News for hackers. Stuff that matters.
Re:Prison Architect, a gaming crowdfunding success story by the_af on Tuesday October 27, 2015 @09:33AM (#10457843)
A bit of an off-topic rant, but:

I think the author is wrong to dismiss Ian Bogost's article as "as an opportunity to ignore gameplay in order to pontificate on race and show off the Foucault they read in college". The author is probably unfamiliar with Bogost, and also misunderstands that Bogost's article in The Atlantic about Prison Architect isn't a game review. I found the analysis of the game and how it relates to cultural perceptions of imprisonment in America (and the world, really) very interesting.

It's political and it's about games-as-culture. It's not a shopping recommendation, and I think this is what the author of TFA misunderstood.

Re:Prison Architect, a gaming crowdfunding success story by wdmeldon on Tuesday October 27, 2015 @11:27AM (#10458585)
My issue with Bogost's article was that he missed one of the core mentalities that went into designing the game: that you are only the architect. The prison industrial complex's main causes aren't rooted in the way prisons are designed and built.

> ...but it’s ludicrous to pretend that it makes for a worthwhile study of the 21st-century American prison...

But not quite as ludicrous as writing up a profile based on the assumption that it was supposed to be. It's pretentious post modern critique at its worst. Political and cultural criticism is fine, but demanding that things tangentially related to the game's focus be shoehorned in is absolutely ridiculous. I don't see how this is different than criticizing Super Mario Bros. for failing to properly address the realities of life as an working class Italian American.

Re:Prison Architect, a gaming crowdfunding success story by the_af on Tuesday October 27, 2015 @11:54AM (#10458805)
Oh, I'm not arguing that Bogost's article is flawless. I'm just saying that it's wrong to dismiss it simply because he is not interested in reviewing Prison Architect's gameplay. He has something interesting and valuable to say about prisons and how they are depicted in fiction, though in some aspects I agree his article goes too far. Yes, I don't think anyone else (but Bogost) pretends this game is a "worthwhile study" of American prisons; on the other hand, I think he has a point about the absence of race and racism as gameplay elements being very conspicuous in a game about prison.

I don't think Super Mario Bros' subject matter is comparable to Prison Architect's, and so I wouldn't expect the same kind of articles written about it.

Re:Prison Architect, a gaming crowdfunding success story by wdmeldon on Tuesday October 27, 2015 @12:45PM (#10459251)
I think my biggest issue is how clear it was that he had something to say about the state of American prisons in the 21st century and the depiction of sensitive political topics in video games, then just lopped off all the rest of the context and picked a video game that happened to be about prisons.

If you play the game and have listened to what the developers have said, you'd see that these aspects were not a good fit and the developers specifically wanted to distance the player from these realities. The world outside you is a black box from which prisoners flow in and out. How that happens is completely out of your control and knowledge.

Bogost's article would not have been particularly interesting or revelatory without the context of a popular, recently released game. Context which he shimmed in to bring attention he wouldn't normally have gotten.

Re:Prison Architect, a gaming crowdfunding success story by the_af on Tuesday October 27, 2015 @01:09PM (#10459431)
Well, "distancing" the player from the realities of prison life is an interesting decision worth commenting on. It's a valid game design choice, sure -- but it's something that definitely can be talked about in the context of "games as art/culture". I find it interesting, at least.

Also, I agree, I too get the vibe that Bogost wanted to talk primarily about the state of American prisons, but this didn't bother me because I wasn't expecting a game review with a final score and a "buy/do not buy" recommendation, and I found some of his points had merit.

Re:Prison Architect, a gaming crowdfunding success story by librvf on Tuesday October 27, 2015 @02:15PM (#10459998)
> I think he has a point about the absence of race and racism as gameplay elements being very conspicuous in a game about prison.

It's a point in the sense of being the dogmas of a pundit who disguises his propaganda using the form of a game criticism.

> I don't think Super Mario Bros' subject matter is comparable to Prison Architect's, and so I wouldn't expect the same kind of articles written about it.

Personally I would be mildly surprised to NOT find a kotaku article that uses a mario game as a flimsy excuse to make some completely irrelevant point or sensational hook that the writer (or editor) wanted to make anyway.

