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BACK TO SCHOOL

Issue 2, Volume 1 — 1
FROM THE PRESIDENT
My father used to work for IBM, so my family was always a little
bit ahead of the curve in terms of technology. Since he worked in SPECIAL THANKS
sales, every year or so we’d have a new machine tucked neatly in the
front-right corner of our dining room between the armoire and the Michael J Dragone
radiator. He was always thinking about how his kids were going to Chris McMahon
be using technology, and so when the first fleet of educational games Andrew Thaler
started hitting the shelves of Circuit City, he leapt at the opportunity Pete Muller
to teach us something “useful” with this brand-new medium. Cary Williams
Ironically, console videogames had no place at the Warren household Jonathan Dennis Deesing
after a particularly disastrous outing with Contra at a friend’s house Ruth Jurgensen
in Chicago (a story for another time). Theo Priestley
And so my weekends were filled with learning. The Oregon Kurt Cartensen
Trail, Math Blaster, Where in the World is Carmen Sandiego?, and Corey Wade
The Incredible Machine became my first real interactions with the Leith El-Hassan
world of games. My father was forward-thinking, but like many in Chris Heldman
his generation, he believed the connection between learning and Copenhagen Game Collective
games had to be explicit. If you weren’t learning grammar or math Eskil Steenberg
or science directly, if these videogames weren’t going to polish your Farrah Bostic
report card, if clacking away for hours on the keyboard wasn’t going Lee Drucker
to be a passport to the higher-ed institution of your choosing, then Gavin Becker
games were nothing but amusements to be consumed when the rest Yancey Strickler
of your “real” work was done.
Of course, this is wrong.
Three years ago at Harvard Business School, Scot Osterweil, the director of MIT’s
Education Arcade, delivered a talk called “The Four Freedoms of Play.” A pioneer in
learning and games, he laid out the four things that good games provide their players
that are invaluable in education: freedom to experiment, freedom to fail, freedom to try
on identities, and freedom of effort. But the emblematic example he provided wasn’t a
title from my childhood. It was Grand Theft Auto III. Osterweil argued that in spite of
its violent content, it did what many “edutainment” games could not: It taught well.
Enough about school, though. If our reader survey says anything, it’s that all of you
girls and boys haven’t thought about taking a test in a long time. Nonetheless, that
question of what games teach is at the heart of the Back to School issue. These digital
objects that we spend so much time with—what wisdom do they impart? If, as Jesse
Schell says, “the future is a high-resolution game,” then someone or something should
be holding our hand to guide us. So grab a pencil, take a seat, and open your textbooks.
Class is in session.

Best,
Jamin
KILL SCREEN
President Contributors Artists/Photographers
Jamin Brophy-Warren Ben Abraham David Boni
Ryan Bradley Eóin Burke
Managing Editor Patrick Cassels Dennis Chow
Chris Dahlen Simon Ferrari Tim Denee
Ed Fries Nicholas Felton
Lead Designer Ben Fritz Folkert Gorter
David Boni Brendan Keogh Sean Haas
davidboni.net Mitu Khandaker Thomas Haywood
Laura Michet Ian Higginbotham
Editor Emily Short Sarah Jacoby
Ryan Kuo Kent Sutherland James Kochalka
Brian Taylor Zach Kugler
Contributing Editors David Wolinsky Daniel Purvis
Rob Dubbin Rob Zacny Justin Russo
Zack Handlen
Jason Killingsworth Web Developer Hero
Nora Nahid Khan Tom Clancy John Portman

Back Office About the Cover — We asked Emanuele Sferruzza Moszkowicz to


Sarah Elmaleh devise a cover for us. He did. It is awesome. Many thanks to Ruth
Jurgensen and the students of Little Red School House & Elisabeth
Founder Emeritus Irwin High School for lending us their blackboard. The drawing was
Anthony Smyrski shot by Kaitlin Dale and edited by Alan Lugo.
smyrskicreative.com

Kill Screen is published quarterly by For subscriptions, please visit While Kill Screen welcomes the
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Kill Screen Media does not claim copyright in the screenshots herein. Copyright in all Printed in Canada.
screenshots within this publication are owned by their respective companies. Entire
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1
CONTRIBUTORS
Ben Abraham spends his days as a full-time Zack Handlen is a freelance writer whose work can
PhD  student and on the weekends assembles a be seen regularly at The Onion A.V. Club.
roundup of the best games criticism of the week for
Critical Distance and the Gamasutra network. He Brendan Keogh is a Film and Media Studies stu-
achieved one-time internet fame with a machinima dent at the University of Queensland, Australia. He
novel based around playing a single life in Far Cry 2 has been known to write the occasional Kotaku or
and counts the night he got drunk with Clint Hock- Gamasutra article but is usually found at his we-
ing at GDC as the high-water mark in his life.  blog, Critical Damage or on Twitter at @BRKeogh.

Ryan Bradley has written for The Atlantic, Bloom- Mitu Khandaker is a PhD candidate at the University of
berg, Businessweek, GOOD, Slate, and National Geo- Portsmouth with the Creative Technologies department.
graphic Adventure. He is the managing editor of the
World Policy Journal.    Laura Michet is a student and a writer from somewhere
near Hartford, Connecticut. She enjoys writing about
Patrick Cassels is a staff writer at CollegeHumor games more than she enjoys writing about anything else.
and co-host (with Jeff Rubin) of the online vid-
eogame talk show “Bleep Bloop.” He has written Emily Short is currently a freelance writer and nar-
for Slate, McSweeney’s Internet Tendency, Nerve, rative designer for the game industry. She spent most
and the humor collection Mountain Man Dance of the last decade in academia, as a grad student and
Moves. He lives in Brooklyn and edits a blog, then a visiting assistant professor of classics.
10YearOldMovies.com.
Kent Sutherland splits his time between Hong
Rob Dubbin is a writer for The Colbert Report and Kong and New Hampshire. He writes about games
a proud member of Zipcar. His text adventure Earl at Second Person Shooter, and one time he dug a
Grey, co-written with Adam Parrish, won the 2009 snow cave and slept in it.
XYZZY Award for “Best Puzzles,” and his author bio
for this issue won the staff award for “Least Punctual.” Brian Taylor is a freelance librarian, writer, and
photographer. You can find him in Pittsburgh,
Simon Ferrari is an academic and designer at the Pennsylvania or on Twitter as @brianmtaylor. He
Georgia Institute of Technology. His first book, co- really likes maps.
authored with Ian Bogost and Bobby Schweizer, is
Newsgames: Journalism at Play (MIT Press, 2010). David Wolinsky is a freelance writer based in
Chicago (not the suburbs). He’s written for Adult
Ed Fries is a former vice president of game publish- Swim, Comedy Central, 1up.com, EGM, and the
ing at Microsoft, and the developer of Halo 2600. family newsletter.

Ben Fritz is a staff writer for the Los Angeles Times, Rob Zacny is a freelance writer living in Cambridge.
covering the entertainment industry. He previously He writes at places like The Escapist, GamePro, Game-
ran Variety’s videogame blog “The Cut Scene” and SetWatch, and Gamers With Jobs. He also maintains
co-wrote the book All the President’s Spin.  the monument to vanity that is RobZacny.com.

2 — Kill Screen Magazine


CONTENT
04 10 18
Capture the School One Small Step Red Dead Redemption
Brendan Keogh Laura Michet Progress Chart
Nicholas Felton

20 24 28
Trade-offs The Young and the Scoreless Be, Move, and Do!
Rob Dubbin Ryan Bradley James Kochalka

30 38 40
Carol Ann Has Dysentery Kellee Santiago Dream Portrait Rough Riders
Jamin Brophy-Warren Emanuele S. Moszkowicz Ben Abraham
& Kent Sutherland

44 48 54
Renaissance Man Breaking the News Boxed Out
David Wolinsky Simon Ferrari Patrick Cassels

58 62 68
Trading Spaces Educated Guests Toppling the Ivory Tower
Brian Taylor Emily Short Mitu Khandaker

72 78 84
Breaking Pangea The Eye of the Beholder Mazed and Confused
Rob Zacny Ed Fries Chris Dahlen

88 92
The Shadow and the Sorrow The Help Line
Ben Fritz Zack Handlen

3
by BRENDAN KEOGH
photography by SEAN HAAS

CAPTURE THE SCHOOL


SET GAME RULES
ASSAULT: NO (You must capture the enemy’s flag and return it to your own base.)
SINGLE FLAG: OFF (Each team will have its own individual flag.)
FLAG MUST RESET: NO (You must return your flag to your own base manually.)
FLAG AT HOME TO SCORE: YES (In order to score, your team’s flag must be in its home location.)
CAPTURES TO WIN: 1 (The first team to capture the flag wins.)

The summer breeze stings like ice. The dew on the behind Red Base in the Scorpion tank, raining
grass seeps through my T-shirt and even the denim ordnance hell on our base from across the map.
of my jeans. An ant may be crawling up my leg, but Earlier this night, we were all discharged from the
I could be imagining it. I swallow a sneeze before it Blood Gulch conflict with an abrupt black screen.
gives away my position and, not for the first time this When the power left my parents’ house, our Halo
night, question my loyalty to Blue Team. This cold, system-link party went with it. The Capture the
moonless night is a far cry from the scorched grass Flag match was in its fifth hour and tied 2-2—next
and red dirt of Blood Gulch; this is well beyond my capture would have won. We were eight teenage
call of duty. Is victory really worth the flu? boys full of caffeine and sugar, no electricity, and no
The streetlight pushes back the night just clear winner. Across the road stood our high school,
enough to render silhouettes of Red Team’s two St. Joseph’s College, abandoned and insignificant for
defenders leaning against opposite rugby goalposts. the summer months. Open fields, mazes of corridors,
Meanwhile, the subtle incline between where I lie patchworks of architecture, ditches, and hills—the
and the highway beyond the chain-link fence is ultimate multiplayer map. The battle was not yet over.
enough to hide me in shadow. The orange glow of We agreed on a set of rules, modeled as closely
a cigarette flickers like a pinprick in my vision. That on the Blood Gulch conflict as the real world would
would be Ryan—defending out of apathy, not loyalty. allow. We scavenged the laundry for some torches,
The shadow flapping lazily between them is my a broom, a mop, and two beach towels (Snoopy’s
target: the red flag. kennel for the red flag; Soundwave the Decepticon
I’m sure Ryan, too, would rather be back at Blood for the blue). We crept out the back door, dashed
Gulch, crouched beside the teleporter, shotgun ready across the street, scaled the chain-link fence, and
for another cheap kill; or parked up the mountain went back to school to finish the fight.

4 — Kill Screen Magazine


Issue 2, Volume 1 — 5
SET PLAYER RULES
NUMBER OF LIVES: INFINITE (You will respawn indefinitely.)
MAXIMUM HEALTH: 1 (One hit from a torch will kill you.)
RESPAWN TIME: WALK TO THE FLAGPOLE AND BACK TO BASE (You must walk to the flagpole in the
centre of the quadrangle and back to your base before you can return to the game.)
SUICIDE PENALTY: KILLER DIES (Every time you hit a teammate with a torch, you must respawn yourself.)

On my belly like a hardened commando, I crawl school is less symmetrical than Blood Gulch, but
out from the line of trees that defines the boundaries just as exploitable. The eastern half is grassy sports
of our school by day and our battlefield by night. I fields. To the west, the two-story buildings muster
would look ridiculous if anyone could see me—any around the bitumen quadrangle like eighth-grade
teacher would be demanding I stand up and, coun- kids around a Game Boy. At the southern end of the
terintuitively, stop acting like a child. But tonight this quadrangle a life-size, ceramic Jesus nailed to a life-
is not our school; school rules do not apply here. I size, ceramic cross looms over a tunnel. Blue Base
pause a good 10 meters from Red Base. I’m close is just beyond, wedged on the retaining wall beside
enough to smell Ryan’s cigarette, close enough to be the wheelchair ramp that leads down to the science
spotted, but too far away to do anything useful. labs and drama hall, both sitting at the bottom of the
St. Joseph’s is the only place where the eight of us school with the unpopular kids. Red Base is more ex-
spend more time together than Blood Gulch. The posed, situated on the far side of the sporting fields.

6 — Kill Screen Magazine


At least, that is how we justified the placements and Sean back into the darkness. I count to 100 be-
when we set up the map. But now “more exposed” fore I flash the torch across Ryan’s face and jump to
just seems to mean “more secure.” It’s impossible to my feet.
approach head-on; I have spent half an hour stalking “Got you, Ryan!”
under the trees that line the school’s perimeter to get He hardly looks alarmed. I wonder if I am tak-
to my current position behind Red Base. This side of ing this too seriously. No. John is the one scaling the
the school is where the footballers spend the lunch school office. Victory is at stake here.
hour throwing each other to the ground while the “Whatever,” he says, and flicks the cigarette butt
girls gossip and smuggle their mobile phones out of toward me before walking off to respawn.
their bags. Flat on my stomach, trying not to shiver, I I untie the flag from the broom handle and dash
realize why they sit over here. No teacher could hope without thinking down the ditch toward the tennis
to sneak up to this location—perhaps neither can courts. I’m going too fast and smash into the chain-
any Blue Team attacker. link fence at the bottom. It rattles like a thousand
Complaining is futile. We all agreed to the rules, dropped coins.
and we all must play by them. I caress the switch of The glow from the streetlights passes over this side
my Eveready torch. The torch can only be flicked on of the ditch, leaving my feet in darkness but light-
once every three seconds—these are fictional guns, ing the courts beyond the fence. I can make out the
not lightsabers. My chances of taking out both guards multicolor tangle of painted lines—white tennis lines
are slim, but there is nothing else for it. I need to get over red basketball lines over green netball lines.
that flag. I lift my shoulders and aim the torch at the Three sets of rules for three separate games occupy-
guard that is not Ryan. If I am lucky, Ryan won’t have ing one space. One lunch hour, 15 of us took over the
his torch in his hand and I will have time to fire a court with a fourth game: Pac-Man Tag. It’s just like
second shot before he knows what is happening. normal tag, but you must stick to the lines and can’t
I am about to fire when the other half of Red Team move around other players. School is nothing if not
marches up to the base. I drop; a single blade of grass spaces waiting to be reappropriated.
juts into my ear. I walk with a hand brushing the mesh, stomping
“No luck?” asks the guard I nearly shot, now obvi- like a soldier to avoid falling on my face. This was a
ously Mark. stupid way to go. The only buildings between the ten-
“No.” nis courts and Blue Base are the school office and sci-
Sean’s voice. I don’t dare move, but I strain my eyes ence labs—exactly where Red Team will be prepar-
to look past my forehead as Sean taps the red flag ing its assault. There are concrete stairs further ahead
casually to complete his respawn. “They got three that lead out of the ditch, back up to the fields. I need
guards. Ben, Adam, and Michael.” to double back to the quadrangle and approach the
“Three guards?” says Ryan. “That’s bullshit.” base from the north, through Jesus Tunnel.
“Well, we just need three attackers,” says John, I feel the padlock of the tennis-court gate under-
snatching Ryan’s cigarette and taking a deliberate, hand and pavement underfoot. Light flashes. The
adolescent drag. “Remember where I used to climb torch is perfectly aimed at my face and leaves green
up onto the office to get the hacky sack down? I and pink circles dancing in the darkness. I don’t have
should be able to get across to the science labs from time to consider that I am caught before Ben swears.
there. I could snipe them while two of you run in.” “Shit, Brendan. I thought you were Red.”
“Are you allowed up there?” Sean asks. Friendly fire. Now Ben has to respawn. I cannot
John snorts. “Who’s going to stop me? Mrs. Barton see his face between the night and the motes of color
ain’t here to yell at me now.” still dancing in my vision, but I know we are consid-
“Have fun explaining that to the security guards,” ering the same thing; we could cheat, pretend this
says Ryan. “I’ll stay here.” never happened. Who would know?
“Whatever. Come on, you guys.” “Have you seen Red Team?” I ask.
Ryan takes his cigarette back, and John leads Mark “No. I’ve been down here for ages.” He looks down

Issue 2, Volume 1 — 7
at my hand, points with his torch. “Is that … ?” hand clenches the ragged flag. The entire game hangs
I hold up the red flag. “Yeah. Look, John, Mark, and on me getting across the quadrangle, but I am too
Sean are about to hit our base hard. Go respawn then scared to take another step.
defend with the others. I’m going to sneak back up Then I realize that I am thinking about this all
around the assembly hall and down through the tunnel.” wrong. The area before me is not the quadrangle, and
He nods and walks off without another word. The this is not our school; it is somewhere new. We have
only friendly face I have seen since leaving Blue Base captured and recreated it for our own use. I think of
is gone. We are both heading to the quadrangle, but John scaling the office and realize I am going about
Ben will take the swifter route. By going past the of- this the wrong way. I am playing tennis while Red
fice, it will be only a matter of minutes for him to get Team plays Pac-Man Tag. A narrow path rings the
to the flagpole, respawn, and head back to base. But outside of the quadrangle buildings, squeezed in
Ben is dead, a ghost in spectator mode; such a path is beside the tall, soundproof walls; the groundsmen
too risky for a living flag bearer. use it to wash the classroom windows. It is out-of-
As I hurry back north (past the staff room, past bounds during the day, but school rules do not apply
the groundsmen’s shed, and past the chapel) hypoth- here. Our new rules have changed everything.
eses run through my mind. What if Ben respawns I run up the alley beside the assembly hall and onto
quick enough to warn the others and foil Red Team’s the foreign dirt path behind the northern wing. I dash
ambush? What if they blast John right off the roof? under the black windows of Mr. Reece’s math classroom
Right now Red Team could be all sulking back where we discovered the RNDM function on our Casio
to their flagless base. Right now could be my only calculators and spent entire lessons using RNDM 6 to
chance to make a dash for it before Red Team re- duel our Warhammer characters. I turn south around
group for another attack. I quicken my pace. the computer labs where we unearthed the flight simu-
I take a single step east into the quadrangle. The lator hidden among Excel 97’s spreadsheets.
solid bitumen underfoot and the close proximity of There is not a path against the back of the west
walls are comforting, but I hesitate. Orange lights wing, so I tread through the bushes. I am noisy but
pepper the walls at even intervals, throwing shadows unconcerned; Red Team will be nowhere nearby. I
deep and plentiful among the buildings, warping the pass under Sensei’s Japanese classroom. It was Final
familiar shapes and outlines of my school beyond Fantasy VII that convinced me to stick with Japa-
recognition. nese. I wanted to understand the hiragana scattered
What if the ambush has already swept through? throughout Midgar’s slums.
What if Red Team is lurking in the quadrangle, wait- Past the graphics workshop where, instead of
ing for me to run out and hand them the game? My learning a new CAD program, I would go home and

Ceramic Jesus looms overhead, looking down at me in


the low light like some omniscient referee. I would not
be surprised if he opened his sad mouth and shouted,
“RED TEAM HAVE TAKEN THE FLAG!”

8 — Kill Screen Magazine


build verandas and bits of furniture in Valve’s World- walk in from the other end.
craft—a program I could not have hoped to under- “Respawning?”
stand without the orthographic techniques learned Both nod.
on the other side of this wall. I hold up the Snoopy beach towel. “Don’t worry,
Between the workshop and Mrs. Hooper’s Eng- they can’t score.”
lish classroom, I sneak back into the quadrangle. I “Neither can we,” says Michael.
sneak to the very edge of the tunnel and peep around I leave them to their respawning and walk on to
the corner. Ceramic Jesus looms overhead, looking our base. I stare up at the surrounding gutters ner-
down at me in the low light like some omniscient vously, but Ben steps out from behind a tree and
referee. I would not be surprised if he opened his sad waves me closer.
mouth and shouted, “RED TEAM HAVE TAKEN “John was on the science roof, but I got him. You
THE FLAG!” The path seems clear and I step into the got their flag still?”
tunnel, but leap back as I hear shouts and footfalls. I hold it forward. “Yeah. Little use it does us now.”
I flatten myself against the wall as Mark and Sean Ben ties it to the mop and stabs the handle back
sprint into the quadrangle, laughing and shouting into the soil, as though claiming the entire school in
expletives over their shoulders. Mark is clutching a the name of Snoopy. For the first time, I notice the
torch in his right hand and a beach towel in the left. blue sky behind the red kennel.
They dash unafraid through the quadrangle and dis- “We should have set a time limit for this thing,” Ben
appear toward the football fields. says.
I enter the tunnel again as Adam and Michael I shrug. “Rules are rules.We know now for next time.”

Issue 2, Volume 1 — 9
10 — Kill Screen Magazine
by LAURA MICHET
illustration by DAVID BONI

ONE SMALL STEP


Breathing in Moonbase Alpha

As a huge space nerd, I spent my childhood unhap- I feel as though I’ve been anticipating this for a
pily watching space become a place for robots and long time. One morning in 2003, my friends and I
not humans. found ourselves in a deserted school hallway, mut-
My own lifespan has neatly encapsulated the pro- tering to one another about the Columbia disaster.
cess. The Space Shuttle Challenger blew up in 1986, We were hypnotized and baffled, and we grew con-
three years before I was born. In 1998, a monument scious of a strange generational disadvantage: after
for those dead sat directly outside the window of beating the living daylights out of Hitler, our grand-
my third-grade classroom. Pathfinder, the first of parents sent actual men to the actual moon. But we
the Mars rovers, occupied much of my waking at- were stuck here on Earth, sending robots to Mars
tention in 1997. When I was 10, I actually attended and helplessly watching our spaceships explode on
Space Camp—the best birthday present I have ever television.
received. Space Camp in 1999 was a blissfully op- The space nerd I was would have adored Moon-
timistic reeducation facility, and I came away be- base Alpha, a PC game released for free last summer
lieving in a glorious future where Americans and by NASA’s Learning Technologies team and Virtual
Russians skip across Mars arm-in-arm, scattering Heroes, the developer behind America’s Army. Built
baskets of daffodils on Olympus Mons. I thought of in the Unreal engine, it’s a multiplayer game that’s
myself as an approved proto-astronaut. At the right part puzzle, part kart racer, and part low-gravity-
age, I’d step up and claim my pass to outer space. movement sim. It’s set in the near future, on a sur-
It didn’t work out that way. Support for human prisingly realistic moon: The earth hangs in the sky,
space exploration has been waning in America, and buggies and robots kick up thick plumes of lunar
the long, slow switch to unmanned programs may soil, and astronauts bound and drift across the map.
have ended earlier this year with the cancellation of A meteorite impact has disabled the life-support
the Constellation moon program. It’s not particu- system of a NASA lunar station, and players must
larly surprising: The program was over-budget, and repair this system as quickly as possible, prioritiz-
going back to our moon is probably not the best tar- ing a complicated list of fetch-and-carry tasks with
get for research dollars or the human spirit. But it different durations and difficulty levels.
was disappointing nonetheless. For now, the future Unfortunately, the mechanics of the game proper
of our human space exploration is still ambiguous. are not entertaining. Players fix elements of the

Issue 2, Volume 1 — 11
Without peril, I’d been robbed of any sense of
achievement. These astronauts were scrubbed
of the romanticization I’d given them to over
the years. They weren’t the astronauts I’d
grown up admiring. They weren’t the Right
Stuff. They were a bunch of cheats.

