I haven’t owned a Nintendo console since the first NES. The Craigue/Craft household is a XBox and PC game household. But…
I got a chance to check out Animal Crossing with my friend Kari on Friday, and Clay has written about Zelda recently, and James Paul Gee writes about Pikmin in his book. So I’m thinking about Shigeru Miyamoto and Nintendo recently.
The practice of game creation has its “greats”: Miyamoto, Molyneux, Wright come to mind. I’m going to shake my particular stick and reassert that the individual agencies we attribute to these figures are myths; these guys don’t create the games themselves, any more than George Lucas created all the hundreds (if not thousands) of artifacts in which Star Wars is realized. They conceptualize games, but there are artists, programmers, writers, designers who all get elided when we attribute the Romantic poet/Great American Novel paradigm of production to mass media artifacts.
(Just found this… a quote from Miyamoto in an interview this month speaks to these warring paradigms:
We aren’t denouncing the way games are made now but we did not plan to create a game where 30 to 50 people get involved spending several hundred million yen. That is alright as well but with a bigger scale, each task gets divided and we felt that the game designer’s originality gets lost in this process. I was against creating something where I did not know if I was the creator or not.
The lovely part: he was speaking about Pacman vs.. Since Miyamoto didn’t create Pacman, this is a game in which claims of creation would, I’d imagine, always be fraught.)
Still, each of these names (including Lucas) denote styles of story making or game production. These names are signifiers for genres, and I’m particularly interested in Miyamoto’s genre right now.
The wildest thing about Animal Crossing is its simulation of an online, networked social system in a non-networked environment; you’re interacting with NPCs with asynchronous messaging and chat, just like they’re your online friends. It fictionalizes the modes of interaction common to a persistent, real-time online world.
I have mostly half-formed thoughts right now, but I’ll write more later.