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February 2008 Archives

February 7, 2008

Eumemics/Dysmemics

I can't remember what I was reading the other day that provoked this, but, here goes:
if eugenics and dysgenics are the study/practice of the manipulation of genes towards features good or ill (perhaps sinisterly enough, the former is always assumed to be by human intervention while the later has natural decay as its implicit origin), then where are eumemics and dysmemics in our lexicon?

The concepts practically named themselves, and I got all trigger happy about using them when I remembered two things: first, rhetoric already exists, and second, that memes are a great popular notion, but lack a rigorous theoretical/observational background like genetics. But at the same time, the underpinnings of eumemics and dysmemics are present in our everyday world: pretty much any form of media or communication deals with the promotion of a thought, e.g. "buy Denham's Dentrifice" or "I haz a bukkit."

Any communicative art, can, to some degree be considered eumemic. That is to say, such arts are designed to promote/cultivate specific memes which are held to be desirable by their creators. Largely, as a culture, we accept the practice of positive eumemics, or the cultivation of new memes (advertising). However, we tend to frown upon negative eumemics (censorship), but that varies with the cultural climate. Dysmemics, the spread of undesirable memes, is largely a matter of taste. In a somewhat reflexive manner, cultural practices of negative eumemics can be considered dysmemic: censorship may be a bad thing, but that doesn't stop it from remaining a popular idea. Eugenics is a dysmemic idea, despite the fact that we eat foods which are the product of thousands of years of eugenic selection, the atrocities associated with the practice of negative eugenics on humans were so horrifying.

Up until this point, I've really just been having fun with words. But someone asked a question as to what videogames are actually communicating, and asked it over two years ago. I haven't been able to come up with a good answer to that question in the meantime: sure it was easy to waffle and talk about what games could deliver if we wanted them to, but Jenova wrote,

If you ignore the importance of the message, just want to focus on an addictive interactive system, please check out Vegas. Slaughter machine is not a media. Why are there millions of people look down at video games? What kind of messages have we been making in the past twenty years?
Which really throws down the gauntlet as it were. The problem is when evaluating games as media, we're trying to establish the first principles behind what games are. More so than film, it seems to me that television has been rigorously examined in order to derive the effects of a media upon its message. I don't know how many hours a week the average person spends watching films (or in which formats, and all the other questions begged by that statement), but I bet they spend more time watching television. Anecdotally, you should know I'm not a total quitter-pants and googled for the answer to that question ("how many hours a week do you watch movies?"), but google immediately shot back with a page of results titled similar to "How many hours average a week [a day] do you [your child] watch TV?" At the bottom of the page was one result for playing World of Warcraft, and another for how many netflix movies do you watch in a month.

So when it comes to games, what sort of media games are matters. Are they eumemic or dysmemic engines? Do you learn more or less, or rather, do you learn positively or negatively while playing them? There are dozens upon hundreds of questions loaded into "what sort of media are games?" (Interactive Media!)

Games are a very different media from others like television or the web, primarily because of their interactivity. What makes a game a game is still an open debate, even though there are several good working definitions ("a series of meaningful choices," "a closed system of rules with one or more players, a goal or conflict, and a finite outcome"), they all seem to describe a facet of games rather than getting to the axiomatic nature of what a game is. Approaching from the facet of games as media, I'd like to propose that a game is a memetic engine which propogates further interaction with that system. That is to say, a game is a piece of media which provokes play. Eumemic games propagate the meme of their play successfully-- they continue to be played and get based on. We might even risk calling this fun, or a source of fun. Dysmemic games, games which encourage undesirable memes, or do a poor job of propagating themselves and their play. They aren't fun. Other media may require you to suspend your disbelief, but games require you to suspend your disbelief and keep pressing a button.

Thus, while it may be important to load a game with a message or emotional goal, it's important to do so through the game's system. It is, in fact, ok to focus on an addictive interactive system (Vegas baby!), Slaughter Machine IV, or Nuclear Train Strike II: Double Impact (you can actually play some of these now). If you can build a memetic engine which encourages its own play, then congratulations, you've done something I'd kill to be able to do as a designer.

This doesn't let designers off the hook when it comes to the content of their games, but it should give us a different approach to worrying about what game content actually is. Rather than worrying about how much blood their is in a game, we should be worried about the blood generating activity, and why we've been resorting to stabbing/shooting/exploding to create our simulated murder, rather than more sophisticated means.

A slot machine is a perfectly valid game, so long as we recognize the validity of "gambling" as a meme. The potency of gambling as a meme, and its real world ramifications, certainly leave a lot of room for worry: is a slot machine a dysmemic artifact, dispensing a harmful meme with every interaction? The potency of gambling may be the very point. Or is it a meme to be cultivated for profit?

