Thursday, April 26, 2012

I am an Explorer

Original Post: April 26, 2012 (Kotaku AU) 

Tracey is a body-builder. Mark is a rock climber. I am… neither of these things.

***
My hands clutch the controller in a death-grip. My jaws ache from clenching. Sweat is beginning to rise from skin wrapped around my tense and tired muscles. I’m even past the yelling. And now the game is warning me that I only have fifteen minutes left. Fifteen minutes, then ten, then five.

Finally, after 27 minutes and over 150 faults, I finish Gigatrack, and what do I feel? Triumph? Accomplishment? Satisfaction? No, the only feeling I have is relief.

It’s over, I tell myself. Finally, it’s over. I don’t feel that rush of fist-pumping victory because I don’t feel that I’ve accomplished anything. All I’ve done is what the Gigatrack expected of me, the bare minimum.

I feel like I’ve merely filled in some blanks that a developer carefully sketched out ahead of me.

The thought weighs heavily on my mind: imagining the countless hours of play-testing and fine tuning the exact angle and length of a ramp, the position of that barrel in the landing zone, the distance to the next obstacle and the speed a bike will have at that point. Everything carefully, meticulously, excruciatingly precise.

In the end, I simply don’t feel like I have done anything meaningful, instead I’ve just obeyed instructions. It might be hard, but Gigatrack is eminently beatable because, like any obstacle course, it was designed to be.

***
Alone atop my ziggurat, I carve a swathe through the alien hordes with a well-placed explosion. The music changes.

I swear, I comment on Twitter, that the music changes when you get close to your high score. I feel the drama intensify as I’m about to pass my previous high score.

Then I die.

As it turns out I kept dying at about the same moment, so my high score just happened to sit right at the moment in the musical score where some rising squeals signalled a spike in difficulty, for me anyway.

Gradually I began to learn the pattern. The alien freaks’ assault followed a kind of rhythm I could measure through the appearance of the giant aliens. Just after that second giant one, I thought, I need to be ready to blow up a big group of them and have time to defend against the floating red guys.

Sometimes I forgot, sometimes I misfired, and sometimes I succeeded. My top score was 147 after three or four days of playing.
Then the next day, I just didn’t pick up my iPad. I knew what the game had in store for me, and, in that knowledge, I was done.

***
Riding through Calradia, I spot a group of six sea raiders fleeing from my warband. I chase them down, and ready my blade. My warband forms up, charges and annihilates them. I take the meagre spoils and head back to town to replenish my supplies.

I recruit a couple more lowly volunteers, I now command a group of ten. I am unstoppable.

I see a group of twenty-five mountain bandits and flee.

Curious, I head to the next major town and approach the lord in his castle. He has a task for me, I accept, and head to the small village that’s behind on its taxes. I rile up the locals a little bit as I collect the bags of denars. The lord will cut me in for 20 percent of the takings… or I could just keep this money.

I decide to take it back and honour our deal. After all, I only have ten men, the lord commands an army. Besides, 20 percent of the two thousand or so gold I just collected is good money for my company. With it, I recruit a few more and go hunting for bandits.

Soon I am at the head of my own small army of forty-five.

What happens, I wonder, if I travel to the next kingdom, and attack one of their noblemen? Am I strong enough? I ride.

On the way, it occurs to me that I should probably wield a lance while on horseback, surely the longer reach will be more effective. So I buy one and test it out on some unfortunate bandits. The lance is a great success, and I put my bow away for good.

I arrive in the Southern desert, home to the Sarranid Sultanate and go hunting. Eventually I find a noble party small enough for me to handle, and approach him. No thought for negotiations, I simply attack, and after a pitched battle, I am victorious.

I have taken a prisoner! And it is the noble Emir! The ransom broker will pay me top-denar for this guy! So I secure my prisoner and the other loot, and make tracks back to Swadia.

Just as I approach one of the Swadian strongholds, I receive a message. The Sultan has offered me 1800 denar for my noble prisoner!

1800 denar buys a lot of troops, I realise with glee. I wonder what I can accomplish with fifty men under my banner?

***
For me, the best games are those I am constantly discovering. Not just the geography: I have crossed the whole of Calradia, Liberty City, Panau, Skyrim, and both New Austin and Nuevo Paraiso many times. There is a mechanical space to these games I can also explore, the space where I can ask “What happens if I…?” and am able to experiment to find out the answer. Because of this, even Mount & Blade, an unpolished game if there ever was one, offers me more joy than Trials or Ziggurat.

The possibility space is much, much wider in these games than in Trials or Ziggurat, where the tiniest variation from the required manoeuvers is disastrous. I know that, upon getting a gold medal in a difficult Trials course, I’ve done basically the same thing as countless people before me, and exactly what the developer expected me to do. In Ziggurat, I know what to do because I know what’s coming — I have to memorise the pattern of the alien onslaught to stand any chance of achieving a higher score. Both of these games require a repetition and rote drilling I can’t tolerate. By the time I’m “practicing” I’ve already learned all there is to know about the game, I just have to get better at it.

