Professional Documents
Culture Documents
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
Kill Screen is published quarterly by For subscriptions, please visit While Kill Screen welcomes the
Kill Screen Media, Inc. PO Box 1189 http://shop.killscreendaily.com submission of unsolicited work, it cannot
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Vol. 1, Issue 2.
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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
contents copyright 2010. Kill Screen Media. All rights reserved; reproduction in whole
or in part without permission is prohibited. But please go ahead and ask, ok? Products
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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.
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
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.
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.
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
Issue 2, Volume 1 — 9
10 — Kill Screen Magazine
by LAURA MICHET
illustration by DAVID BONI
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-
Issue 2, Volume 1 — 13
shop.killscreenmagazine.com
Issue 2, Volume 1 — 15
16 — Kill Screen Magazine
Issue 2, Volume 1 — 17
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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.
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
Issue 2, Volume 1 — 23
by RYAN BRADLEY
illustration by SARAH JACOBY
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
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.
Issue 2, Volume 1 — 27
by JAMIN BROPHY-WARREN
and KENT SUTHERLAND
illustration by JUSTIN RUSSO
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,
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
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.
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
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
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-
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
Issue 2, Volume 1 — 47
by SIMON FERRARI
illustration by IAN HIGGINBOTHAM
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.
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
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
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
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
Issue 2, Volume 1 — 67
by MITU KHANDAKER
illustration by JUSTIN RUSSO
TOPPLING THE
IVORY TOWER
Are videogame academics irrelevant?
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-
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
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-
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.
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:
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?
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
Issue 2, Volume 1 — 81
LDX #ENAM1 ; 2 load X with the address of the ENAM1
control register
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,
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.
Issue 2, Volume 1 — 87
by BEN FRITZ
photography by FOLKERT GORTER
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
Issue 2, Volume 1 — 91
by ZACK HANDLEN
illustration by EÓIN BURKE
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.”
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.
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