Levelling Up The Cultural Impact of Cont
Levelling Up The Cultural Impact of Cont
Levelling Up The Cultural Impact of Cont
Inter-Disciplinary Press
Publishing Advisory Board
2016
Levelling Up:
Edited by
Editor
Inter-Disciplinary Press
Oxford, United Kingdom
© Inter-Disciplinary Press 2016
http://www.inter-disciplinary.net/publishing
ISBN: 978-1-84888-438-0
First published in the United Kingdom in eBook format in 2016. First Edition.
Table of Contents
Introduction: ‘Levelling Up’ and the Impact of Videogames vii
Brittany Kuhn and Alexia Bhéreur-Lagounaris
This conference checked off each of those factors: it facilitated an equality in turn
taking, there were a higher number of females in the group, and there was a great
amount of sensitivity of group members. Even if the level up was something we
did not realise until the last day of the conference, it happened in spades.
Due to the interdisciplinary nature of the videogame as a medium, games
studies conferences include scholars from disciplines not often thought to be seen
together; this conference was no different. Delegates heralded from areas of
philosophy, narratology, computer programming, virtual reality, artificial
intelligence, education, graphic design, natural sciences, psychoanalysis, social
sciences and economics. Additionally, thirteen countries and four continents were
represented, with scholars hailing from Austria, Czech Republic, Germany,
Switzerland, Malta, Poland, Wales, Scotland, England, Canada, the United States
of America, Australia, and Brazil. Of the twenty-two presenters, a full third of the
group were females. After the notoriety of the Gamergate scandal the year before,
we females felt it was a big level up from the popular representations of women in
videogame studies. We were changing the room with more estrogen. Knowing that
estrogen comes from the greek oistros, literally meaning “verve or inspiration,”
maybe our very attendance contributed to that sense of encouragement and
creativity?
viii Introduction
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An important element to note, also, was that no less than half of the delegates
had never presented publicly before, choosing the intimate structure of an Inter-
disciplinary conference to be their debut. This combination of experienced and
inexperienced academics provided a fertile ground for innovative discussion and
perspectives. Perhaps the newbies brought with them a type of humility that
inexperienced people sometimes have. But this humility was in a specific context:
for many of them it was their first time in Oxford and the intellectual aura of this
University was also bringing a type of respect or admiration. Or maybe Impostor
Syndrome. Or all three! Regardless of the reasons, Mansfield College, with its
grand architecture and even grander academic history, invited a kindred spirit to be
more attentive and sensitive in their listening, which is why our first presenter was
that much more important in setting this open and focused atmosphere.
Opening the conference by stating explicitly how videogames fit Danto’s
definition of art2 released the rest of us from the need to justify games as a rightful
field of academic study. This was a leap into our imagination, a big “What If?”
What if we felt we could safely exchange without judgments or justifications to our
peers? What if our work could finally be taken seriously? What if we could really
change minds—for the better or worse? Accepting the multiple possibilities of
what a videogame is, as much as a definition akin to other art forms such as film or
photography or dance, triggered a welcoming fertile ground to express each of our
own unique perception of what videogames are. There are multiple: sometimes a
chef-d’oeuvres, sometimes a yukky crappy plastic flower, sometimes moving,
sometimes entertaining, sometimes life changing, sometimes violent but just as
complex as art is. And that very first presentation gave us the permission to release
our own perceptions.
The edited chapters presented in this volume represent only a snapshot of such
a ‘levelling up’ of videogame studies. The most prevalent theme revolved around
the emotional and moral impacts of contemporary videogames, with specific
reference to Bioware’s Mass Effect and Dragon Age series, in particular Dragon
Age: Inquisition as it had only been released nine months previously. Yager
Entertainment’s Spec Ops: The Line and the episodic games Dontnod’s Life is
Strange and TellTale’s Walking Dead were also featured for their use of narrative
in the creation of identity as player-character and real-life human being. Other
presentations discussed gamer identity in light of the GamerGate scandal in terms
of defining and exploring the importance and relevance of ‘fanboy’ subculture, as
well as one of its manifestations in the form of Let’s Play videos on YouTube.
This idea of videogames reaching into the world outside the game was another
common thread amongst the delegation. Many presentations discussed how new
technologies in virtual reality and social networking are opening doors for more
‘serious gaming’ in the form of educational games and citizen science.
Videogames have become such a cultural mainstay that they are and could be
further used to create changes in other fields such as social activism and natural
Brittany Kuhn and Alexia Bhéreur-Lagounaris ix
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sciences, specifically in reference to the capabilities of crowd-sourcing and
community-building in the massive-multiplayer online games EVE Online and
World of Warcraft. In-development projects such as Massive-multiplayer Online
Science (as described in the included chapter by the same name) and Poland ADL
Partnership Lab’s CAMELOT (a military and foreign language training
programme) are expanding serious and educational gaming into a new medium.
Bethesda’s Skyrim was even given a ‘serious’ look in terms of its use for moral and
ethical dilemmas, and Rockstar Games’ Grand Theft Auto V was analysed for its
implications on mainstream capitalist marketing practices.
Although not all presentations from the conference are included in this volume,
the fifteen that have been are carefully divided into three sections:
I. Theoretical Impact of videogames
II. Individual Impact by videogames
III. Social Impact through videogames.
These threads were not obviously present at the start of the conference but emerged
from a recognition by all in attendance that, for all the seeming disconnect between
casual mobile games like Dominaedro and first-person role-playing console games
like Mass Effect, all genres and styles of games impact our cultural and
professional understandings of how videogames, and our own culture in response,
continue to evolve.
The first section, entitled ‘Theoretical Impact of Videogames,’ includes four
papers that in some way relate to expanding a philosophical, theoretical, structural,
or practical understanding of the videogame as a cultural medium. As with any art-
or entertainment-based medium, the natural beginning is often with philosophy; to
this end, Declan Humphreys starts the volume by analysing the ‘usefulness’ of
videogames in terms of Aristotle’s philosophical theory of false pleasures and the
good life. It seems apt to begin the text with a chapter validating the study of
videogames since, as Humphreys writes, the negative criticisms laid upon
videogames by political and academic figures are as impacting on the videogame
industry as videogames are on society.
Thomas Faller continues the use of philosophy through Descartes’ cogito ergo
sum and Isaac Asimov’s ‘Three Laws of Robotics’ to discuss how Bioware’s Mass
Effect videogame series presents a more-than-likely future of artificial intelligence
in terms of their development as slaves, evolution into self-aware and independent
beings and the high possibility of their revolt into humanity’s oppressors and
antagonists. What Faller argues makes the videogame different from print or
cinematic texts, such as Mary Shelley’s Frankenstein or Gene Rodenberry’s Star
Trek: The Next Generation, is the ability of the player to explore the path and
events which led to each outcome and learn what not to do when artificial
intelligence makes its inevitable appearance in our own society.
In the next chapter, Brittany Kuhn moves away from philosophy and into
videogame theory through an analysis of the notorious narratology-ludology
x Introduction
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debate, which has all but stalemated the discipline until recent years. In discussing
more contemporary studies which have evolved from that debate, Kuhn argues that
it has become more obvious that the player should be at the core of the game
experience—both narratively and ludically—rather than the game as a stand-alone
object, an idea reflected by the rest of the chapters in this volume.
This focus on the ‘ludo-narrative’ is further explored by Kieran Wilson, who
discusses the multiple strata on which story is created in modern videogames and
how those different strata are expressed ludically and narratively. What’s dually
important about this chapter is that Wilson does not just analyse videogames but
presents a research methodology which melds the two opposing sides of
videogames studies without supplanting one as less important than the other and
can be of equal use when analysing all types of games, from casual mobile games
to intense first-person role playing console games, as long as they include a story
of some kind.
Shifting perspectives slightly, the final chapter of this section explores the
impact of the player on the videogame in terms of design. Vicente Martin
Mastrocola, a designer on the independent Brazilian casual mobile game
Dominaedro, provides in-depth analysis for why and how the iterative design
process is so important to developing a successful mobile game. As with the other
chapters in this volume, Mastrocola comes to the conclusion that understanding
and learning from the player experience seems to be what determines whether a
game becomes widely successful; a concept more fully explored in the next
section.
“Individual Impact by Videogames” discusses how contemporary videogames
have begun to include more emotionally or morally ambiguous themes, prompting
the player to consider their previously held concepts of identity and decision-
making. Felix Schniz begins this section by analysing how Spec Ops: The Line
confronts the player with the cognitive dissonance between the unethical
behaviours required of players in first-person war-themed games and the pleasure
derived from completing a game, regardless of what the player is asked to do.
The three chapters following discuss how Dragon Age: Inquisition (DA:I)
represents, reflects or corrupts decision-making and identity-formation through its
narrative and non-playable characters. Like Schniz’ chapter, Shauna Ashley Bennis
continues a discussion of cognitive dissonance by describing how DA: I helped her
recognise how her own identity guided her gameplay and face some serious
questions of deciding whether finishing a game should mean compromising one’s
principles.
René Schallegger uses texts from Canadian studies and postmodernism to
explain how DA:I represents the quintessential Canadian identity through the
game’s approaches to inclusivity on both a national and a cultural level, while Veit
Frick criticises the game’s lack of realistic romantic encounters. Although DA:I is
much more inclusive and respectful of the spectrum of gender-identification and
Brittany Kuhn and Alexia Bhéreur-Lagounaris xi
__________________________________________________________________
sexual preferences, Frick argues that the gameplay itself still lacks a sense of risk
in the form of rejection or consequences when approaching a romantic relationship
with certain non-playable characters, and such lack of risk may create an
unrealistic representation of real-life romance in its more impressionable players.
Moving away from DA:I but still within the realm of Bioware, Vanessa Erat
gives a post-colonialist reading of the Mass Effect series. She argues that while
being inclusive and sensitive to human minorities in terms of race, religion, sex or
gender, humanity, as represented in Mass Effect, still subjugates a minority in the
form of nonhuman races, stealing their colonies and, in one particularly grim case,
committing genocide in the name of the human race. Erat goes on to argue that the
lack of player agency in the cases she presents force the player to consider the
crimes and consequences of such actions and how contemporary instances of neo-
colonialism could be avoided.
The volume comes to a close with a discussion of serious gaming in the section
“Social Impact through Videogames.” These chapters focus on how videogames go
beyond the individual in creating a widespread cultural impact, whether it be
helpful or hindering. In the first chapter of the section, Attila Szantner presents a
developing project which combines the methodology of crowd-sourcing citizen
science and the audience of the massive-multiplayer online game EVE Online to
become what his group is calling ‘Massive Multiplayer Online Science.’ Alexia
Bhéreur-Lagounaris furthers Szantner’s argument in her chapter following,
proposing that the future of both citizen science and videogames lies in the
development of multiple forms of citizen science gaming, Szantner’s project being
only one of many possibilities. As both Szantner and Bhéreur-Lagounaris describe,
gaming culture is already rife with player-developed practices in the form of
modding (or modifying a computer game’s programming) and fan-created wiki-
pages, and by introducing citizen science methodologies, such practices could be
utilised to provide the framework for use in social impact projects.
Thomas Hale further explores these fan-made practices with particular attention
on the Let’s Play phenomenon and its relevance to the archiving of the videogame
experience and development of a ‘gamer’ identity. Bradley James and B.D.
Fletcher expand on this idea of fan-created society in defining the ‘Fanboy’ sub-
culture, in both its positive and negative lights. James and Fletcher argue that
fanboys, and the misconceptions given about them, are in large part responsible for
the marketing boom of the gaming industry.
Simon Murphy wraps up this section, and the volume, by bringing the papers
full circle in using the philosophical arguments of Baudrillard’s theory of
‘hyperreality’ to discuss the impact and emergent practices of the blatantly satirical
capitalist messages of Grand Theft Auto V. However, Murphy goes on to argue that
it is the very fan culture, in the forms of modding and hacking, which has further
complicated this hyperreality through extortion of the virtual marketplace, forcing
developers to create fixes or even entire games which hinder such player creativity.
xii Introduction
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We only hope that you too, in reading the chapters included in this volume,
‘level up’ your understanding of the cultural impact of videogames, by them, and
through them, as we did. We also hope you will ponder and maybe answer the
question we all began to ask ourselves as the conference came to an end: with the
advent of virtual reality and more advanced social networking technologies, where
will videogames, and subsequently our society, ‘level up’ to next?
Notes
1
Anita Williams Woolley, et al. “Evidence for a Collective Intelligence Factor in
the Performance of Human Groups,” Science 330:6004 (Oct 2010): 686-688,
accessed 1 May 2016, DOI: 10.1126/science.1193147, PDF.
2
Not included in this collection: David Mizzi, “What Video Games Are: An
Application of Danto’s Theory of Art,” paper presented at the 7th Global
Conference on Videogame Cultures and the Future of Interactive Entertainment,
accessed 9 September 2015, http://www.inter-disciplinary.net/critical-issues/wp-
content/uploads/2015/07/Mizzi_VG7draftpaper.pdf, PDF.
Declan J. Humphreys
Abstract
This chapter aims to discuss the ethical underpinnings of videogames and what role
they have to play when we conceive of ‘the good life’ or of a life well lived.
Drawing on the works of Plato and Aristotle this chapter will introduce the notion
of ‘false pleasure’ as a philosophical subject and will then apply this concept to the
culture of videogames. Aristotle holds that pleasure is a central part of the good
life, however it is possible to be mistaken about what pleasures make up this life;
this is the notion of ‘false’ pleasure. One charge laid against videogames is that
their pursuit is a waste of one’s time or faculties, and that the pleasure gleaned
from playing should be considered a form of false pleasure. Although there is some
merit to this criticism, this chapter will defend the claim that some videogames
should be considered as having a role to play in the pursuit of the good life. This
issue is important to the ethics of videogames; before we make ethical judgements
about the content of some of these games, we must examine the ethics surrounding
their culture. Key to our enquiry are the choices we make in spending our time and
faculties on certain activities, with this in mind this chapter explores whether some
videogames should be considered pleasures worth pursuing.
Key Words: Aristotle, ethics, Eudaimonia, false pleasure, good life, pleasure,
videogames.
*****
1. Introduction
Should videogames be considered a form of false pleasure? To answer this
question I will begin by drawing on definitions of false pleasure from Plato and
Aristotle, and taking up and examining the criticism that all videogames should be
considered in some way a ‘waste of time’, or a form of false pleasure. My aim is to
give the criticism of something being a ‘waste of time’ some philosophical
grounding or content. This will be done by exploring the notion of false pleasure,
which implies that we can be mistaken in the forms of pleasure we pursue or that
we can think something is pleasurable when, for some reason, it is not. In my
research I have developed a taxonomy of the forms false pleasure may take:
The second argument comes from Member George Foulkes; in the UK in 1981, he
put forward a Private Member’s Bill which put restrictions on arcade games
because, as the motion stated, children ‘become crazed, with eyes glazed, oblivious
to everything around them as they play the machines’.2 These are just a couple of
the examples of arguments and often-fanciful claims made against videogames,
which will be explored in further detail later.
In terms of ethical issues and videogames it is useful to ask, as Miguel Sicart
does in his book The Ethics of Computer Games, whether we should ‘consider
[these] issues as new or as old ethical dilemmas? Is there a radical novelty in the
ethical questions posed by computer games?’3 In exploring the arguments of false
pleasure from Plato and Aristotle it may start to show that some of the objections
to videogames, and the criticism that they are wastes of time, are not in fact new
ethical objections at all.
Declan J. Humphreys 5
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3. False Pleasure of Belief in Plato’s Philebus
In order to examine the notion of false pleasure we should first look at Plato’s
argument that we can have false belief about something and that this can lead us to
think something is pleasurable when it is not. There have been identified in Plato’s
work the Philebus four types of false pleasure4; I will discuss two of these as they
make an interesting distinction between falsity of one experiencing pleasure and
falsity in the object of pleasure. The first kind of false pleasure, as identified by
philosopher David Wolfsdorf,5 is the pleasure that accompanies a false or
erroneous belief in which our belief or opinion about something makes the pleasure
taken in that thing true or false. Plato states that our ‘opinions being true or false,
imbue the pains and pleasures with their own condition of falsehood (42a)’.6 If I
take pleasure in a belief, a belief that I think is true; but it turns out that this belief
was false, then it follows that the pleasure taken in this belief should also be
considered false. Consider that I have a belief that I will win the lottery next
Monday, and I take great pleasure in this belief, if it turns out that on Monday I do
not win the lottery, then the pleasure I had taken was in a false belief; the pleasure
therefore should also be considered false, as it did not correlate with something that
actually occurred.7
The second of Plato’s false pleasures of belief, and in contrast to the first, is
when a quality of an object itself leads us to believe it is pleasurable when it is not.
The object itself distorts our belief into thinking it is pleasurable, Plato states that
in this case the false pleasure can fill our beliefs with its falsity. A false imagined
pleasure gives rise to a correspondingly false belief.8 This can happen when we
think of the pleasure that we expect from an object, thinking to ourselves ‘pursuing
this will bring me x pleasure’ or ‘I will be happy when I have x’. The problem here
is that it is difficult to know how much this future pleasure will bring us.
It can be argued that some videogames offer this second false form of expectant
pleasure, in that we imagine the future pleasure to be more pleasant than it actually
will be. Players can think that when they achieve the next level, obtain the next
item or upgrade then they will be brought a certain amount of pleasure, but
sometimes this is not the case. In some games we expect a certain amount of
pleasure from accomplishing certain things; however, once these tasks have been
achieved the actual pleasure may be diminished from what we expected. The game
itself causes us to have false beliefs about the level of pleasure we will experience.
This is one way in which false pleasure could manifest itself in some videogames.
• Excess;
• Artificial (harmful);
6 Aristotle Goes to the Arcade
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• In themselves (ethical);
• From their source (motive); and
• Alien pleasures (distractions).
Our use of our intellect is then one of the highest goods, and videogames, although
they differ to other media such as TV or the novel in that they require input from
the user, often requires various uses of intellect and problem solving in order to
achieve something. It could be argued, then, that videogames are pleasurable for
the same reasons winning a game of chess is: through an exceptional use of
intellect, one is able to ‘outthink’ an opponent.
When people say that something is a ‘waste of time,’ what they seem to be
saying is that it does not lead to a further end, that the time we spend should be
used to further other areas of our life. It may be useful though to view some
videogames as exercises of the intellect and so, as ends in themselves, rather than
as means to other ends. Aristotle states that:
Political and military activities … are not chosen for their own
sake but with a view to a remoter end, whereas the activity of the
intellect is felt to excel in the serious use of leisure, taking as it
does the form of contemplation, and not to aim at anything
beyond itself, and to own a pleasure peculiar to itself, thereby
enhancing the activity.17
From this view, we do not pursue activities of the intellect for a further end; rather,
the use of the intellect is an end in itself.
If we view some videogames in a similar fashion to games such as chess, then
the argument makes itself. Chess does not necessarily hold any further purpose
beyond the human interaction and application of intellect within it. But it would be
hard to argue that chess should be seen as a ‘waste of time’ because it may not lead
to anything beyond itself. If we view the use of our intellect as an end in itself then
we can perhaps say that the playing of those videogames that test and make use of
our intellect are valuable, for the pleasure that comes from the exercise of our
intellect, according to Aristotle, is one of the highest goods of man. In this way we
can view some videogames as being worthwhile on Aristotle’s notion of
eudaimonia and rather than being false pleasures, the engagement of the intellect
make them genuinely pleasurable.
6. Conclusion
I have shown there are different forms of false pleasure and in exploring the
arguments of false pleasure from Plato and Aristotle shown that some of the
objections to videogames, and the criticism that they are wastes of time, are not in
fact new ethical objections. I have talked to only a few examples of arguments
Declan J. Humphreys 9
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against videogames and shown that they do not demonstrate that all videogames
are false pleasures, moreover there are some videogames that have the ethical
quality of being worthy of pursuit. In the defence against being called ‘wastes of
time’ we can see that if some videogames are seen as uses of our intellect, then we
can value them as worthwhile pursuits in themselves and as valid part of
Aristotle’s notion of the good life.
Notes
1
John Condry, ‘Video Games Can Waste Children’s Time’, Cornell Cooperative
Extension, 2015, viewed on 15 June 2015,
http://washington.cce.cornell.edu/home-family/parent-pages/leisure-time/video-
games-can-waste-childrens-time
2
‘Control of Space Invaders and Other Electronic Games’, Parliamentary Debates,
House of Commons, United Kingdom, May 20, 1981, Col.288.
3
Miguel Sicart, The Ethics of Computer Games (Massachusetts: MIT Press, 2009),
16.
4
David Wolfsdorf, Pleasure in Ancient Greek Philosophy (New York: Cambridge
University Press, 2013), 80-97.
5
Ibid., 80.
6
Plato, Philebus, trans. Harold Fowler (Massachusetts: Harvard University Press,
1925).
7
An example similar to this is given in Wolfsdorf, Pleasure in Ancient Greek
Philosophy, 80.
8
Ibid., 87.
9
See Simon Parkin, Death by Videogame: Tales of Obsession from the Virtual
Frontline (London: Serpent’s Tail, 2015).
10
Aristotle, Nicomachean Ethics, trans. Horace Rackham (Massachusetts: Harvard
University Press, 1934), 1175b16.
11
Ibid., 1175b8-10.
12
Condry, ‘Video Games Can Waste Children’s Time’.
13
‘Control of Space Invaders and Other Electronic Games’, May 20, 1981,
Col.288.
