Friday, September 28, 2012

Video Game Theory 2


Chapter 3 The Video Game Aesthetic by Eric Zimmerman
Conventional thoughts on literacy were confined to reading and writing, then later branched out with media literacy through music, film, and television.  The advent of the computer and the internet gave rise to a new form of literacy: Gaming Literacy, which the author states will become important in this new century.
The Magic Circle, as it applies to games, is an idea that during play, the game exist within this circle, with its own rules and beliefs, that is apart from the world without.  When applied to video games, the magic circle is more permeable, meaning that the game can be used to see the world outside; how we play learn in the game is applied to the real world.
The author is quick to point out that gaming literacy is not:
about serious games (to teach about math, science, etc).
about persuasive games (to deliver a message)
about training game designers.
Gaming literacy is the ability to understand and create meanings based on systems, play, and design.
System - understanding the individual parts and how they relate, or work with each other, to create the whole.  In gaming literacy this pertains to the underlying rules of the game through algorithms and subroutines.
Play - the action that follows understanding, and sometimes changing or modding, the rules of the game.
Design - the meaning imparted to the game player through the virtual world of the video game and the possibilities that existed within.
The author concludes that games are one way to become literate for a future that is leaning more towards technology and how it relates to information, communication, and learning.  Gaming literacy is but one avenue, with which the experience and learning is applied to the outside world.
                                                                             * * *
I especially liked the quote in this chapter, attributed to James Paul Gee, "video games are good for your soul."  I wish I could get my fiance to play video games with our daughter and I.  To my fiance, it may seem like just pressing buttons to perform an action on the screen, but I feel it is not that far removed from conventional games.  When kids play tag, dress up, nurse, stick ball, street hockey, etc., the games serve as roleplaying and rehearsal, and through observing or modifying the rules, children look past that imaginary boundary into the outside world, the play acting like a lens.
In Viva Pinata: Trouble in Paradise, I watch as my daughter navigates her garden, planning which parts will have the pinata animals and which will have plants; I watch how she manages the choclate coins (the in game currency), deciding items to buy, and how much to save to aquire the more expensive ones.  In Minecraft, my daughter wants to build a treehouse next to the home I have built in the side of a mountain.  For this game she is planning, on a piece of paper, how to build that treehouse based on the in-game mechanics and she is learning how to allocate the in-game resources for her goal.
There is a lot learning in games, video games is just another way to play.

Research and game

My conference paper will be on Minecraft, specifically on the environment of the game.  The games aesthetic if very simplistic, harkening to the 8-bit days of video games.  So, something else must draw in the gamers, like myself, who return to Minecraft to chop down one more tree, to smelt more ore, to build.

Video Game: Minecraft

The Video Game Theory Reader 2 – possibly Chapter 2. Philosophical Game Design, Chapter 3. The Video Game Aesthetic: Play as Form and Chapter 4. Embodiment and Interface.

Explore, Create, Survive: ‘Minecraft’ is a versatile and fun game with broad appeal

The Improbable Rise of Minecraft by Chadwick Matlin

Wednesday, September 26, 2012

Oiligarchy

http://www.molleindustria.org/en/oiligarchy
    
     Oiligarchy is a play on the word oligarchy (a type of government where power is held by a few).  The game puts the player in the role of an oil executive, trying to exploit demand, politics, and imperialism for profit.  I tried several playthroughs, with each result ending in M.A.D.  Trying a different approach, the demand then exceeded supply and I got fired by the stockholders twice.  I participated in elections, betting on the winner based on the percentage a particular party, and achieved an "oiled" president.  It was interesting being granted access to "underground" to sanction clandentine forays in other countries for the interest of big oil through political upheavals.  I understood what the game was trying to accomplish through a satiric look at our oil dependence and at oil executives.  This is reflected in past events: from the Exxon Valdez oil spill to oil executives appearing before Congress to explain price gouging.
     The Oiligarchy Postmortem did well in explaining the goals of the game, and detailed the different endings possible (which I was unable to achieve other than the M.A.D ending).  It noted that the game did not provide a true account and activities of the oil industry, maybe this is due to the constraints that come from a flash game, but I felt it did present the crisis that is looming if our dependence on oil is not kept in check and alternative resources are explored.  The realism seems skewed towards being bad, for when I tried to influence the game towards a "green" playthrough, I could never production above demand, at best I production tied with demand for a while, but ultimately I was fired by the stockholders.  It did help to "oil" players in the political arean, in the hopes for tax breaks and oil-friendly representatives to counter environmental bills.  Expanding to other oil rich countries presents the dilema of malcontent among the locals to power hungry, militia forces.  I did not notice any con for playing the ultimate, evil oil executive when I razed villages and polluted the lakes and oceans other than a few oil platforms being protested.  I would like to have reached "retirement" with a decrease in oil addiction as noted on the Postmortem, but I was unable to attain that (which does reflect the real world problem of oil addiction as well).
     The McDonald's Game is similar to Oilgarchy, but tackles the fast food industry and its effect on the health of citizens.  The McDonald's Game is less effective because I spent more time clicking back and forth trying to resolve the problems at each juncture of a burger's journey from pasture to its place in a combo meal.  Several times I was rewarded with the incensed visage of Ronald McDonald accusing me of bankrupting the venerable company. 

