Wednesday, April 29, 2009
Is Donkey Kong Fun? Because I'm Feeling More Donkey and Less Kong
There's a kill screen in Nintendo's Donkey Kong (1981)? After playing the Game Boy Advance copy of the game on a Nintendo DS for several hours, I had yet to advance past the second stage and, frustrated by my lack of progress, I could not help but ask myself if I was having a good time. However, my ill will towards the game was not as simplistic as it would seem. After all, I did not hate Donkey Kong; I just felt it did not fulfill one point of ludologist Jesper Juul's definition of a game, namely that "the player feels attached to the outcome." My own attachment to the outcome of Donkey Kong had devolved from setting out to conquer that damn dirty ape and his barrels to livid frustration with the game over screen to apathy each time I lost my three lives. My shifting relationship to the game's outcome led me to ask myself "What makes Donkey Kong fun?" Why do players like Brian Kuh keep returning to the title? While I assume there is a certain degree of nostalgia inherent it such a consideration, I would to apply the formal characteristics of DK to Henry Jenkins' article "Games, the New Lively Art" to better understand what makes retro gaming rewarding to players.
In the essay, Jenkins, utilizing the work of Gilbert Seldes, outlines several aesthetic characteristics that can be used to describe games as an art form. The three I would like to focus on are memorable moments, play as performance, and expressive amplification. The first characteristic, memorable moments, is not to be equated with spectacle. Jenkins writes, "Spectacle refers to something that stops you dead in your tracks, forces you to stand and look. Game play becomes memorable when it creates the opposite effect-when it makes you want to move, when it convinces you that you really are in charge of what's happening in the game, when the computer seems to be totally responsive." While this category may seem to run contrary to the fact that I was engaging with a game that is nearly thirty years old and whose graphics are elementary when compared to a contemporary title like Grand Theft Auto IV (2008), I did experience what Jenkins describes as memorable moments in DK. These moments came upon the unveiling of each new level. My memory of the game was based around images of iron girding, ladders, and an ape and princess at the top, which turned out to be an apt description of the first level except for the fact that I had forgotten about the almighty hammer. Yet, when I reached the second stage, I was amazed to find platforms that went up and down. I wasted a few thousand bonus points trying to mentally map the space before setting out onto the first elevating platform.
While I experienced what Jenkins would describe as a memorable moment in a game, the luster of the sensation was temporary. As I attempted to map the space, I came to the realization that I did not want to move because I was not in charge of what was happening in the game. In Brian Kuh's epigraph, he speaks of "random elements" in DK and, as the game progressed, I quickly grew frustrated with them because the memorable moment did not reveal some sort of logic to the game. For instance, does a barrel rolling down the platforms descend the first ladder it encounters? Not necessarily. Despite this illogical behavior on behalf of the barrels, I noticed as I played (and watched others do so as well) that to win at DK is to essentially condition yourself to a set rhythm via the game's reliance on time to trigger events. This struck me as being a fundamentally different mode of interaction than the majority of contemporary games employs. For instance, in a game such as Resident Evil 5 (2009), a player's spatial location will trigger an obstacle. If a zombie can see you, he will attack you. The obstacles of Resident Evil 5 are not triggered by a set time but are motivated by the player's action. With this noted, DK only partially fulfilled the aesthetic characteristic of a memorable moment for me. I felt a burst of interactive inspiration upon the reveal of each new stage but, as I progressed, I began to doubt my own capacity to affect the outcome due to the game's random elements.
Jenkins' second characteristic, play as performance, has two facets. First, the player needs to "feel as if they are in control of the situation at all times, even though their gameplay and emotional experience are significantly sculpted by the designer." I've already addressed this to a degree, but it should be noted that Jenkins speaks explicitly about DK game designer Shigeru Miyamoto as being a designer who "designs his games around verbs, that is, around the actions the game enables players to perform...he designs a playing space that both facilitates and thwarts our ability to carry out that action and thus creates a dramatic context in which the action takes aesthetic shape and narrative significance." While Miyamoto's use of random elements no doubt creates a dramatic context, my game play experience made me begin to question if, perhaps, random elements were too often employed. In fact, over Miyamoto's career, I would argue that he began to find a more fruitful mix of random elements and patterns that the player can recognize in games such as Super Mario Brothers (1985) and Super Mario Brothers 3 (1988). Within these particular games, timing and patterns became the essence of the game's formal logic, hence many of the YouTube videos where players are able to complete these games without losing any lives whatsoever. Once you recognize the pattern and perfect your knowledge, you can perfect your playing of the game.
