Huge (30+ hours)

Why are we playing computer games, if not in hope of beauty laid bare, life heightened and its deepest mystery probed? Can the interactive artist isolate and vivify all in experience that most deeply engages our intellects and our hearts? Can the programmer-creator renew our hope for the interactive medium? Why are we playing computer games if not in hope that the creator will magnify and dramatize our days, will illuminate and inspire us with wisdom, courage, and the possibility of meaningfulness, and will press upon our minds the deepest mysteries, so we may feel again their majesty and power?

What do we ever know that is higher than that power which, from time to time, seizes our lives, and reveals us startlingly to ourselves as creatures set down here bewildered? Why does death so catch us by surprise, and why love? We still and always want waking.

(Adapted from Annie Dillard’s The Writing Life

Beyond Korea: Kickstart me on a new journey screenshot
Jordan Magnuson's picture

It looks like my time in Korea will be coming to a close soon. I’ve had an amazing time here, teaching English, meeting people, having experiences, writing about and making computer games… and I’ll be sad to leave. I’m also excited, though, for what the future might hold. My current plan, for when I leave Korea is to do some extended traveling throughout Southeast Asia and beyond. 

That’s exciting in and of itself, but what really has me stoked is the idea of attempting to communicate my experiences while traveling through computer games: of using computer games as a form of travel writing, if you will. You may have noticed that I’ve already been pursuing this idea to some extent with Freedom Bridge, Being There, and Loneliness: my recent notgames about Korea.

To my surprise these creations have gotten a fairly warm welcome (especially Freedom Bridge, which made its way around Twitter and the blogosphere), and now I’m looking at pursuing “travel games” in a more extensive fashion.

This is where you come in. I know that I’m going to travel when I leave Korea, because I know that I can fund the travel by doing web design while on the road. But that won’t give me much time for making games. So I’ve started a Kickstarter project to see if I can’t raise enough funding to allow me to focus on game creation while traveling, instead of web design. 

So I’m asking you to watch my intro video, check out my project website, GameTrekking.com, and consider making a contribution if you think it’s worth it. I don’t know that I’ll make anything great, or memorable, but I’m going to give it my sweat and blood—I’m excited to try and use the interactive medium in a way that it hasn’t been used before, and see what happens. 

Thank you always for taking an interest in this website, and my work.

Where Things Stand

17 Jun 2010
Where Things Stand screenshot
Jordan Magnuson's picture

A quick update to let everyone know what’s going on with this site, and with me

You may have noticed that there haven’t been a lot of articles/reviews lately, and that I’ve been posting more of my own games. The reason for this, unsurprisingly, is that I’ve been more focused on game creation the last few months than I have on playing and reviewing. A while back I said that I was hoping to get into a more consistent writing schedule, but as I’ve reassessed my priorities and my available time, it has become clear that that isn’t going to happen—at least not right now. 

This doesn’t mean that I’m through writing: I plan to keep writing game reviews and articles for the foreseeable future—I just can’t promise you a consistent or frequent schedule. I’m busy with a large web development project, and all of my “free time” is currently being spent on my own game design projects. Speaking of which… Read more »

Apologies, etc.

13 Mar 2010
Apologies, etc. screenshot
Jordan Magnuson's picture

To my dear NG readers: just wanted to apologize for the lack of content of late. I’ve been fairly busy recently, and have let my writing slip. I’ve been working on a number of small games, among other things, and have two mostly-finished projects that just need to be polished up a bit before I release them. I also have two web design jobs that are needing attention at the moment, and am in the process of teaching myself Python and C++ in order to complete yet another game for a rather tight deadline at the end of March. Once that’s out of the way I’ll be able to turn my attention to finishing a couple of games I’ve been playing, and writing the articles I’ve been eager to write for a while.

Come April, I’m also going to focus on creating a more consistent update schedule for this website… perhaps a consistent by-weekly article to start, and maybe even weekly down the road. 

So thank you for your patience. If you’ve been visiting NG by browser to check for new updates, I’d suggest you subscribe to get email or RSS updates instead (or Twitter, or Facebook), so that you can be notified automatically when a new article is available. 

