I suppose resistance is futile so here’s the long underdue tentatively research related web log. Just what the world needs.
Tag: Computerspil
Testing
The world is changing… I feel it in the water… testing… testing…
Does gameplay have politics?
Article posted on www.game-research.com on April 13, 2004
Much attention has been devoted to the scholarly issue of whether games should be thought of as rule based systems (ludology) or stories (narratology). Real games, however, obviously occupy both camps; some are more linear than others. Thus, two aesthetics compete for the players’ attention. On one side we find simulation-type games in which a limited number of variables create an open unpredictable world and on the other we find narratively oriented games in which the direction of the plot is given overriding importance. These two aesthetics are often seen as favouring different political world views. This article examines the claim that game design ideals can or should be seen as political statements.
A recent article in Reason (a magazine devoted to “Free Minds and Free Markets”) claims that “Video games are evolving into a grand anti-authoritarian laboratory”. The reason for this is the shift from “pre-rendered animation and simple behaviour to physical modelling and advanced artificial intelligence…”, a shift that “takes power from authors” (Parker, 2004 22). The author airs his dislike of storytelling games and goes on to claim that games in fact “as a class… appear to favour civil and economic liberty.” (26).
The author, then, clearly sees a connection between games which provide open worlds, freedom and libertarian ideals. This more than indicates that he considers more rigid, story-based games as somehow connected with anti-liberalist ideals: socialism, in so many words.
In this article I examine the connections between general design ideals and political ideologies.
Games are clearly…
During the last few years a debate has raged (or at least been claimed to rage) within game studies. In this debate the perspective of ludology has been contrasted to that of narratology. The term ludology was introduced into computer game studies by game theorist Gonzalo Frasca who early on suggested that ludology be thought of as simply the “discipline that studies game and play activities” (Frasca, 1999). Expanding on this however, Frasca on his popular webpage has specified that a ludological stance implies that “games cannot be understood through theories derived from narrative” (Frasca, 2001).
Over the years, the ludology label has been associated with notions of a radical anti-narratologist stance. This is hardly justified by Frasca’s mostly non-confrontational formulations (see also Frasca, 2003). Others, however have been more direct. For instance, Jesper Juul, in a 1998 paper stressed how “Computer games and narratives are very different phenomena. Two phenomena that fight each other. Two phenomena that you basically cannot have at the same time.” (Juul, 1998). Juul has later softened his position (Juul, 2003) and any truly radical ludology is now mostly associated with Finnish theorist Markku Eskelinen (e.g. Eskelinen, 2001).
Although examples can be found it is a widespread observation that the alleged opposition, the narratologists who hold that computer games can and/or should be understood as stories only exist in highly limited quantities. However, it may also be the case that the games-as-narratives perspective can be thought of as a sort of folk theory. While not many scholars may have held this belief a large number of non-involved (or only casually involved) people may well have considered this common sense. For instance the Danish Broadcasting Association in 2001 aimed to raise some €12,5 million for a project with the working title Metropol Scandia. Described as a “storytelling game” the product would see real actors interacting based on user decisions in a “virtual landscape” based on “Flash technology”. According to one account the project leader saw this as a promising alternative to computer games, which supposedly are “so simple that you can easily guess that you have to go through a specific door, collect a specific item and so on…” (Thorhauge, 2001) .
In 2004 nothing has yet come of this ambitious project. Arguably, it was a manifestation of a (to some) intuitive idea that for games to be better they must tell better stories. The ideology here is mostly conservatism; a belief that for “new media” to be worthwhile they must mostly mimic the old. More importantly, however, it may be a consequence of a pervasive predilection for ‘narrative’. Briefly, postmodern philosophy (and theorists within cultural studies) in the 1980s tied the concept of narrative to the idea of social constructionism. Most radically, scientific conclusions (or “truths”) were considered mere narratives, and thus everything was political. Such thoughts – of which many, of course, were more tempered – found an odd bedfellow in the idea inspired by various concepts from cognitive science, that people understand their world in a cognitive format which looks much like classical conceptions of narrative (i.e. is temporal, has clear causality). Within film theory such notions were advocated most forcefully by David Bordwell (1985) and Edward Branigan (1992). Branigan was specific that “Making narratives is a strategy for making our world of experiences and desires intelligible. It is a fundamental way of organizing data.” (1992 1).
It is not entirely obvious how to travel from the understanding that people understand in terms of narrative to the normative ideal that media producers (and indeed companies and products) should tell stories. Nevertheless, marketing disciplines working with branding and storytelling have made this leap often claiming that consumers (or perhaps mostly modern consumers) react favourably to “good stories” and are less concerned with facts.
I shall return below to the question of whether ludology can reasonably be tied to a full-scale political ideology. For now, however, we can note that ludologists do actually see themselves as something more than merely “students of games”.
Ludology has been framed in emancipatory terms, claiming to oppose theoretical imperialism or colonialism (humorously commented upon by Jesper Juul’s Game Liberation, a small game in which you as the player have “to defend games (and yourself) from the imperialism of a thousand theories.” – http://www.jesperjuul.dk/gameliberation/).
Game Lib illustration missing
More clearly, ludologists have essentialist tendencies. Espen Aarseth, whose seminal Cybertext (1997) is the explicit foundation of much ludology, held that “To claim that there is no difference between games and narratives is to ignore essential qualities of both categories” (5). This is a nebulous statement. To see why, let us turn to a discipline which has struggled with the idea of similarities and differences for centuries. In biology, various systems have been constructed to tell organisms apart. In some regard, Aarseth’s statement would be comparable to the proclamation that “to claim that there is no difference between human beings and animals is to ignore essential qualities of both categories.” To a biologist, of course, that is not immediately obvious. But more importantly, the “no difference” part is very vague. While no-one would disagree that we can point to various differences between humans and other animals we have no general way of deciding whether the two categories are mostly different or mostly similar. And we certainly have no way of deciding which differences are “essential”. We could stress that humans live in cities but we could just as well stress that dolphins communicate by sonar and display certain behaviour patterns inviting the conclusion that dolphins are essentially different from all other organisms. This is not to say that Aarseth’s statement is not meaningful (surely we can follow his larger argument that games have interesting characteristics not shared by, say, novels) but referring to “essential qualities” is not a strictly academic practise. Academically, categories are arbitrary and to claim that they are not is to engage in politics. The politics here, however, are those which come wholesale with the establishment of research programs. Although this may be done with varying degrees of modesty (and initial modesty is likely to be beneficial at later stages) such programs, if not framed in purely local terms, will always be arguing that one method, perspective or basic set of assumptions is superior to others.
In terms of games, ludologists can easily be seen as advocating a certain aesthetics. Significantly, most ludologists are not arguing against narrative in games. However, by stressing their scepticism towards some kinds of narrative (e.g. games that seem to mindlessly translate storytelling conventions from older media) they can be said to support game designs which take a simulationist approach. This, however, is merely one of several possible approaches to game design. In the following, I will present the two main approaches; the simulationist and the story-telling aesthetics.
Open worlds, closed stories
One way to distinguish between games is to look at their degree of openness. This can be thought of in a number of ways. For instance, we can understand games as being world-centred as opposed to protagonist-centred. In the former case the game is a world with physics in which processes take place without the protagonist necessarily being involved. In protagonist-centred games, however, the entire game system revolves around the protagonist and nothing noteworthy takes place outside the action radius of the protagonist. In her humorous account, game journalist J. C. Herz (1997) referred to the former approach as the “Old Testament approach to game design” stressing that the designer here creates the basic material and the basic rules (analogous to the laws of nature). This, she contrasted with the “‘Pirates of the Caribbean’ syndrome, where you feel like you’re on some kind of monorail through the game.” (154). These two approaches were addressed further in my article ‘The Road not Taken’ (Smith, 2000).
