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Archivio Autori: nrgiga

Come diventare una Rockstar. Gli Houser e l’evoluzione del franchise Grand Theft Auto.

Posted on 11 Marzo 2013 by nrgiga
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Wanted. La storia criminale di Grand Theft Auto, Multiplayer, 2012, il libro scritto da David Kushner, giornalista e docente universitario già autore del precedente, molto apprezzato, Master of Doom 1, è un testo importante per gli studi sui videogiochi, nonostante non si presenti in apparenza – a partire dal titolo evocativo – come testo accademico. Del precedente libro Kushner riprende metodo e struttura. Il lavoro di indagine origina da una meticolosa e lunga raccolta di interviste a dipendenti Rockstar e personaggi che abbiano avuto rapporti con gli stessi e ne siano stati segnati in maniera decisiva. Lo stile è il medesimo, una narrazione “romanzesca”, basata però su dati acquisiti attraverso la consultazione di fonti primarie (orali e scritte, quali documenti, saggi, studi scientifici). Il tentativo di Kushner è di costruire una narrazione per “personaggi” che intervengono, rivelando qualcosa della loro personalità, attraverso le loro stesse frasi o le ricostruzioni contestuali, più che attraverso giudizi o analisi dell’autore. In questo senso è grande l’abilità del saggista americano di farci percepire quanto leggiamo come fosse una “storia” che procede verso un finale consequenziale, anche attraverso effetti di suspence. Tale strategia viene perseguita attraverso lo stratagemma della sospensione delle vicende biografiche dei singoli personaggi. Esse non vengono narrate dall’inizio alla fine con vocazione sintetica, chiarendone immediatamente evoluzioni, coerenze o eventuali incongruenze, ma per brevi tratti che vengono interrotti in momenti di alta tensione narrativa e ripresi in capitoli successivi, ottenendo così un effetto sorpresa per ogni singola scelta che essi compiano. Una sorta di “Ringkomposition” piuttosto anomala per un testo storico/giornalistico. Da un punto di vista dell’evoluzione temporale, invece, si seguono le vicende dell’azienda in maniera abbastanza lineare.

Il libro, dunque, si struttura per “blocchi” tematici piuttosto netti ed evidenti che possono essere riassunti in storia delle premesse che conducono alla nascita di Rockstar, descrizione della poetica dei fratelli Houser, illustrazione dell’organizzazione aziendale della stessa, descrizione della suddivisione del lavoro e dell’organizzazione dei momenti di “tempo libero” da parte della società, lotta per l’affermazione di una lobby dei videogiochi influente nella politica americana, controversie sui contenuti violenti e sessuali dei giochi, descrizione della procedura di realizzazione dei giochi appartenenti al franchise Grand Theft Auto.

Da un punto di vista dell’indagine dei protagonisti della storia ve ne sono alcuni che sono narrati esclusivamente per il ruolo che hanno all’interno dell’industria dei videogiochi, e per le azioni che intraprendono in essa, ma ve ne sono altri che vengono esplorati anche nei tratti psicologici, costruendone veri e propri ritratti a tutto tondo. Si potrebbe dire che sono i “protagonisti” del libro, dei veri e propri personaggi sfaccettati come in un romanzo. Quali sono questi personaggi e quali queste vicende rilevanti? Si tratta dell’evoluzione delle traversie personali dei fratelli Houser, e di Sam in particolare, dalle prime esperienze in ambiti mediali in Scozia fino alla costruzione della “macchina” Rockstar a New York; delle vicende dell’antagonista riconosciuto Jack Thompson, avvocato conservatore, dispregiatore dei prodotti violenti nel mondo dei videogiochi, pluripromotore di cause e campagne stampa contro le aziende del settore – un vero e proprio “nemico” da abbattere come in un videogame –; di quanto succede ai collaboratori più prossimi ai due fratelli Houser (da Dave Jones di DMA Design, fino al marxista-stakanovista Will Rompf in Rockstar), che vengono seguiti, in tutte le evoluzioni psicologiche, ma solo nel momenti in cui entrano in contatto con gli Houser per poi essere elusivi sulla successiva esperienza lavorativa e personale.

Anche se il giudizio di Kushner è trattenuto dall’essere esplicito, traspare dall’organizzazione dei contenuti. Rockstar e Sam Houser si dimostrano essere soggetti fortemente ambivalenti. Da un lato emerge il grande desiderio di costruire un’impresa innovativa, che porti contenuti mai affrontati nel mondo dei videogiochi e si strutturi come “diversa” anche nella sua organizzazione, dall’altro emerge il rovescio della medaglia di questa impostazione. Sul primo versante le linee di tendenza più forti sono quattro. La prima è quella della lotta per la garanzia dell’artisticità del videogioco e del suo essere un prodotto anche per adulti e non solo per adolescenti (al contrario di quanto inteso spesso da politici e stampa generalista a caccia di scandali), con la consequenziale difesa del diritto alla libertà di espressione anche per contenuti controversi – come al cinema o in un romanzo. La seconda è la volontà di realizzare un mondo simulato pienamente realistico e maturo, lontano dalla predilizione per elfi e folletti tipica dell’industria videoludica, risultato che si otterrà pienamente sono con GTA IV grazie alla potenza raggiunta dall’ hardware e al motore Euphoria, realizzato da due studenti di zoologia dell’Università di Oxford e basato su studi di IA e biomeccanica. Non è irrilevante che tale effetto di “mondo vivente” si realizzi con una rappresentazione della città di New York, nei confronti della quale Sam Houser, fin dalle sue esperienze adolescenziali dimostra un’affezione assoluta 2. A questo sentimento è legata la terza variabile, ossia il desiderio di costituire la società Rockstar come uno “stile”, tipicamente newyorchese, e la consequenziale adozione dello stesso. Il nome stesso, la realizzazione di gadget e magliette per fidelizzare i dipendenti, la realizzazione di un logo con il contributo di un artista “urbano” di fama, i numerosi party con spogliarelliste, macchine, grandi alberghi e gare per trangugiare cheese balls: tutto viene compiuto nel tentativo di liberare videogioco e videogiocatori dalla patina geeky o di emarginazione solitaria che luogo comune vuole abbiano, attraverso la proposta di uno stile di “tendenza” newyorkese del quale Rockstar è principale incarnazione. In ultimo il vero versante in cui Rockstar è stata rivoluzionaria è la promozione dei propri prodotti, con tecniche di guerrilla marketing, marketing personalizzato, sfruttamento di scandali creati ad hoc a proprio vantaggio e molte altre tecniche pubblicitarie alternative.

L’altro lato della medaglia è costituito da un incrocio di caratteri personali e aziendali. Anzitutto è il temperamento malmostoso e collerico di Sam Houser ad emergere, in preda a mille idiosincrasie. Si fa notare la sua persino irragionevole, talvolta, voglia di non trovar il compromesso. Si rivela inoltre la spietatezza dei due fratelli nei confronti del collaboratori che si stiano allontanando dal loro modo di vedere la gestione societaria. Questo tratto si riconnette a quella che socio-politicamente è l’acquisizione più rilevante del libro: la rappresentazione più diretta e brutale del capitalismo sub specie new economy. In questo senso i giudizi di Kushner sono impliciti, ma chiari, pur nella evidente simpatia per il proprio oggetto di studio. La maggior parte, se non tutti i collaboratori più stretti di Rockstar, nel corso del tempo, lasciano i due fratelli e si gettano in iniziative alternative, spesso lamentando il clima settario e la fedeltà sollecitata con l’impressione fittizia di coolness dell’azienda e con gadget da pochi euro, a fronte di discutibili condizioni lavorative. I dipendenti, inoltre, spesso denunciano palesi favoritismi interni entro Rockstar e orari di lavoro massacranti, che arrivano alle sedici ore al giorno. I lavoratori di Rockstar San Diego addirittura promuovono una causa contro la casa-madre e arrivano ad un accordo extra-giudiziale. Inoltre Rockstar, in questo ed altri casi, soprattutto quello dello scandalo Hot Coffee, ovvero il contenuto sessuale rimosso e recuperato per mezzo di tecniche hacking da San Andreas, si è dimostrata poco incline a sostenere pubblicamente le proprie ragioni, causando nocumento all’intero settore videoludico. Talvolta si è anche rivelata, al di là delle dichiarazioni di circostanza, ostile alla comunità dei giocatori/modders.

Il testo è un buon punto di partenza per futuri studi sulle singole società videoludiche. La messe di dati raccolti, qui usati con lo scopo di proporre un’indagine conoscitiva immediata, hanno anche un’evidente portato storico: sarebbe utile che il videogioco, finora oggetto di studi maggiormente frequentato da mediologi che da storici e filologi, possa diventare oggetto di serie ricerche d’archivio che ne indaghino anche i modi di produzione, come capita, in altro campo d’indagine, per le case cinematografiche. Quanto colpisce, inoltre, è l’abilità di Kushner di mescolare le fonti dirette e la narrazione delle vicende interne all’azienda con la ricostruzione storico-sociale del contesto e la conseguente illustrazione dello “spirito del tempo”. Sono, ad esempio, delucidate con chiarezza le ipocrisie del sistema politico americano (in particolare sui temi sesso e violenza), e la totale incapacità di leggere un mezzo che viene “infantilizzato” 3 per meri ritorni personali dei politici promotori di leggi censoree. Al quadro positivo va aggiunta la felicità di scrittura dello stile romanzesco-giornalistico dell’autore, che accompagna una lettura distesa, scadendo di rado nella banalità o eccessiva volgarizzazione.

 

-Tutte le immagini appartengono ai rispettivi proprietari e sono usate ai soli fini accademici. –

Categoria: 2/2013 Books, 2/2013 Critical Notes | Tags: Federico Giordano

Tom Bissel, Voglia di vincere/Extra Lives

Posted on 11 Marzo 2013 by nrgiga
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Leggere il libro di Tom Bissell Extra lives: Why Video Games Matter, tradotto in Italia con il titolo Voglia di vincere, è stata un’impresa. L’impresa di qualcuno abituato a muoversi in ambito cinematografico e musicale, ma che affronta con l’entusiasmo e le incertezze del neofita i videogames e tutto ciò che riguarda la sfera videoludica, nei suoi aspetti creativi, estetici, di design e meccanica di gioco. Un’impresa senza dubbio stimolante, che si è rivelata sorprendentemente interessante per gli spunti di riflessione tutt’altro che banali che l’autore regala, attraverso una narrazione appassionata, ironica e pungente, ma soprattutto dettagliata, seguendo la logica dell’analisi personale nei confronti di un’esperienza che si rileva essere solamente in parte collettiva, di massa. Perché questo è il vero fulcro del discorso: il videogame, forma d’intrattenimento diffusa a livello mondiale in forma capillare, è innanzitutto un’esperienza individuale, vissuta di volta in volta in maniera unica e peculiare.

Per Bissell, i videogames sono stati, man mano, passatempo, oggetto inconsapevole (almeno inizialmente) di studio e surrogato virtuale di quotidianità per ben tre anni – trascorsi accumulando un numero spropositato di ore al giorno o persino più giorni consecutivi davanti allo schermo. Nel caso dell’autore ci troviamo di fronte a una passione reale, incontrollabile e viscerale: un aspetto che traspare sin dalla prefazione del testo. Qual è la spinta effettiva che lo ha portato a scrivere un libro sull’importanza del mezzo videoludico, inteso sia come media socio-culturale, sia come forma d’arte contemporanea? La risposta in realtà non è così immediata, e la spiegazione delle motivazioni di questa scelta si protrae fino all’ultima pagina dell’appendice finale: rimangono ancora, dopo decenni di evoluzione, molti interrogativi irrisolti su che cosa sia effettivamente e su cosa ambisca ad essere la forma videoludica, sulle sue possibilità espressive e su come essa abbia plasmato alcune dinamiche fondamentali dell’intrattenimento popolare, cambiando irreversibilmente le aspettative di un pubblico di fruitori ed appassionati sempre più vasto ed eterogeneo. Bissell motiva la sua indagine, sottolineando ciò che non voleva ottenere dalla stesura di Voglia di vincere:

Non ho scritto questo libro per analizzare le fortune del settore (un argomento del quale non potrebbe importarmi di meno) o per fare una cronaca della nascita e dell’evoluzione dei videogiochi, e la mia conoscenza degli aspetti più tecnici del game design è pressoché inesistente. Ho scritto questo libro in quanto scrittore che è anche appassionato di videogiochi, e in queste pagine troverete le mie personali opinioni e pensieri su cosa i videogiochi significano per me, sul perché ci gioco e sulle domande che mi pongo quando lo faccio 4.

Un po’ nerd, un po’ Drugo (come il Lebowski dei fratelli Cohen, abuso periodico di stupefacenti compreso), un po’ sociologo e massmediologo, lo scrittore si muove con abilità ed humour nel terreno accidentato dei paradigmi formali ed estetici che regolano i diversi generi di giochi, escludendone a priori una tipologia – i prodotti per PC, una questione di pura ed arbitraria preferenza – e concentrandosi su alcuni tra i migliori games per console dell’ultimo ventennio, gran parte dei quali “narrativi” o basati comunque su una storia, e a budget considerevolmente elevato, caratteristica che garantisce nella maggior parte dei casi una resa impressionante a livello estetico/grafico. L’uso dei superlativi non è casuale, in riferimento a questo medium in costante rinnovamento, il quale indiscutibilmente e in modo del tutto efficace fa leva sulla percezione del reale da parte dei propri utenti, tramite un’inesorabile e sotterranea manipolazione della sfera emotiva, per proporsi come “modello alternativo” di vita.

L’autore propone, con imparzialità, l’analisi di pregi e difetti di opere come Resident Evil, Fallout 3, BioShock, Grand Theft Auto IV, Call of Duty o Braid, soffermandosi in particolare sull’ambivalenza che contraddistingue molte di esse, dotate magari di qualità artistica, ma carenti di etica o morale ed esponendo legittime motivazioni su come sia ragionevolmente difficile considerare una serie di prodotti, creati con il dichiarato intento di raggiungere un ampio profitto economico, culturalmente parificabili ad opere provenienti media di comunicazione tradizionali. Bissel precisa – confrontandolo con forme consolidate come cinema e letteratura, comparandone le metodologie di linguaggio, descrizione e narrazione, ed avvalendosi anche di contributi autorevoli di esperti del settore (game designer, critici e storici) – quanto il videogame sia considerato su larga scala la prima “forma d’arte” interattiva ed innegabilmente il medium dominante dei nostri tempi, e quanto esso sia legato fortemente al progresso tecnologico e dotato di un’immersività ed attrazione nei confronti dei fruitori che altri media non hanno. Tali caratteristiche donano al videogioco un potenziale enorme, con tutti i vantaggi ed i rischi che tale responsabilità comporta.

Al lettore, sia esso profano, esperto, adepto, o semplicemente curioso, rimane il compito di lasciarsi condurre per mano in questo “viaggio di riflessione” dalla prospettiva inedita, arguta e avvincente, scegliendo solo alla fine se dare ragione o torto alle teorie di un gamer adorabile sebbene frustrato.

 

-Tutte le immagini appartengono ai rispettivi proprietari e sono usate ai soli fini accademici. –

Categoria: 2/2013 Books, 2/2013 Critical Notes | Tags: Ambra Agnoletto

D. Felini (a cura di), Video game education. Studi e percorsi di formazione

Posted on 11 Marzo 2013 by nrgiga
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Nei confronti di una trattazione scientifica dei videogame c’è tuttora qualche scetticismo. I pregiudizi, più volte denunciati, ancora hanno qualche sussistenza: persiste qualche analisi sociale che considera i videogame oggetti diabolici che provocano isolamento e comportamenti violenti nei teenager. Pur constatando una progressiva inversione di tendenza, Video game education. Studi e percorsi di formazione, curato da Damiano Felini, si propone di sgretolare la concezione che la società contemporanea ha dei videogame, dimostrando come questi oggetti mediali possono addirittura divenire uno strumento di formazione e crescita delle persone.

La pubblicazione è strutturalmente suddivisa in due parti: la prima, “Studi”, inquadra i videogame sotto diversi aspetti teorici legati tra loro dalla funzione pedagogica che tali oggetti incorporerebbero; la seconda, “Esperienze”, propone attività pratiche già attuate oppure nuovi percorsi possibili nel campo della videogame education. Nei primi capitoli, i diversi autori dei saggi proposti cercano di definire i motivi principali per cui si dovrebbe utilizzare il videogame come strumento di educazione: stimolare le capacità e abilità dei ragazzi; favorirne creatività e immaginazione; misurarsi con situazioni che, in seguito, ritroverebbero nel mondo reale; prendere decisioni; conoscere i valori che stanno alla base della società – siano essi positivi o negativi – ma anche favorire la socializzazione dei ragazzi. Sarebbe proprio lo stare al di fuori dei dibattiti che si creano attorno a questi nuovi oggetti che favorirebbe l’isolamento sociale.

Un pregiudizio comune che merita di essere sfatato è quello che riguarda la violenza: i videogiochi che ne fanno uso come strumento testuale rispondono a logiche di mercato: vengono prodotti perché agli utenti piacciono. Bisognerebbe interrogarsi sul perché giochi del genere hanno così successo fra gli utenti. Il punto, però, è un altro. La violenza può anche divenire oggetto di un videogioco (come lo è stata e lo è tuttora per il cinema) che può essere fruito da un utente, ma quest’ultimo dovrebbe acquisire consapevolezza che il videogame è un prodotto che genera un mondo fittizio, così come lo è la violenza rappresentata.

Damiano Felini propone una vera e propria griglia valutativa dei videogame, necessaria per farli comprendere agli utenti che li utilizzano. La necessità di comprensione deriva dal fatto che la gran parte dei fruitori utilizza i videogiochi in modalità passiva e non attiva come sembrerebbe: utilizzare un oggetto senza coglierne le dinamiche sottintese significa divenirne “schiavi”. Se lo si comprende, invece, lo si può padroneggiare e piegare alla propria volontà. La dipendenza nei confronti dei videogiochi che si crea negli adolescenti deriva proprio dal fatto che essi non conoscano i processi che sono alla base di un videogame, e che essi considerino i giochi digitali come dei semplici giocattoli, dotati di esclusiva funzione ludica. Da ciò deriva la necessità di educare ai videogame facendone cogliere la struttura narrativa; la meccanica di gioco; la dimensione spazio-temporale; l’interazione utente-interfaccia; gli aspetti tecnologici e il processo produttivo. Come si può ben capire, si tratta di oggetti mediali complessi formati dall’interazione di diversi linguaggi e media comunicativi.

Ma prima di educare i ragazzi bisogna educare gli adulti: perché essi considerano negativamente il videogioco? I videogiochi non sono poi così diversi dai giocattoli tradizionali, il fattore problemtico è che sono entrati a far parte della vita degli adolescenti soltanto da qualche decennio. Un ‘esigenza che l’autore sottolinea è quella della vigilanza genitoriale sulle attività videoludiche dei propri figli: Felini individua molte falle nei sistemi di rating: non è l’indicazione del PEGI o dell’ESRB a bloccare un ragazzo nell’accedere a un videogioco controverso.

Nel complesso, Video game education. Studi e percorsi di formazione appare come un’interessante e utilissima pubblicazione: è agevole da leggere grazie ad una scrittura chiara e lineare e si rivolge non solo ad esperti del settore, ma anche a chi di videogame ne sa poco. Grazie alle numerose esperienze di laboratori effettuati sia tra i genitori che tra gli studenti universitari– proponendo la realizzazione di un videogame originale per far capire il processo di creazione e produzione che sta alla base come “pretesto” per discutere sull’oggetto mediale – che sono riportate nel testo, il libro diventa uno strumento indispensabile e un punto di partenza per chiunque intenda promuovere nuove esperienze di videogame education.

Resta, tuttavia, da capire come riuscire a inserire realmente i videogame nei percorsi educativi e didattici dei ragazzi, ad esempio nella realtà scolastica italiana, legata a modalità d’insegnamento fin troppo tradizionali, poco inclini ai new media. L’immagine ha ormai da molto tempo preso il sopravvento sulla parola, ma la scuola italiana non se n’è ancora accorta: è forse è necessario un ricambio generazionale, nella speranza che questo auspicio si compia rendendo il testo di Felini uno strumento utile per questo nuovo corso.

-Tutte le immagini appartengono ai rispettivi proprietari e sono usate ai soli fini accademici. –

Categoria: 2/2013 Books, 2/2013 Critical Notes | Tags: Alex Tribelli

The two dimensions as a metaphor of control in gaming landscapes

Posted on 11 Marzo 2013 by nrgiga
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Nowadays, the 3D is the main setting of the core game language. The engines that structure it are in the heart of economic discourses that cross the entire game industry 5. Compared to this, 2D (including the perspective visual) becomes a sort of nostalgic totem, able to account itself only in indie productions, on portable and/or low hardware and in famous sagas that use it as distinctive mark. But 2D is not only a residual, resistant memory characterized by an opposition to mainstream patterns in digital entertainment; again, it’s not a mere simplification in gameplay in order to meet casual gamers’ preferences.

2D is still here, if we see it not only as technology: even if our movement in virtual space is often three- dimensional (also correlated with iconic control and augmented reality that make real or semi-real the input system), our cognitive visualization still follows a map representation, even in AAA productions. Referring to Hall, culture is about conceptual maps and shared meanings, through two systems of representation

The first enables us to give meaning to the world by constructing a set of correspondences or a chain of equivalences between things … and our system of concepts, our conceptual maps. The second depends on constructing a set of correspondences between our conceptual maps and a set of signs, arranged or organized into various languages which stand for or represent those concepts. … The process which links these three elements together is what we call representation 6.

