The Gaming is Afoot: Sherlock Holmes in Videogames
A Facebook
update yesterday announced yet another Sherlock Holmes adventure: Sherlock Holmes in Japan, written by
Indian author Vasudev Murthy. In the
Mark Gatiss and Steven Moffat production
of BBC’s new Sherlock series, Holmes
himself discusses his detection on his website and Watson records their
adventures on his blog. True to his technology-friendly Victorian avatar in the
canonical stories, Sherlock Holmes has adapted himself to digital media
effortlessly. In fact, if one is to think beyond current digital technology
into the blue-skies tech of Star Trek’s Holodeck,
the ‘Elementary, Dear Data’ episode of the cult SF TV-series features the
android protagonist Lt Commander Data playing Sherlock Holmes’s role and
attempting to solve a crime that would challenge the wits of Holmes himself. The
Saudi Arabian bestselling author, Mohammed Bahareth, in the Introduction to his Sherlock
Holmes in 2012 series, thanks Star
Trek captain Jean-Luc Picard (played by Patrick Stewart) as a major
inspiration. Judging by the very diversely digital contexts created by Murthy,
the BBC, Star Trek and Bahareth in
recent times, Sherlock Holmes, with his mastery over technology and his
futuristic appeal in Conan Doyle’s stories, has adapted himself to the current
digital ethos using his ever-current
technical knowledge to overcome boundaries of space and time.Arguably the most
involving digital Holmesian adaptation and one closest to Data’s playing Holmes
on the Holodeck, however, is the experience of ‘becoming’ Holmes in digital
games. Retracing the steps of the Victorian ‘consulting detective’ and the
continuation of his adventures has always fascinated Holmes enthusiasts and the
writers of pastiche, numbering among them famous literary figures such as
Anthony Burgess and Neil Gaiman. The
Holmes videogames involve both the virtually embodied experience of ‘being
Holmes’ simultaneously with the creation of Holmesian pastiche. Before entering
a discussion of Sherlock Holmes videogames per
se, it might be useful to look at the ludicity or playfulness of the
stories themselves. Holmes’s famous phrase ‘the game is afoot’, adapted in the
title of this essay, is a point of departure here. Allegedly a borrowing from
Shakespeare’s Henry IV Part 1 (Act 1
Scene 3), this Holmesian quote features in the Canon in ‘The Adventure of the Abbey
Grange’ where Holmes tells Watson: ‘Come, Watson, come! The game is afoot. Not
a word! Into your clothes and come!’ This usage plays on the many
meanings of ‘game’: game as something
that is hunted and game in the sense of the ludic. The association is carried
into the world of Holmes pastiche: the film, Sherlock Holmes and the Game of Shadows and the third episode of Sherlock (‘The Great Game’). In both of
these adaptations, Holmes meets his arch-enemy Professor Moriarty and both
contain elements of puzzle-solving, riddles and overtly gamelike activities. In
‘The Great Game’, Moriarty, Holmes and Watson (after all it is he who has an
explosive jacket strapped to him), seem to be playing an Alternate Reality Game
(ARG). ARGs usually connect closely with
videogames because of the multiplicity of networked narratives and the
transmedial storytelling that such games facilitate. This rather oblique
association of Sherlockiana with videogames is intriguing and perhaps the topic
for another discussion. For now, it will
be useful to return to the broader discussion of the detective story as game.
The hunting of
the criminal by the detective operates in the sense of tracking game while the
detective story is itself a rule-based entity that involves a play-like
experience. As such, many commentators on detective stories are quick to point
how they seem to follow sets of rules and conventions, almost like games. The rules
of the detective story get a greater focus in
Roger Caillois’s 1941 essay ‘The Detective Novel as A Game’ (published
as Le Roman Policier):
[T]he reader opens a thick folder similar to a dossier of a case in
progress. It is filled with police reports, the depositions of witnesses,
photographs of fingerprints […] which together constitute the necessary
evidence. Everyone must study this
evidence and deduce from it the identity of the criminal: his name is sealed in
an envelope which the enthusiast can always rip open in a moment of despair and
which contains in addition the whole solution of the problem he was supposed to
solve himself.
Caillois goes on
to say that ‘when the novel is
freeing itself from all rules, the detective
novel keeps inventing stricter ones. Its interest, its value and even its
originality increase with the limitations it accepts and the rules it imposes
itself.’ For Caillois, therefore, the
detective novel is ‘not a tale but a game’. As one of the pioneering theorists
of games, Caillois makes a substantive link between games and storytelling when
it comes to detective fiction. Pace the
so-called Ludologists, who invoked his theories in their foundational research
of Game Studies and argued that games and storytelling were mutually exclusive
entities, Caillois’s definition of detective fiction clearly points to an
obvious synergy between the two. However, to return to the discussion of the
rule-based ludic narrative, Umberto Eco in an essay on the narrative structures
in the James Bond thrillers describes the story as a set of game rules, almost
chess-like in the terminology used (Bond moves and gives a check to the
villain).
However, in his
own detective novel, The Name of the Rose,
Eco creates ‘a mystery in which very little is discovered and the detective is
defeated’. Brian McHale calls Eco’s novel ‘postmodern’ precisely because of its
strategies for destabilising the world it projects and its disorientated and
displaced notion of space. According to Michael Holquist, postmodern novels,
such as the works of Alain Robbe-Grillet and Jorge Luis Borges, ‘use as a foil
the assumption of detective fiction that the mind can solve all’. The
rule-bound and formally structured idea of the detective novel is challenged in
such notions. If, as Caillois claims, the detective story keeps inventing
stricter rules that it imposes itself and thereby plays itself out like a game,
then one needs to accept that as in any game the rules themselves allow for
such a variety of play-experiences. Helmut Heissenbüttel, in his essay ‘Rules of
the Game of the Crime Novel’, argues for
a ‘between-ness’ in detective novels that enables the ‘reconstruction of the
trace of the unnarrated’, which is the governing logic of the detective
story. Something remains that is not
revealed; the detective can only reconstruct the event through a ‘trace’ and
this, by definition, is something that can turn into the ephemeral. Heissenbüttel’s search for the rules of the
game that he sees in detective fiction leads him to the following conclusion:
‘Within the framework of its rigorously calculable schema, the reconstruction
of the trace of the unnarrated permits ever new combinations of possible
contents.' The detective story, like a game with its rule-based framework, can
be played over and over to produce ever new combinations of tales.
