Carry on Camping

Two years ago the Guardian hosted a most unusual one-day conference, Gamecamp, in east London. It was an exceptional day—I wrote about it here—with a lot of brilliant and fascinating people bringing together some very different experiences and expertise about games and gaming. There was also a pre-release copy of Rock Band, which was good, and a lack of beer, which wasn’t.

Gamecamp 2 has been formally announced for 8th May 2010, and as with the last event the tickets are free but limited. This time it isn’t being organised by the Guardian, it’s being organised by… well, me. As part of a team featuring the absurdly talented Katy Lindemann, Mark Simpkins, Rachel Clarke, Rain Ashford and Phillip Trippenbach, I hasten to add.

Gamecamp is organised on the *camp model, meaning it won’t have keynotes or invited speakers. But it has an exceptional venue (eBay/Paypal’s wonderful UK headquarters on the banks of the Thames in Richmond), a couple of great sponsors, and some confirmed attendee names that have already caused broad smiles and a spontaneous outbreak of OMG OMGs among the committee.

If you want to attend then the first tranche of tickets will be released at noon on Friday 12th March. There are only 150 tickets total. They will go very quickly.

For more information see the Gamecamp website; for the breakingest news follow Gamecamp on Twitter.

(We are still looking for sponsors. If you’re in a position to offer us some funds to cover the cost of, say, lunch and thereby earning the love and admiration of an important sector of the British games community then please drop me or anyone else on the committee a line.)

It’s Academic

It’s a few hours to the Oscars and here’s what seems obvious to me:

The Academy is dominated by actors. It’s largely an actors’ club. And what Avatar says in flashing blue letters a mile high is “All you guys can be replaced by CG.”

Turkeys don’t vote for Christmas. Avatar may well clean up the technical awards, but it’s not going to get a sniff at any of the big ones.

Today I am smug

The estimable Gareth Hanrahan has observed that it’s possible to wonk the index of RPGs at RPG.net to give you a list of the top 50 (tabletop) RPGs ever, based on review scores on the site. Not hotlinkable, alas, but easy enough to do.

It turns out that Hogshead Publishing, which I founded and ran, was behind four of the fifty titles on the list, including the #1 game Nobilis. I personally wrote #47, which isn’t bad considering that a lot of people don’t believe it’s actually an RPG.

Hogshead only ever published eight RPGs, the last in 2002.

I am going to be unbearably smug about this for the rest of the afternoon.

Caillois completeness

One of the things about the world of computers that won’t go away is that there are two kinds of computers, and the kind you like sucks. Apparently. Whether it was big iron versus terminals, or minis versus micros, or Spectrums versus Commodore 64s, or the Atari ST versus the Amiga, or PCs versus Macs, or machines that run your particular favoured brew of Linux and everything else, this is a debate that will never end. It will only grow more tedious.

The thing is, there really is an important line that divides computers, or at last computing machines, into two types. There are machines that are Turing-complete, and there are machines that are Turing-incomplete. A Turing-complete machine is one that given enough time can perform the same tasks as any other computing machine, and in the early development of computers this concept was a big deal.

You’ll be glad to hear that’s pretty much all I have to say on the subject of Turing-completeness: if you want to know more, let the Wikipedia entry confuse you. (If you have to ask who Turing was then you’re reading the wrong blog, though I can brighten your day with the trivia snippet that the great man was on intimate terms with my former public-school housemaster, which implies that Turing was either desperate or had appalling taste.)

I’m not here to talk about the finer points of Turing completeness. But the concept provides a useful benchmark for all of computing: does a new principle or new design live up to a certain, almost abstract gold standard? And that set me wondering: does a similar standard exist for games? Should it? Would this be helpful? Where would you start?

And is this important? Yes, yes it is, and particularly right now. We’re seeing a lot of ideas that originated in games appearing in the wider media, like achievement-point systems. These aren’t games, they’re game-like activities. They push many of the same pleasure-centres in the brain that games do but they’re not games, not in the classical sense. Is Mafia Wars (Zynga, more than 70 million players at last count) a game? You can’t win, you can’t lose, you just allocate some resources and spend some money each turn and watch the numbers go up, and feel the tiny dopamine hits. Fun, arguably. A game? Well….

Let’s go back to the beginning. Not the beginning of games, of course—in human development the invention of board-games pre-dates written language. And not the beginning of video games: that’d be like trying to create a standard for all music based on the work of Michael Jackson.

