Cavafy’s “Ithaca” and The Video Game Arms Race

In my younger and more vulnerable years my father gave me some advice that I’ve been turning over in my mind ever since.

“Don’t get caught up in this damn World of Warcraft arms race,” he told me. “You’ll only lose sight of why you enjoy the game in the first place.”

He was referring to the fact that in World of Warcraft, a game that we played together when I was younger, the developers constantly released new, awesome material that required your constant attention and dedication in order to master. A lot of this came in the form of high end “gear,” or equipment that would grant bonuses to a player’s abilities. Once you got towards the end of the new content, you might get diminishing returns on your investment in terms of stats, but it was still noticeable, and a lot of players still grind out countless hours for the sake of becoming a tiny bit stronger. I was one of those players.


Though my old account has long since been deleted, this is some of the stuff I was working with. You tend to have a lot of free time when you get grounded as a teenager, and oh lord could WoW use every bit of it. There was a never-ending stream of items, equipment, skills and mounts to obtain and master. I’d spend a lot of time going through the same dungeons and events over and over in the hopes of getting some gear that I hadn’t gotten yet, half for my own abilities in the game and half for pride.

My dad would notice my reaction when I’d lose some sort of achievement that I wanted, and he’d usually get on me for not enjoying the game itself. You know, cuz that’s kinda the point of a game. I’d spend most of the time that I played with my dad looking forward to simply getting loot, losing track of what was most valuable about that time with my dad.

One of our favorite dungeons was called Karazhan; it was an old castle filled with all sorts of magic creatures and haunting spirits who held strong items and fun challenges.

This is but one of them, as our heroes attempt to defeat the actors in the play. The play changes between three random options, and in this one they try to defeat the Big Bad Wolf as he spontaneously chases random members of their party, who are designated as “Little Red Riding Hood,” all the while screaming “Come here little girl!”

Totally fun, right? I missed out on a lot of the pure enjoyment of the game because I was too concerned with the end result. Another good example comes from the final boss of Ulduar, an ancient Dwarven city dedicated to the mystical Titans who created this world.


Besides the innovative combat, the stunning location and graphics, and the numerous challenges present for players, Ulduar offers some of the most expansive and immersive lore that I’ve ever encountered as a gamer. Hours of gameplay must be dedicated to reach this point, and we are given a lot of incredible story line along the way that culminates in our showdown with Yogg-Saron. This encounter is both extremely challenging and totally fun, but I spent most of this time worrying about what loot he was going to drop.

Had I not, I might have enjoyed the game as it was meant to be played. I couldn’t tell you now all the stuff that my characters possessed in this game, or even how much time I spent acquiring it. However, I can’t describe the nostalgia that I got when looking up videos to put in this blog. Each of them brought back individual memories with my dad, or they reminded me of how much fun I had immersing myself in one of the great games of our time.

This is all to say that we should take the message of Cavafy’s “Ithaca” to heart, especially in gaming. If we start to stress too much about the end goals of the game, or keep chasing minor achievements and a minuscule leg up on other players, then we start to lose the reason that we play games like this in the first place.

Form and Function

Admittedly, I am a total newbie when it comes to gaming. Seriously.. I’m the kind of person whose experience with games stops with Mario cart and scoops for my iPhone. So when I jettisoned myself out of reality and into the world of gaming by downloading the game Braid, I was skeptical as to if I would have even the minimal amount of fine motor control to successfully play the game, let alone be able to enjoy it.


Luckily for me, Braid is the kind of game that is totally transformative. I found myself lost in the aesthetic beauty that appeared on the screen as it whisked the hero, Tim, and me to a fictional and imaginative land. It is the very visual appeal of this game that makes all the difference, as well as works in conjunction with the fiction of the game to elevate and transform the narrative.


The backdrop of the game is striking. It’s like being inside one of Monet’s masterpieces. The highly impressionistic setting is important because it lends itself to the creating the element imagination that so many gamers enjoy. I am personally in the camp with the game theorists that believe that the fiction and landscape of the game space are more than just decoration to the game’s rules, but rather are a part of entire gaming experience where form and function come together and help inform one another. I’d like to think that the creator, Jonathan Blow, is too. The game creates a cohesive theme of two-dimensionality within the landscape and the rules of the game that I assume help to enhance the narrative, but I’m not really sure yet. Don’t worry, guys, no spoilers here: it took me many hours and lots of help just to figure out the basics of how to play the game, and I still can’t figure out how to properly utilize the monsters to get more height… However, I assume that when I finally get to the end and have the whole story figured out (I can’t bring myself to read ahead on Wikipedia), this theme of two-dimensionality is going to tie-in some how.


