This post is looking at that gap and how it makes its way into video games. Because this country is a psychology country, because sociology isn’t as popular as it should be, I have to talk about these things as unconscious actions. I can’t simply call them unintentional, this would be taking the action out of the actor’s hands and that would be wrong.
This post is about the unconscious traps from society game makers put into their games and the gap that exists between what a player wants to do and what a game maker has programmed the game to be able to do.
Because I rework things, because my logic follows strange paths, because I have to try and explain where an idea came from before describing an idea, I figure I will start with a summary of the blogs that came before this one, each one a part of the puzzle. Think of this as a table of contents.
Chapter 1: The argument begins here: GAMERS
On Generic Types
I felt that the generic type of gamer that companies use to create video games for was somewhat perverted by the stereotypical version of the gamer. The competing generic version of what a group identified itself as and what popular culture identified itself as, I felt, was at odds:
So in this case. I want to trace associations that gamers have (in particular, video gamers) and see where it takes me. I want to look at video gamers as a generic type. The difference I want to make is that I want to look at it from how pop culture refers to gamers and not how gamers identify themselves. It's one thing to look at this from the video gamer's perspective, it's another to look at it from pop culture's perspective. What does pop culture think about gamers and how is that perception shaping and fueling video games in general. This is not to say that I don't want to look at it from the gamers perspective as well. I want to start on one side of the definition and walk to those being defined and look back. How do gamers, how do games, react to these things?Chapter 2: Technological Limitations are Real Limitations: GAME MACHINES What do Video Games Need to be More Culturally Relavent?
Later, I reworked that concept into a much broader category. I tried to discus what it was that the culture as a whole needed to consider when thinking about video games as a medium with which to explore cultural norms and values. I wanted to trap everything that goes into a game that the game makers do not intentionally mean to program in. I tried to look at the limitations of telling a story through a video game. As a storytelling medium, I felt that the video game and its technological makeup was sorely lacking and limiting; much like using the frame of a social theory to look at the social world. It limits as much as it permits exploration:
Like social theory, a game designer has to choose what frame they want to stick a game into (FPS, SRPG, RPG, Platformer, etc). A game’s story, a game’s narrative, isn’t really what drives the story. The story is bound to the rules of the engine it uses; certain choices, certain design decisions are dependent on the limitations of that engine. However, where social science is free to approach ideas from a wide variety of frames, video game makers are not. Video game makers are stuck on the consoles that exist and may only use the engines that are made to work for those consoles or are limited by budget to develop their own in house engine.Chapter 3: Narrative Design Works for Movies, Video Game Design Works for Video Games
Consoles add another level of complication. Comparing it to social science, this would mean that I could only base my theory on ideas created from a language that wasn’t my own, using ideas that aren’t my own. Further, the lifeblood of the video game industry is money and this means that games must be made according to what the markets demand. Experimentation is low because of this.
Illusions of Choose Your Own Adventure
Further down the road, I redefined some of the argument and worked it into a general call-out of typical design practices here:
The basic overview (better than what I wrote) was:
Erik Hanson:So it appears I’m trying to create some sort of argument that encompasses social movements as a whole, between technological systems using not only social constraints but monetary and technological constraints as well. Moving on, I want to develop these into largesque essays filled with resources from more disciplines than I am familiar with. Ludology is growing in importance in my thinking about the video game, it’s time I take some time to apply what I’ve learned. Without application, academia is lost.
Nick seem to be looking at applying the guiding principles in Bogost and Montfort's Platform Studies theory to the basic mental models of programmers, such as the IF/ELSE paradigm and the prescriptive end-states of narrative-based games. This distinction is made wonderfully clear when he looks at Carcassonne, a game in which very little is settled after each player's turn, and much is left unjudged until the mechanics dictate that the game has ended (when there are no more tiles to play).
Chapter 1: The Gamer
Gamers are on the fringe of society because they share a stigma. The stigma was created by the spirit of capitalism and while gamers are working to counter this stigma, there is a long way to go. They are further hindered by gamers themselves in much the same way as feminists are often stifled by women conforming to social norms created by males. While that works as a summary, the logical leaps and assumptions I make before writing are not. I wanted to try and tie all of these things together into a coherent thought. Like the chapters, I will move from gamers to game makers to game design. At each stage, the cultural relevance needed to move video games to a public sphere will be marked with more scrutiny.
