Tuesday, June 9, 2009

Final Project - Video Game Relational Aesthetics and the World of Warcraft

Espen Aarseth commented in his editorial for the flagship issue of Game Studies that video games are the richest cultural genre yet, requiring far more participant effort than texts, films, or music, i.e. “they must be played.” The aspect of increased player involvement is particularly apparent in Massively Multiplayer Online Role Playing Games (MMORPGs), particularly in World of Warcraft. In addition, as Aarseth stated, the combination of aesthetic and social aspects of multi-player games has created a new type of audience, dedicated and more massive than ever.

In multi-player games the audiences are the players, i.e. the actors as well. What it means to be an actor and an audience of self at the same time is probably a philosophical question beyond the scope of this writer and certainly this paper. Therefore, to keep the discussion on a simple level, the real time human input and subsequent reception of that information by self and others will be viewed purely as information exchange.

There is not a current aesthetic for judging the dual actor and audience phenomena in video games. However the art movement of Relational Art has an aesthetic for inter human relations. Some of its aesthetic aspects seem to apply to video games. It was developed by Nicolas Bourriaud, an art critic, to help understand a type of art created in the 1990s to respond to the dehumanizing elements of increased technology and urbanization. The art was unique because its main goal was not a particular fixed form, but rather creating situations that would allow people to form new human relations. Bourriaud’s definition of the relational aesthetic is “aesthetic theory consisting in judging artworks on the basis of the inter-human relations which they represent, produce or prompt” (p 12).

Additionally, Bourriaud noted that art is not static, i.e. that it changes according to the needs and artists of the time and that in this time. Art should teach us how to inhabit the world in a better way, rather than to construct it according to a preconceived notion (p 13). Artwork can be an interstice in human relations which “fits more or less harmoniously and openly into the overall system, but suggests other trading possibilities” (p. 16). Further, Bourriaud proposed that art should seek inter human commerce that is not the same as “communication zones that are imposed upon us” (p. 16).

Hypothesis
Video games may well have a relational aesthetic. Specifically, my hypothesis is that the World of Warcraft video game demonstrates a relational esthetic. The hypothesis will be proved or disproved with evidence drawn from first person observation of player to player relations within the game. Two possible approaches to this information would be (a) from a relational aesthetic framework, and (b) from a literary critique framework.

Methodology
A relational aesthetic was drawn from Bourriaud’s 1998 relational art aesthetic and formatted into a rubric designed for game player response. The literary critique framework consists of a series of questions suggested by a reading of Julian Kücklich’s 1998 discussion of literary theory and computer games. The Relational Aesthetic Rubric for Video Games (RARVG) was designed to elicit nominative information about in game relations and rough estimates of usage of inter human relations, although several questions that request an essay response. It is meant to gather the information that will support the hypothesis that World of Warcraft demonstrates a relational aesthetic. In contrast, the Literary Critique Framework for Video Games (LCFVG) is an incomplete source of open ended questions designed to elicit the meaning of the video game play experience from the player viewpoint. It was not designed to specifically support the hypothesis that World of Warcraft exhibits a relational aesthetic, but rather to provide a richer reference of player experience and culture. Since answers seem to beget questions, it will be likely that more questions will be added. It is possible that such a body of questions and subsequent answers might be reviewed to generate a general video game aesthetic, which might include a relational aesthetic as well.

The definition of relations for the RARVG is directly from the Merriam-Webster Online, which gives a definition of relationship as a state of affairs between those having relations or dealings. While relations may also be described by feelings of connectedness of mutuality, these descriptors limit the relations construct. In video games, player to player information exchanges provide the substance of relations. In fact the amount of information exchanged could be precisely measured by technology if that was the goal. Additionally, human experience is egocentric, specifically, whatever happens to a human, they can only interpret it from their own point of view. As such, relationship need not be defined by a mutual exchange of information, but more simply, the reception or transmission of information with another human.
The RARVG separates inter human relations into the categories of micro, mini, casual, transitional, and macro. The following chart gives descriptions and examples for each type of category.



The RARVG demographics questions include game name, estimated time played, and a question that is designed to elicit the genre shape of hybrid games. Question four lists thirty-five specific player interactions and requests players to circle whether or not that utility is available in that game. They are then asked to rate how frequently they use each specific type of interaction. There are also blanks to fill in interactions that might not have been specified. Question five asks players to identify symbols of interaction, such as maps, visual displays, etc. Question six asks players to identify gathering places, customs, and activities. Both of these questions also ask players to rate frequency of use and have write in spaces. Question seven asks further questions about social customs. Questions eight and nine ask about activities that tend to alienate and how that is dealt within the game. Question ten asks about collective situations. Question eleven asks about elements of the game that require subjectivity. Finally, the last question asks players to quantify each different type of relation over the course of the time they have played the game.
Interpretation of the RARVG is expected to be mostly descriptive. In any case, the quantifications would be difficult to compare across games, because they are based on total time played. However, a series of positive answers would show that the game has a relational aesthetic and would show the ways it was relational.


The Literary Critique Framework for Video Games (LCFVG) currently lists 133 questions and is certainly not a closed set. The main purpose is to understand how the player experiences the game and what it means to them. The meaning the player experiences as they play is what makes the game a human interaction. It would be very interesting in multiplayer games to see how the meaning for one player influences the meaning for another player and that would require at least a set of two players to research and another set of questions. Nevertheless, it is likely that the meanings for players do influence the game experience for other players, which is another indication that video games have a relational aesthetic. The LCFVG questions are mostly open ended and fall roughly into the categories of plot, rules, avatar, learning the rules, code, text, narrative, illusion/immersion, progression/middle game, culture, and end game. These questions elicit how the player interacts with the game. Unfortunately it is not in the scope of this study to approach the LCFVG question set at this time.

Analysis of World of Warcraft with the Relational Aesthetic Rubric

World of Warcraft (WoW) is a MMORPG published by Blizzard Entertainment. Predated by other MMORPGs, and MUDs (Multiuser Dungeons), WoW was released in 2004, and had two subsequent expansion sets, The Burning Crusade, released in 2007, and the Wrath of the Lich King, released in 2008. I started playing the game in April 2006, and thus have been playing for three years now. The game statistics show that I have played a total of 122 days with my major avatars (24 hour days). This does not include the time I have spent withavatars I have deleted or any of my 40 or so “alternate toons.”


WoW is a hybrid game, incorporating elements from several genres of games. On a scale of one to ten for each genre, I would rate WoW as 10/10 for a role playing game, 10/10 for an adventure game, 6/10 for an action game, 5/10 for a strategy game, and 0/10 for a simulation game.


WoW has many ways for players to interact player to player. Every player has continual access to the visual positions, name, and guild name of other player avatars in the game vicinity. Additionally, players can right click on avatars within close range to access a menu which gives options of: set focus, whisper, inspect, comparing achievements, trade, follow, or duel. The interactivity is heightened a bit because the other player can see which avatar is focusing on him. Also when focused on another avatar, a player can “focus on their focus” with the “f” keystroke.

