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	<title>Comments on: Taking Bernstein&#8217;s Bait</title>
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	<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-134577</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Sat, 20 Oct 2007 22:15:44 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-134577</guid>
		<description>Thanks for the new comment Mary.  I&#039;ts great how the blog allows us to continue a conversation that started four years ago! :-)

I don&#039;t think anyone in this discussion is arguing there is an absence of emotion in games (or if they are, they shouldn&#039;t!).

Sure, the act of playing &lt;i&gt;any&lt;/i&gt; game &#8212; poker, chess, Go Fish, &lt;i&gt;Halo 3&lt;/i&gt; &#8212; can evoke pleasure, joy, fear, sadness, satisfaction, awe.  But I&#039;d argue those emotions are about the thrill of competition, and challenge of interacting with the rules of the game itself, often arbitrary ones.  Whether I feel joy because I outwitted an opponent playing poker, or outwitted an opponent playing &lt;i&gt;Halo 3&lt;/i&gt;, they&#039;re emotions evoked by beating or losing to another player, about mastering the mechanics of the game.  We feel the emotions associated with racking up points, successfully aiming a weapon, avoiding being fragged.  

If these game mechanics are &quot;about&quot; anything, they&#039;re about outwitting an opponent (strategy, determination, perseverance, etc. in the abstract).  

In the cases of games set in concrete situations, additional emotions felt are typically about something like survival in a deathmatch, or the feeling of doing some sort of physical dexterity (racing, jumping and running, etc.).  I&#039;ll admit, games can do a decent job making you feel the raw emotion you&#039;d feel if you&#039;re in battle, or playing a sport.

Separately, in stories, emotions can also be evoked during the telling &#8212; the careful, linear doling out of a pre-set sequence of events.  Movies, TV, literature, they all do this, of course.  We feel the emotions of watching characters deal with conflict, go through difficult situations, often emphathizing and identifying with them.

But: I&#039;m seeking something different than emotions evoked by winning/losing/mastery, and something different than emotion envoked by watching another character deal with conflict.

I&#039;m seeking emotion evoked when one is engaged in the interaction dynamics that &lt;i&gt;directly are&lt;/i&gt; how people interrelate with each other, the mechanics of things like intimacy, seduction, manipulation, moral conflict, friendship.  In such a game, you&#039;d be faced with many decisions to make at many times, with no pre-ordained plot you&#039;re following &#8212; just as with real-life intimacy, manipulation, moral conflict.  On a continuous basis, the decisions you make lead to consequences; the further decisions you make lead to more consequences, and so on.  (Note this is not meant to a purely realistic simulation of life; the overall pacing and structure of this game would be &quot;tighter&quot; &#8212; i.e., more efficient, more focused, with little meandering &#8212; compared to real-life; it would be a dramatized experience.)

In such a game, the emotions evoked would be generated because &lt;i&gt;you&#039;re directly engaged&lt;/i&gt; in the dynamics of how people interrelate; and, the events in the game are &lt;i&gt;caused by&lt;/i&gt; your decisions.  It&#039;s all hinging on and focused on &lt;i&gt;you&lt;/i&gt;, the player.

(Among existing games, &lt;i&gt;The Sims&lt;/i&gt; is one of the few that is inching towards such generativity.)

Games with linear plots, at the end of the day, offer you no meaningful choices.  You must solve a series of puzzles, in a certain order, otherwise the game goes nowhere.  Story-wise, they&#039;re fancy page-turners.  Simply &lt;a href=&quot;http://www.gamefaqs.com/console/ps2/file/367472/15610&quot; rel=&quot;nofollow&quot;&gt;read a walkthrough&lt;/a&gt; of the game &lt;i&gt;Ico&lt;/i&gt;; the emotion evoked by Yorda being sucked away to darkness is the same as if you&#039;re watching a movie of it.  It&#039;s a real emotion, but it&#039;s &lt;i&gt;not about you&lt;/i&gt;, the player, and any decision you&#039;ve made.  It&#039;s just good old-fashioned storytelling (&lt;a href=&quot;http://grandtextauto.org/2006/04/21/the-new-gofst/&quot; rel=&quot;nofollow&quot;&gt;GOFST&lt;/a&gt;), in which you turn the &quot;pages&quot; of the fixed &lt;i&gt;Ico&lt;/i&gt; story by solving physical platform puzzles and killing monsters.  Games with local agency &#8212; temporary effects  on other characters &#8212; often fool players with the illusion that your actions matter.  In &lt;i&gt;Ico&lt;/i&gt; you have some local agency (as Sean B. &lt;a href=&quot;http://grandtextauto.org/2006/04/21/the-new-gofst/#comment-83225&quot;&gt;mentions&lt;/a&gt;), but it doesn&#039;t add up to anything.

