A videogames critical reader, by Liz Ryerson

All the best reading, digested.

Still not satiated with the amount of games writing that there is out there? Liz Ryerson also responded to my piece on videogames journalism with a reading list. I'm putting it up here for your enjoyment. Thanks Liz:

First and foremost there is writing by insiders in the video game industry that directly criticises its practices as a whole. The classic article "The Scratchware Manifesto", written in 2000 by an anonymous group of game developers, is still very much relevant today, and required reading. Here is the original piece with an introduction by indie game designer/critic Anna Anthrophy.

This is a video lecture from Jonathan Blow (creator of the game Braid), and not writing, but it is very helpful for understanding the thinking and philosophy - the "best practices" that are driving the game industry today:

This earlier lecture by Jon Blow outlines the fundamental conflicts - what is often called "ludo-narrative dissonance", at the heart of storytelling in games:

Also in that vein, Tim Rogers's piece "Who killed videogames?" is a wonderful insider account of what goes on behind closed doors at social gaming companies.

 

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On the other end, this article by David Kanaga (who's done the audio in recent indie games like Dyad and Proteus) takes a more academic tone and asserts that meaning is something which arises from a the interaction of the player and the game, not imposed from above by its creator (as implied by Jonathan Blow):

http://wombflashforest.blogspot.com/2012/06/played-meaning-concerning-spiritual-in.html

He also has writing on audio in games on the same blog that is very much worth reading. This short article asserts that the strangeness and feeling of displacement (in horror games, in particular), are what games are uniquely suited towards exploring:

http://voorface.wordpress.com/2011/06/20/unspoken-strangenesses/

Both of these articles eschew the sort of concrete insider details to talk about how games feel to the player, which I think is an extremely valuable theme to emphasise and I hope to see more of this writing.

Stephen Murphy (of Space Funeral fame) has written a few paragraphs that summarise this idea:

http://harmonyzone.org/Other.html

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Also in the vein of feeling - continuing on from the "New Games Journalism" trend of pieces that revolve around personal experiences with games. There are several of these kind of articles around (though there's a gap in my knowledge here so please enlighten me), but this recent one by Patricia Hernandez on RPS about how Fallout 2 awakened her to rebellion against the traditional gender roles her parents imposed on her is good:

http://www.rockpapershotgun.com/2012/11/23/gaming-made-me-fallout-2/

I also wrote a short, slightly abstract piece for Wolfenstein 3D's 20th anniversary (yes this is the first of several vanity links to my own writing) that talks about the effect that game, and videogames in general, have had on my life, past and present:

http://midnightresistance.co.uk/articles/wolfenstein-jubil%C3%A4um

And, of course, there's Tim Rogers's fairly well-known old article about Super Mario Bros 3 that is probably the archetype for every one of these articles that have come since:

http://archive.insertcredit.com/features/lifenonwarp/index.html

 

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Another emerging theme of games writing is detailed analysis about the moment-to-moment design of game worlds - or "level design". There isn't a ton of this sort of writing out there, but I think is extremely valuable in understanding the sorts of mechanisms games communicate to the player through their moment-to-moment design. Robert Yang does a good job of outlining what he believes makes good writing on level design here (and includes links to some great articles by Anna Anthropy, an old, detailed piece on Thief 3 by Kierron Gillen, and some things I've written about Wolfenstein 3D level design):

http://www.blog.radiator.debacle.us/2012/04/what-makes-good-writing-on-level-design.html

and also has an excellent detailed analysis of one Thief 1 mission here:

http://www.blog.radiator.debacle.us/2012/07/thief-1s-assassins-and-environmental.html

 

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From here, there's general writing that looks critically at different aspects of individual games as a whole. The semi-defunct blog MU-Foundation (maintained by J Chastain) has several different articles on specific games that are worth reading, but these two look to artifacts of the past (Maniac Mansion and the Atari ST game Captain Blood) for an alternative to current game design.

http://mu-foundation.blogspot.com/2011/11/maniac-mansion.html

http://mu-foundation.blogspot.com/2011/11/captain-blood-atari-st.html

Speaking of current game design, this recent article on Modern Warfare 2 reveals the game's ultimate failure to in any way comment on warfare in the way that it purports to do:

http://nightmaremode.net/2012/11/call-of-duty-6-modern-warfare-2-ass2ass-gif-23274/

