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Academics Turn Their Attention To Videogames

Onyxviper writes "As one who is an avid gamer, an article by USA Today/AP discussing the growing academic study of games, or 'Ludology', makes some points about gaming that I had only begun to think about. Seems like the plots and composition of the game are starting to overtake the gameplay itself, and it is interesting to see that others are starting to look at it in a more serious light. What do the rest of you think, are any of you actually involved in one of these programs?" Is there plenty important being done in this field, or is it possible that academic study of videogames can tend towards overanalysis?

40 comments

  1. John Nash by T-Ranger · · Score: 2, Funny

    has been doing this for decades. Oh, wait a second...

  2. wang by Anonymous Coward · · Score: 4, Interesting


    Some in the industry, however, are not so sure that games will ever mature. They fear games could be a dead end like comic books ? valuable as a social phenomenon, but outside a select few titles like Art Spiegelman's Maus, not worth a great deal of individual study.

    Anything that can produce a very large profit will always garner a great deal of study. This is the reason why the game industry is compared to the movie industry more then any other.

    1. Re:wang by Deliveranc3 · · Score: 2, Insightful

      They fear games could be a dead end like comic books ? valuable as a social phenomenon, but outside a select few titles like Art Spiegelman's Maus,

      Quite frankly we live in a generation that doesn't crave depth, we can only pray that the future holds some intellectualism. Between youth these days it's considered a disadvantage to be too intelligent. Media is clearly designed for the lowest common denominator and it's much more expensive to try and pursue anything stimulating, thank god for project Gutenburg and bookwarez.

  3. Video games an art like film by aflat362 · · Score: 5, Interesting
    In reading this article it sounds like the video game industry is evolving to be much like the film industry. A video game can be thought of as a work of art. Just like Citizen Kane and other film class staples - games like The Legend of Zelda and Metroid can be respected for more than just a way of passing time.

    Like the film industry produces great works of art like Gone with the Wind, they also produce trash like Legally Blonde. The Video game industry has their Quake 2s and Final Fantasy's but they come out with way too much garbage like Gods and Generals, and Enter the Matrix (didn't mean to pick 2 video game adaptations of movies but those 2 just happen to suck)

    --

    Conserve Oil, Recycle, Boycott Walmart

    1. Re:Video games an art like film by quandrum · · Score: 4, Interesting

      Will "The movie was better," become the new "The book was better"?

    2. Re:Video games an art like film by fmita · · Score: 0, Flamebait

      I'm not sure that many video games can be considered art. Arts play on our emotion, make comments about the human condition, etc. Art forms like sculpture, paintings, literature, etc all try to say something, or at least make us think about something. Most games focus on letting people have fun, and I'd say these can't be considered art. The games that do make comments do so through their storylines and the non-gameplay content. I'd say for something like a game to be an "art," it would have to be closer to the "interactive storytelling" that the guy referenced in the article. I dont know about you, but I'm not empathizing or philosophizing when I'm stomping goombas.

    3. Re:Video games an art like film by bigman2003 · · Score: 2, Interesting

      Sculpture, painting, and literature are all 'fine art'.

      Fine art is all well and good- but the public also enjoys artistic works by the likes of Snoop Dogg, Matt Groenig, and Aaron Spelling.

      While the aforementioned artists are not involved in the traditional 'fine arts', they are artists nonetheless. Just like CliffyB, and Hiroshima Tatsumi (or whatever the guy from Nintendo is named.)

      Personally, I don't know about art- but I know what I like. And the artistry involved in Metal Arms, or Deus Ex, is enough for me and the rest of the Clampetts.

      --
      No reason to lie.
    4. Re:Video games an art like film by CashCarSTAR · · Score: 1

      Enter The Matrix wasn't that bad. It was buggy as shit, but the game design itself was pretty good. It just had a few problems...

      #1. The camera sucked. That doesn't make a game bad 'tho. The camera for most 3d games sucks. At least that's my opinon. It doesn't ruin a game 'tho. Take Rachet and Clank:Going Commando. The camera sucked for that, but it didn't ruin the game. Actually the game is great (albeit short)

      #2. The controls were too complicated. Although myself, I spent the time with the game learning them, and by the end of it I was having a whole lot of fun with it.