Does that make sense?
</description>
		<content:encoded><![CDATA[<p>Thanks for the new comment Mary.  I&#8217;ts great how the blog allows us to continue a conversation that started four years ago! :-)</p>
<p>I don&#8217;t think anyone in this discussion is arguing there is an absence of emotion in games (or if they are, they shouldn&#8217;t!).</p>
<p>Sure, the act of playing <i>any</i> game &mdash; poker, chess, Go Fish, <i>Halo 3</i> &mdash; can evoke pleasure, joy, fear, sadness, satisfaction, awe.  But I&#8217;d argue those emotions are about the thrill of competition, and challenge of interacting with the rules of the game itself, often arbitrary ones.  Whether I feel joy because I outwitted an opponent playing poker, or outwitted an opponent playing <i>Halo 3</i>, they&#8217;re emotions evoked by beating or losing to another player, about mastering the mechanics of the game.  We feel the emotions associated with racking up points, successfully aiming a weapon, avoiding being fragged.  </p>
<p>If these game mechanics are &#8220;about&#8221; anything, they&#8217;re about outwitting an opponent (strategy, determination, perseverance, etc. in the abstract).  </p>
<p>In the cases of games set in concrete situations, additional emotions felt are typically about something like survival in a deathmatch, or the feeling of doing some sort of physical dexterity (racing, jumping and running, etc.).  I&#8217;ll admit, games can do a decent job making you feel the raw emotion you&#8217;d feel if you&#8217;re in battle, or playing a sport.</p>
<p>Separately, in stories, emotions can also be evoked during the telling &mdash; the careful, linear doling out of a pre-set sequence of events.  Movies, TV, literature, they all do this, of course.  We feel the emotions of watching characters deal with conflict, go through difficult situations, often emphathizing and identifying with them.</p>
<p>But: I&#8217;m seeking something different than emotions evoked by winning/losing/mastery, and something different than emotion envoked by watching another character deal with conflict.</p>
<p>I&#8217;m seeking emotion evoked when one is engaged in the interaction dynamics that <i>directly are</i> how people interrelate with each other, the mechanics of things like intimacy, seduction, manipulation, moral conflict, friendship.  In such a game, you&#8217;d be faced with many decisions to make at many times, with no pre-ordained plot you&#8217;re following &mdash; just as with real-life intimacy, manipulation, moral conflict.  On a continuous basis, the decisions you make lead to consequences; the further decisions you make lead to more consequences, and so on.  (Note this is not meant to a purely realistic simulation of life; the overall pacing and structure of this game would be &#8220;tighter&#8221; &mdash; i.e., more efficient, more focused, with little meandering &mdash; compared to real-life; it would be a dramatized experience.)</p>
<p>In such a game, the emotions evoked would be generated because <i>you&#8217;re directly engaged</i> in the dynamics of how people interrelate; and, the events in the game are <i>caused by</i> your decisions.  It&#8217;s all hinging on and focused on <i>you</i>, the player.</p>
<p>(Among existing games, <i>The Sims</i> is one of the few that is inching towards such generativity.)</p>
<p>Games with linear plots, at the end of the day, offer you no meaningful choices.  You must solve a series of puzzles, in a certain order, otherwise the game goes nowhere.  Story-wise, they&#8217;re fancy page-turners.  Simply <a href="http://www.gamefaqs.com/console/ps2/file/367472/15610" rel="nofollow">read a walkthrough</a> of the game <i>Ico</i>; the emotion evoked by Yorda being sucked away to darkness is the same as if you&#8217;re watching a movie of it.  It&#8217;s a real emotion, but it&#8217;s <i>not about you</i>, the player, and any decision you&#8217;ve made.  It&#8217;s just good old-fashioned storytelling (<a href="http://grandtextauto.org/2006/04/21/the-new-gofst/" rel="nofollow">GOFST</a>), in which you turn the &#8220;pages&#8221; of the fixed <i>Ico</i> story by solving physical platform puzzles and killing monsters.  Games with local agency &mdash; temporary effects  on other characters &mdash; often fool players with the illusion that your actions matter.  In <i>Ico</i> you have some local agency (as Sean B. <a href="http://grandtextauto.org/2006/04/21/the-new-gofst/#comment-83225">mentions</a>), but it doesn&#8217;t add up to anything.</p>
<p>Does that make sense?</p>
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		<title>By: mary</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-134514</link>
		<dc:creator>mary</dc:creator>
		<pubDate>Fri, 19 Oct 2007 23:08:38 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-134514</guid>
		<description>great discussion! re: “serious human interests”, I would caution against such grandiose sweeping generalizations. As a photograph, painting, or piece of music can affect the human senses and bring us to a realization of a &quot;humanness,&quot; so too can games and digital artworks bring a similar transcendence. I am not sure why the originator of the &quot;games lack the good stuff&quot; diatribe lingers on the literary comparison when there are many other perspectives in play. As for an absence of emotion in games, well that, to use a technical term, is poppycock. Perhaps there is a a lack of &lt;i&gt;depicted&lt;/i&gt; emotion, ie, a weeping cinematic character, a hand wringing ladyMacB, but both current and historic games excel at offering pleasure, joy, fear, sadness, satisfaction, awe (think of the despair a player might feel in &lt;i&gt;Ico&lt;/i&gt; when your new friend Yorda is being sucked away to darkness, or the fleeting beauty in &lt;i&gt;Okami&lt;/i&gt;, or the disturbing implications fostered by helping the narrative along in Natalie Bookchin&#039;s artist game &quot;The Intruder&quot; -- these and a multitude of other emotional experiences are available in and through many many types of games. Any tendency to seek out the identical emotional stamp of cinema or literature is, to me, off the mark. Games are hybrid forms of visual arts, audio arts, motion arts, play, and agency; emotional resonance of some kind is likely part of every game.</description>
		<content:encoded><![CDATA[<p>great discussion! re: “serious human interests”, I would caution against such grandiose sweeping generalizations. As a photograph, painting, or piece of music can affect the human senses and bring us to a realization of a &#8220;humanness,&#8221; so too can games and digital artworks bring a similar transcendence. I am not sure why the originator of the &#8220;games lack the good stuff&#8221; diatribe lingers on the literary comparison when there are many other perspectives in play. As for an absence of emotion in games, well that, to use a technical term, is poppycock. Perhaps there is a a lack of <i>depicted</i> emotion, ie, a weeping cinematic character, a hand wringing ladyMacB, but both current and historic games excel at offering pleasure, joy, fear, sadness, satisfaction, awe (think of the despair a player might feel in <i>Ico</i> when your new friend Yorda is being sucked away to darkness, or the fleeting beauty in <i>Okami</i>, or the disturbing implications fostered by helping the narrative along in Natalie Bookchin&#8217;s artist game &#8220;The Intruder&#8221; &#8212; these and a multitude of other emotional experiences are available in and through many many types of games. Any tendency to seek out the identical emotional stamp of cinema or literature is, to me, off the mark. Games are hybrid forms of visual arts, audio arts, motion arts, play, and agency; emotional resonance of some kind is likely part of every game.</p>
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		<title>By: Grand Text Auto &#187; GTxA Symposium: Future Directions</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-134449</link>
		<dc:creator>Grand Text Auto &#187; GTxA Symposium: Future Directions</dc:creator>
		<pubDate>Fri, 19 Oct 2007 01:36:40 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-134449</guid>
		<description>[...] inking about future directions is a stimulating and enjoyable thing to do, because besides the potential for digital fiction to be a premier artform of the 21st century, runnin [...]</description>
		<content:encoded><![CDATA[<p>[...] inking about future directions is a stimulating and enjoyable thing to do, because besides the potential for digital fiction to be a premier artform of the 21st century, runnin [...]</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-121688</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Fri, 31 Aug 2007 20:40:24 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-121688</guid>
		<description>We normally delete all spam comments, but I couldn&#039;t resist approving &quot;HOT Piano Links&quot;</description>
		<content:encoded><![CDATA[<p>We normally delete all spam comments, but I couldn&#8217;t resist approving &#8220;HOT Piano Links&#8221;</p>
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		<title>By: PianoTrade</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-121685</link>
		<dc:creator>PianoTrade</dc:creator>
		<pubDate>Fri, 31 Aug 2007 18:21:12 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-121685</guid>
		<description>&lt;strong&gt;PianoTrade&lt;/strong&gt;

Hello :) I bookmarked this blog. Thanks heaps for this!... if anyone else has anything, it would be much appreciated. Great website HOT Piano Links http://www.fr.Grand-Pianos.org Enjoy!</description>
		<content:encoded><![CDATA[<p><strong>PianoTrade</strong></p>
<p>Hello :) I bookmarked this blog. Thanks heaps for this!&#8230; if anyone else has anything, it would be much appreciated. Great website HOT Piano Links <a href="http://www.fr.Grand-Pianos.org" rel="nofollow">http://www.fr.Grand-Pianos.org</a> Enjoy!</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-77472</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Thu, 01 Dec 2005 11:37:53 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-77472</guid>
		<description>If you scroll down on &lt;a href=&quot;http://rogerebert.suntimes.com/apps/pbcs.dll/section?category=ANSWERMAN&quot; rel=&quot;nofollow&quot;&gt;Ebert&#039;s &quot;Answer Man&quot; page&lt;/a&gt; there&#039;s a response from a reader, and a couple GTxA names come up...</description>
		<content:encoded><![CDATA[<p>If you scroll down on <a href="http://rogerebert.suntimes.com/apps/pbcs.dll/section?category=ANSWERMAN" rel="nofollow">Ebert&#8217;s &#8220;Answer Man&#8221; page</a> there&#8217;s a response from a reader, and a couple GTxA names come up&#8230;</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-77456</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Wed, 30 Nov 2005 23:09:08 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-77456</guid>
		<description>&lt;a href=&quot;http://grumpygamer.com/7827880&quot; rel=&quot;nofollow&quot;&gt;Roger Ebert gives videogames a thumbs down&lt;/a&gt;.  Also, the NYTimes has an article &lt;a href=&quot;http://www.nytimes.com/2005/12/04/weekinreview/04lela.html&quot;&gt;Gamer as Artiste&lt;/a&gt;.</description>
		<content:encoded><![CDATA[<p><a href="http://grumpygamer.com/7827880" rel="nofollow">Roger Ebert gives videogames a thumbs down</a>.  Also, the NYTimes has an article <a href="http://www.nytimes.com/2005/12/04/weekinreview/04lela.html">Gamer as Artiste</a>.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-28087</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 01 Feb 2005 19:13:44 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-28087</guid>
		<description>In a new post inspired by the game-movie &lt;i&gt;Avalon&lt;/i&gt;, Mark Bernstein &lt;a href=&quot;http://markbernstein.org/Jan0501/Avalon.html&quot;&gt;suggests&lt;/a&gt;
&lt;blockquote&gt;games could be about recognition and humanity, about the sense of the uncanny -- of meeting something familiar and human that you&#039;ve never quite seen before, of seeing something you see all the time transformed into a completely different kind of signifier. Games could do this -- they haven&#039;t, but they could. It&#039;d be worth trying.&lt;/blockquote&gt;</description>
		<content:encoded><![CDATA[<p>In a new post inspired by the game-movie <i>Avalon</i>, Mark Bernstein <a href="http://markbernstein.org/Jan0501/Avalon.html">suggests</a></p>
<blockquote><p>games could be about recognition and humanity, about the sense of the uncanny &#8212; of meeting something familiar and human that you&#8217;ve never quite seen before, of seeing something you see all the time transformed into a completely different kind of signifier. Games could do this &#8212; they haven&#8217;t, but they could. It&#8217;d be worth trying.</p></blockquote>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-2237</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Fri, 15 Oct 2004 18:01:03 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-2237</guid>
		<description></description>
		<content:encoded><![CDATA[<p>Picking up this thread a little over a year later&#8230; Dave Thomas (Buzzcut) has <a href="http://www.buzzcut.com/article.php?story=20041013200308386">recently wondered</a> a similar thing about sports that I wondered in an <a href="http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/#comment-401">earlier comment</a> in this thread.  Dave says, &#8220;&#8230;while we continue to assume that people play sports videogames because they love sports its just as likely that the symbiosis of videogames and sports is turning vampiric&#8230;&#8221;</p>
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		<title>By: Francis Hwang</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-381</link>
		<dc:creator>Francis Hwang</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-381</guid>
		<description>If you ask me, the SIMS is a pretty brilliant simulation of architectural design, but fairly lousy at modeling human interaction. (I&#039;m talking about the original game, not the online version, which I haven&#039;t played.) The characters exhibit certain outward characteristics, sure, but I don&#039;t think they can be said to have an emotional life, really. Part of this is political, of course, and the SIMS is hopelessly bourgeois: I refuse to believe that people&#039;s happiness depends on only how much stuff they have and how much fun they&#039;re having in their swimming pool. What about spiritual discovery, fulfillment in work, etc.? Of course, some things are much easier to simulate than others.



