Week 4

Brendan Downey

#50190372

DMS 448

Week 4 BLOG

In week four of class, we discussed feminism and LGBTQ representation. More specifically, we focused on finding the “queerness” within games and were given some examples. One game example that we looked at in class was Leisure Suit Larry. In this class, the player plays as the character Larry Laffer, as you attempt to sleep with a variety of women and live a lavish life. Prior to this class, I was completely unaware of Leisure Suit Larry and would never think of this to be a “franchise” worthy game. However, there is without a doubt a large section of creepy individuals who enjoy being Larry Laffer. In many ways, I am unsure how to feel about the game. On one hand, I found it offensive that it was even created and sold. On the other hand, “it’s just a game.”

This week, we were assigned to screen the popular video game show, “The Guild.” After watching the entire library of episodes on Netflix, I found myself relating to these very foreign characters. In episode one, I found lot of the writing humorous, which kept my intrigue. However, as the series progressed, each character has development arc which carries meaning.

Another game we played as a class this week was “Dream Daddy.” In this dating simulator, the player creates a fantasy dad which they play as. Overall as a class, this game was very entertaining to stream. It was amusing to create a dad from scratch. However, the game was very strange and uncomfortable to me personally. I do not quite understand its audience but I did have fun in the limited class time. If it were free, I would consider downloading it.

Makeup 3: Leaderboards

With the rise of online gaming becoming the new standard, every game has its leaderboards to see the age old question: who is the best? I, unfortunately, have never been on a leaderboard in my life, and during games I often come last on the team. So, fittingly, I will be discussing all of the problems associated with leaderboards.

Well, the first problem is obvious: when you’re at the top you’re at the top. This is bad because when you are at the top, people expect you to play like a top player and when you mess up, there are a lot more consequences. Many people who are at the top of a certain leaderboard are endorsed by e-sports or even just the game itself to play at a skilled level and be a shining example of what it is like to be the best at this game, but if you play one game at a less than perfect level, the impact of that game affects your overall stats and makes the companies that endorse you skeptical. The problem is the only place to go from the top is down. 

If you’re at the level where you’re getting endorsements, you are also expected to play within the community in a non-toxic way. In recent times, gamer Ninja, who is the number one fortnite player, has gotten in trouble for saying some truly awful things on a hot mic. I think it’s good that the role models for gamers and kids should not say toxic or disparaging things that may influence others to become trolls or be racist or sexist, but I could see that someone may not want to have to take on a different personality just because they are good at video games.  On the other hand, all sports personalities are also expected to behave well because that is part of what endorsements are for and they do not want to alienate any fans (or parents of fans).  And i guess he is getting plenty of money, so perhaps it is not so bad to be the best version of yourself and get rich too with your gaming talent. 

The second reason being the top of a leader board is bad is because, well, where’s the challenge after that? Imagine playing your favorite game, moving up the ranks, and then being the best? Part of the reason that games are fun is because there is a challenge, but watching e-sports players play video games is like watching a hot knife go through butter, you know it’s gonna perform.

But I guess what is always hard for someone like me is that I will never be at the top of a leaderboard. And so many others will always be at the bottom. Gaming is one of the most inclusive sports–anyone can play. And any time that they make it more exclusive I think it takes away from one of the best qualities of the game. 

Makeup 2: Gameplay

I have been playing video games for quite some time now, and over the years I have noticed keen switches in gameplay experiences and different levels of immersion in video games. There have been many games that have sunk their teeth into me and kept me playing because they are just so dang good, but on the flip side there are games that I flat out couldn’t play for the life of me. In this blog post you can laugh at my failure of video games. Because I really am not the best gamer at all, even though I love everything about video games–the look of them, the immersion in a new world, talking about them with my friends, learning hacks, everything. But if only I was really skilled!!

When I first decided I wanted a challenging video game, I went to the clear first choice: Dark Souls. Dark souls is notorious for being an impossibly challenging game. The premise of Dark Souls is that when you die you lose everything, but when you die you also learn the patterns of the enemies so you come back more knowledgeable the next time. Well at least that’s how it works for other people! I don’t think I ever learned anything that I was able to use the next time around and I found the game way too challenging to be fun.  

 It’s tough to play a game where you are just plain bad at all the mechanics. I played Dark Souls for about 3 days before getting nowhere and giving up, as I feel many people like me do. I usually feel that if I play for 40 hours, I have given a game a full chance and I have kind of gotten my money’s worth out of the game. Some games just grab you well before that amount of time and you can’t stop playing for weeks. Other games just torture you and it’s a chore to get those 40 hours in. For me, Dark Souls was one of those for sure. 

