New Journal: GAME – The Italian Journal of Game Studies

And here is the inaugural issue of GAME – The Italian Journal of Game Studies. This one is part English, part Italian.

G|A|M|E – n. 1/2012

Index

vol. 12012 – Journal: ALL OF US, PLAYERS

vol. 22012 – Critical Notes

Get your Theory Fix: Eludamos Vol 6, No 1

Eludamos Vol 6, No 1 (2012)

Table of Contents

Perspectives

Guest Editorial Preface. Applied Playfulness – 5th Vienna Games Conference (FROG11) HTML PDF
Konstantin Mitgutsch, Jeffrey Wimmer, Herbert Rosenstingl 1-4
Playing for Plot in the Lost and Portal Franchises HTML
PDF
Jason Mittell 5-13
Objects of Desire – A Reading of the Reward System in World of Warcraft HTML PDF
Lasse Juel Larsen 15-24
What Makes an MMORPG Leader? A Social Cognitive Theory-Based Approach to Understanding the Formation of Leadership Capabilities in Massively Multiplayer Online Role-Playing Games HTML PDF
Andrew Ee, Hichang Cho 25-37
Designing a Game for Playful Communication within Families HTML
PDF
Ida Marie Toft, Amani Naseem 39-52
Teaching Serious Issues through Player Engagement in an Interactive Experiential Learning Scenario HTML PDF
Henrik Schoenau-Fog 53-70
Urban Games to Design the Augmented City HTML
PDF
Vanessa De Luca, Maresa Bertolo 71-83
Designscape – A Suggested Game Design Prototyping Process Tool HTML
PDF
Jon Manker 85-98

Articles

Skin Games: Fragrant Play, Scented Media and the Stench of Digital Games HTML PDF
Simon Niedenthal 101-131
Geocaching: Interactive Communication Instruments Around the Game HTML PDF
Pirita Johanna Ihamäki 133-
152
The Professional Identity of Gameworkers Revisited. A Qualitative Inquiry on the Case Study of German Professionals HTML PDF
Jeffrey Wimmer, Tatiana Sitnikova 153-169

Reviews

The Winding Road to Discovery: A Review of Gaming Matters: Gaming Matters: Art, Science, Magic, and the Computer Game Medium HTML PDF
Virginia F. Holmes 173-17

Really liked the Mass Effect 3 Ending

[Spoilers follow.]

Quite late to the discussion, but I just completed Mass Effect 3 and I liked the ending.

Of course, the ending was massively controversial when the game came out, even described as “soul-crushing”.

So what is the ending like? It is revealed that the Citadel and the Reapers are actually the creation of the child apparition that Shepard has been seeing, all with the goal of preventing organic life from creating synthetics so advanced that they will destroy organics… Therefore advanced organic civilizations are regularly destroyed to prevent organic life from destroying itself.

Depending on your military readiness, you are offered one of three options that amount to:

  1. Destruction: Destroy the Reapers and most of Earth too. Mass Relays are destroyed as well.
  2. Control: Reapers neutralized, people on the Earth surviving.  Mass Relays are destroyed too.
  3. Synthesis: Create a new state of harmony between synthetics and organics (I didn’t get this one).

Shepard dies in nearly all endings. (Overview here.)

What’s not to like? We get to be self-sacrificing heroes, determining the fate of the galaxy, with some high-flying Space Opera metaphysics to boot. It sort of is what I had hoped for.

But here is a typical complaint from a forum poster:

1: characters that died from harbinger show up on the planet the Normandy crashed on after the mass effect relays explode.
2: All the choices from the first two games enhance the players experience in the game but not the ending
3: Every ending has somewhat of the same result
4. No feeling of closure other than saving/destroying the galaxy, I know that sounds like closure but in a incredible story driven game like mass effect its about the characters and not the overall goal or at least for me it is.

I like point 4, “No feeling of closure other than saving/destroying the galaxy”.

As many people have observed, it really is like the ending of Lost: this is an experience that is sufficiently open for people to have attached to it for different reasons. Lost was always veering between Sci-Fi and new-age fantasy stuff, and the new-age feel-good ending was therefore disappointing to those who were into Sci-Fi (count me in here).

For ME3, I think we can distill players’ attachment into a few different types:

  1. Action hero: Those who were waiting to kick Reaper A** – and were severely disappointed that they did not actually get the chance.
  2. Role-player: Those who were into characters and the long-term repercussions of their game choices. And were disappointed that those choices were barely reflected in the ending. (Long-term repercussions featured more prominently in ME1 and ME2.)
  3. Narrative arc fan: Those who desired that comforting feeling of inevitable narrative closure. Which they got.