Another, and more precise, distinction was made by Jesper Juul who described games as being on a continuum between two basic game structures: ‘emergence’ and ‘progression’ (Juul, 2002). Emergence, to Juul, is “the primordial game structure, where a game is specified as a small number of rules that combine and yield large numbers of game variations…” (324). An example is chess, in which quite simple rules combine to enable an enormous (if technically finite) number of individual chess matches.
In progression games, on the other hand, “the player has to perform a predefined set of actions to complete the game.” (324). Juul stresses how this game form is practically unique to computer games. Clear-cut specimens include adventure games such as Myst (Cyan, 1994) and Gabriel Knight III (Sierra, 1999).
Myst illustration missing
Looking at the history of computer games it is obvious that the initial preference was for simple emergence games. Games like Spacewar! (Russel et. al., 1962) and Pong (Atari, 1972) were easy to learn but took practice to play well. With Adventure (Crowther, 1976) and Zork (Infocom, 1979) however, the player was given a series of tasks (or puzzles) to solve in order to progress through what was essentially a linear story. Arguably, the introduction of adventure games mark a politically charged time in game history as adventure game designers (or ‘authors’ as they often called themselves) attempted to distance themselves from the simple teenage-friendly arcade action games of the time. Adventure game designers may well have had lofty goals. It is hard, however, not to acknowledge the strategic side of their project. In this light the attempt to lean heavily on storytelling media (in particular the novel and the film) is reminiscent of earl film makers’ attempt to draw on the prestige of classical theatre by placing a camera in front of actors performing classical plays. Alternatively, the project can be compared to the rhetorical work of the French Nouvelle Vague movement, who in the 1960s strived to promote an idea of the film director as an author (Smith, 2000). Thus, in a sense adventure game developers saw themselves as more sophisticated than their emergence-inspired colleagues. But their project of framing games as literature (and thus art) failed since in terms of popularity and creative potential, progression games were not (or did not become) obvious candidates for the label “real games”. Thus, it may be that ludology should be seen as a counter-reaction to this failed attempt. In positioning games as worthy of recognition ludology are employing the exact opposite strategy, namely arguing that games are different. Considering the popularity of emergence games this argument is likely to have more impact.This brings us back to the actual games since recent developments seem to contradict any claim that game designs subscribing to a “pure” emergent aesthetics are – or will soon become – the norm. Now, as an example of a computer game with highly emergent properties we can choose SimCity (Maxis, 1989). Here, we find no storyline but rather a sort of sandbox – a term sometimes used derogatorily, see for instance Klug (2002). The player is given an interface through which he or she can interact with a system of individually speaking simple components. The results are not prescribed and are infinite in range. Interestingly, many modern games in fact seem to merge the two basic aesthetics in ways that not many might have foreseen a decade ago. Notably, Half-Life (Valve, 1998) was praised for its seamless integration of story and player freedom. Rather than forcefully advancing the plot by stripping away the player’s options while displaying a cut-scene, Half-Life succeeded in supplying pertinent narrative information while remaining inside the system of the game engine.
Half-live illustration missing
Later games with similar ambitions have even revitalized the much-derided cut-scene, introducing brief, cinematic animations functioning more as establishing shots or drama enhancers than scenes conveying complex narrative details. In Prince of Persia: Sands of Time (Ubisoft, 2003), for instance, dramatic situations are sometimes introduced by a brief swoop of the “camera” showing the layout of the soon-to-be battle field (the game also uses some classical cut-scenes to advance the story).
Prince of Persia illustration missing
The game makes use of modern cinema aesthetics in brief ‘functionalist’ cut-scenes which serve as establishing shots etc.
But the recent game which may have most forcefully demonstrated the potential of merging the two aesthetics is the top-selling video game in the US in 2002: Grand Theft Auto III: Vice City (Rockstar North, 2002). The original Grand Theft Auto III (2002) is in fact one of the game singled out in Kevin Parker’s Reason article for setting the player free (Parker doesn’t fail to note that the player begins the game in the role of a freed prisoner, and comments “Captive audience no longer”). While Vice City has a narrative in the form of a series of tasks which must be completed to advance the underlying plot, the game has been singled out mostly for its advanced physics leading to a world of opportunity. For instance, since Vice City’s vehicles have logical properties and are not just backdrops, the player may use them in highly varied ways. Where, though, does the game belong on Juul’s emergence-progression continuum? While it is certainly true that the game offers more freedom (in any common sense of the word) than classical adventure games, Vice City is actually not emergent in the strict sense of the word. While game objects may become involved in chain-reactions (i.e. large-scale car crashes) the world itself does not actually evolve much in the absence of the player character. Vice City citizens do not live their daily life according to their basic preferences in the parts of the city where the player is not present. Thus, there is no way that the actions of the player will cause large-scale changes in the game world. In fairness, then, Vice City belongs somewhere in the middle of Juul’s continuum and is perhaps not the obvious choice of game for someone arguing that games have reached new stages of ‘freedom’ (MMORPGs, also mentioned by Parker, are more obvious candidates)
Does game design have politics?
Let us now return to our more general question of whether the two aesthetics are tied to political ideologies.
Parker, in his Reason article, doesn’t take it nearly as far, but let us consider an extreme argument: Narrative games are socialist, simulation games are liberalist. With the term ‘socialist’ we shall refer to the idea that central governance is advantageous. ‘Liberalist’ here is the idea that self-governance is advantageous (and morally superior since individuals are or should be free). First of all, the analogy is of course quite obvious. Adventure games (say) have relatively fixed story lines established by an all-powerful author and the freedom of the player is moderate at best. Simulation games have only basic rules (analogous to laws of nature and perhaps basic human rights) and offer much more freedom. In various forms, this analogy is common. Most specifically, interactivity (and the rise of interactive media) has frequently been described in utopian terms (see examples in Aarseth, 1997). But certain forms of texts within non-interactive media have also been described as inherently more free and some of these descriptions have had obvious political components. For instance Umberto Eco wrote of the “open text” which afforded multiple interpretations (Eco, 1989). In media studies John Fiske (1987) called such texts “writerly” and saw them as empowering the interpreter. In film theory, Andre Bazin is often credited (more or less fairly) with the idea that editing had an un-democratic element since the director was assuming too much control. Turning to painting, the “academic” perspective, common since the renaissance has been described as manifesting certain ideologies. And within theatre, Brecht famously advocated the need for new forms of drama not affirming bourgeois values. In other words, the tradition for linking certain media forms (or genres) to specific ideologies is both old and persistent.
Not only designers and producers face such accusations, of course. An illuminating parallel to the games are political claim, may be the idea that science is political. This idea also comes in many forms, one of the stronger being the claim that theories put forth must be understood as manifestations of certain ideologies. Such an argument has been levelled repeatedly against proponents of the so-called sociobiological perspective (see Segerstråle, 2000). To some critics, when sociobiologists have claimed that animal behaviour should be considered in the light of genetics they were really saying that natural dispositions should be used as guidelines for structuring society etc. While specific sociobiologists may of course have held a broad range of views, in general such an accusation is unfounded (see discussion in Dennett, 1995). The naturalist fallacy is the belief that you can infer from is to ought and these critics were in fact committing an odd naturalist fallacy by proxy as they ascribed the fallacy to their opponents who didn’t (as a rule) commit it themselves. In this indirect fashion the idea of slow gradual evolution highlighted by Richard Dawkins (e.g. Dawkins, 1989) and others has been described as an attempt to naturalize self-organizing, non-revolutionary liberalism. In the other trench Stephen Jay Gould’s declared Marxism has been associated with his predilection for the more revolution-friendly idea of evolution by punctuated equilibrium (Gould, 1995).
