Now Playing: Might and Magic, Clash of Heroes

What we play as schol­ars is as impor­tant as what we read. Gam­ing is expe­ri­en­tial, and there is no sub­sti­tute for this activ­ity. Many — if not most — of the best thinkers in the field rec­og­nize this, and a wealth of books and arti­cles on the topic of games and dig­i­tal play are sus­tained by myr­iad first-person ref­er­ences to in-game expe­ri­ence. This is not idle boast­ing: This is the digital.

For the sake of con­trast, take a moment and reflect on how fre­quently the aver­age spe­cial­ist in, say, the con­tem­po­rary novel talks about her per­sonal expe­ri­ence as a reader. Or, more point­edly, how often she explic­itly roots her cri­tique in first-hand knowl­edge of the con­struc­tion of fiction.

While this approach may meet with skep­ti­cism in con­ven­tional acad­eme, the most com­pelling con­tem­po­rary schol­ar­ship in fields like game stud­ies comes, in fact, from scholar-hybrids, whose intel­lec­tual pro­duc­tion is not lim­ited to (or by) the writ­ten word. See, e.g., Ian Bogost, DJ Spooky, Nick Mont­fort, Stu­art Moulthrop, Jane McGo­ni­gal, and a host of oth­ers. This blur­ring of con­ven­tion­ally dis­tinct intel­lec­tual cat­e­gories (theo­ria and praxis) is, I think, a demand of dig­i­tal­ity, and mer­its fur­ther con­sid­er­a­tion (indeed, it is not unre­lated to the issues raised in my last post).

But I want to use this post to innau­gu­rate a new “fea­ture” of this blog, Now Play­ing. With it, I intend sim­ply to make men­tion of the games in which I am cur­rently invested, and offer per­haps a word or two about them.

MightandMagic_Box.jpgSome­times it is hard to iden­tify a sin­gle game which defines recent expe­ri­ence, but occa­sion­ally it is a sim­ple mat­ter. This week, it is clearly Might and Magic, Clash of Heroes (Ubisoft, 2009). Exclu­sive to the Nin­tendo DS, this is the first game I’ve played on the DS that feels as though it makes use of that platform’s pecu­liar affor­dances (dual screen dis­play, sin­gle touch screen, min­i­mal res­o­lu­tion, sty­lus). An RPG-puzzler hybrid in the tra­di­tion of Puz­zle Quest, Clash of Heroes boasts an amus­ing, even coher­ent, story line, charm­ing graph­ics, and an engag­ing puz­zle form (one loosely based on another offer­ing from one of the devel­op­ers, Crit­ter Crunch).

The low-res graph­ics, tiny sprites, and ambigu­ous puz­zle are well-served by the detailed nar­ra­tive, which works to define and re-define the specifics of the puz­zle in order to keep you engaged, even as you are see­ing (quite lit­er­ally) the same tiny icons on the screen, again and again. I am just over 20% of my way into the game, and it remains a com­pelling play.

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