And writing this I realize that I belong to category 3. I was playing Mass Effect for the pre-written story, and hence I did not share the disappointment. Don’t tell.

[Update June 10th:]

I am thinking that this should be broken down a bit. In some way, it is not that I was playing for the story as such, as much as I was playing for the part of the story that contained the solution to the mystery of the Reapers. We would probably usually include the fate of the characters in “the story”, but  for some reason the characters just weren’t that interesting to me.

This goes a bit of a way toward explaining what determines your motivation for playing: If I had found the characters more interesting, I would surely had been more interested in the role-playing angle of witnessing the effect of my actions on the characters’ fates.

On Zero-Player Games

Zero-Player Games. Or: What We Talk about When We Talk about Players is a paper I co-wrote with Staffan Björk for the Philosophy of Computer Games Conference in Madrid earlier this year (Staffan’s idea).

Zero-Player Games is one of my more philosophical papers, and deals with the topic of games without players. This is obviously something of a contradiction in terms, but the paper works by looking at interesting edge cases of what we consider to be a game.

It turns out that each of the edge cases we examine (such as Conway’s Game of Life or StatBuilder) tells us something fundamental about both games and players. In other words: by removing players from the equation, we show what was removed.

The paper thereby also questions seemingly “player-centric” theories of games: it is not uncommon to hear theorists claim that games are  nothing by themselves, but only come into being when played. We show that such arguments overlook the fact that players have preferences about which games they prefer to play.

Here is the abstract:

Do games need people? If so, what is it that makes people important to games? It can seem self-evident that games are artifacts designed to be used by players, but in this paper we will discuss the paradoxical idea of zero-player games. We do not wish to argue against the study of players, but we believe that many common conceptions of players are too vague to be useful. Based on the examination of zero-player games, we provide five subcomponents to help in the understanding of the player concept. Expressed as questions, these are: Is this a human player? Does the player have agency? Does the player play over time? Does the player appear to have intentionality? Does the player exhibit aesthetic preferences?

Read the paper here: http://www.jesperjuul.net/text/zeroplayergames/

 

PS. For more reading, here are all the papers from the Philosophy of Computer Games conference 2012 (scroll down).

NYU Video Game Seminar XV on Procedural Content Generation in Games May 25th

You are hereby invited to the fifteenth installment of the NYU Game Center’s video game theory seminar series: Friday May 25th at 4-6pm.

Location: NYU, 721 Broadway, New York NY 10003, 9th floor conference room.

What if the game designer takes a step back from creating content, and rather creates algorithms and procedures that, in turn, create game content? What are the limits and opportunities? What kinds of content can be created? In this session, our two speakers will present their work on procedural content generation in games.

The two speakers of the day are Clara Fernández-Vera from the Singapore-MIT GAMBIT Game Lab and Julian Togelius from the IT University of Copenhagen, Denmark.

The talks

Clara Fernández-Vera will talk on The Trials of Designing Procedurally Generated Adventure Games.

Julian Togelius will talk on Searching for fun: Procedural Content Generation as Search and as a Necessity.

 

Speaker bios

Clara Fernández-Vara is a Postdoctoral Researcher at the Singapore-MIT GAMBIT Game Lab. Her work concentrates on adventure games and narrative in simulated environments. She teaches courses on videogame theory and game writing at MIT, and has worked on experimental adventure games as part of her research, Rosemary (2009), Symon (2010), and Stranded in Singapore (2011), all well received by game critics and fans alike.

Julian Togelius is an associate professor at the IT University of Copenhagen, Denmark. He holds a BA from Lund University, a PhD from the University of Essex, and is the current chair of the IEEE CIS Games Technical Committee. His main research interests are within game AI, especially adaptive games, player modelling and procedural content generation. He seriously believes that computer can be taught to design games by themselves, and perhaps even to enjoy them.

 

The theory seminars are aimed at researchers, industry professionals and graduate students. We are ordering coffee and grapes, so let me know if you are coming!

游戏抽象度 (A Certain Level of Abstraction in Chinese)

游戏抽象度: This is the Chinese translation of my 2007 paper A Certain Level of Abstraction.

Thanks to Ji Chen for the translation!

