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	<title>Comments on: Das Unheimliche und Videospiele</title>
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	<link>http://theoryschmucks.com/2008/02/22/das-unheimliche-und-videospiele/</link>
	<description>poststructuralists take on everyday life</description>
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		<title>By: Matt Smith</title>
		<link>http://theoryschmucks.com/2008/02/22/das-unheimliche-und-videospiele/#comment-80</link>
		<dc:creator>Matt Smith</dc:creator>
		<pubDate>Tue, 15 Apr 2008 03:07:37 +0000</pubDate>
		<guid isPermaLink="false">http://theoryschmucks.wordpress.com/?p=25#comment-80</guid>
		<description>Consider this a heads-up to start thinking about you would like to write. I&#039;m probably looking at 3-5 pages single-spaced. I don&#039;t know about a deadline yet, but I&#039;d like to hear your ideas first. My e-mail is smithsm1984@gmail.com if it&#039;d be easier to communicate that way.</description>
		<content:encoded><![CDATA[<p>Consider this a heads-up to start thinking about you would like to write. I&#8217;m probably looking at 3-5 pages single-spaced. I don&#8217;t know about a deadline yet, but I&#8217;d like to hear your ideas first. My e-mail is <a href="mailto:smithsm1984@gmail.com">smithsm1984@gmail.com</a> if it&#8217;d be easier to communicate that way.</p>
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		<title>By: Genghis Philip</title>
		<link>http://theoryschmucks.com/2008/02/22/das-unheimliche-und-videospiele/#comment-75</link>
		<dc:creator>Genghis Philip</dc:creator>
		<pubDate>Mon, 14 Apr 2008 21:41:40 +0000</pubDate>
		<guid isPermaLink="false">http://theoryschmucks.wordpress.com/?p=25#comment-75</guid>
		<description>I&#039;m always happy to, Mattsmith, but you&#039;d need to give me a heads up on time and length, etc.</description>
		<content:encoded><![CDATA[<p>I&#8217;m always happy to, Mattsmith, but you&#8217;d need to give me a heads up on time and length, etc.</p>
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		<title>By: Matt Smith</title>
		<link>http://theoryschmucks.com/2008/02/22/das-unheimliche-und-videospiele/#comment-72</link>
		<dc:creator>Matt Smith</dc:creator>
		<pubDate>Mon, 14 Apr 2008 02:00:16 +0000</pubDate>
		<guid isPermaLink="false">http://theoryschmucks.wordpress.com/?p=25#comment-72</guid>
		<description>Well, Gordon and Genghis,

I&#039;m wondering - would either of you be interested in being contributing writers for a &#039;zine about video game theory?

I went to a wonderful little self-publishing center in Portland, and I had been thinking about some sort of project dealing with &#039;theory on video games&#039;.

I probably wouldn&#039;t make very many copies unless it caught on (like 50-100), but I thought you two might be interested.</description>
		<content:encoded><![CDATA[<p>Well, Gordon and Genghis,</p>
<p>I&#8217;m wondering &#8211; would either of you be interested in being contributing writers for a &#8216;zine about video game theory?</p>
<p>I went to a wonderful little self-publishing center in Portland, and I had been thinking about some sort of project dealing with &#8216;theory on video games&#8217;.</p>
<p>I probably wouldn&#8217;t make very many copies unless it caught on (like 50-100), but I thought you two might be interested.</p>
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		<title>By: Adam</title>
		<link>http://theoryschmucks.com/2008/02/22/das-unheimliche-und-videospiele/#comment-57</link>
		<dc:creator>Adam</dc:creator>
		<pubDate>Sat, 05 Apr 2008 15:07:20 +0000</pubDate>
		<guid isPermaLink="false">http://theoryschmucks.wordpress.com/?p=25#comment-57</guid>
		<description>I&#039;m glad to see some people doing theory on video games!

Too bad more people don&#039;t feel the same way about using their imagination to construct characters in games. At least people in the past could argue they were reading while they played RPGs, now almost all of them have voiceovers (which often totally blow). The value of interpretation is why Nintendo has never done voiceovers for Link, let alone any text. Do you think a character should at least have text or does that also impose &#039;violence&quot; over the character? Then again, the emotion held within Link&#039;s face in Ocarina of Time, Wind Waker, and Twilight Princess have given the games the emotional depth that make them into such favorites.

