If we learn nothing else from this weekâs video game writing, itâs that pigeons need love, too.
Hey, You Should Read These
âSix Japanese Dating Sims To Fall In Love Withâby Am Cosmos
I could not be less interested in playing a dating simulation, but I love reading about peopleâs experiences with them. Maybe I just havenât met the right dating simulation yet, you know? Reading through Am Cosmosâ writeup on the newly launched Offworld, however, provides a thoughtful overview of the seemingly endless niches for dating simulations, and the ways this popularly ignored category of games allows people to uniquely explore desires and fantasies.
âWhile all you need to be âgood atâ is reading and making choices â donât worry if you donât normally play games â there are some important things to know about how these games work. Generally you meet several characters, and will have to choose one to court. In Japan, dating sim characters are referred to as âcapturableâ â whether that means you capture their hearts or their bodies depends on the game. But youâll need to focus, as playing the field can result in an unsatisfying ending, and no one likes that.
These games are often designed to be played multiple times. Tools like multiple save slots, quick-save features, and the ability to skip text and rewind help players efficiently pursue every potential partner character and reveal every story path.
Itâs like backwards-engineering a narrative database â and you may be surprised to find how much the story changes when you focus on a different partner each time. Gotta catch them all?â
âVideo Games Are Betterâby Clint Hocking
Youâll want to read Ian Bogotâs piece in The Atlantic for context, but Far Cry 2 designer Clint Hockingâs pieces is fascinating, regardless. Bogostâs eulogy for Maxis provoked a broader questions about how character stories prevent us from understanding the worldâs bigger picture. The Last of Us, for example, doesnât show you how society degrades in the midst of chaos. Hocking doesnât think itâs worth tossing out these kinds of gamesâthey need more time. Stuff like Papers, Please are individual character journeys that also allow you to understand the meaning and importance of interlocking systems that go far beyond oneâs experience.
âIn terms of its themes, Lucas Popeâs Papers, Please is similar to Unmanned. In Papers, Please, I embody a character, and I go with that character on a personal, transformative journey that I control in large part. The game also gives me perspectives on the higher order structures of our culture: the numbing banality of bureaucracy, the deresponsiblizing power of distributed systems, and their impact on how individuals judge and treat one another. Papers, Please does not let me directly manipulate the sliders that control how oppressive or violent the State of Arstotzka is. It doesnât allow me to objectively observe how the cost of food and gas affects the behavior of a border guard with insufficient training and ever-increasing pressure to process travelers quickly under ever more byzantine constraints.
Playing Papers, Please, I do not build and test the hypothesis that subsidizing the price of gas would diminish stress on border guards, and thus lead to more ethical outcomes in terms of how people are evaluated at the border, which in turn would reduce violence, increase regional stability and lower gas prices â removing the need for subsidies, giving my state more economic stability, and simultaneously increasing happiness. But at the same time, I feel that Papers, Please helped me understand those things the way Bogost seems to claim a game about characters could not. In fact, it helped me understand those things better than Syriana did.â
If You Click It, It Will Play
https://www.youtube.com/watch?v=dEX1vU1-9I8
These Crowdfunding Projects Look Pretty Cool
Bryan Shannon worked on SimCity, but heâs raising money to make Cities objects.
Happymart wants to help people have a better understanding of depression.
College of Wizardryis a four-day LARPing adventure spent at a âwizard school.â
Tweets That Make You Go âHmmmmmmâ
https://twitter.com/embed/status/576506639773102081
https://twitter.com/embed/status/577890995557150722
https://twitter.com/embed/status/577936476056334336
https://twitter.com/embed/status/578946372549808128
Oh, And This Other Stuff
Eric Lindvallwrote about The Coop Times, a game about being a journalist.
Canadaland investigated Canadaâs enormous interest in subsidizing game development.
Greg Johnson, creator of ToeJam & Earl, talks about trying to make his games diverse.
Javy Gwaltneydescribed his experiences with games as a disabled person.
Nelson looked how games portray religion from the perspective of someone religious.
John Learned examined the surprising troll lurking within Street Fighter III: 3rd Strike
Ario Barzananalyzed what makes the Dark Souls II DLC work so well.
Matthew Handrahan wondered if ageism is a prejudice the industryâs not considering.
Gita Jackson explored the hostile and territorial nature of gaming communities.
You can reach the author of this post at [email protected] or on Twitter at @patrickklepek