I Made a Breaking Bad Game!

There will be more on this at some later point, but I’m just making this post really quickly to say that I made a game about Breaking Bad for The AV Club’s Play the Year event for 2013. Making the game was a great experience, and I’m really happy with the final product.

Check it out here.

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Alan Williamson on NiGHTS Into Dreams

NiGHTS is almost impenetrable at first. You enter each dream as a child and walk around for all of five seconds before NiGHTS blasts out of its prison like a fizzing magenta firework. With the Saturn’s dinner plate-sized 3D controller in hand, you’ve barely got time to enjoy the azure skies whizzing past. Rings explode in all dimensions as you pass through them, NiGHTS leaving a twinkling contrail in its wake, crumpling with the speed of the dash. Each stage is a different dream to be conquered before Claris or Elliot wakes up – the alarm clock’s hands grow ever louder as the seconds tick away, chasing you across the level if you run out of time – and in these dreams, any semblance of physical realism gives way to enchanting, impossible fantasy. One minute you’re steering a car across the forest, the next careening through a museum made of rubber. In a dream, anything is possible.

– Alan Williamson, “Christmas NiGHTS Into Dreams retrospective

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Three Animals At Play

Most biologists have assumed that play has indeed had some constructive purpose in species and individual evolution, and their advocacy is itself a much grander conceptualization than any modern attempts to rationalize human play simply as growth or socialization. The question is, are the empirical data of biology what ultimately fuel the notions of progress through play, or do our twentieth-century psychological and educational notions of progress through play bias us in favor of this interpretation of the data?

Sutton-Smith, The Ambiguity of Play p.19

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The Year of the Games 2013

Spark Clarkson does a thing every year where he asks a number of games critics to pick a game of the year and then write a little about it. I was lucky enough to be invited last year and now this year.

I picked Rogue Legacy and Grand Theft Auto V for my games of the year (a full list will show up on this blog in the next week or so), despite the fact that I almost exclusively have ill will toward the latter. I think both of my picks are attempting to contextualize a “game of the year” in what the year actually gave us in games.

In any case, check it out here.

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Thinking with Fungus

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To swing back to literal fungus, the intertwining of life and death has long been a mark of fungoid existence, with the death and darkness of forests being populated by fungus which thrives in the hollow remnants of more majestic vegetative growth. In this sense, fungus is representation of death and not another form of life. The fungal marks the unnerving transitive nature of somaticism — the food of the dead and the fruiting bodies.

– Ben Woodard, Slime Dynamics

Thinking with fungus is a way of thinking through the existence of nonhumans that are so radically “not for us” that we have difficulty even coming to terms with how they exist in the world. Heidegger’s hammer is a famous and accessible example of a nonhuman actor because we understand it as something that springs forth from the human (we made it, after all). It is a child, in some sense, and just like Latour’s Aramis, there’s a deep desire to explain the artifact in its political network of action. The hammer enables us to understand how things experience existence because we understand the hammer. We can analyze the way that a train system fails to come into being; it is comforting in being explicable.

Shitake mushrooms emit water vapor, which cools the air around them, changing the weather and causing wind storms that spread their spores. These mushrooms are literally changing the conditions of reality around themselves in order to procreate. This faculty has largely been reserved for humans — we, the tool-bearing rats, bend and wreck what can live and die and exist in order to make the world safe for our futures.

Fungus in the core room at Chernobyl lives off of radiation. It feeds on the very forces that would shoot through my DNA, knocking it apart. Our species has created the conditions for other, more adaptable species to change and thrive in a world that we’re slowly, but surely, making uninhabitable for us. As a species, we’re doing an awfully good job at lowering the carrying capacity of the planet for humans.

Life after humans does not look like a human. The thought experiment often goes “what will a future archaeologist find and what will she know about us?” I imagine the opposite — a wasteland, covered by splotches of green and brown and red, under a weak sky, bombarded by life-giving solar radiation.

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Wil Shipley on John Carmack’s Code

Carmack’s code at the time was kind of amazing. In the most complimentary way possible, I call Carmack a “coding insect.” Like how a bee knows how to build a hive, Carmack codes with a complete picture in his head of what parts he needs to make a whole. Back then with every generation game engine he’d start over from scratch—I mean really from scratch, not namby-pamby “I rewrote some of the code and called it scratch.” Since his engines ran on a variety of machines and OSes, he wrote every damn function himself. Carmack needs to log something? Carmack writes a logging function. New generation of engine? New logging function. EVERYTHING from SCRATCH.

Because I was young, super-anal, and wasn’t on SSRIs back then, I once asked Carmack why he didn’t use libraries for common functions that he could share between engine revisions. Carmack’s a super-nice guy, but on this one instance he used the “Well, I think my methods work pretty well…” defense. I never suggested coding style changes again.

But, really, for him it made no sense to share code, because, like a bee, it was just as fast to write new code. The template was in his head, he types really REALLY fast—why bother importing something?

Don’t take this to mean his code was spaghetti—it was actually some of the easiest-to-understand code I’ve ever worked with. It has an almost indescribable quality of “obviousness.” Like, you know when a really good teacher explains something, it seems obvious? That’s what his code was like. I mean, OF COURSE there’s a loop where you service the pending events and call a refresh on the UI layer.

– Wil Shipley, “My ‘Doom’ 20th Anniversary Stories

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Memory Insufficient #8

Memory Insufficient #8 is out.

I’m being incredibly serious when I say that every time an issue of this zine comes out, I immediately open it and read through it in one sitting. There are very few places where such insightful writing on games is being done, and a big part of what MI works is that it is focused on history. The history of games remains to be written, and by that I don’t mean to ignore the several popular and academic histories of games that have been written. What I mean is that there is a counterhistory and an oral history that has to be done alongside that, and those things are rarely done until years after the fact; media studies has a bad habit to wait for history to become history before it works to make it more clear. Memory Insufficient is making a real political intervention in this reifying effect, and I wish we could see more of these smaller edited collections pop up.

 

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Lyotard on the landscape

Whether or not you ‘like’ a landscape is unimportant. It does not ask you for your opinion. If it is there, your opinion counts as nothing. A landscape leaves the mind DESOLATE. It makes lymph (the soul) flow, not blood. You do not associate. No more synthesis. It doesn’t follow on. Leave it for later. You pray to heaven, to provide for you in your wretchedness. The wretchedness of the soul rubbed raw by the tiderace of matter.

Jean-Francois Lyotard, “Scapeland”

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An Ad for A Game Design School

This was pushed to me via Facebook sponsored post in my stream. Posted without comment.

game design school promo

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James Stanescu on the Posthumous Critiques of Mandela

And I worry about the kneejerk reactions of radicals to take the death of someone like Nelson Mandela and go, “Yeah, well, he didn’t topple capitalism while he was at it, so I don’t know what the big deal is.” Honestly, what is the psychic economy behind this immediate reaction to his death? I don’t get it. Here is what I do get, however. The next time my white radical friends are confused why our radical spaces are so often overwhelmingly white, or when they get defensive that their radicalism and/or causes are not racist, I am just going to send them a link to this post. If your immediate reaction to the death of a anti-white supremacy leader who was also opposed to capitalism (even if not in the ways or degree you wished) is to question their radical bona fides, then you are obviously engaged in a sort of epistemic blindness and violence. I am not saying we need to turn Mandela into some sort of radical saint, or that no criticism is allowed or warranted. I am saying this sort of kneejerk reaction to his death both have consequences, and is deeply troubling.

“An internet museum of shame for future radicals”:
On the radical anti-Mandela memes

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