 Our conceptual maps have to meet the signal systems, which can present contiguity in form or not. In digital games representation is a configurative one, due to the basic interaction that structures the virtual experience. By the way our inner connections can find difficulties in contacting and find coherence in the settings that we live, all symbolic and linked to interpretation 7. We are referring to the surfaces that frame our perspective in game, giving us directions in orienting intentions and actions.

For example, the map in ludic interface is an essential tool with the aim to understand the process on the screen, simply the what’s going on excluding not essential details. Several times it’s not only functional, but an aesthetic entity, source of engagement for the player. Furthermore, when the necessity of manage complex structures data results predominant, 2D is the best choice in order to improve the usability of the game system and test its core equilibrium (think about League of Legends 8 or Little Big Planet 9). The advantage of a dimension less is evident also in Minecraft 10, whose 3D is poor and frugal in order to permit a clear consideration and lecture of its virtual landscape, a set of reactive data. In fact, 2D is characterized by a sort of evoking darkness, because it doesn’t reveal anything as 3D does 11. 2D conveys a feeling of control, a sort of elegant brightness, because we know it is a screen, a filter, an interpretation; something that 3D has to sacrifice, due to a third line that wants to report all, dress of modern times. The former is the source of dominion, a concentration; the later the dilated ground on which I have to move. This switch is still evident in digital games, and now the two dimensions may appear more attractive than in the past, also because they carry these values and, often, the indie (real or believed) making process ideology that becomes culturally significant referring to the diffusion of the casual gaming.

The relation between 3D and 2D visualization is more immediate if we use as criteria the situational maps (a sort of summing up of the situation in game outside the agency; in this medium they are often exteriorized and not only mental 12) and their importance in interaction. We can observe two main function-types of these elements:

  • Contingent dispositif: here the aim is to describe the situation in its urgency in gaming context. Their presence can be external (the number of life points) or internal (like indicative and dynamic colors or inner windows, like the armor in Dead Space 13). Again, they can comport a suspension of the game (the inventory page) or not (the map in the screen corner).
  • Temporal track: the goal is to trace the past of the gaming session (when I have reached some goal, the number of deaths, etc.), searching a feeling of ascendance about my experience and the need to fix what I have done (an element recurrent also in gamification logic, the quantification of my behavior).

We want to add a third type, the diorama’s one: we are concerning to those maps which represent a filter able to symbolize the gaming situation in its entirety (in general or in a specific mode) and are active instruments in game sessions. It’s a meta and/or lateral vision of the ludic experience that needs a distance from living virtual space, even if it’s possible to contextualize them (like in the strategic session in Assassin’s Creed: Revelations 14). It is the same lens of several software created to study game metrics. Their main objective is the control one, a task that only 2D can solve for the actual usability; perhaps in future media literacy and medium evolution would change this situation.

We can see them working in a very different ways, concerning the type of game that we are analyzing. As said, 2D is more useful when I have to manage complex problems, but is less appealing for new testosterone audiences and the shift to third dimension can erase immersion (stop the game, change something in bi-dimensional frame, return to game; an heavy interface that remember me that it’s all an illusion). By the way, this movement in order to manage the situation may help the active presence of the player 15. Furthermore, there are genres in which these jumps are more codified, and appear natural; we can observe a sort of constituent issues that mean domestication in game engagement, evident (concerning 2D tools of analysis) in families of games as strategic, simulation and role playing (RPG) ones. The paradox is that two dimensional approach is useful in general, also to rule AAA productions that try to make more complex themselves episode after episode (a quantitative expansion and the problem of qualitative control; the return of a more focused gameplay in GTA IV 16 after GTA: San Andreas 17 is due to this). Again, every 2D perspective conveys a metaphor 18 when in connection to other one (2D or 3D). To sum up and in the specific, dioramas are pictures of the world I habit that show different possibilities of action, in other words creative ways to build meanings with consequences in main gaming space. This connection can be positive and coherent, or not in synchrony with the rest of text.

There are some interesting cases that can help us to better understand what we are talking about:

  • Terraria 19 is an indie pure 2D experience that stress the bi-dimensional representation. The aim of the game is to explore an enormous world with a strong crafting system, through a classic platform visual. Here 2D is the metaphor of an entire culture, the nerd-geek one, that can be recollected in its encyclopedic dimension only with a reduction in graphic details. In this case, similar to Minecraft, the world is the set of data that I have to rule. All is revealed in its artificial essence (we may find similarities in modern or post-modern popular culture), and the 2D permits a pleasure of control also in front of the richness of details and elements. The wonder is indirect, filtered by a representation that offers an immediate computation (a procedural but also aesthetic embrayage).
  • Assassin’s Creed: revelations: the fourth episode of the acclaimed Ubisoft blockbuster has a strong 3D dimension, improving the aesthetic pleasure typical of this kind of products. By the way the strategic element, quite relevant in this game in the tower defense mode (where I have to move and lead troops), is served by a strong shift from third person as action to third person as point of view, fundamental to oriented the player’s decisions in coordinate his group of assassins. This choice seems to be brave, if we observe that the tactic logic is external to the genre, trying to improve the deepness of the gameplay. But a lot of fans have attacked this feature, seen as an external intrusion (in mechanisms but also in consequent need to use different tools to introduce them) in a specific and established play model. The control that Assassin’s Creed saga usually tries to transmit is physical, connected to the avatar, who represents an immersion center able to disturb other perspectives. Again, there is a strong diorama map in order to control all the information about missions and places (etc.), whose importance is growing.
  • Shogun 2: Total War 20: in this case the game presents two linked dimensions. From its predecessors, the 3D battles remains an evident innovation in the genre. It is a sort of making concrete (and spectacular) the turn-based managerial session (depending on a bird eye perspective on regions), in which I have to expand my empire. The interesting point is that here the Diorama is essential and can be chosen as fundamental dimension to play (I can shifts battles and solve them in an automatic way). Sometimes 2D an 3D coexist and their importance is in part a decision of the player.

-Tutte le immagini appartengono ai rispettivi proprietari e sono usate ai soli fini accademici. –

Categoria: 2/2013 Critical Notes, 2/2013 Games | Tags: Enrico Gandolfi

Sognando Shadow Moses. Grafica, gameplay e reiterazione come strumenti narrativi metareferenziali

Posted on 11 Marzo 2013 by nrgiga
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Un campo innevato, un eliporto, container metallici, telecamere di sorveglianza. Basta una rapida occhiata alla schermata e il giocatore di Metal Gear Solid 4: Guns of the Patriots 21 fa un salto indietro nel tempo di dieci anni, tornando ancora una volta ad infiltrarsi nella base militare di Shadow Moses. La grafica è quella della prima PlayStation, una grafica che all’epoca era lo stato dell’arte, e che ora mostra tutte le sue grossolane imperfezioni. I dieci anni trascorsi hanno visto susseguirsi due generazioni di console e innumerevoli cambiamenti dell’estetica e dei linguaggi videoludici. Il mondo è cambiato nella vita reale così come nel gioco.

Passato lo stupore e l’ondata di “nostalgia implosa” (per usare un’espressione della Slovin 22), il giocatore riprende il controllo del personaggio e si dirige, quasi automaticamente, verso la struttura oltre l’eliporto, dove si imbatte inaspettatamente in un soldato. Preme il tasto X per eseguire una capriola in avanti e neutralizzarlo prima che possa dare l’allarme, ma Snake si limita a sdraiarsi a terra, offrendo la schiena ai proiettili dell’avversario.

L’allerta è ormai scattata, si avvicinano altre guardie, il giocatore prova ad affrontarle in un corpo a corpo, ma l’avatar non risponde correttamente ai comandi. È tutto sbagliato, un climax di tensione, come uno di quegli incubi nei quali non riesci a muoverti, provi ad urlare ma la voce ti si strozza in gola, sei paralizzato. Poi, un attimo prima che Snake cada sotto i colpi dei soldati nemici, il giocatore capisce perché non riesce a controllare il suo avatar: lo schema dei tasti nel primo Metal Gear Solid 23 era completamente diverso da quello a cui è abituato ora.

Sembra essere game over 24, ma attraverso una dissolvenza incrociata il primo piano del volto statico e inespressivo del giovane Snake muta di colpo in quello rugoso, dettagliato e soprattutto molto più fotorealistico di Old Snake. In effetti, era davvero un sogno. Snake stava sognando Shadow Moses, stava ricordando, come il giocatore, l’avventura vissuta anni prima in quel campo innevato.

Mascherata da semplice omaggio nostalgico ai fasti della saga, la sequenza del sogno di Shadow Moses in Metal Gear Solid 4: Guns of the Patriots è in realtà una riflessione sul medium videoludico. Se in passato, con Metal Gear Solid 2: Sons of Liberty 25, il designer e regista Hideo Kojima aveva già cominciato la sua disamina critica del medium attraverso eleganti e articolati stratagemmi narrativi e metanarrativi, con continui rimandi alle tematiche della simulazione e della virtualità, in questo caso si serve della componente visiva del videogioco per svelarne la natura fittizia. È impossibile, infatti, non notare l’enorme differenza qualitativa che intercorre tra la grafica del titolo per PlayStation 3 e quella del suo predecessore del 1998, e già questo basta a ricordare al giocatore che quello che ha di fronte è un artifizio, una finzione 26.

Se superficialmente, infatti, rivedere la vecchia Shadow Moses suscita nostalgia, ad un livello più profondo, quasi inconscio, la visione è disturbante, un vero pugno nell’occhio, perché quell’immagine rozza e abbozzata che abbiamo davanti non corrisponde all’immagine mentale che avevamo conservato, un’immagine che parlava di grafica fenomenale e realismo estremo. Il fatto, poi, che i controlli siano diversi da quelli a cui siamo ormai abituati – cosa che può probabilmente portare allo scenario prima descritto – è un’ulteriore beffa: messi a confronto con un’interfaccia di controllo che appare frustrante e grossolana, non possiamo che prendere atto dell’evidenza, ossia che Metal Gear Solid altro non è (e altro non era) che un semplice videogioco.

Il sogno di Shadow Moses ci fa dono del passato e al contempo lo decostruisce. Sembrerebbe un controsenso: perché rompere l’incanto del giocatore e fargli improvvisamente prendere atto della natura virtuale dell’avventura che sta fruendo? Perché giocare col giocatore è la firma di Kojima, la sua cifra stilistica. È con Metal Gear Solid 2: Sons of Liberty che Kojima comincia 27 ad utilizzare la sua opera per riflettere sul medium videogioco stesso, trattando spesso, come già detto, le tematiche della simulazione e della virtualità, e innescando un complicato gioco di sovrapposizione tra avatar e giocatore che porta quest’ultimo a porsi domande sul suo ruolo nella storia, ma anche sulla sua identità e personalità. Il confine tra ciò che è vero e ciò che è reale si fa confuso (sia per l’avatar che per l’utente), quando i personaggi del gioco cominciano ad interpellare direttamente il giocatore. Probabilmente, la scena più inquietante e surreale del titolo è quella che ritrae il Colonnello e Rose (in realtà intelligenze artificiali) che si prendono gioco dell’utente, invitandolo a spegnere la console e facendogli notare che sta giocando da troppo tempo: un tentativo di influenzare il corso della missione a livello diegetico agendo però sulla sessione di gioco nella realtà fisica dell’utente.

Un simile escamotage era presente già nel primissimo Metal Gear 28, e questo è solo uno dei tanti casi in cui un elemento di uno dei giochi della serie ricorre poi nei seguenti. Gran parte delle situazioni presenti in Metal Gear Solid, ad esempio, sono riprese da Metal Gear 2: Solid Snake 29, al punto da far assomigliare l’episodio per Playstation ad una sorta di remake del predecessore. Ancora, nelle sezioni finali di Metal Gear Solid 2: Sons of Liberty, dei finti game over spiazzano l’utente, non diversamente da come accadeva nel prequel durante lo scontro con Psycho Mantis, caratterizzato da falsi reset della console e dalla necessità di inserire il controller nel secondo slot per avere la meglio sull’avversario. Lo stesso scontro con Psycho Mantis viene reinterpretato poi in Metal Gear Solid 4: Guns of the Patriots, quasi trasformato in un easter egg.

Gli esempi di iterazione di tematiche, archetipi e tòpoi narrativi all’interno della serie sono numerosi. In quasi tutti gli episodi ricorre la figura del ninja, impersonato rispettivamente da Kyle Schneider, Gray Fox, Olga Gurlukovich e Raiden. Lo stesso accade per le sequenze che si svolgono in tunnel o gallerie: in Metal Gear Solid, Snake fugge dal suo gemello Liquid a bordo di un’auto in una galleria; in Metal Gear Solid 2: Sons of Liberty, invece, a Raiden toccherà attraversare una sezione dell’Arsenal Gear curiosamente denominata colon ascendente. Anche in Metal Gear Solid 3: Snake Eater 30 ritroviamo una simile situazione due volte: una in cui il protagonista evade da una prigione attraverso le fogne, correndo lungo il condotto principale e lanciandosi infine nel vuoto, scampando alla morte per un pelo, e un’altra nel tunnel di Krasnogorje, dove invece si ritrova ad arrampicarsi su una lunghissima scala a pioli – scena che omaggia quella della fuga di Snake da Outer Heaven in Metal Gear. Infine, in Metal Gear Solid 4: Guns of the Patriots, Snake attraversa un lungo corridoio irradiato di microonde potenzialmente letali.

Questi elementi ricorrenti si collocano a metà strada tra la citazione e il riciclo di idee, ma tra i due è forse quest’ultimo l’aspetto più interessante. Il riutilizzo di elementi di gameplay e stratagemmi narrativi è la prassi all’interno dell’industria dei videogiochi, dominata dall’imperativo del more of the same e dallo sfruttamento di formule già sperimentate a discapito di idee innovative 31. Ripresentando, in maniera così palese e sfacciata da sembrare quasi parodistica, personaggi, temi e situazioni all’interno dei vari episodi della serie, Kojima sembra voler commentare con ironia il costante riciclaggio di contenuti nel mondo dei videogiochi, mirando a criticare sia l’industria che i consumatori finali. L’ironia sta, appunto, nel fatto che lui stesso ne fa un utilizzo smodato, ma lo fa guidato da una consapevolezza critica, elaborata all’interno di una sorta di (auto)citazionismo d’autore.

Alla luce delle considerazioni finora fatte, emerge che la sequenza del sogno di Shadow Moses si inserisce perfettamente all’interno della poetica di Kojima, che ancora una volta riflette sul medium videoludico, facendolo in questo caso col mezzo più palese, quello che spesso (e, altrettanto spesso, a sproposito) viene considerato l’aspetto più importante di un videogioco: la grafica.

Fulcro della tecnofilia di molti appassionati di videogiochi, la grafica è da sempre una delle componenti fondamentali nella valutazione di un’opera multimediale interattiva, sia da parte della critica specialistica che del vasto pubblico, soprattutto quando mira a riprodurre fedelmente la realtà. Ma la ricerca smodata del fotorealismo è un’arma a doppio taglio, dal momento che più un gioco promette immagini che ricalcano il mondo fisico, più il minimo difetto grafico ne enfatizza la natura sintetica. Non è un caso che la Nintendo abbia sempre prosperato soprattutto grazie a giochi dalla grafica in stile cartoon, e che negli ultimi anni si stiano vedendo sempre più titoli realizzati in cel shading, pixel art e altri stili grafici che permettono di bypassare il fotorealismo ottenendo comunque risultati piacevoli all’occhio. D’altra parte, “le cose per cui si va al cinema, essere coinvolti nella narrazione, essere commossi dai personaggi, ecc., non sono il risultato di una soglia di realismo che è stato raggiunto (dopotutto i film in bianco e nero e i cartoni hanno la stessa caratteristica di farci coinvolgere)” 32, e ciò è valido anche per i videogiochi. Anzi, forse per i videogiochi questa regola vale ancora di più, vista la rapidità con cui i mondi virtuali scivolano nell’obsolescenza. La scena del sogno di Shadow Moses contiene un messaggio ben preciso: mai farsi irretire dalle false promesse della tecnologia. Un messaggio che, come fa notare la critica videoludica Leigh Alexander 33, ritroviamo anche più avanti nel gioco, quando scopriamo che Johnny riesce ad eludere il controllo SOP perché non si è mai fatto iniettare delle nanomacchine.

Sognando Shadow Moses, il giocatore viene spinto a riflettere su come la tecnologia applicata ai videogiochi abbia sempre promesso qualcosa di illusorio, dalla tanto vagheggiata realtà virtuale all’ossimorico film interattivo. Abbiamo ottenuto, invece, schiere di sparatutto e giochi d’azione tutti simili tra di loro che sono andati ad influenzare la stessa serie di Metal Gear. Moltissimi elementi in Metal Gear Solid 4: Guns of the Patriots, dalla videocamera di gioco libera al vasto arsenale a disposizione, per arrivare infine ad alcune ambientazioni, suggeriscono un forte ascendente da parte del genere sparatutto, mentre l’annunciato Metal Gear Rising: Revengeance 34 abbraccia pienamente la filosofia hack ‘n slash, segnando una rottura definitiva col passato della serie.

Quei pochi minuti di gioco raccontano di un passato videoludico ingenuo e genuino, un sogno/ricordo (di Snake, del giocatore, ma anche di Kojima) nostalgico e malinconico del tempo in cui i videogiochi erano ancora in una sorta di scalpitante adolescenza. Ma il sogno è finito, interrotto dal frastuono degli spari di un fucile.

-Tutte le immagini appartengono ai rispettivi proprietari e sono usate ai soli fini accademici. –

Categoria: 2/2013 Critical Notes, 2/2013 Games | Tags: Luca Papale

Global Game Jam 2013: report

Posted on 11 Marzo 2013 by nrgiga
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Federico Fasce è game designer e CEO presso Urustar – una game company indipendente di Genova. Dal 25 al 27 gennaio 2013 ha partecipato alla Global Game Jam e ha accettato di raccontare la sua esperienza.

 

La Global Game Jam è un evento che è passato, nei suoi cinque anni di vita, da una piccola nicchia a essere un appuntamento di importanza sempre maggiore per il mondo videoludico. La Jam dura esattamente 48 ore, durante le quali gruppi di programmatori, designer e grafici – distribuiti tra le moltissime sedi della manifestazione in tutto il mondo – affrontano un tema comune producendo dei videogiochi sperimentali.

L’Italia partecipa all’evento da quattro anni, nel corso dei quali diverse università hanno messo a disposizione i propri spazi per ospitare decine di sviluppatori pronti a vivere un weekend diverso dal solito. Si comincia di venerdì pomeriggio e si termina la domenica: nei tre giorni dedicati alla Jam si creano giochi, ci si confronta, nascono amicizie e collaborazioni, ma soprattutto si sperimenta.

Quest’anno, la Global Game Jam ha stabilito nuovi record: 16.705 iscritti, 3.248 progetti e 319 sedi in 63 nazioni. Credo che il crescente successo di questo evento – e di iniziative simili che incoraggiano la creazione di giochi in un tempo limitato – vada interpretato come una risposta all’attuale stato dell’industria videoludica, caratterizzato da una certa stanchezza nell’elaborazione creativa. Negli scaffali dei negozi – sempre più trascurati in favore dell’acquisto online e del digital download – trovano spazio solo i sequel che anno dopo anno sembrano avere sempre meno smalto. Poco importa se ancora oggi molti di questi titoli sono campioni di incassi che gonfiano a dismisura le cifre del mercato: da professionista del settore, la crisi creativa nel campo dei videogame tradizionali mi pare evidente. Tanto che sono sempre più numerosi, tra gli stessi veterani dell’industria, coloro che scelgono di fondare un proprio studio di sviluppo lontano dai giganti della produzione.

Al di là del semplice mettersi alla prova, le jam restano quindi un eccellente strumento per sperimentare e cercare nuove strade magari trovando l’alchimia giusta per arrivare a un prodotto commerciale, o anche solo per farsi notare dalla critica e dalla comunità di sviluppatori. Non è un caso che uno dei giochi finalisti all’IGF Nuovo Award 2013, l’italiano Mirror Moon 35 creato dal duo Santa Ragione insieme a Paolo Tajé, sia proprio nato a Genova nel corso della Global Game Jam del 2012.

La Global Game Jam è un evento aperto a tutti. Chiunque può – a patto di trovare uno spazio che gli sviluppatori possano utilizzare per un intero weekend – organizzarsi e diventare sede di Jam. Solitamente le università sono i luoghi più adatti, anche se spesso sorgono problemi di natura logistica dovuti alla necessità di tenere aperte le strutture durante la notte e in giorni nei quali solitamente non sono accessibili. L’Italia ha quest’anno partecipato con tre sedi equamente distribuite nel territorio nazionale: Genova (nelle strutture della Facoltà di Ingegneria, dove ho partecipato all’evento assieme ai miei colleghi di Urustar), Roma (Università degli Studi Roma Tre) e Catania (Centro di Culture Contemporanee Zo). Roma è stata l’indiscussa protagonista con 117 partecipanti arrivati da tutta Italia, grazie anche a due importanti collaborazioni: Indie Vault 36, la più importante community online italiana di sviluppatori indipendenti di videogiochi, e Codemotion 37, che si occupa dell’omonimo evento dedicato alla programmazione.