Like a
videogame, one might argue. It is now a critical commonplace that some
videogames easily qualify as storytelling media, despite many earlier debates
in the still-young discipline of Game Studies. In More
Than A Game, his early analysis of the story in videogames, Barry Atkins
states that ‘it is at least
as important to pay close attention to the ways in which games designers and
players have exploited the strengths and weaknesses of the modern computer as a
vehicle for the delivery of fictional texts’. In his book, A Mind Forever Voyaging, Dylan Holmes states that ‘it wasn’t until
the latter half of the 20th century that a different kind of medium
emerged, one that allowed the consumer to actively change a story rather than
simply absorb and interpret it. This was the videogame.’
Of the detective stories
themselves, perhaps the most common objects of pastiche are the Sherlock Holmes
stories; like videogames they have involved active reworkings of the Holmesian
narrative. Consider stories such as the
series by Laurie King where Holmes has married the younger detective, Mary
Russell, or in The Improbable Adventures
of Sherlock Holmes where Holmes meets H.P. Lovecraft’s fictional monstrous
cosmic force, Cthulhu and other famous
contemporary literary creations. Not surprisingly, then, the Sherlock Holmes
pastiche has found a suitable medium in the videogame. Starting with the DOS-based
games such as Sherlock and The Lost Files of Sherlock Holmes (1992),
the Sherlock Holmes videogames became part of the adventure game genre,
providing players with the options of interacting with characters through a
command menu with speech / action icons and navigating to various locations in
Victorian London.
Sherlock
Holmes: The Mystery of the Mummy (2002),
developed for the PC, was the first in the line of a Holmes videogame
franchise created by the game studio Frogwares. The company went on to make
other Holmes games such as Sherlock
Holmes: The Case of the Silver Earring (2004), Sherlock Holmes: The Awakened (2006), Sherlock Holmes versus Arsene Lupin (2007), Sherlock Holmes versus Jack the Ripper (2009) and the recent Testament of Sherlock Holmes. Adapted
from an unpublished Holmes pastiche by the game’s designer Jal Amr, The Case of the Silver Earring earned
mixed reviews. Gamespot, the international videogame review website, gave it
7.3 out of 10 and the reviewer described the game thus:
All you do is exhaust a
preset series of dialogue choices. There's no true interaction here, which can
make it feel like you're just along for the ride. Searching for clues can
sometimes make looking for a needle in a whole row of haystacks seem easy by
comparison. The game's environments are richly detailed, and you're expected to
find little strands of hair or suspicious smudges in them. Real-life crime
investigators might engage in the equivalent of pixel hunts, but this is a
game, and games should be fun, not frustrating.
Although The Silver Earring is an early game in the series, it nevertheless
reflects how players have responded to the Holmes videogames by Frogwares On
the one hand, there is criticism on account of often frustrating gameplay; on
the other, these point-and-click games, as carryovers from the popular mystery
adventure-game Myst (1991), manage to
capture the interest in puzzle-solving that is characteristic of the game’s
genre and also stay true to the Sherlock Holmes canon. In many of the later games,
Holmes encounters illustrious fictional contemporaries such as the master-thief
Arsene Lupin, Jack the Ripper and Cthulhu thus expanding the Holmesian
experience into the world of pastiche.
To take a case in point: while
diehard fans acclaim the Arsene Lupin game
(the third in the series) for its intricate storyline and plot twists saying
that it is ‘a “game” within a “game,” a meeting of the minds and a
remarkable battle of wits’, others find the gameplay involving looking for
clues in a vast 3-D environment quite frustrating. As in the earlier The Awakening game, the combination of
standard shooter game controls and adventure game mechanics proved cumbersome
for the ordinary gamer and more so because these same controls made the
gameplay experience much smoother in contemporary shooter games such as Half Life (1998) and Max Payne (2001). Sophia Tong, reviewing
the game calls it ‘a solid adventure title if you like pixel hunting
in a 3D environment while solving riddles and the occasional obscure puzzle’
but with the caveat that ‘[h]aving the game in 3D allows the player to feel
like they're in the world, however it impedes the gameplay when items are
difficult to find.’
Within the
adventure game genre itself, the critique of the later Frogwares games changes. GameSpot, in its review of the more recent Sherlock
Holmes versus Jack the Ripper, praises its storyline and detailed
investigative procedures but agrees that ‘anyone who favors innovative adventure
gaming might find that the quests and puzzles are a little too orthodox.’ The game’s graphics have
been criticised: ‘It isn't quite as gruesome as it sounds, because the bodies
are replaced with cartoonish dummies that bear just the slightest imprint of
the murderer's attentions with his knife. Slashed throats, for instance, look
like they could have been drawn on with lipstick.’ Nevertheless, the
very experience of being able to investigate the notorious Whitechapel murders
and the lure of solving one of the world’s most intriguing unsolved crimes is a
bonus for any Holmes fan. Indeed, besides the printed stories, Holmes has come face-to-face
with the Ripper in films such as Murder
by Decree, starring Christopher Plummer as Holmes, and in works of fiction
such as Michael Dibdin’s The Last
Sherlock Holmes Story Given the
mixed responses to the ‘canonical’ Holmes videogames, it would be instructive
to examine how far the adventure-game genre itself fits in with the idea of the
Holmesian experience. The adventure game
is comparable to Tzevetan Todorov’s description of the whodunit where he
sees the detective story as the story of a crime and the simultaneous story of
its detection (which is usually also an explicit acknowledgment that a story is
being told). The clues need to be discovered, pieced together and the narrative
woven into place. Usually, if even one clue is not unearthed, the game becomes
a frustrating activity that refuses to go beyond a fixed narrative point. In
Todorov’s other type of detective fiction, the thriller, suspense is a major
characteristic and the movement from the cause to effect is one that happens as
the reader reads the narrative. This is perhaps the type of narration that is
most often associated with videogames. When Max Payne, the protagonist of the
eponymous videogame, walks through the noir
environment of Manhattan hunting for the city’s drug lords, the player
experiences the spine-chilling fear of imminent death at the hands of some
armed junkie lurking in the next street corner. Arguably, although reported as
closed cases by Watson, the experience of Sherlock Holmes stories is often
every bit as immediate, whether one follows Watson on the Grimpen Mire or
Holmes at the Reichenbach. As Steven Doyle and David Crowder remark in Sherlock Holmes for Dummies, ‘the most
common event is for Holmes and Watson to go to the scene of the crime and
investigate. Time and again the famous duo is on the case together, and these
scenes are often crowned by an exciting example of forensic crime-scene
investigation by the Great Detective’. Indeed, not always is Holmes provided a
risk-free future – he ‘dies’ in ‘The Final Problem’ albeit to be resurrected by
Doyle because of public demand. As such,
one might argue that, especially in an interactive medium that lets the player be Holmes, the point-and-click clue
hunting and puzzle solving does not adequately capture the thrill of the
Sherlock Holmes experience. What would
better address the complaints of the reviewers and the gamers the world over
would be a Sherlock Holmes videogame that brought together that complex mix of
hands-on investigation and reflective deduction, or in effect combined Todorov’s
two categories of the whodunnit and the thriller, which is typical experience
of the original Holmes stories as well as pastiche in various narrative media.
