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Category Archives: Column: Why We Play

May 8, 2008

Column: Why We Play - 'All The World's A Sandbox'

how-to-make-toys-10.jpg [“Why We Play” is a weekly column by NYC freelance writer Chris Plante that discusses how video games benefit us when we are away from them, in the real world, and what brings us back. This time he finds peace in the sandbox.]

If there’s one thing I’ve learned, it’s we must obey the rules of the game. We can pick the game, Niko Bellic, but we cannot change the rules.
-Dimitri Rascalov, GTA IV

With college out of the way and my job search begun, I’ve had a fair amount of time to play GTA IV, and, strangely, return to Crackdown. The more time I spend in Liberty City, the more I miss the opportunity to scale buildings in a single bound. It’s not that I don’t love GTA IV’s narrative, or even that I feel it would be bettered by Crackdown’s superhero’s agilities, rather they are like beer to chips, wine to cheese, or coffee to bagels—they perfectly complement one another.

What I enjoy about these particular games, especially Crackdown, is their willingness to give the player complete freedom to the open world. But what, if anything, does this freedom cost the game’s narrative? And why do I find this freedom, unique to the sandbox genre, so damn appealing?

Applying My Diploma

To dig in, let’s take a brief pit stop in narrative theory. From Aristotle to Arthur Miller, a well-structured narrative should always progress by continually re-applying what the audience learns from previous scenes. Like in a detective story, each scene must act as a clue, a small semblance to a cohesive whole.

At the narrative’s climax, the audience should be able to step-away and feel they have all the pieces before them, but that they alone can’t perfectly put them together; yet, when the pieces congeal, when the climax occurs, the story must also feel inevitable, that these pieces were carefully crafted to fall into their particular places. As Hedda must shoot herself, as Major Kong must ride the bomb, as Brody must give the stink palm—the narrative (or fate) has led them to these decisions.

Generally, games obey this cause-effect method tooth-and-nail. Your completion of each level rewards you the next level, the next puzzle piece, more difficult than the last. On a micro-level, the game gradually increases its difficulty by adding and layering mechanics. The designers carefully pace your introduction to skill-sets, weapons, or abilities to complete the game.

While I won’t explore this concept in non-narrative games, they obey similar rules. Tetris increases speed and pieces. Guitar Hero adds another fret.

Continue reading "Column: Why We Play - 'All The World's A Sandbox'" »

April 29, 2008

Column: Why We Play - 'Yours Truly, Friendly Mob'

3_gta_cops.jpg [“Why We Play” is a new weekly column by freelance writer and HardCasual blogger Chris Plante that discusses how video games benefit us when we are away from them, in the real world, and what brings us back. This time – serving time for Grand Theft Auto IV.]

Last night, I joined a large group at the Astor Place Gamestop in New York City to grab my reserved copy of Grand Theft Auto IV. At midnight, their doors opened, we calmly shouted a brief hooray, entered, flashed our pre-paid receipts, took our copies, and made our separate ways into the Liberty City, er, New York City night. After a few blocks, I thought “why did we join together in the first place?” Yet, I wanted to be there along with a couple friends, a few acquaintances, and a whole slew of gamers from across the city.

Originally, I returned and wrote an “intellectual” take on the subject. It sucked. Who wants to read an over-thorough account of a launch party? So, here’s last night's events as they happened, and how they revealed why we all joined together for GTA IV.

The Clock Starts:


9:00 PM - I Pass

The line’s too short. I decide not to skip class. I also grab a bagel.

9:45 PM - I Join Up

I return. The line’s a little longer, so I take my place. It’s quiet. A few people talk amongst themselves. Immediately, I notice the absence of cliché game launch survival kits: no DSes, no Chipotle, no extreme sodas. In fact, the group’s quite the demographic smorgasbord. I ask different people why they chose this GameStop.

“It’s safer at midnight.”
“It’s closest.”
“The hot NYU girls.”

10 PM - The Man Arrives
The PR team (and crowd control) roll down Broadway in a black SUV. They stop a few feet away. A group of late-twenty-somethings hop out decked in GTA IV hoodies and various gear. They toss around t-shirts, pass out foam hands giving the international sign for “shocker,” and distribute Rockstar Social Club stickers like the men in china town promoting strip clubs.

For the next two hours, one of them is constantly strolling up and down the line promoting the Rockstar brand, answering questions, and carefully keeping people both enthused and sedated. It’s an impressive technique in crowd control: “Who’s ready for GTA?” “WE ARE!” They reward us with stickers, and move down the line. Every so often, someone near the front or the back yelps a vulgarity, and we all laugh; otherwise, I continue to wait in relative silence. For a moment, I realize I fulfill the friendless loner stereotype.

