"We are all in the gutter, but some of us..."
Taking Trash Seriously.
"...are looking at the stars."
-- Oscar Wilde
April 29, 2004
Price: Your 2¢

This site is updated Thursday afternoon with a new article about an artistic pursuit generally considered to be beneath consideration. James Schellenberg probes science-fiction, Carol Borden draws out the best in comics, Chris Szego dallies with romance and Ian Driscoll stares deeply into the screen. Click here for their bios and individual takes on the gutter.

While the writers have considerable enthusiasm for their subjects, they don't let it numb their critical faculties. Tossing away the shield of journalistic objectivity and refusing the shovel of fannish boosterism, they write in the hopes of starting honest and intelligent discussions about these oft-enjoyed but rarely examined artforms.


Recent Features


ROUND THE DECAY OF THAT COLOSSAL WRECK

Watchmen 80.jpgIn the run-up to, and wake of, the release of Watchmen, it has become common currency to say that adapting Zach Snyder, et al undertook a massive challenge in adapting Alan Moore and Dave Gibbons’ complex, sprawling medium- and genre-defining work for the screen.

But I’m going to suggest that they actually undertook an even more massive challenge: adapting Alan Moore and Dave Gibbons’ complex, sprawling medium- and genre-defining work for the screen - and completely missing its point.

Continue reading...


The Love Song of the Black Lagoon

Lagoon 2 80.jpgWe have lingered in the chambers of the sea
By gillmen wreathed with seaweed red and brown
Till human voices wake us, and we drown.
--sorta T.S. Eliot

Do you hear that? Off in the distance? A song too beautiful to be real but somehow... familiar? The song twines over the water, through the cattails and the woods, into the window, eighth notes swirling all around. The creature in the lagoon is singing. He's not dead after all and who are we to resist him and the “centuries of passion pent up in his savage heart?"

Continue reading...


Zahn's Star Wars; Or, Will This Death be Permanent?

coruscant-small.jpgA scrappy rebellion, a victory against an evil overlord, leftover spaceships in the dark outer reaches of the galaxy, warriors with extraordinary powers (nearly wiped out), now on the verge of a comeback. Laughs, thrills, moments of sadness, moments of sheer action. Exciting stuff! And oh yeah, it's a Star Wars tie-in novel.

Continue reading...


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The Name Game

by Jim Munroe
Ubisoft's security easily breached by their own videogame character. While I wait in the lobby of one of the largest game studios in the world, I watch someone go through to the inner sanctum. The shiny barrier, with transparent doors that whir apart at the wave of a card-pass, looks familiar -- I think I've seen the devices being used as turnstiles in a Tokyo subway.

Most places of work are satisfied with a locked door, but someone at Ubisoft Montreal decided they needed something with a little more panache. Something that made the employees feel important and impressed visitors. And something that said, "No, you won't just be waltzing in here and stealing our secrets."

I half-wonder if I'm being tested.


After all, the company's breakthrough title was Splinter Cell, a military stealth game in which you circumvent much more challenging security than this. And last year's Beyond Good and Evil has you sneaking around taking photos of sensitive information in order to topple a corrupt government.

But before I become convinced that the office is a set piece in some kind of real-life metagame upon which my life depends, Tali arrives. She welcomes me, swipes me through the subway turnstile, and shows me around. I'd just asked to have a look at the place while I was in town, maybe chat with some of the people who made the games. Most of the rooms are cubicle-style, open-concept kind of areas filled with a bunch of average-looking guys. What they have on their screens is different depending on whether they are play-testing, modelling, animating or producing the games, but their slumped posture and dispirited mouse-clicking are pretty much office-worker-standard for a Friday afternoon.

We continue on another floor, and Tali's commentary pauses as we pass another clump of cubicles. Then she says, "Can't tell you what's going on there." I naturally cast my eyes over this forbidden zone, but nothing stands out as notably different. I'm amused by it on the one hand -- damn, and me without my lapel-pin spy camera! -- and also slightly irritated.

A lot of the game world is top secret and hush-hush. Non-disclosure agreements are flying all over the place. Everyone from play-testers to journalists is asked to sign them, and you can almost understand in those cases. But when you make someone keep quiet about what they do for most of their waking hours, are you asking too much? And ethics aside, when so many great ideas happen through casual conversation in off-hours, is this even an effective way to run a creative business?