Tema di quest’anno: un file audio nel quale si poteva ascoltare il battito cardiaco. I team di partecipanti in tutto il mondo hanno interpretato questo suono in modo creativo, a volte rendendolo il centro dell’esperienza, a volte lasciandolo sullo sfondo.

In Nighty Nighty, Honey 38, creato da Gianluca Alloisio insieme a Rossella Orlando e Mario Porpora, il protagonista sta per addormentarsi nella sua cameretta quando gli oggetti della stanza iniziano a trasformarsi in spaventosi mostri. Il compito è di digitare il nome corretto di ciascun oggetto, in modo da ritornare alla realtà prima che la paura prenda il sopravvento e il battito acceleri troppo.

Anheuristic 39, di Federico Fasce, Marina Rossi e Lorenzo Pigozzo, si è concentrato sul suono del battito, applicandolo a un gigantesco cuore che tiene in vita un mondo che lentamente decade. Chi gioca è chiamato a rendere significativa un’esistenza limitata.

Animal Gym 40, sviluppato da Paolo Tajé con Mario Sacchi, Leonardo Amigoni e Lorenzo Aliani ha invece puntato sul fitness. In una palestra, usando un controllo touch decisamente interessante, devi cercare di sincronizzare il battito cardiaco di tre buffi animali impegnati nella loro routine di allenamento. In The King is Drunk 41 di Giuseppe Navarria, Tommaso Checchi, Daniele Calleri e Flaminia Grimaldi, chi gioca veste i panni di maldestri goblin impegnati ad attirare il proprio re verso il letto. In questo caso, il tema del battito del cuore passa in secondo piano ma il risultato è elegante e molto rifinito, tanto da essere stato premiato come miglior gioco creato nella sede di Roma.

La scelta di associare alla Global Game Jam una vera e propria gara nazionale italiana, pur non essendo vietata dall’organizzazione mondiale, ha generato qualche discussione in merito al reale significato di questi eventi. L’introduzione di un elemento competitivo può snaturare il significato stesso di questo evento? Cosa succede alla sperimentazione nel momento in cui si mettono in palio premi?

Al di fuori dei confini italiani, ho trovato interessante anche il lavoro svolto nella sede dell’università di Breda da Mattia Traverso con Matteo Ferrara, David Oppenberg, Christian Kokott e Robin-Yann Storm. Ru-Pam 42 è un gioco collaborativo per due giocatori, che interpretano il cuore e la mente di un cecchino attraverso un controller Move (di PlayStation 3) e un gamepad. Ru-Pam è stato anche il vincitore della Jam di Breda e ha partecipato a un evento che ha avuto luogo ad Amsterdam durante il quale sono stati premiati i migliori prodotti realizzati dalle sedi olandesi della Global Game Jam 2013.

Per concludere, vorrei consigliare a tutti quelli che si chiedono come imparare a creare giochi di intraprendere quest’esperienza partecipando alla prossima edizione della Global Game Jam (24–26 gennaio 2014) o mettendosi alla prova nei tanti eventi online proposti durante l’anno 43.

Il mondo ha bisogno di nuovi giochi.

-Tutte le immagini appartengono ai rispettivi proprietari e sono usate ai soli fini accademici. –

Categoria: 2/2013 Critical Notes, 2/2013 Miscellanea | Tags: Federico Fasce

Ralph Spaccatutto, ovvero il videogioco come repertorio culturale del cinema

Posted on 11 Marzo 2013 by nrgiga
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L’uscita di Ralph Spaccatutto 44, lungometraggio d’animazione prodotto dalla Disney, induce senza dubbio a ragionare sul delicato e controverso rapporto riscontrabile tra la forma espressiva del cinema e quella del videogioco. A grandi linee nella presente sede esamineremo in particolare la configurazione assunta da tale rapporto a partire dalla seconda metà degli anni Ottanta. Allo scopo di approfondire l’analisi, fondandola su basi scientifiche, utilizzeremo la complessa nozione di repertorio culturale, la quale riprende con chiarezza i seminali concetti di convergenza culturale e di ri-mediazione elaborati da Henry Jenkins, Jay David Bolter e Richard Grusin 45.

Prima di affrontare gli argomenti sopra indicati conviene a nostro avviso fornire qualche informazione preliminare riguardante Ralph Spaccatutto, a iniziare dalla sintetica sinossi del film. Ralph è uno dei personaggi del videogioco arcade intitolato Felix Aggiustatutto. Il suo compito consiste nel demolire a pugni gli edifici che il protagonista eponimo Felix ripara successivamente tramite un martello magico. In crisi di identità, Ralph abbandona il gioco con l’obiettivo di guadagnare la stima e il rispetto degli altri personaggi. Intraprende così un viaggio piuttosto avventuroso durante il quale fa la conoscenza dell’inflessibile Sergente Tamora Jean Calhoun, stringe amicizia con Vanellope von Schweetz, una giovane pilota di kart osteggiata dal perfido Re Candito, e addirittura salva dalla distruzione l’intero mondo dei videogiochi.

La regia viene affidata a Rich Moore, coinvolto in precedenza nella realizzazione delle produzioni animate televisive The Simpson 46 e Futurama 47. Al pari degli sceneggiatori Jennifer Lee e Phil Johnston Moore contribuisce a istituire in Ralph Spaccatutto un universo dichiaratamente citazionistico il cui orizzonte di riferimento corrisponde soprattutto al videogioco della cosiddetta epoca d’oro, gli anni Ottanta e Novanta. La semplicità dello stile di disegno, la forse fin troppo esibita bidimensionalità delle immagini, la caratterizzazione grafica dei protagonisti e il genere d’appartenenza di Felix Aggiustatutto rinviano per esempio a Donkey Kong 48, celebre platform game firmato da Shigeru Miyamoto, l’ideatore della serie Super Mario.

I rimandi a numerose opere videoludiche importanti sembrano altrettanto evidenti. Tra le opere in questione, di tipo seriale, segnaliamo gli sparatutto in prima persona Call of Duty 49 e Halo: Combat Evolved 50, i picchiaduro a incontri Mortal Kombat 51 e Street Fighter II 52 nonché il fantascientifico Metroid 53. In Ralph Spaccatutto appaiono o vengono menzionati, inoltre, i protagonisti di videogames molto noti: il riccio antropomorfo Sonic, la sensuale archeologa Lara Croft, perfino i fantasmi di Pac-Man 54. Il modello di Felix è poi costituito dall’idraulico Mario, inventato da Miyamoto e comparso per la prima volta proprio in Donkey Kong. Le osservazioni finora fatte paiono confermare l’adeguatezza dell’approccio metodologico adottato.

La teoria del repertorio culturale, di ordine evoluzionistico, viene introdotta nell’ambito degli studi sull’arte visiva qualche anno addietro 55 e conduce a maturazione in maniera con ogni probabilità involontaria le idee concepite da Sergej Michajlovic Ejzenstejn 56. Essa postula in buona sostanza che nel Novecento il cinema funga da enorme serbatoio dal quale le arti tradizionali prelevano figure, immagini o simboli. Il piano principale sul quale il discorso si colloca non risulta tuttavia quello tecnologico bensì quello antropologico e sociologico. L’avvicendamento dei mezzi di comunicazione è in pratica il logico risultato del radicamento (nel pensiero perlomeno occidentale) di icone o simboli visivi dovuto all’ampio consenso registrato dalle opere filmiche.

A cavallo degli anni Ottanta e Novanta il videogioco prende il sopravvento sul cinema e ne diventa il repertorio culturale in virtù del maggiore successo riscosso. Ralph Spaccatutto testimonia in modo inequivocabile a favore della veridicità di un simile assunto, sul quale riflette con acume seppure inconsapevolmente. A cominciare dagli anni Ottanta il gioco elettronico, la cui diffusione diviene capillare, possiede una superiore capacità di condizionare l’immaginario degli individui, innanzitutto degli adolescenti, e esercita di conseguenza sul cinema un notevole influsso, tanto a livello formale quanto contenutistico. Questa è l’origine a cui sono riconducibili lungometraggi incentrati sulla rappresentazione dell’ambiente di gioco, cioè il digitale inteso come realtà virtuale, dell’ideale fruitore oppure della tipica articolazione strutturale dei testi videoludici. Noi alludiamo a Tron 57, a Il piccolo grande mago dei videogames 58, a Il tagliaerbe 59, a The Matrix 60, a eXistenZ 61, a Avalon 62 e così via.

In modo spesso superficiale o meglio a-critico gli adattamenti cinematografici degli anni Novanta (e quelli odierni) propongono invece gli universi di finzione mutuati dai giochi elettronici più conosciuti, nel goffo tentativo di ampliare il pubblico potenziale. Bisogna ricordare almeno il capostipite Super Mario Bros.[endnoteR. Morton e A. Jankel, USA/UK, 1993.], l’ambizioso Final Fantasy: The Spirits Within 63, Resident Evil 64, Max Payne 65 e il recente Tekken 66. Anche le trasposizioni su grande schermo avvalorano tuttavia la tesi qui avanzata. Ralph Spaccatutto va a nostro avviso ritenuto l’emblema del fatto che negli ultimi venti anni il videogioco equivalga per registi o sceneggiatori alla fonte pressoché inesauribile dalla quale attingere figure, motivi iconici e addirittura estetiche. Gli autori di Ralph Spaccatutto, e nella categoria comprendiamo anche John Lasseter, si soffermano sul ruolo fondamentale ricoperto dai giochi elettronico-digitali nell’attuale processo di definizione dell’immaginario collettivo. Il processo investe primariamente i bambini e i ragazzi.

L’attenzione di Moore e dei suoi collaboratori non viene focalizzata sul linguaggio videoludico. L’uso della tecnica 3D sottolinea comunque una delle dimensioni peculiari di tale linguaggio. Ralph Spaccatutto viene distribuito nelle sale anche nella versione a disegni animati bidimensionali e la tecnica della grafica computerizzata viene impiegata ovviamente per ragioni commerciali. Nonostante ciò il disegno animato tridimensionale lascia emergere uno specifico carattere del videogame, quello immersivo. L’omologia di statuto è riscontrabile sia sotto il profilo del supporto tecnologico (informatico e non chimico-meccanico) che sotto il profilo estetico. Essa rende manifesta l’intenzione di catapultare lo spettatore nel cuore dell’azione.

Da Ralph Spaccatutto proviene l’invito a partecipare in maniera attiva allo svolgimento di un racconto peraltro articolato attraverso molteplici piattaforme mediali. Il film impedisce una interazione concreta, ci teniamo a puntualizzarlo. La partecipazione viene comunque sollecitata mediante vari stimoli di natura percettiva. Soltanto in seguito si ricorre ai consueti espedienti narrativi quali ostacoli da superare con frequenza e scioglimento catartico dell’intreccio. L’esperienza procurata dalla visione di Ralph Spaccatutto sembra coincidere in minima parte con l’interpretazione (al contempo affettiva e cognitiva) dei dati ricevuti. L’identificazione con il simpatico Ralph e gli avvenimenti descritti hanno meno rilievo del contesto spazio-temporale in cui sono inseriti. L’efficace strumento costituito dal 3D consente agli autori di illustrare autentici mondi alternativi, rispetto a quello fenomenico reale, che è possibile percorrere o per l’esattezza esperire tramite i sensi. Ralph Spaccatutto cerca insomma di calare anzi di immergere nella diegesi lo spettatore agendo sui sensi e in seconda battuta sulle emozioni.

Il videogioco soppianta dunque il cinema perché si mostra più diretto, immediato e soprattutto in grado di accogliere delle istanze avvertite come impellenti, sotto l’aspetto psicologico e oseremmo dire antropologico. La cosa viene oggi esplicitata e evidenziata dal fenomeno, alquanto significativo, della gamification. Le istanze, le richieste di cambiamento a cui sopra accenniamo provengono in prevalenza dai ragazzi. Esse vengono a onor del vero formulate anche dagli adulti e risiedono di fatto nel mutamento di paradigma concettuale avvenuto nella società occidentale contemporanea. Moore e Lasseter sembrano trasformarle con abilità in un tema da sviluppare. Il pubblico al quale Ralph Spaccatutto è rivolto non appare d’età infantile ma composto, al contrario, da individui cresciuti tra gli anni Ottanta e Novanta consumando avidamente i videogiochi. Un palpabile sentimento di nostalgia pare trasparire quasi da ogni sequenza. Ralph Spaccatutto desidera celebrare la sala giochi, un luogo d’incontro e aggregazione alla cui base sono per l’appunto situate le pratiche ludiche. Noi constatiamo senza sorpresa che l’immedesimazione nei fruitori degli storici arcade game citati da Moore (ovvero gli ideali spettatori del film) risulti semplice quanto quella in Ralph, nel Sergente Calhoun o in Vanellope. Ralph Spaccatutto tributa un omaggio caloroso, sincero al luogo nel quale viene costruita tra gli anni Ottanta e Novanta l’identità culturale delle giovani generazioni.

-Tutte le immagini appartengono ai rispettivi proprietari e sono usate ai soli fini accademici. –

Categoria: 2/2013 Critical Notes, 2/2013 Miscellanea | Tags: Marco Teti

A new angle on parallel languages: the contribution of visual arts to a vocabulary of graphical projection in video games

Posted on 11 Marzo 2013 by nrgiga
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It is fair to argue that in the short history of game studies, the concept of graphical projection has not been used in all its dimensions. In a way, we might even say that the idea has been systematically overlooked. Therefore, in order to fully express the potential of graphical projection in game studies, we have to properly define the vocabulary used to describe its various forms. Indeed, while the press and gamers have only applied catch-all terms like top-down view and isometric graphics, researchers need a more robust and complex categorization of each type of projection. My opinion is that a proper use of the language of visual arts will provide a more robust analytical tool for game studies.

The main idea is to use terms in keeping with the traditional perspectives from which they derive. Certainly, I don’t want to apply (as a copy-paste) the terms only because they fit into a type of effect of one technology or another, but instead we need to understand the principles of each type of projection and find its own application as a video gaming figure of speech. To accomplish this, we have to recognize the historical aspect of the concept of graphical projection and its relation with today’s digital imaging.

Out of which tradition—mathematical, scientific or artistic—should we envision graphical projection? As we search through art history for a precise definition, we face a historical and conceptual dead end. Perspective, for instance, has always been torn between its more practical aspects and its more scientific conceptualization. Graphical projection, as a practical concept, answers a defined objective: make visually intelligible a three dimension view on a flat surface. As such, graphical projection is a protocol in which every form has its own rules.

If we take, for example, the principle of Albertian perspective, the fundamental idea was more concerned with creating a working tool to coordinate the space of the frame than an artistic or philosophical concept. Alberti was, above all, a mathematician. Thus, his theory on perspective was predominantly influenced by the optical principles of Euclid. That cold and scientific conception of the principle of vision has had a major impact on Alberti’s logic of representation—which, according to Damisch (1987), still dominates certain principles of the current logic of visual representation such as the predetermined viewpoint of the artist and the viewer.

Indeed, Albertian perspective is a mathematical construct as the perception combines the perfect vantage point (of the artist and the viewer) and the vanishing point (where all lines converge). This point, the founding point, is the most important because it guides the viewer (it tells them where to look) and directs all the other points of the picture. Finally, because it only offers a single viewing position, it encodes the visual representation. The visual experience related to this ‘mathematical’ perspective of Alberti is a spatial relationship dictated by the artist, and not drawn from the real laws of physics or the principle of photographic representation. This distinction is important to our current relationship with visual arts which is the mathematization of visual representation by digital technology.

According to Friedberg (2006), the surface of today’s screen (computer or television) is divided into several components and functions that we analyze simultaneously, a bit like a cubist painting. Indeed, this particular type of painting, unlike the works of Italian Renaissance using Albertian perspective, simultaneously offers a multitude of views. Also, and perhaps most importantly, cubist painting has fractured the single viewpoint of Albertian perspective and placed disparate objects on the same representational plane. This paradigm of Albertian perspective is nonetheless ingrained in video games and any other situation that requires the simulation of three dimensional space. The visual simulation in video games and its objective (to provide a virtual playground rather than an optimization of a visual space) makes it closer to Italian Renaissance art history than modern art. In this case, our standpoint on perspective is the same as Damisch: it is a paradigm that can pass through and amalgamate history.

Graphic projection systems

The two types of projection in a nutshell
As we discussed a little earlier, perspective has been the principal technique for artists to model their perception. Also, we saw how this form of projection is combined with the idea that visual representation is predetermined as a mise-en-scène by the artist (and thus, not by nature). As such, perspective is a great tool for painters to draw attention on a specific element of the representation and not only give an impression of a third dimension. However, there is another form of projection—called parallel projection—that tries to illustrate a third dimension on a flat surface, and one has to know how to differentiate them.

Even though perspective and parallel projections have a similar main objective, as techniques, they are quite different. In parallel projection, lines that are parallel in reality are drawn parallel in the picture; contrary to perspective, there is no foreshortening involved to approximate the vision that an actual human being would have. The main focus in this kind of projection is on the axes between the lines. As we saw, perspective is more about representing the viewpoint than the object it represents. To summarize, perspective projection is using the process of convergence of parallel lines toward one (or more) vanishing point(s) and implies a horizon line. Parallel projection uses the method of projecting straight lines. Therefore, both parallel and perspective projections have their own specific categories with their own specifications.

A guide to parallel and perspective projection
Parallel projection is divided into two categories: pictorial projection and orthographic projection. Orthographic projection is a process derived from the principles of descriptive geometry. However, since it is mainly used in the execution of technical and working drawing, this category will not be used to follow the objective of our study. Pictorial projection tries to represent an object as viewed in an angle so that all three directions (axes) of space will be visible in a single picture. In order to do so, pictorial projections contain some distortion and liberties in the representation of the object.

In pictorial projection, the projected image is drawn according to the parallel lines that make up the grid of represented space, which means that the parallel lines of an object in reality remain parallel in the drawn image. Pictorial projection is divided into two categories: axonometric and oblique projections. What distinguishes the oblique and axonometric projection is their relationship to the projective plane. The projective plane is an extension of the mathematical concept of plane in which two parallel lines can eventually meet at infinity. In other words, the projective plane can be imagined as a two dimensional space where one can project a third dimension using infinite projection points.

Oblique projection is the simplest representation of parallel projection. In oblique projection, one face of the projected object is presented parallel to the projective plane and the lines are drawn at an angle other than 90 degrees. The cavalier perspective and the cabinet projection are the forms most commonly used in oblique projection. The cavalier perspective, despite its name, is not a form of perspective, but a pictorial projection, since the lines that are projected are based on a specific angle and not a vanishing point. The method is more mathematical than artistic: the coordinates of the points x and z of the image are reported in a ratio of 1:1 and the point y is drawn at a specific angle (generally 30 or 45 degrees). The principle is the same for cabinet projection, however, the point y will be drawn in a ratio of 0.5 of its length. Oblique projection is mostly used in technical drawings and illustrations. However, before the advent of 3D, some video games have used this form of projection in the visual aesthetics of their design, such as Paperboy, Sim City and Ultima VII.

Axonometric projection is the method of parallel projection in which the axes of the object represented are not parallel to the projective plane in order to represent all three points of views (x, y and z). Depending on the division of the sum of all three angles forming the axis of the projected object, axonometric projection uses three more specific terms: isometric, dimetric and trimetric projections. Because it is the most common form of axonometric projection, isometric has often taken the role (and the name) of a vast number of other categories of visual representation. However, isometric, as a technique of representation, has its own specific set of rules and visual effects. Indeed, the angles of an isometric projection are always of 30 degrees. The same scale is used on all axes, which meets the actual proportion of the object in all three dimensions. Dimetric projection highlights two of the three axes by making their angles equal. There are therefore two different scales: a scale which is the same for two axes (for example, the axis x and z for width and depth; and a second one to regulate the third axis, the y axis, i.e. the height). Trimetric projection shows the three axes with different values and therefore three different scales, one for each axis. To clarify our point, we could give the examples of Final Fantasy Tactics to illustrate isometric projection, Diablo for dimetric projection, and Fallout for trimetric projection.

As we have seen previously, perspective and parallel projections both have the same main objective: to render a tridimensional view on a flat piece of paper. Indeed, perspective uses its own techniques of illusion to represent as closely as possible the direct view of the artist’s eye. These techniques are mainly based on the illusion of depth, and the various techniques include the effect that distant objects are smaller than closer ones. Also, perspective projection implies greater subjectivity and adaptation on account of the artist. It is therefore less mathematical or geometric than parallel perspective, which is based on the degree of the angles between the projected lines. In this sense, perspective projection has two tangents: fundamental and artificial. The fundamental perspective is more based on the use of color to give a sense of depth. For example, chromatic perspective uses the relational effects between colors to achieve depth by using warm foreground colors and cold background colors. Artificial perspective is rather a construction of the pictorial space (like Albertian perspective).

Before the invention of artificial perspective, the coherence of the picture space was established by the existing pictorial conventions (Greek or Egyptian for instance), or by intuition, and was therefore fundamental. From ancient Egypt to ancient Greece, different techniques and various depth cues were used to simulate a third dimension without any mathematical calculations: overlapping objects, a multitude of planes, a color gradient, shadow and light, the checkerboard floor so often seen in Dutch paintings of the 17th century such as those of Vermeer and de Hooch, etc. Some of these techniques are still used today to reinforce the simulation of a third dimension in addition to another form of projection in videogames as well as in painting. Artificial perspective dates back to the Renaissance, and is rooted in a mathematical (Ptolemy, Euclid), optical (Alhazen), geometric (Brunelleschi) and physical (Aristotle) basis. Its study was particularly established by the theoretical works of Alberti in De Pictura (1435).