Now, while the visual background to the game is exceedingly exquisite, I can’t get over Tim’s chic and streamlined menswear look. I love how his conservative and prep school-ish ensemble stands in direct opposition of his environment. Where a normal game maker might design a charter’s wardrobe to fit the theme of his surroundings, Tim’s outfit stands in stark contrast of it. However, his navy blazer and khakis don’t pull me out of the game, but rather help me to relate to Tim because he looks just as lost in this game as I feel. But actually, Tim’s outfit gives an ironic sense of realism to a game that plays with the concept of time and looks more like a painting than reality. And with class just starting back, the timing of discovering Tim’s outfit couldn’t be more perfect! With his navy blazer and khakis, he looks so ready to hit the books.


Here, I’ve made this ensemble more ladylike by incorporating my favorite brown leather Christian Louboutin wedges to keep the outfit from looking too masculine. This Brooks Brothers navy wool blazer and white (wrinkle-resistant!) button down and J Crew tailored khakis keep the look true to Tim. Of course, I had to include a braid as a tribute to the game itself. Now that I look the part, maybe I can figure out how to actually win!





-Sparling Wilson

The Questions Continue: Can A Game Be Art?

Can a dolphin swim in water? Of course it can. Can a game be art? Of course it can. There is more to art than using paintbrushes and charcoal; there is a huge spectrum of how art can be expressed, from drawing, to writing, to designing, to cooking, to applying make-up, to even sex! You get the picture. The definition of what a word means should never limit someone from being able to express him or herself. Art is about using your imagination, creativity, and most of the time you also need talent.

In a game, designers defiantly have to use their talents, creativity and imagination, because nine times out of ten, they are creating a world no one has ever seen before, and have to come up with new and exciting ways to appeal to their audience. If every game out there had the same setting, the same types of guns, and only one character to choose from, what would be fun about that? Game designers today have joined forces in creating the most compelling, and realistic, game experience there can possibly be, and they do a damn good job at it too.

The story line, the details, the graphics, the color scheme, the flexibility to go where you want in the gamespace, all of these are artistic examples of what a game entails (plus many more things I am sure). Without these artistic elements there wouldn’t be anything fun about a game.

When you look at a piece of artwork you like to feel engaged by what you see at and interested. The same idea applies to a game. Sure back in the day games hardly had any intense graphics are amazing plots, but life was also a lot simpler back then. With the way technology has progressed over the years, some day soon there will be game systems you can set up in your living room that you can three-dimensionally play; how cool does that sound? And the three-dimensional setting will never have a one-dimensional concept. It will be insightful, interactive, and unique to any other type of game out there.

Gaming in itself can also be a form of art! Sure it’s for a bunch of nerds but who’s to say they don’t have the talent to move their thumbs at the speed of light, or shoot 300 bullets in less than a minute? The beauty of a game is you never know what high score your going to get or how many levels your going to pass in one night. The idea of playing a game is doing it for fun, but to analyze a game for its graphics and artistic concepts, well that in it self is a different art as well. But the over all answer to all of our questions is: YES, of course it can be art!


To Play, Perchance to Battle – Ay There’s the Rub!

Before fully grasping the concepts of the Metaverse in Snow Crash by Neal Stephenson, I imagined the Metaverse as a simple game with small characters similar to a colorless version of the Super Mario Bros. I thought of the game as cartoonish, bleak, and hardly three-dimensional.

This however, is the beauty of imagination.

Though my thoughts where way off target from Stephenson’s particular viewpoint of his own novel, (and everyone else’s viewpoint for that matter) who’s to say my imagined Metaverse wasn’t a well enough assumption?

No one can! My own thoughts and imagination are just as good as the nerdy kid who sits across from me, who thinks he figured out the meaning of life at age 9. I’m entitled to my own thoughts despite how unsound they may be.

I’ve always considered myself to be a dreamer; so living in an imaginary world is very common for me. Like every teenage girl, I liked to dream up my future down to my kids names and birth dates; it’s a chick thing! This is why reading about combat with swords and spears in Snow Crash, is far more engaging to me than virtual combat in LOTRO.

Now that I understand that the Metaverse is actually more of an outgrowth of the Interent and is a fully immersive three-dimensional virtual world, I now imagine the place more like The Matrix or maybe even like Star Wars. (What, I need some type of reference point!)

I imagine the swards and spears clinking together the way lightsabers do, and everyones characters are made out of a million different numbers. The idea of being able to dream up my own battlefield of the Metaverse is simply far more appealing then playing a game like LOTRO where I am limited to killing one thing at a time, using one weapon at a time, and living in one virtual battlefield that has already been designed for me.

Though it is compelling and engaging to battle in LOTRO, (my little hobbit looks so cute taking on the giant Spider) I would much rather have a battle in my head without any boundaries. I can always throw in some other random characters that aren’t even in the book and out of nowhere start slaying dragons. Because that boys and girls is the beauty of imagination; to read, perchance to imagine – ay there’s no rub!


A Board Game is Forever!