The next game I would like to discuss is The Witcher 3, which has won game of the decade in recent months. I loved The Witcher 3’s story and scenery, but when it came to fighting bad guys I was totally lost. I would usually just spam buttons but you know that never really gets you anywhere. There is a process to getting good at these games, which because my hand-eye coordination is so bad I never mastered. Overall, the story of The Witcher 3 kept me going until the very end, even though death was never far behind me. I wonder if it was a movie instead of a video game if I would have been just as happy. 

Makeup 1: community

When it comes to video game communities, there are a lot of people who will opt to be part of this community through participating in live chats, posting tutorials of gameplay, promoting the game, or even just as an active player. In this blog post I will analyze the various ways that people engage in communities in an effort to make the game more enjoyable for many different people.

The most major impact on gaming communities in recent times has been the advent of streaming. Streaming allows players to show other players what they’re doing in a game in real time, and third party apps allow people to comment in a live messenger on the same website. One app that is very popular is Discord, which is designed for gamers to share content while they do video and speak to each other. This was already popular before coronavirus ended up locking people in their homes because many gamers already liked to stay home and play video games all day and all night. What did not seem “social” to most of society is now the most social thing anyone can do.  And now everyone is on zoom, google meet, Teams and other apps that are very similar to Discord. 

It strikes me as kind of ironic that what used to be antisocial is kind of super social now. While my family members are not used to using something like Discord to communicate, my friends and I are very used to it and we have a community that we have created and built through Discord that is very handy during this difficult time. I feel like I am more likely to be communicating with my friends because of my experience using Discord and also that we have something to do together and talk about.  It is difficult to make conversation on some of these video chat sites but if you are doing something you always did, it feels more natural and normal.  

There are a lot of different communities in the gaming world but for people of my generation, we have grown up playing video games our entire life. It was very common for my friends and me to watch each other play a video game and that allowed a lot of kids to hang out together even if it was a single player game. There are more professional gaming communities as well, where people have a common appreciation of games or particular games. And of course there is always an opportunity to get on a game and meet someone new on online games.  That is a community that is always there, always awake, always online and it is a diverse, international community.  I have met some really interesting people and those that live really far away on some gaming sites and I think I have the benefit of being really comfortable with the technology of games and being able to take advantage of the various communities that are involved in gaming.

Week 8

Brendan Downey

#50190372

DMS 448

WEEK 8

In week 8 of class, we discussed audiences who play video games and defined the differences between “Player One” and “Player Two.” Prior to class, we were assigned to read Shira Chess’ “Ready Player Two” which discusses women gamers and designed identity. In particular, Chess analyzes the marketing techniques and stereotypes acted on in the gaming industry. For example, why are certain games marketed towards women? Why is there “boy” video games and “girl” video games? Why all the pink!?!
In our first virtual class, we defined “Player One” as the prototypical white male gamer. This demographic of men who play competitive multiplayer video games have been defined as the “real gamers” by mainstream media and are the primary target audience for gaming companies. When being marketed, “Player One” games exclude gamers outside of the typical norm and creates an ecosystem of similar individuals. This is one of the reasons why multiplayer chat rooms are a hot bed of racial slurs and obnoxious cursing.
On the contrary, “Player Two” was defined as those gamers outside of the mythical norm who do not possess white male bodies. This demographic of gamer includes people of color, women and queer people. These are groups of people who were not large enough to be marketed towards and thus did not have games designed for them. However, times have changed. As Chess stated, approximately half of all video game players are now women and modern marketing must keep up. In the past, women’s video games were typically marketed using stereotypes or were simply called family friendly (a.k.a. feminine). It is time to accept that women playing video games that are not marketed towards them, such as Call of Duty, is not an automatic political statement by the woman player and they should not have to defend themselves.
Weeks ago, we discussed a similar idea in our PC vs Console debate. On one side, PC (player one) was deemed as a better gaming experience. It has expensive hardware so naturally it is only available to those who can afford it. On the other hand, console gamers (player two) were defined as “casuals” who just play to have fun. They could not possibly be competitive or difficult because they are intended for everyone to play!
This week in class, we streamed the game Life is Strange via Twitch. In the game, you play as a young female student with the ability to turn back time. The gameplay is episodic and the end results vary depending on what path you choose. In a lot of ways, this game reminded me of Gone Home. In both games, you play as a young female in an unfamiliar place and you move around and search for things. Also, each game offers the player the freedom to make their own choices and come to their own conclusion. In this way, each player has a unique experience playing the game and may be completed in multiple ways.

