Toldain Talks

Because reading me sure beats working!

Name:

Toldain started as an Everquest character. I've played him in EQ2, WoW, Vanguard, LOTRO, and Zork Online. And then EVE Online, where I'm 3 million years old, rather than my usual 3000. Currently I'm mostly playing DDO. But I still have fabulous red hair. In RL, I am a software developer who has worked on networked games, but not MMORPGS.

Saturday, December 04, 2010

Let Me Stand Next To Your Fire (And Type The Lyrics Into /say)

Via The Ancient Gaming Noob, here's a video made in WoW synced (in real time) to Billy Joel's "We Didn't Start The Fire". I love this stuff. I want to make something like this, even though I know nothing about video production.




You're probably better off clicking through to YouTube and watching it fullscreen, so you can see the lyrics shown in speech bubbles as the POV character runs by them.

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Tuesday, August 17, 2010

Games As Art: The Marriage and The Divorce

Let's beat the "games are art" horse just a little more, shall we?

First, there's The Marriage, by Rod Humble. It's a few years old, it seems. Play it for yourself, I'm not going to spoil it. The game seems to work just fine on my MacBook Pro under Wine, by the way.

Then there's My Divorce, by Brett Douville, which is a response to The Marriage. Unfortunately, it doesn't seem to work under Wine.

I recommend you play the games for a bit first, then read the commentaries provided by Humble and Douville.

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Monday, April 26, 2010

Yes, But Is It A Cloverleaf?

The other day Roger Ebert declared that videogames are not, and can never be art. I love ya, Roger, but you're wrong on this one. Really, though, we're arguing about the meaning of a word, "art".

Wilhelm of The Ancient Gaming Noob, takes issue and gives a fairly broad definition of art:


Art is more about having a message, about communicating something to people, than about the medium the artists chooses. Anybody who declares something “not art” because they object to the medium is kidding themselves. Art is not the medium. Art is the message, the intent.


I have an even broader definition of art, one I got from my kids' high school art teacher (and host of a couple of art appreciation trips to the orient that I went on with him).

Whenever humans alter their environment, art is there. Any decision made with an eye to someone's reaction (not necessarily pleasing, no no) there is art.

"Is this art?" is the wrong question. It's always the wrong question. The right questions are "How does it affect me and others?" and "How successful is it at achieving its aims?"



And yes, I do believe that freeway overpasses are art. I do not believe that all freeway overpasses are equally successful art, though. And its true that I find a painting by Magritte more interesting. Mostly.



Roger says that Bobby Fischer didn't consider his chess games to be art. Well, maybe not, but lots of people who play chess and replay his games most certainly do think of them as art. I think maybe its best that creators not be too self-conscious about their art, even painters and filmmakers. "Is this art?" is at least one step away from what you ought to be asking yourself when you are creating something. Maybe more.

Ok, here's five games I think are pretty interesting and influential pieces of art.

  1. Adventure. By Will Crowther and Don Woods. Seemingly simple minded, this was the first text-adventure game and succeeded in capturing the imaginations of a lot of us. Simple descriptive passages evoked a quite particular mood.

  2. Myst. Who remembers Myst? It was Mac-only, a complete pig in terms of resources, and a completely compelling multi-media experience.

  3. Super Mario 64. The importance of this game is that it explored 3D not just in terms of visuals but in gameplay, too. Succeeding wasn't about finding the exact timing and sequence of button pushes, but to find one solution among many.

  4. Portal. This game has more to say about our life, alienation and freedom than most paintings. Could the ideas in Portal really be communicated any more effectively as a film? I don't really think so.

  5. Rock Band: The Beatles. Derived work at its finest. Models, sets, audio outtakes from studio masters, fantasy sequences. All of it distills the essence of the Beatles in the format of a video game. It's an impressive piece of work, and it engages one utterly.



So, in the end, I think Roger needs to either play a few more video games or shut the hell up. And I say that with the greatest affection.

