Exploring and Unraveling: Things Aren’t As They Seem

On the blog posts I’ve read from some of my classmates so far, I have been quite impressed. Each person I’ve read has really tried to explore what ideas are really present and how these ideas–removed from any glitz, marketing, or common platitudes–guide the mechanics in their respective games. Five posts especially showcase how our … Continue reading “Exploring and Unraveling: Things Aren’t As They Seem”

On the blog posts I’ve read from some of my classmates so far, I have been quite impressed. Each person I’ve read has really tried to explore what ideas are really present and how these ideas–removed from any glitz, marketing, or common platitudes–guide the mechanics in their respective games. Five posts especially showcase how our class has really dived into a lot of game worlds to discover new meanings embedded, intentionally or unintentionally.

Luke in his blog post on Broken Age discusses at length about how the game makes the player question their perception of reality as the in-game characters find assumption after assumption about the in-game world to be false. I’d be interested to see how that concept of an unreliable perception of reality would be applied to countergames, which disintegrate our expectations of what game is and should be. A lot of the counter games we saw in Galloway’s essay collection were very perception-bending, so I wonder how a narrative misperception of reality would pair with a visual misperception of digital objects?

Screenshot from Brody Condon’s Adam Killer

Violet’s blog post on Kim Kardashian: Hollywood also explores and unravels the idea of simulating reality in a way. The player simulates a fantasy reality of going through Kim Kardashian’s career trajectory. I would ask Violet how this celebrity game about becoming famous stacks up to other celebrity games? Does Kim Kardashian just have an incredibly strong brand (which she does), or is there a larger social phenomenon these kinds of games tap into (young people wanting to be celebrities so badly now)?

The societal want to attain celebrity status is not a super hidden feature, even though Violet still explores it well. On the other end of the spectrum, some classmates extrapolated a lot of interesting things by analyzing the real ideas behind some games. Matt wrote about Dear Esther, a game that challenges notions of action in a first-person format, and with the help of some organic chemistry clues hidden in the game, discovered a game that lost any air of pretension and became a touching game about loss and depression. Alec wrote about Desert Golfing and Harvest Moon and how the latter has the disguise of zen to its time-based system but does not have the required neutrality that Desert Golfing has. Emi wrote about complicated gender representation in Bioshock and how the Little Sisters appear to have agency without any power structures (because there is no society) yet are still at the mercy or cruelty of violent men who kill Big Daddies well.

A Little Sister from Bioshock

Each of these five scholars have picked apart in similar ways what makes these very different games. They’ve approached these games’ systems by also approaching characters (usually the player’s character or actions). They only got to the larger points of each of their post by exploring the world through some character’s personal view that became their own, whether that was Kim Kardashian’s journey or Alec’s personal journey of relaxation and frustration. These games were rooted in people’s stories, and I found them to be interesting analyses because of it. I suppose it’s always important to remember that games are always connected to people, never really in a fantasy that’s far from a human author, political issues, or personal stories.

Image Sources:

Condon, Brody. Screenshot from Adam Killer. “Interview: Brody Condon’s ‘Adam Killer’ (1999).” Gamescenes, 31 May 2010, http://www.gamescenes.org/2010/05/interview-brody-condons-adam-killer-1999.html. Accessed 10 Dec. 2016.

“Little Sister Dresses from Bioshock.” Pinteresthttps://www.pinterest.com/pin/515802963548960476. Accessed 10 Dec. 2016.

Ambient Kommercialism & Kardashian Kontext in Kim Kardashian: Hollywood

Kim Kardashian: Hollywood was released in 2014 to much fanfare, where it shot to #1 on the Apple App Store chart and grabbed #4 for top-grossing apps. The game developer, Glu Mobile, reported that it raked in $1.6 million in its first five days on the market. The Kardashians are a brand and a lifestyle that is largely consumed in a passive way — we watch Kim on TV and in photoshoots and on red carpets. Our pursuit of her content…

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Kim Kardashian: Hollywood was released in 2014 to much fanfare, where it shot to #1 on the Apple App Store chart and grabbed #4 for top-grossing apps. The game developer, Glu Mobile, reported that it raked in $1.6 million in its first five days on the market.

The Kardashians are a brand and a lifestyle that is largely consumed in a passive way — we watch Kim on TV and in photoshoots and on red carpets. Our pursuit of her content across Instagram and Snapchat could be construed as slightly more active consumption. But the basis of Kim’s fame is visual: we want to see what her life is like. This is likely why on Twitter she has 48 million followers but on Instagram 85 million.

So how does the Kardashian experience translate into a game? In Kim Kardashian: Hollywood, players customize their avatars in either gender. The avatar works at a clothing boutique and immediately has a chance-encounter with Kim herself! You are destined for fame. Kim invites you to a party, gets you a modeling gig, and is a guiding hand through your ascent from the D-list to the A-list celebrity totem pole. This is the core goal of the game: attain fame, as much as you possibly can.

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Megan Garber at the Atlantic described the landscape of KK: Hollywood as “ambient commercialism“: the more modeling jobs and event appearances you do, the more money, energy, and K-stars you get. Money can be used to buy new clothing, hair, accessories, make-up, pets, mansions, Range Rovers and more that get unlocked with each level up. Energy allows you do to more jobs but also extract more money out of each job (and better impress your fans). K-stars are the rarest and most valuable currency within the game — they translate to charmas in, if you have enough K-stars you can literally charm your way through doors and climb that social ladder double time. Every action and reaction within the game is geared toward selling yourself so you can buy more things for yourself so that you can then better sell yourself, ad infinitum. (actually only until level 45).

The story-line of the game mimics Kim’s own early rise to fame; in-game, So Chic clothing boutique is a dupe for DASH, the clothing boutique operated by Kim and her sisters. In-game, you start with small modeling gigs, reminiscent of some of the shockingly small (and bad) modeling gigs Kris Jenner was booking Kim for on the first season of Keeping Up With the Kardashians. Miami becomes an unlocked destination where you can make club appearances to earn more K-stars, which is exactly what Kim did in her spin-off reality show set in Miami.

In “How to do Things With Video Games,” Ian Bogot dedicates a chapter to branding. Modern iconography in games adds a layer of “contemporary social values” in games. He gives the example of a re-skinned Monopoly game where the player tokens are updated to represent 21st century brands: a Toyota Prius, Mcdonald’s french fries, New Balance sneakers, and Starbucks coffee. (53).  In Kim Kardashian: Hollywood, players experience a re-skinning of Kim’s own ascent to fame, layered with the “contemporary social values” the game points to: fame, materialism, social climbing, looks, travel…If the game lacked the contemporary context the Kardashian presence affords it, I don’t think it would have been nearly as popular.

I’m only on level 10 so it remains to be seen whether I’ll make it to that mythical A-list or not.