The operative noun in all this remains analogy. And analogy, as has been aptly shown by many (e.g. Sokal & Bricmont, 1998), is a highly slippery weapon to wield. Mainly, it does not hold that because a person has a certain position within one domain he or she must necessarily hold it in others. Nor does it hold that if someone displays a certain behaviour in one context he or she will also display it in other contexts. For instance, one may believe that the army should be organized hierarchally while society should be organized democratically. Or one may hold the belief that it’s every man for himself in professional chess while people should display community ethics in political life. As to behaviour, one may attempt to strictly adhere to the scientific method in one’s professional life while enjoying The X-Files or romantic poetry in one’s spare time. More to the point one may play, or design, the most Orwellian nightmare of an adventure game story without endorsing any of its content as a recipe for real world legislation.
As a designer or critic it is possible to subscribe to a certain design aesthetic. Significantly, it is also possible to argue that emergence games most elegantly make use of the capabilities of the digital computer. Indeed one may even point to the statistical connection between certain aesthetics and certain ideologies (i.e. fascist architecture) but one cannot sensibly equate a predilection for a certain aesthetic with a certain world view or political ideology. Doing so means committing a universalistic fallacy, to make the mistake of assuming that all aspects of life can or should be judged using the same measures.
None of this means, of course, that individual games cannot way be said to be politically charged (e.g. Taylor, 2003) or to be expressions of political world-views. We can point to the peculiar rule in SimCity which makes it impossible to have a tax-rate higher than about 20% and we can point to the fact that the game was conceived in a US context (and not, say, a Scandinavian one). But we cannot categorize SimCity as anti-taxation propaganda much as we cannot claim that a novel which describes a certain society is necessarily an homage to the society in question.
Conclusions and other perspectives
The freedom offered by games – the agency brought about by interactivity – is often compared to the concept of freedom in private and political (real) life. This analogy, however, often speaks of a universalistic fallacy; the idea that the same measure may be applied to all aspects of life.
Within game studies the attempts of ludologists to ‘set games free’ (from old paradigms) has been associated with an anti-narratological stance. This association is not entirely justified although at the level of game design some ludologists have expressed scepticism as to the possibilities for reconciling (enjoyable) gameplay and narrative. Thus, the somewhat emancipatory project of ludology lends itself to association with what Jesper Juul has called emergence games. The idea that computer game theory and design should be freed from oppression, if only indirectly, ties into the argument that emergence games are somewhat purer or that games based on strong traditional narratives are somewhat limiting. This is mostly guilt by association, however, as the only true political agenda of (most) ludologists is that of advocating certain perspectives in the ongoing endeavour of constructing a (presently rather non-rigid) research program.
Whereas arguing which game aesthetic is inherently purer is mostly a game of words Parker’s suggestion that multiplayer games be seen as political laboratories is an interesting – and generally under-explored – notion. And there is much to learn. MMORPGs, for instance, are struggling with constructing societies which support such diverse requirements as justice, social order, and fun. In this task, MMORPG designers are experimenting with hosts of non-traditional systems for managing deviance and for ensuring a certain level of equality in worlds easily upset by the concentration of power. It is curious how this topic is intensely discussed while very rarely dealt with in a careful academic fashion. It is rare, at least, that political scientists take a genuine interest, whereas their sociologist and economist colleagues are contributing powerfully to our understanding of topically adjacent multiplayer phenomena. Hopefully, this gap will be filled in the near future. Worlds are being built, and there is much to learn for the curious.
References
Bordwell, D. (1985). Narration in the Fiction Film. London: Routledge.
Branigan, E. (1992). Narrative Comprehension and Film. London: Routledge.
Dawkins, R. (1989). The Selfish Gene (2 ed.). Oxford: Oxford University Press.
Dennett, D. C. (1995). Darwin’s Dangerous Idea. London: Penguin Books.
Eco, U. (1989). The Open Work. Boston: Harvard University Press.
Eskelinen, M. (2001). The Gaming Situation. Game Studies, 1(1).
Fiske, J. (1987). Television Culture. London: Routledge.
Frasca, G. (1999). Ludology meets Narratology: Similitude and differences between (video)games and narrative. Retrieved 29th of March, 2004, from http://www.jacaranda.org/frasca/ludology.htm
Frasca, G. (2001). What is ludology? A provisory definition. Retrieved 29th of March, 2003, from http://ludology.org/article.php?story=20010708201200000
Frasca, G. (2003). Ludologists love stories, too: notes from a debate that never took place. Paper presented at the Level Up – Digital Games Research Conference, Utrecht.
Gould, S. J. (1995). The Pattern of Life’s History. Retrieved 6th of April, 2004, from http://www.edge.org/documents/archive/edge101.html
Herz, J. C. (1997). Joystick nation : how videogames gobbled our money, won our hearts, and rewired our minds. London: Abacus.
Juul, J. (1998). A Clash between Game and Narrative. Paper presented at the Digital Arts and Culture conference, Bergen.
Juul, J. (2002). The Open and the Closed: Games of Emergence and Games of Progression. Paper presented at the Computer Games and Digital Cultures Conference, Tampere.
Juul, J. (2003). Half-Real – Video games between real rules and fictional worlds. PhD dissertation, IT University of Copenhagen, Copenhagen.
Klug, C. (2002, 16th of September). Implementing Stories in Massively Multiplayer Games. Gamasutra.com.
Parker, K. (2004). Free Play – The Politics of the Video Game. Reason, 35, 21-27.
Segerstråle, U. (2000). Defenders of the Truth – The Sociobiology Debate. Oxford: Oxford University Press.
Smith, J. H. (2000). The Road not Taken – The How’s and Why’s of Interactive Fiction: www.game-research.com.
Sokal, A., & Bricmont, J. (1998). Intellectual Impostures. London: Profile Books.
Taylor, T. L. (2003). Intentional Bodies: Virtual Environments and the Designers Who Shape Them. International Journal of Engineering Education, 19(1).
Thorhauge, C. (2001). DR satser 100 millioner på interaktivitet [The Danish Broadcasting Association bets 100 millions on interactivity]. Computerworld.dk.
Aarseth, E. (1997). Cybertext : perspectives on ergodic literature. London: Johns Hopkins University Press.
Avatars you can trust – A survey on the issue of trust and communication in MMORPGs
First published: September 10, 2003
Updated: Oct 24, 2006
[Graphs missing]
Designers of MMORPGs face hard technical challenges but as the somewhat brief history of these games has made clear, they also need a clear sociological understanding of group behaviour. This article reports on a small survey of MMORPG players addressing the issues of trust and communication. Results are analyzed through a theoretical perspective drawing inspiration from theories of cooperation and collective action, mainly sociological formulations of economic game theory.
