My Bibliography for the Upcoming Semester

  • Bartle, Richard. Designing Virtual Worlds. New Riders Games, 2003.
  • Bates, Bob. Game Design: The Art and Business of Creating Games. Muska & Lipman, 2002.
  • Crawford, Chris. Chris Crawford On Game Design. New Riders Games, 2003.
  • DeMaria, Rusel; Wilson, Johnny L. High Score!: The Illustrated History of Electronic Games McGraw-Hill Osborne Media, 2003.
  • Freeman, David. Creating Emotion in Games: The Craft and Art of Emotioneering. New Riders Publishing, 2003.
  • Friedl, Markus. Online Game Interactivity Theory. Charles River Media, 2002.
  • Glassner, Andrew. Interactive Storytelling: Techniques for 21st Century Fiction. AK Peters, Ltd., 2004.
  • Graham, Paul. Hackers and Painters: Big Ideas from the Computer Age. O’Reilly, 2004.
  • Herz, J.C. Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds. Little Brown & Co., 1997.
  • Koster, Raph. Theory of Fun for Game Design. Paraglyph, 2004.
  • Laramee, Francois Dominic. Game Design Perspectives. Charles River Media, 2002.
  • Miller, Carolyn Handler. Digital Storytelling: A Creator’s Guide to Interactive Entertainment. Focal Press, 2004.
  • Mulligan, Jessica; Patrovsky, Bridgette. Developing Online Games: An Insider’s Guide. New Riders Games, 2003.
  • Poole, Steven. Trigger Happy: Videogames and the Entertainment Revolution. Arcade Publishing, 2004.
  • Ray, Sheri Graner. Gender Inclusive Game Design: Expanding the Market. Charles River Media, 2003.
  • Rollings, Andrew; Adams, Ernest. Andrew Rollings and Ernest Adams On Game Design. New Riders Publishing, 2003
  • Rollings, Andrew; Morris, Dave. Game Architecture and Design: A New Edition. New Riders Games, 2003.
  • Sheldon, Lee. Character Development and Storytelling for Games. Muska & Lipman, 2004.
  • Tufte, Edward R. Visual Explanations: Images and Quantities, Evidence and Narrative. Graphics Press, 1997.
  • Tufte, Edward R. The Visual Display of Quantitative Information. Graphics Press, 2001.
  • Zimmerman, Eric; Salen, Katie. Rules of Play: Game Design Fundamentals. The MIT Press, 2003.

I’m also planning to subscribe to The Journal of Game Development and Game Developer’s Magazine.
It’s going to be an awesome semester. Hard, but awesome. It’s an exciting time to be getting into games, as anyone who has been following the GDC proceedings will attest. I can’t wait.

The Cost of Enlightenment

There is an adage that states, “If you meet the Buddha on the road, kill him.” It is meant to remind monks that true enlightenment is not something that can be purchased or even given, but must come from within. It is somewhat ironic, then, that we consider our society enlightened. While it is true that we have made significant advances in human wellbeing in the past century, it has come at the cost of the only true freedom that exists: personal responsibility.

Rather than holding the individual accountable for their actions, we mitigate and deflect that responsibility by blaming those actions on the ideas and words of something or someone else. This offense is further compounded by efforts to use the actions of the individual to dictate the rights of everyone. The moment a book, song, movie, comic, or game is censored or banned, we have sacrificed an essential liberty, and hammered another nail in the coffin of personal responsibility.

The logic behind censorship is fundamentally flawed:

  1. Censorship protects no one; ideas are rooted in the culture that spawns them, they cannot simply be turned off like a faucet.
  2. The only truly free society is an informed society: if you’re worried about a new idea taking over, maybe you should re-examine your own beliefs.
  3. Personal beliefs do not equal law: the sacrilege of one person may be the gospel of another.

Despite these flaws, people continue to try and censor others, with increasing success rates. We have found our roadside Buddha, and he’s offering censorship wrapped in the pretense of enlightenment. We need to collectively realize that it’s a false promise; cultural enlightenment, like spiritual enlightenment, begins and ends with the self. The true cost of enlightenment is personal responsibility.

Where is Our Frank Zappa?

Back in the early 80s, a conservative watchdog group lobbied for the ban or heavy regulation of music with explicit lyrics involving sex, drugs, or violence. There was a vocal outcry against this movement within the music industry, spearheaded by several prominent musicians, notably Frank Zappa and John Denver. It may seem like an odd pairing, but that served to help drive home just how unacceptable these restrictions were.

