It’s Finished: Let’s Study Half-Life 2

It’s been a long haul, but my series of video essays on Half-Life 2 is now complete.

I have embedded the entire finished series above. If you just want to watch the seventh and final part, it is here. In it, I look at how Valve’s “herding” techniques were adopted and expanded upon by subsequent developers, taking a peek at things like Insomniac Game’s Resistance 3, Monolith Production’s 2000s-era output, and DICE’s Mirror’s Edge Catalyst. I then investigate how the pleasures of the well-constructed linear first-person shooter have been transformed and absorbed into himitsu-bako/wander games (which I just give up and call “walking simulators” in the video, so that people will know what the hell I’m talking about).

Creating video content takes much longer than other types of blog content, but I also find it much more rewarding. (I was right when I predicted that, because my day job has me writing all day long, I would have less patience for it outside of work.) Expect more in the future.

Script below the jump.

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Special Effectivities: On the Intersection of Spatial Knowledge and Bodily Skill

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Ian here—

The following is the spoken presentation version of my talk from the 2013 Philosophy of Computer Games conference in Bergen, Norway. The full paper, as drafted up for the conference’s proceedings, is available here. You can follow along with the visual presentation for this spoken version here.

Over the past decade, the term “affordances” has nestled itself into a firm and comfortable position within the vocabulary of videogame theory, having found widespread adoption among both academic videogame theorists and practicing videogame designers. Exact definitions of the term vary, but within a fairly predictable range. So, for a few examples, we have:

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