Theoretical background
Human interaction, by any standard definition, requires communication. In order to express our needs and desires, to engage in trade, to ask for directions – not to mention cooperating on a nationwide level – we need the powers of communication. In many cases, however, communication itself is not enough. To coordinate the efforts of building a lighthouse (to take an economy textbook classic) we’ll need the precious resource of trust. If a person is to contribute to the common good, he or she needs to be convinced that other people are not just piggybacking on his or her efforts. If I am to contribute to the lighthouse, I’ll want some insurance that no substantial number of people are freeriding; enjoying the benefits without contributing on their own. These have been core issues in political science for centuries. The problem – which is really the problem of how society is possible at all – is one of trust. How do agents who feel any kind of discrepancy between personal and collective interests (and are sometimes tempted to look after the former) manage to cooperate? Historically there have been two solutions that we may refer to as the Neutral Third Party Approach and the Responsibility Through Positive Sum Approach. The former has been famously phrased by the contract theorists Thomas Hobbes, John Locke, and Jean-Jacques Rousseau. People, in this perspective, understand that they would be better off if they cooperated, but have no way of trusting each other without a neutral guarantor. This guarantor, typically the state, may punish those who break contracts or act against the common good. Thus, even the purely selfish will find it sensible to cooperate. The Responsibility Through Positive Sum Approach works without a neutral third party. In this view, social order (and general prosperity) may arise through the largely unregulated interaction of selfish agents by way of various mechanisms, most famously the surplus value generated by specialisation. Hence, classical economist Adam Smith’s (Smith, 1776/1993) well known claim that
“It is not from the benevolence of the butcher, the brewer, or the baker, that we expect our dinner, but from their regard to their own interest. We address ourselves, not to their humanity but of their advantages.”
Buy a loaf of bread from the baker instead of baking it yourself and you’ll both profit.
This view is echoed in some quarters of economic/social game theory and rhymes well with many observations from biology.
Now, both of these approaches have been known to work under certain conditions. MMORPG designers will often have to strike a balance between the two approaches, letting the system itself assume the properties of the neutral third party while various mechanisms facility some degree of emergent social order. The details of how this can (and does) work will not be discussed here. Rather, it is important to understand that multiplayer games are subject to the exact same problems and concerns as any other human group. With one obvious exception; many games have strong competitive elements (indeed one could argue that the less competition we have, the less of a game do we have) and such elements differ somewhat from many forms of “physical” human cooperation. This is true to the extend that the competition is what game theorists refer to as zero-sum, a game with a fixed amount of points; one side wins as the other side loses. Examples of zero-sum games are (stand-alone games of) chess, tennis, and Tekken. MMORPGs are less competitive than Tekken and thus more obviously concerned with social interaction. However, it is worth noting that many games that may seem (practically) zero-sum have dimensions that rely on trust. For instance, the real-time strategy game Age of Empires (Microsoft, 1999) matched players for multi-player battles through a web interface that required some amounts of chatting and opened up a variety of trust issues. For instance, players would often lie about their skills in order to find willing opponents (whom they might even have the pleasure of giving a thorough and rating-reducing beating). Thus, whereas the actual battles with standard setting had no trust problems (they were zero-sum and you simply assumed that the opponent was out to get you) the matching interface was rife with such issues.
In MMORPGs, of course, cooperation is a necessity, when forming parties or guilds and when facing the need of a variety of character class specific skills. Also, these games generally share an ambition of creating worlds, presumably including some sorts of communities. What we have, then, is that very basic of human phenomena; the need for cooperation and the emergence and violations of norms. It may well be possible to establish a template for the emergence of social issues in online role-playing games or indeed many types of online communities. Certainly, many of the more well-documented specimen seem to have followed a common path.
1. The establishing of the system. Users may be few and friendly towards the project. Social issues will not be dramatic.
2. Opening of the world to outsiders that do not share the cooperative pioneering spirit of the first users.
3. Social trouble arising from the abuse of privileges.
4. Implementation of system-level norms and rules and a system of sanctions (if not, the system may well lose its value and fade away).
On many levels, this schema describes the evolution of systems such as the CommuniTree bulletin board (Stone, 1992), LambdaMOO (Dibbel, 1999; Curtis, 1992), the educational MUD called MicroMUSE (Smith, 1999), the early graphical MUD Habitat (Morningstar & Farmer, 1990:9) and Ultima Online which was initially plagued by large-scale social trouble. Famously, Blizzard’s Diablo was taught many game designers not to expect everyone to voluntarily refrain from cheating. A variety of “hacks” would seriously tip the balance in multiplayer games. It is interesting to note that an informal survey done in 1997 showed that 89% of those who had cheated would have preferred not to have been able to do so (Greenhill, 1997). The design lesson to be learned from that may be to help players stop cheating by leaving the system less open to exploitation and even not to be afraid to help players from themselves.
Collectively, game world sabotage (or forms of play that run contrary to the enjoyment of other players) is often labelled ‘grief play’. This problem may be decreasing as game worlds are designed with less utopian assumptions of player behaviour but it obviously still demands many resources and to some extent dictates design decisions. The FAQ of Mythic Entertainment’s Dark Age of Camelot (2001+) states that
“An unfortunate situation has arisen in several currently-available online games where some game players go out of their way to ruin the gaming experience for other players by killing them repeatedly, “stealing” their monster kills, and generally making a nuisance of themselves. Camelot has several built-in methods for discouraging this behavior.“
(http://www.darkageofcamelot.com/faq/)
Expectations
Real-life successful communities usually fulfil a range of criteria (Ostrom, 1990). More generically, following Robert Axelrod’s seminal analysis (Axelrod, 1984), trust without central command may arise in positive sum systems characterized by
• Repeated interaction. The likelihood of future interaction must be sufficiently large.
• Knowledge of interaction history. Agents must be able to recall past interactions.
• Recognition capabilities. Agents must be able to recognize one another.
To this we may add that stable group boundaries and indeed small group sizes may support asynchronous niceness, known as reciprocal altruism (within biology) or generalized exchange (within sociology). In such situations, one agent will cooperate with another without the lure of immediate reward.
Now, if players recognize this on any level they may be expected to desire features that enable trusting in-game relationships to form, most notably: Strong communication features, limited and stable group sizes, persistent user identities (to enable recognition), and memory support in the form of note-taking or being able to attach labels to other players’ profiles. Of course, players might also care nothing for trust and just enjoy the lawless anarchy of online gaming.
Methodology
Survey methodology – as indeed all methodologies – is fraught with problems and pitfalls for the unwary. On a general level we should be sceptical about people’s self-perceptions. Asking someone about her media use, for instance, may yield highly non-factual answers. We are not completely conscious of our daily life and habits and we all present self-images clouded by wishful thinking – at times even to ourselves. Most obviously, people tend to downplay media use perceived as vulgar in favour of more socially respected pastimes (e.g. Lewis, 1991:53). Also, some types of knowledge cannot be put into words. While we can ask someone if he or she can ride a bicycle, we cannot ask someone how he or she rides a bicycle. Riding a bike is not an entirely conscious process. Similarly, we can’t ask someone directly how he or she communicates with others or evaluate the personalities of others. Thus, the answers given to this type of questions in the survey may not be accurate.
In this particular case the respondents involved were found on a limited number of websites etc. Or rather, they found themselves since they were perfectly able not to take the survey. Thus, the respondents who did chose to answer were self-selected. This introduces bias, since the sample is not representative. It might be that the opinions and habits of the hard-core gamers who answered are interesting to us (or to designers) but on the whole the results should be considered indicative rather than conclusive.
Practical approach
The survey was advertised, with an introductory text, at www.game-research.com between 5th of October, 2001 and 8th of January, 2002. In addition, respondents were recruited in a variety of USENETnewsgroups. The questionnaire itself was web-based and besides basic demographic questions consisted mostly of closed questions in which respondents were asked to rate statements such as “Communication/chat with other players is an appealing part of online gaming.” Results were analysed for statistical significance within single questions (could the outcome be a coincidence?) and between questions (for instance, do respondents who value communication/chat also find that users should have persistent user names?). Significance, here, is measured at the level of p<0.05.