The problem with designing games as memetic systems, as a media fundamentally different from other media, is that formal content must be weighed against dramatic content, and the cognizance of a game's formal system complicates the whole matter. I don't think games will ever escape their dramatic roots in things like Muppet Wedding vs. The Space Mutants , but games will have to escape their roots in terms of simplistic interactions. The future of games as media won't be predicated on trying to design content around a specific message or set of emotions, but trying to design the interaction between player and system as a message. The problem games have isn't that for the past 20 years we've been showing increasingly elaborate murders, races, explosions, and breasts, the pace at which we've complicated and improved all of those things (from ragdoll corpses to jiggle physics) has outstripped the pace we've elaborated on the interactive hows-and-whys behind including those things in our systems to begin with. We've done a poor job of tuning the lever and payout on the slot machine, even though we've made it a helluva lot flashier and exciting to drop quarter in.

I think I've got it wrong at this point. I think there's something more beneath that simplistic conclusion, but I'm not sure yet. Anyway, from fun with words, I'm left with the notion that games are extremely potent eumemic systems, perhaps more potent than the web.

February 12, 2008

Paper #1: A Post In 3 Acts

This post serves to aggregate the three sub-posts that comprise paper number 1. The first act consists of a dialogue I've had with the assignment regarding the website of Raph Koster, a well-respected game designer and outspoken intellectual on that same topic. The second is an analysis of Ben "Yahtzee" Croshaw's satirical critiques, their rapid-fire delivery, and the need for such wall-eyed calls-to-action. Finally, I attempt to justify the existence of my blog in joining this space that is already crowded with fellow would-be critics, commentators, observers, and pundits. The paper begins after the jump.

Continue reading "Paper #1: A Post In 3 Acts" »

February 13, 2008

Jetpack Brontosaurus

I am miserably sick, but today, some bright news (via TIGSource, of course). Oh, it's on:
Jetpack Brontosaurus

"Splendid jetpack dreams of the Apatosaurus named Brontosaurus."
Those gents over at Flashbang may as well put us all out of the game design business.

Continue reading "Jetpack Brontosaurus" »

February 14, 2008

Whose Bookmarks Are Best?

I need to declare a winner in the race for my heart. The contestants are those popular social bookmarking sites (del.icio.us, diigo, reddit, digg, etc.), and they are all racing to be number one in terms of usefulness.

But I think the winner is del.icio.us.

Despite its insipid name, I like del.icio.us. It's got a clean and simple format, it's easy to use, and it's fairly robust. It has a large enough user base that I can cull and glean useful or interesting facts from its social side, and it's relatively painless to use as a bookmarking service.

It has another advantage: because del.icio.us is so widespread and simple, other services can be made to work in conjunction with it easily. Diigo, for instance, has easily imported all of my bookmarks, and allows me to double post them back into del.icio.us.

The problem that I have with social bookmarks is that I have no pressing need for them. I am fairly competent at storing my own information and finding new information without an explicit network of friends to help me. I already know where I can find garbage content to sift through to find useful things. If someone wants to share a link with me, I'll get an e-mail or an IM. That minimal level of entropy is enough of a filter for all the garbage they are looking at, I'm willing to accept that lose of an occasional LOLcat picture that didn't get forwarded my way.

So for being low on cruft, but high on content, del.icio.us, I choose you. But we've got to do something about that name.

February 19, 2008

Profile a Social Bookmarker

I feel a little odd undertaking this assignment: find a social bookmarker and profile them. Profile the dickens out of their interests, and think about how they are related to you by interests alone. So this must, necessarily, be a small investigatory project with a lot of interpretation.

I think I got lucky by finding Graydread on del.icio.us so easily. From what I can gather so far he (or she, but some unconscious gender sense is telling me he) seems to be an Australian teacher (perhaps this school, if an inference can be made from his network), probably of high-school aged students, and massive geek. One of his tags is "discworld_mud." I'll let that stand on its own.

His (there's an interest in sports, cars, and videogames, some I'm feeling more confident in a prejudiced declaration of masculinity) tag bundles include: "AboriginalStudies, Auto, Education, English, Humanities, Games&Simulations, ICT, Linguistics, Literature, Media, Philosophy, Politics, ResearchTools, Science&Psychology, Sport," and, of course, unbundled tags. So his interests are certainly broader than mine, but have a similar overlap in broader areas of anthropology, technology, humanities, and games. Of all his tags, it seems that games are what he most frequently posts about, both critical reading material and links to such necessaries as patches and mods. So whatever it is that we have in common, he seems to get it.