No, I’m talking about the beginning of games criticism. I’m talking about Roger Caillois. Roger Caillois (1913–1978), French philosopher and writer. His 1958 work Les Jeux et Les Hommes, known in English as Man, Play and Games, is probably the first serious examination of games qua games. Sure, Johann Huizinga’s Homo Ludens was more than two decades earlier but Huizinga was a sociologist and Homo Ludens is more about the phenomenon of play: why we play, not what or how we play. Caillois was, in a gloriously French way, a freelance intellectual, a free-thinker who hung out with the likes of George Bataille—another link between games-design and the Surrealists and Dadaists—and Borges. In short: Huizinga, fuddy-duddy university professor. Caillois, one of us.

Once you get past the faux-sepia and oddly homoerotic cover of the current English-language edition, Man, Play and Games is a helter-skelter ride through games and play across history, culture and species, stopping to examine fighting wrens, superstitious Parisians, children breaking things for fun, viewing the face of a god, and ants taking drugs. It is awesome; worth the price of admission just for the Chinese word wan, which means ‘the act of indefinitely caressing a piece of jade while polishing it in order to savour its smoothness’.

Caillois’s book does a number of interesting things. Primarily he breaks the make-up of games down into four primary constituent parts, like the Greek elements, and as a nod he gave three of them Greek names. All games, he said, are composed of these four parts in different proportions:

  • Competition (agôn)
  • Chance (alea)
  • Mimicry (mimicry), role-play or let’s pretend
  • Vertigo (ilinx), the sense of losing yourself in immersion, to provoke a controlled amount of a normally scary emotion—what Caillois calls ‘voluptuous panic’. If you’re shaking your head, two words for you: zombie games.

If that sound a bit primitive, remember two important things. First of all, Caillois was breaking new ground. Nobody had done this kind of academic analysis of games before, so he was starting from first principles. Secondly, this was 1958. The very first video game may have existed on an oscilloscope screen in a laboratory in 1947, but it would be another thirteen years before anyone thought about trying to create the things commercially.

It’s not the agôn/alea stuff that I’m talking about here. That stuff’s great, I teach it to my students, but it’s the first chapter of Man, Play and Games I want to bring to your attention. Caillois actually set out a list of six criteria for what a game had to be, do or contain, in order to be considered a game. Fifty years on it’s aged remarkably well. And while it lacks the conciseness of Turing’s definition of whether a computer is Turing-complete or not, it does a significant job of punching a fence across the territory and saying, “This. Here. Everything on this side is ours.”

So I propose a new standard for games or things that call themselves games. It’s not about quality or playability or the standard of their graphics. If there’s something that bugs you about a new design or principle or way of doing things then ask yourself: is this game Caillois-complete? Because if it’s not, the chances are that it’s not actually a game. It may be a software toy, not that there’s anything wrong with that. It may be an interactive exercise dressed up in the tropes of games. But just as a computing device that isn’t Turing-complete isn’t what we would understand as a computer, a game that isn’t Caillois-complete is lacking some part of the essential DNA that makes it a true game.

That doesn’t mean it’s bad, or it’s broken, or we should turn our noses up at it. It’s just Caillois-incomplete. And when we think about games, that’s a useful critical tool to have. What does Caillois say a game should be? He gives six points, which I’ve retyped here with his short descriptions of each one. (This is the last two pages of the first chapter of Man, Play and Games, pages 9-10 in the University of Illinois edition—one hell of a way to start a book): A Caillois-complete game is one that’s:

  • Free: “in which playing is not obligatory; if it were, it would at once lose its attractive and joyous quality as diversion.”
  • Separate: “circumscribed within limits of space and time, defined and fixed in advance.”
  • Uncertain: “the course of which cannot be determined, nor the result attained beforehand; and some latitude for innovations being left to the player’s initiative.”
  • Unproductive: “creating neither goods, nor weath, nor new elements of any kind; and,except for the exchange of property among the players, ending in a situation identical to that prevailing at the beginning of the game.”
  • Governed by Rules: “under conventions that suspend ordinary laws and for the moment establish new legislation, which alone counts.”
  • Make-Believe: “accompanied by a special awareness of a second reality, or of a free unreality, as against real life.”

I’ll break these down and talk about what each of them mean in the twenty-first century in my next post.

(And this is a link to somewhere you can buy Man, Play and Games. Not an Amazon link because, as many people have described over the last couple of weeks, Amazon right now is being a playground bully. Try the Book Depository instead. Excellent prices, free shipping anywhere, not a playground bully, and a refreshing focus on, you know, books.)

Coping Strategies

A few months ago while this Cope was on hack-induced hiatus, Adam Freeland released an album called Cope. You know Adam Freeland: he did ‘Fear is the Mind-Killer’, the background track for area 5 in Rez, which is way up in the top ten of most extraordinary levels of any game.