Even games like Mother 3 (only in Japanese at this time), which has comparatively poor graphics, has tremendous emotional pull because of the music and character direction. Personally, I think text/voice are less important in (most) video games. I&#039;d prefer a move more toward a cinematic experience in which the player is in control--for instance the feedback of the rumble, the modification of music as you enter battle, the hallucinations as you lose health (as in Eternal Darkness).

I&#039;ve been more interested in the representational values of &quot;violent&quot; games, such as those that immerse people into the battlefields of WWII and Iraq, or in the case of Grand Theft Auto, a made-up city. Do those games present an uncanny experience? Do first person shooters create more of one than a third person shooter. Ho do they construct/represent war, violence, and the &quot;enemies&quot;? Do they sublimate the &quot;death-drive,&quot; carry one through a healing experience (as Kristeva describes horror lit), or merely tools to control the masses minds as Adorno might have it?

A-Dubs</description>
		<content:encoded><![CDATA[<p>I&#8217;m glad to see some people doing theory on video games!</p>
<p>Too bad more people don&#8217;t feel the same way about using their imagination to construct characters in games. At least people in the past could argue they were reading while they played RPGs, now almost all of them have voiceovers (which often totally blow). The value of interpretation is why Nintendo has never done voiceovers for Link, let alone any text. Do you think a character should at least have text or does that also impose &#8216;violence&#8221; over the character? Then again, the emotion held within Link&#8217;s face in Ocarina of Time, Wind Waker, and Twilight Princess have given the games the emotional depth that make them into such favorites.</p>
<p>Even games like Mother 3 (only in Japanese at this time), which has comparatively poor graphics, has tremendous emotional pull because of the music and character direction. Personally, I think text/voice are less important in (most) video games. I&#8217;d prefer a move more toward a cinematic experience in which the player is in control&#8211;for instance the feedback of the rumble, the modification of music as you enter battle, the hallucinations as you lose health (as in Eternal Darkness).</p>
<p>I&#8217;ve been more interested in the representational values of &#8220;violent&#8221; games, such as those that immerse people into the battlefields of WWII and Iraq, or in the case of Grand Theft Auto, a made-up city. Do those games present an uncanny experience? Do first person shooters create more of one than a third person shooter. Ho do they construct/represent war, violence, and the &#8220;enemies&#8221;? Do they sublimate the &#8220;death-drive,&#8221; carry one through a healing experience (as Kristeva describes horror lit), or merely tools to control the masses minds as Adorno might have it?</p>
<p>A-Dubs</p>
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		<title>By: Matt Smith</title>
		<link>http://theoryschmucks.com/2008/02/22/das-unheimliche-und-videospiele/#comment-33</link>
		<dc:creator>Matt Smith</dc:creator>
		<pubDate>Wed, 26 Mar 2008 06:46:19 +0000</pubDate>
		<guid isPermaLink="false">http://theoryschmucks.wordpress.com/?p=25#comment-33</guid>
		<description>Very nice post. This Mori&#039;s Valley is an interesting way of looking at some of the difficulties facing games today. It certainly helps explain why people are actually very, very willing to accept technically sub-par graphics. Perhaps a portion of the Wii&#039;s strength in sales is that its unimpressive graphics do not try to blur the line between depiction and representation. 

I certainly think that many games, particularly the (as of recent) ill-fated PC game industry, have tried way to hard to work towards depiction. I don&#039;t understand what video games gain from it. They are almost entirely constructed realities. The only things that are directly attributable to reality are probably the voices of characters. Everything else is a construct. Why try to make games emulate our reality? Let them create their own world.</description>
		<content:encoded><![CDATA[<p>Very nice post. This Mori&#8217;s Valley is an interesting way of looking at some of the difficulties facing games today. It certainly helps explain why people are actually very, very willing to accept technically sub-par graphics. Perhaps a portion of the Wii&#8217;s strength in sales is that its unimpressive graphics do not try to blur the line between depiction and representation. </p>
<p>I certainly think that many games, particularly the (as of recent) ill-fated PC game industry, have tried way to hard to work towards depiction. I don&#8217;t understand what video games gain from it. They are almost entirely constructed realities. The only things that are directly attributable to reality are probably the voices of characters. Everything else is a construct. Why try to make games emulate our reality? Let them create their own world.</p>
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		<title>By: Anna</title>
		<link>http://theoryschmucks.com/2008/02/22/das-unheimliche-und-videospiele/#comment-22</link>
		<dc:creator>Anna</dc:creator>
		<pubDate>Mon, 25 Feb 2008 16:47:38 +0000</pubDate>
		<guid isPermaLink="false">http://theoryschmucks.wordpress.com/?p=25#comment-22</guid>
		<description>Ohyes. Also, a video that pretty much exactly covers Mori&#039;s valley. So. Creepy.