Perspective mainly uses the process of convergence of parallel lines toward one or more vanishing points and an implied horizon line that often serves to support those vanishing points. With one vanishing point, the main focus is usually located in front of the viewer and the horizon, at the center of the picture (which recalls railway tracks). Perspective with two vanishing points is typically used to illustrate a pair of parallels (obliques) that converge within the image and away from their respective vanishing points. One can add a third vanishing point to the perspective, usually located either well below or well above the element represented. The three vanishing point perspective is regularly used in technical drawing, but not as much in video gaming.

As we have discussed, perspective and parallel projections do not proceed in the same way to achieve the illusion of three dimensions nor do they have the same visual relation with the object they try to illustrate. While perspective is subject centered and tries to simulate human vision, parallel projection is object centered and tries to simulate the actual physical dimensions of an object independently of any actual view we would have of it.  As such, perspective projection, unlike parallel projection, is closer to the concept of human vision (or at least its Euclidean concept). This means that the underlying principle of perspective is the focus on a point (the vanishing point), and all the lines are projecting toward this point. Being closer to the concept of human vision also means appealing to the principle of foreshortening. This principle is recognized by the impression of compression and distortion of the object it represents, related to the perspective since the object is facing the viewer. It was used particularly in the Middle Ages, but we can easily recognize its combination with some technological techniques in video games graphics (like Mode 7 in F-Zero).

With the advent of the moving image, other depth effects were matched to projection techniques. First, there is the parallax effect, which corresponds to the way objects move laterally at different speeds depending on the distance which separates them from the viewer. We can easily distinguish the effect by its principle of visual motion: the closer the objects represented in the image are to the viewer, the faster they move. There is also the stereoscopic effect that gives the illusion of depth. To achieve this visual effect, we need two similar images (but with a slight shift) and a technical device that merges these images into one. The stereoscopic effect has been widely researched and used, and should be, if we believe the discourse of advertising papers, the ultimate indicator of technological advance in games, consoles, and among other visual projection industries. However, the success of a console using the principles of stereoscopy have been limited, as evidenced by the recent Nintendo 3DS.

Visual projection in video games
As mentioned above, some terms are used more often than others in video game discourse, and this is not just a question of referential accuracy or mere habit, but rather simple resumption semantics. However, now the structure of the different techniques of graphic projection have been developed, it would be appropriate to use the proper semantic terms.

Friday The 13th

Video game graphics can be presented sideways (side view), from the top (top-down view) or from a straight down view (bird’s eye). The side view is often used to simulate the “eye of the beholder”. These types of projection are often used in 2D games. Sometimes they deviate slightly from projection rules in order to “add variety and the illusion of depth without the use of scaling” (Koncewicz, 2009) which is a calculation process of shrinking or growing 2D graphics objects (sprites). One of the most famous examples of side view gaming is Super Mario Bros. This game is interesting in terms of how it demonstrates that the side view projection is appropriate, thus without using any technique to illustrate depth. Indeed, those types of presentation are not exclusive to parallel or perspective projection. Also, this type of viewpoint frequently uses the parallax effect, which, as mentioned earlier, provides a sense of depth. Good examples of side scrolling games using parallel projection are Donkey Kong Country 2 and Prince of Persia. Some video games using perspective projection are also presented sideways, such as Friday the 13th. However, in this videogame, although everything seems to be in two-dimension (like the houses, or the background), there are projected lines that make the interpretation of the depth strange and vague. It is in an effort to create depth in that the two oblique lines in front each house or road implies a distance. But still, because these lines do not correspond to each other to a single vanishing point, it offers a rather odd presentation. Which means that side-scrolling is not infallible to coherence in graphical projection.

The Legend of Zelda

The principal problem with other points of view (top-down and bird’s eye) and the types of projection is that the angles tend to be confused with one another. We can often see different types of projections in the same frame, which gives a strange perception of the objects or the view represented. For example, in the interior representation in The Legend of Zelda, the top-down view offers a simultaneous impression that the player’s view is from above and frontal. Indeed, there is a strong one point perspective with a central vanishing point to the character which we see frontally thus the gameplay suggests a side-scrolling motion (which, in that case, the character is moving while laying down). Despite this, this point of view was frequently used in certain types of games because the overhead view often offers the best viewpoint for gameplay. This is particularly the case for role playing games (Final Fantasy, Dragon Warrior, etc.), strategy games (Warcraft), or construction and management simulation games (RollerCoaster Tycoon, SimCity 2000, etc.).

As stated before, in parallel projection the relationship between the axes is preferred to the impression of horizon or depth. In an isometric view, the scale of all three dimensions (x, y, z) is the same, and each angle measure 30 degrees. A cube projected isometrically retains its proportions, which means that its width, height and length will be the same size and will contain the same surface area. This type of projection is in fact very difficult to achieve (especially in the older games), and designers prefer to use a dimetric projection. The main difference between an isometric and a dimetric projection is that in the latter, only two out of three angles must respect the equivalence of the axes. For this reason, this type of projection is the most generally used. The most common ratio of angles is 2:1 (for every two pixels on the x axis, there is one on the y axis). This means that most of the time, an isometric projection is actually dimetric because this combination of pixels does not result in a 30 degree angle. Finally, trimetric projection allows freedom to stylize angles, and therefore graphics, which can result in an atypical game stylization. Since oblique projection has no specific rules concerning the angles of the axes, its aesthetic results in a quite arbitrary scaling of dimensions and proportions. However, as mentioned before, the cavalier perspective and cabinet projection (based on an extension of the sides of an object at an angle of 30 or 45 degree) was used in some games (such as the original Sim City).

As suggested at the beginning of this article, with regard to the historical study of graphics in video games, perspective is much more relevant than parallel projection because it is a paradigm that fits better with new technologies within time. Yet, according to Friedberg, the advent of new technologies has broken the single view point of this traditional visual conception. This challenge towards perspective by new technologies is perceived by the recent and rapid reorganization of the layout of images on modern displays. The split screen and multiple screens are two examples of resistance to the dominant visual mode dictated by the paradigm of perspective (single frame/single image). Although certain technologies have changed our relationship to the screen and the way we perceive our visual space, I believe that video games are rather a simulation than an exploration or organization of the screen. Indeed, even though the screen may be divided or include disparate elements in its visual space (such as commands, tools or actions), the main objective of the game will focus on a function of simulation rather than an organization one (like in the case of a cell phone or desktop display). Perspective is therefore an effective and appropriate tool to explore the advent of three dimensionality.

Perspective in 2D games was mainly used to complement the background of the first adventure games. Perspective to a vanishing point facilitated the calculation of the scaling (characters, for example). The environments made of pre-rendered 3D graphics allow the player to occupy any point of view in the environment and the characters therein were resized accordingly. This way the depth was integrated into the gameplay [endnote See the paper in this issue by Dominic Arsenault and Pierre-Marc Côté, Reverse-Engineering Perspective Innovation: An Introduction to Graphical Regimes.]. However, the use of perspective in games in 2D and fixed 3D was not the norm until the advent of real time 3D. The use of perspective was mostly devoted to decorative elements or to the environment.

Games like Prince of Persia and Mortal Kombat may not have been in actual 3D, but they advanced graphics technologies for video games. The digitized actors that portrayed the in game characters in Mortal Kombat, for example, were developed from digitized sprites of real actors, not animated cartoons. However, the multiplicity of characters is not from an equal number of actors, but from the recoloration of sprites. Indeed, some of the characters were based on the same model, but the colors of their attire and their special techniques indicated that they were different (such as Scorpion, Reptile and Sub-Zero). In 1997, Mortal Kombat 4 led the franchise to three dimensionality by replacing photographic actor models with polygon models from motion capture, thus moving from fixed 3D to real life 3D (Elmer-Dewitt, 2001).

Since the advent of polygonal 3D, the use of perspective is almost systematic. However, it is not the fact of having a good graphic rendering or appropriate use of perspective that makes a game a success or a failure of. Although all games use their own projection technique, one has to keep in mind that it is a specification among many others in the theory of video games. Thus the reception, the gameplay, and many other factors still remain to be studied. In this perspective, the vocabulary of graphic projection is not to be taken literally, but should be applied according to the knowledge that game studies has its own history.

– All images belong to their rightful owner. Academic intentions only.- 

References
Bordwell, D., & Thompson, K. (2010). Film History: An Introduction. New York, NY: McGraw-Hill.

Damisch, H. (1987). L’origine de la perspective. Paris, France: Flammarion.

Elmer-Dewitt, P. (2001, June 24). The Amazing Video Game Boom. Time magazine.  Retrieved from http://www.time.com/time/magazine/article/0,9171,162405,00.html

Friedberg, A. (2006). The Virtual Window: From Alberti to Microsoft.  Cambridge, MA: MIT Press.

Gombrich, E. H. (1977). Art and Illusion: A Study in the Psychology of Pictorial Representation. London, UK: Phaidon.

Koncewicz, R. (2009). A Layman’s Guide to Projection in Videogames. Significant bits. Retrieved from http://www.significant-bits.com/a-laymans-guide-to-projection-in-videogames

Nitsche, M. (2008). Video Game Spaces: Image, Play and Structure in 3D Worlds. Cambridge, MA: MIT Press.

Wiersma, O. B. (2008). Perspective Seen from Different Points of View. Retrieved from http://www.ottobwiersma.nl

Ludography

Diablo, Blizzard North, USA, 1996.

Donkey Kong Country 2: Diddy’s Kong Quest, Rare, UK, 1995.

Dragon Warrior, Chunsoft, Japan, 1986.

Fallout, Interplay Entertainment, USA, 1997.

Final Fantasy, H. Sakaguchi, Square, Japan, 1987.

Final Fantasy Tactics, Square, Japan, 1997.

F-Zero, Nintendo EAD, Japan, 1990.

Friday the 13th, Domark, UK, 1985.

Paperboy, Atari Games, USA, 1984.

Prince of Persia, Brøderbund, USA, 1989.

RollerCoaster Tycoon, C. Sawyer, Microprose, USA, 1999.

Sim City, W. Wright, Maxis, 1989.

SimCity 2000, W. Wright, Maxis, 1994.

Super Mario Bros, S. Miyamoto, T. Tezuka, Nintendo, Japan, 1995.

The Legend of Zelda, S. Miyamoto, Nintendo EAD, Japan, 1986.

Ultima VII: The Black Gate, R. Garriott, Origin System, USA, 1992.

Warcraft, Blizzard Entertainment, USA, 1994.

-Tutte le immagini appartengono ai rispettivi proprietari e sono usate ai soli fini accademici. –

Categoria: 2/2013 Journal | Tags: Audrey Larochelle (Université de Montréal)

The production of subject and space in video games

Posted on 11 Marzo 2013 by nrgiga
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Despite the dominant view that distinguishes video game space from other spatial representations as navigable space, someone who engages with the screen space of a video game must first and foremost rest at an ideal viewing spot in physical space, which is in accord with the requirements of a proper screening. In other words, one’s illusory experience of navigable space becomes possible only if one’s body in physical space occupies the visual center on which the scenographic arrangement relies in order to function. This type of “spectatorship” (Florenski, 2001, p. 57) 67, which is also central to the form of video games (Rehak, 2003, p. 118), has a long tradition in western mimesis and can be traced back to ancient theatre, in which the visual order relied on principles of Euclidian geometry. Revived during the Renaissance, and further developed with the notion of Cartesian space, this mode of representation, together with its implied spectator position, became the way of seeing in the New Age, and continues today, where it now serves as the basis for graphic rendering technologies in computer-generated imagery, animation, and video games (Taylor, 2003; Graça, 2006, p. 4; Wells, 2006, p. 1).

At the heart of this tradition lies linear perspective, a practice of representation that asks the spectator to remain immobile in front of a stage, and to have a fastened eye that sees what is brought to its sight (Florenski, 2001, p. 57). Based on a strong faith in natural sciences that were instrumental in its development, linear perspective is often hailed as the most “naturalistic” and “scientific” method to be used in the visual representation of the world. Rooted in Plato’s philosophy, which is known for the “prominence [it] bestows on visual activity, considered to be equal to cognitive activity” (Stoichita, 1997, p. 22), this mode of representation is also believed to reveal the truth (the capacity to reach the “inside”) while remaining objective (the capacity of stating the factual from “outside”), a highly problematic duality that has been the subject of much debate in anthropology, especially in the distinction between the emic (insider) and the etic (outsider) positions in anthropological field research (Harris & Park, 1983, pp. 10-11), and in photography theory, where the status of documentary photography in particular has been strongly questioned with regard to truth and objectivity (La Grange, 2005). The naturalistic effect that can be achieved in this mode of representation is specifically related to its success in self-effacement; that is, its success in managing to render its own form invisible and, through this, its capacity to function as an “engine of affirmation” (Kolker, 1992). Showing similarities to the notion of continuity in cinema, game genres like the first-person shooter have been praised for exactly this kind of fluent, realistic and seamless “direct representation” in which “looking and targeting come together, and the player [is] invited to follow his gun” (Kleijver, cited by Hitchens, 2011). Put in Ryan’s (2001a) words, “we experience what is made of information as material” (p. 68). This illusion provides enough ground to be able to state that screen spaces such as interfaces “are ideological, they work to remove themselves from awareness, seeking transparency—or at least inobtrusiveness—as they channel agency into new forms” (Rehak, 2003, p. 122). Lefebvre (1991) also points out this relation of spatial representation to ideology: “What is an ideology without a space to which it refers, a space which it describes, whose vocabulary and links it makes use of, and whose code it embodies?” (p. 40).

As Taylor (2002) has pointed out, “the dominance of linear perspective as a mode of representation has been much interrogated for other forms of pictorial representation, [but] it has not been so for video games” (p. 2). Taylor (2003) further states that “much of the current critical and theoretical literature on new media, including video and computer games, assumes both the conceptual transparency of the video or computer screen and the absolute authority of a rational scientific order.” As a result of these assumptions, developers, researchers and players alike tend to equate the underlying models of Euclidean geometry and Cartesian space to real space, and assign images rendered through methods of linear perspective to the status of the tangible, a quality which is often expressed through the terms “realistic” and “navigable.” In game development practice, this means that “video games have given implicit priority to unified monocular vision” (Taylor, 2002, p. 2) and that it is a widespread “assum[ption] that the screen is transparent and the player can effectively merge with the game space” (p. 12). However, as an observation of Rehak (2003) clearly reveals, these assumptions of transparency and the player’s effective merging with screen space remain problematic: “to sit at a computer and handle mouse and keyboard is to be physically positioned; to misrecognize oneself as the addressee of the screen’s discourse is to be interpellated as a subject” (p. 122). Not only the construction of screen space, but also the construction of the broader “stage” in which spectatorship takes place must be therefore regarded as instrumental in “enabling a snug fit between the player and his or her game-produced subjectivity” (Rehak, 2003, p. 119). As Martin Heidegger has observed, the world becoming an image is the same as the human being becoming a subject (cited in Sayın, 2001, p. 15). Hence, “producing a coherent space of reception for a viewing subject” is at the same time the “construction of unified subject positions” (Rehak, 2003, p. 119).

Rehak’s observations not only capture the mobility/immobility and inside/outside dualities, both of which are central to this model of video game consumption, but they also point into the theoretical direction of psychoanalysis. As Taylor (2003) has pointed out, “the models of subjectivity and agency offered by psychoanalysis provide a way to investigate the relationship of player, player-character and the screen [and to] examine how perspective shapes the field of gaze and the implications of the shaping.” Most importantly, Lacanian subject theory has shown that the production of spatial representation and the production of subject is an inseparable moment. This notion of simultaneity is a strong point of departure for reconsidering the abovementioned dualities in our perception of gaming both as players and as game researchers. However, dealing with this topic also requires taking a closer look at the concept of linear perspective as it has been questioned and criticized in architecture, the fine arts, and screen theory. In these fields, we find a number of works that give a critical account of linear perspective, among them studies on inverse perspective which deserve special attention.

The Inversal of Perspective: Gaze, Space and the Subject
Inverse perspective does not simply refer to a visual style whose most impressive examples were produced during the era of the Byzantine Empire, but it must also be regarded as a conceptual tool in the arsenal of modern art criticism, one that has been used to capture the immersive relationship between a work of art and the looking object, and the aesthetic experience that results from this encounter. Thus, the notion of inverse perspective plays a twofold role in understanding the relationship between the visual construction of ludic spaces and the production of ludic subjects. Firstly, it serves as a radical point of departure to critically approach the philosophies behind the representational strategies applied in contemporary gaming technologies and the mode of consumption that is fostered thereby. On the other hand, it serves as a metaphor that powerfully describes the immersive experience of “being at play” (in lusio, illusion), and allows us to relate to Lacanian psychoanalysis, whose theoretical framework has identified several (some of them spatial) misrecognitions (or inversals) that play a role in the production of subjects. Both Lacanian subject theory and the notion of inverse perspective have many common points that are helpful in the interrogation of linear perspective and the type of spectator/subject that it produces. These common points are particularly useful for overcoming the abovementioned dualities, which seems to hamper the attempts to formulate a theory that gives a more accurate account of a player’s relation to on-screen representations and/or social spaces.

Linear perspective’s claims in regard to naturalism have long been under dispute in other arts. This “wordview” has also been criticized for standing in association with the Cartesian cogito, which provides the basis for a subject theory that projects the human as a conscious being guided by reason as it “acts upon” an external world made tangible through the objectively truth-revealing powers of the natural sciences. To its critics, linear perspective is imperialistic (just as the modern rational subject whose “eye” it represents), its goal is “to tame the world, to take it under the control of a notion of space that can be ordered, looked at, invaded and possessed” (Florenski, 2001, p. 57). Rather than being copies identical to the real world, images created based on this method need to be considered as “the result of a complex calculation and coding process” (Graça, 2006, p. 3), of “a mechanical, automated eye” (Florenski, 2001, p. 57) which can render through its schematic order any sight into image, while treating them with equal indifference. Thus it is considered to be a process which cannot simply be regarded as an accurate reproduction of the way the human eye sees, for it lacks a human touch in the first place, but it must be seen as a visual discourse that is the product of a particular moment in history. The claim of representing the world as humans see it, comes even more under dispute when one considers the non-photographic nature of video and computer games, that is, their use of virtual cameras whose “animated camera movements are generated frame by frame imitating their cinematographic equivalents” (Hernandez, 2007, p. 38), a fact which is also indicative of the presence of “an autonomous universe, unfastened from factual existence” (p. 38). However, even if it were a photographic reproduction of the real world rather than a completely invented universe , the artificiality of such realistic rendering would still prevail. This is a fact which, according to Graça (2006), is largely ignored: “scholars deem to disregard that photographed pictures are graphical constructs that can be, and are, used to deceive” (p. 2). Graça continues by stating that “each photographed picture is already the result of a calculation process and, in its very essence, is not the expression of a physical direct human experience of time and space, but rather a visualization” (p. 4). Hence, “it does not correspond to a neutral process of ‘copying’ physical reality but, instead, is a process of building virtual representations according to a set of precise mathematical rules” (p. 4). Florenski (2001), not only critical of, but also strictly opposed to linear perspective, draws attention to the fact that some devices used in linear perspective drawing do not even require the artist to have an eye, since the artist can construct images without looking at the objects he draws (pp. 105 and 109). This level of mechanization and automation, the separation of hand from eye, and of creativity from realization, seems to stand in stark contrast with artistic views that strive to avoid “becom[ing] part of the production line as a functionary of the technical scheme within the apparatus” (Graça, 2006, p.6) and are against the extensive use of a “technical mechanisms standing between conception and finished work” (p. 5).

Opposed to the alienation of the artist from his work, inverse perspective is a term that has not only been used to emphasize integrity between artist and artifact, body and soul, human and nature, but also between artwork and spectator. In regard to aesthetic experience, this notion starts by suggesting that the viewer is positioned at the vantage point of the gaze of another. This vantage point, which is implied by the visual structure of the artwork itself, intersects with the viewing spot in front of the picture frame (or screen) that the spectator occupies. Through this implied position within the field of gaze, the spectator finds itself as part of extended screen space (Zettl: 1990, p. 134). When the spectator activates the codes of the work, it finds itself “inside and outside of the object at the same time” (Pallasmaa, 2005, p. 13) in an “encompassing field of seeing” (Taylor, 2003) and experiences itself “engaged in reverse perspective, in his/her self-image” (Pallasmaa, 2005, p. 12). In other words, it is not only the image that is exposed to the spectator here, but also the spectator who is exposed to the image: the goal of representation is not simply to give the spectator access to the virtual world, but also to give the virtual world access to the spectator. (Sayın, 2001, p. 16).

