Sexism in gaming is most frequently discussed in terms of objectified women in scant clothing that pervade action games. But let's not forget other, arguably more insidious forms. Like this deal from Amazon: The Viva Big Bundle of Games for Girls. Because girls certainly only care about Riding Academy 2 or the classic, My Boyfriend. Anyway, here's a screenshot of this wonderful collection in case the promo page gets taken down when the sale is over:
I find it pretty awful. Why not just call it something like the Kids Animals Pack or something and omit My Boyfriend?
Thinking While Playing
Thursday, September 27, 2012
Tuesday, September 11, 2012
Films Are Interactive, Too: Spectator Empowerment in Filmic Media Should Inform Game Criticism
A recent paper by film critic Thomas Elsaesser (Elsaesser, T. 2011, New Review of Film and Television Studies 9, 247) offers an interesting take on how certain Hollywood movies invoke interpretation in the spectators. (You may want to at least skim it before reading this post.) He posits that a new sort of auteurism ("post-auteur") has arisen, and he discusses it by analyzing the work of James Cameron, especially his Avatar. In short:
But what does this have to do with video games? It strikes me that this is essentially a description of how interactive media functions with its audience. The narrative contradictions that create this effect – dubbed "cognitive switches" by Elsaesser – manifest themselves in games as player choice. The dissonance that a filmic auteur like Cameron can choose to create in his audience is inherent to all interactive media by virtue of the changing experience from play-through to play-through. While Avatar induces different experiences in the spectators' minds, interactive media makes these differences literal in the text. While an author of interactive media may be able to achieve a level of control that fixes the number available readings, the default mode of creating meaning is one of these cognitive switches because the player is forced to make ontological commitments toward a particular reading with every interactive choice.
Game critics often compare interactive media to filmic media, and we often interpret games using cinematic modes of thinking. Game developers, too, clearly follow many cinematic conventions in structuring their games. Most commonly, this approach manifests itself as a straightforward discussion of narrative structure and visual presentation. These modes of interpretation lie squarely within the bounds of classical narratological arugments and types of spectatorship such as the voyeurism of feminist film theory. But these methods are clearly inadequate for games, which require ludic approaches as well. In games, the spectator is empowered, so we cannot, either in design or interpretation, use only passive approaches in our thinking. We cannot apply passive film theories to active games.
What film critics like Elsaesser make clear, however, is that filmic media, especially within certain recent trends, also create meaning within an active context analogous to that of games. We see this spectator empowerment emerging prominently with the rise in popularity of "puzzle films" or "mindgame films" (see, for example, Puzzle Films: Complex Storytelling in Contemporary Cinema, 2009, ed. W. Buckland, West Sussex, UK: Wiley-Blackwell for an extensive treatment or the extensive bibliography over at Film Studies for Free). Auteurs such as Christopher Nolan, David Fincher, Charlie Kaufman, M. Night Shyamalan, and others are disorienting spectators in ways that reward detailed pattern recognition, and they are crafting films with viewing experiences that are substantially different on subsequent viewings. To extensively quote Elsaesser from his chapter in the aforementioned Puzzle Film edition,
What I hope to accomplish with this post is to demonstrate that filmic media, especially in the last few decades, activates its audiences in ways apart from narrative and cinematic images, which are the typical, but insufficient, points of comparison to games. These films empower the spectator to discover their rule-sets and make ontological choices, not unlike players do in games. The grammar of film studies is well-developed, but critics are just beginning to grapple with these new types of active interpretation and consumption. As game critics grappling with the same difficulties, we would do well to understand how an active audience informs our understanding of film, because that will certainly inform our understanding of interactive media as well.
This (for lack of a better word) post-auteur authorship can usefully be discussed in the case of Cameron under several headings: auto-representation and personalized narrative, affective engagement with diverse publics, ambition to effect through technology a change of paradigm. The first I shall discuss as 'control through access for all', the second as 'control through switches of premise and double binds', and the third as 'control through performed self-contradiction'.The control that is essential for any auteur theory is thus manifesting itself in a new way. Without reiterating the whole analysis, Elsaesser argues that Cameron carefully systematizes control of the audience's reactions by presenting mixed signals that induce cognitive dissonances. These dissonances "provoke the spectator into actively producing his or her own reading, in order to disambiguate the 'mixed messages' or to untie the knot of the double bind." Each spectator, then, arrives at a reading of the text that is at once at odds with the film and other readings but which results in a stronger "'ontological commitment' on the part of the viewer to his or her particular interpretation – a commitment that works in favour of the affective bond formed with a given film."