Other faction avatar information that is available includes character name, guild name, hit points, and health status. Chat channels provide a continuous source of player to player interaction. There are always warnings when your faction town is being attacked. Players advertise for groups or selling or buying. In addition, at times players will give social commentary. At least on the Horde faction, the chat can also be inane or raw. Just the same, it is pure human interaction, uncensored and unedited. Any player may open a chat channel and invite others to join, basically an invitation only chat room. Guild chats function a little differently in that only guild members have access. Finally guild officer chats require officer status to participate.

Players receive text notification of entry or departure in player chat channels but not general channels. Friend lists allow players to enter names of friends or names of players to be ignored. Players are notified whenever friends enter or leave the game. Players are protected from any postings or whispers of ignored players. Players cannot remove their names from other player friends lists however and ignored players and their visual actions will still be evident if they are in the vicinity. I use player access, chat channels, and friend lists continuously while I am playing WoW.


Player to player texting provides substantial WoW player to player information exchange. Players may whisper any other player in their faction as long as they know how to spell their name and they are not on the ignore list. Many players keep running text conversations with several players at one time. In fact a common statement is “sorry, MT.” (MT stands for miss tell). Party or raid chats limit the conversation to those particular groups. In addition, players may “say” or “yell” text that will be visible to the players within the vicinity.


Player emotes allow for standardized communication. There are 21 standardized action emotes, 22 standardized voice emotes, and the option to create personalized emotes with “/em (space) (type text of choice)”. Personalized emotes are text only however. Players may focus action emotes on another player allowing them to “hug” another player, etc. A curious variation of emotes and all communications is caused by player ability to “drink” alcoholic beverages. After a few drinks, all the text communications will be slurred and punctuated with hiccups. Drinking also causes players to have decreased control over actions and visual blurring.


A very important player inter action is the ability to “buff”, i.e. temporarily increase abilities of other players. Each class has specific ways to help other players in the game. It is considered polite to provide these benefits in cooperative play, and essential etiquette for higher level raiding. I use the WoW utilities of player to player texting, emotes, and buffing very often as I play. It is my opinion that these utilities represent a more intimate person to person interaction because they are not as general, i.e. more specific and individually directed.


Another player to player interaction is the ability to send mail with attachments of money or items. This allows personal messaging and gifting when another player is not in game. In addition, many items are crafted for gifting and sale or trade. There is a tremendous amount of trade for both common and rare items with floating prices based on value and scarcity. Dueling is another player interaction and is considered a fine way to build fighting skills. Other interactions available include ability to hear actual player voice in game, talking with a game master, and looking for groups.


Bourriaud discussed the power of images to link, and noted that “flags, logos, icons, [and] signs, all produce empathy and sharing, and all generate bond.” (p. 15). WoW has numerous faction flags and other cultural practices that generate faction bonding. There are also subgroups in the game itself and guilds that have their own cultures and symbolisms. In addition, there are symbolic representations of interconnectedness. One of the most interesting symbols is a battlefield map that can be superimposed on a corner of the screen. It shows all of the home faction and their corresponding movements across the field, allowing players to make decisions based upon group movements and objectives. Abstractly, it is only a map with moving dots that coalesce and disperse and disappear. But at the same time it is at a symbol of the group interactivity and an instrument for that interactivity.


The term interstice was used by Karl Marx to describe trading communities that elude the capitalist economic context by being removed from the law of profit. Bourriaud extended this idea and defined it as a “space in human relations which fits into the overall system, but suggests other trading possibilities” (p. 16). If this definition is extended broadly it might fit any type of game with more than one player. In video games, an interstice might be considered as a place, practice, or custom where players are placed in a situation that allows and leads to inter-human information exchange. In WoW, the inns, banks, auction house, etc., sanctuaries, and holiday celebration locations would be considered as interstices.


There are many social customs in WoW that require constant player to player interchange. Guilds, guild parties, group quests, instance groups, story telling, player vs. player raids, and guild banks are prevalent social customs that demonstrate a relational aesthetic. Guilds, while seeming secondary to the game, are well structured within the game and they provide strong support for players. Friendly ongoing banter and support are obvious in many stable guilds.


Alienation was broadly defined by Karl Marx as the separation of things that belong together, or putting antagonism between things. Since it works against connections it seems that it obviously is the opposite of a relational aesthetic. However, within a game framework, alienation forms may really be just another type of relation. For example, duels require very close attention to the opponent and constant efforts to defeat them, making game conflicts look a little like spontaneous dancing. WoW has elements of alienation such as name calling, belittling, ridicule, ninja looting, killing lowbies, griefing (killing NPCs of other faction), ignoring, reporting, can’t communicate with other faction, anonymity, and guild dynamics. None of these elements are programmed by Blizzard into the game, but nevertheless, they arise from the framework and dynamics of the game.

In WoW, players handle these forms of alienation in various ways. Complaining and name calling are not well tolerated on the Horde faction and a minimal statement of “QQ” which stands for “cry cry” is usually enough to quiet at least a few name callers in battlegrounds. In a situation of ninja looting, which is the looting of a high level blue item without permission of the “tank” after a boss fight; the group will generally respond with a practically palpable silence. If the person who did the looting can feel the quiet, they will generally respond with an abject apology and the group will gently explain how things are done to be sure the right person gets the loot. In most cases the ninja looter will get the message and never do it again. There is nothing to do about being killed, reported, or being subject to griefing (killing opponent non player characters). Actually most players have at least tried a bit of griefing for fun, so they will put up with a bit of it. Wholesale griefing will lead to at least a large battle. Which is also fun.


Guild dynamics are difficult for many players and most guilds go through stages. Seasoned guilds generally have a leader that is charismatic and kindly, but will also be outspoken about unfair practices such as ninja looting. Even so the guild charters often change and there are many guilds that just die a quiet death. Jealousy, ego issues, unfair practices, favoring, and disagreement over strategy, gear, or talent trees are common. Again this is not something the Blizzard does, but it happens and people just have to learn how to work in groups and get along or else leave. When a guild member leaves some will just make a point to continue in friendship.


The battlegrounds are a good example of collective behavior. While the goal is clear, the enemy strategy is always a little different and the collection of player types, gear and skill levels are variable on both sides. There are some strategies that generally work but nothing works all the time. There is a good deal of frustration. There are players who complain and players who will not participate. Sometimes it is a case of just making the best of a bad situation. Sometimes there is a magical coming together when the team seems to read the collective intent and works together in the right ways to win. There are always visible images of this behavior. Battleground maps were mentioned earlier. There are also scoreboards, and even though they show mostly individual efforts within the group, they are posted as a collective group, not one individual at a time. The other fleeting image is composed of all the composite movements of the avatars who dance and jump and bound around in the fighting style of their player. Lighting shows are provided by casts and spells, bomb hits etc. It is incredibly beautiful in its way, not least because it represents a joint effort and it is never the same twice. It generates a certain energy. The light shows of multiple efforts are also apparent in 25 man raids, though these are a little more predictable.


