Showing posts with label culture. Show all posts
Showing posts with label culture. Show all posts

Wednesday, 6 November 2013

Retrogaming


In Jaakko Suominen’s The Past as the Future? Nostalgia and Retrogaming in Digital Culture, he brings up many issues regarding why we, as gamers continue to return to the old familiar games of our youth. ‘Nostalgia’ comes from a Greek word meaning the ‘agony of coming home.’ It is related to melancholy, sadness even, and a yearning to replay the simple games of childhood, with their clear rules and colorful graphics.

The relationship between games and their ever-aging audience is complicated due to the proliferation of a large number of systems, genres, and characters. That is why certain system mascots have come to be associated as cultural touchstones. These include Pac-man, Mario, Sonic, Link, Lara Croft, Solid Snake, Master Chief, etc. Having these big names in a crowded market allow gamers to see their favorites recreating using new technologies, or simply using the old technologies to keep those favorites alive and relevant.


In the competitive gaming crowd, it is not the latest iteration of a franchise that leagues choose to play, but the stable performer, that is emblematic of the best features of the franchise. This includes such titles such as Counter Strike, Marvel Superheroes VS Streetfighter, or Starcraft 2- all at least several years to over a decade since their initial release.


Sources:
http://www.journal.fibreculture.org/issue11/issue11_suominen_print.html

Wednesday, 18 September 2013

WK2 - Atari Shock & Early History of the Japanese Game Industry

The History of Videogames (Herman et. al.) provides a rich primer to the history of the industry. A sequential list of the important milestones fill in the blanks for people interested in how video games came about. It encompasses 19th century card gaming, to fledging electronics companies to arcade cabinets to home consoles and beyond. From the first tennis-game on oscilloscope, to Atari, Gameboy, to eventually the Dreamcast at the turn of the century, this timeline helps track the development of classic gaming.

The Wiki's on Nintendo (translated as 'leave luck to heaven) and the history of Nintendo, illuminate the background of this company from its humble beginning. They started out making playing cards, moving on to a wide variety of unsuccessful ventures, to making toy products, electronics and finally to its success in creating the video games I grew up with.

Shigeru Miyamoto's interview is a fascinating look into the design process of Japan's most ubiquitous and widely recognized characters, Mario. I had known some of these facts (detailed in a future blog post) but I didn't know how playful Miyamoto was. He describes the joys of discovery, creating games he would himself play and he just sounds like a fun guy to hang around with. One thing the jumped out at me was his decision to make the Mario character appear on numerous games, similar to how Hitchcock makes a cameo in all his movies. This confirms a fan theory positing that all the Mario stable of characters are simply actors performing roles, whether the game involves racing, platform action, party melee fighting or role-playing.1 The interview was conducted by Satoru Iwata, a partner of Miyamoto. It links to another brilliant discussion of theirs regarding the definition of an idea.2

The Short Guide to Japan Bashing offers an honest, objective look at the unfortunate practise of deriding another nation. From pre to post WWII, Japan has been a whipping boy for the West's tendency to fear and mock what it doesn't understand. It doesn't shy away from Japan's own history of colonial atrocities. It touches on economics and the manufacturing powerhouse Japan had become, and their importing habits. "The gap between what Japan consumers wanted and what American industries wanted Japan to want continued."

Chapter 2 in Newman's Videogames focuses on defining what a video game is, and notes that we cannot see them as simply extension of other mediums such as books, plays or film. There is complexity even in the mode of delivery, how and where a game is played i.e. arcade cabinets vs home consoles. He discusses types of games, rules & limitations, and levels of interactivity. Chapter 3 discusses design and development practices, from gameplay types necessitated by hardware limitations (i.e. the side scroller) to development studio and the roles team members perform. It ends with an obligatory section addressing the business aspects of selling videogames, from QA (quality assurance), financing and managing risk.

Works Cited

1 6 Insane Video Game Fan Theories that make total sense #5

2 Iwata - Defining the Idea

Herman et. al. "The History of Video Games", The History of Videogames

Iwata, "Iwata Asks", Interview with Miyamoto, Interview with Miyamoto

Newman. Videogames. Chapters 2 & 3.

Wikipedia, "Nintendo" and "History of Nintendo", Wiki - Nintendo and Wiki - History_of_nintendo

Wednesday, 11 September 2013

WK1 - Cross Cultural Game Studies

Readings Analysis

The Chrysanthemum and the Sword by Ruth Benedict is an essential study of WWII Japan, with an emphasis of understanding the Japanese through their lens, as opposed to an American one. Commissioned in 1944, it is a sympathetic study of 'the enemy' that humanizes the nation while ignoring Japan's own history of conquest. A critique of the book by Sonya Ryang points out this fact, and refered to other critiques, and critiques of those critiques. Some reactions are positive because Benedict's book revolutionized anthropological methodology and it is quoted to this day. Others are critical of its 'new form of racism', seeing the text as only American propaganda disguised as benevolence.

Videogames by James Newman, begins with a chapter that basically tries to defend videogames as something worthy of being taken seriously. I understand the need for that from a scholarly stand point, but as a gamer, it is superfluous. It reminds me of when the late movie critic Roger Ebert decried that videogames can never be considered art (and subsequently recanted that position, having never played them). As he put it, Okay kids, play on my lawn!

Modern Japan: Origins of the Mind - Japanese Traditions and Approaches to Contemporary Life by Aleksandr Prasol is very beneficial to understand the origins of the cultural behavior of modern Japanese. A 1500 year history of the Imperial House of Japan highlights the relationship between leadership and the divine, the loyalties of aristocratic and warrior clans, and the principles of ceremony carried into the modern world. It looks at Japan's mandate to imitate, adapt and innovate, which can perhaps explain the meteoric rise of Nintendo and Sega that took gaming out of the arcades and into your living room.

Note: while creating this post, I messed up and lost my notes. So I kinda had to just wing it.

References:

Benedict, Ruth. The chrysanthemum and the sword N.p.: Marnier, 1946. Print.

Ryang, Sonya. “JPRI Occasional Paper No. 32.” JPRI Occasional Paper No. 32. N.p., July 2004.

Newman, James. Videogames [second edition] N.p.,: Routledge, January 2013. Print.

Prasol, A. F. Modern Japan: Origins of the Mind: Japanese Traditions and Approaches to Contemporary Life. http://login.ezproxy.library.ualberta.ca/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=cat00362a&AN=neos.5