Water Cooler Games served as the web's primary forum for "videogames with an agenda" — coverage of the uses of video games in advertising, politics, education, and other everyday activities, outside the sphere of entertainment.
The site was maintained at watercoolergames.org from 2003-2009, where it was edited by myself and Gonzalo Frasca. It is now archived here in full.
By now, most of our readers have heard and seen Microsoft's official unveiling of the Xbox 360, their next-generation console. Following through on Xbox chief J Allard's depressingly trite future vision for videogames at GDC, the focus of the Xbox 360 is visual resolution and graphical clarity. Microsoft's Robbie Bach summarizes the device's potential as seen by its creators:
Don't get me wrong: I love HD. I'm an off-the-deep-end electronics geek. I have an HDTV and I do see the difference even on current Xbox games. I can no longer tolerate non-HD television broadcasts. But... is this continued obsession with graphical determinism really the best next step for us game developers and game consumers? I'm troubled, confused, depressed at unmediated glee that accompanies the announcement, best summarized in responses like that of Xbox Official Magazine editor Gavin Ogden:
How simply and utterly fatuous. Look at Gamespot's list of announced games for the new console. Hmm, everything from a "GTA-style action game" to "Tiger Woods PGA Tour 2006" to another "Tomb Raider."
Does expression come in HD too? What kind of new expressive potential does this technically impressive new box underwrite? Or the publicity and glitz surrounding it? Will we ever get beyond "stunning visuals" and imagine a major push toward technology that enables games about our inner lives? I'm bracing for a depressing, yet unsurprising E3 next week.
In the meantime, take a look at a distinctly non-visually resolute games by artist Stefan J.H. van Dinther that subtly tread the road less traveled by. Instructions (1, 2) takes on the depressing futility of contemporary office work in two simple, low-resolution game experiences. Admittedly, these are immensely simple games, but already they hint at how much more is possible given long-term commitment to the problem (revisit Chris Hecker's GDC rant about the lack of out-of-order processing on the chips planned for use in the 360).
Until then, I fear that van Dinther's joyfully dark "Instructions" series might depict we near-future game developers rather than grey-suited office slaves: mad pixel pushers, disconnected from meaning, delightfully, ignorantly aglow in high-definition radioactivity.
Making Books
Academic Professional Job Opening
Slashdot Q&A
The Bulldog and the Pegasus
Speculative Realism Aggregator Update
Comments
NeMutluTürkümDiyene on Where in the World was Middle Earth?
Algogedaummam on Object-Oriented Ontology Symposium
Christopher Schaberg on Making Books
Jose Zagal on Making Books
Ian Bogost on Making Books
The Curse of Cow Clicker
Beyond the Elbow-Patched Playground
Low-Earth Lamentation
Shit Crayons
Aerotropolis
Against Aca-Fandom
There are no Blown Calls in Football
We Think in Public
What is Object-Oriented Ontology?
The Metaphysics Videogame
Cascading Failure
Top Ten Reasons I Returned My Kindle
Carrying On Over Carry-Ons
Reading Online Sucks