Opportunities for subjectivity invite players to present something of themselves to others. This is relational in that it creates opportunities for players to demonstrate that they are human and not just push button robots. Some of the subjective opportunities within the framework of WoW are avatar naming, play style and choices, gear and role play clothing, role playing stories, personal chat and commentary between players, development of strategy for common goals, and interpretation of the “meaning” of the virtual world.


Micro relations are defined as relations or information transfers that are momentary, ranging from minimal statements to situational commentary. In WoW, this type of information is actually a constant cascade. As such, I quantified my experience of micro relations at greater than 100,000 though in fact I have no way to know if this true. Considering that I have played over a period of 1000 days, though not every day, with an average number of 100 micro relations a day, 100,000 is a reasonable estimate. But in consideration of the trade channel alone, that often runs like an old fashioned ticker tape, 100,000 would be a gross underestimate.
Mini relations are defined as relations or information transference sets that are temporary situations, not expected to persist. Examples include group quests, instancing, banter, or chat. Mini relations also include persistent awareness of other avatars for a period of time. I am quantifying my mini relations at greater than 1500. The truth may be more like 15000, in light of the fact that on battleground days, mini relations might be closer to 500 per 24 hour period.


Casual relations are defined as persistent relations, and may be an extension of mini relations. The avatars you remember and/or keep in your friend list, may or may not greet or chat routinely. I have quantified my casual relations as 100, though on review I believe the number is a multiple of 100, considering that my main guild alone has more than 100 members.


Transitional relations are defined as long term. It may include knowledge of multiple avatars of players, frequent greetings, or similar behavior. May be on friend list or ignore list. Again I quantified my transitional relations as close to 100.


Macro relations are defined as semi-permanent to permanent, and may include secondary knowledge of real life player name and location. I quantified my macro relations at 25, using mainly the number of people whose real life name I know. Most players respect the anonymity of WoW, therefore this type of information is rarely exchanged even when there are very interactive and persistent transitional relations.

Summary
By the time I answered the RARVG questions I realized that there is overwhelming evidence that WoW has a relational aesthetic. The data showed that the number of information relations is significantly inversely related to the length of the relations. As I wrote this paper, and concurrently reviewed the analysis materials, I become more aware of the massiveness of the relational aspects of WoW for myself. Naturally it would be more interesting to have a perspective from other players and the RARVG could easily collect that data.


I believe that through video game analysis we will recognize that humans do have many unique qualities and they also have qualities that encourage them to form relationships. I hope that game developers will consider the relational elements that are available in games and will work toward goals of common bonding and communication. It is possible that we could approach a viable relational utopia with video games?

Addenda/Related Things
1. Relational Aesthetic Rubric for Video Games (RARVG): This will be appendix A. The form is roughly usable. It was derived from my experience with WoW, but if it were to be extended to other games more elements could be added. It does not cover the entirety of informational relations in Wow as it now stands. By the time I answered all the questions, I became much more aware of the relational aspects of WoW so I was better able quantify my relations. More specifically, my perspective was changed by the rubric.


2. Literary Critique Framework for Video Games (LCFVG): This will be appendix B. I have not had the time to answer any of these questions to date. I think it would be interesting to ask some of the questions (one at a time) in player forums. It might be true that players would be willing to contribute to the formulation of a general video game aesthetic, or individual video game aesthetics for that matter. If not, they could be assigned as homework in Video Games as Literature Classes (just kidding). All in all however, I think that answers hardly ever precede the questions, so I think it would be worthwhile to take the list and add and subtract as necessary to formulate a more utilitarian version.


3. World of Warcraft Battleground Text Sample: This will be appendix C. I visited at least 20 in game battlegrounds as my avatar, of course, and wrote samplings of actual player text to get a solid representation of the character of battleground texting. I thought that most of the texts would be standardized statements, but that is not really true. The banter is truncated, but it also extremely human and interactive. The sampling portrays elation, encouragement, instruction, commands, and disappointment in an extremely minimalist raw modality. Battleground texting is unique because it is: (1) in real time, (2) between strangers, (3) temporal, (4) anonymous, (5) “unmedia-ated,” (6) uncensored, (7) unpaid, (8) unedited, (9) subject focused, (10) relatively democratic, (11) unwitnessed, (12) unrecorded, and (13) open forum. As such I think it represents human relations at their uncensored best or worst, and possibly a more essential form of communication.

References
Aarseth, Espen. 2001. “Computer Game Studies, Year One”.”. Game Studies, 1, no.1.
http://www.gamestudies.org/0101/editorial.html
Blizzard Entertainment. 2008. World of Warcraft, Burning Crusade, Wrath of the Lich King. (Windows).
Bourriaud, Nicolas. 1998. Relational Aesthetics: France: Les Presse Du Reel.
Juul, Jesper. 2001. “The repeatedly lost art of studying games”. Game Studies, 1, no.1.
http://www.gamestudies.org/0101/juul-review/
Kücklich, Julian. (1998) “Literary Theory and Computer Games”. Paper presented at the Cosign Conference, Amsterdam, 2001. http://www.cosignconference.org/downloads/papers/kucklich_cosign_2001.pdf
“Marx’s theory of alienation.” 2009. Wikipedia. http://en.wikipedia.org/wiki/Marx
"relationship.”Merriam-Webster Online Dictionary. 2009
http://www.merriam-webster.com/dictionary/relationship
“World of Warcraft.” 2009. Wikipedia.
http://en.wikipedia.org/wiki/World_of_Warcraft

Final Project - Appendix A - Relational Aesthetics Rubric for Video Games

1. Name of Video Game: __________________________________________
2. Time played: Circle estimated time frame and enter the number
A. Hours:_______
B. Days:________
C. Weeks:_______
D. Months:______
E. Years:_______
3. Genre: For convenience, Kücklich (1998) classified video games in the five genres of action games, adventure games, role playing games, simulation games, and strategy games. Using a Likert scale, quantify how much the video game fits or is like a specific genre by marking the scale appropriately. Apply all the genre types to each video game: Least Like Specific Game Type Most Like
A. Action Game 1 2 3 4 5 6 7 8 9 10
B. Adventure Game 1 2 3 4 5 6 7 8 9 10
C. Role Playing Game 1 2 3 4 5 6 7 8 9 10
D. Simulation Game 1 2 3 4 5 6 7 8 9 10
E. Strategy Game 1 2 3 4 5 6 7 8 9 10
4. What player to player interactions (information exchanges) are available to players in this video game? Please circle each of the following that and rate how frequently you use that utility to interact or exchange information by marking the scale appropriately. Be sure to include the passive use of an interaction, i.e., reading trade chat, being aware of other characters movements, etc.
A. Texting to an individual
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