AI may not be where the payoff is, at least in the short term. Maybe multiplayer gaming, combined with really insightful design, will do the job. People are better at simulating people than computers are.



Take Sissyfight. It solves the multipolar problem in wargames -- when there are more than two players competing with each other who do you choose to ally with and who do you attack? -- by making it completely arbitrary, more or less like the schoolyard playground. I&#039;ve seen Sissyfight players choose allegiances based on hair color, name, or who they think is the funniest. So you have this vicious competition over nothing and people depending on capricious, paper-thin alliances. The game paints a rich, satirical picture of human nature. Not a very flattering picture, but there you have it.</description>
		<content:encoded><![CDATA[<p>If you ask me, the SIMS is a pretty brilliant simulation of architectural design, but fairly lousy at modeling human interaction. (I&#8217;m talking about the original game, not the online version, which I haven&#8217;t played.) The characters exhibit certain outward characteristics, sure, but I don&#8217;t think they can be said to have an emotional life, really. Part of this is political, of course, and the SIMS is hopelessly bourgeois: I refuse to believe that people&#8217;s happiness depends on only how much stuff they have and how much fun they&#8217;re having in their swimming pool. What about spiritual discovery, fulfillment in work, etc.? Of course, some things are much easier to simulate than others.</p>
<p>AI may not be where the payoff is, at least in the short term. Maybe multiplayer gaming, combined with really insightful design, will do the job. People are better at simulating people than computers are.</p>
<p>Take Sissyfight. It solves the multipolar problem in wargames &#8212; when there are more than two players competing with each other who do you choose to ally with and who do you attack? &#8212; by making it completely arbitrary, more or less like the schoolyard playground. I&#8217;ve seen Sissyfight players choose allegiances based on hair color, name, or who they think is the funniest. So you have this vicious competition over nothing and people depending on capricious, paper-thin alliances. The game paints a rich, satirical picture of human nature. Not a very flattering picture, but there you have it.</p>
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		<title>By: Jesper Juul</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-382</link>
		<dc:creator>Jesper Juul</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-382</guid>
		<description>It depends on where you are looking: Perhaps if you are looking exclusively at what is happening on the screen, then games have not addressed the human condition.

But if you look at what is actually happening when you are playing a multiplayer game - alliances are formed, broken; you are teasing a longtime friend; you bond with someone you hadn&#039;t had a chance to talk to etc...

This is not because people simulate people, but because people _are_ people, and our interaction does not speak about the human condition, it _is_ the human condition ...

OK, so I like games.</description>
		<content:encoded><![CDATA[<p>It depends on where you are looking: Perhaps if you are looking exclusively at what is happening on the screen, then games have not addressed the human condition.</p>
<p>But if you look at what is actually happening when you are playing a multiplayer game &#8211; alliances are formed, broken; you are teasing a longtime friend; you bond with someone you hadn&#8217;t had a chance to talk to etc&#8230;</p>
<p>This is not because people simulate people, but because people _are_ people, and our interaction does not speak about the human condition, it _is_ the human condition &#8230;</p>
<p>OK, so I like games.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-383</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-383</guid>
		<description>Multiplayer games, as a way to bring people together and interact with each other, is clearly a way to bring these themes into games, sure.  They have a lot of potential, and I greatly look forward to their progression and improvement over time. 



But will multiplayer games offer, for lack of a better term, &quot;well formed experiences&quot;?  Will the signal-to-noise ratio be too low when real, naive, amateur players are providing the core content?  We can look to &quot;reality&quot; TV shows, which are heavily edited and perhaps almost scripted to achieve a minimal level of well-formed-ness.



Without well-formed experiences &#8212; efficient pacing, filtering out the &#039;boring bits&#039; &#8212; games may not breakthrough to a mass audience.  Most people just don&#039;t have the time to spend hours and hours playing a game for a few moments of meaningful drama.  Games will need to be as &quot;efficient&quot; as movies, TV and books in this regard.  Don&#039;t you think?



(I&#039;ve made a similar argument about very open-ended, non-multiplayer simulation games.)



A hybrid approach: in &lt;i&gt;The Diamond Age&lt;/i&gt;, Stephenson imagines that paid, trained human actors will play the role of key characters in real-time interactive dramas.  But this idea sounds expensive.  Hey, perhaps instead of waitering, starving actors will take minimum wage jobs populating virtual worlds?  A bit akin to walking around in a mouse suit in Disneyland, but far less prone to heat stroke.</description>
		<content:encoded><![CDATA[<p>Multiplayer games, as a way to bring people together and interact with each other, is clearly a way to bring these themes into games, sure.  They have a lot of potential, and I greatly look forward to their progression and improvement over time. </p>
<p>But will multiplayer games offer, for lack of a better term, &#8220;well formed experiences&#8221;?  Will the signal-to-noise ratio be too low when real, naive, amateur players are providing the core content?  We can look to &#8220;reality&#8221; TV shows, which are heavily edited and perhaps almost scripted to achieve a minimal level of well-formed-ness.</p>
<p>Without well-formed experiences &mdash; efficient pacing, filtering out the &#8216;boring bits&#8217; &mdash; games may not breakthrough to a mass audience.  Most people just don&#8217;t have the time to spend hours and hours playing a game for a few moments of meaningful drama.  Games will need to be as &#8220;efficient&#8221; as movies, TV and books in this regard.  Don&#8217;t you think?</p>
<p>(I&#8217;ve made a similar argument about very open-ended, non-multiplayer simulation games.)</p>
<p>A hybrid approach: in <i>The Diamond Age</i>, Stephenson imagines that paid, trained human actors will play the role of key characters in real-time interactive dramas.  But this idea sounds expensive.  Hey, perhaps instead of waitering, starving actors will take minimum wage jobs populating virtual worlds?  A bit akin to walking around in a mouse suit in Disneyland, but far less prone to heat stroke.</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-384</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-384</guid>
		<description>I&#039;ve just read Mark&#039;s post, after seeing the responses here. I don&#039;t agree with Andrew. It seems clear to me that people haven&#039;t taken up Mark&#039;s question because it&#039;s not an interesting one. Certainly no version of &lt;i&gt;Tetris&lt;/i&gt; will &quot;tell me [anything] about, say, sexuality.&quot; Similarly, if &lt;i&gt;Facade&lt;/i&gt; manages offer an experience that people find meaningful in that way then many of them won&#039;t call it a game. If we create a category of creative software that doesn&#039;t include certain types of work, what could possibly be interesting about asking why it doesn&#039;t include them?</description>
		<content:encoded><![CDATA[<p>I&#8217;ve just read Mark&#8217;s post, after seeing the responses here. I don&#8217;t agree with Andrew. It seems clear to me that people haven&#8217;t taken up Mark&#8217;s question because it&#8217;s not an interesting one. Certainly no version of <i>Tetris</i> will &#8220;tell me [anything] about, say, sexuality.&#8221; Similarly, if <i>Facade</i> manages offer an experience that people find meaningful in that way then many of them won&#8217;t call it a game. If we create a category of creative software that doesn&#8217;t include certain types of work, what could possibly be interesting about asking why it doesn&#8217;t include them?</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-385</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-385</guid>
		<description>Well, it&#039;s true that interactive experiences that address human condition issues may not strictly be considered games as they are kind of narrowly thought of them today &#8212; e.g., goal-oriented, with points, rules, levels, etc.  But taking a broader definition of games, such as Sid Meier&#039;s, that &quot;a game is a series of interesting choices&quot;, that Jesper Juul &lt;a href=&quot;http://www.igda.org/columns/ivorytower/ivory_Apr03.php&quot;&gt;elaborates on&lt;/a&gt;, then surely something like interactive drama is a type of game.  (Also a type of story.) Games are broad, ranging from Tetris and Pong to Myst and GTA3 and beyond.  



