I’m reading this with my class this week. It’s a great discussion piece, but if I’m honest because the author references Kuhn, I had to have them read and discuss it.
I’ve started to feel really bad for video game critics and writers. It really doesn’t make sense all the hate they get. I have no real understanding of where this anger comes from. Is it related to a changing gaming landscape, and the change makes most gamers afraid? Is it purely related to internet anonymity? Or something else?
Archivist have dealt with these types of legal issues for year, but focusing on preserving games, specifically through circumventing any kind of access controls or DRM, refrains the conversations nicely. Games can seem like “magic”, and this “magic” obscures all the software and hardware that’s used to run. What happens when that “magic” is no longer supported by the original creators? How do archivist try to recreate it? Well in this case the ESA, the Entertainment Software Association, wants to keep all the secrets to themselves.
Here’s a post from Georgia College’s ENGAGE program about the presentation I recent did with Katie Simon and Tess Lyle about the Citizen Solider Project @ Georgia College blog.
This project involved working with freshmen student, artist Jack Leamy, Katie, Tess (a TA), community groups, and most of the library’s departments.
This is the second time today that I’ve seen #gamergate brought up. I really don’t understand the desire disengage from people who have different perspectives and opinions than you. I really tried to understand this mentality and the companion ways of thinking that encourages raging when ideas conflict with your own and retreating to a core group of like-minded peers. The world is much more interesting with there’s different voices being heard and different perspectives been seen.
I really wish Wicked Weed was distributed further south. This sounds like a great American Sour beer that’s getting spread a bit wider.
I think we should take a page out the From Software playbook when it comes to approaches to teaching. Offer no comfort. Present new “dangerous” ideas to students, and teach them to face what’s coming because it won’t always be nice and pretty.
After three games of hitting a wall at the 30-hour mark, Dark Souls II: Scholar of the First Sin eventually stopped screaming at me and started teaching, in the way that every good teacher should: it took away comfort. Every moment that felt safe and familiar from the last outing was infused with danger, with a new enemy, a new reaction to obstacles, a cue to always be ready to face what’s around the corner–a constant awareness that doesn’t go away the closer you get to the endgame.