The Gaming Industry is now faced with a similar situation. Games, game developers, and even retailers are being targeted unfairly by lawyers and the media as the culprits for individual irresponsibility. Lawmakers are taking notice, but not in a positive manner: several states, Washington and California included, currently have bills in committee to ban the sale of violent games. Rather than finding other solutions, or viewing the larger problem that this is only a symptom of, legislators would prefer to restrict the rights of game makers.

There are several significant issues with the video game ban ideology, but from the reading I’ve done on the subject, most of their reasoning hinges around one fundamental flaw in their logic: games aren’t just for kids. The largest and fastest growing gaming demographic is the 18 to 34 year old age range; it is unreasonable to deny the ability to develop for that group. The game industry has voluntarily self-regulated by placing ratings on every game produced, indicating the content and suggested age range for view or play. This takes no more effort on the part of the parents (and retailers) than the movie rating system, and yet the industry as a whole is being blamed for violent games falling into the hands of children. Demanding that the game developers not make games with mature content is unreasonable on several levels, not the least of which is the violation of first amendment rights. What needs to happen is education. We need to educate parents about the systems that are in place to help them, as well as the need to pay attention to what their kids are doing. We need to educate retailers about sales ethics. We need to educate everyone about personal responsibility.

We need someone who can speak for the game industry as cogently as Frank Zappa and John Denver did for the music industry. The question is, who? Where is our Frank Zappa?

Annotation: The End of Eternity

Isaac Asimov did more to validate Science Fiction than any other author I can think of. He was seen as a gentle giant by his friends, and is to date the only man to have ever written at least one book in every major subject of the Dewey Decimal system. He wrote hundreds of books, so many that I honestly have no idea where he found the time to sleep, let alone have the life he had. The End of Eternity is just one of dozens of science fiction novels he wrote, all revolving around the belief that Mankind is meant to go to the stars.

The End of Eternity takes place in a Reality where in the 27th century, mankind develops a temporal field that exists outside Time, and extends to the end of eternity, which they call (imagine that) Eternity. This facility is used to monitor the advances of civilization throughout the millenia, to make sure that nothing dangerous occurs (nuclear war, plagues, even high drug addiction counts), and alters world in the past to change the Reality of the future. The main character, Andrew Harlan is a Technician for Eternity, which means that he is the one who determines and enacts the Minimum Necessary Change in order to achieve the desired change in reality.

In the course of his work, Andrew meets a woman of the 482nd Century, whom he falls in love with — a cardinal sin for an Eternal, since that woman exists within Time, and thus is subject to any change in reality that happens. He secrets her away into Eternity, and becomes involved in a critical project necessary to begin Eternity, sending someone back in time to become the “inventor” of the temporal field. He sabotages the project, but not irreparably (they would have ceased to exist if he had), and is sent back in time to collect the inventor, so they can try again. He brings the woman with him.

Piecing together clues throughout the book, he realizes that the woman is not in fact from the 482nd Century, but significantly further “upwhen”, in the 111,000s, which is considered a “hidden century”, where Eternity is blocked from entering or meddling in the time stream. He figures out that she is here to stop Eternity from ever existing, to stop them from meddling with time. Realizing that perhaps Eternity’s meddling brings more harm than good, he chooses not to stop her, ending the existence of Eternity.

The story is good, and works well as a science fiction mystery, filled with intruige. The characters, in particular the protagonist Andrew Harlan, are a bit flat, however, which puts a bit of a hinderance on my enjoyment of the book. I like the underlying message, however: that safety and innovation are unfortunately mutually exclusive, and that the only way we’ll survive is if we stop mothering ourselves to death. The pacing is good. I managed to read it fairly quickly (about a day).

Would I recommend it? Alone, probably not. In conjunction with the read of Asimov’s work, absolutely. Asimov tended to write in one story-universe, even though the books were separate. Even his two most well known series (Robot and Foundation) are actually connected and made of the same world, and The End of Eternity is no exception. Seeing the mosaic as a whole is really remarkable, and where I think the story gives the most enjoyment.

Asimov, Isaac. The End of Eternity. Greenwich: Fawcett Crest Books, 1971.

Annotation: The Dispossessed

The Dispossessed is one of LeGuin’s more lauded novels, having won a slew of awards including the Hugo and the Nebula (the two highest awards in science fiction). Indeed, it’s a brilliantly executed novel, with an amazing writing style. The ideas she posits in this novel were relevant at the time, and continue to be relevant now, which is quite the accomplishment. That’s the problem with it, though, at least in my opinion. It’s an idea book.

