The Detective’s Gaze

I’ve inaugurated a new video series, on detective games. The inaugural video is an extended version of this old conference presentation, buffed up with new examples and more extensive sources. The second video will be arriving shortly—I knew I’d be super busy as soon as all three of my current jobs kicked in, so I planned ahead and worked on two videos simultaneously during the summer months, both of which I’m hoping to get out the door in September.

Script below the jump.

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Interesting Games of 2018: The Year So Far

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Yes, I’m still alive.

When the end of June rolled around, I thought to myself, “hey, I should do one of those collections of capsule reviews of games from the first half of the year, just like I did last year.”

But then I prioritized peer-reviewed projects I’ve been working on, instead. I’ve had a productive summer, although I do regret not hanging a little “on summer vacation” sign on the blog, so it didn’t feel quite so abandoned.

Anyway, better late than never. Below the fold, you’ll find thoughts on games that have piqued my interest so far in 2018.

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Interesting Games of 2017: GUIness

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I first broached the topic of GUIness in the context of talking about cinema and television. In recent years, everyday, quotidian technology has thrown visual storytellers for a loop. Telephone conversations are well-built into the foundations of cinematic storytelling. Even the most mediocre director can successfully weave a phone conversation into a variety of scenarios, from suspense to romance.

Texting presents far more of a challenge. It’s sort of ironic, really: Even working within the medium of silent film, D. W. Griffith realized how powerfully cinematic a telephone conversation could be, as illustrated in his 1909 film The Lonely Villa. Today, though, texting makes some directors pine for the intertitle, that vestigal bit of cinematic vocabulary that lost most of its relevance with the coming of sound. The most advanced forms of experimentation along these lines have thrown out the traditional language of moving image storytelling altogether, instead telling stories by directly throwing GUIs on the screen.

Google’s 53-second “Parisian Love” ad for the 2010 Superbowl marked an early instance of this trend, but the style soon leaked out of advertising and into commercial narrative filmmaking. The experimental student film Noah (Walter Woodman and Patrick Cederberg, 2013) seems to have been a bellwether here. In its wake, both The Den (Zachary Donahue, 2013) and Unfriended (Leo Gambriadze, 2014) used the technique as a twist on the “found-footage” horror trope. The Modern Family episode “Connection Lost” (2015) brought the GUI style to mainstream television.

When I first considered this trend, I connected it to videogames in only the most slantwise manner. 2017 made me reconsider this, though. We are very clearly in the middle of a GUIness trend in gaming.

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Interfacing Intuition, or, the GUIness of the Detective’s Gaze

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Minority Report (Steven Spielberg, 2002)

Ian here—

What follows is my talk from SCMS 2016 in Atlanta, GA. You can follow along with the visual presentation here.

The moving image and the graphical user interface: they are often regarded as two separate forms, with their own unique histories, and with resulting divergent aesthetics. Recent years, however, have seen this division beginning to break down, as the GUI has gradually invaded moving-image storytelling.

Representations of the graphical user interface have a long history in science-fiction, from the augmented reality elements that clutter the cyborg’s point-of-view to the fantastic potentials of human-machine interfaces. Continue reading