Re: Video games, art and noise

Finding a voice between pop and counter-culture.


4+ years ago, when I first launched TheStarrList.com as a Tumblr blog, I sought to explain underground and often dismissed media to the average reader. I donned the blog’s subtitle with “Making Sense of the Media Around You” and filled it with weekly album reviews, DVD to Blu-ray comparisons, and “best of” lists.

I poured my energy into a Top 100 Albums of the 2000s post filled with 100 mini album reviews; ripped and analyzed The Sound of Music Blu-ray vs. DVD, projecting the comparison to an audience more concerned with post-hardcore music and Star Wars (though, I compared that too). There were even experiments with video game reviews from Uncharted 3 to Limbo and micro-movie reviews during Oscar season.

In 2012, I switched from Tumblr to WordPress format to focus on longer-form writing with a bit more structure and professionalism. To my surprise, the blog saw incredible growth, at least by my standards. TheStarrList.com was now a much richer and dynamic experience.

Two years later, I find myself wondering what its primary theme is as it’s beginning to feel like a catch-all for my scattered thoughts.

Art and Noise

Required reading: Video games, art and noise | The Guardian

“It matters to me that on Monday morning, seven million Today listeners heard games being dismissed on the basis of a tiny minority of the annual output. It matters how consensus develops around new artistic forms.” – Keith Stuart, The Guardian

When I woke to The Gaurdian’s “Video games, art and noise” by Keith Stuart, a lightbulb switched on. Stuart’s arguments about loud yet uninformed “minority output” broadcasting to millions, discounting entire mediums and genres had my memory zipping back to my Tumblr blog.

Even with grand-scale digital publishing and hashtag/retweet filtration, there still remains a large population not savvy to the cultural trends of millennials and their collective, connected views of technology’s impression on art. Suddenly it became clear why I had written pieces on Blu-ray remasters of classic films and a defensive for Skrillex.

In my line of work, a sliver of my time is spent curating niche content and broadcasting it to a large audience. Though popular consensus informs us that heavy-hitters will continue to rise to the top, I find more validity in the little guy. Generations will always include masses discounting change and evolution (queue Patton Oswalt on home birth), unwilling to invest the time and effort to understand what makes WhatsApp a worthy investment or dismissing replay rules in professional sports. Cultural relevance is the reason I continue to educate myself on topics I don’t fully understand (and hopefully never will). I fear the day I will fail to understand my children.

“You would never debate the artistic potential of cinema by focusing solely on mainstream Hollywood films.” – Keith Stuart, The Guardian

In defense of Sarah Kent, I understand backlash when taking a hard stance on something I have either strong bias for and/or ignorance of. (See my discourse with @ryanruppe regarding Salon writer Jeff Bryant’s “Common Core propaganda fails“) Hopefully Keith’s piece sparks re-evaluation of video games as art; with outreach to millions, simply writing-off an entire medium/stance/genre is extremely damaging. Raise questions. Avoid absolutes.

My Voice

All told, when I read Keith’s piece, I found my voice. I simultaneously felt his passion for a discounted and controversial medium that is globally enjoyed by hundreds of millions (potentially billions) and understood why I feel the need to disperse nuggets of pop culture into pieces about demographically discounted art. (Queue Glenn Close’s “Devil Wears Prada” cerulean sweater monologue)

“The education system is starting to realize, we feel like we’re competing with this barrage of entertainment that’s around kids, nonstop, all the time. I think initially that was shocking to them. TV is the enemy. Heavy metal is the enemy. Video games are the enemy. They’re starting to ask, what if we could harness that instead of making it the enemy? So it’s actually a parallel maturation.” - Erin HoffmanGlassLab

It should go without saying that today’s technology is ripe to educate on topics previously left abandoned in generational gaps succinctly. However, we are shown time and time again that there is need to challenge generational qualms and societal push-back. It is these generational gaps that keep me finely tuned to the video game industry and passionate about explaining its impact and relevance in the pop culture space.

At an early age, unlike sports or academics, I learn that I could best my parents at video games. It was a participatory and wondrous medium imbued with both technology and art that empowered me to level adult vs. child, teacher vs. student playing field. With that, I sign off referencing links to my reviews and opinions on games that may have been overlooked by the larger audience yet are critical to popular culture; the solitary theme that runs through my blog.

Thanks to Keith for opening my eyes to my writing through-line.


Humanity in Hearthstone: How Blizzard is changing the diversity game.

Monument Valley – A Review: The beauty of brevity. The pleasure of paradox.

1985: Burst and Bloom (formerly “Why Game?“): An ode to the impact of early console gaming.

Journey: 1 Year Later: Celebrating this generation’s most important work of art.


Originally posted on TheStarrList.com

Mobile is burning, and free-to-play binds the hands of devs who want to help

Barry Meade of Fireproof Games writing for Polygon:

In 2013 mobile games made over $10 billion globally and allegedly this is great. $10 billion sounds a lot, it is a lot, but the makers of Candy Crush alone took almost $2 billion. Throw in the top ten and there’s most of your games market gone; hoovered up by ten cute grinding games that are clones of each other. Any remaining change from that money is scraped off the table and scattered across a games industry trying to service a billion devices.

A 2 percent “engaged’ audience does not seem towering in achievement for a creative industry that looks to draw its players into new experiences. We’re living in a world where Netflix’s content inspires hysteria in grown adults, so is mobile gaming really in the same league when 98 percent of its gamers spend more on pencil sharpeners than games made by our billion-dollar leaders?

In my experience, The Room sparks the same water-cooler conversations for non-gamers that Myst did. It appears Monument Valley is doing the same, as experienced with my non-gaming colleagues. I think “the binge” has hindered the TV water-cooler conversation now that everyone is on their own schedule. Delivery of challenging and original yet “polished” and “possible” experiences can bring back the general audience gaming conversations we had on the playground.

