Saturday, 7 April 2012

The value of an imaginative life

For a fair time I have been concerned with the importance, or not of nurturing an imaginative life. I'm going to take a wander for 500 words or so, and talk about how it relates to games afterwards.

Tolstoy, who was pretty much embroiled in the benefits of an imaginative life, started a farm (Tolstoy farm!) partly because he wanted to see the fruits of his labour manifested in a physical form.

So much of my reading and writing and gaming does not exist in a manifest form. Yes, I can see the words on a page, or the picture on a screen, or the books on my desk. My stats can be counted, and games can be completed. But there is not a physical entity at the end of it. It is not like I make something that can be held or admired.

There is something Kantian in playing games: what is the difference between the memory of a real experience, and the memory of an imagined experience?

It is at this point, drinking my coffee, that I remind you that time is linear in the sense that it stops everything from happening at once. It also allows us to stop thinking about time, and feel some certainty in the march of progress, and in the certainty of our births and deaths (!) However, the experience of our lives is not linear. We might experience something in later life that changes and colours something that he had experienced earlier. For example, watching Wolves FC play in a lower division for many years when I was younger was a somewhat disheartening experience. It seems pointless, and an unfair waste of my footballing support. However, a few years ago Wolves were promoted. At that point all those years became something of a heroic struggle, an epic chugging-away at an arduous task that was won without fanfare or pomp. My childhood boredom of the struggle gave way to an adult appreciation of its worth.

So what has this to do with having an imaginative life?

Firstly, I never esteemed much the status of money and a car and fashion and such employment positions. I pursued the arts. Of course, this left my career prospects somewhat limited, but I have still done well for myself. And from this, I have some autonomy over my work. But this doesn't drive me. I am not a careerist, although I work well and have a good looking CV. Although schools are hierarchical, I treat those who are beneath me as I treat those who are above (albeit that I duly deferential to my bosses.) To understand why I say this you should read "The Devil wears Prada." Essentially it concerns an intern who is treated terribly as means-to-an-end dogsbody for an whimsical boss. Ultimately  (spoiler alert!) the fiery boss turns out to be deferential to her boss: it is apparent that she justifies her maltreatment of the subordinates by accepting such treatment herself from her superiors. Her imaginative life - of work being a food chain were her near the top - justified her obnoxious treatment.

I have never purchased an expensive car. Even if I had spare £10ks, I would not spend it on a new car. For me a car's price should be linked to its reliability and comfort. A new car loses £1000s when it is drive off the court. Yet it is not less reliable then it was before. An old colleague of mine part exchanged a car that was worth easily £2225 or more for £1500 to purchase a new car. The part exchange wasn't an issue: the purchasing of a new car was the cost. Every mile costs £s. Yet purchasing an expensive car isn't about reliability and comfort - it defines someone in the way only their imaginative world can. It manifests their status, perhaps even their professionalism often required to scrape the money together to purchase the thing.  Their imaginative life colours their experience of owning the car.

People are all social persuasions in England drink, and often heavily. The act of drinking too much socially is, on the outset, a generally limited experience. It leads to poor health, funny conversations and the inability to function fitfully in work and play. Drinking socially is, I think, an essential part of the imaginative life of an adult. But, for some, it is their imaginative life. To some, the dramas and tribulations of a night out aren't just inebriated meanderings through city streets to bars designed to shift as much top-margin cheap booze as possible: their nights out are imaginative shared experiences of hedonism and friendship.

For me, everyone has an imaginative life, whether they realise it or not. It takes me some space like now in the Easter holidays to consider what is important to me in having an imaginative life. I feel that this is important because that is what I have lived effective half of my natural life pursuing.

When I travelled independently in my youth, I came to two beliefs. One, that when a man (or, of course, woman) is given the autonomy to choose jobs and work and worth, he becomes responsible for choosing his beliefs. He can choose his values (nurtured and ratified through his actions) and become the person he is meant to be. Except, of course, if he is meant to be something of no significance, or worse. In that case, a man should be able to choose his values to become someone worthwhile and wholesome: not like a man who would see lasting on The Apprentice. Secondly, I believed (or chose the belief) that whatever is most important in life is surely available to all people at all times.