Side note: Growing up as a white male, my perception of a “real gamer” was someone with a Nintendo who could complete a hundred hour long game like Zelda. I considered myself to be a casual gamer who only played first person shooters at friends houses.

WORKS CITED:
Chess, Shira. Ready Player Two: Women Gamers and Designed Identity. University of Minnesota Press, 2017.

Week 7

Brendan Downey
#50190372
DMS 448
Week 7

In week 7 of class, we streamed the game “Gone Home” as a class. In “Gone Home,” the user experiences a first person game of exploration and mystery, where you are free to explore a massive house however you see fit. Within the first few moments of the game, the audience is immediately thrust into a nostalgic world as you unravel some clues about your character. Soon, it becomes clear that this is not a simple game of exploration, but rather an intricate narrative that you slowly begin to understand as you are completing the game. By the end of the game (spoilers), the once mysterious and dark landscape is transformed to a nostalgic home. Personally, I loved the experience “Gone Home” provided. Although it is not a game that I would purchase for myself, “Gone Home” completely changed my perspective on what a nostalgic exploration game is. It is a combination of a vast landscape, freedom as a player and a well written plot. This is my first experience with this genre of game but will surely not be my last.
Throughout class this week, one main point of discussion was nostalgia; What is it? How do you perceive it? Can you translate it? To me, nostalgia is a deep feeling for the past, or some moment that you are striving to hold on to. It’s “the good ol’ times.” For example, as a former baseball player, I still get butterflies when I walk into a stadium or hear the sound of a bat “crack.” However, while listening to classmates examples, I have a new outlook on nostalgia. Nostalgia can be found anywhere, whether it be an antique camera, childhood memory or from a single video game. The important thing is that it carries some significant meaning to the individual.
In our reading this week, Martin T. Buinicki singled out the popular 2K title “Bioshock Infinite” when discussing nostalgia in video games. The Bioshock franchise, totaling 3 games, all take past in the past and are perfect examples of nostalgia. Having played Bioshock Infinite extensively, there are many examples to pull from in the games plot and design. Throughout the entire game, the player is bombarded with a new American history formed by blending fact and fiction. In the reading, Buinicki describes the dystopia of history, or an imagined state.
This week, one thing became extensively clear to me: I was not exposed to enough Nintendo as a child. After listening to Joan (and others) talk about childhood memories based around Nintendo, I felt left out.

CITATIONS:
Kocurek, Carly A. “Coin-Operated Americans.” 2015, doi:10.5749/minnesota/9780816691821.001.0001.
Cote, Amanda C. “Writing ‘Gamers.’” Games and Culture, vol. 13, no. 5, 2015, pp. 479–503., doi:10.1177/1555412015624742.

Week 14

Brendan Downey

#50190372

DMS 448

Week 14

In week 14 of class, we were assigned to play League of Legends, the iconic online multiplayer game. Having never played League of Legends before, I was fully expecting to get lost in the hectic mayhem that is a league match. However, I picked up the game rather quickly (I think), and was able to engage in combat with other players. Luckily for myself, my experience playing Smite came into play as they are very similar games.

In our Discord discussion this week, I brought up the similarities between Smite and League of Legends, with both games employing the use of classes and characters that fit in within those classes. For example, when I first played Smite, I played with a close friend, who chose to help me using a support character as we played. Within a few weeks, my friend was able to change into a primary role once I adjusted to the game. Without question, I would not have been able to pick up and play the game without his initial help as a supporting character class. This genre of games offers multiple avenues of advancement in the game, where players can each take their own path. Comparing this to a “fighting” game like Call of Duty, players do not level up, nor do they gain better equipment. Rather, they become better players and learn each of the classes.

Our final class discussion was great – and I really appreciated everything that you have done for us this semester. Without a doubt, you have been the most helpful teacher during this pandemic so thanks! I hope you have a happy + healthy summer!

Week 13

Brendan Downey

#50190372

DMS 448

Week 13

In week 13 of class, we played a variety of different fighting games, including Call of Duty and Super Smash Bros. Although two very different games, the core “winning” mechanic remains the same; be the last man standing. In this genre of gaming, the players goal is to eliminate all of the opposing players using skill. Theoretically, if one player is “better” than everyone else, he will be victorious every time. This genre of games relates directly to games that we played growing up as a child, whether it be Tag, Dodgeball or Wallball. Because of this, these games are easy to understand and easier to pick up and play, opposed to a more complex game with a variety of goals.

