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How Should Games Be Analyzed?

Thanks to the Electronic Book Review for its Espen Aarseth-authored article discussing what form academic analysis of videogames should take, part of a wider academic discussion on how games should be treated. Aarseth argues of the theme-ability of games: "The 'royal' theme of the traditional pieces is all but irrelevant to our understanding of chess. Likewise, the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently", before concluding: "The sheer number of students trained in film and literary studies will ensure that the slanted and crude misapplication of 'narrative' theory to games will continue and probably overwhelm game scholarship for a long time to come."

8 of 47 comments (clear)

  1. Already discussed by Apreche · · Score: 3, Interesting

    I already had this discussion with my friends a long while back, and some of them completely disagree with me. I point out their bad taste in games.

    I say that any game worth its salt will be equally good with any theme. For example, if you took super mario brothers and made mario a stick figure and replaced goomba's with circles, koopas with triangles, bricks with hashed squares, etc. The game would be equally as good gamewise. You wouldn't want to play that game, but the point is that you can imagine the game not losing anything from a lack of theme. The mechanic remains intact.

    Now take a final fantasy game. Theme is everything. If you replace everything in a final fantasy game with a generic distinguishing shape the game would fall apart. Look at a board game like monopoly. Its be re-themed a billion times, but the basic game mechanic remains.

    What does this tell us? Its quite simple really. If the theme of a game can be removed, just like a CSS can be removed from an XHTML, and the game mechanic remains intact, then what you have is indeed a game. Final Fantasy is not a game. It is a partially interactive movie.

    Now, it is common sense that theme is necessary and desirable. Take Metroid. The theme of Metroid means a lot. But will the game work without it? Absolutely. And the theme of metroid goes so well with the exploratory gameplay and that's what really make it stand heads and shoulders above other games.

    So what we do is this. First remove the theme of a game and examine the core gamplay at a fundamental level. Rate it on its own. If it falls apart then what you have is not a game in the strictest sense. Second examine the theme on its own. A sesame street theme is going to make a big difference. Third examine the combination of the theme and the gameplay. Does it fit well together? A Sesame Street theme on the Counter-Strike game wouldn't work too well together. I point you to Barney Doom.

    If you want to prove it to yourself look at some german board games. Settlers, Puerto Rico, etc. They all have themes which are complementary to the gameplay, but the games themselves stand firmly without their themes. This can be seen easily by the constant re-theming of settlers. A game like Diceland doesn't even bother with a theme. Or you could say that its theme is in fact the lack of theme.

    Oh, one last thing. This system of game rating will find you raw game quality. I will now use one of my favoriate analogies. Citizen kane is the "best" movie ever. You may hate it. You may think its boring and stupid. But film-wise it is unbeatable. Zelda 1 is the same way. It is the Citizen Kane of video games. You may hate it, but that's how it is. Which games are most fun is completely independent of this. You may love to watch the Matrix #1 over and over, but film-wise it isn't great. Just as you may love to play Starcraft, it still isn't the objective best game.

    Actually I'm starting to think that maybe Tetris is the citizen kane of video games.

    --
    The GeekNights podcast is going strong. Listen!
    1. Re:Already discussed by TRACK-YOUR-POSITION · · Score: 3, Interesting
      Oh, one last thing. This system of game rating will find you raw game quality. I will now use one of my favoriate analogies. Citizen kane is the "best" movie ever. You may hate it. You may think its boring and stupid. But film-wise it is unbeatable. Zelda 1 is the same way. It is the Citizen Kane of video games. You may hate it, but that's how it is. Which games are most fun is completely independent of this. You may love to watch the Matrix #1 over and over, but film-wise it isn't great. Just as you may love to play Starcraft, it still isn't the objective best game.

      No, it's not quite the same. Zelda 1 is certainly a more significant game, in a historical sense--it was vastly more unique when compared to its predecessors than Starcraft. It is far more worthy of attention to video game historians.

      But if you take the game mechanics themselves, seperating them from both their theme and the history of games development, and especially our sense of nostalgia, I think Starcraft comes out the winner. You're comparing a fairly basic action/exploration title to a deep, mature, and well-balanced multiplayer RTS. At the very least, they're in the same league. I'd say Ocarina of Time, or even Majora's Mask and Wind Waker are, ignoring the chronology of development, deeper than the original Legend of Zelda, but none of those titles really puts Starcraft to shame. I say this despite personally liking every single one of the Zelda games better than every single game Blizzard has made.

      This just isn't true in comparing The Matrix to Citizen Kane--even if Orson Welles were lived several decades later than it had, and had released Citizen Kane in color at the same time as The Matrix, Kane would still likely be a "better" film than The Matrix.

  2. I think games should be analyzed... by Zorilla · · Score: 2, Interesting

    ...through the use of funk!

    I think what they're getting at is if the look of a game changes the feel of it. I think it does. For some reason, aiming a weapon in an FPS feels different when you change the crosshair, even if you change nothing else. That's one example.