Mariothon

A Mario Kart running app.


Recently, Jane McGonigal’s “Reality Is Broken” has encouraged me to spend a lot of time pondering what it would be like to be a game designer; constantly considering the artful blend of psychology and technology and its impact on the entertainment, fitness and education industries.

“ACHIEVEMENT UNLOCKED: wanted to break 6 mins in a mile time trial on the track; ran 5:45 and had more in the tank. #GeeksinSneaks” - Christian Spicer, @spicer

#GeeksinSneaks

While on a jog with the gamified Nike+ Running app, I contemplated this hashtag. Aside from the Geeks in Sneaks meet up group and loads of gamified fitness apps (Wii Fit; Zombies, Run; Kinect Sports Rivals, etc.), I wondered if something more could be done to encourage those identified with the geek community to promote fitness regimes.

Initially, I had the lofty idea of organizing a crowd-funded #GeeksinSneaks race (5K, 10K, half/full marathon) full of cosplay, video game prizes and exclusive comics and geek apparel/memorabilia. If this idea were to draw a big enough crowd, its scale would limit the event to happening at fixed times in fixed areas. It may not be enough to encourage constant activity.

Then I thought about the Nike+ Running app. I am able to use this app on my own time. Day or night, weekday or weekend. While I appreciate the app’s gamification elements, they have now worn off to some degree; however, they were enough to get a jogging regime to stick. I now use the app simply as a fitness tracker. I wondered, “is there another way make running a gamified experience and broadcast it to a massive audience?”

Then it hit me.

Nintendo has repeatedly stated that they have a renewed focus on the smartphone ecosystem and health. They also plan to release Mario Kart 8, a beloved franchise, on May 30th. While real-life Mario Kart already exists, I was unable to find Mario Kart adapted into a running game. What if Nintendo were to release a gamified smartphone running app with the mechanics of Mario Kart built in. Lets call it “Mariothon.”

Mariothon

In Mariothon, players are able to set up a race with up to say four runners. Each player is required to where headphones with an attached button-mic to hear in game alerts and trigger events. At certain distances, players are awarded items (simulating Mario Kart’s mystery boxes) that they can use at their leisure by clicking the button on their headphones.

For example, at a quarter mile, a runner earns a lightning bolt. Once used, an in-game alert informs all other runners in the game to walk until the effect wears off. Another variation might add time to the paces of the competing runners. A banana peel might be used as a surprise attack when another runner crosses a certain geo-fence. Blue shells would have a direct impact on the leader, forcing them to stop dead in their tracks or pausing their “distance ran” meter. First to a specific distance wins!

Obviously, not every run will users want to incorporate the game element. In the event of solo runs, the app could serve as a simple run tracker with many of the same achievements offered in the Nike+ Running app. Cross-brand incentives could also award solo runs. Besting a 7-minute-mile or completing a 10K could unlock characters or tracks in Mario Kart or other console-based Nintendo games. (similar to Hearthstone’s unlockable WoW mount)

As a non-developer, I have no idea if linking players and dropping geo-fenced items is a possibility. I also understand that the initial development of this app would certainly be a huge undertaking. While this would join the many gamified fitness apps on the market, the Nintendo and Mario Kart branding may be enough for it to stick with a larger audience.

Any feedback would be greatly appreciated. Is this something that would interest you? Does this already exist? Has fitness gamification worked for you? If so, what fitness apps are you utilizing and how are they helping?


Originally published on TheStarrList.com

59% of Americans play video games

Owen S. Good of Polygon on the Entertainment Software Association (ESA) 2014 Survey:

Other questions asked of the survey is whether parents view video games to be a positive part of their child’s life; a majority — 56 percent — said yes, though some could view the figure as low given the nature of the question.

I’d say the 56% is positive and more than likely an upward trend seeing that the average gamer age is now 31. Most of today’s parents of 0~10 year-olds grew up with games. I believe they would likely state that games were a positive influence on their lives.

Erin Hoffman, Lead Game Designer at GlassLab Games on how commercial games can engage players in social causes:

Computers and video games have a history of teaching technology skills just by being the way they are, so to be able to get them into classrooms is a very powerful thing. I think you can make the argument that the new SimCity is the most sophisticated toy that’s ever been developed, and it’s just mesmerizing to look at and it’s very real and empowering.

I’d like to think this sentiment is shared by adults who grew up with video games.

How video games can change the world, one child at a time

Erin Hoffman, lead systems designer at GlassLab:

Learning is not broken. But testing is pretty broken. The way that we measure learning has been pretty broken.

A lot of game developers are parents now, and they’re starting to see their kids learn. They’re starting to see what their kids are encountering in the education system. The education system is starting to realize, we feel like we’re competing with this barrage of entertainment that’s around kids, nonstop, all the time. I think initially that was shocking to them. TV is the enemy. Heavy metal is the enemy. Video games are the enemy. They’re starting to ask, what if we could harness that instead of making it the enemy? So it’s actually a parallel maturation. Both the education system is maturing into not seeing video games as the enemy, and game developers are maturing into seeing that there are things we can do with games other than just pure entertainment.

Due to their highly addictive and engaging qualities, I’ve always felt that video games have “magical” potential to foster critical thinking and teach skills on a profound level. The ability to quantify various attributes over simple interactions has an insane amount of potential. (ie. how long does a player’s finger hover over a particular object, how many Hearthstone cards did they analyze before making a play, etc.)

I recommend reading Sir Ken Robinson’s “The Element” for more on standardization’s inability to encourage an individual’s potential. Similar to GlassLab, take a look at Knack.