Video Games

Mario’s music

An observation from the terrific composer Nico Muhly:

[…] Although my parents had classical music on LP’s in the house, the childhood music I remember the most vividly is fragments from either live performances or, strangely, video games at my friends’ houses1.

For me, living in the country, playing a video game was sort of like music minus one: The actions of my hands informed, in a strange way, the things I heard. Collect a coin, and a delighted glockenspiel sounds. Move from navigating a level above ground to one below ground, and the eager French chromaticism of the score changes to a spare, beat-driven minimal texture. Hit a star, and suddenly the score does a metric modulation. All of these things come to bear in a later musical education; I’m positive I understand how augmented chords change an emotional texture because of Nintendo music.

Don’t miss the clip embedded at the bottom of the post, either: it’s only three minutes long, and exhilarating at precisely 1:50. Oh the glory of the horn.

1. I really think “memories of video games at your friend’s house” are, like, a thing. Very special; very distinct. Maybe such memories are no longer produced; maybe every kid has a video game system nowadays. (But probably not?) All I know is I can remember Ninja Gaiden on Chris Hayes’ NES (he lived down the street) with crystal clarity. Note that I never actually played the game; it was too difficult, and I couldn’t make it past the first screen. So I would just watch Chris play, utterly rapt.

 

Your son’s warmongering will be noticed right away’

The WSJ’s Speakeasy continues to be one of the sleeper hits of the whole web. (Previous love.) Here’s an interview with the lead AI programmer on the newest Civilization game, via Andrew Fitzgerald.

P.S. The newest Civilization game was in fact released today, and has been silently downloading onto my computer at home. I fear the consequences of my return.

 

World of Jesus

There are many invented scenes, places, characters, and events I love in my friend and colleague’s novella Annabel Scheme, but my favorite invention is probably the fictional MMORPG “World of Jesus.” An online VR game set in Palestine at the time of Christ. 

Here’s why I’m writing about it. Read Write Web has a short write-up of virtual ancient worlds, mostly created by libraries, museums, and universities:

When the first immersive 3D games came out, I asked a programmer if he knew of anyone who had used that technology to create a Virtual Ancient Rome or Virtual Ancient Athens. I loved the idea of walking around in a place whose current face was changed out of all recognition from its golden age. He shook his head. Creating virtual worlds was way too time consuming and required too much specialist knowledge and so was too expensive. A virtual Rome wouldn’t create the profit that Doom did.

Fast forward a decade and the programming necessary becomes easier to do and the number of people who know how to do it have increased substantially. The costs involved in creating a virtual world have decreased at the same time that academic and scholarly institutions have become much more willing to invest in it.

There are terrific settings here: Rome, Athens, Tenochtitlan, and Beijing’s Forbidden City. But — and I think this is surprising — no Jerusalem. No World of Jesus.

For those who haven’t read the book, on its face, the game’s name sounds like a clever zinger, like something that would be the punchline to a joke on Futurama or at a relatively hip Bible Camp. But what I think Annabel Scheme does particularly well is pushing past surface details and cute references to dwell within its two worlds, the technological and the spiritual, taking both of them seriously. I can’t think of any better manifestation of that than “World of Jesus.” The character who plays the game believes in this world and his place in it: his religious faith and his technological faith are one and the same, turning a mechanical ritual into treasures in heaven. And so we believe in it, because it’s a reflexive, self-allegorizing move too: for the reader, the fictional San Francisco of Scheme and Hu is just as much a virtual world, with its own enticements, traps, rules and ways to break them, as “World of Jesus” is for them. Dreams within dreams, virtualized virtuality.

It helps that Robin brings some of his most evocative and affecting writing in this chapter, too, as his AI narrator Hu becomes “embodied” for the first time in the world of the game:

The first thing I noticed was the light. 

My eyes opened in a small, simple house with wooden shutters, and the light was peeking in through the cracks, picking up motes of dust in the air. I’d never seen anything like it. Are there motes in the real world? Scheme’s earrings didn’t show motes. 

In World of Jesus, you could choose between looking over your character’s shoulder or through its eyes. I saw myself from behind, then spun around: I’d chosen the girl in silk. 

Then I switched to see through my own eyes. All I ever did was look over Scheme’s shoulder. I wanted a new perspective. 

The door opened automatically. Outside, the sun beamed in blue-gold through a scrim of tall cedars and fell in wide bars on a dusty, stone-paved street. Everything looked… mildly medieval. I had a feeling that this Jerusalem was not historically accurate. 

I lifted my eyes to the sky, and it felt like my heart was going to jump out of my chest. It was probably just my eight processors all seizing up at once; I wasn’t built for this. Grail servers are optimized to process gobs of text, not 3D graphics, so the carefully-crafted World of Jesus was a new exertion.

