Happy New Year, Video Game Academicians!

I’ve accepted the fact that 2025 will be bad. – Professor Kozlowski

We’re not exactly known for prompt and timely updates here at the old video game academy. But hey, we’re still here, in our fifth year, give or take, and ringing in this new year with a post and a promise of more to come.

It even snowed yesterday at last

Taking stock, I have about 40 drafts ready to go, starting out from many points over these swiftly elapsing years, mostly along the lines of a games-in-literature connection. So many ideas for the student of games to contemplate, easily a year’s worth, are there in potentia. So that it’s my intention to shovel out this whole backlog little by little over the course of this year, knowing that the articles will be shorter and even looser than what I generally go for, because if not now, when?

Some of the topics I’ve been mulling over: cmrn of the infamous GSSB and his thesis on nonhumanism; the infinitely voyaging Sufjan; the inimitable Sloek; more Dostoevsky, naturally; Homer, Cervantes, Caedmon, Sterne; Monkey and Gargantua; Genji and his ambidextrous gloves; Pullman, of course, whose third Book of Dust should be dropping soon.

Whether there’s anyone out there reading them or not, I’m looking forward to the practice and discipline that will necessarily go along with such an undertaking. Much as I like the outlet for meditations on games and literature, though, my worry is that this site is not much help to anyone else, whether it be people teaching games or people working on their own researches, or some overlap of the two. To try again to connect with a community of people interested in reading and writing of this sort, then, is my main goal for the year, quixotic though it may be. The podcast form is a good one, insofar as anything on the internet is good, for conversations and interviews bringing people together and sharing ideas, and we’ll keep it going.

Understandably, this is already asking a lot. All I can say is, quoting Ben again, “Fires bring people together…In the fire, we were neighbors…We are in the fire now. We are always in the fire, especially when we cannot see the flames.” And this is fine.

Belated Cascade Moot

I’m slowly working on a few more essays related to books and games, but for now I wanted to share this recent piece on Philip Pullman and Earthbound, a talk given at Cascade Moot (August 31, 2024) on the theme: “From the Fringe: The Importance of Secondary and Tertiary Characters.”

A Tale of Two Tonys: Loss and Recovery in The Golden Compass and EarthBound

⁠Presentation slides ⁠ – essential for playing Name That Tony! with us and reading text boxes from EarthBound

Reflecting on two secondary characters, Tony from Snow Wood and Tony Makarios, respectively appearing in EarthBound, a video game released for the Super Nintendo in 1995, and The Golden Compass, a book by Philip Pullman published that same year, players and readers of all ages are invited to consider themes of loss and recovery from a new perspective. Both characters are kidnapped, one at the start and one near the end of the adventures in which they figure; both characters have someone important taken away from them in turn. Their responses provide significant symbolic images and gameplay mechanics that draw us closer to the heart of these stories.

Thanks to the team at Signum U for hosting, and to you for listening.

A Crystal Darkly: The Growing Pains of Final Fantasy VIII and IX

It’s 1997, and Squaresoft just released a game that many have called the greatest video game of all time.

Oh Boy! It’s Final Fantasy VII!

I’m not here to defend or dispute that claim.  In fact, I’m not here to talk about Final Fantasy VII at all (or at least beyond using it to contextualize our discussion).  I think there’s plenty of folks talking about FFVII already—including the team developing a series of contemporary games that are part-remake, part-commentary on the original text of Square’s masterpiece.

Continue reading “A Crystal Darkly: The Growing Pains of Final Fantasy VIII and IX”

Losing Two Whole Years

Or, Sakura’s Revenge: Danganronpan Mysteries and Truth Bullets

Recently I came across a good refresher on that song. Back in middle school, I distinctly remember a time that there was an assembly in the gym for us to hear about why we shouldn’t do drugs, and they blasted Third Eye Blind on the speakers. I would have done almost anything to escape… But this was my favorite track from the game.

Now that we’ve set the mood: be advised, more spoilers and nostalgic self-indulgence lie ahead.

The ending of Danganronpa reminds me sharply of Little Inferno, the little mobile game that launched us on our quixotic scholarly adventures here at Video Game Academy. I recollect, that is to say, the sun, which I take to be what is represented on the opening of the sealed main doors of Hope’s Peak Academy, and with it Plato’s whole allegory of the cave in the Republic comes flooding in. With that, in Platonic fashion, comes the idea of allegorical reading as such. Where are the limits of likeness and pattern, and how far should a sense of symbolic or thematic structures take us in interpreting their meaning? Where do they shade into free association and playful recurrence to unrelated hobby-horses? When is the sun just the sun, and we look into it too closely at our peril?