14
This example is taken from Richard Wood, ‘Problems with the Concept of Video
Game “Addiction”: Some Case Study Examples’, International Journal of Mental
Health Addiction 6 (2008): 169-178.
15
Barbro Fröding and Martin Peterson, ‘Why Computer Games Can Be Essential
for Human Flourishing’, Journal of Information, Communication and Ethics in
Society, 11.2 (2013): 84-87.
16
Aristotle, Nicomachean Ethics, 1177a22-25.
10 Aristotle Goes to the Arcade
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17
I here use a preferred translation of this passage from J. A. K. Thompson trans.,
The Ethics of Aristotle (London, England: Penguin Books, 1953), 297. This
corresponds with (Bekker’s numbering) 1177b17-22.
Bibliography
Condry, John. ‘Video Games Can Waste Children’s Time’ Cornell Cooperative
Extension, 2015. Viewed on 15 June 2015.
http://washington.cce.cornell.edu/home-family/parent-pages/leisure-time/video-
games-can-waste-childrens-time.
Fröding, Barbro and Martin Peterson. ‘Why Computer Games Can Be Essential for
Human Flourishing’. Journal of Information, Communication and Ethics in Society
11.2 (2013): 81-91.
Sicart, Miguel. The Ethics of Computer Games. Massachusetts: MIT Press, 2009.
Thompson, J. A. K., trans. The Ethics of Aristotle. London: Penguin Books, 1953.
Thomas Faller
Abstract
In Mass Effect (ME) players are surrounded by artificial intelligence (AI) and its
various ethical and cultural peculiarities and features. Intentionally created as
workers for the quarians, the geth, a race of networked AI, became conscious about
their situation and started to ask questions. This act of becoming conscious can be
trailed back to the Descartes cogito ergo sum and the right to be accepted as
individual. Besides clear references to Mary Shelley's Frankenstein from 1818,
with the creation overcoming its master, the geth narrative also has parallels to Star
Trek: The Next Generation and the episode ’Elementary, Dear Data’, where an AI
gains consciousness about its situation and wants to be a master itself. Due to the
technical developments of this generation, AI becomes more and more of an
important issue to consider. The ME universe does not only provide us with
classical themes such as a distinct breach of Asimov’s ‘Three Laws of Robotics,’
but also gives us the opportunity to experience those issues in a more immersive
way. Although those themes do occur regularly when talking about AI in science
fiction, embedding them into a highly immersive video game takes interaction with
AI to a new level. Due to the interactive nature of the medium, the narrative and
other encounters regarding the various forms of AI in ME have a strong potential
for reflecting those issues and can provide possibilities for future encounters in our
real world. By sensitizing future generations in terms of moral and ethical
approaches towards AI via video games and reflecting upon the problems which
accompany them, games like ME could prevent the mistakes science fiction
authors constantly warn us about.
*****
Notes
1
John McCarthy, ‘What Is Artificial Intelligence?’ Stanford.edu, November 12,
2007, viewed on 15 June 2015,
http://www-formal.stanford.edu/jmc/whatisai/node1.html.
2
Mass Effect series, Canada, BioWare/Microsoft Game Studios: 2007-2012. PC
version, DVD.
3
‘AI Takeover’, Wikipedia, 15 October 2015, viewed on 15 October 2015,
https://en.wikipedia.org/wiki/AI_takeover.
4
Mary Wollstonecraft Shelley, Frankenstein, or, the Modern Prometheus
(London, 1818), Project Gutenberg online version, viewed on 15 June 2015,
http://www.gutenberg.org/files/84/84-h/84-h.htm.
5
‘animalruless’, ‘Mass Effect 3: Meeting and Talking with Leviathan’, YouTube,
11:46 min, 16 March 2013, viewed on 15 June 2015,
https://www.youtube.com/watch?v=lEqlG6bhZ80.
6
‘Generic Gaming’, ‘Mass Effect Extended Cut – New Catalyst Dialogue’,
YouTube, 12:09 min., 26 June 2012, viewed on 15 June 2015,
https://www.youtube.com/watch?v=yx_smmq_3AE.
7
Ibid.
8
Ibid.
9
‘Geth’, Mass Effect Wikia, viewed on 16 June 2015,
http://masseffect.wikia.com/wiki/Geth.
10
‘cTrix’, ‘Mass Effect 3 – History of The Geth’, YouTube, 22:40 min., 10 October
2013, viewed on 15 June 2015, https://www.youtube.com/watch?v=GvQsgk9sego.
11
‘Hekil Yang’, ‘Mass Effect 2 – Reactivating Legion’, YouTube, 3:53min., 26
March 2012, viewed on 15 June 2015,
https://www.youtube.com/watch?v=r9rYGqUudO0.
12
Ibid.
18 We Are Legion
__________________________________________________________________
13
Ibid.
14
Ibid.
15
‘the crown calls’, ‘Mass Effect 3 – Quarian and Geth Peace’, YouTube, 5:51
min., 9 March 2012, viewed on 15 June 2015,
https://www.youtube.com/watch?v=oES7oUpoNhc.
16
‘Mass Effect 3 – Quarian and Geth Peace’, YouTube.
17
Ema Hunt, ‘Control Over Artificial Intelligence in Mass Effect’, Glitch (blog),
viewed on 15 June 2015,
http://glitch.mn/control-over-artificial-intelligence-in-mass-effect-2/.
18
‘EDI’, Mass Effect Wikia, viewed on 16 June 2015,
http://masseffect.wikia.com/wiki/EDI.
19
Ibid.
20
Mary Wollstonecraft Shelley, Frankenstein, Chapter 20.
21
‘EDI’, Mass Effect Wikia.
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on 15 June 2015.
http://glitch.mn/control-over-artificial-intelligence-in-mass-effect-2/.
‘Leviathan’. Mass Effect Wikia. Viewed on 16 June 2015.
http://masseffect.wikia.com/wiki/Leviathan.
Mass Effect 3: Extended Cut DLC. Canada, BioWare, 2012, PC version, digital
download.
20 We Are Legion
__________________________________________________________________
‘the crown calls’. ‘Mass Effect 3 – Quarian and Geth Peace’. YouTube, 5:51 min.,
9 March 2012. Viewed on 15 June 2015.
https://www.youtube.com/watch?v=oES7oUpoNhc.
Brittany Kuhn
Abstract
In an effort to determine exactly where video games lie on the text-to-game
spectrum, a survey of the two-decade long debate between narratologists and
ludologists is undertaken with respect to the overlaps and gaps of both sides. What
becomes glaringly obvious is that neither side seems to consider the player herself
as the core of what defines a video game. Research has shown that video games in
fact lie outside the spectrum, as something more of an experience on the part of the
player rather than an object to be played. When studying video games from this
perspective, the breadth and academic importance of their impact on the player
becomes more obvious. Using Ermi’s and Mäyrä’s 2005 SCI (sensory-challenge-
imaginative) model, video games are defined more specifically by their immersive
qualities. Since the increased popularity of social networking, another layer has
been added to the model: shared immersion. Understanding how video games are
different from other media as embodiments of these four levels of immersion may
hopefully help to provide proof of video games as reputable sources of academic
study.
*****
3. Imaginative Immersion
Imaginative immersion is considered the feeling of transportation into another,
fictional space of events which often happens in narrative media. Originally
focused on how real the narrative world and events are portrayed, the definition has
expanded to include within an established world to account for different genres
which may present unnatural or realistic events (science-fiction, fantasy, etc) but
can be equally as immersive.12
For video games in particular, imaginative immersion revolves around how the
narrative ‘evokes pre-existing narrative associations’, ‘provides a staging ground
on which narrative events [take place]’ ‘imbed narrative information within mise-
en-scene’ and ‘provide resources to develop [it]’.13 The ‘evoking of pre-existing
narrative associations’ is highly important for imaginative immersion because, if a
user does not recognise a narrative cue (such as foreshadowing or flashback), or if
the user does not have the relevant prior experience to understand an event’s
relevance, then the meaning is lost and the user is transported from the fictional
illusion back to the ‘real’ world.14 The oft-cited suspension of disbelief operates on
this idea in that the user is expected to relate to the narrative events, no matter how
24 Theories of Gaming
__________________________________________________________________
preposterous, through a cognitive connection with prior narrative and emotional
experiences.
4. Sensory Immersion
Sensory immersion, otherwise known as perceptual immersion, can be defined
by identifying the degree to which the senses are blocked from accepting input
outside the immersive activity. Humans have long desired total sensory immersion:
landscape chambers, in which an entire room—floor to ceiling—was painted with
a landscape image in order to feel physically transported to that place, and its
opposite, sensory deprivation chambers, which block all the senses of all possible
input, have been in existence for centuries; evidence of both has been found in the
ruins of ancient Greece and Rome. The holodeck of Star Trek: The Next
Generation fame has been heralded by narratologist Janet Murray as the ‘ideal
sensory experience’ because of its landscape-chamber-like projection and reactive
nature.15
Where sensory immersion in virtual games becomes unique is how the various
elements borrowed from other representative media—particularly that of
perspective—work together to develop the player perspective. Because the player
is paramount to defining the game experience, how the player sees herself is
instrumental in how she negotiates what she can do and how she feels about those
actions. If a virtual game presents an overhead, God-like perspective, the player is
responsible for every aspect of the game and can observe every part of the game
space; immersion is less likely because the player does not feel present as there is
no one character to identify with and work through. If a virtual game is presented
from the first-person, three-dimensional perspective, immersion is more likely
because the player must inhabit the special skills and history of the character being
inhabited and can only discover and manipulate those elements of the game space
available to that character; the player, like in the illusionary spaces of old, becomes
part of the game and, unlike those spaces, the game responds to the player.16
5. Challenge-Driven Immersion
Most texts utilise imaginative and sensory immersion in an effort to provide the
user with a sense of presence: she has been transported out of her real life and into
the world of the text being consumed. But that presence cannot become immersion
without incorporating at least some sense of agency on the part of the user.17 This
use of agency is referred to as challenge-driven or nondiegetic immersion. Therrien
defines challenge-driven immersion as the ‘engrossing state of mind found in
autotelic activities [which] blur the limits of the self and the world around’.18
Everyday tasks such as exercise and cleaning could be immersive in this way as the
user is fully absorbed, to the exclusion of all else, in accomplishing a goal or
completing a necessary task.
Brittany Kuhn 25
__________________________________________________________________
Video game players who become immersed in this way shut out all other
elements of the real world in an effort to place all cognitive effort on the tasks
presented within the game; whereas this deep play has been known to happen when
playing nondigital games such as fantasy board games or gambling, it differs from
digital deep play by being focused on the acquiring of knowledge related to the
game instead of a sense of achievement. Like literature and cinema, which might
be thought to place more attention to superrealistic graphics or descriptions, the
deep play of nondigital texts would be considered diegetic, or story-based
immersion.19
6. Shared Immersion
There has been a fourth level of immersion proposed, due to research done on
virtual reality and video games: that of shared immersion. What makes this so
special in video games, and why it is seems important ‘only’ in video games, is
because players have another set of rules to negotiate in regards to social
interaction. Even in single-player games such as Mass Effect, Skyrim, or TellTale’s
episodic games, players must be conscious of how their choices will not only affect
the narrative but their in-game relationships, as well. Some would break even this
into two sublevels: social (which only refers to interacting with other human
players) and affective (which refers to how interacting with the game elements,
including NPCs, creates or manipulates emotions).20
With the mass of cultural conversation about video games geared towards their
triteness as an escapist medium, then unfortunately much of what my research
discusses, among others, gets lost in the static. We should begin highlighting not
only to academia, but also to the public that video games are not just a thirty-year-
old entertainment fad but a new cultural phenomenon, one that is worthy of being
appreciated and studied. Only then can we truly understand what video games are,
and more importantly, what they do, which will lead to understanding the future of
our society itself.
Notes
1
Janet Murray, ‘From Game-Story to Cyberdrama’, in First Person: New Media as
Story, Performance, and Game, ed. by Noah Wardrip-Fruin and Pat Harrigan
(London: MIT Press, 2004), 2.
2
Espen Aarseth, ‘Genre Trouble: Narrativism and the Art of Simulation’, in First
Person: New Media as Story, Performance, and Game, ed. by Noah Wardrip-Fruin
and Pat Harrigan (London: MIT Press, 2004), 45.
3
Clara Fernandez-Vara, Introduction to Game Analysis (Routledge: London,
2015), 15.
4
Barry Atkins, More than a Game: The Computer Game as Fictional Form
(Manchester University Press: Manchester, 2003), 13-14.
5
Pearce, ‘Towards a Game Theory of Games’, 144.
6
Gonzalo Frasca, ‘Ludology Meets Narratology: Similitude and Differences
between (Video)Games and Narrative’, Ludology, originally published in Finnish
as ‘Ludologia kohtaa narratologian’, Parnasso 3 (1999), np, English version
viewed 12 March 2015, http://www.ludology.org/articles/ludology.htm.
7
Frasca, ‘Ludology Meets Narratology’, np.
8
Celia Pearce, ‘Towards a Game Theory of Games’, First Person: New Media as
Story, Performance, and Game, edited by Noah Wardrip-Fruin and Pat Harrigan,
(London: MIT Press, 2004), 144.
9
Yellowlees Douglas and Andrew Hargadon, ‘The Pleasure Principle: Immersion,
Engagement, and Flow’, Proceedings of the Eleventh ACM on Hypertext and
Hypermedia (San Antonio, Texas: Association for Computing Machinery, 2000),
viewed 18 July 2015, doi:10.1145/336296.336354, 153.
Brittany Kuhn 27
__________________________________________________________________
10
Gordon Calleja, In-Game: From Immersion to Incorporation (London: MIT
Press, 2011), 22.
11
Laura Ermi and Frans Mäyrä, ‘Fundamental Components of the Gameplay
Experience: Analysing Immersion’, in Worlds in Play: International Perspectives
on Digital Games Research 37 (New York: Peter Lang Publishing, 2005), 42-44.
12
Carl Therrien, ‘Immersion’, The Routledge Companion to Video Game Studies,
edited by Mark J.P. Wolf and Bernard Perron (London: Routledge, 2014), 454.
13
Henry Jenkins, ‘Game Theory as Narrative Architecture’, First Person: New
Media as Story, Performance, and Game, ed. by Noah Wardrip-Fruin and Pat
Harrigan (London: MIT Press, 2004), 123.
14
Therrien, ‘Immersion’, 455.
15
Ibid., 452-453.
16
John Sharp, ‘Perspective’, The Routledge Companion to Video Game Studies, ed.
by Mark J.P. Wolf and Bernard Perron (London: Routledge, 2014), 112.
17
Allison McMahan, ‘Immersion, Engagement, and Presence: A Method for
Analysing 3-D Video Games’, in The Video Game Theory Reader, edited by Mark
J.P. Wolf and Bernard Perron (London: Routledge, 2003), 70-77.
18
Therrien, ‘Immersion’, 452.
19
McMahan, ‘Immersion, Engagement, and Presence’, 68.
20
Calleja, In-Game, 93-112.
21
Jacqueline Howard, ‘7 Top Futurists Make Some Pretty Surprising Predictions
about What the Next Decade Will Bring’, Huffington Post, 12 May 2015, np,
viewed 12 May 2015,
http://www.huffingtonpost.com/2015/05/12/futurists-next-10-
years_n_7241210.html?ncid=fcbklnkushpmg00000063.
Bibliography
Aarseth, Espen. ‘Genre Trouble: Narrativism and the Art of Simulation’. In First
Person: New Media as Story, Performance, and Game, edited by Noah Wardrip-
Fruin and Pat Harrigan, 45-55. London: MIT Press, 2004.
Atkins, Barry. More Than a Game: The Computer Game as Fictional Form.
Manchester: Manchester University Press, 2003.
Kieran Wilson
Abstract
Many researchers in the area of literary studies fail to see the merits studying video
games as a novel literary form might have. This is – in part – due to the inadequacy
of the critical tools available to analyse games. Particularly, narrative theory is, for
the most part, based around single-stranded linear narratives and is therefore unfit
to analyse video games, notably games which feature the ludic experience of a
changing narrative based on the player’s choices in game. By analysing the
narrative structures of various games of this type – BioWare’s Mass Effect series,
Dontnod’s Life Is Strange, and Galactic Cafe’s The Stanley Parable – a general
theory of multi-stranded game narratives emerges. This theory incorporates
multiple strata of narrative structure, including core scripted elements, optional
scripted elements, and unscripted elements. This theory of narrative seeks to
explain and resolve certain issues with analysing video games as literary texts. In
particular, it engages with games with multiple endings, narrative threads, or
optional content. This includes – but is not limited to – analysing how a player’s
perception of character, setting, or plot changes depending upon choices made. As
a theoretical by-product, it also engages with player-embodiment and immersion,
as well as completionism – factors that are ubiquitous to the gaming experience.
The implications of this theory are widespread and interdisciplinary. For narrative
theory and literary studies, it shows that tools for analysing video games, and other
new emerging modes such as hypertext fictions, still need to be developed to
further our understanding of these novel forms. For game studies, it is an
illustration of the applications of narratology in the field, contributing perhaps to
reconciling the ‘ludology vs narratology’ debate and finding a common ground and
synthesis between these two approaches to game studies.
*****
1. Introduction
Due to the growing interest of critics in the literary merits of video games, it is
become increasingly important to be able to discuss the narrative of video games in
an academic setting. However, while interest is growing, a great many literary
academics fail to see the importance of video games as a storytelling medium and
dismiss the form due to inexperience with it. This is, in part, due to a lack of
adequate theoretical tools available to analyse video games as literary works. This
30 Ludic Narratology
__________________________________________________________________
is because video games, unlike other, more ‘traditional’ forms of narrative often
have branching narratives or optional sections which make them difficult to discuss
with other people who are not aware of certain optional branches or alternate
endings. In such games, creating and shaping the story of the game through the
player’s choices is a vital part of the gameplay, referred to as ‘ludic narratology.’
By examining games which feature ludic narratology as a game mechanic, it is
possible to create a theory of narrative which is more compatible with video games
as a whole, and therefore provide a theoretical tool with which to analyse video
games as a storytelling medium.
2. Theoretical Concerns
Before discussing the model of narrative present in this chapter it will be
important to discuss the theoretical background to this theory. A great deal of the
discussion of narrative in video games up to this point has dealt with the ludology
vs narratology debate. While this chapter is not specifically engaged with this
debate, it does offer a potential solution to it. The debate centres on the viability of
using narratological techniques to analyse video games, as opposed to using new
tools or treating video games as something unique and different to other forms of
narrative. As a result, much of the narratological work which has been done in
games studies seeks to answer the question of whether narratology is relevant,
rather than actually analysing video games and their narrative structures.1
Lindley describes one potential model of video game narratives as having both
constructed and emergent sections, but there is an implication that these parts of
the narrative are somewhat distanced from constructed narratives.2 The theory of
narrative presented in this chapter seeks to illustrate the ways in which story and
gameplay are synthesised to create a cohesive narrative in which all of the pieces
of the narrative are reliant on one another.
In addition, another concern which needs to be addressed to the form that this
model takes, one which is concerned primarily with structure in the narrative.
While structuralism is not generally well regarded in most contemporary forms of
literary and narrative analysis, video games are by their very nature highly
structured. This is not merely because they are created from blocks of code, but
also because there are often roadblocks or areas of games which must be played in
a certain order, unlocking the ability to do one section only having completed
another. Structuralist theories of narrative, such as Propp’s Morphology of the
Folktale were an inspiration for parts of the theory set out in this chapter – and like
Propp’s work – this model suggests that, in some ways, all games are of ‘one type’
with regard to their structure.3 In addition, the idea of a cognitive schema was also
relevant, as the different levels of narrative found in video games are constructed
as mental spaces in the minds of players – who frequently make distinctions
between such areas as ‘main story’, ‘sidequests’, and ‘gameplay’.4
Kieran Wilson 31
__________________________________________________________________
Hence, this theory sets out to describe the general form of video game
narratives, using examples from the emerging canon in order to construct the
theory – rather than constructing the theory in order to describe a particular game
specifically.
Stratum 3
We will now examine each stratum in slightly more detail with examples of
elements of particular strata, as well as a brief discussion of choice within each
Kieran Wilson 33
__________________________________________________________________
strata and how it motivates the narrative in different ways, in addition to how
elements in these three strata can influence events in other strata.
Notes
1
Matthew Tyler-Jones. ‘Ludology vs. Narratology’, Memetechnology.org (blog),
May 4, 2013, viewed on 18 October 2015,
http://memetechnology.org/2013/05/04/ludology-vs-narratology/.
2
Craig A. Lindley, ‘Story and Narrative Structures in Computer Games’,
Developing Interactive Narrative Content, ed. Brunhild Bushoff (Munich: High
Text, 2005), viewed 18 October 2015,
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.119.797&rep=rep1&typ
e=pdf.
3
Vladimir Propp, Morphology of the Folktale (Austin: University of Texas Press,
1968): 23.
4
‘Schemata are cognitive structures representing generic knowledge, i.e. structures
which do not contain information about particular entities, instances or events, but
rather about their general form. Catherine Emmott and Marc Alexander,
‘Schemata’, The Living Handbook of Narratology, 22 April 2014, viewed on 18
October 2015, http://www.lhn.uni-hamburg.de/article/schemata.
5
Final Fantasy X, dev. Squaresoft. Tokyo: Squaresoft, 2001, Playstation 2 Disc.
6
Mass Effect, Edmonton: BioWare, 2007, Digital Download.