I didn’t care. That sky. It was the most beautiful thing I had ever seen. White curls and wisps dotted the glowing blue bowl. I couldn’t do anything except stand and stare. 

A voice crackled: “Hu, is that you?” 

I turned. It was a woman in a simple gray tunic, with red hair just like Scheme’s. 

Yes, it’s me,” I said—and realized that I spoke like everyone else. 

Let me tell you something: I think that if a game company were to make it, and do it well, “World of Jesus” would be a smash hit. If you wanted to get your Warcraft on, you could play as a centurion and slash-and-hack Persian armies and crucify dissidents. Or you could be a Jewish rebel fighting to overthrow the Romans. Maybe you’re a female disciple, fighting to retain women’s leadership roles after Christ’s death. Or you’re a regular person: a tax collector, a fisherman, a falafel merchant. An online RPG that doesn’t necessarily have to be about how many people you can kill. (See: “A four-year-old plays Grand Theft Auto.”)

Many faiths, many ages, many games within games. Or if you wanted to play in story mode: what a story!

 

Moses and Dude

Bespoke design meets video game theory in Less Talk, More Rock, a collaboration between Brandon Boyer and Super Brothers. Love it.

 

Where’s the spawn point?

Places that look like levels from first-person shooters:

Other nominations?

 

The greatest feminist gaming icon

This post about female characters in video games from Jenn Frank is super-insightful. If you’ve played Portal, you’ll definitely remember the moment she references. And in fact, I think I’ll bump her argument up a bit and call it one of the greatest feminist moments in any medium in the last few years.

I was going to blockquote it, but it’s a) a mini-spoiler if you’ve never played the game, and b) a big chunk of her post—so just go read it.

Good comments, too!

Via @brandonnn.

 

Android Karenina

It’s gone too far, but I still love it. Although I do think these books would work better as video games.

I wonder how many copies of Pride and Prejudice and Zombies (et al.) have actually been read, though? It’s almost like that’s not what they’re for.

 

Press control-C to cajole

Matt mentioned that he’s playing Dragon Age: Origins, and now I am, too. And I just played through a scene in the game that I thought was worth reporting:

So you come to this village that’s being attacked every night by waves of shambling undead; they emanate from the dark castle set on high cliffs above the town. Many villagers have been killed, and those who remain are huddled in the church. Everybody is freaked out and fatalistic. They think tonight’s attack is going to be the one that finally wipes them out. It’s grim.

So you promise to help, of course (and you need to get into that castle for your own reasons). But here’s where it gets interesting: Instead of fade-to-black and then the big fight, you spend the next portion of the game exploring town, convincing and cajoling villagers to help you:

  • The blacksmith wants to drown his sorrows in booze and wait for the end to come; you convince him to repair the village militia’s battered weapons instead.
  • Three selfish mercenaries have boarded themselves up in a house to ride out the attack; you browbeat them into the joining the fight.
  • A skilled archer is skulking in the shadows of the inn; he feels he has no stake in the battle. You uncover his secret and blackmail him into joining.
  • The knights remaining in the village want blessings of protection from the church. But in a twist, the church elder is all like, “Are you kidding me? Blessings won’t help them fight.” You convince her that anything that helps morale, even if it’s just an illusion, is essential.

And so on. There are supplies you can discover and traps you can lay. But here’s the important thing: You can fail at any of it! You can say the wrong things or overlook people altogether. Or you can choose to skip it all—to face the undead horde friendless and alone.

Rio Bravo or High Noon. It’s your choice.

The nuance and humanity of this section really surprised me. So did the flexibility. There was not the usual feel-good fait accompli; not all roads led to a band of brave villagers fighting at your side. You could pretty easily screw things up and alienate people!

And this whole complicated little episode is, of course, like 0.5% of this entire game. It’s still too early to render judgment, but so far, Dragon Age is on track to be the best-written, the subtlest, video game I’ve ever played.

 

Arcade Expressionism

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Arcade Expressionism from Brock Davis. H-O-T hot.

I feel like the wonder gets split evenly here: on one hand, Davis’s images are so striking and playful; on the other hand, it’s amazing the originals were so bold and evocative to begin with.

 

The Holy Grail

A few years back, I Asked MetaFilter: “What do you think is the cheapest, healthiest, tastiest, easiest meal to prepare?”

I got several excellent answers. But having now made this lentil tomato stew numerous times, I realize I’ve found the answer. Every time I make it, I’m shocked at how easy it is, how delicious it is, and how cheap it is. And dagnabit, it’s also super-healthy. Thought I’d share. Back to playing Dragon Age: Origins.