In thinking about games we have to have what you do in them, you play them. The definition of play is grounded in the Platonic origin of play is, “…the need of all young creatures, animal and human, to leap.” There is a certain purity of spirit that all men and women must strive for but do not possess, as it is reserved for the after life and children. Plato says,
“God alone is worthy of supreme seriousness, but man is made God’s plaything, and that is the best part of him. Therefore every man and woman should live life accordingly, and play the noblest games and be of another mind from what they are at present…for they deem war a serious thing, though in war there is neither play nor culture worthy the name…which are the things we deem most serious. Hence all must live in peace as well as they possibly can. What, then, is the right way of living? Life must be lived as play, playing certain games, making sacrifices, singing and dancing, and then a man will be able to propagate the gods, and defend himself against his enemies and win in the contest.” (Huizinga 18-19)Thus, children are revered as possessing the necessary things to maintain a peaceful existence, as animals do as well. Huizinga states:
“The Platonic identification of play and holiness does not defile the latter by calling it play, rather it exalts the concept of play to the highest regions of the spirit. We said at the beginning that play was anterior to culture; in a certain sense it is also superior to it or at least detached from it. In play we may move below the level of the serious, as a child does; but we can also move above it – in the realm of the beautiful and the sacred.” (Huizinga 19)So, play is a thing that both is separate of and superior to culture, society, the cultures we live in. It is a thing to strive for but as it is anterior to culture, it is not something that we do as part of the cultures in which we live. Take for instance, America, the capitalist champion.
Capitalism in America is founded on the Puritan ideal embodied in Calvinism. Work is what Puritan’s do best and it is the sole force of guidance upon which the Calvinistic predestination was manifest. To be rich, to be successful is to be a pre-chosen vessel of God. To be contrary to society, to be poor, to be of a child’s mind, is to be that which is without God, that which must be smote or looked down upon by God’s chosen. The seriousness of this cultural foundation is seen in every aspect of our society. Max Weber warned of the disenchantment of society through the individual specialization of the population. Without a reason to rely on others, without a reason to find beauty in the world, Max Weber says, in The Protestant Ethic and the Spirit of Capitalism,
“The fate of our times is characterized by rationalization and intellectualization, and, above all, by the ‘disenchantment of the world.’ Precisely the ultimate and most sublime values have retreated from public life either into the transcendental realm of mystic life or into the brotherliness of direct and personal human relations. “Because the spirit of the people of the world was to take the spirit, the mystery out of the world around it, play took a further seat back in society. It was even further looked down upon. Play, after industrialization, took the form of profession; professional sports, professional athletes. Huizinga tells us of professional sports:
—Max Weber
“The spirit of the professional is no longer the true play-spirit; it is lacking in spontaneity and carelessness…This affects the amateur too, who begins to suffer from an inferiority complex…The great competitions in archaic cultures had always formed part of the sacred festivals and were indispensable as health and happiness-bringing activities. This ritual tie has now been completely severed; sport has become profane, ‘unholy’ in every way and has no organic connection whatever with the structure of society, least of all when prescribed by the government.” (197-98)He warns us further of the trap in professionalism at an activity.
“The old play-factor has undergone almost complete atrophy…It seems difficult to speak of it as an elevating recreation in the sense of Aristotle’s diagoge. Proficiency at bridge is a sterile excellence, sharpening the mental faculties very one-sidedly without enriching the soul in any way, fixing and consuming a quantity of intellectual energy that might have been better applied. The most we can say, I think, is that it might have been applied worse. The status of bridge in modern society would indicate, to all appearances, an immense increase in the play-element to-day. But appearances are deceptive. Really to play, a man must play like a child. Can we assert that this is so in the case of such an ingenious game as bridge? If not, the virtue has gone out of the game.” (198-99)The professional board gamer, the professional card player, and the professional sports player: all of these things take away from the spirit of play. It causes the institutionalization of play. It has taken some untold amount of time to reach the 20th century; it took the 20th century a very short amount of time to take away the play spirit, the enchantment of the world that existed around us. Huizinga calls this moment in history as a place where play does not necessarily exist. It ebbs and flows like a river. The renaissance was a moment of immense pleasure and fun, the spirit of play was high. The enlightenment began a movement that is still going today. This is where the Video Gamer begins.