Pallasmaa (2005, p. 40) feels the need to refer to psychoanalysis to capture this immersive relationship with space and spatial representations by claiming that there is no body without a place in space, and no space which is not related to the unconscious image of the perceiving self, a connection that is central in the context of our interrogation. According to Taylor (2003), this is due to the gaze dominating the relationship because it is the very structure of this relationship. This is a structure that, according to Clemens (1996), “contradicts logic, for rather than the model preceeding its image, the image preceedes its putative model, that is, the body” (p. 74). It has been attempted more than once to describe this experience of “the looking back of the subject onto itself” (Taylor, 2003) with the metaphor of (divine) light. For example Byzantine icons are said to “take into their light the eye that looks at them (…) the light rays do not run from the eye to the image, but from the image to the eye” (Sayın, 2001, p. 16). Interestingly, Lacan too speaks of such light when he describes gaze: “it looked at me at the level of the point of light, the point at which everything that looks at me is simulated”. He continues to explain this experience of inverse raytracing as “the reduction of the subject to object in the field of gaze” (cited by Taylor, 2003).

While the notion of inverse perspective seems to put forward a quite unified vision in regard to aesthetic experience, one in which the spectator and the artefact become inseparable, in game studies the inside/out duality remains an important figure in attempts to capture the relationship between player, avatar and screen space. Game researchers often maintain a distinction between an outsider position that acts “upon” the world and an insider position that acts “within” the world, or they put a player’s relationship to game space as a half inside/half outside position: “one is in the world, but not of the world” (Aarseth, 2001, p. 5). The problem is often put as one of directness or indirectness; for example the FPS genre is regarded as enabling “direct agency,” whereas other genres, such as the so-called god game, are regarded as involving the player “indirectly.” Classifications of game space and player point-of-view (for example Ryan, 2001b; and Aarseth, Smedstad and Sunnana, 2003) are also marked by this duality, where camera distance and angle are regarded as measures of insiderness or outsiderness. Further related to this duality is the notion of embodiment, in which, depending on whether the player is associated to an in-game representation (for example an avatar) or not, the player is regarded as “disembodied” and therefore outside because of no “corresponding pair of eyes” in the game space (Poole, cited by Taylor, 2003). Finally, there is a form of this inside/out duality which perceives the player’s relation to game space similar to a rite of passage, in which the player is thought of as an outsider who has to work his way through the interface in order to enter the game and turn into an insider. Here, the interface is regarded as both physical (part of the real world, faced externally, and screening out the player) and virtual (an envelope that wraps and contains the fictional world and the player). The inside/outside duality seems to be a major obstacle in capturing the experience of being at play, which is immersive and unified regardless of point-of-view, that is, the distance to and angle from which one perceives events and other existents, and regardless of the impossibilities that the representations suggest as being true. All these indicate that it is a pivotal task to formulate an approach that goes beyond the inside/outside duality and explains that rather than a move from outside in, both space and subject are brought simultaneously into existence within the field of gaze.

Suture and the Production of Subject and Space in the Field of Gaze
A key concept that proves to be helpful here is suture, a condition “by which spectators are ‘stitched into’ the signifying chain through edits that articulate a plentitude of observed space to an observing character” (Rehak, 2003, p. 122). Rehak (2003) cites Silverman saying that “the operation of suture is successful at the moment the viewing subject says ‘Yes, that’s me’ or ‘That’s what I see’.” (p. 122). We know from our own gaming experiences that, regardless of point-of-view, presence or absence of avatarial in-game representation, and the degree of manipulation of the game world that is allowed to the player, we said “Yes, that’s me” and “That’s what I see” many times, on the broadest imaginable palette of games from all genres, and throughout an inexhaustive variety of mechanics, controls and interfaces. This situation indicates that identification, that is, “the transformation that takes place in the subject when it assumes an image” (Lacan, cited by Taylor, 2003), is a much more radical condition of “counting as one” than is perceived by the approaches that are built around the inside/outside duality. This fact is also stated by Lefebvre (1991) who observes that “representational spaces (…) need obey no rules of consistency or cohesiveness” (p. 41). He points out the arbitrariness of representations (and therefore the subject positions produced by them) by asking “what does it mean for example to ask whether perspective is true or false?” In the end, “all representations of space are abstract” and are “subordinate to their own logic” (p. 41). Florenski (2001, pp. 114-115) also points up this fact when he says that

representation is always signification (…) to ask whether a representation is natural or attempts a style makes no sense (…) one can only ask whether the applied style attempts to be naturalistic. Style is the inescapable nature of all repesentations.

This is another way of expressing that identification can take place under the weirdest configurations of visual style and spatial order, since they are all perceived as natural within their own style, and a spectator is therefore always ready to live up to the variety in which they may come.

Clemens (1996) draws attention to this active and performative nature of identification and states that it is by no means a simple registration of fact, but rather having the simultaneous status of cutting and suturing through which the human “identifies itself as a delimitable being-in-the-world, [and as] one object among others” (p. 73). This simultaneous status of cutting and suturing is closely related to the way the body, including the eye (or seeing) gets caught into the semantic web of the ludic discourse. As Zizek (1992, p. 21) explains, central in grasping this process is Lacan’s distinction between drive and demand. The central thought here is that in the symbolic order, the division of bodies into zones is not determined biologically, but through discourse. Hence, body parts or zones are marked not by their position within the human anatomy, but through the way they got themselves caught into the semantic web of the symbolic order. The body and its drives are rendered through the symbolic so as to be inscribed with varying sets of gestures, substances, values and replacement parts. Since the satisfaction of drives can only be attempted through this rendered body, Lacan uses the capital letter D, standing for Demand, which is how he calls such rendered drives.

It was probably Bernard Suits (1978) who included the notion of demand for the first time into a definition of play, saying that it is an activity “where the rules prohibit more efficient in favor of less efficient means” (p. 34), which is another way of expressing that players must satisfy drive through the way in which the game has reconfigured their body and the world within which they act. A term that may be useful to address such operations of demand on the eye (or seeing) is game view (Schreiber and Brathwaite, 2009, pp. 25-26). However, it is important not to mistake perceptual view for the broader field of gaze, since gaze is not simply perceptual view, but rather an order that constructs an artificial point-of-view and then naturalizes it as if it were perceptual view (the world presented as if it were “someone’s perception of it”). Hence, subjectivity is produced through a broader field of gaze that is “a structure of seeing” (Rehak, 2003, p. 119) and simulates an artificial view as if it were a perceptual view. In other words, “That’s me” (subject in space) and “That’s what I see” (spatial representation misrecognized as perceptual view) are both produced by the field of gaze, equally artificial but interdependent in the maintenance of their naturalizations.

It appears obligatory to consider ludic spaces from such a demand perspective then. Rapoport (1979) points out the importance of semantic webs in the differentiation of space into place so as to “indicate that [we] are here rather than there” (p. 3). In other words, the making of place is the marking of space, it is the “ordering of the environment by abstracting and creating schemata” (p. 3) and the “purpose of structuring space and time is to organize and structure communication” (p. 9). Hence, we do not speak of a “random assembly of things [but of the] expression of domains” (p. 9). According to Lefebvre (1991), this is “logico-epistemological space, the space of social practice” (pp. 11-12), which is underlied by “codifications produced along with the space corresponding to them” (p. 17). These codes must be regarded as “part of a practical relationship, (…) part of an interaction between ‘subjects’ and their space and surroundings” (pp. 17). This “appropriated space” (p. 31), which is the connotative sum of physical and mental space, is then where subject and place, both being products of the same codification, come into mutual existence.

Interfaces, too, can be seen from this perspective. Following Flanagan’s (2006) observation that “interfaces are abstractions that can be said to describe an underlying topology of the self” (p. 312), it appears that they embody the semantic web that we are caught in at exactly the moment we start to interact with them. However, we need to take into account that it is not merely the interface itself that re-skins the player, since the interface must be regarded as a re-skinned body/space, too. The relation between player and interface/screen space must be seen as an encounter of two skins/bodies caught simultaneously into varying but mutually accessible architectures of the same semantic web. But where is this semantic web then to be found? As Flanagan (2006, p. 315) explains,

the equivalent to skin and its markings lies in code, in programming. Computer programming provides the ultimate map, for it is both a language with its symbolic representations, and itself a body, a place where language transcends representation and becomes action.

The program reskins both of these participants with different but by both participants mutually and meaningfully recognized zones. With meaningfully recognized zones, I mean to say that the demand of a subject always involves a certain vision of the demand of the other, because ultimately, the reskinning of bodies is also an act of inscribing gaze (the demand of the other) onto each other’s skins. Running against each other in order to satisfy their demands, intercourse between the two subjects interface and player will only take place if the conditions put forward by the semantic web are met, that is, the confronted subjects must negotiate the satisfaction of their demands in a way recognized by the semantic web that produced them. What is recognized as a valid exchange changes, of course, from game to game. This broader framework of valid exchange, which re-skins both player and interface simultaneously, also explains in particular why, as long as the contrivance or appropriation is successful, a player can identify with any type of visual representation of presence within ludic space, be it through subjective camera, side-view, top-view, in-game avatars, or all of them at once, since the player’s subjectivity and the interface are constructed as each other’s mirror reflections: they see each other in each other.

The fundamental importance of semantic webs in the re-zoning of bodies and spaces indicates that one must see a condition of the semiotic type here, one that doesn’t simply turn inside or outside based on camera distance or angle, but one which allows it to assume any kind of position as a property of the self, and this is exactly what suture achieves: to be as is. One assumes the image, despite its radical otherness; the properties of the image one assumes come second. It may come across as striking to realize how old this particular notion of “counting as one” is: the verb assume is etymologically rooted in the latin sum (to be, to amount to), and esse (being), from which also the word essence derives. The connection to the word essence is interesting because it lays bare a complex, almost tautological aspect of this kind of presence: A being whose ontological basis is founded onto itself, as is exemplified in the way God answers Moses’ call for providing an identity: Ego sum, cui sum; “I am who I am.” This is the biblical Yahveh, the name of God, a being whose characteristic property consists of being. In short: God is. On another account, this is also the essence of the narcissistic condition, in which one assumes one’s own shadow reflection (imaginis umbra) in order to erect an image of one’s self so as to gain a substance and a proper name: “That’s me” (Stoichita, 1997, pp. 32-33). In other words, one maintains a self-image on the basis of an image that has been mistaken for the self. In the case of ludic identification, we could say that the sum we talk about is a connotative sum (a self-image): that between a signifier (the human borrowed by the game from the real world) and a signified (the logical and semantic form of the game). This allows us to draw the conclusion that being a player is to count oneself as the position produced by, and taken in, in symbolic space, and that through this, one has become a sign.

How does a human find itself reduced (or, if you prefer, elevated) to a sign, to a game-generated subject within ludic space? An explanation to this is given in one of Roland Barthes’ (1991) early studies that is concerned with myth as speech. Myth as speech, according to Barthes, borrows the signs from a first order language (which could be any token of reality—a human for example—that has been already rendered into a sign by other discourses), and strips them from their already existing signifieds, thereby turning them into empty forms (signifiers), and associates them then with the set of signifieds of its own symbolic order (p. 113). This operation of discourse on discourse, which Gregory Bateson (1983, pp. 315-316) defines as meta-communication, renders the invaded objects into metaphor, and causes them to shift on a vertical axis, into a different logical state (a different set of rules that govern a productive articulation of its own kind), one which radically alters the meaning and capacity of every contrived object or action. This can be said to apply to games too, since games recruit already existing signs as to give them functions as signifiers in their own systems. Games can be then partly defined as second-order languages that recruit the signs of first-order languages as their signifiers. As soon as the signs of the first order language are dislocated by the operations of the second order language, they retreat into the state of being signifiers in the latter (1991, p. 113). The important aspect here is that through its borrowing, the signifier-turned-sign gains a double sense: it is simultaneously a sign in a first order language, and a signifier (associated with the signifieds) in the game’s second-order language. Through the borrowing and association with the signifieds, the borrowed sign becomes rooted into the realm of the game so as to express meaning in terms of the logical form by which it has been invaded. For example, the game of football utilizes real humans, real-world physics (such as gravity), and real objects (a ball, a framework made of wood), all of which could be considered as already having meaning in the real world (thus, being sign systems, or first order languages), and uses them as the empty forms (signifiers) of its secondary order language by filling them with its own logical form (signifieds). The logical form redefines and reconfigures the emptied signs so as to make them functional in the fictional universe of the game, thereby also enabling the ludic signification process. Humans, physics and objects that have been borrowed are still real to some extent; however, humans only gain functionality by pretending not to have any hands, and gravity has gained new functionalities by being put into the service of the fictional universe of the game. In other words, what has been borrowed from reality is not exactly the same as with what has been given back (Barthes, 1991, p. 124). As Malaby (2007, p. 96) has stated, we must speak of “contrived contingency” here: the utilized elements acquire new meaning through their subordination to the definitions and delineations of the ludic discourse. Real properties and real actions of real humans and processes no longer denote what they used to denote, because “when it becomes form, the meaning leaves the contingency behind” (Barthes, 1991, p. 116).

It can therefore be said that through the rendering of first-order languages into metaphor, games invent one world scheme in terms of another. The invented world scheme must be regarded as the knowledge about a certain truth that was outside our perception until its inception through the ludic call. Despite the materiality of the utilized beings and objects, we do not deal with empirical facts here anymore, but with symbolic values put into circulation by ludic discourse. To consider these values as half real-half fiction, half inside-half outside, means that one assigns substance to what has become form, thereby seeing empirical facts in what is signification, and a causal chain of real events in what is a system of values (Barthes, 1991, p. 130). Indeed, to the player, a game seems to be stripped from the motivations that created it and is consumed with a sense of logic, as if the signified were set up by the signifier, and as if the image led us naturally to the concept, which results in one seeing an inductive system in what is actually a sign system (Barthes, 1991, p. 130). This complex process of the naturalization of the artificial is achieved by a human’s submission to several interrelated orders of misrecognition. The next section deals with these misrecognitions.

The Compass of Disorientation
In a paper on the concept of misrecognition in psychoanalysis, Clemens (1996) provides us with what he has named a “compass of disorientation”. Here he lists eight orders of misrecognition (see Table 1) through which Lacanian theory explains the production of subjects. Each of the misrecognitions are also matched with equivalent figures of speech in rhetoric, something which immediately brings into one’s mind the notion of procedural rhetoric in Ian Bogost’s (2007) work on persuasive games. Clemens (1996) draws attention to the fact that “for Lacan, it is precisely rhetoric that attempts to ground being” (p. 81).

Mis-Rec. Rhetorical Figure Figure Description Psychoanalytical Description Corresponding Player Phrase
1st Metaphor Treating an object as if it were another object Seeing one’s image “over there” as if it were “over here” “That’s me”
2nd Synechdoche Substitution of a part for a whole Mistaking one’s own fragmentation for an unified self “It functions”
3rd Prosopopoeia Anthropomorphism Misrecognition of the image as human, despite the fact that it is an artefact “It’s alive”
4th Prolepsis Anticipation ofthe future The mistaking of a promise for an already accomplished fact or possible manifestation “I am…”
5th Metalepsis Trope of a trope Miscrecognition of the status of this promise, which is actually a promise of a promise “…was, and will be”
6th Antithesis Counter-proposition that denotes a direct contrast to the original proposition A misrecognition that proceeds by inverting the image’s significance and value “I’m the reason”
7th Catachresis Misnaming The misrecognition of the stage as stage. “This pretends to be a game, but it can’t fool me: this is a game”
8th Irony Incongruity between the implied and literal meaning The misrecognition of the entire scene as if it takes place, despite its impossibility. Everything transpires precisely because of its non-existence. “Impossible, therefore.”

Table 1. The compass of disorientation: eight orders of misrecognition briefly described and tagged with corresponding figures of speech.

Clemens (1996) describes the first misrecognition, metaphor, as primarily spatial (p. 74). It is a stationary transport in which “one is caught up in the lure of spatial identification” and one sees “one’s image over there as if it were over here” (p. 74). Bateson (1983, pp. 316-318) explains this as the effect of meta-communication, since a game frames the relationship between objects anew and causes an inversal similar to figure-ground inversals in optical illusions. Objects shift into a new logical state and no longer denote what they used to denote. Besides, what they now denote is something fictional. Barthes (1991), as already mentioned, explains this inversal as a second-order language dislocationg the signs of a first-order language so as to make them work under its own signification chain. Indeed, all myth is metaphor.

The second misrecognition is the “mistaking of one’s own fragmentation for a unified self” (Clemens, 1996, p. 74). It is based on an “overlooking of the external, material support of one’s image” (the stage, the surface), something which allows us to say that the produced identity of the subject is sort of a “non-existing prosthesis that helps one to stand up straight within oneself” (Clemens, 1996, p. 74). Interestingly, this notion of a support that enables one to stand erect, can be traced back to the term colossus, which expresses the erection of something living and persistent inside the twin-image (Stoichita, 1997, p. 20), that is, to turn the flat (not only in the sense of being two-dimensional, but also as in “lying flat on the nose”) image into a clay figure or erect statua (statue) by filling it with substance and thereby giving it three-dimensionality (pp. 16-17).

The third misrecognition “illicitly renders the inhuman human, by giving a face to a thing” (Clemens, 1996, pp. 74-75). This is primarily to repeat in an image what has been lost, or simpler, to animate the dead, something which according to Stoichita (1997, p. 20) marks the birth of the tradition of western mimesis and is the main motif behind the long story of image as placeholder.

The fourth and fifth misrecognitions are related to time rather than space, because they are about a promise, or more precisely, about the promise of a promise that is misrecognized as an “already accomplished fact or possible manifestation” (Clemens, 1996, p. 75). According to Stoichita (1997, p. 21), this is a defining property of images (or representations), because their primary impact is to point at their own time, the time in which they exist, and thereby cause the setup of a time outside of the flow of time. Here, the image is not just a projection in the visual sense, but also in the mental/cognitive and temporal sense: it comes from the future, and makes one think “to already be” (This is me, here, now), which is “a prefiguration of power linked with the symbolic [and] governed by a strange temporal structure, that of the already/not-yet” (Clemens, 1996, p. 75). This is maintained by a doubled illusion: not only are the screen images we see and which make us assume an image of the self, illusions, but also this very image of the self-caused by these images is an illusion. Hence, what is misrecognized as presence is the projection of a ghost of a ghost, of a future of a future, “something that might never receive actualization” (p. 75): This is me, here, now, is then an illusion of the finest sort. And it leads to the sixth misrecognition: “one mistakes what the promise holds out” and as a result, “apparition is greeted with jubilation” (p. 75). But what is greeted with jubilation is not only to be a ghost, but to be a ghost in the machine, since what seems like being in power is only to function as a gear in the machine, that is, the interpellated subject carries the system on its back, while it thinks to sit on top of it. In other words, the subject “inverts the image’s significance and value” (pp. 75-76.) and perceives as a privileged position what is just one of the countless functions that need to be performed for the system to reproduce itself, including its carriage-subjects.

The two final misrecognitions, catachresis and irony, require a bit of a special treatment, because they relate to how the whole stage is misrecognized. The misrecognition of the stage as stage is a very interesting one, because one is aware of its status of fiction but nevertheless proceeds as if it were not. The staging occurs, but ultimately cannot be grasped. This, in the final analysis, leads to irony, because everything takes places despite its impossibility (Clemens, 1996, pp. 76 and 80). Clemens goes on to say that “this is not a fantasy in the sense of wishful thinking or of an absurd or offensive content, but rather an empty and fractured frame that is organized according to eminent logical exigencies, and devolves from logic running against its own limits” (p. 80). Such “disappearance of the initial cause from the mechanical field that it founds” (Copjec, cited by Clemens, 1996, p. 80), has been addressed with terms such as naturalization and non-knowledge. Barthes describes both as essential aspects of mythmaking, aspects that can also be said to apply to games: when the game’s invitation to join its unique signification process finds us in our individuality, the game, which is after all a historical artefact, appears to us as if it were natural, that is, as if it were the most logical thing for it to spring out of contingency the way it sprung (Barthes, 1991, pp. 123-124). The ludic call presents the game’s existents and events as though they were magical items that feel as if they have been created solely for us, in exactly the moment of our encounter with them (p. 123). This is the result of the successful contrivance between the object that has been borrowed from the first order language and the logic of the second order language. Barthes (1991) describes this contrivance as a turnstile that puts into motion the dual sense of the signifier-turned-sign: we can no longer distinguish between the sign as meaning (its state in the first order language), and the sign as empty form (its state as the signifier in the second order language) (pp. 113-119 and 121), and it is exactly this state of not being able to distinguish between these two states that generates the irresistible magic that makes the call of the game so powerful. This mechanism is central to the production of the ludic subject: “player” neither stands for the real human (outside), nor for the abstraction that the concept puts forward as a role (inside); it is the inability to distinguish between the two, between the inside and outside, something which causes one to take on a position that is non-existent (symbolic).