Two recent videogames that remediate the
detective fiction genre are useful models for how future Holmes games could
better reflect the experience of the original stories. Heavy
Rain (2010), released for the PlayStation 3 console, has been described as
a ‘murder mystery, albeit with some of the trappings of the filmic thriller’.
The game is a powerful interactive drama (its developer David Cage calls it
‘interactive cinema’) that succeeds in creating an emotional bond between the
player and the game characters through a plot that involves the tracking down
of the ‘Origami Killer’ whose victims are all discovered drowned four days
after they go missing. As the
protagonist whose son has gone missing and as a variety of other characters
such as an FBI-operative, a journalist and private detective, the player builds
up a tissue of narratives that are ‘defined by its choices and its actions’. In
further praise for the game, Dylan Holmes states:
Heavy Rain strips away all possibility for power-gaming. My
character has no stats, no clear foes to battle, no inventory to fill up with
collectable objects. The game is focused solely on its narrative, and so I can
make choices only within the context of the story. In the opening scene, I
chose to blow off my work and watch TV because I wanted to watch TV, not because I thought it would aid me in any
way. This freedom to choose for choosing’s sake has always been rare in gaming,
largely lost in the shuffle towards clear consequences for every action.
The freedom of choice
within the narrative’s boundaries adds to the intensity of the experience.
Moreover, there is no ‘Game Over’ screen when the character you are playing as
dies; unlike in other videogames, death is final – although the story carries
on through the other characters. The game stresses the importance of drama and
emotional experience and many of the decisions need to be made in the heat of
the moment as opposed to the repetitive puzzle hunts in the adventure games
described earlier. Now, is this also not what one would expect from Sherlock
Holmes were he to be in search of the Origami Killer? Despite the common
impression of him as a cold thinking machine, even within the canon Holmes
shows emotion for Irene Adler and also for Watson, when the latter is wounded
in the ‘The Adventure of the Three Garridebs’. In later adaptations such as the
2009 film, one finds that
‘Sherlock Holmes has been injected with a new energy. In 2009 we are just as
likely to find him waking up naked while tied to a bedpost following a night of
(heterosexual) passion, or swinging on a chandelier to escape in the Lord Chief
Justice’s palace in London, as assessing incriminating evidence’. Clearly, the adventures of Sherlock Holmes
involve a considerable degree of thrill
and adrenalin (and even emotion) in the canonical stories and, therefore, pastiche as well. Holmes, therefore, would
make an ideal protagonist of a first-person shooter or roleplaying videogame
that involves puzzle-solving as well as the thrill of facing imminent danger
such as the hunt for the Origami Killer of Heavy
Rain would entail
Heavy
Rain is not the only detective story to make its mark in the videogame
medium in recent times. Even those who did not like Heavy Rain, as much, are enamoured of a later crime-thriller
videogame, L.A. Noire (2012) as blogger Zachary Oliver reports:
I’m not too big a fan of the “interactive movie” style, yet I really
think L.A. Noire has a great handle on how this thing should work. Of course,
the key is “interactive”, and not movie. […] The game puts you into the shoes
of an honest-to-goodness detective from the late 1940s, and you do exactly what
the technology of the time allowed you to do – no DNA, no security cameras,
just some natural good sense and deductive reasoning (both of which I have
neither). That’s great! I like this; I was never a fan of adventure games,
simply because the logic and reasoning behind the sequences was mostly a
one-off, and divining the developer’s intentions wasn’t fun at all – it was
frustrating.
Cole Phelps, the
protagonist of L.A. Noire , drives
around Los Angeles and has considerable leeway
to carry out investigations .
Although the game makes the player
choose from a number of options, it provides a large number of choices and
leaves crucial decisions to the player’s own intelligence or intuition,
especially when the player interrogates suspects. One is tempted to imagine the
same happening in Sherlock Holmes games
– driving around in the proverbial hansom across Victorian London and trying to
outdo Holmes himself by using one’s own methods to solve his cases would
be a dream come true for Holmes fans. Data, in the Star Trek episode, aims to achieve just
that through the Holodeck, albeit with near-disastrous consequences in his
case. Although not replicating Data’s Holodeck experience, it is heartening to
see that recent Frogwares titles such as
Testament of Sherlock Holmes have
been shifting towards more complex modes of gameplay. Commenting on a forthcoming title, Olga Ryzhko
from Frogwares tells us what players can now look forward to:
With
Crimes and Punishments, the player
has to decide who is guilty and why. We’re giving you the ability to decide
peoples’ lives and your choices can save or damn them. I’d say the game sets
two main questions for players to answer: ‘Who is guilty?’ and ‘How are you
going to handle the situation?’. You’ll have to assume responsibility for your
choices after you’ve made them, and you’ll end up facing the moral
consequences, whatever they might be. Altogether the game has eight cases to
solve, with every case having three to five possible solutions decided by your
choices.
The new Holmes game in the series, Crimes and Punishments will be using the
Unreal 3 game engine ( used to build famous shooter games such as Gears of War and BioShock: Infinite) and this might be a game-changer, literally,
for videogames based on Holmes’s stories.