The story alternates between the past and present per chapter, both timelines centering around Shevek, a brilliant physicist who lives on the planet of Anarres, which is run as an community-centric anarchy. Personal responsibility and the opinion of one’s neighbors (since everyone must work together in order to survive) are the paramount principles of the society, which formed as an autonomous colony of its sister world Urras as a place to send the rebelling Odonians (the anarchist movement lead by a woman named Odo).

Needing the additional resources available on Urras in order to complete his Unified Field Theory in the field of Temporal Physics, Shevek leaves Anarres, rousing the enmity of many of his peers. The story bounces between the events leading up to his departure and his time spent on Urras (a “propertarian society”). From there, the story is largely about the nature of being in an alien society, and the greed of that world. He ultimately completes his theory, and escapes, arranging for it to be broadcast throughout the known universes, so that no government or world can “own” the idea. He then returns home.

There are interesting events that transpire within the book, and the setting is well thought out. The characterizations are well formulated. The book is technically flawless. Something about it rankles with me, however. Taken as an abstract it really feels like a setup; a way to preach about political, economic, and philosophic ideologies, couched inside a fictive universe. It’s the same setup Heinlein used in For Us, the Living, though he didn’t do it as well. The basic structure is the same: thrust an individual into another world (whether through time or space), and let that individual and the other world’s inhabitants have a dialogue about the differences in their cultures.

I don’t really have a problem with “idea books”. They can be a great deal of fun to read, and I tend to enjoy them. Hell, I enjoyed The Dispossessed, don’t get me wrong. I think what makes it sit uneasily for me is that this is LeGuin we’re talking about. She made a point of dunning expositional lumps in her book on writing Steering the Craft, and yet is guilty of writing a book filled with them. It just seems a little hypocritical.

All that said, I’d still recommend the book, but with the warning that it IS an “idea book”. If you are looking for conflict and resolution, this is not the book for you. Still, it’s probably one of the best books I’ve read on the subject of an anarchistic society that might actually work. It reminds me that one of the fundamental roles of science fiction (or speculative fiction, if you want to be more precise) is to push ideas forward, to couch the dangerous or frightening in ways that allow us to face them. To say, “Danger be damned, what if…”

LeGuin, Ursula K. The Dispossessed. New York: Eos, 2001.

Annotation: A Night in the Lonesome October

After reading Lord of Light, I decided to go on and read a bit more Zelazny, opting for A Night In the Lonesome October, which is a witty, funny, charming horror story. Written in first person, the novel centers around Snuff, the canine companion/familiar to Jack the Ripper. The story is broken down into days of October, leading up to the climax on Halloween night.

The premise breaks down like this: every 100 years, people of certain inclinations gather around a point of power (the point changes every time… it might be in Bangladesh one century, Paris the next, et cetera), and undertake a ritual concerning the Elder Gods, who have been locked away for ages. Some come to close the gate that will appear, others come to open it and release the Old Ones. If there is a deadlock in power between the openers and closers, it defaults to the closers.

The being known as Jack the Ripper is an old hand at these ceremonies, having attended several in the past. Other folks who show up over the course of the story include a witch, Count Dracula, Frankenstein (monster in tow), a mad monk, a demon worshiping pastor, and several others (even Sherlock Holmes makes a few appearances). Since the story is from the perspective of Jack’s familiar, most of the interaction that occurs is with the familiars of the other “players”.

There’s a lot more to the process of the ceremony than just collecting items of magic and sacrifice to help sway the gate in your direction. Since the location changes, no one knows where it is (as Snuff comments, there were times when no one figured it out correctly, even). A good deal of the book involves the deductive efforts of Snuff to calculate the location of the place of power, which involves triangulation based on the domiciles of the players in the area (it is always in the center of that triangulation, but the trick is figuring out where everyone lives, and even who everyone in the Game is).