broken oxygen system by completing mini-games seems to defy the kind of heroic fantasies we tradi-
like robot-driving or “welding,” an unusually frus- tionally associate with space exploration. When the
trating maze-tracing puzzle. At times, these mini- game began, I knew the astronauts trapped in the
games are absurdly difficult, and they all control Moonbase would suffocate without my assistance.
badly. When playing by yourself, they get dull I assumed that death was part of the scenario. It
pretty quickly. had to be. Astronauts are action scientists. They’re
The real fun lies in playing Moonbase Alpha with champion researchers. Like samurai and knights,
friends: leaping around in spacesuits and mess- they’re remote, clean, and heroic; wearing armor
ing with the oddly adorable robots on this dusty and risking death every moment of the day. As a
moon. Incredibly, the setting’s strong atmosphere child, I would have loved astronauts less if their job
holds up even in multiplayer. Playing the game feels were less perilous. We know that space is dangerous
like reenacting the famous videos of Armstrong’s and unforgiving, and acknowledging this in our fic-
lunar strolls. The slow, swinging steps of the play- tions helps us to process that disturbing truth.
ers’ astronauts have a convincing heft and effort, But the astronauts in Moonbase Alpha don’t die.
each footfall leaves a perfect print in the regolith, If you fail to save them, they pop back on the radio,
and each awkward, jerky hop sends the astronaut chirping that they’ve merely “lost a day of produc-
coasting forward over the dirt. Whether watching tivity” due to the trouble—then suggest that you
friends struggling around over the surface or doing try again. I was almost more upset with the game
it yourself, it simply feels real. for not killing them than I was at myself for fail-
The future of robust human space exploration ing to save them. Without peril, I’d been robbed of
depicted in this game no longer exists, and for a any sense of achievement. These astronauts were
long-time space nerd like me, that’s a pretty bitter scrubbed of the romanticization I’d given them
realization. Moonbase Alpha was designed before to over the years. They weren’t the astronauts I’d
the Constellation program was cancelled, and the grown up admiring. They weren’t the Right Stuff.
structures are based on real NASA lunar technol- They were a bunch of cheats.
ogy—things that would have been built on the real Moonbase Alpha is not, however, NASA’s final
moon 20 years from now if Constellation had gone word on games. It is actually a proof-of-concept for
as planned. For reasons beyond its developers’ con- another game currently in the works. Astronaut:
trol, Moonbase’s optimism is empty: The game re- Moon, Mars, and Beyond is an educational MMO
minds me more of what manned space exploration which, according to NASA Learning Technologies
has lost than of what lies ahead. For all its realistic lead Daniel Laughlin, aims to revolutionize the way
roots, Moonbase’s scenario is a fantasy. people think about educational games.
Strangely enough, however, Moonbase Alpha also “I was as poisoned as everyone else by edutain-

12 — Kill Screen Magazine


ment games,” Laughlin told me, referencing the future, compromised only when the medium of the
late-’80s and ’90s glut of boring educational PC game itself made it absolutely necessary. The kind
titles. “Many of them weren’t actually very good of future, in other words, that holds up in a phys-
educational games, but most of them were just not ics class assignment. Though Moonbase Alpha is
good games.” certainly as “hard” as hard science fiction gets—it’s
Laughlin initially found it difficult to convince entirely scientifically possible—it occupies an un-
NASA executives, some of whom hadn’t played a comfortable position between the fulfillment and
game since Pong, that NASA should develop an ed- denial of several fantasies. While it provides the
ucational MMO. “The academic side is still saying, ultimate space nerd fantasy of a real live honest-to-
‘OK, we need to do a lot more research, and dissect god moonwalk, it strips the space program of the
games down to the smallest molecule.’ They’ll still daredevil heroism I’d always associated with it, and
be working on their research project for 20 years, dedicates itself to perpetuating a particular fiction
while people are moving out with games,” he said. “I about human space exploration which I can’t help
used the analogy … that we were essentially build- but regard as an ironic fantasy. Its world is politi-
ing the educational game equivalent of a supercol- cally and financially impossible. But it’s a fantasy all
lider. That we were building something that didn’t the more enticing for having once been real.
exist, that would let us do research that couldn’t When I heard that NASA was making a game,
possibly be done until it was built.” I thought to myself: Well, this had better be good.
Laughlin hopes that a NASA MMO can pres- What I meant, of course, was that it had better be
ent science, engineering, and math skills to young a good game—but also that it had better embody
people as tickets to fascinating careers. The prob- what the space program meant to me, everything
lem, he said, is that school disconnects science and from the hope and fright of my childhood to the
math skills from real-world applications. “I don’t anxieties and controversies whirling around it
want somebody in seventh, eighth, and ninth grade as Constellation neared its final days, the whole
to end up saying, ‘Oh, I played a game and now I’m gamut of human emotion surrounding our great-
going to be a planetary geologist,’ ” he said. “But I do est achievements and discoveries. It couldn’t have
want them to say that there’s a possible future in this.” done all that, of course. And it wasn’t meant to. It
The need to keep learning relevant is also why isn’t trying to be a summation of everything we’ve
NASA has chosen to make an MMO. “We can keep ever loved or imagined or debated about NASA and
updating it and engaging them and evolving the ex- human space exploration. It’s a proof of concept for
perience,” Laughlin said. “Ideally, you could start a larger game.
playing it in seventh grade—and you may not play That larger game, however, will ask its players to
it every day, but when you get to college, you could live as space explorers—to embody alternate, heroic
still have your original Moonbase and your original fantasies of themselves. To be action scientists and
avatar … you could take video and turn it in as a hero researchers! To whip off to Saturn in the space
homework assignment in a physics class.” of a loading screen and use their brains for great
What they’ve built so far is flawed but impressive. justice among the stars! If I’m going to play that
Hopefully, the strongest part of Moonbase Alpha, game, I’m going to want to be a hero, even if that’s
the atmosphere, will carry over into the final MMO. not entirely realistic, and I’m going to want to be
“That seems to be the biggest thing that people are playing in a NASA that’s as heroic as I imagined it
applauding, that sense of immersion: that they get as a child—even if it isn’t, and even if it never was. If
to be on the moon,” Laughlin said. “I hear all the NASA’s MMO includes heroism and tragedy, it will
time: ‘I’ll never get there in real life, but it felt like have the emotional punch to hook its students and
I was there.’ ” to place what they’ve learned on a grander scale.
When NASA began this project, they vowed to Perhaps they’ll be inspired to dedicate themselves
make a game that was “science fiction, not science to bigger, more-challenging futures—to take their
fantasy”—a game which presented a truly possible fantasies and make them real.

Issue 2, Volume 1 — 13
shop.killscreenmagazine.com
Issue 2, Volume 1 — 15
16 — Kill Screen Magazine
Issue 2, Volume 1 — 17
m y p r o g r e ss r e p o rt

RED DEAD REDEMPTION


fA m e r A n k H o n o r L e v e L p e r c e n t co m p L e t e d

legeNd hero 5% 10%


%
100
% 15
%
95
P e Ac e M A k e r
guNsliNger

20
90

%
85%

25%
hoNest joe
MerceNAry

80%

30%
rustler
buckAroo

35%
75 %
r oA d Ag e N t

%
70
greeNhorN

40
%
desPerAdo 65
% %
45
60%
N o b o dy 55% 50%
driFter

H o u r s p L Ay e d

A r e As d i s cov e r e d

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New AustiN N u e vo PA r A i s o west elizAbeth

m i L e s t r Av e L e d g A m b Li n g w i n n i n g s p e o p L e k i L L e d

by F o ot Poker civiliANs

u s l Aw M e N
by horse liAr’s dice

u N A F F i l i At e d c r i M i N A l s
by cArt horseshoes

bollArd twiNs’ gANg


b y s tA g e c o A c h Five FiNger Fillet
wA lt o N ’ s g A N g

by cAr ArM wrestliNg


treAsure huNters

by trAiN b l Ac k jAc k
b A N d i to s

t o tA L t o tA L t o tA L

pause
yo u r p r o g r e ss r e p o rt

RED DEAD REDEMPTION


fA m e r A n k H o n o r L e v e L p e r c e n t co m p L e t e d

legeNd hero 5% 10%


%
100
% 15
%
95
P e Ac e M A k e r
guNsliNger

20
90

%
85%

25%
hoNest joe
MerceNAry

80%

30%
rustler
buckAroo

35%
75 %
r oA d Ag e N t

%
70
greeNhorN

40
%
desPerAdo 65
% %
45
60%
N o b o dy 55% 50%
driFter

H o u r s p L Ay e d

A r e As d i s cov e r e d

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New AustiN N u e vo PA r A i s o west elizAbeth

m i L e s t r Av e L e d g A m b L i n g w i n n i n g s p e o p L e k i L L e d

by F o ot Poker civiliANs

u s l Aw M e N
by horse liAr’s dice

u N A F F i l i At e d c r i M i N A l s
by cArt horseshoes

bollArd twiNs’ gANg


b y s tA g e c o A c h Five FiNger Fillet
wA lt o N ’ s g A N g

by cAr ArM wrestliNg


treAsure huNters

by trAiN b l Ac k jAc k
b A N d i to s

t o tA L t o tA L t o tA L

nicholas felton
by ROB DUBBIN
illustration by DAVID BONI

TRADE-OFFS
Meet Karim Hakimzadeh, financial analyst & StarCraft master

The best StarCraft II players are handfuls among analyst at a London hedge fund, a young member
handfuls, chimerical blends of tactical genius, of an ultra-competitive industry that prizes chess
preternatural reaction time, and the virtuosic prodigies and poker sharks as recruits. Certainly
ability to work the game’s complex interface like a both of his pursuits require an analytical mind, but
saxophone. Replays of their matches, overlaid with how far do the similarities go?
commentary by enthusiastic amateurs, rack up
hundreds of thousands of views online, and their Tell me a little bit about what you do for a living.
wildly original strategies proliferate, Zerg-like, Most recently, I worked as an equity analyst at a
through the ravenous corridors of Battle.net. If fund in London called Zan Partners.
Kim Jong-il ever does invade South Korea, and his
military units so much as resemble Siege Tanks, the Can you give me a ballpark figure on the size?
Great Leader is in for one swift ass-kicking. Of the fund? I’d better not.
Karim Hakimzadeh, ranked at the top of his
highest-tier Diamond League ladder and in the top Fair. Is there a range in the size of the trades
0.3 percent of players in the world, is not a known you’ve made over the course of your career so far?
quantity in the StarCraft II community—but then, I shouldn’t really answer that, either, because you can
StarCraft isn’t his full-time job, either. Karim is an infer the size of a fund from the size of typical trades.

20 — Kill Screen Magazine


I’ll consider myself outflanked on that one. What outsmart other people in that every investment you
was your first real-time strategy game? make, there’s someone else taking the other side of
That was StarCraft—actually, no, I played it. And one of you is right and one of you is wrong. 
Warcraft II before that. I must have been 9 or 10. I In any strategy game you’re trying to develop
was too young to really take it that seriously. Then, insights that give you an edge—your own unique
when StarCraft came out, I bought that, and I got strategy, you know, something that differentiates you
pretty hooked. At that age I had all the time in the from others. If you have better micromanagement
world to kill. I spent a lot of time playing that, and in StarCraft, for example, or you’re more adaptable,
I got pretty good. then over time you’ll win more often than you’ll
lose. It’s the same when you’re making trades. Just
Online? like no one can win every game of chess, no one
Yeah, I played StarCraft and Warcraft III pretty is always successful in making investments—even
much exclusively online. I don’t really enjoy single- Warren Buffett has made many investments that
player or playing against computers, because what have lost money. The idea is that you just develop a
I really enjoy is the competitive, strategic element. I small edge, that you’re right six times out of 10. So
never play the single-player. I guess there are a lot of parallels between the two.
And it’s definitely helped me. 
Did you have a consistent handle? I ask so that I
might stalk your career as efficiently as possible. You see that in the top StarCraft players—
When I played [the original] StarCraft I used lots like thelittleone, Dario Wünsch, the popular
of names. Now I play under the name Romanticist, German player. There’s an aspect to the way
which I got from a time when my brother was in a that he plays where it’s almost defined by
final at Harvard, and a crazy person burst into the unorthodoxy. He’ll just go, “This game I’m
exam hall. He said he was a Romanticist, and I was only building Ghosts,” or “Why not scout with
like, “Yes, I like that.” my Barracks,” something crazy like that; and
finds a way to make it work. And you can kind
It conveys a certain take-no-prisoners attitude.  of tell by how crazy it is that this is him. And
I think it’s like any sport, to be honest. Anyone I’m wondering if, as you observe the other
with a competitive nature likes trying to be the people in the trading ecosystem, whether
best at something, and I guess that’s just my nature. there’s the same ability to look at activity in
Whenever I’d run into opposition that was too the market, and sort of see, “Oh, it’s that guy.
tough for me at the time, it was just my personality It’s the guy who always trades like this, who
that I would try to figure out a way to improve my tends to make this kind of move.” If people tip
game or beat them.  their personality through their work that
It’s problem solving, to a degree. You try to same way.
analyze the walls you run into, when you come up Yeah, investors definitely have their own
against top opposition, and figure out why you’re trademarks. First of all, lots of investors have
losing, and then it’s a problem to see how you can different areas of expertise. I’d say most investors
improve on that. aren’t generalists—they focus on a specific asset
class. So most broadly, an investor’s likely to
That sounds like it could also apply to finance.  focus on either stock investments, or bonds, or
Well with trading it’s problem solving of a commodities, or FOREX. But then, a lot of really
different nature, but it’s still problem solving. You’re successful investors have been even more niche
trying to put together a more complex puzzle in their focus. For example, I don’t know if you
because the economic system that every investment read any of the Michael Lewis books, like The Big
falls within the framework of is a more complex Short, but he talks about the guys who made a lot
beast than a videogame. But you’re also trying to of money by shorting subprime leading up to the

Issue 2, Volume 1 — 21
financial crisis. In that case, everyone knew who it of markets and investing is that if you manage to
was that was behind these trades, because they were get yourself an edge, as long as it’s not through
very sort of niche, very specific trades that these illegal means, insider information or something,
people were making, and they were some of the then the idea is that you should be incentivized to
only people out there looking to make that trade. do that, and then you should be rewarded for it.
So they were very identifiable. These people are putting what must be an immense
amount of hard work to create and maintain one
Over at The Atlantic, my friends Joe Flood and of these successful computer trading programs;
Alexis Madrigal have done some great writing so I suppose that if they made one that works,
about the ultra-high-speed trading robots, the why not?
algorithmic trading systems that a lot of these
investment banks have started using to execute Well I’m interested in that line. With finance, you
these intricate strategies very quickly. And you would expect it to be about economics, about
see these weird fingerprints of these bots basically abstract, “buy low, sell high”-type principles. But
buying something at x price, and then x-1, and in practice, there’s some degree of gamesmanship,
then x-2, and then x-3, and then x-4, and it all of warfare there. There’s predatory behavior
takes place over the course of a second. All these that’s not, as you said, illegal, but as you also
little points are milliseconds. How do you feel said, there are two sides to every trade—like that
about that aspect of trading, about the increasing thing where Porsche cornered the market on
mechanization of it? Volkswagen shares a couple of years ago; do you
Well, I don’t really have any programming remember that?
background, so I’ve never really done that myself. Yeah.
It’s obvious that it’s a viable method of trading,
because there are some really big houses that use They just pulled off this gambit and totally
computers and algorithms to do all their work for pantsed a couple of hedge funds, who bit pretty
them. I think Renaissance is the biggest one. And hard on what turned out to be a play—so a few
that’s a very successful fund, so clearly—they’ve billion in cash changed hands and everyone was
hit on something that really actually works. It’s like, “Wow, the stock market’s a crazy place.”
not 100 percent; they have periods in which they Yeah. I see what you’re saying, and obviously
outperform the market and periods in which whenever people are making money like that there
they underperform the market. But if you hit on are other people who are getting burned, but—I
an algorithm that’s consistently always up on the mean, you enter the stock market, you should be
market, that’s quite the moneymaking machine aware that you’re taking these risks, and I think
you’ve got there. it’s your own fault if you’re on the wrong side of
something. It’s really your own fault. Not to sound
Something about it strikes me as gaming the unsympathetic, but the idea is that before you
system—after all, in games like StarCraft, bots invest you’re supposed to do your due diligence.
are considered cheating and can get you banned. And oftentimes even pretty savvy investors are
Here, someone executes strategies that they taken in—I’m sure there are a lot of smart people
maybe understand on a conceptual level, but who had invested their money with Madoff. But
I doubt there’s a human sitting there sifting that’s just part of the risk. The reward is potentially
through every millisecond of trading that these significant if you’re investing, and so you have to
robots do. accept the risks too. 
Yeah, I’m sure they don’t. But I don’t see anything
wrong with it. It’s not like it’s a sport, with rules A lot of things that you’re saying about due
that you have to abide by, to make sure everyone’s diligence and things like that, remind me again
playing on the same field. I guess part of the point of StarCraft, where you can build up a really

22 — Kill Screen Magazine


impressive army, and you’ve got this great You mention not having the time. What makes that
offensive strategy, and you forget to guard the part last mile to the very top level so time-consuming?
of your base where you’re harvesting minerals, What’s most difficult to master is probably
or whatever, and then a guy comes in your back being able to multitask effectively. So that you’re
door with a couple of cloaked Banshees, and then micromanaging your units and also producing
you’re screwed. new units constantly—even while your attention is
Yeah. There are definitely similarities. elsewhere, monitoring all the different points on the
map and making sure that everywhere is defended.
Now that you’ve started playing StarCraft II, do Often good players will attack several locations at
you have a place in mind that you want to get to, the same time.
as far as your level of play? Losing valuable seconds here and there can often
Well, I mean yeah, ideally I guess it’d be fun to make quite a big difference. So you have to kind of
contend with the top players, but I don’t know refine your micro-speed, and that just takes—it’s
if I have the time to get to that level. And I don’t really a matter of practice, and that takes a lot of
know how, at the moment, with this matchmaking playing time. I was always shocked when I read
system—the opposition I get pitted against, it seems about the lifestyles of the Korean pro gamers,
that it’s mostly mediocre players. None of them how much they would play every day. They would
seem particularly good. So right now I’m at number literally practice for 12 hours a day. 
three in one of the Diamond League divisions, and I simply don’t have the kind of freedom I did
then it’s just a couple more wins and I’ll be number when I was a teenager in high school playing the
one, and then with this new system I don’t really original—given that work isn’t optional, it more or
know where it goes from there. Apparently there’s less comes down to making a compromise between
an invite-only pro league, but I have no idea how I’d actually seeing daylight in my free time and being a
be invited to that. That’d be fun to play in. respectable, but not untouchable, player.

Issue 2, Volume 1 — 23
by RYAN BRADLEY
illustration by SARAH JACOBY

THE YOUNG AND


THE SCORELESS
Toddlers step out into the world of consoles

We enter this world a wondrous bundle, 100 bil- We’re born blindingly conscious but grasping,
lion neurons strong and bearing more synapses— handling more raw data than we’ll ever deal with
those flashpoints of memory and sensation—than again. Our pre-frontal lobes aren’t yet fully formed,
the adults we will become. As we grow older, get and they’re what sorts everything around us, focus-
responsible, go to the supermarket, learn to drive, ing our senses. Maturing, then, is just a way of fig-
get a job, pay taxes, get married, and maybe even uring out how to block external stimuli—but our
have kids of our own, we kill off these synapses. By lobes aren’t finished growing and aren’t in full use
this measure, when we are born we are more con- until we’re 20. When we’re very young we don’t
scious of our world than we will ever be. This is why know thought, can’t connect the dots. One way to
neuroscientists who study babies call their subjects approach the mind in its early development isn’t
“little Buddhas.” as a singular thing, but a series of islands. In other

24 — Kill Screen Magazine


words the brain isn’t a mind yet, it’s just a brain. But the very young, fairly difficult to describe. In its
when we are born we’re more aware and learning colorful randomness, Flabbergasted! predicted the
faster than we ever will again. Researchers, compar- shape of things to come.
ing the brain scans of babies to adults, have found
that the only grown-up experience that even ap- Keita Takahashi is holding a scarf aloft, triumphant-
proaches this awe-inspiring awareness that we feel ly. “This is Boy,” he declares. Cameras flash. A quiet
as infants is when we watch a really, really good murmur descends. Takahashi pauses for effect. He’s
movie or play certain videogames. Only then is the introducing his latest project, Noby Noby Boy, at the
back of our mind lit up like a child’s. Only then are Game Developers Conference, the industry’s an-
we so fully immersed in a world that isn’t really real. nual prom held in San Francisco. It’s 2009 and the
So, if playing a videogame is a glimpse into our own skinny 30-year-old developer, with his mop top and
infancy, what is it like for an infant to game? puffy, oversized jacket, looks childlike in this room-
In the last 10 years we—and by “we” I mean sci- ful of murmuring adults and flashing cameras. He
entists and academics—have made a fundamental grins, puts the scarf down, and explains.
shift in how we think about babies. Parents have In games, he says, there are carrots and sticks,
known for a while that infants lead inner lives so rules and scores. Even in his last strange creation—
mysterious that we can only guess at their complex- the Katamari Damacy series—there were goals and
ity. But back in what psychology professor Alison a time limit. “I wasn’t happy,” he says of Katamari.
Gopnik calls “the bad old days,” the assumption “It felt like a formula, and I felt betrayed.” Then
“that newborn babies were crying carrots, vegeta- Takahashi perks up. “I wanted to throw these rules
bles with few reflexes” was the norm. In the past off and start from scratch, start from the beginning.
10 years, Gopnik continues, “we’ve not only dis- I wanted to find out what games should mean.”
covered that children have these imaginative pow- Games mean play, and when we are young that’s
ers—we’ve actually begun to understand how these pretty much all we concern ourselves with. It’s a
powers are possible. We are developing a science of strange thing, evolutionarily. Play, Melvin Konner
the imagination.” writes, combines “great energy expenditure and
As psychologists, neuroscientists, philosophers, risk with apparent pointlessness.” Konner is an an-
and the rest of academe were changing their ap- thropologist and neuroscientist at Emory and the
proach to young kids, the kids who had grown up author of The Evolution of Childhood, a mammoth
with videogames hit their late 20s and early 30s. text that compiles decades’ worth of research on the
Some got jobs as game designers, and some had very young mind. Play is all kids do besides sleep
kids of their own. Some of these designers began and eat. All the hunting and gathering, all that nas-
building games for their kids. Eric Jorgensen is one. ty business of actually surviving, is being done for
Jorgensen, the lead developer for Microsoft Win- them by their worried parents (or worried village).
dows AdCenter, is a father of six. Almost 15 years Even though play may appear pointless, Konner be-
ago, when his two oldest sons still liked climbing lieves that it is vital. When we play, we sharpen our
onto his lap while he worked, Jorgensen created a motor skills, take risks, and try things we wouldn’t
videogame for them. “It was entertaining, that was otherwise. In many ways, how we play is what
the main goal,” he says. “Really it was a keyboard makes us human.
banger.”   Takahashi, too, is concerned with the roots of
The program was called Flabbergasted! and it play. At GDC he describes watching children ab-
was a drawing platform—kind of. Some pictures sorbed in their handheld games on the subway in
moved, and some of the keys launched fireworks. Japan. “They aren’t really playing, just consuming,”
Punch other keys and a swarm of bees would move he says. Takahashi hates to see these kids sitting
across the screen, hit more, and everything would there, not talking to their parents, just as he hates
melt into psychedelia. There weren’t points, goals, the word for people who buy his work: user. Games,
or any definitive end. It was, like a lot of games for he says, are meant to be played—what does it say

Issue 2, Volume 1 — 25
about us if we’re just using them? It says that game Jackson actually wants to go back to something a
developers are not doing their job, and that games lot less abstract, something that would disappoint
need to be better. Near the end of his presentation all the researchers and game developers who have
Takahashi gets to the heart of what he wishes to spent a lot of time trying to parse the infant mind.
create—a return to a child-like, exploratory mind. He wants to play Monkey Lunchbox, a game that
A return to pure play. “It feels like everything is rewards, literally, with carrots. By Takahashi and
so controlled by systems. It feels like something is Konner’s standards, it’s a game that isn’t really play
tying me up. The word nobynoby means to not be at all.
constrained, to be mentally and emotionally lib- So we go to Monkey Lunchbox, because Jackson
erated.” His new game, he says, will do just that. is the boss. I watch him match pieces of fruit and
giggle when he gets it right and giggle more when
From where I’m sitting, Jackson Milott does not the monkey does a little monkey dance when his
seem to like Noby Noby Boy at all. Jackson is three lunchbox is full. His father, Jon, tells me that Jack-
years old and really into fish right now. He’s star- son already knows this game—that he’s played it be-
ing into an iPad, his face contorted in what I can fore, in fact, on Jon’s phone. It’s the familiarity, Jon
only guess might be concentration, or maybe frus- thinks, that Jackson likes. He knows he can do the
tration. He’s clutching a plastic clownfish, and I do things to get the monkey to do the dance. But this
not see him let go of it once. Jackson looks up at only lasts a short while.
me, then back at the screen, and then slams his free We move on to something that has a bit of Jor-
hand down on it, flat. Underneath his palm is Taka- genson’s Flabbergasted! in it. Something that is, like
hashi’s creation, the boy who looks a lot like a scarf. any successful game for the very young an empty
Noby Noby Boy is, as promised, lacking in car- vessel: no carrots, no sticks. What KidArt has, be-
rots and sticks. The scarf-boy gets flung around yond finger-paint and a blank slate, are stickers—of
with the flick of a finger, wrapped or bounced off fish! There’s even one like the clownfish Jackson is
strange objects (windmills, giant robots) that fall or still clutching. He’s into it.
sometimes drift into place from off-screen. That’s Play can be serious business, and Jackson goes
about it. Oh, the scarf-boy can grow longer, too. quiet for awhile, adding schools of clownfish to his
This growth is, actually, a bit of a carrot—but the finger painting. When we are young and our brain
complexity of growing one’s boy and unlocking is a series of islands, minds adrift in the sea of our
worlds and linking those worlds to the worlds of skull, we play to make sense of the world. Some-
other players through the internet, and in doing times, when we figure things out and unlock this
so expanding the Noby universe, well, it’s beyond new world’s secrets, we go back and repeat, just to
my ken and definitely beyond Jackson’s. What’s make sure. This is probably why Jackson picked
immediately important for Takahashi and Konner Monkey Lunchbox—he’s familiar with its rules.
and Gopnik and me is that Noby Noby Boy is failing Gopnik takes this idea one powerful step further:
to capture the imagination of this three-year-old. We play to imagine what could be, to create rules

This, then, may be why Noby Noby Boy failed for Jackson—there’s
too much of Takahashi’s fertile mind in it. Maybe this is why Jackson
looked so frustrated: he was peering into a world that wasn’t his, while
he’s still figuring out the world around him.