This condition of standing on a ground that exists solely because of its non-existence must be overcome by the subject with a sort of a non-knowledge. In order to maintain the illusion of agency, it is thus central that the subject remains unaware of the fact that the source of its capacity is not in itself, but that it is produced by the position which it holds within the symbolic order (Zizek, 1992, p. 29). Instead it must experience the fact of being a product of ludic discourse in a way that allows it to find its produced self as truth. This becomes possible through what Lacan calls the answer of the real, a defining moment in our encounter with discourse, which sets up the illusion that we have been always already there as we are. According to Zizek (1992), the answer of the real can be regarded as the repetition of the phallic gesture of the symbolic order in response to a loss of reality (p. 29). In the case of games, this is a response to the sudden thrownness into the alien game world. In order to transform the resulting utter impotence of this thrownness into its opposite, agency, the player must find a way that allows it to take on responsibility in the sudden appearance of this ludic reality: it needs a token of truth that suppresses the arbitrary nature of its presence and confirms its faith into being a unique and omnipotent subject (p. 30). In other words, it needs an event, “the experience of being influenced, of a connexion” (Wittgenstein, 1953, p. 71e) that allows it to re-inscribe itself into what it believes to be a causal chain of events that respond to its demands and manipulations—“’the experience of the because” (p. 72e). A typical example for this is the “A-ha, see? I did it!” moment, when one uses the controls of a game for the first time and manages to make something happen. When the player’s action accidentally produces an event, the playing human, perceives this accident as the success of its own communication: it put a demand into circulation and its demand has been answered (Zizek, 1992, p 31). Zizek states:

For things to have meaning, this meaning must be confirmed by some contingent piece of the real that can be read as a “sign.” The very word sign, in opposition to the arbitrary mark, pertains to the “answer of the real”: the “sign” is given by the thing itself, it indicates that at least at a certain point, the abyss separating the real from the symbolic network has been crossed, i.e. that the real itself has complied with the signifier’s appeal. (p.32)

He further states that it is only through non-knowledge that this successful misunderstanding establishes the psychic reality that allows for a meaningful encounter with a number of naturalized entities (pp. 33-34). Hence, game-produced subjectivity must be experienced as an immediate quality of one’s individual presence—the “purest crystal,” as Wittgenstein calls it (1953, p. 44e)—and not as being maintained by the performative act that produces it as such. In other words, for the player, the as if is, and can only be, real.

Conclusion
As I have pointed out in this paper, the field of game studies has yet to develop a unified player theory which has the capacity to explain the complex relations between player, game space and visual representation. I have drawn particular attention to the points of that made repeated failure in this regard due to a prevailing inside/outside duality that seems to create confusion in locating the player’s position within the mixed field of physical and virtual space. This confusion has in particular to do with a failure to recognize a player’s status as spectator, who, as opposed to the idea that he navigates through space, rests at a fixed point in physical space so as to obey a scenographic arrangement that makes the staging of such navigation possible.

This article also attempts to overcome the aforementioned duality by interrogating the notion of linear perspective. To do so, I use the notion of inverse perspective, a concept that does not only refer to a certain mode of representation, but also to a certain philosophy in art criticism. This philosophy emphasizes a highly unified and immersive relationship between spectator and artwork. Based on the framework that this philosophy puts forward, and especially around the notion of (divine) light, I have established a connection to the concept of gaze and to the theoretical framework of psychoanalysis.

Based on the earlier works of game studies scholars who attempted to use Lacanian psychoanalyses, in particular Bob Rehak and Laurie Taylor, I have used interpretations of Lacan’s theory and some of his central concepts, such as Demand, in order to shed light on the complex relationship between player, space and gaze. The point that I emphasize here is that player and space are simultaneously produced and mutually dependent constructions within the broader field of gaze. This is a condition that is difficult to capture with approaches built around an inside/outside duality, since we need to take into account the symbolic order as the fundamental ground on which subjectivity and space are constructed. Such an approach suggests that reference to real physical space must be suspended to some extent in order to deal with the problem of subjectivity in a thorough way.

In order to deal with the production of subjectivity itself in a detailed way, I have used Justin Clemens’ “compass of disorientation” and discussed several of the orders of misrecognition which he puts forward. In my discussion, I have made particular use of the works of Roland Barthes, Victor Stoichita, and Slavoj Zizek. I hope that I have thereby been able to make a contribution to the understanding of how a game produces subjects that assign the status of the real to the “as if.” I believe that in the future we need to see more studies that attempt to overcome the prevailing inside/outside duality, especially studies that emphasize the simultaneity of the production of ludic space and ludic subjects.

– All images belong to their rightful owner. Academic intentions only.- 

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Categoria: 2/2013 Journal | Tags: Altuğ Işığan (Independent Researcher)

Reverse-engineering graphical innovation: an introduction to graphical regimes

Posted on 11 Marzo 2013 by nrgiga
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Technological innovation in the video games industry is a rich area of research that has barely been explored as of yet. 68. Gamers are always clamoring for novelty and a remedy to the oft-decried “sequelitis” that “plagues” the industry, while game publishers and platform holders secretly plan a next-gen platform to capture the ever-shifting market. In this light, the importance of graphics cannot be understated, as it is usually taken for granted in game historiography that “[g]ame graphics were, and to a large extent still are, the main criteria by which advancing video game technology is benchmarked” (Wolf, 2003, p.53). This formulation, however, needs to be expanded and broken down if we want to truly capture the reasons for success and innovation in the games industry. One key aspect to be factored into the equation is that gamers are sophisticated and literate enough to look beyond the mere graphics “coating”, and seek new gameplay opportunities.

The strongest evidence for this rests in gamers’ criticism of the “bullshot” phenomenon. See http://www.penny-arcade.com/comic/2005/09/12

To extricate the complex interlocking of graphics, technology and innovation will require us to articulate the interdependent uses and discourses surrounding the notion of graphics in games. Working around Kline, Dyer-Witheford & De Peuter’s (2003) model of the game industry as the interaction of three circuits—technology, marketing and culture—we will make terminological and conceptual distinctions that will help clarify the roles played by graphics, innovation, technologies and aesthetics in games. Although we agree with Andrew Hutchison, who “explicitly highlights the important co-dependence [of] game aesthetics [as] the combination of the audio-visual rendering aspects and gameplay and narrative/fictional aspects of a game experience” (2008), our approach is to take this statement as a starting point and to deconstruct this co-dependence in order to analytically identify the properties of each half and understand how and when they can form a whole.

Distinguishing Functional and Aesthetic Innovation
Studying innovation in video games is a tricky proposition because it threatens to confuse distinct sets of issues 69. As Ian Bogost argued, the design of video games can be understood as a practice that straddles the functional and aesthetic dimensions: “Video games are software, but they are not meant to serve the same function as spreadsheets. They are not tools that provide a specific and solitary end, but experiences that spark ideas and proffer sensations.” (2008, p.1) Conceivably, innovation can occur on both of these levels. But this does not mean these two types of innovation are of the same kind.

Functional innovation is a somewhat straightforward matter: a game franchise may automate tiresome processes (by auto-saving or auto-mapping a gamer’s progress, providing a fast travel option, or automatically managing supplies efficiently unless the gamer wants to give customized orders), add more simulational complexity (such as line changes and stamina meters in sports games), or offer new modes of play (for instance, the Practice Mode in Killer Instinct). Functional innovation is often thought of as teleologic, but in truth has no such pre-established, absolute direction to follow. It advances through reiteration, each new game largely repeating its precursors’ successes while pitching a couple of new ideas to “revise” the set “schema,” in the words of art historian E. H. Gombrich’s schema and correction theory (1960). Even on the functional level, then, a certain kind of game culture is established.

Aesthetic innovation may at first glance seem like either an oxymoron or a tautology. If we postulate that the aesthetic phenomenon is linked to originality and uniqueness, then any aesthetic component of a game is always by default an innovation; conversely, by definition no aesthetic proposition can be inscribed in a straight teleologic line with an earlier proposition because it would then fall under the functional dimension. Yet in any given game design, form follows both function and the cultural criterion of a satisfying media experience that stands between a wealth of existing artifacts and a horizon of promises yet to be actualized. A new game is thus both a new idea to be explored through an original experience, and a reassessment of past explorations of related experiences. As aesthetically unique as it may appear, no game springs forth from a designer’s mind untouched by the larger gaming culture: the historical context is an unavoidable part of the equation. Aesthetic innovation, then, can be thought of as Hans R. Jauss’ aesthetic variation, which is the degree to which a given work differs from our expectations and manages to surprise us by positioning itself in the margins, or in another space entirely, from the horizon of expectations (1982). Functional innovation can be seen as a small step or a leap forward along a trajectory; aesthetic innovation is a small step or a leap sideways, in another direction.
Circumscribing Technological Innovation
The nature of video games as technological constructs (and subjected to Moore’s law that processors double in power every two years) makes any investigation of innovation seem inherently technology-driven. And technology can and does influence a number of innovations: auto-mapping, for example, requires additional data storage. Hardware advances in game console generations provide ever more computational power, more buttons on game controllers, higher graphical resolutions, etc. But many innovations cannot be charted up to technology. Killer Instinct’s Practice Mode, for instance, is in fact much easier to implement than its standard fighting mode, as it consists of letting an opponent stand still waiting to be beaten up forever, with no artificial intelligence, damage calculation or timer rules to be dealt with. Hence both functional and aesthetic innovations hinge on genre and media conventions, which are socio-cultural habits largely independent from questions of technology.

Technology is only one term in the broader equation of game innovation, and it often functions as a facilitating agent, rather than a necessary cause, for many innovations. A technological innovation opens a field of possibilities in the technological circuit. The possible must be understood here in the philosophical tradition of the actual and the virtual. For Gilles Deleuze (1966), the virtual is opposed to the actual (rather than the real): it represents an open field that contains everything needed for an event or a thing to actually take form, but it is already real insofar as the real always holds, in itself, a part of virtuality, of differentiation. By contrast, the possible is a realm that is conceptualized in some form as independent from the real; a possibility is a set of definite preconditions for existence that have already been met, so that the only thing left is for it to be realized.

Applying these concepts to game innovation and technology, we would claim that technological innovation may carve out a part of the virtual and move it into the domain of the possible. This was the case with the ray casting technique employed by id Software for Wolfenstein 3D (1992), which simulates tridimensionality out of 2D bitmap sprites. Their methods for doing so could have been actualized earlier, as the principles behind them stem from the virtualities of programming, visual rendering and data treatment. When they started licensing their engines as technologies, the subsequent game developers who worked on them did not operate from the virtual, but from the possibilities which this engine allowed them. (They could, of course, add unexpected features to the engine from the unactualized virtualities of reality, just as id had done before them).

Technological innovation thus acts as a pole of attraction for game developers by breaking down the infinity of the virtual and delimiting a set of possibles from which they can easily work. This intersects with what Nelson & Winter (1982) have identified as a technological trajectory, a natural way for technologies to evolve based on the exploitation of latent economies and optimization (such as increasing hard drive sizes, faster processing, more dedicated graphical memory, etc.). Importantly, the trajectory develops in accordance with the larger technological regime, as Marsili’s summary of the research on innovation and technological regimes show:

A “technological regime” (Nelson & Winter 1982, Winter 1984) or “technological paradigm” (Dosi, 1982) defines the nature of technology according to a knowledge based theory of production (Rosenberg, 1976). Innovation is viewed as a problem-solving activity drawing upon knowledge bases that are stored in routines (Nelson & Winter, 1982). Accordingly, the technology is represented as a technological paradigm defining “a pattern of solution to selected technological problems based on selected principles derived from natural sciences and selected material technologies” (Dosi, 1982). In a similar way, a technological regime defines the particular knowledge environment where firm problem-solving activities take place (Winter, 1984) (1999, p.3).

The successive techniques and technologies used to materialize a given game idea, which partially depends on the graphical regime, are to be considered as forming a technological regime: Quake’s (1996) full-3D implementation of virtual environments and actors is a new way of solving the problem of providing a first-person shooting experience, just as Doom’s (1992) binary space partitioning was an answer to Wolfenstein 3D’s ray casting, itself an answer to Maze War’s (1973) step-based approach to 3D space (Arsenault, 2009), etc.
Videogame Innovation and Technological Novelty
Returning to Wolf’s claim that game graphics serve as a benchmarking tool for new technologies (Wolf, 2003), we must add a crucial dimension to the statement. If graphics act as a conceptual interface linking consumers with the underlying, invisible technologies, we must also integrate separately the usages that are made of these technologies. This means that graphics, in and of themselves, have an indirect and limited impact on a game or console’s success. 16-bit graphics were not enough to bring success to the TurboGrafx-16 in America because many of its early games did not exploit the new graphical capabilities of the console to expand the range of possible game experiences. The separation of technologies and usages allows us to relativize the classic video game marketing claims, which have historically heavily emphasized graphical fidelity, with ever more on-screen colors and background layers, higher resolutions, sprite sizes and polygonal counts, more advanced shading effects, etc. These are all accounted for as technological trajectories, but innovation does not always rely on technological advances. This is why Nelson & Winter (1982) distinguish the technological trajectory from the trajectory of innovation: an innovative product invites reiterations and incremental refinements, which can develop into its own trajectory regardless of technological progress or stagnation. Isabelle Raynauld has shown how a new technology’s appearance always constitutes a promise to consumers as well (2003); in the case of video game graphical technologies, that promise could be said to imply more than just “prettier” graphics, and rather promise new play experiences through new modes of representation.

In other words, the technological trajectory must be coupled with an interesting trajectory of innovation, that is, a renewing of game forms and possibilities of action for players. Nowhere is this more evident than during the launch of a new game console, where the launch title games become the privileged vessels of all three circuits of marketing, technology and culture, as they are tasked with demonstrating the possibilities of the hardware, keeping alive the promises of the new technology, and regulating the horizon of expectations of gamers. This was the case with the Super NES’ special Mode 7 graphics, a form of planar projection that could render a 2D bird’s eye view image in pseudo-3D by foreshortening the pixels up to a horizon line. Two of the SNES’ launch titles illustrated this convergence of technological and innovation trajectories, albeit differently. Pilotwings (1990) showcased the potential for Mode 7 to bring about new types of gameplay and opened up a novel trajectory of innovation, while F-Zero (1990), though quite content with providing a classic racing game experience, took that innovation trajectory to a new level of visual details and smooth scrolling animation. This dual discourse from Nintendo (the platform holder) managed to attract both kinds of game developers: those favoring conservative refinements along the existing innovation trajectories, and those more adventurous developers that wanted to push new innovation trajectories.

Framing innovation as a facilitating agent and pole of attraction for game developers allows us to simultaneously treat technology with the importance it is due, but also to envision innovation outside of technology. There is legitimate cause for a relativistic approach of its importance in our understanding of the medium. This is precisely where graphical regimes are helpful to us, as they can account for continuities and ruptures in visual forms of gameplay that transcend technology as a material imperative. In other words, we believe that the essential feature of new graphical technologies is to cement new graphical regimes, as in innovative ways of viewing and—more importantly—of playing. The term “cementing” is not chosen lightly. If we are to postulate an essential continuity of forms that is independent from particular technologies (at least to some degree), then we must replace all images of newness and metaphors of appearance, emergence and birth by metaphors of cementing and coalescence. In this view, a technology seldom introduces newness that springs out of a materialistic “big bang” that creates matter out of nothingness, but rather articulates or reshapes some primal matter and elements that were already present.
The Synergistic Forms between Graphics and Gameplay: Graphical Regimes
The graphical regime is to be understood as the junction point between gameplay and graphics: it is defined as the imaging of gameplay and the gameplay of the image, independently of the technological graphical capabilities or limitations. As such, it serves to describe the range of affordances that the game creators open or close for the player as a result of visual configurations. For instance, even though Starcraft 2 (2012) is powered by real-time polygonal 3D graphics, its creators did not allow the player to freely move the virtual camera anywhere they wanted, staying true to the graphical regime of the top-down view that had characterized its classic predecessor. The same conservatism transpired through Donkey Kong Country (1994) and Killer Instinct’s integration of cutting-edge pre-rendered 3D modeling and animation technology into classic 2D fighting and platforming gameplay. A graphical technology may not translate into new modes or affordances of gameplay if it is not accompanied by a corresponding change in graphical regime. To further clarify, the graphical regime is a qualitative descriptor of video game artifacts.

The first task for any new concept is to interrogate the medium anew. In our specific case, we have moved away from a technologically-driven view of video game history and instead envision it according to the ways in which the imagery can be mobilized to enhance or transform gameplay and, reversely, the ways in which the game allows for interactivity with the visual elements of play experiences. Can the player alter the image’s framing, point of view, and visibility of distance or layers? How much and how often is he or she in control of the virtual camera? Are the user’s interactions with the image a crucial aspect in the game’s structure, or more of a secondary addition to meaningful play?

Aside from acting as descriptive statements, graphical regimes can help to highlight complex aesthetic effects, such as the Scarecrow’s nightmare sequences in Batman: Arkham Asylum (2009), where gameplay is reduced from the usual 3D exploration to a 2D side-scrolling view. In the context of this action game, the brutal reduction in the gamer’s control over the camera positioning quite literally puts the player under the villain’s graphical regime (an ongoing metaphor throughout the entire narrative).

Keeping this interrogative stance, it can be very instructive to consider the phenomenon of video game remakes. What kind of added value can be gained from enhancing a classic game’s visual characteristics? The Playstation Portable (PSP) release of the PC Engine’s Castlevania: Rondo of Blood (1993) can provide us with an example. The decline of its original platform has significantly reduced the game’s accessibility, long desired by fans of the series. The resulting offer to this demand was Dracula X Chronicles (2007), a polygonal 3D version of Rondo of Blood that ran contrary to the visual strategy taken by the 1997 Symphony of the Night (also included in the package as unlockable content). In terms of graphical regime, nothing is changed: the player’s relationship and stance adopted toward the game space is bound to the classical sidescroller, allowing no action to alter anything on the Z-axis. The same graphical regime characterizes Jordan Mechner’s Karateka (1984) and Prince of Persia (1989), independently of the perspectivist graphics they feature: though the ground is pictured with depth cues, the player still moves along a single horizontal line 70. Graphically, these appear to be pseudo-3D spaces, but this depth is not implemented in gameplay, unlike in Double Dragon (1987) and other beat ‘em ups.

So far, we have presented the graphical regime as an analytical tool that allows us to link together games that use different technologies or techniques to achieve a similar way of playing and viewing, so to speak, from the point of view of an analyst or gamer. As a metaphor for political control, it always implies a game creator somehow constricting a gamer with imperial authority. Understanding the deployment of graphical regimes then requires us to focus on the pole of creation as much as reception. To this end, we would like to propose a new distinction into the model of relationships between innovation, technology and graphics, from the perspective of a game’s creators: the concept and process of mise-en-image.
Graphics as a Design Preoccupation: Defining the Process of Mise-en-image
Looking at the situation from the point of view of game creators requires us to historically situate the rhetorical importance of graphics, which is always relative to the state of affairs of the industry at a given moment. While Kline et al.’s model can be used as a flat sheet mapping of the industrial arena, in actuality the birth of an individual video game artifact always occurs within a certain hierarchical configuration of the circuits, in a constant dynamic of initiatives and adaptative responses. Nevertheless, what matters for videogame creators (in spite of the historically numerous marketing efforts to give credits to graphics alone) is the way in which a given interactive pattern of input and feedback is visualized by the interacting player. In certain cases, the designer may start with a gameplay concept, and then struggle to implement it through a corresponding visualization concept: here, a particular model of what “playing a game”, or of what “a game of such-and-such kind” should be acts as the starting point, which means that it is the cultural circuit that takes the initiative, while the technology and marketing must adapt and respond to sustain this initiative. The creative effort to build such a relationship can be accurately synthesized as mise-en-image, akin to the mise-en-scène by which a director struggles to implement a dramatic script through a corresponding visualization for the camera or the stage. Of course, this process can start with an initial choice of favored visual pattern, but what really matters is that in both cases, vision and gameplay must be articulated according to aesthetic and technical considerations. This articulation is an irreducible preoccupation of game imagery. In our understanding, the choice of a graphical style of representation is separated from those of gameplay and vision, even though the three aspects are intertwined in the play experience as a whole. A short quasi-caricatural table of features will clearly illustrate the differences between what we term graphical style and vision, which follow the same split between the dimensions of functionality and aesthetics that we traced at the beginning of this paper. Graphical style is what we commonly mean by visual aesthetics, while vision refers to the functional aspects of graphics:

Graphical style Vision
Surface level cosmetic polish Point of view and perspective on the game world
Visual realism (number of colors, resolution, …) Scale and angle of camera shots
Spectacular visual effects (lens flares, motion blur, parallax scrolling, …) Display of gameplay elements (draw distance, number of sprites on screen, …)
“Eye candy” with stuttering gameplay “Bare-bones” graphics at 60 frames per second
Incremental graphical technological improvements (the TurboGrafx-16 graphics processor) Innovative graphical technological improvements (Nintendo’s Mode 7 graphics and Super FX chip on the SNES)

While an innovation in the technological circuit can open new possibilities on one or more of these creative processes, the medium’s history also shows that many games have expanded the possibilities of interaction beyond what their technology allowed at face value. Consider, in this light, the already mentioned cases of the beat ‘em up subgenre of action games exemplified by Double Dragon, which offered a playfield with navigable depth even though actions were performed on a single line on the horizontal x-axis, or the ray casting technique which projected a tridimensional perspectivist space out of 2D bitmap graphics in Wolfenstein 3D. That determined individuals can push forward new game experiences even before their facilitation by new technology suggests a continuation of the ‘hacker’ culture famously responsible for the birth of the 1961 Spacewar!. But even for spectacular technical innovations, the question remains as to their actual effect on gameplay. As the mise-en-image is a process that ties representation to interaction, it is always a way to construct both game space itself and the point of view, which is crucial to the graphical regime’s influence on visual feedback. As Michael Nitsche pointed out: “One has to explore the interaction and the media that present it. Any concentration on either presentation or functionality but not both would destroy the holistic principle of spatial experience” (2008, p.8).