      It had it's problems, don't get me wrong. But the ideas was there and it was a good one. I think it's really hard to get the balance right in that genre (Overwhelming Action, as I call it. My wife just calls it "Viewtiful"), EtM *just* missed it, but it's worth trying, when it works (Dynasty Warriors, Ikaragua, Viewtiful Joe especially) it really works.

  4. wang 2 by LincolnX · · Score: 1
    Maybe Chris Crawford needs to find a new job?
    1. Re:wang 2 by LincolnX · · Score: 2, Insightful
      Woops, I meant to put the quote below this above the statement 'maybe chris needs to find a new job?'
      "I seldom play computer games, because it's such a depressing experience," said Chris Crawford, a game designer who is building a program to create interactive stories. "I end up shaking my head in dismay at how stuck the designers are in a rut."
      If you experience so much cynicism about your own "industry", maybe you should find a new career. Such as, "I don't watch movies becuase they all suck, even tho I help make them"
  5. Generalizations suck by LincolnX · · Score: 5, Insightful
    That's where academics believe they play an important role. By raising the bar on game criticism and analysis, they hope to also raise the bar on how games are made and how they are perceived by the public ? and the courts.
    Game makers are, generally, raising the bar themselves. If you think that "most games suck" or "most games have little or no depth", then maybe you should include games other then the ones that appear on the store shelves. There are many games out there that will knock your socks off one way or another. Ever heard of the Independent Games Festival?
    1. Re:Generalizations suck by Rallion · · Score: 1

      Some publisher should really get right on that. Try to sign up those small-timers and publish their games, give them decent royalties.

      Am I insane? I don't know. I just thought of it right now, maybe there are things I'm missing that make it terribly stupid. But from where I stand, it seems like a damn good idea.

    2. Re:Generalizations suck by LincolnX · · Score: 1

      Publishers know about the Independent crowd quite well. Most of the people in the game industry started out there. The way things are, publishers do not need to go looking for the independent makers come to them. The bottom line is, virtually everyone is turned away unless they win awards from various institutions (thus getting notice). And even then it is not a sure thing.

  6. Text adventures have been there for years by bluGill · · Score: 4, Insightful

    Maybe you could claim the old BASIC adventures from the 80s didn't have much a plot, but Infocom was famous for them, even Zork has a large background story - or it felt that way anyway, you didn't always know what or why but the feeling was that there was a large back ground. And the latter works got better.

    If you look at the current winners of contests, you will see they are about plot and story, in some cases there aren't even puzzles. Graphics has a ways to go to get to this level, in part because there is so much more territory to cover before they get there, and in part because hardware isn't up to some of what is needed even yet.

    Of course no graphical adventure can equal a good imagination when you come across a "breath taking view".

    1. Re:Text adventures have been there for years by LincolnX · · Score: 2, Insightful

      Therein lies the difference... Text adventures relied on imagination for the images. Most games these days attempt to circumvent that need and place the user in the "now", where you could experience the "breath taking view" without the need to imagine. (except the need to imagine it is real) At least, this is what they are attempting to make, they are still a few years off from being able to keep up with my imagination. =)

  7. Overanalysis is possible, but... by wan-fu · · Score: 4, Insightful

    Of course overanalysis is possible in the study of videogames as art, but that's not really important. First, video games are nearing the point where, in a few years, it can begin to be considered an art form in the mainstream. However, we're not quite at that point yet so there's no real point in worrying about overanalysis. Second, any art can be overanalyzed so that's really not a concern. You could easily apply lots of analysis for a novel, painting, etc. and just go overboard.

    I recently took a course on the history of video games and in the process, we explored a lot of the concept of games as art and I really think that it's the right path to take. When film first started out, it was not considered art and took a good few decades to be considered more than just entertainment. I think the same is true of video games and its transition to both art and entertainment is happening today.

    The big concern that I see is convincing the mainstream audience that video games can be an art. Whereas film was widely accessible to all audiences, video games tend to cater to a specific market. The typical gamer is a 28-year-old male and games will need to broaden their base so that other groups (especially women and older generations) can come to appreciate them as an art. Will that happen in the near future? I think so but it's not looking too good when games, like Tomb Raider, that really challenge gender roles fall flat in sales.