Survey results
The most significant results of the survey will be presented below. Whereas this discussion focuses mostly on significant distributions within single questions, additional and different analyses may well be performed on the data than the ones discussed here.
Respondent demographics
Respondents were, not surprisingly, overwhelmingly male (91,7%). 42,5% were in their twenties, while the mean age was 24,7. Whereas Americans constituted the largest group (42,4%), British respondents accounted for 17,9% of all responses.
Saboteurs are a problem
Online gamers, of course, are a motley crowd. Different game genres may present different problems of cooperation and different player types may have different concepts of fun. Furthermore, we may speculate that people who find online gaming worthwhile at all do not find the problems to be critical.
Graph 1, however, shows that respondents do think that saboteurs are a problem. Even if we consider the middle category “sometimes“ as a statement of neutrality towards the issue (as is done throughout the following), a significant number (41,4%) reply that saboteurs are a problem “often” or “all the time”.
To what degree do you find that online gaming is troubled by saboteurs (player killers, cheaters etc.)?
Establishing trust
When players (or indeed avatars) meet, they will often want to gauge the trustworthiness of each other, whether to engage in trade or dragon slaying. Respondents were asked how they evaluate such trustworthiness by being requested to rate the following statements (among others):
• I judge by the seriousness of their user names
• I judge them by their writing skills and apparent level of education
• I judge them on the basis of dialogue (value statements etc.)
On the whole, user names were not taken by the respondents as valuable indicators of personality or intentions. One could speculate that silly or youthful names would signal low trustworthiness but respondents claim that this is not the case (at any significant level).
On the other hand, writing skills and apparent level of education is considered an important indicator. It might well be that paying attention to grammar and wording in general comes across as a commitment to the interaction. A communicator who is willing to spend time and effort on an exchange is likely to be serious about future commitment. It also means, of course, that good communicators (people who are used to textual interaction) have clear advantages when self-representation consists only of text.
Whereas form is important, actual statements and choice of subject matter appears to be even more crucial. Disregarding those who answer “sometimes” (29,5% of all) 81,4% of the remaining group claim to judge others on the basis of dialogue “often” or “all the time”. This is hardly surprising. Value statements go to the heart of trust, and it would be strange not to take stock of extreme statements of egoism or altruism (although in some settings, one might be sceptical of the last sort).
I judge them by their writing skills and apparent level of education?
I judge them on the the basis of dialogue (value statements etc.)?
I judge them by their reputation (eg. by asking others)?
I judge by the seriousness of their user names?
Design preferences
Respondents were also asked to evaluate a small series of design feature proposals and a few more general statements. These features and statements are directly related to the issue of trust. We might expect the gamers to desire strong communication features and to want ways of handling saboteurs. Particularly, if the respondents follow predictions derived from the theoretical perspective outlined above, they should want permanence on the issue of identity and clear connections between gamers and their user names (i.e. they should want user names to be more or less permanent).
The respondents, in fact, agreed to a high degree that it should be possible to hold others accountable by attaching labels to their user profiles (much like it is done on www.e-bay.com). Also, the responses stressed the importance of persistent identities. Not all respondents agree, of course, but on those two issues, the respondents in favour of such measures outnumber those opposed.
Interestingly, though perhaps not surprising to most, the respondents value communication for its own sake (not just as a necessary evil). This should not be taken to mean that what they really come for is the company – if that were the case they could fulfil their needs in other (much cheaper) systems, such as bulletin boards or instant messengers. But communication does seem to be a major reason to play online as opposed to single-player fun.
It should be possible to attach notes to other users about their reliability etc and to make these notes available to friends/allies?
Communication/chat with other players is an appealing part of online gaming?
Online games should focus heavily on communication features enabling coorperation between players (pooling resources with allies, teaming up etc.)?
Players should be clearly connected to user names (user names should be permanent/persistent and/or hard to get)?
There should be strict limits as to how many players are let into the same game world (or game room etc.)?
Management should try to let players work out their difficulties before stepping in?
Communication/chat with other players is a necessary but not appealing part of online gaming?
New players should have restricted powers within MUDs and roleplaying games until they’ve proven themselves in some way?
Conclusions and perspectives
On the issue of actual in-game player behaviour one must not place too much stock on player perceptions. Player claims, however, may inform us on what players look for in games and give us general impression of what features they value and would like to see improved. Importantly, saboteurs or grief players trouble many online games and even where they don’t we may want to ask if the game designers are avoiding unconstructive behaviour at the cost of restrictions on player freedom.
The results presented here indicate that gamers, consciously or not, are concerned with issues of trust and cooperation. They tend to prefer design features that facilitate constructive behaviour. Such features have been studied intensively by disciplines such as political science and sociology and it seems likely that game designers would be able to benefit from paying attention to these disciplines.
In the future it would be interesting to try to document what concrete design features lead to what types of behaviour. By systematically and empirically studying the sociology of MMORPGs we will even be able to generalize results and thus provide valuable knowledge that may extend far outside the field of games. Just as game desigers may benefit from the insights of sociologist, so the study of society and politics may be able to look to virtual worlds for valuable data and ideas.
Literature
• Axelrod, Robert (1984). The Evolution of Co-operation. London: Penguin Books.
• Curtis, Pavel (1992). Mudding: Social Phenomena in Text-Based Virtual Realities. Proceedings of Directions and Implications of Advanced Computing, Berkeley, California.
• Dibell, Julian (1999). My Tiny Life. London: Fourth Estate.
• Greenhill, Richard (1997). Diablo, and Online Multiplayer Game’s Future. Games Domain Review.
• Lewis, Justin (1991). The Ideological Octopus – An Exploration of Television and Its Audience. London: Routledge.
• Morningstar, Chip & Farmer, Randall F. (1990). The Lessons of Lucasfilms’s Habitat. In: Wardrup-Fruin & Montfort, Nick (2003). The New Media Reader. London: The MIT Press.
• Ostrom, Elinor (1990). Governing the Commons – The Evolution of Institutions for Collective Action. Cambridge: Cambridge University Press.
• Smith, Adam (1776/1993). An Enquiry into the Nature and Causes of the Wealth of Nations. Oxford: Oxford University Press.
• Smith, Anna DuVal (1999). Problems of conflict management in virtual communities. In: Kollock, Peter & Smith, Marc (eds.). (1999). Communities in Cyberspace. New York: Routledge.
• Stone, Alluequere Rosanne (1992). Will the real body please stand up? – Boundary Stories about Virtual Cultures. In: Benedikt, Michael (ed.). Cyberspace: First Steps. Cambridge: The MIT Press.
NOTE: This article replaces a briefer version previously published at this site. For further discussion of the results and a more detailed theoretical framework, please see my MA thesis The Architectures of Trust – Supporting Cooperation in the Computer-Supported Community
Dragen på loftet – om rammerne for interaktiv fiktion
Oprindeligt bragt i Samson, Juli 2000
Den computerbaserede interaktive fiktion er faret vild. I følge skribenten bygger den på principper, som er tænderskærende lineære, og derfor er den ikke nogen værdig konkurrent til andre medier. Blandt andet den udmærkede bog. Denne artikel forsøger at skitsere den interaktive fiktions potentiale.
