This Week in Video Game Criticism: On the Perils of Selling Your Game
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from a Japanese lexicon for fun to getting lost in a crowded games market.
This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics ranging from a Japanese lexicon for fun to getting lost in a crowded games market.Mountain Phenomenology
We start out by following up on last week's lively Mountain discussion with this analysis from Ian Bogost, who finds the game exemplifies the concepts of alien phenomenology.
(My own mountain presently has a glittering meteorite, an enormous chair, an even larger analog clock, a bowling pin, and a bottle of rotgut embedded in it. Game of the year.)
Standard Models and Their Derivations
From Kill Screen's Joshua Calixto we find a compelling look into the fighting game community which has emerged around Super Smash Bros Melee and Nintendo's resistance to acknowledging these hardcore players:
For [game director Masahiro Sakurai], Melee was more than a sequel, more than a game even. It was his idee fixe, his impossible ambition to create something infinitely deep and comfortably shallow at the same time. Now Melee has become his Pinkerton: A revitalized cult masterpiece, a bolt of lightning caught in a bottle, and the one puzzle piece that could fix everything... if it didn't already belong to another era.
That is, when we consider a text as a socially situated object, we find that as textual practices change around a material (or digital, in the case of code) object, the text itself changes as cultural perception and use of the text changes.
"Afrofuturism is the intersection between technology, black cultures, the imagination, and liberation with a heavy dose of mysticism," says Ytasha L. Womack, author of Afrofuturism: The World of Black Sci-Fi and Fantasy Culture. "It is expressed through an array of genres including music and literature. It can also serve as the basis for critical theory around culture and/or race. It is a lens to see alternate realities through a black cultural lens." And it is particularly prevalent in literature like sci-fi/fantasy novels and comics books, gaming’s geeky cousins.
[...] Adopting the aesthetic could also give games a chance to be at the forefront of black narratives, an area they are currently lagging behind in to say the least.
When we observe today's class of small, broke, powerless game studios subsisting from tiny mobile project to tiny mobile project, we typically attribute their existence to an apathetic audience and/or soulless business executives. We neglect to notice how convenient our 'neutral third parties' might find it that these developers are incapable of renegotiating the royalties they pay or, say, founding a new 'ecosystem' of their own. Today we see Valve travelling in the same direction as Apple, and we wonder whether Gabe Newell can 'fix' the madhouse (sic). If you're Gabe Newell the madhouse is not broken.
[...]
We [...] now live in a world where, paradoxically, the most anti-capitalist measure we could take is to charge money for things. I believe we need to do this whenever possible. Offering your work free as in gratis might seem noble and kind to those who want to see it, but remember that giving things away 'for free' via services like Steam, the App Store or Twitter costs both you and your users far more in the long term than $5 would cost them right now.
You Know the Drill
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