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  <title>Gameology</title>
  <subtitle>News, Commentary and Resources for the Game Studies Community</subtitle>
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  <updated>2008-05-26T10:39:03-05:00</updated>
  <entry>
    <title>CFP Eludamos Perspectives: Next Gen</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/blog/cfp_eludamos_perspectives_next_gen" />
    <id>http://www.gameology.org/blog/cfp_eludamos_perspectives_next_gen</id>
    <published>2009-04-29T21:05:02-05:00</published>
    <updated>2009-05-25T16:14:37-05:00</updated>
    <author>
      <name>Darshana Jayemanne</name>
    </author>
    <category term="Academic Gamers" />
    <summary type="html"><![CDATA[<p>We are opening the call for a special issue of Eludamos, titled: "Next Gen."<br />
Guest editors are Thomas H. Apperley, Darshana Jayemanne and Christian McCrea.<br />
Console gaming has already had more than one ‘Next Generation’. PC gamers feverishly upgrade their rigs with each new state of the art FPS. Periodisation is often a major preoccupation for critics and publics interested in other media, but in the case of videogames the rapid pace of technical development seems to set the agenda of generational change. Games are caught up, culturally as well as aesthetically and technically, in their own futurism: each generation claims to be both anticipation and fulfillment of an imagined horizon of experience. Simultaneously, older technologies find new uses and contexts within the very conditions of their supposed obsolescence. Gaming is constantly speculating on its own future and recalling its past in order to coordinate a restless present. Just how coherent are gaming’s generations, and is the adoption of such classifications from the wider culture useful or counter-productive for academic game studies?</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>We are opening the call for a special issue of Eludamos, titled: "Next Gen."<br />
Guest editors are Thomas H. Apperley, Darshana Jayemanne and Christian McCrea.<br />
Console gaming has already had more than one ‘Next Generation’. PC gamers feverishly upgrade their rigs with each new state of the art FPS. Periodisation is often a major preoccupation for critics and publics interested in other media, but in the case of videogames the rapid pace of technical development seems to set the agenda of generational change. Games are caught up, culturally as well as aesthetically and technically, in their own futurism: each generation claims to be both anticipation and fulfillment of an imagined horizon of experience. Simultaneously, older technologies find new uses and contexts within the very conditions of their supposed obsolescence. Gaming is constantly speculating on its own future and recalling its past in order to coordinate a restless present. Just how coherent are gaming’s generations, and is the adoption of such classifications from the wider culture useful or counter-productive for academic game studies?<br />
This special issue of Eludamos invites essays on the topic of generational change in gaming, from broad overviews of the critical usefulness of ‘official’ Next Generations to microhistories of individual game franchises or lineages, from agenda-setting successes to failed attempts that were too soon, too late, or just too bad. Possible avenues of exploration may include:<br />
<em >* The New Games journalism, advertising, hype and style in the gaming press<br />
* Generational change in academia: Do we need a new Game Studies?<br />
* Materiality: Histories of specific devices, console design and futurism.<br />
* Audio and graphical standards and the historical status of claims to the realistic<br />
* Audio and graphical standards and the historical status of claims to the cinematic<br />
* Retrogaming, popping, speedruns, machinima, bitscene music<br />
* Curatorship and exhibition of gaming history – problems, opportunities, practices<br />
* Family and gaming: playing across generations<br />
* Globalisation and the uneven distribution of gaming’s generations<br />
* E-waste and the unrecognised costs of generational change</em><br />
The issue is open to papers that go beyond these suggestions, and the editors encourage any innovative approach linking the topics of gaming and generations.<br />
All articles undergo a double blind peer review process except for papers submitted to the game review section. We expect all submissions to be in English and accept full papers only. For further specificiations about our submission guidelines please consult http://www.eludamos.org. Submissions for "Next Gen" should go to the Perspectives section of the site.<br />
Important dates<br />
1st of August: submission deadline for the upcoming regular issue of Eludamos, as well as the special issue “Next Gen”. Submissions should be full papers plus abstracts and bio.<br />
25th of Oct. 2009: publication date<br />
We look forward to reading from you soon! Please address any queries and questions specifically regarding the Next Gen special issue to Darshana Jayemanne at escapismvelocity at gmail.</p>
    ]]></content>
  </entry>
  <entry>
    <title>The Kohen Gadol has Horns: the Fates of the Giants in Dominions 3</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/essays/the_kohen_gadol_has_horns_the_fates_of_t" />
    <id>http://www.gameology.org/essays/the_kohen_gadol_has_horns_the_fates_of_t</id>
    <published>2009-04-24T12:30:06-05:00</published>
    <updated>2009-04-24T17:17:43-05:00</updated>
    <author>
      <name>Tof</name>
    </author>
    <category term="Essay" />
    <summary type="html"><![CDATA[<p>Abstract:This essay presents an analysis of the deeply layered mythological, apocryphal and midrashic references in a faction of pseudo-/crypto-Jewish Giants (Nephilim and Rephaim) in the PBEM strategy game Dominions 3.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Johan<br />
Karlsson and Kristoffer Osterman's <A href="http://www.dominions3.com/">Dominions 3: The Awakening</A><br />
(hereafter Dom 3) is<br />
an anomaly in 21st century gaming culture: it's a<br />
micromanagment-heavy, statistically detailed, turn-based fantasy<br />
strategy game with a detailed combat model but no player input during<br />
combat (one makes formations and issues orders beforehand, but that's<br />
it).  It also has a bevy of well-researched mythological and<br />
historical factions, an over-arching historical progression through<br />
three &ldquo;ages&rdquo; but no plot, and no bloody elves.<A name="1a" href="/atom/feed#1b">(1)</A></p>
<p>To be<br />
clear, no claim to mythological, let alone historical, accuracy is<br />
made.  By way of making this point, Osterman offers this sardonic<br />
explanation of the ex-nihilo &ldquo;Amber Clan Tritons&rdquo; in the<br />
game's 294 page manual: &ldquo;The Amber Clan Tritons mainly frolic,<br />
this has made them powerful.  While frolicking, they listen to whale<br />
songs, this has made them magical.  When they occasionally do not<br />
frolic they fashion items made out of the amber that is so prevalent<br />
in their special provinces, this has given them the name The Amber<br />
Clan Tritions.&rdquo;<A name="2a" href="/atom/feed#2b">(2)</A>  Some of the factions are based on fiction,<br />
and some have (Advanced) Dungeons and Dragons<br />
elements (Early Age R'lyeh, with its Lovecraftian monsters and AD&amp;D<br />
Arboleths, is both), but most factions are grounded in a historical<br />
culture and its myths.</p>
<p>One<br />
recently-added faction is Hinnom/Ashdod/Gath (Early/Middle/Late Age).<br />
 This faction of giants and humans is based on Jewish mythology &ndash;<br />
and Christian &amp; Manichean mythology about the antediluvian<br />
(pre-flood) world. At first glance, this faction's presentation of<br />
psuedo-Judaic giants is disturbing: the Rephaim (giants) of Hinnom<br />
and Gath (but not middle-period Ashdod) practice Blood Sacrifice and<br />
Blood Magic (use of either in-game requires the player to first<br />
assign units to hunt for sacrificial victims).  They also have horns.<br />
 The most powerful priest of Hinnom is the Baal, and for Gath it is<br />
the Kohen Gadol.</p>
<p>&ldquo;Kohen<br />
Gadol&rdquo; is the Hebrew word for &ldquo;High Priest,&rdquo; a<br />
historical, rather than mythical, role of great importance: the Kohen<br />
Gadol was responsible for going into the Holy of Holies in the Temple<br />
once a year to perfom the most important rituals.  In Dom 3,<br />
the &ldquo;Kohen Gadol&rdquo; unit is depicted as an old man (Giant)<br />
with a long white beard, dressed traditionally complete with Choshen,<br />
a ceremonial breastplate with twelve<br />
jewels on it, one for each tribe of Israel: &ldquo;You shall make a<br />
breastplate of decision (or &ldquo;judgment&rdquo;), [...] Set in it<br />
mounted stones, in four rows of stones. [...] The stones shall<br />
correspond (in number) to the names of the sons of Israel: twelve,<br />
corresponding to their names.  They shall be engraved like seals,<br />
each with its  name, for the twelve tribes.&rdquo;<A name="3a" href="/atom/feed#3b">(3)</A>  This unit can<br />
perform Blood Sacrifices and Blood Magic.  And he has goat's horns.</p>
<p>This<br />
monstrous figure bears unpleasant echoes of the Mediaeval European<br />
myth of the old Jew as diabolist.  The word cabal for a sinister,<br />
secret group or cult comes from a corruption of &ldquo;kaballah,&rdquo;<br />
Jewish mysticism.  Some versions of the Faust myth claim that an old<br />
Jew introduces Faust to or teaches Faust how to summon the demon<br />
Mephistopheles.  In George Sand's (1st wave, suffragette)<br />
feminist Faust-inspired play The Seven Strings of the Lyre,<br />
Mephistopheles takes the form of  an &ldquo;old Jew,&rdquo; to<br />
literally bedevil Helen, the heroine of this version of the story &ndash;<br />
she finds him to be &ldquo;a disgusting old man!&rdquo; and shortly<br />
thereafter he nearly drives her to suicide:&ldquo;I will kill myself.<br />
 It is necessary.  This wicked Jew has shown me all my miseries.&rdquo;<A name="4a" href="/atom/feed#4b">(4)</A><br />
 A more contemporary image, of the &ldquo;running of the Jew&rdquo;<br />
sequence from Baron Marshall Cohen's movie Borat,<br />
with its grotesque long-faced, bearded and horned masks, also comes<br />
to mind.</p>
<p>Perhaps<br />
the most uncomfortable association is of the Kohen Gadol with Blood<br />
Magic, evoking the old anti-Semitic &ldquo;blood libel,&rdquo; the<br />
claim that Jews kidnap and sacrifice gentile children.  Second only<br />
in infamy to the Czarist propaganda piece &ldquo;The Protocols of the<br />
Elders of Zion,&rdquo; the blood libel is still often reported as<br />
true in the Middle East, often in combination with the<br />
&ldquo;Protocols.&rdquo;<A name="5a" href="/atom/feed#5b">(5)</A></p>
<p>It<br />
would be easy, at this point, to condemn Dom 3<br />
and its creators.  Easy, but premature.  A more considered approach<br />
to the images and tropes in the game reveals it for a layered<br />
appropriation of Jewish, Christian and Manichean mythology, that<br />
accurately echoes historical texts ranging from the canonical books<br />
of Genesis and<br />
Ezekiel, to the<br />
Apocryphal  Book of Enoch<br />
(1 Enoch), to texts<br />
only recently reconstituted from fragmentary manuscripts, such as the<br />
Book of Giants and<br />
the Sepher Ha-Razim.<br />
 The resulting picture is consistent with Dom 3's<br />
dark and sometimes ruthless tone, but also offers interesting<br />
possibilities in terms of procedural narrative: again, there is no<br />
plot, but the pieces one is given to play with are so fraught with<br />
mythological, historical, and theological significance that the<br />
ethicoaesthetic dynamics of Hinnom, Ashdod and Gath beg further<br />
examination.</p>
<p>Before<br />
I go any further with this specific analysis, a more general<br />
consideration of Dom 3<br />
is necessary for context.</p>
<p>Small<br />
Gods</p>
<p>In<br />
Domionions 3, you play as a &ldquo;Pretender God.&rdquo;  Each<br />
game begins with the following message: &ldquo;In the beginning there<br />
was Chaos. [...] The gods fought among themselves, bringing even<br />
greater ruin to those who would serve them.  At last there was One, a<br />
Being of great power and enlightenment, [...]  Now the Wheel has<br />
turned once more.  The supreme God has suddenly disappeared.  Prayers<br />
go unanswered and the smoke of offerings rises in vain to the<br />
heavens. [...] The Throne of the Heavens stands empty and only the<br />
strongest can rise to supremacy over all.&rdquo;<A name="6a" href="/atom/feed#6b">(6)</A>  If you've seen<br />
Highlander, you get the drift.</p>
<p>Pretenders<br />
are customized by the player from options including the requisite<br />
Wizards and Dragons, but also a great many modeled on specific<br />
mythological and religious figures from Kali to Odin to Bacchus to<br />
John Milton's Sin (herself inspired by Scylla), who &ldquo;seemed<br />
woman to the waist, and fair, / but ended foul in many a scaly fold /<br />
Voluminous and vast, a serpent arm'd / with mortal sting: about her<br />
middle round / A cry of Hell hounds never ceasing bark'd / With wide<br />
Cerberean mouths full loud, and rung / A hideous peal; yet, when they<br />
list, would creep, / If ought disturbed their noise, into her womb, /<br />
And kennel there, yet still bark'd and howl'd, / Within, unseen.&rdquo;<A name="7a" href="/atom/feed#7b">(7)</A><br />
 There's even an stone Monolith suspiciously evocative of the one<br />
from 2001: A Space Odyssey.  </p>
<p>As<br />
this suggests, Dom 3<br />
is dark and well-researched, but it doesn't take itself too<br />
seriously.  The Pretenders of this game will remind Terry Pratchet<br />
fans of his Small Gods,<br />
a story about Om, a god with only one believer left.  The gods need<br />
belief &ndash; it is their food, and without it they will waste away:<br />
&ldquo;Being a small god was bad [...] but how much worse to have<br />
been<br />
a god, and to now be no more than a smoky bundle of memories, blown<br />
back and forth across the sand made from the crumbled stones of your<br />
temples...&rdquo;<A name="8a" href="/atom/feed#8b">(8)</A>  In<br />
any given game, the players (Pretenders) will struggle to expand<br />
their physical kingdom by conquering provinces and their spiritual<br />
kingdom by conversion.</p>
<p>Death<br />
of the Pretender is merely inconvenient: the priests of that god can<br />
call him/her/it back with their prayers &ndash; what good is being a<br />
god if you're not immortal?  But complete loss of either territory<br />
(provinces) or belief (the titular &ldquo;dominion&rdquo;) is the<br />
end.  One acquires provinces by military conquest a la Risk<br />
(though with a vast set of options and complications).  Belief is a<br />
less-familiar dynamic to gamers.  Thankfully, given<br />
the right incentives (a new temple here, a little inquisition there,<br />
maybe a miracle every so often), people are very willing to believe.</p>
<p>Life Goes On...</p>
<p>This<br />
brings me to one of the most remarkable aspects of the world of Dom.<br />
For most of the people (serfs, villagers, etc.), life goes on.<br />
Strategy games tend either to leave the civilians out entirely, or<br />
else treat them as replaceable/disposable.  Dom is similar to the<br />
Civilization<br />
games in how it handles populace, but it goes further.  Population is<br />
the primary determinant of everything from tax revenue to resource<br />
production to whether a province produces enough food to feed your<br />
armies, but you don't get to shuttle around &ldquo;units&rdquo; of<br />
population from job to job or place to place.  Nor do you have city<br />
building trees to climb.  You can build a temple, a (magical)<br />
laboratory and an appropriate fortification in any given province,<br />
and that's it.  If you want to decrease unrest, reduce the tax rate<br />
or assign units to patrol the countryside.  If you want to increase<br />
faith (dominion), build a temple or assign a priest to preach the<br />
good word.</p>
<p>Because<br />
you can only do things to them, and neither simply ignore them nor<br />
tell them that they're moving to Barnard's Star tomorrow and giving<br />
up their work in the high tech sector to be farmers, populations<br />
behave in a more human and more civilian manner in Dom<br />
3<br />
than in most such games.  Most people in any society are neither<br />
soldiers nor sages, but they do<br />
pay their taxes.  Given that you play as a god and a warlord, and<br />
that the &ldquo;average person&rdquo; is implicitly a serf or a<br />
peasant, they're not going to give you much trouble.  Despite being<br />
literally a &ldquo;god&rdquo; game, this is not a &ldquo;god game.&rdquo;<br />
 You can set the tax rate so high that people begin to starve to<br />
death.  You can't tell them all to go to war or even to move to the<br />
province with the iron mine.  On the level of worldbuilding (rather<br />
than game mechanics), one starts to wonder why the mayor (player) of<br />
Sim City doesn't get impeached or arrested, and why technologically<br />
advanced, spacefaring and sometimes explicitly &ldquo;democratic&rdquo;<br />
nations don't just elect a less arbitrary and tyrranical &ldquo;president&rdquo;<br />
(again, player).</p>
<p>...Until It Doesn't</p>
<p>There<br />
is no graphic representation of the &ldquo;common people&rdquo; in<br />
Dom 3.<br />
 They appear in text messages and as numbers associated with<br />
provinces.  This makes it easy to have a certain distance that<br />
balances against their more-human behavior.  A calculus of<br />
(fictional, electronic, abstract) human life is the result.  Random<br />
events and hostile spells can drive away or kill 20% or more of a<br />
province's population in a single turn.  That's at least hundreds and<br />
more likely thousands of &ldquo;common people.&rdquo;  Patrolling a<br />
province to reduce unrest kills ten population per point of unrest<br />
reduced.  Sometimes, you have to dan eal with unrest of over one<br />
hundred.</p>
<p>On a good turn, a blood hunt might<br />
turn up six to ten appropriate sacrifices (&ldquo;blood slaves&rdquo;).<br />
 6-10, when patrolling for brigands (and malcontents) might kill 100<br />
in that same province that turn, and a tidal wave (which could be bad<br />
luck or bad magic) might kill 1000 or more.  Unfortunately for<br />
Pretenders who use blood magic, every blood slave found produces at<br />
least one unrest, increasing the cost of blood magic at least<br />
tenfold.  Even so, life goes on for the population as a whole.<A name="9a" href="/atom/feed#9b">(9)</A></p>
<p>One can inflict substantial casualties<br />
on a province's population by use of spells that produce (un-)natural<br />
disasters.  One can also order an army to pillage the province it is<br />
in, producing a little gold and a lot of dead peasants.  This makes<br />
it possible to break the production capacity of an enemy-held or<br />
hotly contested province.  It is very difficult, however, to entirely<br />
empty a province.</p>
<p>Inhuman Ends</p>
<p>The<br />
are exceptions.  Three, to be precise, that completely break the<br />
general durability of populaces in Dom<br />
3.<br />
 All three will turn the Pretender's dominion into a dead zone, with<br />
zero population in every province.  Only a few nations in the game<br />
are capable of such havoc: Late Era Ermor and Late Era R'lyeh do so<br />
by their nature, and Pangaea can choose to research and cast a very<br />
high-level spell that does so.  I'm going to bracket out Pangaea,<br />
precisely because its devastating Carrion Woods spell is optional.</p>
<p>R'lyeh is one of a few nations based<br />
on fiction rather than myth, though H.P. Lovecraft's Cthullhu mythos<br />
has acquires the status of modern mythology in gaming and occult<br />
circles.<A name="10a" href="/atom/feed#10b">(10)</A>  Lovecraft's stories are generally categorized as<br />
horror, and frequent themes include hideous, fishy, squiddy, and/or<br />
amorphous monsters, ancient &ldquo;gods&rdquo; and creatures entirely<br />
beyond human understanding, forbidden books and knowledge, and the<br />
idea that encounters with any of these things will drive anyone<br />