26 — Kill Screen Magazine


hour. By attempting to construct a world of pure,
childlike play, Takahashi was unknowingly setting
It’s play that allowed us to walk out to build a sort of baby-gamer Tower of Babel.
“The more we seek out neat ideas, the worse we
out of the Great Rift Valley and are at finding them,” Jorgensen says. “The classic
conquer the world and then some. example is taking your kids to the store and buying
a cool toy, and when you bring it home, they spend
No play, no imagination, no rocket all their time playing with the box it came in.” Be-
to the moon. hind Jackson, dominating the Milotts’ living room,
is a refrigerator box. It’s turned on its side and cut
open in places. It’s a fort, or a castle, or a house, or
an empty box. “We thought he’d get sick of it even-
tually,” Jon tells me. “That was five months ago.”
and terms for the future. We play, in other words,
to imagine and to invent. It’s play that allowed us to Takahashi has, for now, given up on videogames. “I
walk out of the Great Rift Valley and conquer the find the idea of working in the physical world far
world and then some. No play, no imagination, no more exciting than working in a virtual one,” he re-
rocket to the moon. Because children don’t have to cently told the BBC. “I feel like having something
worry about day-to-day survival, Gopnik explains physical makes it easier for me to communicate
in her book, The Philosophical Baby, they “don’t what I think is fun to people.” So he’s designing a
choose to explore only the possibilities that might playground in Nottingham, England. “I’ve had to
be useful—they explore all the possibilities.” Because return to my six-year-old way of thinking,” he said.
of play, “we can consider different ways the world Jorgensen, too, is moving on, but in a different
might be, not just the ways the world actually is.” How sense. As a parent, “there’s still something that
it is for Jackson right now is very, very fishy. doesn’t quite sit right when I watch my kids staring
But that’s just right now. What’s important, Jor- at the screen for too long.” What excites him is the
gensen likes to point out, is that the child is the cre- possibility of creating videogames without screens
ator, that the world is his own. This, then, may be or buttons for kids to play in. Microsoft is working
why Noby Noby Boy failed for Jackson—there’s too on its Kinect console, a controller-less environment
much of Takahashi’s fertile mind in it. Maybe this where body and voice rule. Jorg Neumann, Kinect’s
is why Jackson looked so frustrated: he was peering studio head, studied the gestures of three-, four-
into a world that wasn’t his, while he’s still figuring , and five-year-olds to come up with a universal
out the world around him. I’d slam my hand down language of motion for the system. In Kinectimals,
upon this impostor’s imagined world, too. But I’m Kinect’s flagship game for kids, Neumann (who has
being a little unfair to Takahashi. His game wasn’t a nine-year-old) says that “as you move around a
really created with a three-year-old in mind, and playroom in the game, the room changes with you.
Monkey Lunchbox was. Besides, Noby Noby Boy is There’s no time limit, you can’t fail. Most games are
a hit with adults, in its own strange and cultish way. so static, but this is pure physicality.” What really
Takahashi’s creation may be a valiant attempt at excites Jorgensen about Kinect, though, is that it
returning adult gamers to a childlike mind, but this can create soundscapes, so suddenly a living room
is a nearly impossible thing. Scientists and academ- is an instrument, the couch and the coffee table its
ics who study small children, who know better than valves and keys. Jogensen believes developers can
anyone the intricate mysteries of the very young, of- do better, work harder, to keep up with the young
ten talk about how much they would give to experi- mind. That it’s the kids who are the real artists, the
ence the world as their subjects do. Some say they’d real creators, standing in the living room conduct-
give back all the awards and accolades they’ve ever ing invisible orchestras, wide awake and dreaming.
received to be able to be three years old for just one It’s us, the adults, who need to just try to keep up.

Issue 2, Volume 1 — 27
by JAMIN BROPHY-WARREN
and KENT SUTHERLAND
illustration by JUSTIN RUSSO

CAROL ANN HAS


DYSENTERY
Living, learning, and dying on the steps of
The Oregon Trail

The tale of The Oregon Trail is a bundle of odd This was of course about seven or eight years be-
circumstances and lucky breaks. Developed in 1971 fore personal computers arrived. In order to pro-
by three college students for the Minnesota public vide computer access to classrooms, the school dis-
school system, the game became one of the most trict had to run a central computer system, which
influential pieces of pop culture in the last half- you could call by telephone from a classroom, and
century. The Oregon Trail was partly responsible make a connection so that you could access the
for Apple’s dominance in the ’80s in the education computer on a terminal. In those days, the comput-
space, but the game’s creators never made a dime. er terminals were typically teletype machines. You
Even its creation was nearly thwarted. If it were not know, like the ones you see in the old movies and
for a decision that Don Rawitsch made during the newspaper offices that were clacking away. They
Vietnam War, the game may have never existed—at had no screen, it was all on paper, and it was slow,
least in the form that millions of children experienced. but you could [still program].
Now the principal in a consulting firm bearing Somewhere along this period, my buddies Bill
his name, Rawitsch was the linchpin for The Heinemann and Paul Dillenberger were teaching
Oregon Trail. It was his idea to focus on that piece math, and I was teaching social studies. This was
of American history, and he served as the spirit junior high. The other two guys had access to a
guide for his partners Bill Heinemann and Paul computer. They had learned a little bit about how
Dillenberger as they set out to make a title for to program the computer, which you could do in
the classroom that eventually changed the face of the original form of the BASIC computer language.
computer games. That’s where our story starts— Since I was teaching social studies, we were do-
with three college students with a single idea. ing the unit on the westward movement. As we
talked in the evening about what we were up to,
So where does this all begin? it dawned on us that maybe there was something
In the fall of 1971, several of us who were going we could do with the computer in a social studies
to college at Carleton College in Northfield, Minn. classroom—that it wasn’t confined to mathematics.
were in a program to prepare us for getting licensed One evening, the other two borrowed a teletype
as teachers. machine from the school, which was no small feat,

30 — Kill Screen Magazine


Issue 2, Volume 1 — 31
because those things were big and heavy. They enced it. You started out making some decisions.
brought it home to our apartment and we were able You were given a certain amount of money. You
to make a connection to a computer system in the spent that money on certain things up front and
Minneapolis district. saved some for the trip. The trip was taken in two-
In those days, the terminal was not direct-wired week increments and you picked the date you want-
to the phone line. What you had on the terminal ed to start your trip, which had some implications
was a modem—and we’re all familiar with mo- on the weather, since it was a six-month trip. Then,
dems—but the modem was a box the size of a shoe- in every two-week “turn,” so to speak, you would make
box, and it had two rubber-ringed cups. You would some decisions, and the computer would tell you the
pick up the phone, dial the phone, dial the number results of those decisions and also what had randomly
into the computer and wait for a tone to occur, and happened to you as the pioneer traveling along.
then you would take the handset of the phone and Now, when it came to hunting, on an Apple II,
slam it down into the two cups of the modem— you probably had control of a little guy with the
what we called a coupler. And that’s how you would gun or something. You could shoot buffalo, or deer
make the connection. or squirrels and so on, on the screen. But we didn’t
Most of the initial work to get what we might’ve have a screen.
called a prototype was done over one weekend, So the mechanism worked like this: When it was
when we worked for many hours and thought time to use your gun—because you were prepared
through what the trip West in a wagon train would for it, because you were hunting, or because maybe
entail, and then how that could be translated into a you were attacked by thieves, and you had to re-
computer program. My job was to know the history, spond quickly—the computer would ask you to
and their job was to know the programming. Out of type in a word, like “BANG” or “POW,” the sound
that emerged the first version of the Oregon Trail that the gun would make. And then, you would
program which, again, was not on a personal com- have to type that word as fast as you could, and of
puter, but on what was known as a timeshare system, course accurately, and the computer had a function
because you had many people sharing the computer. It in it that could time how long it was between the
was first used in a classroom on Dec. 3, 1971. computer saying “Type BANG” and you complet-
ing the typing. The computer knew how fast you
What was this apartment like? were, and the computer knew whether you spelled
The phone, as I recall, was in the kitchen, so it right. You didn’t want to be so fast that you made
that’s where we put the teletype. Paul and Bill had a typo. The computer then, through a mathemati-
to come up with what we wanted the program to cal function, would determine how many pounds
do next, and then they would have to type code on of buffalo you got, or deer or whatever, based on
this teletype through the phone connection into the your speed and accuracy. I always thought that was
computer and save the code. Then you could get the a pretty clever thing.
computer to execute the code. There were other uses of mathematics in the
Doing this on a teletype, with no screen and no programming so that the results from the com-
graphics, meant that there were some things about puter would bear some resemblance to reality. For
the program that you would probably not be famil- example, in the earlier parts of the trip, where you
iar with. I presume the program that you probably were crossing the plain, there were many rivers.
used in school was run on an Apple computer or an There was a fairly high probability that you would
IBM PC or something. Would that be correct? run into a situation where you had to cross a riv-
er, which could swamp your wagon if you weren’t
Yeah, I used it on an Apple II. It was a green-and- careful. However, once the computer saw that your
white screen, and then later on we played it in mileage was such that you were now into the moun-
color. tains, the probability of crossing a river would di-
Much about the simulation was as you experi- minish quite a bit.

32 — Kill Screen Magazine


We all used this initial version in our classes, and
[the students] were fascinated by a game that was
probably a little more sophisticated and meaningful
than other things that were available to them on the
computer then. Because you didn’t have a computer
lab—you just had one device in the classroom—you
typically would have the kids go through the trip in
small groups. You would get like five kids around
this teletype and they would go through it.
The kids were remarkably adaptable. Initially,
when a decision had been made, they would start
shouting: “Let’s do this, let’s do that, let’s go this way,
let’s buy this.” They found that it was a pretty in-
efficient way to make decisions, until they started
to think—what’s this thing called democracy that
we’re always talking about in class? Why don’t we
vote on what to do? They kind of invented that
mechanism for themselves.
When it came time to do the shooting, initially,
everyone would kind of try to grab for the keyboard
and type in a word, and of course they would fail.
They wouldn’t type correctly or they would be too
slow, so they finally figured, “Well, let’s do some
specialization here. Who’s the best typer?” “OK,
well it’s Ellen.” So when it came time to type, every-
one would clear away and give Ellen the keyboard
so that she could do her thing, and they learned
about the differentiation of tasks. Someone would Minnesota called MECC, the Minnesota Educa-
be tracking the budget; someone would be track- tional Computing Consortium. This was a very for-
ing the progress on a map. Someone would be the ward-thinking move by the state of Minnesota to
shooter, somebody the vote counter. There was re- create an agency that was set up and funded to help
ally some stuff going on that wasn’t straight history, all of the school districts in the state learn about
or learning about computers. It was learning about using computers, and it brought some standardiza-
what you do when you’re challenged. When you have tion to the kind of computers that would be used,
to make decisions. When you’re given limited re- and the way that certain things about computers
sources, and you have to reach a goal. I always thought would be taught. Whereas in other states, if you
that was a really powerful aspect of using the game. were a teacher that learned about computers and
It got used for like a year or two, and pretty soon you wanted to make something happen, you were
it was time for us to complete our student teaching on your own. In Minnesota, there was this agen-
and get back to college. And so at that point, I think cy and we had a team of seven trainers that went
the program … we probably removed it from the around the state.
school district’s computer system, but not before we It was MECC’s job to run a timeshare system that
printed out a listing of the code. I don’t remember didn’t just serve one school district, but served 400
why, but somehow I ended up with a roll of paper school districts out of the Twin Cities. We had to
that had the BASIC language code on it, which I stock that computer system with as much instruc-
held onto for a couple of years. tional material as we could obtain. It wasn’t like
In 1974, I went to work for an organization in today; there weren’t stores that sold software. You

Issue 2, Volume 1 — 33
had to beg, steal, borrow, or buy things that peo- ed that the program needed to be more historically
ple had created in K-12 schools or from colleges, accurate, because some of the stuff that was in there
where people were trying to be creative, and see if we had just guessed, sitting in our apartment.
we could get permission to load a new program that I found some books in the Minnesota library that
had instructional value into the statewide system. had reprints of diaries, or at least printed texts from
When I arrived at MECC in the fall of 1974, I diaries that people had written while crossing the
asked if they were looking for new things for the trail. I started taking notes on how often certain
library and they were. So I said, “Well, I’ve got this things happened: What percentage of the days in
program that we invented in college.” the diaries was there bad weather? What percent-
I had this—you know, it was like the sacred Dead age of the time did they mention somebody getting
Sea scrolls. It was this rolled-up thing of paper with sick? That kind of thing.
the printout of the code. I felt a lot better about be- After I went through several of those diaries,
ing able to type it into a computer again, instead of I compiled a table of percentages. I used those
me just hanging onto it. percentages to alter the program so that the
One weekend I took home a terminal. By now, probabilities would be more in alignment with the
we had progressed from teletypes to something that historical record. I did some research into what
looked like a big typewriter, and the two little cups things cost in the 19th century, and changed the
for the coupler were actually part of this typewriter dollar amounts for buying food and ox yolks and
device. I took that device home one weekend, and wagon wheels. I checked the mileage for the places
typed and typed and typed, and put all of that code you could stop along the way, like the forts, and the
into a program that we stored in the library. crossing of rivers and so forth.
One of the issues we had to deal with was, among
How long did that take—typing out all that code? the calamities that befell the people traveling the
A weekend. Actually, I think it was Thanksgiving trail, the wagon trains got attacked. But who at-
weekend that I took down all of that code. So I had tacked them? In the old movies from the ’30s and
four days. ’40s, it would be the rampaging Indians. But in the
research that I did, it turned out that more often
Haha, OK. than not, when the settlers met Indians, the Indians
Because it was now available to all of the schools would help them—help them learn how to grow
in the state, it became popular within Minnesota food out on the prairie, help them learn how to find
very quickly. Other than an early version of an the buffalo—and when the wagon trains were at-
email program that we ran on that timeshare sys- tacked, and things were stolen from them, it was
tem, The Oregon Trail was probably the most-used typically non-Indians. They were just robbers. We
program on the system. made sure that the message in the program didn’t
That was all kind of interesting, and Oregon Trail say, “Comanche attack—you’ve lost half of your
became well known in Minnesota, but of course, food,” because that would be holding on to a stereo-
people outside of Minnesota could not access this type that wasn’t really the case.
timeshare system. That’s the way things sat from
1974 to about 1979. But in that period, I, having Were there any other misconceptions that people
taken graduate classes in simulation design, decid- had about life traveling West during that time

34 — Kill Screen Magazine


that the game was able to address accurately? ple that had gone before them, the better the odds
When you kill the buffalo, the buffalo might were that they would survive.
weigh 1,000 lbs, but there was no way that you
could put 1,000 lbs of meat in your wagon. The One of the challenges that game designers have
wagon would break and the meat would spoil. The is that people often play their games in ways that
program would only let you take back 200 lbs of the game designers themselves did not intend.
meat, because that’s all you can carry. So, there was I think that as a child, and certainly continuing
that thing about food, and what were the pioneers through as an adult, I tended to be one of those
going to do without refrigerators and other meth- people. When I was a kid, we would often deliber-
ods of storage. ately not buy very much for our trip. We wanted
One other interesting thing: Historical record to see how far we could make it into the Oregon
says that during the first years that the trail was be- Trail without, you know, doing much playing
ing used, the mortality rate traveling to Oregon was at all. I was wondering what you thought about
about 50 percent. What happened was that those that, certainly as an educator, and how do you
who survived and made it to the West Coast would deal with that? How would you respond to me as
then attempt to get mail back to their relatives in a student if I decided to play the game that way?
the East. And they would say, “You need to come Well, I think initially, if you were my student I
and join us out here. There’s all kinds of land and would hope to have some conversation with you
it’s beautiful,” and so forth. “And if you come on the about what you learned historically about traveling.
trail, here’s what you need to do: Don’t replicate the But look, that’s the whole purpose of education.
mistakes that we made. Here’s what to bring, here’s You come across something and you try it the way
what not to bring, here’s what to do with your mon- it was intended, and then you start getting curious
ey,” and so forth. about, what if I do this? Or what if I do that? So I
Well, when I started doing teacher workshops think that’s great.
that included The Oregon Trail, I noticed that when That also means that you’re investigating the
the teachers—the first time they’d go through it, model. It would be interesting to take a group of
half of them would die. And I thought, well, the kids who have played it many times and say, can
model’s working pretty good here! you diagram a model for me? Can you make a guess
And then, of course, what would happen is they at the probabilities that are used here? Because now
would play it again and again. Especially if they talked you’re really thinking about the experiences you’ve
to each other, they’d get better and better at surviv- had, and it’s not like watching a TV program. It’s
ing. Just like the pioneers who sent the information you trying to get into it.
back home. As a matter of fact, there were instances of Once we start to learn something about the mod-
pamphlets that you could buy on the East Coast about el, how does that compare to reality? What is real?
how to survive the Oregon Trail trip. Ten cents. What is the truth about the experience of traveling
When we talk about games in general, and espe- to Oregon in a wagon? Let’s play the game again a
cially computer games, and how you get better as few times, and then let’s watch a John Wayne movie.
you play them over and over again—well that was And then let’s read a book, Little House on the Prai-
the same mechanism that was used by the pioneers. rie. Let’s find a newspaper reprint from the 1840s,
The more information they accumulated from peo- and compare the images that they bring to mind.

Issue 2, Volume 1 — 35
They are probably going to be different, and how do Did you own any of The Oregon Trail, since you
we know which one is reliable? wrote the original code, and it was a product that
you developed outside of your work at MECC?
When you transferred the game from the text-on- Ha, yeah, that brings us to another excellent point.
ly version that you guys originally programmed, When I got to MECC in the early ’70s, there was
and it started looking more like the one that I no such thing as creating software as a business.
grew up with, did you feel that anything was lost Well I shouldn’t—certainly there were companies
in the experience of playing the game? that were businesses creating business software. But
When we decided that it was time to convert if you created something for the computer that was
these programs to the Apple, I was not a person used in schools, the satisfaction that you got was
who was involved in that. I was not a programmer. great. I’m helping kids, and it’s kind of cute.
But we did have a programming team, and the aver- When I got to MECC, I had this code for The Or-
age age of the people on the team was probably 17 egon Trail. I never thought twice about just typing it
years old. Certainly they were managed by adults, in and donating it to the state of Minnesota.
but there were kids in the local high schools and Now, of course, I used MECC’s equipment. I
colleges who knew more than practically anybody used MECC’s computer system. I used MECC’s
else did about the new technology. That’s probably time to do the research. That all seemed fair to me.
still the case today. But the point of it is that none of the three of us who
It was a team of people from MECC that cre- invented the game ever earned a penny.
ated the Apple and ultimately the other versions When MECC reached the point, in the personal
of Oregon Trail that you would be familiar with. I computer era, when you could put software in a box
would say that the early Apple versions were still a and sell it, The Oregon Trail was one of, if not the
good reflection of the initial program that we pre- most, popular pieces of software. MECC brought in
sented. MECC went on to create maybe as many as a lot of dollars, but we did not share in that, because
10 upgrades to Oregon Trail over the ’80s and on. MECC was the owner of the program.
They made, or should I say we made, the program
more and more sophisticated—more graphics,
more sound. We added a logbook, where you could
read about the Oregon Trail. You ran into people
on the trail that would talk to you. It got pretty cool
from a realism standpoint, but I also thought that
maybe it got a little complicated as well. You now
had more information and more decisions to make,
which perhaps was more accurate, but I think the
thing that I liked about the earlier versions was that
it seemed like it was the right amount of challenge for
something that you would use in the classroom for a
week or so.
Over time the production value of the game im-
proved immensely, but maybe it became more suit-
ed for something that you might do at home, where
you could spend weeks and months if you wanted
to, getting into all of the finer points. Which is
just to say when you’re creating computer applica-
tions, and especially games, it’s not necessarily true
that more is more. Sometimes the most intriguing
games are also the most efficient.

36 — Kill Screen Magazine


I think that the three of us kind of looked at it I said, well, I’m not going, but I have some pretty
like we made a contribution and got recognition for strong beliefs about this, and I have an option that
that. And that’s how we were rewarded. the government recognizes—and that is to apply for
conscientious objector status. To do that, you have
Sure. I guess that for educators, that’s a mighty to convince your draft board through things that
reward—to shape the way that kids encounter an you write, and letters of reference that you get from
important piece of American history. other people, that you are somebody who tells the
I can tell you that it’s amazing to me that you got truth when you say you cannot participate in armed
a hold of me. This is almost 40 years after we in- conflict. I was fortunate. I made that application to
vented Oregon Trail. Oregon Trail is still in my life my draft board, and they accepted it. I felt like the
because of things like this. conscious objector route was the most appropriate
I have a T-shirt that says “I died of dysentery” for me. It wasn’t that I didn’t want to go—you become
with a picture of a covered wagon on it. I was on a conscious objector over the course of your life.
a morning talk show for 15 minutes out in Port- Two years after I graduated, and no longer had stu-
land, Ore., because the DJ found out that everyone dent exemption, I had to work at a job that was ac-
on his staff knew about The Oregon Trail and liked ceptable to the selective service system. I couldn’t be
to reminisce about it. I gave a talk at MIT, where a teacher. I guess they figured that was too easy, or
it turns out, there was a MySpace special interest something. I know that a lot of guys worked in hos-
group of Oregon Trail lovers. My son was in a col- pitals, cleaning sheets and bedpans. That sort of thing.
lege in Boston, not at MIT, and he looked them up I was fortunate that I found a job in the Minne-
and they said, “Yeah, next time your dad comes up apolis school district—a research job that paid next
to visit, bring him over and we’ll have him give a to nothing—that was accepted when I put it forward.
talk.” And I did. When I was accepted for the job, I then had to
So there have been a lot of rewarding experienc- go submit an application to the selective service of-
es, even without the money. fice in Minneapolis to see if it would be approved.
And who do you think was working in the selective
Why didn’t you become a teacher? That seems service office? Well, it was another conscientious
like a good career for someone who’s created a objector whose job was to work there. Luckily for
game like this. me, he was probably a little more sympathetic than
It all came down to a lottery. some 50-year-old businessman would have been.
When I was in college from 1968 to ’72, there So I got approved.
was this thing going on across the ocean called the When I got out of that, it was 1974, and now the
Vietnam War. Eventually, a draft was issued. The economy was not so good, and teaching jobs were
way that the military draft works is that every year, very hard to come by, especially in social studies. If
the government sets up a lottery in a cage with 365 you were math, you had a fair shot, but there were
ping pong balls in it—or whatever they used—and just too many social studies teachers out there.
they draw them out, and match up the number that There I was, unemployed, and applying to school
comes out of the basket with a date on the calendar. districts and getting rejected. MECC was just start-
A birth date. ing at the time. The guy who was my boss in the job
The first lottery for the Vietnam draft was held in in the research job moved on to MECC and when
1970, and some people, their birthday was matched my service was up, he hired me. That’s how I got
to the number 360 or something, which meant that into MECC.
they probably would not get drafted. The military
did not need all of the eligible young males that Do you think that if you hadn’t been drafted,
were available, but would start taking them in the you would have had a better shot at becoming a
order of their birth date by lottery. My birthday was teacher?
assigned number 10. Yes, I probably would be a teacher today.

