The Oculus Rift is (probably) here to stay

VIRTUAL REALITY

Some quick thoughts.

A little over a year ago I wrote a short, half-baked thing for Infinite Lives, Why “virtual reality” will never catch on. Now, fewer than 400 days later, my little treatise already seems outdated and quaint. Oh, sure, the crux of my argument remains true: there is virtually (hah! Virtually) no way to not look like a complete idiot while wearing a VR headset. But now I have to begrudgingly admit VR is a fad that will not pass.

New World Notes, a blog heretofore known for its Second Life coverage, has been following the Oculus Rift with great interest all this month. That’s because, in late April, Linden Lab confirmed plans to integrate the Oculus Rift headset with Second Life. (Before Second Life, Linden Lab itself aspired to create a virtual reality metaverse, headset and all. What we call “Second Life” was originally just a proprietary creative toolbox, intended for building virtual-reality environments.)

In a post titled Oculus Rift Makes Virtual Reality a Shared Group Experience, New World Notes includes this delightful video. In it, Katie—she’s the one in the VR headset, on the verge of toppling—needs to be held upright.

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On bullying

This young person  just read something about herself on the Internet!

potential triggers: depression, suicide, bullying

I don’t know whether it’s okay to talk about this. Maybe it doesn’t help.

At present, we don’t actually know for certain whether a game designer has taken her own life. We don’t know any concrete details leading up to it. All we have is speculation, conjecture.

Although she had a fan following, she was not a “public” figure by any stretch of the word.

We do know with certainty, however, she’d recently become the target of incessant bullying. Shortly before she made the gruesome announcement, she presented an Internet forum with a screenshot of her inbox, indicating that most of these attacks were cruel remarks about her birth gender. She may have been trans, maybe not.

There isn’t a word for how horrifying. I hope she’s alive. I hope she only decided to take a temporary break from the Internet and that she will have an opportunity to get on with her life. Or I hope her suicide attempt failed. I hope she intended it to fail.

We do know this: while the rate of attempted suicide among the general population is 1.6%, as many as 41% of transpeople have attempted suicide. The numbers of LGBT children who have attempted suicide hover around a similarly startling 30-40%. Familial rejection, economic strife, and systemic or institutionalized transphobia and homophobia all play roles in these suicide attempts.

But let’s not minimize the incredibly damaging effects of outright bullying.

In early 2012 the Center for Disease Control noted that the rate of teen suicide has spiked in recent years. The CDC’s 2012 report went on to estimate that one in 12 teenagers has attempted suicide, with 20% of teenagers indicating they have been bullied. Among schoolchildren, girls plan or attempt suicide in greater numbers than boys.

There are other risk factors in play, of course. The CDC lists physical illness, isolation, clinical depression, loss, and hopelessness as factors. There are genetic and environmental factors to consider, as well—I find “local epidemics of suicide” to be among the more chilling.

Bullying is so insidious, though, because it takes most of these preexisting risk factors and escalates them in the worst possible way. Bullying among schoolchildren is consistently diminished or shrugged off as the natural order of things, even as children gain greater access to communications technologies that allow their meanspiritedness to be “liked,” be “shared,” and “go viral.” School administrators seem especially complicit, probably out of helplessness and inefficacy.

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Ahhhcade at the San Francisco MOMA

Two of the best events at this year’s Game Developers Conference were, technically, not GDC events at all.

First there was Lost Levels, a rotating, three-ring speaking engagement held one afternoon in the Yerba Buena Gardens. That event was exciting in a punk-rock “this is our happening!” way. And except for I quickly discovered I suffer from serious allergies—the venue was mostly shorn lawn, and more than one person wondered aloud why I was apparently crying—Lost Levels’s freeform “microtalks” were among the GDC’s very best.

Then there was Ahhhcade, an interactive games gallery held on the first floor of the SF MOMA. It was similar to Lost Levels and in multiple ways: it was a one-day event; it was open and free to the public; it was also maybe poorly documented. (GDC panels and talks are usually filmed and stuffed into “the Vault,” which is to say, though the conference itself can be inaccessible for some, the talks are generally available.)