insane.</p>
<p>In Lovecraft's stories, the return of<br />
these inhuman gods and the triumph of inhuman forms of life is<br />
generally inevitable.  Lovecraft's writing is often seen as<br />
xenophobic, anti-immigrant and even racist, but it is my contention,<br />
as I have argued elsewhere, that this masks an obsessive xenophilia<br />
that wants to embrace change and become the other but is thwarted by<br />
a paranoid fear of loosing oneself, and one's class privilege with<br />
it.</p>
<p>R'lyeh, especially Late Era R'lyeh,<br />
allows a Dom 3 player to indulge in his or her xenophilia.<br />
Belief in the Pretender of R'lyeh (&ldquo;dominion&rdquo;) empties<br />
provinces of inhabitants, and drives units and commanders insane<br />
(they may act randomly).  This emptying out doesn't represent death &ndash;<br />
no unburied Corpses are produced,<A name="11a" href="/atom/feed#11b">(11)</A> but instead a change of<br />
consciousness occurs.  In provinces controlled by R'lyeh where faith<br />
(dominion) is also strong, the decrease in population creates a<br />
proportional number of dreamers, madmen and cultists who will serve<br />
the Pretender (in aproximately a ten populatuion to one unit ratio).<br />
In provinces controlled by other players but under the sway of<br />
R'lyeh's dominion, the population just vanishes.  After most of the<br />
humans are gone, Lovecraftian monsters start appearing without<br />
explanation.</p>
<p>Since the goal of a game of Dom 3<br />
is to spread one's influence over the entire map, and as this<br />
represents the ascension to godhood, the success of R'lyeh means a<br />
complete overturning of &ldquo;human&rdquo; ways of thinking and<br />
doing &ndash; &ldquo;the end of the world as we know it,&rdquo;<A name="11a" href="/atom/feed#11b">(12)</A><br />
but not the end of the world.  Xenophilia triumphs: the world shall<br />
be the domain of dreamers, the insane, tentacled monsters and things<br />
that look like six-foot sea cucumbers floating perpendicular to the<br />
ground.<A name="13a" href="/atom/feed#13b">(13)</A></p>
<p>Late<br />
Nation Ermor is similar to R'lyeh, in that its dominion also depletes<br />
population.  The principle differences are that the Pretender of<br />
Ermor's influence kills off population more quickly than R'lyeh's,<br />
and that it actually kills them.  Ermor is an empire of the living<br />
dead, in the vein of George Romero's zombie movies, and especially<br />
Sam Raimi's Army of<br />
Darkness, with<br />
&ldquo;intelligent&rdquo; undead generals leading armies of mindless<br />
reanimated corpses into battle.<A name="14a" href="/atom/feed#14b">(14)</A>  This is at least as profound a<br />
transformation as with R'lyeh, but with a certain irony: for the<br />
serfs and peasants represented by population, death is no longer the<br />
end of their labors, but the beginning of a grimmer and more absolute<br />
servitude from which even death is no longer a release.</p>
<p>Late<br />
Era R'lyeh and Ermor represent more than competing gods and nations,<br />
they represent exactly the<br />
kind of threat to civilians and to life (&ldquo;as we know it&rdquo;)<br />
that otherwise doesn't exist in Dom<br />
3.  This makes them,<br />
appropriately enough, horrifying to other players.  Not only are<br />
their dominions destructive, but, even if you defeat them, you're<br />
left with blighted, useless provinces.  Other human players are<br />
therefore likely to gang up on these nations.  This is the context in<br />
which Gath, the Late Era nation of semi/psudo/crypto-Judaic Giants,<br />
and its blood sacrifices, exists.  In Dom<br />
3, no-one is objectively<br />
&ldquo;good,&rdquo; but, by comparison to R'lyeh and Ermor (and<br />
Pangaea), it is at least life-affirming.</p>
<p>Last of the Giants</p>
<p>Gath is a historical city of the<br />
Philistines, as is Ashdod, from which the Middle Era nation of Giants<br />
in Dom 3 takes its name.  Gath is the Biblical home of<br />
Goliath: &ldquo;his name was Goliath of Gath, and he was six cubits<br />
and a span tall.&rdquo;<A name="15a" href="/atom/feed#15b">(15)</A>  Shortly after he kills Goliath, it is in<br />
Gath that David and his army seek refuge from King Saul: &ldquo;So<br />
David and the six hundred men with him went and crossed over to King<br />
Achish son of Maoch of Gaul.&rdquo;<A name="16a" href="/atom/feed#16b">(16)</A>  Gath is, therefore, home to<br />
both Goliath and David, if not simultaneously.</p>
<p>The same might be said of Gath in Dom<br />
3, as most of its troops are modeled on the tribes of Israel,<br />
including Benjaminite Slingers who get a bonus to Pillage &ldquo;Benjamin<br />
is a ravenous wolf [...] in the evening he divides the spoil,&rdquo;<br />
well-equipped Asherite Soldiers &ldquo;Asher's bread shall be rich, /<br />
And he shall yield royal dainties,&rdquo; and Levite Zealots and<br />
Priests.<A name="17a" href="/atom/feed#17b">(17)</A>  At the same time, it has Goliath-like giant soldiers<br />
and its most powerful leaders are Rephaim giants. Early Era Hinnom<br />
consists of giant Rephaim and demi-giant Avvites, and Middle Era<br />
Ashdod of different tribes of Rephaim with some human slaves, but<br />
Late Era Gath (subtitled &ldquo;Last of the Giants&rdquo;) suggests a<br />
&ldquo;Post-late&rdquo; Era in which the human tribes make their way<br />
alone, and the last Rephaim Kohen Gadol would be succeeded by a<br />
Levite High Priest.</p>
<p>Further anticipation of this coming<br />
change is furnished by the Abbas (Hebrew &ldquo;Fathers&rdquo;),<br />
recutitable heretics who reject human sacrifice and the superiority<br />
of giants to humans, as they &ldquo;find the bloody cult of the<br />
Kohanim despicable and have sworn their life &lt;sic&gt; to aid the<br />
meek.  They tend to the human population of Gath.&rdquo;<A name="18a" href="/atom/feed#18b">(18)</A><br />
Unprecedented in Hinnom or Ashdod (Early and Middle Era Giant<br />
nations), these patriarchal figures are Gittites (lesser giants) and<br />
so lack the horns of the Rephaim.  The Abba's simple robe, unkempt<br />
white hair and beard, are congruent with (Western, Christian)<br />
traditional images of Abraham not<br />
sacrificing Issac, and thereby rejecting human sacrifice.<A name="19a" href="/atom/feed#19b">(19)</A></p>
<p>Moreover, Abraham is often painted<br />
wearing blue and sometimes with a blue sash belt, as in J&oacute;zsef<br />
Moln&aacute;r's &ldquo;The Match of Abraham.&rdquo;  A blue sash belt<br />
is one of the standout details in the image of Dom 3's Abba,<br />
contrasting with the red sash belts of the Kohenim.  As both blue and<br />
red are sacred colors in mediaeval and rennaisance Christian<br />
iconographic painting, the implications of this difference are<br />
limited.  Nonetheless, we may hypothesize a Post-Late Gath in which<br />
an Abrahamic figure, a &ldquo;father of a multitude of nations&rdquo;<A name="20A" href="/atom/feed#20b">(20)</A><br />
is produced when the fathers' (Abbas') heresy becomes law and human<br />
sacrifice is banned.</p>
<p>This kind of hope for the future is<br />
contrary to the general trajectory of nations in Dom 3.  The<br />
aforementioned nation of Ermor starts off as a Romanesque nation<br />
recently converted to a monotheistic mystery cult that promises<br />
eternal life.  The game describes it thus &ldquo;Old syncretistic<br />
faiths and spirit worship were banned by a Prophet dressed in white<br />
shrouds.&rdquo;<A name="21a" href="/atom/feed#21b">(21)</A>  The similarity of this Prophet and his holy<br />
shroud to Lazarus and the Shroud of Turin, respectively, are further<br />
parallels between Ermor's &ldquo;New Faith&rdquo; (Early Era Ermor)<br />
and the Christianization of Rome.  The takes a dark turn in the<br />
Middle Era, where &ldquo;In one cataclysmic event, Death was let<br />
loose,&rdquo; and by the Late Era, as mentioned above, Ermor is a<br />
nation of the living dead.</p>
<p>The Book of Giants</p>
<p>What, then of the Giants?  The<br />
processual narratives players create with Hinnom and Ashdod are their<br />
stories, and even Gath is unplayable if one eschews them.  So far, we<br />
have redeemed &ldquo;Israel&rdquo; at their expense.  It would be a<br />
mistake to dismiss the Rephaim and the lesser Giants as boogeymen,<br />
but explaining their place in Dom 3 requires a digression into<br />
apocryphal texts: the Book of Enoch (1 Enoch) and the Manichean and<br />
Jewish Books of Giants.</p>
<p>Mention of Giants in Genesis is brief<br />
and equivocal.  Genesis 6:2&amp;4 states that &ldquo;the divine<br />
beings (or 'sons of God') &rdquo;saw how beautiful the daughters of<br />
men were and took wives from among those that pleased them. [...] It<br />
was then, and later too, that the Nephilim appeared on earth &ndash;<br />
when the divine beings cohabitated with the daughters of men, who<br />
bore them offspring.  They were the heroes of old, the men of<br />
renown.&rdquo;  This passage has historically been interpreted as the<br />
mating of angels and humans, producing giant offspring, partially<br />
because elsewhere the word &ldquo;Nephilim&rdquo; is associated with<br />
great strength and size.</p>
<p>The &ldquo;divine beings&rdquo; or<br />
&ldquo;sons of god&rdquo; it mentions have also been interpreted as<br />
noblemen, and their children as larger than life in deeds (&ldquo;the<br />
heroes of old&rdquo;) and not physical size.  This interpretation may<br />
be sensible, but its plausibility requires what Charles Fort calls a<br />
&ldquo;damnation&rdquo; of contrary evidence.  In this case, the<br />
evidence is in extended versions of this story that can be found in<br />
the Book of Enoch (1 Enoch) and the Book of Giants (or &ldquo;Book of<br />
the Nephilim&rdquo;).  There are also 2nd and 3rd<br />
books of Enoch, of more recent provenance, but they are not relevant<br />
here.</p>
<p>The Qumran fragments, better known as<br />
the Dead Sea scrolls establish the historical importance of 1 Enoch:<br />
&ldquo;The caves at Qumran have produced twenty manuscripts of Enoch<br />
&ndash; as many as the book of Genesis&rdquo;<A name="22a" href="/atom/feed#22b">(22)</A>.  The Qumran<br />
community existed from some point in the middle 2nd<br />
century BCE until about 70 CE, so the scrolls are at least that<br />
old.<A name="23a" href="/atom/feed#23b">(23)</A>  The oldest functionally complete version of the Book of<br />
Enoch is the Ethiopian text, from somewhere in the 4th-6th<br />
century CE.<A name="24a" href="/atom/feed#24b">(24)</A>  No complete text of the Book of Giants exists, but<br />
both the Manichean fragments and those from the Dead Sea Scrolls seem<br />
to be an expansion of the the first part of the Book of Enoch, the<br />
Book of the Watchers.  J.T. Milik, who first translated the Enochic<br />
Dead Sea Scroll fragments, argues that the Qumran Book of Giants was<br />
the original beginning of the Book of Enoch, and was later censored.</p>
<p>The origin of the Nephilim in 1 Enoch<br />
starts nearly identical to that in Genesis, but soon diverges by<br />
naming &ldquo;the angels, the sons of heaven [...] Semyaza, who was<br />
their leader, Urakiba, Ramiel, Kokabiel, Tamiel, Ramiel, Daniel,<br />
Ezeqiel, Baraqiel, Asael, Aramos, Batriel, Ananel, Zaqiel, Samsiel,<br />
Saratel..., Turiel, Yomiel, Araziel.  These are the leaders of the<br />
two hundred angels, and of all the others with them.&rdquo;<A name="25a" href="/atom/feed#25b">(25)</A>  This<br />
listing of angels will later be repeated in a litany of skills taught<br />
by these rebel angels, and is similar to the listing of angels for<br />
magical purposes in the Sepher Ha-Razim.</p>
<p>These<br />
angels, called Watchers, or Grigori, after the Greek word for watcher<br />
(&#7952;&gamma;&rho;&#942;&gamma;&omicron;&rho;&omicron;&iota;<br />
or Egregori)<br />
&ldquo;took wives for themselves, and everyone for himself one each.<br />
And they began to go in to them and were promiscuous with them.  And<br />
they taught them charms and spells, and showed to them the cutting of<br />
roots and trees.  And they became pregnant and bore large<br />
giants, and their height (was) three thousand cubits [a cubit is the<br />
distance between elbow and thumb &ndash; about &frac12; m or 1&frac12;<br />
ft].  These devoured all the toil of men, until men were unable to<br />
sustain them.  And the giants turned against them in order to devour<br />
men.  [...] and they devoured one another's flesh and drank the blood<br />
from it.&rdquo;<A name="26a" href="/atom/feed#26b">(26)</A></p>
<p>This<br />
may (or may not) be the end of the Nephilim, but not of the Watchers'<br />
sin: &ldquo;Azazel taught men to make swords, and daggers, and<br />
shields and breastplates.  And he showed them the things after these,<br />
and the art of making them: bracelets, and ornaments, and the art of<br />
making up the eyes and of beautifying the eyelids, and the most<br />
precious and choice stones, and all (kinds of) coloured dyes.  And<br />
the world was changed.&rdquo;<A name="27a" href="/atom/feed#27b">(27)</A>  Other angels proceed to give their<br />
Promethean gifts, including magic, astrology, and herbology.</p>
<p>Initially it seems that it is the<br />
Nephilim's hunger that drives them to destroy one another, but part<br />
of the judgment against the Watchers is that their sons will destroy<br />
each other.  &ldquo;And the Lord said to Gabriel [...] send them [the<br />
Nephilim] out, and send them against one another, and let them<br />
destroy themselves in battle.&rdquo;<A name="28a" href="/atom/feed#28b">(28)</A>  This, like the two creation<br />
stories in Genesis, creates parallel and incommensurable events: in<br />
this case, of the descruction of the Nephilim.  Either their hunger<br />
compelled them to it, or they were set up by Gabriel.  The Book of<br />
Giants offers a third explanation: that the giants fought the<br />
(unfallen) angels and lost.  &ldquo;with the strength of my powerful<br />
arm and with the power of my might / ... (a)ll flesh, and I did<br />
battle with them, but I (am) not / able to prevail for us(?), for my<br />
adversaries / sit (in heaven), and they dwelt with the holy ones, and<br />
no / ... (the)y are stronger than I.&rdquo;<A name="29a" href="/atom/feed#29b">(29)</A>  This creates an<br />
image of the Nephilim that is more tragic and human than that of the<br />
cannibalistic monsters who ultimately devoured each other.</p>
<p>The Watchers are punishment more<br />
harshly than their children, and their punishment is cruelly ironic:<br />
&ldquo;When all their sons kill each other, and when they see the<br />
destruction of their beloved ones, bind them them for seventy<br />
generations under the hills of the earth until the day of their<br />
judgment and their consummation.&rdquo;<A name="30a" href="/atom/feed#30b">(30)</A>  They were tasked to<br />
watch and not interfere, and because they became involved, they are<br />
forced to watch one last event, the slaughter of their children<br />
before being deprived of their function (watching) by being buried<br />
alive.  The importance of being denied the ability to watch is<br />
emphasized in the fate of Azazel, who is singled out for especially<br />
harsh treatment: &ldquo;And further the Lord said to Raphael: 'Bind<br />
Azazel by his hands and his feet, and throw him into the darkness.<br />
And split open the desert which is in  Dudael, and throw him there.<br />
And throw on him jagged and sharp stones, and cover him with<br />
darkness; and let him stay there for ever, and cover his face, that<br />
he may not see light.&rdquo;<A name="31a" href="/atom/feed#31b">(31)</A>  Azazel is covered twice, once with<br />
darkness and once explicitly to deny him sight.</p>
<p>Azazel's fate sets the stage for the<br />
&ldquo;scapegoat&rdquo; rite of Leviticus 16, in which two goats are<br />
prepared &ldquo;one marked for the Lord, and the other marked for<br />
Azazel.&rdquo;<A name="32a" href="/atom/feed#32b">(32)</A>  The Lord's goat is sacrificed, along with a bull,<br />
and the temple is ritually clensed, after which &ldquo;the live goat<br />
shall be brought forward.  Aaron shall lay both hands upon the head<br />
of the live goat and confess over it all the iniquities and<br />
transgressions of the Israelites, whatever their sins, putting them<br />
on the head of the goat;&rdquo; after this, Aaron is to &ldquo;send<br />
it off to the wilderness for Azazel.&rdquo;<A name="33a" href="/atom/feed#33b">(33)</A>  In the notoriously<br />
error-ridden Tyndale Bible and the King James version, &ldquo;Azazel&rdquo;<br />
is mistranslated as &ldquo;(e)scape.&rdquo;</p>
<p>All<br />
of these concepts are reflected in Dom<br />
3's<br />
Giants, especially Early Era Hinnom.  Hinnom, Ashdod and Gath have<br />
access to a unique Pretender: &ldquo;The Son of the Fallen is the<br />
last of the Nephilim, ancient giants of godlike power.  When the<br />
other Nephilim lost purpose, he began to hunt them down and devoured<br />
them all.&rdquo;<A name="34a" href="/atom/feed#34b">(34)</A>  This is a logical transformation of the story<br />
of the Nephillim devouring each other &ndash; someone has to be the<br />
last once left standing.  The image of the Son of the Fallen evokes<br />
carnality and appetite.  He is depicted wearing only a cape, and his<br />
stance is wide, leaving his genitals and pubic hair in full view.  He<br />
is shown leaning forward, emphasizing the large pair of golden bull's<br />
horns that crown his head.  There are other, mostly female, nudes in<br />
Dom<br />
3,<br />
but none are as anatomically explicit.</p>
<p>In<br />
game terms, the Son of the Fallen consumes fifty times as much food<br />
as an elephant, and is naturally skilled at Blood Magic.  The Son of<br />
the Fallen, if made the Pretender of Hinnom (Early Era nation of<br />
Giants) can perform a sacred ritual to free one of the Grigori.<br />
Doing so requires a lot of research, high skill in Blood Magic, and<br />
the largest sacrifice of Blood Slaves in the game.  This rite, called<br />
&ldquo;Release Lord of Civilization&rdquo; requires the sacrifice of<br />
177 slaves.  By the calculus we provided before, capturing 177 Blood<br />
Slaves will produce so much unrest that keeping the civilian<br />
population in control (though military patrols) will result in the<br />
deaths of two thousand or more civilians.  Despite the high cost of<br />
&ldquo;Release Lord of Civilization, the spell describes the Watchers<br />
in positive, Promethean terms: &ldquo;The Grigori, or Watchers, were<br />
angelic beings who taught the forbidden lore of civilization,<br />
warcraft and magic to the Avvim.&rdquo;<A name="35a" href="/atom/feed#35b">(35)</A>  The Avvim, a Canaanite<br />
tribe mentioned in the Torah, have no Biblical connection to the<br />
Grigori or Nephilim, but in Dom<br />
3,<br />
the &ldquo;human&rdquo; women the Grigori married are Avvim, and the<br />
children of the Nephilim and the Avvim are the Rephaim.  In the<br />
Torah, the words &ldquo;Rephaim&rdquo; and &ldquo;Nephilim&rdquo; are<br />
not directly connected, though both aretranslated as &ldquo;giants.&rdquo;</p>
<p>Cult of Ba'al</p>
<p>It is hard to read the nation that can<br />
summon the Grigori, Hinnom, as in any way virtuous: the name itself<br />
is the Hebrew form of &ldquo;Gehenna&rdquo; and it's home province<br />
contains the infamous city of Gomorrah.  This leitmotif of Biblical<br />
horror carries through to the Melqart, a horned Rephaim warrior and<br />
skilled Blood mage with an appetite that almost rivals the Son of the<br />
Fallen's hunger.  Melqarts &ldquo;have gruesome appetites and many of<br />
them feast on their smaller kin.&rdquo;<A name="36a" href="/atom/feed#36b">(36)</A> This is more than flavor<br />
text: each Melqart requires 20 times as much food as an elephant,<br />
and, if supplies run short, they making up the difference by eating<br />
people (population).  There is also the magician-priest, the Ba'al,<br />
similar in appearance to Gath's Kohen Gadol, but his robes are of<br />
red, black and gold.  In Hebrew, baal is an honorific similar<br />
to lord, and it is often used in the Tanakh to designate a foreign<br />
god.  One such deity, Ba'al Zebub, lends his name to the Christian<br />
demon Beelzebub.  Moreover, the word &ldquo;Ba'al&rdquo; has a<br />