Friday, September 21, 2012

Games and Culture


Video Games and Embodiment by James Paul Gee
Modes of problem solving:

Embodied - involving the body

Affective - involving emotions

Technological - involving tools/technologies

Interactive - involving participation

Sociocultural - involving social and cultural identities and groups
Theory of processing - connectionist view of mental processing that encompasses embodied, affective, technological, interactive, and socioculture.

Gee's article will focus mainly on embodiment.

Previous analogies of the mind:  like a blank slate to be written on, or like a computer making calculations.
Video games, like Half-Life 2, Rise of Nations, Oblivion, World of Warcraft considered "action-and goal orientated simulations of the embodied experience.

Language is connected goal-directed experiences in the material and social world, and are stored in the mind similar to dynamic images joined to the perception of the world and the individual's body, internal state, and feelings.
Human thinking is like modding a game: in real life humans take a situation or event, and play out different outcomes based on the goal or end result.  The actions of the event are influenced by the person's perspective, biasness, or values; and can even play out conflicting values/perspectives to role-play an alterative outcome.
 
Early child play prepares for real life situations in the future.  The games are simulations to build on the experience as the child grows.
Players inhabit the avatar in a game, whose mind and goals become the player.  The player takes on the traits, skills, beliefs within the confines set forth in the game.

Three-way interaction: virtual character - goals - virtual world

Player must use the skills, traits, beliefs of the avatar within the game that is designed for that specific gameplay.  Conversely, players can impose their goals on the avatar, as much as those goals will work in the rules/confines set forth in the game world.
Projective beings - game characters that are "projects" of the player and also the player projects their goals and desires into.

Projective stance:
1. See the world, its people and properties for patterns of actions

2.  The actions realize desires, intentions, and goals for a certain role.

3.  Humans play out the certain role, but bring with them their own specific goals.

Humans take on a role in games, much like in life.
 

There is No Magic Circle by Mia Consalvo

Magic circle - bordered space that is set apart from normal, real life.  Inside the circle there are different rules where the player can experience events not allowed in regular life.
Cheaters count on rule, and others playing by the rules, so he can cheat.
 
A spoilsport wants to ruin the gameplay experience for everyone, ex. driving wrong way in a racing game.
Some cheaters justify their actions, "Everyone cheats/or is cheating," "I cheat only when I am stuck," while others have no problems with the act whatsoever.
 
Cheating displaces the sense of accomplishment, cheapens the gameplay.
Magic circle as they apply to today's games are becoming less separate from life - from researching a game beforehand, watching previews and trailers, video of gameplay.


Two agencies vie for control: the game creator(s) and the players.  The players try to influence/change game, making the magic circle moot (not playing by the rules).
Cheating in WOW: glider mod to automate an avatar's pathfinding, fighting, skinning, looting.  Blizzard considered it cheating.  Justifications: to fast forward an alternate characters, to alleviate tedious gameplay for leveling, or to sell the characters.

The "magic circle" has been broken.
Alternative thinking: keys and frames

Life is a series of events contained in frames.  Keys, or keyings, are meanings of the frames.

Real life is the primary frame, whereas a game is a clone, with each having their respective keyings, or meanings/understandings.
Three frames in regards to game:

the world of commonsense knowledge

the world of game rules

knowledge of fantasy world.