7
Mass Effect 3, Edmonton: BioWare, 2012, Digital Download.
8
Mass Effect 2, Edmonton: BioWare, 2010, Digital Download.
9
Sandy Louchart and Ruth Aylett, ‘The Emergent Narrative Theoretical
Investigation’, The International Journal of Continuing Engineering Education
and Lifelong Leaning 14.6 (2004): 506-518: viewed on 10 October 2015,
http://www.macs.hw.ac.uk/~ruth/Papers/narrative/IJCEELL05.pdf.
10
Life Is Strange, Paris: Dontnod, 2015, Digital Download.
11
The Stanley Parable, Galactic Cafe, 2013, Digital Download.
Kieran Wilson 37
__________________________________________________________________
Bibliography
Emmott, Catherine and Marc Alexader. ‘Schemata’. The Living Handbook of
Narratology. 22 April 2014. Viewed on 18 October 2015.
http://www.lhn.uni-hamburg.de/article/schemata.
*****
1. Introduction
Undoubtedly, the contemporary multiplatform environment, with so many
connections between different devices, became a rich ambient for ludic
experiments and new gaming interfaces. In this scenario, videogames are
expanding possibilities beyond consoles and reaching players in a huge range,
where mobile platforms appear prominently as a privileged place for great
publishers and independent studios.
40 Observing Iterative Design on the Game Dominaedro
__________________________________________________________________
The logic of anytime/anywhere connection present in mobile platforms is a
turning point for new business models and entertainment products around the
world. Inside this scenario, Brazil is revealed as a market full of possibilities. As an
emergent country, Brazil is a land of contrasts. The country is the fifth largest in
the world, it has the sixth largest population and it ranks seventh in terms of
Internet usage. Brazilians are heavy Internet users, spending the largest average
number of hours online in Latin America.1
It may sound curious, but it is a fact: the number of mobile phones in Brazil
nowadays is larger than the size of its population. In the beginning of 2015, more
than 283 million phone lines were in activity in the country and more than 40
million smartphones are expected to be working.2 This is an important point to
highlight because in the last five years mobile Internet access has become
dominant in Brazil. A recent study from Nielsen has found that Brazilian mobile
users mainly download games, social networks and video applications.3
Despite all potential, Brazil does not have a formal gaming industry. The
inexistence of big publishers or major companies prevents the massive
development of games for consoles or PC platform. On the other hand, mobile
platforms reveal interesting ways to show Brazilian gaming products to the world.
It is essential to point out some characteristics of the Brazilian gaming scene, to
shed light on the common sense that the game industry refers only to videogame
consoles or mainstream PC games. This perception is something that specialized
media seems to emphasize, because that seems to be the preference of games heavy
users - although, as seen through research, the casual gamer plays more games and
for longer than the hard core gamer.4
Lots of small publishers and studios are arising in the Brazilian mobile gaming
scenario. Many mobile powerhouses and advertising agencies are creating spaces
for game developing inside their structures. As examples to our discussion, we can
bring the Brazilian companies PontoMobi Mobile Solutions, Sioux Game Studio
and Ludofy Creative Mobile, the last one responsible for Dominaedro, the game
we bring as the protagonist in this work. It is not the focus of this chapter, but it is
also important to highlight that social media games and advergames (games
created for brands, products and services) are another way Brazilian game
designers and companies found to make their games profit.
Based on this gaming scenario, we will observe the Dominaedro game and its
main features to further discuss the methodological and creative process of this
game. We intend to show that even independent small games require accurate
processes to materialize themselves with quality assurance and relevant fun
components.
2. About Dominaedro
Dominaedro is a strategic puzzle that mixes dominoes and tic-tac-toe. The
game can be played versus the computer or other player online and it is available
Vicente Martin Mastrocola 41
__________________________________________________________________
for iPad and iPhone. This game fits the casual game category, defined as games
that are quick to play with simple mechanics and accessible to players with
different ability levels; in this kind of game the rules and goals must be clear,
players need to be able to quickly reach proficiency and the gameplay must adapt
itself to a player´s life and schedule.5
The game mechanics are very simple and are represented in a few steps in the
game’s tutorial. The game’s grid is arranged with nine numbers from 1 to 12
(Image 1 - A) randomly selected by the system.
A player starting hand has 3 domino pieces. On a turn, a player must try to put
a single piece in the grid respecting the following rules: 1) A number in a domino
can only touch a piece with the same number, or lower, in the grid and you can use
both sides; every time you choose a piece, the system will point out the spaces
allowed for allocating on the table. (Image 1 - B); 2) Like in a domino game,
pieces connected on the grid must have the same numbers (Image 1 - C).
A player earn points by dominating a sum on the grid, like the computer
(orange) that scored 7 points by dominating all the sides of the superior 7 on the
grid (Image 1 - C). For that, a player with the highest sum of numbers around a
piece wins the points. In the case of a tie, the sum of the second value of dominoes
sets the winner. If there is a tie in both sides of the dominoes, the winner will be
the player with more pieces.
42 Observing Iterative Design on the Game Dominaedro
__________________________________________________________________
The game ends when a player cannot allocate more pieces on the grid. Each
piece not allocated is worth -1 point. Values of the grid that were not completely
surrounded by pieces are scored normally.
In trying to hybridize with the mechanics, the interface is minimalist and the
focus is centred on gameplay. It is important to remember that gameplay is only
one element in the composition of modern games and it means some interesting
choices.6 Schell says that the goal of a good gaming interface isn’t ‘to look nice’ or
‘to be fluid’; although those are nice qualities, the goal of an interface is to make
players feel in control of their experience.7
Much is said about interface in games today. After long discussions, producers
and game designers discovered that a merely beautiful game does not work as a
product or as a good experience to different kinds of players. Simplicity and
organization should still be the design goal, the user will enjoy being able to look
at a screen and instantly know what to do.8 This balance between interface,
experience and gameplay will be discussed in our next topic, where we bring the
iterative design as a methodological process to create a mobile game.
For more information, a video in YouTube explains with motion graphics the
main features of Dominaedro.9 The game is available for free in Apple’s App Store
and we will talk – in the last topic of this work - about the model business and
launching campaign.
1. Create an introductory script to open the interview and remind study goals.
2. Warm-up questions to put the participant at ease and build rapport. Questions
like ‘How long have you been playing videogames for?’ and ‘What’s one of your
favourite gaming memories?’ are good kick-starting contents.
3. Substantive questions to collect deeper data that answers the research
questions. This part is the core of the interview, here the player will give feedbacks
about gaming interface, mechanics and other aspects. For Dominaedro’s beta
testing the following questions were proposed to the interviewed players:
3a) Talk about your experience with Dominaedro
3b) Did the game work or not?
3c) Did you feel challenged by your opponent?
3d) Are the rules small, medium or complex to understand?
3e) At the end of the first game, did you feel the urge to play again?
3f) Did you have fun with the game?
3g) Feel free to add any comments about the game.
4. Demographic questions to gather data needed to describe participants14
Ten beta sessions were conducted with almost twenty different players in
ESPM University Game Lab and some game stores in the city of São Paulo. The
last ten sessions pointed some repetitive results signalizing a good data stored for
the next phase. Applying qualitative process with iterative design is a great
challenge for the game designing process but it is an essential component for a
better development process. Armed with enough data, we leave for the next stage
of the process.
C) Production stage: a digital Dominaedro prototype was developed in this
phase. After the playing sessions with the analogical prototype and player’s
feedback, the producers started to refine the digital prototype planning the final
interface. This digital version was tested and revised with ten different groups of
new players to locate problems and searching an error-free product using the same
previous qualitative interview guide.15 Based on beta-test player feedbacks, a
minimal artwork was established for the game using simple angular graphics and
soft colours (as seen previously in image 1).
D) Quality assurance: final tests were made on a multiplayer system. In the
final stage of producing the game, new tests were performed in different versions
of the iPhone/iPad, to ensure a good experience.
It is fundamental to remember that the iterative design is a cyclical process. In
case of failure in any one of the stages – or if the final result is not achieved
Vicente Martin Mastrocola 45
__________________________________________________________________
adequately – the developers must return to the starting point to rethink and
redesign the failure points. The qualitative research inside the pre-production phase
is one of the most important points of this process; testing a game is not about the
developers playing a prototype many times. The idea is to allow different people to
test and get the greatest number of feedbacks possible. Even for an independent
game created by a small studio like Dominaedro, it is essential to use accurate
methodology processes to create a quality product for an increasingly qualified
audience. With the game produced and fully operational, we reach another
challenging stage of the process: the launching.
The game was launched in the Apple App Store for free (with ads as per the
business model) and managed to get almost 10,000 downloads in its third month.
Specialized sites like www.indiegames.com published posts about the game.16 It is
important to highlight that, especially for indie games, it is essential to use some
budget for Facebook advertising and a digital media kit destined to specialized
media (mainly blogs and fan pages).
4. Conclusions
By discussing the creative process of Dominaedro, we hope to demonstrate
how strong the relationship is between players and companies in the contemporary
digital gaming ecosystem. We claim it is of utmost importance to use this type of
methodological process even for independent productions.
Despite being a game created by a small studio, we can see the importance of
working with a consistent methodology, and it is possible to imagine the iterative
process applied in bigger projects. We hope we can contribute with the field of
gaming studies and that this discussion earns future developments.
The Brazilian gaming market, as an emergent market, reveals itself as a
privileged ambient to observe these creativity processes. We welcome the
opportunity to present this relevant discussion as a means of contributing to the on-
going efforts in exploring the gaming market in contemporary culture.
Notes
1
‘Brazilian Internet Users Spend Close to 30 Hours a Month Online’, Tech In
Brazil (blog), August 20, 2014, Viewed on 16 October 2015,
http://techinbrazil.com/data-feed/brazilian-internet-users-spend-close-to-30-hours-
a-month-online.
2
‘Estatísticas de Celulares no Brasil’, Teleco.com.br (blog), October 8, 2015,
Viewed on 16 October 2015,
http://teleco.com.br/ncel.asp.
46 Observing Iterative Design on the Game Dominaedro
__________________________________________________________________
3
‘The Mobile Consumer Research’, Nielsen, February 1, 2013, Viewed on 16
October 2015, http://www.nielsen.com/content/dam/corporate/us/en/reports-
downloads/2013%20Reports/Mobile-Consumer-Report-2013.pdf.
4
Jesper Juul. A Casual Revolution. (Massachussets: MIT Press, 2010).
5
Gregory Trefay, Casual Game Design (Burlington: Morgan Kaufmann, 2010), 1.
6
Ernest Adams and Andrew Rollings, Game Architecture and Design
(Indianapolis: New Riders, 2004), 59.
7
Jesse Schell, The Art of Game Design (Burlington: Elsevier, 2008), 222.
8
Fox Brent, Game Interface Design (Boston: Thomson, 2005), 69.
9
Rafael Verri, ‘Dominaedro’s Trailer’, YouTube, June 10, 2014, Viewed on 16
October 2015, https://youtu.be/LCF0Mel__z8.
10
Eric Zimmerman, ‘Play as Research: The Iterative Design Process’, Eric
Zimmerman (blog), July 8, 2003, Viewed on 16 October 2015,
http://ericzimmerman.com/files/texts/Iterative_Design.htm.
11
Tracy Fullerton, Game Design Workshop: A Playcentric Approach to Creating
Innovative Games (Burlington: Morgan Kaufmann, 2008), 249.
12
Amanda Cote and Julia Raz, ‘In-Depth Interviews for Game Research’, Game
Research Methods: An Overview, ed. Petri Lankoski and Staffan Björk (Halifax:
ETC Press, 2015), 93.
13
Cote and Raz, ‘In-Depth Interviews for Game Research’, 104.
14
Cote and Raz, ‘In-Depth Interviews for Game Research’, 104.
15
Holopainen Jussi, Nummenmaa Timo and Kuittinen Jussi, ‘Modelling
Experimental Game Design’ (paper presented at DiGRA Nordic, Stockholm,
August 16-17, 2010).
16
Lena LeRay, ‘Dominaedro Is Part Dominoes, Part Tic-Tac-Toe, and All Strategy
Game’, IndieGames.com (blog), July 7, 2014, Viewed on 16 October 2015,
http://indiegames.com/2014/07/free_ios_pick_dominaedro_is_a_.html.
Bibliography
Adams, Ernest and Andrew Rollings. Game Architecture and Design. Indianapolis:
New Riders, 2004.
‘Brazilian Internet Users Spend Close to 30 Hours a Month Online’. Tech In Brazil
(blog). August 20, 2014. Viewed on 16 October 2015.
http://techinbrazil.com/data-feed/brazilian-internet-users-spend-close-to-30-hours-
a-month-online.
Cote, Amanda and Julia Raz. ‘In-Depth Interviews for Game Research’. Game
Research Methods: An Overview, edited by Petri Lankoski and Staffan Björk, 93-
117. Halifax: ETC Press, 2015.
LeRay, Lena. ‘Dominaedro Is Part Dominoes, Part Tic-Tac-Toe, and All Strategy
Game’. IndieGames.com (blog). July 7, 2014. Viewed on 16 October 2015.
http://indiegames.com/2014/07/free_ios_pick_dominaedro_is_a_.html.
Felix Schniz
Abstract
Leisure time entertainment and moral education are often regarded as
incompatible. The third-person shooter Spec Ops: The Line makes use of this
opposition to create a psychologically uncomfortable player experience: it
generates an erratic oscillation between supposed gaming for entertainment and
constant reminders about the unethical behaviour it imposes on player agency. To
illustrate this phenomenon, the following chapter discusses three instances which
provoke mental tension – referred to as cognitive dissonance in accordance to Leon
Festinger – in Spec Ops: The Line: the gameplay, the loading screens and an
exemplary moral dilemma the player faces during the eighth chapter of the game. I
portray how these samples consecutively raise cognitive dissonance from a level of
foundational tension to extreme peaks which are capable of convincing the player
that quitting is the most moral option left. Ultimately, I critically analyse these
instances in Spec Ops: The Line under the consideration of metamodern aesthetics
as proposed by Timotheus Vermeulen and Robin van den Akker, who describe
contemporary social, cultural and artistic developments as oscillating between the
modern and the postmodern. Thereby, I seek to demonstrate that the strong reliance
on cognitive dissonance in this game represents a metamodern state of mind.
*****
1. Introduction
Video games of all genres are capable of delivering impactful moral lessons.
José Zagal describes them as the ‘perfect test-bed for helping people learning about
ethics and ethical reasoning’1 and names certain strategies that video games apply
in order to challenge the player’s critical thinking. For instance, they can
The intent of such a method is to force the player into an ethical framework
‘that can be uncomfortable’11 or, to apply Festinger’s terminology, to create
cognitive dissonance. The latter invites the player to explore and understand both
the ethics of the game at hand as well as his or her own moral behaviour. Seeing
how one must succumb to the set of rules in order to continue playing, i.e. how one
is forced to handle a constant array of disharmonious cognitions, can be the
foundation for interesting experiences in video games.
Notes
1
José P. Zagal, ‘Ethically Notable Videogames: Moral Dilemmas and Gameplay’
(paper presented at the Digital Interactive Games Research Association
Conference, London UK, September 1–4, 2009), 8, Viewed on 19 June 2015,
http://www.digra.org/wp-content/uploads/digital-library/09287.13336.pdf.
2
Ibid.
3
Besides the examples discussed here, Spec Ops deals with moral dilemmas in a
great variety of ways. They range from intelligible homages to Joseph Conrad’s
Heart of Darkness (London: Penguin, 2007) and Francis Coppola’s Apocalypse
Now (New York: Miramax, 2001) to takes at real-life political issues of military
intervention and excessively subversive approaches to military shooter
conventions, as remarked in reference to Brendan Keogh (who furthermore
provides an excellent approach to the video game in Killing is Harmless: A Critical
Reading of Spec Ops: The Line (Marden: Stolen Projects, 2013)). Discussing all
these topics in adequate detail, however, would outstretch the focus of this chapter
by far.
4
Jeremy Hannaford, ‘Cognitive Dissonance in Video Games – Spec Ops: The
Line’, Youtube, 07 January 2015, Viewed on 19 June 2015,
https://www.youtube.com/watch?v=ahOWbixhr2U.
5
Timotheus Vermeulen and Robin van den Akker, ‘Notes on Metamodernism’,
Journal of Aesthetics & Culture 2 (2010), 2, Viewed on 19 June 2015,
58 Cognitive Dissonance as an Ethical Instrument of Metamodern Aesthetic
__________________________________________________________________
http://www.aestheticsandculture.net/index.php/jac/article/view/5677/6304.
6
Leon Festinger, A Theory of Cognitive Dissonance (Stanford: Stanford University
Press, 1968), 1.
7
Festinger, Cognitive Dissonance, 3.
8
Ibid., 16-18.
9
Ibid., 24-28.
10
Miguel Sicart, The Ethics of Computer Games (Cambridge: Massachusetts
Institute of Technology Press, 2009), 217.
11
Sicart, Ethics of Computer Games, 216.
12
Matthias Bopp, Rolf Nohr and Sascha Wiemer, ‘Shooter. Eine Einleitung’,
Shooter. Eine Multidisziplinäre Einführung, eds. Matthias Bopp, Rolf F. Nohr and
Serjoscha Wiemer (Münster: Lit, 2009), 7.
13
Maria Konnikova, ‘Why Gamers Can’t Stop Playing First-Person Shooters’, The
New Yorker, 25 November 2013, Viewed on 19 June 2015,
http://www.newyorker.com/tech/elements/why-gamers-cant-stop-playing-first-
person-shooters.
14
Mihály Csikszentmihályi, ‘Play and Intrinsic Rewards’, Journal of Humanistic
Psychology 15.3 (Summer 1975): 43.
15
Csikszentmihályi, ‘Play and Intrinsic Rewards’, 41.
16
Milan Koerner-Safrata, ‘Self-Aware Game’, The College Hill Independent, 18
March 2013, Viewed 19 June 2015,
http://students.brown.edu/College_Hill_Independent/?p=8190.
17
Ibid.
18
Ibid.
19
Ibid.
20
Colin Campbell, ‘A Secret Slice of Loading Screen History’, Polygon, 13
January 2011, Viewed on 19 June 2015,
http://www.polygon.com/2015/1/13/7540047/a-secret-slice-of-loading-screen-
history.
21
Spec Ops: The Line, Yager Entertainment.
22
Ibid.
23
One loading screen reads ‘Cognitive dissonance is an uncomfortable feeling
caused by holding two conflicting ideas simultaneously’.
24
I.J. MacLeod and A.P.V. Rogers, ‘The Use of White Phosphorus and the Law of
War’, Yearbook of International Humanitarian Law 10 (2007): 77.
25
Brendan Keogh, ‘Spec Ops: The Line’s Conventional Subversion of the Military
Shooter’ (paper presented at the Digital Interactive Games Research Association
Conference, Atlanta, Georgia, August 26–29, 2013), Viewed on 19 June 2015, 5-7,
http://www.digra.org/wp-content/uploads/digital-library/paper_55.pdf.
26
Walt Williams, interviewed by Russ Pitts, ‘Don't Be a Hero – The Full Story
behind Spec Ops: The Line’, Polygon, 27 August 2012, Viewed on 19 July 2015,
Felix Schniz 59
__________________________________________________________________
http://www.polygon.com/2012/11/14/3590430/dont-be-a-hero-the-full-story-
behind-spec-ops-the-line.
27
Timotheus Vermeulen and Robin van den Akker, ‘Notes on Metamodernism’,
5-6.
28
Ibid.
29
Brian McHale, Postmodernist Fiction (New York: Methuen, 1987), 9.
30
Martin Halliwell, Modernism and Morality: Ethical Devices in European and
American Fiction (New York: Palgrave, 2001), 6.
31
Catherine Constable, ‘Postmodernism and Film’, The Cambridge Companion to
Postmodernism, ed. Steven Connor (Cambridge: Cambridge University Press,
2009), 53.
32
Tom Bissel, ‘Thirteen Ways of Looking at a Shooter’, Grantland, 12 July 2012,
Viewed 19 June 2015,
http://grantland.com/features/line-explores-reasons-why-play-shooter-games/.
33
Zagal, ‘Ethically Notable Videogames’, 8.
34
Timotheus Vermeulen et al., ‘What Is Metamodernism?’, Notes on
Metamodernism, 15 July 2010, Viewed on 19 June 2015,
http://www.metamodernism.com/2010/07/15/what-is-metamodernism/.
35
My sincere thanks go to Carrie Khou, Ina-Lotte Dühring, Johannes Fehrle, and
Kristin Aulich, who helped me to turn my thoughts into a sightly academic paper.
Bibliography
Apocalypse Now Redux. Directed by Francis Coppola. New York: Miramax, 2001.
DVD.
Bopp, Matthias, Rolf F. Nohr, and Serjoscha Wiemer. ‘Shooter. Eine Einleitung’.
Shooter. Eine Multidisziplinäre Einführung, edited by Matthias Bopp, Rolf F. Nohr
and Serjoscha Wiemer, 7-20. Münster: Lit, 2009.
Keogh, Brendan. Killing Is Harmless: A Critical Reading of Spec Ops: The Line.
Marden: Stolen Projects, 2013.
Keogh, Brendan. ‘Spec Ops: The Line’s Conventional Subversion of the Military
Shooter’. Proceedings of the Digital Interactive Games Research Association
Conference, Atlanta, GA, USA, August 26-29, 2013.