particular resonance in the backhistory of the Dom games.</p>
<p>Karlsson and Osterman have released<br />
Conquest of Elysium 2, their first game together, as freeware<br />
to promote Dom 3.  Among the playable characters (each the<br />
leader of a faction) are two opposed religious leaders: the Cardinal<br />
of El and the High Priestess of Baal.    The Cardinal's faction has a<br />
neomediaeval Catholic feel, complete with an unpredictable<br />
inquisition, and Baal, described in the game's manual as &ldquo;the<br />
hungry god&rdquo; demands human sacrifices.<A name="37a" href="/atom/feed#37b">(37)</A>  Unlike it's darker<br />
descendant, Dom 3, in Conquest of Elysium 2, only<br />
factions practice human sacrifice: that of the High Priestess of<br />
Baal, and that of the Demonologist.  Conquest of Elysium 2 is<br />
also more &ldquo;High Fantasy&rdquo; in style, with Tolkeinesque<br />
Elves, Dwarves and Orcs as playable factions.  Despite this, the use<br />
of &ldquo;El&rdquo; as the name of the psuedo-Catholic faction's god<br />
is significant, as that is a Hebrew title meaning &ldquo;Lord&rdquo;<br />
and one of the names of god (ex. &ldquo;el shaddi,&rdquo; usually<br />
translated as &ldquo;the Lord your God&rdquo;).</p>
<p>Ba'al (or &ldquo;Baal&rdquo;) is, as<br />
mentioned above, properly a prefix, and is still used in Hebrew to<br />
indicate that someone is the lord or master of something, for<br />
example, founder of Hasidic Judaism Rabbi Yisroel ben Eliezer, known<br />
by the honorific Baal Shem Tov (&ldquo;good master of the name&rdquo;).<br />
 The golden calf of Exodus 32 might be an icon of a Ba'al also known<br />
as Hadad, a storm god sometimes depicted as a bull.<A name="38a" href="/atom/feed#38b">(38)</A>  The golden<br />
calf has become part of the Christian syncretic demon &ldquo;Baal.&rdquo;<br />
 Thus, the golden bull's horns of Dom 3's Nephilim Pretender<br />
as connect him with the golden calf and Ba'al/Hadad as well as<br />
Christian demonology.  Furthermore,<br />
Ba'al has been associated with human sacrifice in Karlsson<br />
and Osterman's games<br />
since Conquest<br />
of Elysium 2, so connecting<br />
Ba'al with the maneating Nephilim is a logical step.</p>
<p>The<br />
Melqart in Dom 3<br />
is named after the patron deity of Tyre, also known as Ba'al Sur, and<br />
is more likely to be the Ba'al of 1 Kings than is Hadad.<A name="39a" href="/atom/feed#39b">(39)</A>  Like<br />
the magician-priest Ba'al, this bloodthirsty warrior giant is named<br />
after a rival god to that of the Jewish people.  In this<br />
context, the disappearance of the Ba'al and Melquart after the Early<br />
Age, and simultaneous with them any possibility of freeing the<br />
Grigori, can be read as moral progress.  </p>
<p>Chariot of Fire</p>
<p>Middle Era Ashdod does not practice<br />
Blood Magic or Blood Sacrifice.  More than that, it has access to new<br />
spells that summon angels, culminating in the Merkavah, or Chariot of<br />
the Lord, which appears in Ezekiel 1, and also in the H'aggada about<br />
Enoch.  1 Enoch and the H'aggada expand upon Genesis 5:24 &ldquo;Enoch<br />
walked with God; and then he was no more, for God took him.&rdquo;<br />
In these texts Enoch practically commuted to heaven and back, at<br />
least once by Merkavah &ldquo;Enoch was carried into the heavens in a<br />
fiery chariot drawn by fiery chargers.&rdquo;<A name="40a" href="/atom/feed#40b">(40)</A>  In 1st<br />
Enoch as well as in the H'aggadah, the approach to the throne of god<br />
is described in a panoply of fire, ice, and lightning that culminates<br />
in &ldquo;And I looked and I saw in it a high throne, and its<br />
appearance (was) like ice and its surrounds like the shining sun and<br />
the sound of Cherubim.  And from underneath the high throne there<br />
flowed out rivers  of burning fire.&rdquo;<A name="41a" href="/atom/feed#41b">(41)</A>  A more &ldquo;chariotlike&rdquo;<br />
description is given in Ezekiel: &ldquo;I could see that there were<br />
four wheels beside the cherubs, one beside each of the cherubs [...]<br />
and when they moved, each could move in the direction of any of its<br />
four quarters [...] Their entire bodies &ndash; backs, hands and<br />
wings &ndash; and the wheels, the wheels of the four of them, were<br />
covered all over with eyes.  It was these wheels that I heard called<br />
'the wheelwork.'  Each one had four faces: One was a cherub's face,<br />
the second a human face, the third a lion's face, and the fourth an<br />
eagle's face.&rdquo;<A name="42a" href="/atom/feed#42b">(42)</A> </p>
<p>The Merkavah in Dom 3 is<br />
described in similar terms: &ldquo;In a blaze of otherworldly<br />
splendor, four wheels covered by four wings move the Merkavah in four<br />
directions.  Above the four wheels, at the center of the solar glory<br />
is a living being with four faces, four wings, four colors and four<br />
lives.  Above the living being is a sapphire dome of stellar might,<br />
beyond which the unbearable might of the Celestial Thrones is<br />
visible.&rdquo;<A name="43a" href="/atom/feed#43b">(43)</A>  The in-game effect of this is to give the player<br />
the powerful Tetramorph (&ldquo;four forms&rdquo;), also called the<br />
Chayot (&ldquo;chariot&rdquo;) and four Ophanim (&ldquo;wheels&rdquo;).</p>
<p>The<br />
Tetramorph is an important mystical figure, sometimes called the<br />
Tetrazoa (&ldquo;four animals&rdquo;) that is associated with the<br />
Tetragrammaton, the four-character/syllable unpronounceable name of<br />
god.  The Tetrazoa appears throughout Jewish and Christian mysticism,<br />
including as the four holy animals of Revelations 4:7&ldquo;And the<br />
first creature was like a lion, and the second creature like a calf,<br />
and the third creature had a face as of a man, and the fourth<br />
creature was like a flying eagle.&rdquo;<A name="44a" href="/atom/feed#44b">(44)</A>  The Dom<br />
3 interpretation is neither four-sided and four-faced nor<br />
four separate creatures, but of four eye-covered winged wheels<br />
(Ophanim), and a single Tetramorph that is humanoid in shape, but has<br />
four forms, one human-headed, and one each with the head of an eagle,<br />
lion, and ox.  The game explains it thus: &ldquo;The divine might of<br />
the Chayot is so vast that it cannot be contained in a singular<br />
physical body and only one form of the Tetramorph is manifest at any<br />
time.&rdquo;<A name="45a" href="/atom/feed#45b">(45)</A>  This may be a random result of an appropriate list,<br />
as names usually are in Dom 3 but the only Tetramorph I have<br />
successfully called was named &ldquo;Ezekiel.&rdquo;</p>
<p>This has powerful symbolic<br />
significance: in 1 Enoch, the Grigori ask Enoch to carry their<br />
petition for mercy to god, because they cannot enter his presence,<br />
whereas the Merkavah is associated strongly with the presence of god,<br />
and one has to be worthy to see it and live &ndash; in the H'aggada<br />
about Enoch, after he was carried up in the chariot, &ldquo;They<br />
found snow and great hailstones upon the spot whence Enoch had risen,<br />
and, when they searched beneath, they discovered the bodies of all<br />
who had remained behind with Enoch.&rdquo;<A name="46a" href="/atom/feed#46b">(46)</A>  The inhabitants of<br />
Hinnom, who are still tied to and revere the Grigori (see earlier<br />
analysis of &ldquo;Release Lord of Civilization&rdquo;), cannot call<br />
the Merkavah.</p>
<p>Ashdod is different.  In Ashdod the<br />
Ba'al and the Melquart, along with their cannibalistic appetites,<br />
have been replaced by the Talmai Elder and the Adon, Rephaites<br />
inspired by the Nephillim of Numbers 13: &ldquo;They went up into the<br />
Negenb and came to Hebron, where lived Ahiman, Shesai, and Talmai,<br />
the Anakites. [...] All the people that we saw in it are men of great<br />
size; we saw the Nephilim there &ndash; the Anakites are part of the<br />
Nephilim &ndash; and we looked like grasshoppers to oursleves, and so<br />
we must have looked to them.&rdquo;<A name="47a" href="/atom/feed#47b">(47)</A>  &ldquo;Adon,&rdquo; like<br />
&ldquo;Ba'al,&rdquo; means &ldquo;Lord&rdquo; in Hebrew and can be<br />
the title of a god, but unlike &ldquo;Ba'al&rdquo; it is not reserved<br />
for foreign gods - in the form &ldquo;Adonai,&rdquo; it is a<br />
speakable substitute for the Tetragrammaton (and other taboo names of<br />
god).</p>
<p>In Ashdod, the giants who were denied<br />
a chance to repent in 1 Enoch and The Book of Giants can be<br />
&ldquo;redeemed&rdquo; and made right with the heavens.  After<br />
extensive preparation, including disciplined frugality by the player,<br />
as the spell requires 222 astral pearls, the Merkavah will descend<br />
and (literally) bless the giants of Ashdod.  This all despite the<br />
fact that they have not given up the teachings of the Grigori &ldquo;The<br />
Anakim adorn themselves [with] jewelry and practice the cosmetic arts<br />
of the Watchers.&rdquo;<A name="48a" href="/atom/feed#48b">(48)</A>  This reinforces the Promethean aspect of<br />
the Watchers, as they were punished for giving their gifts to<br />
mortals, but the giants of Ashdod (and Gath) are not punished for<br />
using the Watchers' gifts.  Simultaneously, this remaining link to<br />
the Grigori produces an ambivalence about the virtue of the Anakim,<br />
suggesting that their messianic redemption is a possibility, but not<br />
an inevitability.</p>
<p>The Lost Tribe</p>
<p>Ashdod combines a number of different<br />
cannonical and apocryphal Biblical themes: the Anakites, a Cannanite<br />
people descended from Nephilim who somehow survived the destruction<br />
of the Giants, only to be (eventually) supplanted by the Israelites;<br />
the aforementioned messianic theme; and, because the Anakites have<br />
human slaves, the captivity in Egypt.  Given that Late Era Gath will<br />
be nearly overrun by human tribes named after the twelve tribes of<br />
Israel, the human slaves of Middle Era Ashdod are logically their<br />
ancestors. Gath, where human sacrifice has reappeared, seems to<br />
follow from an Ashdod that either failed to redeem itself, or<br />
suffered a second fall from grace before the Late Era.  We can infer<br />
that Gath is not as depraved as Hinnom from its inability to summon<br />
the Grigori, as well as from the fact that, like Ashdod, it can call<br />
the Merkavah.</p>
<p>In the Post-Late Era Gath I posited<br />
earlier, the Abrahamic Giants of Gath, the Abbas, have put an end to<br />
human sacrifice.  Whether a repentace comes in the Middle, Late, or<br />
hypothetical &ldquo;Post-Late&rdquo; Eras, these gentled Giants then<br />
slot into place as the &ldquo;lost tribe&rdquo; of Israel.  Joann<br />
Sfar posits just such a lost tribe of Giant Jews in the 2nd<br />
volume of his series The Rabbi's Cat.  In it, the titular cat<br />
accompanies the titular Rabbi, an Algerian Sepharidic Jew, his Muslim<br />
cousin, a blonde, blue-eyed Russian Ashkenazi Jewish artist, and his<br />
black ex-slave African bride, on a quest to find  a hidden city, home<br />
to the lost tribe.  After a great many confrontations with prejudice,<br />
including the patronizing attitude of a young Belgian (a Tintin<br />
parody) and a lascivious older European artist who tries to convince<br />
the Ashkenazi painter that giving black people monkey-like features<br />
is anatomically correct, to which the painter replies, in the French<br />
his wife has been teaching him, &ldquo;In country of me, they make<br />
same drawing on Jews.&rdquo;<A name="49a" href="/atom/feed#49b">(49)</A>  This prepares us for the ambivalent<br />
encounter with the Lost Tribe of African Jews that concludes the<br />
book.</p>
<p> In the end, it is only the cat, the<br />
artist and his wife (all of whom are unnamed) who find the city, and<br />
it is populated with giants, dark-skinned Jewish giants dripping with<br />
golden jewelry.  They are &ldquo;Blacks whom nobody ever enslaved.<br />
Jews who never left the land of their ancestors.  Happy, balanced<br />
people who radiate self-confidence.&rdquo;<A name="50a" href="/atom/feed#50b">(50)</A>  Unfortunately, these<br />
happy, balanced people are unable to perceive these smaller, less<br />
happy people as their kin, and take offense when tells them that he<br />
is Jewish, like them.  The cat, who understands the giants' speech,<br />
translates their answer as &ldquo;He says there's no such thing as a<br />
white Jew.  He says they are the real Jews.  He says you've offended<br />
them and we have to leave.&rdquo; in an ironic echo of the Rabbi's<br />
words of much earlier &ldquo;nobody's ever seen such a thing as black<br />
Jews [...] look: blacks, they have slavery; Jews, they have pogroms.<br />
It's a lot to bear.  Now imagine a people that has both at the same<br />
time.  It just can't be.&rdquo;<A name="51a" href="/atom/feed#51b">(51)</A>  The Lost Tribe of black, giant<br />
Jews is a fantasy of absolute freedom from those oppressions, which<br />
is the real reason the artist and his wife can't stay there: they are<br />
living contradictions to the fantasy these giants represent.  Dom<br />
3's Rephaim are deathly-pale skinned, rather than black, but a<br />
player can enact half this fantasy, processually creating the story<br />
of a proud, unoppressed Jewish people.</p>
<p>Mythic St. Christopher &ldquo;the<br />
Christ Bearer&rdquo; is another such apparition.  John Mitchell, in<br />
his speculative art history The Earth Spirit, says of St.<br />
Christopher that &ldquo;in his person the old giants of the earth<br />
returned to infiltrate the Church.&rdquo;<A name="52a" href="/atom/feed#52b">(52)</A>  Though accounts of St.<br />
Christopher are highly inconsistent, he is often described as a<br />
Giant, said to have been a cannibal and a man of war before his<br />
conversion, depicted with a dog's head (mainly in Greek Orthodox and<br />
Coptic North African images), and said to have served as a living<br />
ferry, wading a raging river while transporting travelers on his<br />
back, including an impossibly heavy child who turned out to be an<br />
apparition of the Christ-child, who was in turn bearing the world on<br />
his back.  The conflation of Giants and gods here is amazing:<br />
like the Nephilim he was ravenous and cannibalistic (prior to his<br />
conversion), like Atlas he bears the world on his shoulders (albeit,<br />
through an intermediary), and he shares traits with gods of the dead,<br />
including the Egyptian dog-headed Anubis and the Greek Charon, the<br />
ferryman, who themselves were conflated after the Roman conquest of<br />
Egypt, in accordance with the Roman practice of assimilation of local<br />
gods to their pantheon, an assimilation preserved in  Christianized<br />
Rome through the cult of the Saints.</p>
<p>St. Christopher is a &ldquo;survival&rdquo;<br />
of the giants, but also an incident of the good giant as the<br />
exception that proves the evil of giants in general.  Thankfully,<br />
this is not the only way to read the giants of Dom 3.  With<br />
typical disregard for comfortable interpretations, William Blake<br />
writes of the Antediluvian giants thus: &ldquo;The Giants who formed<br />
this world into its sensual existence and now seem to live in it in<br />
chains are in truth. the causes of its life &amp; the sources of all<br />
activity, but the chains are the cunning of weak and tame minds,<br />
which have the power to resist energy. [...] Thus one portion of<br />
being, is the Prolific, the other, the Devouring; to the devourer it<br />
seems as if the producer were in his chains, but it is not so [...]<br />
Messiah or Satan or Tempter was formerly thought to be one of the<br />
Antediluvians, who are our Energies.&rdquo;<A name="53a" href="/atom/feed#53b">(53)</A>  If we consider the<br />
Grigori, Nephilim and other Antediluvian giants in this context,<br />
their legendary appetites become projection: we live off of the<br />
giants of the earth, and so must see them as dangerously consuming<br />
and in need of containment.  We send out a scapegoat bearing our sins<br />
for Azazel to consume, because we devour his excess carnality and<br />
must do so to live.</p>
<p>For Blake, &ldquo;Messiah, or Satan,<br />
or Tempter&rdquo; are not identical, but they can be<br />
indistinguishable, as in gnostic theology where which is generally<br />
perceived as &ldquo;god&rdquo; is really the imprisoned and<br />
imprisoning demiurge and the divine is external and elusive.  The<br />
difference is that, in gnosticism, the true divine but can be<br />
directly experienced and known, whereas in Blake, there is no<br />
absolute knowability and no consistent alternative to the &ldquo;demiurge&rdquo;<br />
- absolutely constancy is imprisoning, the more absolutely constant<br />
the more absolutely imprisoning.  Thus he writes not of the good of<br />
the Prolific or the evil of the Devouring, but of the necessity of<br />
both: &ldquo;whoever seeks to reconcile them seeks to destroy<br />
existence.  Religion is an endeavor to reconcile the two.&rdquo;<A name="54a" href="/atom/feed#54b">(54)</A><br />
Blake is not rejecting faith, belief, or tradition: it is more useful<br />
and accurate to see this as a rejection of the bounding and defining<br />
of the Prolific by dogmatism.  Such binding denies the Prolific its<br />
essential character &ndash; excess.</p>
<p>Gameplay as Intervention</p>
<p>It is excess and inconsitency that<br />
ultimately defines the giants of Dom 3: however deep the<br />
references run and whatever their implications are, the act of<br />
gameplay unsettles them.  The very premise of the game &ndash; that<br />
the god over all has gone awol, and that one of the Pretenders will<br />
rise to the empty throne &ndash; demands that any post-game narrative<br />
be incommensurable not only with any other, but with the &ldquo;general&rdquo;<br />
history of the &ldquo;world&rdquo; as given by in-game description.<br />
That narrative is possible only if no game is played and the balance<br />
of power between the different factions in the game remains in rough<br />
balance.</p>
<p>Even if one imagines the narrative of<br />
Dom as constant struggle between deities with clear losers, but never<br />
a categorical winner (more like Small Gods), gameplay is still<br />
an intervention that creates a narrative of a people and their<br />
struggles.</p>
<p>More precisely, it is the player's<br />
imaginative investment in the game that creates this narrative: the<br />
game engine churns out randomized results, but the player's relative<br />
inability to see the game in strictly symbolic, abstract terms, and<br />
his or her identification with a people who aren't &ldquo;really&rdquo;<br />
there (of course, no-one is &ldquo;really there&rdquo; in a novel or<br />
even on a movie screen) creates a narrative out of the player's<br />
gameplay decisions.</p>
<p>So, the Kohen Gadol has horns.  But<br />
there's nothing simple about that inconography, nor need there be<br />
anything simple about what a player makes of it.  That's not to say<br />
that games can't be inherently offensive, nor that basically<br />
inoffensive games can't be played in an offensive way.  But Karlsson<br />
and Osterman have produced something rare in Dom 3: a<br />
gameworld rich in reference and interpretability, but without plot,<br />
except as the player narrates through the process of play.</p>
<p><A name="1b" href="/atom/feed#1a">(1)</A><br />
There are a great number of faerie creatures, including the Sidhe,<br />
but no Tolkeinesque, Elfquest-esque, or generic High Fantasy elves.<br />
There are also no Dwarves in the High Fantasy tradition &ndash;<br />
though factions based on the Nordic Aesir and Giants have Dwarven<br />
smiths, after the strange, inhuman Dwarves who made the Ring of Das<br />
Niebelung &ndash; a principal source for Tolkein's &ldquo;one Ring.&rdquo;</p>
<p><A name="2b" href="/atom/feed#2a">(2)</A> Dom<br />
3: The Awakening manual, p.<br />
4.  Except for a few brief passages like that above, the manual is by<br />
Bruce Geryk</p>
<p><A name="3b" href="/atom/feed#3a">(3)</A><br />
Exodus 28:15a, 17a &amp;<br />
21 &ndash; cited from The New JPS Translation of the Tanakh.  All<br />
further citations from the<br />
Tanakh) are<br />
also from the New JPS, unless otherwise noted.</p>
