The Misc Weekender (2/2 – 2/5)

February 2nd, 2012 by

The Social Media Section of the The Miscellany News would like to present: The Misc Weekender! Every Thursday, we will compile an events listing for the weekend gathered from as many sources as possible. If you’d like your event listed in the Weekender, email maortile@vassar.edu.

The Misc Weekender (2/2/12 – 2/5/12)
compiled by Kristen Palasick ‘14, Jon Ruiz ‘14, and Social Media Editor Matt Ortile ‘14

THURSDAY
Late Night at the Lehman Loeb @ 5pm (until 9pm) – The Frances Lehman Loeb Art Center
It’s an anniversary celebration of Late Night! Enjoy extended gallery hours featuring a variety of creative happenings each week at the Art Center’s Late Night. Tree City Coffee serves their finest brew. The first 20 visitors receive free coffee.

Vassar Prison Initiative Presents: Zero Percent @ 7 pm – Sanders Auditorium
The Vassar Prison Initiative is screening the multiple award-winning documentary Zero Percent, which shows how the Hudson Link for Higher Education in Prison is making a positive effect on the lives of incarcerated men and women, so much so that zero graduates of the program have returned to prison.

Modfest Performance: “Grandmother Talks, Grandmother Dances” @ 7:30 pm – Aula
Molly McGlennen, Assistant Professor of English, and Kathy Wildberger, Senior Lecturer in Dance and Drama, present a dance and poetry performance piece about indigenous continuance.

ViCE Film League Presents: Somewhere @ 8pm – Blodgett Auditorium
The ViCE Film League is screening the Golden Lion Award-winning Somewhere, written and directed by Sofia Coppola, starring Stephen Dorff, Elle Fanning, and Michelle Monaghan.

Campus Life Women’s Center: Queer Lady Social @ 8pm – Faculty Parlor
The last QL social of the year! There will be wine for those with a valid ID.

NO-VICE Presents: Dive and Thee Souce ov Fawnation @ 10 pm – The Mug
Join No-Vice for some dreamy, psychedelic music to kick off your weekend.

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Primary Education Podcast | “Painted Politics” with James Mundy, Director of the FLLAC

February 1st, 2012 by

Play Podcast | “Painted Politics”

This week I asked James Mundy, Anne Hendricks Bass Director of the Frances Lehman Loeb Art Center, to look at Mitt Romney and Newt Gingrich’s official government portraits—two seldom discussed paintings of the most talked-about men in politics. Romney had his done as Governor, and Gingrich as Speaker of the House. These portraits were commissioned as each candidate was on his way out of office—and so the works may be able to tell us something about what Romney and Gingrich wanted to leave behind.

—”Primary Education” is a weekly podcast series covering the 2012 Election with Vassar’s professors

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Holding an Egg: Approaches to Video Games

January 27th, 2012 by

As contradictory as it is to read analogue, linear books about a medium that is essentially experiential and interactive, in MEDS/CMPU 389: Design, Production and Critique of Video Games, we’ve started with just that.    Tracy Fullerton’s Game Design Workshop and Jesse Schell’s The Art of Game Design, two intimidatingly thick tomes about the process of game design, are nevertheless excellent handbooks for beginning the creative process. Fullerton’s in particular elaborates on a “playcentric design process,” or, as she explains it, “continually keeping the player experience in mind and testing the gameplay with target players through every phase of development” (10).

Though we are only a week into the course, I have already found the “playcentric design process” to be a helpful way of organizing creative thoughts about video games. Both Fullerton and Schell use abstract, mechanical terminology to break down the creative process, thereby letting readers bring their own ideas to the format they provide.

However, we had one other reading assignment in the first week besides Fullerton and Schell: the first two short chapters of How to Do Things with Video Games by Georgia Tech professor and game theorist Ian Bogost.

Bogost’s book took a different approach than Schell and Fullerton.  He speaks as a game designer unconcerned with monetizing games by appealing to a wide audience. While Fullerton encourages game designers to always have their players–essentially, their buyers–at the forefront of their minds, Bogost’s conceptualization of games ” incorporates another feature of art more broadly: the pursuit of a particular truth irrespective of the demands of reception or sales. The sense that the artifact has something to relate and will not relent until that thing is expressed, rather than an experience to be optimized, is at work here” (17).