Det virkede ellers så oplagt. For godt tredive år siden sad programmøren Will Crowther og baksede med et lille program, han kaldte ‘Adventure’. Det var egentlig ikke noget særligt – mest af alt var det en kombination af Crowthers største interesser: programmering, huleklatring og fantasy-rollespil. Og så var det mest tiltænkt hans børn. Blandede man disse faktorer med datidens computerkraft, blev resultatet en huleudforskningssimulator, der udelukkende kommunikerede med brugeren ved hjælp af tekst.
Det var denne primitive konstruktion, som Crowther, der snart skulle få travlt med noget så trivielt som at lægge fundamentet for Internettet, kastede i grams ved at gøre spillet frit tilgængelig på tidens computernetværk. Nu var denne gestus hverken akkompagneret af trompetfanfarer eller trommehvirvler, men faktisk havde Crowther hermed lagt grunden for ganske store formuer, nemlig dem som igennem tiden er blevet tjent på såkaldt interaktiv fiktion.
Crowther kan naturligvis ikke holdes ansvarlig for, hvad branchen senere har fundet på. Men på den anden side er der en klar sammenhæng mellem hans valg ved kodningen af ‘Adventure’ og så det, som branchen senere ikke har fundet på. I det hele taget har branchen et betydeligt behov for at lægge historien bag sig.
En genres historie
For at lægge noget bag sig må man dog først forstå det. Lad os derfor kaste et blik på hvad der videre skete.
‘Adventure’ vakte stor jubel på det der efterhånden blev kendt som ARPAnettet. Af denne vej nåede det sidst i 1970erne en gruppe foretagsomme studerende ved MIT i Boston. Her havde man længe forstået det, som først var ved at dæmre i den folkelige bevidsthed, nemlig at computeren ikke blot var en koldblodig talknuser, men måske endda kunne opfattes som et medie. Med dette in mente konstruerede gruppen, der med det samme startede firmaet Infocom, et nyt, større og mere litterært ambitiøst ‘Adventure’. De navngav deres barn ‘Zork’.
Ligesom i ‘Adventure’ bestod interaktionen med ‘Zork’ udelukkende af tekst, men ‘Zork’ var så sindrigt konstrueret, at dets sprogforståelse – den såkaldte parser – var i stand til at opretholde historiens flow, selvom denne parser reelt set ofte måtte give fortabt overfor selv de mest simple sætningskonstruktioner. Skrev spilleren for eksempel ‘Hit mailbox with hand’, ville spillet respondere med ‘I’ve known strange people, but fighting a small mailbox?’. Selvom spillet reelt set ikke forstår en meter af, hvad brugeren siger, opfatter parseren, at brugeren forsøger at slå ‘noget’ med ‘noget andet’ og svarer på en måde, der søger for at holde brugeren inden for rammen af spillets begrænsede muligheder. ‘Zork’ var en overordentlig stor succes.
Senere blev konceptet videreudviklet med først en grafisk over- eller tilbygning fra og med Sierras ‘Mystery House’ (1981). ‘Mystery House’ var lidet kønt og brugte primært grafikken til at pynte på den endnu rent tekstlige interaktion, men i senere spil blev grafikken ‘levende’, i og med at spilleren kunne styre en figur omkring i de tegnede miljøer. Når det gik højt for sig, havde grafikken endog en fortællende rolle som ikke blev gentaget af teksten.
Men behøvede man overhovedet tekst? Kreative folk hos LucasFilms spilafdeling LucasArts fandt det ødelæggende for oplevelsen, at spilleren skulle tvinges til at gætte præcist, hvilke ord parseren forstod. I deres ‘Maniac Mansion’ fra 1987 var det slut med den sproglige gætteleg. Ved hjælp af et såkaldt point-and-click-interface kunne brugeren (med joystick eller mus) kombinere en række verber fra en liste med spillets grafiske elementer. For eksempel kunne man trykke på ‘open’ og derefter på en dør. Læseren kan selv gætte hvad dette medførte, og dette var netop pointen – det var logisk og ligetil.
Myst (Bröderbund, 1995)Den nye brugerflade fungerede så godt, at den med enkelte modifikationer endnu bruges. Den væsentligste udvikling siden ‘Maniac Mansion’ skete, da man i de tidlige halvfemsere, i kraft af CD-ROM-lagermediets indtog, kunne begynde at lagre større datamængder. Dette førte til en audiovisuel eksplosion med særlig forkærlighed for digitaliseret film. Men da støvet så småt havde lagt sig, stod mange tilbage med en dårlig smag i munden. Følelsen af, at lækkerierne dækkede over manglende fortællemæssig opfindsomhed, var udbredt.
Der skulle mere til, og det kom der med det dvælende ‘Myst’ (Bröderbund, 1995), der nåede helt ind i bogelskeres hjerter med sit litterære finish og eksplorative fokus. På trods af at ‘Myst’ er blandt de bedst sælgende spil nogensinde, gik det fra midten af halvfemserne langsomt ned ad bakke for genren. Mens ‘Doom’ (ID Soft, 1994) og dets børn overhalede indenom, erobrede strategispillene ethvert netværk med deres oplagte multiplayerfunktioner. Adventuregenren – altså den type computerspil, der lægger særlig vægt på ‘den gode historie’ – var på vej mod en tidlig grav. Bevares, på det seneste har Sierra og andre forstået at drage fin nytte af landvindingerne indenfor 3D-grafik, men det er som om genren, udviklingsmæssigt set, har hamret hovedet ind i en hård mur.
Og det er der en rigtig udmærket grund til.
Den lineære skruetvinge
På trods af alle spildesignernes, forfatternes og for nylig endog Dogmebrødrenes snak om interaktivitetens velsignelser er de fanget af fortiden. De skriver bøger med få valgmuligheder forneden på udvalgte sider, og de laver spil, som nærmest er at sammenligne med film, der af og til stopper, indtil brugeren har løst en kryds-og-tværs. Hvis dette er, hvad man kan præstere, er det ikke underligt, at nogle bogelskere kun har hån tilovers for computerens evner som fortællende medium. Men det skyldes alt sammen en misforståelse.
Hvis vi skal give nogen skylden for forvirringen, kan vi kaste os over stakkels Will Crowther. For ‘Adventure’ havde en begyndelse og en slutning, og det dur simpelthen ikke. Hvis spilleren skal ledes mod en bestemt slutning på en måde, som giver logisk/kausal mening, kan det kun ske på bekostning af handlefriheden.
Lad os tage et simpelt eksempel: En mand går ind i en kiosk for at købe en avis. Denne lidet sindsoprivende historie kan fortælles på et utal af måder. Men skal den fortælles interaktivt er valget af hovedperson (en mand), handling (at vælge én kiosk blandt flere for eksempel), ambition (at købe en avis) allerede fastlagte. Der er med andre ord ikke særligt mange interessante valg tilbage at træffe, og situationen er næppe særligt interessant for brugeren. Til gengæld vil en formidlingsekspert, eller ‘kunstner’, kunne formidle historien på en fascinerende måde i sit medium. Og netop dette er et stærkt argument mod den interaktive fiktion – brugeren er jo ikke ekspert. Brugeren er rent faktisk oftest en luset amatør, der for øvrigt ikke har den tid, det tager for eksempelvis en dedikeret filmklipper at tilrettelægge stoffet optimalt. På dets egne præmisser er dette argument ikke til at slippe udenom. Men det er også noget vrøvl, for det forudsætter, at brugeren skal motiveres til at træffe de samme valg, som kunstneren ville have gjort.
Og er dette tilfældet, er det hele blot en ureflekteret overførsel af gammelkendte principper til et nyt medium.