But what does this have to do with video games? It strikes me that this is essentially a description of how interactive media functions with its audience. The narrative contradictions that create this effect – dubbed "cognitive switches" by Elsaesser – manifest themselves in games as player choice. The dissonance that a filmic auteur like Cameron can choose to create in his audience is inherent to all interactive media by virtue of the changing experience from play-through to play-through. While Avatar induces different experiences in the spectators' minds, interactive media makes these differences literal in the text. While an author of interactive media may be able to achieve a level of control that fixes the number available readings, the default mode of creating meaning is one of these cognitive switches because the player is forced to make ontological commitments toward a particular reading with every interactive choice.
Game critics often compare interactive media to filmic media, and we often interpret games using cinematic modes of thinking. Game developers, too, clearly follow many cinematic conventions in structuring their games. Most commonly, this approach manifests itself as a straightforward discussion of narrative structure and visual presentation. These modes of interpretation lie squarely within the bounds of classical narratological arugments and types of spectatorship such as the voyeurism of feminist film theory. But these methods are clearly inadequate for games, which require ludic approaches as well. In games, the spectator is empowered, so we cannot, either in design or interpretation, use only passive approaches in our thinking. We cannot apply passive film theories to active games.
What film critics like Elsaesser make clear, however, is that filmic media, especially within certain recent trends, also create meaning within an active context analogous to that of games. We see this spectator empowerment emerging prominently with the rise in popularity of "puzzle films" or "mindgame films" (see, for example, Puzzle Films: Complex Storytelling in Contemporary Cinema, 2009, ed. W. Buckland, West Sussex, UK: Wiley-Blackwell for an extensive treatment or the extensive bibliography over at Film Studies for Free). Auteurs such as Christopher Nolan, David Fincher, Charlie Kaufman, M. Night Shyamalan, and others are disorienting spectators in ways that reward detailed pattern recognition, and they are crafting films with viewing experiences that are substantially different on subsequent viewings. To extensively quote Elsaesser from his chapter in the aforementioned Puzzle Film edition,
[T]he main effect of the mind-game film is to disorient the audience, and put up for discussion the spectator–screen relationship. The notable emergence (some would argue: reemergence) of mind-game films since the mid-1990s would be one sign of this "crisis," to which they are the solution at a meta-level.... [T]he mind-game films set out to aggravate the crisis, in that the switches between epistemological assumptions, narrational habits, and ontological premises draw attention to themselves, or rather, to the "rules of the game." These rules, in addition to what has already been said about them, favor pattern recognition (over identification of individual incidents), and require cinematic images to be read as picture puzzles, data-archives, or "rebus-pictures" (rather than as indexical, realistic representations).We thus see that recent films have activated the spectator by changing their artistic mode, and that this style is partially driven by the multi-platform, database-like way that we now consume media. Just as cinema has so informed how we structure games, there is little doubt that games have changed how we consume cinema.
Thus, what appears as ambiguity or "Gestalt-switch" at the level of perception, reception,and interpretation is merely confirmation of strategy at the level of production and marketing: with the mind-game film, the "institution cinema" is working on "access for all," and in particular, on crafting a multi-platform, adaptable cinema film, capable of combining the advantages of the "book" with the usefulness of the "video-game:" what I have called the DVD-enabled movie, whose theatrical release or presence on the international film festival circuit prepares for its culturally more durable and economically more profitable afterlife in another aggregate form. Which would lead one to conclude that the mind-game films make "mind-games" out of the very condition of their own (im)possibility: they teach their audiences the new rules of the game, at the same time as they are yet learning them themselves.
What I hope to accomplish with this post is to demonstrate that filmic media, especially in the last few decades, activates its audiences in ways apart from narrative and cinematic images, which are the typical, but insufficient, points of comparison to games. These films empower the spectator to discover their rule-sets and make ontological choices, not unlike players do in games. The grammar of film studies is well-developed, but critics are just beginning to grapple with these new types of active interpretation and consumption. As game critics grappling with the same difficulties, we would do well to understand how an active audience informs our understanding of film, because that will certainly inform our understanding of interactive media as well.
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Monday, September 3, 2012
Review: Depth Hunter
- Biart
- Simulator, First Person Shooter
- Release: Jan 18, 2012 (US)
- Platforms: PC
Some projects feel as if they were created without purpose or direction. They stumble along with no idea how to acheive their goals, because their goals never really existed in the first place. To my great disappointment, Depth Hunter is one such title. As a diving game (or is it a shooting game?), it had a unique niche of the gaming world to explore; it sadly left it empty.
