February 4th, 2011 § § permalink
Extinction Level Events
A few days ago I posted about the Miami Global Game Jam, before it began. After the jam I wrote up a review of the games produced during 48 hours in Oxford Ohio. You can read the original post at Miami’s blog here. I did not actually attend the jam since I will be at Miami in the Fall. Yet, being an outside observer (or player) was ideal for writing up the review. I have some distance from what was produced… Some of the games are more complete than others, but one can find some amazing ideas at work here. Reviewing the games makes me realize that the innovate creativity of Global Game Jams is certainly important. The model of innovation can produce fascinating ideas; it is beyond doubt. Yet, thinking through this model of innovation and its relation to dominant ideologies of the games industry is still important: indie game production, rapid-prototyping, etc., will still feed into the game industry more than challenge it. The production of innovative “game mechanics without politics” is fodder for the same-old, same-old of the game industry, even though what we witness is the absolute, interesting new. This is not to say that the games created at Miami are not amazing and astonishing in their own right. They are! I suppose I just want to take the criticality further. What would be a political, progressive model of the GGJ based on production models that do not feed dominate industries but subvert them? Brecht said that innovation is only renovation if it is not attached to true political motivations for change. It may be that GGJ are generators of (amazing) renovation, but not (dare I say) innovation. True innovation would require, as Brecht said, the “revolutionizing” a medium’s aesthetic production. But, of course, the methods of Brecht were eventually co-opted, as was the notion of “revolution” itself. So, it remains to be determined, both theoretically and practically, what “true innovation” would be…in the meantime…check out these rad games from Miami U!
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January 27th, 2011 § § permalink

The Global Game Jam Game Jam Game! (From GGJ 2009)
So, I’ve started a little enjoyable labor, blogging, for my job that starts next Fall at Miami University, where one side of my joint appointment will be in The Armstrong Institute for Interactive Media Studies (AIMS). I posted today about Miami’s Global Game Jam event which starts tomorrow. I re-posted my thoughts below. I keep it kind of simple on the Miami site although I wrote more at length about the problem of “innovation” in indie game production in my dissertation. I think Global Game Jams are problematic, as I am sure many others do: forcing creativity and innovation, getting students ready for crunch time when they work in the actual games industry, and generally the valorization of the concept of innovation in general which becomes one paean of contemporary Capitalism (and indie game production). I tend to agree with Stephen Shaviro when he writes about innovation upon critiquing a text from Paolo Virno entitled Multitude: Between Innovation and Negation:
I think that Virno’s reference to Schumpeter is symptomatic, because it offers the clearest example of how he fumbles what seems to me to be one of the great issues of our age: which is, precisely, how to disarticulate notions of creativity and innovation and the New from their current hegemony in the business schools and in the ways that actually-existing capitalism actually functions. [...] I myself don’t claim by any means to have solved this problem — the fact that we can neither give up on innovation, creativity, and the New, nor accept the way that the relentless demand for them is precisely the motor that drives capitalism and blocks any other form of social and economic organization from being even minimally thinkable — but I feel that Virno fails to acknowledge it sufficiently as a problem.
GGJ events are not interested in the disarticulation that Shaviro talks about; they are about innovative production, not even broaching the concept of innovation itself (although it would seem like an ideal chance to invigorate students, game designers, etc., to ponder the concept of innovation and how it operates with the game industry). Indeed, the GGJ FAQ state that the goal is to “rapidly prototype game designs and hopefully inject new ideas to help grow the game industry.” The growth of the industry, capital accumulation, etc., is the goal. In any event, you can read my post on Miami’s AIMS blog re-posed below, although my dissertation chapter “For Time Flows On: Innovation and Opposition in Video Games” approaches the concept of innovation in more depth…
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July 15th, 2009 § § permalink
Let me say upfront that I am mostly a fan of Alex Galloway’s work & I am particularly impressed by the political projects he and his collaborators produce. Yet, on the theoretical side (and especially in relation to video games) I hesitate when I read some of his positions and arguments.
One thing that has always nagged me was the dichotomy of ideology critique and what he calls informatic critique–the former occurring in a vertical, allegorical fashion based on a depth model of interpretation and the latter being horizontal, a process of scanning the surface of a text, and largely in relation to his previous work on the flexible structures of protocol through which control is asserted.
Of course, the attack on the depth model of interpretation is a primary facet of postmodernist thinking, but in (Marxist) authors such as Jameson, Eagleton, Perry Anderson, and even Linda Hutcheon (to some extent) the abandonment of ideology critique is a frightening symptom of critical thought. Indeed, part of Jameson’s critique of postmodernism is that signs are detached from reference, from “deep” history, where signifiers circulate unattached to anything “below” them such as signifieds, or god forbid, an anchor of reality. Thus, in postmodernism everything is upfront and out in the open; nothing is hidden; interpretation does not excavate deeper meanings let alone the political unconscious.
In terms of video games, this is exactly the approach Galloway takes to games in his chapter of Gaming called “Allegories of Control.” He will say things like, video games present their politics in “relatively unmediated form” (an abandonment of the key Marxist concept of mediation?); or, games are “politically transparent;” or, a longer example:
“As I have alluded to in Jameson, the depth model in traditional allegorical interpretation is a sublimation of the separation felt by the viewer between his or her experience of consuming the media and the potentially liberating political value of that media. But video games abandon this dissatisfying model of deferral, epitomizing instead the flatness of the control allegory by unifying the act of playing the game with an immediate political experience. In other words, The Sims is a game that delivers its own political critique up front as part of the gameplay. There is no need for the critic to unpack the game later.”
Whereas Civilization for Galloway acts as a transparent surface display of the totality of informatic control – its interlocking algorithms, the flexibility of various paramaters that players can investigate, adjust, and change – The Sims is a direct display “of life lived as an algorithm.” It’s all there right before us in these games which act as indexes to the form of control and societal structures–postmodernist, post-industrial, informatic (call it what you will)–that exists around us. One doesn’t need to unpack how Civilization represents history, because it is right there in the mirror before us–as mathematical, informatic models which ultimately act as the erasure of history itself. One does not need to deeply interpret The Sims because it is right there before us as “an immediate political experience:” the revealing of our contemporary lives as insipid, repetitive, algorithmic tasks as we play the game itself. I actually have no qualms with these analyses, they point back to the structures of control (stemming from Deleuze) that Galloway has extrapolated in his work on protocol. But this sense of immediacy of the political, a privileging of surface over depth, seems like a unnecessary (postmodern) annihilation of ideology and the work of interpretation needed to think through it, which, in my opinion, still remains an important political task. In fact, perhaps a task I am trying to do right now in seeing through how Galloway’s notion of “informatic critique” is working ideologically itself.
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