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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Videogame Cat of the Week: Hidden Village Cats

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Among home consoles, the library of the Wii is not particularly well-regarded. I consider it to be underrated in several respects. This is especially true in regards to cats. Judged purely on the quality of the cats it offers, the Wii is probably the greatest home console in history.

I’ve chosen three titles from its library as my next three cats of the week. Up first: launch title The Legend of Zelda: Twilight Princess (Nintendo EAD, 2006).

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Mapping the Synesthetic Interface

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Ian here—

The following is the spoken presentation version of my talk from DiGRA’s 2014 conference in Snowbird, UT. 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.

Today, I’d like to address a cluster of game user interface design options that I have lumped together under the category of synesthetic interfaces. By this, I’m referring to interfaces that perform a sensory substitution, translating the information normally associated with one sense modality into the phenomenal forms normally associated with another. This is part of a larger interest of mine of examining approaches within game UI design in terms of the epistemic strategies they enact when establishing the relation of players to their avatars, and avatars to their worlds.

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