This second belief (that whatever is most important in life is available to all people at all times) is, I think, the next step on from my arty-farty belief that meaning and value is relative. Yes, killing is wrong. But beyond that, the Christian values that we should live by are often lost. Being nice to  people will never be the most important thing we do. Treating others as we ourselves want to be treated is perhaps the most important rule, though. Either which way, that second belief suggests that whatever is most important, it isn't at the whim of a boss, nor determined by how academic or how privileged you are. It is, for me, determined by the richness of your imaginative life. That is, a person's ability to bring meaning and purpose and significance to what they are doing.

I do not think that a person is able to do this (bring significance and purpose into their lives) by themselves. I think a spiritual belief is necessary for most. I also think people are unable to control their perspective and their mood: like Dickens' Scrooge says, ours moods can be moved by undigested food as much as they can be affected by thoughts. Of course, jobs and being busy, or being publicly celebrated (or lambasted) can replace the need to shape our own imaginative lives - being British, it is bad form to celebrate our own achievements. It is much better (or at least more preferable) to have someone else do that for us.

My memory of my experience of games and books is often better than the game or the book itself. There is a sense that with much great literature, or much great gaming, that there is an aspect of improvement. I don't know how far I'd agree with that: many of my lecturers at university did not seem to be the kind of people who had a grasp on the vitality of life, nor much concern for those they were charged to inspire.

One example of a game that stays with me even today is civilisation. The game mechanic itself is tedious: you build cities and manage an economy. But the meaning behind it is tremendous. Millions of lives are influenced on a whim. I am sure (or, rather, I know!) that often snap judgments that affect the lives of many are made by those with some power. I still remember how I brokered an alliance with one of two civs on another continent. I started a war with the other civ (on the other continent) and dragged my unfortunate ally in. About 50 years later (10 turns in game time) I had made peace with my original enemy without ever being attacked, as the two now-malcontent civs being warring. 200 years later, both these civs had regressed as their economy was devastated by war, and I was the emerging superpower. The gameplay in doing so was was basic. There was no-one to celebrate my 'achievement' and nor were there fantastic graphics to show off how well I had done. There was no need: my memory of that experience was profound enough to stay with me now.

Another example of a game that stays with me today is Deus Ex (HR, not the original.) The game itself has action sequences, but its real power is in the moral choices you make. It is entirely non-linear in the sense that one response to a scenario (trying to talk an angry man out of killing a hostage) will work sometimes, and other times not. There is no walk-through for the game, as it seems to randomly choose what option might work (or not.) In doing so, there is something unique about each game - something distinctively personal.

What made Deus Ex a great game was its moral choices. A main character that is an integral part of the plot for some could be killed early in the game for others. Dragon Age: Origins (and its much-maligned successor, DA:2) had meaningful moral choices, too. Where both of these games succeeded was that the moral choices were often the case of choosing the lesser of two evils. The choices also affected the latter game, too.

How does this apply to being a teacher? I think that creative writing and gaming and literature shouldn't be forced upon anyone. To read a story for the narrative, or to play a game to tour the content is only part of the experience. To realise that imaginative experiences can shape you ways unavailable by social status or finance or academic ability or even just by the social circle determined by your school and street: that realisation will, for some students, be the making of them. To realise that they live a life different and wider and more wonderful than any marketing-campaigned desire packed into the limited thinking encouraged by others.

Of course, it is not the job of others to encourage your thinking, or not. Chances are, if you are reading this (and have got this far) then you do think. Orwell said that the Government are terrified by the idea of people having two much leisure time. They believe people cannot occupy leisure fitfully, that we require marketing, and excessive working hours to keep us occupied. If we don't, then we riot. And perhaps if we live in London, or believe that commuting two hours to socialise on a weekend is a worthwhile allocation of time, there might be a grain of truth in what he says.

It is with all the above that I look again to the idea of a book about teaching and gaming. There are two other threads on the PC Gamer board that I will post on this for the perusal of those who read. 

Sunday, 18 March 2012

Call of Warhammer Mod

Purchasing a great PC game does not often mean the end of the game. Extra content in the form of mods expand a game beyond its initial remits. Half Life 2 - perhaps the best-paced single player experience still to be had today - flourished with a wonderful modding community (which in fact led to Counter-strike.)