<p><A name="4b" href="/atom/feed#4a">(4)</A><br />
George Sand, qtd. from A Woman's Version of the Faust Legend: The<br />
Seven Strings of the Lyre by George Sand,<br />
trans. George Kennedy, pp. 58-59, 65</p>
<p><A name="5b" href="/atom/feed#5a">(5)</A><br />
For example, Mustafa Tlass' 1986 The Matzoh of Zion</p>
<p><A name="6b" href="/atom/feed#6a">(6)</A> Dom<br />
3, message displayed at game start.</p>
<p><A name="7b" href="/atom/feed#7a">(7)</A><br />
Paradise Lost, Book 2,<br />
lines 650-659.</p>
<p><A name="8b" href="/atom/feed#8a">(8)</A><br />
Small Gods<br />
p.247 (HarperTorch, New York, 2003)</p>
<p><A name="9b" href="/atom/feed#9a">(9)</A><br />
High unrest (for any reason) increases greatly the chances of people<br />
abandoning the province (effect the same as population death of same<br />
amount).  Also, Pretenders who have blood slaves sometimes get a<br />
random event in which a hero kills your guards and frees many of your<br />
slaves.</p>
<p><A name="10b" href="/atom/feed#10a">(10)</A> For<br />
examples of Lovecraft in contemporary occultism, see The<br />
Necronomicon by Simon, which<br />
claims to be the authentic text of the book of the same title, and<br />
Phil Hine's Pseudonomicon,<br />
which approaches Lovecraft's mythos as fiction that nonetheless has<br />
occult signigficance.  For examples of Lovecraft in gaming, see<br />
Chaosium's Call of Cthullhu<br />
RPG books, the videogame of the same title, and innumerable others,<br />
from Eternal Darkness<br />
to the <A href="http://www.penumbra-overture.com/ageGate.php">Penumbra</A><br />
series to indie game <A href="http://www.spookysquid.com/notc/">Night of the Cephalopods</A>.<br />
 Night of the Cephalopods<br />
shares with Dom 3 a<br />
kind of &ldquo;procedural&rdquo; narrative, where gameplay creates a<br />
narrative structure, as opposed to unlocking prescripted &ldquo;episodes&rdquo;<br />
in a pre-plotted story.</p>
<p><A name="11b" href="/atom/feed#11a">(11)</A> Dom 3<br />
keeps track of the number of unburied recently-dead in each province<br />
(&ldquo;Corpses&rdquo;), because some spells make use these corpses<br />
(mainly by reanimating them as &ldquo;Soulless&rdquo; zombies).<br />
Corpses are the results of natural and magical disasters, pillaging<br />
and other effects that kill civilians too quickly for prompt burial.</p>
<p><A name="12b" href="/atom/feed#12a">(12)</A><br />
R.E.M., &ldquo;The End of the World as We Know It (And I Feel Fine),&rdquo;<br />
Document, emphasis mine</p>
<p><A name="13b" href="/atom/feed#13a">(13)</A> The<br />
best short description I've been able to come up with for Lovecraft's ultimately-sympathetic<br />
Elder Things (from In the Mountains of Madness),<br />
and one of R'lyeh's monstrous inhabitants in Dom<br />
3.</p>
<p><A name="14b" href="/atom/feed#14a">(14)</A><br />
Admittedly, the legions of the dead in Army of Darkness<br />
aren't so much mindless as really stupid, in a Three Stooges-esque<br />
vein.</p>
<p><A name="15b" href="/atom/feed#15a">(15)</A> 1<br />
Samuel 17:4b</p>
<p><A name="16b" href="/atom/feed#16a">(16)</A> 1<br />
Samuel 27:2</p>
<p><A name="17b" href="/atom/feed#17a">(17)</A><br />
Genesis 49:27 &amp; 20</p>
<p><A name="18b" href="/atom/feed#18a">(18)</A> Dom<br />
3, Abba unit description; in<br />
Dom 3, &ldquo;heretics&rdquo;<br />
are commanders who preach an alternative to the dominant religion and<br />
therefore reduce the populace's faith in the player's Pretender<br />
(reduce dominion).</p>
<p><A name="19b" href="/atom/feed#19a">(19)</A><br />
Abraham's willingness to sacrifice Issac is, for my purpose here,<br />
entirely secondary to the resulting prohibition against human<br />
sacrifice.</p>
<p><A name="20b" href="/atom/feed#20a">(20)</A><br />
Genesis 17:5 &ldquo;And you shall no longer be called Abram, but your<br />
name shall be called Abraham, for I make you the father of a<br />
multitude of nations.&rdquo;</p>
<p><A name="21b" href="/atom/feed#21a">(21)</A> Dom<br />
3, Ermor (Early Era)<br />
description</p>
<p><A name="22b" href="/atom/feed#22a">(22)</A> The<br />
Dead Sea Scrolls Bible, p.<br />
481, ed. Martin Abeg Jr., Peter Flint, and Eugene Ulrich.  Despite<br />
the prevalence of 1 Enoch fragments, they do not include it in their<br />
Bible &ldquo;Because the text is available elsewhere, and because of the admittedly speculative<br />
nature of including it even in a Dead Sea Scrolls Bible&rdquo; (also<br />
p. 481).</p>
<p><A name="23b" href="/atom/feed#23a">(23)</A><br />
Abeg, Flint and Ulrich give &ldquo;about 150 BCE to 68 CE&rdquo; (p.<br />
xv) as the lifespan of the Jewish community at Qumran.</p>
<p><A name="24b" href="/atom/feed#24a">(24)</A><br />
According to Michael Knibb's The Ethiopic Book of Enoch: A New<br />
Edition in the Light of the Dead Sea Fragments, vol. 2, p. 22\</p>
<p><A name="25b" href="/atom/feed#25a">(25)</A><br />
I Enoch 6:2 &amp; 7b-8; this, and all other quotations from 1 Enoch<br />
are from Knibb's translation, except as noted otherwise.</p>
<p><A name="26b" href="/atom/feed#26a">(26)</A><br />
I Enoch 7:1-4&amp;5b</p>
<p><A name="27b" href="/atom/feed#27a">(27)</A><br />
I Enoch 8:1</p>
<p><A name="28b" href="/atom/feed#28a">(28)</A><br />
I Enoch 10:9</p>
<p><A name="29b" href="/atom/feed#29a">(29)</A><br />
The Book of the Giants, qtd. from John Reeves' Jewish Lore in<br />
Manichean Cosmogony: Studies in the Book of Giants Traditions p.<br />
65</p>
<p><A name="30b" href="/atom/feed#30a">(30)</A><br />
I Enoch 10:12</p>
<p><A name="31b" href="/atom/feed#31a">(31)</A><br />
I Enoch 10:4-5</p>
<p><A name="32b" href="/atom/feed#32a">(32)</A><br />
Leviticus 16:8b</p>
<p><A name="33b" href="/atom/feed#33a">(33)</A><br />
Leviticus 16:21-a, 16:10b</p>
<p><A name="34b" href="/atom/feed#34a">(34)</A><br />
Dom 3, &ldquo;Son<br />
of the Fallen&rdquo; description</p>
<p><A name="35b" href="/atom/feed#35a">(35)</A><br />
Dom 3, &ldquo;Release<br />
Lord of Civilization&rdquo; description</p>
<p><A name="36b" href="/atom/feed#36a">(36)</A><br />
Dom 3, Melquart<br />
description</p>
<p><A name="37b" href="/atom/feed#37a">(37)</A><br />
Conquest of Elysium 2 manual (digital file), par. 50</p>
<p><A name="38b" href="/atom/feed#38a">(38)</A><br />
Iconography of Deities and Demons in the Ancient Near East<br />
<A href="http://www.religionswissenschaft.uzh.ch/idd/prepublication.php">(electronic pre-pub.)</A>, &ldquo;Baal&rdquo; p. 3</p>
<p><A name="39b" href="/atom/feed#39a">(39)</A><br />
Iconography of Deities and Demons in the Ancient Near East<br />
<A href="http://www.religionswissenschaft.uzh.ch/idd/prepublication.php">(electronic pre-pub.)</A>, &ldquo;Melqart&rdquo; p. 1</p>
<p><A name="40b" href="/atom/feed#40a">(40)</A><br />
Legends of the Jews (H'aggada), ed. and trans. Louis Ginsberg,<br />
elecronic version, Ch. 3, par. 52<br />
<A href="http://www.sacred-texts.com/jud/loj/loj105.htm">&lt;http://www.sacred-texts.com/jud/loj/loj105.htm&gt;</A> </p>
<p><A name="41b" href="/atom/feed#41a">(41)</A><br />
1 Enoch 14: 18-19a, for a fuller account see 1 Enoch 14:9-23</p>
<p><A name="42b" href="/atom/feed#42a">(42)</A><br />
Ezekiel 10:9a, 11a, 12-13</p>
<p><A name="43b" href="/atom/feed#43a">(43)</A><br />
Dom 3, &ldquo;Call Merkavah&rdquo; description.  This is one<br />
of a very few instances where the graphical economy of the game is<br />
regrettable: after all of the work that goes into researching and<br />
casting this spell, the summoning itself is marked only with a text<br />
message, like any other ritual spell.</p>
<p><A name="44b" href="/atom/feed#44a">(44)</A><br />
American Standard Version Bible</p>
<p><A name="45b" href="/atom/feed#45a">(45)</A><br />
Dom 3 &ldquo;Chayot&rdquo; description</p>
<p><A name="46b" href="/atom/feed#46a">(46)</A><br />
Legends of the Jews (H'aggada), ed. and trans. Louis Ginsberg,<br />
elecronic version, Ch. 3, par. 52<br />
<A href="http://www.sacred-texts.com/jud/loj/loj105.htm">&lt;http://www.sacred-texts.com/jud/loj/loj105.htm&gt;</A> </p>
<p><A name="47b" href="/atom/feed#47a">(47)</A><br />
Numbers 13:22a, 32-33</p>
<p><A name="48b" href="/atom/feed#48a">(48)</A><br />
Dom 3 &ldquo;Adon&rdquo; description</p>
<p><A name="49b" href="/atom/feed#49a">(49)</A><br />
The Rabbi's Cat 2, p. 122.  This form of racist caricature has<br />
also been applied to, among other groups, Indians and Pakistanis<br />
(thus the slur &ldquo;macaca,&rdquo; after the Macaque monkey), and<br />
the Irish (through the 19th century).  It is also the<br />
origin of the persistent terms &ldquo;highbrow&rdquo; and &ldquo;lowbrow&rdquo;<br />
to describe more and less intelligent and sophisticated people and<br />
culture.</p>
<p><A name="50b" href="/atom/feed#50a">(50)</A><br />
The Rabbi's Cat 2, p. 126</p>
<p><A name="51b" href="/atom/feed#51a">(51)</A><br />
The Rabbi's Cat 2, p. 128 and p. 84</p>
<p><A name="52b" href="/atom/feed#52a">(52)</A><br />
The Earth Spirit p. 56</p>
<p><A name="53b" href="/atom/feed#53a">(53)</A><br />
The Marriage of Heaven and Hell, plates 16-17.  All citations<br />
of Blake's work are from the Thames &amp; Hudson William Blake:<br />
The Complete Illuminated Books</p>
<p><A name="54b" href="/atom/feed#54a">(54)</A><br />
The Marriage of Heaven and Hell, plate 17</p>
    ]]></content>
  </entry>
  <entry>
    <title>Erik Loyer&#039;s Stories as Instruments or Why Isn&#039;t Bigger Always Better?</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/blog/erik_loyers_stories_as_instruments_or_wh" />
    <id>http://www.gameology.org/blog/erik_loyers_stories_as_instruments_or_wh</id>
    <published>2009-04-10T17:31:25-05:00</published>
    <updated>2009-04-10T17:31:25-05:00</updated>
    <author>
      <name>Tanner</name>
    </author>
    <category term="Academic Gamers" />
    <summary type="html"><![CDATA[<p>Interactive media artist <a href="http://www.erikloyer.com/">Erik Loyer</a>, perhaps most well known to academics as Creative Director of <a href="http://www.vectorsjournal.org/">Vectors: Journal of Culture and Technology</a> visited the University of California, Riverside earlier this week to give a talk titled “Stories as Instruments.”<br />
Loyer explained his design philosophy that games should break free of the restrictions of plot-centric progression and character focused instrumentality (his recent innovative iPhone game <a href="http://opertoon.com/">Ruben and Lullaby</a> is a particularly illustrative example of this trajectory). Loyer points to the genre of the musical as an important influence and model for new forms of storytelling in games. Musical arias feature characters that step just outside the world in moments of intense expression. Loyer analogized this as a blend of first and third person perspective. The singing character in the musical is locked into the narrative space contextually yet elaborating that context. The best games, according to Loyer, allow the player to assume this role: doing things as they should be done logically in the world but also knowing what one is doing.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Interactive media artist <a href="http://www.erikloyer.com/">Erik Loyer</a>, perhaps most well known to academics as Creative Director of <a href="http://www.vectorsjournal.org/">Vectors: Journal of Culture and Technology</a> visited the University of California, Riverside earlier this week to give a talk titled “Stories as Instruments.”<br />
Loyer explained his design philosophy that games should break free of the restrictions of plot-centric progression and character focused instrumentality (his recent innovative iPhone game <a href="http://opertoon.com/">Ruben and Lullaby</a> is a particularly illustrative example of this trajectory). Loyer points to the genre of the musical as an important influence and model for new forms of storytelling in games. Musical arias feature characters that step just outside the world in moments of intense expression. Loyer analogized this as a blend of first and third person perspective. The singing character in the musical is locked into the narrative space contextually yet elaborating that context. The best games, according to Loyer, allow the player to assume this role: doing things as they should be done logically in the world but also knowing what one is doing.<br />
In this way, the best moments in games happen when a player does what the developer wants them to do, without explicit narrative prompting, and does it in a way that fits within the context and expressive aims of the game. He cited an example of his own experience with the N64 classic <a href="http://en.wikipedia.org/wiki/GoldenEye_007">Goldeneye</a> where, after having just learned to use the sniper rifle, he was presented with a situation where he got to surreptitiously eliminate a few targets from afar in a building. The revelation was that he had done exactly what James Bond would have done and that’s what made it so exhilarating. He was simultaneously doing something and knowing what he was doing. He was character, fan, and player all in one.<br />
Loyer’s central critique is of the obsessive push in game design toward large branching plot-driven stories centered on the freedom and autonomy of a character (think: <a href="http://en.wikipedia.org/wiki/Mass_Effect">Mass Effect</a>) which often denigrate the Goldeneye experience. He argues that the focus should be on the potential for dynamic experiences of subjectivity, affect, and emotion rather than thousands of potential choices. Characters and stories should be considered the facilitators of these experiences not the ultimate focus or endgame as in plot-centric design.<br />
I think this point is provocative and worth exploring. In both game design and theory, we are still affected by the nagging myths of cyberspatial freedom (or lack thereof) as well as neoliberalism and its interest in consumer empowerment. In terms of design, each new game or iteration needs to be bigger, more varied, and full of options for story, character, and customization. In terms of game theory, we study the oppressive logics of algorithmic technical objects and theorize methods of subversion and resistance such as cheating, performance, countergaming, and so on. The subtext to politically progressive game theory is often that games need to counteract these power problematics by being as open as possible.<br />
But what about embracing limitation, restriction, and prescriptive design?<br />
Why not create games that box in the player and why not study how restriction can be productive?<br />
Design can constrain space in order to open up new modes of perception and attention as well as expose the illusory nature of freedom in all games – even those marketed as boundless (GTA anyone?). By directly confronting the inherent logics of control, by bringing them into stark relief, we can perhaps finally move past the reductive myths of liberation and empowerment that mischaracterize interactions with digital media and network technology and provide potentially illusory resistant formulations.</p>
    ]]></content>
  </entry>
  <entry>
    <title>National Center for the History of Electronic Games</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/blog/national_center_for_the_history_of_elect" />
    <id>http://www.gameology.org/blog/national_center_for_the_history_of_elect</id>
    <published>2009-03-18T23:02:15-05:00</published>
    <updated>2009-03-18T23:02:15-05:00</updated>
    <author>
      <name>Tanner</name>
    </author>
    <category term="Academic Gamers" />
    <summary type="html"><![CDATA[<p>The Strong National Museum of Play in Rochester, NY houses the Center for the History of Electronic Games. According to their <a href="http://www.ncheg.org/">website</a> the museum "collects, studies, and interprets electronic games and related material and the ways in which electronic games are changing how people play, learn, and connect with each other."<br />
They have a collection of 15,000 items and, according to Kotaku, every console ever made on display.<br />
Without question, this is game geek heaven and a productive development for game studies. I have heard similar rumblings from other academic game research centers about developing collections of materials for the study of games, but funding, especially right now, seems to be difficult to acquire for this incredibly necessary effort in the development of game studies. Developing these kinds of collections would be an immense help to those of us interested in historical approaches to game studies specifically in light of the hardware-centric scholarship being done in MIT's <a href="http://platformstudies.com/">platform studies.</a></p>
    ]]></summary>
    <content type="html"><![CDATA[<p>The Strong National Museum of Play in Rochester, NY houses the Center for the History of Electronic Games. According to their <a href="http://www.ncheg.org/">website</a> the museum "collects, studies, and interprets electronic games and related material and the ways in which electronic games are changing how people play, learn, and connect with each other."<br />
They have a collection of 15,000 items and, according to Kotaku, every console ever made on display.<br />
Without question, this is game geek heaven and a productive development for game studies. I have heard similar rumblings from other academic game research centers about developing collections of materials for the study of games, but funding, especially right now, seems to be difficult to acquire for this incredibly necessary effort in the development of game studies. Developing these kinds of collections would be an immense help to those of us interested in historical approaches to game studies specifically in light of the hardware-centric scholarship being done in MIT's <a href="http://platformstudies.com/">platform studies.</a><br />
We have had conversations on Gameology in the past about the difficulty of archiving games, particularly PC games, given changing hardware and operating systems. However, what the Center for the History of Electronic Games made me think about was, how useful is it to just put a bunch of consoles on display? It seems to me that games necessitate some revision of exhibition design. Certainly digital art has called attention to this issue, but there seems to be issues specific to exhibiting and educating the public about games when the experiences are so varied and time consuming. These issues, for instance the idea of "the experience," also hit on some of the core debates around games.<br />
Any thoughts? Has anyone attended a really successful exhibition of games? What would one look like? How do you present the game as an object for contemplation within the context of the museum? Do games expose this rather outdated framework?</p>
    ]]></content>
  </entry>
  <entry>
    <title>Art Games by Patrick LeMieux</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/blog/art_games_by_patrick_lemieux" />
    <id>http://www.gameology.org/blog/art_games_by_patrick_lemieux</id>
    <published>2009-02-11T18:20:14-06:00</published>
    <updated>2009-02-11T18:39:53-06:00</updated>
    <author>
      <name>Stephanie Boluk</name>
    </author>
    <category term="Academic Gamers" />
    <summary type="html"><![CDATA[<p><cite >Art Games</cite> is a solo exhibition by Patrick LeMieux, an MFA Candidate in Digital Media Arts in the School of Art and Art History at the University of Florida. The exhibition features custom video games which explore concepts of mark-making, viewer agency, subjectivity, and gameplay as critical entryways into the history and production of art. Each video game locates the figure of a seminal artist within the landscape of their own artwork. Modeled after the juxtaposition of Ad Reinhardt's stark, black monochromes and wry, pedagogical comics, the video games stage imaginary confrontations between the artists and their minimal works--interaction signifying interpretation.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p><cite >Art Games</cite> is a solo exhibition by Patrick LeMieux, an MFA Candidate in Digital Media Arts in the School of Art and Art History at the University of Florida. The exhibition features custom video games which explore concepts of mark-making, viewer agency, subjectivity, and gameplay as critical entryways into the history and production of art. Each video game locates the figure of a seminal artist within the landscape of their own artwork. Modeled after the juxtaposition of Ad Reinhardt's stark, black monochromes and wry, pedagogical comics, the video games stage imaginary confrontations between the artists and their minimal works--interaction signifying interpretation.<br />