    1. Re:Overanalysis is possible, but... by DeadScreenSky · · Score: 1

      The typical gamer is a 28-year-old male and games will need to broaden their base so that other groups (especially women and older generations) can come to appreciate them as an art. Will that happen in the near future? I think so but it's not looking too good when games, like Tomb Raider, that really challenge gender roles fall flat in sales.

      But the typical gamer isn't that typical. Sure, maybe 28-year-old males are statistically a bigger group than any other gamer collective, but they still aren't even close to being a majority, which is what is crucial. Games are made for every possible group (with a potential exception being the elderly, and that I think you could disagree with). Sure, women might not be buying all of the PS2 games (though more than you expect, I suspect), but I guarantee you they are playing tons of flash games on their PC. Videogames reach a lot larger market than most 'hardcore gamers' assume, just often in different (and often non-commercial in the sense EA/Nintendo isn't publishing it) forms than what that gamer plays...

      (And doesn't the amazing success of the Sims say something? I don't think too many 28-year-old males are buying those expansions!)

      And Tomb Raider did really well for most of its sequels, so I am not sure about your point there. What's more, I guess it was really popular among Japanese girls. :D

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
  8. Please NO! by MBraynard · · Score: 5, Funny
    Originally, Tolstoy and Dickens and others wrote their books for pure enjoyment of the readers. Enlightening minds of their contemporaries was an achievement they valued.

    However, if you look at the reviews on Amazon for their books, they are filled with grudging, negative reviews from school children who were compeled to read the books in class.

    I'm not saying that this is a bad thing, but I would rather not see this repeat itself with video games. They were designed to make money for developer by giving their customers some enjoyment. By turning it into 'study' the fun will all be sucked out of it. Can you hear it now?
    Teacher: "Johny! You are three days late in finishing Metriod Prime and the rest of the class has already begun Halo."
    Johny: "But teacher.... I don't feel like it."
    Teacher: "Maybe if you put that War and Peace down and focused on the t.v...."

    1. Re:Please NO! by wan-fu · · Score: 4, Insightful

      I think this is the wrong attitude. Just because something is given analysis does not mean that it must be enjoyed at an academic level. There are plenty of academic papers on Tolkien's novels, but that doesn't prevent someone from picking up his books and reading it for the pure pleasure of doing so. The same can be said of video games.

      Plus, not all books that are required reading for analysis are bad even post-analysis. For example, I really enjoyed reading The Great Gatsby and the literary analysis of it only helped me increase my understanding and joy of reading it. This too can apply to video games. I wrote a research paper on Tomb Raider and the issues of gender definition and gender-roles that it raises through androgyny. That doesn't mean I just analyze the game. I also enjoy playing it and kicking ass.

      Games vary with tastes just like books. If I were asked to analyze Of Mice and Men I would gladly agree. But ask me to analyze To the Lighthouse and I'd much rather hear nails grinding on a chalkboard. Similarly, ask me to analyze Max Payne and I'd definitely have no problem. But ask me to analyze Daikatana and I'd smash the monitor's screen in with my boom stick. Video games can be enjoyed on many levels (yes, that's a pun).

  9. Yeah, not really by MMaestro · · Score: 4, Insightful
    Assuming you're a fairly old gamer (over the age of 13), chances are you've played games back when storylines were kept in the manuals, the readmes, or to short unhelpful messages in games to act as a breather. Now from this perspective, sure modern games have tons of potential for having storyline to overtake gameplay (everyone bitched about MGS2's storyline being too dense despite's the game graphical and gameplay advances at the time). Vice versa gameplay could overtake storyline (GTA3's and GTA:VC's storyline was really just filler, "You're a former crook who got betrayed before and you just escaped. Do whatever you want to do." Not exactly a Fallout storyline there.)

    But both of my points note something important. The gamer has to be able to step back and look at a game from this perspective to understand what the designer is trying to do with the plot. A large feat considering some gamers consider The Matrix and Half-Life to be original storylines (they're not, they've been done many times.)