All three of these writers avoid using the word “art,” a controversial term in the world of video games. Instead, the word ‘aesthetic’ appears with far more frequency. But Fullerton and Schell employ a definition quite different than Bogost’s. To them, aesthetics are the emotions and reactions that a game provokes in a player: excitement, empowerment, frustration, awe, fear, anxiety, joy.

Bogost’s notion of aesthetics implies not  “what emotions are we trying to draw from the player?”  but “with what elements will we imbue this game world?”   Here, aesthetics are not designed to evoke specific emotions–they are elements that connect the player with the game world, the means by which an emotional and even empathic connection is forged.  Bogost’s  definition encompasses the beautiful art styles of Flower and El Shaddai, the proceduralist mechanics and minimalist art of Braid and Passage, and the powerful emotions of Hush and Darfur is Dying.

Fullerton and Schell speak from within “The Industry, approaching game design in terms of production.   Bogost speaks from without; , though he begins the book by rejecting the eternal “Are Games Art???” debate, treats his subjects as exactly that. His words hold the games he discusses like one would hold an Easter egg, or a dried flower: carefully, respectfully, intimately.

Fullerton offers a method of production, a tried-and-true means of creating good games. Bogost suggests that designers start not from the desire to entertain, but from the desire to craft a world as delicate and as beautiful as an egg.

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Primary Education Podcast | “Does Character Matter?” with Professor Richard Born, Political Science

January 25th, 2012 by

Play Podcast | “Does Character Matter?”

It was President Richard Nixon, of all people, who said, “You must not give power to a man unless, above everything else, he has character. Character,” he said, “is the most important qualification a president can have.” That was in 1964, when he was campaigning for Barry Goldwater. Fast-forward 10 years and Nixon was offering his resignation following Watergate—a scandal of dirty tricks, harassment, money laundering and, most of all, bad character.

Last Thursday, one of our current presidential candidates had his own character attacked. Just two days before the South Carolina primary, former Speaker of the House Newt Gingrich was accused by his second ex-wife of asking for an open marriage. And this on top of what we already knew about Gingrich’s past—two extramarital affairs and a congressional ethics violation.

Professor Richard Born, of the Political Science department, explains how character plays in the Republican primary.

Born points out that forgiveness is a hallmark of Evangelical and socially conservative voters, and that Gingrich has apologized for his checkered past. Recently, he even signed a fidelity pledge, which Born has posted on his office door. Still, Born likens Gingrich’s character to Nixon’s, saying that voters will have to overlook an awful lot to accept the former speaker as their nominee.

—”Primary Education” is a weekly podcast series covering the 2012 Election with Vassar’s professors

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Nick’s Picks: Bastion

January 22nd, 2012 by

Welcome back, fellow cold people. Today I’ll be introducing you to a little game with a big fanbase, Bastion.

Bastion is a hack and slash style action-adventure game, kind of like The Legend of Zelda with more frantic swinging and shooting. The story goes as such. You are a white haired fellow, only referred to as the Kid, who wakes up one day to find that his world has been shattered. Literally. Like, pieces of it are floating around where they have no business being. Turns out some kind of Calamity happened, and while your city had an emergency shelter, the titular Bastion, almost no one made it there. As the Kid makes his way to the Bastion, pieces of the old world rise up under his feet. Of course, pieces aren’t all that’s left of the old world. The creatures of the world have been driven mad, and the Kid has to fight through them if he wants to make it.

What makes Bastion so special? Few things. First, this guy narrates the Whole. Entire. Game.

Every event in the game is commented on by this smooth talkin’ fella. Pick up a new weapon? He’ll talk about who used it, back in the old world. Choose a new persistent buff from the spirits at your local distillery? He’ll comment on the taste. Complete a gameplay challenge rendered in the form of vigils held for those claimed by the Calamity? He’ll offer up a few words of encouragement, remembrance, or remorse.