Jenkins continues to describe play as performance as a means of rendering domestic space or arcade space into a performance space. While he writes that this is a characteristic of many "contemporary games" and explicitly references Dance Dance Revolution (1998), I would argue that this would apply to a DK as well. While my experiences in arcades during the 1990s did not include DK, the arcade atmosphere is most nurturing to this type of performance and almost begs the question: is it the game or the environment that makes a game performance based? I would argue that it is both, although I would tend to emphasize the environment. For instance, DK is a completely different game space and interface than Wii Sports (2006). In fact, DK would appear to go directly against the performance or, what my colleagues and I have called "gestural play," a form of play in which a player re-enacts physical gestures with the help of a proper interface as key part of game play or perhaps even the core mechanic (which would firmly fall within Jenkin's category of "play as performance"). The game play and interface of DK does not encourage gestural play. Players do not jump up and down as they grab a hammer or leap over a flaming barrel nor do they mimic climbing a ladder. While DK does not encourage gestural play, playing it in a proper venue would have the potential to turn play into performance. This form of performance is it does encourage a space for performance that is perhaps magnified by the "random elements" of the game play. Watching Steve Wiebe break the world's highest score in King of Kong may not be a physically impressive feat, as a player conquering the Guns-N-Roses song "Shackler's Revenge" on a hard difficulty on the Rock Band (2007) drum set might be, but it would be an impressive feat of the intellect, of response time, and mastery of a text. After all, why do television stations in South Korea feature programs of professionals playing Starcraft (1998)? I assure you it is not for the game's reliance on gesture.
The final category of Jenkins' essay I would like to grapple with in relation to DK intersects with this notion of play as performance, "expressive amplification." Drawing off David Bordwell's work on Hong Kong action films, Jenkins describes expressive amplification as the "various aesthetic devices [that] can intensify and exaggerate the impact of such actions, making them both more legible and more intense than their real-world counterparts." Jenkins notes how camera angles, sound effects, and other devices can be utilized by the programmer to turn an action from just an executable outcome to an element of style. While expressive amplification can inspire a kinesthetic response and perhaps a form of gestural play, the definition Jenkins proposes ties this spectator response to the aesthetics of game play, not the interface. This category becomes difficult to relate to DK for the obvious reason of technological limitation. Due to the technology available at the time, there is only one camera angle in DK: a static establishing shot of the entire platform structure that only tilts upwards upon the completion of each level. The music is more advanced, with the tempo forecasting the speed of the level and sound effects responding to the player's actions (jumping over a barrel, hitting a barrel with a hammer, and reaching Princess Peach at the top of the platform). How many aesthetic characteristics or to what intensity do they need to be programmed to provide the player with this sense of expressive amplification or a kinesthetic reaction? Judging from this formal analysis, DK would appear to get the player halfway there. The music and sound effects, responding to their individual actions, no doubt provides expressive amplification, but the aesthetic experience of DK as a whole does not provide enough to evoke a kinesthetic reaction. Again, DK is not a game that produces a performance space from the player's gestures but from their more intellectual capabilities.
This brings us back to the question begged at the beginning of this venture: "What makes Donkey Kong fun today?" I have tabled the issue of nostalgia because while it no doubt plays a factor in the appeal of the game, it becomes incredibly difficult to analyze. I will admit that I was not drawn to the game by a particular longing as it was not one of the games I regularly played growing up (Sonic the Hedgehog fulfills that nostalgia). Yet, there are gamers both old and young who are drawn to DK for the game itself and not the cultural capital it carries and it is no doubt fun to them. After all, applying the form of the game to Jenkins' three aesthetic categories, DK does provide memorable moments, play as a means of performance, and even a rudimentary form of expressive amplification. This said DK seems unlike many contemporary titles, particularly on its strong reliance on random elements to provide a form of tension to the player. Most games today seem to make it easier and easier for a player to beat a game and feel fulfilled (via difficulty settings, saved games, continues, or even in the provision of more and more "health" items) whereas DK is much more of a one-size fits all type of game. What makes DK a miserable experience for me personally is this one-size fits all mentality. Perhaps the learning curve is too steep, perhaps contemporary design practices have softened my abilities, but more likely is the fact that I was unable to experience fully what Jenkins describes as a memorable moment from a form of game play that ties into what game designers Katie Salen and Eric Zimmerman describe as "meaningful play." To Jenkins, Salen, and Zimmerman, a player will find a game rewarding when a player recognizes that "the relationships between actions and outcomes in a game are both discernable and integrated into the larger context of the game." The random elements of DK masked this relationship from me, kept the game from providing me with a feeling of meaningful play, and thus were not a fun or rewarding experience with regard to gaming, but my game play was fruitful as an intellectual pursuit.
