What is it that happens before the design of a video game? What sorts of cultural designs are showing through the games that we play? Exploration of these ideas is the intended target of our discussion.
Monday, April 27, 2009
What Does it Mean to be a person that study's games?
Studying games is an interesting thing. My discipline, sociology, has a well established speciality called "The Sociology of Sports and Leisure." Almost all ideas of what play is are contained within this little thing. Most of the study here revolves around sports (as the name implies). It looks at how games are socially constructed entities that are given life by the fans who constantly reify their passions.
I look at this stuff, i know very little about it, and I think about what it means to study a video game. Let's talk about video gaming versus professional sports in monetary terms.
I'm linking to gamespot because I didn't want to go searching for the dataset that gave them their numbers. The gaming industry as a whole earned about 21 billion dollars. If you look at professional sports, the average nfl team earns about 30 million dollars a year. Both of these numbers are always going up.
The difference here is pretty staggering. And here is where opinion comes in. Sports like this are still mainly associated with a locality. They are our team and they represent our feelings and our beliefs. When I lived in Ohio, the Browns were everything in the entire world. Bernie Kosar was our god.
Now, with video games, you don't really get this. We have nothing to associate ourselves with in terms of the locality of a game, where it was made, or even what it means to us. Video games and sports also differ in that sports fans are everywhere, and games fans, unless they are games about sports, are sort of in the minority (although growing).
Sports, and the ideas of sports, have been around for a very, very long time. It's had time to become refined and made clear. It's had time to create standards and standard ideas in terms of how trends flow. It's had time to create the standard rules of play and from it, the standard rules of the professional. It's even had time to create different classifications of professionals and different classes of amateurs. Each of these has a place and one can get through them with enough work (and luck).
Video Games haven't had time to do any of this. Our standards fall within years, our professionals are mocked and the stuff of our jokes (when's the last time you referred to the world video game champ?). All of these things are things, ways, we're trying to mock the way everything is now.
Basically, I wanted to get into an argument about the standards of becoming a recognized professional organization. We see some of it happening within gaming and I believe this is the wrong way to go about it. Gaming, and the way games are made, lend themselves to this sort of contest when the game itself is mimicing an already put in place sporting event.
Now, that said, what about the study of these things?
Well, game studies, game critiques, sort of work off of the same principles. You have groups that are going around trying to create programs within already developed disciplines and trying to create another sub-discipline that will allow them to study games.
However, since these games are cross culture, since these games are cross genre, and cross everything else that we have in terms of borders and ideas within disciplines, we have to try and find a way to get all of these disciplines, all of these ideas, to suddenly work together when they've been trying to keep them seperate for the past few hundred years.
So what does it mean to study games?
Well, before we can really get into the study of games and gaming, we need to sit down and think about what a video game is. We need to chart how the games have changed, what the major changes have been, why those changes have happened, and what these changes have meant to the idea of the video game as a whole. Next, we need to study the type of gamers that have existed at each change within the idea of a game. We also need to associate ourselves with the hitorical changes that were present during these changes. We need to associate ourselves with technological change and how these changes have themselves informed all of the other things.
Then we need to talk about these things ad nauseum and with as many different types of people as we can and we need to get them talking to each other about each person's perspective on gaming.
And lastly, we need people who haven't grown up as fans of video games, come in and try and study us from the outside. And it wouldn't hurt if they ended up really find us interesting.
So why talk about all of this stuff? Why even bother to type it out? Well, you see a lot of this happening around the net. You see basic ideas and conversations happening again and again and again. These conversations are tiring, but these conversations are very very important. We need to identify what they are so that we may slowly create a course of learning on what it is that we're trying to say.
From the interactions of the masses, an identifiable whole will appear. We need to be able to trace the connections of each interaction, and further, we need to identify why each of these interactions is important.
In doing this, we can finally start teaching it. If we can start teaching it, we can finally communicate what it is that we've all been writing about, thinking about, and obsessing over for the past 25 years.