Depth Hunter touts itself as a "Spearfishing Simulator." This is sort-of true; you always have a spear gun with which you can shoot fish underwater, which you then attempt to haul in by managing the tension on the line. This is trivially easy if the fish is within about 8 meters and impossibly difficult outside of that. The problem is that there is no real reason to kill these fish. The game has a campaign mode of sorts, in which you are placed in the water and given tasks to complete. These tasks come one after another without context; you will be told to kill two fish of a certain king and then you will be told to kill as many fish as you can with a certain time frame. Sometimes, the tasks aren't fishing related at all. The player might have to find certain "treasure" objects on the sea floor or photograph a certain number of moray eels. The photography tasks are particularly bizarre; the player must find a correct angle that changes an on-screen number to 100% before the screen capture will count. All of these tasks take place over two of the game's three locales.
As you might guess from my description, the campaign lacks direction, which makes it astoundingly uninteresting and painfully boring. It injects arbitrary tasks into the player's exploration of the game world, seemingly because it is undecided as to whether it wants to be a linear, goal-oriented game or an open-ended, environmental-exploration driven game. It therefore does neither well, despite having ample opportunity to do something unique with either. By injecting a goal-oriented gameplay mode, it suggests a narrative and character for the player. Indeed, the players boat sits on the surface of every level. I was profoundly disappointed that I could not get out of the water and into the boat. Aside from the potential as a fast-travel mechanism or a place to change your loadout like you would expect for a simulator, it would have allowed the game to create a real character motivation. The game could have, for example, given the player a back-story to motivate the tasks; that narrative could have uniquely explored any number of subjects, such as the economies of traditional fishing cultures, the impact of tourism, or even just a competitive sport-related theme. But the game does nothing, and the tasks appear pointlessly.
One might note, however, that a narrative is not essential to a game. In a game-world, the environment itself might construct meaning and engagement. And it very well could have here. A fully realized ocean environment could provide more than enough content. It could act in an educational fashion, for example, elucidating the mysteries of reef environments or the perils that they currently face. Alternately, the game-world could simply create wonder in its audience with a truly beautiful, detailed, interactive world. Depth Hunter, however, is too poorly realized to pull off any of these things. The few types of fish in the world have even fewer behaviors. Big creatures (manta rays, sharks, moray eels) don't react at all; they swim in a fixed pattern or sit stationary. Small fish either swim back and forth or swim away if approached too close. It's good that they swim away if you get close, because the models and textures aren't particularly detailed or convincing. They are far better than the repetitive, plastic-looking ground textures, though, which are decorated by the same piece of coral thousands of times. The whole art design is just far too simplistic for the environment it tries to capture, so none of it works. Couple that with the total lack of interactivity, and there is simply no content in the environment to drive the game.Ultimately, I suspect that Depth Hunter was conceived as a something like a tech demo for its game engine, and that no one really thought about how the game should function. Its disparate elements (spearfishing, photography, explorable underwater worlds) never cohere, and none is done well enough to be anything of note on its own. I applaud Biart for taking an uncommon premise to production, but that is about the only praise I have to offer. I wish a game would really run with the underwater exploration conceit; sadly, Depth Hunter does nothing but botch it.
Technical note: I hate having to discuss mundane software issues, but it's worth noting that Depth Hunter validates your serial number on every start up. About a quarter of the time, however, it seems to fail, at least on my machine. I'm not sure if this is some sort of broken, local check or if it is trying to connect to the developer for validation, but it is annoying nonetheless. Restarting the game usually corrects the problem, at least until the next time it goes awry.
Thursday, August 23, 2012
Review: Auralux
5.5/10 - E. McNeill
- Real time strategy
- Release: Unknown, out now.
- Platforms: PC (version reviewed), Android
Auralux is a study of sorts. It is an experiment, like Eufloria before it, in the most basic mechanics that define a real-time strategy game; it attempts to boil the genre down and show us how it works. There are no tech trees here, and there is certainly no grand historical context for a setting. There are no control groups, and you will not need to memorize scores of hotkeys. Auralux simplifies in the extreme: one unit, one command, plain primary colors against black.
The one unit at your command is a simple dot, and the one command they accept is a move command with the cursor. These are produced at capturable, sun-like spheres (your production "buildings") laid out in geometric patterns to comprise a game map. Red, green, and the player's own blue each begin with one sphere on every map. When a dot encounters a dot of another color, they annihilate each other, and if many are tasked on an enemy or untaken sphere, they enter it to capture it. With more spheres, more dots are produced. Capturing all of the spheres on map means victory, and there are 24 maps of varying sizes and difficulties waiting to challenge the player. The complications are few and far between: Sometimes spheres can be upgraded to produce more dots, and the player has the option of playing in a high-speed mode. There also seems to be a population cap on the larger maps; I found this slightly disappointing because it is an extraneous rule in a highly simplified system. It is likely a necessary feature, though, to ensure smooth functioning on a variety of systems.