B. Texting to a specific group whose identities are known
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

C. Texting to a general group whose identities are not known
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

D. Chat groups or channels
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

E. General chat channels
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

F. Guild chat channels
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

G. Calendars
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

H. Invitations
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

I. Moving other characters from one area to another (assisting another player)
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

J. Giving other characters “buffs” to increase game survivability or damage ability.
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

K. Emoting (a text representation of an action which may or may not be
accompanied with visual gestures) with preset phrases
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

L. Emoting (a text representation of an action or thought or whatever) with
original phrases
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

M. Trading items or money
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

N. Selling or advertising
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

O. Mail of text
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

P. Mail of items
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

Q. Mail of money
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

R. Preset audio exchanges
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

S. Player voice capabilities
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

T. Crafting items for others
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

U. Grouping in a party for common goals or socialization
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

V. Posted achievements of self or others
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

W. Viewing a symbol of your party members with current health status
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

X. Petition to and discussion with game master
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

Y. Reporting behaviors that do not comply with EULA
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

Z. Reporting non participants in battlegrounds
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

AA. Visual display of other characters movement within area that you are in and
visual display of their actions, spells, etc.
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

BB. Duels
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

CC. Trade chat as running social commentary on overt game behaviors
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

DD. Look up information about class, rank, guild and location of any player in
your faction on your server
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

EE. Looking for groups with whom you have common goals
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

FF. Listing of similar ranked players in area
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

GG. Listing of in game members of any guild on your faction
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

HH. Friend lists and notification when friends log on or log off
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

II. Ability to text anyone whose avatar name and server name are known to you
in entire player base, by making an avatar on any server and any faction at any time.
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

JJ. Other (please describe briefly):_________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

KK. Other (please describe briefly):_________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

LL. Other (please describe briefly):_________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

MM. Other (please describe briefly):_________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10


5. In what ways does the game interject symbols of interaction into the life of the players, or does it at all? Please circle each of the following that apply and rate how frequently you use that element of the game by marking the scale appropriately.
A. Maps with moving symbols or changing symbols
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

B. Visual display showing other side position and activities
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

C. Visual display showing characters of either faction in the same area
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

D. Visual and text display of preset character emotes
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

E. Other:____________________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

F. Other:____________________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

G. Other:____________________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

6. For this survey, an interstice is defined as a place, practice, or custom where players are placed in a situation that allows and leads to inter-human information exchange. What elements in the game offer an interstice for players? Please circle each of the following that apply and rate how frequently you use that element of the game by marking the scale appropriately.

A. Places of gathering for any purpose, e. g. financial, meeting, ego display, or other
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

B Socialization customs such as novice immunities, sanctuaries
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

C. Holidays and holiday activities
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

D. Other:____________________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

E. Other:____________________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

F. Other:____________________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

G. Other:____________________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

7. Social customs are activities in the game that encourage groups of players to behave in similar ways by choosing similar activities or customs. If the video game includes any of the following activities or types of activities, please circle that item.
A Group quests or instances
B. Guild parties or story telling in game
C. Group player vs. player raids (PvP) on low level towns or high bosses
D. Guild banks
E. Guild awareness and positive feedback for progress
F. Other:________________________________________________
8. Alienations, for the purposes of this survey, are situations that isolate one or more players, although, in fact, alienation may also be used to build rapport or to control a situation. What forms of alienation occur in the video game? Please circle each of the following that apply and rate how frequently you have experienced or observed these elements in the game by marking the scale appropriately.
A. Name calling or belittling
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

B. Public ridicule
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

C. Ninja looting (Taking loot when it is not your turn or your call to say who it belongs to)
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

D. Not able to exchange very much information with other faction
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

G. Killing lower players of other faction
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

H. Griefing,(killing NPCs ((none player characters)) ) of other faction
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

I. Ignoring
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

J. Reporting
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

K. Anonymity
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10
L. Other:____________________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

M. Other:____________________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

N. Other:____________________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

O. Other:____________________________________________
Never Seldom Occasionally Often Continuously
1 2 3 4 5 6 7 8 9 10

9. How do players in the game, or does the game itself change the alienations or deal with an alienation, if at all? For example when there is name calling, does the social commentary of the trade chat react in a way to censure the name calling? Please explain one example of ways that alienation was diminished in game by either players or game maker. ________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________

10. Collective behavior refers to groups of players who have unpredictable or shifting behaviors. Some video game display may be derived from this behavior. Please circle all that apply
A. Battleground maps and scoreboards
B. Individuals changing strategy constantly to adjust to demands of a changing
situation, creating variable displays
C. Light shows of grouped individual efforts for common goals in instances and
battlegrounds.
D. Other _______________________________________________________

11. What about the video game is subjective, i.e. in the game but not overtly controlled by game designers? Please circle all that apply
A. Trade chat, raw comment on social behavior, self regulation by comment, news,
darker humor, trade, advertising,
B. Avatar naming
C. Play style and choices
D. Role playing stories
E. Personal chat and commentary between players
F. Development of strategy for common goals
G. Interpretation of the virtual world

12. Player to player information transfer relations may be described by the number and length of electronic information that is transmitted or received.
In each category below, estimate how many instances of that type of relationship you have had by making an appropriate mark on the number line given for that type of relationship. Include all the relationships for all of your avatars on all of the servers that you have participated on with that game for the total period of time that you have played. Please note the scales are different for each type of relationship. If you prefer to write in a more accurate number please feel free to do so.
• A. Micro relations: Range from minimal statements, for example, “gg” or “ty” to situational commentary
• Zero 10 100 1,000 10,000 100,000 >100,000

• B. Mini relations: Temporary situation, not expected to persist for group questing, instancing, banter or chat. Or may be persistent awareness of other avatars for a period of time
Zero 10 50 100 500 1000 1500 >1500

• C. Casual relations: Persistent, may be an extension of mini relations. The ones you remember and/or keep in your friend list, but do not greet or chat with routinely
Zero 10 20 50 100 200 500 >500

• D. Transitional relations: Knowledge of multiple avatars of players, frequent greetings or other behavior. Will be on your friend list or ignore list.
Zero 10 20 30 40 50 60 70 100 >100

• E. Macro relations: Semi-permanent to permanent, may include secondary knowledge of real life player
• Zero 10 20 30 40 50 60 70 100 >100

14. If you would like a copy of rubric tabulations, please write in your name and email:

Name:_________________________________________________________

Email:_________________________________________________________

References
Bourriaud, Nicolas. 1998. Relational Aesthetics: France: Les Presse Du Reel.
Kücklich, Julian. (1998) “Literary Theory and Computer Games”. Paper presented at the Cosign Conference, Amsterdam, 2001. http://www.cosignconference.org/downloads/papers/kucklich_cosign_2001.pdf
"relationship.”Merriam-Webster Online Dictionary. 2009
http://www.merriam-webster.com/dictionary/relationship
“World of Warcraft.” 2009. Wikipedia.
http://en.wikipedia.org/wiki/World_of_Warcraft

Final Project - Appendix B - Literary Critique Framework for Video Games (LDFVG)