Thursday, April 23, 2009
A response to: Beyond Good and Evil and Photographic “Truth”
I have been wondering about gaming as social commentary lately and this post really touches on some of it. Relevancy as a medium has got to be possible considering how much money is being funneled into the industry but I just can't see it happening any time soon. There is so much that needs to be overcome before anyone can play a game. I seem to be harping lately, on input, but with so many buttons and complex manipulation of the controller, if game companies want to reach a wide variety of people with their message, it's going to take an awful lot to do so. Confusion and distraction with regard to knowing what button to press is incredibly difficult to deal with; especially if it comes during the moment the message of the game is 'revealed.' Beyond Good and Evil created this consequence for me quite religiously.
Perhaps this is my own glaring weakness as a gamer but I felt that BG&E was boring to play; and when the action started it was confusing to understand. I felt like I was playing Lost Vikings or Abe's Odyssey (of course I know this is wrong, but it is what it felt like). I have attempted to play this game something like 20 times but each time, I lose interest quickly and run off to play something else. I know I can play complicated games; I love Nobunaga's Ambition, Romance of the Three Kingdoms, and other simulation games. In any case, it is this sort of thing that ends up being indicative of my critique of gaming as a whole. Also, it seems to me that games, video games, have quite a few things to conquer before they can really get past the "Jack Thompson" solidified stereotype.
I keep wondering why my brain goes to this with regard to critical game studies. I think that it does this because I don't see how games can actually accomplish anything outside of play, fun, or competition, until we manage to really get established as part and parcel of the mainstream pop culture. You could make an argument about games already being there but think about each time a game makes it into the news. Violence, Star Wars premier like behavior at the launch of a console or game, and maladjusted social behaviors that serve to show everyone that 'gamer lives here.'
There is no romance in the gamer stereotype. There is no romance in the game programmer stereotype (in this country). Whereas writers and artists can live in tiny rooms, creating the most amazing things for us to look at and read, a gamer sitting in this tiny room and creating games for us to play are looked upon as losers and idiots (unless you make a game live Cave Story or Braid). Until enough games come along that manage to make critical acclaim in so much that people like Roger Ebert call it amazing, I doubt that the social commentary made will be worth it. The reason I think this keeps on perpetuating itself seems to be that the very idea of play is something that is meant for children and animals (Homo Ludens).
Play seems to be returning and I think that society is read for gaming to sort of allow us to explore our selves more fully in a way that has been unthought of for almost 3 centuries. However, as with every time a spirit of wonder has appeared in the world, war seems to take that spirit away. Many of the things that are around in society now indicate change (we're waking up, beginning to care), but it could just as easily go the other way.
It's nice to see though. A note on generalizations. The problem with generalizations is that everyone is always an exception. My entire career has hinged on learning how to make the proper generalization from enough data. I try to do this but I have a habit of never citing the things I am pulling from. I hope to start doing so once I have more time to really give research to posts as opposed to stream of consciousness. I feel that both exercises are extremely fruitful. Opinions and ideas without solid data allow us to challenge our own beliefs and really look at what is going on. Approaching from bias with possibility of being completely wrong seems to be the only true method to get results, and inform ourselves.
Tuesday, April 21, 2009
On the Black Box

I wanted to write a bit about the Black Box. The Black Box is a term used in the "Science Studies" that refers to an area that, because of its success, we don't ever think about; that is, until it breaks down. I wanted to think about Video Games using this term. It may end up that I am forcing this term on the game, but I think that it has enough familiarity to lend itself to discussion. Black Box is defined as (and this is how it changed into the Sociological term):
“...used by cyberneticians whenever a poece of machnery or a set of commands is too complex. It its place they draw a little black box about which they need to know nothing but its input and output.” (Latour: Science in Action: 3)The Black Box is interesting because of how it came to be. "The assembly of disorderly and unreliable allies..." is referring to each individual part that makes a thing. In a computer, or in a video game console, these allies can be processors, fans, anything that makes the machine go. Each individual part is assembled and looked on by experts. Those putting the machines together might not know how each part works individually, but they've put together a series of allies in order to create a whole that is used as a vessel for the games it plays.