Finally, just for fun and kicks, I’ve uploaded a couple of my old games to the “My Games” page (hence the header you see above), so knock yourself out with those.

Civilization: The Good Kind of Addicted screenshot

Sid Meier's Civilization IV

Game released: 2005

Text written: Feb 16, 2010
By: Jordan Magnuson

Developer: Firaxis

Production: Commercial

Platforms: Mac OS X, Windows

Price: $20.00

Get it from: Direct2Drive
Jordan Magnuson's picture

Civilization is one of those games that has been hallowed nearly time out of mind. Sid Meier was, after all, the second person in history to be inducted into the Academy of Interactive Arts and Sciences’ Hall of Fame. So do I really need to write an article on the series? I don’t know, but I want to. I want to write about Civilization, because I recently played the latest iterations of the game after many years away1 and was struck by the formula’s greatness yet again. I played a lot of Civ II back in the day; enough to know, like anyone else who’s ever touched a Civ game, that the things are seriously addictive. But back when I used to play Civ II I didn’t really give that fact much thought (at least not as much as my parents may have): I just knew that I liked the game, and kept coming back to it. This time around, as “one more turn” syndrome hit me once again with the force of a ton of morphine, it made me think. About games, about addiction, about what’s worth doing in life. Read more »

Modern Warfare 2: It's Just a Game screenshot

Call of Duty: Modern Warfare 2

Game released: 2009

Text written: Jan 31, 2010
By: Chris Tompkins

Developer: Infinity Ward

Production: Commercial

Platforms: PlayStation 3, Windows, XBox 360

Price: $60.00

Get it from: Amazon
Chris Tompkins's picture

Infinity Ward’s Modern Warfare 2 has stirred drama in the gaming community and media alike with a scene which presents the player with a choice to slaughter hundreds of innocent civilians while undercover in a Russian false-flag terrorist group. The scene is a powerful reminder of what gaming can do, and what it should do, as it grows into more mature shoes.

Let’s pretend you have invited me over to your house to, say, participate in a heated competition of table tennis. And let’s say, in the heat of a losing streak I yelled out a threat against your life. You’d probably laugh it off as an idle threat and make the next serve. However, if I continued to follow up that threat with an intricate description of how I was going to kill you, describing morbid details, where I would hide the body and how I’d get away with it, you might begin to find it less funny. If I started including your family in such descriptions, meticulously explaining how I would kill them all one night in their sleep, drag their bodies into a rented pickup truck, then drive it to the woods and burn the bodies with the lighter fluid in my garage then dissolve the remains with lime, you might nervously smirk and start thinking about asking me to leave your house. Even further, if I began to sketch out elaborate plans about killing you, planning the best possible routes to invade your home without being detected, and describing with what weapons and in what manner I would kill you, you might begin to actually fear for your life. If I showed anyone these plans the authorities would probably be notified, and most likely, I’d be arrested for what looked like planning a murder.

Where in that story did that stop being fun and start becoming a criminal activity? Was it when I first threatened you? No, it would be when I had gone beyond an idle threat and began defining the details of its execution. Creating an increasingly believable narration of a murder would probably begin to make you believe that I might actually do it. However, if I had done all this under the guise of being a writer, published the book, and started a controversy fit for Fox news—most likely no one would be arrested. Thus we have an interesting conundrum. Detailing the plot of gruesome and/or criminal activity in private is a crime, where as publishing these detailed arrangements to the public could be, if properly contextualized, art.  Read more »

Exit Fate: Why jRPGs Suck and Why You Should Play Them screenshot

Exit Fate

Game released: 2009

Text written: Jan 18, 2010
By: Yan Zhang

Developer: SCF

Production: Independent

Platforms: Windows

Price: FREE

Get it from: Developer's Website
Yan Zhang's picture

Daniel, the protagonist of Exit Fate, is a soft-spoken orphan who fights only so that peace would eventually soothe the troubled land. He is separated from his army during a night raid, eventually finding himself at the head of a new army while searching for clues about his cursed fate and how to exit it. He meets over seventy heroes of all shapes and colors such as Meiko, a girl-scout with a mighty pen and a mightier right foot who you can assign to interview the other characters for more backstory, or Klaus, the last of a noble line of talking cats who deigns you worthy of his time after you provide him a room furnished as those of your best generals. You can freely select your adventuring party from among these heroes, although besides fighting, some heroes will help run your magic shop, smith your weapons, or even change your color settings. Occasionally, there will be a wargame-style square-grid mission involving the entire army’s special abilities.