Konnikova, Maria. ‘Why Gamers Can’t Stop Playing First-Person Shooters’. The
New Yorker, 25 November, 2013. Viewed on 19 June 2015.
http://www.newyorker.com/tech/elements/why-gamers-cant-stop-playing-first-
person-shooters.
Felix Schniz 61
__________________________________________________________________
MacLeod, I. J. and A. P. V. Rogers. ‘The Use of White Phosphorus and the Law of
War’. Yearbook of International Humanitarian Law 10 (2007): 75-97.
Williams, Walt. ‘Don’t Be a Hero – The Full Story Behind Spec Ops: The Line’.
Interview by Russ Pitts. Polygon, 27 August 2012. Viewed 19 July 2015.
http://www.polygon.com/2012/11/14/3590430/dont-be-a-hero-the-full-story-
behind-spec-ops-the-line.
*****
1. Introduction
As the speed in which contemporary technology advances is ever increasing, an
ironic development has taken place in games: The more technology moves
forward, the more it is possible that the mechanical and narrative quality of a game
suffers. This can be partially explained by the fact that game developers do not
have enough time to truly master the possibilities that new technologies may offer
them, which results in a game turning into a mere ‘technological demo’ of what is
achievable at any given time.3 In contrast, should a game utilise technological
possibilities to their maximum as well as intelligent game design, they may ‘unlock
interactions and situations that couldn’t have been experienced before’.4
Consequently, taking the expanding potential of recent technological developments
64 When All You Can Be Is about Who You Already Are
__________________________________________________________________
into account, the medium has the power to purposefully involve its players in
complex discussions on issues of culture, religion and identity. It is this basing of
games on complex abstract concepts, which ‘could indeed provide deep insights
into life and the human condition and produce lasting, deeply moving, and
profoundly thought-provoking experiences’.5 Thus, even though RPGs at such an
advanced technological level as DA:I might create the space for players to explore
whomever they want to be as it has never been possible before, it is just as likely
that the gaming experience functions as a catalyst for personal reflection upon
behaviour in primary reality.
For this chapter, I will use Tynan Sylvester’s book Designing Games: A Guide
to Engineering Experiences as an integral reference point, and will map the
findings of my personal research-play of BioWare’s recent single player role
playing game (RPG), Dragon Age: Inquisition (DA:I), onto his ‘conceptual chain’6
of game design. This is a three step process of how developers can create
experiences in games, which ‘neither [guarantees] meaningful expression nor
meaningful persuasion, but [...] sets the stage for both’.7
To quote Marcus Schulzke, ‘it is strength of games that they make players
come into contact with other people's moral judgments’.24 Furthermore, the fact
that the player is forced to take a stand as an active actor-participant, one of many
Shauna Ashley Bennis 67
__________________________________________________________________
situations in DA:I, only makes the game more valuable on an emotional level. In
the following segment, I will present two personal examples of how deep
emotional involvement and empathic interaction can lead to meaningful reflections
on real life behaviour, and even action.
7. Conclusion
In hindsight, playing DA: I was probably one of the most immersive and
intense interactions I have had with a game so far. Particularly the social
interaction with the highly rendered, nuanced and complex characters (both in
visual representation and scripted identity), proved to be the most rewarding
element of the game. Furthermore, the emphasis on agency and control managed to
instil a sense of relevance and ownership within me,28 and enabled the revelation of
personal real-life behavioural patterns. DA:I provides a receptive player with a
large world of possible experiences and interactions, which can be entertaining,
educational or both. Due to its realistic depiction of people and social (as well as
political) interaction, the game invited me to explore whomever I possibly could
Shauna Ashley Bennis 69
__________________________________________________________________
be, while creating an expansive platform that could reflect aspects of who I already
was. Even though I wanted to be a fearless elf with humble, yet courageous
leadership skills, which the game allowed, it also mirrored other things: I do not
like conflict, and I tend to submit to people who try to engraft their authority onto
me, by trying to please them; even at the cost of my own wellbeing and values.
The game did not set out to ‘teach’ me these insights specifically; however, it
did confront me with many situations that could trigger a learning experience.
Thus, depending on the player’s receptiveness, education, experiences etc., DA:I
provides not only a platform to explore whom players fantasise about being, but to
think about the person they already are. Playing DA:I is a non-specific learning
experience based on the fact that players ‘are not identical and will not respond to
inputs in the same way [and] each person draws on a unique network of mental
associations’.29 This is possible due to contemporary mechanics and the attempt of
some developers to transcend stereotypical representations and restrictive
narratives, so as to offer a choice and consequence heavy, complex and socially
interactive world. It is this process that creates unique experiences that, as
mundane and small as they can be, have the power to ‘change our lives because
something suddenly falls into place, makes sense and we learn something about
ourselves’.30
Notes
1
Bioware, Dragon Age: Inquisition. Toronto, CA: EA, 2014. Videogame.
2
Tynan Sylvester, Designing Games: A Guide to Engineering Experiences.
California: O’Reilly Media, 2013.
3
Ibid., 27-28.
4
Ibid., 28.
5
Doris Rusch and Matthew J. Weise, ‘Games about LOVE and TRUST?
Harnessing the Power of Metaphors for Experience Design’, ResearchGate (2008),
viewed 30 August 2015, Doi:10.1145/1401843.1401861, 5.
6
Sylvester, Designing Games, 44.
7
Ian Bogost, Persuasive Games: The Expressive Power of Videogames
(Cambridge: MIT Press, 2007), 45.
8
Sylvester, Designing Games, 34.
9
Ibid., 124.
10
Torill Elvira Mortensen, Perceiving Play: The Art and Study of Computer Games
(New York: Peter Lang Publishing, 2009), 24.
11
Sylvester, Designing Games, 29.
12
Ibid., 8.
13
Ibid., 10.
14
Ibid., 42-43.
15
Ibid., 43.
70 When All You Can Be Is about Who You Already Are
__________________________________________________________________
16
Kathryn Pavlovich and Keiko Krahnke, ‘Empathy, Connectedness and
Organisation’, Journal of Business Ethics 105.1 (2012), viewed 14 June 2015,
http://www.jstor.org/stable/41413214.
17
Nancy E. Snow, ‘Empathy’, American Philosophical Quarterly 37.1 (2000): 68,
Viewed 14 June 2015,
http://www.jstor.org/stable/20009985?Search=yes&resultItemClick=true&searchT
ext=Empathy&searchUri=/action/doBasicSearch?Query=Empathy&acc=on&wc=o
n&fc=off&group=none&seq=5#page_scan_tab_contents.
18
Sylvester, Designing Games, 21.
19
Ibid., 13.
20
Ibid., 22.
21
Rusch, ‘Games about LOVE and TRUST?’, 5.
22
Decinis, ‘Last Resort of Good Men - Dragon Age: Inquisition (Dorian and
Aleck's First Kiss)’, YouTube, 2 December 2014, viewed 5 May 2015,
https://www.youtube.com/watch?v=js68Zlieov4.
23
3sgtefeff, 18 February 2015 (5 A.M.), comment on ‘Sex and Romance’, IGN,
viewed 01 September 2015,
http://www.ign.com/wikis/dragon-age-inquisition/Sex_and_Romance.
24
Marcus Schulzke, ‘Moral Decision Making in Fallout’, Game Studies: The
International Journal of Computer Game Research 9.2 (2009), viewed 14 June
2015, http://gamestudies.org/0902/articles/schulzke.
25
‘Sex and Romance’, IGN, 17 July 2015, viewed 14 June 2015,
http://www.ign.com/wikis/dragon-age-inquisition/Sex_and_Romance.
26
Sylvester, Designing Games, 120.
27
Lisbeth Klastrup, ‘The Worldness of EverQuest: Exploring a 21st Century
Fiction’, Game Studies: The International Journal of Computer Game Research
9.1 (2009), viewed 14 June 2015, http://gamestudies.org/0901/articles/klastrup.
28
James Paul Gee, ‘Good Video Games and Good Learning’, SkatekidsTM, viewed
14 June 2015,
http://www.skatekidsonline.com/parents_teachers/Good_Video_Games_and_Good
_Learning_Updated.pdf.
29
Jonathan Frome, ‘Eight Ways Videogames Generate Emotion’, DiGRA '07 -
Proceedings of the 2007 DiGRA International Conference: Situated Play 4 (2007):
833, viewed 13 June 2015, http://www.digra.org/digital-library/publications/eight-
ways-videogames-generate-emotion/.
30
Rusch, ‘Games about LOVE and TRUST?’, 5.
Shauna Ashley Bennis 71
__________________________________________________________________
Bibliography
Arnseth, Hans Christian. ‘Learning to Play or Playing to Learn - A Critical
Account of the Models of Communication Informing Educational Research on
Computer Gameplay’. Game Studies: The International Journal of Computer
Game Research 6.1 (2006): Viewed on 14 June 2015.
http://gamestudies.org/0601/articles/arnseth.
Decinis. ‘Last Resort of Good Men - Dragon Age: Inquisition (Dorian and Aleck's
First Kiss)’, Youtube, 2 December 2014. Viewed 14 June 2015.
https://www.youtube.com/watch?v=js68Zlieov4.
Gee, James Paul. ‘Good Video Games and Good Learning’, SkatekidsTM. Viewed
14 June 2015.
http://www.skatekidsonline.com/parents_teachers/Good_Video_Games_and_Good
_Learning_Updated.pdf.
Mortensen, Torill Elvira. Perceiving Play: The Art and Study of Computer Games.
New York: Peter Lang Publishing, 2009.
Shauna A. Bennis, a passionate European with Irish roots, can currently be found
pursuing her Graduate Degree in ‘English and American Studies’ at the Alpen-
Adria University of Klagenfurt, Austria. Hereby her academic focus lies on
Gender- and Game studies, with a strong emphasis on issues of culture and ethics.
Designing the Peaceable Kingdom: The Canadian-Ness of
Dragon Age: Inquisition
René Schallegger
Abstract
‘A means to preserve, as well as an agent of change’, this is what the Inquisition in
BioWare’s most recent instalment of the Dragon Age series (2009 - 2014) is
supposed to be according to Cassandra, a ‘Seeker of Truth’. Doubt, the procedural,
a deeply collectivist spirit, and an obsession with order are at the heart of the logic
and politics of this game. Core concepts of Canadian Studies, such as the ‘garrison
mentality’ from Northrop Frye’s Bush Garden (1971) and Margaret Atwood’s
Survival (1972) are used to relate the socio-cultural discourses, identity politics,
ethics, and the representational regime of the game to the conceptual framework of
its creation. John Ralston Saul’s A Fair Country (2008) with its central notion of
the métis nation, and Linda Hutcheon’s understanding of a postmodernism defined
by both complicity with and critique of the dominant system defined in The
Politics of Postmodernism (1989) add the key concepts of ambiguity and hybridity
to this reading. No other mainstream studio has contributed more to the
development of the medium as a fully functional form of cultural expression in
recent years than BioWare, culminating in the first ever fully inclusive design in
the western tradition with Dragon Age: Inquisition (2014). Their games entertain
just as much as they enlighten and give us the opportunity to grow. Silently, but
nevertheless forcefully, they provide a reply to the violent clashes over the future
of videogames, and this choice of strategy is just another Canadian aspect to the
BioWare way.
*****
In the Canadas, the frontier was all around one, a part and a
condition of one’s whole imaginative being [that] separated the
Canadian, physically or mentally, from Great Britain, from the
United States, and […] from other Canadian communities.7
These communities define their own distinctive values, and their members
show great respect for the law and order that hold them together.8 Frye concludes:
‘[S]uch communities are bound to develop what we may provisionally call a
garrison mentality’.9 The Canadian frontier thus pushes inwards, representing the
uncaring omnipotence of nature, disempowering human agents.
Even though the influence of two English-speaking Empires supports English
Canadians, it also threatens their ‘survival’. Canadian culture is neither British nor
US-American: ‘Canada’s identity is to be found in some via media, or via
mediocris, between the other two’, Frye claims.10 It is in constant tension between
two Empires, two Founding Nations, the individual and the collective. Constant re-
negotiation is required: ‘The tension between this political sense of unity and the
René Schallegger 75
__________________________________________________________________
imaginative sense of locality is the essence of whatever the word “Canadian”
means’.11
Atwood adds a focus on the role of Aboriginal Canadians, identifying
fundamental differences from US culture in representations of indigenous
populations: whereas there they are determined by ‘moral definitions based on
intrinsic qualities’, Canada paints a dynamic image of ‘the relative places of
Indians and whites on the aggression-suffering scale’.12 A cycle of victimisation is
established, bringing together Aboriginal Canadians, French Canadians, English
Canadians, and US-Americans.13 The Aboriginal population is the basis of
identification for both English and French Canadians, and the constant threat that
unites these three groups is seeping into Canada:
Notes
1
‘Section 2: Population by Age and Sex’, Statistics Canada, accessed 15 June
2015, http://www.statcan.gc.ca/pub/91-215-x/2012000/part-partie2-eng.htm.
2
Adam Dodek, The Canadian Constitution (Toronto/ON: Dundurn, 2013), 17.
3
Northrop Frye, ‘Author’s Preface’, in The Bush Garden: Essays on the Canadian
Imagination (Concord/ON: House of Anansi Press, 1995), xxiii.
4
‘Chapter XXV: A Council for the Arts, Letters, Humanities and Social Sciences’,
Library and Archives Canada, accessed 15 June 2015,
http://www.collectionscanada.gc.ca/2/5/h5-452-e.html.
5
Northrop Frye, ‘Conclusions to a Literary History of Canada’, in The Bush
Garden: Essays on the Canadian Imagination (Concord/ON: House of Anansi
Press, 1995), 219.
6
Margaret Atwood, Survival: A Thematic Guide to Canadian Literature
(Toronto/ON: McClelland, 2004), 41-41.
7
Frye, ‘Conclusions to a Literary History of Canada’, 222-223.
8
Ibid.
9
Ibid.
10
Ibid., 220.
11
Frye, ‘Author’s Preface’, xxiii.
René Schallegger 81
__________________________________________________________________
12
Atwood, Survival, 110.
13
Ibid., 120-121.
14
Margaret Atwood, Surfacing (London/Engl.: Virago, 2008), 123.
15
John Ralston Saul, A Fair Country: Telling Truths about Canada (Toronto/ON
at al.: Penguin, 2009), 3.
16
Ibid.
17
Ibid., 4.
18
Ibid.
19
Ibid., 6.
20
Ibid., 7.
21
Ibid., 303.
22
Ibid., 315.
23
Gérard Bouchard and Charles Taylor, Building the Future: A Time for
Reconciliation, quoted in John Ralston Saul, A Fair Country, 317.
24
Saul, A Fair Country, 317.
25
Ibid., 318.
26
Ibid., 319.
27
Ibid., 321.
28
Supreme Court of Canada, ‘Reference re Same-Sex Marriage’, on CanLII,
accessed 15 June 2015,
http://www.canlii.org/en/ca/scc/doc/2004/2004scc79/2004scc79.html.
29
Linda Hutcheon, The Politics of Postmodernism (London/Engl. and New
York/NY: Routledge, 2000), 11.
30
Linda Hutcheon, Splitting Images: Contemporary Canadian Ironies
(Toronto/ON, Oxford/Engl. et al.: Oxford University Press, 1991), 1.
31
Linda Hutcheon, The Canadian Postmodern: A Study of Contemporary
Canadian Fiction (Don Mills/ON, Oxford/Engl. et al.: Oxford University Press,
2012), 183.
32
Jean-François Lyotard, The Postmodern Condition: A Report on Knowledge
(Minneapolis/MN: University of Minnesota Press, 1979), xxiv.
33
Sherrill E. Grace, Canada and the Idea of North (Montréal/QC, Kingston/ON et
al.: McGill-Queen’s University Press, 2007), 6.
34
Ibid., 15.
35
Ibid.
36
Ibid., 16.
37
Sherrill Grace, On the Art of Being Canadian (Vancouver/BC and Toronto/ON:
UBC Press, 2009), 154.
38
Atwood, Survival, 9-10.
39
GaymerX, ‘Building a Better Romance Presented by BioWare’, Youtube,
accessed 15 June 2015, https://www.youtube.com/watch?v=osFtsfucIhA.
82 Designing the Peaceable Kingdom
__________________________________________________________________
40
David Gaider, ‘To the op… Dragon Age II Official Campaign Quests and Story
(SPOILERS)’, on BioWare forum, accessed 15 June 2015,
http://social.bioware.com/forum/1/topic/304/index/6661775&lf=8.
41
René Schallegger, ‘Dragon Age: Inquisition – Forging the Inquisition’, Youtube,
accessed 15 June 2015, https://www.youtube.com/watch?v=jZz2UsYZM4Y.
42
Ibid.
43
Atwood, Survival, 175.
44
Ibid., 55.
45
Bioware, Dragon Age: Inquisition. Toronto, CA: EA, 2014. Videogame.
46
Margaret Atwood, ‘Introduction’, in Survival: A Thematic Guide to Canadian
Literature (Toronto/ON: McClelland, 2004), 12.
47
René Schallegger, ‘Dragon Age: Inquisition – Forging the Inquisition’, Youtube,
accessed 15 June 2015, https://www.youtube.com/watch?v=jZz2UsYZM4Y.
48
Bioware, Dragon Age: Inquisition.
49
Atwood, Survival, 175-192.
50
Bioware, Dragon Age: Inquisition.
51
René Schallegger, ‘Dragon Age: Inquisition – What Guides You?’, Youtube,
accessed 15 June 2015, https://www.youtube.com/watch?v=G-rG9Hj9f6E.
52
Bioware, Dragon Age: Inquisition.
53
Ibid.
54
Dodek, Canadian Constitution, 60.
55
Bioware, Dragon Age: Inquisition.
56
Schallegger, ‘Dragon Age: Inquisition – Forging the Inquisition’.
57
Frye, ‘Conclusions to a Literary History of Canada’, 251.
58
Schallegger, ‘Dragon Age: Inquisition – Forging the Inquisition’.
59
Bioware, Dragon Age: Inquisition.
60
Ibid.
61
Ibid.
62
Ibid.
63
Schallegger, ‘Dragon Age: Inquisition – Forging the Inquisition’.
64
Bioware, Dragon Age: Inquisition.
65
Ibid.
Bibliography
Atwood, Margaret. ‘Introduction’. Survival: A Thematic Guide to Canadian
Literature, edited by Margaret Atwood, 3-13. Toronto/ON: McClelland & Stewart,
2004.
René Schallegger 83
__________________________________________________________________
Frye, Northrop. ‘Author’s Preface’. The Bush Garden: Essays on the Canadian
Imagination, edited by Northrop Frye, xxiii. Concord/ON: House of Anansi Press,
1995.
Gaider, David. ‘To the op… Dragon Age II Official Campaign Quests and Story
(SPOILERS)’. BioWare forum, 25 March 2011. Accessed 15 June 2015.
http://social.bioware.com/forum/1/topic/304/index/6661775&lf=8.
Nekhaila, Stephen. ‘Fox News Thrashes Mass Effect’. Youtube, 23 January 2008.
Accessed 15 June 2015. https://www.youtube.com/watch?v=H0kdm7fg804.
Saul, John Ralston. A Fair Country: Telling Truths about Canada. Toronto/ON,
New York/NY, et al.: Penguin Canada, 2009.
René Schallegger was trained in English and American Studies, as well as French,
with focus on literary criticism at Alpen-Adria-Universität Klagenfurt (Austria),
and Anglia Ruskin University (Cambridge/UK). Currently he is Assistant Professor
for British-, Canadian-, and Game Studies at Alpen-Adria-Universität.
Romance Is Difficult: Choice, Agency and the Sexual Identity of
NPCs in BioWare’s Dragon Age: Inquisition
Veit Frick
Abstract
Romance is not only difficult in primary reality but also in the secondary reality of
videogames. It especially applies to writing and designing interactive romances in
a believable way that allows for a realistic rendering of a character’s romantic life
and sexual identity. This chapter will reflect on the player’s possibilities for
romantic interactions with non-player-characters (NPCs) in videogames. It will
also discuss the lack of risk of failure when conquering someone’s heart. As Mitu
Khandaker-Kokoris states this is not only ethically questionable, but also a flawed
representation of the real world.1 BioWare’s most recent role playing game (RPG)
Dragon Age: Inquisition (DA:I) seeks out a new approach to simulating romances
and flirting, as NPCs are given their own sexual identities.2 While other games,
like Mass Effect 3, have already done that, they mostly prevent any romance
options right away if the NPC is not interested.3 In DA:I, NPCs express and (to
some extent) live their sexual identities. When talking to a non-interested NPC, the
player is still given dedicated romance-options during conversations. However now
it is possible that the player character’s advances are refused, even though the NPC
might be romanceable by a different main character. For what seems to be the first
time, players are exposed to an extensive pool of romantic and sexual choices
while their agency is consciously limited.
Key Words: BioWare, Dragon Age: Inquisition, agency, choice, romance, sexual
identity, representation, NPCs.
*****
Knowing this, it should not be surprising that there are many different types of
romance options in DA:I, including exclusively gay, lesbian and bisexual
relationships.
88 Romance Is Difficult
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5. How Does Romance Work in DA:I?
In order to have common ground with the examples provided before, it is useful
to also apply the Triad of Triads to DA:I.9 The player experience is mostly a
mixture of strong immersion with elements of incitement but from time to time the
game also features phases of engagement. The function of the avatar is primarily as
a role for the player to inhabit. The Inquisitor is a character customized by the
player. They can choose between four different species, two genders and three
classes. But there is also some sort of predefined personality that comes with the
avatar. Depending on which customization options were selected during character
creation, the avatar has a certain background story that cannot be modified by the
player. The system dynamics are best described by elasticity. All game elements,
like dialogue lines, are authored and cannot be changed but there is a wide variety
of choices to select from.
