Handmade Pixels book launch October 10th in New York

I will be presenting my new book, Handmade Pixels, on October 10th 2019 at the New York University Game Center.

“Join us to celebrate the launch of Jesper Juul’s latest publication, Handmade Pixels! Handmade Pixels: Independent Video games and the Quest for Authenticity is the new book (MIT Press) from video game researcher Jesper Juul, about the history and idea of independent video games.

Through examples of many interesting and strange games, and through audience participation, I will tell the history of independent games, and point to their ongoing challenges: What happens when players deny that an experimental independent game is a “real game”? Are experimental independent video games for everyone, or only for a small group of connoisseurs? Can we continue to make new video games by referring to older analog or digital visual styles? How can we create authenticity in a thoroughly digital world?”

Get your tickets here.

Virtual Reality: Fictional all the Way Down (and that’s OK)

Are virtual reality objects real? I have a new paper out in the Disputatio journal, titled Virtual Reality: Fictional all the Way Down (and that’s OK) .

The paper came about as a response to David Chalmer’s 2017 paper The Virtual and the Real, about which Pawel Grabarczyk organized a seminar in Copenhagen in the summer of 2018.

TL;DR: Chalmers uses virtual reality to argue that there are structures (such as calculators) that exist regardless of their physical or non-physical implementation, and as such virtual reality objects can be perfectly real.

I argue, orthogonally, that virtual reality is not becoming “just-like-the-real-thing” based on any fidelity to the physical world. VR is not just technology, but art; a human act of communication and selective implementation. I also argue that VR is half-real: we are not magically transported to another world, as VR is only selectively implemented (it rarely has the photons that make up light, for example), and as users we we are conscious of how the world is a limited implementation made for the purpose of a particular experience.

My next book, Handmade Pixels, will be out in September

Handmade Pixels

It’s real: My new book, Handmade Pixels: Independent Video Games and the Quest for Authenticity is now in the MIT Press fall catalog, and will be out in September 2019.

For the book I interviewed 21 developers, artists, and festival organizers, and I will be posting interviews as we get closer.

Interviewees: Celia Pearce, David Kanaga, Jason Rohrer, Jonathan Blow, Kelly Wallick, Mattie Brice, Naomi Clark, Nathalie Lawhead, Pippin Barr, Rami Ismail, Robin Hunicke, Sam Roberts, Simon Carless, Tale of Tales, Thorsten Wiedemann, Tracy Fullerton, Zach gage, Anna Anthropy, Bennett Foddy, Paolo Pedercini, Bernie Dekoven.

Thanks to all who helped, made the games, or let themselves be interviewed!

https://mitpress.mit.edu/books/handmade-pixels

Game-playing, from Submission to Creation

I keep returning to this question: When we play a game, are we free –  or are we prisoners of the game rules?

Here is Playing, my contribution to Henry Lowood and Raiford Guins’ wonderful Debugging Game History collection.

In the piece I argue that there are four main conceptions of the act of game-playing, going from playing as submission to playing as creation.

1. Playing as submission, where the player is bound by the limits set forth by the game rules.

2. Playing as constrained freedom, where the game creates a space in which players acquire a certain amount of freedom and the opportunity to perform particular acts.

3. Playing as subversion, where the player works around both the designer’s intentions and the game object’s apparent limitations.

4. Playing as creation, where the game is ultimately irrelevant for (or at least secondary to) the actual playing.

Read the full text here: http://www.jesperjuul.net/text/playing/

 

New Paper on the Pay Once & Play Problem of Video Game History

Bacpayonceandplayk from the 2016 DiGRA/FDG conference in Dundee, here is the paper I gave on using design patterns to understand video game history: Sailing the Endless River of Games: The case for Historical Design Patterns.

 
The Pay Once & Play category was introduced in the Apple App Store in early 2015. Though video games were for a long time, at least from 1985 to 2015, mostly sold in boxes for upfront payment, this business model was not actually named as “Pay once & Play” until after the emergence of the free-to-play or freemium business model. Why not? Because it was obvious that all video games were sold in boxes, so why would you mention it when talking about video games, or video game history?

