Tag: videogames

“Is this the real life? Is this just fantasy?”: Food, Cooking, and Eating in Video Games

“Are you seriously telling me that this hot mash of mushrooms and fruit is going to completely heal his wounds?” (Gilbert 2019) It is summer 2020 and I, like many others, am sequestered indoors clutching my recently acquired Nintendo Switch playing Animal Crossing: New Horizons (ACNH). In wake of the COVID-19 pandemic, people around the world seemed to swarm either to their handy technological devices or towards the soothing arms of nature. Luckily for me, my technological device included encounters with some virtual greenery—the trees and flowers of my beloved tropical Animal Crossing island. (read more...)

The Server Souvenir: Taking Home Remnants of Virtual Worlds

“It’s amazing to think those little circuits that we can carry around were an entire world to us.” –Diana*, interviewee “We might say that this capacity of objects to serve as traces of authentic experience is, in fact, exemplified by the souvenir.” –Susan Stewart, On Longing: Narratives of the miniature, the gigantic, the souvenir, the collection (1984) In 2011, just seven years after the birth of World of Warcraft (WoW), the game’s development company decided to implement some major changes to their server architecture. Rather than disposing of the decommissioned server hardware that had helped run the game world since the beginning, they auctioned it off for charity. For long-time players of WoW, these pieces of server hardware hold value because they are pieces of the virtual game world that hold spatial memory. WoW players have historically viewed servers as persistent and discrete places, places where players played together, formed relationships, and faced challenges. In this short post, I will outline how owners of commemorative WoW server hardware treat these objects as mementos of their time in the world of WoW.** (read more...)

White Fans, Liberal Ideologies, and the Erasure of Black Stories in Gaming

Last month, the highly anticipated video game Mortal Kombat 11 (MK11) was released to an excited yet wary fighting game community. Game studio NetherRealm’s newest incarnation received praise from both fans and critics for its simplistic yet entertaining combat system, its thrilling cinematic cutscenes, and the reintroduction of original and beloved characters. However, despite its success the game was given little time to rest on its laurels, as a subset of white male fans immediately began to criticize one particular choice in one character’s story. The game featured a compelling tale in which the two separate timelines of Mortal Kombat merged to finish an ongoing plot branching all the way back to MK’s 2006 game Mortal Kombat Armageddon. As a result of this temporal shift, fan favorite black “kombatant” Jackson Briggs (or “Jax”) was given a fascinating story ending, in which he gains the ability to rewrite time, a power he subsequently uses to create a history in which slavery does not exist. (read more...)

On the Relevance of a $5.9B Videogame Industry Deal

I spend an inordinate amount of time watching the news, blogs, and social media that swirls around what can at best be vaguely called “the videogame industry.” There are multiple industries, markets, cultures, interests and to pretend that it is a kind of unified monolithic industry doesn’t really seem to fit much an more (if it ever did). Yet, many CASTAC readers and authors are interested in structure. Why do particular socio-cultural-political-economic formations persist remains an important question that seems to cut across the interests of CASTAC readers. For context, Activision, one of the already largest videogame publishers, announced on Tuesday their acquisition of King, a developer and publisher of popular web-based and mobile-based “free to play” (F2P) games. To put this in context: The giant company’s acquisition of King is the biggest merger in gaming since the combination of Activision and Blizzard in a nearly $19 billion deal in 2007, and it cements the new publisher as one of the biggest players in every gaming platform—home consoles like the PlayStation 4, PC online games like World of Warcraft, and mobile. (read more...)