It's easy to see how this setup relates to more standard RTSs. Micromanagement has been (mostly) eliminated, so all decisions are of the strategic, macromanagement variety. At any given moment, you have only the decision of where to commit your units. They can stay to defend or move to attack an enemy, or they can be invested in an unoccupied or upgradable sphere. The former actions comprise the combat aspect of RTSs, the latter is a simplified economy. The game becomes interesting because this reductive version of the RTS formula still leads to familiar, if smaller, versions of common RTS tactics, strategies, and battles. It calls attention to the types of balance that make such games successful, and it allows us to see how they function in great detail. For example, difficulty in Auralux is controlled largely by the starting positions of the three colors. In developing a successful tactic for a given map, the player must develop a way to balance the organization of the map before the other colors gain too strong a foothold. It quickly teaches the player the different ways that positioning can affect game balance.
As much as this minimalist approach amplifies the strengths and subtleties of RTS games, it also, perhaps to Auralux's detriment, highlights weaknesses. People have always railed against strategy game AIs, and nowhere is AI weakness more apparent than here. In a way, perhaps by accident, this is an interesting commentary on the weakness of RTS games compared to other genres. Unfortunately, however, Auralux fails to adequately explore the impacts of AI opponents because it has only one type, and that type is not sophisticated enough. An AI that fails to implement or defend against flanking moves is hardly an AI worth discussing; an attack away from the front lines always catches the AI off-guard here. This severely undermines the emergent complexity of the game, and reduces the game's power to illuminate strategic mechanics. It means that difficulty and complexity of planning are functions only of uneven starting positions and army sizes - important aspects, but rather uninteresting. I would have loved to see some way of tweaking the AIs or even the ability to pit different AIs against each other.Auralux has another major omission with regards to opponents. The game is single-player only, despite the importance of multiplayer to games of this ilk. I'm sure this was a practical decision, arising out of the constraints of making a low-budget, one-developer game, but it nonetheless remains a glaring omission. Without it, the game is small, short, and limited in its ability to explore the genre. We can only wonder about the possibilities it could have offered.
In a way, Auralux thus becomes a puzzle game. With such constancy in the opponents and their flaws, the player must sleuth out the correct set of moves that the AI can't deal with without destroying each other. Perhaps any sufficiently simplified game system becomes something that we would identify with a puzzle game.
So where does this all leave us with Auralux? There is no doubt that it is a polished game with a very interesting take on familiar mechanics. And I'd be remiss if I failed to mention it's lovely sound design, with spheres pulsing with the music as a battle creates a randomized melody, all emphasizing the rhythm of the gameplay. As a whole, Auralux is enough of an exploration of the genre to leave me interested in further experimentation, but the game's inability to delve deeper because of its lone, primitive AI and lack of multiplayer means that it is inherently flawed. In a game that searches for how complex strategy emerges from simple gameplay rules, an inability to provide an opponent with which to create that complexity is an unforgivable limitation, even given the game's considerable strengths.
Update: See the comments section of this post for a response from the developer of Auralux.
Saturday, July 28, 2012
Review: The Great Gatsby for NES
8.5/10
Sometimes, it's difficult to know where the packaging ends and the art begins. Are the original frames of paintings intrinsic to their presentation, or are they merely containers? Are the liner notes part of the music? Is the packaging part of the game? The Great Gatsby for NES demands that we answer these questions if we are to discover its worth.
In 2011 (I think), the game's website popped up and went viral on the internet. The main page on the website contains a flash applet. After apparently loading an "NES ROM," a simple, 8-bit-style platformer with the title "The Great Gatsby" appears. The packaging (i.e., the website) adds more details, though: it provides elaborate "scans" of the "original" NES manual and packaging. A photo of an NES cartridge also appears, and the website states that it is a prototype game found at a garage sale. Of course, all of this is a fiction; the game is an original creation written in Flash (and even open-sourced).
The game itself is simple. It is a pixel-perfect representation of mediocre, early platformers. We have a setting and list of characters derived from the namesake novel, but none of the plot or development. Our protagonist, Nick Carraway, throws his hat at flappers and drunks while bounding from platform to platform with the precision of the best platformers of the 8-bit era. The setting of the novel is captured perfectly, with a moody-blue color palette and a gorgeous, melancholy score. But the game as a whole lacks motivation or purpose, as Eric Lockaby noted. Indeed, one of the first characters that we encounter in the game is Owl Eyes, who, as in the book, marvels that Gatsby's books are real. They are not empty of their pages or content, as we might expect from the superficial nature of his parties and home. This, perhaps, is the key to understanding the game.
