Title: PowerPoint Presentation Lecture
1 computer games fdm 20c introduction to
digital media lecture 11.05.2004
warren sack / film digital media department /
university of california, santa cruz
2last time
- machiko kusahara (waseda university, japan)
robot culture in japan from karakuri (japanese
automata) to aibo and further - on the differences between euro-american
histories of industrialization and the history of
japanese industrialization - why might this influence how people feel about
new technologies?
3last time (continued)
- machiko kusahara (waseda university, japan)
robot culture in japan from karakuri (japanese
automata) to aibo and further - robots (and software) as laborers versus robots
as play things - e.g., nuvo postpet
- kawaii japanese for cute
- e.g., hello kitty.................................
..
4outline
- computer games how do they work?
- how do they work behind the screen? i.e., how
do they work from the perspective of an engineer? - a simple example of pong in flash
- how do they work in front of the screen? i.e.,
how do they work for the audience or participant? - sherry turkle on computer games and processes of
identification - henry jenkins on computer games, gender and space
5whats in a game engine?
- graphics
- physics
- ai
- ...and a lot more
6game mods
- example development environment epics unreal
engine http//unreal.epicgames.com/
7movies with game engines
- example tum raider http//www.machinima.com/film
s.php?valuegenreid3
8programming an example
- pong in flash
- physics what makes the ball bounce?
- ai can an opponent be programmed to play against
a human player?
9games research and development
- example groups and events
- the game developers conference
http//www.gdconf.com/ - game studies academic journal
http//gamestudies.org/ - research groups
- academic e.g., Center for Computer Games
Research, IT University of Copenhagen - industry and, of course, the folks at Microsoft,
Electronic Arts, etc. - art
- e.g., the show Bang the Machine Computer Gaming
Art and Artifacts (Jan 17Apr 4, 2004 _at_ Yueba
Buena Arts Center, SF) - e.g., alternative games competition, Rhizome.org
at the New Museum, New York City, March 2004
10what makes a good game?
11ludology versus narratology
- "One of the reasons I think Myst was successful
was that people are used to being entertained
with stories. There're lots of ways to entertain,
but the two primary ones are storywhich is
television and movies and books and all thatand
the other is gameplayblackjack and football and
Parcheesi. Therere other ones, but those are two
we are very familiar with. I think the mass
market audience is more familiar with story. The
first campfire the guys on the hunt come back
with a story to tell--that is something anybody
can partake in. - Rand Miller, co-creator of Myst and Riven,
speaking about his new game Uru
12what makes a good game?
- play? or,
- story? or,
- realism? or, is it
- something else?
13history of computer games
- see http//www.videotopia.com/games.htm
- see SpaceWar! on the CD for the NMR
- see The Applet Arcade http//www.theappletarcade.
com/ - do games get better and better every year?
- how? is it
- play? or,
- story? or,
- realism? or, is it
- something else?
- or maybe they dont get better every year? maybe
they get worse?
14two issues to consider from film theory
- identification
- how do people relate to the characters and action
on the screen? - e.g., what do women do/think when the hero is a
man versus when the hero is a woman? - what does a designer or filmmaker do to
facilitate the audiences/players relations with
characters and actions on the screen? - e.g., filmmaking techniques POV, suture, the 180
degree rule, etc. - space
15two issues to consider from film theory
- identification
- space
- what is the space of cinema/games? what can the
audience/player see or do there? - what can the designer or filmmaker do to
increase, decrease, or change the space? - e.g., montage and also think about the filming
and editing techniques llisted above concerning
identification
16two issues to consider from film theory
- identification sherry turkle on identification
- space henry jenkins on space and gender
17more than identification
- When you play a video game you enter into the
world of the programmers who made it. You have
to do more than identify with a character on the
screen. You must act for it. Identification
through action has a special kind of hold. Like
playing a sport, it puts people into a highly
focused, and highly charged state of mind. For
many people, what is being pursued in the video
game is not just a score, but an altered state. - from Sherry Turkle, Video Games and Computer
Holding Power
18video games as ...
