age of the 'floating signifier' and the problematised signified) is something that people never highlight when they open vistas of promise with new gesture-based gaming technologies. As Andrew says, the keyboard provides a degree of granularity that is not yet matched by gesture-based technologies. Strangely enough, it is the latter that people consider to be more liberating ... well, all I can say is 'not yet'. If you wish to talk to Andrew here's his site. This last paragraph, however, is not something I have discussed with him so our views may differ.