GENRE
1. For convenience, Kücklich (1998) classified video games in the five genres of action games, adventure games, role playing games, simulation games, and strategy games. Using a Likert scale, quantify how much the video game fits or is like a specific genre by marking the scale appropriately. Apply all the genre types to each video game:



Specific GameType Least Like Most Like
A. Action Game 1 2 3 4 5 6 7 8 9 10
B. Adventure Game 1 2 3 4 5 6 7 8 9 10
C. Role Playing Game 1 2 3 4 5 6 7 8 9 10
D. Simulation Game 1 2 3 4 5 6 7 8 9 10
E. Strategy Game 1 2 3 4 5 6 7 8 9 10

PLOT
2. How does the game start?
3. How does the game invite the player to join in, or what is the hook?
4. Is the plot obvious, hidden, subverted, or is there no plot at all?
5. Describe the plot in a few short sentences.
6. Is the plot audio, textual, revealed as a pathway, or any other device?
7. Does the plot have any references to classic or popular literature or media?
8. How does the plot relate or how might the plot relate to the real life events of the player?
9. Does the plot change or seem to change as the player moves through the game?
If so how does the plot change?
10. Can the player change the plot in any way or can the player choose variances or different plots? How does this affect the player or how might it affect various players.
11. What variances of life might a player bring to a game that would affect the way that player would experience the plot of this game?

RULES
12. What is the physical user interface for this game?
13. How will player variances affect how the player experiences the physical interface for this game?
14. What is the video interface for the game?
15. What are the video interface objects that the player will manipulate?
16. What are the feedbacks that will let the player know the object is being manipulated as desired?
17. What are the literary, cultural, and emotional aspects of the video interface objects that the player will manipulate?
18. How will player variances affect the way the player experiences the physical and video interfaces?

AVATAR
19. How will the player’s avatar be controlled by the physical interface?
20. How will the player know the avatar is moving or interacting as the player directs? What is the feedback?
21. Does the player have an avatar that is visible or partially visible on the video interface?
22. Where does the avatar fit on a representative scale between total abstraction and photo realism?
23. Does the player have personal input on the avatar creation or naming?
24. Which avatar actions are controllable and which avatar actions are controlled by the game?
25. What human qualities does the avatar have?
26. Can the avatar or its actions be characterized on a humanistic moral/ethical scale?
27. Does the avatar have any other human characterizations?
28. Does the avatar have any cultural, historical, or historical meanings?
29. Can the player impose personal meaning to the avatar? And if so, what are some of the meanings the avatar might have?
30. For the purposes of this discussion, we will assign three game stages, i.e., beginning game, middle game, and end game. Does the meaning of the avatar change for the player in the different game stages?
31. Transference isthe redirection of feelings and desires and especially of those unconsciously retained from childhood toward a new object. Is it possible for the player to use the avatar or other player avatars for transference? If so, how might this affect the meaning of the game for the player?
32. Is it possible for the player to export avatar qualities from the game to real life experience? If so, how might this affect the meaning of the game for the player.
33. To what extent might a player experience the avatar as an reflection of himself, or parts of expressed personality, in the same way that humans see their shadows and mirror reflections as “self images?’
34. What are the ways that players regard their avatars?
35: To what extent do players project their own personality traits on their avatar?
New number: To what extent do players experiment with other personality traits or styles with their avatar?
36. What are the ways that players regard other player avatars?
37. Do players use their avatar as a puppet to act out an unfolding script?

LEARNING THE RULES – Beginning game – Novice player
38. What game rules are explicit text?
39. Where and how are rules displayed?
40. How is player rule acknowledgement obtained?
41. Are game rules accessible during game play?
42. Are some rules subjective?
43. Are some rules subject to arbitration?
44. Are rules congruent with each other?
45. Are rules consistent with other game meanings?
46. Are rules democratic?
47. Are rules fair?
48. How might some players perceive rules to be unfair?
49. What other rules might players add to make the game more meaningful?
50. How might rules be misunderstood?
51. What are loopholes to the rules? Are these intentional?
52. What rule infractions are most likely?
53. How does the game experience change when there are rule infractions and/or penalties?
54. What rules are assumed by convention or culture?
55. Will rule sets change as the game progresses or will they stay the same?
56. Is it possible for the player to choose their own set of rules?
57r: If a player adopts their own additional set of rules, how does this change the game experience for themselves and for other players?
58. What cultural, historical, sociological, or any other influences provide antecedents for the rules?
59. How do these influences shape the players expectations, game experience, and meaning?
60. How might a player extrapolate rules or meaning of rules to real life?
61. How can players protest unfair rules or rulings?
62. Is misinformation given within the game as part of the “puzzle to be solved?”
63. How might players deal with misinformation as part of the game?

CODE
64. Can the player modify code to alter game play? How does this or would this affect the player’s game experience?
65. Is the code transparent in the game?
66. Is there an illusion that there is no game code?
67. Is the code relatively bug free, consistent, and stable? If not, how do to problems affect the game experience?
68. How are new versions, updates, fixes, etc. incorporated and how are players notified of these events?

TEXT
69. Is language grammatically correct?
70. Are dialects correct for the character?
71. If not, are deviations consistent with the rest of the game?
72. Is audio language loud enough or too loud?
73. Can player control audio language?
74. Do players have the opportunity to contribute to the game text?
75. If players contribute to the game text, how does this affect their game experience?
76. What cultural, historical, sociological, or other influences are antecedents to verbal or written text?
77. Are there various levels of meaning for players to unravel?
78. Can the player synthesize textual elements to find other meanings?
79. What other literary devices are evident in the verbal or written text of the game?

NARRATIVE
80. Does the video game have an obvious narrated story?
81. If so, describe the story briefly.
82. Do certain elements of the narrative loop or is there a clear progression?
83. Is the narrative relevant to the game play or an imposition of meaning to the ludic elements? How does this affect the player’s experience?
84. Is there a clear narrator in the game?
85. How does the control of the story shift between the clear, controlled story to the story about the individual player?

ILLUSION/IMMERSION
86. How is the player complicit in the illusion, what beliefs must he suspend to enter into the illusion?
87. What aspects of the game contribute to the suspension of disbelief?
88. When disbelief is suspended, what other meanings become more evident for the player?
89r: Does the video game give a sense of being transported to another reality?
90: If so, what elements lead to that sense of another reality?
91. What does the player manipulate to contribute to the suspension of disbelief?
92. How does the player’s complicity with the illusion affect his sense of personal power and self determination?
93: How does a player agency in game contribute and/or detract from game immersion?
94. At what part in the game is the player most invested in the co-illusion?
95: As the player completes more and more tasks, does he become more engaged or less engaged in the illusion/immersion?
96: When cognitive dissonance occurs such as un matching literary elements, or rules that don’t fit, etc., can or will players create the mental links to make the connections fit, thus creating more meaning and becoming coauthor of the illusion and the narrative?
97r: What are the player benefits and costs of game immersion?
98: What are the benefits and costs of game immersion to the players surrounding humans in real life?