Interaction with NPCs in DA:I happens via the Dialogue Wheel BioWare has
implemented in all of their more recent games. While the Inquisitor is talking to a
character the player is prompted with a set of different possible answers to choose
from ordered around a circle to form a wheel. The centre of the wheel shows a
graphical indication of what type of response each answer is: a clenched fist for
aggressive options, a question mark for open questions, a crown for answers where
knowledge of nobility is required and many more. Romance is depicted in the
dialogue wheel by two indicators: a heart for further flirtatious or romantic
comments, and a broken heart for the end of the given affair. These dedicated
symbols ensure that players always know which option they have to select in order
to let the avatar act in a certain way. They also know when they are given agency
to be flirtatious and when they are denied that choice.
These amorous options can be used on several characters in DA:I. The game
features eight romanceable NPCs, two additional individuals one can flirt with on a
regular basis and one casual sexual encounter. As in previous BioWare games like
Mass Effect 3, all eight characters have their own sexual identity. Some are only
interested in a specific gender, some only in a specific species. For example, Solas,
an elven scholar and party member of the Inquisitor, is only interested in elven
women. Dorian on the other hand, also a party member and a Tevinter mage, is
only interested in same-sex relationships, but he has no specific preferences where
the species is concerned. The NPC’s identity is not only defined by gender and
species bias; they also take likings in certain personality traits. For instance, Dorian
loves to flirt, and a prude Inquisitor unwilling to flirt will have a hard time trying to
romance him.
While only two out of the eight romance options present in DA:I do not have
any gender or species biases, most of them can be romantically engaged or flirted
with even if they are not interested in the Inquisitor. This can either lead to a series
of playful banter, in case of a female avatar flirting with Dorian, or to the
Inquisitor’s advances being turned down. If a female Inquisitor tries to court
Veit Frick 89
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Cassandra, she replies with: ‘You are the Herald of Andraste, and my Leader... and
a woman. I take it as a compliment, truly. I hope we can remain friends’.10 This
quote not only shows that the player’s avatar can be rebuked; it is also an example
for how NPCs in DA:I make their own choices concerning their sexuality.
Trying to generally describe how to start a romance with a character in DA:I
can prove difficult since their narrative diversity is also implemented in the
mechanics of the game. Both the previous games of the Dragon Age franchise
included a scale-like indication for how much the party members feel towards the
player avatar. While this sort of measurement still exists in a form called approval
points, their influence on the romance options has been vastly decreased. Not only
is it no longer sufficient to have the right amount of points, for some characters –
such as the Inquisitor’s advisors, who are not party members –they don’t even
exist. It is also important how the Inquisitor interacts with NPCs and their
surroundings. The choices the Inquisitor makes along their path can influence
whether or not a certain romance option is no longer available, or even cause an
existing relationship to break off immediately.
If the Inquisitor at some point tries to romantically engage an interested NPC
they will, after some time, receive a special quest from that NPC. After fulfilling
that quest he or she will then have the opportunity to proceed in the relationship in
the next level. For most romances, the Inquisitor is offered a sexual relationship at
this point. Whether or not the Inquisitor agrees to this offer, the game locks the
relationship as long as the player does not explicitly end the relationship. Once the
relationship is locked, the game will react differently to the Inquisitor. NPCs will
talk about the Inquisitor’s relationship, non-romanced NPCs will sometimes
romance each other and most importantly, the Inquisitor will not be able to start a
new romantic relationship as long as he does not end the current liaison. If they do
so, it is not possible to pursue that relationship again.
8. Conclusion
Giving NPCs in RPGs their own sexual identity and simulated choices can not
only be used to enhance immersion by having a more relatable rendering of
romances in real life, it can also serve as a tool for a more interesting and lifelike
gameplay.
Simulating a more tangible secondary reality could also help our society in
primary reality by drawing a more realistic picture of how romantic affairs work
and by critically reflecting on ourselves. By letting NPCs shape their own,
seemingly self-autonomous decisions, BioWare successfully attempt to add
another layer of realism to their fictional works.
While the way romances are depicted in DA:I and other games is still not
perfect, and there is yet a lot of work to do, the development is heading in the right
direction. It will be interesting to see if how this maturation in the medium of
videogames will continue.
Notes
1
Mitu Khandaker-Kokoris, ‘NPCs Need Love Too: Simulating Love and
Romance, from a Game Design Perspective,’ Game Love: Essays on Play and
Veit Frick 91
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Bibliography
Dragon Age: Inquisition. Toronto: BioWare, 2014. Videogame.
Gaider, David, Joanna Berry, Sheryl Chee, Sylvia Feketekuty, Ben Gelinas, Mary
Kirby, Lukas Kristjanson and Karin Weekes. Dragon Age: The World of Thedas
Volume 1. Oregon, US: Dark Horse Books, 2013.
Khandaker-Kokoris, Mitu. ‘NPCs Need Love Too: Simulating Love and Romance,
from a Game Design Perspective’. Game Love: Essays on Play and Affection,
edited by Jessica Enevold and Esther MacCallum-Stewart, 82-93. North Carolina,
US: McFarland, 2015.
The Elder Scrolls V: Skyrim. Maryland, US: Bethesda Game Studios, 2011.
Videogame.
92 Romance Is Difficult
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Vanessa Erat
Abstract
The game design of BioWare’s Mass Effect1 (ME) trilogy caters to a multicultural
audience with a distinctly inclusive message, and tackles issues of diversity.
Together with the interactive character of the medium, this allows the design to
steer the moral compasses of players towards critical reflection, and equips them
with tools to navigate through an interstellar society with a plurality of cultures.
ME juxtaposes this with a narrative focus on the advancement of humanity in its
community, alongside an inherently anthropocentric worldview in the gaming
experience. This exposes the player to communities and entire species that are
subjected to a stratification process based on their attitude towards humanity and
human interests. In this chapter, I will relate examples of intercultural friction to
two turning points in ME’s narrative. I will also explore how BioWare present non-
human and non-conformist species in ME. The politically isolated batarians and the
nomadic quarians serve as examples for how species have to conform to a human
code of conduct that is repeatedly instigated as the implicit norm. The exposure to
an increasingly dominant foreign value system invites the notion of the subaltern
into my analysis. Gayatri Chakravorty Spivak’s ‘Can the Subaltern Speak?’2
provides the framework for reading the batarians and quarians as BioWare’s
attempt at recreating past imperialist-colonialist tensions between different
cultures, while conforming to the elitist (in this case, human-centric) perspective.
This poses the question whether the ‘silenced’ communities at the fringes of the
galaxy are ultimately granted their (self-)autonomous voices in the game design,
and how and to what extent players can enforce their agency when engaging with
them.
*****
1. Introduction
The inclusive and multicultural values fostered by BioWare are not only felt in
the communal atmosphere of their socio-cultural context, but are also present in
their game design. All three major BioWare series3 have in common a highly
dynamic interaction between the player and the scripted world by means of a
multi-decision dialogue wheel that, in the case of the Mass Effect (ME) trilogy,
also monitors player ethics in terms of Paragon or Renegade parameters. So, when
we assume the role of the main protagonist Commander Shepard, who is tasked
94 A (Dis)United Galaxy
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with saving the galaxy from the invasion of a hostile machine race, the Reapers,4
we do so with our almost every act being subjected to a good/evil spectrum.
At the same time, humans are subjected to a rare representation as a second-
class species rather than as the intergalactic hegemony the audience might have
come to expect from science fiction classics such as the Star Trek continuum or the
Star Wars franchise. Blogger Kyle Munkittrick hails ME as a ground-breaking
science fiction series because ‘human beings are delusional about their importance
in the grand scheme of things’.5 While humanity indeed comes from humble
beginnings in ME, Munkittrick’s claim to human insignificance falls flat when
delving deeper into the game’s narrative design, which clearly centres on
humanity.
I wish to unearth the finer nuances of in-game morality alongside cultural
identity in ME, and how this informs the player experience. To do so I will relate
the silenced voices of non-human species to player agency and interaction with
them. Two species, the batarians and the quarians, offer an example of how
BioWare’s game design allows a postcolonial reading of the tensions between the
dominant anthropocentric perspective and the non-human minorities in the game.
2. Background
The species I wish to focus on in this case study come from relatively similar
backgrounds. They are anthropoid non-council species and thus without active
power in the Citadel council, which is the political, cultural and economic centre of
the united galaxy. Both used to have an embassy on the Citadel: the quarians lost
theirs whereas the batarians gave theirs up.
They also were or are both involved with slavery. The quarians created the geth
with the purpose of keeping them as a virtual intelligence workforce. When the
geth accidentally became sentient and developed artificial intelligence, a war
between creators and creations ensued. The geth won the conflict, driving the
quarians off their homeworld. To this day, they traverse the known galaxy in a
migrant fleet, and try to find work wherever possible. This has gained them a
reputation as beggars and thieves because some species see them as a cheap labour
force stealing work from others. Their impoverished life style, their negative
reputation and their desperate struggle to reclaim their homeworld are all
consequences of toying with forced labour. For the batarians, slavery constitutes an
innate part of their culture. They regularly raid colonies and clash with other
species over the batarians’ obstinate determination to curb their practices according
to the Citadel’s anti-slavery law. Additionally, the council refused to declare some
of their colonies as batarian territory, and thus indirectly allowed the human
Alliance to occupy the same region. This constitutes a crucial element in the
regular hostile encounters between batarians and humans.
All this information is available to the player from early on in ME1. The
quarians and batarians share similar starting points in the narrative where their
Vanessa Erat 95
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position and reputation in the galaxy are concerned, as well as their history and
cultural practices. It is therefore all the more interesting to observe their in-game
development, which is closely linked to their narrative function. I want to focus on
two specific missions to showcase the differences in the perception of the two
species from the human perspective: the Arrival DLC6 in ME2 and the war for the
quarian homeworld Rannoch in ME3.
3. Batarians
Since the player character establishes a crucial link between the player and the
game universe, it comes to no surprise that the human perspective creates the frame
into which our perceptions are cast.
The batarians are always viewed through the historical lens of interracial
tensions: since the human attempt to seize one of their colonies, relations between
the two species have been tense. When the player meets them in a main mission,
they are rarely more than targets during a gameplay scene, or bystanders for hostile
interactions about the human-batarian conflict. The Arrival DLC in ME2 more
actively engages batarians in the so-called ‘Aratoht mission’: they are responsible
for the abduction of a human scientist, which leads Shepard into a solar system
inhabited by batarians – the same solar system that, at the end of the mission, is
annihilated as a consequence of Shepard’s decision to destroy the connected mass
relay.
A batarian soldier maintains at the beginning of the mission that ‘those humans
will do anything to destroy us, I swear. […] We have to make this one an example
to the others. We can’t respond kindly to terrorists’.7 The attentive player will use
the following time gathering supplies to reflect on the comment, maybe even
critically reconsider their own involvement through the role of Shepard. The fact
that Shepard investigates without her8 team means that she lacks an outward
projection of her moral compass, i.e. her squad mates commenting on her
decisions. The brunt of the responsibility lies with Shepard, while simultaneously
player agency is removed and the choices of the player character are transferred to
cutscenes. One of BioWare’s most striking gameplay features, the dialogue wheel
and the decision-making process it entails, is noticeably curbed in its function. The
designers steer the moral compasses of players into a pre-arranged direction in
order to serve the narrative but touch upon problematic issues along the way: in no
variant of her attitude does Shepard ever consider not to go ahead with the
destruction of the relay, which may be due to the fact that it precedes the opening
act of ME3. One might argue that this renders it central to the development of the
plot – unless there would have been another way to link ME2 and ME3 together,
even if Shepard refuses to ‘successfully’ complete the Aratoht mission. The loss of
the batarian solar system is depicted as a necessary sacrifice to delay the Reapers’
advent but the mission undoubtedly leaves behind a foul aftertaste of ethnic
cleansing.
96 A (Dis)United Galaxy
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Shepard’s debriefing by Admiral Hackett follows immediately afterwards; as
the Alliance’s highest-ranking officer Hackett both incorporates the voice of
humanity’s space-faring military organisation and acts as the intermediary between
the player character and her species. Ideally, the debriefing dialogue serves as a
foil to stimulate critical reflection in the player. However, Shepard’s paragon
responses include ‘I had no choice’ which reads like a recognition of the lack of
player agency, while Hackett shatters a clear-cut opportunity to have the player
critically engage with what just happened: ‘If it were up to me, I’d give you a
damn medal. Unfortunately, not everyone will see it that way’.9 This provides
Shepard, and by extension the player, with easement of guilt alongside a
postponement for dealing with the issue.
In fact, apart from the duplicitous debriefing scene, most of the consequences
are swept under the rug in that they are simply dealt with ‘off-screen’ in the in-
game time that passes between the ending of ME2 and the beginning of ME3. Only
players who invest into the downloadable content, in addition to the main game(s),
are able to access the narrative bridge between ME2 and ME3, and participate in
the interaction that leads to Shepard committing a crime against the batarians,
whereas players without access to the DLC are only exposed to the consequences
at the beginning of the third instalment. The impact of this example of moralistic
storytelling, born at the crossroads between immersive play and a highly
interactive, narrative-focused game design, thus falls short with the part of the
audience who cannot access the narrative content that was published separately.
If the genocide of one species is the only means by which to delay the genocide
of all civilised Citadel species, designer ethics send a morally problematic message
to the audience, especially if the ones harmed have already been established as a
community on the fringes of society. The narrative purpose of the batarians seems
only marginally interested in breaking with prejudiced typecasting. Instead, it
perpetuates the fallacy of ethnic usefulness: the anthropocentric player perspective
feeds into a gradually evolving anthropocentric worldview in which species are
evaluated based upon their worth for humanity.
4. Quarians
The quarians have a similar starting point as the batarians but the hinge that
turns about their emergent storyline is their attitude towards and usefulness for
humanity. Going by BioWare’s ‘ethically appropriate’ direction in their designed
morality system, the Paragon choices of Shepard cause the quarian development to
differ vastly from the batarians’. To showcase this, I want to focus primarily on the
geth conflict as it is depicted in ME3 but also disclose stereotypes in the quarian
characterisation across the trilogy.
Their portrayal includes the aspects of a self-inflicted diaspora, questionable
positioning of remembered history and the revelation of historical irregularities,
and ultimately to correlating characteristics which place the quarian-geth conflict
Vanessa Erat 97
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in the context of the Arab-Israeli War. BioWare’s standard approach in terms of
designer ethics, i.e. to promote grey morality in the decision-making process,
becomes flawed when pitched against the conflicted Paragon/Renegade morality
system: Who holds the authority to decide what is a ‘good’ or a ‘bad’ decision? We
need to differentiate on two levels: the game designers in the secondary reality, and
ideally the players in the primary reality – but the latter have to be steered towards
critical reflection in order to ensure an ethically mature processing of the symbolic
and idealistic content that has gone into the game design.
This is where the quarian- and geth-centric main missions of ME3 come into
play. When the quarians invade their homeworld after centuries of nomadic exile,
they naturally stir the geth who are still living there into conflict. Where at the end
of ME2, Shepard helped to destroy an entire batarian solar system, she is now
drawn into this dispute by the quarians to help them recover their world. Not only
does this scream two flawed and archaic, albeit still popular, narrative tropes– the
‘White Saviour’ coming heroically to the rescue of the nomadic quarians as ‘Space
Jews’ – but it also begs the question how this is different than the batarian mess in
ME2. For one, humanity needs the quarian flotilla for the final war with the
Reapers; aiding them coincides with the human long-term goal. In a first step,
human involvement is thus affirmed as useful, and in a second step revealed as
crucial for a Paragon outcome of the entire conundrum – and thus ‘morally ideal’
in the eyes of the designers. Only with Shepard’s intervention can the quarians and
the geth reach a peaceful agreement, which also secures the support of both species
in the ‘War Effort’ against the Reapers.
It may sound like a logical intention when fighting a common enemy but the
way humanity – and by extension the player in the shoes of a human soldier –
achieves this remains questionable from an ethical point of view. Again and again
the game reminds the player that humanity lost Earth to the Reapers in the ME3
prologue, and attempts to stimulate empathy with the quarians on grounds of this
shared experience. At the same time, the geth are painted as a misunderstood,
peace-seeking species who are only to blame for an extremist splinter group that
sought conflict. Even the initial Geth War is blamed on the quarians, who since
then have had to face numerous challenges in the galaxy because of the prejudice
of others. It is Shepard who ultimately tells them that their mistakes have been paid
for, and thus extends her figurative blessing for the homeworld invasion. This not
only incurs a quarian debt to humanity but also places them in a hierarchical
position inferior to humanity, since they are made to depend on the latter’s
intervention. If we take Spivak’s postcolonial subaltern theory into account, we are
shown how one species is de-voicing another by curbing its self-worth and self-
identification: The colonising and patronising ‘Subject’, i.e. in this case humanity,
effectively exploits the merits of the ‘Other’ and simultaneously reaffirms its
position in the Subject’s shadow.10 Approaching the text from the eyes of the
Western hegemony, the colonial Other, which is the subaltern, is rid of all agency
98 A (Dis)United Galaxy
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and subjected to norms of the dominant cultural group. The same happens to the
quarians when they place the reconquest of their homeworld in the hands of
humanity. Unlike the batarians, the quarians invite humanity in, and as a result earn
their place among humanity’s closer allies. We experience this through the quarian
support in the War Effort but also through Tali Zorah’s close involvement with
Shepard. The player is therefore much more exposed to quarians on an empathic
level than batarians, which does little to foster critical reflection of the portrayal of
a species who appears hostile towards humans.
5. Outcome
Both the Aratoht and Rannoch missions ultimately serve a greater good, i.e. the
war against the Reapers. Where they differ is that in one, Shepard aids the quarians
in reclaiming their homeworld whereas in the other she commits genocide in a
batarian solar system. The scope of this real-world crime turned virtual villainy
deserves ample time to reflect on the consequences. ME falls short in this because
it provides the player only with morsels of the aftermath. At the same time, the
Rannoch mission sends the message that the quarian homeworld cannot be
reclaimed without human aid. Human self-worth is built upon the sacrificed dignity
of non-human minorities on the fringes of Citadel space, which regarding the
quarians comes hand in hand with colonialist thinking. In the case of the batarians,
BioWare fails to make it clearer that the narrative should ideally create a critical
dialogue between player and real-world crime, but the word ‘genocide’ never
emerges while Shepard kills about 300,000 batarians. Richard Bartle rightly
reminds designers that ‘to make real-world crimes legal in their virtual-world
implementation’11 ought to be handled with care and restricted to cases where it is
necessary. It is not necessary, though, for BioWare to all but sever the connection
between the virtual crime and its aftermath, by splitting them over two game
instalments and by allotting too little time and content that allows for player
reflection.
Kyle Munkittrick claims that ‘Mass Effect’s message is designed to open up
narrative complexity by destabilizing the player’s sense of confidence in his or her
own skin’.12 Although humanity's insignificance in the ME universe is debatable,
the game design undoubtedly has the potential to deconstruct conventions and
preconceptions, especially where the players’ moral value system is concerned.
‘Potential’ is the key word in this: BioWare creates a multitude of interesting
premises which pose ethical conundrums for the player to explore but ultimately
falter in the execution; they could take things much further than hinting at parallels
to real-life characteristics that are sometimes confusing rather than clear, and more
often than not slide into cultural stereotyping.
Vanessa Erat 99
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6. Conclusion
When Bartle muses on the inclusion of ‘persona issues’, i.e. game content that
could be ethically questionable or problematic, he argues that the difficulty lies in
tackling them with responsibility.13 In order for games to tap into their full
potential, players need to be given equal amounts of immersion and engagement
time, especially when the design exposes them to charged topics and issues such as
xenophobia in the secondary reality.
What players take away from their exposure to the game design is shaped by
the ethics of the designer team. Player ethics are liable to designer ethics since the
latter are first to inform world-building, whereas player ethics only come into play
after a game has already been shaped by the ideas and self-censorship of its
creators. When the game content includes issues that are sensible in the primary
reality, the designers carry all the more responsibility to shape the player
experience towards a meaningful outcome.
A secondary reality that critically addresses racism can be a great stepping
stone to further dismantle the engine of xenophobia in the primary reality by
instilling in players a message of communal solidarity. This is where games can
outshine other media: their interactive nature, paired with reflective design, create
a deeply personal experience and can thus trigger an emotive response in their
audience. Bartle claims that virtual worlds ‘promote introspection’:14 as an active
and interactive medium, games ideally make players reflect on their experience and
relate it to their internal value system. The most significant outcome a game can
achieve is a change in the primary reality. Like Ian Bogost argues, the truly
powerful thing that video games can do is to create empathy with the vulnerable.15
I would like to expand this and claim it is the people standing in the overlarge
shadow of those in power who deserve our empathy and solidarity; the vulnerable,
the disenfranchised, the marginalised. The games that not only challenge players
emotionally but also ethically are the true Paragon models of our time.
Notes
1
Mass Effect 1 (Edmonton: BioWare, 2007, Videogame), Mass Effect 2
(Edmonton: BioWare, 2010, PS3), Mass Effect 3 (Edmonton: BioWare, 2012,
Videogame).
2
Gayatri Chakravorty Spivak, ‘Can the Subaltern Speak?’, The Postcolonial
Studies Reader, ed. Bill Ashcroft, Gareth Griffiths and Helen Tiffin (London:
Routledge, 1995).