The Game of Life… the classic board game played from high school graduation to retirement. Throughout my youth, the game would sometimes give a sense of direction to where my real-life was heading. What usually brought me out of my fantasy world, was when I’d draw a card for my occupation and become a doctor, then I’d draw a card for my salary and its $20,000 a year. The idea of being able to play out my entire life in less then an hour was quite mindboggling for the average 9 year-old. There is absolutely no strategy or skills needed to play this game, except maybe knowing how to read and count. It’s pure luck based on the number you spin and even if you don’t retire first, there is always a chance you could still win if you ended up with more LIFE Tiles then everyone else.

LIFE brought out a new dimension of thinking for kids like me who grew up in the 90’s. With any board game I ever played, the real fun was being able to use my imagination as if I was on the board myself jumping from square to square. I imagined myself weaving through Candy Cane Forest in Candy Land, or getting thrown in Jail during Monopoly. I was fascinated by the idea of going to college, getting married, and having my first kid all in under 5 spins of the wheel. 

Now fast forward to the new millennium, technology is booming and kids like my younger brothers and sister could careless about using their imagination. Why would they want to when they have awesome graphics on their new console game that they play religiously every day after school? Their eyesight is becoming worse as they stare into the television set for hours; their thumbs are getting arthritis at a young age from using the controller for so long; their brains are being manipulated into thinking that violence, shooting, killing, and robbing people are all fun to play and watch.

I think it’s great that technology and multimedia have reached another level of success and improvements, but seeing a 7 year-old on her cell phone, and a 10 year-old with the lasted ipod touch, and a 13 year-old asking when he’s going to get his first car, only breaks my heart because children are no longer living like children in today’s society. Kids don’t enjoy playing board games anymore, rolling the dice, waiting their turn, reading the cards, moving from space to space all seems too time consuming. Their idea of a game is fast paced; each scene is pre-designed for them, and at the click of letter B on their controller, an entire village is destroyed–that is fun.

The Game of Life… the title alone brings out a whole new understanding of what life really is. The real life we live in is a game. There are rules, there are different paths you take, there are obstacles that might make you loose a turn, there are responsibilities like work, and family, and having a house. If kids like my younger brothers and sister understood that there is more too life than playing a console game through a first-person shooters perspective, they might see one day through their own eyes that life outside a game is just as fun. Technology is always on the rise and getting updated, every year or so you have to buy the new and latest equipment so that you can suitably function the new and latest console games. But the simplicity of a board game is forever, and once technology runs out of great ideas for you, creativity and imagination will always be there to keep you enjoying the real game of life.


“Imagine if you will…”

~By Jim B. on 09/25/08

The Green Dragon, as we read about it in the novel and see it in the film, seems to be a lively pub frequented by the busily gossiping residents of Hobbiton and Bywater after a hard day’s work. When you visit it in LOTRO though, you might be let down just a bit. Sure, you can see the room is pub-esque, but from a first impression it doesn’t exactly live up to its counterparts in the other media; the crowd of chatting hobbits is replaced by a small group quietly talking in a corner. Indeed, you might ask, where is the pub-itude ?!

Well, luckily I happen to have an answer to that question. Probably not the right answer, but I like it. Anyways, I’m going to compare the LOTRO Green Dragon to a common household fridge – yes, you heard me right… Small children are sometimes confused as to what happens to the light inside the fridge when you close the door. They’ll repeatedly open and close the door, trying to get a peek of what it looks like inside the fridge when they can’t see inside. Some of these children discover the small button that the door closes on top of and realize that it controls the light. The rest of the children are (bad pun alert) left in the dark. As far as they know, any number of spectacular things could be happening inside their fridge while they’re not looking.

And this is where my analogy comes into play. I invite you, as we in English 115F often enjoy doing, to “imagine if you will” that the Green Dragon of LOTRO is but a common household fridge… While your character is inside – that is, when the fridge door is open – nothing seems to be going on. But step outside the pub; close that fridge door. Now that your eyes and ears aren’t telling you that the pub is too quiet, you are free to pretend that it’s every bit as lively as it was in the film or the novel. Nifty, eh ? But it doesn’t end there. See that NPC standing over there ? Yeah, that one, wearing the straw hat and the apron. Just watch her for a few minutes.

Are you going to tell me that she is always standing in that same spot, no matter what time it is in Middle Earth ? That seems awfully boring. Let’s fix it: wrap up whatever business you may have with her, and then move on to another location. Now imagine she’s gone inside her house to do whatever it is that hobbit NPCs like to do when no one’s looking (fill in the blank yourself if you want, but let’s try to keep this PG). Problem solved.

A major part of enjoying a game is understanding that, once in a while, it’s necessary to supplement what you can see and hear with your own creativity. NPCs have to be confined to a single spot or predetermined path in order to be accessible to anyone at any time. A creative player can get around this and make the story more believable. And that’s funny: using imagination to make something more realistic. Another thought to ponder I guess.