    Now as a producer for a company whos out to make money, what are you gonna do?
    Sacrifice a couple million dollars, piss off the 'casual gamer' base, risk getting bad reviews, and bad press in exchange for a few words along the lines of "Well the game did a good job at trying something new but..."

    Or...

    Sacrifice whatever storyline or tradition a game/name/franchise, stick with a bread-and-butter gameplay, and the same ol crap that people seem to buy every year in exchange for a few million dollars?

    In the end, yes there is a very small field in gaming which could be formed based on studing game storylines. However, games which fall into this catagory are few and far between (pretty much an easy 50% of anyone's gaming library fails to land in this catagory, with a 100% rate of sports games).

  10. A Study Done at the U of Rochester by FlipmodePlaya · · Score: 1

    At a building just a few miles away from me as I type, if that, a study was released last year about the link between VGs and hand-eye coordination. They found that gamers had better coordination than non-gamers (contrary to popular belief).

    I'm of the opinion that such studies are fundamentaly flawed. Seems to me that these college students who play games have kept with the hobby since childhood because they have always had some skill in it. That is to say, they were good at games to begin with. The hand-eye coordination was natural, not developed, and this is why they play games to begin with. This was just one study, of course...

    1. Re:A Study Done at the U of Rochester by Rallion · · Score: 2, Informative

      Ahh, no. I remember that one, and it wasn't flawed. Unless you mean a different one. The study I remember from UR was on visual awareness -- ability to count objects without actually counting them, ability to really see in your peripheral vision, etc.

      The reason I say it wasn't flawed is that they took a group of non gamers, tested them all, put half of them on a strict gaming regimen, and then tested them all again.

      I mean, that's pretty damn straightforward. The ones with the games' average quick counting ability doubled, I think. Fairly indisputable. No outside factors within reason would have produced results nearly that consistent.

    2. Re:A Study Done at the U of Rochester by FlipmodePlaya · · Score: 1

      I'm either talking about a different study, or have my information wrong. My above comment is based on memory of campus buz and an NBC segment...

  11. gameplay vs plot by bmnc · · Score: 5, Insightful

    Both are nice to have in a game, but it must be remebered that it is a *game*. Games are meant to be *played* by their very nature.

    Frankly, there have been primarily story driven games known as 'point and click' adventures. They are all but extinct now since they aren't very engaging *as a game* as opposed to a form of *interactive media*.

    At the end of the day, when someone plays a game they probably wish to play with it as opposed to interact with it. Its excelent seing new technology such as 'realistic physics' coming into games since this will allow players to play with the game in a new way.

    In a way, the storyline is actually becoming a hinderance to gameplay, with more frequent and longer non-interactive 'cutscenes' (not necessarily CGI/movies, but also including those damn 5 second snippets which are in-engine).

    A good example of this is in Prince of Persia: Sands of time: At the end of a battle the prince puts away his sword. Slowly. In an in-engine cutscene. I can't begin to articulate how frustrated I was by the end of the game with that. A for more preferable solution, by my reckoning, would have been to have the sword put away automatically whicle I retained control of all of the other properties of the prince, or even better, if I had to manually put away the sword.

    Most seem to think that as games increasingly approximate real life they get better (not necessarily a good thing, as games "in principle" games with dragons are better than those without). I tend to agree with how games are heading as well, and I enjoy the reality provided by realistic sound, light and physics. But I note that not once in my life I have experienced a cutscene, or any other situation where I have consciously not been in control of my body (drunkeness is just reduced control!)

    The one line summary: Story and plot are good, but not at the expense of gameplay and interaction.

    DEATH TO CUTSCENES!

    1. Re:gameplay vs plot by LincolnX · · Score: 1
      Frankly, there have been primarily story driven games known as 'point and click' adventures. They are all but extinct now since they aren't very engaging *as a game* as opposed to a form of *interactive media*.
      They are not engaging for you. My wife, on hte other hand, absolutely loves the "point and click" games like "The Longest Journey" and "Siberia". She has played and beaten both a handful of times each. She is quite engrossed with them when she plays too.
    2. Re:gameplay vs plot by Rallion · · Score: 3, Interesting

      If you want to see a GOOD example of 'interactive media,' a game-that-isn't-really, I suggest The Dark Eye. You can get it at HotU.