Videogames are best, for me, when they are adventures into unknown territory, beyond the frontiers of familiarity. I guess that makes me an explorer.

Friday, April 20, 2012

Videogames, aggression, Anders Breivik – let’s not join the dots

Original Post: April 20, 2012 (The Conversation AU)

“Violent videogames cause people to become violent in real life”. It’s a familiar refrain for anyone who has read a newspaper in the last 15 years.

Today, the media reporting surrounding the trial of accused mass-murderer Anders Breivik has dusted off this old chestnut to explain a shooting spree and bomb attack that claimed the lives of 77 people in Oslo last year.

Breivik has testified that he used World of Warcraft and Call of Duty: Modern Warfare to train for his attacks. He also testified to be a member of the anti-Muslim militant group Knights Templar and refused to recognise the authority of the federal court system.

The fact that videogames play no demonstrable part in Breivik’s (or any other) act of violence hasn’t stopped the media from creating and re-creating this narrative, even to the point that university media officers are picking up the chant.

The research shows what?
A University of Gothenburg press release about a new study is entitled Researchers questioning link between violent computer games and aggressiveness.

The release reports that the authors are “questioning the whole gaming and violence debate”. The study itself, published in the International Journal of Computer-Supported Collaborative Learning is entitled How gamers manage aggression: Situating skills in collaborative computer games.

Taken together, these two titles might lead one to interpret the study in a similar vein to researchers Craig Anderson or Christopher Ferguson. That is, it would make sense to argue either that violent videogames do (Anderson) or do not (Ferguson) have a meaningful effect on players' aggression levels in real life.

Instead, the research is actually a detailed study of how players of massively multiplayer online games (MMOs) – such as World of Warcraft – cooperate to manage the attention of powerful, dangerous enemy characters (known as bosses). In MMO parlance, that attention is known as “aggro”.

The aggression being managed, then, is not that of the players, but of the computer-controlled enemies. How, then, is this research linked to the debate about media effects?

Hint: it’s not.

The ‘media effects’ narrative
As Dan Golding pointed out in an earlier article on The Conversation, the media only seem equipped to discuss videogames in three ways:
  1. as moral panic
  2. in terms of (always surprising) economic profit and
  3. as an exotic artefact or sub-culture.
The press release announcing this new study, as well as coverage of Breivik’s trial by the Sydney Morning Herald, among others, falls right into the first category.

The notion of media effects and transfer (from medium to real-life) is perhaps as old as communications media themselves. Even Plato was wary of the power of the poet “because he awakens and nourishes and strengthens the feelings and impairs the reason".

Today’s “violence and videogames” narrative is well-worn. So much so that even a public relations officer at a university takes a study on videogames with the word “aggression” in its title to be examining a “link” between mediated depictions of violence and real-world aggression.

But the link to the media effects research such as Anderson and Ferguson’s is not entirely facetious: the Swedish team of researchers are in fact questioning the basis of the videogame violence debate; the “transfer” mentioned earlier.

Transfer, as the study points out, is a contentious construct of educational theory. It is, to quote from the article: “the appearance of a person carrying the product of learning from one task, problem, situation, or institution to another”. In this case, the “transfer” of aggression from videogames to real-life.

The authors of this study rightly point out that the nature of transfer is contentious, ill-defined, and rarely agreed upon. Thus, there are disagreements about how to empirically measure the effects of media on an audience.

But instead of pursuing this, the paper moves on to conduct a close study of raid encounters (where numerous players attempt to take out a boss together), documenting the skills and knowledge used by players who cooperate successfully.

These skills include:
  • spatial awareness and the importance of positioning one’s avatar in the immediate geography around the boss before and during the fight
  • case-specific knowledge about additional enemies entering the fray and appropriate responses
  • reacting to other unexpected events during the fight, such as the death of a healer (a team member who’s role it is to heal fellow players).
  • The depth and precision of the details presented in this study are valuable and will certainly provide excellent reference material for future scholars who are researching and writing about MMO gameplay. But this study simply isn’t focused on violent videogames leading to aggression in the real world.
Overcoming the narrative
The aim of the study I’ve been discussing was, in fact, to take a step back from the debate entirely and avoid assuming the straightforward transfer of media, with regard to videogames.

The authors “approached collaborative gaming where aggression is represented as a practice to be studied on its own premises”.

To that end, the study is working around what media researcher James Paul Gee calls “the problem of content". That is, looking past the representations of violence shown on screen and measuring what the human players are actually learning to do while playing the game.

In this case, players deploy very specific knowledge about the geography of terrain, the behaviour of bosses and the various skills their individual avatar possesses.

This study does not suggest that causing an avatar to swing a broadsword will incite the human player to do the same, or similar, the next time he or she steps out of the house for some milk.

Even though there’s no consensus on media effects nor the relationship between videogame and real-world violence, the international press still get completely lost in a frenzy as they pump out hysteria-filled headlines.

Gaming news outlet, Rock, Paper, Shotgun has called out a range of global outlets on their reporting of the Breivik case. Thankfully, publications such as these are interested in clarity and truth and refuse to allow the popular mythology of videogame violence to cloud basic reporting.