Right, it is just Suikoden II; or as critics would say, any other Japanese RPG. Aren’t those all the same? Read more »

X-COM: Two Games, One Soul screenshot

X-COM: UFO Defense

Game released: 1994

Text written: Nov 22, 2009
By: Yan Zhang

Developer: MicroProse

Production: Commercial

Platforms: DOS, Windows

Price: $5.00

Get it from: Steam
Yan Zhang's picture

Two legends created by human history have had such unifying vision that any negative review would endanger the reviewer. One is Tupac Shakur; the other is X-COM. For my longevity, Tupac can wait for now while I attempt to explain X-COM’s place in so many “top games” lists, a fact that suggests the game as necessary.

The mostly1fabricated obligatory overview

In the distantly past future of 1999, the Earth is invaded by Aliens. Thus, the E-COM, the Extraterrestrial COMbat Unit, forms as the first common human interest since the microwave. The title soon changes to X-COM because it sounds cooler, but the group’s original purpose holds steadfast: by building bases, intercepting alien aircraft, and researching anti-alien technology, X-COM aims to contain the alien threat and eventually bring the fight back to the enemy.   Read more »

Jordan Magnuson's picture

Just a quick announcement to let you know that I’ve implemented a new comment system on the site. Avatars are here, and you can now optionally log in to leave comments using your OpenID, Facebook, or Twitter accounts. Also, when you get email notifications to threads, you can now reply to the thread directly through email without even visiting the site! Pretty cool huh? All courtesy of Disqus. The old comments will remain up for now, and as soon as the functionality is available (currently in development) I will import them into the new system.

Secondly, I’ve set up a guestbook, for all you people nostalgic for the 1990’s . I know that some people like to read but don’t leave comments, so here’s your chance to let me know who you are, so we can start to develop a little sense of community. No more reviews until you sign. Cheers.

Academic Paper Revisited, Episode 1: Attack of That Darned Question! screenshot
Jordan Magnuson's picture

A paper I wrote in 2005 for an undergraduate Aesthetics class, in which I examine that clichéd question: can video games be art? The question is addressed here specifically in the context of art history and art theory. To that end I briefly analyze video games from the perspectives of mimetic theory, formalism, art as play, deconstructionism, art as political platform, the Artworld theory, and the theory of aesthetic experience. The style is necessarily academic, and I hope that my reader will not hold that against me.

It is perhaps obvious, but should be noted that my views have changed somewhat in the four years that have passed since I wrote this. I still think it serves as a decent launching point from which to think about games and art, however, especially in the broader context of art theory. And that is why I have bothered to transpose it.

The paper begins thusly:

It’s 2:00 A.M. Saturday morning, January 29th, 2005. Artist/Entrepreneur/Game Designer Derek Yu sits on the floor of his San Francisco apartment with a paintbrush in one hand and a joystick in the other; I’m halfway across the country conducting an interview via Microsoft Messenger. “Why make games?” echoes Derek, “Because to make a game is to create a world. More so than a book, a painting, or a movie, a game is something where the creator has complete control over the rules. And for a creative person, you can’t ask for a better opportunity.”

It’s 2:00 A.M. and my senses are starting to fade—did someone just compare making video games to painting and writing? I have to go to bed.

Ten hours of blissful sleep later and the interview feels like a dream: video games are video games, art is art, and that is that—all is right with the world. For two weeks. At which time an innocent friend tells me about Sanitarium, a “serious” computer adventure game that I just have to play. The game engages me, frightens me, and leaves me in emotional tatters—at which point I recall Derek’s words. Could this game be art? Surely not, but perhaps I should look into the possibility—just in case.

And now my world comes crashing down. Upon “looking into it” I find that far from being alone, Derek is only one of many people who seem to be on a veritable crusade to validate video games as art objects. I find websites dedicated to game art, museums featuring “art games,” and academic papers discussing video game aesthetics… what in the world is going on? Read more »

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