The game and its website, it seems, are expressing that empty feeling that occurs between expectation and delivery. Everyone that played games during the 8- and 16-bit eras knew it. The packaging for expensive games showed gorgeous, exciting illustrations while promising complex game mechanics driven by narrative purpose. Gaming had such potential! More often than not, however, the games were primitive and purposeless. The games were a novel and fun use of technology, sure, but ultimately most were empty of procedural purpose that could give them meaning and deliver on our expectations. Here, the player is asked to recall those feelings by viewing the artificial packaging materials and playing the game that does not live up to them. The use of The Great Gatsby to recreate this feeling is a brilliant choice. The novel itself deals, among other things, with how society's perceptions and superficialities shape our lives. It uses memorable symbols that are often simple objects (e.g., possibly empty books, a billboard ad) intrinsically devoid of meaning but that are imbued with purpose by the characters and the narrative. How appropriate, then, that this game about missed expectations is full of these symbols but never uses them with purpose.
Such an evocation of the disappointment with gaming in a particular era immediately suggests comparison to modern gaming. The game may be asking us to remember that recognition of untapped potential and wonder if we still experience it today. Could we adapt a classic novel today, and have the gameplay give it purpose? Has (or will) gaming had (or have) its The Great Gatsby or Citizen Kane? In an era where game advertising budgets number in the millions of dollars, we must wonder if the pre-rendered trailers we see on TV are the modern equivalent of those exciting pictures on the covers of NES boxes. In The Great Gatsby for NES, we don't really know Nick Carraway's ultimate goal, and we don't seem to know our goals with interactive media, either. The fact that a simple platformer and its website can evoke these feelings and questions make it a quite interesting work of interactive media, and a game well worth playing.
- Charlie Hoey, Pete Smith, Dylan Valentine, Michael DiMotta
- Platformer
- Release: 2011
- Platforms: PC, Mac
Sometimes, it's difficult to know where the packaging ends and the art begins. Are the original frames of paintings intrinsic to their presentation, or are they merely containers? Are the liner notes part of the music? Is the packaging part of the game? The Great Gatsby for NES demands that we answer these questions if we are to discover its worth.
In 2011 (I think), the game's website popped up and went viral on the internet. The main page on the website contains a flash applet. After apparently loading an "NES ROM," a simple, 8-bit-style platformer with the title "The Great Gatsby" appears. The packaging (i.e., the website) adds more details, though: it provides elaborate "scans" of the "original" NES manual and packaging. A photo of an NES cartridge also appears, and the website states that it is a prototype game found at a garage sale. Of course, all of this is a fiction; the game is an original creation written in Flash (and even open-sourced).
| Evidently waiters walk on the windows at Gatsby's house? |
The game and its website, it seems, are expressing that empty feeling that occurs between expectation and delivery. Everyone that played games during the 8- and 16-bit eras knew it. The packaging for expensive games showed gorgeous, exciting illustrations while promising complex game mechanics driven by narrative purpose. Gaming had such potential! More often than not, however, the games were primitive and purposeless. The games were a novel and fun use of technology, sure, but ultimately most were empty of procedural purpose that could give them meaning and deliver on our expectations. Here, the player is asked to recall those feelings by viewing the artificial packaging materials and playing the game that does not live up to them. The use of The Great Gatsby to recreate this feeling is a brilliant choice. The novel itself deals, among other things, with how society's perceptions and superficialities shape our lives. It uses memorable symbols that are often simple objects (e.g., possibly empty books, a billboard ad) intrinsically devoid of meaning but that are imbued with purpose by the characters and the narrative. How appropriate, then, that this game about missed expectations is full of these symbols but never uses them with purpose.
Such an evocation of the disappointment with gaming in a particular era immediately suggests comparison to modern gaming. The game may be asking us to remember that recognition of untapped potential and wonder if we still experience it today. Could we adapt a classic novel today, and have the gameplay give it purpose? Has (or will) gaming had (or have) its The Great Gatsby or Citizen Kane? In an era where game advertising budgets number in the millions of dollars, we must wonder if the pre-rendered trailers we see on TV are the modern equivalent of those exciting pictures on the covers of NES boxes. In The Great Gatsby for NES, we don't really know Nick Carraway's ultimate goal, and we don't seem to know our goals with interactive media, either. The fact that a simple platformer and its website can evoke these feelings and questions make it a quite interesting work of interactive media, and a game well worth playing.
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Wednesday, May 23, 2012
Review: DLC Quest
8.5/10
In cinema, short films are a remarkable variation on the medium that allow for themes to be explored concisely and in isolation. The same is true for short stories in literature. In games, however, players far too often criticize titles that fail to consume many hours of the gamers' time. DLC Quest, however, stands an excellent example of a "short game," showing the error in judging games based on play time. It artfully exploits its medium for satire, and it uses every moment that it spends with you to its very fullest.