> I think he has a point about the absence of race and racism as gameplay elements being very conspicuous in a game about prison.

According to you. The idea that a game about prison HAS to address race is the dogma. That's the preaching. That not only has nothing to do with making games that are fun and entertaining, but it also has nothing to do with a true artistic culture (rather than a circle-jerking pseudo-intellectual culture of criticism)

PS http://www.city-journal.org/2015/eon1022hm.html

Re:Prison Architect, a gaming crowdfunding success story by the_af on Tuesday October 27, 2015 @02:28PM (#10460076)
> It's a point in the sense of being the dogmas of a pundit who disguises his propaganda using the form of a game criticism.

I'm confused. Are you saying you think that race isn't a crucial part of prison life? Or are you saying it is, but that it's dogmatic propaganda for someone to point out racism is absent in a computer game about prison?

> According to you. The idea that a game about prison HAS to address race is the dogma.

Well, I didn't write the article; I merely said I think the author has a point. No, no game HAS to do anything. But it's conspicuous when it does/doesn't do certain things. This can be discussed because it's an interesting aspect. That's all.

Re:Prison Architect, a gaming crowdfunding success story by librvf on Tuesday October 27, 2015 @02:46PM (#10460208)
You can tell it's propaganda because of the rampant question-begging. The author isn't "simply pointing out racism is absent in the game." Here is a direct quote from the Kotaku article:

In the same interview he also admits that, in the U.K., incarceration is not a major issue with huge class and racial implications as it is in the U.S.. Thus, as Brits, they may see the world in a different way.

Note the presupposition: Incaceration in the US has class and race implications. That is the dogma. That is the "message." The next several paragraphs discusses the state of prisons in the US, linking to biased sources with sensational language like "out of control."

Now, you could claim that this tangent is needed to establish the relevance of the subject, but the manner it is presented strongly points to the fact that this is simply a propaganda payload. There's this:

The America justice system disproportionately and purposely targets minorities, which make up about 60% of the population behind the bars, according to the Center for American Progress.

Again this is propaganda. Question-begging. This isn't part of some kind of intellectually open enquiry about prisons, video games about prisons, or even prison simulations. This is one-sided preaching about a subject completely unrelated to videogames.

> Well, I didn't write the article; I merely said I think the author has a point

You did phrase a portion of comment in a way that took responsibility for the idea. Obviously incarceration in the US is racist, right? We're talking about how a videogame designer chose not to focus on this obvious truth about how incarceration is racist especially in the US.

PS to whoever is downvoting me: I have made my post less sarcastic. I will endeavor to be more respectful however it is worth anyone's time to study propaganda and how it works, so as not to be so easily fooled. It's important to be able to recognize it and not excuse it with "oh he's just pointing out <etc.>"

Re:Prison Architect, a gaming crowdfunding success story by Karunamon on Tuesday October 27, 2015 @03:13PM (#10460369)
Keep in mind that calling an argument "propaganda" inherently attaches a negative value judgment to it. The only difference between "persuasion" and "propaganda" is the reader's attitude towards the message and (unfortunately) the speaker.
Re:Prison Architect, a gaming crowdfunding success story by the_af on Tuesday October 27, 2015 @06:33PM (#10461665)
(I didn't downvote you)

I'm not sure I agree. Not all question-begging is propaganda, nor is all propaganda question-begging. In fact, in this case it's not question begging at all. Question begging refers to the act of assuming the conclusion of what you're trying to prove, which is not the case here. The author is not trying to prove that "incarceration in the US has class and race implications"; this is a given, a premise of his argument. He is instead trying to say something about Prison Architect and how it depicts prison. It's also written as an opinion piece, not a peer-reviewed publication, and as such doesn't source many of its assertions. I've no problem with that, because I don't read this article seeking proof of anything.

By the way, I do believe incarceration has big race and class implications in almost the whole world, not just the US, so I have no problems with that part of the article.