“The assembly of disorderly and unreliable allies is thus slowly turned into something that closely resembles an organised whole. When such a cohesion is obtained we at last have a black box.” (Latour: Science in Action:131)
Each generation's console puts the latest innovations in chipset / graphic processing into their machines. The conglomeration of allies that they use, even though they are hardware, determine the software that the console manufacturer must use in order to use the hardware as it is intended (if this is wrong, please tell me where I went astray). This basic "how-to", ever since the PS1, has been part of an ongoing issue.
Each dev kit is not radically different but is different enough that copatibility issues with past games are proving to be more and more difficult to maintain. Each generation, the Black Box of the newest console is opened and while exploration is fast and furious, the development kit of each of the generation's consoles are not fully realized until just before the console is ready to be replaced with a newest black box. Constant redesign in order to use the newest available hardware constantly force developers to rework the way they understand how to design games.
This ties into a recent discussion of the idea of the word design. From here:
“I would argue that design is one the terms that has replaced the word “revolution”! To say that everything has to be designed and redesigned (including nature), we imply something of the sort: ‘it will neither be revolutionized, nor will it be modernized’. For me, the word design is a little tracer whose expansion could prove the depth to which we have stopped believing that we have been modern.”There are a lot of things going on in this quote. First, modernity and the ways we believe ourselves to be modern is born out of the idea that we are always progressing and are SO much better than our primitive ancestors. One of my favorite quotes from Georg Simmel is something akin to "Our material culture has inarguably changed over the past 100 years whereas behavior has not". We'll go from here and move into design.
Modernity implies a variety of ideological changes. The definition from wikipedia is:
The problem with this definition is that most of it is simply our technology. We haven't really changed that much. In this sense, modernity is still processing. This is an important concept when referring to the idea of design.At its simplest, modernity is a shorthand term for modern society or industrial civilization. Portrayed in more detail, it is associated with (1) a certain set of attitudes towards the world, the idea of the world as open to transformation by human intervention; (2) a complex of economic institutions, especially industrial production and a market economy; (3) a certain range of political institutions, including the nation-state and mass democracy. Largely as a result of these characteristics, modernity is vastly more dynamic than any previous type of social order. It is a society—more technically, a complex of institutions—which unlike any preceding culture lives in the future rather than the past. (Giddens 1998, 94)
If Latour is right and design does indeed beg for and is synonymous with "revolution" then this is another mode to point at our still modernizing selves. Games that we play are still being recalibrate and rethought, retooled, and rediscovered. Each console's engine is explored and tooled with but we are still all playing super mario brothers or doom or any of the first games with a new skin. The games that actually move the entirity of the gaming industry forward are as few and far between as truly breathtaking innovations in just about any field in existance.
When game systems become stable, complex, or good enough to not have to be tooled with as an engine, I believe that innovations in game design via narration or impulse of the character will become more important. It is these things that people want to explore in gaming. Each game that is sallied forth by whatever respective camp, has a shallow character given depth by factors the player cannot control. In essence, our character's depth is given a priori but we might not know it until we finish the game.
We have a long way to go before the black box of the console is fully resolved. This black box, this pandora's box, while it has been around for some 30 years, still has a long way to go before the system can settle for new ways of gaming. I believe this is what critics of the idea of "Intelligent Game Discussion" are getting at. The technology we use isn't stable enough to allow for true discussion of what a game is. For all they know, we are all still playing Super Mario Brothers; and I tend to agree with them.
Tuesday, April 14, 2009
What Happens Before Game Design?
An Actor-Network, to be brief, is, "...what is made to act by a large star-shaped web of mediators flowing in and out of it. It is made to exist by its many ties: attachments are first, actors are second..."
