Supple Think: September 2011

Poverty as Art

by Zen

Posted on Thursday, September 8, 2011
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Several months ago the National Endowment for the Arts announced that it would be expanding its definition of art to include video games. There was a lot of predictable confusion about what this meant, but now that the storm has subsided I'd like to take a look at some of the truly positive things we might see as a result of this.


The fact that it's now possible for authors of video games to receive federal grant money has fascinating possibilities, not least of which is the divorce of game development from the corporate bottom line. NEA grants are available only to non-profit organizations, which means more or less that money is available only to authors more interested in making games than in making money. The paradigm of the starving artist has been missing from video games, instead represented by the risk-taking entrepeneur. When you hear "video game exhibition" you think of a trade show like E3 instead of an art exhibition. And while I believe it should be possible for artists of any sort to make some proper money doing what they love, the only way to keep it from staying merely a business venture is to make it somewhat impractical.


Thus far we've seen publishers trying to fill a double role. A field like video games can only advance if boundaries get pushed, and companies need this advancement to compete. This is why Namco has anything like a Digital Hollywood Game Laboratory, and why they would give Keita Takahashi a million dollars to "proactively ignore" corporate marketing instincts and make a game like Katamari Damacy. But that story more resembles a gifted engineer producing an inventive patent from the lower levels of a company than an artist setting up a work of art within or against a particular culture. It's unheard of for the artists to not intersect with the industry, but that intersection has at least managed to change in recent years.


This change has enabled small companies to get their games released on a global scale without signing all of their intellectual property over to the publisher. This appears to be the arrangement that Jenova Chen (né Xinghan Chen) has with Sony, who have contracted him for three games to appear on the Playstation 3, two of which (Flow and Flower) have been released already. Chen has repeatedly shown a willingness and desire to give up the easy, profitable path for more artistically fulfilling work. He co-founded a company called Thatgamecompany (TGC), which he indends to keep small and personal, and he gave up a secure position at Maxis to do so. They've apparently made action games that follow traditional formulae internally, and these games were allegedly quite promising, but Chen says he decided not to spend his time on anything that wasn't pushing him creatively.


All of this is just marketing, of course, if the games don't show this personal touch. His newest project, Journey, promises to live up to this talk by alienating most core gamers. It's an online game that seeks to remove all of the convenient chatter from the online experience. No gamertags, no voice chat, no text. All the players get with which to interact are a unique identifying mark (so that you know if you've played with that person before), a shout, and one's actions within the game world. The goal of the game is to traverse a vast desert and reach a mountain on the horizon, but the reasons and the method are left unstated. The players are supposed to work toward that goal, either together or independently, and presumably the story will become more clear as they do so.

What excites me about this project is the attention to how players interpret the actions of others in a video game. Anyone who follows professional Starcraft has seen how playing a game can be a form of expression, but most online games do little more than provide a list of canned animations and phrases. Starcraft's example is that the game itself ought to be enough, and the question is whether an inteface on the PS3 can allow for expressive gameplay rather than relying on a layer of menus and XBox Live features to pretend that anything like communication is happening.

Emmanuel Levinas, a 20th-Century Jewish philosopher who worked hard to develop an ethics out of the work of Edmund Husserl and Martin Heidegger, concentrated on the "face-to-face" of human interaction. For Heidegger this meant a recognition of the other as being fundamentally the same as oneself, but Levinas went further. He said that when one encounters the other there is always already a responsibility for the other, and that this innate commandedness is fundamental to any such experience. Every human interaction, then, is already a response.  Furthermore, it is this act of being "singled out" by the other that establishes one's own identity.  That's right: "face-to-face" interaction with others is fundamental to our being in that the gaze of the other establishes us in our being.

I'll try to leave the explanation of Levinas to just that, but outside the context of philosophy it seems a relatively odd claim. In context it's clear just how bold a claim it is: that such relations, such responsibilities, are the primordial foundation of all human interaction. More to the point, it is the experience of being faced with another person that allows us to recognize our own personhood.

So far online gaming has built its social elements by making chat programs bleed down from above into the games, but a project like Journey promises to start from scratch, making us interact in ways that are similarly primordial for a video game. That is to say, reducing our social gaming experience to the initial revealing made possible only through gameplay itself. My hope is that this will make it possible to have an online game without a "gamer culture", letting us discover for ourselves what playing a game together really means.

Anyone who played Ico has experienced the prototype of this experience: Yorda was a character within the game world whose plight was the same as the protagonist's, and as the player one couldn't help but feel that connection by proxy. But Ico only shed light on how far video games have to go: ultimately the character players felt kinship with was a mess of pre-scripted weakness and extremely convincing animation. Once the façade breaks down, once the glass darkens and the player recognizes the experience for what it is, this interaction becomes tiresome and irritating. The great promise of a project like Journey is for us to experience Ico's fellow feeling on a truly human level, one that never reduces to rote interactions. As a commercial enterprise, the odds are against this project's success.