The Total War community is particularly rich. Many mods, particularly for Medieval Total War 2(which must be easier to mod), expand the game to the point where it is almost an entirely new game.

Two mods which I recommend to my students are the Third Age Mod (Lord of the Rings) and Call of Warhammer (based upon the eponymous fantasy world.) While both are tremendous games in their own right, the lore and background to the worlds are fantastic. Previous attempts to recreate this world have fallen short (although the March of Chaos was admirable.)

Particularly pleasing is the ability to have 10,000 troops on the field at once: to set them up in minutes, and refight the battles in moments is still something I didn't think would be possible ten years ago. It's enough of an experience to play for 20 minutes and to feel like I've played for hours.

For those interested in playing, you need a copy of MTW2 (with the Kingdoms expansion) on Steam, or via here: http://www.amazon.co.uk/Medieval-II-Total-War-Gold/dp/B0012BFK0G/ref=dp_ob_title_vg

You can download the Call of Warhammer mod here: http://www.twcenter.net/forums/showthread.php?t=320935

You can download the Lord of the Rings mod here: http://www.twcenter.net/forums/forumdisplay.php?f=654

Read the instructions if you struggle; I needed to download a specialised launcher in the end to make the game stable. It's all in the forums, though: worth spending a few hours to get it working.

Sunday, 4 March 2012

A book of Gaming for Parents

At a(nother) parents(') evening recently I spoke with several families about gaming. It seems that most of my younger students are console gamers, and that they mostly play FPS. Anecdotally, most parents (probably as a result of watching their heirs fritter away their hobby time on FPS games) feel that gaming has little to no educational benefit. That no experience can be garnered from gaming save wasted time and an itchy trigger finger.

Saying that, a fair number of parents are open to the idea that there are games that offer either clear educational value, or an enriching experience. In particular, one parent of a child in my room is willing to try out some games having never played a game before in their life.

It is for this that I hope to create a list, which would eventually become a detailed guide, of gaming for parents. It wouldn't be a history of games (although that would, I imagine, become part of it.) Rather, it would be a guide to games for both their offspring (who we would expect to have some talent and endeavour in trying new games and genres) to parents who can barely work a mouse. I envisage, too, a guide to some games that parents can play with their offspring.

I'm going to write about a few of them on my blog over the coming months, and eventually turn it into an e-book. I'll seek some opinions across schools in the UK, too, and see if it could become something useful, and (more importantly) fun. I'll try to get some feedback from the parents playing the games, too.

There are a fair few people in this community who I am sure would have a great ideas for what games would benefit both students and parents (and not just the parents amongst us.) If you would like to contribute to a blog post, then please PM me, or post some ideas in this thread.

To get the ball rolling in terms of ideas, I think that a point and click adventure might be the place to start in terms of recommendations to parents. Something that has a sense of humour, and a sense of adventure. I think something that offers immediate purpose, but offers a sense of achievement nevertheless. I played 'Been There, Dan That!' and loved it, but not sure how school-safe that is as a recommendation. The Secret of Monkey island had a reboot not too long back, and is available for a tenner http://www.amazon.co.uk/Monkey-Island-Special-Edition-Collection/dp/B005CLPO1C/ref=sr_1_1?ie=UTF8&qid=1330900383&sr=8-1 It's also available on console, too (for those parents who have yet to install a game!)

However, would you think that an entirely ludic game might be a better place to start? Something like http://www.playauditorium.com/ perhaps?

What do you reckon?

Sunday, 29 January 2012

Dragon Age 2

This weekend I completed this game amidst a curious reception of two years of angry reviews. I enjoyed the original Dragon Age, as I enjoyed the original Baldur's Gate series. Indeed, for me the party-based RPG trumps the action-roleplaying of the Elder Scrolls series (of which Diablo trumps the Elder Scrolls series too.) For me there is a story in Bioware games, and Dragon Age 2 is no exception.

Except, despite PC Gamer's 95% review, it was lambasted by many in the gaming community. Indeed, one popular (console) gaming website simply put "Dragon Age 2? Please" as its summary of the game, as if it was such a terrible inception of a great series that its failure should be apparent to all.

It wasn't to me.



However, having purchased this from Game in the high street, I must admit I did put it down for a year or so on the basis of such ill-feeling. However, having played it through to some completion in the past month or so, I feel well-placed to give some informed commentary on it.