Tuesday, April 21, 2009
Disney's recycled scenes
I first read about it today in an article on TimesOnline. It is quite short, so I thought I'd might as well copy and paste it here:
April 21, 2009
Disney fans surprised by recycled scenes
Veronica Schmidt
They might be considered classics but a web-savvy film buff has found another reason why hit Disney films look so familiar – recycled scenes.
The Swedish teenager, known only as Wetrox, has become a YouTube hit after he spliced together scenes from Disney classics, including Robin Hood and Snow White and the Seven Dwarfs, to show that the movie giant often used the same scenes in different films.
The technique, known as “video referencing”, saves the studio money as a character’s animation can be traced from another film, skipping the phase of painstakingly copying human movement.
Marked similarities can be found between Winnie The Pooh and The Jungle Book and Robin Hood and Snow White and the Seven Dwarfs.
A Disney spokeswoman refused to confirm that the movie giant used the technique today, telling Times Online that “it’s not something that we comment on”, but the company is thought to have used the tracing technique for decades.
Rotoscoping was invented in 1915 and originally used to trace real human movement to the screen, later being employed to trace existing films.
But the technique came as a surprise to most of the 60,000 Disney fans who rushed to view the YouTube clip.
“I feel so ripped off now. All the money I spend on this crap, they could at least come up with some original scenes,” wrote one viewer.
“Our childhoods were based on a lie,” said another.
But others were more understanding. “Considering the extreme amount of work needed to make those movies I'm not surprised if they cut some corners and work with existing templates to speed up the process.”
I had heard of rotoscoping, albeit not "video referencing", but in any case I think the relevance of these techniques as brought up in the article is a bit misguided. Techniques of tracing, such as rotoscoping, are used for specific purposes, such as added realism, cost savings etc, and I see nothing wrong with that. The article brings up these techniques with the implicit charge that it is dishonest to use them, with which I soundly disagree. The travesty of these recycled scenes is not of technique but of integrity: that Disney uses the same movements, the same choreography, the same composition, even the same gags and set-ups for disparate films from which, each being a new work, we expect original material. It is a bit like plagiarising oneself - technically it is not an offence (in the sense of copyright infringement; certainly under the auspices of academia it must and should be one), but it should be thought of very poorly and it compromises one's academic integrity. Ergo, this is an issue of honesty.
Anyway, kudos to this Swedish teenager for making the video - ah, the time and leisure of teenage-hood!
Best
Jenna
Wednesday, April 15, 2009
Facebook Survey (A Real One!)
Bill McClain, now over in information science at USC, is collecting data on Facebook use for an assignment. If you feel like completing a brief survey on your Facebook experiences, please hit the link:
http://uscannenberg.qualtrics.com/SE?SID=SV_3y2nzQRJiAEx36s&SVID=Prod
Thanks from both myself and Bill,
Drew
Friday, April 03, 2009
CFP: Midwest Popular Culture Association (10/30-11/1)
The Midwest Popular Culture Association / American Culture Association is a regional branch of the Popular Culture Association / American Culture Association. The organization held its first conference in
MPCA/ACA usually holds its annual conference in a large Midwestern city in the
This year the conference will be:
Book Cadillac Westin
Adaptations
Robert T. Self, English,
African Studies
Jessica M. Brown-Velez, Theatre and Drama, University of Wisconsin-Madison, Madison WI 53706, brownvelez@wisc.edu
African-American Popular Culture
Angela M. Nelson, Popular Culture, Bowling Green State University, Bowling Green OH 43403-0190, anelson@bgsu.edu
Art History and Visual Culture
Joy Sperling, Art History,
Asian Popular Culture
John W. Williams, Political Science and Asian Studies, Principia College, Elsah IL 62028, johnwwilliams@yahoo.com
Authorship and Auteurism