For those of you in the Gainesville, FL area, this exhibit will be on display from February 16th through March 6th, 2009, with a reception held on Thursday, February 19th, from 7-9pm. The exhibit is free and open to the public at "the gallery" on the second floor of the J. Wayne Reitz Union at the University of Florida.<br />
Alternatively, the exhibition catalog and all videogame artworks will be available at <a href="http://patrick-lemieux.com">Patrick-LeMieux.com</a> starting February 16, 2009.<br />
<img src="http://patrick-lemieux.com/games/Art_Games_Blog.jpg" width="700"></p>
    ]]></content>
  </entry>
  <entry>
    <title>Becoming Dragon: Race and the War Machine in Battle for Wesnoth&#039;s “Flight to Freedom”</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/blog/becoming_dragon_race_and_the_war_machine" />
    <id>http://www.gameology.org/blog/becoming_dragon_race_and_the_war_machine</id>
    <published>2009-01-11T18:58:06-06:00</published>
    <updated>2009-05-08T15:02:19-05:00</updated>
    <author>
      <name>Tof</name>
    </author>
    <category term="Academic Gamers" />
    <summary type="html"><![CDATA[<p>Well, its been months, rather than the &ldquo;week&rdquo;<br />
I projected after my last post, but that's life in Graduate school.<br />
This post also wound up needing to be much longer (three times as<br />
long) despite having a much narrower focus.  Also, I  haven't added anchors to make the footnotes work. Oh well - I'll try to make time to do so tomorrow.  As this post involves a critique of the conventions of Fantasy as a genre,<br />
including J.R.R. Tolkien's classic <cite >Lord of the </cite>Rings<br />
(<cite >LotR</cite>), I hope to<br />
to draw at least as many hostile posts as I did with <a href="/blog/muslim_massacre_roach_toaster_and_iji_pr">&ldquo;Muslim<br />
Massacre, Roach Toaster and Iji.&rdquo;</a>  We'll see.</p>
<p>Before<br />
I can get into <cite >Battle for<br />
</cite><cite >Wesnoth</cite><br />
(<cite >Wesnoth</cite>)<br />
specifically, I need to establish a baseline for racial and<br />
postcolonial issues in fantasy fiction, including games.  This is the<br />
part that would be least controversial in a purely academic setting,<br />
but that I expect will be most controversial on-line.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Well, its been months, rather than the &ldquo;week&rdquo;<br />
I projected after my last post, but that's life in Graduate school.<br />
This post also wound up needing to be much longer (three times as<br />
long) despite having a much narrower focus.  Also, I  haven't added anchors to make the footnotes work. Oh well - I'll try to make time to do so tomorrow.  As this post involves a critique of the conventions of Fantasy as a genre,<br />
including J.R.R. Tolkien's classic <cite >Lord of the </cite>Rings<br />
(<cite >LotR</cite>), I hope to<br />
to draw at least as many hostile posts as I did with <a href="/blog/muslim_massacre_roach_toaster_and_iji_pr">&ldquo;Muslim<br />
Massacre, Roach Toaster and Iji.&rdquo;</a>  We'll see.</p>
<p>Before<br />
I can get into <cite >Battle for<br />
</cite><cite >Wesnoth</cite><br />
(<cite >Wesnoth</cite>)<br />
specifically, I need to establish a baseline for racial and<br />
postcolonial issues in fantasy fiction, including games.  This is the<br />
part that would be least controversial in a purely academic setting,<br />
but that I expect will be most controversial on-line.</p>
<p>The short version is this: fantasy, and<br />
especially the subgenre of &ldquo;Epic&rdquo; or High Fantasy,<br />
contains colonial, racial and eugenic assumptions, and Tolkien's<br />
work is no exception: quite the opposite, it is the prototype for<br />
other Fantasy in terms of race relations just as it is in terms of<br />
everything else.</p>
<p><cite >Lord of the Rings</cite></p>
<p>There<br />
is an absolute notion of racial superiority in <cite >LotR</cite>:<br />
Elves are superior in every way, Hobbits are morally superior to<br />
Humans, themselves divided into a variety of races from the superior<br />
High Men of old to the debased (and Orientalized) Southrons, Dwarves<br />
are literally children of a lesser god,(1) and Orcs, the descendents<br />
of corrupted Elves, are intellectually and morally impovrished.<br />
<cite >Dungeons and Dragons</cite><br />
(<cite >DnD)</cite>, which<br />
shifted over time from imitating Tolkien's oeuvre to competing with<br />
Middle Earth for the role of standardbearer for the genre, obscures<br />
this &ldquo;great chain of being&rdquo;(2) in the name of game<br />
balance.  On  a tangent, MMORPGs like <cite >Everquest</cite><br />
and <cite >World of </cite>Warcraft<br />
(<cite >WoW</cite>) are now<br />
competing with <cite >DnD</cite><br />
for the role, as is evidenced by the MMORPG-like <cite >DnD</cite><br />
4.0.</p>
<p>One<br />
of the most important, and generally unquestioned, assumptions of<br />
Fantasy is in the word &ldquo;race.&rdquo;  In Science Fiction, most<br />
&ldquo;aliens&rdquo; are, implicitly or explicitly, a different<br />
<em >species</em>,<br />
a modern scientific term that presumes an independent origin and<br />
genetic incompatibility.  This is not the case in fantasy, where<br />
&ldquo;race&rdquo; means very nearly the same thing it did in<br />
colonial English: it describes different &ldquo;human&rdquo; peoples,<br />
who are (mostly) sexually compatible and capable of producing<br />
offspring and differentiated by bloodline or pedigree rather than<br />
heterogynous origin.  Good breeding retains its old meaning:<br />
capability and manners are inherited and can be diluted though mixing<br />
with inferior bloodlines.  One potential is determined by one's<br />
breeding:  Aragon is of the lineage of Kings, whereas Boromir and his<br />
father, Denethor, are stewards and the descendants of stewards &ndash;<br />
when they seek to rise above their station, they become corrupt.</p>
<p>As<br />
noted, Tolkien's Dwarves, derived from the Dwarves of Teutonic<br />
legend, have an explicitly separate origin from Humans and Elves and<br />
thus may be a different &ldquo;species,&rdquo; but fantasy and<br />
especially <cite >DnD</cite><br />
abounds with Half-Elves and other mestizo races such as Half-Orcs and<br />
Half-Dragons.  Tolkien's Orcs are explicitly of Elvish stock, an idea<br />
which Peter Jackson explicitly worked into his adaptation of the<br />
books (3).  Also in accordance with the old racial and eugenic model,<br />
it is possible to fall (there is no shortage of evil or low men in<br />
Middle Earth, and Elves and even the semi-divine Wizards are not<br />
immune to tempatation; but it <em >is<br />
not</em><br />
possible to rise.  There are no redeemed Orcs in Middle Earth, nor<br />
even any Southrons who see the light.  Virtue as well as strength is<br />
in the breeding, and while it can be lost, it cannot be regained.</p>
<p>This<br />
is the root of a certain illogic that persists in Fantasy Gaming:<br />
Orcs, and other sentient but debased creatures are explicitly not<br />
&ldquo;people&rdquo; and are generally killed on sight by players,<br />
often preemptively.  Even<br />
in games like the Warcraft games, where Humans and Orcs are balanced<br />
and equally playable, they are morally opposed, and it is the Humans<br />
who are associated with virtue.  You can play the bad guys, but an<br />
Orc can't be a good guy, almost without exception.</p>
<p>The importance<br />
of all this can be summed up in a simple question: who (<em >not</em><br />
what) is an Orc?  In Jackson's movies, Orcs are primative, bestial,<br />
tribal, simple-minded, easily fooled, ferocious, even fearless in<br />
battle but also cowardly, treasonous and feckless.  Visually, they<br />
have sloped foreheads, jutting jaws, irregualar but sharp teeth,<br />
narrow eyes, wide slits for nostrils, pointed ears (their only<br />
Elf-like feature) dark braided or dreadlocked hair, and dark skin.<br />
Jackson resisted the displacement (common in games) of giving them<br />
green skin, which makes the parallel to the colonial view of<br />
indiginous peoples, especially Africans, more obvious.  Except for<br />
their High Fantasy weapons and armor, they are the very picture of<br />
the native savage: subhuman, apelike and dangerous, but obviously no<br />
match for the white adventurer.</p>
<p>Saruman's<br />
&ldquo;perfected&rdquo; Orcs, the Urok-Hai, die like flies at the<br />
white hands of Aragorn, Legolas, Gimli and even Boromir, at the<br />
climax of <cite >The Fellowship of the Ring</cite>.<br />
 They are marked with another white hand, that of Sarumon, whom they<br />
obey slavishly.  In <cite >The Two Towers</cite>,<br />
the Elf and Dwarf make a game of war by competing for the most Orcish<br />
kills at Helm's Deep, anticipating deathmatch computer games like<br />
<cite >Quake</cite> and <cite >Halo</cite><br />
by over fourty  years.</p>
<p>After<br />
my last post, I was criticized for pointing out that, in <cite >Roach<br />
Toaster</cite>, all of the player's<br />
soldiers are white and the enemy is uniformly black or brown &ndash;<br />
black anthropomorphic cockroaches in <cite >Roach Toaster</cite>,<br />
brown giant roaches in the sequel.  In Middle Earth, and in most<br />
fantasy, <em >everyone</em><br />
is Caucasian in complexion except for the Orcs and other inherently<br />
evil races.  The only non-white Humans we see in Jackson's films are<br />
the composite &ldquo;Oriental&rdquo; Southrons, who combine a<br />
Carthaginian military (in the form of their trained &ldquo;Oilaphants&rdquo;),<br />
Moorish North African complexion and dress, and a peppering of far<br />
eastern style.  The are the very picture of Edward Said's<br />
Orientalized other: exotic and intriguing while also morally debased<br />
and decontextualized.  There is more wiggle room between the words of<br />
Tolkein's original descriptions of these low men, but not much.</p>
<p>The broader conclusion one can draw from this is that, in<br />
Tolkienesque fantasy, Orcs acquire all the traits that colonial<br />
Europe projected onto native peoples.  Perhaps the visual power of<br />
Peter Jackson's Orcs is derived from the pan-Australian (Jackson<br />
being from New Zealand) cultural imagination of the aboriginal<br />
peoples of the region.  In any case, he creates an almost Shaka<br />
Zulu-like figure in the Uruk-Hai general, who becomes more of a<br />
character in his own right than any of the Orcs in Tolkien's text,<br />
though no effort is made to make him sympathetic.</p>
<p><cite >Battle for<br />
Wesnoth</cite></p>
<p><cite >Wesnoth</cite><br />
is an open-source Fantasy strategy game.  The standard scenarios that<br />
come with the game fall loosely into the racialization described<br />
above, though there is an Orcish campaign that is much more<br />
Warcraft-like than Tolkienesque in its racialization, viewing Orcs<br />
and Humans as in constant and perhaps necessary conflict, but with<br />
the humans being clearly more civilized and less bloodthirsty than<br />
the Orcs, who enjoy fighting and are Machiavellian in their politics.<br />
 That said, I haven't played very far into the &ldquo;standard&rdquo;<br />
Orcish campaign, &ldquo;The Son of Black-Eye,&rdquo; so it may yet<br />
surprise me.  If so, I'll make a follow-up post on the topic.</p>
<p>For<br />
now, I want to consider to user-created scenarios that make a radical<br />
break with fantasy racialization.  Each of these scenarios has an<br />
primary creator, but, unlike the single-creator games I considered<br />
in my last post, creation of an original campaign for <cite >Wesnoth</cite><br />
tends to be highly collaborative, with many contributors who do<br />
everything from playtesting to creating original art to suggesting<br />
major changes to plot or level design.  All the more reason to<br />
consider these campaigns (and of <cite >Wesnoth</cite><br />
as a whole) in terms of their content alone, without regard to<br />
authorial intent (my general methodology, and standard practice in<br />
most literary study).</p>
<p>From here on, this post gets more scholarly and theoretical.  I will<br />
explain the terminology as I go, but non-academics may need to refer<br />
to Wikipedia or even a dictionary of philosophy.</p>
<p>&ldquo;Flight to Freedom&rdquo;</p>
<p>Like nearly everything else in the open-source <cite >Wesnoth</cite>, the<br />
creation of &ldquo;Flight to Freedom&rdquo; was made possible by<br />
voluntary, unpaid collaboration.  That said, &ldquo;Flight to<br />
Freedom&rdquo; was originated by MadMax (forum handle), who is also<br />
the principle creator and designer of the campaign.</p>
<p>The<br />
protagonists in &ldquo;Flight to Freedom&rdquo; are Drakes, flying<br />
lizard men who are most similar to <cite >DnD's</cite><br />
Draconians.  Their racialization in &ldquo;Flight to Freedom&rdquo;<br />
is that of the colonized native people, though in a symapthetic<br />
&ldquo;postcolonial&rdquo; sense, as they are neither the<br />
intellectual nor moral inferiors of the Knights of Wesnoth, and their<br />
vulnerability to invasion, enslavement and literal colonization is a<br />
result of the greed of humans and not a failing of the Drakes.  Even<br />
as they are treated sympathetically,  they are not idealized, to the<br />
campaign's credit: the &ldquo;noble savage&rdquo; is just as<br />
colonized a figure as the slave and the headhunter.</p>
<p>The basic premise for &ldquo;Flight to Freedom&rdquo; is a shock: in<br />
the opening narrative of the campaign,  humans land on the Drakes'<br />
island, and a tribal leader, Malakar, sends his daughter to parley<br />
with them.  She is killed out of hand, and the first scenario<br />
consists of the humans overwhelming the player-controlled Drakes.<br />
The player is <em >expected </em>to lose, though a campaign fork allows<br />
the player to retreat into the swamp and ally with another tribe,<br />
which only postpones defeat &ndash; the humans always conquer the<br />
Drakes.</p>
<p>Either way, the surviving Drakes are captured and sold into slavery,<br />
their young held captive to ensure their compliance.  When Malakar<br />
leads a slave revolt  (this occurs in the second scenario of the<br />
original campaign) the young Drakes are whipped and, if the player<br />
does not move quickly enough, killed.</p>
<p>By this point, anyone familiar with High Fantasy can see a few<br />
familiar tropes, and a number of departures.  As many posters on the<br />
forum for the campaign noted, the deposed king or surviving heir who<br />
must recover his (nearly always <em >his</em>) kingdom is a common theme<br />
in Fantasy, being, for example, the plot of &ldquo;Heir to the<br />
Throne,&rdquo; a classic <cite >Wesnoth</cite><br />
campaign to which others are inevitably compared.  Being sold<br />
into slavery, usually in the Romanesque form of gladiatorial or<br />
galley slavery, is also a common theme in pulp fantasy like that of<br />
Edgar Rice Burrows and Robert E. Howard.</p>
<p>However, the narrative of &ldquo;Flight to Freedom&rdquo; undermines<br />
the individualism and egocentrism of that scenario.  The figure of<br />
the rightful heir to the throne is not only mediaeval, it is<br />
fundamentally patriarchal and oedipal: his battle cry is &ldquo;my<br />
people need me&rdquo; which is just a reformulation of <em >&ldquo;le<br />
etat c'est moi.&rdquo;</em>  The &ldquo;people&rdquo; are infantilized<br />
and oedipalized by this claim: only the great man of state can save<br />
them.  The absolute war of these scenarios amounts to a scorched<br />
earth campaign: &ldquo;if I can't be king, no one can,&rdquo; a<br />
notion so selfish that it can only be justified by the demonization<br />
of the enemy (the party in power).  In High Fantasy, the false king<br />
is usually literally demonized as a figure of supernatural evil. In<br />
<cite >LotR</cite> this is true, if one degree removed: it is the diabolical<br />
evil of Sauron that forces Aragorn to reclaim the throne of Gondor<br />
from its inferior Stewards.</p>
<p>&ldquo;Flight to Freedom&rdquo; deviates from this model: Malakar is<br />
neither deposed nor separated from his tribe. His status as chieftain<br />
is not only of no concern to the Knights of Wesnoth, it is<br />
impercerptible: they see all Drakes as interchangeable.  In fact,<br />
they are semi-interchangeable, with Malakar serving less as the<br />
exceptional Drake than as an &ldquo;icon&rdquo; of Drake life (3).<br />
The collective identity of the Drakes is singularized (made into a<br />
single instance) in him.  When Malakar broods over the murder of his<br />
daughter, that is our window onto the loss of family that all of his<br />
tribe has suffered.  His slow coming to acceptance of the human<br />
pirate, Kogw, is analogous to the Drakes' experience of a suddenly<br />
broader world, one that can never resume its precolonial shape.  This<br />
analogy is not complete, as it suggests that, if Malakar were to die<br />
,another Drake would take his place, whereas, if Malakar unit dies in<br />
a scenario, it's game over (in the <cite >Wesnoth</cite> engine, this is<br />
normal).</p>
<p>The<br />
experience of the Drakes in &ldquo;Flight to Freedom&rdquo; is almost<br />
unheard-of in fantasy: they are captured en-masse and shipped oversea<br />
to serve as plantation slaves.  In early posts to the campaign forum,<br />
there is concern that plantation slavery is &ldquo;inappropriate&rdquo;<br />
and some posters complain that the scenerio is &ldquo;un-Wesnothish.&rdquo;<br />
 This discomfort may have its roots in the &ldquo;Human&rdquo;-centric<br />
thinking common to High Fantasy (albeit absent in <cite >LotR</cite>,<br />
where the &ldquo;English&rdquo; Hobbits steal the show).  Early in<br />
&ldquo;Flight to Freedom's&rdquo; development, turin posts: &ldquo;Wesnoth<br />
belongs to the humans. Drakes should not take over wesnoth.&rdquo;(4)<br />
 <cite >Wesnoth</cite>'s<br />
Humans are typical fantasy Humans: that is to say that they are are a<br />
white, feudal, &ldquo;Arthurian&rdquo; race.  Dark skin is reserved<br />
for non-human races, as are non-european styles, such as curved<br />
swords and loincloths.  After a while, these concerns cease to be<br />
points of debate and<br />
the parallels between the campaign and American history (and thus an<br />
implicit rejection of the norms of High Fantasy) are generally<br />
accepted.</p>
<p>Forum poster DavidByron is the first to justify the campaign in terms<br />
of American history: &ldquo;Slave<br />
revolts are an interesting feature of US history. They usually don't<br />
go well because the ruling class has all the advantages. As I<br />
understand from reading the comments in this thread you have the<br />
Drakes becoming something of a criminal mob, (beating up a caravan,<br />
teaming up with pirates) as they attempt to flee back towards home --<br />
a basically sound approach to an impossible dream. What else could<br />
they do indeed?&rdquo;(5).  This kind of reasoning makes the text<br />
narrative of &ldquo;Flight to Freedom&rdquo; morally complex, with<br />
Malakar's decisions more often pragmatic than noble.</p>
<p>It is not merely the scripted story of Flight to Freedom that is<br />
atypical: the nomadism,(6)  morality, and pragmatism of the Drakes<br />
are reflected in gameplay (&ldquo;ludology&rdquo;).  In general, war<br />
games are about taking and holding territory, and this is built into<br />
the <cite >Wesnoth</cite> engine: units are recruited at &ldquo;camps&rdquo;<br />
or &ldquo;castles&rdquo; by a singular &ldquo;leader&rdquo; and<br />
conquer &ldquo;villages&rdquo; to increase a player's income.  A<br />
typical scenario for the game pits two or more players in a &ldquo;war<br />
of all against all&rdquo;(7) to conquer all of the villages and kill<br />
all other leaders.  Though some of the scenarios in &ldquo;Flight to<br />
Freedom&rdquo; follow this model, in many of them the goal is simply<br />
travel: a pure nomadology, a line of flight.(8)</p>
<p>The Drakes are well-equipped for this: almost all of their units can<br />
literally fly.  In-game, this smooths out the striation of space<br />