Bran
Nicol, in his essay in Sherlock Holmes and Conan
Doyle: Multimedia Afterlives , points at the remediation of the
concept of Holmes as a thinking and crime-solving machine. Nicol states the
2009 film envisages
Holmes ‘as a figure just as “computerised” as the gaming action heroes who
feature increasingly in popular cinema, such as the Prince of Persia or Neo
from The
Matrix , and
transmogrifies the Holmesian method into a kind of onboard computer geared up
to enhance bodily performance’. Benedict Cumberbatch gives a similar impression
in his portrayal of Holmes from the very first scene of the Sherlock series where he hacks the
mobile phones of all the journalists at a press conference called by the police
with the text message ‘Wrong’. With the digital appropriation of Holmes’s
character itself, the narratively-rich space of possibilities in Doyle’s
stories lends itself to digital
recreations where Sherlock Holmes enthusiasts can explore new combinations of
Holmes mysteries. It is possible, today, to argue that in the videogame medium,
Sherlock Holmes is ready to go the next step beyond earlier narrative media by
adding to the complexity of videogames and to the way the very genre of
detective fiction has been hitherto conceived. Doyle himself has left readers
with the freedom to ‘do what you like with him’; It is hardly surprising, therefore, if they
want to step inside 221B Baker Street and become Holmes himself. Judging from the
extremely immersive narrative experience that videogames provide, it is evident
that the expectations for such interactivity as raised in the printed stories certainly
finds a fuller expression in videogames. However, although the present Sherlock Holmes games
are yet to meet such expectations, they are not too far behind as game design keeps
evolving and the videogame grows up as a storytelling medium.
Gaming Ek Khoj, or In (re)Search of Gaming at the ‘Khoj Gaming Residency’
It has been a week almost since I was in Delhi speaking at the Khoj gaming residency. I was supposed to send in a report as the visiting speaker, consultant or what-have-you and I’ve been quite late with it. What I saw amazed me. From a card game on Malaysian politics to a potential adventure game / RPG on a mysterious severed hand of a Georgian queen buried in old Goa, the resident artists and developers came up with some superb ludic ideas. Since this ‘Ludus ex’ post has to double as a report, I’ll discuss my sessions with the participants, one by one. I should also say a few things about my own talk; well, perhaps, more so about the fifteen questions that I fielded after I finished.
The Buddha with a gas mask: wall painting near 'Khoj'
After making its way through the labyrinthine bylanes of Malviya Nagar, the auto-rickshaw stopped near a bizarre painting on a dirty yellow street wall: Buddha with a gas mask on. My sixth sense told me I was approaching Khoj. Once inside the plush cafeteria of the institute, my hosts introduced me to Zedeck and Munkao. They wanted to know what I do with narratives and videogames and soon the conversation turned to why we differed over Fallout 3 and New Vegas and whether Rome: Total War could be more real than Livy or Tacitus. After all, historians’ accounts are never un-mediated. But is a videogame capable of reflecting and reflecting on reality? Zedeck and Munkao have created the Malaysian Politics card game and this has now gained popularity in Malaysia and they have a photo posing with a leading politician to prove this! So how could one improve the idea? How could more layers of story be made to meaningfully add to the game? Coming back to the issue of whether representations of events can be unmediated, one of the ideas that emerged was the importance of media in putting forward political messages. Politics itself, as construed through the newspaper medium, is a major force in molding public opinion and culture. This is a rule-bound activity usually with set goals and a set of people who agree to ‘play along’. In a way, then, a game. Made me think of the narratives that are constructed in the quotidian interaction of the adda sessions in North Calcutta, where armed with a newspaper, the couch (or rather, the charpoy) politicians gather together to play out the political future of the state or the country. Effectively, the newspaper, cut-up into very subjective chunks now forms a card game through which the political opinion is then mediated. Sometimes, you play one newspaper ‘card’ against another such ‘card’. This plays out as a critique of how media shapes political opinion and how different newspapers play against each other to create ‘news’. Think about it: it is a game that we play every morning. Zedeck and Mankao’s game Politiko ‘examines such an artificial set of rules submerged in the real set of rules’ they say. But who knows whether the game itself is the real.

'Politiko', the Malaysian politics card game by Zedeck and Munkao
After this, we met Vishal (Vishal K. Dar) and his team. Vishal has recently installed a Mother India statue behind India Gate – on Google Maps, of course. A keen reader of the philosophy of Paul Virilio, he uses games to problematise whatever risks slipping into the zone of easy acceptability and essences. Space, the gaze, memory and immortality were issues that we spoke about. He thinks that the future is clunky and the machine needs to be given its due. Vishal is the perfect speaker for the Philosophy of Computer Games conference and I told him so. We had a long chat on Indian films that have a ludic quality - Mani Kaul’s Duvidha was an example he gave (like Twykwer’s Run Lola Run or Kurosawa’s Rashomon). I could only think of Paheli but it turned out that it was an adaptation of Kaul’s film. He has recently made a graphic novel on Ramayan and here he explores how ideas of disorientation work at every level – even when the hero is hunting; the huntspace is disorientating, he feels. Here, the one appears as multiple and the multiple as one. Deleuzian almost. We also had a discussion of how immortals experience time and how videogames could be used to explore this. Memory was yet another topic that we spent much time over – how does an immortal remember , or forget? We linked this to the memory(ies) of the many saves and reloads of the player in videogames. We ended on the more mundane consideration of whether he could port his graphic novel app to non-Mac platforms. As I was to discover later, the residency artists could be broadly categorised into the ‘serious gaming’ group and the ‘philosophical games’ group. Such a categorisation is mine entirely and the groups are not mutually exclusive.
Akshay Rathore and Pramod Kumar again fit into these respective groups. Akshay is designing a game on the rising onion prices – a ludic socio-political statement. The immediate connect that I made was with newsgaming (www.newsgaming.com etc) and the book Newsgaming by Ian Bogost, Simon Ferrari and Bobby Schweizer. Over a couple of cigarettes, we went into deeper discussions about what the game mechanic would be if the onion / whatever commodity the game was on could think for itself. Would it not change the parameters for the economic policies? Akshay’s target audience comprises of the farmers of a few states in Northern India and the challenge is to teach them how not to get cheated by the bureaucratic apparatus. As such, we thought we needed the game to use local languages and to incorporate an interface from media that farmers are familiar with e.g. newspapers and the radio. This again will reflexively make them question the authenticity of such media as well. With Akshay’s work, I was introduced to yet another potentially successful concept for a serious ‘indie’ game and I felt that Zedeck and Akshay were working in a similar paradigm and it might be useful for them to bounce ideas off each other. Pramod Kumar, who met me after Akshay, was another artist pondering the philosophical question of the many and the one. Pramod, however, is doing this by remediating a game played in his village in Bihar, Bagh Bakri (which translates as ‘tiger goat’). The game is deceptively simple and he has made an electronic version that he demo-ed on his Macbook. He has been researching this game and trying to make a connect with his philosophical problem for a while now. Although our philosophical orientations are very different, I am very keen to learn more about what he discovers. Currently, it seems that he is also looking at ludic history and has found other very early games in Egypt that are similar to Bagh Bakri.
