ROB SAVILLO
BITMOB STAFF
Robsavillo
Followers (76)
Following (50)
LOCATION
Annapolis, Maryland
An aspiring critic whose interests lie in dissecting design, rules, and mechanics; exploring the implications of copyright and ownership as they relate to the medium; breaking the stranglehold that the "male gaze" has over the hobby's creative output; and advocating the potential that games have to convey meaning to an audience beyond surface impressions.
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FEATURED POST
Demons_souls_black_phantom
Despite its brutal reputation, Demon's Souls still draws the good out of everyone.
Monday, February 07, 2011 | Comments (8)
POST BY THIS AUTHOR (134)
Condemnedheroes2012-03-1611-27-21-50
Men of War: Condemned Heroes walks the line between "good A.I." and "fun A.I," which creates a fresh experience in the real-time strategy genre.
Terror02-43-alienkilled
X-Com is the story of the underdog because of "broken" design, and that's what makes the game so memorable. Will Firaxis' Enemy Unknown re-imagining do the same?
Last_of_us
The emphasis on violence and dehumanization in The Last of Us trailer reveals the narrative crutches of video games.
2guys_1title
News Blips for Friday, November 18: Torchlight 2 delayed, Splash Damage working on new game, MechWarrior reboot will use CryEngine 3, and more
Dshorror
Dark Souls uses vulnerability in its online play to create genuinely horrifying thrills.
J
Zelda's and Metroid's embrace of open exploration and tantalizing discovery continues on in From Software's Dark Souls.
Dark_souls-9
In contrast to the modern game's careful, designer-managed experience, Dark Souls treats players with the respect they deserve by trusting them enough to find their own enjoyment.
Dark-souls-screenshots-19
News Blips for October 7, 2011: Robert Daly exposed as having falsely represented his military credentials; ABC's Ex-Comm sounds a lot like the revered strategy series, X-Com; PC players drop the negative-review bomb on Rage; and Xbox 360 hackers have modded Dark Souls save-data files.
News-bindingofisaac
The Binding of Isaac explores the depths of humiliation and successfully marries those themes to its game design.
Zynga-empires-and-allies
News Blips for September 29, 2011: Zynga's money woes, Microsoft denies security breach, always-on DRM in the arcade, and changes to the Dark Souls collector's edition
1766
Men of War: Vietnam, 1C Company's latest real-time strategy game, evokes the panic, confusion, and guerrilla tactics of the real Cold War-era proxy conflict.
Hulkw952011-08-2220-54-35-92
Warhammer 40,000: Kill Team's rote gameplay only makes the 17-year-old Space Hulk all the more appealing.
COMMENTS BY THIS AUTHOR (1452)
"Good news! Atlus' Demon's Souls servers will stay online after all (for the "foreseeable future" the servers will "persist for a while longer")!"
About 6 hours ago
""Looking at games for their practical value diminishes them. They’re no longer art, creative forms of expression, or even entertainment. They become mere products."

This sums up my issue with your column: I think you're misinterpreting Chen. He's not asking that games provide some type of "practical value" or applicable knowledge. He's instead interested in games that have something to say, i.e., that reveal some sort of truth about the real world. 

One could argue that, yes, "dumb" games too have something to say about the real world, but most often that message is muddled (see his thoughts in that interview about how a game can have a coherent voice), an afterthought, or a mere echo of their contemporaries. I think Chen would like to see games talk about other things (and specific to his example, something other than killing).

In other words, I don't normally shoot people in the head with a sniper rifle (well, I don't ever), so I simply cannot connect to a game that features shooting people with a sniper rifle as its primary language (i.e., how I interact with the virtual world). But a game about human relationships that features a prolonged and intimate scene of a father bonding with his sons -- that I can relate to. Not to say that one is necessarily better than the other, but I think Chen would say that designers have greater protential to create engaging games when they explore more typical, real-world scenarios."

Monday, May 21, 2012
"This is really smartly written. I definitely want to see more games embrace the narrative possibilities of gameplay. It's one reason I talk about Demon's Souls so damn much, heh.

You're right about shooters. That genre's primary language (the primary way through which players interact with the world) is shooting stuff, as you point out so elegantly.

I just finished reading No Country for Old Men (been on a Cormac McCarthy kick lately), and even with all the shooting and violence in that novel, it comes nowhere close to the amount of shooting in a typical FPS. I'm trying to imagine how McCarthy could weave such a brilliant story if he had to write about shooting guns and killing people every other sentence. It just wouldn't work.