PROGRESSION – MIDDLE GAME
99. Is the player able to enter in the game at the same place each time they starts or must they start at the beginning level?
101. What does the player need to do to get out of the game?
102. How does the player leave the game in a way that supports the transition from the illusion to reality?
103. Does the game have a clear ending, if so what is the ending? What does that meaning end for the avatar and what does it mean for the player?
104. Describe the goals and tasks for each stage of the game.
105.What ceremonies mark the transition from novice play to middle play?
For the purposes of this survey, a middle game player will be called a traveler, and an end game player will be called a sage.
106. How will a player experience the transition to traveler as opposed to novice player?
107. What is the relationship of a traveler player to a novice player in the game and how might this status affect the experience of the traveler player as the game is played
108. What changes happen in the game as the player moves into the end game?
109. How might the player change his game style as he moves into the end game?
110. What new problems may arise for the player in the end game?
111. What is the relationship of a sage to other players?
112. If there are other stages in the game, please delineate them with major tasks briefly and give a rationale for their inclusion.
113. How is the player’s progress in the game tracked and/or compared?
114. Can the player’s progress be posted to any or all of the three social spheres (see question 120 below for definition)
115. How do players use the progression information?
116. How does scoring affect a player’s game experience?
117. How does a player or how might a player experience the movement through the levels of the game?

CULTURE
118. What symbols, customs, or practices does the video game incorporate from real life?
119. What symbols, customs, or practices does the video game contribute to real life?
120. If this video game was said to have 3 spheres of social influence, i.e. primary, players who play the game, secondary, people who know the game by creation, marketing, etc., or know a player who plays the game, and tertiary, someone who knows only people in the secondary sphere, how do discussions about the video game vary in each of the social spheres?
121. How does each sphere view the relevant costs and benefits of the video game?
122. What are the stereotypes and biases of each social sphere that are relevant to the video game?

END GAME
123. Does the video game actually end? Or does it have an end stage?
124. What elements signify the end of the video game?
125. What must the player master to reach the end or the end stage?
126. Can reaching the game end be compared to an initiation to an elite group?
127. Does the game lose its immersive ability to any degree when the player reaches the end game or the game end?
128. Does reaching the end game confer any level of status to the player, in game or in real life?
129. Will players reenter the immersion/illusion at any point?
130. How do end players differ from novice players in how they experience the game?
131. How does having this common game experience provide a common bond for players in the real world?
132. What are some signals that players might use in communication (like shibboleths) that will screen for common game experience?
133. When players reach end game status, how might they describe what they are experiencing?

References:

Bourriaud, Nicolas. 1998. Relational Aesthetics: France: Les Presse Du Reel.
Kücklich, Julian. (1998) “Literary Theory and Computer Games”. Paper presented at the Cosign Conference, Amsterdam, 2001. http://www.cosignconference.org/downloads/papers/kucklich_cosign_2001.pdf
“World of Warcraft.” 2009. Wikipedia.
http://en.wikipedia.org/wiki/World_of_Warcraft

Final Project - Appendix C - World of Warcraft Battleground Text Sampling

I visited about 20 in game battlegrounds as my avatar, of course, and wrote samplings of actual player text to get a solid representation of the character of battleground texting. I thought that most of the texts would be standardized statements, but that is not really true. The banter is truncated, but it also extremely human and interactive. The sampling portrays elation, encouragement, instruction, commands, and disappointment in an extremely minimalist raw modality. Battleground texting is unique because it is: (1) in real time, (2) between strangers, (3) temporal, (4) anonymous, (5) “unmedia-ated,” (6) uncensored, (7) unpaid, (8) unedited, (9) subject focused, (10) relatively democratic, (11) unwitnessed, (12) unrecorded, and (13) open forum. As such I think it represents human relations at their uncensored best or worst, and possibly a more essential form of communication.

Data was collected from early March to early May, 2009 in various level 80 World of Warcraft battlegrounds. This sampling is neither random nor complete since it had to collected between playing. There is no “observer status” in battleground play. In an effort to preserve the rawness of the data I did not correct spelling errors. The first section contains avatar names, but I dropped this practice midway through the project. For ease of reading, I kept the format of this section single spaced.


Manimal: random namecalling
Agrevious: nice
Unclemumu: WE NEED TO 5 CAP NO POINTS FOR THEM
Versolitaire: only 2 person hold back east
Tartymclang: just hold for 40 sec
Boostnrexx: gg guys
Tartymclang: do we have a plan
Feralfrenzy: Green!
Amarn:just keep getting vehicles
Versolitaire: gogo green get your charges
Amarn: get more
Amarn: gg
Versolitaire : grab east plz
Amarn: good, keep pushing up
Versolitaire: gj all
Deadrogue yells: GH 16 13
Adultxx: we lose
Sar: now you copy what I said
Manlaw: no u
Manlaw: lawl bad
Wenerna: can you both stfu
Wenerna: and playDinrael: did we win?
Crushlimb: Veteran says we need to defend Galv and hold choke hold
Rozak: its because they realize that the Horde can’t physically stop them unlike us who stop on the bridge and fight for 10 mins against 5 alliance defenders
Jamual: someone get mine
Simper: if you want to Zerg the bridge and take the points
Thyprue: we suck
Brainfreeze: jesus
Rozak: seriously . . . ride through them
Jamual: damit
Verdrentes: get in a tank and blow stuff up
Kelrian: plz share quests
Treant: mneed some at back western shop with me
Fhostbeard: I’ll be there shortly
Verdrentes: 13/12 I love wow
Ayee: nevermind this is over
Borisak: told you we lost
Ayee: saying “I told you so” is it stinks and you’re the first to know it
Borisak: that was almost as quick as the one we one
Borisak: and it wasn’t an I told you so
Borisak: its just a fact and you were being skeptical
Palvarose: we’ll do better next time
Borisak: maybe
Bonestripper: We’re terrible lol
Borisak: . . .
Borisak: no
Borisak: theres just more of them
Lathus: look you are both noobs
Lathus: so stfu
Alphastriker: holy shit I just got here a good one

(I altered the data gathering format at this point in that I am no longer collecting avatar names, it takes too long to get the textual data.)