Issue 2, Volume 1 — 37
38 — Kill Screen Magazine
pause / emanuele sferruzza moszkowicz
Freud said that “dreams are often most profound when they seem the most crazy.”
So Emanuele took a peek into the subconscious of Kellee Santiago, president of
Issue 2, Volume 1 — 39
thatgamecompany. Here’s what he found (with her blessing, of course).
by BEN ABRAHAM
photography by DANIEL PURVIS

ROUGH RIDERS

Australia looks different from the driver’s seat

There was a particular hill that I came across in Fuel, hands, and faces. The vista brought up memories
in an area that was covered with a tall field of crack- of the property near the town of Wyangla (famous
ling brown and straw-colored grasses. The battered only for its dam, with a capacity three times that of
remnants of a series of wind turbines crowned the Sydney harbour, which has been drought-stricken
rise. I stopped my quadbike and gazed around at to a pathetic three percent of its capacity for the
the horizon, stretching away as far as 40 km. Trees past five years).
bunched together in small, ragged clumps that fol- The Australian environment is unique among the
lowed the contours of the mottled greenish-gray world. An island fortress in evolutionary terms, the
and brown landscape. The hill reminded me of entirety of the landscape—the dirt, grasses, rocks,
hot summer holidays spent at my grandmother’s trees, and shrubs—all bear the distinctive stamp
farm in rural New South Wales, of riding around of antipodean separateness. While the Australian
on bikes and quads in grass that came up to the bush has often been captured in film and moving
knee, grasshoppers spastically jumping onto chests, image, painted, drawn, and even sculpted, until

40 — Kill Screen Magazine


Fuel, there was nothing close to a digital version in tralia, The Fatal Shore, the historian Robert Hughes
a videogame. (whose own relationship with Australia is a story in
With the attention of the Australian development itself) wrote that “until about 1830 the transportation
community locked firmly overseas for funding, in- ballads and broadsides present the bush as sterile and
vestment, and (dare I say) inspiration—and only a hostile, its fauna (except for the kangaroo, which no
handful of studios big enough to handle the sprawl- one could dislike) as eerie when not disgusting.”
ing nature of “AAA”-style productions—the result That view would change dramatically as the
is a resource on the Aussie doorstep that remains colony grew and encroached on the formerly im-
entirely untapped. While tourism is a cornerstone penetrable bush. The interior would eventually take
of the Australian economy, people do not visit our on the role of a place to flee from the tyranny of
shores to see Movie World. Instead, they spend thou- convictry, aided by the figure of the bushranger and
sands of dollars to see the remarkable beauty of the the absconder who, as Hughes notes, “by making
wild and untamed Australian bush. Yet aside from the bush his new home, renamed it with the sign
Fuel, no one has had the enterprising thought to make of freedom. On its blankness, he could inscribe
it virtual—and not even Fuel, an open-world racing what could not be read in spaces already colonized
game released in 2009, did it intentionally. and subject to the laws and penal imagery of Eng-
Somehow, through a magical osmosis of influ- land.” In fact, Hughes goes on to state that, with re-
ences—from the movie Mad Max to fears about spect to the bushranger, “popular sentiment would
severe global warming—the French developer, praise him for this transvaluation of the landscape
Asobo Studio, ended up creating a topography that (though at a safe distance, of course) for another
in places mimics the features and aesthetics of the hundred and fifty years.”
Australian bush. That it’s taken a French studio to In Australian literature and print of the 1930s and
make an Australian landscape may seem an odd ’40s, a resurgent interest in nationalism in connec-
enough observation, but it speaks volumes. tion with the land arose as a result of the efforts of
The importance of this dearth of a virtual Aus- writers and journalists, as well as public intellectu-
tralia must be understood in the context of the als, and established a link between the nature of the
Australian identity. Australians have always pos- Australian identity and the Australian landscape. In
sessed a close relationship with the bush, going a three-part essay from 1935 on “The Foundations
all the way back to its first inhabitants. Before the of Culture in Australia,” P.R. Stevenson, considering
continent even saw its first pair of English boots, the case for an Australian identity (as separate from
indigenous Australians had inhabited it for 30,000 that of a British subject), advocates one informed
years and developed their own deep appreciation by the environment itself. He suggests that “as the
of the land—a land whose scrubby brushlands and culture of every nation is an intellectual and emo-
forests without cultivation were the entire means tional expression of the genius loci, our Australian
of their subsistence. The centrality of the bush in culture will diverge from the purely local color of
Australian aboriginal culture is reflected in its art, the British Islands to the precise extent that our
spirituality, and regional languages, of which there environment differs from that of Britain. A hemi-
were between some 350 and 700, developed as a re- sphere separates us from ‘home’—we are Antipode-
sult of long-established tribal territories, of which ans; a gumtree is not a branch of an oak; our Aus-
the inhabitants considered themselves merely cus- tralian culture will evolve distinctively.”
todians. The sense of a bond between people and That distinctiveness in Fuel begins with the color
land was passed down through the stories from palette. Fuel is an oddly colorful game, given its
“the Dreaming”—the orally transmitted, colorful post-apocalyptic setting. Drive through a densely
creation myths. wooded forest of almost-eucalyptus and the sun-
For the first British arrivals, Australia was a light turns the same yellow-white color that often
lonely, hostile, and often terrifying place. In his shows up in anything filmed in Australia. Travel
exceptional history of the formative years of Aus- junkies will tell you that the sunlight is not the

Issue 2, Volume 1 — 41
same around the world, and the Australian light has lowed a trajectory that appears to be playing out
a distinctive piercing characteristic, reproduced in once again in games; the first colonial artists were
Fuel. Similarly, purple night skies stretch out over faced with trees growing in strange new shapes and
the land like a blanket as night descends and the had to adopt a color palette that Robert Hughes
gray tarmac is illuminated by the glow thrown out says took decades to get right. But once represent-
by yellow headlights. The largely deserted roads are ing the Australian landscape ceased being an issue
not unlike the rural back ways that we travelled to of ability and became one of taste, it still took years
get to my grandmother’s farm when I was younger, for Australian artists to acclimatize to representing
the only other travelers on both being the trucks the bush as-is, and for the public to acquire an ap-
rumbling through on the midnight express. Yellow- preciation for its distinctiveness. Clara Southern’s
on-black warning signs and dun-colored railings at An Old Bee Farm may seem queerly infused with
the side of the road flash past, making me forget the bluish tinge of a decade-old VHS tape losing its
I’m playing a game and not driving down the Great magnetism, but it is not at all inaccurate; and vast
Western Highway. Signs warning that I’m entering tracts of the land in Fuel are similarly tinged with
a “restricted area” are reminiscent of some of the this distinctively Australian smoky-blue haze.
great tracts of outback that have been used as army Tsunami Reef in the northwestern corner of
test ranges—like a section of the Woomera Prohib- the map resembles so much the outback areas of
ited Area, itself roughly the size of England, that Western Australia and the top end of the continent,
was used for nuclear testing by the British. where the deserts meet the ocean. In the same area,
That hill where I stopped is covered with textures dilapidated outback homesteads squat with low
resembling the golden grasses in Arthur Streeton’s corrugated roofs and the occasional rusty windmill
Golden Summer, Eaglemont—colors that may ap- out back. My imagination works to fill in some of
pear washed-out in comparison to verdant Euro- the blanks—a large freestanding propane cylinder
pean landscapes. The visual arts in Australia fol- becomes a fat corrugated-iron rainwater tank in-

42 — Kill Screen Magazine


stead. Sunsets turn the sky a deep, abiding orange posure to the sublime has clearly had an effect on
and bring out the red color of the sand—the same the Australian psyche, or at least my own. I would
color exuded by the iron-rich soils of central Aus- be disingenuous if I didn’t confess to taking some
tralia, regardless of the time of day. Tumble-down pleasure in Fuel’s relative inaccessibility to others,
farmyard buildings resemble long-abandoned rem- like Burns. Taking pride in hardship and difficulty,
nants of early attempts at habitation. Elsewhere, while not a uniquely Australian trait, is perhaps a
large areas of smoldering bush imitate the after- central one; and it feels connected to the unique af-
math of notoriously ferocious Australian bushfires, fects of Australian bush aesthetics and the historic
like the February 2009 fires that tragically claimed struggle to overcome such inhospitable terrain.
200 lives. I consulted an article on GameFAQs about
Furthermore, with Fuel’s majestically sprawling speeding up the tedious process of unlocking new
map of 14,400 km², there is simply so much of the zones, as the racing itself does not warrant more
land—and monotony on such an unprecedented than a cursory engagement. I found a kindred spirit
scale, save perhaps for the legendary mini-game in the author, known only as “Xeigrich,” whose
“Desert Bus”—that it captures the Australian land- preface elegantly and comprehensively sums up the
scape aesthetic in a very concrete way. (For an Aus- game’s unique attraction:
tralian corollary, there is a stretch of highway that
crosses the Nullarbor desert and does not deviate Fuel has one thing that other open-world
from a straight line for 144 km.) It is also a great games with vehicles don’t have, and that’s the
irony that, in the game’s flawless execution of such peace of mind that you don’t have anything
magnanimous scope, its very monotony and over- to worry about while you’re not racing. No
weening size became one of its greatest criticisms. health bar, no continues, no annoying NPC
Matthew Burns wrote that, while fascinated with friends calling you to go bowling (Niko, cous-
the size of the game’s map, his fascination gave way in!!), and hardly even any AI traffic to get in
to horror at the realization that it was “vast on a your way! You can just sit back and drive, and
soul-deadening, terrible scale.” drive, and drive. And I think that’s awesome.
Yet Immanuel Kant found beauty in that terrify-
ing overwhelmed-ness he called “the sublime.” Ex- I think so too.

Issue 2, Volume 1 — 43
by DAVID WOLINSKY
illustration by DAVID BONI

RENAISSANCE MAN
Assassin’s Creed II’s resident historian Marcello
Simonetta on why accuracy is overrated

Italian historian Marcello Simonetta came to Yale Right. And you’re also the descendent of an Ital-
in 1995 to earn a PhD and wound up solving one of ian diplomat as well?
Italy’s oldest and bloodiest mysteries—the Floren- Yes, it is true. I am a descendent of a chancellor of
tine Pazzi family’s conspiracy to overthrow the de’ the Duke of Milan, who in fact took over after the
Medici—after poring over literally millions of doc- killing of the Duke of Milan.
uments in a university microfilm collection with a He himself got in some trouble and ended up be-
trusty family-heirloom decoder. ing beheaded. This was only because he had been
That research caught the eye of the Assassin’s loyal to the cause he had worked for. Mind you, be-
Creed II team as it was deciding when and where to ing beheaded was a sign of respect! Ezio’s family [in
set the historical fantasy game. Simonetta eventu- Assassin’s Creed II], as you remember, got hanged in
ally landed a job with Ubisoft as a historian-con- the Palazzo della Signoria—and being hanged is a
sultant to assure ACII’s historical accuracy. But, as sign of treason. It’s a humiliation. I’m not saying it’s
he says, getting all the facts right doesn’t necessarily preferred treatment to be [executed], but between
make a better game. the two, to be beheaded is a good sign.

How did you come to be involved with Assassin’s How did you come to know the material specifi-
Creed II? cally for Assassin’s Creed II?
One of the reasons was I wrote a book: The Mon- I went to Yale to do my PhD, and I met a pro-
tefeltro Conspiracy. It’s about two main conspiracies fessor with an amazing archive of microfilms from
of the 15th century—one is the killing of the Duke original Italian archives. Just imagine that you
of Milan in 1476 that opens a whole new political downloaded secret messages between the White
scenario where there is a disappearance of a power- House, the Pentagon, and the Kremlin. All these
ful young man. There is a huge power struggle that little powers in Italy were against each other, and
involves the pope and other characters against the they had these very intense diplomatic exchanges.
Medici in Florence. My ancestor Cicco Simonetta wrote a little tract
This part of the story was illustrated in the Assas- on how to break the codes of an enemy dispatch
sin’s Creed: Lineage movie. That I can say was freely that’s intercepted. I used that very same system to
inspired by my book. A friend of mine passed the decode the letters that I found in the private ar-
job on to me; I came in kind of late. I’m a historian, chives. If you go and read dispatches from Rome
you probably know. to Florence and Florence to Venice and Venice to

Issue 2, Volume 1 — 45
Milan and so on, you get a full picture. Each of The price of art at the time would be not, say,
these is spying on each other because they’re afraid Sotheby’s prices. Some of the paintings in Ezio’s
they’re going to come and get them. It’s an incred- collection were actually made a little bit later by an
ibly violent and competitive setting where diplo- artist like, say, Titian. Those are minor mistakes.
macy plays a key role. I started studying this almost The prices for those artworks wouldn’t be very high,
as a hobby at first, and then it turned out to be my because you’d have the artists around the block and
first book and then my second book because there’s you would ask, “OK, can you please make a portrait
so much rich material. of me with Saint Bart? I’ll give you 50 florins.”
There was an amazing flow of correspondence There was a tradeoff between historical accu-
between the courts, the spies, the ambassadors, and racy and the functioning of the whole economic
the agents, secret or not. And we still have a large system [in the game]. If you were to go to Mon-
amount of these documents, and they describe ev- teriggioni today, all you would see is the walls of
erything: the behavior and decisions of the Dukes the Monteriggioni castle. There is nothing inside. It
and the kings and the popes. These are very reliable was literally only a castle—so the idea to create a little
sources that could give you endless details. community is a brilliant idea, but it is a fictional idea.
Then, of course, there are the histories. Machia-
velli’s Florentine Histories, for instance, gives you Talking about the game’s economic system, when
the rundown of all the major events happening you’re pick-pocketing people, it seems that the
during those years. Machiavelli himself was born in guards always have the least amount of florins,
1469, so technically he would be younger than he and the richest people of all were out at Carni-
was in the game. But his history is actually a pretty vale. Is that accurate?
pleasant read, even today. There are many others— In general, yes. I mean, the word “soldier” in Ital-
later historians that were not there as eyewitnesses, ian comes from “soldo,” which means “coin.” It’s lit-
but would use sources. And of course you have the erally the job you get paid for by the day, if you sur-
art, and the lavish Florentine court life. vive it. It’s not surprising that trying to rob a guard
And again, all the sources used smartly only won’t bring you millions.
enrich the games. As a historian I can put all my They chose very well the setting of the game.
knowledge to work for a purpose not just in col- Both Florence and Venice were very rich cities. The
lecting data but also telling a great story, fiction and difference being that in Florence you have more
otherwise. I do think there is a general underesti- bankers, and in Venice you have more merchants.
mation about people’s curiosity. There were, of course, both kinds in both places,
That doesn’t take away the killing. The killing is but Venice was very much about the commerce
there because it’s historically there. [Laughs] It’s nec- toward the east and Florence was more about fi-
essary and more unpredictable than even the wild- nancial operations. So it’s not surprising that in the
est game writer could think of. Picture the pope carnival scene, people were loaded.
organizing a conspiracy against the ruling family
of Florence and attacking them during Mass while What were the biggest historical stretches in the
the priest is raising the host. Would you have been game?
able to come up with such a craziness? I wouldn’t The story, of course. We understand that the
have. But that’s history. That’s true. So having those game is fictional in the sense that the main charac-
elements together and shaking them up makes the ters like Ezio and Ezio’s family are invented. They’re
recipe for a great game. potentially real characters in the sense that there
could have been a noble family like that in Florence
You mentioned the art of the era also informing that would have certain dealings with the Medici,
the recreation of these cities. You can buy some and so forth. But all the other characters are histori-
of those paintings in ACII. How accurate are the cal characters, or most of them are. So the chronol-
prices for the time? ogy of the game is absolutely accurate. In 1476 you

46 — Kill Screen Magazine


have the killing of the Duke of Milan. In 1478 you Ezio to own it. And Michelangelo’s David was creat-
have the killing of Lorenzo de’ Medici’s brother, the ed in 1504, after the actual chronology of the game.
so-called Pazzi Conspiracy that my book’s about. In That was a good thing not to include, although of
the game, the main villain, of course, is already Borgia. course everyone who has been to Florence has seen
Borgia at the time was only a cardinal, not yet a pope. Michelangelo’s David and anyone who’s been to the
Louvre knows Mona Lisa. In that sense, I admire
What other compromises had to be made? the writers who resisted the facile temptations to
In Florence, in front of the Duomo, there is a include elements that everybody knows.
very major building which is a baptistery. You can’t The other thing: courtesans. They’re perfectly ac-
miss it. It’s a huge octagonal building in front of curate. They could have been even racier because
the church. That was removed from the game for at some point in Venice—it would’ve been later in
memory limits. There was so much going on in that the game—but what happened was that since there
area of the game, including the scene where they were so many courtesans, the beautiful women of
attack Giuliano de’ Medici. The attack I described Venice that were not courtesans requested that cour-
before in fact happened inside of the church during tesans walk around with their tits out so they would be
a Mass, just as the killing of the Duke of Milan hap- immediately recognizable. Otherwise people would
pened inside of a church. There is a reason for that: assume that any woman walking in Venice would be a
People like the Duke of Milan or the Medici would courtesan. If you could imagine: Your wife is walking
walk around fairly defended by bodyguards. It was along; “Would you like to—mmm!”
actually almost impossible to kill them, say, in the
streets or in a domestic setting. But in church, dur- About midway through the game, there’s a cut
ing the Mass, people are in a public space, and they scene where Leonardo DaVinci introduces Ezio
generally are not thinking that they might be killed. to coffee. Is any of that true—coffee being in Re-
So in the game, it turned out, interiors are much naissance-era Italy, and Leonardo drinking it?
more complicated than exteriors. I was amazed, for [Laughs] There were a lot of spices coming in. I’m
instance how well they recreated the Sistine Chapel not 100-percent sure about the arrival. The main
with the frescos. That was a beauty to watch. But coffee trade started a century later, maybe, 17th
they had the attack on Giuliano outside the church, century with the Dutch. I think there are some lines
more or less in the area that the baptistery would that are concessions—nobody can conceive of an
have been. So they had to compromise in that they Italian not drinking coffee.
could not include that building. That doesn’t really
take anything away from the accuracy. It’s just sort Wasn’t that a few centuries ahead of his time?
of a declared omission. But for instance, if you look Yeah, but he was in many ways. So you could
at a façade of the Duomo, it’s not finished. That’s a argue that he had such foresight that he could also
very accurate detail because at the time, the Duomo have seen coffee. All those nights he spent writing
was not finished. So it’s a tradeoff. I think in gen- in his crooked, upside-down script and so on, he
eral, they tried to recreate things accurately. had to have some coffee. How could he have had
They tried to convince the writers to insert the done it otherwise? [Laughs] I think that might be
Mona Lisa or Michelangelo’s David, and they resist- sort of an inside joke.
ed very heroically against that. The Mona Lisa was Who cares if it’s not historically accurate, in the
a personal painting that Leonardo sort of carried sense that it’s accurate to the mood of the writers in
around all his life. It would have made no sense for that moment. That makes the whole process much
more human and enjoyable and real. It references
real life. They make games like Grand Theft Auto
great—having these little details about the city, or
The killing is there because it’s the habits, whatever it is that makes the process of
historically there. becoming that character in the game.

Issue 2, Volume 1 — 47
by SIMON FERRARI
illustration by IAN HIGGINBOTHAM

BREAKING THE NEWS


Can videogames save journalism?

“We’re sitting with people, reporters, and they’re telling us almost


with tears in their eyes that if we did celebrity gossip, like a Britney
Spears mini-game, that would make money. They would tell us some-
thing like, you know, it’s very hard for me to sell advertisements on
the Middle East. It’s very easy for me to sell advertising on gossip, on
celebrities.”
Last summer, Ian Bogost and I sat down with Asi Burak and Eric
Brown of Impact Games to discuss an experiment in interactive jour-
nalism called Play the News. Burak and Brown formed their company
after graduating from Carnegie Mellon’s Masters of Entertainment
Technology program. They set out to make entertaining games about

48 — Kill Screen Magazine


Issue 2, Volume 1 — 49
current events, where learning doesn’t come from cal waters in an attempt to form a peace agreement.
hand-feeding information but from boiling an issue And the game is hard. It instantly reveals the na-
down to its stakeholders and their actions. ïveté of the two-state conflict depicted in most Eng-
The first Impact game, 2006’s PeaceMaker, pres- lish-speaking media. PeaceMaker overwhelms even
ents a multifaceted simulation of the contemporary its most politically savvy players with the num-
political situation in Israel and Palestine. Burak ber of contradictory forces at play in the region,
was born in Israel and served in the Israeli Defense where satisfying the desires of one group throws
Force, giving him an intimate knowledge of the three other relationships out of balance. And un-
issue. But the game isn’t skewed to be pro-Israel. like the designers of most geopolitical sims, Burak
Rather, it encompasses all of the significant voices in and Brown didn’t have the benefit of hindsight on
the conflict. A player takes the role of either the Pales- their side. Making a game that abstracts history is
tinian or Israeli head of state navigating murky politi- one thing, but making the news playable is another
problem altogether.
Gonzalo Frasca, an influential designer and
theorist, dubbed these kinds of interactive expe-
riences, simply, “newsgames.” Frasca created the
genre in late 2003 with September 12, a game about
the futility of the war on terror. Players attempt to
kill terrorists with “precision” missile strikes. The
delay between firing and impact leads to civilian
Making a game that abstracts casualties, which, in Frasca’s simulation, causes the
conversion of more terrorists. Many scholars see
history is one thing, but making games like September 12 as a kind of playable edito-
the news playable is another rial cartoon that quickly conveys a political opinion
through rules rather than images and text.
problem altogether. It’s no simple task to make a game about a current
event. Writing a well-crafted story about a complex
issue in the space of a day is hard enough for a vet-
eran journalist, but making a game overnight is al-
most unheard of outside game jams and monthly
indie contests. News becomes old quickly on the
Internet, reaching saturation within 36 hours. A
current event game has to convince non-gamers of
its own value for presenting the news, while being
engaging enough to pull regular gamers away from
more popular genres. Finally, it needs a distribu-
tion method that will allow it to reach both of these
groups, something that developers of newsgames
are still struggling to establish.
Despite these difficulties, Impact Games found
itself in a unique position to experiment with the
design and distribution of current event games.
PeaceMaker had sold well, and profits from the
game bankrolled Impact’s next project, giving Im-
pact the leverage it needed to depart from the es-
tablished form of the political simulator and ven-
ture into entirely new territory.