I basically agree with Eleanor Duckworth’s memorable turn of phrase, “the having of wonderful ideas is what I consider the essence of intellectual development.” I’m tempted to hear the capital I there on ideas, but either way, the Socratic approach of dialogue, questioning, myth-making and -unraveling together with friends seems entirely right for discussing games, books, or anything else we might want to learn. In Danganronpa, which aside from the standout trial scenes is hardly compelling as gameplay but rich in generating opportunities to wonder and cogitate, a big part of the intrigue of the game resides in theorizing and seeking community through that pursuit of the truth. It’s a game obsessed with the identities of spectacular individuals; naturally, it leads the player to reflect on their own. Know thyself, the ancient wisdom runs.

Then I think about Ben’s story of emailing the folks behind Extra Credits back in the day, and how they replied to his question about depictions of faith in games with a nod to EarthBound’s Pray mechanic. That, too, seems spot on. I believe, for all the baggage of Christian orthodoxy, the great stories behind the development of our allegorical and other habits of reading basically have it right when they say where two or three are gathered, the great I am is there. Chapter 3 I talked about with Steve, and 4 through the end with him and Ben, so we made a quorum. Of course, the Danganronpers are also very interested in status and popularity and, well, feeling some firsthand evidence of the sustaining love that moves the sun and other stars. That we can feel this so palpably and connect with them on it is a big part of their appeal and their convincingness as characters. Sayaka, in particular, is liable to totally take in the unwary player with sympathetic longing with her stories of working hard to become the sort of person she once looked up to on TV. Junko, for all her boredom, sets great store by the emotions of others, both those trapped with her in the school and those watching the broadcast live. The Junko we meet at the start of the game, too, radiates embarrassment in the moment and pathos in hindsight when Makoto mentions she doesn’t look like her picture on the magazine covers.

Much as I’d like to hope there are more friends we haven’t met yet listening in, thinking back on the twin founts of philosophy and the paradox of faith makes it all the more inconsequential to me whether we end up recording our conversations about these games and releasing them or not, so long as we get to have them and all the wonderful ideas that arise. I can well imagine plenty of other people are out there doing something similar with their friends, whether online or in person, about this game or some other resource of shared concern, and the thought gives me solace. While some of it is fresh in my mind, though, I wanted to make some notes about the remaining parts of the first game.

For myself, I don’t set much store by the canon/head-canon distinction the policing of which seems to occupy some people so fully. Good for them, but my interest doesn’t lie in persuading other people of my theories or arguing for or against a certain interpretation as being correct, whether that means in line with the author’s intentions or by some other measure of rightness. Particularly in the game’s more surreal moments, like the nightly Monokuma Theater micro-fictions, Danganronpa seems to take a wryly self-reflective tack against such attempts to pin down its narrative. Still, thinking and talking about it is fun and writing it down meanwhile seems worthwhile.

The final reveal, with Junko monologuing about her plans and motives in pure supervillain fashionista fashion, conspicuously includes her dismissal of any full disclosure of the how, so long as we can sort of wrap our heads around the what and why, of her erasure of the players’ memory before the killing game began. She resents the survivors’ hopeful interruptions and grows bored with straightforward questions about a few final subversions of tropes, such as secret twins, Cain-and-Abel-style fratricide, and amnesiac heroes coming together to overcome evil. The extent of that evil, whether it be godlike in fact or only in appearance, is left obscure. Once the manipulation of our minds on the level of the removal of two years of school memories is on the table, the idea of some sort of global “ideological” mischief, complete with the superposition of mascot heads on the representative monuments of culture and covering the faces of partakers in violent mobs in the streets alike, may as well be either simulation or actuality. The breakdown, whether social or psychological, is fait accompli, and the only question is whether there is some return or conversion possible for the players and the world.

Certainly there can be no turning back for the mastermind(s) behind its apparent destruction. Evidently, despite all the hints to the contrary, dead characters stay dead, and only in bonus content beyond the base story can they all be saved by the opening of the sealed door before the killing begins. When Junko embraces her theatrical multiple-stage suicide reprising each of the executions doled out so far, it includes that rocket-intro movie that we slowly realize accounted for the bones of Kyoko’s father. Like Junko, his face is turned away from us in all other images but this final one. True to the ways of video game villains, Junko provides us everything we needed in order to beat the game, even when she does so more out of determination to lose than due to the actual complete resolution of all the school’s mysteries that she stipulated (after all, we are left with plenty of questions).

