Quick Review: Extra Lives, by Tom Bissell

Experiential writing and anecdotal evidence can be worthwhile additions to discussions of meaning. However, I remain unsure if either stands all that well on its own. Personal perspective can help others come to see how we view something, but if we desire to convince others of why that something matters, we need to do more. This might be my main issue with Extra Lives, by Tom Bissell. Rather than doing more, Bissell does more of the same. He engages in revelry, not revelation. As this is a book intended for a mainstream audience, perhaps this is okay, but I found significant portions of the text lacking.

Bissell's account is personal, but not unique. Anyone reading this review has had comparable gaming experiences, perhaps even attempted to relate them to friends and colleagues who just don't understand. Countless blogs and forums are further testaments to a certain commonality of experiences in videogames. No one can say Bissell doesn't like, or even love, what games like Fallout 3 and Grand Theft Auto IV provide, but if it was the author’s intention to go beyond that and support the “why videogames matter” subtitle, success is questionable. 

If it had been “why videogames matter to me,” I would have had different expectations as a reader. I wouldn’t have been disappointed about the missing definitions of “character,” “narrative” and “story,” terms that Bissell throws about in an irresponsible manner. Bissell does refer to others who play and/or make videogames, like Cliff Bleszinski, Jonathan Blow, Clint Hocking and John Hight, but these references most often regard problems of the medium. Given how many words and paragraphs given to these problems, a better subtitle might have been “why videogames don’t matter” or “why videogames don’t matter yet.” 

The main title, “Extra Lives,” fits well with the content of the book. The idea/argument that part of videogames’ appeal involves exciting escapism, the opportunity to experience additional lives is one that Bissell makes accessible and appealing. What gets in the way of this argument, though, is Bissell’s writing, which I don’t think is very strong. It reminded me of something Marci told me about Julie & Julia, how distracting the book was because the author thought she was so self-aware, self-referential and funny and that the movie was much better because all those attempts at humor weren’t present. In other words, Extra Lives reads like a series of blog posts; some good and/or interesting ideas are present, but none get fleshed out because there isn’t a comment section. 

Related to this is how Extra Lives just kind of stops. The last couple lines of the last chapter resonate well, but I wanted to turn the page to something more conclusive. After all the personal accounts of various gaming experiences and conversations with assorted industry insiders, I hoped Bissell would perform some kind of a wrap up. It isn’t that I wanted everything together in a neat, little package; I just had an interest in Bissell returning to the introductory “Author’s Note” in which he states that we are in a “golden age of gaming.” That Bissell never revisits this statement is unfortunate and, for me, supports the idea that many of his ideas are unsupported and/or incomplete.

I don’t think Extra Lives can or should be the text to validate videogames to the masses or to, as Entertainment Weekly put it, “make you feel better about spending 50 hours on Call of Duty." 

"Is liberal education as vulnerable to 'unbundling' as newspapers are?" #wymhm

Our coming ability to conduct engaged and very personal academic discussion across great distances – or in cyberspace – should be of keen interest to institutions of liberal education. Rather than unbundle liberal education, these new technologies and networks will allow liberal education institutions to "rebundle" themselves: to recombine academic assets into new arrangements across distance and institutional boundaries. In a world where space has been collapsed to allow for intimate engaged dialogue over distance, the physical campus will become less the locus of learning than a point within a web of learning environments.

Douglas Knox (@knoxdw) shared this same article in a mention to Dan Cohen (@dancohen) and Rob Townsend (@rbthisted). He also posed an interesting question: "What's the Craigslist of liberal education?"

"a new, broader approach to tenure when considering public historians"

Public historians conduct history research and promote history in museums, parks, schools, nonprofit groups and elsewhere -- designing exhibits, overseeing archives and developing educational programs, all based on scholarship, but for a broader audience than scholars. As more history departments have created public history programs (in part because it is considered a growth area in which historians may find jobs), they have hired more public historians -- often creating tension over how to evaluate them.

To what degree are such public approaches available to academics in other fields and, perhaps more importantly, supported?

"The internet has quietly infiltrated our lives, and yet we seem to be remarkably unreflective about it." #wymhm

We're living through a radical transformation of our communications environment. Since we don't have the benefit of hindsight, we don't really know where it's taking us. And one thing we've learned from the history of communications technology is that people tend to overestimate the short-term impact of new technologies — and to underestimate their long-term implications.

We see this all around us at the moment, as would-be savants, commentators, writers, consultants and visionaries tout their personal interpretations of what the internet means for business, publishing, retailing, education, politics and the future of civilisation as we know it. Often, these interpretations are compressed into vivid slogans, memes or aphorisms: information "wants to be free"; the "long tail" is the future of retailing; "Facebook just seized control of the internet", and so on. These kinds of slogans are really just short-term extrapolations from yesterday's or today's experience.

While a definite qualifier for "tl;dr," it's worth a read for the clarifying perspective and reflection on what the internet is, does and could/will be.

"if people in the future are going to understand what this society is like, they need to understand gaming" #wymhm

Ars: Why do librarians and archivists want to preserve games?

JM: The really simple, one-sentence answer is because games are important. In the United States we're looking at about 80,000 people who are directly employed by the gaming industry and maybe another 240,000 people involved in related, tangential industries that rely on gaming companies for their existence. So just as a monetary phenomenon, games are important. You probably saw the sales for Modern Warfare? We're talking a single game that realized over a billion dollars in sales. Sort of shows on a monetary level the importance that games have taken within our economy.