But maybe the real problem here is I&#039;m trying to stretch the definition of the word &quot;game&quot; too far.  We need a new word, kind of how the word &quot;movies&quot; came about for narrative fiction films!  



(Again, I can&#039;t wait for the aforementioned &lt;i&gt;First Person&lt;/i&gt;, which I believe goes to town discussing the tension between story and game.)</description>
		<content:encoded><![CDATA[<p>Well, it&#8217;s true that interactive experiences that address human condition issues may not strictly be considered games as they are kind of narrowly thought of them today &mdash; e.g., goal-oriented, with points, rules, levels, etc.  But taking a broader definition of games, such as Sid Meier&#8217;s, that &#8220;a game is a series of interesting choices&#8221;, that Jesper Juul <a href="http://www.igda.org/columns/ivorytower/ivory_Apr03.php">elaborates on</a>, then surely something like interactive drama is a type of game.  (Also a type of story.) Games are broad, ranging from Tetris and Pong to Myst and GTA3 and beyond.  </p>
<p>But maybe the real problem here is I&#8217;m trying to stretch the definition of the word &#8220;game&#8221; too far.  We need a new word, kind of how the word &#8220;movies&#8221; came about for narrative fiction films!  </p>
<p>(Again, I can&#8217;t wait for the aforementioned <i>First Person</i>, which I believe goes to town discussing the tension between story and game.)</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-386</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-386</guid>
		<description>Right &#8212; Mark&#039;s question is a product of his definition of games, which is why it&#039;s not an interesting question. I&#039;d guess that Mark would say, for example, that some of the titles published by Eastgate tell us something about human sexuality. I think he&#039;d also argue that those same titles offer &quot;a series of interesting choices.&quot; But they wouldn&#039;t be games by his definition of the term, and neither would anything else from the last 20 years of creative software that tells us something about human sexuality (as he makes clear in his post).



We could &#8212; taking Mark&#039;s post(s) as inspiration &#8212; ask a different question, such as, &quot;Why has none of the creative software that meaningfully addresses human sexuality been as commercially successful as that focused on shooting people?&quot; We could also ask, &quot;Why have so few academic papers been written about &lt;i&gt;Counter-Strike&lt;/i&gt; as compared with &lt;i&gt;afternoon&lt;/i&gt;?&quot; But we already know the answers to these questions. 



Mark&#039;s query is a dead end. Rather than trying to drum up interest in this old question, I think he&#039;d offer us more by exploring what&#039;s wrong with it, as he recently did with a similar question he created through definition, &quot;Where are the hypertexts?&quot; (Speaking at &lt;a href=&quot;http://www.ht03.org&quot;&gt;Hypertext 2003&lt;/a&gt; Mark explored a number of ways that this question, which he asked quite publicly and often for a while, was founded on a definition of hypertext that left out the most interesting ways the web creates hypertext. The short paper he was delivering while he made the comments is: &lt;a href=&quot;http://www.ht03.org/papers/pdfs/18.pdf&quot;&gt;Collage, Composites, Construction.&lt;/a&gt;)</description>
		<content:encoded><![CDATA[<p>Right &mdash; Mark&#8217;s question is a product of his definition of games, which is why it&#8217;s not an interesting question. I&#8217;d guess that Mark would say, for example, that some of the titles published by Eastgate tell us something about human sexuality. I think he&#8217;d also argue that those same titles offer &#8220;a series of interesting choices.&#8221; But they wouldn&#8217;t be games by his definition of the term, and neither would anything else from the last 20 years of creative software that tells us something about human sexuality (as he makes clear in his post).</p>
<p>We could &mdash; taking Mark&#8217;s post(s) as inspiration &mdash; ask a different question, such as, &#8220;Why has none of the creative software that meaningfully addresses human sexuality been as commercially successful as that focused on shooting people?&#8221; We could also ask, &#8220;Why have so few academic papers been written about <i>Counter-Strike</i> as compared with <i>afternoon</i>?&#8221; But we already know the answers to these questions. </p>
<p>Mark&#8217;s query is a dead end. Rather than trying to drum up interest in this old question, I think he&#8217;d offer us more by exploring what&#8217;s wrong with it, as he recently did with a similar question he created through definition, &#8220;Where are the hypertexts?&#8221; (Speaking at <a href="http://www.ht03.org">Hypertext 2003</a> Mark explored a number of ways that this question, which he asked quite publicly and often for a while, was founded on a definition of hypertext that left out the most interesting ways the web creates hypertext. The short paper he was delivering while he made the comments is: <a href="http://www.ht03.org/papers/pdfs/18.pdf">Collage, Composites, Construction.</a>)</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-387</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-387</guid>
		<description>Alright, Noah&#039;s taking off the gloves now... :-) 



Great points.  You&#039;re right, come to think of it, by Meier&#039;s definition of game, it includes hypertext. ... So I suppose I&#039;m interpreting Mark&#039;s question as a version of your first newly-posed question &#8212; why have human-condition issues, which get addressed in all other media (literature, theater, cinema, TV, music), not yet been successfully addressed in the most popular form of interactive media, namely games?  That&#039;s a good question, the one I was trying to answer.  Exactly where is the dividing line (or the need to create one) between hypertext and game is less interesting, and perhaps distracting.</description>
		<content:encoded><![CDATA[<p>Alright, Noah&#8217;s taking off the gloves now&#8230; :-) </p>
<p>Great points.  You&#8217;re right, come to think of it, by Meier&#8217;s definition of game, it includes hypertext. &#8230; So I suppose I&#8217;m interpreting Mark&#8217;s question as a version of your first newly-posed question &mdash; why have human-condition issues, which get addressed in all other media (literature, theater, cinema, TV, music), not yet been successfully addressed in the most popular form of interactive media, namely games?  That&#8217;s a good question, the one I was trying to answer.  Exactly where is the dividing line (or the need to create one) between hypertext and game is less interesting, and perhaps distracting.</p>
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		<title>By: steve</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-388</link>
		<dc:creator>steve</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-388</guid>
		<description>I guess I would have to come at Mark&#039;s question with another question: which games? Then come the choices.</description>
		<content:encoded><![CDATA[<p>I guess I would have to come at Mark&#8217;s question with another question: which games? Then come the choices.</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-389</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-389</guid>
		<description>Okay, Andrew, while the gloves are off I should say that I don&#039;t like your question either. Clearly there are already pieces of computer media/art that try to grapple with what it means to be alive. The big computer game publishers don&#039;t fund them, but neither do the big movie studios do much funding of serious film. I don&#039;t see it as big news that the commercial entertainment software industry acts like the commercial entertainment film industry. I agree that, as we move forward with computational media, we should work toward having a greater variety of models of financing and distribution (and I know it&#039;s a bit of a chicken-and-egg problem) but in the meantime it&#039;s no more interesting to ask why EA doesn&#039;t bring us reflections on the human condition than to ask why &lt;i&gt;The Rundown&lt;/i&gt; doesn&#039;t consider the Amazon&#039;s environmental crisis more deeply. We already know the answers to these questions.</description>
		<content:encoded><![CDATA[<p>Okay, Andrew, while the gloves are off I should say that I don&#8217;t like your question either. Clearly there are already pieces of computer media/art that try to grapple with what it means to be alive. The big computer game publishers don&#8217;t fund them, but neither do the big movie studios do much funding of serious film. I don&#8217;t see it as big news that the commercial entertainment software industry acts like the commercial entertainment film industry. I agree that, as we move forward with computational media, we should work toward having a greater variety of models of financing and distribution (and I know it&#8217;s a bit of a chicken-and-egg problem) but in the meantime it&#8217;s no more interesting to ask why EA doesn&#8217;t bring us reflections on the human condition than to ask why <i>The Rundown</i> doesn&#8217;t consider the Amazon&#8217;s environmental crisis more deeply. We already know the answers to these questions.</p>
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		<title>By: arch stanton</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-390</link>
		<dc:creator>arch stanton</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-390</guid>
		<description>You&#039;re all a bunch of fancypants.