Right now, I'm watching a video he's saved, and it seems, if we are to follow Antonisse's classifications, Graydread is both a geek and a nerd.

I'm at a loss really, for what more I can extrapolate from a set of bookmarks alone: he tends to bookmark in bursts, a few things on a day, a day or two at a time, sometimes more, sometimes less. I think the same can be said for any casual production, whether it is writing or saving something. While his tags are extensive, his comments are laconic: usually they note the bare minimum of content on the available page ("Article on publication of 3 Dick novels"). I think he may be teaching/have taught a unit on The Doll, because a number of his bookmarks tucked in between resources about the play, are labeled described with a simple "cheat site." Expecting to find codes and "1337 h4cks" I was greeted by an essay mill. So he's a savvy teacher. His emphasis on pedagogy (I just realized that "peda-gogy" fits perfectly as a knuckle tattoo) and plagiarism seems to drive this home, but the additional material stored under psychology makes me think that this isn't just a teacher who is in love with his curriculum, but is actively trying to engage his students, to open up their heads and climb around a little bit.

There's a whole section carved out for "e-learning," including an article on how to use del.icio.us as a teaching tool, as well as a number of Edublogs, which isn't surprising given that service's Australian origins.

Something I haven't seen before, but what seems useful, is how he's tagged certain posts with "Dad" or "Becca," familial and familiar names, either indicating things family members can find easily, or things that he saved because he couldn't forward them immediately. Which seems odd, but I imagine based on his rigorously organized bookmarks, he separates his time online between gathering and disseminating links.

His game posts skew slightly towards roleplaying games, both MMOs and singleplayer, with a particular fondness for Oblivion. But racing games, soccer, and the like are also present in a healthy amount.

What first drew me to this profile was a similar number, and eye towards the quality, of bookmarks that talked about games. Now that I've spent a little more time here, I think I have a little more appreciation for what this one person is collecting. It's odd, because I never expected to drill so deeply into an anonymous collection of saved pages and try and re-assemble a person from behind them. But that said, I think I've managed to glean a better perspective on the editorial style behind this list of selections.

February 28, 2008

Diigo Test Post

Dwarf Fortress:About - DwarfFortressWiki  Annotated

tags: dwarffortress, dwarffortresswiki, tarn adams, user community, wiki

The about page for the Dwarf Fortress Wiki, continuing my Dwarf Fortress sideline obsession.

Dwarf Fortress is an ASCII game which includes both a roguelike adventure mode, and the more popular Dwarf Fortress Mode, which focuses on the creation and survival of a small dwarven settlement. It has a very steep learning curve, partly due to its ASCII graphics, but also due to the fact that it is one of the most complex games ever released. Dwarf Fortress is completely free.
Before you play, you must generate a world to play in, which persists until you create a new one. World generation can be time consuming, even on modern computers, but be patient. It's worth it.

This post is to test out the new Diigo's "publish to my blog" feature. That done, I'd like to talk a little bit about my Dwarf Fortress obession. Dwarf Fortress is the under taking of two brothers, Tarn and Zach Adams. In spite (or perhaps, because) of the simple, ASCII graphics, the game has one of the highest learning curves I've ever seen. There are 4 game modes built on top of a persistent world which in turn is built by a random world generator. The game has been over four years in the making, meaning it's been tested and rebuilt extensively. You can build a fortress, Dungeon Keeper style, lose it, fight to reclaim it, adventure like Net Hack, or read through the legends you discover (make?) while playing the game.

Every effort seems to have been made to flesh out the depth of the game. Despite its graphics, Dwarf Fortress is incredibly immersive. The Adams brothers have a flair for keeping new features a secret until they've been robustly implemented: recently, a Z-axis mode was added to the game, allowing players to look down into ponds and lakes. A rabid fan base has coded custom modules, including a 3D visualizer which brings ASCII character world to life in full relief.

The wiki is as good a place to start as any, but I would also recommend googling "Let's Play: Dwarf Fortress." The Something Awful goons have recorded a number of games of Dwarf Fortress, and written a rich history behind each one. They've even managed to work out a kind of multiplayer, where each player controls the fortress for a year, and the passes the save file on to the next person in line, creating a tiny history of the fortress under different rulers. I could go on for days about how deeply, deeply geeky this is, but also how inspiring it is to see a world built by a community and a dedicated hobbyist developer.

About February 2008

This page contains all entries posted to Max Vs. The Internet in February 2008. They are listed from oldest to newest.

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