created by different kinds of terrain.  This metaphor is carried<br />
through ludologically: when the Drakes are enslaved, they loose the<br />
ability to fly, and they only regain this ability after they kill<br />
their master.  Impeded travel scenarios are the most common challenge<br />
in &ldquo;Flight to Freedom.&rdquo; The organized retreat is a<br />
strategy game trope, but it is usually used sparingly and early on in<br />
fantasy games, the prelude to a triumphal conquest.  In &ldquo;Flight<br />
to Freedom&rdquo; there are no classic  fighting retreats (e.g. &ldquo;hold<br />
line X for Y turns, then fall back to Z&rdquo;), but the player must<br />
do all the following: flee superior forces, escape from a flanked<br />
position, fall back on one front while advancing on another, contain<br />
(rather than destroy) enemy forces, and maneuver through dangerous<br />
and/or hostile territory as unobtrusively as possible.</p>
<p>In one scenario, while at sea with a pirate flotilla, the player must<br />
pass through pea-soup fog (literalized fog of war) and evade sea<br />
serpents and other monsters.  It is impossible to win by fighting<br />
though: instead, careful exploration and maneuvering and the<br />
judicious sacrifice of your ships is necessary to get your flagship<br />
through.  Much later in the campaign, you have to sail though someone<br />
else's warzone.  Both sides will attack you, given a chance, and you<br />
can't hold against either side, let alone both, so you must slip<br />
through.  But the most interesting scenario, and the one both most<br />
commented on and most hated on the forum, was &ldquo;River of<br />
Skulls.&rdquo;</p>
<p>The scenario is this: the Drakes are forced to flee undergound,<br />
pursued by the Knights of Wesnoth, with no idea of where to go from<br />
there.  The Dwarves who live in the caves react with anger, and the<br />
player must survive while trying to figure out what to do.  Game<br />
mechanics make it impossible to negotiate with the Dwarves, but<br />
narrative text makes it clear that the goal of the scenario is to<br />
find an exit, not to annhiliate the Dwarves, and defeating all<br />
&ldquo;enemy&rdquo; groups, though possible, is not sufficient to win<br />
the game (unlike most strategy games, where more specific goals can<br />
be ignored if one wipes out the opposition).  As escape is the goal<br />
of many of &ldquo;Flight to Freedom's&rdquo; scenarios, &ldquo;River<br />
of Skulls&rdquo;isn't unusual in that aspect.</p>
<p>What makes &ldquo;River of Skulls&rdquo; unique is that, to a degree<br />
unequaled in any other scenario in the campaign, the Drakes' freedom<br />
of movement is negated.  Not only is the map a set of twisty little<br />
passages (9), but the Drakes cannot fly in these small spaces, so<br />
their movement is reduced greatly.  The only advantage they derive<br />
from having wings is that they can cross the occasional rift or pit<br />
in the cave floor.  In DeleuzoGuattarian terms, this is a highly<br />
striated space (10).  Striation is not evenhanded: in the caves, the<br />
Drakes and Dwarves alike can only move along existing &ldquo;paths,&rdquo;<br />
but the Drakes do so slowly and awkwardly (11), whereas the<br />
archetypically slow Dwarves negotiate the caves with ease (perhaps<br />
because they are too short to hit their heads on the stalactites) and<br />
enjoy a high defense (dodge) rate.  The final injury is that the<br />
Drakes get a bonus at day and a penalty at night, and in the caves it<br />
always counts as night.  As a result, fighting through the Dwarves is<br />
slow and difficult, bottleneck to bottleneck, with every unexplored<br />
passage a risk of being flanked and every open space a risk of<br />
encirclement.</p>
<p>The goal of &ldquo;River of Skulls,&rdquo; when it is eventually<br />
revealed, is to move Malakar to a position on the bottom of the map,<br />
so the &ldquo;default&rdquo; tactic for most strategy games (and<br />
nearly all RTS games) of gradual expansion and resource accumulation<br />
doesn't work.  Nova, a poster who became a major contributor to<br />
&ldquo;Flight to Freedom&rdquo; says of this part of the campaign<br />
that &ldquo;These next couple of missions are a Drake<br />
deathmarch.&rdquo;(12)  This comment evokes the Bataan deathmarch<br />
and, more interestingly, the trail of tears.(13)  While the Drakes<br />
are going home rather than being forced from it, playing &ldquo;River<br />
of Skulls&rdquo; confirms the narrative and ludological truth of<br />
this.</p>
<p>To successfully navigate the &ldquo;River of Skulls,&rdquo; the<br />
player must recognize that that this scenario rewrites rules of the<br />
game, as played up to this point.  Instead of fighting against the<br />
restrictions imposed by this highly striated space, one must figure<br />
out how to take advantage of them.  One possible strategy is to use<br />
the bottlenecks to contain and bypass the Dwarven Lords and their<br />
soldiers, rather than besieging them.  This requires two changes in<br />
the player's behavior, however.  The first is the shift from thinking<br />
of the Drakes as highly mobile, tough (high HP) units to thinking of<br />
them as slow and vulnerable.  The second, more difficult shift<br />
requires that the player <em >choose not to</em> explore and conquer the<br />
entire map.  The second shift in thinking is the true &ldquo;line of<br />
flight&rdquo; for the Drake war machine, because exploration and<br />
conquest are basic components of <cite >Wesnoth</cite> and the entire genre<br />
of strategy gaming.  Deterritorializing strategy gaming in this way<br />
necessarily throws the other conventions of the genre into question.<br />
The ludological feeds back into the narrative, giving new meaning to<br />
the game text in which Malakar claims that the Dwarves are not his<br />
people's enemies and that the Drakes should only fight them where<br />
necessary.</p>
<p>As a result, &ldquo;River of Skulls&rdquo; raises the question of<br />
whether we, as players, should take pride in wiping out the enemy in<br />
any videogame.  This question of in-game violence, usually raised<br />
only by the mainstrean media and only in terms of graphic 3-d<br />
violence, is a nonstarter with most gamers.  The common response is<br />
&ldquo;it's just a game.&rdquo;  And it is just a game, but I am far<br />
from the first to suggest that we are trying to have our cake and eat<br />
it too: if nothing one does in a game matters outside the game, then<br />
games cannot be meaningful or useful in any way; but if games can be<br />
meaningful, their meaning can be objectionable.(14)  In my last post,<br />
I praised Remar's <cite >Iji</cite> for offering narrative rewards for<br />
keeping one's body count low in a genre (platform shooter) when<br />
carnage is the norm.  There is no narrative reward for sparing the<br />
Dwarves in &ldquo;Flight to Freedom,&rdquo; but there are several<br />
strategic rewards: a &ldquo;contain and bypass&rdquo; strategy not<br />
only speeds up play, but it allows the Drakes to gain experience and<br />
level up (necessary to success in future scenarios) with less risk of<br />
getting pinned down and killed.</p>
<p>A slower, but viable and more conventional strategy is to work<br />
cave-to-cave, keeping one's strongest units close together, putting<br />
low-level (expendable) units first when entering open areas, and<br />
making sure that no Dwarves, and especially no Dwarven Lords (who can<br />
recruit new units) are left in one's wake.  This leave-no-survivors<br />
strategy makes the turn counter one's real opponent: extermination is<br />
easy, but extermination in a hurry is hard.  The image of one Drakes<br />
scouring the Dwarves' subterranean home their fire breath evokes<br />
unpleasant images of 20th century brushfire wars and<br />
ethnic cleansings.  Of course, &ldquo;ethnic cleansing&rdquo; is the<br />
goal of many strategy games and CRPGs, whether one is cleaning out a<br />
cave full of Orcs or nuking a Zerg hive.  At the same time, the<br />
&ldquo;bypass&rdquo; strategy I've described is similar to the<br />
Rumsfeld gambit in the drive to Baghdad.  It might be a good way to<br />
pass through a hostile space, but its a lousy way to start an<br />
occupation.</p>
<p>The darkest part of &ldquo;Flight to Freedom's&rdquo; narrative<br />
unfolds after&ldquo;River of Skulls.&rdquo;  The &ldquo;river&rdquo;<br />
is of lava, and following it's path is too much even for the<br />
descendants of Dragons.  We are told that many Drakes die in the<br />
journey, but all of your soldier units survive.  This may be a<br />
concession to playability,  but it also makes a sad kind of narrative<br />
sense: soldiers may die in battle, but civilians are more likely to<br />
die of hunger, disease or exposure resulting from shortages war<br />
damage and the necessity of procuring for the soldiers.   This<br />
tragedy prepares the player for the first scenario after the Drakes<br />
finally return to the surface.  As soon as they are out in the open<br />
air, Malakar's chief lieutenant,<br />
Theracar, rebels.  The player is forced to put down the<br />
uprising in an easy scenario: apparently, all of one's experienced<br />
units remain loyal, and fighting Theracar's low-level rebels feels<br />
less like a battle than a purge.  That ugly aftermath of colonial<br />
rule, ethnic cleansing, lurks under the surface of this scenario as<br />
well as in &ldquo;River of Skulls.&rdquo;  The horror is mitigated by<br />
narrative text telling us that Malakar forgives the surviving rebels<br />
after Theracar's death.</p>
<p>In military terms, Theracar commits mutiny, but the Drakes are a<br />
<em >tribe</em>, and the rebellion is an issue of tribal identity: the<br />
Drakes had to flee underground because they refused to give Kogw up<br />
to the Elves, who promised safe passage away from the Wesnothians in<br />
exchange for the pirate (15).  Malakar justifies this decision by<br />
adopting Kogw into the tribe.  As all members of a Drake tribe are<br />
Drakes, this also makes Kogw a Drake.  Theracar claims that he has a<br />
legitimate claim to challenge Malakar not only because of the deaths<br />
of tribe members, but because Malakar broke the law in admitting Kogw<br />
to the tribe.  His case is that Kogw is not a Drake, so his admission<br />
to the tribe was not just a mistake but an abomination.</p>
<p>This is more complex than it seems.  Once again, it is important to<br />
remember that this is fantasy and that Drakes, like Humans and Elves,<br />
are <em >races</em>.  The concept of species does not exist in this<br />
contex.  Since before history, human tribes, nations and family<br />
groups have adopted individuals of other ethnic groups into their<br />
society.  A slave captured in battle may remain an outsider, but<br />
someone (almost always a woman) who marries in becomes a member of<br />
that group in every way.  This was certainly true in colonial<br />
America, where white women were sometimes taken captive by Native<br />
Americans in raids: some were ransomed, but others married into the<br />
tribe, becoming members not just of that family group but also of<br />
that nation.  In this context, Theracar is saying that Kogw cannot be<br />
a member of the tribe because of the color of his skin (and his lack<br />
of scales).  The most morphologically distinctive traits of Drakes,<br />
wings and the ability to breathe fire, are not possessed by all<br />
Drakes, and so cannot be considered integral.  We do not even know if<br />
Drakes and Humans are sexually incompatible: if the anthropomophic<br />
Drakes are &ldquo;half-Dragons,&rdquo; the other &ldquo;half&rdquo;<br />
is implicitly human.</p>
<p>Thoughout the campaign, Kogw is engaged in a &ldquo;becoming&rdquo;<br />
Drake,(16) a motion that can never reach it's goal.  In <cite >The Ritual<br />
Process</cite>, anthropologist Victor Turner described rites of passage<br />
as involving a period of &ldquo;liminality,&rdquo; in which one's<br />
former status is lost but no new status has been established.  When<br />
Deleuze and Guattari speak of becoming (becoming animal, becoming<br />
woman, becoming imperceptible), they are talking about something<br />
similar, but entirely &ldquo;positive,&rdquo; which is not to say<br />
entirely good, merely that, like a line of flight it is a motion<br />
towards, not a motion away from.  Considered this way, some of the<br />
apparent contractitions resolve themselves: Kogw never ceases to be<br />
Human, he is just moving towards a Drake identity, which never<br />
requires him to grow scales or breathe fire precisely <em >because</em><br />
it is never complete.  In short, Kogw's becoming Drake is like<br />
Turner's state of ritual liminality, only without its defining<br />
characteristic, as the previous state is never (fully) lost, and the<br />
&ldquo;result&rdquo; is never fully achieved.</p>
<p>Similarly, as Drake units level up, they are engaged in a becoming<br />
Dragon, which reaches its highest degree in the Armageddon Drake, the<br />
most powerful Drakish unit, described in-game as follows: &ldquo;Were<br />
it not for the armor they wear, some drakes might be<br />
indistinguishable from true dragons.&rdquo;  What marks them as still<br />
(and forever) becoming rather than being Dragon is a matter of<br />
clothing: a &ldquo;human&rdquo; trait (in the general rather than the<br />
High Fantasy sense), the icon of  that which they cannot leave behind<br />
.  In &ldquo;River of Skulls&rdquo; there is a more unexpected<br />
becoming Dragon: there is a statue of a Drake, and when one moves a<br />
unit in front of it, that unit is lost only to be replaced by a<br />
Skeleton Dragon.(17)  Narrative text explains that the unit died in a<br />
rockfall which woke the undead Dragon, but the gameplay effect is one<br />
of becoming.  Even here, the process of becoming Dragon is not<br />
complete, though perhaps in the opposite direction: the the Skeleton<br />
Dragon is not a complete Dragon (lacking organs and skin) because it<br />
is becoming dead: that is to say,  it cannot fully die.</p>
<p>In a scenario that comes shortly after the defeat of Theracar's<br />
rebels, Kogw convinces Malakar that the Drakes must destroy the Gate<br />
of Storms, a supernatural portal whose opening threatens the entire<br />
world. This influence is made possible by Kogw's status as an<br />
(incomplete)  Drake and a member of the tribe, an shift singularized<br />
in Malakar opening up to Kogw for the first time.  By this point, the<br />
Drakes' efforts to return home have earned them the emnity not only<br />
of the Knights of Wesnoth, but also of the Elven, Dwarven and Oricsh<br />
nations.</p>
<p>Narratively speaking, the Drakes don't have to lift a taloned finger:<br />
there are four other armies in the area who could be left to deal<br />
with the problem.  Moreover, as those armies are hostile and in<br />
pursuit of the Drakes, this would be strategically practical.<br />
Instead, the Drakes give their pursuers a chance to catch up by<br />
stopping to fight the storm demons and destroy the gate.  One might<br />
expect the campaign to end here, with the other races thanking the<br />
Drakes for saving them, but &ldquo;Flight to Freedom&rdquo; is not so<br />
melodramatic.  Upon completion of this scenario, nothing changes.<br />
Not only are the Drakes are not honored as heroes, but their good<br />
deed goes not only unrewarded but apparently unnoticed.  This strikes<br />
another postcolonial note: as the Drakes are a &ldquo;lesser&rdquo;<br />
race, their accomplishments are below the notice of the &ldquo;civilized&rdquo;<br />
Elves and Wesnothians. This makes them subaltern in Gayatri Spivak's<br />
sense of the word (18), albeit not fully, as the player sees things<br />
from the Drakes' perspective.</p>
<p>When Malakar's Drakes get home, they find that their island has<br />
literally been colonized, and the rest of the Drakes enslaved and<br />
forced to work in mines.  There is even a new unit representing the<br />
children of the slaves, described as &ldquo;suffer[ing] from stunted<br />
growth and other deformations.&rdquo;  Metaphorically, these &ldquo;Cave<br />
Drakes&rdquo; read as the victims of malnourishment and child labor,<br />
physically and psychically scarred: &ldquo;their internal fire never<br />
burns as intensely&rdquo; as it should.</p>
<p>In the end, &ldquo;Flight to Freedom,&rdquo; is nuanced and<br />
&ldquo;realistic&rdquo; enough that there is no possibility of<br />
justice and no point in retribution.  However, it would be wrong for<br />
me to conclude by giving the impression that this campaign is<br />
intended to be didactic or depressing: gameplay is challenging and<br />
enjoyable even as it breaks with High Fantasy conventions and raises<br />
doubts about the in-game good of in-game violence.  Doubtless some<br />
players will feel that I am &ldquo;reading too much into it,&rdquo;<br />
the perennial argument against attention to detail.  To them I can<br />
only say that it is not my goal to set MadMax or anyone else up as a<br />
hero, or to demonize Tolkien, <cite >Wesnoth</cite> or High Fantasy: these<br />
things are what they are.  It is merely important to recognize the<br />
history and assumptions that undergird any work of any genre,<br />
especially those we consider to be &ldquo;innocent,&rdquo; &ldquo;escapist&rdquo;<br />
or &ldquo;fantasy.&rdquo;  &ldquo;Flight to Freedom&rdquo; seems to<br />
be more aware of its own &ldquo;ancestry&rdquo; than most games, and<br />
to do more with it.  Minimally, it injects a little ethical decision<br />
making and moral complexity into a typically ruthless genre, and,<br />
contrary to the conventional wisdom, that makes it more, not less,<br />
fun.</p>
<p>I may follow this post up with one considering another user-designed<br />
campaign for <cite >Wesnoth</cite>, &ldquo;Ooze Mini Campaign,&rdquo; which<br />
upends the concept of &ldquo;monster&rdquo; in a way somewhat like<br />
&ldquo;Flight to Freedom&rdquo; does to fantasy &ldquo;Races.&rdquo;</p>
<p>(1)<br />
JRR Tolkien, <cite >The Silmarilion.</cite><br />
(2) The &ldquo;great<br />
chain of being&rdquo; is connected to the mediaeval Christian<br />
justification of the &ldquo;divine right&rdquo; of kings to rule: the<br />
basic idea is that there is an absolute hierarchy to reality, with<br />
angels above kings, kings above nobles, above commoners etc.  This is<br />
a common theme in Shakespeare.<br />
(3) In Peircian<br />
semiotics, an &ldquo;icon&rdquo; is a sign that represents something<br />
else by possessing the same traits as the thing it represents:<br />
computer icons are not icons in the Peircian sense.<br />
(4) &ldquo;Flight<br />
to Freedom&rdquo; Forum, p. 1<br />
(5) &ldquo;Flight<br />
to Freedom&rdquo; Forum, p. 24<br />
(6) I take the<br />
term &ldquo;nomadism&rdquo; from Gilles Deleuze and Felix Guattari,<br />
along with several other key terms used here.  In <cite >A Thousand<br />
Plateaus</cite>, the nomad and the war machine are associated, as both<br />
operate by ignoring or overcoming &ldquo;territorialization&rdquo; -<br />
that is, they do not respect boundaries.  The &ldquo;war machine&rdquo;<br />
in this context is separated from the military organization (army) of<br />
a nation-state, as the latter is a structure designed to direct and<br />
contain the functioning of the war machine.  The state operates by<br />
capture and negotiation, which create boundaries: e.g.<br />
&ldquo;territorialization.&rdquo;  The war machine<br />
de-territiorializes, breaking boundaries.  Thus, being arrested by<br />
the police for trespassing is illustrative of the behavior of state<br />
power, whereas being swept away by a flash flood is illustrative of<br />
the operation of the war machine.<br />
(7) Thomas<br />
Hobbes, <cite >Leviathan</cite><br />
(8) A line of<br />
flight is an escape from control: an act of &ldquo;deterritorialization&rdquo;<br />
(see note 6).  In <cite >A Thousand Plateaus</cite>, lines of flight are<br />
associated with thought that reaches for the unthinkable: this is<br />
most emphatically not &ldquo;thinking outside the box&rdquo; because<br />
that presupposes an already known inside and outside: a simple<br />
dichotomy of confinement and freedom.  A line of flight is not an<br />