Ahhhcade, curated by Sarah Brin and Babycastles, was wonderful. Anthony Carboni, tireless friend to Indies, will explain:

For my own part, I was so excited to finally play Ian Bogost’s Guru Meditation as it was meant to be played! (I own the iOS version of that game, knowing full well it is a flimsy facsimile of the original Atari 2600 software.) I am a great fan of 2600 homebrew as it is; meanwhile, Professor Bogost’s software gamifies my favorite pastime, which is sitting still. I decided—in hopes of being the first person in the world to try this, actually—to play the iOS and 2600 versions simultaneously. To do it, I seated myself on the balance board and opened the game on my iPhone.

My hands were trembling. The experiment was a total failure. Still, Professor Bogost encouraged me, and my good friend Brian Taylor captured it:

Jenn Frank plays two versions of Guru Meditation simultaneously

Professor Bogost does what he can to help

The real reason I attended Ahhhcade, though, was to experience Doug Wilson’s latest collaboration, Marvelous Melodies of Mutazione.

And the reason I decided to attend GDC itself was to co-host the ordinarily-London-based radio program One Life Left! It’s really the only radio program or podcast to which you ever need to listen, and what an honor and pleasure to participate!

In our final GDC episode, fellow host Ann Scantlebury and I excitedly flip out on poor Doug (14:44). I loved my Mutazione experience, and I kind of get lost in explaining why. Ah! I am the worst interviewer in the world.

Incidentally, I do not at all remember recording the first episode of One Life Left’s GDC series, which is incredibly funny because, in it, I clearly state that my goals for the week include “remember an evening after it happens.”

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“Allow Natural Death” post-mortem (AKA “thanks”)

For fuck’s sake, Internet. What are you even trying to do to me.

I laughed and cried a lot today. I did those two things at my laptop, and also in the real world.

I have had the strangest—and yes, since you are wondering, the drunkest—week. (I try to warn against using alcohol as a crutch, because that attitude is dangerous, but there’s also a palpable reason nine or ten brain-murdering beers are popularly accepted as a legitimate type of “truth serum.”)

Ah. About this week. Here are all my work-related updates: in a career highlight, my friendly acquaintance Maura interviewed me about Boyfriend Maker, an iOS game. My ire at a dictionary became a hot story at Boing Boing. For one brief, shining moment, women in the games industry suddenly became an important subject, and I was privileged to add my voice to their numbers.

Today people contacted me privately, sometimes about my mom’s death, but sometimes about my ongoing patience and generosity (ha!) as I’ve gleefully engaged in online conversations about misogyny and misandry. Some of those private remarks—again, remarks on both topics, death and sexism, really weird for me—came from people from my past: old roommates, classmates, coworkers, friends from junior high who also knew my mother. Thank you.

It is a wonderful feeling, sometimes, just to not be alone. It is why anyone logs onto the Internet ever.

Meanwhile, in real life, a pastor friend invited me to a poetry slam. Another family adopted me for Thanksgiving. My best friend drove over to my house with toilet paper because I can barely take care of myself. I recently made a phone call to my local Internet service provider’s billing department, and when I gave the woman—a complete stranger—the name on the account, she fell silent. “Girl,” she said finally. “Oh, girl.”

There is nothing so debilitating as crying while you try to pay a stinking bill. I also consistently cry at the veterinary clinic.

Since September, every day of my life has been a challenge, a battle, a chore. The things I do every day—all boring, unfortunately—are my biggest, saddest, most boring secret.

I hope I only share the good parts, though. Actually—and it’s strange to admit this, even as life as I once knew it has effectively crumbled—mostly there have been only good parts.

I am going to write about games writing now, AS I DO. Here are some quick thoughts, organized in no way whatsoever.

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Can’t spell “pirate” without “-irate”: on DRM and punishing the customer

Oxford Dictionary and Thesaurus: "Stop, thief!"

I am livid. Which superficially might sound very stupid, except that this kerfuffle combines ethics, DRM, social networking, and my integrity, all in an interesting and infuriating tangle.

I was at breakfast with one of my very closest friends—a retired English and Latin teacher—and her son. Her son and I had just started arguing over the pronunciation of the word “diaspora” when, half-joking, I pulled my phone out of my handbag and played a recording of the word aloud at the table.

Then I stared down at my phone. I frowned. My friend wanted to know what the matter was.

“Um,” I said, blushing furiously. “Um. This is weird. My cell phone is accusing me of stealing the Oxford Dictionary of English.” I blinked. “That was a really expensive piece of software.”