Regarding BioShock, have you read Clint Hocking's piece on ludonarrative dissonance?"

Tuesday, May 15, 2012
"I agree that something special about Minecraft is lost with a tutorial, but (judging from the screenshot) I'd love to have "discovered" recipes quicksaved to the inventory in the PC version. It does become tedious clicking all the ingredients into place after a while."
Monday, May 14, 2012
"Except that it's not. The vast majority of the representation of women in video games fits this single image. But depcitions of men enjoy a wide variety of representation. That's the difference, and that's why this is (ultimately) harmful. It's stereotyping women into a single body type."
Monday, May 14, 2012
"As you suggest, any recommendations would depend on the person. For me, personally, one game brought me back from the brink: Demon's Souls. Yes, predictable, heh. But true. Demon's Souls also inspired me to want to write about games critically (and not just about the political/social/cultural issues that surround games).

I'd also recommend Braid and X-Com: UFO Defense as important titles that anyone seriously interested in the medium should experience. Metal Gear Solid 2 (after playing the first Solid game) and Shadow of the Colossus are others I'd suggest.

These games just stand head and shoulders over their peers and give you a sense of what the medium is capable of expressing (in ways that other art forms cannot)."

Friday, May 11, 2012
"Unless you're buying wholesale from the publisher, your money doesn't go to them. It goes to the retailer. The retailer already paid for all those copies in its stock. It is reselling (new!) those games to you. (And yes, I'm sure that in the case of GameStop, the retailer uses money earned from used sales to buy new product from publishers to sell in its stores. Shock!) Your whole line of reasoning is incredibly narrow and simplifies a complex supply-chain dynamic.

Your logic is flawed still, though, because it completely ignores the entire phenomenon of branding, which is vitally important to any business.

And I'm done."

Friday, May 11, 2012
"Sam, but you are. (And by your logic, you're not a customer of the publisher when you buy new, either. You're a customer of a retail chain.) Publishers aren't doing themselves any favors by pretending otherwise. I can't think of many successful businesses that make a point of being antagonistic toward consumers.

But the warranty discussion is merely a side point. I've spoken to Brad Wardell (CEO, Stardock) about this -- solutions exists. Server vitualization costs nearly nothing and is scalable.

Mark, no, it's not wrong in a moral sense. But it doesn't make me want to buy from them. I hope the industry takes a more consumer-friendly approach in the future (see the film industry, which continually adds value to home video purchases, much unlike the trajectory I see the games industry on)."

Friday, May 11, 2012
"Mark, you have a couple misconceptions there. I'd encourage you to look at what actual academic studies on filesharing say, not what the RIAA claims (without providing any sort of suppporting evidence). Zeropaid has been running an ongoing series looking at these (particularly of interest would be part 2, "P2P Has No Effect on Music Sales").

(P.S. One doesn't need to prove a negative -- if the games industry claims that used games hurt them, then it is up to them to prove it. They have yet to do so.)"

Friday, May 11, 2012
"Heh. It's funny you should link to that Penny Arcade comic/editorial. I wrote something around its publication here on Bitmob deconstructing their arguments.

But to your point about servers: If I buy a game, I am using the game's servers. But if I sell a game to you, I am no longer using the game's servers -- you are. From the perspective of the publisher, what difference does it make that either you or me own the game? The number of customers it needs to serve remains exactly the same: one.

And, yes, warranties do transfer owners for cars and many other goods. I bought a used iPhone recently and had to send it in for repair. Guess what? The original 1-year hardware warranty transferred to me. No "online pass"-like additional fees applied."

Friday, May 11, 2012
"I added some spacing. Hopefully, I made that a little more readable, Ethan."
Friday, May 11, 2012
"Ethan, I thought about what you said here for some time now:

"Isn't the function of many games to be fun?"

And I think this makes clear that your premise (for splitting up "entertainment" and "art") is inherently flawed.

The function of a video game is not "to be fun" -- that's an example of a video game going beyond its function.

The base function of a video game is to execute its code. That's it. Anything beyond that -- like elliciting emotions from the player (including fun!) -- demonstrates how games are art. And I think we can all agree that video games are made to be more than the mere execution of their code."

Friday, May 11, 2012