3
Star Wars: Knights of the Old Republic (Edmonton: BioWare, 2003,
Videogame); Star Wars: Knights of the Old Republic II – The Sith Lords
(Edmonton: BioWare, 2004, Videogame); Star Wars: The Old Republic
(Edmonton: BioWare, 2011, Videogame); Mass Effect 1 (Edmonton: BioWare,
2007, Videogame); Mass Effect 2 (Edmonton: BioWare, 2010, Videogame); Mass
100 A (Dis)United Galaxy
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Bibliography
Bartle, Richard A. Designing Virtual Worlds. Berkeley/CA: New Riders, 2004.
Munkittrick, Kyle. ‘Why Mass Effect Is the Most Important Science Fiction
Universe of Our Generation’. Popbioethics, 2012. Viewed on 9 June 2015.
http://www.popbioethics.com/2012/02/why-mass-effect-is-the-most-important-
science-fiction-universe-of-our-generation.
Spivak, Gayatri Chakravorty. ‘Can the Subaltern Speak?’ The Postcolonial Studies
Reader, edited by Bill Ashcroft, Gareth Griffiths and Helen Tiffin, 24-28. London:
Routledge, 1995.
Attila Szantner
Abstract
Massively Multiplayer Online Science is a new, innovative way for citizen science
to connect scientific research projects with video games by injecting tasks to be
solved as a seamless gaming experience. Research tasks are completely integrated
with game mechanics, narrative and visuals. Converting a small fraction of the
billions of hours spent with playing video games will have a huge impact on
scientific research, and can change how video games’ expertise is perceived. While
citizen science solutions helped scientific research to achieve significant results,
they also have issues that need to be overcome – acquiring new contributors and
keeping a long-term engagement are among the most severe ones. We propose a
solution with the project MMOS that gives an adequate answer to these challenges,
and open up new channels between citizens and researchers.
Key Words: Citizen science, video games, game design, gamification, MMOS.
*****
Notes
1
Henry Sauermann, Chiara Franzoni, ‘Crowd Science User Contribution Patterns
and Their Implications’ PNAS (2015): 679-684; Chris Lintott, Jason Reed, ‘Human
Computation in Citizen Science’, Handbook of Human Computation, ed. Pietro
Michelucci (New York: Springer Science+Business Media, 2013), 153-162
2
Jane McGonigal, ‘Gaming Can Make a Better World’, youtube.com, March 17,
2010, viewed on 30 June 2015,
https://www.youtube.com/watch?v=dE1DuBesGYM.
3
Mathias Uhlén et al., ‘Tissue-Based Map of the Human Proteome,’ Science
(2015): 1260419.
4
Pétur Örn Þórarinsson, Attila Szantner, ’EVE Fanfest 2015: Crowd Science in
EVE Online’, youtube.com, March 30, 2015, viewed on 30 June 2015,
https://www.youtube.com/watch?v=C5QLgQCkdoc; John Bedford, ‘How Video
Games Could Save Your Life’, Eurogamer.net, March 23, 2015, viewed on 30
June 2015, http://www.eurogamer.net/articles/2015-03-23-ccp-fanfest-how-
videogames-could-save-your-life; Benedikt Plass-Flessenkämper, Sandro Oda,
‘Rollenspieler helfen der Forschung’, Zeit Online – www.zeit.de, March 27, 2015,
viewed on 30 June 2015,
http://www.zeit.de/digital/games/2015-03/eve-online-citizen-science-spieler-
sollen-zellen-katalogisieren
110 Massively Multiplayer Online Science
__________________________________________________________________
5
Vivien Marx, ’Mapping Proteins with Spatial Proteomics’, Nature Methods
(2015): 815–819.
Bibliography
Bedford, John. ‘How Video Games Could Save Your Life’. Eurogamer.net. March
23, 2015. viewed on 30 June 2015. http://www.eurogamer.net/articles/2015-03-23-
ccp-fanfest-how-videogames-could-save-your-life.
McGonigal, Jane. ‘Gaming Can Make a Better World’. youtube.com. March 17,
2010. viewed on 30 June 2015.
https://www.youtube.com/watch?v=dE1DuBesGYM
Þórarinsson, Pétur Örn, Szantner, Attila. ’EVE Fanfest 2015: Crowd Science in
EVE Online’. youtube.com. March 30, 2015, viewed on 30 June 2015.
https://www.youtube.com/watch?v=C5QLgQCkdoc
Uhlén, Mathias, et al. ‘Tissue-based Map of the Human Proteome’. Science (2015):
1260419
Alexia Bhéreur-Lagounaris
Abstract
Through the work of designers, educators, philanthropists, health and humanitarian
organizations, there has been a clear rise in Social Impact Games since 2000. These
games, which represent a diversity of cultures, are spearheaded by the annual
Games for Change Conference in New York City, which was in 2015 at its 12th
edition. Every year, it presents different social impact styles and inter-disciplinary
media crossings from politically militant LARP, interactive documentarians as well
as counter-prejudice board games. Researchers can now observe this phenomenon
with political governance concerns since the US Office of Science and Technology
Policy posted a call on their blog asking citizens to propose ‘Games that Can
Change the World’ in December 2013.1 In parallel with these movements, a
context of rapid technological evolution has encouraged increased citizen feedback
and participation in all sorts of accessible and creative ways. Youths now
communicate, interact and have the option to ‘word up’,2 interfere and be more
active regarding online messages thanks to the evolution and mobility of
technology. The gaming world is definitely gaining possibilities for online
participation in this regard, from massive multiplayers games to modding, hacking
and machinima. Since games are now identified tools for values, awareness and
creativity impact and conductors: could projects like Citizen Science be the future
of gaming and social participation? Can the playful attitude of gamers mesh with
global citizenship and volunteer engagement?3 Taking inspiration from Zooniverse,
Citizen Sort, Foldit, and the ongoing MMOS project in the Eve Online game, this
chapter will look more closely at this as yet untapped power to act collectively
from the perspective of motivation by citizens and players to forecast the future of
crossing participatory design disciplines.
Key Words: Social impact games, citizen science, game research, global citizen,
engagement, social commitment, social research, interdisciplinary approach,
empathy.
*****
1. Introduction
The Social Impact Game movement is not an isolated phenomenon. It emerged
in a context of a socio-historical broadening of consciousness regarding impact and
means. Ideas of consequences and effects are also increasing as a part of general
knowledge. It pairs well with technology, transforming our communications and
112 Is Citizen Science Gaming the Next ‘Level Up’ for Social Impact Games?
__________________________________________________________________
information systems and impacting the rise of ‘now know’ consequences like post-
industrial effects on the environment. Our collective intelligence is bubbling away
in a mosaic of ways and it is available to broader circles of citizens, cultures and to
multiple levels of classes. Awareness of social impact takes shape in all types of
manifestations, ranging from community local actions to political protests triggered
by events such as natural disasters and the impact of food policy on our body and
health care systems. Awareness of impact is spread out and heterogeneous. To beg
the question ‘Is Citizen Science Gaming the next “level up” for Social Impact
Games?’, we first need to zoom out and explain this rising bottom-up game
movement, with indices from contemporary social movements, technological
effects on interaction and communication, and engagement in relation to design.
We will then deliberately zoom back in and linger on the finer, intimate role of
intention, motivation and creative re-appropriation as a key to understanding how
games can play a role in social change and how Citizen Science can be used as
leverage.
8. Conclusion
Crossing the knowledge and needs of different disciplines seems to be possible,
especially when the context is closely related in intention, motivation and effect as
seen with this chapter. Coming together in complementary matters seems to be an
increasing necessity for problem-solving in our contemporary world and although
communications expertise and the skills of team-building in innovative ways was
not discussed in this chapter, we can easily foresee many challenges in the desire to
co-design and cross-research. Overall, the focus on the established motivation
linked with perseverance of good-will is truly a centrepiece for creating healthy
communities, whether it is on the behalf of this research, for designing a new
Social Impact Game, to advise other scientists regarding the betterment of game
design for research helped by citizens or for the overall societies. With the
continuous democratization of technology accessibility, if the player’s freedom is
considered and welcomed as a key component, if the intention for common good is
respected, even when the solutions are not necessarily easy, the desire to create a
better world is already taking a bolder step toward a more positive and constructive
movement. A direction some say we need to start taking with greater, if not
exponentially, urgency.
118 Is Citizen Science Gaming the Next ‘Level Up’ for Social Impact Games?
__________________________________________________________________
Notes
1
Mark Deloura, ‘Games that Can Change the World’, White House (blog),
December 13, 2013, accessed 21 December 2013,
https://www.whitehouse.gov/blog/2013/12/13/games-can-change-world.
2 Slang expression taken from the 1986 Hit Funk Song ‘Word Up !’, meaning ‘to
http://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780195187243.001.00
01/oxfordhb-9780195187243-e-018
18
Greg Newman, Andrea Wiggins, Alycia Crall, Eric Graham, Sarah Newman, and
Kevin Crowston, ‘The Future of Citizen Science: Emerging Technologies and
Shifting Paradigms’, The Ecological Society of America, Front Ecol. Environ
(2012): 298-304.
19
Benjamin Stokes, Nicole Walden, Gerad O'Shea, Francesco Nasso, Giancarlo
Mariutto, and Asi Burak, ‘Report #1: Fragmentation’, Impact with Games,
accessed on 20 May 2015, http://gameimpact.net/.
20
Dana Ruggiero, ‘The Effect of a Persuasive Social Impact Game on Affective
Learning and Attitude’, Computers in Human Behavior 45 (2015): 213–22.
Bibliography
Abt, Clark. Serious Games. New York: The Viking Press, 1970.
McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They
Can Change the World. New York: Penguin Group, 2011.
Newman, Greg and Andrea Wiggins, Alycia Crall, Eric Graham, Sarah Newman,
and Kevin Crowston. ‘The Future of Citizen Science: Emerging Technologies and
Shifting Paradigms’. Frontiers in Ecology and the Environment 10 (2012): 298-
304. 2012.
120 Is Citizen Science Gaming the Next ‘Level Up’ for Social Impact Games?
__________________________________________________________________
Pariser, Eli. The Filter Bubble: What the Internet Is Hiding from You. London:
Penguin Press, 2011.
Raybourn, Elaine. ‘A New Paradigm for Serious Games: Transmedia Learning for
More Effective Training and Education’. Journal of Computational Science 5.3
(2014): 471-481
Key Words: Video game culture, fanboy, brand loyalty, Youtube, cultural impact,
game studies, social culture.
*****
1. Introduction
The term Fanboy is thrown around a lot within various social groups;
especially when it comes to video games. Yet for how much it is mentioned, few
seem to understand what it means. The official definition is that of a male/female
fan, especially one who is obsessive about comics, music, film, or science fiction.
Note the use of the word obsessive; companies naturally love when their
consumers become obsessive of a product as it then becomes that much easier to
sell to them. They view the brand relationship with a biased stance leading to a
devaluation of any alternative.
By examining a brand/product to see why consumers become so attached, S.
Fournier found that one of the most important factors is that the consumer creates a
relationship with their product.1 After numerous case studies with various subjects,
Fournier concluded the following; love and passion were two keywords that the
subjects used to describe their preferred brands. The subjects also displayed high
levels of commitment, interdependence and intimacy (in such a way that they
could be compared to a physical relationship) towards the products, leading to a
summation that the research undertaken has implications for areas outside the
consumer-brand domain (for marketing etc.). This could be done via use of a
model of brand relationship quality (and its effects on relationship stability)
generated from the results of Fournier’s work.
122 Understanding the Fanboy Culture
__________________________________________________________________
In the stance of someone becoming a Fanboy, thus taking the consumer-brand
idea even further, we have a delicate situation to consider. As discussed by S.
Locke, being a Fanboy can also be used for self-description, one used in social
circles to assert control over social activity(s) and/or as a shield against varying
levels of critique.2 Locke examined that his subjects’ willingness to grasp at what
most would consider a paradox and outwardly declare themselves Fanboys, as in
the case of comic book readers, was and still is a revolutionary action. The
question we should then ask ourselves, before developing a Fanboy, is the
following: Should we? Are Fanboys a good thing?
There is no denying that the gaming industry has had an extremely bad
reputation, with many studies and cases focusing on the more negative side of what
the medium can produce. The American Psychological Association’s stance on this
subject, to this is day, is that games increase aggressive behaviour and thoughts,
angry feelings, physiological arousal, and decreases helpful behaviour while also
encouraging violence towards women, rape myth acceptance and anti-female
attitudes (as based on numerous studies collected by the association).3
When examining the aforementioned area, the same words we see from
Fournier’s work appear again but are twisted into something more grotesque. Love
and passion become obsession and addiction, while loyalty and skill becomes
disgrace and inability. The mere act of caring about something so much to even
start to become a dedicated fan seems to mean that you have to walk a dangerous
and easily crossed line which supposedly leads to a more sinister path.4 While it
would be helpful to insist that the previous works are unfounded, the argument
does in fact ring true in some cases. Numerous events in recent years have revealed
the darker side of what was initially thought to be the dark side of gamers to the
public, being reported in various social media across the internet. However, on
closer inspection, the crux of the decadence stemmed from the Fanboys
surrounding the media in relation with the incident.
It would seem then that Fanboys of video games are much more susceptible to
creating an emotional attachment to their preferred media and thus leads them to
become the perceived aggressive stereotype that, originally, studies showed them
to be. The levels of depravity that gamers can sink to are astonishing and a
negative attitude or frustration fuelled by the unrelenting desire to defend one’s
love is a scary combination. It should be noted here that this is only a small
percentage of gaming consumers; the Fanboy status is not something that players
are labelled with easily and this behaviour is constantly associated with them. In
recent years more studies have started to show that, among the average gamer,
games in fact increase helpful prosocial behaviour.5 Other studies conclude that
video games do not increase or reduce prosocial behaviour as they fail to replicate
results based on previous studies in the area.6 Some studies make the case that
games only cause aggression to players with a pre-existing disposition, whether
psychological or physical; something that a defined Fanboy is seen to have.7
Bradley James and B.D. Fletcher 123
__________________________________________________________________
Based on these discoveries, we can propose the following: the key factor in
creating a Fanboy is making an engaging and, whether it is perceived to be or
actually is, in depth product which allows the consumer to be lost in the medium,
so much so that they are affected by it to an extent which could be deemed almost
unhealthy. It is at this stage that, along with some pandering and appropriate
marketing, you have all the ingredients to formulate the perfect consumer; ready
and willing to buy your products based on a warped view of your previous
endeavours.
This attitude is not exclusive to the Western territories. The Japanese term
Otaku generally incurs the same treatment as Fanboy; being a socially inept
individual with a passion which few understand, in this case, incorporating gaming,
anime and manga. As M. Hills describes, these terms, Otaku and Fanboy, have
become devalued in culture due to their negative implications calling it ‘an attempt
to naturalise fan identities by implying that fandom is a transnational/transcultural
experience’.31
It is now we hit an impasse: Fanboys are a natural phenomenon. They cannot
be effectively manufactured (even with assistance) but are created at a consistent
Bradley James and B.D. Fletcher 127
__________________________________________________________________
rate enough to generate cultural noise which, in turn, gives the Fanboy a negative
image but also drives sales. Something has to give and it would seem, based on
pre-existing cultural norms, the general populous will buckle first. The advent of
all popular media types, radio, television and film, during their early stages were
(and still are) surrounded by criticism but now are considered normal. M.
Csikszentmihalyi et al concludes that visual media (focusing on television) which
give us events to absorb, command ‘undivided attention and we respond almost as
if we were there’ and that after a while this becomes part of the sameness of the
vast television landscape’.32 This is furthered by G. Gerbner et al who concludes
that visual media has become a common symbolic environment thanks to growing
up and living with it, and consequently creates ‘the cultivation of stable, resistant
and widely shared assumptions, images and conceptions reflecting the institutional
characteristics and interest of the medium itself’.33
Perhaps then it is the destiny of gaming Fanboys to eventually be accepted into
culture as naturally as other types are. However we cannot be sure as, like other
visual media industries; games are still too young to have had the cultural
acceptance that seems to be inevitable. The only question left is to discover what
types of games will generate the fans that will eventually define the cultures they
will fit into. Further examination into the specifics of worldwide gaming cultures
would need to be developed to see where this consumer type could fit in and how,
if at all, they could affect it.
Notes
1
Susan Fournier, ‘Consumers and Their Brands: Developing Relationship Theory
in Consumer Research’, Journal of Consumer Research 24 (1998): 343-352,
viewed 15 January 2015,
http://www.jstor.org/stable/pdfplus/10.1086/209515.pdf?acceptTC=true&jpdConfi
rm=true&.
2
Simon Locke, ‘“Fanboy” as a Revolutionary Category’, Journal of Audience &
Reception Studies 9.2 (2012): 835-854, Viewed 15 January 2015,
http://www.participations.org/Volume%209/Issue%202/Locke.pdf.
3
American Psychological Association, Resolution on Violence in Video Games
and Interactive Media (2005), Viewed 15 January 2015,
http://www.apa.org/about/policy/interactive-media.pdf.
4
Paul Dean, ‘Tropes vs Women in Video Games: Why It Matters’, IGN, 31st May
2013, Viewed 15 January 2015,
http://uk.ign.com/articles/2013/05/31/tropes-vs-women-in-video-games-why-it-
matters.
5
Douglas A. Gentile et al., ‘The Effects of Prosocial Video Games on Prosocial
Behaviors: International Evidence from Correlational, Longitudinal, and
128 Understanding the Fanboy Culture
__________________________________________________________________
http://www.uvm.edu/~pdodds/teaching/courses/2009-08UVM-
300/docs/others/everything/bass1969a.pdf.
24
Sonic the Hedgehog, Tokyo, Japan; Sonic Team, SEGA, 1991. Sega Genesis,
Android, Game Boy Advance, iOS Devices, Java ME, Nintendo DS, Nintendo
3DS, Nintendo GameCube, PlayStation 2, PlayStation 3, PlayStation Network,
PlayStation Portable, Sega Dreamcast, Sega Saturn, Wii Virtual Console,
Windows, Xbox Live Arcade, Xbox, Xbox 360; Sonic the Hedgehog 2, Tokyo,
Japan: Sonic Team, SEGA, 1992. Sega Genesis/Megadrive, PlayStation 2,
Nintendo GameCube, Nintendo DS, Xbox, Mobile, Microsoft Windows, Virtual
Console, Xbox Live Arcade, PlayStation Network, iOS, Android, Windows Phone;
Sonic the Hedgehog 3, Tokyo, Japan: Sonic Team, SEGA, 1994. Sega
Genesis/Megadrive, Microsoft Windows, Nintendo DS, Wii Virtual Console, Xbox
Live Arcade; Sonic the Hedgehog and Knuckles, Tokyo, Japan: Sonic Team,
SEGA, 1994. Sega Genesis/Megadrive, GameCube, PlayStation 2, PlayStation 3,
Sega PC, Sega Saturn, Wii Virtual Console, Xbox, Xbox 360; Sonic CD, Tokyo,
Japan; Sonic Team, SEGA, 1993. Sega CD, Microsoft Windows, Nintendo
GameCube, PlayStation 2, Xbox Live Arcade, PlayStation Network, iOS, Android,
Windows Phone, Ouya.
25
Sonic Boom: Rise of Lyric, California, USA: Big Red Button Entertainment, El
Segundo, 2014. Wii U.
26
Shawn Taylor, ‘SEGA Says No to Sonic Boom Review Copies’, Nintendonews,
November 11th 2014, Viewed 15 January 2015,
http://nintendonews.com/2014/11/sega-sonic-boom-review-copies/;
Owen S. Good, ‘Sonic Boom Shows an Appreciation of Platforming’, Polygon,
June 2nd 2014, Viewed 15 January 2015,
http://www.polygon.com/2014/6/2/5770788/sonic-boom-preview-wii-u-3ds; Keith
Stuart, ‘Sega Can Save Sonic the Hedgehog – Here's How’, The Guardian, 26th
November 2014, Viewed 15 January 2015,
http://www.theguardian.com/technology/2014/nov/26/sega-sonic-the-hedgehog.
27
‘Sonic Boom: Rise of Lyric WiiU Metascore’, Metacritic, Viewed 15 January
2015, http://www.metacritic.com/game/wii-u/sonic-boom-rise-of-lyric.
28
Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They
Can Change the World (UK: Vintage, 2012).
29
Mary Flanagan, ‘Making Games for Social Change’, AI & Soc 20 (2006): 493–
505, Viewed 15 January 2015,
http://intelligentagent.com/RISD/Flanagan-GamesSocChg.pdf.
30
Leigh Alexander, ‘'Gamers' Don't Have to Be Your Audience. “Gamers” Are
Over’, Gamasutra, August 28th 2014, Viewed 15 January 2014,
http://www.gamasutra.com/view/news/224400/Gamers_dont_have_to_be_your_au
dience_Gamers_are_over.php.
Bradley James and B.D. Fletcher 131
__________________________________________________________________
31
Matt Hills, ‘Transcultural Otaku: Japanese Representations of Fandom and
Representations of Japan in Anime/Manga Fan Cultures’, Media in Transition 2
Globalization and Convergence (2002), Viewed 15 January 2015,
http://cmsw.mit.edu/mit2/Abstracts/MattHillspaper.pdf.