Character interaction is linear. While other party-based RPGs allow you to tinker with the stats and appearance of your characters, this is not the case with DA2. Although initially this may seem limiting, meaningful character interaction requires certain limits to the variation of your characters. Yes, some of your character are inherently 'evil' and some are notoriously pious. Yet when they do or say something that goes against their grain, but for a plausible reason, it seems to mean something. That, too, the game does this through the medium of 2-3 lines of dialogue between each character is impressive. Complaints have been made about the inability to customise the look of each character's armour. I was not too worried.

Speech options are on a wheel of: diplomatic, blunt and witty. It would have admittedly been better to have these options randomised so, like Deus Ex: HR, you were forced to consider what would have been the best option for you at that time. However, like with some of the championship manager series, what you think is a correct tactic (and what might be an effective tactic in real life) may differ from what the designer thought was suitable. So, again, I was not too bothered by the limited speech options. Romancing different characters was controversial, so I'll let you work that out yourselves.

Quests that seemingly had little impact return later in the game. I received on letter in my in-game house from someone who I had saved on a whim earlier in the game on my rush to completing the main quest. It is my most rewarding experience of the quest. Like a teacher, there are many things done that make little to no impact on ourselves, or even to school life as a whole. However, to the person on the receiving end of those actions, it can be entirely significant.

Combat is excellent. I used to find it tedious, and completed the original Dragon Age with minimal use of my special abilities. I used to want to scrap the combat system and have a purely interaction/adventure based RPG. However, now I appreciate the combat for what it is - tactical (rather than strategic) hacking.

Without spoilers, each act has a different rhythm. Criticisms have been made of the pacing of them all, but I enjoyed them for different reasons. Yes, areas are recycled: the same warehouse is used for at least three different evil plots (it must have a really low rent...) But the quest indication bar and fact that there are 15 or so different areas means that, again, this didn't bother me too much.

The game is less gothic than the original Dragon Age. This did bother me somewhat. Near the end of the game, characters start grabbing swords as big as themselves. Speculation is rife was this was: appealing to popular graphical demands is probably one reason.

I got used to my character's fat face by the end of my quest. But the character generation screen only allows you the excellent bearded face of the original Hawke (the main character)or a Nordrick-inspired effort (google him.)

I'll happily defend the game, and give it a score near into the 90s as far as such scores go. It has great replay value. Its failings are, I think, largely political (in that it is console-friendly, and seems less open-ended than the original DA.) Perhaps the PC-Gamer review should have forseen these, but to those who love the RPG genre, it is superb. Now if I could just get this camera off the heads of my characters a little further...

Sunday, 8 January 2012

So much to write about...

I have a backlog of essays and thoughts I wish to publish to this blog. But suffice to say this is my thought for tonight: today out of necessity I have worked 14 hours with a 15 lunch break and a 25 minute dinner break. It is almost midnight, and I need to read before bed. I will wake up at 7:00am and be grateful that I am rested already, and that I do not have a ridiculous commute.

I have used my google docs and my years of electronic resource cataloguing to plan my lessons for this week. It still took me well over an hour (and most of these lessons I have resource collated already.) During this my gaming computer crashed resignedly. I waved goodbye to a fair number of saved games, and (painfully) my saved multiplayer battles on Shogun 2 and Empire TW (not least my defeat of a level 10 general.)

Fortunately, my work computer wasn't affected. For many years as a student, and as a cover and student teacher, I suffered the stress of a crash that meant I lost the work of my profession. That has yet to happen and, with my cloud computer and HD back-ups, is much less likely to happen again.

But I digress. There are a few games installed on my computer now, largely from my disks. One I want to play before sleep, even for a few moments, is DA2. It has been lambasted; unfairly so, I think. But I will not be able to play it for long, as I think that I need to equally read before sleep. I will not sleep more than 6 hours tonight, but I hope to get my rest in while I do. There is something in the party-based RPG game that stays with me until sleep.