&lt;a href=&quot;http://www.technoccult.com/archives/2008/02/13/my-fake-baby-a-documentary-about-women-with-realistic-fake-baby-dolls/&quot; rel=&quot;nofollow&quot;&gt;Here.&lt;/a&gt;</description>
		<content:encoded><![CDATA[<p>Ohyes. Also, a video that pretty much exactly covers Mori&#8217;s valley. So. Creepy.</p>
<p><a href="http://www.technoccult.com/archives/2008/02/13/my-fake-baby-a-documentary-about-women-with-realistic-fake-baby-dolls/" rel="nofollow">Here.</a></p>
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		<title>By: Anna</title>
		<link>http://theoryschmucks.com/2008/02/22/das-unheimliche-und-videospiele/#comment-17</link>
		<dc:creator>Anna</dc:creator>
		<pubDate>Sun, 24 Feb 2008 23:06:12 +0000</pubDate>
		<guid isPermaLink="false">http://theoryschmucks.wordpress.com/?p=25#comment-17</guid>
		<description>I wonder if this is part of why people are drawn to sci-fi and fantasy: they know that depiction can never be perfect, and so they move to the opposite end of the spectrum, where people are cardboard cut-outs and the plot is easily recognizable within the first few pages. And the move of recent sf/f toward holding those archetypes within a story that&#039;s a lot grittier and a lot more recognizable to your average person seems to be an attempt to reconcile the two.

The other problem with depiction is that it depends on people recognizing it - take, for example, &lt;i&gt;To The Lighthouse.&lt;/i&gt; These are not feelings or people that, in specific, we would recognize as being kin to our American, 21st century perspective. It&#039;s the overall representation that lasts - everyone knows someone like Mrs Ramsay in general.

Representation appeals to our very human need to see patterns, to be able to classify people into groups. Literature that tries to take that away from us... I just can&#039;t see it working. We will, by necessity, start saying &quot;oh, I know someone who has that trait. And that!&quot; and so characters become corollaries to real life.

I&#039;m not quite sure how to relate this back to the art side of things, mainly because I am not an artist who works with visual media. But! Have thoughts.

(I have now commented, Gordon. So there. :P)</description>
		<content:encoded><![CDATA[<p>I wonder if this is part of why people are drawn to sci-fi and fantasy: they know that depiction can never be perfect, and so they move to the opposite end of the spectrum, where people are cardboard cut-outs and the plot is easily recognizable within the first few pages. And the move of recent sf/f toward holding those archetypes within a story that&#8217;s a lot grittier and a lot more recognizable to your average person seems to be an attempt to reconcile the two.</p>
<p>The other problem with depiction is that it depends on people recognizing it &#8211; take, for example, <i>To The Lighthouse.</i> These are not feelings or people that, in specific, we would recognize as being kin to our American, 21st century perspective. It&#8217;s the overall representation that lasts &#8211; everyone knows someone like Mrs Ramsay in general.</p>
<p>Representation appeals to our very human need to see patterns, to be able to classify people into groups. Literature that tries to take that away from us&#8230; I just can&#8217;t see it working. We will, by necessity, start saying &#8220;oh, I know someone who has that trait. And that!&#8221; and so characters become corollaries to real life.</p>
<p>I&#8217;m not quite sure how to relate this back to the art side of things, mainly because I am not an artist who works with visual media. But! Have thoughts.</p>
<p>(I have now commented, Gordon. So there. :P)</p>
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		<title>By: Gordon Levine</title>
		<link>http://theoryschmucks.com/2008/02/22/das-unheimliche-und-videospiele/#comment-15</link>
		<dc:creator>Gordon Levine</dc:creator>
		<pubDate>Sun, 24 Feb 2008 01:52:37 +0000</pubDate>
		<guid isPermaLink="false">http://theoryschmucks.wordpress.com/?p=25#comment-15</guid>
		<description>Mori&#039;s valley is definitely a problem for any art that tries to depict human beings. I almost added a paragraph at the end of the original post noting that that&#039;s probably why anime is so popular -- it&#039;s highly stylized and representational.