There was something playful about the way Junko walked away.

After the credits roll, the seemingly defunct Monokuma once more asserts in his tautological, self-referential way his continued existence as headmaster, and we are left awaiting further illumination/obfuscation of the identity of the Ultimate Despair or Team Rock- er, Fenrir in the sequel. It had already been promised, tongue-in-cheek, as a soulslike game featuring the noble Sakura dual-wielding polygonal lances of some sort against a giant-mech Monokuma during the final dream theater, but that imaginary game’s development was to be contingent on players buying lots of copies and getting everyone they knew to do the same. This whole-hearted if jokey embrace of the actual dominant ideology of neurotic complexes and quiet despair that is so-called late-stage capitalism is perhaps the funniest moment in a game that also regales players with Murakami-level short stories about UFOs and ersatz all-beef patties. The actual follow-ups in the series are appropriately on the same order as the first game: 2-D, just like Hifumi prefers, visual novel affairs that emphasize their superficiality and stylized appropriation of generic tropes.

To pick up with some highlights of the discussion prior to the end of the game, starting back in Chapter 3: Somehow, we come to care about the whole cast of cut-out cliches of characters, as surprising to us as the Ultimate Fanfic Artist’s rush of parasocial feelings for the AI program, Alter Ego, is to him. A friend is another self, as one old formulation has it; but Hifumi cannot hold onto the other saying, assuming its fair to appeal to it, that the things of friends are common. Makoto, at least, instantiates this latter idea in his process of gradually learning from others and gaining skills by getting to be closer friends with them. Meditating on what his status as the “ultimate lucky student” or indeed “ultimate hope” means, in this light, is surprisingly rich, while as gameplay enhancements or rewards these abilities are hardly significant.

But to return to Chapter 3 and Hifumi: his jealousy is what Celeste plays upon for her nonsensically elaborate double-or-nothing-homicide. She pits him against the powered-up Taka, who also confesses his love for Alter Ego for its portrayal of Mondo. Her betrayal of Hifumi is barely reciprocated in his final words, foreshadowing some recovery of memory before the end, along with the disclosure of a secret name. This is precisely one of the items on which Junko “fucking Enoshima” refuses to pontificate at the end of the game: why is her sister’s family name (Ikusaba, ie. “battlefield”) different from her own (lit. “bay island”)? So the mystery of the name and identity of the mastermind is hardly resolved, and that partial resolution points directly to another key theme haunting many of the game’s characters: their family relationships.

Celeste herself seems to represent an attempt to cast off her own cultural heritage and embrace that of another place. Changing her name, unlike the concealment and replacement tactics of Junko and Mukuro, seems to be purely aesthetic preference, in line with a certain self-construction. Her motive for the murder plot, such as it is, consists in her desire to bankroll her dream of buying a castle in Europe and staffing it with suitable servants. This vision of inhabiting an invented version of some distant land seems very clearly to play on the wishes and pretentions of so many fans of Japanese cultural products in the west. That she so despises Hifumi, in particular, is profoundly ironic. To the extent that either native Japanese audiences or foreign ones have reflected on this, they should be moved by curiosity about the history and language of the cultures they are fascinated with, and perhaps gain some new perspective on their own.

Makoto’s motivation to ensure the safety of his family, though we are apt to forget it, is pushed back in his face towards the end of the final trial. Byakuya’s fraught pride and perfectionism as the triumphant scion of a supposedly destroyed family of masters of the universe gives even this aloof figure a touch of humanity by the end. Comic relief clairvoyants and schizophrenic mass murderers drop mentions of watching antenna TV with their grandma and having two moms. Discourse around the game is focused mostly on the second trial, where Mondo’s jealousy of Chihiro’s strength and guilt over his brother’s death lead to his crime of passion, but the whole second half of the game, more or less, is driven by the search for a lost father (on Kyoko’s telling, in order to more formally disown him).

Sakura’s case, the turning point in the story, is almost as developed as Kyoko’s. Like Kyoko’s relationship to Makoto, Sakura’s protectiveness of Hina nearly leads to disaster, but the game suggests that friendships can ultimately prevail over the complex inherited strife of families. Sakura’s devotion to the dojo of her family is what leads her to initially agree to Monokuma’s proposal to get the killing moving, before Sayaka initiates it aided by Makoto’s misplaced tenderness, and Sakura later rebels. Her final act of sacrifice nearly backfires. Hina’s misprision of her motivation as loneliness and despair leads her to try to sink the whole surviving group, led astray as she is by the false suicide note. This is one of the clearest moments of the mastermind’s unreliability, and arguably should have given Kyoko more pause before she ventured to challenge Monokuma directly on the unfairness of the fifth trial, which framed her for a murder before she shifted the suspicion onto Makoto. However, the game does not dwell on either Hina’s or Kyoko’s treachery. This one moment of truly consequential choice in the game, should Makoto speak up and reveal Kyoko’s deception, produces a goofy group/family photo bad ending, but has little effect on their relationship as the true endgame plays itself out, as swiftly forgiven and forgotten as Hina’s jealous wrath.