escape from something (it is not reactionary), but an escape to<br />
something, that is, an act of discovery.  All lines of flight, if<br />
successful, end in reterritorializations, that is in reestablish a<br />
new set of boundaries and norms (the Drakes' flight is aimed at the<br />
impossible: the recovery of the past; but that is not to say that it<br />
is unsuccessful as a &ldquo;line of flight&rdquo;).<br />
(9) <cite >Twisty<br />
Little Passages</cite> by Nick Montfort is the definitive work on<br />
interactive fiction (IF), or &ldquo;text adventure&rdquo; games.  The<br />
relevance of this to <cite >Wesnoth</cite> is twofold: one, that it shares a<br />
common ancestor with IF in DnD; and two, that, from my perspective,<br />
the narratology/ludology divide in games is useful but also a false<br />
dichotomy and that videogame narrative is produced by the process of<br />
play.  This may be the subject of a later post.<br />
(10) In &ldquo;The<br />
Smooth and the Striated&rdquo; from a Thousand Plateaus, Deleuze and<br />
Guattari describe how a space (physical, social, or psychological)<br />
can be relatively smooth or striated.  These are not opposites: one<br />
might speak of perfect smoothness as a striation &ldquo;value&rdquo;<br />
of zero, and absolute striation as having an infinite value.  To the<br />
degree that a space is striated, it resists lines of flight (new<br />
ideas or unexpected behavior).  Moreover, what is not permitted is,<br />
to some degree, unthinkable (moving through the cave wall, for<br />
example, or  &ldquo;up&rdquo; off the map and off  the computer<br />
screen).  In a purely smooth space, any motion would be a line of<br />
flight.<br />
(11) In this<br />
context, &ldquo;awkward&rdquo; means unable to dodge attacks.<br />
(12) &ldquo;Flight<br />
to Freedom&rdquo; Forum, p. 33<br />
(13) The trail<br />
of tears refers the forced march of several Native American nations<br />
to reservations west of the Mississippi in the 1830s, especially the<br />
particularly brutal treatment of the Cherokee, about a third of whom<br />
died in concentration camps or along the way.<br />
(14) For<br />
example, Mitch Dyer voices a similar concern in his &ldquo;To the<br />
Front Lines&rdquo; (from <cite >The Escapist</cite> issue 167: &ldquo;Boot<br />
Camp&rdquo;)<br />
(15) The player<br />
knows, though Malakar does not, that the Elves do not intend to honor<br />
the deal, because the Drakes are monsters &ndash; e.g., they are not<br />
&ldquo;people.&rdquo;  The denigration of a race, ethnicity or<br />
culture as sub-human or savage has been the justification for<br />
everything from the breaking of treaties with indiginous peoples to<br />
the horror of the Holocaust.<br />
(16) &ldquo;becoming&rdquo;<br />
specifically in the DeleuzoGuattarian sense (explained in-text)<br />
(17) In an<br />
earlier version of the game, the Skeleton Dragon was hostile.<br />
(18) Deleuze and<br />
Guattari write about &ldquo;becoming imperceptible&rdquo; in much the<br />
same way they write about &ldquo;becoming woman&rdquo; - in both<br />
cases, it is motion toward something that is not &ldquo;supposed to<br />
be&rdquo; part of middle-class, white, male, western identity.  The<br />
Drakes, as a colonized people, have been made imperceptible:<br />
individual Drakes do not matter to the Wesnothians, and everything<br />
they do will be read in terms of their perceived inferiority.  In<br />
Spivak's sense of the subaltern, the truly oppressed are those who<br />
are denied the opportunity for self-definition or even to speak<br />
against how they are defined by others.  From the player's<br />
perspective, the Drakes are anything but subaltern: one experiences<br />
them in their own words, but if one imagines a Wesnothian perspective<br />
on the Drakes, they are fully defined before they do or say anything,<br />
and, as a result, anything they do or say will be interpreted as<br />
conforming to that definition.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Muslim Massacre, Roach Toaster and Iji: Prejudice, Offense, Violence and Hope</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/blog/muslim_massacre_roach_toaster_and_iji_pr" />
    <id>http://www.gameology.org/blog/muslim_massacre_roach_toaster_and_iji_pr</id>
    <published>2008-10-09T17:12:30-05:00</published>
    <updated>2008-10-09T17:12:30-05:00</updated>
    <author>
      <name>Tof</name>
    </author>
    <category term="Academic Gamers" />
    <summary type="html"><![CDATA[<p>One of the things that is too often lacking in Games Studies, and almost completely in popular writing about games, is comparison of work by different creators across the mosty obvious lines of "genre." In less than a month, <A href="http://playthisthing.com/">Play this Thing</A> has reviewed Tr00jg's turn-based strategy/puzzle game <A href="http://playthisthing.com/roach-toaster">Roach Toaster</A>, Remar's multiplot platformer <A href="http://playthisthing.com/iji">Iji</A> and Sigvatr's condemnation garnering Robotron-like <A href="http://playthisthing.com/search/node/Muslim+Massacre">Muslim Massacre</A> as if these highly contemporary games were completely irrelevant to each other.  (<em >nota bene:</em> in addition to being contemporary, these games are all single-programmer freeware)</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>One of the things that is too often lacking in Games Studies, and almost completely in popular writing about games, is comparison of work by different creators across the mosty obvious lines of "genre." In less than a month, <A href="http://playthisthing.com/">Play this Thing</A> has reviewed Tr00jg's turn-based strategy/puzzle game <A href="http://playthisthing.com/roach-toaster">Roach Toaster</A>, Remar's multiplot platformer <A href="http://playthisthing.com/iji">Iji</A> and Sigvatr's condemnation garnering Robotron-like <A href="http://playthisthing.com/search/node/Muslim+Massacre">Muslim Massacre</A> as if these highly contemporary games were completely irrelevant to each other.  (<em >nota bene:</em> in addition to being contemporary, these games are all single-programmer freeware)<br />
I'm not condemning costik or the99th for this. <STRONG >Play this Thing</STRONG> exists to draw attention to interesting and worthy independent games, not to perform comparative analyis of them. Costik and the99th's dueling reviews of <STRONG >Muslim Massacre</STRONG> draw attention to this basic premise, as well as to the need for resources like Gameology, as the argument hinges on whether we should "play this thing." Either the game is derivative in gameplay and both immature and unforgivably offensive in content and therefore doesn't deserve our attention (costik's argument), or the game is a clever satire of prejudice and violence in games, not to mention a good play (as the 99th maintains).<br />
<STRONG >Muslim Massacre</STRONG> has made the nightly news for two reasons, the first being its name. The other reason is because the premise of play, as explained by the carefully spliced voice of G.W. Bush in the game's intro, is a war on Islam and Muslims. I'm going to leave to one side whether it is a well-designed game or not. Minimally, it seems obvious that both costik and the99th are right. The game is patently offensive and in terrible taste. It is, at the same time, obviously satire. The satire, however, is monotonous and quickly wears thin, leaving one wondering what all the fuss was about.<br />
I doubt that either <STRONG >Roach Toaster</STRONG> or <STRONG >Iji</STRONG> will draw any mainstream media attention, which is a shame, as either one says a lot more about our current political and cultural situation, as well as the issues of game design, than Sigvatr's game.<br />
Costik's review of "Roach Toaster" treats the game as pure ludology - you place heavily-armed soldier-exterminators in order to wipe out roach populations, and each turn the roaches multiply and then your extermiators open fire. The graphics are incredibly simple, the animation minimal, and the strategy of gameplay fairly compelling. Only the more so because of these things, there is something profoundly disturbing about <STRONG >Roach Toaster</STRONG>. On <A href="http://www.shotbeakgames.za.net/main/RoachToaster.php">the game's website</A>,  Tr00jg notes that the game was named after "a Powerpuff Girls episode... Dont (sic) ask."<br />
The episode in question would be "Insect Inside," part of the series' first episode. In that episode, the Professor teaches the girls that "It's not right to harm an insect just because its yucky on the outside." But when a loser called "Roach Coach" rallies the city's cockroaches against people, the girls learn that "the Professor said not to harm an insect just because it?s yucky on the outside, but this one's yucky on the inside!" "Roach Coach" turns out to be a humanoid robot piloted by a cockroach.<br />
More to the point, on the same page, Tr00jg says that "The concept came from watching a riot on TV. I had originally intended to develop a Riot Control game."<br />
Riot Control. It bears noting that Tr00jg is, at least according to his facebook page, a white South African. Without accusing the game's creator of any intentional prejudice, let's take a second look at the game. "Roach Toaster" is a game in which "elite soldiers" (as they are described on Tr00jg's page), all of whom are white, bearing equipment including rifles, shotguns, riot shields, "repeaters" (machineguns) and grenades, have to wipe out the "roach" population in various people's homes (the homeowners all have Afrikaner names). The black, semi-anthropomorphic roaches multiply every turn and will quickly overrun the player if their population isn't controlled.<br />
<STRONG >Roach Toaster</STRONG> has won awards (one South African, one International, according to the website), and I haven't been able to find any criticism of it in terms of its (implicit) racial and class politics. On some level, this is a game about white soldiers mowing down black South Africans in order to make the country safe for its Afrikaner elite (who still control almost all of the nation's wealth). The moral of the Power Puff Girls episode is that the biggest threat is the roach who pretends to be human makes the situation even more disturbing.<br />
Perhaps the lack of visual gore has spared <STRONG >Roach Toaster</STRONG> from condemnation. Maybe its the placid pace of the game (it is turn based, unlike the frenetic <STRONG >Muslim Massacre</STRONG>). But it seems most likely that it is because the in-game opponents are "only roaches." After all, even Will Wright's cute and family-oriented <A href="http://www.spore.com/ftl">Spore</A> rewards players for nuking civilizations into submission and blowing up entire (inhabited) planets, but is only controversial because evolution (and social darwinism) is part of the game.<br />
Genocide is so common in video games that it's hardly worth a note. Even when games intend to give players a chill (such as with nuclear war games like <A href="http://www.introversion.co.uk/defcon/">Introversion's Defcon</A>), you still play out the disaster (or you don't play at all). Very few games actually deal with genocide or the consequences of violence, and most of those are clearly didactic.<br />
<A href="http://www.remar.se/daniel/iji.php">Remar's Iji</A> is more engaged with the present moment (and the past four years - the game's copyright is "2004-2008") than either <STRONG >Muslim Massacre</STRONG> or <STRONG >Roach Toaster</STRONG>. <STRONG >Iji's</STRONG> eponymous heroine wakes up from a coma after an alien invasion. After only a little gameplay, one discovers that the alien Tasen have used a WMD called an "alpha strike" on the Earth, killing most of the population. Your goal isn't to prevent this: it's part of the backstory. Despite this atrocity, Tasen are not generic videogame cannon fodder - instead, they are humanized as the game progresses, but most of that takes place only if the player chooses to read the various log files that Iji finds.<br />
Iji's brother, Dan, is an unreliable authority figure, hidden somewhere in a control room and only present as a voice over a speaker. Iji, who has been involuntarily modified with Tasen nanotechnology by Dan and his allies, to decide how to procede.<br />
The easiest thing to do is follow shooter/platformer convention and shoot everything that gets in your way. This makes the occupying forces fear and hate her, and starts to take a psychological toll on Iji. You can try to sneak around the Tasen, but that's more difficult, as the game offers few stealth powers and you gain experience for kills but not for avoidance.  In the end, there's no way to keep your hands completely clean, but trying is easier on Iji and the increasingly sympathetic Tasen, who are being lied to by their leaders. When another alien race, the Komato, enter the picture, everything becomes more complex. First referred to as intergalactic police by Dan, the Komato seem to be bent on the genocide of the Tasen.  Iji can discover things links between the Tasen, Komato and humankind, but new information doesn't directly lead to an end to hostilities.<br />
In short, <STRONG >Iji</STRONG> is a platform shooter with complex politics. You are thrust into the position of a "freedom fighter" which is, from the Tasen perspective, a terrorist. Do you hope to convince them to leave Earth peacefully, or try to drive them out by force? Given a choice of foreign powers, do you try to ally with either, or do you count on their fight with each other to weaken them both? Do you trust Dan's summaries of the situation, or do you try to make sense of the conflicting accounts given in Tasen and Komato logs?<br />
The game does not feature obvious narrative selection: there is no "trust Dan" button to click or "spare the Tasen" dialog box. Instead, the narrative forks depending on your in-game behavior: the means and the ends bother matter in <STRONG >Iji</STRONG>.<br />
<STRONG >Iji</STRONG> is an entertaining platformer that, like its stylistic and spiritual predecessor, <A href="http://www.anotherworld.fr/anotherworld_uk/">Another World</A> is full of consequence. The political and moral issues of today are offered up in a poignant but not preachy form. A game in which you wonder if the alien grunt you shot two screens ago was the girl whose personal log you just read may not suit everyone, but, faced with <STRONG >Muslim Massacre</STRONG> and <STRONG >Roach Toaster,</STRONG> it gives me hope.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Study debunks common assumptions about MMO gamers</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/blog/study_debunks_common_assumptions_about_m" />
    <id>http://www.gameology.org/blog/study_debunks_common_assumptions_about_m</id>
    <published>2008-09-19T14:39:45-05:00</published>
    <updated>2008-09-20T16:14:08-05:00</updated>
    <author>
      <name>Toby McCall</name>
    </author>
    <category term="Academic Gamers" />
    <summary type="html"><![CDATA[<p>In the Technology section of NewScientist.com, David Robson reports on a study by researchers at the University of Southern California, the Palo Alto Research Center and the University of Deleware that dispel some common assumptions about gamers. Here's a link to the <a target="_blank" href="http://technology.newscientist.com/article/mg19926746.400-online-gamers-are-fit-physically-if-not-mentally.html?DCMP=ILC-hmts&amp;nsref=news1_head_mg19926746.400">article</a>.</p>
<p>The article is short and the study focused on one MMO, Everquest II; however, it does offer some positive stats:</p>
<ul >
<li >"Adult gamers have an average body mass index of 25.2, compared to the overall American average of 28"</li>
    ]]></summary>
    <content type="html"><![CDATA[<p>In the Technology section of NewScientist.com, David Robson reports on a study by researchers at the University of Southern California, the Palo Alto Research Center and the University of Deleware that dispel some common assumptions about gamers. Here's a link to the <a target="_blank" href="http://technology.newscientist.com/article/mg19926746.400-online-gamers-are-fit-physically-if-not-mentally.html?DCMP=ILC-hmts&amp;nsref=news1_head_mg19926746.400">article</a>.</p>
<p>The article is short and the study focused on one MMO, Everquest II; however, it does offer some positive stats:</p>
<ul >
<li >"Adult gamers have an average body mass index of 25.2, compared to the overall American average of 28"</li>
<li >"The average gamer also engages in vigorous exercise once or twice a week, which the researchers say is more than most Americans"</li>
<li >"Although fewer women played the game, those who did typically played for longer than men"</li>
</ul>
<p>The negative findings:</p>
<ul >
<li >"Gamers reported more cases of depression and substance abuse than their compatriots"</li>
</ul>
<p>The article doesn't go into details about how the researchers qualify "substance abuse" and "depression," which does leave room for debate.   However, I think this study is another example of how negative perceptions of video games and the people who play them are being challenged and proven incorrect. The article cites the study as being published in the Journal of Computer-Mediated Communication, vol 13, p 993, but neglects to add that it is in issue 4. After some digging, I was able to find the study <a target="_blank"></a> <a href="http://www3.interscience.wiley.com/cgi-bin/fulltext/121394419/HTMLSTART">here</a>. </p>
<p>*Also seen on <a target="_blank"></a> <a href="http://www.pauseponderplay.com">pauseponderplay.com</a></p>
    ]]></content>
  </entry>
  <entry>
    <title>Vagrant Glory</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/blog/vagrant_glory" />
    <id>http://www.gameology.org/blog/vagrant_glory</id>
    <published>2008-09-15T20:13:38-05:00</published>
    <updated>2008-09-15T20:13:38-05:00</updated>
    <author>
      <name>Darshana Jayemanne</name>
    </author>
    <category term="Academic Gamers" />
    <summary type="html"><![CDATA[<p>Vagrant Story, I was reminded forcibly, is probably the best game of all time. Now, I know terms like ‘best’ are of course relative and subjective, but just forget that for a moment and let me tell you about this game.<br />
I suppose it all goes back to the concept of ‘arthouse’. This is definitely an arthouse game, one of the first. You don’t necessarily enjoy a Pasolini or Warhol experimental film, but they’re definitely a harder kind of best than some blockbuster. They explore things and open new avenues. Similarly, not everyone will appreciate Vagrant Story, but that doesn’t mean that you should be so presumptuous as to ignore the cultural cringe - director Yasumi Matsuno is liek Pasolini, and who are you or I to question Pasolini? The game itself is admittedly stupendously complex, but think of the learning curve as being like salmon fighting their way upstream to spawn more salmon. Lots of effort, but good stuff waiting at the end. And death, but hey, every simile breaks down after sufficient abuse, much like a rubber band used to hold shut an exploding bank vault.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Vagrant Story, I was reminded forcibly, is probably the best game of all time. Now, I know terms like ‘best’ are of course relative and subjective, but just forget that for a moment and let me tell you about this game.<br />
I suppose it all goes back to the concept of ‘arthouse’. This is definitely an arthouse game, one of the first. You don’t necessarily enjoy a Pasolini or Warhol experimental film, but they’re definitely a harder kind of best than some blockbuster. They explore things and open new avenues. Similarly, not everyone will appreciate Vagrant Story, but that doesn’t mean that you should be so presumptuous as to ignore the cultural cringe - director Yasumi Matsuno is liek Pasolini, and who are you or I to question Pasolini? The game itself is admittedly stupendously complex, but think of the learning curve as being like salmon fighting their way upstream to spawn more salmon. Lots of effort, but good stuff waiting at the end. And death, but hey, every simile breaks down after sufficient abuse, much like a rubber band used to hold shut an exploding bank vault.<br />