The edition I have of the book has some delightful illustrations done by Gahan Wilson, which augment the simple narrative style of a dog (albeit a very intelligent one). The very first chapter really establishes the nature of the book quite well:

One night when we were in a graveyard recently an old watchdog came by, though, and we talked for a time.
“Hi. I’m a watchdog.”
“Me, too.”
“I’ve been watching you.”
“And I’ve been watching you.”
“Why is your person digging a big hole?”
“There are some things down there that he needs.”
“Oh. I don’t think he’s supposed to be doing that.”
“May I see your teeth?”
“Yes. Here. May I see yours?”
“Of course.”
“Perhaps it’s all right. Do you think you might leave a large bone somewhere nearby?”
“I believe that could be arranged.” (2)

The simplicity of it really captures the pragmatic attitude of what I imagine a dog’s mind would be. The entire book is spot on in that fashion, though naturally Snuff is far more capable a dog than most, being a familiar (with all the magical augmentation that title connotes).

The “daily journal” style is an interesting choice for the topic, and I think it works quite well to force the reader into a non-omnipotent position, which saves significantly on the amount of explanation of things that is needed. Not everyone knows how everything works and why, and it’s silly that so many stories make that assumption for the sake of exposition and establishing the setting. This book, and others like it, prove that it isn’t necessary in order to have an engaging, involved story. (A trait I’m guilty of myself when writing.)

If I was trying to introduce someone to Zelazny as an author, I’d probably suggest Lord of Light first, but that said, A Night In the Lonesome October is a fun (and relatively fast, weighing in at 280 pages of an easy to read typeface) read that I would happily recommend for the pure enjoyment of it. While the nature of the story is inherently macabre, it is really not very horrific, and I wouldn’t even twinge at giving this to a child to read.

Zelazny, Roger. A Night In the Lonesome October. New York: Avon Books, 1993.

Annotation: Lord of Light

Roger Zelazny, like Ray Bradbury, is an author whose prose reads like poetry. His writing style is sparse, yet every word evokes an image of clarity. I wish I could write like him, and hope to come close someday. He’s written dozens of novels, singly and in collaboration, and every one of them is well respected by his former peers (he died in 1995). Every author has one book, however, that leaps above the rest, more well known and lauded than any other. For Zelazny, that book would be Lord of Light. For good reason: the novel is nothing short of amazing. I haven’t felt so involved in a story in years.

The very concept of the story is fairly unique. It takes place in the distant future, on a colony world that has no contact with Earth. The original colonists developed a technology to transfer the soul of a person into a new body, and have attained virtual immortality through this use of reincarnation. They have also developed their psychokinetic abilities, or Aspects and Attributes, through training, drugs, and other methods, allowing them to act functionally as Gods to their descendants, who have restarted civilization from scratch. In particular, these “gods” simulate early Hindu or Vedic mythology, in trait and name.

Even demons and spirits exist in the world, the original inhabitants of the planet who long ago abandoned their physical bodies to become immortal beings of pure energy. The whole setup for establishing a modern science fiction tale couched in Vedic myth is brilliantly done, with nary a hole in the logic to be seen.

The tale centers around a disillusioned First (an original colonist) named Sam, better known as Siddhartha. He takes issue with the restrictions on civilization placed by the other Gods, in particular feeling that they have been hindering the society’s advancement in order to maintain the balance of power on the side of the Gods. He strives to undermine these efforts, taking on the role of the Buddha in order to establish a counter (yet complementary) movement among the people. He also bargains with the demons whom had been locked away centuries before, freeing them to fight against the Gods.

Most of the story takes place in the past. The first chapter involves Yama, God of Death, bringing Sam back into the physical world, after spending 50 years dispersed as energy in the troposphere of the planet. Each chapter after that is really a prologue, detailing Sam’s previous effort to battle the Gods (which ended with his spirit scattered across the planet, which brings us full circle), until the last two chapters, which deal with the final battle.

The entire adventure is truly epic and brilliantly done, with marvelous scenes of action and tension. That is not why I am so enamored with the story, however. It comes down to people. Zelazny was able to make me genuinely care about the people behind their Godhood. There is no clear good versus evil, everyone has a bit of both. Their conflict is a matter of opinions leading towards the same ideal, and no matter what side they may be on now, they have all fought and bled and cried and loved together in the past. They may be powerful and immortal, but they are still human.

It’s a question always at the forefront of my interests, and many of my favorite books address it either directly or indirectly: what makes us human? Where does humanity lie, and how do we retain that as we change and evolve and step beyond ourselves? Lord of Light is a book that addresses it directly, I think.

I would recommend Lord of Light to anyone, barring perhaps those who have problems with religious reinterpretation. Or perhaps not bar them at all, since they could most benefit from a new perspective. I suppose the question becomes whether the goal in reading it is to educate and enlighten, or merely to entertain.

Zelazny, Roger. Lord of Light. New York: Eos, 2004.