Re:Prison Architect, a gaming crowdfunding success story by alexandre_m on Tuesday October 27, 2015 @06:06PM (#10461510)
Your points are spot-on and they strangely remind me how most journalists make biased articles when they relate information in the medias, sadly.
Re:Prison Architect, a gaming crowdfunding success story by tailgate on Tuesday October 27, 2015 @10:15AM (#10458098)
Games are sadly just on the cusp of developing a true arts culture - but we have yet to move out of the consumer mentality, where the only value of a game is if you were entertained by it at your most base level. It also doesn't help that a lot of internet commentators can't distinguish between someone criticizing something they like and personal attacks.
Re:Prison Architect, a gaming crowdfunding success story by Kalium on Tuesday October 27, 2015 @01:32PM (#10459641)
Games are frequently something that most instances of arts culture struggle with - commercial. This means that trying to treat games as artistic artifacts, made of beauty and aesthetics, free of the drudgery of economics, is a misguided thing at best.

Games are not generally produced as solely artistic works. The economic aspect is significant. Attempting to discuss and critique games as solely artistic artifacts means missing one of largest influences on any such artifact. It's like discussing architecture without admitting that materials and physics and humans impose limits.

Re:Prison Architect, a gaming crowdfunding success story by the_af on Tuesday October 27, 2015 @01:50PM (#10459803)
I don't think this addresses the parent post, though. For one, no-one I know of wants to consider games as solely artistic artifacts. What some in the game development community are asking for is the recognition of games as a valid art form; this is orthogonal to their (admittedly dominant) commercial aspects. In my opinion, more misguided is to consider them as simply mindless entertainment whose content and message is too shallow to be discussed.

Criticism and analysis of games as cultural artifacts is both valuable and needed. Games are like mainstream movies in this regard, where we accept that even mainstream Hollywood movies have a message that can be dissected and analyzed.

Re:Prison Architect, a gaming crowdfunding success story by Kalium on Tuesday October 27, 2015 @02:06PM (#10459933)
My problem is that games-as-commercial-artifacts and games-as-art both miss the point. Games are both, as well as entertainment and cultural artifacts. Criticism and analysis needs to consider all these things or miss important aspects required for understanding.

For instance, the question is not just what message a movie conveys. The question also includes why. Similarly, there are entire game mechanisms that exist solely for economic reasons (IAPs, gating, etc.) that cannot be understood through artistic lenses.

Re:Prison Architect, a gaming crowdfunding success story by the_af on Tuesday October 27, 2015 @02:20PM (#10460024)
> My problem is that games-as-commercial-artifacts and games-as-art both miss the point. Games are both, as well as entertainment and cultural artifacts. Criticism and analysis needs to consider all these things or miss important aspects required for understanding.

That's why reviewers can attempt to do both. Just like they do with movies :)

The problem is that videogames are relatively new and people are not yet convinced they can be reviewed as art. It's safer to stick to them being just entertainment whose content is pointless to analyze.

Re:Prison Architect, a gaming crowdfunding success story by Chathamization on Tuesday October 27, 2015 @01:39PM (#10459698)
Not just the economic aspect, but the game aspect. Board games and role-playing games have been around much longer, and aren't considered art (and there doesn't seem to be any push for them to be considered as such).
Re:Prison Architect, a gaming crowdfunding success story by Lawtonfogle on Tuesday October 27, 2015 @04:21PM (#10460822)
I could definitely seem board games as art. As for RPGs, the books themselves are art as are the stories produced. A given session of play would also be art; akin to some kind of improv/acting, though not done with any thought given to an outside viewer. As for the system of rules... that one I'm left unsure of but it may be art in a same way some see elegant code as art.
Re:Prison Architect, a gaming crowdfunding success story by Vaskivo on Tuesday October 27, 2015 @02:04PM (#10459919)
[EDIT] Why is my parent being downvoted? It is a legitimate question, and we should try to answer it.

Yet there are a lot of board and roleplaying games pushing their boundaries regarding theme and mechanics:

You have boardgames exploring difficult themes (Train[0]) and others being defined as they are played (Fluxx[1])

On RPGs, You can have rpgs about simple themes as being a housecat (Cat RPG[2]) or serious one like rape and domestic violence[3]. In terms of mechanics, there is Dread[4], a horror game that uses a Jenga tower instead of dice.

There is no push to be considered art, but there are folks doing some really cool stuff with the medium.