Brindle u ass
Cry some more, my glass of tears isn’t full yet
That’s the spirit fortunecookie.
Lol do we ever win this
No way jose
Wow we owned van fast
Gg
They’re wiping
Go timeee
Just stunned the tank
Wow
Mine
Wtf
No mine
Everyone was behind me
Just lose for a quick mark
You have over game
So much nerd rage
Cuz our entire dumbass team is on d
We have to GY go figure
24 v 11 =/
Seems fair
Better than a lot 30 v 11 . . lol
Shit all the dks we got we should be able to take out van with all the towers up
Do eet
What bg weekend is it?
AV
Nice
Maybe there won’t be a lot of alli
U jinxed us
Maybe the economy is good
Is there a raid yet?
No
XD
Thanks
Lol
It did no jinx us blizz just don’t like us
Theres more alliance than horde on this server
You mean battlegroup
Ty
Group eh? Mind if I get an invite?
Not sure what you mean, WG is not a battleground
Inv plx
Invite plz
Its only ppl from scarlet crusade in WG
Wtb wg invite
How much you got?
I’m sorry was meant for another channel what I said
Where is reagent vendor in Dalaran?
Aight
2 mins
Buffs plz
Invite draknift
Behold the 5 minute battle shout
Could I please fucking lag more?
You cant
Zesper, don’t try to be buddy buddy with me, two faced fuck head
You can kiss my ass
Oookay
5 sec
Share quests please
Thx
HOLY CRAP were getting massacred up here
East tower going to go
Wtf were are u going
We’re lucky these alli are really stupid
Lol group up
COME WEST SIDE
Demolishers shoot doors from afar
Push in guys
Group up vehicles
Go quick because once all those people south get up here this is never happening
Seiges go
How the hell are all our towers down
Nice
Gj
We win
After shutting out Ally for 9 mins in SoA
Nice
Woop woop
Yaya
Hopefully they give up
Peel them allys off our demos
Im gonna sniff some coke
Ok Green
Purps weak
Stop fighting on the damn beach and head to yellow
Fall back to yellow
Go yellow guys
And gals
Might plz
We just suck
Fall back
Great job guys
Gj
Doin good guys
All rush blue
Zerg blue
Melee drive casters ride
Blue zerg
WE GOT THIS
Walkin on in
Doormat waitin for us
Yellow
Fight at broken gate
Get to yellow
Get off stairs
LoS
Come to me choke then
Good times
For sure
Good thing that wasn’t close
So we won the last one
Not yet
We have to get the relic now
Ah kk I just started pvping at 80
Push in groups
Go mine
Bloody assholes
Sounds painful
Some people are born loosers
I agree
ME
There wasting our cap time, go around them
Man some people like to waste time and ignore we lost
For school
Its Saturday lol
What school do you go to
Cedak is still asleep trust me I know
Ah ok ill take your word for it
Once people get demos go south
There on the east side
Warlock east side
Good work so far, nice communication
Striking west tower soon
1 confirmed friend
There are a decent amount of alliance with 2 cat
I got the cat
Love walkin in to failed bg
Gotta be used to it by now
Yah done like 15 avs we lost
But hey we got bal down
Buffs plz
Ty
39 22 hella odds
Are horde still losing av
Let them 5 cap guys
Its over
3 people afk at the gate eh
Fuck
What the
Is that a mod
I’ll never get my daily done
I know the feeling
Going to need help in the north bunker
So whats the plan
Zerg there back towers
And we win
Err how
No defenses
Run thru
Lol
Wont we lose without defense
Yes, no?
Yes
Cuz u don’t zerg
Learn to chek the number of players
Too much defense=defeat
They comin red
Blue first
Blue bad
Oom pally
Get the priest
Down the guns
Get the flag
That priest is retarded
Ya
Nm
Gg
What now bitchjes
Gg
Great
Motherfucker
Come to Drek and fear ally imao its fun
Holy shit
30+ coming down
We need some o
Lol
Turtle ftl
We doing the whole “best offense is a good denfesne thing
Im just killing ppl
We always lose anyways
Yeah pretty much . . .lets kill some
Gnomes especially
What if that one stray killed your mama
People need to work together and solo everything
. . and NOT solo everything
Lol
Haha
Does not compute
Are others getting dced a lot
No but ab was a bitch earlier
We need heals
Ouch

Sunday, May 31, 2009

Week 10 - Are Video Games Art?

Are video games art? Is that even a decent question? Because that answer is clearly based on how you define art. A broad definition of art will allow video games to be art while a narrow definition will rule them out as art. And those definitions will not help us know how to judge the art of video games.

In searching for a better way to judge video games as art I learned that the most recent art movements are Computer Art and Relational Art. Computer Art is easy to understand and recognize. Relational Art emerged in the late 1990s. Nicholas Bourriaud (1998), an art critic, developed the idea of Relational Aesthetics which judges artworks on the basis of the inter-human relations which they represent, produce or prompt.

This idea intrigued me. Are video games relational art to any degree? And how would I know?

Friday, May 22, 2009

Week 8 - War and Games

McLeroy (2008) detailed a brief history of military gaming. Of note, the 1st century AD miniature battlefields and replicas have been in use throughout most of the succeeding centuries. In the mid 17th century, Weikmann developed a warfare board game, “Konigspiel,” to assist visualization of forces. This and subsequent warboard games allowed players to estimate battlefield actions using probability and other analytical mathematics. The last century saw further advancements in warboard games that increased ability to see more global implications of war actions.

Computers begin to help play these warboard games in 1948 by doing all the math and allowing the players to focus on the tactical movements. When computers became more adept, their calculations surpassed human abilities.It was only natural that computers were used by the military for simulation and training. In particular, McLeroy reported on DARWARS Ambush. This Army game provides scenarios for the soldiers and allows them to problem solve in a stress free environment.

The Associated Press (2003) reported that the Army, CIA, and the Army were using or planning to use video games to recruit and train personnel. Most of the games seek to interface more selectively with prospective and new recruits since most of this population knows how to use a game pad. Of course there is the advantage that there is no health lost and no heavy equipment involved. At least one application hopes to train leaders. The CIA game hopes to teach their analysts to look at the world from the perspective of the terrorists and to learn to expect the unexpected. Characteristically, the CIA was not planning to release its game commercially.

The elements of surprise and better technology have often been the deciding factors in victory. Thus nations who value education and technology have survived to write the histories and others have faded. It is no surprise that military and technology are intertwined. It is impossible to say which came first. The benefits of increased technology and education, not to mention a well trained veteran workforce, continue to benefit nations in peacetime as well. Therefore, nations will continue to fund military and consequently technology. Technology sometimes backfires and wars always backfire for at least one of the participating governments. Video games are in flux development. It would be nice if we could get to the point that the actual battles could be virtual, with no blood spilled. But then there would be the issue of cheating.

In hopes of providing its armies with better skills and coping, the US Army provides some of its recruits with a role playing simulation. The Full Battle Rattle is a movie about a a role playing simulation, located in the Mojave desert, where actors and setting provide a simulated Iraq. It traces the progress of an Army battalion for 3 weeks in this setting. I was able to locate the actual video used by the military that describes the Fort Irwin Mission. Please click on the link to view:

NTC Mission Video

I didn’t see the movie, but watching the video brought a couple thoughts to my mind. Mainly I worried whether the simulation would make the soldiers more or less humanistic. It should reduce the culture shock somewhat. I also worried about the mental toll on the actors there. I just wonder how it would affect your life to pretend you were in a war day in and day out. There was one light note for me. I saw an IKEA dresser in one scene. Even though the simulation isn’t a video game, it is a technology that has role players, soldiers who are pretending to be soldiers, settings that are realistic, and scenarios that may or may not be quest like. Just like a video game, the soldiers will win the simulation and move on to a higher level, i.e. the real war game.