- video games as metaphysical machines
- ...as perfect mirrors
- ...as drugs
- ...as contests
- from Sherry Turkle, Video Games and Computer
Holding Power
19identification
- Identification is known to psycho-analysis as the
earliest expression of an emotional tie with
another person. It plays a part in the early
history of the Oedipus complex. A little boy will
exhibit a special interest in his father he
would like to grow like him and be like him, and
take his place everywhere. We may say simply that
he takes his father as his ideal. - from Sigmund Freud, Group Psychology and the
Analysis of the Ego - Cf., Jacques Lacan on The Mirror Stage, and
writings about identification in film theory by
Laura Mulvey, Kaja Silverman, Christian Metz,
Stephen Heath, and others
20evocative objects
- What is Sherry Turkle referring to when she
writes about evocative objects? - Melanie Klein, along with Sigmund Freud and
W.R.D. Fairbairn, contributed ideas to make up
what we now know as object relations. First Freud
introduced the idea of object choice, which
referred to a child's earliest relationships with
his caretakers. Such people were objects of his
needs and desires. The relationship with them
became internalized mental representations.
Subsequently Melanie Klein coined the term part
objects, for example the mother's breast, which
played an important role in early development and
later in psychic disturbances, such as excessive
preoccupation with certain body parts or aspects
of a person as opposed to the whole person.
Finally, Fairbairn and others developed the
so-called object relations theory. According to
it, the child who did not receive good enough
mothering increasingly retreated into an inner
world of fantasy objects with whom he tried to
satisfy his need for real objects, that was for
relationships. - Linda M. Woolf, http//www.webster.edu/woolflm/kl
ein.html
21video games discussed by turkle
- space war
- pong
- asteroids
- pac man
- joust
- adventure
- working versions web.utanet.at/nkehrer/jae.html
- history of video games high score the
illustrated history of electronic games by rusel
demaria johnny wilson (mcgraw-hill, 2002)
22how did we get from here...
23...to here?
24space
- In the 19th century, children living along the
frontier or on Americas farms enjoyed free range
over a space which was ten square miles or more.
Elliot West (1992) describes boys of 9 or 10
going camping alone for days on end, returning
when they were needed to do chores around the
house. The early 20th century saw the development
of urban playgrounds in the midst of city
streets, responding to a growing sense of
childrens diminishing access to space and an
increased awareness of issues of child welfare
(Cavallo, 1991), but autobiographies of the
period stress the availability of vacant lots and
back allies which children could claim as their
own play environments. Sociologists writing about
the suburban America of my boyhood found that
children enjoyed a play terrain of one to five
blocks of spacious backyards and relatively safe
subdivision streets (Hart, 1979). Today, at the
end of the 20th century, many of our children
have access to the one to five rooms inside their
apartments. Video game technologies expand the
space of their imagination. -- Henry Jenkins
25space whats a boys space?
- is it a place where boys can...
- enjoy lurid images?
- prove themselves with stunts?
- gain mastery?
- (re)produce hierarchies?
- vent aggressive feelings?
- engage in scatological humor?
- competitively role-play?
- and bond together
- these criteria are from Henry Jenkins article
26space whats a girls space?
- Brenda Laurel says Girl space is a space of
secrets and romance, a space of ones own in a
world which offers you far too little room to
explore. (quoted in the Jenkins article) - Is Laurel correct?
27games and gender
- whats a girls game? The Sims?
- whats a boys game? Counter-Strike?
- what about Asteroids? Space Invaders? Joust?
Tetris? - remember the thirteen-year-old girl in a small
family café in New York Citys Little Italy who
is playering Asteroids at the beginning of
Turkles article.
28hot and cool media
- Telephone is a cool medium, or one of low
definition, because the ear is given a meager
amount of information. And speech is a cool
medium of low definition, because so little is
given and so much has to be filled in by the
listener. On the other hand, hot media do not
leave so much to be filled in or completed by the
audience. Hot media are, therefore, low in
participation, and cool media are high in
participation or completion by the audience.
Naturally, therefore, a hot medium ... has very
different effects on the user from a cool
medium... - Marshall McLuhan, Understanding Media, pp. 22-23
29hot or cool?
- so, are video games hot or cool media?
30next time
- medium as prosthesis
- marshall mcluhan
- norbert wiener