31 Matching Annotations
  1. Oct 2016
    1. By rendering a virtual Middle East as a frontier inhabited primarily by male terrorists where the American military (and by invitation of the gaming industry, all subjects with a reasonably modern computer) can engage in a cleansing and perpetual war, the world finally begins to resemble the one outlined by George W. Bush shortly after 9/11

      Intriguing reversal of orientalism: originally orientalism imagined the Middle East as a feminine space, while now it's a male space.

  2. Sep 2016
    1. The aim of her technique here is to link the player to mental instability through use of the cube (both in language and game world). Of course, the technique is an obvious failure since the player does not feel any strong personal attachment to the cube to the point of mental instability. It's a hole in the performance, but one I doubt many players realized due to the layers of implementation.

      I disagree here. Players do notice—or at least this one did.

    1. It is the tension between the cold, hard certainty of algorithms and the creativity

      I just don't see Portal as about the conflict between algorithms and creativity. I see the game as a critique of institutions, not algorithms.

    2. This murderous intent brings together multiple narrative elements foreshadowed in the game,

      The authors seem to read the game as an allegory about science gone wrong. But I see Portal as a satirical send-up of all those science fiction films about science gone wrong.

    3. Even here, when the Milgram-like nature of the experiment is clear

      I just don't see Glados here acting like some Nazi scientist, and I don't see the player as somehow just "following orders." The whole scene is a joke, because the Companion Cube is obviously just a cube.

    4. GLaDOS compels the player to be part of the algorithmic process.

      More like, Glados compels the player to be part of the scientific method. (A fucked-up extreme instance of the scientific method, but still.)

    5. Aperture Science Computer-Aided Enrichment Center. We hope your brief detention in the relaxation vault has been a pleasant one.

      I hope the authors talk about the humor of Portal. So much of the official narrative voice is full of double-voiced meaning and irony. To wit, "relaxation vault"? And "computer-aided"—these and many other examples are dripping with irony.

    6. The key mechanic1 - a gun that shoots portals or tunnels that allow physical movement between unconnected spaces - explores the meaning of freedom when trapped in the algorithmic processes of what we perceive as reality. 

      The heart of their argument: the portal gun helps us explore the tension between freedom and confinement.

    7. As algorithms are used in and applied to social situations they become forces that shape and persuade.

      Probably important to note the difference between algorithms and heuristics, which are more like a "rule of thumb." I wonder if the authors here are confusing the two.

  3. Aug 2016
    1. In simulations, knowledge and experience is created by the player’s actions and strategies, rather than recreated by a writer or moviemaker.

      Yet, simulations also embed algorithms made by the game designers. The designers decide how to model the world they're simulating. So, knowledge does come from the designers.

    2. games are not intertextual

      Wrong. So many games rely on knowledge of the conventions of the genre. And the games that subvert the genre only make sense because designers and players know about the genres.

    3. Likewise, the dimensions of Lara Croft’s body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently

      What about Mr. Bean: Tomb Raider?