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Wednesday, February 11, 2009

Legitimacy in MMO's

Brian Green, also known as Psychochild, has an article up at Gamasutra called "Legitimacy for Game Developers". Brian identifies three kinds of legitimacy


Financial Legitimacy means making money and being a viable medium for business. Older media often do not have to worry about this type of legitimacy; for example, people rarely publish poetry with the hope of making a large profit -- it is often done as an act of prestige. Many new media, such as computer games, prove themselves in this area first and that helps gain other forms of legitimacy.

Artistic Legitimacy is how the people working in the medium see it. For example, how do you see your job as a game developer? Do you think you are making art? Do you think you're making mere entertainment?

Do you do games until you can break into a "real" creative medium like movies? Do just collect a paycheck? Do you work in games because of the creative opportunities? The answer to those questions influence how legitimate games are as a medium.

Cultural Legitimacy indicates how much society respects the medium. Is the medium worthwhile to spend time on, like reading books, or is it considered a waste of time? In many western societies, we respect the concept of "freedom of speech", where we allow people the right to express themselves freely.

Many attacks on creative media have been halted because of the protections afforded by this freedom. Book burnings are often seen as something abhorrent, an attack on the legitimate medium of writing. Yet, some people don't see the same problem with limiting the sale of video games to the point of harm to the medium. This is usually influenced by the other two forms of legitimacy.


I'm not really a big fan of capital-A "Art". It's kind of too self-absorbed. Rembrandt cranked out most of his paintings for rich Dutch merchants who used them as decorations at their lavish parties, more like flower arrangements than precious treasures.

On the other hand, games are a creative work that is meant to engage other people, and as such, it's art. I don't think Brian and I disagree on this point.

Ok, so art has this responsibility to dig up real emotion, to come from pain, to be authentic, to be personal. Robert Frost said, "no surprise for the author, no surprise for the reader." In other words, you can't fake it.

Yesterdays post on blacks on MMO's was a jumble. I apologize. I'm trying to figure out how an MMO can address some of the things about race that I'm currently thinking about.

One of the problems that MMO's have is in projecting character. You don't have much to work with: a few voiceovers, some text that lots of people just click through and don't read, and the character art work. The things that LOTRO has done with the "escort quest" help quite a bit, as the players accompany a character while she or he does stuff. More character and more story there. But it's tough. Player characters are meant to be the central figures in tabletop RPG's, and MMO's have a strong family lineage from them.

The most important stories to MMO RPG's are stories about your character. "I got my epic" is a favorite story, or "I got my Mythical" or sometimes "I made this really dumb mistake that got me wiped multiple times" can be told for, umm, comic relief.

That being the case, if a game dev tries to do the sorts of things to the players that writers routinely do to their characters, the players may nat take it well. "Hey, you, Brian Piccolo! You're going to get cancer and DIE!!!"

That's a good story, but only from the outside. That plot (Google "Brian's Song" for a blast from the past) wouldn't work in an MMO.

If you think about the film (or the book) "The Return of the King" structurally, it's all about death. Facing it, overcoming fear of it, and accepting it, and dying. How can one portray that in an MMO? You can't permanently kill players, and it's hard to portray characters that die, since in fifteen minutes, they will spring back to life so that the next group of heroes can experience their deaths.

I think it's possible to make an MMO with a story arc that involves the death of a favored NPC, but it would depend heavily on instancing and quest progression. As entertainment, it's a risk as well, since Americans at least don't seem all that fond of tragedy. We like our happy endings. But still, things like the success of Dr Horribles Singalong Blog, and for that matter, The Lord of the Rings make me think that maybe a little tragedy wouldn't be so terrible.

I haven't played WoW's latest expansion, but what tidbits I've heard make me think that Blizzard is trying to push the medium in this direction.

In EQ2, there's a quest line in TSO that took my character undercover among the boarfiends, where I didsovered a plot to kill the current Chief of the boarfiends. Since the new regime was likely to be a lot more hostile to us and our interests, we undertook to warn the Chief, but he ignored us, so we were given the task of assassinating the interloper. We fight him, but he runs away before we can kill him. We like to the robot who sent us on the mission, saying that he's been dealt with. We ended up adopting a baby pig which we were asked to destroy, since it's no longer useful.

I like this kind of bittersweet writing. It's done by someone who does take the art that they are doing seriously, as well as the imperative to entertain and engage.

Really, I think this quest line is a good direction.

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