This is the topic of the paper: The problem isn’t just that games change, but that games change in ways we haven’t predicted. The major events in video game history concern things that had previously been taken for granted: MMOs like World of Warcraft moved the role of the player community to the forefront; casual games reconfigured the audience; mobile games reconfigured distribution and business models; independent games set up a new relation between developer and audience. Video game history continually forces us to reconsider what it is we are studying, when we study video games.

In the paper I then propose that we can redefine game design patterns to help us to talk about video game change. I return to matching tile games as an example of how to write history using design patterns.

http://www.jesperjuul.net/text/endlessriverofgames/

 

New paper: High-tech Low-tech Authenticity: The Creation of Independent Style at the Independent Games Festival.

I have posted a new paper, High-tech Low-tech Authenticity: The Creation of Independent Style at the Independent Games Festival.

In which I study the history of visual style in Independent Games. I look particularly at the Grand Prize winners of the Independent Games Festival (IGF) from 2000-2014. I argue that what I call Independent Style is a “representation of a representation”, using contemporary technology to emulate earlier, simpler types of representation. Examples include pixel style graphics, games made with crayons, paper, paint etc…

Interestingly, the 2000-2004 winners do not look like the style we would associate with Independent Games today. Consider Tread Marks, winner at the first IGF.

Year Name Screenshot Visual style Theme / gameplay
2000 Tread Marks 8 3d Tank battle

It is then from 2005 (with Gish) and on that the Independent Style we have come to know begins to dominate the IGF. In the paper I argue that this coincides with an increased focus on non-physical distribution as well as self-publishing.

I also claim that this Independent Style (which is the style by which we recognize independent games) is meant to signal that a small-budget production is small-budget by choice and that small-budget development has a particular authenticity and honesty.

And I also discuss the Arts and Crafts movement, texture settings in Unity, locavore food, Jeff Koons and fake wood.

All comments are welcome!

The paper was presented at the recent Foundations of Digital Games conference.
http://www.jesperjuul.net/text/independentstyle/

My new book: The Art of Failure: An Essay on the Pain of Playing Video Games

artoffailure_cover_180x264[1]My name is Jesper, and I am a sore loser.

And my new book The Art of Failure: An Essay on the Pain of Playing Video Games is fresh out on MIT Press!
(On Amazon.com. UK.)

To wit: I hate to fail in games. I think I enjoy playing video games, but why does this enjoyment contain at its core something that I most certainly do not enjoy?

We tend to talk of video games as being fun, but in The Art of Failure, I claim that this is almost entirely mistaken. When we play video games, we frown, grimace, and shout in frustration. So why do we play video games even though they often make us unhappy?

In the book I compare game failure to tragic literature, theater, and cinema. Where stories concern the inadequacies of others, game failure is special in that it concerns our personal inadequacies

The book covers the philosophy and psychology of failure, as well as the problem of interactive tragedy, and it shows how different types of game design makes failure personal.

Finally, I argue for our right to be just a little angry, and more than a little frustrated, when we fail.

Where to get it

Get The Art of Failure from your neighborhood bookstore, your favorite online retailer, or from the book’s companion website: http://www.jesperjuul.net/artoffailure/

The book is available in both paper and ebook formats.

Official MIT Press page: http://mitpress.mit.edu/books/art-failure

Thanks to everybody who made this book possible!

-Jesper

Endorsements

  • “Frankly, I hadn’t expected to enjoy a book about failure nearly as much as I did. Jesper Juul brings many different fields of study to the table and provides an engaging learning experience.”
    Brenda Brathwaite Romero, game designer, COO and Co-Founder of Loot Drop
  • “I can think of no other medium that so constantly forces its participant to contemplate their own demise. The act of playing games is one dotted with near-endless failure. Yet we plow on. Jesper Juul’s new book is exactly the sharp examination of failure I need to keep myself from stabbing my eyes out when I get frustrated.”
    Jamin Warren, Founder, Kill Screen
  • “In The Art of Failure, Jesper Juul explores an interesting idea and asks provocative questions. This book will be of interest to developers, players, scholars, journalists, and readers with related interests, such as chess players or athletes.”
    Henry Lowood, Curator for History of Science & Technology Collections, Stanford University