      I'm sure you really don't care a bit, and I can understand why. I'm just saying.

    3. Re:gameplay vs plot by bmnc · · Score: 1

      Thats pretty damn cool. I've never seen anything like that before.

    4. Re:gameplay vs plot by DeadScreenSky · · Score: 2, Interesting

      A good example of this is in Prince of Persia: Sands of time: At the end of a battle the prince puts away his sword. Slowly. In an in-engine cutscene. I can't begin to articulate how frustrated I was by the end of the game with that.

      But the thing about that 'cinema scene' is that really it is there for gameplay reasons. It makes it crystal clear to the player that all threats are gone in the area. Maybe it could have been sped up a little (especially after the player is further in the game), but that is really an unusual borderline case of something that is both a cinema scene and a crucial gameplay mechanic...

      In general I don't have a problem with the '5 second cinemas' you mention, as long as they are used sparingly. Some of the original classic arcade games have similar stuff! Though yeah, it is always better if the player still retains some small degree of control, even just over the camera. Einhander did it pretty well - during the 'cinema transitions', which were short, built some nice subtle context stuff, and helped the pacing (and loading times), the player could still move the ship and fire. It never accomplishes anything, really, but at least you are still technically in control.

      But I certainly agree about the problem with longer cinemas in stuff like MGS2, especially combined with the complete inability of so many developers to understand a concept like 'pacing'. Other than my mentioned caveats, I pretty much agree completely with your post...

      --
      There is no excellent beauty that hath not some strangeness in the proportion. -- Francis Bacon
  12. stupid pomobabble by Anonymous Coward · · Score: 0

    "favors syntagmatic causality over descriptive explication"

    I went ahead and looked these up for everyone's benefit. (all from dictionary.com)

    syntagmatic: Of or relating to the relationship between linguistic units in a construction or sequence, as between the (n) and adjacent sounds in not, ant, and ton. The identity of a linguistic unit within a language is described by a combination of its syntagmatic and its paradigmatic relations.

    causality: 1. The principle of or relationship between cause and effect. 2. A causal agency, force, or quality.

    explication: The act of opening, unfolding, or explaining; explanation; exposition; interpretation.

    okay, so basically the guy was saying that sdilent hill did not describe the events that happened, but rather made little n-related sounds to cause something or other. I'm pretty sure he never played the game, and I'm also pretty sure he was trying to pass himself off as smarter than he was. (perhaps banking on the idea that if we didn't know the definition, it must be not only true, but also intelligent.) It's like it was awritten by a child trying to impress someone, so he uses big words that he doesn't fully know.

    what a dope! teehee!

  13. Re:The Japanese just don't get games by LincolnX · · Score: 0, Offtopic

    You say that like its a bad thing.

  14. No different from other academic fields by ReyTFox · · Score: 1

    For a while, at least, I'm confident we won't see any really great work done from academic gaming. There are two reasons for that:

    1. No established directions or sides to support. With no idea of where to start, all the early work is just a lot of useless pontification and attempts to steer around developing any lasting field of study. The "literary criticism" of games that we see a lot of I consider to be among the latter - I mean, really, the fact that you start with three lives in most games using lives does not make it a Biblical reference or some other statement on the human condition...that's an invention of *gameplay mechanics*, dammit. There are plenty of ways you could talk about how games are meaningful without immediately reaching for the bag of techniques used to analyze traditional storytelling.

    2. Most of the first people in this field will be mediocre, because of the conditions in 1. No idea of where to start, nor any real curriculum. This won't help attract the people that really might know something, so it'll have to start slowly at first.

    But there's no question that there are plenty of things to discuss...especially from a historical context, something which seems to get overlooked a lot even though games tend be more evolutionary than anything else.

    1. Re:No different from other academic fields by Anonymous Coward · · Score: 0

      You're somewhat right about mediocrity at the outset - it's going to take some critical mass and some mistakes and missteps before some real, visible progress takes place. But that's not specific to studying video games. I just got Salen and Zimmerman's Rules of Play, and though I haven't got a chance read it and give a full critical evaluation, it's as comprehensive as anything I've seen (and a nice companion to Andrew Rollings and Ernest Adams on Game Design) and will likely be a major text of academic game studies (600 pages, yowza).