电子游戏已经快有五十年历史了,而游戏的历史则长达数千年。无论游戏制作者还是玩家,都深深被已经形成的游戏文化所影响:制作者通过借鉴并发展游戏的传统和旧有类型,开发新的游戏;玩家则借助对游戏传统的理解和玩过的旧游戏更好地上手新游戏。
从事电子游戏研究的学者也同样深受游戏文化的影响,很多游戏传统已经被不自觉地被当作理所当然。恐怕问一些幼稚的问题更利于我们的研究。我将以此开头:为何我不能为所欲为?

http://www.jesperjuul.net/text/acertainlevel_cn/

 

The Continued Disdain for Free to Play

I find myself scratching my head over the continued bursts of angry criticism against the Free to Play business model.

Here is Michael Thomsen writing in Kill Screen, “Will Work for Fun“:

The original Super Mario Bros. defined the console blockbuster with more than 40 million copies sold worldwide. After going free-to-play, Angry Birds has been downloaded over 700 million times (though some versions are still sold for 99 cents). The scope and stakes of videogame commerce have irrevocably changed, and, in a way, the value of the medium has degraded as a result. Designers are no longer selling games to people who want to buy them, they are selling their audiences to advertisers. Worse yet, they are using them as an interactive form of muzak, creating a lively backdrop against which the small percentage of people willing to spend money on new quests or in-game trinkets will feel more likely to spend.

The value of the medium has degraded? Really? On a basic level, I still feel that this type of criticism is eerily similar to the kinds of criticisms that people tend to direct at video games in general: commercial, exploitative, devoid of artistic merit etc…

There seems to  an underlying conservatism at play, where we intuitively believe that what we grew up with (games being sold in boxes at fixed price points) is a neutral good, and that everything else is ultimately a perversion. But all business models have a built-in skew: the boxed model skews towards  pretty graphics and a well-designed first-15-minute experience, after which the game quickly becomes boring and repetitive.

On the other hand, when I say this (that all business models and incentive structures have a built-in skew), I can hear myself mimicking my undergraduate university teachers:  “games are always already influenced by business models” (the “always already” part signals that you are part of the clique).

So that also feels like a cheap argument. I was entertaining the thought that it has to do with a basic conception of games (the magic circle if you will) as an egalitarian space where things like money are not supposed to make a difference, and the free to play and microtransactions seem offensive because they make the playing field skewed and unfair. (See the report linked below.)

Again, the default counter-argument would be that this is an illusion – because there never is any pure game space where money does not matter and so on. But this is again too easy: the fundamental fact  is that our conventions of game-playing (and sportspersonship) involve trying to create a type of pure egalitarian space, regardless of the fact that this can never be achieved a 100% (and regardless of what researchers think).

Michael Thomsen discusses free to play and capitalism at length, but ultimately I think we need to acknowledge that money is just one of many different resources (and not the only one worth talking about). I recently  heard an established game developer argue that microtransactions are fair because they level the playing field between him and the people with more time on their hands, and I have entertained the same thought myself. Microtransactions are really a type of “executive summary” for games.

And that is the bottom line for me: no business model is neutral, but it is also true that free to play can  collide with some of our fundamental assumptions about what games should be. And yet … for some games, the more expensive executive summary just is the better deal. (And the task of Free to Play game designers is to make it so, of course.)

*

PS. Here is a study of player perceptions of free to play: “Cash Trade Within the Magic Circle”, by Holin Lin and Chuen-Tsai Sun.

WHY THE %&*# IS THIS SO %&#ING IMPOSSIBLE??

On Friday May 4th I will be a panelist at ROLFCon in Cambridge, with distinguished co-panelists Jamin Warren, Bennett Foddy and Michael “Kayin” O’Reilly.

Gaming: WHY THE %&*# IS THIS SO %&#ING IMPOSSIBLE??

Panelists: Bennett Foddy (QWOP / GIRP), Michael “Kayin” O’Reilly (I Wanna Be The Guy), Jesper Juul (NYU Game Center), Jamin Warren (mod – Kill Screen)

We all know what it’s like to be deliciously close to victory, only to have it snatched out of our hands by that %&*#ing obstacle that has stopped you for the 30th time…tonight. So why do we keep playing games that torture us? And who are the %*(@&ers $&@*ed up enough to make these games?

The creators of some of the most brilliant yet frustrating games of all time are joining us for this panel to talk about the love/hate relationship you have with their games and why they chose to make it that way. Please don’t throw your controllers at them.