So after playing Bagh Bakri, what do you do when you are faced with a promising young filmmaker coming to you with a bizarre (and not pejoratively so, at all) concept for a game. Nay, it wasn’t just a concept with Gayatri Kodikal but it seemed like a mission of hers as she told me the story of the Georgian queen who was executed in Iran and whose hand was buried in Goa by the Augustinian Friars (see this ToI article: http://articles.timesofindia.indiatimes.com/2009-04-08/goa/27997831_1_relics-dna-report-dna-analysis). Okay, so this was started by a Georgian filmmaker who made it his mission during the later years of the U.S.S.R and who died without finding the buried hand. The Archaeological Survey of India, however, kept looking and they found the buried hand not very long ago. So how to make an adventure game on the queen? I asked, ‘do you start with the queen or the hand?’ The hand was the clear choice. So we had long discussions on mystery games, slick narrative stuff such as in Heavy Rain and L.A.Noire that she could look at, gameplay as different avatars (one of them her own) and elements of moral choice-making. Wouldn’t it be fabulous to walk around 16th century Iran to track the queen and then to time-travel to modern day Goa for unraveling some secret clues that are being guarded by the local mafia? Well, I’m holding my breath for this one.
After meeting the Georgian queen (or her hand at any rate), I was ready for anything – even sneaking into someone else’s body and ‘becoming’ that ‘some body’ (pun intended). Dhruv Jani has created a sneak-em-up with a difference. There is a puzzle to be solved and there are random people who say random things; the only way to make any sense of anything in Dhruv’s game-world is to ‘be’ those people. This immediately connects to game studies research on immersion / involvement / becoming (these are not interchangeable terms and I personally use ‘involvement’ although I also like Gordon Calleja’s usage, ‘incorporation’). What happens to the self when it enters the other ? Is the initial state of the player a non-self or a some-self? What happens to the some-self when it enters (an)other-self? There’s much to play around with here, methinks. Significantly, the book that I spotted on Dhruv’s workdesk wasn’t a manual on Unity: it was Borges’s Ficciones. My own talk was to begin in a few minutes and I went down the garden towards the forking paths which led to my talk.
I have spoken on gaming and narratives many times before. I can do this talk without any prep, nowadays. I mainly focus on the problems that traditional ideas of narratives encounter when videogames appear on the scene. I started with the issue of multitelic (many-ended) narratives in videogames and how the flow of time is messed up in the most Borgesian ways possible. Prince of Persia: The Sands of Time is my favourite example of a self-reflexive analysis of temporality within a videogame. The scene where the Prince rewinds time after being rebuffed by Princess Farah as he kisses her is a case in point. If you can rewind time and replay events, what happens to your memory? Is there a ‘true’ memory at all? After this, I moved on to a discussion of immersion and submergence and thereonwards to games and ethics; serious games and a broad conspectus of issues in game studies. Then the questions came pouring.
I faced questions on agency (a topic that I always sneakily manage to avoid) and spent some very entertaining minutes discussing Run Lola Run and the priest who only took photos in GTA (for those, interested in my views on agency, I am happy to share the relevant sections of my research). I had people asking me about how videogames work as theatre and how contemporary theatre has been borrowing from ARGs such as The Day of the Figurines by Blast Theory! I quickly pointed back to Augusto Boal’s ‘Theatre of the Oppressed’ and how it, in turn, had influenced some videogame designers and theorists. Then I was asked about whether videogames could not be coded to recognize the player’s age and thereafter intelligently decide the kind of gameplay. The reflexivity of games, the role of the player and how games relate to earlier narratives (I showed the contents page of Cortazar’s Hopscotch) were among the many other topics discussed. I even had a question on technicity and what I meant by it. I thanked God that my PhD supervisors had given me a thorough grounding in JD’s (non) philosophy so it wasn’t too difficult to respond to my ex-Presidencian interlocutor.
My visit to Khoj was a breath of fresh air. Or in gaming terms, finally a new level after replaying that trick scene over and over and getting killed by the game boss. The auto-rickshaw took me past the gas-masked Buddha and then through different bylanes that led to Savitri Nagar, where I had spent my first month in Delhi in a tiny prison-cell like room on top of a motor mechanic's shop. Memories again. Reload.
Before I end, I think I should announce that the residency's programmes will carry on until 22nd September. My heartfelt thanks to Pooja Sood, Prayas Abhinav (who is curating this residency) and Charu Maithani for having me here and being such great hosts.
Digital Humanities Consultation - IISc Bangalore
I confronted that old ghost yet again: that ever worrying
question ‘What is Digital Humanities?’ Like any spectre, this one too is
substance-less yet present. It is like the proverbial trace – the mark that
remains when the thing itself is not there.
A spectre is haunting us; the spectre of (the) Digital
Humanities. Is it here to replace the Humanities or to take away the primacy of
the Sciences? The spectre never ceases to scare. At IISc Bangalore, scholars from all over the
country (well, almost) met for a ‘consultation’ on designing curricula on the
Digital Humanities. It is here that the spectre rose again. For those interested in a more objective account, Sara Morais of CIS has taken detailed notes of the entire proceedings and these should be available on the CIS website. This blog post, however, is about my subjective and often impressionistic engagement with the spectre that I mention.
There was much discussion about the very origin of research
on digital media and its use in India.
Ravi Sundaram of SARAI spoke about the Sarai mailing list, that
excellent and incessant (later somewhat annoyingly so) resource that filled up
my mailboxes with news of cutting-edge research that would have been impossible
without Sarai funding. He spoke of Media Nagar, where contributors published and
posted online and of his experience, in the early days of digital archiving,
with the Labour History archive. Questions were asked about how we can set up
collaborative networks and research writing through text culture. Nishant Shah
of CIS, on Skype from Germany and after suffering the travails of the digital
incompetence of the Indian passport office, expressed skepticism at the growing
enthusiasm about DH. According to him,
in a world which considers data the sole reality, the time-honoured close-reading
that is part of the Humanities is about to suffer a sad end. This met some
stiff opposition from respondents (including yours truly) who saw close-reading
as always have gone hand in hand with data analysis. Indeed, think of the
concordances and unique tools that have been used since time immemorial by
scholars close reading literary texts.