This has certainly made librarians take note of games, but also they've become important culturally. There's a long history of wanting to say "popular culture is lower culture and therefore we should not be preserving it." For all of us in our project, we're rejecting that point of view. Popular culture is the most important culture we need to preserve. It shows what people were actually interested in and what they were doing.

Further ammunition for those arguing for the validity of videogame studies as well as their preservation.

Also: on this here laptop, I have Fallout, World of Goo and two emulators, one for DOS and one for NES.

"Soon there will be no reason to have a big, boxy computer on your desk" #wymhm

In spite of their name, desktop PCs often have several users. Laptops, netbooks, and tablets are usually single-user machines—that is, they really are personal. Modern mobile operating systems are built with room enough for one—Apple's iOS and Google's Android are both tied in to a single user's e-mail, calendar, and app-purchasing accounts. Forrester's numbers also suggest that in the future we'll have many such machines around the house. Your "main" computer will be a laptop—and you'll probably have several smaller, tablet-type machines that you use regularly as well.

My laptop is my "main" computer, my only computer, at least until my current wireless carrier contract ends and I'm able to land a Google Android. Then I'll have two single-user machines, four and five if the PS3 and Xbox 360 qualify, six if I dare include my Moleskine journal.

"We are reading more text, writing far more often, than we were in the heyday of television" #wymhm

It’s no accident that most of the great scientific and technological innovation over the last millennium has taken place in crowded, distracting urban centers. The printed page itself encouraged those manifold connections, by allowing ideas to be stored and shared and circulated more efficiently. One can make the case that the Enlightenment depended more on the exchange of ideas than it did on solitary, deep-focus reading.

Quiet contemplation has led to its fair share of important thoughts. But it cannot be denied that good ideas also emerge in networks.

Yes, we are a little less focused, thanks to the electric stimulus of the screen. Yes, we are reading slightly fewer long-form narratives and arguments than we did 50 years ago, though the Kindle and the iPad may well change that. Those are costs, to be sure. But what of the other side of the ledger? We are reading more text, writing far more often, than we were in the heyday of television.

Right now, I'm reading A Better Pencil, by Dennis Baron. It's a fantastic, timely work about arguments against writing technologies from Plato onward. It also provides excellent counterpoints to Nick Carr and others about the influence of technology on our thinking processes.

"Open worlds are so popular now, but only a few developers know how to make them truly work." #wymhm

Non-player characters are very important when creating this kind of world. BioWare can get away with having everyone stand around forever, but in an open world, the people must be moving and acting. It’s surprising how many games fail at this. Assassin’s Creed, The Saboteur, and Red Faction: Guerilla are all high-profile open worlds filled with people that do nothing but wander aimlessly. They feel like artificial obstacles in our path. Rockstar is great at creating emergent moments of NPC interaction, moments that occur regardless of our presence. From the spontaneous gang wars in GTA to another gang dragging some poor sap through a town in Red Dead Redemption, Rockstar uses these NPC interactions to make their worlds feel persistent.

I look for opportunities in games to forget my responsibilities to missions and NPCs. Accelerating along the San Fierro Highway with the radio blaring was one of the most memorable experiences for me in San Andreas. Wandering the Capital Wasteland was often more engaging than searching for Liam Neeson. Riding the rails in Empire City was a consistent exhilaration. For some reason, knowing I was the lone non-NPC in the gameworld was a comforting freedom, too.

"“I write games for old machines for the sheer fun and sense of freedom it gives me" #wymhm

One of the main motivations is being able to concentrate on gameplay. The programmers understand the age-old languages well. “I write games for the Commodore 64 because it's very simple and quick to learn,” admits a coder who calls himself, rather ironically, Richard of The New Dimension. “It also shows support for the retro gamers who still love this retro machine today.”

The guys who code retro games (they're invariably all men) also know the technology inside and out and it allows them to push the boundaries of what the machines can do.

“People are pushing the hardware to do things they never did back in the 80s and 90s,” says Jason Mackenzie, owner of retro label Psytronik. He explains that people are not just interested in creating the very best games and says some also want to hack the hardware too. A new graphics mode for the Commodore 64 has been created called NUFLI. It displays high resolution, full colour, bitmap images on a standard machine.

I admire and appreciate this kind of nostalgia much more than what Nintendo churns out on a regular basis.

In Japan, Twitter is "playing out as a rediscovery of the Internet" #wymhm

One reason is language. It's possible to say so much more in Japanese within Twitter's 140 letter limit. The word "information" requires just two letters in Japanese. That allows academics and politicians to relay complex views, according to Tsuda, who believes Twitter could easily attract 20 million people in Japan soon.

Another is that people are owning up to their identities on Twitter. Anonymity tended to be the rule on popular Japanese Web sites, and horror stories abounded about people getting targeted in smear-campaigns that were launched under the shroud of anonymity.

In contrast, Twitter anecdotes are heartwarming. One well-known case is a woman who posted on Twitter the photo of a park her father sent in an e-mail attachment before he died. Twitter was immediately abuzz with people comparing parks.

I look forward to future comparative studies on how citizens in different countries use Twitter. I'm also taken by the translation of "tweet" as "mumble." For me, there's a humility and a demureness there that isn't very present in much of American tweeting, particularly by 'social media experts.'