Sunday, 9 October 2016

Response to James Newman

A Response to James Newmans’ ‘The Myth of the Ergodic Videogame: Some Thoughts On Player-Character Relationships in Videogames’ By Edward Waring

  1. What does the author think that games are for, or how they should function?
It appears that Newman believes that games are to be mediums through which players can experience as much freedom and possibility as they can achieve in the real world. I came to this conclusion because their provocations about the limited aspect of interactivity in video games suggest that they desire this as a future possibility. As for whether this will be realised; with the increasing improvements in motion controllers and VR technology this may yet come to fruition.
Newman appears to believe that games should focus more on achieving engaging play and this must take precedence over all other aspects of the game; why concentrate your time on building Lara Croft when you could use low budget cartoon rabbit and have practically the same game?

  1. Why do you think they claim this?
First there is the interesting and pleasurable debate that is brought on by such a provocative suggestion that games are not interactive and visual fidelity holds no merit on the quality of a game. Though many may not even agree with his premise, there is no denying that many did and still do find enjoyment in games without playing actually them. Where it used to be reading magazines and sitting on a sofa watching your friend or relative play, it has now become watching demos and let’s play personalities.
In the case of visual fidelity, I think he makes a great point that most games don’t live and die by the what we see on screen but that rather their ability to engage players. Games such as Undertale have, whether intentional or not, very outdated and low quality graphics; Undertale itself, however, has gained a large and devoted fan base due to its uncommon gameplay and engaging characters.

  1. Who might think differently and why?
Newman raises some good points that necessarily make us question what truly makes not only a good game but a game itself. The arguments against his premise although are far too apparent. In the case of games not needing to be interacted with directly to be enjoyed, it can be proposed that many people who watch others play are actually enjoying the company of the player. Also in order to enjoy a game someone must be playing or interacting with it even if that someone is not you, without someone playing it nothing will happen from which to derive enjoyment.
As for the importance of graphics and visuals, though for many games they could be changed and the game would achieve the same effect, the arguments comes across as being outdated and overly generalizing. This conclusion is drawn from the fact that games such as Tomb Raider (before 2002) mostly just use their aesthetics as pretty window dressing for fun mechanics; they may improve the experience but don’t ultimately change anything to any great extent. However, since this piece was written there have many games that use their graphical prowess as a major focus to appeal to players, The Vanishing of Ethan Carter, and others that use their visuals as a method through which to tell the story, Gone Home; which could still tell the story with lower quality visuals would be unlikely to receive as much praise as it wouldn’t evoke the same lived in feeling as it does in its current form.

  1. How persuasive do you find the author’s argument?

Though I find Newman managed to engage my peers and I in lengthy discussions, too often did I find that we all came to a similar conclusion; the points he raised on games, though thought provoking, ultimately weren’t thought out far enough to answer all the many questions we wished to direct at him in order to clarify his position. Therefore, reading his piece frustrated more than it did persuade. Newman raises many questions but answers very few, great if your goal is to inspire conversations but is lacking if you wish to convince a sceptical reader.

Current books for bibliography


Bibliography
Crogan, Patrick. Gameplay Mode. Minneapolis: University of Minnesota Press, 2011. Print.
Diver, Mike. Indie Games. Print.
Flanagan, Mary and Helen Fay Nissenbaum. Values At Play In Digital Games. Print.
Galloway, Alexander R. Gaming. Minneapolis: University of Minnesota Press, 2006. Print.

Sainsbury, Matt. Game Art. Print.

Multi or Unicursal


I chose the biggest games of last year and sorted whether they displayed either multicursal or unicursal traits. Side missions and open worlds, of course, complicate whether or not a game factors into which option.