My response to the question: &lt;i&gt;Syndicate&lt;/i&gt;



I could probably come up with more, but the question becomes moot with just one game.



Maybe it was inheriting its sociological and political statements from books (&lt;i&gt;Neuromancer&lt;/i&gt;) and movies (&lt;i&gt;Bladerunner&lt;/i&gt;) but the statements were there anyway.



In any case, this discussion is interesting even if the question isn&#039;t.</description>
		<content:encoded><![CDATA[<p>You&#8217;re all a bunch of fancypants.</p>
<p>My response to the question: <i>Syndicate</i></p>
<p>I could probably come up with more, but the question becomes moot with just one game.</p>
<p>Maybe it was inheriting its sociological and political statements from books (<i>Neuromancer</i>) and movies (<i>Bladerunner</i>) but the statements were there anyway.</p>
<p>In any case, this discussion is interesting even if the question isn&#8217;t.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-391</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-391</guid>
		<description>Noah, sure, games about interpersonal relationships won&#039;t be mega-blockbusters, like action-oriented fare.  I&#039;d be going too far out on a limb to contest that.  But many commercially successful films, such as the Oscar winners, are about people, relationships, marriages, etc.  Just look at several of last few years&#039; best picture films, each which did pretty well at the box office: &lt;i&gt;American Beauty, A Beautiful Mind, The English Patient, Shakespeare in Love&lt;/i&gt;... My point is, it&#039;s not that games about such themes couldn&#039;t theoretically sell well, and therefore get funded by major game studios &#8212; it&#039;s because no one&#039;s figured out how to build one yet.  If I seem to be obsessively grinding this axe it&#039;s because I believe too little attention &#8212; both in industry and academia &#8212; is being paid towards this fact, and it&#039;s going to require so much work to make progress.</description>
		<content:encoded><![CDATA[<p>Noah, sure, games about interpersonal relationships won&#8217;t be mega-blockbusters, like action-oriented fare.  I&#8217;d be going too far out on a limb to contest that.  But many commercially successful films, such as the Oscar winners, are about people, relationships, marriages, etc.  Just look at several of last few years&#8217; best picture films, each which did pretty well at the box office: <i>American Beauty, A Beautiful Mind, The English Patient, Shakespeare in Love</i>&#8230; My point is, it&#8217;s not that games about such themes couldn&#8217;t theoretically sell well, and therefore get funded by major game studios &mdash; it&#8217;s because no one&#8217;s figured out how to build one yet.  If I seem to be obsessively grinding this axe it&#8217;s because I believe too little attention &mdash; both in industry and academia &mdash; is being paid towards this fact, and it&#8217;s going to require so much work to make progress.</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-392</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-392</guid>
		<description>Andrew, I agree with you that there&#039;s a lot of figuring out to do in what might be called the &quot;art film&quot; area of digital media. But I think it is a chicken-and-egg problem. People are going to figure these things out through creating media, but right now there&#039;s no funding or distribution model. This means that pretty much the only people who are doing the creating (and figuring) at that production level are self-funded (like you and Michael, doing &lt;i&gt;Facade&lt;/i&gt;). It&#039;s like we only have student films and Hollywood, with no way to explore the space between (where professional people work full time on an art project) except through massive personal sacrifice. 



Maybe companies like Zoesis will be able to jump start a higher level of investment in developing technologies useful for the &quot;art film&quot; area of digital media. I&#039;ve got my fingers crossed. In a different vein, &lt;a href=&quot;http://www.klastrup.dk/archive/2003_09_01_archive.html#106486920478697591&quot;&gt;Lisbeth&lt;/a&gt; and &lt;a href=&quot;http://torillsin.blogspot.com/2003_10_01_torillsin_archive.html#106499602503583150&quot;&gt;Torill &lt;/a&gt; have written recently about the possibility of Scandinavian initiatives to publicly fund new kinds of work. And I know there&#039;s been some talk of alternative funding models on this side of the Atlantic. Hopefully we&#039;ll see a variety of new possibilities emerge in the near future.</description>
		<content:encoded><![CDATA[<p>Andrew, I agree with you that there&#8217;s a lot of figuring out to do in what might be called the &#8220;art film&#8221; area of digital media. But I think it is a chicken-and-egg problem. People are going to figure these things out through creating media, but right now there&#8217;s no funding or distribution model. This means that pretty much the only people who are doing the creating (and figuring) at that production level are self-funded (like you and Michael, doing <i>Facade</i>). It&#8217;s like we only have student films and Hollywood, with no way to explore the space between (where professional people work full time on an art project) except through massive personal sacrifice. </p>
<p>Maybe companies like Zoesis will be able to jump start a higher level of investment in developing technologies useful for the &#8220;art film&#8221; area of digital media. I&#8217;ve got my fingers crossed. In a different vein, <a href="http://www.klastrup.dk/archive/2003_09_01_archive.html#106486920478697591">Lisbeth</a> and <a href="http://torillsin.blogspot.com/2003_10_01_torillsin_archive.html#106499602503583150">Torill </a> have written recently about the possibility of Scandinavian initiatives to publicly fund new kinds of work. And I know there&#8217;s been some talk of alternative funding models on this side of the Atlantic. Hopefully we&#8217;ll see a variety of new possibilities emerge in the near future.</p>
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		<title>By: james</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-393</link>
		<dc:creator>james</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-393</guid>
		<description>Hi, I&#039;m new to this forum as a contributer, but I&#039;ve been dipping in to the conversations randomly but consistantly over the last month or so. There are exteremly interesting and important things under discussion here...



As far as a commercial proposition between student art film and blockbuster in the gaming industry, this can in part be found in the patronage system that some MMPORPGs use with success. A Tale In the Desert is a fair example of a small company, eGenisis, publishing a game online and finding revenue in the monthly subscriptions to their world. And I might add a non-violent AND modestly popular world, at that.



In regards to player agency and how it can generate meaning in and of itself, I&#039;m curious to see what you folks think of this little game, and how it produces meaning...