DLC Quest takes the hyper-commercialization of the video game industry as its theme. As a satire on gaming itself, it is fitting that the game takes the form of 2D side-scrolling platformer, perhaps the most prototypical of video game types. The player takes control of a pixelated main character, and motivation for the game is provided, quite literally, by a princess kidnapped by a bad guy. The format immediately evokes comparison to games like the Mario series and the differences in their business models. The game's humor and gameplay really comes to the forefront when the player first tries to move, only to realize that there are no features to this game other than moving to the right. Soon, we stumble upon a shopkeeper who reveals the game's conceit; we must collect coins to buy fictional DLC.
There is no need to discuss the individual DLC. Each is itself a humorous take on real DLC packages that are sold all of the time, and many highlight the importance of aspects of video game design often taken for granted (such as sound design). They are slowly revealed as the player explores the colorful, expansive level. There is no real difficulty here. Rather that creating the frustrated tension that arises from danger and difficulty in other games, DLC Quest creates tension through mild frustration at missing features. The catharsis, of course, is the humorous reveal of the DLC you eventually earn. These events are punctuated by "awardments," little acheivements (like Steam acheivements) that seem entirely arbitrary. The game pulls no punches in poking fun at the Pavlovian motivation that drive so many games - there is no shortage of coins to collect and awardments to unlock in this world. Ironically, some of these, like the coins, manage to poke fun at meaningless collectibles on another level by actually being essential to the gameplay of this title. It is a clever device indeed.
DLC Quest never overstays its welcome. In less than an hour, the game has been exhausted. But that is when the game reveals its greatest irony of all: the game was great fun despite the paucity of DLC and features. Many recent high-profile indie titles have been held of as examples of art in gaming, but perhaps we should also be looking at DLC Quest when considering such topics. Like the greatest short films, it is perfectly edited to use its entire running time in the service of its themes. Its gameplay and the charming humor of the simple narrative work together seamlessly to fully exploit the gaming medium so as to create the satire. The game is both enjoyable and insightful. In short, DLC Quest works wonderfully.
UPDATE (2013-04-17): DLC Quest now features an additional story campaign. This update is not included in this review.
- Going Loud Studios
- Action, platformer
- Release: Nov 2, 2011 (US)
- Platforms: Xbox 360 (XBLA), PC (version reviewed), Mac
In cinema, short films are a remarkable variation on the medium that allow for themes to be explored concisely and in isolation. The same is true for short stories in literature. In games, however, players far too often criticize titles that fail to consume many hours of the gamers' time. DLC Quest, however, stands an excellent example of a "short game," showing the error in judging games based on play time. It artfully exploits its medium for satire, and it uses every moment that it spends with you to its very fullest.
![]() |
| There is no shortage of motivation in this narrative. |
There is no need to discuss the individual DLC. Each is itself a humorous take on real DLC packages that are sold all of the time, and many highlight the importance of aspects of video game design often taken for granted (such as sound design). They are slowly revealed as the player explores the colorful, expansive level. There is no real difficulty here. Rather that creating the frustrated tension that arises from danger and difficulty in other games, DLC Quest creates tension through mild frustration at missing features. The catharsis, of course, is the humorous reveal of the DLC you eventually earn. These events are punctuated by "awardments," little acheivements (like Steam acheivements) that seem entirely arbitrary. The game pulls no punches in poking fun at the Pavlovian motivation that drive so many games - there is no shortage of coins to collect and awardments to unlock in this world. Ironically, some of these, like the coins, manage to poke fun at meaningless collectibles on another level by actually being essential to the gameplay of this title. It is a clever device indeed.DLC Quest never overstays its welcome. In less than an hour, the game has been exhausted. But that is when the game reveals its greatest irony of all: the game was great fun despite the paucity of DLC and features. Many recent high-profile indie titles have been held of as examples of art in gaming, but perhaps we should also be looking at DLC Quest when considering such topics. Like the greatest short films, it is perfectly edited to use its entire running time in the service of its themes. Its gameplay and the charming humor of the simple narrative work together seamlessly to fully exploit the gaming medium so as to create the satire. The game is both enjoyable and insightful. In short, DLC Quest works wonderfully.
UPDATE (2013-04-17): DLC Quest now features an additional story campaign. This update is not included in this review.
Sunday, May 20, 2012
The Brain Age Series: Claims and Effectiveness
I've always been a bit annoyed by games like Nintendo's Brain Age series (also known as the Brain Training series in some regions) for the DS. The marketing for these products is very clear in its implications: playing these games will improve your mental skills and capacity. And yet, to support such a sweeping claim would require a great deal of empirical study that Nintendo has not undertaken. Indeed, Nintendo, despite the implications of their marketing, carefully distances themselves from explicit claims of effectiveness. Nintendo's head of US marketing, when pushed on the matter, affirms that Nintendo is simply "in the entertainment business." This dissonance between marketing, official position, and public perception naturally raises the question of what actual utility Brain Age does or does not offer. I'll try to summarize here what research is available on the matter.
