What Do We Learn Through Play?

Long hiatus, back now. A thing about me: it’s an effort for me to talk when I don’t feel like I have something to say (often, even when I do). I usually default to listening. I’ve spent a lot of the last year listening.

When it comes to games, we talk around some topics a lot. An example: games are art. This isn’t really refutable. It honestly wasn’t, ever, but for a solid couple of decades there was a big question mark around that. We’ve moved past that in a big way, and we’re seeing more and more amazing, beautiful, moving things in our games that simply aren’t possible unless it’s widely understood that games are art.

That understanding is important, it unlocks things, it makes people think and inspires them. Modern graffiti wasn’t viewed as an artistic medium for decades, and wasn’t widely accepted for even longer. Now we have Banksy, and massive outdoor city murals, and street art. The frame of expression widened as acceptance did. We’re seeing the same things in games.

This gets me to my original thought– listening and talking around topics. Games are art, indisputably. Games also teach, indisputably. We have an ever-expanding body of research that concludes that games are one of if not the best mechanisms for teaching. We’ve known that games are great for teaching for centuries– Go and Chess are old war games, used to teach strategy. The question becomes not “*can* games teach?” but instead “what are games teaching?”

It’s a thing we talk around a lot. We’ll talk about how well the game teaches us how to play it, how good the tutorial is and whether the progression curve teaches you the skills necessary to keep progressing. We talk about games teaching resource management, and strategy. We’ll laud games that use smaller versions of boss mechanics to prepare you for the boss itself.

What doesn’t come up much is the other stuff games teach us. Assassin’s Creed taught quite a few people how to appreciate classic art. Guitar Hero and Rock Band taught people about classic rock. These aren’t a core part of the game, they don’t help you beat the game, but they’re the parts that can stick with you. In school, no one cares that you’re good at completing worksheets or homework– what those things do is give you skills that stick with you for when you need them. Math class teaches you how to finish math class, but it also teaches you how to balance a budget, how to make estimates, how to think about problems logically, and a variety of other handy life skills. It teaches you how to use a calculator, so you can solve complex problems with one, and teaches you how NOT to use a calculator, so you can tell if the answer the calculator is giving you is likely to be correct or if you’ve put in some errors.

Games teach us all kinds of ancillary things, but we don’t really talk about them much (outside of some flavors of game scholars, hi2y’all if you’re reading this). It’s certainly not a discussion that comes up in the design process. There’s rarely enough space in the usual games-industry development cycle to have those kinds of discussions, much less act on them.

It means that a lot of stuff gets unintentionally taught, lessons that sink in that weren’t ever part of a plan. There’s an parallel to parenting here– the parents I know talk about the things they teach their children, and then the things their children “pick up”. These are the unintentionally taught parts, and games do the same thing.

I want to spend some time over the next few posts trying to put words to the unintentional things I’ve learned from games. It’s a conversation I find interesting, and (as mentioned) not one that comes up a lot. It’s a hard thing to think about, because it forces me to not just read between the lines of the game but also self-analyze and see how I’ve changed.

Might be an interesting experiment, we’ll see!

What Do We Learn Through Play?

Long hiatus, back now. A thing about me: it’s an effort for me to talk when I don’t feel like I have something to say (often, even when I do). I usually default to listening. I’ve spent a lot of the last year listening. When it comes to games, we talk around some topics a lot. An example: games are art. This isn’t really refutable. It honestly wasn’t, ever, but for a solid couple of decades there was a big question mark around that. We’ve moved past that in a big way, and we’re seeing more and more amazing, beautiful, moving things in our games that simply aren’t possible unless it’s widely understood that games are art. That understanding is important, it unlocks things, it makes people think and inspires them. Modern graffiti wasn’t viewed as an artistic medium for decades, and wasn’t widely accepted for even longer. Now we have Banksy, and massive outdoor city murals, and street art. The frame of expression widened as acceptance did. We’re seeing the same things in games. This gets me to my original thought– listening and talking around topics. Games are art, indisputably. Games also teach, indisputably. We have an ever-expanding body of research that concludes that games are one of if not the best mechanisms for teaching. We’ve known that games are great for teaching for centuries– Go and Chess are old war games, used to teach strategy. The question becomes not “can games teach?” but instead “what are games teaching?” It’s a thing we talk around a lot. We’ll talk about how well the game teaches us how to play it, how good the tutorial is and whether the progression curve teaches you the skills necessary to keep progressing. We talk about games teaching resource management, and strategy. We’ll laud games that use smaller versions of boss mechanics to prepare you for the boss itself. What doesn’t come up much is the other stuff games teach us. Assassin’s Creed taught quite a few people how to appreciate classic art. Guitar Hero and Rock Band taught people about classic rock. These aren’t a core part of the game, they don’t help you beat the game, but they’re the parts that can stick with you. In school, no one cares that you’re good at completing worksheets or homework– what those things do is give you skills that stick with you for when you need them. Math class teaches you how to finish math class, but it also teaches you how to balance a budget, how to make estimates, how to think about problems logically, and a variety of other handy life skills. It teaches you how to use a calculator, so you can solve complex problems with one, and teaches you how NOT to use a calculator, so you can tell if the answer the calculator is giving you is likely to be correct or if you’ve put in some errors. Games teach us all kinds of ancillary things, but we don’t really talk about them much (outside of some flavors of game scholars, hi2y’all if you’re reading this). It’s certainly not a discussion that comes up in the design process. There’s rarely enough space in the usual games-industry development cycle to have those kinds of discussions, much less act on them. It means that a lot of stuff gets unintentionally taught, lessons that sink in that weren’t ever part of a plan. There’s an parallel to parenting here– the parents I know talk about the things they teach their children, and then the things their children “pick up”. These are the unintentionally taught parts, and games do the same thing. I want to spend some time over the next few posts trying to put words to the unintentional things I’ve learned from games. It’s a conversation I find interesting, and (as mentioned) not one that comes up a lot. It’s a hard thing to think about, because it forces me to not just read between the lines of the game but also self-analyze and see how I’ve changed. Might be an interesting experiment, we’ll see!