The sheer range of things now subject to it — objects, cities, and everything in between — shows just how momentous, and total, this shift in production promises to be. And yet, he observes, the connotations of design imply a certain ‘modesty’: it’s less about construction and creation than informed modification and collaboration. To design, Latour points out, suggests redesigning, and improving, something that came before, opposed to working from scratch in solitary, ingenious confinement. It is, thus, recursive and remedial, favoring skill and attention to detail over bold, inaugural ideas that lack accountability.
Monday, April 13, 2009
I thought I had finally come to understand the message of the grasshopper
"Why should creatures who do not know themselves to be grasshoppers, and who have been playing games thay they do not know to be games, suffer annihilation upon discovering that that is what they've been doing; and why, if they are playing game3s don't they know it?"
Sunday, April 5, 2009
The Magic Circle, Immersion and Fun
As to the magic circle, I agree with it from the sociological stance taken by Homo Ludens; however, I don't know if it works (or should work) in practice, or if it needs to be either more developed or battled against (that is, forcing the player to connect their game experiences with the real world).
The comments there were getting rather long so I thought i'd bring this idea here. I think it's relevant enough to really write more about. Huizinga defines the Magic Circle, as he does all things, by creating meaning around the word and hinting at its meaning. In defining the magic circle he talks of (pps 56-7). This will be a long quote but I wanted it said in context, not in summary:
All these forms of contest betray their connection with ritual over and over again by the constant belief that they are indispensable for the smooth running of the seasons, the ripening of crops, the prosperity of the whole year.If the outcome of a contest as such, as a performance is deemed to influence the course of nature, it follows that the particular kidn of contest through which this result is obtained is a matter of small moment. It is the winning itself that counts. Every victory represents, that is, realizes for the victor the triumph of the good powers over the bad, and at the same time the salvation of the group that effects it. The victory not only represents that salvation but, by so doing, makes it effective. Hence it comes about that the beneficent result may equally well flow from games of pure chance as games in which strength, skill or wit decide the issue. Luck may have a sacred signicicance; the fall of the dice may signify and determine the divine worksings; by it we may move the gods as efficiently as by any other form of contest. Indeed, we may go one further and say that for the human mindthe ideas of happiness, luck and fate seem to lie very close to the realm of the sacred. In order to realize these mental associations we moderns have only to think of the sort of futile auguries we all used to practice in childhood without really believing them, and which a perfectly balanced adult not in the least given to superstition may catch himself doing. As a rule we do not attribute much importance to them......With many peoples dice-playing forms part of their religious practices. The dualistic structure of a society in phratria is sometimes reflected in the two colours of their playing-boards or their dice. In the Sanskrit word Dyutam the significations of fight and dicing merge....Very remarkable affinities exist between dice and arrrows...In the Mahabharata the world itself is conceived as a game of dice in which Siva plays with his queen...The main action of the Mahabharata hinges on the game of dice in which King Yudhistra plays with the Kauravas...For us, the chief point of interest is the place where the game is played. Generally it is a simple circle...drawn on the ground. The circle as such, however, has a magic significance. It is drawn with great care, all sorts of precautions being taken against cheating. The players are not allowed to leave the ring until they have discharged all their obligations. Byt sometimes a special hall is provisionally erected for the game, and this hall is holy ground.
Johan Huizinga argued that play occupies a time apart from normal life...and when a game is played it creates a space apart from normal space - the playground or "magic circle" where a special sort of order is created. That order is dependent on rules...All play has its rules...the rules of a game are absolutely binding and allow no doubt...as soon as the rules are transgressed the whole play-world collapses. The game is over."
Thursday, April 2, 2009
The Social and Science: Gamespace and Play-spirit.