Some of you might already know about the Enfour dust-up. Here’s a quick recap anyway: at the beginning of this month, the developers at Enfour announced they were putting anti-piracy measures into their software. (Enfour develops and publishes iOS versions of the Oxford Dictionary of English and the American Heritage Dictionary, among others.)

How did Enfour intend to combat piracy? By auto-posting tweets to their users’ Twitter accounts! But the clever plan backfired when the tweet—a confession of “software piracy”—began appearing on legitimate users’ Twitter accounts, too.


Enfour has since launched a “crucial maintenance release” to iTunes, and the issue has seemingly been resolved.

Of course, that makes little difference to the Enfour customer who, ahem, discovers that a “critical update” is waiting for her in the app store queue only after she has confessed, to 3,454 of her readers (not to boast or anything), that she stole some software. (Until hours ago, Parks and Recreation’s Nick Offerman had confessed to the same crime via Twitter as well.)

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You aren’t really buying a goat

I stole this goat from zooborns.com

Late last month, in the course of conversation, my colleague J.P. Grant asked me about the business model of any particular blog. Like, how do you curate content? (Or aggregate it, depending on who you ask.) How are writers paid? Are they always paid? How, please, does a website make money?

These are complicated questions. They’re also things I’ve thought about a lot over the years, and if everyone knew all the ways, we could quit our day jobs. Also, they’re things I tend to discuss only with my editor, because business practice is as much a moral debate as it is anything else.

Still, I launched a business seven years ago by hand (my friend is still running it). I know about secure servers; I know how to become an LLC. I’ve worked for a business that makes half its money shipping internationally. I know how to look genuine while selling people on a product I don’t actually like. I know a fair amount about intellectual property; I know how Nigerian scams work. I know how to sound sincere and be insincere. I know how to fill out a shipping form that nearly circumvents customs. I know a surprising lot about user retention, page clicks, traffic, advertising, what a daily scramble is like, and really evil things far, far too nefarious to describe (“the more you can blockquote, the better for SEO,” “forge an intimacy with your readers and they’ll never realize they’re reading a sponsored post”).

“No, these are good questions,” I told J.P., “because these are questions I ask [my editor].” I added that I’m “heavy duty when it comes to being a mercenary businessperson when it is theoretical.”

“Jenn Frank: Theoretically Running This Shit,” J.P. typed.

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I must be blogging from beyond the grave, because I think I just died

I promise to stop posting spit-takes to the Internet, but there was a comment left on game designer Mitu Khandaker’s blog some weeks ago that might be worth revisiting. Maybe you’ve already read it; the comment itself rapidly gained some, uh, notoriety.

In said comment, one of Khandaker’s readers took Katie Williams to task. Then his remark alarmingly turned its lens toward Basically All Females Everywhere. I don’t think the comment was intended maliciously, exactly, and there is a great deal to be said for women choosing to behave with force and agency, but the author kinda came off as a sack of shit.

You don’t have to read the reader’s comment at all, though, because someone helpfully created this bit of machinima, forever preserving—nay, immortalizing—this truly brilliant blog comment, for my children and children’s children to always cherish. An Heirloom Comment.

Yeah, yeah, okay. I know I just promised I wouldn’t post any more spit-takes, but you should also know I pressed “play” on this video and then literally spat Diet Coke everywhere.

P.S. Mitu Khandaker was recently interviewed at Electron Dance.

P.P.S. Aha! Speaking of “video games were invented by men,” 1UP.com just published my retrospective of Roberta Williams’s seminal 1980 game Mystery House. Here it is!

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I get tired of talking about it, too

rambo thoughts

Man. Man. I don’t think I’d ever used the word “gender” in a piece of writing until 2010. Wow! What a strange time for me, too. I was three months’ out of my six-year on-and-off romance/cohabitation thing, very freshly single and really bumbling around, extremely “over” writing about video games, and meanwhile I’d begun reading a lot about learned helplessness. You know, just for funsies. Er.

Yep, before 2010, I’d never used the word “gender.” What a dumb word.

Actually, that might be a lie. In school I did write a paper about women who join subcultures: it focused on Flora Belle Jan, the self-identified “flapper” journalist, and also, of all people, Mimi Thi Nguyen, who was a punk zinester and music journalist in the ‘90s. I likened both women to the not-very-fictional Mardou Fox in The Subterraneans, a woman who meticulously works to desex herself (Kerouac tells us she has short hair like a man’s, and that she wears dress slacks), all to be taken seriously as a Beat writer. So I bet the word “gender” must’ve snuck into that college essay somehow.