 Players can change from frame to frame quickly, bringing knowledge of real world into gameplay of virtual world.

Wednesday, September 19, 2012

Ron Gilbert's Words of Wisdom to Tim Schafer

    
     Ron Gilbert told Tim Schafer that gamers today lack the patience and diligence to solve the puzzles in point-and-click games of the past. I agree that that statement applies not only to gamers, but to this generation overall. For some, the puzzles break the flow of the gameplay, instead of being a part of it. The run-and-gun mechanic is stalled to stop and use critical thinking to solve the puzzle, and that could spell death in today's action oriented crowd. Then, to actually spend time searching for clues, learning about the puzzle and how it works, the short attention span of the gamer will be insulted and the gamer will look to another game. I call this the culture of now, where today's technology allows almost instant communication. Sending a letter in the mail, or even calling someone, is now replaced with a text. Waiting for photographs to develop and mailing them to relatives is archaic; just take the picture on your phone and send it digitally to another phone or put it on Facebook for all to see. Somewhere along the line, we seemed to have lost hours although there the same 24 hours in the day. Information can't come fast enough.

     Also discussed in the interview is the need sometimes to walk away from the puzzle in the game to reflect on it. As the player is doing another task, the subconscious is working on the problem and the result is the "Eureka" moment.  That flashbulb above the head realization.  I read an article about Benjamin Franklin, who, when trying to solve a problem, would go for a nap in his chair.  In each hand he would hold a small cannonball, and place his arms on the armrests.  As his subconscious worked on the problem, he would eventually fall asleep, relax his hands, and the cannonballs would drop to the floor, awakening Benjamin Franklin at the moment his subconscious would either solve the problem, or be close to it.

     This kind of patience and diligence is not popular with gamers today.  Gameplay consists of trying to get to the next level as fast as you can by gunning or hacking as fast as you can.

 

    

     Myst would be the only game that I've played that comes close to the point-and-click mechanic outline in the interview and in the Host Master and the Conquest of Humor adventure game.  In Myst, you walked around and clicked on things to see if there was a reaction, and then apply that to solving the puzzles.   I don't remember a time limit, you were free to explore and even admire the scenery.

     In Host Master and the Conquest of Humor game, it did seem a bit cumbersome to have to click on the commands (use, look at, pick up, turn on, talk to) to interact with the environment.  And as discussed in  the Ron Gilbert and Tim Schafer interview, there is a trial and error approach to some of the puzzle elements.  I would click on the overhanging tablecloth that had the fake fruit on it.  Tim's avatar would have a funny comment.  Then I would try using it, moving it, turning it on, pulling or pushing it, finally using the cigar cutters to cut the hanging cloth thereby revealing the not under the table.  I found the cigar box and the open matchbook first, before I revealed the safe behind the picture, so I already knew the code on the matchbox was the combination for something.  The mobile phone I could not figure out how to use: the newspaper I combing with the half of another note to reveal a joke, and tried texting the joke to the number on the newspaper but got some kind of "message could not be sent" error.  Before I had to go to work, I had found 7 jokes out of the 22.  I did not want to use an online guide (I am sure one exists), just so I could have those "aha!" moments that were discussed in the interview.  Like Tim Shafer said, when you are truly stuck on a puzzle perhaps then use a guide, but if you use a guide for all setbacks, then the puzzles just becomes a hurdle, a hindrance if you will, to the game experience instead of being a part of it for the gamer.

Friday, September 14, 2012

Does a video game have an author?

     I don't think the majority of video games can be considered as having an "author".  Unlike a novel that generally has just one creator, many of the games today I believe are collaborative efforts, in which one person or a group of persons will have a general idea for a game, and then other people are brought in to flesh it out in the manner of writers, storyboard artists, programmers, conceptual artist, etc.  Out of many the ideas that are blended together help to create a whole, finished product, a process similar to an assembly  line.  It's rare to see a name on the front cover of a video game box, usually the credit goes to the developer.
   

Wednesday, September 12, 2012

One Play Games

The game "You Only Live Once", started out frustrating.  It took me multiple tries just to jump over the first hill, or hurdle, but when I finally succeeded I died right away.  The ending was comical, with the interviews and character resolutions.  I did delete my cookies to see if there was more to the game, but I experienced again the frustrating game controls and died right away.  I don't know if this was the creator's intent, but it made me not to want to play a third time.