50 — Kill Screen Magazine


“We instituted our own process. It was like a news- One challenge in the field of newsgames is fig-
room—what we’d like a deeper newsroom to be. We uring out how to do game-based reportage rather
would have our morning pitch, if we hadn’t already than game-based editorial. Most newsgames we see
seen something in the news that we all wanted to today are openly biased. Making an “objective” or
do. We listed out some of the major events that socially realistic game is a nontrivial task. The very
happened, then asked: ‘What’s the event, what’s the nature of constructing a model through rules or
larger issue that this represents, who are the par- code privileges a certain way of framing informa-
ties involved, and can we predict a few things that tion. Impact Games achieved a degree of objectivity
might happen next?’” through the stakeholder system, which allowed it to
Impact Games had three goals for its next proj- show as many viewpoints on the issue as possible.
ect: to extend the rigor of PeaceMaker to subjects Of course, the act of selecting these stakeholders
other than the Middle East, to expand into the and enforcing a choice between a set of outcomes
multiplayer arena, and to react to headlines within introduces bias, but this is the same issue that jour-
the course of a day. So instead of making a prod- nalists face every day when they select sources for
uct, Impact made a platform: Play the News, a tool a story.
for generating short interactive experiences within Journalism is supposed to function as a forum
the framework of a prediction game. Burak and for discourse, and Play the News literalized this re-
Brown solved the problem of timeliness by focus- ality with its cultivation of a lively Internet forum.
ing on ongoing issues. If you try to make a game Discussions on the forums both fleshed out issues
about breaking news, development will often take in focus and suggested changes to the development
too long. But if you make a game about an ongoing process. Players aired concerns about the relevance
issue, you have a chance to make an impact before of some issues while showing clear preferences for
the issue is resolved. others. Different kinds of players mirrored varia-
Impact Games covered stories pulled from world tions in news readership and taste. Impact Games
news, local legislation issues, celebrity gossip, and used this information to refine production and tai-
the TV digest. Play the News took in a variety of lor games to its player base.
multimedia—from text and audio, to photography
and video—and created an interactive timeline of “Did you find it was the case that, three months
sorts. The timeline displayed the most recent event later, you would call to find that your contact had
in a chain, with data nodes depicting the events that been let go?”
led up to it. Across the bottom were icons for all “Yeah, we had a lot of that.”
the stakeholders. Clicking on these would provide Instead of developing their own destination site
information on the involvement and likely opinions for Play the News, Burak and Brown opted for a
of each, pulled from quotes wherever possible. business model built around licensing. They would
After clicking through the interactive time- make their tool highly usable, train journalists to
line, players got to make two decisions: what they operate it, and share in the ad revenue the sys-
thought would happen, and what they thought tem generated. After a year of its beta test, Impact
should happen. Players who successfully predicted Games had honed the system to the point that all
what “would happen” scored points once the event an interactive feature would require was a reporter
resolved. Since players could delay their decision to write the copy and a layout person to select the
until the moment of resolution, they debated with graphics. Over that time, Impact produced 127
each other in the forums over the likelihood of ei- games. But this wasn’t enough for the media compa-
ther choice. The “should happen” data, on the other nies to whom Impact attempted to license the project.
hand, could be used as a kind of poll. Assuming “They didn’t want to do anything that involved
enough bias had been reduced from the interactive, creation; they wanted to get a solution, almost like
it would be useful for news organizations and pur- working with a freelance reporter. They probably
chasers of polling data. would have been willing to supervise the process,

Issue 2, Volume 1 — 51
but that’s it. A solution from start to finish, and they
would just approve it.”
Brown explained that Impact Games was look-
ing for partnerships in a crumbling market. As ad As time goes on, fewer and fewer
revenues continued to shrink, most outlets couldn’t
even afford to assign an editor to the task. When-
people want to spend the time to
ever Impact began to make headway—at one point sit down with a newspaper and
it had as many as six licensing deals in the works—
the contract would get stuck somewhere in the dis-
read it front-to-back. Many people
solving bureaucracy. Those ambitious young suits just want to be told the news,
who had been hired to take their papers into “the
future of media” were the first to go when staffing
preferably by their friends over
cuts began. No contract ever went through, and a social networking site. And the
production on Play the News finally ceased in Janu-
ary of 2009.
last thing anyone wants to do is
But Burak sympathizes, reflecting on the difficul- actually pay for the news.
ties faced by all parties involved: “I think some of
those people are probably sweating, and not only
doing their job but also thinking about how to
survive. To me it’s more about changing an orga- event through a game has proven challenging to
nization that’s used to thinking a certain way. They teach and develop—the job demands a “procedural
almost didn’t trust themselves to understand what literacy,” the knowledge of how to read, write, and
they’re doing with new media.” critique systems of rules. Most aspects of game de-
sign have to be honed through practice, and current
Brown and Burak don’t entirely blame media com- economic conditions aren’t favorable for encourag-
panies for the stagnation of the project. Looking ing the consistent, focused creation of newsgames.
back on their period of beta testing; both had ideas “To be successful on the Internet these days, don’t
about how they would have undertaken the proj- go to the publishers. I would say do something on
ect differently. A major problem was the tool’s la- social networks, build something, iterate all the
bor intensity. No paper could afford to commit a time. Don’t put too much time and effort into it.”
reporter and a layout artist to make a single inter- Burak’s final suggestion has already been taken
active feature per day. One of the system’s greatest to heart by a number of developers in the past year.
strengths—that it fit within the framework of an Small developers like Area/Code and Persuasive
ongoing leaderboard and discussion group—also Games continue to experiment with alternative dis-
meant that it would require a community manager. tribution methods on the web—from Facebook, to
“I think there was too much content, because the iPhone App Store, to independent destination
even though it’s interesting to put in all the actors sites. When Borut Pfeifer, a lead AI programmer
and points of interest, it was too much for people at EA, left the mainstream industry to strike out
for five minutes. They had to read a lot. But to cover as an indie, he immediately started a Kickstarter
that, the balance should have been less content, project to fund a newsgame about Iran called The
more gameplay.” Unconcerned. His goal is to capture the tumult and
Here Burak highlights a common problem, the motivations behind the 2009 Tehran election pro-
divide between play and story that continues to tests from the viewpoint of two parents scouring
plague games about the news. Issues that require a the crowds for a lost child. Although the project
significant amount of exposition to understand are fell short of its funding goals, Pfeifer continues to
difficult to cover with a game. The literacy needed develop The Unconcerned while working on a more
to grasp how one would communicate a current traditional turn-based strategy game.

52 — Kill Screen Magazine


As time goes on, fewer and fewer people want to
spend the time to sit down with a newspaper and
read it front-to-back. Many people just want to be
told the news, preferably by their friends over a
social networking site. And the last thing anyone
wants to do is actually pay for the news.
But the death of journalism has been greatly ex-
aggerated. It’s much better understood as a phas-
ing out of “product journalism” in favor of what
Jeff Jarvis calls “process journalism,” the kind of re-
portage that most often happens on blogs. Process
journalism is like making a wiki entry for a news
story. You post a stub as soon as first word of an
event comes in, and you update the story as it de-
velops. Even in cases when a full story is posted,
process journalists have the ability to push updates
and fixes whenever conflicting information arises
or readers report errors.
Just as in the world of Facebook games—where
an MVP (“minimally viable product”) or open beta
phase marks a game’s initial release with the under-
standing that it will be developed as a service over
time—sometimes the results work, and sometimes
they don’t. There’s no way to make an absolute value
judgment between process and product journalism.
The important thing to remember is that news con-
sumers wouldn’t ever want a return to a situation
where they only had one, and not the other.
Play the News will always stand as the first ex-
periment in game-based process journalism. Burak
has left Impact Games, recently filling the role of
co-president of the Games for Change initiative.
Even if nothing comes of Impact’s most ambitious
project, its example is illuminating. When some-
body finally figures out how to make the news both
playable and profitable, it will surely be by creating
a platform for daily content, making it social, and
keeping the journalistic principles of verification,
objectivity, and transparency in mind.

Issue 2, Volume 1 — 53
by PATRICK CASSELS

BOXED OUT
The strange and exotic world of cover art

As any aging gamer of the FuncoLand era who for their unique talents.” Later, in the 1950s, the
once tossed good money at a bad game can at- studios behind B-movies were eager to tap into the
test, the artwork of early videogame boxes was fantastical base desires of teenagers. “The shock-
rooted in deception. Or, if not quite “deception,” ing, thrilling elements were emphasized to pull in
then certainly a drastic, drastic embellishment of the crowds and the posters often promised more
what the rudimentary gameplay itself was actually than the films delivered,” note commercial-art
like. “In the absence of truly engaging in-game art, historians Tony Nourmand and Graham Marsh.
manufacturers tried to capture gamers' imagina- In fact, studios would often design the posters be-
tions via auxiliary aesthetics,” wrote critic Josh fore a film was produced. “[Only] then, if it still
Jenisch in his book, The Art of the Video Game. looked good, would they go ahead with a script.”
Videogames are not the first medium to utilize For the earliest home computer games, little em-
sensational and misleading ancillary art. In the bellishment was needed. The technology itself was
early 20th century, busty femme fatales and sinis- the draw. Computers! Microchips! Robots (prob-
ter serial killers leered out at potential readers from ably)! What more did you need to empty the pock-
fiction-magazine covers. “Artists,” writes Pulp ets of 13-year-olds fresh out of a matinee showing
Culture author Frank Robinson, “were as prized of The Empire Strikes Back? The idea of having to
for their ability to depict action and strange or make “sexy” the modern miracle of videogames
horrifying scenes as were the writers of the stories seemed as necessary as putting an air freshener

Issue 2, Volume 1 — 55
Clockwise from top: Phantasy
Star III, Streets of Rage, ESWAT.
Previous page: Golden Axe II.
Genesis-era game cover art
courtesy of Sega.
in a flying car. Even the titles of the Atari 2600’s con. The creature doesn’t really resemble anything
games needn’t be anything more sensational than in the game. (In fact, a close look reveals that the
a droll, single-word description: Combat, Base- illustration is rather reminiscent of H.R. Giger’s
ball, Dragster, Sorcerer, Blackjack. The artwork on titular creature from the 1979 film Alien.) How-
their covers often felt like an afterthought, as well. ever, this isn’t false advertising so much as a noble
Activision’s 2600 titles, for example, normally fea- attempt to build a brief visual narrative in a digital
tured a basic (albeit colorful and funky) sketch of medium that, at the time, was not known for its
a car or helicopter or dragon on the box. The car- in-depth writing.
tridges themselves simply showed a screencap of Box art of the era attempted to reflect the
actual gameplay. sensibility of the game—what the player was sup-
But by the late 1980s, videogames had grown posed to feel, rather than a direct interpretation
ubiquitous, and the novelty of the technology was of the game’s minimal narrative. As author Tom
wearing off. The vector graphics and basic colors Bissell notes in his book Extra Lives: Why Video
offered by even new consoles like the Nintendo Games Matter, games often “are more about the
Entertainment System, which boasted a meager world in which the game takes place than the story
5.37 MHz of picture-processing power, did not constructed to govern one’s progress through it.”
make for the sexiest screencaps. Just as the games’ rough graphics led to an embel-
Game publishers, no longer able to rely on lished art style, their rough stories led to embel-
gameplay alone, turned to traditional artists to lished compositions. Therefore it is not surprising
sensationalize and embellish their videogame that Sega commissioned noted fantasy artist Boris
boxes—and inadvertently gave birth to a library Vallejo, creator of Frazetta-like canvases in which
of Bush, Sr.-era pulp masterpieces. “Some of the muscular barbarians, buxom princesses, and
great fantasy artists of the day were hired by gam- domesticated dragons stand in glorious portrait,
ing companies to create ancillary art,” notes Jen- but do little else. The box for Golden Axe II (1991),
isch. From the suspenseful tableau of Harry claw- one of Vallejo’s best videogame works (and argu-
ing his way up a dark, snake-infested cavern on ably the most gorgeous box in console history), is
the cover of Activision’s Super Pitfall (1987), to the as beautiful as it is ambiguous.
joyously ostentatious fantasy-scape of Vic Tokai’s Golden Axe marked the zenith of videogame
Clash at Demonhead (1989), videogame box art of- boxes’ golden age. The craft would see its heyday
fered vivid glimpses at remarkable worlds that the pass in 1995 with the North American arrival of
NES hardware could only hint at. the Sony PlayStation. This new console’s unprec-
“I think what worked best in those days was edented processing power allowed landscapes to
it gave kids, or whoever was playing the game, be rendered in 360 degrees and characters draft-
something to imagine,” recalled UK artist Bob ed in millions of multicolored sides. Once again,
Wakelin, in an interview with the BBC, about his technology was the main aesthetic draw for video-
box artwork. Wakelin, who worked with game games. Although the caverns and temples of 1996’s
publishers like Ocean Software throughout the Tomb Raider strongly echoed the Super Pitfall box
1980s and ’90s, is responsible for some of the most from a decade earlier, its cover displayed protago-
memorable pieces of gaming box art. nist Lara Croft rendered in 1.5 million polygons,
Take, for example, his illustration for the 1988 not in oils or pastels. And following in Lady Croft’s
NES release of Konami’s Contra: Two commandos footsteps, today’s biggest games—from the gritty
in the foreground engage with an unseen crea- BioShock 2 to the majestic Final Fantasy XIII—fea-
ture’s brittle, crustaceous legs; in the background, ture cover art that no longer strives to embellish
a second creature hisses at them from the center the games inside, but simply to mimic them. If it
of the frame. The artwork is as memorable as the were still around, today’s FuncoLand would be a
game itself, burned into the nightmares of the much more honest store—but also a much more
poor young souls who dared to take on Red Fal- boring one.

Issue 2, Volume 1 — 57
by BRIAN TAYLOR
illustration by ZACH KUGLER

TRADING SPACES
What navigating digital worlds can
teach us about our own

I’ve just left the Smithsonian Museum of American space inside your head figures into it all.
History in Washington, D.C. The air is stagnant and And it starts, as most quests do, with rats.
humid, and my friend and I are looking for a metro
station. “There’s one by the National Archives,” I In the July 1948 issue of The Psychological Review,
say. “I think it’s up here on our left.” Edward C. Tolman published “Cognitive Maps in
The National Archives are situated north of Rats and Men.” The paper detailed a series of ex-
the Mall, about halfway between the Washington periments designed to study how rats learn their
Monument and the Capitol Building. I know this way through mazes.
because I once had to go there to steal the Declara- The basis was simple: Take a hungry rat, put it
tion of Independence from a robot who believed he in a maze with food at the end, and with enough
was one of its original signers. repetition, it will become more and more efficient
Then, D.C. was a post-nuclear wasteland, fairly at running through that maze to the food. What
unrecognizable except for a few surviving land- interested Tolman was why. One school of thought
marks. It was also virtual, housed in Bethesda Soft- suggested that paths were learned passively, as a re-
works’ Fallout 3. Now, I’m in the actual city for the sult of moment-to-moment stimuli. Think of it as
annual conference of the American Library Associ- the rodent equivalent of pattern recognition: “Turn
ation—but my friend and I are still using the Fallout right, turn right, turn left, turn right.” Another
3 map to find this metro entrance. school claimed that the relationship between turns
Why would I rely on the videogame map rath- was crucial, and that this relationship was actively
er than an atlas of the street? The visuals are not constructed in the mind of the rat.
the same. The distances are not the same. Walking Tolman and his team placed rats in a maze
down the street in D.C. in mid-June is nothing like where one path led off of a circular area and made a
sitting on my couch in my Pittsburgh apartment in 90-degree turn to the food. After a number of runs,
mid-November. the setup was changed. The circular area and the
So I started researching the relationship between location of the food remained the same, but there
virtual space and physical space—and how the were now several paths branching out. The original

58 — Kill Screen Magazine


There is an inside to every building. I don’t know what is inside, but I
know that it exists. I could construct it in my mind, and imagine the
stories occurring within, but I don’t. If I did, I would go insane. So I
simplify, like the designers of Grand Theft Auto.

path was blocked, while one of the other spokes led city is made up of five mental elements. Paths are
straight to the food. linear spaces through which one can move. Edges
A statistically significant number of rats, after are linear spaces through which one cannot. Dis-
finding the original path blocked, selected the new tricts are larger areas that have a consistent charac-
one and found their goal. The rats, Tolman sur- ter. Nodes are points that a person enters, such as
mised, were forming a cognitive map of their envi- intersections and plazas. And landmarks are points
ronment: a set of mental relationships that allowed not entered but used for orientation—anything
them to conceive of the food’s location relative to from a tall building to a mailbox to a pothole.
their own, even though it was out of sight. He de- But in a person’s cognitive map, the distinctions
scribed these maps as “broad”; that is, they were not are fuzzy and often shift depending on the indi-
limited to the “narrow” path the rat had traveled, vidual’s perception. A landmark like a tall building,
but took into account the area as a whole, coherent for example, becomes a node if you cut through its
space. lobby to reach a street on the other side. And the
This seems pretty straightforward, but it was a cognitive map is simpler than reality.
big deal for understanding spatial cognition. Tol- We select parts of our observations, simplify
man was the first person to show that rats had a them to these elements, and relate them to one an-
sense of “over there” which could be demonstrated other in our minds. If Lynch’s model is right (and
as long as the environment was built to allow it. plenty of spatial cognition research suggests that,
This is the most interesting part of Tolman’s find- while it may be simplified, it is not inaccurate), then
ings—that environmental factors can aid in the cre- a virtual space designed around it should be easier
ation of these cognitive maps. to understand as a consistent whole.
I found, when navigating Tallon IV several
“Imageability” is a term used by Kevin Lynch in his months after completing Metroid Prime, that I was
1967 book The Image of the City to describe “that still able to find certain locations with little effort.
quality in a physical object which gives it a high The Tallon Overworld, Magmoor Caverns, and
probability of evoking a strong image in any given Phazon Mines acted as districts, unified by coher-
observer,” or how easily a space can be constructed ent art styles. But because they were designed to
in the mind. In Tolman’s terms, high imageability be separate spaces, their boundaries were stronger
results in a broad cognitive map. than those of districts in the real world. I didn’t just
Lynch proposed that a strong mental map was think of the edges as impenetrable: They actually
significant to feeling comfortable in a space. People were. Color-coded doors and glowing items out of
in general do not like to be lost. I’m talking really reach, like an ice beam or missile upgrade, served
lost—not “Hey, let’s go for a drive and see where we as landmarks. And the elevators connecting the dif-
end up,” but the kind where you can’t begin to ori- ferent areas became key nodes in my mental map;
ent yourself. Being lost isn’t not knowing where you if I couldn’t remember what the path to an elevator
are. It’s not knowing where (or what) anything else looked like, I still had a pretty solid idea of where it
is in relation to you. was located—even without using the in-game map.
In Lynch’s work, a person’s cognitive map of their This kind of design is incredibly useful in a

60 — Kill Screen Magazine


game like Metroid Prime that requires a lot of travel curring within, but I don’t. If I did, I would go insane.
through the same spaces. By reducing the amount So I simplify, like the designers of Grand Theft Auto.
of thinking (and map-checking) required to orient Plenty of games give you landmarks that suggest
yourself, it adds a sense of easy travel and makes the limited space through which you move is relat-
backtracking feel like less of a chore. ed to a larger one. You can see out the windows of
Games aren’t reality. They’re not tied to an actual Rapture in BioShock. In Mass Effect and Mass Effect
physical space, and they don’t have to follow the 2, you often move along a limited path with views
laws of physics. Like any other art, their relation- of distant landmarks that you cannot reach. Look-
ship to reality is representative. A game can only ing up in the middle of the Citadel, you can see the
provide suggestions to the entire space—but the extent of the space station; the sense of scale is pal-
suggestions it provides and how it provides them pable. But you can’t go there.
is vital to making you fill in the gaps. A game can When games let you go there—when they let
evoke a real space, one that appears to follow the landmarks shift to nodes, as they so often do in our
laws of the real world, but we as players are always cognitive maps—they can create a powerful sense
going to have to meet it halfway. And that’s impor- of expansive, connected space. This is true even in
tant to how the game world feels. the most linear games.
Consider another Citadel, from Valve’s Half-Life
When Harry Beck designed the iconic London tube 2. During your journey through City 17, the Citadel
map in the 1950s, he transformed the complicated looms over the landscape. You always know where
London Underground into an easily understood you are in relation to it. When you finally enter it
diagram. Rather than recreating every turn of the late in the game, you have a sense of what surrounds
lines and the actual distance between each sta- it. The relationship between “here” and “there” pro-
tion, Beck simplified and abstracted them, drawing vides an easy framework of progression and lever-
straight lines for the tracks and equidistant marks for ages spatial relationships to build narrative tension.
the stations. All roads lead to the Citadel, literally. The only
The typical tube rider experiences the space roads that actually exist in City 17 are the ones you
more or less as a straight line between landmarks. travel along. But your brain is used to constructing
Barring some emergency, they won’t leave the train spaces out of just that information, and so it’s less
between those stations. They don’t need to know work for you to imagine the spaces in between the
where they are in relation to the London topogra- paths and the landmarks.
phy—they just need to know their destination. Once you’ve broadened your map of City 17,
Videogame spaces fall somewhere between there’s enough empty space for your imagination to
Beck’s map and the transit system it depicts. They’re run wild. The best game spaces don’t just tell you
a map with no physical analogue; “Ceci n’est pas une a story: They tell a story with you. They create a
pipe” indeed. Because it’s a map through which we frame on which you can drape your own meanings;
move, it’s easy to forget that it is still a map. And they are a conversation between you and the envi-
so we look for the bathrooms, and wonder where ronment. It’s a story that creates a world that is more
people sleep. But maybe instead of thinking of the than the actions you’ve taken in it. It’s about the spaces
game map as a recreation of a coherent physical you’ve traveled, but also the spaces you haven’t.
space, we can think of it as an interpretation—one The blank space on a map is a powerful trigger for
that has been simplified by the designers, like our the imagination. When a game space understands
mental maps. this, you become more involved in that space. The
As I walk down a city street in real life, the edges of map is essential to the stories that occur within it.
the path can be transgressed; landmarks can become And as Lynch observed when he cautioned against
nodes. There is an inside to every building. I don’t over-designing environments: “A landscape whose
know what is inside, but I know that it exists. I could every rock tells a different story may make difficult
construct it in my mind, and imagine the stories oc- the creation of fresh stories.”

Issue 2, Volume 1 — 61
by EMILY SHORT
illustration by TIM DENEE

EDUCATED GUESTS
Videogame design makes an appearance in the classroom

The best game designers are superb teachers. They ers have been hired by educators or grant-giving
introduce complicated systems gradually and ac- foundations whose chief purpose is (to quote the
cessibly. They use images, sound, and layout to help Nobel site) “to present information… in a way that
the player retain a wealth of information about the is ‘fun’ and attractive.” If a game is conceived only as
game world. They require the player to make ac- a way to candy-coat traditional tests, then “‘fun’” is
tive use of knowledge gained, build on it to arrive indeed the most we can hope for.
at new conclusions and strategies, and perhaps col- As a teacher and a game designer, I’m naturally
laborate with other players. inclined to say that what we need are more game-
So why are so many educational games so bad? savvy teachers: people who can direct grant money,
A Google search for educational games turns up when it comes along, to games that use their me-
depressing results: remaindered copies of the ad- dium to the best educational effect.
venture games Chemicus and Physicus; a dumbed- The real challenge lies in promoting a culture
down version of the venerable Oregon Trail, now of gaming literacy. Just as students learning from
available on the iPhone; the old lemonade-stand books need to be taught to question the authority of
game, creakily re-implemented in Flash; a very the printed word, so do students need to learn how
large number of rudimentary flashcard games for simulation and interactive narrative can be biased.
arithmetic and the letters of the alphabet. And teachers who hope to use games in the class-
Even more recent work on more challenging sub- room need a more comprehensive grasp of what
ject matter tends to disappoint. As part of an ongo- these tools can and cannot do.
ing outreach program by the Nobel Foundation,
Nobelprize.org offers games about prize-winning Sometimes the very features that make for good
subjects as diverse as the discovery of blood typing gaming—framing narrative, humor, gradual intro-
and the symbolism of The Lord of the Flies. Most duction of gameplay challenges, freedom to experi-
are nothing more than thinly disguised quizzes on ment with outcomes—are the features that make
reading material presented elsewhere on the site. teachers wary.
That’s a flaw common to educational games at CellCraft is a real-time strategy game about cel-
many levels and in many subjects. Often the design- lular biology developed by Anthony Pecorella and

62 — Kill Screen Magazine


Issue 2, Volume 1 — 63
Even a science simulation can draw complaints
about bias; how much more problematic to write
a game with a score and win conditions when the
subject matter it covers is inherently subjective?