Brugeren som problem
Traditionelt har interaktiv fiktion altså været forstået og designet som fortællinger med begrænset handlefrihed – primært af typen ‘Vil du gå til højre eller til venstre, først?’
Med inspiration fra den danske spildesigner Michael Valeur kan tankegangen illustreres som på Figur 1.
I kapitel 1 har brugeren et vist spillerum, men for at komme videre til Kapitel 2 må vedkommende underkaste sig handlingens retning og acceptere en væsentlig frihedsreduktion i forbindelse med det man kunne kalde historiens ‘plot points’. Det nytter for eksempel ikke, at brugeren slår skurken ihjel i kapitel 1. Michael Valeur har selv sammenlignet modellen med en lejlighed. For at komme fra køkkenet til stuen må man gå gennem entreen og så fremdeles.
Men selv om dette er en meget præcis beskrivelse af, hvordan adventurespil typisk opbygges, er det også en højst mærkværdig konstruktion. Designere, der arbejder med denne model rammes ofte af angst for, at konsekvensen af brugerens valg vil forgrene sig i det uendelige, medmindre man opstiller stramme restriktioner. Man foregøgler en bruger, at han er fri, og så bruger man alle sine kræfter på at opretholde denne illusion.
Men hvad ville der ske, hvis man gjorde alvor af sin ambition og faktisk gav brugeren fri?
Brugeren som ressource
Ovenstående spørgsmål bør ikke stilles til en forfatter. Det bør stilles til en arkitekt. Arkitekten bygger rum, træder tilbage og lader folk bruge dem. Arkitektens bygning repræsenterer en række ydre grænser for folks aktivitet, mens naturlovene sørger for, at samme folk ikke begynder at gå på loftet. Det bemærkelsesværdige er, at det, at vi ikke kan tage en spadseretur med hovedet nedad, er noget, de færreste af os går og lader os irritere over til daglig. Vi kan sagtens acceptere grænser for udfoldelse. Hvad der derimod kan være sværere at håndtere, er et klassisk problem for adventurespillet: Døren kan ikke åbnes, fordi den ikke skal bruges – endnu.
I stedet for at kræve at brugeren skal gennemgå en fastlagt erkendelsesproces på sin rejse gennem lejligheden, kan man forestille sig følgende opsætning: Brugeren starter i et slots forhal og på loftet placeres en drage. Dragens adfærd reguleres af et antal parametre, heriblandt vrede/glæde, aggressivitet/passivitet, mod/frygt med videre. Hvis dragen og brugeren mødes, tolker dragen enhver handling fra brugeren som et udtryk for et ønske og reagerer på baggrund af de parametre, som designeren har fastsat.
Med selv et begrænset antal parametre vil det være snart taget umuligt for designeren at forudsige forløbet. Til gengæld er angsten for tælletræet helt væk – systemet er selvjusterende, og mens en stor række hændelser er mulige, er ingen hændelser påkrævede. For der er i realiteten ikke noget mål.
Der er altså tale om en slags ‘udgangspunktets poetik’, løst illustreret ved Figur 2.
Dette er en strukturløs model eller for nu at sige det, som det er: det er en ramme. Men når rammen er udstyret med mønster, er det for at påpege, at den er yderst vigtig.
Deistisk narration
Den såkaldte ‘deisme’ er troen på at Gud opstillede rammen og spillereglerne og derefter lod os mennesker overtage initiativet. I al beskedenhed er det netop sådan, designeren bør arbejde.
Ikke blot er rammen de love, der gælder i designerens univers. Rammen er også alle de genrekoder og kulturelle referencer, som indkorporeres i fiktionens udtryksside og derved opfordrer brugeren til at spille sin ‘rolle’. Har designeren eksempelvis konstrueret et koldt og undergangstruet fremtidsunivers, vil brugen af film noir-cues kunne anvendes strategisk til at anspore brugeren eller brugerne til at påtage sig roller, som er forlignelige med dette univers (for eksempel rollen som hårdkogt detektiv snarere end rollen som frygtløs ridder). Tilsvarende har arkitektens konstruktion af en bygning betydning for, hvad den sandsynligvis vil blive brugt til.
Idéen med den deistiske narraton er altså helt grundlæggende, at historier ikke behøver at være noget, man har. Det kan lige så godt være noget, man får.
Teoretiske afveje
Sætningen ovenfor er dog genstand for nogen kontrovers. Mens adventurespillene upåvirkede fulgte i ‘Adventure’s begrænsende fodspor, fik en række forskere – primært af litteraturvidenskabelig overbevisning – øje på fænomenet. Efter alt at dømme har disse forskeres baggrund dog været dem en klods om benet.
Forfatter og spildesigner Michael Valeur skriver ganske fornuftigt: “Frihed og forførelse peger grundlæggende hver sin vej”. Det kan man næppe være uenig i, for forførelse er jo netop en passiv overgivelse til fiktionens præmisser – det er vanskeligt at blive forført med en mus i hånden. Men det er ikke præcist det, Valeur mener. Problemet er, at Valeur i nogen grad sætter lighedstegn mellem fortælling og forførelse: “Når man fortæller en historie, altså forfører folk, så har man brug for en lineær dynamik til at lokke dem med.”. Valeurs “man” er forfatteren – og ikke brugeren. Hermed ignoreres muligheden for, at gode historier kan opstå på baggrund af de rette narrative præmisser, og selvom Valeurs overvejelser er blandt de mere interessante, må han netop på dette punkt siges at fægte løst i luften.
Han får dog støtte fra den norske litteraturforsker Espen Aarseth. Aarseth tager emnet forbilledligt seriøst, men vil alligevel ikke fralægge sig princippet om, at adventurespil selvfølgelig skal fortælle historier. Dog hævder han, at der er en grundlæggende modsætning mellem fortælling og interaktivitet. Igen er argumentet det fuldt forståelige, men lidet interessante, at det er svært at fastlægge et forløb og give brugeren stor indflydelse på dette samtidigt.
Det virker grangiveligt, som om at disse teorier bygger på en fejlagtig præmis. De søger at definere den interaktive fiktion i forhold til et fortællingsbegreb, der er alt for løst og traditionelt stort set kun har skullet dække lineære fortællinger. Går man, som disse teoretikere gør, til Aristoteles og får at vide, at en historie kræver en begyndelse, et midterstykke og en slutning, ja så har man jo samtidig defineret interaktivitet som en modsætning.
Den fejlagtige præmis er, at definitioner af denne type begreber er noget, der eksisterer i virkeligheden og derfor kan opspores. Det er forkert. Definitioner er noget, man bruger. Jeg kunne i begyndelsen af denne artikel have defineret interaktiv fiktion som pantomimeteater. Det ville sikkert have virket fjollet, men ville ikke desto mindre have været helt reelt. Den intense jagt på adventurespillets ‘natur’ kan derfor – hvis man skal være flink – kaldes spild af tid.
Kunsten at bygge verdener
Især adventuregenrens kommercielle nedtur har affødt kreative refleksioner hos en mængde designere. Revolutionen indvarsledes så småt i 1997 med Origins Ultima Online. Spillet – og begrebet begynder at flyde – er en verden med en række narrative vektorer. Enhver beboer i spillets verden – uanset om denne person er styret af et menneske eller af en computer – har evner og præferencer. Der er ingen, der kender verdenens fremtid, for ethvert valg har betydning, og mængden af valg som foretages hver dag af de mange tusinde spillere er uoverskueligt.