I'm sure at least some of your readers have heard of Action Button Dot Net (run by Tim Rogers). I do sense a strong tendency of this site to make interesting little bits and pieces of a particular game look like grand, profound statements, and the articles articles are often rambling as hell. Still, the Action-Button Manifesto contains a ton of valuable insights about a big pile of different games, and has definitely shaped the way I see games as a whole:

http://www.actionbutton.net/?p=385

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Also worthy of mentioning is the (mostly untold) history of different fan modding scenes. Robert Yang's three-part piece "A People's History of the FPS" outlines the history of FPS modding communities and their decline:

http://www.rockpapershotgun.com/2012/09/19/a-peoples-history-of-the-fps-part-1-the-wad/

http://www.rockpapershotgun.com/2012/09/20/a-peoples-history-part-2-the-mod/

http://www.rockpapershotgun.com/2012/09/21/a-peoples-history-of-the-fps-part-3-the-postmod/

Anna Anthropy's book "Rise of the Videogame Zinesters" (link: http://www.amazon.com/Rise-Videogame-Zinesters-Drop-outs-Housewives/dp/1609803728) is a great resource for talk about DIY game communities and how to get started making a game of your own, but her site has a recommended list of mods for the game ZZT that's also worth checking out:

http://www.auntiepixelante.com/?p=443

Porpentine (who posts on the website freeindiegam.es and RPS) makes a good case for the accessibility of the program Twine for Interactive Fiction games:

http://nightmaremode.net/2012/11/creation-under-capitalism-23422/

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In this last section I'll link to some of my own thoughts on (what I view as) the destructive nature of the culture around videogames. Much shameless plugging lies ahead, so be warned.

Many people have since written manifesto type pieces to emulate the Scratchware Manifesto. I labored a long time over a lengthy, over-italicised one in this vein called "The Language of Videogames" that is more than a bit over-earnest but I still think has a lot of insights on why games occupy the cultural place they do right now:

http://ellaguro.blogspot.com/2011/09/language-of-videogames.html

This review of the recent indie game Hotline Miami is primarily an attack on games critics for unquestionably extolling the virtues of what I call "stupid games", and also the relationship between gamers and violent games:

http://midnightresistance.co.uk/articles/monster-within

For examples of what I'm talking about in the article, see Tom Bissell's piece on Spec Ops: The Line

http://www.grantland.com/story/_/id/8157257/line-explores-reasons-why-play-shooter-games

or Brenden Keogh's recent book "Killing Is Harmless", also about Spec Ops: The Line 

http://stolenprojects.com/

Which is excellently reviewed here, by the way.

In my review of Indie Game: The Movie I'm trying to take on what I see as the inherently self-congratulatory nature of much of the so-called "indie scene":

http://midnightresistance.co.uk/articles/indie-game-movie-review

The last article I'll link to is sort of a peculiar, fractured piece that is only partially about games, but makes the (not as often explored) assertion that the endless pursuit of a fantasy of total, perfect immersion within a game ("The Holodeck") is really the pursuit of totalitarianism:

http://ellaguro.blogspot.com/2012/10/the-puzzle-world.html

PS. No, really, finally, this essay about Second Life by Jenn Frank: http://infinitelives.net/downloards/all_the_spaces.pdf

Liz Ryerson can be found on Twitter on @ellaguro and her email is liz dot ryerson at gmail. She would love to hear from you, provided you are not a spam bot and you don't send her any rape threats."

Jonathan Blow's Braid.

Helen Lewis is deputy editor of the New Statesman. She has presented BBC Radio 4’s Week in Westminster and is a regular panellist on BBC1’s Sunday Politics.

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Inside Big Ben: why the world’s most famous clock will soon lose its bong

Every now and then, even the most famous of clocks need a bit of care.

London is soon going to lose one of its most familiar sounds when the world-famous Big Ben falls silent for repairs. The “bonging” chimes that have marked the passing of time for Londoners since 1859 will fall silent for months beginning in 2017 as part of a three-year £29m conservation project.

Of course, “Big Ben” is the nickname of the Great Bell and the bell itself is not in bad shape – even though it does have a huge crack in it.