Lars Doucet and supported by a HASTAC/MacAr-


thur Foundation grant. Your task is to harvest glu-
cose, use the organelles of a single-celled organism
to generate energy and build units (defensive en-
zymes), and defend yourself against waves of invad-
ing viruses.
It’s a design with proven play value. The player
has to learn what organelles do, not for the sake of
memorization, but as a means to running the cell
efficiently. Deeper understandings come out of the
process of play as well: What happens when a cell
is starved for glucose? For light? How does it re-
pair itself? How much damage can it survive from
viruses and still come back? What combinations of
environmental factors are the most disastrous?
These are things that would be hard to grasp in-
tuitively just by reading a textbook, and a student
who has learned them in play knows a lot more
than a student who is merely able to parrot back the
definition of “lysosome.”
CellCraft accomplishes all this first and foremost
by being a good game. It introduces the different
organelles over the course of a prolonged tutorial.
Subsequent levels challenge the player with new
and more powerful attackers representing differ-
ent types of viruses. Environmental factors such as
extreme cold introduce time limits on some levels,
while on others, players try to survive without suffi-
cient light or glucose. The project was spearheaded
by experienced game designers, and it shows.
CellCraft enjoyed debut scores of 4.40 and 4.28

64 — Kill Screen Magazine


on Newgrounds and Kongregate, demonstrating a creationists on staff is a problem.
strong appeal even to players who aren’t cramming Teachers may also fail to understand the gram-
for an exam in biology. But it has been the subject mar of games. Myers’ critique focuses chiefly on the
of considerable controversy. frame story and the beliefs of the contributors, but
The two biology advisors for the game are college he also offers the criticism that the game doesn’t
professors, but also avowed creationists. The game’s model the cell’s ability to regulate itself. He claims
narrative framework describes a cell that is con- that by leaving this task to the player, CellCraft in-
structed by alien cellular biologists, which many vites a misinterpretation of the role of intelligence
detractors have seen as a veiled representation of in biological operations.
Intelligent Design. The reaction has been extremely It’s a complaint that seems almost willfully ob-
heated, especially in the form of third-party com- tuse about the nature of simulation in games. Stu-
menters warning teachers and parents against the dents who have grown up with Civilization don’t
game (most notably PZ Myers, a biology professor conclude that each world culture is in fact guided
at the University of Minnesota and an activist who by a different immortal presiding genius, and
blogs about Intelligent Design propaganda). they’re equally unlikely to misinterpret the mean-
Would the story framework have been a problem ing of the interactivity in CellCraft. This is simply
if no one had known who the science advisors were? not something that the game is likely to communi-
I’m not sure. There’s no mention of God. Evolution cate to anyone familiar with the genre.
is outside the scope of what the game purports
to teach, and reasonably so. Creationist William Getting teachers to understand the possibilities of
Dembski did promote the game as demonstrating games, and developing some best practices for teach-
the “irreducible complexity” of cells, but makes no er-designer collaboration, is only part of the battle.
comment about the story, and might have found Games do have limitations that affect how suit-
the same “merit” in any cell-related game that did able they are for teaching certain subject matter.
not explicitly lay out an evolutionary explanation Even a science simulation can draw complaints
for its contents. about bias; how much more problematic to write
The game’s designers have been vehement in a game with a score and win conditions when the
their defense of CellCraft, pointing out the extensive subject matter it covers is inherently subjective?
educational resources included in the game and the Voices of Spoon River is a text game designed
accuracy of the organelle behavior they describe. By by graduate students at the Creative Learning En-
their own account, Doucet and Pecorella knew that vironments Lab at Utah State University. It is in-
the professors who volunteered to help them were tended to help students explore Edgar Lee Masters’
intelligent design proponents, but expected that Spoon River Anthology. Unlike CellCraft, it is not
these beliefs would not prevent them from provid- framed as something that might be interesting to
ing valid guidance on a game about basic cell me- traditional gamers. It is showcased on USU’s web-
chanics. To my mind, their defense is credible, but site, together with lesson plans, teachers’ guidance,
they also made a serious political miscalculation in and assessment surveys.
accepting the help of these particular professors. The gameplay consists of a series of adventure
No doubt a book or film on the same subject, with game-style puzzles to solve. This might not work
the same advisors, would have raised eyebrows, but very well for most books, but it is apropos given the
CellCraft is especially vulnerable to misreading be- puzzle-like nature of the original work: dozens and
cause of its form. Games are an unknown quantity dozens of epitaphs for the various inhabitants of
to many teachers, and in the case of CellCraft, they Spoon River, which when read together reveal dif-
had to look to the authority that produced the game ferent people’s perspectives on the same problems.
as proof that what it teaches is scientifically valid. A husband and a wife reflect on their marriage, and
For teachers who do not feel confident evaluating see it very differently. A son is proud of his lineage,
the game on its own merits, the presence of some but his parents know he is illegitimate, adopted

Issue 2, Volume 1 — 65
Games are no more dangerous than
textbooks, and when designed well,
they are just as powerful.

from a mother he never knew. framing of the game as something to solve suggests
Voices of Spoon River allows the student to read that the tragedies of Spoon River can be set right
the related epitaphs, draw connections between with a little diligence. By contrast, the tragedies of
them, and put the town’s ghosts “at peace” by re- the original feel strongly inevitable. Unhappy end-
solving the various problems that grieved them ings are a part of human existence in large part be-
in life. Confronted with the epitaphs of the proud cause we don’t understand one another very well.
son and his unknown mother, the player solves the An implicit goal of reading Spoon River Anthology
puzzle of the mother’s unhappiness by swapping carefully is to understand about the characters
out photographs on the son’s family tree. things that they did not understand about them-
This works best when the gameplay recapitulates selves, or one another; but as non-interactive read-
the readerly process of understanding how char- ers, we can’t affect the characters by understanding
acters relate. Where a woman’s epitaph speaks in them. In the game, we can.
veiled, metaphorical language about a lost fetus, Could Voices of Spoon River do better, and en-
and her husband refers to her infidelity, the player gage more deeply with the themes? I think maybe it
has to decipher what is not quite being said, then could, but at the risk of losing its status as a teach-
search for a grave in the area identified by a third ing aid and even as a game. Both games and quiz-
epitaph as the place where abortions are hidden. zes tend to look for right answers they can reward,
Unfortunately, the effect is incomplete. The puz- whereas the study of literature is about joining a
zles are not always very well clued. Some rely on conversation, not about the ability to extract facts
arbitrary realizations about the physical game envi- from a text.
ronment, rather than about the poetry; for instance, Take, as a point of contrast, Tale of Tales’ Fatale.
one puzzle involves shooting doors with a shotgun The work is a reflection on Salome, Oscar Wilde’s
in order to get them open, a challenge apparently eerie and unsettling play about the death of John
included for the sake of the game genre and not be- the Baptist.
cause it reflects anything about the poems. Like Voices of Spoon River, Fatale includes pas-
Moreover, as some reviewers have observed, the sages of the original text, provides a virtual world

66 — Kill Screen Magazine


that re-envisions the textual space, and encour- and endurance, are easy to express in game format.
ages the player to draw new conclusions about the We might gradually separate him from his compan-
text. It is, arguably, more deeply reflective about ions, so that he has to fight more and more difficult
the themes of its original (female sexuality, deca- stages alone.
dence, religious austerity) than Voices of Spoon Others, such as cleverness, are harder to get
River is about the themes of Spoon River Anthology. across well. We could make the Cyclops into a level
It might well make an interesting comparison piece boss who has to be killed by solving a puzzle—but
for readers studying the original play. can it be the same puzzle that Odysseus solved in
But Fatale is a game only in medium, not in the original? Is it the same thing for a modern gam-
genre. It is interactive, but not precisely winnable. It er to play out the old stick-in-the-eye trick as it is
rejects gaming conventions in a way that can con- for Homer’s audience to listen to Odysseus coming
found experienced gamers. It is also unmistakably up with the idea in the first place? What about Pe-
an artwork in its own right, with its own things to nelope, and Odysseus’ long conversations with her?
say; it is less didactic, more mysterious, demanding Will players sit still for those, or do we need to lose
interpretation itself. It doesn’t tell the player what to them from the game entirely?
think. It asks more questions, and its symbolism is This exercise tends to break down the students’
in many ways more elusive than the original’s. initial expectations about what it means for a work
Fatale has much to teach about Salome, but it to be original or derivative. It also challenges a
does so by being a text, not a teaching aid—and by common assumption that ancient and modern
jettisoning the genre expectations that clash with works are fundamentally different in kind. Many
what it has to say. students find ancient works hard to relate to, and
blame this on the artificiality of the literary forms,
If I were using Voices in the classroom, I would arguing that products of modern culture are more
want to make sure my students and I compared “realistic” or “natural.” The exercise of trying to tell
the upbeat ending of the game with the less-happy a story through a game reveals how much we still
themes of the original. But if the genre constraints rely on shared conventions to communicate.
and relative novelty of games make them challeng- Through that conversation, we sneak back
ing to use in the classroom, the same features make around to Virgil and Ovid, and to the expectations
them a powerful seed of discussion. of genre and form that affected their poetry. Our
As an exercise in an honors myth class, I have digression into action games helps them to see, say,
sometimes asked students in small groups to work an epic battle narrative as an impressive bit of po-
up a detailed proposal for how they would present etic virtuosity intended to highlight the importance
a given myth in some medium other than the origi- of what is happening, rather than a bit of pointlessly
nal. I’ve occasionally gotten a pitch for a movie or a violent bombast. A lengthy descriptive passage or
novel, but by far the majority of these groups come ecphrasis yields a pleasure like that of exploring a
up with videogame pitches. The medium is the one virtual environment.
they understand most intimately. Many play games
for longer—and with much more thought—than Games are no more dangerous than textbooks, and
they watch television or movies. when designed well, they are just as powerful.
And for that reason, the games provide a superb We teach students to read critically by teaching
entrée to discussions of genre and medium. I ask them to write subtly. A writer who knows how to
students how their imagined mythological game arrange an argument—how to select examples that
differs from the original story. I ask what they left support a message, how to play on emotion—is also
out, and why; what they added, and why. We talk the most likely to recognize those techniques as a
about the combat features of Odysseus’ bow and the reader. The same holds true for games.
number of enemies he would face. In other words, we shouldn’t just be teaching
Some of Odysseus’ characteristics, like strength with games. We should be teaching game design.

Issue 2, Volume 1 — 67
by MITU KHANDAKER
illustration by JUSTIN RUSSO

TOPPLING THE
IVORY TOWER
Are videogame academics irrelevant?

68 — Kill Screen Magazine


Hi. I’m a videogame PhD researcher. Furthermore, the first coin-operated game, Galaxy Game (in-
I’ve been having a bit of a career crisis. spired by SpaceWar!) was borne out of Stanford
Perhaps this is not unusual. The writer Alain de University. Just two months after its installation,
Botton, in his 2009 TED Talk, suggests that “we another SpaceWar!-inspired project, Computer
live in an age where our lives are regularly punctu- Space by Nolan Bushnell and Ted Dabney, was re-
ated by career crises; by moments when what we leased. This was the first videogame widely avail-
thought we knew about our lives and our careers able to the public.
comes into contact with a threatening sort of real- Then, some 17 years later, my four-year-old self
ity.” The threatening reality in my case seems to be began illicitly playing on a relative’s Commodore
this single question: Is games academia irrelevant? 64 (mostly Paperboy and an unidentified Breakout
To explain, I need to go back to the start. The very start. clone). It was then that I fell in love with videogames.
1947 was a good year for videogames. This was Fast-forwarding another 19 years, I graduated
the year that Thomas T. Goldsmith Jr. and Estle with a Master’s degree in Computer Engineering
Ray Mann filed a patent for a “Cathode-Ray Tube and received an offer to undertake a PhD at the
Amusement Device,” an analog system using eight University of Portsmouth in the nascent Advanced
vacuum tubes to simulate a missile being fired at Games Research Group in the School of Creative
a target. The same year, in the halls of King’s Col- Technologies. I began my doctorate, heart filled
lege in Cambridge, Alan Turing devised a “paper with that delusion of grandeur that befalls all PhD
machine”: an algorithm by which a computer could students, irrespective of their field: My thesis is go-
play chess against a human. In 1950, Claude Shan- ing to change the world.
non, Turing’s associate from the days of wartime The next couple of years were a blur of finding
cipher cracking, actually brought a chess-playing my feet, internships, ideas, and false starts. I’m told
game to fruition. Games had previously been stuck that this is normal. My research has snaked and for-
with dice and cards, but now—as Jesper Juul points ayed into haptic technology and into questions of
out in Half-Real—the personal computer was to be- embodiment and of designing for novel controller
come their Guttenberg press. technologies. However, I cannot ever shrug off the
Indeed, throughout the 1940s and ’50s, scientists question: Is what I am doing important enough?
and engineers eagerly converted board games to The truth is that PhDs rarely do change the
electronic format. These ranged from Nim in 1951, world; I’ve heard it said that such endeavors are
to Noughts and Crosses on an ESDAC in 1952, to usually best left for later in one’s career. After all,
Tennis for Two in 1958, a two-player tennis game even Einstein’s doctoral thesis was a small, sensible
displayed on an oscilloscope. In 1961 MIT students contribution to Brownian motion. Instead, the doc-
Martin Graetz, Steve Russell, and Wayne Wiitanen toral process is about proving oneself as a compe-
created SpaceWar!. Programmed on a PDP-1, a tent researcher. Curiously, though, with videogame
$120,000 “mini-computer” the size of a small car, the scholarship there seems to be an additional pres-
game featured two spaceships dueling around a gravi- sure: proving the value of the scholarship itself to
ty well. SpaceWar! was a huge success among the com- the videogame industry.
puting elite, and it spread widely to other universities. I asked Ian Bogost, videogame researcher and
In 1971—another very good year for videogames— Associate Professor at Georgia Institute of Technol-

Games academia is in stark danger of being regarded as


irrelevant by many developers. How, then, can academic
games research become pertinent to the industry once
again? How can it blaze the trail?

Issue 2, Volume 1 — 69
We as academics have the ability to pursue research opportunities
and take risks that the industry, including indies, cannot easily afford.
Although game development is no longer for the elite, only academia
has the unparalleled freedom to “scout ahead” in the future of games.

ogy, whether academia needs, or should even as- games academia—none of it is relevant to me. Who
pire, to do things which are valuable to the industry. is this stuff supposed to be relevant to? Or is games
“It can do,” he says, “but need not, and it should not academia basically just about writing stuff, and who
do exclusively, and it should not be worried about cares if nobody ever reads it?”
doing so always. Academia is good for unpredict- His position manifests that familiar threatening
able usefulness.” reality: “In general, my opinion of games academia
Given that the history of videogames, both tech- is highly negative. Academia should be thought-
nical and spiritual, is rooted partly in academia, leaders, advanced thinkers, etc. Instead, it seems
unpredictable usefulness seems accurate. However, to me, it is mostly a bunch of people wasting time
since those very early days, there seems to have (and by extension their lives). Even in cases where
been a divergence; it’s as if after having given birth researchers are on an interesting subject, they are
to the medium, academia is now struggling to play usually only doing mildly interesting things, and
catch-up, and to provide the insights and innova- doing them very slowly at a low level of quality.”
tions that seem so necessary to pushing forward the I’m startled. It’s blunt, perhaps, but hauntingly
boundaries of gaming. accurate: We need more academic rigor. “The is-
“Many developers are extremely well read and sue is just whether peoples’ ideas are actually
exceptionally intelligent,” says Dan Pinchbeck, my tested,” Blow says. He notes that in much of early
fellow member of the University of Portsmouth 20th-century physics, discoveries were made by
Advanced Games Research Group. Dan is noted for bright young minds whose peers would constant-
his critically acclaimed experimental Source mods, ly challenge their ideas. There was a real sense of
Dear Esther and Korsakovia. “[Developers] know competition, and the stakes and pressure were high.
what’s going on in games research, and if they don’t Games academia is nowhere near as established of a
value it, it’s because they think it doesn’t have value; field as theoretical physics, of course, but Blow and
they don’t have to write academic papers critiquing it.” Pinchbeck both suggest that it’s in danger of falling
Of course, the notion of “games academia” is into comfortable habits. “In academia,” says Blow,
itself problematic; the medium of videogames is “the most common test is ‘Did I get published?’
inherently interdisciplinary, and the same can be Having been on papers committees and seen what
said of games academia. Not all academia is about the standards are (even for supposedly highly re-
making things. Pinchbeck notes that “traditionally, spectable publications), I have to say that it is a very
games studies comes out of cultural studies and me- poor test that drives people to do poor work.”
dia studies, and in those fields, academia has usu- Games academia is in stark danger of being re-
ally occupied a position of analysis; it doesn’t inno- garded as irrelevant, if not already written off by
vate, it doesn’t drive. It just considers. Early games many developers. How, then, can academic games
studies really suffered from that, and a big chunk of research become pertinent to the industry once
games studies still does; it’s so cerebral and discon- again? How can it blaze the trail?
nected. It doesn’t have any value for industry at all.” It is worth observing that even though SpaceWar!
Developer Jonathan Blow, best known for his in- was born in MIT’s historic Building 20, Graetz,
dependent release Braid, agrees. “As someone in the Russell, and Wiitanen’s work was not academic in
industry, I just don’t pay attention to the output of nature. No, this was frontier geekery. It was subver-

70 — Kill Screen Magazine


sive; it arose from the hacker spirit. Nowadays, such “When you put things out, you just say, ‘this is a
experimentation comes mostly from the indie de- game’, and you don’t have to say whether it’s a re-
velopment scene, rather than from academia. Mak- search project or not. The research should stand on
ing games no longer requires the resources of a uni- its own.”
versity; every would-be game developer has access When I ask Dan whether he had considered
to a plethora of tools and support via the Internet. completing his own projects outside of academia,
As Pinchbeck notes, this poses an additional his reply is simple. “No, because I couldn’t have
threat to games academia: “Academia needs to paid for it.”
make sure it hasn’t missed the boat. I worry that, Although it sounds trivial, he has a point. “It’s a
just as we’re getting wise to the idea that we can design vacuum, and someone’s got to go in there,
build and release games and play with ideas, there and it costs money to go in there. Academia can go
are a lot of people doing the same thing now, and in there; it doesn’t matter if it’s a barren wasteland as
they don’t do it to say ‘I’m an academic, look what long as they have an interesting journey.”
I’ve done.’ ” Blow also offers that the situation can be present-
Bogost suggests that “one of the functions of ed in more aspirational terms. “We are all familiar
the academy is to inject indies into the profession; with this rhetoric that we are witnessing the dawn-
people who think about things differently, whether ing of a new medium, that there is so much poten-
in film, in games, in business, or in biomedical en- tial, etc. And I think all that is true. Yet we don’t rise
gineering. In that respect, there’s long been a natu- to the opportunity—we just drop the ball.” He de-
ral connection between art and the academy.” Bo- scribes a rant he gave at the academic Foundations
gost goes on to point out that this is not the whole of Digital Games Conference, in which he posed
picture. “Your question assumes that just making the following question by R.W. Hamming: “What’s
games is the goal. Academics do other things, pre- the best thing you could be working on, and why
sumably like trying to figure out what games are aren’t you?”
good for, or how people use them, or what they This is a good question. We should check our-
mean in culture, or how they operate, or their his- selves to ensure that all of us, academics and other-
torical purpose and influence.” wise, are always working on the best thing we could
There is then, in games academia, this dichoto- be working on. We as academics have the ability to
my of making things versus analyzing things. Of pursue research opportunities and take risks that
course, while one doesn’t necessarily preclude the the industry, including indies, cannot easily afford.
other, historically, it has been making things that has Although game development is no longer for the
led the way for the games industry in the past. Even elite, only academia has the unparalleled freedom to
now, in that birthplace of the modern videogame, “scout ahead” in the future of games. We should har-
MIT, this is a sentiment shared by the Singapore- ness this to carve out brave new paths for the industry.
MIT Gambit Game Labs, whose directive is to cre- Writing this article precipitated my career cri-
ate game prototypes to demonstrate its research, sis. It gave me reason to pause and reevaluate; to
alongside traditional academic publishing. Lab di- entirely rethink my research and how it should be
rector Philip Tan says that game researchers need not approached. If academia gives me the ability to take
necessarily specialize in technical skills, but “should be risks, then I should be taking those risks—to be
comfortable working in a technical environment.” spending more time creating games which could
Pinchbeck concurs. “If you really want to un- be unpredictably useful. Perhaps what we need are
derstand games, you have to build them. The com- constant career crises. To always compete with our
promises you have to make as a developer will tell peers. To feel the pressure to be at the edge of hu-
you more about games than any kind of aspirations man knowledge. To make sure we are not falling
about what games could be.” Indeed, Pinchbeck into easy habits. To ensure our only measure of suc-
refers to himself as a “developer” these days rather cess is not, “Did my paper get published?”
than “an academic who makes games.” He suggests, Perhaps academics can still change the world.

Issue 2, Volume 1 — 71
by ROB ZACNY
photography by THOMAS HAYWOOD

BREAKING PANGEA
Jia Xie and Yang Yang wanted to teach the
world Chinese through an MMO.
But the world wasn’t ready.

“The classroom is probably the worst setting for culture, just as the strategy games he grew up with
learning a language,” Jia Xie explained. “A class- had turned history and economics into addictive fun.
room setting is very cold, very dead. You don’t see “The main factor for me was games like Civiliza-
a sense to it. Even if you’re motivated to learn the tion and Capitalism. I learned so much history from
language … it doesn’t stick with you.” them,” he explained. “I teach Chinese and I teach
This discontent fueled Xie, his partner Yang Yang, English on a regular basis. I used to do it in China.
and the rest of their small team as they worked on And I realized, why don’t we have anything like this
Pangea Online, an independent MMO for Chinese for languages?”
language learners. Their plan was to create a fun, Xie and Yang were fascinated by the possibility of
browser-based multiplayer game where Chinese using online gaming to reproduce the best condi-
learners and speakers could gradually improve tions for learning a new language. “For a long time,
their skills. people have known that the best way to acquire a
They would discover they had underestimated language is to just move to a foreign country and
the complications involved in designing a language immerse yourself in the foreign culture,” Yang said.
game. They were among the first in a market that “Because one, it forces you to learn the language to
barely exists, with no institutional or publisher sup- survive. And second, you have access to all this cul-
port, nor the hope of finding any. Before putting ture around you that really informs language. Lan-
their company Techtonic on hold, Xie and Yang guage isn’t something you learn in a vacuum. So we
even found themselves on the cusp of making the noticed the parallels between playing MMOs and
kind of classroom exercise programs they had al- traveling abroad … and we tried to see if we could
ways hated. find some sort of synergy between the two.”
But, of course, they never saw any of that com- Yang described Pangea as China: The MMO.
ing. Xie and Yang both said that Pangea began as The central conceit is that the player is doing a
their dream project. The two have been friends and term of study in China, and many of the game’s
collaborators since high school, with matching am- early lessons come in the guise of other characters
bition and no concern for money. Nearing the end helping a new arrival get situated. With its bright,
of another project, Xie found himself imagining a cartoonish graphics, Pangea looks a bit like a
game that would spark passion for language and children’s adventure. Lemon-head avatars, speaking

72 — Kill Screen Magazine


in a mixture of English and Chinese, offer everyday
quests—like collecting a homework assignment for
a sick roommate—and conversations on subjects
like cooking and school. Against this backdrop of
exchange-student life, players would also practice
conversation in the text chat using the Chinese they
had learned.
It was an ambitious and unconventional project,
but that is what appealed to Yang. He had just grad-
uated from MIT and, already a veteran of EA’s Ti-
buron studio and Harmonix, had his pick of several

Issue 2, Volume 1 — 73
job offers in the game industry. But he was drawn designed and used, but optimistic about how they
to the idea of having creative ownership of an inter- can improve language education. As a teacher and
esting project. Ambitious and original, Pangea was researcher, he has come to understand the limits of
just the kind of challenge that Yang wanted. what a formal language class can accomplish.
Yang and Xie invested several thousand dollars In a typical classroom, one teacher and perhaps
apiece to work full-time on the game. They used dozens of students receive a grocery list of subject
open-source solutions wherever possible; for in- matter—grammar, pronunciation, vocabulary, con-
stance, both their Chinese-English dictionary and versation, etc.—and a short time to master it. Stu-
pinyin-to-Chinese text converter were open-source dents will struggle and excel with different aspects
assets. This let Yang and Xie focus on knottier is- of a language, and it is impossible for a teacher to
sues, like teaching pronunciation and tone—the respond effectively to all their individual needs.
changes in pitch that differentiate between other- Most importantly, the only way to ensure that stu-
wise identical Chinese words. dents retain what they learn in class is through
“We actually had Jia record all the syllables of practice, on their own time. For Purushotma, the
Chinese, all 400 or whatever, in this program. That Holy Grail is a language game that holds up as a
was sort of our speech generator,” said Yang. “So game, not just educational software: the sort of
when an NPC says a string of text to you, or even if thing that a student would play after class even if
the player types something in Chinese, you can actu- it weren’t assigned. With such games available,
ally have the program pronounce it pretty well. And it students would not have to endure awkward and
marks all the tones, and it says it aloud for you.” sometimes humiliating practice sessions in front
However, toward the end of the project Yang of the class, and teachers would not have to burn
grew unhappy with the program’s ability to teach classroom minutes trying to help a single student
learners how to say the tones. He started a side master a tricky pronunciation.
project to explore other ways that Pangea could When that day arrives, Purushotma said, “The
promote tone mastery. “It would record your voice best thing will be a classroom that focuses on what
speaking the tones, and it would draw a plot of a classroom does well … while the game focuses on
your tone. Pitch over time,” he explained. “It would things that one teacher would be overwhelmed do-
match what you’ve spoken, visually, to what the ref- ing for 30 students.”
erence pronunciation is.” Although he never had Xie thinks one of the most critical shortcomings
the time to integrate it with the rest of the game, the of a classroom is its inability to provide a setting for
feature showed promise. “That’s a nice thing about casual conversation in a second language. That is a
interactive media: We can give a tighter feedback crucial element in the learning of any language, and
loop between the student and technology.” it’s not something a teacher can provide to a room
At all costs, he and Xie wanted to avoid exercise- full of students.
style drilling on vocabulary and grammar, and in- “You want to be making mistakes with other
stead present gamers with a contiguous, Chinese- people. You want to be comfortable making mis-
speaking world. Pangea assumed mastery of basic takes with other people,” he said. “And it needs to
Chinese, making the game less accessible to novice be un-stressful. It needs to be very casual, like with
learners. But as Yang explained, it was never in- friends. For example, imagine having two or three
tended to replace Chinese courses. They envisioned friends together with a tutor who gave you some
Pangea as a place where students with a semester or materials, and then you guys just chatted about it.”
two of introductory Chinese could get the experi-
ences that classrooms can’t provide. Yang saw that potential in the way players spend time
in World of Warcraft, chatting while going on quests or
Ravi Purushotma, a researcher and game designer traveling around Azeroth. However, there was a prob-
at MIT and member of the Learning Games Initia- lem with building a similar game for a community of
tive, is critical of how language games are usually Chinese learners: Everyone was speaking broken Chi-