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April 22, 2008

COLUMN: Why We Play - “Today, I’ll Stay Inside”

Virtual%20Magic%20Kingdom.jpg [“Why We Play” is a new weekly column by freelance writer and HardCasual blogger Chris Plante that discusses how video games benefit us when we are away from them, in the real world, and what brings us back. This time - a look at some harsh criticism of a gamer upset when her favorite site went away]

I’m a fan of gaming blog RockPaperShotgun. I think they write intelligent, rich, expansive criticism and analysis. Naturally, I assumed RPS readers were equally intelligent and thoughtful - guilty by association. So then what caused a small group of RPS commenters to attack the gaming habits of an eleven year old girl with Spinal Muscular Atrophy, forcing RPS to shut down the post's comment section?

A Little Background

I was born with a full cleft-palate and cleft-lip. Like all children with birth defects, I never considered it a blessing, just a cross I willingly bear. For better or worse, I usually forgot about the scars on my mouth unless I spotted another child staring or heard an adult make an irresponsible hare lip joke.

Now, I’m twenty-two, and I live the average life of a post-collegiate freelancer in New York City. I have a cabinet full of ramen, a loving girlfriend, and parents that still pay my cell phone bill. And my rent.

For better and worse, I like to think my birth defect shaped me into this person. Truthfully, I’ve never been happier.

A week ago, a friend and fellow gamer, Paul Arzt, responded on our communal blog to my GameSetWatch column, “In the Name of God.” He noted the power of games as safe environments, places where we can make mistakes, learn new skills, and create. He then mentioned a now popular news story, the closing of Disney’s Virtual Magic Kingdom.

This story has attracted a vocal response; many commenters have been quick to write it off as the closing of yet another Disney marketing MMO, but Paul showed me the unique response of a young girl named Madison who took the news in a personal way. She wrote this on her online journal:

"My favorite web site, Virtual Magic Kingdom (VMK) is closing May 21st. I’m sad and MAD! I can’t live without my friends on VMK. PLEASE sign my guestbook like a petition to SAVE VMK for me and my friends. Pass my site on to everyone you know so they can help too. I love VMK cause I can WALK, TALK, EAT, DANCE, SHOP and play checkers all by myself.

PLEASE HELP ME!

Love,
Madison
p.s. VMK is GERM FREE too!
p.s.s. and no one stares at me there.

As Paul clarified for me, Madison has Spinal Muscular Atrophy (that likely explains her post-scripts). For her, this game, DVMK, is not just a virtual place she can practice life skills free of consequence, as I mentioned earlier; this is a place where she can live life without fear or shame. It’s a place where she doesn’t need someone’s help to live an ordinary life.

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April 17, 2008

COLUMN: Why We Play - 'In the Name of God'

pray.png [ “Why We Play” is a new weekly column by freelance writer and HardCasual blogger Chris Plante that discusses how video games benefit us when we are away from them, in the real world, and what brings us back.]

Every Friday I go to a class to discuss games. I enjoy our conversations, because they give me a different perspective on stories I’ve played dozens of times. Their rants are like Rashomon, Akira Kursowa’s classic film about the dangers of perspective. For us, everyone’s killed Bowser, it’s how we killed Bowser that’s unique.

As we spent more time together, we noticed our differences. By label some of us are the stereotypical gamers, but then there are a handful of jocks, a few bubblegum girls (who beat my ass in just about anything), professional students, artists, and young professionals. How do we get along so well, when we’re so different? Is this the power of a shared hobby?

To figure out this puzzle, we considered only the essential aspects of gaming. The player. The game. The controller.

For me, a controller works like a pair of shoes. When I sport my kicks, I no longer literally feel the ground beneath my feet. I feel rubber and crusty socks (see: mysterious foot condition). But when I step on grass, I still know it is grass. I don’t have to see it, or even smell it. I feel it, somehow, through the shoes. They’re a tacit part of me.

To bring this back to controllers, in Call of Duty 4, I don’t feel the rubber or broken glass or even the gun in my hand, but I recognize the environment and how I interact with it via my controls. They’re my game shoes, and after twenty years of play they’re perfectly worn-in. The controller is an understood extension of myself.

Our tacit relationship with games through our controllers offers many advantages in real life. They teach us motor skills and linguistics, organization and management, and even bring us closer to the divine. That’s right, God is in the game, or, better, in our interaction with the game, but, out of modesty and complete fear you’ll never read “Why We Play” again, I won’t unpack such a lofty claim in my 5th paragraph on GameSetWatch.

Continue reading "COLUMN: Why We Play - 'In the Name of God'" »



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