Monokuma, for all his misdirection, does eventually reveal the true last words of Sakura so as to let the game continue. In this way, her suicide comes into line with a prototypically noble sacrifice, for all the problematic resonance it has with the real world of youthful despair. He also acquiesces to Kyoko’s bluff, again seemingly more on the strength of Junko’s commitment to her popular image and to delivering an entertaining show than on her fairytalesque legalism and observance of the rules she herself has arbitrarily laid down.

Sakura’s suicide is another of those key instances, like Chihiro’s gender identity or Celeste’s cultural one, of Danganronpa putting not just young bodies but young minds and souls under the gaze of the player. It flirts with voyeurism in scenes like the bathhouse “man’s fantasy” and the overt surveillance cameras in the rest of the school, and its treatment of gender nonconformity, school violence, and suicide are at least as problematic on reflection. The developers’ understanding of their audience’s being here for this edgy content presumably accounts for the otherwise inexplicable shots of Hina in bed–a piece of narration our POV character Makoto couldn’t have provided since he wasn’t there, and one that gets repeated as she recounts the events later anyway, and is thus doubly gratuitous–and the up-skirt views of Junko stomping Monokuma and Kyoko climbing the ladder up from the garbage heap. For all the emphasis on bodies, their surfaces and undergarments, Danganronpa is also addressing, albeit more obliquely, some of the psychological and even spiritual aspects of characters and identities. Bodies living and dead, uncomfortably sexualized and then disposed of, become the point of departure for reflections about trust, depression, habits of exercise, eating, and hygiene, discipline, and, most of all, talent. Whatever is ineffable, inexplicable, maybe only imaginary about what makes someone who they are and makes human connection possible, the game celebrates it in its own deranged way.

Sakura’s break-in of the headmaster’s room allows Kyoko access to the entire extant school, including the conspicuous lock on the door of the refuse room, using the key with a Monokuma face on it, though the building sure looks much bigger than five stories in the opening cutscenes. The secret room between the bathrooms and the library archive proves to be an open secret: once Makoto accesses it, he gets bonked on the head by a masked assailant, though never more severely punished, and the AI linked to the network there is part of Junko’s plan all along, just another one of the hints she gives to feed despair with glimmers of hope. Still, somehow Alter Ego manages to save his life, just as Kyoko heard the footsteps of the god of death and fought off a masked Junko before putting him in that predicament of facing execution in her place. She atones, perhaps, by diving into the garbage with him, cup noodles and all, to bring him back into the light, and to help solve the mysteries of their school life together. Perhaps.

Most of all, the player is left wishing for a better understanding or a more convincing portrayal of the inciting Tragedy, the true nature of which remains locked in those stolen memories, however it was they were stolen. It seems to include the presence of at least a handful of killers among the elite students at the nation’s most prestigious school, where a classroom on the fifth floor has been turned into a crime scene. If this was the focus of the Tragedy whose repercussions became truly society-ending in scope, it requires a huge escalation of our suspension of disbelief. Willing as we are to suppose the mastermind has an endless supply of technology for killing and gift-giving at their disposal, along with a degree of mind control and a knack for the spectacular, the possibility of a school-based tragedy spawning a global breakdown stretches all credulity. It would almost be nice to imagine it were possible, that the world’s attention and compassion could be so concentrated on the loss of life and hope in one classroom. But it makes no sense, given the otherwise surprisingly realistic portrayal of human nature in the main characters of the game. For all the absurdity of their circumstances, they do feel understandable, in a way the Monokuma-headed monuments and mobs do not.

What matters to me is not whether the world outside the school gates is irrevocably shattered, or whether we’ve literally travelled on our spaceship ark of a school to the point of opening an airlock on the surface of the sun. The first game by itself doesn’t provide enough evidence, in my view, to prove or disprove that possibility, absurd though it seems. As for the subsequent games in the series, the jury is still out. We’ll be discussing them soon, if all goes according to plan. Metaphorically, though, the ending of Danganronpa, like so many other great games, is certainly about returning us to the world a little wiser and more hopeful. In this regard, it chimes with Tolkien’s notion of escape as much as Plato’s. The one cordially disliked allegory, the other denigrated poetry in favor of philosophy, and yet both reverberate with the same perennial themes, illumined all the more and anew by an encounter with this bizarre visual novel. See for yourself and try reading the Symposium or the Silmarillion in the light of Danganronpa’s vicarious youthful mayhem, jealous love, and joyous truthfinding. That’s what I hope, anyhow.