In other words, our vision cannot be reduced to simply mechanistic considerations. Gameplay is not an activity that follows reductionist, abstracted choice-and-payoff grids from game theory, but is the actualization of an experience predetermined to some degree by the game’s designer(s). Thinking in terms of game mechanics can only inform us about the gameplay or simulational logic dimension of games, but we must not discard the other components that shape the user experience as a whole. A robot might play Doom in the same way whether it is looking at it through the map screen or the first-person point of view 71, but then a robot would play Doom without any screen connected to the computer anyway. This goes along with Juul’s statement that “games that are formally equivalent can be experienced completely differently” (2005, p.52).

Steve Swink’s concept of “game feel” also provides a good framework to account for the complexities of the play experience, and relativizes the part played by graphics by telling us that “the point is to convey the physical properties of objects through their motion and interaction. Any effect that enhances the impression that the game world has its own self consistent physics is fair game” (Swink, 2007, p.4). Even visual polish, according to Swink, does not depend on graphical enhancement, but has in fact more to do with the coherence of the various technical choices that are made to tie a given game’s imagery to corresponding rhythms and contexts of gameplay, a distinction championed by our chosen term mise-en-image.

Of course, if we imagine a game like Star Fox (1993) on the Super Nintendo without polygonal graphics—perhaps with the then-paradigmatic Mode 7 foreshortened scrolling spaces and 2D sprites—we dramatically alter the ride that the game offers. Indeed, it would probably be more akin to HAL Laboratory’s 1991 release Hyperzone. Tridimensional real time rendering not only brought a heightened precision for spatial simulation on the technical dimension of graphics, but also transformed possibilities for visual “polish” on an aesthetic dimension.

Hyperzone

Hyperzone

Star Fox

Star Fox

Star Fox remains a good example here, albeit in a negative form, since the Super FX chip’s features famously premiered by the cartridge did not include a lot of visual refinement. What would Star Fox be, as an overall gaming experience, with particle effects, texture mapping, and dynamic lighting? An argument could be made that Star Fox 64 (1997) is already a significantly different experience, even as it reiterates most of its 16 bit predecessor’s graphical regime and gameplay mechanics. Nevertheless, the concept of graphical regime invites us to treat the SNES and the Nintendo 64 titles as a continuity of forms and to claim that Hyperzone differs more from them than them between themselves, again relativizing the importance of material platforms and hardware.

Graphical style, of course, has its part to play. As much as we argue to limit its potential role as a component in the confusing golden lamb of “graphics” in videogame terminology, we must acknowledge that it is always a part of any gaming experience. This is complicated by the fact that it is not impossible to find examples of games where the graphical aesthetics (the graphical style outside any functional considerations) are in direct connection with their proposed gameplay aesthetics. In Frédérick Raynal’s 1992 Alone in the Dark, the objects available for interaction are visually highlighted as they are polygonal objects—like the protagonist and creatures—in an environment that is entirely pre-rendered with a markedly different visual style.

Alone in The Dark

Alone in The Dark

Such contrasts are also of prime importance when playing Mirror’s Edge (2008), a first person parkour action game where the usable objects are highlighted with a bright red over the monochromatic white of the environment. Here, the choices regarding the sensory stimuli of the screen’s surface work in synergy with the mise-en-image to indirectly influence the pacing of gameplay by explicitly distinguishing a plane of interaction possibilities from a plane of non manipulable décor for the player, giving him a clear line to follow. Graphical resolution can also become a central gameplay preoccupation if we were to imagine two different video game adaptations of the Where’s Waldo? books, one in 256 x 322 pixels and the other in 1920 x 1080; surely the resolution here would transcend mere questions of style and render the search significantly easier or harder.
Theory Going 3D: Beyond Unidimensional Gameplay and Graphics
Our investigation of the relations between innovation, technology, graphics and gameplay can open new areas of inquiry that have yet to be charted out. For example, a significant problem with any discussion concerning the videogame image lies in the inherent hybridity of the visual flux that games present us: imaginary diegetic spaces, themselves often a complex composite of real time and pre-rendered polygons, 2D graphic overlays, video sequences and/or still photographs, are often presented as coexistent with non-diegetic game menus, interface items and abstract or iconic symbols representing more complex diegetic elements. How can we circumscribe the mise-en-image, i.e. the interaction of gameplay and image, in a game like Final Fantasy Tactics (1997), where an important part of playing the game happens within menus rather than in the spatial projection of the fictional world? As much as we separate the different aspects of games and recognize them as multidimensional artifacts, we also need to move away from global, totalizing descriptive statements that attempt to circumscribe given games in their totality, for the good reason that our games are not only multidimensional (a multiplicity of levels which we could conceivably chart out in simple 2D graphs), but these dimensions are proteiform and multilayered, such that we must also account for their inherent hybridity or dynamically shifting expressions.

These considerations invite us to stop treating gameplay as the sole or exclusive focus of scholarly efforts to arrive at an essential ontological heart of “gameness,” isolated from other aspects. Even though gameplay might be conceived as the heart of games or even of game studies, a heart is still organically linked to other components of the body. In the same way, we need to analyze gameplay as a relational entity linked to the other aspects of video games, just as we have studied the gameplay/image symbiotic unit here. A future study could investigate the relationship between gameplay, vision and control. It would be interesting to study games like Super Paper Mario (2007) and Metroid: Other M (2010), where the player is tasked with actively shifting between different graphical regimes, in order to trace lines of continuity and innovation along this axis. When Capcom’s 2001 Ace Attorney series, originally released on the Game Boy Advance, was remade in 2005 for the Nintendo DS, the dual display screens of the DS allowed a more immediate access to in game data, which is a central aspect of these games. As Wired journalist Chris Kohler wrote:

the quickie ports of these games to the Nintendo DS just a few years later might have been seen as a cheap cash-in were it not for the fact the DS’ array of innovative features were perfect for the genre. I can’t imagine playing these games without using the touch controls to investigate rooms and flip through menus, or without checking my case evidence on a separate screen while reading a witness’ testimony (2011).

The notion of graphical regimes permits a new look at video game history and an appropriate theoretical framework for accurately describing and analyzing the contributions of agents in the technological and cultural circuits while avoiding the exuberant discourses on innovation from the marketing circuit.

 

– All images belong to their rightful owner. Academic intentions only.- 

 

References

Arsenault, D. (2009). Video game genre, evolution and innovation. Eludamos 3(2), pp. 149-176. Retrieved from http://www.eludamos.org/index.php/eludamos/article/viewArticle/65/125

Bogost, I. (2008, December). Persuasive games: windows and Mirror’s Edge. Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/3890/persuasive_games_windows_and_.php.

Deleuze, G. (1966). Le bergsonisme. Paris, France: Presses Universitaires de France.

Gombrich, E. H. (1960). Art and illusion: A study in the psychology of pictorial representation. London, UK: Phaidon.

Hutchison, A. (2008). Making the water move: Techno-historic limits in the game aesthetics of Myst and Doom. Game studies 8(1). Retrieved from http://gamestudies.org/0801/articles/hutch.

Jauss, H. R. (1982) (tr. T. Bahti). Toward an aesthetic of reception. Minneapolis, MI: Minnesota University Press.

Juul, J. (2005). Half-real: Video games between real rules and fictional worlds. Cambridge, MA: MIT Press.

Kline, S., Dyer-Witheford, N., & De Peuter, G. (2003). Digital play. The interaction of culture, technology and marketing. Montréal/Kingston: McGill-Queen’s University Press.

Kohler, C. (2011, September). Videogame remakes: The good, the bad and the pointless. Wired. Retrieved from http://www.wired.com/gamelife/2011/09/best-video-game-remakes/

Marsili, O. (1999). Technological regimes: Theory and evidence. DYNACOM working. Retrieved from http://www.lem.sssup.it/Dynacom/files/D20_0.pdf.

Nelson, R., & Winter, S. (1982). An evolutionary theory of economic change. Harvard University Press.

Nitsche, M. (2008). Video game spaces. Cambridge, MA: MIT Press.

Nitsche, M. (2005). Games, montage, and the first person point of view. DiGRA 2005 conference proceedings. Retrieved from http://www.digra.org/dl/db/06276.11074.pdf.

Raynauld, I. (2003). Le cinématographe comme nouvelle technologie: opacité et transparence. Cinémas 14(1), pp. 117-128.

Swink, S. (2007, November). Game feel: The secret ingredient. Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/130734/game_feel_the_secret_ingredient.php

Wolf, M. J. P. (2003). Abstraction in the video game. In M. J. P. Wolf, & B. Perron (Eds.) The video game theory reader (pp.47-66). New York, NY: Routledge.

 

Ludography

Alone in the Dark, Infogrames, France, 1992.

Batman: Arkham Asylum, Rocksteady, UK, 2009.

Castlevania: Dracula X Chronicles, Konami, Japan, 2007.

Castlevania: Rondo of Blood, Konami, Japan, 1993.

Castlevania: Symphony of the Night, Konami, Japan, 1997.

Donkey Kong Country, Rare, UK, 1994.

Doom, id Software, USA, 1992.

Double Dragon, Technos, Japan, 1987.

Dracula X, Konami, Japan, 1985.

F-Zero, Nintendo, Japan, 1990.

Final Fantasy Tactics, Square, Japan, 1997.

Hyperzone, HAL Laboratory, Japan, 1991.

Karateka, Jordan Mechner, USA, 1984.

Killer Instinct, Rare, England, 1994.

Maze War, Colley, USA, 1973.

Metroid: Other M, Team Ninja, Japan, 2010.

Mirror’s Edge, EA DICE, USA, 2008.

Pilotwings, Nintendo, Japan, 1990.

Prince of Persia, Jordan Mechner, USA, 1989.

Quake, id Software, USA, 1996.

Spacewar!, Steve Russel et al., USA, 1961.

Starcraft 2, Blizzard, USA, 2012.

Star Fox, Nintendo, Japan, 1993.

Star Fox 64, Nintendo, Japan, 1997.

Super Paper Mario, Nintendo, Japan, 2007.

Wolfenstein 3D, id Software, USA, 1992.

Categoria: 2/2013 Journal | Tags: Dominic Arsenault (Université de Montréal), Pierre-Marc Côté (Université de Montréal)

Polygons and practice in Skies of Arcadia

Posted on 11 Marzo 2013 by nrgiga
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This paper features research carried out at the Victoria and Albert Museum into the design history of Sega’s 2000 Dreamcast title, Skies of Arcadia (released in Japan as Eternal Arcadia). It was released by Overworks, a subsidiary of Sega, at an interesting point in Japanese computer game history. A new generation of video game consoles was in its infancy, and much speculation in the industry surrounded how networked gaming and large, open, tridimensional game worlds would change game design in the years ahead.

Skies of Arcadia is a game about sky pirates, set in a world where islands and continents float in the sky. I became interested in this game because it was praised in critical reviews for the real sense of place in its visual design. It is a Japanese Role Playing Game (JRPG), meaning that gameplay focuses on exploring a series of spaces and defeating enemies in turn-based, probabilistic battles using a system similar to that established by tabletop games such as Dungeons & Dragons.

This research is based on interviews with the producer Shuntaro Tanaka and lead designer Toshiyuki Mukaiyama, user reviews submitted online over the past 10 plus years, and historically informed design analysis. It is grounded in a broader study of the networks of production and consumption that surrounded and co-produced the Dreamcast as a cultural phenomenon, technological agent and played experience.

Through design analysis, oral history and archival research, in this paper I will complicate notions of tridimensionality by placing a three dimensional RPG in a broader network of sociotechnical relationships. Tridimensionality is not a trick of technology; it is a collaborative practice between player, designer and console.

Historiography

Video game architecture and space design has been treated in depth by researchers in game studies and game design practice, but little work has been carried out into the history of video games from the perspective of their inner spaces.

Steffen Walz’s Space Time Play (Borries, Walz & Böttger, 2007) and Towards a Ludic Architecture (Walz, 2010) provided the basis for a spatially oriented games criticism and design theory in the late 2000s. These two works provide a survey of architectural perspectives on gaming and ludic perspectives on architecture; theoretical sketches are complimented by taxonomies of spatial organisation in games and brief reviews of how games have used space in their design. They are extremely useful theoretical works, but as with game studies more generally, there has been no attempt to trace the socio-technical history of network relations that brought changes in video game space design into being. For a text targeted at design theorists and designers in training, this is not a serious flaw.

However, just as historical study is an important way of building citizenship in state schools, a greater understanding of the causes of design change and stagnation in the games industry over its history so far can help developers, critics and players to better understand how change could happen in the future. The technologically determinist account of video game design history suggested by the introduction to Space Time Play, whereby changes in the dimensionality and spatiality of games are caused by advances in hardware, puts developers and players in a passive role as the subjects of technology’s ever progressing march into the future. I would argue, inspired by Bruno Latour’s “Actor Network Theory” methodology (Latour, 2005) that design change occurs as part of a larger network of historical forces, a network in which all participants, both human and non-human, are actors with some degree of agency.

History

Tridimensionality had been a profitable gimmick in arcade gaming since the 1980s, but in the early 1990s, when Sony began building hype for the PlayStation, it became a major selling point for big publishers. Business analyst Nicholas Lovell recalled in an interview that the demos for the PlayStation, particularly tridimensional games such as Ridge Racer, gave the video games industry generally a new legitimacy as the enhanced legibility brought on by more advanced graphics technology made it conceivable that games could be understood and played by a broader audience (Lovell, 2012). The next generation of consoles—Dreamcast, GameCube and PlayStation 2 —competed heavily on the basis of their capacity for tridimensional graphics.

Skies of Arcadia was developed in-house by Sega to demonstrate the 3D graphics processing capabilities of the Dreamcast, and to give Sega an offering in the growing market for Japanese RPGs. The Dreamcast hardware, including its 3D graphics processor, is and was understood by most human actors in the network from a technologically determinist standpoint; the hardware would bring in the customers, inspire game developers, and enable new approaches to game design.

Shuntaro Tanaka was the director of Skies of Arcadia 72. His own sense of direction in the project seems to have come from two main sources: firstly, his communication with his seniors in the company and the hardware division of Sega; and secondly, his perception of what the target demographic would enjoy based on existing cultural products.

One case where direction came from above was in recognising the importance of the game as a product that would demonstrate the hardware capabilities of Sega’s new console. Tanaka heard from the hardware division that the Dreamcast would provide unprecedented graphics processing power, and that Sega’s consoles needed a large-scale RPG to rival Final Fantasy or Dragon Quest, (Tanaka & Mukaiyama, 2011) both of which ran on Sony’s PlayStation. By 1999 RPGs were perceived to be a very profitable genre; the Nikkei Weekly conjectured that it “could revive the games industry” off the back of the 17.88 million units of Final Fantasy games shipped by Square by the time Final Fantasy VIII was released (Arcade, home games to be compatible, 1999). Sega was suffering significant commercial and financial problems due to the perceived failure of their previous console, the Saturn, so they needed the Dreamcast to be a major success.

On world design (sekaikan), Tanaka’s direction came from other cultural products that were held in high esteem, such as the anime films of Hayao Miyazaki. This quotation of familiar images and products was well-received by fans:

When I was a child, big warships and the Metal Max series 73 left a deep impression on me. If you liked this sort of thing too, you’d enjoy this game. (Nanjayo, 2007)

When interviewed, games developers working in the late 1990s seemed ambivalent towards Sword and Sorcery themed RPGs. While the roots of the game genre lie in Dungeons & Dragons tabletop RPGs, Japanese RPGs had been drifting away from these origins in the 1990s, most notably in the Final Fantasy series, which had introduced elements from Japanese myth and legend, and cyberpunk aesthetics. A graphic designer for Vagrant’s Story, released in 2000, said with a note of pride that he “wasn’t familiar with the sword and sorcery look,” so his enemy character designs looked unconventional and fresh (Studio Bentstuff, 2000, p. 487).

Tanaka reported that the original RPG that Mukaiyama had been working on for the Sega Saturn was to be a traditional sword and sorcery themed game. Once Tanaka joined the team he introduced the new theme of sky pirates, and the team began to work towards the game that would become Skies of Arcadia. He said that there were many reasons for this choice of theme, and highlighted two particularly important factors. One was his belief that a game world inspired by Miyazaki’s Laputa: Castle in the Sky would appeal to the target demographic of teenagers and “people who like anime and manga.” Implicitly, sword and sorcery themed worlds did not hold the same appeal. In addition, he believed that the theme would make it possible to show off the polygon 3D capabilities of the Dreamcast, since airships could view landmasses from any angle (Tanaka & Mukaiyama, 2012).

Coeval with the push to demonstrate the new hardware features of a next generation console was perhaps the notion that a next generation game should push frontiers artistically as well as technologically. Therefore, the game world did not have to be just large enough and three-dimensional enough to impress players, but it also had to have a refreshing setting to garner real attention.

The turbulence and power games of an age of empires and piracy may have been evocative of the exciting state of the industry in the late 1990s, as game designers looked forwards to a new age of networked, fully three-dimensional, open worlds for virtual roleplaying. This was a time when many game designers were developing new technologies and skills in anticipation of the next generation of games. Perhaps this was analogous to the new world mythos of empire and piracy. This optimistic sense of being on the cusp of a brave new cyberworld would have been supported by the euphoria of massive economic growth in the software and IT industries during the dot com boom.

One common issue that arises in retrospective interviews with game developers working in the late 1990s is whether the team possessed, from the outset, the skills required to make games for the next generation of consoles, and how they trained in those skills if they were lacking. The interviews I will quote below show that it was uncommon for Japanese companies to headhunt expert designers and programmers who could bring a new skillset to the studio. Instead, employees would remain on the payroll even while working on projects that would never make it to market, in order to develop the skills required to make later, high budget titles. This was the case with Skies of Arcadia, as Shuntaro Tanaka explained in our interview:

We didn’t have any experience of making large-scale RPGs, 74 […] I hadn’t come in yet, but Mukaiyama was there from the start, and at that time [the console was] Sega Saturn. So for two years they were working with the Saturn. They still weren’t able to make anything out of it when Sega announced that [the console] wouldn’t be Saturn, but they were releasing some [new] hardware. It turned out that they were going to release the Dreamcast, so the plan changed—they weren’t going to make it in time for the Saturn, so they [decided] to make a game for the Dreamcast. I came in shortly after that, and since it was to be the Dreamcast, the hopes for the game and the story totally changed, so we started from scratch and it took another two years after that. (Tanaka & Mukaiyama, 2000)

Tanaka’s previous work had been in Sega’s tactical RPG and dating sim 75 franchise Sakura Taisen, and he was brought into the project when the switch to the Dreamcast was announced. From there on, any experience in gameplay development gained by the existing team from their two-year attempt to create a large-scale RPG was applied to a new project, with Tanaka as creative director. Rather than hire someone from outside with prior experience in large-scale RPGs, Sega made use of the talent it already had in-house.

Retrospectively, developers are prone to describing projects that led to published games as though they too were training exercises, perhaps particularly if they were not high-budget titles within large franchises bringing in huge revenue for the company. Matsuno recalls that although it was made for the PlayStation, Vagrant’s Story was made with a view to building the 3D polygon design skills that would be required to make next-generation games on the PlayStation 2.

We figured it would be the last game we make for the PlayStation. After that, we would shift to next-generation consoles such as PS2, Dolphin [later known as Gamecube] and Dreamcast. So we thought rather than make a 2D game, we should get a 3D game under our belts. For this game, we gathered together a lot of people who had worked in 2D games, so Vagrant’s Story was the first time they had built up the know-how for polygon 3D games, for both graphics and programming. That was our starting point for the project. (Studio Bentstuff, 2000, p. 8 )

Matsuno later worked on Final Fantasy XII, and introduced to the franchise stylistic themes he had developed in Vagrant’s Story. Other members of the design and planning teams also attested to the fact that the biggest challenge in making Vagrant’s Story was developing skills in 3D real-time graphics.

Personally, I was interested in what we would actually be able to create graphically. A lot of people working on this game had been making games since way back. I wondered what they would be able to do when we were making graphics for the PlayStation. By gaining some know-how in that area, we might be able to further advance real-time graphics when hardware capacities go up a notch with the PlayStation 2.

[…] This was the first game I had made in full polygons, and I realised that everything I had learned making 2D games would still help me. Expressing things in very few polygons, reducing the number of colours to increase processing times, things like that had us using the same skills that they were using when they made dot images for the Super Famicom. For example, even with the PlayStation 2, there will still be limitations on memory and processing capacity, so at the end of the day what determines the quality of our work is our prior experience. (Studio Bentstuff, 2000, p. 487)

The suggestion here is that by developing an advanced game within the technical limitations of the PlayStation, they would be better equipped to make maximum use of the superior hardware capabilities of the PlayStation 2 in later games with larger budgets and greater expectations, such as Final Fantasy XII. When it came to 3D polygon-based design, there was a similar sense of being on the cusp of a great technological leap, but the designers interviewed focused on the ways in which their existing skills allowed them to make this jump successfully.

Everyone made polygon models and also made dot images, and I think that’s how we were able to make a game like this. In the end, when it came to character expressions and scenery, we were making those polygons using the same techniques that people working with dot images had always used… I like to have technical constraints… drawing something in three dots that you would have drawn in ten… without technical constraints, it’s not as interesting. (Studio Bentstuff, 2000, p. 41)

Skies of Arcadia has a very similar backstory. The 3D polygon-based aesthetic that Tanaka first worked on here was later applied to his more commercially successful project, Valkyria Chronicles (2008). Clearly, at both Sega and Square at the end of the 1990s, there was a sense that polygon-based 3D worlds would be very significant for future games development, so projects were taken on that would allow design teams to build up the necessary skills. At Square, the skills developed while working on Vagrant’s Story were put to use in Final Fantasy XII, and at Sega a similar training process led from Skies of Arcadia to Valkyria Chronicles.