 

(http://www.citadeloftruth.com/members/mtdew/futility.exe)



Perhaps you are familiar with it, perhaps not. I&#039;m hesitant to say more about it until you&#039;ve tried it, but the programme itself is a tiny ms-dos based adventure of sorts that I found while browsing a forum on games as art.</description>
		<content:encoded><![CDATA[<p>Hi, I&#8217;m new to this forum as a contributer, but I&#8217;ve been dipping in to the conversations randomly but consistantly over the last month or so. There are exteremly interesting and important things under discussion here&#8230;</p>
<p>As far as a commercial proposition between student art film and blockbuster in the gaming industry, this can in part be found in the patronage system that some MMPORPGs use with success. A Tale In the Desert is a fair example of a small company, eGenisis, publishing a game online and finding revenue in the monthly subscriptions to their world. And I might add a non-violent AND modestly popular world, at that.</p>
<p>In regards to player agency and how it can generate meaning in and of itself, I&#8217;m curious to see what you folks think of this little game, and how it produces meaning&#8230;</p>
<p>(<a href="http://www.citadeloftruth.com/members/mtdew/futility.exe" rel="nofollow">http://www.citadeloftruth.com/members/mtdew/futility.exe</a>)</p>
<p>Perhaps you are familiar with it, perhaps not. I&#8217;m hesitant to say more about it until you&#8217;ve tried it, but the programme itself is a tiny ms-dos based adventure of sorts that I found while browsing a forum on games as art.</p>
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		<title>By: noah</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-394</link>
		<dc:creator>noah</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-394</guid>
		<description>James, your point about smaller companies, supported by players, is an interesting one. Do you have a sense of how many there are?



Also, do you have any information you can point us to about the second game you mention? I don&#039;t have easy access to a machine that runs DOS programs at the moment.</description>
		<content:encoded><![CDATA[<p>James, your point about smaller companies, supported by players, is an interesting one. Do you have a sense of how many there are?</p>
<p>Also, do you have any information you can point us to about the second game you mention? I don&#8217;t have easy access to a machine that runs DOS programs at the moment.</p>
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		<title>By: Marie-Laure Ryan</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-395</link>
		<dc:creator>Marie-Laure Ryan</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-395</guid>
		<description>Some random thoughts on the game thread (I&#039;m posting these on the Poems-that-go thread too, not (I hope you will believe) because I am hungry for publicity, but because this post is relevant to both.



1. Why did Mark ask the question of serious human interest about computer games? It would never cross our mind to ask if chess, monopoly, soccer, roulette, or cops and robbers are able to evoke themes of deep human significance. I take this as meaning that computer games are perceived as being closer to literature, film, and drama than these other games because of their frequent narrative content. (I can hear the collective scream of the ludologists on the other side of the Atlantic.)



2. My answer to Marks&#039;s question: why should games cater to &quot;serious human interests&quot; to be valuable? Don&#039;t we deserve an occasional break form the concerns of the real world? Don&#039;t fantasy, make-believe and pure play for its own sake have value as a way to relieve the stress of being citizens of an imperfect, often cruel world? 



3. To many people computer games have something to say about sexuality: witness the recent avalanche of essays that present Lacanian interpretations of the player&#039;s relation to her avatar, or of the general cultural obsession with Lara Croft&#039;s anatomy. Of course, there are just as many people who don&#039;t care about these issues. (And by the way, nowadays there are just as many academic essays about Doom, Half-life and their consorts as about Afternoon.)



4. There HAVE been attempts to make serious statements by means of games: for instance Gonzalo Frasca&#039;s Kabul Kaboom. But if Kabul Kaboom makes a forceful statement in an original (that is, artistic) way, it is not very much fun to play, and I doubt that anybody would want to play the game again after getting the point. The game-dimension is clearly subordinated to the message, as in an advertisement, narrative is subordinated to the promotion of the product. I would therefore say that games that make serious statements tend to be pseudo-games.



5. Can literature or word-based texts be playful: certainly, as Nick&#039;s lovely preface to the current issue of Poems that Go demonstrate. Can they be playful and serious at the same time? I wonder. If Oulipo&#8212;the literary movement that promoted the use of ludic strategies in texts&#8212;evokes any human emotions, these are comic rather than tragic. Jacque Roubaut, Raymond Queneau, Georges Perec, Italo Calvino  have a wonderful sense of humor. But &quot;serious existential concerns&quot; are not the forte of these authors. None of them ever got me depressed ! There are admittedly some moving stories in George Perec&#039;s La Vie Mode d&#039;Emploi (Life as a User&#039;s Manual), but only when one forgets that he is playing word games.



6. Is seriousness reconcilable with playfulness? Let&#039;s hope the current issue of Poems that go will suggest an answer.</description>
		<content:encoded><![CDATA[<p>Some random thoughts on the game thread (I&#8217;m posting these on the Poems-that-go thread too, not (I hope you will believe) because I am hungry for publicity, but because this post is relevant to both.</p>
<p>1. Why did Mark ask the question of serious human interest about computer games? It would never cross our mind to ask if chess, monopoly, soccer, roulette, or cops and robbers are able to evoke themes of deep human significance. I take this as meaning that computer games are perceived as being closer to literature, film, and drama than these other games because of their frequent narrative content. (I can hear the collective scream of the ludologists on the other side of the Atlantic.)</p>
<p>2. My answer to Marks&#8217;s question: why should games cater to &#8220;serious human interests&#8221; to be valuable? Don&#8217;t we deserve an occasional break form the concerns of the real world? Don&#8217;t fantasy, make-believe and pure play for its own sake have value as a way to relieve the stress of being citizens of an imperfect, often cruel world? </p>
<p>3. To many people computer games have something to say about sexuality: witness the recent avalanche of essays that present Lacanian interpretations of the player&#8217;s relation to her avatar, or of the general cultural obsession with Lara Croft&#8217;s anatomy. Of course, there are just as many people who don&#8217;t care about these issues. (And by the way, nowadays there are just as many academic essays about Doom, Half-life and their consorts as about Afternoon.)</p>
<p>4. There HAVE been attempts to make serious statements by means of games: for instance Gonzalo Frasca&#8217;s Kabul Kaboom. But if Kabul Kaboom makes a forceful statement in an original (that is, artistic) way, it is not very much fun to play, and I doubt that anybody would want to play the game again after getting the point. The game-dimension is clearly subordinated to the message, as in an advertisement, narrative is subordinated to the promotion of the product. I would therefore say that games that make serious statements tend to be pseudo-games.</p>
<p>5. Can literature or word-based texts be playful: certainly, as Nick&#8217;s lovely preface to the current issue of Poems that Go demonstrate. Can they be playful and serious at the same time? I wonder. If Oulipo&mdash;the literary movement that promoted the use of ludic strategies in texts&mdash;evokes any human emotions, these are comic rather than tragic. Jacque Roubaut, Raymond Queneau, Georges Perec, Italo Calvino  have a wonderful sense of humor. But &#8220;serious existential concerns&#8221; are not the forte of these authors. None of them ever got me depressed ! There are admittedly some moving stories in George Perec&#8217;s La Vie Mode d&#8217;Emploi (Life as a User&#8217;s Manual), but only when one forgets that he is playing word games.</p>
<p>6. Is seriousness reconcilable with playfulness? Let&#8217;s hope the current issue of Poems that go will suggest an answer.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-396</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-396</guid>
		<description>Mark &lt;a href=&quot;http://markbernstein.org/Oct0301.html#note_35110&quot;&gt;posts&lt;/a&gt; that we don&#039;t need to try to create works that will appeal to a mass audience.  &quot;Hypertext [and the weblog] lets us speak together, each to each -- writer and reader, not equivalent, but sharing dialogue and jointly carrying the burden of understanding. The Web lets us each get an audience of willing listeners -- some more, some less, but it&#039;s a big world and there are plenty of listeners for all of us.&quot;



I think there&#039;s truth to that, but that doesn&#039;t address the economics issues Noah raises.  In order for authors to innovate in bigger ways, some of their works need some degree of broad appeal so they can be &lt;i&gt;sold&lt;/i&gt;, or else authors will only have nights and weekends to create, since they&#039;ll be stuck in day jobs in order to pay the rent, and therefore make smaller, less ambitious works.  I&#039;m not saying we must all sell out and create lowest common denominator schlock &#8212; just works that enough people will buy to give authors the freedom to innovate full-time.  Otherwise progress will go at a snail&#039;s pace.  Things are going too slowly as it is.