Danganronpa Summer School

School’s out, and the summer of Danganronpa begins!

It’s true that we’ve been here before a time or two at the humble and not-quite-derelict Video Game Academy: see the spoiler-laden analysis from Professor Kozlowski on the game’s approach to Serving and Subverting Tropes, our introductory podcast episode, and other materials on our Intro to Visual Novels page. But summer school, after all, is about making up for lost time, in a not un-Proustian way, and so it’s never too late to begin again learning about this weird and discomforting game of mayhem, murder, and angst; through it, about games as such; and through games, about everything, really.

So get pumped with recommended readings such as Susan Sontag’s Notes on ‘Camp’ and play Danganronpa with us (or watch someone’s playthrough enough to get the gist of it, read the script, etc.)… it’s going to be a beautiful summer’s day.

What else we’re up to:

  • Professor Ben has been making lectures and videos for his course on the Philosophy of Love and Friendship
  • For myself, summer-reading Pedro Paramo, The Satanic Verses, The Tale of Genji, and The Beetle Leg with various friends, and playing through Paper Mario games with the fam

What’s new? Find us on discord and drop us a line!

Time for TexMoot

Suddenly here we are. Beyonce’s album dropped a week ago. It’s already the first Saturday in April.

At 10:55 and again at 4:15 Central Time, we’ll be talking video games as part of TexMoot, one of Signum University’s regional gatherings. This year’s theme is Storytelling Through Play: Games and Immersive Narratives. Many thanks to the organizers!

Here’s what I hope to talk about.

First, the morning’s discussion panel on Teaching Video Games.

In recent years, video games have become the subject of critical thought and inquiry, giving rise to engaging works of scholarship and amateur discourse, as well as featuring prominently in other artistic media such as novels, films, and music. My own contribution to this discourse has taken the form of online courses for kids and adult learners, in-person electives in public schools, and long-form podcasts, essays, and interviews. I’ve read and listened to a fair amount of the literature on games, but I know I am still only scratching the surface. Inviting participants to share their own experiences studying and teaching about video games in academic settings, ranging from higher ed to K-12 schools, we’ll discuss the value and meaning of video games as a topic of research bridging STEM fields and the humanities.

A prospectus for an unwritten chapter on the topic.

Slides to look at from SPACE. (Spoilers for Tomorrow, and Tomorrow, and Tomorrow.)

Yet another approach, for teaching at the college level: Alyse Knorr’s Video Games and Meaning.

Then in the afternoon, time permitting, a paper presentation: Rat Tail and Knights of the Round: Summoning King Arthur in Final Fantasy IV and VII.

Video games play a significant role in transmitting images of heroism in contemporary culture. This talk concerns allusions to King Arthur in the Final Fantasy video game series, read in the light of mythic narratives present in the role-playing game genre. I focus on representative Arthuriana in Final Fantasy IV and Final Fantasy VII, which I take to be illustrative of the tension between crystalizing and splintering tendencies at work in the series. I draw comparisons between two major examples, the Excalibur weapon and Knights of the Round summon magic. For a tentative framework of theory, I make reference to Tolkien’s imagery of light as refracted by Verlyn Flieger’s analysis in Splintered Light.

More slides.

…But seriously, have you listened to Cowboy Carter yet?!

Imperturbable Circles–In Conversation with Dylan Holmes, author of A Mind Forever Voyaging

Mathematics and politics, ripples in the pond of people; society the surface of human nature, music its denizens, and reading its depth.

Do not disturb my circles.

Archimedes, in Plutarch’s Lives (in Kierkegaard’s Philosophical Fragments [in our Reading on the Ground])

With Miyazaki’s Boy and the Heron, Dante on his pilgrimage, and Don Quixote on his knight-errantry, Alex and I have been circling around ideas for another project on myth in video games of late. More on that to come, I hope! For now, there are a number of other pieces I’d like to curate, to constellate around this resonant sigil of the circle.

Plenty of times we’ve heard about the Inklings, particularly the core duo of Tolkien and Lewis, and maybe the erudite Barfield and the weird Williams. Tolkien of course has his Lord of the Rings, Lewis his lecture on the theme of “The Inner Ring.” But there are many other great literary circles out there, too.