      I think the interest of non-mediocre scholars such as Zimmerman and Henry Jenkins is great(the latter wrote the book on fan culture and participatory audiences in 1992). If you read what they have written on games so far, it's refreshing to learn how important remaining relevant to audiences outside the university is to anything that would call itself "game studies." Plus, the IDGA is in on this as well, so hopefully their Academic Summits (there's been a few) will keep fears of academic cloistering at bay. There's also a growing collection of accessible books and articles full of historical material. Mark Wolf does alot of this, so does Steven Poole and Stephen Kline. Steve Kent's "Ultimate History" of course, and some others too.

  15. World by Deliveranc3 · · Score: 3, Interesting

    If anyone still thinks games are not artistic they simply don't understand the nature of art. Art is meant to be open to interpretation and interaction.

    There is a philosophical dichonomy within art of the high(intellectual and low(popular) variety, video games definitly fall into these catagories(1vs1 high, DM low?).

    A simple example of games as art comes with the map paradox within the game SiN. Download it or read a review of the map. Basically it represents an area with crossed dimensions (think Escher).

    Having just started creating games I am starting to really appreciate how much of game creating is directed towards the perceptions of the gamer.

  16. I've done it to some extent. by metroid+composite · · Score: 2, Interesting
    Though, I only did a minor in English and haven't taken that much Critical Theory. That said, I subsequently played a game with exceptional character development that I wish I had known at the time (Koudelka).

    On the other hand, I've known academics to study DOOM. I, frankly, think they're nuts (games that are popular because they made graphical advances tend to be terrible on the literary end). But the point is there's a lot more to study than just the literature aspect of games. From a mathematical and psychology/education perspective, for instance, play control is interesting. Mathematics gives us game-theory to study it, and Education gives us insight into what is "intuitive" for play control.

  17. I'm writing my dissertion on... by freeBill · · Score: 2, Funny

    ..."A Postmodern Analysis of Slashdot Editor's Comments" and plan to use the following quote as an example of the phenomenology of desperate attempts to start a flamewar that are so transparent they inevitably fail:

    Is there plenty important being done in this field, or is it possible that academic study of videogames can tend towards overanalysis?

    Is it possible that there is plenty of important work being done in a field of study which can tend toward overanalysis? You mean, like statistics? Or philosophy? Or biology? Or literary criticism? How about the humanities? Or law? Or history?

    How about the latest news on the SCO lawsuit? Or the value of Open Source technology?

    I'm so glad the readers didn't rise to the bait here (obviously intended to re-ignite the non-controversy started when skotos criticized a single chapter from Richard Bartle's densely significant book).

    --
    Eternal vigilance only works if you look in every direction.
  18. Lame.. by euxneks · · Score: 1

    It's all social sciences - no real meat to the gaming discussions.

    --
    in girum imus nocte et consumimur igni
  19. Joystick Nation by JC Herz by stuffduff · · Score: 2, Informative

    Check it out: Joystick Nation

    --
    "Can there be a Klein bottle that is an efficient and effective beer pitcher?"
  20. A Few Points For Consideration by thewintermute · · Score: 3, Insightful
    Okay, first, pop-culture and art are inseperable, they define each other. So to hear the argument 'are games art?' is to question what art itself is. As an artist I can't even begin to answer this question, the line between design, functionality, artisan-ship and integration into popular culture is completely blurred for everything from a pencil to a skyscraper. For example is a pencil art? Is the same pencil representative of an idea or ideas? Does that pencil (or the image of the pencil) convey a cultural meaning across languages?

    Second, the plot lines will never be open until you have a sentient computer that makes up stuff on-the-fly. As a game developer, multiple plot threads are a nightmare to develop satisfactorily. You can't have the player leave the games setting because you a) can't define the rest of the world b) sell a game where it's possible to get into a situation where the player never completes the game.

    In conclusion, I think that studying games and gamers will produce nothing more than useful marketing info. Whether Gaming has a cultural longevity is up to the people who make and market games (What you thought TV Ads didn't change your behaviour?).

    Sorry if this is post seems aggressive or obvious.

    Thankyou.

    --
    "Linux has no idea what orange juice is."