Messing up the order of the presentations somewhat, I think
I need to mention one of the most hands-on papers of the day. Tanveer and Asha
presented on their four-year project of bringing ICT closer to less privileged
children from schools and colleges in different states in India. It was
interesting how, according to their research, the children and their teachers
were quick to dissociate the digital from the Humanities and how the less
privileged children took to the Humanities easier than those who were more
affluent. A quick point to note here is that the Humanities experience of these
children was digitally mediated anyway (via Facebook, Youtube etc) so the distinction
does not really hold. It is perhaps indicative of a mindset that takes to a
watertight categorisation more easily because of the comfort that such fixed
and finite parameters posit. Ashish of IISc spoke about Digital Ecosystems,
using the Indian Government’s UID (Universal Identity ) or aadhar project as his key example. Jim Nye, of Loyola University,
Chicago reiterated the need to teach people how to handle analogue material
before allowing any digitisation initiatives to be started. He cited the instance
of the destruction of invaluable of archival material in Urdu due to the
ignorance of the team that attempted to digitise these texts. Nye also
expressed the need for DH initiatives in India to link with those elsewhere on
the subcontinent.
However, the major ‘find’ for me was Arun Menon – a fellow
game studies scholar when I had lost all hope in finding a kindred soul in
India (can you believe it!) and someone who, like me, ekes out his living doing
other things while secretly remaining committed to the cause of bringing gaming
to academia. Arun and I will have many occasions to disagree, especially when
it comes to the telos in videogames
and suchlike things. However, there is much synergy in our work and it is
heartening to see people like Arun braving all odds and correcting Masters
papers on videogames written by students from English departments. Arun’s paper
was on the potential risks of digital humanities. He sees in DH initiatives an
intense need to legitimise the Humanities by inserting or adding-on a
statistical rigour and a faux scientism (my phrase). He sees as some kind of
last-ditch response of a Humanities that is in crisis. Because of DH, it is
possible that the traditional Humanities will be taken to task and the support
that could have come to the Humanities as such will shift to DH. Again, a
spectre.
I do not agree with such a conclusion but I think I
understand where this is coming from. Here is some brave and plain speaking
that needs to be respected for what it is. The statistical fetish that DH has
shown since its recent birth and the beeline that many Humanities scholars who
still cannot tell the difference between Excel and excellence have made towards
DH, is indicative of the fact that DH is the ‘in’ thing today. Suddenly my research
on gaming has become respectable and even newspapers are writing about me;
shouldn’t I be a happy boy now! Educational bodies and research councils have started
moving their lumbering girths towards a digital starry-eyed future. Arun is
right: the reason behind the sudden focus on DH is a problem. However, as he
half apologetically says, DH escapes disciplinarity. So what the heck is going
on?
Before I attempt an answer, I will need to bring in another
person into this gameplay. Amlan Dasgupta’s contribution to DH in India
(together with that of Sukanta Chaudhuri) is of phenomenal import and the
recent Bichitra project or the online
Tagore variorum, completed at Jadavpur University, is perhaps the single
largest such DH project in the world. How they managed to get this done I do
not know … or maybe I do know – my few trips to the School of
Cultural Texts and Records revealed how extremely dedicated and smart their
team was. But I digress – Bichitra deserves
a much more thorough analysis in a separate space of its own. I was about to mention a few key points that
Sir raised in relation to the future of
DH in India. First, he stressed the importance
of teaching Digital Humanists how to handle analogue material (so that no more
archives get messed up!); secondly, he insisted on the importance of developing
and tweaking tools to suit specific operations in DH and finally, he agreed
with me and stated in no uncertain terms that DH is not a discipline but is
rather an ‘indiscipline’ or non-discipline. Arguing that DH has entered its
third-wave, he wondered aloud about digital surrogacy. So, is the Bichitra
archive a digital surrogate? I would think not but the question intrigues
me still. The other major point that Sir made was about the incompleteness of
the archive – the archive is always being added to and there is no single
heroic authorial character here. It is a community at work. Through and
through. And of course, it is not possible to ask whether you are digital or
whether you are a humanist.
(Fig) My Presentation
I will not dwell on what I had to say as I have discussed my
thoughts many times on ‘Ludus Ex’. Suffice it to say that I made a strong claim
that DH is not a discipline and that its fun lies in its being a (non)
discipline. It is possible to teach it as a discipline if one is after
convincing funding bodies but then that’s like creating a Theory discipline in
the same way that we have Film Studies or Cultural Studies. DH, is for me, a
research modality and not a discipline. Whatever it is, it certainly does not
mean digital archiving alone; if it did, we would have called it so. I stressed
the importance of Digital Culture, introduced Game Studies and showed everyone
the splendid microfiction that Presidency students have been creating on
Facebook. I ended with a Youtube of an Indian bureaucrat vehemently insisting
that having data on the Cloud was disastrous as vital datasets could be lost
when the cloud started raining! The moral was plain: DH teaching and research
needs to take into account digital and web 2.0 processes and technology
seriously. An old-guard luddite turned sudden digital humanist will struggle if
he or she is not able to engage with technology. I’m not a techie can be an
excuse for a few days at most but if we want to do DH, then as the Digital Humanities Manifesto says, ‘Let’s get
our hands dirty.’ That is the only way in which I can face the spectre: by engaging with DH and doing so smartly.
Videogames at the Indian Museum
‘It is the Ajaib-Ghar, the Wonder-House’, Kim replied
(Rudyard Kipling, Kim)
The Indian Museum in Calcutta (now Kolkata) has always been
the Ajaib-Ghar for me. Nowhere as big
as the famous museums in the United Kingdom, the United States or even India,
this is nevertheless one of the most important in the country if one is to try
to make sense of how our erstwhile colonial masters, the British, wished to preserve
our history and exactly what kind of history this could be. Postcolonial
ruminations, however, are a fairly new and post-University phenomenon for me – my
critical faculties become puny in comparison to the wonder and amazement that
somehow returns from my childhood memories every time I stand inside the
colossal entrance of this Wonder-House.
So I was not surprised to see the same expressions of wonder
on the faces of a group of children, of ages six
to sixteen and from mostly from deprived sections of society, when I met them at the Indian Museum. This time I was there to speak about videogames. Nothing different there but last Sunday, I went to teach children about the Roman Empire using the videogame,Rome: Total War. This talk or presentation (someone even called it a ‘performance’) was part of ‘Jadughar Jamjamat’ (or the Museum Magic), a two-day programme by the museum authorities to reach out to children and to promote their interest in the study of history and culture.
to sixteen and from mostly from deprived sections of society, when I met them at the Indian Museum. This time I was there to speak about videogames. Nothing different there but last Sunday, I went to teach children about the Roman Empire using the videogame,Rome: Total War. This talk or presentation (someone even called it a ‘performance’) was part of ‘Jadughar Jamjamat’ (or the Museum Magic), a two-day programme by the museum authorities to reach out to children and to promote their interest in the study of history and culture.