Tuesday, 3 January 2012

The Games Industry

This is a fragmented article written from a 15-5-1 plan (see my other website, www.thequillguy.com, for a guide to this plan.) I copied, foolishly, a table into this blog, and only took the details of the plan and not itself overall structure. Therefore, the paragraphs do not develop an overarching point, but they might be an interesting read in themselves:

Some of my pupils, and I, spend a lot of time gaming, and a lot of time at school. But the school curriculum does not acknowledge gaming. While literature is studied and esteemed, and rightly so, gaming is (for reasons I discussed before) still in its infancy as an art-form of credibility. And that itself is perhaps right, too (at least for the current time.) But while subject teachers of ICT are compelled to teach decontextualised application use rather than contextualise them in projects for real audiences, then students will increasingly be switched off from the possibilities of ICT.



Learning becomes (at times) necessarily dull, arduous and involves taking steps backwards - but it requires an element of enjoyment to spark curiosity. Games are, usually, enjoyable. Usually (perhaps a little too often) this is due to the ludic-manipulations of behavioural psychologists. That is, gamers return because they enjoy the achievements that games can give them more than the uncertain and (seemingly pointless) frustrations of school/work life. However, learning urges the person to strive for improvement: bigger, better, more (refined.) Some gaming doesn't seek for improvement, or at least the improvement of the gamer is, how to define it... not applicable for much more than the game.

By that I mean that games like World of Warcraft do not improve every player. That is not entirely accurate: I imagine there is an improvement in some players' communication skills under pressure (because imagine if you had to battle through a monster-infested dungeon for hours only to have the entire game risking upon organising yourself accurate within fifteen seconds intervals and with thirty other people.) Reflexes and memory are also practised. However, considering the hours pumped into the game (1600+ I hear by some players), I wonder if it could be more a catalyst for self-improvement?

Self-improvement is the cover of the game. WoW involves, essentially, a bunch of numbers (your hero, with their stats) attacking other numbers (monsters, with their stats) until they drop numbers (in the form of better weapons.) This formula is repeated until you use the biggest numbers to defeat the biggest numbers so you have the biggest numbers of them all. But how far are the players themselves improved? And are they bothered? I am.

This example, like gaming, hints at how gaming is increasingly becoming part of mainstream consciousness. COD and WoW are lambasted by some gamers. But they are responsible for how many gaming is more a mainstream hobby and, for some, a legitimate creative career.

Yet I looked recently at employment in the Games Industry with mixed feelings. With the projects I run - and my minor modding experience - I wonder what it would be like for those trying to establish themselves in such a profession. This was inspired by several students in my tutor group who have the mix of creativity and determination that I imagine is necessary to succeed. Two factors warn against such a career, though. The first is that compared to other art sector jobs the status of such a position is low. But I guess that isn't a consideration for the artist. And it is a project-based job, rather than a mapped career.

Friday, 23 December 2011

Space Marine

The Christmas Steam Sale has begun in earnest and in response a few threads have arisen asking whether games such as Space Marine are worth buying.

For the price of £14.99, you'd get about 4-5 hours of enjoyable single-player experience (with a campaign that is 8 hours.) My currency of leisure time is one pint of beer an hour. This rather conservative method of drinking equates, in Hull prices, to £2.50 an hour. So, in terms of the single player experience, it's rather steep.

However, the game manages to sell on its cultural capital of the 40k universe. True to its 1980s indie gaming roots, the 40k universe is brutal. There is no righteous battle for good, or even for bad; only imperialism. There is no war-weariness; billions die on a whim and countless more step forth to replace them. I even read recently of the suggestion that the messiah-figure of the Emperor (who is supposedly guiding humanity during its struggle for survival) could just just a lifeless husk kept as a trophy so mere men can play out the empty fate of humanity.



Graphically the game is able to portray some of this brutality: your chainsword satisfyingly crunches arms off orks; the landing-smash of a jump-pack propelled marine turns heretics into fine red mist; and the game contains an impressive plethora of weaponry.

However, the marines speak, and argue, in British public school-boy accents.

Still, the game is meaty enough. It's just that it's more of a grind in some places than others. After three hours I thought "Gears of Warhammer (but not so well-paced.)"

An immediate sequel is unlikely as I believe PC-Gamer ran an article on how the upcoming W40k MMO precludes one. There isn't much in the way of modding for it, so in the meantime I see Space Marine as equivalent to a limited version of Mount and Blade as Dawn of War's is a limited version of Total War.

 
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