But it&#039;s not just about economics; don&#039;t we &lt;i&gt;want&lt;/i&gt; to create works that are so &lt;i&gt;good&lt;/i&gt; that they inherently have mass appeal?  Just because we now have a medium that allows us to form smaller communities of like-minded people, doesn&#039;t mean we should give up reaching a broader group.  One might argue that there is a broader power and usefulness to works that appeal to more than just a niche group, that tap into universally felt themes.



--



&lt;a href=&quot;http://misc.wordherders.net/archives/000911.html&quot;&gt;misc is the largest category&lt;/a&gt; posts a long, thoughful reaction to the discussion here, including a fascinating account of a time that a game left him &quot;in awe, as both gamer and scholar, at something that occurred on the screen in front of me&quot;. 



(We&#039;re working on getting excerpts of trackbacks like this to &lt;a href=&quot;http://kalsey.com/2003/02/simplecomments/&quot;&gt;automatically&lt;/a&gt; get displayed in the comments window, to save us the work of manually linking to them.  However I think this only will work for blogs that ping each other, e.g. Movable Type blogs.)</description>
		<content:encoded><![CDATA[<p>Mark <a href="http://markbernstein.org/Oct0301.html#note_35110">posts</a> that we don&#8217;t need to try to create works that will appeal to a mass audience.  &#8220;Hypertext [and the weblog] lets us speak together, each to each &#8212; writer and reader, not equivalent, but sharing dialogue and jointly carrying the burden of understanding. The Web lets us each get an audience of willing listeners &#8212; some more, some less, but it&#8217;s a big world and there are plenty of listeners for all of us.&#8221;</p>
<p>I think there&#8217;s truth to that, but that doesn&#8217;t address the economics issues Noah raises.  In order for authors to innovate in bigger ways, some of their works need some degree of broad appeal so they can be <i>sold</i>, or else authors will only have nights and weekends to create, since they&#8217;ll be stuck in day jobs in order to pay the rent, and therefore make smaller, less ambitious works.  I&#8217;m not saying we must all sell out and create lowest common denominator schlock &mdash; just works that enough people will buy to give authors the freedom to innovate full-time.  Otherwise progress will go at a snail&#8217;s pace.  Things are going too slowly as it is.</p>
<p>But it&#8217;s not just about economics; don&#8217;t we <i>want</i> to create works that are so <i>good</i> that they inherently have mass appeal?  Just because we now have a medium that allows us to form smaller communities of like-minded people, doesn&#8217;t mean we should give up reaching a broader group.  One might argue that there is a broader power and usefulness to works that appeal to more than just a niche group, that tap into universally felt themes.</p>
<p>&#8211;</p>
<p><a href="http://misc.wordherders.net/archives/000911.html">misc is the largest category</a> posts a long, thoughful reaction to the discussion here, including a fascinating account of a time that a game left him &#8220;in awe, as both gamer and scholar, at something that occurred on the screen in front of me&#8221;. </p>
<p>(We&#8217;re working on getting excerpts of trackbacks like this to <a href="http://kalsey.com/2003/02/simplecomments/">automatically</a> get displayed in the comments window, to save us the work of manually linking to them.  However I think this only will work for blogs that ping each other, e.g. Movable Type blogs.)</p>
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		<title>By: Mark Bernstein</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-397</link>
		<dc:creator>Mark Bernstein</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-397</guid>
		<description>Oscar Wilde&#039;s comedies tell us a lot about sexuality. Wilde is nothing if not playful.



Alice in Wonderland tells us a lot about sexuality, too. Lewis Carroll is so playful that people often forget that he&#039;s also very serious.



Baseball is as abstract as chess or Monopoly, but I&#039;d suggest that Mark Prior vs. Greg Maddux tells us something about Fathers and Sons.  





My separate post about Mass Audience wasn&#039;t about Box Office, but rather about the use of media in service to the 20th century totalitarian state.  Different thread, meant for a different audience -- and universally misinterpreted.  Sorry.</description>
		<content:encoded><![CDATA[<p>Oscar Wilde&#8217;s comedies tell us a lot about sexuality. Wilde is nothing if not playful.</p>
<p>Alice in Wonderland tells us a lot about sexuality, too. Lewis Carroll is so playful that people often forget that he&#8217;s also very serious.</p>
<p>Baseball is as abstract as chess or Monopoly, but I&#8217;d suggest that Mark Prior vs. Greg Maddux tells us something about Fathers and Sons.  </p>
<p>My separate post about Mass Audience wasn&#8217;t about Box Office, but rather about the use of media in service to the 20th century totalitarian state.  Different thread, meant for a different audience &#8212; and universally misinterpreted.  Sorry.</p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-398</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-398</guid>
		<description>Mark &lt;a href=&quot;http://markbernstein.org/Oct0301.html#note_35137&quot;&gt;further responds&lt;/a&gt; on his blog, intentionally this time.  :-)



(Years from now, in all my copious spare time (?), when I&#039;m taking a breather from playing the latest deeply immersive, efficiently plotted interactive dramas, and I nostalgically long for the good ol&#039; days when we didn&#039;t know what the hell we were doing, and crack open those ancient GrandTextAuto archive files, will I be able to read Mark&#039;s response, since it won&#039;t be included in this site&#039;s archive?)</description>
		<content:encoded><![CDATA[<p>Mark <a href="http://markbernstein.org/Oct0301.html#note_35137">further responds</a> on his blog, intentionally this time.  :-)</p>
<p>(Years from now, in all my copious spare time (?), when I&#8217;m taking a breather from playing the latest deeply immersive, efficiently plotted interactive dramas, and I nostalgically long for the good ol&#8217; days when we didn&#8217;t know what the hell we were doing, and crack open those ancient GrandTextAuto archive files, will I be able to read Mark&#8217;s response, since it won&#8217;t be included in this site&#8217;s archive?)</p>
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		<title>By: scott</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-399</link>
		<dc:creator>scott</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-399</guid>
		<description>I&#039;m with Mark on the Cubs. The narrative that surrounds games is often more interesting in a literary sense than the games themselves. Not necessarily Mark Prior and Greg Maddux as father/son narrative, more like millions of father/son relationships in Chicago. The monopoly game, the scrabble, the yahtzee game, the boggle game, all have life/narrative significance to me. I think that there&#039;s a ton to talk about around narrative and games that are getting increasingly driven by narrative, but that ultimately, games are probably more interesting as centering points for the narratives that form around them than they are as narratives in themselves. They&#039;re social experiences, even if they&#039;re played alone. The development of the IF community is interesting in this respect -- a whole culture of very particular shared experience -- the walk-throughs of many IF games may be as interesting as the games themselves). The retelling of a game is an epic in the making, regardless of whether or not the game itself was narrative-driven. And I don&#039;t know, should the game itself be Tolstoy? Should a game really make me weep -- by virtue of its own narrative content? (Of course, now that I think of it, the only time I actually wept from Tolstoy was when &quot;The Death of Ivan Illich&quot; (sp.?) was quoted during a funeral sermon).



We &quot;play&quot; good stories all the time, but do we ever &quot;play,&quot; or even want to &quot;play&quot; a decent tragedy? I suppose it could, but I don&#039;t think I want to &quot;play&quot; the holocaust game, the slow withering away of cancer game, etc. Maybe some things are best not processed by the ludic impulse.



But I&#039;ve always thought that good literature makes laugh, great literature makes you laugh and then two pages later makes you cry.



&quot;That game made me cry.&quot;





I don&#039;t know . . .



Okay, I&#039;m going to post that regardless of whether or not it makes any sense. Jane Smiley&#039;s use of Monopoly in a Thousand Acres made me sort of think of the obverse of narrative in games, that is narratives that use games as devices in plot. Power&#039;s Prisoner&#039;s Dilemma sticks out as another one.