In Subterraneans Mardou is driven to the brink of her own wits, suddenly all too aware that she is, now and forever, ostracized by her chosen “subculture,” some niche group with which she had once so identified. Jan and Nguyen experienced similar psychological breaking points and very willfully severed themselves from their own established writing careers. In fact, I’m sure in my paper I accused them of “fleeing.”

It was kind of a weird paper to write for Asian-American history class. It was kind of weird that I took the class at all—but I needed a history credit to graduate! Oh, well. I think I got a B.

It would also be weird if, six years after having been suddenly hot-dropped into video games journalism, I were to—very abruptly, and with a personal sense of finality and closure—acknowledge some of my own patterns of experience.

Aha, but that’s just what I did with my current column at Unwinnable, “I Was a Teenage Sexist.”

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Linksplosion: T-shirts, ‘Hefty Seamstress’, and more

Screenshot: "I'm no genius": Heavy Seamstress in action

I’d promised to write something, anything!, for Artifice Books, but its editor Tadd was not too sure about my very first pitch, a catalogue of movie clips in which women get punched in the face.

So I scrapped that plan, and instead I have written on the subject of George Buckenham and Jonathan Whiting’s Hefty Seamstress. I recommend playing the game, too (it’s over here).

A screenshot from 'The Sea will Claim Everything'

I got a really nice, personalized press email from “Gnome”—his real name is Konstantinos Dimopoulos, I’ve just learned!—and he is campaigning hard for the Bundle-in-a-Box Adventure Games bundle. As with many other bundles, this collection is pay-what-you-like; not only are seven games included, a copy of the well-received Ben There, Dan That! is in the mix. Why, yes, the games are DRM-free, since you were wondering. In the meantime, the Bundle-in-a-Box heralds the launch of The Sea Will Claim Everything. All this can be yours for just hundreds of pennies! PC adventure gamers, you can’t beat that!

How They Died by Aled Lewis

Aled Lewis’s “How They Died” is now available as a T-shirt.

Photo: New Buff Monster minis look a lot like Katamari

I’m not sure Buff Monster’s new series of minis is supposed to look like Katamari, but ALBOTAS is right to make the comparison anyway.

Foldschool Heroes: turn classic systems into papercraft

Foldskool Heroes (via it8bit) is a downloadable template that you can turn into custom papercraft of your own. I really like this! It sort of reminds me of those blank vinyl Soopa Coin-Up Bros figurines.

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What do you do when you’re depressed? ‘Prey’

Tommy is one tough native in 3DRealms' Prey

My last post here was about my friend Brian, and this one is, too.

I don’t think I’ve talked lengthily about anxiety or depression in any public venue, but I will say that, after a pretty serious breakup in college, I tried Celexa. That did not go well. If you are under the age of 24, maybe don’t try that drug. Still, I think I can tell you, without tipping my hand totally, I have a lot of the same problems BT has. I’ve talked a lot about crippling paralysis and numbness, for instance, and when an event throws me off-balance—receiving a text message on Tuesday afternoon, say—it can be hard for me to get all the way out of bed and eat something. It can be a pain to force yourself out of your own head and neuroticism. Leaving the house helps. Taking a little trip might help.

For Brian, a visit to Chicago was just what he needed! No, I wasn’t a particularly helpful friend. But! I did convince BT to play the game Prey. Oh, Prey. What a brilliant, stupid game! It is a little like Portal, a little like Portal 2, and it explains its game mechanics using awful Cherokee stereotypes! Check it out! (It is a genius game, actually, but when Brian shouts from the sofa “How did this even get made?” the implicit answer really is, “Oh, barely.”)

In his latest piece at Unwinnable, “Stuck,” Brian talks a little bit about depression, about “play” as a creative act (oh, it is), and—ahem—especially about Prey.

“You’re constantly moving forward, crossing whatever bridge or going through whatever portal is in front of you because it is in front of you,” Brian writes. Best of all, the game doesn’t want you to get stuck. “That’s a nice feeling,” Brian adds, “to be moving forward.”