Here I was, inside Kim’s ajaib-ghar
again, introducing the Roman Empire and videogames to kids who probably
knew little or nothing about either. It was a daunting experience for me as I
had to speak in a mix of Bengali and Hindi and to jettison the academic inside
me altogether so that I spoke less gobbledegook to the wide-eyed audience in
front of me. After a mini history lesson on ancient Rome (in which I tried to
sneak in some anti-Empire feeling), a short video of Obelix walloping the
Romans and a longer video from the History Channel’s Decisive Battles series
showing the Battle of Pharsalus (between Caesar and Pompey), I started the Rome game. The Decisive Battles series
shows these key battles as simulations produced via the technology used for the
Rome: Total War game – in effect, all
of the major battles shown here look like gameplay from Rome. So little wonder I chose this as an introduction: it was a
history lesson using videogames and therefore, not very different from what I
was doing myself.
Rome: Total War was
launched and volunteers were invited. Two very young Roman generals came
onstage and each led Caesar’s army against the Gauls. Total War controls aren’t easy for first-timers and certainly less
so if you are ten years old and have a gallery full of other kids checking out
what you do. Point, click and strategise.
I had just explained how the Roman legions fought and coincidentally or
otherwise, both the children who volunteered kept their armies in formation and
beat back the swarming hordes of the Gaulish warband. The Gauls had a reserve
army, however. Soon the Roman legions were routing and their general was dead.
This was the first time I tried to teach so very young
children using videogames. I’ve used Assassin’s
Creed 2 to introduce university students to the Renaissance before this and
Rome to talk about empire and
biopower (about which I should blog sometime). However, this was different and
I think a post-mortem is needed. First, I will know better than to do this in
one hour. Maybe, teaching the controls
first or having a sheet describing the controls would be a good idea. I also
need to cut the background and the talk down to half its length. The point is
to get more kids up on stage and ask them to play. Given that in India, I am yet to come across
workshops which provide participants with individual workstations and that most
of the time you end up watching what others do on a screen, I guess some
participatory activity (such as get help from the audience etc) needs to be
devised to keep the audience involved as well. And oh yes, this time it’ll have
to smaller groups.
All said, however, I enjoyed doing the event and I hope the
kids liked it. For many of them, this was the first time they had seen a
videogame. Some were, of course, pros although the child who played the game
onstage had never used a laptop (as his father later told me). I thank, Sayan
Bhattacharya, the extremely bright and enterprising educational officer of the
Indian Museum for inviting me. I will do more of these things. All said and
done, being able to share one’s favourite RTS game with a gang of kids is a
pleasure in itself. And of course, to teach them to criticise Empire in all its
forms - playfully.
Gouranga!
The word 'Gouranga' can be traced back to the
early Victorian settlement of Saltburn, on the North East Coast line. It is
said to originate from the 'code phrase' that the famous smuggler and vagabond,
Oliver Kitson used when arranging meeting points for his booty to be
transported. Today, this phrase lives on as people daub bridges with Kitson's
phrase 'Gouranga!'
However, the Lucy Norcliffes
apart, although most people the world over might not know what the word exactly
means, many know of its Hare Krishna connection. Many also know of its GTA connection. On the same forum as Ms
Norcliffe, someone else points out that ‘[i]n the infamous-at-the-time computer
game Grand Theft Auto the award for successfully running down an entire group
of Krishna followers was known as the 'Gouranga bonus'. Kushner describes
Gouranga in GTA as follows:
The inspiration
came from his own real-life travels. Whenever he passed through London airport,
he always got hassled by Hare Krishnas, urging him to be happy.
"Gouranga!" they'd say, a Sanskrit expression of good fortune. Baglow
hated it. Then a lightbulb went off over his head.
Back
at BMG, a new build of the game arrived. King slipped it into his PC and began
to play. As he tore down the road, he could see a line of small orange-robed
figures moving down the street. The closer he came, the louder he could hear
them chanting and drumming. Holding down his forward arrow, he careened toward
them, plowing down each one as a point score floated up above them. As he
smashed the last one, a bonus word flashed onscreen: "Gouranga!"
"Dude!"
King exclaimed, "I'm running over Hare Krishnas!"
In GTA: Vice City,
the word ‘Gouranga’ unlocks the cheat mode. Gouranga! Very loosely interpreted
as the bliss of unlocking all the cheats in the game. Incidentally, a Youtube
search for ‘Gouranga’ gives you this: http://www.youtube.com/watch?v=dZe9M6DD-wI.
You can watch the blue car (the player) run over six tiny pixelated orange
figures and some people clearly love it as the comments below the video tell
you. Some people find it ‘hilarious’. You run over peaceful characters chanting
a religious mantra and looking different in their orange dresses. Gouranga!
Gouranga!
The point I am trying to make? Am I to laugh at the
hilariousness of the ‘Gouranga’ episodes, or am I to feel uncomfortable and
play on – after all it’s just a game! So how do I respond ethically?
A while ago, I wrote an article on ethics in videogames
and even earlier, one on violence in videogames. In both, I spoke of having an
open mind. I spoke of morality versus ethics and instead of defining good and
bad within a moral system, I preferred Spinoza’s ethics, I said, ‘Even though
the moral systems may seem to be based on binarisms such as good-evil,
human-inhuman and right-wrong, these categories often collapse and give rise to
complex possibilities that are characterised by ambiguity.’ Morality is
characterised by transcendent values whereas Ethics is the typology of immanent
modes of existence. Ethics exists as an immanent
relationship based on the continuous relations between different actions. Good
and bad, for Spinoza, have a primary objective meaning and also one that is
relative and partial. Expounding Spinoza’s immanent ethics, Gilles Deleuze states that ‘the good is when a body directly compounds its relation with ours,
and with all or part of its power, increase ours’ and the bad is what when it
combines ‘decomposes our body’s relation [...] as when a poison breaks down our
blood’. For Spinoza, the act itself is
not bad or good; it is the relationship between the act and what it does to the
environment that constitutes badness or goodness. Badness or goodness are not tied to the
essence of a particular person or a particular act but rather to the person at
a particular moment and place. I referred
to Spinoza’s famous responses to the querulous grain merchant Blyenbergh’s letters
about the nature of evil to come up with the following formulation for
videogame ethics:
The
player can only choose within the extent of his or her capability within the
game system. According to the framework of immanent ethics, the mode of the
game in relation to the mode of the player-subject will form the basis of
evaluating his or her actions. If the player’s decision creates relationships
that compound his or her power in the game as well as that of other elements in
the game, or if it increases the potential for action, then it is ethically a
good choice. Anything that breaks down or destroys relationships and
diminishes the potential for action will be an ethically bad choice. The
ethical description of the choice will obviously depend on the situations of
the game and the player at that particular moment of choice.