A little while ago I read the lively Magnificent Rebels by Andrea Wulf about Schiller, Goethe, and the rest of their Jena Set. Much further back in college it was the English Romantics, including the ghost story-telling contest that led to Frankenstein. Just now I’d add the excellent Journey to the Edge of Reason, by Stephen Budiansky, on Godel and the Vienna Circle (and subsequently the Institute for Advanced Study). No doubt before long I’ll want to cf. these with the New England Transcendentalists and Bloomsbury Set.

For myself, I’ve been connected with a group we might call the Arizona Seminar, though lately I’m more north by northwest. Our intellectual lineage traces through Santa Fe and Annapolis to Chicago and beyond, roughly along the lines of St John’s College and its formative lights. For another sampling of writing and music in this milieu, see the itinerant Brian Brock. Or just ask for the link to join the online Sunday seminar.

What have some other friends been up to?

With Professor Kozlowski’s series on the Pentateuch in the books, he turns to Dostoevsky and Russian Nihilism. No shortage of interest in Dostoevsky and his Underground Man here.

From Moses Norton, a delightful foray into–and sendup of–video game lore videos: Gamelogica.

Between all this and the subject of the latest episode in my own podcasting endeavors, Dylan Holmes’ A Mind Forever Voyaging: A History of Storytelling in Video Games, with all that book contains and all we touch on in our conversation, I’m feeling like a sentence crammed too full of ideas, more replete than complete. A fitting way to end this blog post that’s all outgoing links like those snakes in a can, for completionists still reading: you might also want to look up Chris Perry at Hampshire College, Barry Atkins, Tim Rogers, and the Digital Antiquarian, among others we mention.

Video Games and Meaning

A new course taught by Alyse Knorr at Regis University

Alyse has kindly shared the proposal for Video Games and Meaning. If you don’t happen to attend Regis in Colorado, you might also find her teaching online for Hugo House. See our conversation for more on Alyse’s work.

Integrative Core Course Proposal  

Our students are living lives within and surrounded by video games. They play them on their phones, on their laptops, and in their dorm rooms. They organize Mario Kart tournaments and connect with friends back home over Xbox Live. They build and play as characters with complicated skill sets, racial identities, and even marriage and families. 72% of men and 49% of women aged 18 to 29 play video games, which are without a doubt the newest, most popular, and most profitable form of art and entertainment. The question at the heart of this course is: why? Why do so many humans love games (broadly) and video games (specifically)? And what kind of meaning—artistic, experiential, even spiritual—do we make out of this form of interactive media? 

Through the lenses of art, narratology, ludic studies, business, communication, queer studies, and disability studies, this class will examine the history and impact of video games on American culture. We will consider video games as works of art, as immersive experiences, as educational tools, and as products for profit. We will analyze the political/social arguments that games make implicitly and explicitly, as well as how auteur game designers express their personal experiences in the games they create. We will explore how organizational psychologists are finding ways to “gamify” life and work to make them more enjoyable, and how the idea of “failure” is so essential to both game design and life. Finally, we will consider controversies associated with video games such as video games and violence, gaming addiction, racism and sexism in games and the gaming community, and the ethics of the games industry.  

To unpack these questions, students will play games from a wide variety of genres (storytelling games, platformers, sandbox, strategy, role-playing, puzzlers, and first-person shooter) by a wide variety of designer identities (see potential game list below). Students will also read accompanying popular and academic texts or watch accompanying documentaries, then discuss their gaming experiences with the community. We will take excursions (more below) to explore the ways that gaming communities exist in both virtual and physical space. 

By the end of this course, students will be able to: 

  • SLO 1: Identify and analyze some of the reasons why many people love playing video games, and some of the ways that players make meaning out of games
  • SLO 2: Discuss (in oral and written forms) games in terms of narratology, ludic studies, business, and communication theory, using academic and popular sources as well as their own experiences;
  • SLO 3: Research, discuss, and debate diverse perspectives on key questions and controversies related to video games, synthesizing other’s viewpoints with one’s own. Construct well-supported and sustained critical arguments about these debates, justified by evidence. 
  • SLO 4: Formulate their own creative, sci-fi-themed responses to justice issues and share these with their community. 

The primary form of homework for this class will be playing games! I will ensure that everyone has easy access to the assigned (free or very very cheap) games on their own personal devices or through the library—this is easier to do than you’d think. In addition to playing games as primary texts, students will also read articles and watch documentaries related to the course content. 