As we wait for the elevator, I ask Tali about the secrecy that pervades the videogame industry. "I mean, you don't see it in the movies as much..."

She thinks about it. "Well, they rely a lot on pre-publicity..." she says. "Plus, if they have Tom Cruise acting in their movie, it's not like you can steal that in the same way you can steal an idea for a game."

Ubisoft's security easily breached by their own videogame character. The "marquee name" power that certain actors and directors have in film is not that common in videogames. Brands and game titles have always had the limelight (Atari, Pac-Man, etc.) and not the creators behind them. This is despite long-term pressure for the humans behind the games to get some credit. Arnie Katz wrote in the June, 1983 Electronic Games magazine, "All designers of electronic games are just as much creative artists as painters and novelists.... Why shouldn't the creator of such a work of art be entitled to put his or her name on it to reap the praise and brickbats of gaming consumers?"

As a result of this, the Intellivision and Atari 2600 cartridges of Masters of the Universe: The Power of He-Man had the design teams credited on the packaging. But even He-Man could only push it so far -- today, though credits rolling at the end of a game are common, games haven't made the big step towards the marquee name. I bring this up with Tali, and she points to a promotional cutout picture of XIII, a game done in a graphic novel style with voice acting by David Duchovny and Adam West.

I admit that having the voice of Batman encourage me along was one of my favourite parts of XIII, but it's different when the names attached to the game have star power in other media. Once game makers promote the designers and the art directors, audiences will start picking up games based on those things... and the industry will have its own marquee names native to the form.

Sure, it'll spawn a few enfants terribles. It's not like a superstar designer won't make games just as crappy as a game company on its own, but being able to raise funds for a game based on, say, having a prominent art director attached, will mean more diversity in how games can be made.

You can steal bits and pieces of a project, but a good game is more than the sum of its parts. The secrecy and paranoia belies an adolescent lack of confidence in this, a lack of trust that your audience won't know a rip-off from the genuine quality article. All these electromagnetic doors, arcane contracts and press leaks -- they're good cloak-and-dagger fun and all, but it's time to grow up.

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Ha!

I always felt the same way, about real world security stuff, when I used to play Thief or the sequel. I'm being trained to steal things... but they probably wouldn't too happy if I stole the game itself!

(Made all the more sad in the case of Thief because Looking Glass went bankrupt... but that's an old story already).

James Schellenberg

It seems to me that there is a growing sesne of recognition for designers, at leas tin the video. A game like Zone of the Enders got more hype becuase it was "that guy who directed Metal Gear." But I agree that this doesn't happen nearly as much for video games.

jwithington

Peter Molyneux get's some big hype attached to his name and games. Slightly less known is Michel Ancel (the genius behind Beyond Good & Evil and Rayman) and almost everyone's(*) heard of John Carmack. But yes, fair point.

* In this case almost everyone is defined as 'a large majority of those who have bought and played PC games in the last 10 years

—Nick


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The Name Game - The Cultural Gutter
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Peter Molyneux get's some big hype attached to his name and games. Slightly less known is Michel Ancel (the genius behind Beyond Good & Evil and Rayman) and almost everyone's(*) heard of John Carmack. But yes, fair point.

* In this case almost everyone is defined as 'a large majority of those who have bought and played PC games in the last 10 years

—Nick

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Of Note Elsewhere
A wrestler-fairy? A nerd-werewolf? A caveman-pirate? All these and more in Creebobby's second Archetype Times Table.
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Wong Fei-Hung's been on my mind lately. Luckily, Kung Fu Cinema has a nice video (scroll down) of Wong Fei-Hung in the movies from Kwan Tak-Hing to Gordon Liu, Jet Li as well as Jackie Chan and actress Angie Tsang Tze-Man's portrayals of young Wong Fei-Hung. There's also a detailed companion article tracing the historical and fictional Wong Fei-Hung through newspaper pulps, radio, tv and film. 
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"It's common practice for one of those guys, in a single day, to chainsaw his way out of the belly of a giant worm, take a detour through a zombie shantytown, euthanise his long-lost wife, and spend hours in a sewer trawling through blood and waste, with monsters leaping up at his face and depositing their brain matter on his boots."

Hit Self-Destruct again, on what life's like for videogame heroes.
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The Deleted Scenes webcomic takes a look at W. E. Coyote v. ACME Corporation.
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Frank Miller's Charlie Brown, Thumbsuckers.
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View all Notes here.
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