Interesting Games of 2017: The Personal Is (Still) The Political

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Back in November, I questioned rather “personal games” (or “zinester games,” or what have you) were still a thing. My provisional answer was that they weren’t, at least not in the well-defined “scene” sense that seemed to be the case around 2013–2013. There are simply far too many things being released these days. I can’t even keep up with everything itch.io recommends for me, let alone everything that’s actually put out there.

Still, though, if there’s less of a distinct personal game “scene” these days, no one would deny that there are still small, personal, semi-autobiographical games dealing with delicate subjects out there. There’s just too many of them. But that’s one of the things that criticism is for: to curate. I’ve decided to do my part. The most interesting (which is not necessarily to say successful) personal games I’ve encountered in 2017 are below the fold.

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Games of the Decade: Mood

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I’ve already compiled a list of games that make me deliriously happy and agape with wonder. But not all art aims to create positive emotions such as these. Much to the continued consternation of aesthetic philosophers, human beings have been proven, time and time again, to also like art that makes them sad, that makes them scared, and even art that makes them angry.

The games listed under this category excel at provoking feelings. Not all of these feelings are what I’d call “emotions.” Some of them are too inchoate and undirected to attain that designation. This is raw, bodily stuff we’re talking about here. And unlike my delight category, not all of the feelings provoked in these games are positive ones. Happiness might be undercut by a sense of melancholy. Wonder might be mixed in with dread.

But whatever the feelings are that these games actually offer up, they all display an airtight control of tone. Some might find the end results to be manipulative. And, for some of these games, I wouldn’t deny that charge. But even if we grant it, there is still no denying that these games display top-notch craft in mood-modulation. If nothing else, they are a wild ride.

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The Limits of Disempowerment

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Ian here—

For years, I didn’t know what to do with Anna Anthropy’s Realistic Female First-Person Shooter (2012).

It is, shall we say, a “minor Anthropy.” It’s not one of the games that she includes on her itch.io storefront. If you want to play it, you have to head over here. (It is, unfortunately, Windows-only, although Mac users should feel free to look at this video of the game in action on YouTube).

But despite its somewhat tossed-off status, it is a game I was serious considering including in my article on fumblecore games. There was just one problem: it seemed completely incompatible with my argument. So I swept it under the rug, but kept it in my memory, blinking in the back of my brain, challenging me, keeping me honest.

I think I’ve finally figured out what I want to say about it now, and it’s mostly thanks to the students in my “Frames, Claims, and Videogames” class. I didn’t even teach Realistic Female First-Person Shooter in that class. Instead, my thoughts began crystalizing as students reacted of Alyson Macdonald’s Twine game Female Experience Simulator (2013), one of the most contentious games we played in the course.

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Feeling Through Computers: Videogames and the Bleeding Edge of Empathy

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Ian here—

What follows is an invited talk I gave last month at a university that will remain unnamed. Here, things get a little awkward: the talk in question was actually a job talk, and I am technically still waiting to hear back on the school’s final decision. Hence, the location of the talk remaining unnamed.

Originally, I was going to wait to post this talk until I had heard official word back on the status of the position (whether that news was good, or bad). I’ve decided to post it now, though, mostly because I attended an excellent panel at SCMS 2017, “Video Games and Queer Affect,” chaired by Bonnie Ruberg (an old compatriot of mine from Bard College) with papers by Whitney Pow (with whom I co-organized this conference) and Diana Pozo. Bonnie and Diana’s papers, especially, shared considerable overlap with the trends outlined here, down to including some of same case studies. It seems, then, that this material is very “of the moment,” and I didn’t want to let the opportunity to make is publicly available pass. I’m planning on moving this material forward into an article in the coming months. It’s exciting to be part of a community of peers who finds it as interesting as I do, and I’m definitely going to alter the direction and focus of aspects of this piece in response to the work I saw happening on the panel.

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Lesson Plans: The Definitions and Expectations We Have of Games

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Ian here—

This post serves as a little mini-postmortem on two difficult class sessions in my “Frames, Claims, and Videogames” course. There are multiple overlapping reasons why these class sessions were difficult for me. One is that my lesson had to pivot strangely from seemingly-academic debates on the definition of games to a sudden dive into matters of harassment in game culture. Harassment itself is, needless to say, a difficult thing to discuss in class. It becomes exponentially more difficult when one is teaching  a class with a high percentage of international students, many of whom (thanks to the registration realities of late-scheduled courses) have no particular interest in games, and who simply cannot fathom the cultural forces that align to drive a certain subset of American men to use things like changing conceptions of videogames (videogames!) as an opportunity to harass women online. I mean, how do you explain this, really—to anyone at all, let alone someone completely on the outside of American “gamer” culture?

I won’t go so far as to claim that my approach to this material was entirely successful. (The class did not, for instance, become a platform for thoughtful discussion in the same way my unexpectedly post-Trump-election lesson on the politics of American comedy did.) It was, though, a learning experience for me, so it’s worth sharing some details.

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Lesson Plan: Mattie Brice’s Mainichi and Jason Rohrer’s Gravitation

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Ian here—

Consider this another addendum, this time to my previous post on teaching the concept of procedural representation. These are two more of my favorite case studies to use for that topic—ones that, however, fall outside the designation of “games about squares.” As with the games outlined in my previous post, I teach these via small group work, assigning students to first play these games, and then present to their classmates on them. For these presentations, I direct students to not simply say “this game is about x topic,” but instead say things like “when you do y in this game, z happens.” My aim is to get them to specifically lay out how rules shape player behavior, and provide consequences for that behavior, and how this combination of rules/behavior/consequence can make claims about the how the world works.

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