Because the nature of the course is to uncover how individuals make meaning out of games, one major assignment will be a presentation on a game of each student’s choice. They can present about the history, theory, and personal impact of a game that has meant a lot to them, and if they have never played video games before this class, then they can present on a non-digital game (Monopoly, tag, chess, etc.) instead. 

The culminating assignment for this class will be for students to design their own game that focuses on themes, questions, gameplay styles, or topics that fascinate them. Students will be able to choose between either literally building their game using free and simple online tools or, if what they envision is beyond the scope of these tools, then they can pitch an idea for a game including its premise, graphics style, and plot, and design the “box art” of the game with a logo. Accompanying this final assignment will be a presentation and a short reflective essay in which students connect their design choices with key texts and ideas from the course. 

I would also love to take students on an excursion to an arcade and/or a game store during this class, where we could play arcade games and experience gaming in community together. We could also attend (either virtually or in-person) an eSports competition. Finally, we could attend either the Denver Indie Games Expo (November) or the Colorado Video Games BBQ (April), both of which are exciting expos with presentations, games on display, and game designers to talk with. 

 Potential games to assign: 

  • “Hair Nah”: a game by a Black woman designer that comments on the ways that white people try to inappropriately touch her hair in public places
  • “Papers Please”: a game commenting on immigration policies that puts players in the role of immigration authority at the border
  • “Gone Home”: a game about queerness and coming out, and the fragility of families 
  • “Passage”: a game about life, death, aging, and making meaning out of it all  
  • “Oregon Trail”: an educational game that many of us grew up with that implicitly validated messages of Manifest Destiny and the genocide of Native Americans
  • “Queers in Love at the End of the World” and “Dys4ia”: games by trans designer Anna Anthropy that seek to put players into the experience of coming out as trans 
  • “This War of Mine”: a survival-based game that explores the civilian experience of war 
  • “Superhot”: a first-person shooter that makes players question the nature of their reality, Matrix-style

Alyse Knorr Conversation and World Wisdom Traditions / PS: Moonlight and Living

What all we’ve been up to

It may not look like much. Sorry about that! The lack of new posts around here lately will not, I hope, have discouraged you from browsing some of the archives in the meantime. Reading around in the links, podcasts, and resources we’ve put together over the years, there should be no shortage of secrets to find and people to meet. But I think there’s more going on even now at our humble Video Game Academy than it might appear. And it’s not for nothing that we are still here.

Over a summer extended with paternity leave on the front end and now quickly licking at the heels of fall, I’ve been able to read and re-read some good stuff, that is by listening on Libby audiobooks but occasionally holding an actual book (usually also from the library) with my free hand that’s not holding the child, or more often than either, just on archive.org on my phone. Still threading my way through Spariosu, I subject Ben to my takes on that and Omeros, and Alex and Danny get my thoughts on Ulysses, Lea my questions about Either/Or. So I keep up with a couple of book groups, formal and informal, and I’ve started up again writing reviews, including a couple new ones, on The Pixels. Their push for Hawaii aid is well worth your consideration.

Ben, too, has been pitching in and accumulating wisdom. While preparing a new course in World Wisdom Traditions, the Professor’s rolling along with the Pentateuch piece of his larger hermeneutical-ethical project. Between that and moving house, he took some time out to make a new video: Replaying Assassin’s Creed, 2012-2014. And to go by the site stats, a decent audience is out there awaiting his next journal on Lobotomy Corporation…

As far as Twitch videos, I’ve shifted away from game playthroughs back to more text-based discussions. The current series is on William James’ Talks to Teachers and other foundational books for teachers and students. We’ll look at Douglass’ Narrative of the Life next, still making the connection to video games with the ways in which the theme of learning to read comes through in JRPGs like EarthBound and Dragon Quest.

Podcast-wise, here’s a conversation with ⁠Alyse Knorr⁠, ‘achiever’ (to cite her Super Mario Bros 3, where I first encountered her work and reviewed it for ⁠The Pixels⁠). In which we discuss:

⁠Sweetbitter Podcast⁠, with new episodes coming soon about Mary Magdalen and a fourth season in the works