74 — Kill Screen Magazine


nese, except for the broken-record NPCs. To succeed or nothing to do with the game.
as an immersive learning tool, someone needed to be Bryant explained, “Most of the conversation in
able to play the role of the tutor. WoW is kind of normal, when you look through
A few years ago, Todd Bryant did exactly that by it all. They want to talk about what they did with
playing World of Warcraft with German students at their day, as we were walking through the forest.
Dickinson College. As the college’s technology liai- And by the end, they were exhausted. Usually, in
son, he was responsible for finding new ways to use class, it’s an hour. But you’re not logged in for that
technology in teaching. whole hour. You’re kind of flipping through the
He gave his students a choice: They could have book, and maybe getting ready for the activity. But
conversations with a German speaker over Skype, when you’re playing a game, and you’re on that
or they could join him on a German World of War- audio channel with only five other kids, and it’s all
craft server. No English would be permitted in ei- in German?”
ther text or voice chat. A number of his more intro- Unfortunately, logistical problems got in the way
verted students, who got stage fright at the thought of using World of Warcraft for educational purposes.
of having live conversations with a German strang- Bryant and his students can no longer play their
er, opted to play WoW. U.S. editions of World of Warcraft on German
“The first adventure was a disaster. We got servers due to region restrictions. “I remember
slaughtered!” Bryant explained. “No one knew how contacting [World of WarCraft developer Blizzard
to play. And I only let them speak in German, so in the beginning to say, ‘You know, I’m [at] an
they couldn’t organize themselves at all. So [after education institution and … all I need is a way to
that], one kid wrote up 50 phrases they all needed connect my students to European servers,’ ” Bryant
to know. And the first one was, ‘RUN!’ ” recalls. “And they didn’t even know how to answer
Once they mastered the basics of survival, Bry- me. They didn’t know what their own rules were
ant’s group found themselves surrounded by hun- for, say, installing the software in a lab. Could I have
dreds of willing, fluent German tutors. Bryant a license per machine, or is it per student? They
would send German players private messages in the had no idea what to do with me. They hadn’t even
game explaining what he and his group were doing. considered the idea.”
Most of the time, the Germans responded with en- Nor is language gaming an easy thing to integrate
thusiasm, switching to a basic vocabulary, avoiding into the syllabus. As Bryant discussed his work with
common German abbreviations, and explaining the language professors at Dickinson, he realized
slang unique to German WoW players. that the textbook and exam-driven processes they
One concern with using games as a language- were using in their classes did not mesh with the
learning tool, Purushotma warned me, is that learn- kind of learning his students were doing online.
ers can become too task-driven. If players can slide The original point of all this German practice
by on the imperative form of a few choice verbs and was to improve the students’ skills, which it did. But
a handful of nouns, they are mastering a phrase- Bryant’s WoW group did not improve its skills in a
book, not a language. Bryant addressed this in his way that quizzes and exams could measure. These
group by engaging them in small talk that had little students were taking courses that were structured

He gave his students a choice: They could have


conversations with a German speaker over Skype, or they
could join him on a German World of Warcraft server.

Issue 2, Volume 1 — 75
around units: one week on progressive verb tenses,
the next on vocabulary relating to travel. They were
tested on their mastery of the concept of the week.
Through WoW, they were learning a great deal of
German, but they were not practicing what they
were learning in class. They became much stronger
German speakers, but weaker test-takers.
Problems like this make Purushotma doubt that
classrooms will adopt language games anytime
soon. “I feel like it’s really difficult for teachers to do
that under their standard job constraints,” he said.

76 — Kill Screen Magazine


“And the textbook publishing industry is not sup- serious discussions about the future of the project
porting them in any way.” and their company. Techtonic could not continue
He explained that two parallel tracks could lead work on Pangea unless it received some outside
to games becoming a standard part of language funding, so Xie tried to find some. “We switched
education, and he’s often conflicted about which to more institutional markets where we thought we
one to follow. The first is developing and marketing could get funds for a larger product, by doing con-
games directly to teachers and educational institu- sulting projects. But the institutions had very rigid
tions—but Bryant’s experience shows how difficult requirements,” Xie said.
this can be. The other path, and the one Purusho- An offer from Boston University finally forced
tma suspects is more promising, is innovation from their hand. “They wanted us to do the consulting
the ground up: designers producing games for the to implement the web portion of their Chinese-
learners themselves, whose support for those games learning program. But the problem was, they want-
will help bring them into the classroom. ed us to follow their curriculum exactly. You know,
This is roughly what Xie and Yang were attempt- 15-minute exercises after school where all the stu-
ing to create. But, as Purushotma is quick to admit dents can get together.”
and they were slow to discover, it’s even harder than For weeks, Xie remembers, he and members of
it sounds. the team argued over whether the company was
worth saving if they had to start working on typical
“The business model [for Pangea] was sort of a na- education software.
ïve, ‘Build it and they will come,’” Yang explained. “Some people had the thought that, ‘No, this is
“One of the mistakes we made early on was to as- not core to our values.’ What we wanted to do was
sume that the demographic of people who are make a community of Chinese-language learners,
learning Chinese and the demographic of people not a rigid learning tool. What we wanted was a
who are interested in playing a game have a signifi- place for hobbyists and for people who just liked
cant intersection.” the culture and the language to get together. And
Yang and Xie had to choose from a host of differ- that was our goal. And if we do this, we’re kind of
ent constituencies scattered along a wide spectrum. selling out.” Pangea was put on indefinite hold.
At one end, players were primarily interested in a The problem is not just that designing good
more traditional classroom experience; and at the education games is difficult, but that the potential
other, people wanted good games with some lan- audience is fragmented and hard to reach. The chal-
guage education mixed in. lenges that Xie and Yang faced are familiar and sur-
“What we really needed to do was just decide mountable given enough resources, but “the fund-
what type of person really needed the product and ing question is just difficult and confusing,” Puru-
just execute it,” Yang said. shotma admitted. “Game publishers don’t want to
Xie and Yang knew the design was in some trou- deal with you, and education people don’t know
ble, but they had no idea how much until they got how to deal with you. So, a bigger challenge than
their big break last March: a spot on the show floor design is often just figuring out how to work in an
at PAX East 2010 in Boston. ecosystem that [provides] no support.”
“We had a pretty large marketing campaign at “It’s something that keeps me up at night, and it’s
PAX, and we had a very good physical turnout. We something I want to go back to,” Xie explained. “I
had a couple hundred people both talking to us and think it’s the same with Yang. When we were put-
joining the site shortly after. And the biggest wake- ting this project on hiatus, we agreed that both of us
up call was the retention rate,” Xie explained. “We will be thinking about the project—and should one
thought people would be interested in just hanging of us start the project, we will both start it together.”
out and talking in Chinese. And that really wasn’t In the meantime, Xie has immersed himself in
the case. They really expected more content.” business and finance: two languages he wants to
Before PAX East, Xie and Yang had had some know before he returns to Pangea.

Issue 2, Volume 1 — 77
by ED FRIES
ascii art by JUSTIN RUSSO

THE EYE OF
THE BEHOLDER
The creator of Halo 2600
finds beauty in constraint
78 — Kill Screen Magazine
As a programmer I’ve always felt there is a connection between po-
etry and programming. Both try to express an idea concisely within
a constrained environment. Consider the humble haiku. If I said to
you, “I played Donkey Kong,” you’d probably say, “So what?” But if
I say it within the constrained system of the haiku, you might get
something like this:

Monkey throws barrels


He has taken Princess Peach
For love, I must climb

The meaning is the same, and yet the act of expressing that meaning
within the five/seven/five-syllable constraint creates an interest—or,
dare I say, a beauty—that didn’t exist in the unconstrained statement.
Why is that?
Other poetic forms add further constraint. Consider one of
Shakespeare’s favorite forms: the sonnet. Now we have limits on
the number of syllables, the meter (the beats in the words), and the
rhyme! A classic sonnet is three sets of four lines in iambic pentam-
eter (every other syllable must be a beat, and there are five beats per
line). The first and third lines in each set rhyme, as do the second
and fourth. The sonnet ends with two final lines that rhyme. Here’s
an example that follows most of these constraints:

“That Lake”
What secrets does that lake contain
Beneath its dark and murky waves?
What ancient warriors wracked in pain
Still twist in sunken muddy graves?

Within its depths what creatures swim


Unaltered since the early days?
Upon its floor what scuttling grim
Crustaceans wend their drunken ways?

Your eyes, like placid pools of ink


Disguise the fires burning deep.
Arise! Come to the surface. Drink
The air and put the past to sleep.

What secrets does that lake contain


Beneath the ripples of your brain?

The author has to pick words that approximate the intended meaning
while still conforming to the rules of the form. But by working with-
in that constraint, the solution to the puzzle has at least the potential
to be more than a simple expression of an idea. First, it takes a certain

Issue 2, Volume 1 — 79
cleverness to meet the constraints of the system, mers to places they did not anticipate or intend.
and that is appreciated by the audience. But the The Atari 2600, released in 1977, was the first
constraints can also force the author to leave space mass-market videogame console. The machine
for interpretation that might not otherwise exist. gives the programmer a mere 128 bytes of random
What was that poem about, anyway? A lake? A girl? access memory; by comparison, an Xbox 360 has
Evolution? Consciousness? 4 million times more memory. The entire screen is
Sometimes, just by looking for solutions to the drawn using only five bytes: two-and-a-half for the
rules (such as finding matching rhymes or proper playfield, two for the two sprites, and a few miscel-
meter), the author is led down paths they did not laneous bits for the missiles and “ball.” The program
expect, and the poem takes on a life of its own. must fit in 4,096 bytes of read-only memory on a
Sometimes the poet may feel that they are not the cartridge. (A 360 disk holds 2 million times more).
creator at all, but just along for the ride! Yet the screen has an effective resolution of
Likewise, all programming involves expressing 40x192 for the playfield and 160x192 for the sprites.
ideas within a system of rigorous constraints. The How? By demanding that the programmer draw
programming language dictates a syntax that must the screen one horizontal scan line at a time. By
be followed. With poetry, I can bend the rules a bit; changing the values of the five bytes that represent
perhaps fudge the meter to use a word I like, or use various forms of pixels (as well as a few others that
a half-rhyme—but not with a program. It either control properties such as color), on a line-by-line ba-
compiles and executes, or it does not. In addition, sis, any number of interesting displays can be created.
the programmer must live within the constraints of Which is not to say that it is easy. The Atari 2600
the machine. There is only so much memory; only has a very slow microprocessor. In the time that it
so much time before the next frame must be drawn takes for the electron beam to draw one horizontal
on the screen. scan line and return to the beginning of the next
So the programmer finds themselves in a similar line, there is only time for 76 machine cycles on the
situation as the poet, trying to live within the con- Atari processor. The simplest instructions take a
straints of the system while trying to accomplish minimum of two cycles, and advanced commands
something with their art. And, like the poet, the very can take five or more. So, in the end, the program-
act of living within the constraints may lead program- mer can only do about 20 things, such as loading

When working within such an incredibly


constrained system, elegance is no longer
optional. It is required.

80 — Kill Screen Magazine


a value from memory, or storing a value into one of the display reg-
isters, per line. Think of it as the programming equivalent of iambic
pentameter.
Given all of that, you hopefully are beginning to realize that to do
anything at all interesting on the Atari 2600 requires some incredible
programming magic. The kernels (or core display drawing routines)
of any of the Atari 2600 games you’ve ever played are only possible
through the use of some outrageous feats of coding.
Take the original Combat cartridge that shipped with the 2600.
The programmers, Joe Decuir and Larry Wagner, were trying to
live within their allocated 76 cycles per line, but they had a lot
of work to do. They had to draw the maze that the tanks navigate
through. They had to draw the sprites for both of the tanks. By the
time they had done those things, they had very few cycles left, and
yet they had still more work to do. They had to draw a bullet for
each of the tanks. A reasonable piece of 6502 assembly code for that
would look something like this:

LDA #0 ; 2 this number is the cycle count for this


instruction

CPY yPosBullet1 ; 3 compare the current scan line (held in the


Y register) to the y position of the bullet

BNE NoM0 ; 2(3) branch takes 2 or 3 cycles depending on


whether the values matched or not

LDA #2 ; 2 need to set second bit to turn on bullet


NoM0

STA ENAM0 ; 3 turn on (or off) the bullet

LDA #0 ; 2 now repeat for the second bullet


CPY yPosBullet2 ; 3
BNE NoM1 ; 2(3)
LDA #2 ; 2
NoM1
STA ENAM1 ; 3 turn on (or off) the bullet

That’s a total of 24 to 26 cycles, depending on the situation, and 20


bytes of code. But the programmers didn’t have 26 cycles. That would
use up a third of all the time they get to do all the work on the line.
So they did something crazy:

Issue 2, Volume 1 — 81
LDX #ENAM1 ; 2 load X with the address of the ENAM1
control register

TXS ; 2 point the stack at ENAM1 (?!)

CPY yPosBullet2 ; 3 CPY will set or clear the Z flag

PHP ; 3 Push the processor flags onto the stack. The


Z flag is the second bit. (!)

CPY yPosBullet1 ; 3 Stack is now pointing at ENAM0 so just


repeat
PHP ; 3

On the 6502, the stack lives in the first


256 bytes of memory. It typically starts
at the top (memory location 255) and grows
down toward zero. But in kernels there is
rarely time to use the stack at all. Just
to call and then immediately return from
a subroutine would use up twelve precious
cycles. So the programmer behind this code
thought to use the stack for something
else. The registers that control the state
of the missiles also live in the first 256
bytes of memory. He pointed the stack at
the second of those registers (that’s the
first two instructions above). Then he does
a CPY instruction that compares the Y
register (which is holding the current scan
line) to the y position of the missile. If
they match, the Z flag (which stands for
“zero,” or in this case “equal”) in the
processor will be set.
Now, the final bit of magic: He uses the
PHP (PusH Processor flags) instruction.
This instruction is meant as a way to save
and load all the flags of the processor—for
example, to preserve them when handling an
interrupt. But this programmer knows that
the Z flag is the second bit of the flag word
that will be pushed on the stack, and that
just happens to be the bit we need to set
to turn on (or off) the first missile. As
an added benefit, since this is not just a
simple store to the location but also a
push onto the stack, the stack pointer will
be decremented and will now point to a new
memory location: the register that controls
the other missile. So we can simply compare
and push again to turn on or off the second
missile.
82 — Kill Screen Magazine
The solution used only 16 cycles and nine bytes of code! This does
the same thing, but in much less space and time. It also always takes
the same amount of time to execute (16 cycles), which can be impor-
tant when you’re trying to keep track of the electron beam.
(If you are a programmer, see the sidebar for a short explanation
of what’s going on.)
In writing my own game for the 2600, I find myself bombarded by
beautiful code such as this every day, much more than in the regular
programming I do. When working within such an incredibly con-
strained system, elegance is no longer optional. It is required.
But what is elegance? Maybe constraint creates the possibility for
perfection; and as humans, we perceive perfection as a form of beau-
ty? The solution I gave above for drawing bullets on the 2600 screen
is not just a good solution; it is the best possible solution. I guarantee
it. There is no smaller and faster way to do it.
Does this underlying beauty show through in some way to the end
user? I don’t know. But I do know that constraint can lead the author
in unexpected directions, resulting in solutions that even the creator
did not expect. If you could somehow measure the variety in the first
100 games published on the Atari 2600, and compare it to the same
measure of the most recent 100 games published for modern con-
soles, the 2600 would win, hands down.
Perhaps the “sameness” that we feel from games today derives, at
least in some small part, directly from the power, ease, and freedom
we enjoy?
Modern consoles are wonderful things, but without constraints,
perhaps some of the poetry is lost.

Issue 2, Volume 1 — 83
by CHRIS DAHLEN
illustration by DENNIS CHOW

MAZED AND
CONFUSED
The art of the puzzle

Here’s the first thing you learn about a really great open, a river you can’t cross, a monster who’s just
puzzle: You can’t solve it with brute force. standing in your way.
Sure, you’ll try. Let’s say you’re playing a classic And then suddenly you think of an answer. The
adventure by Infocom, or LucasArts. You try every answer is clever. It makes sense, but it’s not logical,
verb, click on every pixel. If the game gives you ob- and it entails doing something you’ve never done
jects to carry, you take them out one-by-one and in the game before; that’s why you didn’t think of it
use them on everything in sight, hoping that the sooner. But you make a creative leap and try your
process of elimination will get you the answer to idea, and wow, damn, it works!
whatever problem you’re facing—a door that won’t You have to be smart to play adventure games,

84 — Kill Screen Magazine


the brainteaser-based interactive stories that began mouse. Says game designer, teacher, and Infocom
with Willie Crowther and Don Woods’ Colossal vet Brian Moriarty, “When you’re dealing with me-
Cave Adventure, the early works of Scott Adams, chanical, user-interface problems, things like World
and the Infocom all-text classics; moved into full- of Goo or Braid, those are mechanical hand-eye
color graphics at Sierra Online and LucasArts; coordination puzzles, and there’s only so much you
and still come back once in a while via studios like can do with that. You’re limited visually and spa-
Wadjet Eye Games or Amanita Design. It’s easy to tially to the UI.”
see why the genre took a backseat to shooters and Adventure-game puzzles aren’t so simple: You
hack-and-slashers: When you’re stuck on a puzzle, can’t see the edge of the solution space. You’re ex-
there’s almost nothing else you can do in the game pected to bring some knowledge to a situation that
except sit there and sweat out the answer, or cheat will help you solve it. Maybe it’s a knowledge of the
and get it from a website. But they’re satisfying in a properties of metal—for example, that if you freeze
way that few games are, because finding those solu- a lock, it becomes brittle and easy to break. If you
tions gives you such a pure, epiphanic braingasm. see a gloomy boatman on a river and you have even
And so it’s tempting to ask whether these are a comic-book-level knowledge of mythology, you’ll
educational games. After all, the holy grail of learn- know you should give him a coin. The puzzles in
ing games is a game that can teach, not with drills alternate reality games count on mobs of players
and exercises, but through the gameplay itself. Do working together, and so they demand research and
puzzle games count? esoteric knowledge. In all these cases, you have to
That depends on what you think they teach. Set know something about the real world in order to
aside the fact that text adventures promote literacy, find the answer.
tough puzzles teach problem-solving and persever- The puzzles in adventure games have plenty of
ance, and using your brain is better than neglect- antecedents—mystery novels, math puzzles, lat-
ing it. While puzzles and riddles have long been a eral-thinking puzzles. In his study of interactive
yardstick of one’s mental chops, they are also ab- fiction, Twisty Little Passages, Nick Montfort com-
surd, obtuse, and wracked with the eccentricities pares them to the riddle, a word that “comes from
of whoever made them. At their worst, they’re just the Anglo-Saxon ‘raedan’—to advise, guide, or ex-
a pastime for the kind of people who join Mensa. plain; hence, a riddle serves to teach by offering a
And yet a really good puzzle offers such a unique new way of seeing.” Their history makes them rich-
exercise, and such a pure intellectual reward, that er. Moriarty cites a maxim from Chris Crawford:
you have to believe it has value—that if more kids “Interesting people make interesting games. And
played Zork or the Monkey Island titles, they would if all you know is video games, you’re not very in-
laugh their way past their friends who play shoot- teresting. The Infocom people were very well-read.
ers, maybe all the way to MIT. … These guys were deeply immersed in all kinds of
popular and classic culture, and it came through in
Puzzles are popular across all genres of games. the games.”
Even God of War, where you study the mythologi- That’s how you get a game like Moriarty’s mas-
cal monsters by ripping them apart, stands out for terpiece, the text adventure Trinity, which relives
its puzzle design. But not all puzzles are the same. the story of the nuclear age by taking the player to
Take Sudoku: Every square on the grid will have the Trinity test site, the Bikini Atoll, and Nagasaki,
a number from one to nine, and you just need to Japan, minutes before the bomb drops. But between
place them. A computer could do it for you, in sec- these events, you also wander through a Lewis Car-
onds. The puzzles in action games and platformers roll-esque fantasy world where myths, riddles, and
are also fairly logical, from the levers and switches mathematical concepts come to life.
of Zelda, to experimental puzzle-platformers like Published in 1986, Trinity is a masterpiece of the
Braid. While the games are clever, their puzzles are genre. It’s rational yet insane, surreal yet logical. In
dictated by what you can do with a joystick or a some of the puzzles, you’re using tools to operate

Issue 2, Volume 1 — 85
machines; in others, you’re sailing across a lawn in ters] know that people solving crosswords in the
a pram with an umbrella as a sail. It takes creative Guardian will not have the same mental images in
thinking and it expects you to know U.S. history— their minds as people who are solving cryptic cross-
and if you don’t, you could always crack a book and words in a tabloid newspaper. The setters then play
read up on it. with the notions which a word will conjure up in
their known audience’s mind. If you use the word
To make a puzzle about the world at large, you have ‘mercury’ in a clue, to a Guardian reader that could
to make assumptions about who your players are be a quicksilver metal, or it could be a Greek god,
and what they know. Hugh Stephenson, the cross- or it could be a messenger of the gods, or it could be
word editor of the Guardian, related a story to me. the symbol for the medical profession. Just by using
“I was talking quite a long time ago to one of our the word ‘mercury’ the setter knows that he’s play-
leading setters, and I said, ‘What do you regard as ing with all these ideas that are likely to come up …
the rules?’ ‘There aren’t any rules; it’s just, do you and then he can mislead them by taking them off
think that your audience is likely to understand down the wrong track or the right track.”
what you’re talking about.’” Like adventure games, cryptic crosswords trust
The Guardian is famous for its cryptic cross- you to survive without black-and-white guide-
words, a variant that’s popular mostly in Britain. lines. You may be stumped because you just don’t
In a cryptic, every clue includes a word puzzle—an know the name of some tiny English village, or you
anagram, a reversal, a homophone, and so on. The haven’t skimmed the Old Testament in a while, or
clue “I’m one involved with cost (9)” tells you to simply because your brain couldn’t twist itself in the
combine “I’m one” with “cost,” and if you rearrange shape the setter expected. But you also get a chance
the letters you get “economist.” In the classic clue, to adapt, and to surprise yourself.
“We’ll get excited with Ring seat (10),” the capital- Can you learn anything by solving the cryptic?
ized “Ring” tips you off to think about Wagner, and I put it to Stephenson, and he suggests, “It helps
the rest of the clue may lead you to combine “We” you deconstruct language. Whether in a way that’s
with the “Ring seat” to form a 10-letter anagram: helpful in any other subsequent field, I don’t know.”
“WAGNERITES.” He also adds, dryly, that “doing mind games of this
Certain words signal what you’re supposed to do sort and smoking cigarettes both keep Alzheimer’s
to solve the puzzle. For example, the word “hides” at bay.”
implies that one word contains another. The Cham-
bers Crossword Dictionary has pages of indicator It’s easy, several hours into clawing at your temples
words to watch out for, but the lists will never be over a really hard puzzle, to wonder if you’ll ever
complete. While cryptic crosswords have conven- solve it. Your faith in yourself is on the line: Do you
tions, they don’t have a strict set of rules—and every really believe you can figure this out? Will 10 more
time anyone’s tried to draft some, they haven’t stuck. hours make a difference? Or do you decide you’ll
Cryptic crosswords also include literary or geo- never get it—that your brain just doesn’t do this
graphical references that you’re most likely to get if kind of leap, that you missed the wrong day of class,
you’re, well, the sort of person who reads the Guard- and you’re just never going to get it, so you might as
ian. “The UK, middle-class, upmarket newspaper well hit GameFAQs and get the answer?
reading class is much more homogeneous than it This is also when you start to feel the boot-on-
would be in the States,” says Stephenson. “[The set- the-neck power the game maker holds over you.