What is happenning with videogames is that there are people who thing "videogames should grow up" and "stop playing around". That, in my opinion, is stupid. You don't tell a 15 years kid to "grow up". It will come out naturally. KLEt games mature on their own.

[0] http://blogs.wsj.com/speakeasy/2009/06/24/can-you-make-a-boa...

[1] https://en.wikipedia.org/wiki/Fluxx

[2] http://johnwickpresents.com/product/cat-a-little-game-about-...

[3] sorry, the internet failed me :(

[4]https://dreadthegame.wordpress.com/about-dread-the-game/

Re:Prison Architect, a gaming crowdfunding success story by Chathamization on Tuesday October 27, 2015 @02:18PM (#10460018)
Actually, Train was the first thing that came to my mind when typing that comment. The fact that we both immediately thought of the same niche game that apparently has only been played twice without it's creator present suggests that these things aren't terribly common (that's not to say that these edge cases aren't interesting). But maybe a die hard board gamer can correct me, since there tends to be a lot of interesting stuff that goes unnoticed (this is definitely true for video games, I'd be surprised if it wasn't true for other games).

The people who seem to be pushing for games to grow up or talking about Citizen Kane moments (and seemingly forgetting about silent films) seem more interested in validation than anything else. There have been interesting games for decades; if they're truly interested in these, all they have to do is play them.

Re:Prison Architect, a gaming crowdfunding success story by the_af on Tuesday October 27, 2015 @02:09PM (#10459963)
I'll have to think some more about RPGs, but the thing with board games is that the "narrative" aspect is less important than in modern videogames.

I admit is way less common, but even board games have been created and analyzed as art/philosophy/opinion. Some examples:

- Monopoly (possibly the best known example of a game whose original intent went beyond entertainment).

- Train (a game about Auschwitz: https://boardgamegeek.com/boardgame/63933/train)

As for videogames, the language of the creators themselves sometimes seems to acknowledge the relation to narrative and cinema. Some game designers style themselves "directors", and are sometimes more interested in cutscenes and "telling a story" than in actual interactive gameplay. Note I'm not telling whether I think this is a good or a bad thing :)

Re:Prison Architect, a gaming crowdfunding success story by Kalium on Tuesday October 27, 2015 @01:41PM (#10459720)
This is an excellent point, and one I didn't think of. Do you have any thoughts on why this might be?
Re:Prison Architect, a gaming crowdfunding success story by Chathamization on Tuesday October 27, 2015 @02:06PM (#10459931)
I think some of it goes back to the art vs. design conversation and games, in so much as they are games, tend to fall on the design side (there tends to be a clarity regarding the rules, rules are designed to create good gameplay rather than an expression of artistic vision, etc.). A lot of the things that can be considered art can work just as well outside of the game (take a cutscene, for example, which has no gameplay and is basically a movie inserted into a game).

Of course, there are some games that tie the narrative and the gameplay together in such a way that it's hard to separate the two, such as The Colonel's Bequest (1989), The Last Express (1997), and a favorite of Roger Ebert's, Cosmology of Kyoto (1994). There are also "ungames" that eschewed gameplay in order to create more of an art experience, such as Puppet Motel (1995) and The Manhole (1988). But mainstream gaming has largely forgotten these games (as well as many others).

Re:Prison Architect, a gaming crowdfunding success story by the_af on Tuesday October 27, 2015 @02:43PM (#10460191)
Good examples! I regret that mainstream gaming has forgotten these games. Non-mainstream gaming hasn't, fortunately. There is the Interactive Fiction community, which has produced some of the best games I've ever enjoyed; there are some indie designers doing experimental games about personal issues -- I'll avoid mentioning them, because that's a can of worms I don't want to open here -- there is the "agitprop" of Molleindustria's Paolo Pedercini, etc.
Re:Prison Architect, a gaming crowdfunding success story by comrh on Tuesday October 27, 2015 @01:37PM (#10459688)
I think there is a massive shift in this though. The rise of indie games, niche crowdfunded games, easier tools to create means people are making games for art and not the AAA paycheck.
Re:Prison Architect, a gaming crowdfunding success story by Kalium on Tuesday October 27, 2015 @01:40PM (#10459713)
Indie games and crowdfunded games are still generally done with an eye towards the economics. Even today, with all the tools available, you still don't generally get a team of a dozen people working full-time on a game for three years solely as an art piece.
Re:Prison Architect, a gaming crowdfunding success story by the_af on Tuesday October 27, 2015 @01:55PM (#10459841)
This isn't it. Mainstream movies are often analyzed and reviewed as art -- whole books written about them! -- even though they are primarily done "with an eye towards the economics".