– Switchback Books, which she edits with her wife

– Regis University, where she teaches alongside colleagues such as Russ Arnold

– her poetry, research, and the novel she’s writing

For all you completionists: we talk about meaning and connection, truth and beauty, compassion, collaboration, and community; love poetry; queering religion and the reclamation of faith in a Jesus who speaks truth to power; spirituality and mystery; God (or goodness) as the still small voice; falling in love; taking inspiration from her students’ energy; Annotated Glass and Sappho fragment 31; coming out of the postmodern moment when sincere feeling was the most uncool thing; ‘⁠Bright Star⁠,’ Keats, Eliot, Carson’s Autobiography of Red; Gilgamesh and Enheduanna; ‘⁠Anatomy Exam⁠‘; Garcia Marquez; style and form, lyric and epic, ancient and sacred, emotion and bodily sensation, and finding new ways to render them, borrowing lines without knowing it; how form emerges and helps generate lines and line breaks; checking out legs at the library; respecting the uselessness of her art and the usefulness of her students’ (nursing); the act of naming; birdwatching as a mom of an infant; going from Edenic nescience to that corrupted knowledge place; naming the world; Ardor, a book of eco-queer domestic life and love; Every Last Thing, a book of tantrums and embarrassed apologies…

Does the poet hope for some response? Or is it nothing but a gift, this act of writing and learning from others’ experience and one’s own? To think about love, sincerity, earnestness? To celebrate queer joy as a political, radical act?

⁠Micaela Tore’s MA thesis on Copper Mother; editing women and nonbinary authors; Gandalf the cat; the Voyager Golden Record (and around here you’ll get a musical interlude from ⁠moonbowmusic⁠); the poets’ communal economy; editing and publishing poetry vs. prose, ie. at Boss Fight; the contest model; video game books with Gabe Durham, their upcoming Minesweeper, Xenogears, Animal Crossing; being an ideal reader; her SMB3 and GoldenEye 007 projects, memoir and journalism and creative writing; Nintendo interviews and how the limits of poetry, like early technology, feed creativity.

Topophilia: ⁠Elizabeth Bishop’s ‘The Map’⁠; ⁠Henry Jenkins’ ‘Complete Freedom of Movement’⁠; ⁠Sean Fenty’s nostalgia piece in Playing the Past. The completionist impulse; worlds in games, in Anchorage, in the self; secret areas, heroes and princesses; Miyamoto’s childhood explorations; the Bishop archives; growing up in the South; lines on the map; exile and the Garden; Dante; ways of incorporating games in classes.

Video Games and Meaning: topics, problems, persuasion and social justice: Hair Nah and microaggressions; Oregon Trail and colonialism; Tomorrow, Tomorrow, and Tomorrow, by Gabrielle Zevin; Passage; citizen science; This War of Mine; Papers, Please; Train; Anna Anthropy’s Dys4ia, Queers in Love at End of World, and ZZT. Her new novel (agents, check it out), a post-apocalyptic story of love and a journey; Dhalgren; Ico; too much stuff, not enough people.

Alyse also recommends Merlin for birdwatching; “The Love Song of J Alfred Prufrock,” by TS Eliot; “Married,” “Alone,” “In Dispraise of Poetry,” and “Failing and Flying,” by Jack Gilbert.

Teaching-wise, I’m working on a collaborative research project with MG Prezioso, who studies literary enjoyment and understanding. Joe and I still have our liberal arts and leadership segments under the banner of the Thoughtful Dad, just not lately managing to record much.

Life-wise, back from visiting family. The Baltimore Aquarium, crowded as heck. Steve and his wife came down from Philadelphia (congrats you two!). DC museums with crying kids and a flash flood in the streets. Braving it all with the folks and Auntie Oli. Rehoboth Beach for a couple of days. Then back to Spokane, just trying to breathe through the smoke.

PS. On the flight home, I watched Living and Moonlight. Each on its own is very good. Together, they pair beautifully around the theme of play. In the one, a remake of Ikiru (itself based on The Death of Ivan Illich), we get renditions of ‘The Rowan Tree‘ and musings on the metaphor of play, with dying like a mother calling her children home. In the other, a movie that is almost too good to believe it found a way to exist, much like Everything Everywhere All in that at Once though different in practically every other way, we see one of those children who sits out of the game, almost, before being brought back in by a friend and making another kind of play all their own. Their song: ‘Hello Stranger,’ by Barbara Lewis.

Video Game Psychology in Review

Sometimes I hear an argument, or maybe it’s more of a shibboleth; anyway, it runs: Mental health, or lack thereof, reflects the times. In precarious times like these, precarious mental health is basically symptomatic of a clear-eyed view of the world. To which I supply the corollary: If so, then psychology, the science of mental health and illness, must offer a privileged standpoint from which to understand this world and its sufferers–and then to help if we may by availing ourselves of the things that we’ve been studying here, video games and literature. Might games and play, read in the light of the literary tradition, offer something to the psychologist, and to the depressed, anxious, or otherwise world-bearing player?

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