- Media theorist and ludologist Ian Bogost recently penned some thoughts on Facebook’s development platform (referred to as “Facebook’s bleak new feudalism” in the title of Kotaku’s repost of the original piece):
The short truth is this: Facebook doesn’t care if developers can use the platform easily or at all. In fact, it doesn’t seem to concern itself with any of the factors that might be at play in developers’ professional or personal circumstances. The Facebook Platform is a selfish, self-made altar to Facebook, at which developers are expected to kneel and cower, rather than a generous contribution to the success of developers that also happens to benefit Facebook by its aggregate effects.
- Jeffrey van der Goot at Been Playing argues for “more Kubrickian and Lynchian narratives in video games“:
A lot of reactions to the narrative of [Bioshock] Infinite that I encountered were that it “didn’t make sense,” and that it was “being weird for the sake of being weird.”
Those reminded me of criticisms leveled at two of my favorite filmmakers: David Lynch and Stanley Kubrick. I think these comments arise because Infinite doesn’t go all the way, it hesitates. It tries to stick to conventional logic. It strews about Voxaphones to explain its abstractions.
- Shujaat Syed at Player Effort writes about “making linear story telling interesting in video games by acknowledging the fourth wall”:
At their core, video games are authoritarian. They have rules that need to be followed, and you are restricted to the game play systems and a story the programmers and designers have created. However, compared to other forms of media, they offer a breadth of freedom that is unmatched. I will not be speaking about the freedom of exploration. What I will be talking about is the freedom of creating a different type of narrative that is only possible through video games by breaking the 4th wall between the game and the player. This is one of our mediums greatest advantage, however, very rarely, is this power explored. With video games, we can have truly powerful forms of narrative, but at most we get ideas that could theoretically work as movies. Open-world sandbox games can dodge this because the player is free to create their own narrative alongside the main plotline, and this is a concept that is entirely unique to video games. It’s the linear story-based games where the narrative is usually much harder to distinguish than what you would get from a book or movie.
- Miles Klee at The Daily Dot reports on an app “that gamifies your boring sex life”:
In addition to registering your decibel levels (I’m hoping mine will get a boost from the garbage truck always idling outside my window), Spreadsheets will also monitor your overall duration, frequency, and somehow, thrusts per minute. Apparently this does not require supplementary electrodes.
What’s more, you can unlock “badges” and the like. For example, to meet the “Hello Sunshine” achievement, worth 10 points, you must take on the ultimate challenge of our time: “perform morning sex.”