Series on the history and future of massively multiplayer gaming, including a full article on branded MMOGs.
The comic is one of the most awful I’ve ever read, and it’s testament to the fact that “adaptation” in a multimedia franchise fits a fairly specific tradition, and even innovative works act within that tradition… when the tradition is ignored, it turns out badly. Generally a minimal set of story functions, or narremes, are transfered from medium to medium and then embellished as appropriate for the newer medium. In this case — whether because the writers felt a sense of fidelity to the game play, or felt that Doom didn’t have a story to embellish, or were trying to be funny, or just didn’t care — this is not only a transfer of the game’s narremes but an attempt to transfer its reading (playing) experience or mechanics, and the result is absolutely wretched.
Tom: I am not playing the Death Star trench run when I’ve already destroyed the Death Star in LucasArts games about 10 times. “Rashomon” had fewer permutations than this.
From “Gameboys” on Salon (ad viewing required).
Here’s a Mercury News article about the “Sims Shadow Government,” which is also part of the story.
Via Ludology comes this very funny EGM article where game-literate kids of today play games from the past.
Some discussion on Slate concerning Second Life, a persistent world game with a very minimal narrative structure and MOO-style player agency, including authorship. I’m trying to suss out Second Life as a fictional space and figure out what distinguishes a game narrative from a stylized digital space, or whether I’m thinking about it too much in binaries.
The review of the persistent world game Real Life is helpful in this situation.