This offers one answer to the question of significance with relation to 3D graphics technology—technically significant games trained developers in the skills required to make later games that become prolific.

Design analysis

In this design analysis, I will demonstrate that Skies of Arcadia was not just designed to showcase hardware, but that verticality was used in architectural designs for narrative effect, constituting a historically-situated “narrative architecture” following the game design theory of Henry Jenkins (2004). Tridimensionality emerged as a narrative and experiential practice, rather than a technological flourish.

Skies of Arcadia is a game-world made entirely from polygons, with no use of background images to give an illusion of perspective projection on a flat plane. A world made of polygons is three-dimensional from a visual point of view, but the control degrees of freedom can range from one—for example, if the game world were to automatically move past the character, and the player could control only whether to jump or duck—up to six in, for example, a helicopter simulator in which the players could control movement along three axes and the tilt, roll and yaw of the vehicle itself.  In Skies, players are only able to move on-screen characters along a maximum of two degrees of freedom at any given time; while on foot they can move the character forwards and back, right and left, and while on a ladder or pole players can only move the character up and down. So the world is three-dimensional, but the control degrees of freedom are no greater than can be achieved in a two-dimensional game-world. Players are also sometimes able to move the camera along another two degrees of freedom: up and down, and left and right.

This is common for RPGs, and could be compared with action games such as games from the Tomb Raider franchise, which typically give the players six control degrees of freedom: the playable character Lara Croft can be moved forwards and back, left and right, up and down (by jumping, crouching, climbing and falling), oriented right, left, up and down to face different directions, and even made to turn upside down by cartwheeling (Core Design, 1996). This is a key differentiator between RPG and action gameplay, and makes different demands on the player’s skill.

This shows that tridimensionality was not just a question of using a graphics card to create game worlds made of polygons. It was also important to consider the interaction design in the game mechanics: the control degrees of freedom given over to the player affected the extent to which a game felt tridimensional.

Town and dungeon

In order to draw attention to the polygon tridimensionality of the game and, by extension, to the graphical capabilities of the Dreamcast itself, Skies of Arcadia’s architectural designs created dynamic topologies to permit movement along the vertical plane without increasing the control degrees of freedom.

Pirate Isle, the home of the main characters, is an example of a town map where the ground elevation is arranged almost as a corkscrew; the lowest part of the island is an underground secret base, which contains three floor levels that are scaled by a variety of ladders, ramps and poles. A door from the underground base leads to the outer edge of the island, where a path circles up and around the outside to the main village buildings and further up and around to the top floor of the windmill. The buildings and windmill are both connected to a wooden mezzanine that leads upwards to two separate, small islands; one acts as a jetty for small ships, the other is used as a lookout post. This is one of the earliest areas accessed in the game, and it demonstrates the tridimensionality of the game world very clearly through architectural verticality.

Horteka is a rainforest island which also employs wooden mezzanines, in combination with zipwires, poles and ladders, to navigate between straw huts and treehouses. Poles and zipwires are particularly well designed for demonstrating the tridimensionality of the space in terms of depth. Movement down them is smooth and dynamic, and foreground elements such as leaves and branches briefly move past the camera to emphasise proximity and distance.

Shrine Island is arranged as three concentric circles; the outermost circle contains a lake, and is joined to the inner two circles via a long, narrow path. This narrow path leads towards the large structure of the shrine itself, which looms ever closer towards the camera as the player pushes the character forwards. Another concentric circle leads around the shrine, but access has been cut off by debris, forcing players to access the building through imposing doors. All of this emphasises the scale and volume of the building.

Sky and ships

The tridimensionality of the sky maps, across which the player-character must travel in a ship in order to get between the floating islands that house towns and dungeons, allows players to move along three degrees of freedom. The gameplay features of the sky map require skillful maneuvering of the ship, particularly when attempting to catch fish as they swim through the sky by flying directly into them. While the first ships piloted in the game do not feel conspicuously slow to respond, there is a significant change in ease of response when the characters come into possession of the Delphinus. The Little Jack, the ship featured in the first half of the game, responds too slowly to follow fish that have swum behind the ship. The Delphinus, however, can spin around very rapidly, making it possible to catch fish with greater speed and accuracy than before.

The simulation of control systems was an interesting issue for Dreamcast games at the time. Sega GT (Sega, 2000), a racing game made by Sega, used the processing power of the Dreamcast to offer supposedly realistic simulations of the experience of driving the models of sports car offered by the game. This notion of realistic simulation was taken further with the release of steering wheel controllers for the Dreamcast. The notion was that core features such as steering response, acceleration, brake speed etc. were accurately transferred into algorithmic properties of the cars featured in the software and then fed back haptically into the controllers.

In Sega GT and other racing games, player progress is rewarded by unlocking more advanced cars and more challenging and exciting tracks. The goal of the game is to win races with inferior cars in order to be able to participate in better races with faster, more responsive cars. These games distil the challenge-reward mechanism of game design in a much simpler form than the sprawling, multi-layered gameplay of RPGs. A variety of challenges are made available to players, designed to feel difficult but achievable; players select a challenge, and if they complete it they win more challenges and more tools that they can use to complete those challenges. An important factor here is the player’s sense of agency in their choice not only of challenges, but of which rewards to apply to solve the individual problems posed by each challenge.

Of course, the flying ships of Skies of Arcadia were not designed to be realistic simulations of what it would be like to sail a ship in open air. However, a similar logic of technical impressiveness regarding the air ships in Skies of Arcadia was applied to the sports cars in Gran Turismo; quick response times were impressive features designed to wow the players and serve as a reward for progress in the game.

The technology said to determine the capabilities of ships in the game world are able to be installed as interchangeable hardware of the ship itself. Different cannons can be bought or won and used to increase attack power in battle. Other hardware allows the ship to sail through reefs of rock or sky walls. Here, the same logic that is seen in racing games is again applied to the ships of Skies of Arcadia; players are rewarded for their success in ship battles with superior hardware, and they then have the choice of which hardware to install before attempting the next challenge. This same logic applies to the games console itself; the value of technological commodities is arguably promoted here through gameplay performance.

The tridimensionality of Skies of Arcadia is not simply a natural result of the construction of the world from polygons, nor can it be summed up as the number of control degrees of freedom. More complex issues of game design make the game feel more three-dimensional than previous RPGs, which allowed a similar number of degrees of freedom despite being rendered partly from flat images, such as Final Fantasy VII and VIII (Square, 1997; Square, 1999). The ability to traverse the sky in an airship gives players three control degrees of freedom and allows the world to be viewed from any angle. The architectural design of the game world arranges passable space and impassable structures to create pockets that emphasize movement around structures rather than across the two-dimensional ground plane. Varying ground elevation and the inclusion of ladders and poles highlights the three-dimensionality of structures through player movement, as does the manipulation of viewer sense of scale.

Verticality and narrative

A 3D platform game released by Sega one year after Skies of Arcadia, Super Monkey Ball distinguished itself by its emphasis on the vertical dimension. Level design played on pillars and castle turrets to visually highlight verticality, gameplay introduced falling as either a failure or a short-cut to success, and the optical distortion of its wide-angle view further added to the sense of near-free fall (Johansson, 2007). In Skies of Arcadia, verticality is skillfully employed in architecture to emphasise the tridimensionality of the game-world and contribute to game narrative.

Height is mobilised in architectural design to narrativise the political differences between civilisations in terms of character agency. Under benevolent regimes such as Pirate Isle and the rainforest land of Horteka, it is easy to travel vertically by climbing ladders and poles. More controlling regimes such as Valua restrict the characters’ movements, particularly along the vertical dimension. Valua is divided into the upper and lower city, and the upper city is restricted to only those of a higher social class. Forbidden routes through Valua are achieved via the underground catacombs, which are populated by monsters that the characters must fight in order to pass through. The use of underground architecture for subversive action is established on Pirate Isle, where all buildings and objects that relate to piratical activity are located in a secret underground base.

This equation of height with power lends itself to a reading of Arcadia’s architecture as panoptic. In some ways this is true. Valua features many electric searchlights that glare down on the characters from above, at one stage in the game actually posing a real threat as being caught in the searchlight generates a battle with a set of deceptively powerful robots. The sixth civilisation’s location in upper sky above the rest of the world is reflective of their aloofness and ultimate power to destroy the rest of the world in an instant if they see fit. However, both in terms of the storyline and the game’s artificial intelligence, there is actually nobody behind the searchlight watching the characters. They are able to spend the whole game travelling the world freely, and when they do run into Valua they fight ship to ship as equals. A great deal of the power held by the enemy forces is not a result of their height, but of their technological power. So, while architectural height does contribute to an awareness of control and aggression, this is only in conjunction with the theme of technology, weaponisation and geographical power.

Conclusion

This paper has taken Skies of Arcadia as an example to look at tridimensionality in its networked historical moment. With the release of the Dreamcast and the in-house development of games such as Skies, Sega was pursuing tridimensionality as a strategy in hardware, business, design and staff skilling. Tridimensionality affected games as a business proposition, a design challenge and a craft skill.

The need to promote the Dreamcast and offer something unique and progressive also influenced the scenario design; floating islands and sky pirates allowed the game to demonstrate not just tridimensionality but also artistic novelty, while harking back to Miyazaki’s nostalgic anime. Business imperatives and the possibilities introduced by new hardware were not the only determinants of tridimensional space design; tridimensionality also served the game’s narrative architecture.

The nature of tridimensionality goes beyond the construction of a game-world from polygons. The number of control degrees of freedom available to the player affect how tridimensional a game is from the point of view of interaction. When the number of control degrees of freedom was limited, architectural design introduced tridimensional interaction without making extra demands on players’ skill.

Design strategies that constructed tridimensional spatial challenges were not simply dependent on polygonal graphics technology. Level design strategies created paths of movement in three-dimensions, and players’ operation of the game brought that movement into force. Tridimensionality was a collaborative product of technology, business, design and player interaction.

– All images belong to their rightful owner. Academic intentions only.- 

References

Arcade, home games to be compatible. (1999, February 22). Nikkei Weekly.

Jenkins, H. (2004). Game design as narrative architecture. In Wardrip-Fruin, N. & Harrigan, P. (Eds.). First Person: New Media as Story, Performance, and Game. Cambridge, MA: MIT Press 118-30.

Johansson, T. (2007). Super monkey ball. In F. Von Borries, S.P. Valz, M. Böttger (Eds.),  Space Time Play: Computer Games, Architecture and Urbanism: The Next Level (pp. 122–123). Berlin, Germany: Birkhauser.

Latour, B. (2005). Reassembling the social. Oxford University Press.

Mr. Nanjyayo. (2007, February 01). Review of Skies of Arcadia. Retrieved from http://gcmk2.net/rpg/eal.html

Studio Bentstuff (Ed.). (2000). Vagrant’s Story Ultimania. Tokyo, Japan: Digicube.

Street, Z. (2012). interview with Lovell, N.

Street, Z. (2012). interview with Tanaka, S., & Mukaiyama, T.

von Borries, F., Walz, S. P., & Böttger, M. (Eds.). (2007). Space Time Play: Computer Games, Architecture and Urbanism: The Next Level. Berlin, Germany: Birkhauser.

Walz, S. P. (2010). Toward a Ludic Architecture: The Space of Play and Games. Pittsburgh, PA: Etc. Press.

Ludography

Final Fantasy VII, Square, Japan, 1997.

Final Fantasy VIII, Square, Japan, 1999.

Sega GT, Sega, Japan, 2000.

Skies of Arcadia, Sega, Japan, 2000.

Tomb Raider, Core Design, Eidos Interactive, UK, 1996.

 

Categoria: 2/2013 Journal | Tags: Zoya Street (Gamesbrief)

n.2/2013 Evoluzione tecnologica e innovazione prospettica – 3D e profondità spaziale ieri e oggi

Posted on 3 Ottobre 2012 by nrgiga
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Il secondo numero di G|A|M|E vuole esplorare le tecnologie 3D e le loro implicazioni nel mondo dei videogiochi. In questo contesto, il concetto di 3D è da intendersi sia nella sua più contemporanea accezione di stereoscopia, sia in quanto strumento di rappresentazione dominante nel settore dei videogiochi a partire dagli anni novanta. Il numero accoglie contributi dedicati all’analisi delle tecnologie grafiche e la loro influenza come strumenti rappresentazione.

La storia della stereoscopia e della rappresentazione stereoscopica è estremamente articolata e negli ultimi anni abbiamo assistito ad una progressivo sviluppo di strumenti e tecnologie stereoscopiche, dalla diffusione del cinema stereoscopico alla commercializzazione di schermi e proiettori 3D per la casa. Di conseguenza, il concetto di 3D, in relazione alla produzione, distribuzione e fruizione cinematografica, identifica in modo univoco il fenomeno della visione stereoscopica. Questo concetto diviene problematico invece quando applicato al medium videoludico. Infatti, se storicamente il concetto di 3D in relazione al videogioco richiama lo slittamento da una rappresentazione bidimensionale a ad una tridimensionale nei motori grafici, d’altra parte l’accezione cinematografica del termine –quella di visione stereoscopica– è stata accolta di recente anche nel settore videoludico per via della crescente presenza sul mercato di titoli 3D. In risposta al crescente fenomeno del 3D e alla problematicità tassonomica e concettuale che esso genera, G|A|M|E propone uno studio di questo fenomeno in entrambe le sue accezioni di grafica tridimensionale e visione stereoscopica.

La tridimensionalità è intesa dunque non esclusivamente come visione stereoscopica, ma come passaggio da una resa grafica bidimensionale ad una poligonale e quindi tridimensionale. Correlandosi a questa impostazione si vogliono indagare sia i luoghi storici dell’emergere della grafica poligonale nei videogiochi che le evoluzioni della stessa. Si propone un’analisi dello spazio del videogioco su due livelli, uno interno ed uno esterno al testo videoludico: su un piano esterno, la tridimensionalità in quanto “dispositivo”, cioè come struttura che richiede una particolare configurazione dei rapporti fra giocatore, interfaccia e macchina da gioco; sul livello interno al testo, la costruzione della profondità spaziale nel videogioco.

Seguendo una prima linea di indagine ci si chiede quali implicazioni possano avere le conformazioni dei media e delle stesse macchine da gioco sulla dimensione spaziale dei contenuti. Ci si interroga su quali differenze, ad esempio, sussistano, nella costruzione della profondità spaziale e nel rapporto fra fruitore e dispositivo della fruizione, fra la visione di un film con mezzi differenti, il giocare su un cabinato arcade, su tablet, su una macchina da gioco convenzionale come una console o un PC o nel farlo con un casco per la realtà virtuale.

Si vuole indagare, inoltre, quale possa essere la possibile genealogia delle rappresentazioni spaziali e della resa della profondità dei videogiochi contemporanei (dagli schermi del pre-cinema, al cinema, alle console odierne).

Si vorrebbero analizzare, inoltre, le motivazioni tecnologiche, estetiche, di gameplay che hanno determinato il passaggio dalla bidimensionalità alla tridimensionalità e alla grafica poligonale nel gaming tra la fine degli anni novanta e i primi anni duemila. Si vuole esplorare, in una prospettiva storica, il testo videoludico, dalle prime produzioni poligonali e quelle della seconda generazione (ad esempio l’innovazione apportata da titoli quali Battlezone nei primi anni ottanta, Shadow of the Beast, Hunter, Midwinter o Wing Commander sui sistemi a 16 bit, Wolfstein 3D su MS-DOS compatibile, Super Mario 64 o The Legend of Zelda: Ocarina of Time su Nintendo64, Tomb Raider su PlayStation), fino a concludere con le produzioni odierne in cui la presenza del poligono è mascherata dal dettaglio della costruzione grafica attorno ad esso.

Ci si chiede inoltre perché alcuni generi specifici (FPS, simulazioni di volo) siano stati legati in modo particolare ad una resa realistica della profondità spaziale attraverso poligoni e perché in altri generi (puzzle game, avventure grafiche) siano invece stati dominanti da un carattere astratto nella resa prospettica e della profondità. Più in generale, ci si chiede quali siano le strategie dei singoli generi rispetto alla resa poligonale o bidimensionale della profondità (in particolare per i generi dove l’adozione dell’una o dell’altra è determinante per la struttura di gioco, come negli RPG o nei picchiaduro) e quale sia in rapporto fra astrazione e realismo nella resa della profondità spaziale videoludica.

Da un secondo punto di vista ci si chiede, invece, quali siano le conseguenze estetiche e linguistiche dell’avvento del 3D stereoscopico nei videogiochi. Si vogliono analizzare, ad esempio, le ragioni estetiche, di resa del gameplay, di opportunità economica, che hanno portato alla costruzione di tecnologie (hardware e software) dedicate alla stereoscopia e allo sviluppo di macchine specificamente indirizzate al gioco in 3D, come il Nintendo 3DS. Si vuole operare una critica dei contenuti e delle forme di giochi che accolgono la stereoscopia fra le sue possibili caratteristiche, verificandone eventuali vantaggi o svantaggi.

In una prospettiva che vuole indagare i rapporti fra differenti arti e media ci si chiede, inoltre, quali siano i legami dei prodotti videoludici 3D con la nuova produzione stereoscopica nel cinema. Ci interroghiamo quindi sui rapporti fra l’evoluzione della resa spaziale e della profondità nell’arte, nel cinema e nel videogioco. Infine ci si chiede se esistano aspetti “ludici” nella costruzione della profondità spaziale in prodotti mediali, commerciali e artistici. Esiste all’interno di opere non videoludiche qualcosa di “giocabile”, frutto di una “ludicizzazione” della profondità spaziale, in particolare di quella stereoscopica?

Invitiamo studiosi, ricercatori e professionisti a dare il loro contributo inviando un abstract di 500 parole entro il 9 novembre 2012 sullo sviluppo della prospettiva tridimensionale e sull’impatto che queste tecnologie hanno avuto sulle dinamiche di produzione, distribuzione e fruizione, a livello artistico, espressivo e commerciale. Accogliamo inoltre studi storiografici e di retro-gaming, sull’evoluzione degli hardware e sulle conseguenze espressive che questa ha avuto nella produzione videoludica. Infine, proponiamo una riflessione sul ruolo “giocato” dalle istanze 3D nello stabilire e rinforzare i rapporti tra il videogioco e il panorama mediatico contemporaneo.

Argomenti chiave:

  • La funzione del 3D stereoscopico nel modellare la prospettiva e la sensazione di profondità che a loro volta influenzano la fruizione e l’immersione in un ambiente virtuale.
  • Strumenti e piattaforme di gioco stereoscopico (tra i numerosi esempi possibili: dispositivi portatili dal Nintendo Virtual Boy al Nintendo 3DS; dagli smartphone come il LG Optimus 3D fino ai prototipi di Google Glasses; il 3D gaming su PC e l’evoluzione dei VR-headset).
  • La tecnologia 3D e le sue specificità nel videogioco. In che modo la visione stereoscopica influenza il gameplay?
  • La costruzione della profondità spaziale nei primi videogiochi e in quelli odierni.
  • Il passaggio dalla profondità nella grafica bidimensionale a quella tridimensionale.
  • Da Leon Battista Alberti a Need for Speed: lo spazio prospettico dalle arti ai videogiochi.
  • La superficie di fruizione ludica bidimensionale e quella tridimensionale (dallo schermo cinematografico alla realtà virtuale).
  • Generi e resa della profondità spaziale.
  • Rapporti fra stereoscopia nei videogiochi e negli altri media.
  • Analisi dei giochi 3D: opportunità, vantaggi e svantaggi.
  • Esiste una correlazione fra la rappresentazione formale della profondità nei videogiochi e la loro struttura narrativa? In che modo la profondità spaziale incide sulla narrazione?
  • Quali sono, nel videogioco, le relazioni fra la costruzione della realtà attraverso una resa della profondità realistica ed una astratta?
  • Esistono legami fra i videoclip, le opere di videoarte e la resa della profondità nel videogioco?
  • La profondità spaziale nei videogiochi non 3D: analisi formale e casi di studio.
  • Quali sono le differenze tra titoli originali e remake stereoscopici (Super Mario 3D Land, Zelda: Ocarina of Time)? Quali invece gli effetti spaziali di remake in cui la resa della profondità spaziale rimane la medesima rispetto a quella dei titoli originali (es. Final Fight)? È possibile riscontrare dei cambiamenti nella risposta del giocatore?
  • La diffusione e distribuzione del 3D – quali sono i problemi nella ricezione di questa nuova tecnologia e quali le ragioni che determinano la sua difficoltà ad affermarsi nel mercato?
  • Sviluppare per il 3D. Quali sono le affordance del gaming stereoscopico su console? In che modo vengono influenzati il game design e la programmazione?
  • Storiografia del 3D. In che modo lo slittamento dai raster ai vettori poligonali ha influenzato il medium videoludico?
  • Motori 3D. Che tipo di artefatto è un motore 3D e come possiamo analizzarlo?
  • 3D come vettore commerciale. In che modo l’industria videoludica ha usato il 3D come oggetto e strumento di marketing?
  • Il ruolo della grafica tridimensionale nel rinforzare le relazioni tra videogioco e cinema – l’avvento del videogame cinematografico.

Per domande o ulteriori informazioni, contattateci attraverso l’apposito form.

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