So why’s this game, this bit of code, this commercial bagatelle, so good? First of all, the localisation is pitch-perfect: for once, we got a better deal than the Japanese on one of their own games. The setting for the game is a kind of moody, ‘Paint it Black’ take on medieval Europe, armwrestled into shape by star localiser Alexander O. Smith. The result, far from being merely pretentious, exhibits formidable virtuosity. Rather than a shoddy attempt to transliterate the Japanese original, we have exactly what a great, brave game needs to survive the fact that gamers tend to be cynical bastards: dialogue that comfortable in its own expressive latitudes, and demands some degree of nous to grok, but is for all that not drippingly overwrought. In fact it’s minimalist. And the characterisation generated through this dialogue is wonderful.<br />
Sydney Losstarot and Ashley Riot make for compelling agonists, and even the hangers-on and camp-followers are exceptionally well defined and written. Hardin probably takes the prize for most least annoying sidekick ever. In fact, he’s so not annoying that I wonder if he should be classified as a sidekick at all. Distracting wonderfully from what has been institutionalised in yaoi fan commentary as the ‘Sydney-Ashley dialectic’ are delicious nutjobs: Guildenstern the would-be tyrant, Merlose the shrink. Square even made the wise decision of not letting the child actor have any lines. And although Ashley Riot does jump on the massive Squaresoft bandwagon of amnesiac heroes along with that stupendous idiot Cloud Strife, most of the cast of Final Fantasy VIII, ‘really manly!’ pretty boy Zidane and airheaded sports nut Tidus amongst others, at least he doesn’t turn out to be a clone or some shit like that.<br />
Character designs are exquisite throughout, awash in fine evocative details that somehow make it unscathed into the game’s low resolution graphics. The same applies to the environments. Plot points stud the action with the tempo and precision of the finer examples of the form from which the game borrows its speech bubbles and action aesthetic: comics. The storyline itself is typical of Matsuno’s fastidiously realised anachronisms: a medievalist super-spy whose mind is awry, Riskbreaker Ashley Riot, must single-handedly brave the ruins of a city that somehow was the victim of a catastrophe that can only be natural but nevertheless has hints of being man-made. His target is Sydney Losstarot, deranged cult-leader, but forces of Church and State conspire to thicken the plot. The dead walk. Myths come to life. The city is a rune. What was guaranteed repose eternal by our ancestors is subjected to the indignity of animation. Just as the designers of Planescape: Torment decided consciously to give the Nameless One no knightly magic swords in favour of the survivalist’s axes, clubs and knives, there are no elfin longbows in evidence in Vagrant Story’s exquisitely researched arsenal – only brutal machine-like crossbows. Dark Age visuals and the agony of individual death meet the techno-violence and mass slaughter of the Postindustrial nuke head-on. Neither blinks.<br />
The game’s battle system is a design triumph, a Bauhaus chair for the ludic self. Tinkerers can spend hours in menus here squeezing every little last bit of data from the cagey game CD. Conversely, it’s entirely possible to get through the game using just one weapon, judicious magical adaptations and a pitcher of sang-froid. Much like its plot, from a few relatively simple axioms, Vagrant Story manages to create a vastly complex game system as a kind of emergent phenomenon. It’s almost more ecosystem than program. The ‘Risk’ system gives players enough rope to play profligate action or cagey RPG, just as they see fit.. Every creature in the game, it seems (even bosses, those infamous cheats!), is defined by a certain set of attributes (such as what class of creature it is, what its resistances to various elemental attacks are and how well edged, pointed or blunt weapons will help it across the River Styx), and once the player works out how to roll with these punches (through forging weapons and using magical gems), the system is deep – I mean James Earl Jones or Baruch Spinoza or Mariarnas Trench deep. Enemies generally have abilities that Ashley can acquire himself, making the whole experience remarkably coherent and rendering opponents with special abilities actually somewhat <em >special</em> rather than just another set of fancy animations. The game is more instrument than ecosystem.<br />
A gripe, then: given the amount of item-swapping that is necessary throughout the game, the inventory- especially the chests scattered about the place where items mysteriously exist in a kind of blurry quantum state and can be accessed from any one of the analogous strongboxes- is difficult and slow to use. The save game takes up three whole slots on the Playstation’s peabrained memory card, making the problem of data storage one of Vagrant Story’s major pitfalls. But frankly, a game that fails only in such peripheral areas as saving and loading time gets more points than one that fails in, say, gameplay. And gameplay in Vagrant Story is as slick as its protagonist’s bunny hairstyle due to one prescient addition mapped to the oft-ignored R2 button. Hugging this button short-circuits aeons of menu-hunting, bringing up a sidereal shortcut menu that contains everything Ashley has on hand with which to mortify his puny opposition. Everything. Even items, the things I complained about just before. More orchestra than instrument.<br />
I can understand that some players don’t have the time or patience to learn such a complex system and at least in the PAL version the manual was less than helpful, especially the second half, which was entirely in German. But remember, such people are effectively knocking Andy Warhol or Pier Paolo Pasolini, so if you want anyone smart to respect you, eject them posthaste from your social circle. Such inapt people are probably similarly oblivious as to just how amazing the game engine is. All cutscenes (apart from an excellent opening movie) are handled in-engine with the perspectival and gestural panache of a Michael Mann, a Francesco Goya or a Goseki Kojima. With the advent of next generation consoles and all that rot, in-engine scenes are hardly surprising anymore, but it should be noted that Vagrant Story did it with the PlayStation’s pathetic processing power, and did it very well. Famitsu gave this game 40 - a perfect score. Those cats knew what they were talking about. And only gamers, only gamers, can know what the Fam knew in imparting that score. The rest can weep.<br />
With a storyline that writhes with intrigue and competently wrought ‘man-encounters-his-dark-past’ schenanigans; with a complex battle system that respects the right of players to choose between poleaxe, crossbow and broadsword as weapons of choice; with a character who actually uses the word ‘suppurate’; with a supporting cast that is more interesting and vibrant than the main characters of almost every other game in existence, it’s no wonder that Vagrant Story was as unpopular (compared to lackwit blockbusters) as it was. Kinda like Pasolini.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Game design articles</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/blog/game_design_articles" />
    <id>http://www.gameology.org/blog/game_design_articles</id>
    <published>2008-08-27T18:13:03-05:00</published>
    <updated>2008-08-27T18:13:03-05:00</updated>
    <author>
      <name>Chris Ritter</name>
    </author>
    <category term="Academic Gamers" />
    <summary type="html"><![CDATA[<p>Does anyone know of any good articles on videogame design principles? I'm teaching a multimedia authoring course this semester, and the final project asks students to design a prototype of a videogame. Since the whole course isn't about game design, I don't want to bombard my students with a ton of reading on the subject; instead, I'd like to give them one or two articles that'll provide a basic working vocabulary. If anyone has such an article in mind, I'd love to hear about it.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Does anyone know of any good articles on videogame design principles? I'm teaching a multimedia authoring course this semester, and the final project asks students to design a prototype of a videogame. Since the whole course isn't about game design, I don't want to bombard my students with a ton of reading on the subject; instead, I'd like to give them one or two articles that'll provide a basic working vocabulary. If anyone has such an article in mind, I'd love to hear about it.</p>
    ]]></content>
  </entry>
  <entry>
    <title>2 years 50 weeks</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/blog/2_years_50_weeks" />
    <id>http://www.gameology.org/blog/2_years_50_weeks</id>
    <published>2008-08-03T17:54:53-05:00</published>
    <updated>2008-08-03T18:08:40-05:00</updated>
    <author>
      <name>Laurie</name>
    </author>
    <category term="Academic Gamers" />
    <summary type="html"><![CDATA[<p>In checking recent posts, I ended up on my account page on Gameology and found "Member for 2 years 50 weeks" and Zach's shows "2 years 51 weeks". That means we're coming up on a three year anniversary for Gameology! Since Gameology took over the earlier and smaller Academic-Gamers blog it's actually been even longer than three years. Three years for Gameology alone is an impressive tenure especially given videogame studies' general youth as a whole. It's still a bit early, but it's nice to see this anniversary right before the new academic year starts and brings another year of activity for Gameology.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>In checking recent posts, I ended up on my account page on Gameology and found "Member for 2 years 50 weeks" and Zach's shows "2 years 51 weeks". That means we're coming up on a three year anniversary for Gameology! Since Gameology took over the earlier and smaller Academic-Gamers blog it's actually been even longer than three years. Three years for Gameology alone is an impressive tenure especially given videogame studies' general youth as a whole. It's still a bit early, but it's nice to see this anniversary right before the new academic year starts and brings another year of activity for Gameology.<br />
Happy birthday Gameology!</p>
    ]]></content>
  </entry>
  <entry>
    <title>Historical Studies of Digital Entertainment Media</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/blog/historical_studies_of_digital_entertainm" />
    <id>http://www.gameology.org/blog/historical_studies_of_digital_entertainm</id>
    <published>2008-08-03T17:18:09-05:00</published>
    <updated>2008-08-30T12:30:32-05:00</updated>
    <author>
      <name>Laurie</name>
    </author>
    <category term="Academic Gamers" />
    <summary type="html"><![CDATA[<p>From <a href="http://www.stanford.edu/group/htgg/cgi-bin/drupal/?q=node/223">Henry JenkinLowood's blog</a>, the How They Got Game project will be starting up a new journal, <cite >Historical Studies of Digital Entertainment Media</cite> edited by Matteo Bittanti and Henry Lowood. <cite >Historical Studies of Digital Entertainment Media's</cite> theme for the first issue will be "Digital Games: Historical and Preservation Studies," and the journal will be openly online, published using the Open Journal System of the Public Knowledge Project. It's always great to see new journals in the field, especially new open access online journals because accessible research can have the most immediate, widest, and greatest impact and use.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>From <a href="http://www.stanford.edu/group/htgg/cgi-bin/drupal/?q=node/223">Henry JenkinLowood's blog</a>, the How They Got Game project will be starting up a new journal, <cite >Historical Studies of Digital Entertainment Media</cite> edited by Matteo Bittanti and Henry Lowood. <cite >Historical Studies of Digital Entertainment Media's</cite> theme for the first issue will be "Digital Games: Historical and Preservation Studies," and the journal will be openly online, published using the Open Journal System of the Public Knowledge Project. It's always great to see new journals in the field, especially new open access online journals because accessible research can have the most immediate, widest, and greatest impact and use.</p>
    ]]></content>
  </entry>
  <entry>
    <title>MSU Meaningful Play 2008 Still Accepting Papers</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/blog/msu_meaningful_play_2008_still_accepting" />
    <id>http://www.gameology.org/blog/msu_meaningful_play_2008_still_accepting</id>
    <published>2008-07-10T10:28:58-05:00</published>
    <updated>2008-07-10T10:31:43-05:00</updated>
    <author>
      <name>Zach Whalen</name>
    </author>
    <category term="Academic Gamers" />
    <summary type="html"><![CDATA[<p>The organizers of the <a href="http://meaningfulplay.msu.edu/">2008 Meaningful Play Conference</a> want to remind you that the deadline for submissions is soon:<br />
<div class="quote-msg"><div class="quote-author">&nbsp;</div><div class="quote-body">The deadline is rapidly approaching to submit a paper for Meaningful Play 2008.  Papers will be accepted until July 13th, 2008 at 11:55pm Eastern Standard time.  For more information, visit the Meaningful Play 2008 website at <a href="http://meaningfulplay.msu.edu">http://meaningfulplay.msu.edu</a></div></div>
So if you like waiting until the last minute to submit things, this is it!</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>The organizers of the <a href="http://meaningfulplay.msu.edu/">2008 Meaningful Play Conference</a> want to remind you that the deadline for submissions is soon:<br />
<div class="quote-msg"><div class="quote-author">&nbsp;</div><div class="quote-body">The deadline is rapidly approaching to submit a paper for Meaningful Play 2008.  Papers will be accepted until July 13th, 2008 at 11:55pm Eastern Standard time.  For more information, visit the Meaningful Play 2008 website at <a href="http://meaningfulplay.msu.edu">http://meaningfulplay.msu.edu</a></div></div>
So if you like waiting until the last minute to submit things, this is it!</p>
    ]]></content>
  </entry>
  <entry>
    <title>Refractory Journal Issue 13</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/blog/refractory_journal_issue_13" />
    <id>http://www.gameology.org/blog/refractory_journal_issue_13</id>
    <published>2008-05-26T21:53:51-05:00</published>
    <updated>2008-05-28T10:28:27-05:00</updated>
    <author>
      <name>Darshana Jayemanne</name>
    </author>
    <category term="Academic Gamers" />
    <summary type="html"><![CDATA[<p>The Refractory journal's <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/25/games-and-metamateriality/">Issue 13: Games and Metamateriality</a>, is online. It includes an article by Gameology's own Zach Whalen.<br />
I remember making a short film with some friends after one of them had bought an early digital video camera, and being somewhat surprised that the whole process didn't consist of lining up actors in front of the lens, having them say their lines in order and then calling it a day. There was makeup, props, continuity, sound and lighting to worry about, and scenes were shot in haphazard order. Then it was all editing, editing, editing.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>The Refractory journal's <a href="http://blogs.arts.unimelb.edu.au/refractory/2008/05/25/games-and-metamateriality/">Issue 13: Games and Metamateriality</a>, is online. It includes an article by Gameology's own Zach Whalen.<br />
I remember making a short film with some friends after one of them had bought an early digital video camera, and being somewhat surprised that the whole process didn't consist of lining up actors in front of the lens, having them say their lines in order and then calling it a day. There was makeup, props, continuity, sound and lighting to worry about, and scenes were shot in haphazard order. Then it was all editing, editing, editing.<br />
Working on a journal issue has similarly opened my eyes to the fact that composing such a publication involves a bit more than sending out a CFP which magically turns into essays that post themselves on the web. Suffice to say I'm less inclined to chortle at the haphazard updating schedules of journals &ndash; in many cases nobody is being paid for this work and academics are adding more to an already busy schedule when they agree to edit or review.<br />
All that said, I think we have a strong issue for those interested in new media and videogames, with a wide variety of topics and methodologies represented in the articles. Big thanks to my co-guest-editors Tom Apperley and Christian McCrea, and particularly to Associate Professor Angela Ndalianis for giving us the opportunity to play in the Refractory's open-ended sandbox with such a weird issue theme.</p>
    ]]></content>
  </entry>
  <entry>
    <title>Digital humanities and digital art fellowship positions at HUMlab (4 positions)</title>
    <link rel="alternate" type="text/html" href="http://www.gameology.org/blog/digital_humanities_and_digital_art_fello" />
    <id>http://www.gameology.org/blog/digital_humanities_and_digital_art_fello</id>
    <published>2008-05-26T10:36:45-05:00</published>
    <updated>2008-05-26T10:39:03-05:00</updated>
    <author>
      <name>Laurie</name>
    </author>
    <category term="Academic Gamers" />
    <summary type="html"><![CDATA[<p>Two postdoctoral positions in the digital humanities and two fellowship positions in digital art are now available at HUMlab, Umeå University, Sweden from August 1, 2008 (the actual start date may be later).<br />
The postdoctoral fellowships are one-year positions, with a possible extension of one year. The digital art fellowships are one-year positions. For the postdoc positions, applicants will be expected to have a Ph.D. in a humanities discipline (from a non-Swedish university) and a specialty in any of the following five research areas: participatory media, digital cultural heritage, digital art/architecture, electronic literature, and critical perspectives. For the digital art fellowships, applicants will be expected to have an M.F.A or the equivalent (from a non-Swedish institute/school). In exceptional cases, other areas and backgrounds can be of interest as well.</p>
    ]]></summary>
    <content type="html"><![CDATA[<p>Two postdoctoral positions in the digital humanities and two fellowship positions in digital art are now available at HUMlab, Umeå University, Sweden from August 1, 2008 (the actual start date may be later).<br />
The postdoctoral fellowships are one-year positions, with a possible extension of one year. The digital art fellowships are one-year positions. For the postdoc positions, applicants will be expected to have a Ph.D. in a humanities discipline (from a non-Swedish university) and a specialty in any of the following five research areas: participatory media, digital cultural heritage, digital art/architecture, electronic literature, and critical perspectives. For the digital art fellowships, applicants will be expected to have an M.F.A or the equivalent (from a non-Swedish institute/school). In exceptional cases, other areas and backgrounds can be of interest as well.<br />
Read more at <a href="http://blog.humlab.umu.se/postdocs">http://blog.humlab.umu.se/postdocs</a> and make sure to apply if you are qualified and interested in becoming a part of HUMlab and Umeå University! HUMlab and Umeå University is committed to taking very good care of visiting fellows. Fellows will normally have a double affiliation to the lab and to a suitable department/school and discipline.<br />
Deadline for applications: June 12, 2008.<br />
HUMlab is a lively and convivial studio space with a wide variety of activities, research, technologies and cross-disciplinary interaction. Umeå University is a full, comprehensive university with some 28,000 students. HUMlab collaborates with the whole of the humanities and arts faculty as well as the Umeå Institute of Design, Informatics, Computer Science, Sociology, Teacher education, regional companies, schools, local artists and many more. The fellowship program has been funded by the Kempe Foundations, and is part of a major initiative to strengthen the area of humanities and information technology at Umeå University. This initiative also includes a major expansion of the lab (which will be finished in the fall of 2008).</p>
    ]]></content>
  </entry>
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