The video gamer does not have any sort of profession associated with it (yet). It is anti-spirit-of-capitalism to play a game for entertainment, the simple enjoyment of playing something, of having ‘fun’. It is looked down upon, unconsciously, by society in that the negative connotations start there, the gamer is not part of culture. Gamers do little to actively fight this negative connotation. In fact, gamers often do more to hurt their deviant, outsider status, than hinder it. Doing a Google search for “A Gamer is” leads to the following definitions:
“To be a gamer is also to spend a lot of money on the act of gaming…”Each of these definitions sits inside of the stereotype of the gamer. The stereotype is best formed as:
“A gamer is someone for whom games is a primary leisure-time activity. Gaming is playing a game--and gamers are generally snotty that the gambling industry”
“The stereotype of a gamer is some guy with poor hygiene and no social skills who just wants to stay in his parent's basement all day and play”
“A gamer is in fact a person who plays video games, but is not necessarily restricted to role-playing or computer games”
“A gamer is somebody who understands games, not just plays them”
“A gamer is someone (can be male or female) who plays games more than once a week (sometimes even 2 or 3 times a day).”
“Being married to a gamer is never easy, but neither is any relationship. In the end, like any good relationship, we have learned to share”
“Moreover, a gamer is probably a lot less likely to cheat on you since they will be too busy playing games.”
“the stereotype of a gamer is some guy with poor hygiene and no social skills who just wants to stay in his parent’s basement all day and play (popular game here)”This stereotype has formed over the years as games went from card and board to pen and paper battle simulations to electronic simulations of just about any type of game that had existed before it. The gamer, because the spirit of play sits opposite the spirit of capitalism, has never had a place in society. Because of its deviant nature, the gamer has never been part of society and has sat on the fringe. The fringe of society is a place for those with Stigma. Stigma was defined by Erving Goffman as the gap between virtual social identity and actual social identity. This gap is evidenced by the negative association with gaming from society and the popularity of the video game as evidenced by sales statistics and work on behalf of gamers to prove that they have something positive to say about society, that enchantment with the virtual world is the next realm of play and fun in society. This is not without its internal combatants.
Roger Travis, through The escapist mentions this phenomenon:
“As the internet grows in popularity, gaming communities are becoming more and more important to the game industry, and developers are taking note. Developers and publishers are devoting more and more resources to community management, but reading almost any game's "official" discussion boards is enough to make you wonder if game communities function more as holding pens for angry nuts than places to congregate over a mutual interest.”So, over time, the gamer has begun to try and work its way out of the fringe. Development of communities, as it has for other fringe aspects of society, has created vast networks of like-minded people who can get together with other people like themselves. However, is the growing popularity of the gamer based on the game industry’s growth, the gamer’s stigma lessening, or the coming of technology’s ‘cool factor’ in society? Is it still around?
Globalization has been around for quite some time. The 20th century has been a period of intense growth, especially through the 30s, 50s, 80s, 90s, and going on to the 21st century. Each of these periods of growth lead to a change in the social structures.
Rebellious attitudes have often been celebrated in America due to the gap between what we are supposed to want (the American dream) and the capability of our social class (our means to attain the American Dream). The gap creates a need to achieve the dream, the means to bridge this gap is innovation, ingenuity, or deviant behavior (stealing, adaptation). With the coming of the 80s and 90s, the rebellious attitudes came in the pioneering spirit of the first to create and explore the electronic world. Video games, an ancillary impetus for creating a means to talk to others of the same mind, began to rise in popularity.
This movement was enough to create an atmosphere of success that allowed for video games to reach a much wider audience than it had when it initially failed after the deluge of Atari in the early 80s. The rebellious atmosphere of the 80s became what was eventually called the ‘hard core’ gamer. A mistake of video game makers made was to speak specifically to the rebellious folk who had created the atmosphere. Video games began to become more complicated, more life like, and harder to control. The problem was that while they spoke to the rebellious group of programmers and innovators that brought in the computer age, the romanticism created with this movement ebbed with the pioneer spirit and created a problem that wasn’t addressed until the Wii was released in 2006 – video game makers relied too much on the shrinking amount of video game fans and began to alienate the family oriented gaming experience that had been prevalent until the release of the Playstation 1. Here, we move into the Game System.
As you can see, this is still a work in progress. I have yet to mention a source from Ludology. The reason for this is that I wanted to ground the work in Social Theory and move it into a broader sphere with Ludic theory, with psychological trappings. First, however, I wanted to actually finish the chapters.