The core ideas behind Journey are, to me, a breath of the freshest air. The question marks that plague the game all have to do with everything we haven't heard: how the gameplay is actually going to keep people working together for an extended period, and how the game is going to make its multiplayer experience last more than a week after its release. My fear is that TGC is going to undermine itself by removing all of the traditional or comfortable elements from its game; without the hook of engaging and satisfying gameplay--elements of game design that Jenova Chen apparently considers himself to be above--to hang it on, all the audacious and brilliant social commentary in the world isn't going to make a mark on the industry. Which is probably fine, because the industry would only have learned all the wrong lessons from it anyway. But this brings me back to the point I started with: that sometimes the industry is better served by an unprofitable, audacious disaster than it is by another blockbuster hit. Maybe in the next few years some new artists can get just enough grant money to push the boundaries of what video games can and should do, and the lack of executives looking over their shoulder is going to let them do just that.
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Kotaku's Gamecenter CX Localization: It's terrible and it's a crying shame

by K1

Posted on Thursday, September 1, 2011
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Way to go, Gawker and Kotaku. Way to fuck it all up.

As you may have heard, GameCenter CX, the Japanese Video Gaming show about Section Chief Shinya Arino and his gaming escapades, was finally picked up for U.S. broadcast by the gaming blog Kotaku. The format for this release being that they would post episodes on the Kotaku website on a weekly basis.
For fans of the Japanese show, and even for those that may have only vaguely heard of it, this was a big deal. Only a handful of episodes had been fan translated prior to this announcement, and now that it would be officially available, spreading awareness of the show to gamers that wouldn't otherwise have access to the show would be much easier. And the more support the show gets, the more GCCX gets made. It was a time of great excitement!

And then the first episode was released...

...and it was terrible.

Now when I say terrible, I don't mean it in an elitist-snob "I only watch foreign movies+shows in their purest form, in the original language with subtitles" kind of way. If you've seen other Japanese shows ported to American TV like say Iron Chef or Ninja Warrior, those are perfectly watchable with dubbed-over dialog and announcers and such. In fact, you could say that it makes it even more accessible for viewers that have very little experience with watching something made in Japan. When I say the Kotaku dub is bad, I'm talking flat-out unwatchable to the point that I wouldn't want to expose new Gamecenter CX viewers to the Kotaku dub, as it might turn them away from watching the show completely.

But how terrible is it, really? Let me count the ways:

1. The English narrator is subpar, and his pronunciation is terrible.
Now don't get me wrong, I'm sure he's getting paid peanuts for this obviously low-budget localization job, but considering this is probably his big break into the entertainment industry, you'd think he'd do a better job. Did he even watch the original version before he did his voiceovers? I guess the main thing about his voice that bothers me is that his announcer voice isn't very compelling. If he were more natural about his delivery, which highs and lows in his level of excitement, then it would make it easier to connect with the audience. As it is, it just feels so fake and insincere.
Also, why is his pronunciation of all the Japanese names so terrible? His pronunciation is so off it makes me think that he's doing it on purpose, like he's mocking us.

2. No music.
Just watch even a little bit of the original show, and you'll see why this is so terrible, it adds so much to the show. As it stands the Kotaku dub is a guy in a quiet room playing videogames while his friends are talking.

3. A lot of the title cards and on-screen graphics are cut out.
Gamecenter CX has a lot of funny graphics that are lovingly crafted and very funny, many of them involving photoshopping Arino's face on the body of the main character of the game he's playing. Even if the main character is female. These are all cut. Boo.

Here are some of the title cards you are missing out on.
4. None of the on screen Japanese text is translated. AT ALL.
This is the deal breaker. This is ultimately is what makes the show pretty much unwatchable for most American viewers. They don't bother to translate any of the on-screen text, which makes it kind of hard to follow certain games (Clock Tower probably being the most egregious example) because Arino doesn't necessarily read all the text aloud. You also miss out on a lot of the explanation text that shows up, as well as the witty comments from the King and Queen mascot characters. The explanation text is a big deal too, because even if you are familiar with whatever game is being played, they point out some pretty obscure game information sometimes.

5. The Kotaku dub lies to you. BIG, FAT, DIRTY LIES.
At the end of the Mighty Bomb Jack episode, the announcer says something along the lines of "And that was the end of the Might Bomb Jack challenge," even though RIGHT THERE ON THE SCREEN it says that Arino will challenge the game again, live in front of a studio audience. Well okay, the on-screen text is in Japanese, but the Mighty Bomb Jack Live Challenge is one of the best episodes of the show, and the fact that the Kotaku dub deceives the viewer of this fact is a pretty big slap in the face to those unable to read Japanese.

So yeah, as a huge Gamecenter CX it pains me to say this, but the Kotaku dub is terrible and you shouldn't watch it.

However, it's not all bad news.


In a somewhat miraculous set of circumstances, there is now a team of fan-subbers that are actively translating the show, in a not terrible way. In fact, the translations are really well done, with all the Japanese cultural and video game references intact. Here is a link to point you in the right direction. Kacho, On!!!

(Images blatantly stolen from the SA GCCX thread)

P.S. - You may have noticed that I didn't point out how the Kotaku dub doesn't have a lot of the side segments that are in the show. While this does indeed suck and they should have them, it is most likely a licensing issue that is out of their control so it would not entirely be fair to put that in as a negative point for the Kotaku dub. The fansubs have it though if you know where to look, wink wink.
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