Saturday, April 7, 2012

Something about Draw Something

Original Post: April 7 2012

Everyone has been playing this game, from my parents to the most dedicated videogame critic I know—Draw Something. Though it may in the end turn out to be a flash in the pan, Zynga see some potential there, and have bought out the developer, OMGPOP. The thing that stands out to me about Draw Something, though, is just how un-Zynga-like it is at the moment. In fact, this is probably the least “gamified” casual, super-popular iPhone type game I’ve played.

OK, least gamified game is a pretty horrible turn of phrase, I realise this. But I’m talking about all the additional stuff that frames the gameplay loop in games like FarmVille or TinyTower: the gathering of currency, the limited number of moves or actions you can perform in a set time, the dozens of ways you can display your accomplishments to your friends, and the social pressure that comes with all that. With Draw Something, the only Facebook integration is the handy method for finding people to play the game with. That’s it. There’s no badges to earn, there’s nothing to buy with real cash, none of that. All the game wants you to do is draw and guess.

In today’s atmosphere of cynical, Skinner-boxing game design focused more on prying a few cents at a time from players’ hands, it’s refreshing to see such a simple game with such pure goals. The importance of this is, for me, in the fact that no one I know has resorted to just writing the word to be guessed in the drawing space with the purpose of gaining more points. There is absolutely nothing stopping two players from doing this—ignoring the ‘game’ altogether in order to rack up the highest score. But in the end, they are only cheating themselves, since there is no social standing to be gained by amassing a bunch of those gold coins. There aren’t any badges, no fancy new cows, nothing to show off to anyone else. There’s no reason to cheat.

I am reminded of a story that ran a few weeks back about the PVP in Star Wars: The Old Republic. Patch 1.1 for that game introduced a point value for killing members of the opposite faction. BioWare assumed this would create greater incentive to participate in the epic PVP battles imagined by, well every MMO PVP designer ever. Instead, the players learned that a ritualistic execution of one side, then the other, was actually a more efficient means to gain points. Similarly, in World of Warcraft, Alterac Valley is merely a race to kill an NPC, rather than anything resembling warfare between opposite player factions. Those players don’t want to fight other players. They just want points.

These MMO examples are the most obvious, but games tend to encourage this kind of ‘min/max’ play. That is, do the least possible effort to gain the greatest possible reward. This economical way of thinking is disastrous for any game that is more concerned with creating some kind of virtual world, fictional experience. Introducing any kind of public competition—whether by creating tiers of weapons and gear, badges, cows to click, or even just a silly number next to the player’s name—attracts these profit-minded players. Not profit in terms of money, but in terms of results: “How can I most easily gain the game points to appear to be a better gamer than my nearest rivals?”

Games like FarmVille are built on this competitive urge and nothing else. The tasks that highly-economic players set for themselves are often painfully boring, rote activities that they will repeat indefinitely. Farming and grinding are not fun! Not in the way that a harrowing, touch-and-go PVP battle is. But in a genuine battle, you’re not sure of the outcome, so it could all be a waste. Better to not waste your time, and instead focus on the tried-and-true methods of gaining rewards. Those rewards are so incredibly important that it blinds many players to what one initially assumes to be the point of a game: to have fun. To do the activities are fun. Who cares if you gain five points or not, if your blood is pumping, the fear of defeat tinging every action with risk, and either the feeling of crushing loss or victory. As it turns out, an awful lot of people are much more concerned with points than with that kind of feeling. When you can gain the same kind of points in a risk-free endeavour that come from a very risky one, what difference does it make? Why risk the failure in the first place? So, if a designer does a good enough job of creating the public reward system to encourage competition, the gameplay loop itself can be next to nothing. If a WoW player is just going to repetitively farm the same, most efficient dungeon over and over, why create all the other ones?

Draw Something avoids all of this. The gameplay loop itself is essentially cooperative, so the two players are actually working together to solve the riddle, while obeying the spirit of the rules. Whether the players gain 1 or 3 coins is of no consequence outside the game itself—there are no trophies to buy with that currency. Breaking a streak is only that—there is no point multiplication factor ramping up the risk. So, as it stands, Draw Something is a fairly low-risk game, but also one that avoids the min/maxing mentality that drives so many people in publicly visible competition.

How long will this last, though? Being acquired by Zynga clearly signals changes are likely in the future. I simply can’t imagine the social gaming giant leaving this formula alone—how easily the game could be framed by the usual trappings of social gaming! Simply by posting on players’ Facebook walls every time the pair surpasses their previous streak record, or making one’s gold coin total public—without even changing any of the mechanics. I can see the potential for a time delay between drawings being created, then avoided through microtransactions. I can see new colour palettes costing real money instead of gold coins—or gold coins being purchased themselves. All driven by Zynga’s ability to profit from the desire to show off to one’s peers.

Diablo 4: A Terminal Deficit of Soul

One knows basically what to expect when starting a new game of Diablo: archetypal role-playing game class selections, gothic Christian aesth...