32
Mihaly Csikszentmihalyi and Robert Kubey, ‘Television and the Rest of life; A
Systematic Comparison of Subjective Experience’, The Public Opinion Quarterly
45 (1981): 317-328, Viewed 15 January 2015,
http://xa.yimg.com/kq/groups/24960419/353080319/name/2748608.pdf.
33
George Gerbner et al., ‘Living with Television: The Dynamics of the Cultivation
Process’, Perspectives on Media Effects (1986): 17-40, Viewed 15 January 2015,
http://wiki.commres.org/pds/CultivationTheory/LivingWithTelevision_TheDynami
csoftheCultivationProcess.pdf.
Bibliography
Alexander, Leigh. ‘Gamers' Don't Have to Be Your Audience. “Gamers” Are
Over’. Gamasutra, August 28th 2014. Viewed 15 January 2015.
http://www.gamasutra.com/view/news/224400/Gamers_dont_have_to_be_your_au
dience_Gamers_are_over.php.
Bertha, Mike. ‘Everything You Need to Know about Your New Favourite Cell
Phone Game, “Flappy Bird”’. Philly, January 30th 2014. Viewed 15 January 2015.
http://www.philly.com/philly/blogs/trending/Flappy-Bird-app-game-iPhone-
Android-obsessed-cheats-impossible-Ironpants.html,
132 Understanding the Fanboy Culture
__________________________________________________________________
Crecente, Brian. ‘PewDiePie Isn't Just a Popular Let's Play YouTuber, He's the
$4M-a-Year King of YouTube’. Polygon, June 17th 2014. Viewed 15 January
2015.
http://www.polygon.com/2014/6/17/5817118/how-much-does-pewdiepie-make.
Csikszentmihalyi Mihaly, and Robert Kubey. ‘Television and the Rest of Life; A
Systematic Comparison of Subjective Experience’. The Public Opinion Quarterly
45 (1981): 317-328. Viewed 15 January 2015.
http://xa.yimg.com/kq/groups/24960419/353080319/name/2748608.pdf.
Dean, Paul. ‘Tropes vs Women in Video Games: Why It Matters’. IGN, 31st May
2013. Viewed 15 January 2015. http://uk.ign.com/articles/2013/05/31/tropes-vs-
women-in-video-games-why-it-matters.
Dring, Christopher. ‘How Pewdiepie Fired Skate 3 Back Into the Charts’. MCVUK,
August 26th 2014. Viewed 15 January 2015.
http://www.mcvuk.com/news/read/how-pewdiepie-fired-skate-3-back-into-the-
charts/0137447.
Flanagan, Mary. ‘Making Games for Social Change’. AI & Soc 20 (2006): 493–
505. Viewed 15 January 2015.
http://intelligentagent.com/RISD/Flanagan-GamesSocChg.pdf.
‘Flappy Bird – Don’t Play this Game’. Youtube. Viewed 15 January 2015.
https://www.youtube.com/watch?v=lQz6xhlOt18.
Frishtick Russ. ‘Metal Gear Solid 5: Ground Zeroes Review: Cold War’. Polygon,
March 18th 2014. Viewed 15 January 2015.
http://www.polygon.com/2014/3/18/5519578/metal-gear-solid-5-ground-zeroes-
review.
Bradley James and B.D. Fletcher 133
__________________________________________________________________
Gamespot Staff. ‘Hideo Kojima Exclusive Q&A’. Gamespot, May 20th 2005.
Viewed 15 January 2015. http://www.gamespot.com/articles/hideo-kojima-
exclusive-qanda/1100-6126180/.
Gerbner, George, Larry Gross, Michael Morgan, Nancy Signorelli. ‘Living with
Television: The Dynamics of the Cultivation Process’, Perspectives on Media
Effects (1986): 17-40. Viewed 15 January 2015.
http://wiki.commres.org/pds/CultivationTheory/LivingWithTelevision_TheDynami
csoftheCultivationProcess.pdf
Hall, Charlie. ‘Pewdiepie “More Influential” among Teens than Katy Perry and
Hollywood Elite’. Polygon, August 7th 2014. Viewed 15 January 2015.
http://www.polygon.com/2014/8/7/5980019/pewdiepie-more-popular-among-
teens-than-traditional-celebrities
Hamburger, Eliss. ‘Indie Smash Hit “Flappy Bird” Racks Up $50K per Day in Ad
Revenue’. The Verge, February 5th 2014. Viewed 15 January 2015.
http://www.theverge.com/2014/2/5/5383708/flappy-bird-revenue-50-k-per-day-
dong-nguyen-interview
Ingentio, Vince. ‘Flappy Bird Creator to Take Game Down Tomorrow’. IGN,
Febuary 8th 2014. Viewed 15 January 2015.
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tomorrow.
McCracken, Harry. ‘Where to Get Flappy Bird: On eBay, for $900. Cheap!’.
TIME, February 9th 2014. Viewed 15 January 2015. http://time.com/6073/where-
to-get-flappy-bird/.
McGonigal, Jane. Reality Is Broken: Why Games Make Us Better and How They
Can Change the World. UK: Vintage, 2012.
‘Metal Gear Acid PSP Metascore’. Metacritic. Viewed 15 January 2015.
http://www.metacritic.com/game/psp/metal-gear-acid.
Sterling, Jim. ‘Metal Gear Solid V: Ground Zeroes Review - Snake Oil’’
Escapistmagazine, 18th March 2014. Viewed 15 January 2015.
http://www.escapistmagazine.com/articles/view/video-
games/editorials/reviews/11133-Metal-Gear-Solid-V-Ground-Zeroes-Review-
Snake-Oil.
Stuart, Keith. ‘Sega Can Save Sonic the Hedgehog – Here's How’. The Guardian,
26th November 2014. Viewed 15 January 2015.
http://www.theguardian.com/technology/2014/nov/26/sega-sonic-the-hedgehog.
Tear, Morgan J. and Mark Nielson. ‘Failure to Demonstrate That Playing Violent
Video Games Diminishes Prosocial Behavior’. PLOS ONE Journal DOI:
10.1371/journal.pone.0068382 (2013). Viewed 15 January 2015.
http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0068382.
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2014. Viewed 15 January 2015.
http://www.forbes.com/sites/davidthier/2014/02/10/flappy-bird-price-skyrocketing-
on-ebay/.
Ludography
Flappy Bird. Hanoi, Vietnam: GEARS Studios, 2013. iOS, Android, Amazon Fire
TV.
Metal Gear Acid. Tokyo, Japan: Konami Computer Entertainment Japan, 2005.
PlayStation Portable.
Metal Gear Solid V: Ground Zeroes. Tokyo, Japan: Kojima Productions, 2014.
PlayStation 3, PlayStation 4, Xbox 360, Xbox One, Microsoft Windows.
Skate 3. British Columbia, Canada: EA Black Box, 2010. PlayStation 3, Xbox 360.
Sonic Boom: Rise of Lyric. California, USA: Big Red Button Entertainment, El
Segundo, 2014. Wii U.
136 Understanding the Fanboy Culture
__________________________________________________________________
Sonic CD. Tokyo, Japan; Sonic Team, SEGA, 1993. Sega CD, Microsoft
Windows, Nintendo GameCube, PlayStation 2, Xbox Live Arcade, PlayStation
Network, iOS, Android, Windows Phone, Ouya.
Sonic the Hedgehog. Tokyo, Japan; Sonic Team, SEGA, 1991. Sega Genesis,
Android, Game Boy Advance, iOS Devices, Java ME, Nintendo DS, Nintendo
3DS, Nintendo GameCube, PlayStation 2, PlayStation 3, PlayStation Network,
PlayStation Portable, Sega Dreamcast, Sega Saturn, Wii Virtual Console,
Windows, Xbox Live Arcade, Xbox, Xbox 360.
Sonic the Hedgehog 2. Tokyo, Japan: Sonic Team, SEGA, 1992. Sega
Genesis/Megadrive, PlayStation 2, Nintendo GameCube, Nintendo DS, Xbox,
Mobile, Microsoft Windows, Virtual Console, Xbox Live Arcade, PlayStation
Network, iOS, Android, Windows Phone.
Sonic the Hedgehog 3. Tokyo, Japan: Sonic Team, SEGA, 1994. Sega
Genesis/Megadrive, Microsoft Windows, Nintendo DS, Wii Virtual Console, Xbox
Live Arcade.
Sonic the Hedgehog and Knuckles. Tokyo, Japan: Sonic Team, SEGA, 1994. Sega
Genesis/Megadrive, GameCube, PlayStation 2, PlayStation 3, Sega PC, Sega
Saturn, Wii Virtual Console, Xbox, Xbox 360.
Thomas Hale
Abstract
There is still fraught discussion about how best to approach the medium of
videogames from an academic perspective, with theorists such as Garry Crawford
and James Newman, as well as critics and developers like Anna Anthropy and
Brendan Keogh, highlighting the lived gameplay experience as one of the most
important resources available to scholars. There has been no adequate discussion in
peer-reviewed academia of the Let’s Play (LP) phenomenon, in which players
record and commentate on their gameplay and share these recordings online –
despite their exponential rise in popularity (three of the top five most popular
YouTube channels are LP). My research focuses on LP as both text and metatext,
with a particular focus given to the cultures that have risen up around creating,
sharing and discussing these videos. My presentation will outline the theoretical
underpinning of my work as grounded in ideas of ‘superplay’ and immaterial
labour. As well as textual analysis of LP videos, I will also address the ways in
which LP video producers and their fans discuss the phenomenon, its origins and
appeal; comparing different discursive narratives and themes in order to explore
these previously ignored connections between fan production and vicarious
engagement with media texts. LP videos provide a fan-produced documentation on
the lived experience of gameplay that is rich for academic exploration: showcasing
fan critique of these games, they also allow audiences to experience videogames by
removing issues of accessibility and cost, as well as acting as archival
preservations of videogame texts. In addition, I believe that LP acts as a mediating
tool through which the image of ‘gamer’ is constructed. Thus, I will demonstrate
how Let’s Play provides an invaluable resource for understanding videogames as
media texts.
Key Words: Videogames, audiences, let’s play, fandom, fan production, identity,
play, archiving.
*****
1. Introduction
One of the least-studied aspects of videogames and videogame fandom is the
ongoing phenomenon of Let’s Play (LP), in which fans record their gameplay
experiences and offer commentary. For the purposes of this chapter, I will be
discussing the origins and key aspects of LP, its many permutations and its
significance as an area of study. This will include detailing my own theories
138 Archives, Identity and Apparatus
__________________________________________________________________
concerning how LP relates to issues of media archival, identity construction and
the power dynamics of modern media consumption.
3. Archiving
Many game scholars and developers have addressed the problem of
obsolescence in videogames, most notably James Newman.4 Pearce and Artemesia,
and kopas have also written on this topic.5 With the brief average lifespan of
videogame consoles (which are on the market for only a few years) and the relative
expense in purchasing games, many pieces of interactive media are at risk of being
forgotten. Significantly, Newman stresses the ‘need to shift the balance from game
preservation towards gameplay preservation’,6 as to him the game text is
‘incomplete’ without the gameplay itself. On this front, LP appears to be an ideal
solution, as the gameplay experiences are communicated directly to the audience
by the LP creators (usually called “let’s players” or “LPers”) themselves. Indeed,
one of the largest LP repositories online is named the LP Archive, dedicated to
preserving LP texts (primarily from the Something Awful forums) and the context
in which they were made. In addition, several studies of videogame audiences rely
on artificially-established play environments, imposed by external researchers who
may choose the time, the context or the company in which gameplay occurs.7 LP
sidesteps this issue, as the LPers record themselves, largely unprompted. As such,
there are tens of thousands of hours of gameplay footage, preserved with the
accompanying commentary: the gameplay experience is preserved more
organically than in the above case studies. Following Newman, I agree that a game
text in isolation cannot ‘communicate the lived experience of gameplay’,8 and so
LP preserves a much more complete media text. By preserving this lived
experience, LP offers us a richer understanding of videogames as media objects.
The addition of player commentary means that we not only see and hear the game
and the gameplay experience, but are also allowed a ‘time capsule’-style snapshot
of fan opinions and discussion of the game itself – allowing the voices of past fan
communities to be preserved.9
140 Archives, Identity and Apparatus
__________________________________________________________________
4. Critique and Canon
In many ways, LP recreates the social experience of play, highlighted by
scholars as far back as Huizinga, with de Koven in particular discussing the
influence of communication in ascribing play boundaries through sociality.10 As
Newman describes,
And as such LP forms a bridge between the personal and the social with regard
to videogame experiences. Several researchers have described the pleasures of
collaborative play in particular as means of making personal the mass-marketed
game experience.12 Beyond this, by looking at the different ways in which LPers
alter the original text – alternate play styles, adding extra audio and video
components as well as their commentary – we can examine LP as its own
derivative media form. Dicecco & Lane argue that discussion of a performance is
‘an act of memorialization that necessarily produces a new event’13: LP is that new
event.
Many theorists have described the interactivity of videogames as a site rife with
potential for fans to subvert the expectations of the game developers. Newman
describes the phenomenon of superplay, in which players demonstrate ‘mastery of
the game through performance’14 (as demonstrated in Chip Cheezum’s Metal Gear
Rising LP).15 Others, such as Anthropy and Domsch describe the ways in which
videogame fans can engage with games in a role beyond consumer, in particular as
the creators of their own narrative.16 Anthropy in particular describes the pleasures
and subversive power of making one’s own game text, particularly by modifying
existing ones; the above example of TieTuesday’s Super Godzilla LP could fall
into this creation of counter-narrative.17 Domsch focuses mainly on the creative
power a player wields within the game itself. To Domsch, the choices a player
makes inevitably transform a game’s narrative: each playthrough ‘converts
whatever openness the [game’s] architecture holds into something actual and
determinate’.18 However, the resulting configuration might be wholly different
from the original intent. Wright et al. even suggest that the value of gaming may be
found outside the game text, in the ways in which gaming is performed in a social
context.19
By capturing player commentary, LP becomes an essential derivative text – not
only allowing us to experience vicariously the gameplay experience, but also
allowing the LPer to express their own personal thoughts on the game. LPers can
challenge dominant narratives, explore critical and academic themes, and
appropriate the original game text and assets into their own narrative.
DeviousVacuum’s 2014 ‘Let’s Play Girl Games’ project explores online games
Thomas Hale 141
__________________________________________________________________
marketed at young girls and in doing so exposes the rampancy of damaging
patriarchal narratives woven into them; the series ends with a lengthy and serious
discussion of feminism and the importance of analysing the media we allow young
children to experience.20 Chewbot’s 2008 screenshot LP ‘The Terrible Secret of
Animal Crossing’ uses the cute and peaceful world of the game as the basis for a
dark, dystopian horror story.21 There are a growing number of critics using LP as a
platform for serious games critique, with writers such as Brendan Keogh, Zolani
Stewart and Heather Alexandra producing long-form explorations of games such as
Perfect Dark and Shadow of the Colossus with a critical eye.
LP, then, has enormous potential for subversive and critical play and artistic
expression. In practice however, LP acts primarily as an extension of fan
enthusiasm. The vast majority of LPers employ almost identical tropes and
performances. While there is a diverse range of games explored by LP, there are a
handful of popular titles and genres that are disproportionately represented (see
Img.1).
5. Apparatus
Garry Crawford develops a model of the ‘career path’ of a gamer (fig. 1),
adapted from his prior model pertaining to sports fans.36 Designed to problematize
previous models of fan and audience engagement, it maps levels of enthusiasm
onto a spectrum along which individuals move over the course of their careers (or
indeed their lives). Crucially, Crawford describes these stages as 'types of action,
rather than types of individuals’,37 thus suggesting that one’s interest in the subject
is something one can act on in the form of practice, tuition and the like. However, I
argue that this model, while useful and easily applicable to LP, is missing one key
aspect. While the ‘endpoint’ of Crawford’s progression is that of ‘Apparatus’, i.e.
‘full-time employment in the [culture] industry’, he fails to account for the fact that
each subordinate stage along this route is tied in with industry forces. In many
ways, fandom itself (particularly videogame fandom, which the industry has
cultivated into a particularly virulent consumption-based identity) and fan
enthusiasm in particular can be seen as an extension of corporate machinations, in
particular with relation to the enthusiast press.38 As such, I propose an enhanced
model (Fig. 2), incorporating the culture industry’s influence at all stages.
6. Conclusion
At the time of writing, videogames and LP are changing rapidly. Demographic
shifts point to gender parity among videogame players in the US and UK, as well
as a market shift toward mobile gaming. As enormous budgets and risk-aversion in
the top tiers of game development drive annual releases of largely similar content,
the independent videogame market is more mainstream than ever, with the
aforementioned mobile surge contributing to this. LP itself is, as described earlier,
one of the most-watched video genres on YouTube, bringing in ‘more than 3.5
billion views each month’, and the number of eSports (competitive gaming events)
viewers has increased exponentially.44 At the same time, a move toward digital
distribution in lieu of physical product releases means that archival of videogame
texts is now more urgent and important than ever before. As I have shown over the
course of this chapter, Let’s Play is inextricably tied to all of these changes, and as
scholars we must endeavour to explore further if we wish to truly understand
videogames and modern media fans.
Notes
1
LDShadowLady, ‘Help! Naked Old Men! | Towel Required’, YouTube, 10
September 2015, 3.50 min., viewed on 18 October 2015,
https://www.youtube.com/watch?v=yWkkcLpSY8s.
2
ChipCheezumLPs, ‘Metal Gear Rising: Revengeance #1-1: Rules of Nature
(Uncut Commentary)’, YouTube, 32:56 min., 18 May 2013, viewed on 18 October
2015, https://www.youtube.com/watch?v=ysmPa2RwAa4.
Thomas Hale 145
__________________________________________________________________
3
TieTuesday, ‘Let’s Play Super Godzilla: Special Edition – 4’, YouTube, 14:05
min., 9 July 2015, viewed on 18 October 2015,
https://www.youtube.com/watch?v=j0chpcJ3iRs.
4
James Newman, Best Before: Videogames, Supersession and Obsolescence
(London: Routledge: 2012); James Newman, ‘Illegal Deposit: Game Preservation
and/as Software Piracy’, Convergence 19.1 (2012): 45-61.
5
Celia Pearce and Artemesia, Communities of Play: Emergent Cultures in
Multiplayer Games and Virtual Worlds (USA: MIT Press, 2011); merritt kopas, ‘J
Bearhat’, Woodland Secrets. 7 April 2015, viewed on 18 October 2015,
http://woodlandsecrets.co/episode/2. Podcast.
6
Newman, Best Before, 158.
7
Nicholas David Bowman, Rene Weber, Ron Tamborini and John Sherry,
‘Facilitating Game Play: How Others Affect Performance at and Enjoyment of
Video Games’, Media Psychology 16.1 (2013): 39-64; Margaret Mackey,
Narrative Pleasures in Young Adult Novels, Films and Video Games (Basingstoke:
Palgrave Macmillan, 2011).
8
Newman, Best Before, 158.
9
kopas, ‘Bearhat’.
10
Johan H. Huizinga, Homo Ludens: A Study of the Play-Element in Culture
(London: Routledge, 1992); Bernard de Koven, The Well-Played Game: A Player’s
Philosophy (USA: MIT Press, 2013).
11
James Newman, Playing with Videogames (London: Routledge, 2008): viii.
12
Gareth Schott and Maria Kambouri, ‘Social Play and Learning’, Computer
Games: Text, Narrative and Play, eds. Diane Carr, David Buckingham, Andrew
Burn, and Gareth Schott (Cambridge: Polity, 2006), 199-232; Pearce and
Artemesia, Communities of Play.
13
Nico Dicecco and Julia Helen Lane, ‘Choose Your Own Disruption: Clown,
Adaption, and Play’, Games and Culture 9.6 (2014): 503-16, 505.
14
Newman, Playing with Videogames; James Newman, Videogames Second
Edition (London: Routledge, 2012), 123.
15
Chip Cheezum, ‘Metal Gear Rising: Revengeance’.
16
Anna Anthropy, Rise of the Videogame Zinesters (New York: Seven Stories
Press, 2012); Anna Anthropy, ZZT (Los Angeles: Boss Fight Books, 2014);
Sebastian Domsch, Storyplaying: Agency and Narrative in Video Games (Berlin:
Walter de Gruyter, 2013).
17
Anthropy, Rise of the Videogame Zinesters, 90-1; Anthropy, ZZT, 111;
TieTuesday, ‘Let’s Play Super Godzilla: Special Edition’.
18
Domsch, Storyplaying, 48.
19
Talmadge Wright, Eric Boria, and Paul Breidenbach, ‘Creative Player Actions in
FPS On-Line Video Games: Playing Counter-Strike’, Game Studies 2.2 (2002),
viewed on 18 October 2015, http://www.gamestudies.org/0202/wright/.
146 Archives, Identity and Apparatus
__________________________________________________________________
20
DeviousVacuum, ‘Girl Games’, lparchive, 2014, viewed on 19 October 2015.
http://lparchive.org/Girl-Games/.
21
Chewbot, ‘The Terrible Secret of Animal Crossing’. lparchive, 2008, viewed on
18 October 2015, http://lparchive.org/Animal-Crossing/.
22
Newman, Videogames, 62.
23
Kris Ligman, ‘Let’s Play: Interactivity by Proxy in a Web 2.0 Culture’,
Popmatters (blog), April-May 2011, viewed on 18 October 2015,
http://www.popmatters.com/post/139428-lets-play-interactivity-by-proxy-in-a-
web-2.0-culture-part-1/.