The second game "One Chance", I did embrace the one play design and truly only played it once.  I agonized over my decisions, knowing I couldn't (or wouldn't, as I didn't delete the cookies) get a second chance.  In the game, my wife committed suicide, and I took my daughter to the park, where I assumed she died when a picture of two crosses appeared.  Finally, my choices led my character to die alone in the lab.  There was no "game over" prompt, so I waited about a minute and surmised the game is over.

The last game, Why Is Johnny in an Art Game, was the least enjoyable game I played of the three.  The game consisted only of pressing "left" and reading texts (like in one of the Stanley Parable path, the character questions his role in the game - which is actually just the narrator questioning) until the Johnny walks off the edge of the building.  Since you can't go back, the only two choices were to either stop and end the game before the plunge, or jump.  Just like in the second game, I did not delete my cookies or otherwise attempt a second playthrough.

After reading Warren Spector's "Fun is a Four Letter Word" article, I do understand the creators' intent on making these one play games.  It brings an immediacy and also an anxiety knowing you are not able to learn from your mistakes and take a different path (if you don't delete cookies, or other methods, to override the one play restriction), to just respawn or load a previous save file.  As to whether the games were fun, and in trying to get past the one play mechanic destroys the author's intent, I would say it depends on the player.  Games, by their very nature, are interactive.  Gamers will try to go outside the bounds in making the game character do or behave outside the confines of the game.  Reading a book or watching a movie does not allow this, so we accept the linear experience those medium provide (which are no less enjoyable).  As for the fun factor, that will also depend on the player.  For myself, I would say they provided a diversion, albeit temporary, but I would hesitate to classify them as fun.  Fun, I believe, is something I would do again and again - and I did not want to play these games again, unlike more conventional games.

Monday, September 10, 2012

Games As Art

    
            I agree that Roger Ebert believes that Video Games can never be art; everyone is entitled to their own opinion.  Do I believe video games are art?  Some, but not all; and I feel the same way about movies, novels, and actual art.  Art, like beauty, is in the eye of the beholder and what I behold, and how I behold it, can be entirely different from another person.  If it moves me, captivates me, and makes me talk about it with others then it is art to me.  I am not a famous, lauded critic (I have never heard of Roger Ebert), nor do I visit a critic’s site to justify my appreciation of a game, movie, novel, etc; but I will listen or read what people of my ilk have to say and use that as a basis of whether to spend money on a form of entertainment.  A critic like Roger Ebert will analyze a film base on his perceptions, bias, and ideas of what makes a story good, which may not align with my notions.

            So what if a movie critic thinks games can never be art?  Does it cheapen my enjoyment of it because someone occupies a position where he is considered an authority on all things of the imagination?  If Roger Ebert retracts his statement in favor of games being art, will the gaming community give a collective, vindicated shout that their pastime has been elevated to the prestigious label of art?  Will a shaft of line from the heavens part the clouds to illuminate a stone tablet that decrees “Games, Thou Art Art”?

            If art is an representation of life - be it a nature landscape, the human figure, a person’s life story – then art already existed before it was transferred to canvas, page, celluloid, or pixel.  It is up to the person that is observing, reading, watching, and playing to decide what is art.  When I look at my young daughter’s drawings and painting through the years that occupy every square inch on the refrigerator, I don’t worry if they would be considered art by a perceived higher authority.  But I know that I love my daughter very much, and at the end of the day, I admit I don’t know much about art, but I do know what I love.