I&#039;m senseless, the Cubs just won in the postseason for the first time since 1908. I feel like we should all put on funny hats and dance around the room. Thanks to Mark for getting the Cubs in here! Go Cubs! Excuse me, I&#039;m going to be a lousy GTA driver for another week or two. The game&#039;s on.</description>
		<content:encoded><![CDATA[<p>I&#8217;m with Mark on the Cubs. The narrative that surrounds games is often more interesting in a literary sense than the games themselves. Not necessarily Mark Prior and Greg Maddux as father/son narrative, more like millions of father/son relationships in Chicago. The monopoly game, the scrabble, the yahtzee game, the boggle game, all have life/narrative significance to me. I think that there&#8217;s a ton to talk about around narrative and games that are getting increasingly driven by narrative, but that ultimately, games are probably more interesting as centering points for the narratives that form around them than they are as narratives in themselves. They&#8217;re social experiences, even if they&#8217;re played alone. The development of the IF community is interesting in this respect &#8212; a whole culture of very particular shared experience &#8212; the walk-throughs of many IF games may be as interesting as the games themselves). The retelling of a game is an epic in the making, regardless of whether or not the game itself was narrative-driven. And I don&#8217;t know, should the game itself be Tolstoy? Should a game really make me weep &#8212; by virtue of its own narrative content? (Of course, now that I think of it, the only time I actually wept from Tolstoy was when &#8220;The Death of Ivan Illich&#8221; (sp.?) was quoted during a funeral sermon).</p>
<p>We &#8220;play&#8221; good stories all the time, but do we ever &#8220;play,&#8221; or even want to &#8220;play&#8221; a decent tragedy? I suppose it could, but I don&#8217;t think I want to &#8220;play&#8221; the holocaust game, the slow withering away of cancer game, etc. Maybe some things are best not processed by the ludic impulse.</p>
<p>But I&#8217;ve always thought that good literature makes laugh, great literature makes you laugh and then two pages later makes you cry.</p>
<p>&#8220;That game made me cry.&#8221;</p>
<p>I don&#8217;t know . . .</p>
<p>Okay, I&#8217;m going to post that regardless of whether or not it makes any sense. Jane Smiley&#8217;s use of Monopoly in a Thousand Acres made me sort of think of the obverse of narrative in games, that is narratives that use games as devices in plot. Power&#8217;s Prisoner&#8217;s Dilemma sticks out as another one.</p>
<p>I&#8217;m senseless, the Cubs just won in the postseason for the first time since 1908. I feel like we should all put on funny hats and dance around the room. Thanks to Mark for getting the Cubs in here! Go Cubs! Excuse me, I&#8217;m going to be a lousy GTA driver for another week or two. The game&#8217;s on.</p>
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		<title>By: torill</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-400</link>
		<dc:creator>torill</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-400</guid>
		<description>I basically agree with Noah, and I also think it&#039;s the wrong question.  But the reply was so long, I posted it on my own blog: &lt;a href=&quot;http://torillsin.blogspot.com/2003_10_01_torillsin_archive.html#106528157949846312&quot;&gt;http://torillsin.blogspot.com/2003_10_01_torillsin_archive.html#106528157949846312&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>I basically agree with Noah, and I also think it&#8217;s the wrong question.  But the reply was so long, I posted it on my own blog: <a href="http://torillsin.blogspot.com/2003_10_01_torillsin_archive.html#106528157949846312">http://torillsin.blogspot.com/2003_10_01_torillsin_archive.html#106528157949846312</a></p>
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		<title>By: andrew</title>
		<link>http://grandtextauto.org/2003/10/03/taking-bernsteins-bait/comment-page-1/#comment-401</link>
		<dc:creator>andrew</dc:creator>
		<pubDate>Tue, 30 Nov 1999 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">/?p=94#comment-401</guid>
		<description>Torill&#039;s helpful comments make the point that games address different, but many, aspects of the human condition.  She further asks, &quot;Why do we have to look for the same things in games as we look for in books? I thought we had agreed that they are different media?&quot;



This is interesting.  Motioning my hands over a crystal ball, I would say, &quot;As digital interactive experiences (e.g., games, online worlds, etc.) become more pervasive and powerful, people will demand experiences that can nurture and satisfy them in the same ways books, TV and cinema do, and whatever companies can deliver that product stand to make a fortune, so it&#039;s gonna happen.  And then, because of digital media&#039;s potential for sensory immersiveness and seductive customized experiences, it will become dominant. (Literature, cinema and TV wouldn&#039;t die out of course, just shrink a great deal, like theater has.)  In fact, these interactive experiences had better damn well address the full spectrum of human condition themes, or else the population will rarely get exposed to them.&quot;  



But wait, why does anything have to dominate anything?  Well, people only have so much free time, they won&#039;t have time to read books AND go to movies AND play interactive stuff AND watch TV etc. etc.  Something has to give.  Doesn&#039;t it?



But now I&#039;m wondering, inspired by the discussion so far, that maybe the activity that interactive experiences will squeeze out of our lives won&#039;t be story-based media, but a different ballpark altogether (go Cubs!) &#8212; sports, outdoor activities, and the like.  Perhaps game-games will remain the primary form of digital interactive entertainment, as they are today, they won&#039;t end up addressing the full spectrum of human condition themes, and to make time for them, we&#039;ll just stop watching football and baseball.  We&#039;ll play games, not watch others play games.



Hmm... thinking, thinking... 



Nah.  My crystal ball tells me that &quot;games&quot; (or some yet-understood, yet-defined, yet-labelled form of immersive, high-degree-of-agency, digital interactive experience, that isn&#039;t strictly a game and even less strictly a story, that addresses human condition themes) are gonna be big, baby.  Big.



I notice I didn&#039;t predict that interactive media would eat into the popularity of music.  Music seems like a different animal, one that interactive media could never squeeze out of our lives.</description>
		<content:encoded><![CDATA[<p>Torill&#8217;s helpful comments make the point that games address different, but many, aspects of the human condition.  She further asks, &#8220;Why do we have to look for the same things in games as we look for in books? I thought we had agreed that they are different media?&#8221;</p>
<p>This is interesting.  Motioning my hands over a crystal ball, I would say, &#8220;As digital interactive experiences (e.g., games, online worlds, etc.) become more pervasive and powerful, people will demand experiences that can nurture and satisfy them in the same ways books, TV and cinema do, and whatever companies can deliver that product stand to make a fortune, so it&#8217;s gonna happen.  And then, because of digital media&#8217;s potential for sensory immersiveness and seductive customized experiences, it will become dominant. (Literature, cinema and TV wouldn&#8217;t die out of course, just shrink a great deal, like theater has.)  In fact, these interactive experiences had better damn well address the full spectrum of human condition themes, or else the population will rarely get exposed to them.&#8221;  </p>
<p>But wait, why does anything have to dominate anything?  Well, people only have so much free time, they won&#8217;t have time to read books AND go to movies AND play interactive stuff AND watch TV etc. etc.  Something has to give.  Doesn&#8217;t it?</p>
<p>But now I&#8217;m wondering, inspired by the discussion so far, that maybe the activity that interactive experiences will squeeze out of our lives won&#8217;t be story-based media, but a different ballpark altogether (go Cubs!) &mdash; sports, outdoor activities, and the like.  Perhaps game-games will remain the primary form of digital interactive entertainment, as they are today, they won&#8217;t end up addressing the full spectrum of human condition themes, and to make time for them, we&#8217;ll just stop watching football and baseball.  We&#8217;ll play games, not watch others play games.</p>
<p>Hmm&#8230; thinking, thinking&#8230; </p>
<p>Nah.  My crystal ball tells me that &#8220;games&#8221; (or some yet-understood, yet-defined, yet-labelled form of immersive, high-degree-of-agency, digital interactive experience, that isn&#8217;t strictly a game and even less strictly a story, that addresses human condition themes) are gonna be big, baby.  Big.</p>
<p>I notice I didn&#8217;t predict that interactive media would eat into the popularity of music.  Music seems like a different animal, one that interactive media could never squeeze out of our lives.</p>
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