On one hand, Call of Duty provided the perspective of a competitive first person shooter game, which has generally been viewed as a male driven community. Call of Duty is a fantastic game to play for gamers who want to pick up and play, play with friends online or accomplish the feeling of winning something. For most Call of Duty players, the drive to win keeps them motivated enough to play. Secondary to this, players are motivated by improving themself within the game, whether it be increasing skills or equipment.

On the other hand, Super Smash Bros provided the perspective of a 1 on 1 fighting game. Similar to a game like Mortal Kombat, Super Smash Bros is best experienced with friends competing against one another. Comparing this experience with that of Call of Duty, Super Smash Bros is different because you are playing as a group physically together in a room. Call of Duty, on the other hand, is best played alone with a headset on to communicate with each other. Based on my limited experience of playing Call of Duty growing up, there is one thing everyone knows: no screen peaking. And the only way to assure no screen peaking = playing independently.

In Begy’s, “Fighting Games,” the author details what goes into a fighting game, breaking it down in simple terms. While reading this, I found it helpful to relate it to other games throughout history.

Week 12

Brendan Downey

#50190372

DMS 448

Week 12

This week in class, our topic of discussion shifted to focus on a darker area of gaming culture: the alt-right, white supremacist section of the internet. Although I did not particularly enjoy discussion this week, I learned a lot and my perspective was changed. In my opinion, anything “supremecy” related is evil and should not be given attention. Supremecy is defined as being a superior race of people, being better than another human being or deserving more than another human. It is inherently evil and giving attention to these groups of people does nothing but encourage them. Supremecy groups thrive on hate and fighting, so I do not understand why you would do anything but ignore them. Despite this, discussion this week taught me a lot about the impact these groups have on other online communities. Perhaps due to the fact that you cannot avoid them, hate groups online and in video games have been prevalent since chat rooms were invented. As a child, I can recall Call of Duty chat rooms slandered with the N and F words. At the time, it was like background noise and should never have been exposed to children.

In TreaAndrea M. Russworm’s “A Call to Action for Video Game Studies in an Age of Reanimated White Supremecy,” the author discusses how video games have become a fertile ground for nationalist recruitment. In other words, when a recruiter hears a young gamer swearing and cursing, they hear a potential recruit for their organization. This is something I never considered before the class reading and scares me since. I fear for a future in which my children will be recruited by hate groups online, without ever leaving the bedroom. Because they are relatively new and ever changing, the future of chat rooms is unknown.

As a class this week, we streamed Civilization VI. Civilization VI, Sid Meier’s sixth in a long line of empire building games, was released in 2016 for all systems and has been popular since. Civilization is a unique franchise in that empires can be built, destroyed and conquered. In these games, you feel like a GOD controlling the world. Personally, Civilization may be my favorite video game franchise.

Week 11

Brendan Downey

#50190372

DMS 448

Week 11

In week 11 of class, we discussed Queerness in games, Feminism and passion. Above all other weeks, I felt like our discussions this week touched on subjects that carried weight with students in the class. Due to the fact that this class is largely female (or at least our discussions are largely driven by the females), topics such as these clearly hit home with multiple people. On a side note, I want to mention that I have really appreciated the group (Dani, Joan, Sioux) who offer a lot of unique perspective. Because the gaming industry is so male driven, you would assume that the majority of students would be male. However, it is encouraging to see that the field is growing vastly.

One of our assigned readings this week was Sophie Toupin’s “Feminist Hackerspaces: The Synthesis of Feminist and Hacker Cultures.” In the paper, Toupin examines the recent emergence of feminist hackerspaces in the United States. Having come from computer science before media, I can confirm this to be true. Female hackers are rising up all across the United States. For a variety of reasons, females are being encouraged from a young age to care about computer science and computer programming. In schools and homes all across America, young women are being pushed to code, and that’s a good thing! Throughout her paper, Toupin demonstrates that for female hackers, feminist hackers or geeks, coding is their way to change the world. Simply put: If women are creating and designing, they can change the world how they see fit. In the future, coding may be driven by women.

In our class Discord chat this week, I mentioned UB’s program Hackathon. In it’s yearly event, UB Hacking hosts a competitive programming tournament where the best programmers from UB face off for prizes. In the past, I have attended the event and can confirm one thing: female hackers kick ass. Along with the rest of the crowd, I was pleased to learn that the female hackers competing were not to be messed with, as they were easily brushing off their male competition.

In week 11, we were linked to the game Journey. Journey is an interested Indie developed game set in the desert. Although I have no experience with a similar genre of game, I found Journey to be a beautifully designed world.