Perhaps it's best to start with the origins of the games. Who is that goofy face that gives you advice on how to play? As one could quickly infer from the name plastered all over the titles, Brain Age was inspired by the work of Tohoku University neuroscience professor Dr Ryuta Kawashima; the game draws heavily from his book, Train Your Brain: 60 Days to a Better Brain. The book is written as a fun self-help guide, and it directly states that users will be able to prevent mental deterioration and will have "more neurons and neural connections." To support these claims, the book simply states that the exercises derive from the "latest research" from Kawashima's "neuroscience lab." Though two simple, qualitative sketches of experiments are given, there are no citations of the actual research. As a result, we'll have to go elsewhere to find out what such exercises really do.
Before we focus on the Brain Age software itself, let's look at more general results. A number of studies have looked at the effects of cognitive stimulation, often in the form of computer-based tasks, on the impact of dementia and/or Alzheimer's in elderly people. For example, Spector et al. (2003) engaged a group of people suffering from dementia with a form of cognitive stimulation therapy consisting of exercises not dissimilar to the Brain Age games. They found improvements in mental state and quality of life due to the exercises that were comparable to those induced by drugs for dementia. Similarly, Belleville et al (2006) looked at a sample of 47 elderly, many with mild cognitive impairment, were treated with "tasks of episodic memory" such as list-recall and association tasks. They found a statistically significant improvement in treated groups over the control group. Other groups have focused directly on the preventative effects of such tasks with respect to Alzheimer's disease. Raúl de la Fuente-Fernández (2006) found that small changes in cognitive activity can result in large reductions in the rate of Alzheimer's in the population studied. It has also been suggested that computer-based tasks can lead to improvements in unrelated tasks such as driving in the elderly. All of these studies, along with many others, suggest that tasks that require cognitive activity, like, presumably, the Brain Age games, can help fend off mental decline as one ages.
Other research has focused on the use of games in people of a variety of ages. Even Kawashima's own research group is involved in an ongoing, but incomplete, study of the use of the game GO as an intervention tool with elementary students. The evidence for positive impact in cognitive ability due to brain training games at other ages is less clear, however. For example, Owen et al. (2010) conducted a six week online study of 11430 participants. They were subjected to a variety of tasks similar to those found in commercially available brain training software. Though the participants were seen to improve on the tasks that they were performing in their training, the study found no significant effect on other tasks, even if they were cognitively similar to the training tasks. This study casts extreme doubt on the argument that tasks like those provided by Brain Age can improve the mental skills of healthy adults.
But what about Brain Age specifically? Learning and Teaching Scotland conducted a study of 634 Scottish elementary students from 32 schools who used Brain Age daily. They found moderate increases in learning due to the game. Unfortunately, this study does not appear to be peer reviewed. Additionally, the tests used to measure learning gains were only simple arithmetic tests nearly identical to parts of the Brain Age game; a more general test was not used. Further, it is an observational study without a proper control group. As such, these results must be viewed skeptically. Indeed, work by Alain Lieury reports on a study of ten year olds who used Brain Age. He found that students who spent their time on Brain Age performed 17 percent worse than a control group on a battery of tests. Students who used their time on pen-and-paper exercises rather than Brain Age performed 33 percent better than the control group. Lieury extrapolates to adults, suggesting that "if it doesn't work on children, it won't work on adults." Unfortunately, this study, too, does not appear to be available in peer-reviewed form, and all of its details are not available. The sample size is also somewhat small. From what information is available, however, it seems to successfully refute the Scottish study. Kawashima himself has also been involved with studies that investigate Brain Age's effectiveness. One such study compared the use of Brain Age to Tetris in a small sample of 28 healthy elderly persons. Though the study finds a moderate improvement in certain tasks after training with Brain Age, it finds comparable improvements due to Tetris use. In other tasks, however, both groups do not improve and sometimes even do worse.
The net implications of all of these studies seem fairly clear, at least in a qualitative sense. Cognitive activity seems to help stave off mental decline and disease that comes with old age. In healthy populations, whether adult or juvenile, the effects are less clear. Cognitive training may have very modest effects, but no study has conclusively demonstrated a significant one. Brain Age in particular, however, does not seem particularly good at causing any improvements in any population when compared to any other activity. In school children, it may or may not have a positive impact, but, in any case, it does not perform significantly better than any other training activity, including traditional ones. In the elderly, a larger positive benefit is seen, but, again, it is no better than other games, such as Tetris. In short, the literature suggests that there is no compelling reason to play Brain Age over any other game with a goal of improving mental capabilities. Brain Age should be regarded as an entertainment game like any other, unless new evidence comes to light suggesting otherwise. Nintendo's marketing for the game, then, is misleading at best and outright incorrect at worst.