24
Sonic the Hedgehog, Tokyo: Sonic Team, 2006, Playstation 3 disc, Xbox 360
disc.
25
Slender: The Eight Pages, Parsec Productions, 2012, Digital Download.; Five
Nights at Freddy’s, Salado: Scott Cawthon, 2014, Digital Download.
26
Surgeon Simulator 2013, UK: Bossa Studios, 2013, Digital Download; I Am
Bread, UK: Bossa Studios, 2015, Digital Download.
27
de Koven, ‘The Well-Played Game’.
28
‘supergreatfriend’, ‘supergreatfriend’, Youtube, viewed on 18 October 2015,
https://www.youtube.com/user/supergreatfriend.
29
Holin Lin and Chuen-Tsai Sun, ‘Invisible Gameplay Participants: The Role of
Onlookers in Arcade Gaming’, Underthemask.wikidot, 2008, viewed on 18
October 2015, http://underthemask.wikidot.com/linandsun; Garry Crawford and
Jason Rutter, ‘Playing the Game: Performance in Digital Game Audiences’,
Fandom: Identities and Communities in a Mediated World, eds. Jonathan Gray,
Cornel Sandvoss, and C. Lee Harrington (New York: New York University Press,
2007), 271-281; Charles E. Kimble and Jeffrey Rezabek, ‘Playing Games Before
an Audience: Social Facilitation or Choking’, Social Behavior and Personality
20.2 (1992): 115-120.
30
Anthony Giddens, Self and Society in the Late Modern Age (USA: Stanford
University Press, 1991), 62.
31
Sarah Thornton, Club Cultures: Music, Media and Subcultural Capital (London:
Polity Press, 1992); Caroline Bainbridge and Candida Yates, ‘On Not Being a Fan:
Masculine Identity, DVD Culture and the Accidental Collector’, Wide Screen 1.1
(2010).
32
Jason Tocci, ‘Geek Cultures: Media and Identity in the Digital Age’, Publically
Accessible Penn Dissertations. Paper 953, viewed on 18 October 2015,
http://repository.upenn.edu/edissertations/953.
33
Pierre Nora, ‘Between Memory and History: Les Lieux de Mémoire’,
Representations 26 (1989): 7-24.
34
Bainbridge and Yates, ‘On Not Being a Fan’.
35
Garry Crawford, Video Gamers (London: Routledge, 2012).
36
Ibid., 63.
Thomas Hale 147
__________________________________________________________________
37
Ibid.
38
Nick Dyer-Witheford and Greig de Peuter, Games of Empire: Global Capitalism
and Video Games (USA: University of Minnesota Press, 2009): 23-7; Rebecca
Carlson, ‘Too Human Versus the Enthusiast Press: Video Game Journalists as
Mediators of Commodity Value’, Transformative Works and Cultures 2 (2009);
Tiziana Terranova, ‘Free Labor: Producing Culture for the Digital Economy’,
Social Text 18.2 (2000): 33-58.
39
Crawford, Video Gamers.
40
Carlson, ‘Too Human Versus the Enthusiast Press’.
41
Ligman, ‘Let’s Play’.
42
Terranova, ‘Free Labor’.
43
Dyer-Witheford and de Peuter, Games of Empire.; Mike Molesworth and Janice
Denegri-Knott, ‘Digital Play and the Actualization of the Consumer Imagination’,
Games and Culture 2.2 (2007): 114-133.
44
Krista Lofgren, ‘2015 Video Games Statistics & Trends: Who’s Playing What &
Why?’ Bigfishgames (blog), 3 March 2015, viewed on 18 October 2015,
http://www.bigfishgames.com/blog/2015-global-video-game-stats-whos-playing-
what-and-why/.
Bibliography
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2012.
Bainbridge, Caroline and Candida Yates. ‘On Not Being a Fan: Masculine Identity,
DVD Culture and the Accidental Collector’. Wide Screen 1.1 (2010). Viewed on
18 October 2015. http://widescreenjournal.org/index.php/journal/article/view/30
Bowman, Nicholas David, Rene Weber, Ron Tamborini and John Sherry.
‘Facilitating Game Play: How Others Affect Performance at and Enjoyment of
Video Games’. Media Psychology 16.1 (2013): 39-64.
Carlson, Rebecca. ‘Too Human Versus the Enthusiast Press: Video Game
Journalists as Mediators of Commodity Value’. Transformative Works and
Cultures 2. (2009). Viewed on 18 October 2015.
http://journal.transformativeworks.org/index.php/twc/article/view/98/93
Crawford, Garry and Jason Rutter. ‘Playing the Game: Performance in Digital
Game Audiences’. Fandom: Identities and Communities in a Mediated World,
edited by Jonathan Gray, Cornel Sandvoss, and C. Lee Harrington, 271-281. New
York: New York University Press, 2007.
Dicecco, Nico and Julia Helen Lane. ‘Choose Your Own Disruption: Clown,
Adaption, and Play’. Games and Culture 9.6 (2014): 503-16.
Giddens, Anthony. Self and Society in the Late Modern Age. USA: Stanford
University Press, 1991.
Lin, Holin and Chuen-Tsai Sun. ‘Invisible Gameplay Participants: The Role of
Onlookers in Arcade Gaming’. Underthemask.wikidot, 2008. Viewed on 18
October 2015. http://underthemask.wikidot.com/linandsun.
Lofgren, Krista. ‘2015 Video Games Statistics & Trends: Who’s Playing What &
Why?’ Bigfishgames (blog), 3 March 2015. Viewed on 18 October 2015.
http://www.bigfishgames.com/blog/2015-global-video-game-stats-whos-playing-
what-and-why/.
Mackey, Margaret. Narrative Pleasures in Young Adult Novels, Films and Video
Games. Basingstoke: Palgrave Macmillan, 2011.
Molesworth, Mike and Janice Denegri-Knott. ‘Digital Play and the Actualization
of the Consumer Imagination’. Games and Culture 2.2 (2007): 114-133.
Schott, Gareth and Maria Kambouri. ‘Social Play and Learning’. Computer
Games: Text, Narrative and Play, edited by Diane Carr, David Buckingham,
Andrew Burn, and Gareth Schott, 199-232. Cambridge: Polity, 2006.
Sonic the Hedgehog. Tokyo: Sonic Team, 2006. Playstation 3 disc, Xbox 360 disc.
Terranova, Tiziana. ‘Free Labor: Producing Culture for the Digital Economy’.
Social Text 18.2 (2000): 33-58.
Thornton, Sarah. Club Cultures: Music, Media and Subcultural Capital. London:
Polity Press, 1992.
TieTuesday. ‘Let’s Play Super Godzilla: Special Edition – 4’. YouTube, 9 July
2015. 14:05 min. Viewed on 18 October 2015.
https://www.youtube.com/watch?v=j0chpcJ3iRs.
Tocci, Jason. ‘Geek Cultures: Media and Identity in the Digital Age’. Publically
Accessible Penn Dissertations. Paper 953. Viewed on 18 October 2015.
http://repository.upenn.edu/edissertations/953.
Wright, Talmadge, Eric Boria, and Paul Breidenbach. ‘Creative Player Actions in
FPS On-Line Video Games: Playing Counter-Strike’. Game Studies 2.2 (2002).
Viewed on 18 October 2015. http://www.gamestudies.org/0202/wright/.
Simon Murphy
Abstract
Grand Theft Auto V, the biggest selling entertainment release in history, has a
unique relationship with commodification. This renders it a significant text for
video game studies and critical theory alike. The game’s content and narrative
simultaneously critiques and celebrates consumer culture and some of the
questionable mechanisms of postmodern global capitalism. This two-part chapter
will first examine the textual and ludic devices employed by the developers using
the critical framework of Jean Baudrillard’s theory of hyperreality and Slavoj
Žižek’s concept of postmodernity as ‘the age of cynical reason’. The game-world
of San Andreas is a hyperreal manipulation of signs inherent to Western
capitalism. However, this hyperreality rests upon the developers’ understanding,
and textual insistence, that the consumer society we inhabit is already hyperreal.
The anti-capitalist satire which runs throughout the game demonstrates what Žižek
refers to as the ‘laying-bare’ of the production process of a postmodern
commodity. As a result, the game is not only a perfect example of Žižek’s theory,
but an innovative, if not paradoxical instance of self-aware capitalist marketing.
The second part of the chapter will explore the effect that the unique brand of
capitalist hyperreality within GTA V has on player culture and behaviour. Like
many contemporary video games, GTA Online places a central emphasis on a
virtual economy. An analysis of player attitudes towards microtransactions and
financially motivated cheating within the GTA Online community will achieve two
aims. Firstly, it will reveal emergent practices in a virtual world in which
consumerism is ridiculed, yet structurally inherent. Secondly, it will demonstrate
an issue that has wider implications for video game theory. Video games,
increasingly commodified and structured around virtual economies, influence
player behaviour to such a degree that player creativity, of which cheating is one
example, begins to diminish.
*****
Unlike Baudrillard’s Disneyland example, the Grand Theft Auto franchise, whose
success lies in the developer’s ability to create an immersive and realistic virtual
world, uses hyperreality to remind its audience that the consumer society we
inhabit is already hyperreal. The game developers, Rockstar North, are not only
conscious of capitalist hyperreality but deliberately structure large parts of GTA Vs
content around it. Signs and systems inherent to Western capitalism are
manipulated and replicated in the fictional world of San Andreas. The result is a
game which has a unique relationship with commodification, critiquing the very
nature of the capitalist devices upon which it relies for its success. This chapter
will first demonstrate that the anti-capitalist satire which runs throughout the game
is what Slavoj Žižek refers to as the ‘laying-bare’ of the production process of a
postmodern commodity, in what he terms the ‘age of cynical reason’. Secondly,
the chapter will demonstrate that the use of hyperreality in GTA V, both as a means
of critiquing capitalist culture and as a means of increasing the game’s cultural
capital, directly influences player behaviour and the experience of play. An
analysis of cheating following the game’s 2013 release will achieve two aims.
Firstly, it will reveal emergent practices and behaviour such as money-oriented
glitching and modding and the subsequent defence of these actions in a virtual
world in which consumerism is ridiculed, yet structurally inherent. Secondly, it
will demonstrate an issue that has wider implications for video game theory: the
increasing emphasis on virtual economies in video games influences player
behaviour to the extent that player creativity, expressed through cheating and
gaming capital, begins to diminish.
GTA V critiques many aspects of capitalist society, including modern digital
culture. The player is repeatedly encouraged to reflect on the absurdity of
advertising, social media and the artificial nature of commodities. One example of
this is the inclusion of the fictional social media network Lifeinvader. Lifeinvader
does not only exist within the game, but also has a real-world website which
players can visit. The website contains a number of tongue-in-cheek slogans such
as ‘Lifeinvader: social self respect’, and ‘Lifeinvader: where your personal
information becomes a marketing profile (that we can sell)’.2 While Rockstar uses
Lifeinvader to ridicule and expose social media as a simulation, it is also used to
increase the game’s cultural capital. The website enables users to ‘stalk’ companies
in return for in-game discounts on certain items.3 Additionally, Rockstar have
Simon Murphy 153
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developed a fully functioning social network, Rockstar Games Social Club, which
advertises in-game events and provides an arena for players to communicate. The
satirical critique of cultural and consumerist products and the concurrent use of
these very same devices demonstrates a logic of marketing explored by
philosopher Slavoj Žižek in The Plague of Fantasies. According to Žižek, the
This conversation references the fact that some players spent £40 on the original
copy of the game, only to spend another £40 a year later on a slightly updated
version of the original game, in order for it to be compatible with the new
generation of consoles. This kind of brash anti-capitalist satire within the biggest
selling entertainment product of all time is not just a narrative device for
entertainment purposes, but a glimpse into the power that cynical distance has over
consumers. Not only do people keep an ‘ironical distance’ while consuming
products, they continue to consume products that expose the absurdity of consumer
behaviour.
The inclusion of a virtual stock market in GTA V illustrates the relevance of
both Žižek’s concept of the logic of capitalism and Baudrillard’s theory of
hyperreality for video games theory. Five missions revolve around stock market
manipulation. Players are required not only to invest capital into companies listed
154 Grand Theft Auto V
__________________________________________________________________
on the stock market, but also to assassinate CEOs and destroy the property of
fictional companies to inflate the price of their stock share and sell it for a profit. In
2007, the former CEO of Take-Two Interactive Software Inc., Rockstar’s parent
company, was sentenced to five years’ probation and fined over seven million
dollars for committing large-scale stock manipulation.7 The stock-market
manipulation in GTA V can therefore be read as ‘laying bare’ criminal and immoral
processes of production in postmodern capitalism as a means of increasing the
game’s cultural capital and profitability. The hyperreal stock market in GTA V
reminds us that the distinction between the real and the virtual is already
problematic. On the subject of money Žižek observes that, ‘With the prospect of
electronic money, money loses its material presence and turns into a purely virtual
entity’.8 Just as products are no longer judged by their ‘real’ value, but by their
sign-value, money arguably no longer bears any relation to the ‘real’ in
postmodern capitalist culture. If money is situated in the realm of the hyperreal
then the stock market simulation in GTA V is a simulation of a virtual entity. One
of the stock market manipulation missions in GTA V requires the player to
assassinate Brett Lowrey, CEO of Bilkington Research, in order to raise the price
of Betta Pharmaceuticals stock. A human death, albeit the death of an in-game
character, is the most relatable element of the mission. It is a puncture of reality in
an otherwise virtual world of electronic money, stocks and shares. All of which are
just as virtual in New York or London as they are in Los Santos. Although the
foundations upon which capitalism rests are largely virtual, Žižek reminds us that
this ideological abstraction is ‘“real” in the precise sense of determining the
structure of the very material social processes’.9 The virtual aspects of the
economy - of which the stock market is an embodiment - have real effects on
people. Conversely, the stock market missions in GTA V offer the player the
opportunity to experience the manipulation of this virtual sphere, upon which they
would never normally have an effect.
Just as ideological abstractions determine material social processes, efforts to
increase the profitability of video games have real effects on player behaviour and
the experience of play. In GTA Online, the Massively Multiplayer Online (MMO)
style counterpart to the single-player story-mode, player achievement and progress
are dependent upon the accumulation of virtual wealth. Players can generate wealth
either through completing missions and races, or through purchasing virtual cash
cards with real currency. Ranging from £1.99 for 100,000 GTA$ to £64.99 for
8,000,000 GTA$, these cash cards are available to purchase instantly in-game. The
sale of virtual money by the developer is part of a wider shift in the video games
industry towards ‘microtransactions’. By attempting to increase the profitability of
the franchise in this way Rockstar have solidified the centrality of a hyperreal
virtual economy in GTA V. As the next part of this chapter will demonstrate, this
not only has implications on the video game industry as whole but threatens the
Simon Murphy 155
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relationship between player and developer, as well as some of the fundamental
creative elements of play.
One consequence of the emphasis on wealth accumulation in GTA Online has
been an upsurge in cheating as a method of generating and distributing large sums
of virtual cash. Cheating consists of ‘glitching’, actions that exploit weaknesses in
games but do not require altering the game’s coding, and also through ‘modding’,
the more technical act of altering coding, usually in direct violation of the game’s
EULA. The first ‘money glitch’ came just days after the game was released. This
glitch enabled players to duplicate and sell expensive cars repeatedly, bypassing
controls set in place to limit car sales to once every forty-eight minutes. With the
exploit repeatable every couple of minutes, virtual wealth could be generated at
over twenty times the rate that Rockstar had intended.10 Despite efforts by the
developers to close the multitude of similar glitches that were identified and
exploited by players, within hours of a software patch, the internet was awash with
updated glitch methods, growing ever more convoluted and complicated to
perform. One of the most notorious instances of cheating by ‘modders’ in GTA
Online, has gone down in gamer history as ‘the billionaire days’.11 During
November 2013, reports surfaced online that some players had received millions,
even billions, of GTA$ from mysterious virtual benefactors whilst playing online.
In December, the Metro reported that the real-money equivalent of illegitimately
generated GTA$ was running into the multi-millions. One player alone reportedly
had a GTA$ bank balance worth just under £12 million in cash cards,
demonstrating the sheer scale of cheating at the time.12
Online gaming forums suggest multiple reasons for cheating in GTA Online.
Some players justified financially-motivated cheating as a natural response to a
game in which immoral and criminal profiteering is a central aim. In one forum
post a user observed:
Notes
1
Jean Baudrillard, Simulacra and Simulation, trans. Sheila Faria Glaser (USA:
University of Michigan Press, 1994), 13.
2
‘Lifeinvader’, Lifeinvader.com, viewed on 12 November 2014,
www.lifeinvader.com.
3
‘Lifeinvader’, GTA Wiki. viewed on 11 November 2014,
http://gta.wikia.com/Lifeinvader.
4
Slavoj Žižek, The Plague of Fantasies (London: Verso, 1997), 102.
5
Slavoj Žižek, ‘How Did Marx Invent the Symptom?’ Mapping Ideology, ed.
Slavoj Žižek (London: Verso, 1994), 312.
6
Grand Theft Auto V, New York, Rockstar North/Rockstar Games (Take-Two
Interactive, originally published in 2013, PlayStation 4/Xbox One version
published in 2014).
7
Kira Bindrim, ‘Former Take-Two CEO Gets Probation’, Crain’s New York
Business, August 2007, viewed on 11 October 2014,
http://www.crainsnewyork.com/article/20070801/FREE/70801008.
8
Žižek, The Plague of Fantasies, 102-103.
9
Slavoj Žižek, The Ticklish Subject (London: Verso, 1999), 276.
10
‘Infinite Money Glitch. Works on PS3 and Xbox’, GTAForums, 26 October
2013, viewed on 14 October 2014, http://gtaforums.com/topic/638379-infinite-
money-glitch-works-on-ps3-and-xbox/.
11
‘Billionaire Days’, GTAForums, 10 March 2014, viewed on 14 October 2014,
http://gtaforums.com/topic/692072-billionaire-days/.
12
Christopher Hooton, ‘GTA Online Cheaters Have Stolen In-Game Money Worth
Millions’, Metro, 19 December 2013, viewed on 15 October 2014,
http://metro.co.uk/2013/12/19/gta-online-cheaters-have-stolen-in-game-money-
worth-millions-4237647/.
13
‘So Cheaters, How Do You Feel?’, GTAForums, 12 October 2013, viewed on 14
October 2014,
http://gtaforums.com/topic/625359-so-cheaters-how-do-you-feel/page-4.
14
Grand Theft Auto V, Rockstar North/Rockstar Games (Take-Two Interactive,
2013).
15
‘GTA Online: Everything’s Expensive!’, GTAForums, 6 October 2013, viewed
on 10 November 2014, http://gtaforums.com/topic/617078-gta-online-everythings-
expensive/.
Simon Murphy 159
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16
‘Well, I Finally Got Gifted by a Modder Last Night’, GTAForums, 7 November
2013, viewed on 15 October 2014, http://gtaforums.com/topic/646250-well-i-
finally-got-gifted-by-a-modder-last-night/.
17
‘Lets Face It...Legit or Glitcher?’, GTAForums, 21 July 2014, viewed on 14
October 2014, http://gtaforums.com/topic/725606-lets-face-itlegit-or-glitcher/.
18
Yannick LeJacq, ‘I Want to Play Video Games, Not Grind through “Content”’,
Kotaku, 3 October 2014, viewed on 15 October 2014, http://kotaku.com/i-want-to-
play-video-games-not-grind-through-content-1642246650.
19
‘Make $200,000 per Hour in GTA Online - Not a Glitch (1.06)’, IGN Boards, 23
November 2013, viewed on 14 October 2014,
http://www.ign.com/boards/threads/make-200-000-per-hour-in-gta-online-not-a-
glitch-1-06.453543811/.
20
Mia Consalvo, Cheating: Gaining an Advantage in Video Games
(Massachusetts: MIT Press, 2007), 2.
21
Consalvo, Cheating, 45-46.
22
Žižek, The Plague of Fantasies, 102-103.
Bibliography
Baudrillard, Jean. Simulacra and Simulation. Translated by Sheila Faria Glaser.
USA: University of Michigan Press, 1994.
Bindrim, Kira. ‘Former Take-Two CEO Gets Probation’. Crain’s New York
Business. August 2007. Viewed on 11 October 2014.
http://www.crainsnewyork.com/article/20070801/FREE/70801008.
Hooton, Christopher. ‘GTA Online Cheaters Have Stolen In-Game Money Worth
Millions’. Metro. 19 December 2013. Viewed on 15 October 2014.
http://metro.co.uk/2013/12/19/gta-online-cheaters-have-stolen-in-game-money-
worth-millions-4237647/.
‘Infinite Money Glitch. Works on PS3 and Xbox’. GTAForums. 26 October 2013.
Viewed on 14 October 2014. http://gtaforums.com/topic/638379-infinite-money-
glitch-works-on-ps3-and-xbox/.
LeJacq, Yannick. ‘I Want to Play Video Games, Not Grind through “Content”’.
Kotaku. 3 October 2014. Viewed on 15 October 2014. http://kotaku.com/i-want-to-
play-video-games-not-grind-through-content-1642246650.
‘Make $200,000 per Hour in GTA Online - Not a Glitch (1.06)’. IGN Boards. 23
November 2013. Viewed on 14 October 2014.
http://www.ign.com/boards/threads/make-200-000-per-hour-in-gta-online-not-a-
glitch-1-06.453543811/.
Žižek, Slavoj. ‘How Did Marx Invent the Symptom?’ Mapping Ideology, edited by
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