    --

    It would be cool if it didn't suck.
  3. Re:What the fuck? by Omroth · · Score: 1, Interesting

    So you've never talked with friends about art, film, games, or women? Ian

  4. Lara's dimensions do matter! by Attitude+Adjuster · · Score: 5, Interesting
    "Likewise, the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently"

    Actually, Lara's "dimensions," especially her increase from large to Zeppelin-grade from Tomb-raider to TR2, totally put me off the whole franchise... I never bought another TR game. Frankly I view them with disgust.

    They had this interesting, powerful female character, unusual in a game, and what do they do... they act like nerdy repressed 14 year olds and emphasise unrealistically, frankly off-puttingly (off-putting to me as a straight guy even - I can imagine what women think of it), large breasts. F'ing stupid.

    So actually I think analysing Lara's dimensions is a pretty valid form of analysis - it tells you a lot about the psychology of game makers and players.

  5. Pragmatic game design... by TheSwink · · Score: 3, Interesting
    My general takeaway from the article was lament for the turn the once universally lauded marriage of games and academia has taken. Lament interspersed with some interesting and challenging ideas about how better the academic resources being thrown piecemeal at games could be better spent. I enjoy that he's challenging convention here and looking to spark critical debate and deeper analysis. That said, he seems to have buoyed some of his more untenable points with some flimsy logic. To watch a play testing session is to erode the assertion that theme and structure can ever be completely divorced from one another in digital/video/computer games. Players are far more willing to engage in an experience that is well-presented. That is to say, part of a game's design necessarily includes a player's initial willingness to play it and the implications that theme has on continued play. Aarseth backs off this one slightly in his lengthy reply to Crawford and Moulthrop's ripostes, but still stands on the assertion that Lara Croft's appearance is interchangeable with that of a dead ferret, or something. He's covered his academic cornhole fairly cleverly by saying "...sales figures are not a reliable measure of artistic success, or -- dare we say -- quality." In this way he makes it clear that his definition of artistic or critical success is divorced from financial success, but does not pin down his 'successful' definition. How successful was Tomb Raider as a game? To ignore that question is to ignore a fundamental concept of game design, and to take an equally untenable position as the narratologists he seems to hold in such contempt.

    To answer it is difficult. How do you measure the success of a game? Is that even the right question? This starts to venture into territory that is pragmatically and empirically unapproachable. How do you measure the play that arises from a particular game? How do you measure the quality of said play? It's duration? The physiological effects it has on its players? The psychological? At some level, play springs equally from the intuition of the designer and the willing participation of the players. Never fully-formed; games are much more iterative and require far more tinkering than other mediums. I agree that sales figures aren't necessarily telling (Enter the Matrix) but I'm going to have to side with Raph and with my college game instructor, Steve Librande (Lead Designer, Blizzard North and co-speaker at this years Game Tuning), here and say that what really matters is the player's experience. That is, the way that every part of a game harmonizes to create an experience for the player. The theme, narrative, structure, and platform included. This is what I'd consider a holistic or pragmatic approach to game design, and one that game 'scholars' would do well to examine. It works.

    Aarseth has some interesting points about the technology, the 'platform' of games, being too ephemeral to be realistically criticized by any sort of traditional means. Unfortunately he falls short of really examining why this might be or to propose a solution, which I think would be a very profitable avenue of study. The perennial inability by the critical multitudes to define 'play' (or, to bitch-slap the World's Deadest Horse, 'fun',) is central to the problem of studying games. I'd really like to see him expand on said idea and suggest an academically acceptable solution. Because, honestly, 'intuition' can only get us so far.

  6. Obviouly an Amatuer by ObsessiveMathsFreak · · Score: 2, Interesting

    He talks about narratives in video games, yet nowhere does his article mention either RPGs(esp FFVII) or Metal gear solid, possibly the two greatest examples of narrative in the entire genre.

    Clearly someone who has jumped on the idea of a 'new medium' (which it is) without doing ANY homework. Every game he mentions was a massive one. From the sound of it he's never even played one.

    Sorry to be so negative, but I really hate the trend recently. Since games have gotten big, people have started to notice and comment on them a lot more. Unfortunatly, a lot of the academics who comment, frequently never play games and have a poor understanding of the entire medium. Does anyone know of someone who can give proper(i.e. researched) debate on the medium.

    --
    May the Maths Be with you!
    1. Re:Obviouly an Amatuer by bigbigbison · · Score: 2, Interesting

      Whether Aarseth is correct or not, he is certainly not an amatuer.
      He is the author of Cybertext which is cited in practically every paper on videogames.
      He is also the co-founder of the Department of Humanistic Informatics at the University of Bergen as well as the co-founder of Games Studies an academic e-journal about videogames.
      Finally, he is Associate Professor, Principal Researcher at the Center of Computer Games Research at the Department of Digital Aesthetics & Communication at the IT University of Copenhagen which is pretty much the largest group of videogame academics in the world.

      So again, whether or not he is right, and i haven't yet read this latest article so i don't have an opinion, one cannot correctly say that he is an amatuer.

      --
      http://www.popularculturegaming.com -- my blog about the culture of videogame players