Perhaps it's best to start with the origins of the games. Who is that goofy face that gives you advice on how to play? As one could quickly infer from the name plastered all over the titles, Brain Age was inspired by the work of Tohoku University neuroscience professor Dr Ryuta Kawashima; the game draws heavily from his book, Train Your Brain: 60 Days to a Better Brain. The book is written as a fun self-help guide, and it directly states that users will be able to prevent mental deterioration and will have "more neurons and neural connections." To support these claims, the book simply states that the exercises derive from the "latest research" from Kawashima's "neuroscience lab." Though two simple, qualitative sketches of experiments are given, there are no citations of the actual research. As a result, we'll have to go elsewhere to find out what such exercises really do.
Before we focus on the Brain Age software itself, let's look at more general results. A number of studies have looked at the effects of cognitive stimulation, often in the form of computer-based tasks, on the impact of dementia and/or Alzheimer's in elderly people. For example, Spector et al. (2003) engaged a group of people suffering from dementia with a form of cognitive stimulation therapy consisting of exercises not dissimilar to the Brain Age games. They found improvements in mental state and quality of life due to the exercises that were comparable to those induced by drugs for dementia. Similarly, Belleville et al (2006) looked at a sample of 47 elderly, many with mild cognitive impairment, were treated with "tasks of episodic memory" such as list-recall and association tasks. They found a statistically significant improvement in treated groups over the control group. Other groups have focused directly on the preventative effects of such tasks with respect to Alzheimer's disease. Raúl de la Fuente-Fernández (2006) found that small changes in cognitive activity can result in large reductions in the rate of Alzheimer's in the population studied. It has also been suggested that computer-based tasks can lead to improvements in unrelated tasks such as driving in the elderly. All of these studies, along with many others, suggest that tasks that require cognitive activity, like, presumably, the Brain Age games, can help fend off mental decline as one ages.
Other research has focused on the use of games in people of a variety of ages. Even Kawashima's own research group is involved in an ongoing, but incomplete, study of the use of the game GO as an intervention tool with elementary students. The evidence for positive impact in cognitive ability due to brain training games at other ages is less clear, however. For example, Owen et al. (2010) conducted a six week online study of 11430 participants. They were subjected to a variety of tasks similar to those found in commercially available brain training software. Though the participants were seen to improve on the tasks that they were performing in their training, the study found no significant effect on other tasks, even if they were cognitively similar to the training tasks. This study casts extreme doubt on the argument that tasks like those provided by Brain Age can improve the mental skills of healthy adults.
But what about Brain Age specifically? Learning and Teaching Scotland conducted a study of 634 Scottish elementary students from 32 schools who used Brain Age daily. They found moderate increases in learning due to the game. Unfortunately, this study does not appear to be peer reviewed. Additionally, the tests used to measure learning gains were only simple arithmetic tests nearly identical to parts of the Brain Age game; a more general test was not used. Further, it is an observational study without a proper control group. As such, these results must be viewed skeptically. Indeed, work by Alain Lieury reports on a study of ten year olds who used Brain Age. He found that students who spent their time on Brain Age performed 17 percent worse than a control group on a battery of tests. Students who used their time on pen-and-paper exercises rather than Brain Age performed 33 percent better than the control group. Lieury extrapolates to adults, suggesting that "if it doesn't work on children, it won't work on adults." Unfortunately, this study, too, does not appear to be available in peer-reviewed form, and all of its details are not available. The sample size is also somewhat small. From what information is available, however, it seems to successfully refute the Scottish study. Kawashima himself has also been involved with studies that investigate Brain Age's effectiveness. One such study compared the use of Brain Age to Tetris in a small sample of 28 healthy elderly persons. Though the study finds a moderate improvement in certain tasks after training with Brain Age, it finds comparable improvements due to Tetris use. In other tasks, however, both groups do not improve and sometimes even do worse.
The net implications of all of these studies seem fairly clear, at least in a qualitative sense. Cognitive activity seems to help stave off mental decline and disease that comes with old age. In healthy populations, whether adult or juvenile, the effects are less clear. Cognitive training may have very modest effects, but no study has conclusively demonstrated a significant one. Brain Age in particular, however, does not seem particularly good at causing any improvements in any population when compared to any other activity. In school children, it may or may not have a positive impact, but, in any case, it does not perform significantly better than any other training activity, including traditional ones. In the elderly, a larger positive benefit is seen, but, again, it is no better than other games, such as Tetris. In short, the literature suggests that there is no compelling reason to play Brain Age over any other game with a goal of improving mental capabilities. Brain Age should be regarded as an entertainment game like any other, unless new evidence comes to light suggesting otherwise. Nintendo's marketing for the game, then, is misleading at best and outright incorrect at worst.
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