The bell weighs nearly 14 tonnes and it cracked in 1859 when it was first bonged with a hammer that was way too heavy.

The crack was never repaired. Instead the bell was rotated one eighth of a turn and a lighter (200kg) hammer was installed. The cracked bell has a characteristic sound which we have all grown to love.

Big Ben strikes. UK Parliament.

Instead, it is the Elizabeth Tower (1859) and the clock mechanism (1854), designed by Denison and Airy, that need attention.

Any building or machine needs regular maintenance – we paint our doors and windows when they need it and we repair or replace our cars quite routinely. It is convenient to choose a day when we’re out of the house to paint the doors, or when we don’t need the car to repair the brakes. But a clock just doesn’t stop – especially not a clock as iconic as the Great Clock at the Palace of Westminster.

Repairs to the tower are long overdue. There is corrosion damage to the cast iron roof and to the belfry structure which keeps the bells in place. There is water damage to the masonry and condensation problems will be addressed, too. There are plumbing and electrical works to be done for a lift to be installed in one of the ventilation shafts, toilet facilities and the fitting of low-energy lighting.

Marvel of engineering

The clock mechanism itself is remarkable. In its 162-year history it has only had one major breakdown. In 1976 the speed regulator for the chimes broke and the mechanism sped up to destruction. The resulting damage took months to repair.

The weights that drive the clock are, like the bells and hammers, unimaginably huge. The “drive train” that keeps the pendulum swinging and that turns the hands is driven by a weight of about 100kg. Two other weights that ring the bells are each over a tonne. If any of these weights falls out of control (as in the 1976 incident), they could do a lot of damage.

The pendulum suspension spring is especially critical because it holds up the huge pendulum bob which weighs 321kg. The swinging pendulum releases the “escapement” every two seconds which then turns the hands on the clock’s four faces. If you look very closely, you will see that the minute hand doesn’t move smoothly but it sits still most of the time, only moving on each tick by 1.5cm.

The pendulum swings back and forth 21,600 times a day. That’s nearly 8m times a year, bending the pendulum spring. Like any metal, it has the potential to suffer from fatigue. The pendulum needs to be lifted out of the clock so that the spring can be closely inspected.

The clock derives its remarkable accuracy in part from the temperature compensation which is built into the construction of the pendulum. This was yet another of John Harrison’s genius ideas (you probably know him from longitude fame). He came up with the solution of using metals of differing temperature expansion coefficient so that the pendulum doesn’t change in length as the temperature changes with the seasons.

In the Westminster clock, the pendulum shaft is made of concentric tubes of steel and zinc. A similar construction is described for the clock in Trinity College Cambridge and near perfect temperature compensation can be achieved. But zinc is a ductile metal and the tube deforms with time under the heavy load of the 321kg pendulum bob. This “creeping” will cause the temperature compensation to jam up and become less effective.

So stopping the clock will also be a good opportunity to dismantle the pendulum completely and to check that the zinc tube is sliding freely. This in itself is a few days' work.

What makes it tick

But the truly clever bit of this clock is the escapement. All clocks have one - it’s what makes the clock tick, quite literally. Denison developed his new gravity escapement especially for the Westminster clock. It decouples the driving force of the falling weight from the periodic force that maintains the motion of the pendulum. To this day, the best tower clocks in England use the gravity escapement leading to remarkable accuracy – better even than that of your quartz crystal wrist watch.

In Denison’s gravity escapement, the “tick” is the impact of the “legs” of the escapement colliding with hardened steel seats. Each collision causes microscopic damage which, accumulated over millions of collisions per year, causes wear and tear affecting the accuracy of the clock. It is impossible to inspect the escapement without stopping the clock. Part of the maintenance proposed during this stoppage is a thorough overhaul of the escapement and the other workings of the clock.

The Westminster clock is a remarkable icon for London and for England. For more than 150 years it has reminded us of each hour, tirelessly. That’s what I love about clocks – they seem to carry on without a fuss. But every now and then even the most famous of clocks need a bit of care. After this period of pampering, “Big Ben” ought to be set for another 100 or so years of trouble-free running.

The Conversation

Hugh Hunt is a Reader in Engineering Dynamics and Vibration at the University of Cambridge.

This article was originally published on The Conversation. Read the original article.