Friday, September 7, 2012

Panopticism and The Stanley Parable

     We proceed in life yielding to the notion that we, and are actions, are governed: be it by government, by divine decree, or even by self-imposed goals or ambitions and limitations.  The presence of governmant may not be direct; manifesting itself in the form of cctv on street corners, data mining - records kept of our browsing habits, purchases, texts, calls, and wages.  Divine proclamations that oultline the narrow path that a follower should adhere to, in order to attain a celestial reward.  To become successful, wealthy, leave an impact or mark on the world to show we exist, and in doing so justify our existence to ourselves.
     With Foucault, it is understood that power exists outside ourselves, and this outside power, whether directly seen or not, is essential to the survival of a society.  Just the idea that we can be seen, our actions annotated, by "Big Brother" ensures that a populace's citizens will do right.  Without this outside power, this lighthouse whose gaze is all-seeing and all knowing, there can be no semblance of civilazation and all will fall into anarchy.
     In The Stanley Parable, much like other video games, the gamer embodies the "hero" of the game, whose path, or journey, is already preordained (though there are other, meandering paths, which the result is usually at best a dead end, or worse, death with the only option is to respawn and/or load the last save).  Either through an instruction manual or a tutorial, we are given the parameters of how to move and interact within this virtual world.  And the narrator of this story, through text boxes, voiceover, or a non-player character, with give the backstory and motive for the avatar the gamer has control of - but the gamer is also being controlled.  The gamer embodies the proverbial rat in the maze, who through trial and error, seeks to find the exit, goat, destination, etc.  Some mice will remain inert, at the beginning or at other stages of the maze, and can either languish there or recieve some sort or prompt: in a game it could be in the form of character tapping its foot in impatience, a voiceover telling the gamer to continue, ultimately the game will pause until the player is ready to adhere to the games rules of play - that is, to go on, throught the twist and turns and the dead ends and revelations until the reward at the end.
     We see this in every aspect of our lives.  We come to a red light, we step on the brake and stop.  It is what is expected of us, it is the law.  We know the consequences if we run that light.  There might not be any of authority currently at the stoplight, no flashing of lights if we were to ignore that scarlet command.  So, some will choose to go through anyway, and deal with the repercussions if any should arise.  Now, if a camera is placed at the stoplight, and its presence known through warning signs: would that enforce a more general obediance?  Do we know if that camera is actually recording?  Is there anyone on the other end, to alert superiors to a witnessed infraction on their screen.  Or is it just a visual deterrant, like the lighthouse of a panotican - the mere thought of a power, omnipotent or impotent, present or absent - is a pall over in the back of our mind, and so we act accordingly?
     The Stanley Parable message is to show us humans that, even while we yearn for free will, we cherish it, demand it even, there is no such thing.  Much like the limitations in a game: reaching that invisible wall at the edge of a map, the number of choices a given situation allows, the responses an npc can generated; limitation exist in our life.  We can't just do whatever we want, unless that individual were to isolated himself on an island and have no other interactions with another soul.  Living in a society, with its laws and regulations, we have to adhere to the morals and legalities that are adherant to the society.  For many, that structure is integral.  To suddenly wake up one  day, with all that structure and its denizens gone, they would crack.  It is like the air pressure that constantly surrounds us, we don't feel it because we have grown accustomed to it.  But in its absence, in the vacuum, is when many explode.
     Coversely, when there is to much pressure, as exist many leagues under the sea - then we notice it, we feel it continuously, until too much makes us implode.  A life of to much limitations makes for questioning - in a game we ask "why can't I go over those mountains?", "why can't kill this npc?".  The limitatoins in the game mimic the ones in life.  Art imitates life, life imitates art.  We may want to explore, to travel outside our state, or country; but limitations could exist (finances, border crossing restrictions, a job and/or family to care of - many can't just up in leave, to go against the narrative of life).

     This Stanley Parable is much like the choose-your-own-adventure books I used to read as a child.  The "Zork" series come first to mind.  I read the passages, and at critical plot points I would be given several choices, or paths, to continue on: choose this path, go to page so and so, take that action go to that page.  A path could result in a dead end, at which you go back and explore the other options until you are "back on track", or, alternately, just end the story there.  The story in the book is really linear.  There is the one, "true" ending, or true goal that you pursue.  The other endings are less satisfying, based on the readers perspective and viewpoint.  In the case of the Zork books, the narrative is the lighthouse, watching as the reader runs through the passages.  The reader knows the power that is in the narrative, but still may wonder why doesn't the character do this instead, or that?  At that moment, the reader embodies the character on the page, and experiences that choices that character makes, for good or ill depending on how the story ends.  But the end is just that - the end.  It is the paths that the character takes, the reasons he takes them, and how his actions influence other characters that should be examined.  We know of our mortality, no matter which way we step it is still a step in the direction of our inevitable death.  What matters is how we step.