After the Bomb

After the Bomb

Last night was one of those evenings when I just straight up crashed.  I wound up heading towards bed a bit before 9 pm and as far as I know I largely slept straight through without waking up.  I’ve felt like I had been coming down with something for a few days, but what I think instead is just that the allergens are going haywire.  The pollen index it seems has been stuck in the “Very High” state for the last few days which can absolutely account for why I have been generally sluggish and miserable.  All of this and the work load I am under has somewhat blunted what is generally a magical time for me…   convention season.  Right now both GamesCom and QuakeCon are happening and in a few weeks it will be Pax West.  This is in theory the time of the year when a bunch of announcements get made, but thusfar there has been nothing terribly groundbreaking.  At the moment I think the game I am most interested in of those announced this week is BioMutant by THQ Nordic.  While I generally don’t go in for the whole “Anthro” thing…  this game does however check all the forgotten and post apocalyptic world boxes.  I love games that are set in a time where technology is almost treated like magic and you have to scavenge the wastes to fortify yourself.  I wasn’t super sure about the game until I watched 11 minutes of gameplay footage that got released by IGN.

I really like that the game has a narrator, and that it chooses to have the characters speak in some sort of native animal language that we don’t understand.  Part of what made Bastion so damned infectious was the relationship between narrator and your actions… and I am hoping that BioMutant in many ways will feel similar.  Right now the game seems like Horizon Zero Dawn with TMNT style mutant animal people….  and in some what this reminds me a bit of Rage.  It is being described as a Post Apocalyptic Kung Fu Fable…  and I am generally okay with that notion.  The game play seemed really fluid switching back and forth between jumping swordwork and gunplay.  I have a lot of love for the concept of this because back in the day I was a HUGE fan of the After The Bomb setting in in the Palladium games Teenage Mutant Ninja Turtles pen and paper game.  It already has a page stubbed out on Steam so I am guessing it will be an early 2018 release and not something we are going to wait a super long time for.  The worst part about the game convention cycle is that you see a game well before it is set to release… and then by the time it actually launches the excitement has died down significantly.  I’ve long through the Bethesda system of announcing a game within six months of release is probably the ideal window.  Sure there are always rumors circulating before hand… but it is damned nice to see a trailer and see a firm release date at the end of it so that you know “this is how many months I have to wait”.  The truth is I find it harder and harder to muster the fever pitch levels of excitement that I once had for games… I think in part because we are deluged with so much information about it.  Every single rumor or half heard sentence gets dissected and churned into “exclusive” YouTube content….  that then gets copied by a half a dozen places because they are all desperate for eyeballs and clicks to try and pay the bills.  I think once you see the strings… or the great and powerful oz behind the curtain… the whole experience is a little less interesting.

 

 

 

Five Doctors

Five DoctorsOne of the things that I do occasionally with some coworkers is go to the live broadcast of Rifftrax.  The concept there is a little odd given that the actual “live” show is in Nashville but is simulcast to theaters around the country…  two of which are in the Tulsa area.  Generally speaking we all meet for dinner first and then attend whatever they happen to be Riffing at that time.  Traditionally this is some movie down on the deep B and or Cult status list.  I think the last one I saw before last night was Samurai Cop back in March, and hands down the best one ever was them taking on The Room.  The weird thing about last night is that I was not terribly sure how I would feel about them Riffing on one of my Fandoms.  I’ve been a Doctor Who fan since my father indoctrinated me during the very long rein of Tom Baker.  Whatever concerns I might have had vanished quickly because their send up of the Five Doctors was amazing.  Pretty much everything we ever thought while watching some of the campy 80s shows…  took verbal form.  If you have a chance to see it I highly suggest it.  They are doing the traditional rebroadcast on August 24th so you might check to see if it is available at a theater near you.  I highly suggest the “live” Rifftrax experience in general.

Past this I don’t have a whole hell of a lot to talk about.  The problem with a Rifftrax night is that I don’t get home early enough to really do much in the way of gaming.  It was not long before I was downstairs conked out completely.  The following story is related for humor… and for evidence of how generally dead to the world I was.  I turned in pretty early and at some point during the night I apparently got up to use the restroom.  I don’t remember this at all, instead it was just like I suddenly woke up and was on the toilet….  and had apparently been there long enough to have my legs completely fall asleep.  So in my sleepy state I had to figure out how to finish my business…  and then pull my pants up and somehow stabilize myself as blood goes rushing back into my legs.  There was a point where I legitimately considered crawling on the floor to bed.  Even weirder was when I managed to hobble my way to the bed and sit down…  I couldn’t quite reason how to lift my then “full on pins and needles with a vengeance” legs up into the bed so I could lay down again.  This is of course way more than you bargained for when you decided to click through to my blog this morning.  While I do suggest Rifftrax… I would not suggest this whole walking on legs that you can’t actually feel thing.  It is an overrated experience.