Here, Brian is quick to underscore that he isn’t speaking in metaphors at all. In-game progress is no microcosm, no synecdoche, no grand framework for understanding life. Prey—a short game that, in this case, was a steal at eight bucks—is very, very low-investment. But forward movement is forward movement.

So moving through the game is its own success, its own reward, same as making yourself brush your teeth and eat a waffle at 9am. Success!

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Nerd Notes: game-shopping with Brian Taylor

Solstice: NES title screen

My friend and colleague Brian Taylor visited Chicago over the weekend, and I tell you, I barely got to drag him all over town the way I’d planned. In another life we might’ve gone to Three Aces, Grange Hall Burger Bar, and all the other places the foodies have not yet discovered and ruined. We did visit Myopic, but there wasn’t time enough to go around the corner to Quimby’s. (We did hit up the Paramount Room, even though I warned the burgers aren’t as good as advertised, and then my hamburger was ridiculously delicious, and then I felt foolish in a really nice way.)

Mr. Taylor and I went directly from the airport to Videogames Then & Now, which is this fantastic store out in Norridge. If you are ever in Chicago, do yourself a favor, rent a Zipcar, and make the drive.

We ought to have recorded ourselves talking in there, because we were hilarious. As a matter of fact, the gentleman behind the counter thanked us for being such lively loiterers, and I admitted to him that ordinarily I am very in-and-out of that store, all business. This time I was excitable, even a little bit twerpy; I’ve seldom had so much fun in public.

BT and I spent a long time among the stacks of NES cartridges. We are both great fans of the MacVenture games and their NES ports, and I found Shadowgate pretty easily. Brian wanted his own copy of Déjà Vu, and I located that pretty nimbly, too. I also snatched up the NES Gyruss—that “tube shooter” is only the greatest arcade machine ever—while Brian, who is even more into hardboiled crime fiction than I could ever aspire, picked up a bizarre little game called Nightshade. I hope he decides to write about it.

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Second-Person Shooter: or, this is much more comfortable for me

Screenshot from 'Diablo III'

You know how we love it when you talk about your writing process, so have at it!


If you can’t produce a single original thought about something, you try to stay away from it. Right?

Well. This is a terrible attitude for a would-be writer to have. As a result, you will finish your column on May 20, then sit on it, waiting for thoughts to clarify and the final, original idea to strike. You will be able to use that glimmering original thought as the article’s resolution, you hope, and then you will be able to send this shitty mess of writing to your editor, apologizing the entire time.

But you have, meanwhile, been reading reviews of Diablo III, because these reviews are written by peers and friends. That is when you realize that your summation—that the game is “cute”—is hardly a revelation at all. You wait for inspiration to strike, but soon you have stopped thinking about Diablo III completely.

By yesterday you have decided the piece is dead in the water. So you have to make a choice. Kill it? Or email it to your beleaguered editor?

You finally decide that having an original thought is not the most important thing after all. The most important thing, instead, is to read zero reviews of Diablo III anytime you are trying to write about Diablo III. Because you have, from inside your vacuum, been searching for a point nobody else has already made, but everybody already made it while you were off fretting, and anyway, it is silly to try to make a unique point, since you live in a universe of simultaneities and timely, collective experiences.

A few days ago you went ahead and added a little bit about “spatial working memory,” which is actually a concept you tried to introduce in an article you wrote a long time ago, and boy are you ever a fraud, the way you are recycling material, here. You feel really guilty about this.

Also, the points you make about the third-person vantage being more comfortable than the first-person vantage, you kind of owe all those arguments to a phone conversation you had with your friend Brian Taylor. But at the time Taylor was all “oh, don’t bother mentioning me,” and you realize your writing improves when you cut him out of your column, so you don’t bother mentioning him (in your endless, nervous quest to cite every source, you’ve already mentioned Kurt, Julian, Andy Pressman, and “Sega Juice,” you goddamn name-dropper). (You also guiltily tweet about how much you owe Dave, not in any specific way, but in a vague “thanks Dave” way.)

And now you are helplessly sending your overdue mess of a column to your editor, all the while acknowledging that it is baggy fluff with no honed direction. Great! Now you are supposed to go on your merry way. Do some laundry; live a little.

But you don’t do your laundry; you are supplying your editor with line edits instead. Then! Just as your editor announces he is preparing your piece for publication, you suddenly write five new paragraphs in a span of twenty minutes, all of which insert wholly new ideas about “spatial distortion” into a column that was originally about a game being cute (and then you bizarrely add something else about Disney World). Nice job! These five new paragraphs are supposed to go between the sentences “I can see through walls, here,” and “I have difficulty reconciling ‘space’ and ‘distance.’”