Good point about literature having the same problem, too. I hadn&#039;t consciously made that jump. &lt;i&gt;Of course&lt;/i&gt; literature is caught between the same rock and hard place of depiction and representation. I guess I&#039;m too invested in representation to remember that some authors try for depiction.

I &lt;i&gt;liked&lt;/i&gt; Batman Begins. I don&#039;t think Christian Bale wasn&#039;t the best choice for the role, though; somebody more emotive -- specifically angrier -- would&#039;ve worked better.</description>
		<content:encoded><![CDATA[<p>Mori&#8217;s valley is definitely a problem for any art that tries to depict human beings. I almost added a paragraph at the end of the original post noting that that&#8217;s probably why anime is so popular &#8212; it&#8217;s highly stylized and representational.</p>
<p>Good point about literature having the same problem, too. I hadn&#8217;t consciously made that jump. <i>Of course</i> literature is caught between the same rock and hard place of depiction and representation. I guess I&#8217;m too invested in representation to remember that some authors try for depiction.</p>
<p>I <i>liked</i> Batman Begins. I don&#8217;t think Christian Bale wasn&#8217;t the best choice for the role, though; somebody more emotive &#8212; specifically angrier &#8212; would&#8217;ve worked better.</p>
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		<title>By: Rook Cragoe</title>
		<link>http://theoryschmucks.com/2008/02/22/das-unheimliche-und-videospiele/#comment-14</link>
		<dc:creator>Rook Cragoe</dc:creator>
		<pubDate>Sat, 23 Feb 2008 23:51:29 +0000</pubDate>
		<guid isPermaLink="false">http://theoryschmucks.wordpress.com/?p=25#comment-14</guid>
		<description>i think that this same principles extends to all human depictions in any artistic form, from charcoal drawings to literature.  if something is a caricature representation of an object or form in the real world, we understand that it&#039;s a symbol meant to be representative of that reality, not a perfect reflection of it.  if a character in a novel, for example, is depicted in a realistic setting, and with realistic troubles and wishes, but says and acts in ways that are not realistic, but rather idealistic and emblematic of reality, we complain that the character is weak and two-dimensional.
example: my problem with &quot;batman begins&quot; - here we have a director and writer who are trying to pull what has always been a campy character out of the campy setting and into a more realistic world, but unfortunately, the eccentricities inherent in a millionaire who wants to don bat ears to scare criminals make the character of bruce wayne in &quot;batman begins&quot; ill-suited to his new, (semi) realistic environment.  as a result, i can&#039;t immerse myself in the movie, because reality has been attempted, but not achieved.</description>
		<content:encoded><![CDATA[<p>i think that this same principles extends to all human depictions in any artistic form, from charcoal drawings to literature.  if something is a caricature representation of an object or form in the real world, we understand that it&#8217;s a symbol meant to be representative of that reality, not a perfect reflection of it.  if a character in a novel, for example, is depicted in a realistic setting, and with realistic troubles and wishes, but says and acts in ways that are not realistic, but rather idealistic and emblematic of reality, we complain that the character is weak and two-dimensional.<br />
example: my problem with &#8220;batman begins&#8221; &#8211; here we have a director and writer who are trying to pull what has always been a campy character out of the campy setting and into a more realistic world, but unfortunately, the eccentricities inherent in a millionaire who wants to don bat ears to scare criminals make the character of bruce wayne in &#8220;batman begins&#8221; ill-suited to his new, (semi) realistic environment.  as a result, i can&#8217;t immerse myself in the movie, because reality has been attempted, but not achieved.</p>
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