Modern tools can help make (admittedly small) games even by people who aren't programmers and who don't necessarily want to make money. It's been a while, but I remember the early days of the Adventure Game Studio; there were people trying to make something to sell, but also plenty of people writing pretty decent games solely because they wanted to. Also see the awesome Interactive Fiction community.

Re:Prison Architect, a gaming crowdfunding success story by Kalium on Tuesday October 27, 2015 @01:56PM (#10459853)
And I think that such analysis has similar flaws for similar reasons. You cannot hope to understand a thing meaningfully if you choose to ignore huge influences on its creation and creative choices.
Re:Prison Architect, a gaming crowdfunding success story by nosuchthing on Tuesday October 27, 2015 @02:48PM (#10460216)
Art and creative design are not necessarily invalidated due to motivations of economics. Some people might have something to say of their opinions on how financial aspects of creative projects influence the final 'product', but that's all mostly irrelevant to the main experience of the end user. If a single person created Splatoon in their basement and released it for free, it's interesting to think about, but the experience of the creation remains the same as it is that the game was intended to sell for $54.99 a copy.
Re:Prison Architect, a gaming crowdfunding success story by Kalium on Tuesday October 27, 2015 @03:03PM (#10460303)
No, art and creative designs are not invalidated by economic motivations. However, art and creative design cannot always be fully and properly understood without considering economic motivations.

The experience of the creation might be the same, but how the creation came to be and how it is best understood are very different.

Re:Prison Architect, a gaming crowdfunding success story by the_af on Tuesday October 27, 2015 @02:17PM (#10460012)
That's a non-standard view of art. I don't know of anyone who uses the term like that; of course an analysis of art must take into consideration its "huge influences".

For example, when people review classic movies, they take into consideration what studios were willing to fund; executive meddling; whether the movie bombed at the box office; the political situation at the time; the moral codes of the time; budget limitations that forced directors to be extremely creative; problems between the lead actors; etc.

Re:Prison Architect, a gaming crowdfunding success story by Kalium on Tuesday October 27, 2015 @02:21PM (#10460034)
I say this because of the people I know who attempt to treat video games as art. They examine social aspects, political aspects, and so on. There's a tendency to either ignore or gloss over economic aspects.

That said, it's probably easier to do that with classic movies about which there is a sizable body of knowledge. You don't have the same production information about a video game released last month.

Re:Prison Architect, a gaming crowdfunding success story by Karunamon on Tuesday October 27, 2015 @12:15PM (#10458981)
It also doesn't help that a lot of internet commentators can't distinguish between someone criticizing something they like and personal attacks.

It also doesn't help that a lot of critics can't make a criticism along the lines of "I don't like this because X" without injecting an overt or covert "People who like this are X". The former is criticism, the latter is always a personal attack.

Re:Prison Architect, a gaming crowdfunding success story by librvf on Tuesday October 27, 2015 @12:01PM (#10458872)
> but we have yet to move out of the consumer mentality, where the only value of a game is if you were entertained by it at your most base level.

Neither did Mozart.

Re:Prison Architect, a gaming crowdfunding success story by zerocrates on Tuesday October 27, 2015 @01:08PM (#10459423)
Am I missing something, because if this [1] is the Atlantic article being discussed, it looks like the author is Will Partin, not Ian Bogost.

[1] http://www.theatlantic.com/entertainment/archive/2015/10/des...

Re:Prison Architect, a gaming crowdfunding success story by the_af on Tuesday October 27, 2015 @02:35PM (#10460130)
Yes! Thanks for the correction! I'm an idiot. I got confused because this is exactly the kind of article Bogost (who is a game designer/researcher and also writes for The Atlantic) would write. Not that this is a valid excuse, but I read this article some time ago, when it was mentioned in Twitter by Bogost, and somehow got confused and didn't read the byline this time :(