Somewhere in the next time zone, your editor is rolling his eyes. Your poor editor.

So it went with “Diablo III is Adorable,” your newest column at Unwinnable. It is a stupid, nonlinear mess, and you forgot to use spellcheck.

Your editor helped you with line breaks. Smart move, Stu.

second-person shooters

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Failures in Edutainment: the mid-’90s “girl game” fad

Paprika the Fortune Teller from 'Chop Suey'

Brandon Boyer, via Twitter, inadvertently (advertently? well, whatever) directed me toward this post at Jezebel about girl games.

Its writer, Anna Breslaw, opens her piece with a quick hat-tip to a 1995 computer game called Chop Suey, which I’ve mentioned on Infinite Lives thrice before and am about to mention again. That’s because it is a great game that isn’t mentioned often enough. I’m trying to change the world, here, people.

But yes, our coincident timing is totally awkward, ha ha. Earlier in the week I’d snuck a bunch of Chop Suey playthrough videos onto YouTube, hoping to jog memories. (For a long time the only footage of the game available online was Bruno’s.)

But also, I was already laboring over this Chop Suey retrospective. Please do read it! It is a tragedy Chop Suey isn’t better remembered: it was celebrated in its day, and with reason. But most people did not use the Internet in 1995, which is to say, Chop Suey and all its accolades have not been very well preserved. (Duncan’s extraordinarily bizarre death doesn’t help anything; it’s almost impossible to discuss Chop Suey without mentioning that part, too, and the game is thusly difficult to google.)

The late ‘80s and early ‘90s were such a great time for edutainment, and while the medium isn’t entirely dead (your child’s school computer lab may yet have Storybook Weaver!), I do think the middle-’90s’ “girl game” craze went a long way in murdering it. Worse, the “girl game” genre probably scared a generation of woulda-been PC gamers away.

Most girls did not actually play girl games in the ‘90s, of course, because most “girl games” were stupid. Girls are not idiots. Girls are not boy-crazy strumpets. Girls are 8. Girls are 9. Girls play Oregon Trail and You Don’t Know Jack. Can people not picture 9-year olds?

This is what girls really want: girls want horse training simulations; they like fortune-telling; girls read spy stories and tales of adventure and daring; girls enjoy the Super Nintendo version of Mario Kart and computer games about being in outer space. Girls would like chemistry lab sets for Christmas, or planetariums and cheap telescopes, or periscopes and walkie-talkies. Girls like crafts. Girls like Minecraft! Girls like dolls, toy theaters, replicas, scale miniatures, and “character editors.” Girls like She-Ra. Girls like Labyrinth. Girls like sci-fi, unless it’s just a bunch of dweeby dudes standing around talking into their own lapels. Girls like pirates and especially stowaways, and especially stowaways who look like boys but are secretly girls. Girls like scrappy heroines—resourceful, freckle-nosed troublemakers—heroines with scraped knees and scuffed shoes. Girls are impatient to learn something new, and if you don’t give them brain-food they eventually wander off. There! There is your blueprint for a “girl game.”

So, yes, Breslaw’s and my Chop Suey -themed posts both went up on May 12, both incorporating that same playthrough footage. Oops! How embarrassing. It’s a little like arriving at a dance in matching dresses.

Fortunately, the dresses aren’t identical! (Ha, ha, ha!) Breslaw’s piece isn’t about Chop Suey at all, thank goodness. It’s actually about a new project called FEMICOM, an online museum that aspires to catalogue and archive every manner of game-for-girls. This is noble work—it’s why I’ve made Chop Suey evangelism one of my pet hobbies, actually—exactly because the project illustrates the enormity of the gulf between “this game or toy is edifying” and “why would you ever give your child that.”

The nicest thing about seeing this article about “girl games” on Jezebel, though? It’s elicited all these comments, where the readers themselves are essentially sorting the lady-treasures from the lady-tripe. One reader mentions Heavenly Sword for PS3. Oh, boy, do girls love that game. (Because we love third-person beat-em-ups starring She-Ra! It’s pretty much the only game you should give an adult woman. There, I said it.)

