Trigger Happy

Trigger Happy, originally published in 2000 with the subtitle “The Inner Life of Videogames”, is a book about the aesthetics of videogames: what they share with other artforms, and the ways in which they are unique. You can download it for free here. The extra final chapter from the 2004 US edition is posted here. I also write a monthly column of the same title in Edge magazine, and I presented a BBC TV documentary entitled Trigger Happy: The Invincible Rise of The Video Game (I did object that a rise could not be invincible, but in vain) in 2004.

Below you can browse some Edge columns and features on videogames for the mainstream press. Also: Working for the Man, my polemical F.R.O.G. conference paper against the “employment paradigm” in games.

10 March 2012

Psychotic flânerie and the history of Grand Theft Auto1

The fastest-selling cultural product in history was created by people you’ve probably never heard of. While this year’s Oscars honoured films in which the movie business sweetly congratulates itself on its own birth — The Artist, Martin Scorsese’s Hugo — the most rapidly dollar-hoovering entertainment release ever is not a film, still less an album; it’s a videogame. Continued →

  1. An edited version of this article appeared in the Guardian‘s Weekend magazine on March 10, 2012.

As I sighed and sheepishly typed in “wings” yet again, I knew what I was doing. I was satisficing. Scribblenauts, one of the most deeply frustrating amazing games I have ever played, dares you to be as surreal and inventive as possible. It awards bonuses and style points, and challenges you to complete the same level in different ways. It is a glorious feeling when you see that, yes, sure, you can rope that sheep to a hot-air balloon and fly it back to his friends. And yet, if inspiration runs dry, you find yourself falling back on a few old standbys: even if some of what should be uber-powerful objects are cunningly weakened (it is somehow heartbreaking even to a non-believer to see how easily God can be killed), you develop a small repertoire of get-out-of-jail-free cards. You feel guilty, but you do it anyway, because there’s always the next level to check out. In decision theory and economics, this kind of behaviour — choosing a good-enough approach rather than seeking to optimize or maximize — is called satisficing. And I think videogames too often encourage it. Continued →

23 December 2009

One of the strangest novels ever written sees the hero, disgusted with bourgeois society, lock himself away in solitude to pursue artificial pleasures. Des Esseintes, the hero of Huysmans’s À Rebours (1884), constructs a device to blend liqueurs in unprecedented combinations, sows a garden with freak plants, tries his hand at making perfume and has a tortoise’s shell encrusted with gems. The book was later said to be part of a fin-de-siècle artistic movement, characterised by a kind of aestheticised neuroticism, whose members were dubbed the décadents.

Locking oneself away to pursue artificial pleasures, of course, is one possible description of playing videogames. You could write a contemporary version of À Rebours in which the hero isolated himself from society with a house full of consoles, which would add to Huysmans’s principled décadence a more depressing cast of decadence in the modern English sense of unhealthy self-indulgence. Continued →

30 November 2009

Top 10 videogames of the decade

Everyone seems to be compiling lists of the best games of the decade,1 so here, with minimal special pleading or argumentation,2 is mine. A link is given if I have previously written about the game in question. Nota bene: this is not just some personal list of games that I happen to have liked during the noughties; this is The One True Objective Trigger Happy™-Endorsed List of the Ten Best Games of the Decade, and any different list is simply wrong, mmkay?3
Continued →

  1. Apart from Action Button, who are doing the 33 best games of all time. Their list is wrong, of course, but interestingly wrong.
  2. Except in footnotes.
  3. Especially if it has Bioshock on it. Jesus.

16 November 2009

Watching the latest season of 24 with increasing apathy, punctuated by bitter, incredulous chuckling, I realised that a lot of TV execs still don’t get it. They think that, since they are competing with videogames for viewers’ time, they have to make something that is just as hyperactive and contemptuous of the audience’s intelligence as they imagine videogames to be. The truth is that 24, in its long downward spiral into crayon-scrawled decadence, is now far stupider than many videogames.

From the heights of season 2′s finale (a feast of finely choreographed unarmed combat and then shooting that paid knowing homage to Lee and Norris in Way of the Dragon), 24 has become a freakshow of moronic and illogical tactics, with cause and effect floating morbidly untethered. Jack kills a hitman adversary by throwing a screwdriver hard enough to pierce a Kevlar vest. Tony prevents his colleague from shooting an FBI agent, only to kill the agent himself with his bare hands. Jack and Tony pick off a couple of thugs in the docks by luring them into an ambush of silenced fire; and then, instead of continuing this winning tactic, decide to engage the rest of the enemies all at once even though they are still vastly outnumbered. None of it makes sense any more, cries the impotently fist-pounding viewer.

The irony is that for a large proportion of the audience, what makes sense to us in such fictional situations is what we have been taught by videogames. Continued →

30 September 2009

Wandering the streets of an unfamiliar city, I catch myself thinking “Hey, this is a pretty open-world experience” — one of those uncanny moments when you see life in videogaming terms, like scouting out ideal sniper positions on actual rooftops or visualizing yourself performing a nifty bit of CQC on an antisocial fellow commuter.

As an advertising promise, “open world” is the new AI. Even iD, kings of the two-and-a-half-dimensional maze shooter, are going all Fallout 3 with the upcoming Rage. Of course, the roots of the open-world ideal lie in 8-bit-era classics such as Elite and Tir Na Nog. But in the modern era, largely thanks to the success of GTA3 and its successors, “open world” has become a must-have fashionable feature, even for games that an open world renders more irritating and less fun. Continued →