How many golf balls would


fit in a school bus?

86 — Kill Screen Magazine


In the real world, you could solve almost any of atic IQ test. But to many, it came off as a “fraternity
these problems with a trip to Home Depot, a hun- initiation” or a hazing rite that had nothing to do
dred bucks, or a shotgun. But you’re not in the real with how you’d do your job.
world: You’re in an adventure game, and the creator The people who create puzzles have power over
wants you to do something very specific that you you. You can get angry about it, but say you de-
can’t figure out. cide to play along—and then suddenly you figure
Moriarty describes Trinity as a conversation be- out the solution. And then you start to see how the
tween himself and the player. (The disembodied relationship works: You’re the student, the creator
voice that talks to you in the game? That’s him, egg- of the game is the teacher, and with your teacher’s
ing you on.) As the creator, he uses his power to see help, you’ve proven yourself. You’re in the club. You
how far he can push you—for example, in a puzzle get it. And “getting it”—learning to adapt, to suss
where you’re forced to kill a helpless creature. “At out what’s expected of you, and never to give up un-
the time I was very interested in seeing what I could til you’re done—is one of the most important les-
make people do,” recalls Moriarty. “The skink prob- sons you can learn.
lem is often cited in this regard, the puzzle where
you have to crush the skink in your hand. Can we This spring, my kid and I went to the Museum of
make people do unpleasant things in order to win a Science in Boston—a place that’s probably more
puzzle? And how does that make you feel?” brain-expanding than any game that I could put in
You could argue that this puzzle pits you against front of him, although the hours we spent beating
a hostile mind. But that’s better than an infuriating Amanita’s Machinarium were a good bonding expe-
one. As Erik Wolpaw of Old Man Murray wrote in rience. We walked through the Museum’s butterfly
his essay, “Death of Adventure Games,” the genre garden, letting rare specimens land on our clothes.
fell off the radar at the turn of the century because it A Blue Morpho was hiding in the trees, but we were
resorted to more and more ridiculous puzzles. And patient, and we found it.
when I read his classic takedown of Gabriel Knight On our way through the garden, we noticed there
3, I’m not struck by his hate for the game as much as were ant traps at the bottom of the moth cages. In
his anger at creator Jane Jensen and her crazy ideas the next room, we checked out some amphibians.
about making a fake moustache out of cat fur and We found a poisonous frog from the Amazon, and
syrup. He’s not struggling with a puzzle; he’s raging I read off the placard that they make their poison
at a live human being who abused her power. using chemicals digested from ants.
Take another example: the legendary interview “That’s why they have ant traps in the other
questions that consultancies and major tech firms room,” my kid suggested. “Because they don’t want
ask as a way to test how you think. You’re in your the frog to eat any ants and make any poison.”
best interview clothes, maybe in your senior year Hey, that makes sense! The traps and the frogs
of college, and you’re sitting in front of someone are related; they both deal with ants. If you want
who holds the keys to your career. And the person to keep the frog from being poisonous, you lay out
conducting the interview, the one you’re here to the ant traps. And if you ever needed a poisonous
wow, leans forward and asks: “How many golf balls frog—and hey, who knows—you could just hide the
would fit in a school bus?” traps and let the ants stream into the frog cage, to
Here’s the answer you want to give: whatever their doom. I can picture it now, a little animation
they want to hear. They have the power over you, running between the hotspots on the screen.
and they don’t even owe you an answer. (Usually, Except, wait: This is something you would never
like in the school-bus problem, there isn’t one.) In do. This is adventure-game thinking. It’s an esoteric
his How Would You Move Mt. Fuji?: Microsoft’s Cult solution to a problem that will never come up. It
of the Puzzle, William Poundstone says that the won’t help my kid survive the Amazon. It might not
puzzle interview came into vogue as a way to test even get him a gig at Google. There’s only one place
someone’s intelligence without using the problem- this could lead: He’s learning to make puzzles.

Issue 2, Volume 1 — 87
by BEN FRITZ
photography by FOLKERT GORTER

THE SHADOW AND


THE SORROW
Finishing Shadow of the Colossus teaches
us why we should never have started

Videogames have mastered letting us experience consequences—is missing. The only way for a char-
evil, but not the tragedy borne from it. acter to reap what he or she has sown is if it’s built
Grand Theft Auto III defined the open world into the narrative from the beginning. In other
genre in part by giving players free reign to cause words, if there’s no choice at all.
total mayhem, and every RPG worth its experience Tragedy is ultimately about humility, the realiza-
points lets players live their virtual lives on the far tion that because people have limits, and actions
end of the morality scale as a Han-Solo-without- have repercussions, not all achievements are worth
the-heart-of-gold lout. But as much as the backs getting. If videogames share a common ideology,
of boxes insist to us that these expansive options it’s the opposite of humility: hubris. Ultimately
and sophisticated morality systems matter, they you can, you should, and you must strive for ev-
never fundamentally alter the character and narra- ery achievement or trophy. No matter how much
tive arcs. Townsfolk may recoil in fear at the sight choice is built into a videogames, the narrative
of Red Dead Redemption’s John Marston if he kills always rewards players for reaching an end state,
more strangers than he helps, but his wife and son however they got there.
love him all the same when they’re reunited. Simi- Only one videogames that I have played com-
larly selfish behavior in titles made by RPG master pletely rejects that notion: Shadow of the Colossus.
BioWare gets you some different missions, team- The 2005 cult favorite (soon to be re-released for
mate loyalties, and cutscenes. But out of technical the PlayStation 3) from a Fumito Ueda-led Sony
necessity if nothing else, the main story points and Japan team is one long drive toward the realization
thus the thematic underpinnings remain constant. that every action you have taken since pressing start
The beauty of a story that’s written with an evil has led to your downfall.
protagonist in mind is that it allows for a fitting As in any great tragedy, protagonist Wander
conclusion. Playing a typical free-choice game as a starts off with great hope, achieves ever-escalating
badass is akin to stopping Scarface after the second moments of phony glory, and then sees his entire
act. What about the third act? The moment of trag- world crash around him due to the consequences
edy—captured in everything from Icarus (not the of his actions. Once I finished the game, it was so
Kid) to Richard III to Lolita to Goodfellas, when the clear: What kind of fool would believe a disembod-
glory turns to disaster, self-deception is no longer ied voice’s promise that if you engage in wanton acts
tenable, and immoral actions lead to long-delayed of assassination, your true love will come back to

88 — Kill Screen Magazine


life without a catch or further price to pay? like a hero; it makes me feel like a murderer.
Me, of course, and probably many others. In Once they die, the colossi fall to the ground in
hindsight, the first clue that all is not as it should be slow motion. While I want to celebrate a victory,
comes the moment that young protagonist Wander I’m confronted with music that doesn’t fit a trium-
leaves the castle hub to start his first mission. This phant mood. The bombastic score suddenly be-
land is eerily silent. And empty. There are no under- comes somber, fast-paced violins and trumpets are
powered anonymous enemies on which to practice replaced by an organ, a chanting choir, and sorrow-
my skills with the sword and crossbow. No land- ful strings as if … well … as if at a funeral.
marks to guide me on my way. There was no music Some of these creatures are violent once pro-
and virtually no sound save for the wind rushing voked, but understandably so. From their perspec-
by and the galloping hoofs of Wander’s steed Agro. tive, Wander is a young punk looking for trouble,
I immediately sense that this world is desolate a serial killer, or maybe even a deluded sociopath
and Wander doesn’t belong in it, a feeling enhanced who believes he’s carrying out the will of a God.
by the way Shadow evokes its desolate rural land- But despite Wander’s unprovoked violence,
scape. It’s not photorealistic or hyperstylized. It’s many colossi are graceful pacifists whose only de-
impressionistic, as if the PlayStation 2 is render- fensive posture is to try to shake off the creature
ing its pixels in broad brushstrokes. Like a Monet that attacked it. Like the enormous eel that Wander
painting, Shadow conveys mood instead of details. has to grab onto and methodically climb up as it
The overwhelming feeling within the first few min- dives from surface to depths and back again in a
utes is that of loneliness, and sadness. The muted desperate attempt to shake him off. When it dies, it
brushstrokes of grass, sand, trees, and aging struc- sinks to the bottom of the water, as limp as a corpse
tures make clear that if there was ever happiness in thrown overboard. Then there’s the enormous crea-
this land, it was eons ago. ture that inflates itself and flies over a desert to a
That experience of silent contemplation is bro- lush string theme. To bring it down, Wander shoots
ken only by the colossi: Majestic but lethal creatures his arrow to deflate it so that he can climb on its
made of stone that tower as high as hundreds of feet back and stab the life out of it, until it pathetically
above Wander and can crush him with a stomp of sinks like a deflated hot air balloon.
the foot or a swing of the club. Kow Otani’s score As one colossus after another falls, it’s like a sym-
swells at the sight of them, whether they stand on phony of torture and pain. After each death, a black
two feet or four, fly, swim, or slither through the spirit invades Wander’s body, infecting him with
sand. The experience of climbing the fur and rocks on the evil, or maybe the sorrow, of what he has done.
their torsos to reach a vulnerable point is truly thrill- Morally speaking, redemption seems further
ing, a feeling enhanced by the rush of wind or water as away with each victory. I have caused much death
the creature struggles to throw Wander off. I slay one and gotten none of the usual power-ups games
colossus after another and enjoy that greatest of video- throw our way to show us we’re on the right path
games emotions: Empowerment. Wander is small and and enhance the challenge. In fact, before he takes
they are large, and yet I am victorious. on the final colossus, Wander watches his horse
But something is off. The colossi don’t come Agro, his only friend in the otherwise bitter world,
after Wander or even attack him on sight. To get plummet to her presumed death. This isn’t a game
their attention in most cases, he must harass them that rewards you for progress; it makes you sacrifice
with an arrow or at least a whistle. And the process in order to continue.
of killing them is neither as clean as your typical By daring to punish the player through no fault
hack-and-slash nor as realistic as a military shooter. of his or her own—by continuing to embed trag-
When Wander reaches a weak point on the colos- edy in the narrative, in other words—Ueda was also
sus, the camera zooms in as Wander stabs! stabs! able to create a mood of melancholy for the battle
stabs! and blood spurts everywhere, as if from a against the final colossus, a stationary giant whose
slashed carotid artery. That doesn’t make me feel body Wander must charge and then scale, as if it’s a

90 — Kill Screen Magazine


hilltop in Call of Duty. The mood is ominous as grey those you’ve mistreated, then the worst fate for a
clouds linger overhead and music that would befit videogames player is to be incapable of winning.
a death march plays. The process of bringing down I try to stop my tormenters with slow but power-
the final boss in a climactic moment of misery can ful strikes of my fists and feet, but it’s ultimately no
easily take half an hour—not because it requires use. All the game lets the player-as-colossus do is
pitch perfect skills and reflexes, but simply because fruitlessly fight—to experience, from the other end,
it’s a methodical puzzle. By the end, my thought each and every battle that Wander has “won.”
wasn’t so much “Wow, I won!” as “It’s finally over.” I should have known; I must have known that
But once the final deed is done, Shadow doesn’t this was not only what I deserved, but where I
give the player the reward that I still believed, how- was inevitably heading. But just as all evil figures
ever irrationally, that I deserved. Instead, the game convince themselves that their cause is noble and
confronts the player: You have done wrong and their means are justified, I thought that “winning” the
now you must pay. The punishment is what every game would somehow make right all that I had done.
grieving loved one has wished on a murderer: to It’s a humbling moment when you accept that the
experience the pain he caused. path you felt you had to follow led to shame and
In a moment that only interactive media could disaster. But life has a way of doing that. Some-
render so effectively, the player becomes a colossus. times, actions have no good consequences. Starting
We don’t merely see the world from the giant crea- with the best of intentions doesn’t necessarily make
ture’s perspective, but feel what it’s like to engage in your actions noble. As hard of a lesson as it is for
a futile battle against humans who, for their own a videogames player to accept, sometimes winning
purposes, want it dead. If hell is feeling the pain of isn’t worth it.

Issue 2, Volume 1 — 91
by ZACK HANDLEN
illustration by EÓIN BURKE

THE HELP LINE


A boy, a phone, a problem

When I make the call, I’m in my parents’ bed- myself the spare yard’s distance, just to be on the
room. This isn’t a conscious choice on my part; it’s safe side. I take no pride in this. In fact, I’m a little
not like I’m trying some form of rebellion, even ashamed of it. I read a lot, and in all the books I
though I know I’ll get in trouble if they catch me. read, nobody ever has a hero whose gift is for al-
I make the call in their bedroom because it’s the ways remembering to turn the lights off, put down
only place in the house I’m ensured at least a few the toilet seat, and keep it quiet after 10 o’clock
moments of privacy. Dad’s at work. Mom’s in the because hey, some people are trying to sleep some-
garden outside. It’s mid-summer, sometime late where. I don’t obey because I believe. I obey be-
July, and she wants me to mow the lawn later be- cause I’m a coward. I obey for the same reason I
cause there’s supposed to be rain that weekend. read instruction books: because there are rules
I’ll get to it eventually, swear to God, but there are and they hold the world together, and if you stick
more important matters to be dealt with first. with the rules, you’ll win out in the end.
Also, my parents have a television in their room, The other thing you need to know—as I push
and that’s where we keep the Nintendo. I make down on the phone’s hang-up button, having di-
the call with the Nintendo paused, the pixilated aled 6 when I meant 3 for the fourth time in a
form of Judge Doom leering out at me from the row—is that this game is driving me insane. I love
TV screen. My heart is racing, now. It’s a rotary my Nintendo. It was hard-won (there were discus-
phone, and I’ve got the Nintendo Power magazine sions involved, Christmas presents sacrificed),
open to the back. The pages are slick, the control- but I’ve never regretted it, not even when I get a
ler in my head is caked with sweat, the dial on the bad game. And trust me, I’ve gotten bad games.
phone, which is pale-cream and heavy like betray- I snagged LJN’s The Uncanny X-Men because it
al ought to be, slips under my fingers. Somebody had comic-book characters in it, and I wanted to
shouts outside—the dog; Mom’s calling the dog. chuck the cartridge out a window after five min-
It’s too hot. utes. I put down money for Fester’s Quest, because
There are some things you need to understand my beloved Nintendo Power said it was a classic
here. First is, I never, ever break the rules. Ever. in the making, and I never had the patience to get
I’m the kind of kid who’s home on time, who does past the first boss. It didn’t matter. I accepted that
his homework, gets good grades, and goes where bad games were just part of the cost of the system.
he’s supposed to. If there’s a line, I don’t toe it, It was worth it for the good ones, right? For the
because toeing it requires you to be within foot- Marios and the Zeldas and the Tetrises and the Fi-
reach; thank you all the same, but I’d rather give nal Fantasies and so on.

Issue 2, Volume 1 — 93
“Hello, my name is Todd, Nintendo Power
Captain Level Three, how can I help you?”

But this game, it had gotten to a point where I “All our operators are currently busy. Please
had no idea if it was good or bad, and I didn’t even stay on the line.”
care. I just wanted it to be over. It was another LJN I do. I listen to the Mario theme, and I stare
game, Who Framed Roger Rabbit, and OK, it was at the ad in the magazine. $2.00 the first minute,
probably terrible. I realize that now, looking back. $0.99 each additional minute. Was this how it
Licensed games almost always suck; and, y’know, worked? Were they just going to leave me here in
LJN. But Who Framed Roger Rabbit was clever in limbo, paused, waiting, stuck, a sinkhole of debt
its suckage, with a weird adventure flavor, puzzles, forming under my feet that would inevitably drive
and you could punch passers-by and they’d stop my parents to first sell my beloved NES, then sell
talking to you. I liked that level of interactivity. my books, then start checking the markets for the
Besides, I’d made it to the last boss. Which is the sell-through value of an 11-year-old lung? Just
last thing you need to know: I hardly ever beat hang up, you moron. Hang up, it’s not too late,
games. I was an okay player, but I had zero self- you can go confess everything and face the pun-
confidence, and I got distracted easily. But whatev- ishment like a man and not risk everything over
er the reason, be it my love for the movie or some some stupid game that you’re never going to beat
heretofore undiscovered stubborn streak, I had anyway. Now I was hearing an ad about Video
decided I was going to beat this game. This game, I Camp Awesome and the words didn’t make any
would finish. So, after God only knows how many sense. I was gonna hang up. I was gonna do it, any
hours, how many scribbled passwords, how much second now.
swearing, I was at the end. The two-fisted hero Ed- “Hello, my name is Todd, Nintendo Power Cap-
die Valiant was ready to save Roger and his lady tain Level Three, how can I help you?”
love from the villainous Judge Doom. And I just. Oh God, oh thank God thank God, they gave
Couldn’t. Win. me somebody with military experience. “Hi!”
I finally get the number right. It’s a 900 num- Which comes out halfway between chipper and
ber, which is probably why I’m still shaking at this the sound my friend Steve made when he belched
point. Remember what this was like? Remember and said “FUCK” at the same time. So, I do a sec-
before the Internet, before FAQs—when if you ond take. “Hi,” I mutter, hoping to convey my des-
couldn’t figure out how to get the next body piece perate need for help, my deep shame at betraying
in Castlevania II, you had to plunk down for a everyone I’ve ever known and loved, and my not
game guide; or else you were stuck like I was stuck, really caring what happens, because hey, ’it’s just a
dialing a number I wasn’t supposed to call to beg game and stuff. “I’m … ” Do I really want this guy
help from some stranger? to know my name? Maybe they keep tabs. Maybe
“Hello, Nintendo Power Game Assistance Hotline. they’re tracing the call even now. “Yeah.”
Thanks for calling! Are you ready for more power?” “Oookay,” Todd says. “What’s up?”
“Yeah, I—” “Well,” I say. “I’m playing a game.”

94 — Kill Screen Magazine


“Mm-hmm?” crying right now; doesn’t this guy realize that the
“And it’s pretty tough.” fates of a detective, his animated talking rabbit
“Right. What’s it called?” (Thinking back now, friend, and that rabbit’s pneumatic wife, are all on
I wonder what it was like, being Todd, spend- the line? “He’s tough, he really is.”
ing whole work days shuffling through cracking, “Yeah. I’ve tried a bunch of times.”
hushed voices, parceling out codes and twists to “Did you get the custard pies?”
desperate ears, coaxing information out of mouths “Uh-huh.” I breathe easier. We’re getting to de-
crushed by failure and vaguely pubescent self- tails now.
loathing. There must’ve been hundreds, thousands “Exploding cigars?”
like me. Did he have a script? Did he like his job? “Full up.”
Maybe he dreamed of the day that someone would “Crowbars?”
dial a wrong number and order a pizza, or ask him “Yeah.” I’m slightly insulted now. What does he
what he was wearing.) think I am, some kind of a naïf? I put the time in. I
“whoframedrogerabbit.” don’t screw around. Did he think I’d do this with-
“What?” out making sure all other options were exhausted?
“Who. Framed. Roger.” And then the last word, “Yeah, I got all of it.”
like a spy revealing the final piece of the code “Good, good.” A chair creaks. “What you’re go-
name that will get his partner killed. “Rabbit.” ing to want to do, then, is to use everything you
“Right, gotcha, I’ll look it up.” Fingers typ- got, and knock Doom out. It’ll take a while. He’s
ing, pages turned, maybe there’s an elf involved. really tough, and you have to be patient, but if you
“Okay, so, where are you?” stick with it, eventually he goes down. And then,
“The end. The last boss.” when he’s down, you go grab the Dip Cannon, and
“Riiiiight.” More shuffling, typing. Swear to God, you shoot him with it, and that’s it.”
the elf snickers. “That’s the Gloom guy, right?” But. “Isn’t there—”
“No! It’s the Judge!” “You’ll make it, kid, trust me. Just hang in there!”
“Right, Judge Gloom.” “I already did that! I did that, I definitely did
“Doom.” I’m not yelling, I’m just whispering that, I mean, I didn’t get to that point, but isn’t
with the hours of misery, frustration, and Game there something? Isn’t there some trick I’m miss-
Over screens I’ve accrued in the last week. Sure- ing, some secret weapon that I haven’t found? Be-
ly he hears it in my voice. I’m barely sane at this cause it’s driving me crazy, and I just want to sleep
point. I’ve lost so many times, retraced my steps, easy like I used to, I’m sick of this crummy game
worked out every mystery, strategized, consid- and the crummy graphics and I all want to do is
ered, debated. I’ve gotten Doom’s health bar so bury it in the woods someplace but I’m so sure it’d
low I can hear victory music off in the distance, come back because I can’t beat it, I can’t beat it, I’m
tinny and unsatisfying but waiting. And then he’ll trying hard as I can and I just can’t.”
punch once too often, and down I’ll go, and the I swear, that’s not crying I’m doing then. It’s this
whole thing will start again. Seven times this has elaborate sneeze, because I have a semi-serious al-
happened. It takes about a half-hour or more each lergy to being a total goddamn loser.
time. At first I was wildly optimistic, then cau- “Whoa, kid. Wow. Calm down. It’s just … it’s
tiously upbeat, then clinging to some small hope, just a game, y’know?”
because they wouldn’t make it impossible, right? “No, it isn’t. It isn’t.” And maybe he’s right, but
They wouldn’t go to all this trouble to make this I’m right, too. You have to win sometimes. When
whole game and then have it be unbeatable. I was you try this much and you work this hard, they’re
just missing some piece. I just needed somebody to supposed to let you win, because it’s just a game.
tell me what to do next. That’s what games are for.
“Sure. Doom, that’s cool. Yeah, well … ” Did “All right, whatever. Just chill out, OK?”
he yawn? Surely he didn’t yawn. I’m practically “ … OK.”

Issue 2, Volume 1 — 95
“Cool. Cool. Now, you keep at it. You’ll get there eventually. Just be patient.
OK?”
“ … OK.”
“Good, that’s what we like to hear. Nintendo Power is all about making
winners, and you’re a winner, right?”
“right”
“C’mon, I can barely hear you!”
“RIGHT.”
“Good, good.” I think I hear him wincing, and I’m glad. “That’s all I got,
kid. You have any more questions?”
I had plenty more questions, because this wasn’t what I wanted at all. But
I heard my mom saying something to a neighbor outside, and I checked
the clock on the nightstand and five minutes were already gone. I’d wasted
millions already. “No.”
“Would you like to renew your subscription to Nintendo Power?”
I’d like to burn every copy in the world and then dance on the ashes and
then force you to choke on them you stupid smug creep. “… No.”
“Thanks for calling the Nintendo Power Game Assistance Hotline. Have a
nice day.”
Click. Buzzzzzzzzz.
I put the phone back on the hook, like you put down a grenade you’re pretty
sure isn’t going to explode. I stare at the TV screen for a while. Eventually, I
un-pause the game, and I play the boss fight. And I die again. And again. And
again. I do everything Captain Creepazoid had suggested, and it doesn’t help,
but that’s not a surprise, because here’s what’s killing me: I’d already been do-
ing all of that. I knew you were supposed to knock him out; I knew about the
cannon; I’d risked everything and I’d gone behind the backs of the people who
clothed and fed and loved me, and what did I get? What I already knew.
Mom found out about the call a couple weeks later. I got yelled at some, but
that wasn’t the big deal. The big deal was, there were supposed to be people,
somewhere, and when you got in touch with those people, when you risked
everything just to get a few minutes of their time,
these were the people who could tell you what
Doesn’t this guy realize that the you’d been doing wrong. So what did it mean
when I put myself on the line—and there was
fates of a detective, his animated no answer? I mean, this isn’t some deep, linger-
talking rabbit friend, and that ing existential dread I’m getting at. Eventually, I
moved on with my life. But it’s just one of those
rabbit’s pneumatic wife, are all things you learn from videogames better than
on the line? from anyplace else: There can be a system and
there can be rules, and the challenge can be clear-
ly defined. And you can still fail.
I still haven’t beaten that game. I’d like to tell
you it’s because I grew up, moved on. But really,
it’s because I got tired of losing, and because I lost
the connectors for my NES. Also, Todd is a dick.
But you already knew that.

96 — Kill Screen Magazine


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