This week, our partnership with game criticism site Critical Distance brings us picks from Kris Ligman on topics including the future of game genres and the perils of 'easy solutions.' Dev Tools Critical Distance's audience can roughly be split into two halves: games bloggers, critics and scholars to one side, and game developers of various stripes on the other. It's my belief that these two have more in common than even they may think. With that in mind, I'd like to start off this week's roundup with some recommendations tailored particularly to devs, although anyone design-minded will benefit from them. We start with Kill Screen, where several of its writers have devoted an entire week to the subject of game genres -- in particular, where generic conventions may be going in the near future. Games are not shoes, says Chris Bateman, who argues that Steam's recent change to allow devs to set their own prices will not result in some catastrophic zero-sum game. And over on Unwinnable, we have the free-spirited Gus Mastrapa offering two highly exploratory concepts for the future of massively multiplayer online games. Mirror's Edge and Tomb Raider scribe Rhianna Pratchett turned up in the forums of The Escapist this week to share a bit of her experience writing for games. Meanwhile on Medium, Aevee Bee makes a case for 'small writing' and interstitial worldbuilding moments in games. Microrevolutions There are many ways we can challenge norms of play. Here, a collection of writers share their experiences playing against the grain, either in opposition to industrial logic or narrative conventions. GayGamer and Border House alum Denis Farr muses on the limited impact of certain decisions in Dragon Age and The Witcher, and concludes that isn't so much about a player's character changing the world as deciding where they stand:
These are games that are built on decisions, and people seem disappointed when the decisions do not lend themselves to larger changes that carry over from game to game, or even from decision to decision in the same game sometimes. But, if we allow ourselves to inhabit the characters that would make such a decision, it does allow for a narrative to be constructed. These types of games are a collaboration of the players' imaginations and reasons with the story being told.
Mark Filipowich has me at his opening line, in describing one game's romp through peak videogame absurdity: "If somebody were to make a game out of that one twitter bot that proposes random situations (@AndNowImagine) the result would look something like Lightning Returns: Final Fantasy XIII." A Mind Forever Voyaging author Dylan Holmes spent the last year fighting the tide of the release cycle to instead work on his backlog. Meanwhile, UK-based writer Leigh Harrison lauds The Bureau: XCOM Declassified for subverting a particular trend of modern shooters:
The Bureau should be celebrated for its bravery in swimming against the current of accepted videogame design. It fearlessly deconstructs the prevailing notion that videogames must not only constantly strive to look better, but also appear more naturalistic as the medium and its technology advances. As The Bureau progresses, it subtly strips away the layers of peripheral aesthetics normally seen as a necessity in modern games, until at its end it is visually little more than a VR mission from Metal Gear Solid; an experience completely defined by its mechanics alone, uninterested in anything threatening to overcomplicate the purity of its experience.
Half-Assing on the Holodeck Ben Kuchera's well intentioned, if perhaps poorly executed opinion piece on Gender Swap, a two-person VR simulation in which players briefly experience 'inhabiting' one another's body, has garnered a bit of criticism. Rose & Time developer Sophie Houlden outlines over the course of two articles what Gender Swap (and its too-eager embrace by cisgender writers) fails to account for:
You haven't had to experience with how people treat that body. You haven't felt pressure to change based on the expectations of having that body. The bodies we are born with force us to have experiences which are outside our control. These experiences shape us as people and who we are in our minds is not so easily separated from them. You can put on the headset and look at a mirror, but you have no idea what life the body's owner will return to when you take the headsets off.
Or, as Jessica Janiuk sums it up in an opinion piece on Polygon (as part of a larger discussion of the therapeutic potential of games):
Here's another example of how to understand this [gender dysphoria]. Imagine you slipped on an Oculus Rift, and in that virtual world you existed as a person that was not your gender in the real world. You'd look down and see a body that didn't feel like yours. Your voice wouldn't sound the way you'd like to express yourself. In some cases the sexual options available to your character don't match your sexual feelings. Now imagine you'd never be able to remove that VR helmet again.
Redshirt developer Mitu Khandaker-Kokoris weighs in as well, further challenging Gender Swap and similar VR exercises for proposing easy solutions to complicated problems:
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