There may be thousands of ways to design a bridge and to decorate its surface, but only one way for gravity to exirt its forces. The first multiplicity is the domain of social scientists; the second unity is the purview of the natural scientists.This little example rocked my world. For such a long time, i've thought of the social forces of our society as exerting influence in varying degrees. Some crazed social force that works from so many interactions at once that it is impossible to get a grip on. There is a problem with this though. While the natural scientists do employ rigid rules and structures to explore the world, the variety of forces that are explained by these natural scientists are vastly complex and even moreso, prone to misinterpretation. However, it is because of these rigid rules and rigid structures that we can actually take Science at its most literal and move forward to explain the social instead of using the social to explain some thing.
This is a vast, and probably over, simplification of a complex arguement. However, I believe it to be somewhat clear.
As with all of Latour's examples and ideas, i've tried to use this on video games. Almost all of our video games rely on Natural Sciences in some way, shape, or form. We have things like the vaccum of space, gravity, hunger, death, disease, and so on and so forth. We take these things as a priori assumptions. We know that if we have no more life, we are dead. We know that if we jump in the air, as long as we're not in space or something that can fly, we will be returning to the ground beneathe us.
It is this use of the explanation from natural sciences that creates a basic familiarity with the world around us. We know that we will die because we know that, like ourselves, we only have so much vitality in ourselves. If we are hit a couple times with a sword, we will die. If we fall off of a cliff, we will probably die. While it is true that we may live in some fashion or another, something changes.
In a video game, the things that change when we fall off of something, is either the amount of lives we have; a punishment for failure, or we have to continue on our path, more than likely a harder one (I am thinking here of easy paths up on top of a level whereupon falling means one will have to contend with a far more difficult path (Common to NES games)). It is this connection that has grown over the years. This need for realism was from the innovation, the translation of the programmers from their general thoughts on society, the innovation that if we make mor erealistic looking environments and levels that we actually feel more connected to the world that that character inhabits.
However, we come back now to an idea from Homo Ludens. I've been trying to make an assertion that Gamespace is the last real area for the play-spirit to inhabit. We've seen the rationalization of almost every other type of play-spirit out there. Sports are barely play anymore, even things like bowling, cards, and even chess or scrabble have their professionals. Gamespace is one of the last true play-spirits left in this world.
However, because of the want for us to keep this realism in our games, we are risking the rationalization of gamespace. Less and less we see fantastical characters in realistic games. The situations are often fantastical; I could not imagine the fun and glee of flying a harrier through a city to kill some people for James Woods (GTA: San Andreas), but the physics are real, the people are real, everything seems real.
Is this the play-spirit or is this the initial stages of the rationalization of gamespace and the end of the last realm of the play-spirit.
I think that perhaps I can answer this question...and that I should with the last few sections of this paper.
Wednesday, April 1, 2009
Power and Gaming: A Short Musing on Power
"Still, I knew my work painted a picture of baboon societies that others would find difficult to accept. My shocking discovery was that males had no dominance hierarchy; that baboons possessed social strategies; that finesse triumphed over foce; that social skill and social reciprocity took precedence over aggression. This was the beginning of sexual politics, where males and females exchanged favors in return for other favors. It appeared that baboons had to work hard to create their social world, but e way in which they created it made them seem "nicer" than people. They needed one another in order to survive at the most basic level - the protection and advantage that group living offered the individual - and also at the most sophisticated level, one marked by social strategies of competition and defense. They also seemed "nice" because, unlike humans, no member of Pumphouse [the name of the troop] possessed the ability to control essential resources: each baboon got its own food, water and place in the shade, and took care of its own basic survival needs. Aggression could be used for coercion, but aggression was a roped tiger. Grooming, being close, social goodwill and cooperation were the only assets available for barter or to use as leverage over another babbon. Baboons were "nice" to one another because such behavior was as critical to their survival as air to breathe and food to eat. What I had discovered was a revolutionary new picture of baboon society. Revolutionary inf act, for any animal society as yet described. The implications were breathtaking. I was arguing that aggression was not as pervasive or important an influence in evolution as had been thought, and that social strategies and social reciprocity were extremely important. If baboons posessed these, certainly, the precursors of our early human ancestors must have had them as well."