Anyway Cope was a fine album—‘Under Control’ is probably the stand-out track, though ‘Best Fish Tacos in Ensenada’ is also sock-rocking. Freeland’s just released a double-disc of remixes of the album’s tracks, which you can grab for a pittance at the Marine Parade Records site. Worth it just for the donk-tastic remix of  ’Only A Fool (Can Die)’ with guest-spot from Gerard V. Casale of Devo. (Devo-heads should also be watching Yo Gabba Gabba, the 00s answer to the Banana Splits, in which Mark Mothersbaugh draws things. In fact everybody should watch Yo Gabba Gabba.)

Big post coming soon. Just making sure you’re paying attention.

No men clature

For reasons that will become clear around the first of April, I find myself needing a good name for a baby girl. And because it’s me, I want a name that has some resonance. I am called James because my parents liked the name James. I should have been Thomas, the name given to the first male in every other generation of my family, except nobody bothered to remind my father of this until it was too late.

But names are important. One of the reasons that I became the person I am was the Jameses who were presented to me by media and education—James Watt, James Burke, James Cook, James I, James and the Giant Peach. They weren’t exactly role-models but they were seed-crystals for my early ideas about what I could do and who I could become. And I want to give my new daughter the same sense that she’s part of a chain of illustrious forebears who shared her name, and had skills and attitudes that will serve her well in the twenty-first century.

I also want a name that only idiots can mis-spell.

Of course, when I say I need a name for a baby girl, I mean that I need a name for a baby girl, a girl child, a teenage girl, a twentysomething woman, a career-woman, a mother and the future goddess-empress of the universe. Though I have a suspicion her older sister is first in line for that job.

So a propos of nothing and because I don’t want to see my research on the subject go to waste, I thought I’d compile a short list of good names for daughters of geeks. More suggestions welcomed.

  • Ada. After Ada Lovelace, who worked with Charles Babbage on his difference engines and who thus was the first computer programmer. (Which would make Babbage the first sysadmin, I suppose. Though wasn’t one of the difference engines clockwork? “It’s crashed, you say? Have you tried running it down and winding it up again?”)
  • Eliza. After the software robot Eliza, designed by Joseph Weizenbaum in 1966. Designed to mimic the behaviour of a Rogerian psychotherapist, Eliza is noted for being small and asking a lot of questions. On early evidence (2.5 years into the trial), naming your daughter after a chatbot is a self-fulfilling prophecy.
  • Florence. After Florence Nightingale, who revolutionised healthcare and saved thousands of lives through the application of scientific principles. She was also a gifted mathematician and the first female member of the Royal Statistical Society.
  • Heddy or Hedwig. After Heddy Lamarr, the great golden-age film actress, who also held one of the first patents on frequency-hopping spread-spectrum communication techniques. Stuff she invented is in your mobile phone. Bizarre but true.
  • Lara. Nothing wrong with fictional role-models.
  • Marie. For Marie Curie, obviously. First woman to win a Nobel prize, first person to win two.
  • Maya. The leading 3D animation program, though it’s also the Sanskrit word for ‘illusion’ which is a bit “Uh, wha?”. I have the same reaction to kids called ‘Maya’ as I do to kids called ‘Cassandra’—did their parents really not do the reading?
  • Roberta. After Roberta Williams of Sierra Online, games designer and creator of the classic Kings’ Quest series of graphic adventures.
  • Ursula. After the sainted LeGuin.
  • Valentina. After Valentina Tereshkova, the first woman in space.
  • Zelda. The largely ineffectual princess from the eponymous games. I am less convinced by this one, but then I’ve never been a Nintyhead. Of course you’ve also got Zelda Fitzgerald, if you wanted to name your offspring after a alcoholic schizophrenic.

Attention, your attention please

If you are reading this, and not a page full of links to Cialis resellers, then you should take it as a sign that normal service will be resumed in the near future. That is all for the moment.

Hu the heck?

Did I lend one of you lot my copy of Homo Ludens by Johan Huizinga? If it was you, can I have it back?

Naked Stories

I’m speaking tonight at the Game Makers’ event at the Hub in King’s Cross, doing a 15-minute thing on storytelling and pervasive games. Working title is ‘Naked Stories’. I have a feeling the event is sold out, but fight to get tickets: there’s some fantastic people talking—Minkette, Alex Fleetwood, Holly Gramazio and others. I’ll try to upload my slides or something.

Homage, hubris or hummus?

I only just noticed, going through my shelves at the weekend, that Friz Quadrata, which is the signature typeface for the World of Warcraft was also the signature typeface for Advanced Dungeons & Dragons Second Edition.

Small world.