Derene (2008) reported on a situation of life following art, i.e. real war technology following video game technology. Specifically, the Lightweight Stabilized M240 WeaponSystem, a swiveling rooftop gun mount for Humvees had an interface that was similar to a game controller, and in fact had an alternate interface that was a military spec version of an Xbox 360 gamepad. This interface is ideal for military use because it is portable, durable, and ergonomic. While there is a temptation to criticize this development as a high jacking of something fun for something violent, in truth, children have historically played with weapon replicas. And if they don’t have something handy, they will invent something. I am surely not the only one who saw a player piano roll (now antique) as being quite similar to Peter Pan’s sword if you took off one of the ends and all the paper. The duels were great by the way. And if the weapons are better user interfaced, well it is our technological advantage for the moment. The other side will soon have it too.

But the toll of war is never told in the games. Alexander (2009) reported that the video game Six Days in Fallujah was withdrawn by Konami after the game’s real world Iraq setting caused questions and controversy. The game was initiated when returning Marines asked Atomic Games to tell their story through the "most relevant media," a video game. According to Wikipedia, part of the problems stemmed from the significant immersion in the game . . .to the point that it seemed real. Benito (2009) the game developer, explained the setting, "These are scary places, with scary things happening inside of them." He describes the game as plunging into the unknown, with darkened interiors, and 'surprises' left by the insurgency. The goal was to create high suspense and terror. Apparently, the controversy against the game comes from the idea that the situation should not be trivialized in a video game and that it could lead to Muslim retaliation. The game is still in development by Atomic but will not be carried by Konami. I think this game is very interesting because the game seems to be trying to make a serious statement. The very attempt moves video games from mere entertainment to social commentary and the controvesy that the game has generated might be considered a validation of that fact.

I don’t know if the game will make a difference. But some of the truth about war needs to be told. Real war sucks. There is no reset. In real life, we are not well equipped to deal with the actuality and finality of violence. Video games can give better war survivability by training for cooperative play, increased cognitive and problem solving skills, and user interface mastery. Simulations may or may not increase coping. However, to this point games are not really likely to provide coping skills and moral decision making skills for real war. War is an adult activity and requires serious adult coping skills for dealing with death and treachery.

Thursday, May 14, 2009

Week 7 - Virtual Interactivity

If I had to pick one word to describe the common thread from our Lit 220 week 7 readings it would be inter *something.*

To start, Heek reported that gold farming, as a case of scarcity and utility in game creating value in the real world, is a billion dollar luminal business. Heek commented that game designers have patched or created obstacles to gold farming with mixed success. This is a feedback loop from designer to game to player to gamer culture to the analogue reality and back to the game designer that is a perfect example of interlacing virtual and analogue economies. Heek commented on the actuality of the industry, estimating dollar values, work conditions, and social ramifications of the practice. Of note, gold farmers themselves receive less than half of the analogue monies for their virtual labors. There is bias generated against the perceived race of the farmers and they are subjected to being killed repeatedly by regular players. It should be added however that regular players will joyfully kill each other (Horde vs Ally) in the same manner if a scarce resource is being monopolized by any particular individual.

In addition, I would submit that gold farming, at least within theWorld of Warcraft, is only a temporary fix and does not substitute for actual experience or social connections. No amount of gear can substitute for poor play or bad etiquette. Gold farming is not a game for the laborers. When I first ranted against annoying gold farmers in a certain locale, a fellow player suggested that I be more sympathetic to the poor individual who had to sit there forever working on the same stuff. Technically, farming gold or using farmed gold is cheating, and is clearly against the rules cited in most end user license agreements (EULAs).

Consuelo’s introduction is aptly titled, asking whether cheating or not is even the question. I believe the issue is forever locked down under the crossfire of ethical behavior expectations and human survival instincts. Consuelo attempted to define cheating as an advantageous distortion of perceived reality and further discussed some cheating ramifications. Setting aside the philosophical problems with Consuelo’s definition (e.g. what is the difference between perception and reality, and further, what is a distortion of perception anyway?) we are left with an ethical boundary of honesty, specifically that not following game rules in an honest to “real” reality way is cheating. Consuelo suggested that gamers who cheat are denied the real victory over the game. The moral victory and ethical upmanship for those who do not cheat are implicit in this statement.

Importantly, Consuelo developed gaming capital as a lateral concept. He specifically noted that gamers share common symbols in a specific game, thus qualifying them as a subculture and further, that a gaming capital, a system of preferences and dispositions, is a way to understand the gaming phenomenon. He makes the point that the development of gaming capital occurs within a larger framework and that such capital influences the world of games as well as digital culture in general.

After that brief and refreshing foray into cultural liquidity, Consuelo cites Huizinga who stated that the rules of a game are binding and when they are transgressed the whole play-world collapses. This is not always true. For example, in sports, when rules are transgressed, penalties are incurred. The penalties are part of the actual game. Any sports enthusiast can cite historical examples and any street player knows how to make it look like the other player committed a foul. On the other hand, Bowyer, also cited by Consuelo, argues that cheating is a “normal” (Consuelo’s quotes) part of society. Consuelo continues to quote Bowyer, carefully adding selected quote marks, revealing his own cheating bias. I think Consuelo made important parts about the general interactivity within games, but I think that he would have made a little more progress with his arguments against cheating if he would have addressed the fact that it takes a cheater and a cheatee to complete the cheating transaction.

Chen discussed social games, particularly Facebook, or similar ventures, and the games within. She noted that within the non-anonymous framework, social dynamics have more nuance than MMORPGs. Particularly that you have to play the games a little differently. Facebook provides opportunities to notice community leanings, preferences, sickness, health, game activities etc., with more accuracy than the vicinity of a living in a neighborhood allowing for a greater sense of community knowledge. However, this knowledge is based on self report. I have noticed varied degrees of self report in Facebook. And varied degrees of how much information people really want. One friend of mine stated “I just don’t care.”

To the point, here is a Facebook rant:




Finally, Sotamaa discussed gamer-made modifications of computer games, noting that tools and technology enable increased intermediality. Specifically, he analyzed gamer-made designs and mods, i.e. custom content. Examples of gaming culture also include machinima, muds, online gaming, blogs, clan homepages, and walkthroughs. In addition he listed new sets of practices among gamers, particularly etiquettes and social expectations. Which brings me to the original point . . . inter “activity,” inter “communication,” inter “play, “ etc. are all words that describe the phenomenon. You might even describe the gold farming as inter “cheating” since it involves a transaction connecting two liminal activities.

So the main point is that there is increased inter activity within virtual realms. What does that mean to analogue reality? Less cost and more communication? A more vibrant democracy? A fatter population? A higher standard of living across the globe or an increased disparity between socioeconomic classes? I don't know myself. But I am hoping for the best.