Other notable “girl-friendly” game mentions: Sim City. The Sims. Little Big Planet. Metroid. Zelda. Carmen Sandiego. Ecco. Pokemon. No One Lives Forever. Nancy Drew games. Street Fighter, Soul Calibur. Doom, Marathon, BioShock. Killer7 (most girls do really well with first-person rail-shooters; this has something to do with spatial attention). Final Fantasy. Fallout. Diablo. Starcraft. Mass Effect. Star Wars KOTOR. Guild Wars. Skyrim. Braid. Age of Empires. Civilization. Portal and its sequel. (“I loved that about Portal…really the only way you knew the character was female was from the brief glimpses you got of yourself if you lined Portals up right. Her female-ness wasn’t a factor one way or the other in the game.” Thank you, Susan Fry! I agree.)

And a thread, four comments long, about Woodruff and the Schnibble.

And also from the Jez comments,

See, this is why I get so frustrated with the whole conversation about games for girls. If you’d tried to design an ideal non-people based game for little girl me, it would have featured dinosaurs fighting each other, not dolphins swimming around being pretty.

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Required Reading: ‘A Theoretical War, Part 3′

Ludology, Wired Magazine, 2006

Me: i was reading this tonight
Me: http://www.electrondance.com/a-theoretical-war-part-3/
Me: i was feeling out how joel goodwin feels
Me: i think i like where he takes it
Me: how much about games criticism do you read

Julian: not much

Me: LUDOLOGY VS NARRATOLOGY: THE FUNNEST ARGUMENT

Julian: man I hate it when things become binary

Me: mhm

Julian: that said, I was thinking that I don’t want my game-playing to be interactive infographs either, you know?

Me: ah, here it is!

Narrow definitions of games are perfectly valid within little contextual spaces. Ludology can have its rules-based framework. Narratology is free to pursue games through narrative. Art games can co-exist with the FPS, the RTS and the platformer. They don’t have to compete. Why can’t we have different theories for different situations, each one handling their own definition of game?

Every voice and viewpoint is valuable. What’s so maddening are the destructive attempts to own the word game. Mathematics blossomed into a thousand different branches, so has games and so should the theory. Some will care about narrative. Some will care about rules. Some will care about player experience. Some will care about monetization. And some will try to change the world.

There’s enough space for everyone.

Julian: music is kind of like that too
Julian: hardcore music theorists are all about structure (and usually against tonality)

Me: i inadvertently read that the wrong way
Me: as people who are not hardcore into music theory,
Me: but rather, into hardcore music……… theory

Julian: haha

(This all came up because Julian had actually sent me this, and I became very, “oh, hmm.” )

(P.S. If you happily follow all Goodwin’s endnotes, you might suddenly discover it is a quarter after 10pm and you have not yet washed a single dish or glass.)

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Rise of the Welcome-to-My-Meltdown: on video games and working alone

couch

Instead of reading and publishing Kevin’s latest piece, which is still in the queue (sorry, Kevin!), I am directing you toward my newest thing, a review of Anna Anthropy’s debut book, Rise of the Videogame Zinesters. I might also continue to ignore Kevin. One of my 2012 resolutions is “sly self-promotion,” and I know Kevin will pardon me.

Most people will not read my book review, but I hope they go ahead and read Anna Anthropy’s book. The review itself is about a lot of things, but it’s also about video games and game development and writer’s block and emotional paralysis. I’m a little surprised that Stu used my quaint joke title (“Rise of the Existential Crisis”), but I’m mostly unruffled.

I’m new to freelancing, by the way. Many people were surprised when I gave up the celebrity gossip blogging gig, which was a sure bet, a daily, paid exercise that I enjoyed doing. And anyway, freelancing is hard—really hard. Most people can’t do it. I am not sure I can. I haven’t been any sort of success (hasn’t anyone noticed I’ve only published two things since February?).

At some point I might have to give it up. It makes me very happy, kind of, to sit here and write nothing and hate myself, so I’m not sure I will give up so soon, but I keep thinking about it.

But what no one tells you is that it isn’t a living. In fact it’s the total opposite: it’s figuring out how to afford full-time freelancing.

Writing for yourself is luxurious, and like all luxuries, it can be expensive. Even at this early stage in my tiny career I already waste a lot of time. Mostly I waste time trying to devise sneaky plans to help myself afford this glamorous, bohemian lifestyle.

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