I had written this to comment on the infamous ‘No Russian’
level in Call of Duty: Modern Warfare 2
where you infiltrate the Russian mafia and get involved (unwillingly) in an
operation where people are gunned down in a Moscow airport. It is a gruesome scenario where you are
expected to shoot harmless people who were reading their newspapers or
complaining about delayed flights. When you leave the scene it is a bloodbath.
The game lets you skip the level by warning you that what follows might be
disturbing for you. Of course, you can also choose not to fire any bullet and
remain a silent witness to the crime. I tried to shoot one of the bad guys (my
teammates in this level) and the others killed me immediately and the game
ended. The ‘No Russian’ level, I had argued, wasn’t immoral. This is a risky
comment but one that allows for a context-dependent judgment. The role of the
player is limited and at the same time it puts one in the position of the
people who commit such acts. Could you ever do this? Do you not feel your hands
shaking and the trauma of such an action? In Spinozist terms, the action is bad
because it decomposes the relationship between one’s idea of peace and
sustenance of life when one kills so many people indiscriminately albeit in a
game; on the other hand, for some people (and dependent on the situation) the
action can recreate a real life trauma and problem so that they can better
understand the value of the sustenance of life and of peace. I felt traumatised
when I played this level and maybe the designers wanted me to be. I had lost a
few people I had known in a similar massacre in Bombay. Wonder what the people
who were the killers in Bombay would have made of the ‘No Russian’ level! In
Spinozist terms, even if they considered themselves morally correct (as per
their systems of morality), they would still be ethically bad because of the
decomposition of relationships and life – these scenes in a film or a game
might act as a heightened warning but real life mass murder itself does not
have a constructive angle.
Anyway, so when we run over the tiny Hare Krishna figures
and the game exults with us saying ‘Gouranga’ what are we to make of the
scenario in terms of ethics? The sentences ‘Whenever he passed through London
airport, he always got hassled by Hare Krishnas, urging him to be happy.
"Gouranga!" they'd say, a Sanskrit expression of good fortune. Baglow
hated it[…]’ are interesting. So if I hate their chanting should I run those
people over ? I was playing yet another Rockstar game yesterday, Max Payne 3 (not their original
franchise, I agree), and as Max Payne, I was in a nightclub complaining about
the techno music. So should I have shot the people around me and blasted the high
power speakers with my double berretta pistols? The game would have ended and
anyway it was unnecessary violence in terms of a game where otherwise violence
is the norm and you kill over 30 bad guys in two minutes on an average. In terms
of immanent ethics, I would be breaking down the relationship between myself,
my actions and the surroundings but there would be no constructive
corresponding result. For example, I tell a lie to save a person’s life – I have
done something very bad but ethically I win as the good offsets the bad by sustaining someone’s life and
peace. I tell a lie and get people killed because they trust me and there is
nothing that supports the life-forces in my action.
In the instance of the ‘Gouranga’ event (I prefer this
phrase), running over the orange-pixel ISKCON monks is unnecessary in game
terms. I mean this is not even you being clumsy and driving over pixel
pedestrians. It is you wilfully destroying / decomposing (to use the Spinozist
term) the forces of life and their relationship to you and there is no positive
build-up of these forces in any other sense. This kind of action, Spinoza says
to Blyenbergh, is characterized by badness. What I object to this otherwise
almost forgotten game event is that it celebrates the destruction of a certain
community although this does not contribute in developing our very precious
human relations in any way. My problem is not with the killing: I have killed
more realistic-looking pixel figures in videogames than I can bother to count.
I do not think videogames make us violent (pace
research this way or that); they make us more acutely aware of the trauma
of violence so much so that people might want to eschew it. My problem is with
the blasé shout, ‘Gouranga’ to signal eternal bliss after killing those people
who were shouting the same thing but to foster peace and life. Yes, it is
virtual and little pixels that we destroyed but they stood for people and
peace. The problem according to Spinoza would still be one of badness. Let the
reader/ player decide when to say ‘Gouranga!’
(Disclaimer: The author does not have any link with the
Hare Krishna movement or with Rockstar and although he does happen to live
about 120 kilometres from Mayapur, the ISKCON headquarters, he is not much of a
visitor to religious places. He also happens to be a strict non-vegetarian and
has not yet thought out the Spinozist implications of this; the Hare Krishnas ,
of course, strongly disapprove of eating meat. )
Videogames in India: A Research Survey
I conducted a small-scale survey among the members of the Nasscom Gaming Forum on Facebook for my book chapter on videogames in India. I received 29 responses in all - not much one could call it indicative, I guess. Thought I'd share some of the stats especially as not many such survey results are freely available:
Which videogame genre do you prefer playing most?

Which videogame genre do you prefer playing most?
Which age group do you belong to?
Please state your gender

Please state your gender
What platform do you design your games for?
|
My presentation at NGDC, Pune
So, here's another very long overdue post. Partly, because my students have been asking me ...
A Blogpost ... Much Too Late
Much has happened around me since my last blogpost. There is a new Black Ops on the shop shelves and Altair's descendant is now in America. I didn't buy Assassin's Creed 3 despite the overzealous shop attendant's insistence. Kind of regretting it now. The past two months haven't seen a dearth of gaming activity though - despite the pains of my teaching job. I visited Pune to speak at the NASSCOM Game Development Conference and it is this experience that keeps coming to mind.
Of course, for the regulars in the industry, this post must seem to be irrelevant. Everything that could have been said has been said already. However, one likes to replay old games once in a while. This is such a reload. This year's theme was the rise of the Indies. Despite all the euphoria and the promise, I don't know how much of a 'rise' theirs has been. The stories I hear are still those of one-room offices, bit-work for third parties and teams getting smaller; however, it is my indie friends that give me hope when they tell me that they look for art in games, that one does not need to be born a coder to be able to make games and that passion and not downloads in the Android Marketplace can still be a factor to respect. I met many of the famous people in the Indian industry here - indeed, that was my main reason to go to Pune. Somehow, against all prevailing wisdom I still obstinately want to believe that the mobile phone is not the be-all and end-all for gaming in India; consoles and pcs have a future too. I also believe in the importance of good stories in gameplay and I believe in the day when arthouse games will be a reality.
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