Dan Herbert, Screen Art & Cultures,
British Popular Culture
David Schimpf, Theology,
Celebrity and Stardom
Lindsey Arasmith, Communication Studies, California State University-Sacramento,
Comics
Paul R. Kohl, Communication Arts,
Documentary
Heather McIntosh,
Eastern European Popular Culture
Ioana Cionea, Communication,
Ethnography
Asim Ali, American Studies,
Fan Studies
Paul Booth; Language, Literature and Communication; Rensselaer Polytechnic Institute;
Fat Studies
Sarah E. Boslaugh, Independent Scholar, seb5632@bjc.org
Festivals and Food
Ann Hetzel Gunkel, Columbia College Chicago,
Film
Gretchen Bisplinghoff, Communication,
Folklore and Popular Storytelling
Michael Marsden, Dean of the College and Academic Vice President,
Gender Studies
Janet Novak, Independent Scholar,
German Popular Culture
Corinna Kahnke, Modern Languages and Literatures, California Polytechnic State University, San Luis Obispo, CA 93407, ckahnke@calpoly.edu
Girls' Culture/ Girls' Studies
Miriam Forman-Brunell, History, University of Missouri-Kansas City, Kansas City MO 64110, Forman-BrunellM@umkc.edu (e-mail address is case sensitive)
Globalization
Brian Ekdale, Journalism and Mass Communication, University of Wisconsin-Madison, Madison WI 53706, brianekdale@gmail.com
Harry Potter
Kathleen Turner, English,
Heroes in Popular Culture
Terrence Wandtke, Communication Arts, Judson College, 1151 N. State St., Elgin IL 60123-1498, twandtke@judsoncollege.edu
Hip-Hop Culture James Braxton Peterson, English,
Horror and Science Fiction / Fantasy
John A. Dowell, Writing, Rhetoric, and American Cultures;
Humor
John A. Dowell, Writing, Rhetoric, and American Cultures;
Hypermedia
Paul Booth; Language, Literature, and Communication; Rensselaer Polytechnic Institute;
Indian Popular Culture
Sarah Erickson, English,
Irish Studies
Kathleen Turner, English,
Jewish Studies
Linda Long-Van Brocklyn, Germanic Languages and Literatures,
Latin American Popular Culture
Jane Florine, Music/HWH 331,
Libraries, Museums, and Collecting
Tom Caw, Mills Music Library, University of Wisconsin-Madison,, Madison, WI 53706-1324, mailto:tcaw@library.wisc.edu
Magazines and Newspapers
Ayanna Gaines, Independent Scholar,
Material Culture
Michael Kassel, History,
Music
MaryAnn Janosik, Provost/VPAA/Professor of History, Saint Joseph College, PO Box 850, Rensselaer IN 47978, janosik@saintjoe.edu
Mystery, Thrillers, and Detective and Crime Fiction
Brendan Riley, English, Columbia College Chicago,
New Media
David Gunkel, Communication,
Nineteenth-Century American Popular Culture
Patrick Prominski, English, 126
Photography
Amy Darnell, Humanities,
Plants and Animals in Popular Culture
Kathy Brady,
Political Economy
Heather McIntosh,
Politics
Janet Novak, Independent Scholar,
Pornography
Laura Vazquez, Communication,
Professional Development
Angela M. Nelson, Popular Culture,
Queer Studies
Kris Cannon, Communication,
Race and Ethnicity
John R. Fisher, Communication, Theatre and Languages;
Reality Television
Ann Andaloro, Communication and Theatre,
Relationships in Popular Culture
Jimmie Manning, Communication,
Religion and Popular Culture
David Schimpf, Theology,
Southern Literature and Culture
Anne M. Canavan, English,
Subculture
Shawn David Young,
Teaching Popular Culture
Angela M. Nelson, Popular Culture,
Television and Radio
William Anderson, Broadcast and Cinematic Arts, Central Michigan University, Mt. Pleasant MI 48859, ander1ww@cmich.edu
Theatre
MaryAnn Janosik, Provost/VPAA/Professor of History, Saint Joseph College, PO Box 850, Rensselaer IN 47978, janosik@saintjoe.edu
Toys and Games
Mark Best, English,
Undergraduate Paper Competition
Tom Caw, Mills Music Library, University of Wisconsin-Madison,, Madison, WI 53706-1324, mailto:tcaw@library.wisc.edu
Urban Studies
Brendan Kredell, Radio-TV-Film,
Virtual Environments
Pam Wicks, Educational Technology, Research and Assessment,
War
Kathleen German, Mass Communication, 152 Williams Hall,
Web 2.0
Molly Moran, Office of eDiplomacy, Department of State, Washington DC 20520-0099, molly@mollymoran.org
Westerns
Kent Anderson, American Culture Studies,
Working-Class Culture
Tom Discenna; Rhetoric, Communication, and Journalism;
All Other Areas
Angela M. Nelson, Popular Culture, Bowling Green State University, Bowling Green OH 43403-0190, anelson@bgsu.edu