Among other things, the booze and vigils are fine example of how seamlessly Bastion integrates its’ story and gameplay. There is no half hearted justification or handwaves here. Every gameplay element has some reason for it. The reverse holds true as well. As you complete your quest to restore the Bastion, you unlock more of its’ functionality, including the aforementioned distillery and vigil, as well as an upgrade forge, shop, and shrine to the gods, used for invoking additional challenges.

Finally, the last thing worth mentioning is Bastion’s astoundingly good visual and audio design. The narrator is the most obvious example, but the soundtrack is always appropriate, and a joy to listen to even while not playing the game.

The visuals are just as good. The game is rendered in a jaw droopingly gorgeous impressionist style, making it seem like you’re shooting and smashing your way through a painting, rather than the twisted landscape of a dead world. The visual design manages to skillfully avoid the usual problems associated with this game, namely the tendency for the screen to get cluttered and messy, by making each enemy type visually very distinctive and easy to read, and by making the Kid stand out quite nicely.

Now ain't that pretty.

All in all, Bastion was the best $15 I’ve ever spent. It’s a bit short, with the main quest clocking in at 5 hours if you hurry, but extra missions and new game plus mode will keep you entranced.

Join me next week, for a review of an hour and a half of pure speed.

Nick Michel is a Junior STS Major of Cushing. He hates your northerner weather.

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#retweetTHEweek (1/18 – 1/21)

January 21st, 2012 by

Welcome back to Narnia, y’all!

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Colombiana Film Review

January 17th, 2012 by

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A Semester of Theatre Ends with a Bang

December 26th, 2011 by

The fall semester is over but, theater-wise, at least, it went out with a bang.  The final two installments in the Philaletheis fall line-up premiered earlier this month, impressing audiences with the amount of hard work and talent behind each production.

Loose Knit (December 2-4 in the Mug)

Iris Kohler ‘13’s production of Loose Knit was seen in Matthew’s Mug December 2-4.  Theresa Rebeck’s play focuses on a group of five women living in Manhattan, who use their weekly knitting club as an outlet for all of life’s frustrations.  Things grow complicated, however, when a mysterious man named Miles enters the mix, taking several of the women out on a series of rather peculiar dates.

Equal parts humorous and provocative, Kohler’s Loose Knit raised some interesting questions about sexual politics and how we navigate all types of relationships.  The cast navigated these tricky themes with ease; standouts included Molly Senack ’14 as Gina, the laid-off lawyer in a knitting frenzy, and the production’s two men, Caleb Northrop ’14 as Bob and Alec Seymour ’14 as Miles.

Loose Knit was a refreshing entry in this fall’s theater scene.  Directed with great honesty, the play left audiences not only with a realistic look into the lives of New York City friendships, but also with a number of questions to ponder as they walked out of the Mug.

Alice in Wonderland (December 8-10 in the Shiva)

The final show in the Susan Stein Shiva Theatre for the semester was Alice in Wonderland, directed by Julia Anrather ’13.  This exciting, experimental take on the classic tale truly transformed the Shiva, inviting audiences to enter the theatre through a tiny door and enjoy the performance while sitting on a variety of blankets, mattresses, stools, chairs, or couches.

Originally developed by the Manhattan Project under the direction of Andre Gregory, this production boasted an ensemble that included Joe Capotorto ’15, Sarah Lazarus ’13, Penny Luksic ’15, Michael Moore ’14, Al-Donn Riddick ‘15, and Jack Smart ’12 performing a number of roles throughout the tale.  The talent of these performers was matched every step of the way by the production’s design; one of its most exciting aspects was the live sounds produced throughout the performance.

As the final show for Philaletheis this semester, Alice in Wonderland succeeded on all levels.  Not only was the cast clearly enjoying itself throughout the entire performance, but the high levels of collaboration evident in this project made it an entertaining, touching, and rewarding experience for all audience members who took the journey down the rabbit hole (or, rather, into the Shiva) earlier this December.

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Video Games, Music, and Nostalgia

December 15th, 2011 by

At the last meeting of my Media Studies senior seminar last week, the class talked about songs that evoked a sense of nostalgia.  We played the songs on our laptops via YouTube and talked about the memories attached to the music, and as we discussed the links between memory and music, I began to think of video game music.

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Ask a Professor: Barry Lam

December 12th, 2011 by

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