Rammen er konstrueret med stærk inspiration fra traditionelle fantasyuniverser: elvere, dværge og orker hører til dagens orden. Men valget af denne genre skyldes jo kun konservatisme og segmenttilhørsforhold i designgruppen. Det er oplagt at tænke sig digitale verdner opbygget omkring andre tidsaldre eller omkring genrer som kriminalromanen, horrorfortællingen eller endog mere lyriske alternativer.
Nostalgiske fans af adventuregenren græder salte tårer. De føler, at deres yndlingsgenre er ved at afgå ved døden. Hvis de løftede blikket ville de se, at fremtiden er lys og fuld af fortællinger.
Anvendt litteratur
· Aarseth, Espen. Cybertext – Perspectives on Ergodic Literature. The Johns Hopkins University Press. London. 1997.
· Murray, Janet H. Hamlet on the Holodeck – The Future of Narrative in Cyberspace. The MIT Press. Cambridge. 1997.
· Valeur, Michael. Blackout – erfaringer omkring arbejdet med interaktiv manuskriptskrivning. Speciale, RUC. 1998.
The Forgotten Medium
The original Danish-language version of this article appeared in the magazine Samson, April 1999.
The research done on computer games up till now is quickly perused. This in spite of the popularity of the interactive medium and an economic success that surpasses that of the film industry. This article seeks to explain this disproportion and to lay a few modest building blocks to the foundation of a new field of research.
“Let there be no doubt about it: these games are not harmless fun, as some think, but rather digital poison.” exclaimed Senator Joe Liebermann in the American Senate last year. The target for his verbal weaponry was the apparently increasingly more violent computer games of the time – certainly a popular target when the army of worried parents and pedagogues take aim with the loaded bazooka of guilt transference. But if the discussion were to be characterized by one keyword it ought to be exactly that: Doubt. Researchers deliver relativistic statements, but there they are, the boys, hour after hour glued to the screen without showing the least bit of interest in the parental arsenal of character building activities ranging from brisk strolls to books filled with learning. Had it only been the television set that attracted them but no, it is something far more mysterious; an activity where the boys themselves are the active ones and where red slime monsters occur with the regularity of real world train delays.
Surely, this must be dangerous?
In the discussion concerning children and young people’s relation to computer games this question has been the most commonly articulated. It is, however, notoriously difficult to answer and scientific research has all but ignored the subject. The computer games industry may have surpassed the film industry in revenues but still, it isn’t really something one has wished to get involved in. First of all this restraint calls for an explanation. Afterwards this article will present a sketch of the history of the computer game – a necessary foundation for the possible introduction of theory and methods of analysis.
The blind eye of media research
New fields of research are difficult to deal with. Research is the building upon a foundation of experience, the abandonment of earlier hypothesis and the revision of old theories. When such a foundation does not exist there is no discussion, no experts to refer to, let alone place oneself in opposition to. Consequently there is a certain inertia in the broadening of research fields. It is just plain hard to start something new.To this we must add that the computer game exists in an academic no-man’s-land.
On one side the character of the phenomenon as an audiovisual experience places it within the field of film or communication science. But if the interactive texts are studied in their context of use the theorizing seems to belong to pedagogy/psychology or perhaps to broader cultural research such as sociology. Even if a modest theoretical perspective is chosen one encounters problems. In a text analysis it can be hard to capture a phenomenon that leans towards issues of mass communication but at the same time doesn’t seem to make sense without a focus on the interpersonal aspects and questions raised by the interactive multimedia experience.
Finally, the history of the phenomenon plays an important role. Computer games come with strong fast food connotations. The birth of the games into a masculine pubertarian environment has placed them solidly among the lowest low of popular culture – an area that has not traditionally enjoyed great academic interest. With the convergence of media studies and cultural studies and the more general rehabilitation of phenomena of popular culture, however, this is about to change. Hopefully this article may speed up the process however slightly.
The dangerous pictures
The mass cultural connotations of the visual media still bring them into conflict with a more traditional concept of quality and artistic as well as general value. At the same time playing is not traditionally seen as a very productive activity (or at least as an activity pertaining specifically to childhood). In a childhood environment of professional caretakers the children sense an opposition towards the idea of the machine as toy. The reason for this, according to child culture researcher Carsten Jessen, is that the pedagogues “do not perceive the computer as an appropriate activity for small children. The computer is viewed, as is television, as a sort of ‘passive entertainment’, which may make the children antisocial, reduce the scope of their imagination and have destructive effects on playing.”
The hostile attitude may in part be traced to Herbert Krugman who, in the sixties, performed a series of EEG experiments on children to measure their brain activity while they were watching television. The quite controversial experiment showed that the alpha waves of the brain of a television viewer corresponded to those of a sleeping person and were quite different from those of a (book) reader.
These results where popularized by Jerry Mander in an all-out-attack on the television medium (Four Arguments for the Elimination of Television, 1978) and were highly compatible with Neil Postman’s description of the dangers of using television for educational purposes other than showing the harmful nature of the medium. These television pessimists picked up on the thoughts of Marshall MacLuhan’s description of how the visual medium brought along a regression to a pre-textual form of thought and therefore was a threat to the dominance of rationality.
MacLuhan saw the visual media as involving the user in a much more unreflexive manner than the distance demanding and rationality-motivating book. But in contrast to MacLuhan who had made serious reservations and primarily had sought to start a debate on the new media his heirs were overwhelmingly critical and unconditionally worried about the harmful effects of television. Their popular scientific work may be considered to bear much of the blame for the educational distrust of visual media.
One may, however, also have to look for the explanation in the classical misgivings about commercial popular culture. Furthermore it is possible that this new unknown sphere of youth culture is perceived negatively by the older generation because it symbolizes something uncontrollable and unknown. In the words of psychologist Eugene Provenzo: “Concern on the part of parents and other members of the adult community may in fact reflect their fear of losing control over youth populations.”
The history of computer games
Carsten Jessen and Lis Fauerholdt probably represent the most serious research done on the subject in Denmark. With a media ethnographic focus on concrete situations – for example the Introduction of Doom II (ID soft, 1994) in a youth club – it has been possible to attack (if not downright falsify) some of the commonly accepted premises of the debate. No, computer games are not used to replace human interaction and no, there is no obvious link between the apparent themes of the games and subsequent behavior patterns of players. The qualitative approach has hereby proven its relevance. What one may specifically miss at this point is the quantitative basis for generalizing the conclusions.
There is also a need for the understanding of the history of the phenomenon. Even Jessen and Fauerholdt display a fumbling insecurity when seeking to describe the experience of playing. The game Doom is describes as having a three dimensional interface and it is claimed that the playing experience may be “compared to walking with a video camera held to the eye and seeing the world through it”.
Now computer games have something in common with film – both are two-dimensional representations of a three-dimensional world. There is therefore nothing particularly three-dimensional about the interface and there is nothing new about the ability to move into the picture. What powers of explanation the video camera hold isn’t obvious either. But the confusion illustrates the need for a common frame of reference.
The very first computer game was Spacewar from 1961. It was an explosive feat of invention but the popularity of the game was limited by the fact that it could only run on mainframes the size of two-room apartments. Spacewar went through innumerable changes but it was basically a dogfight between two spaceships in a sharply defined space. This space, the locked screen, was to limit the activity of the player for many years to come.
Ten years after the birth of Spacewar arcade games started to become common. Most often, however, you had to go to specially established arcades that were built in connection with other leisure activities such as movie theaters and malls. Unique among those compelling game boxes was Space Invaders (Taito, Bally Midway, 1978). The popularity of thiis game broke the confinement of the arcades and brought the machines out of the subcultural semi-darkness and into restaurants and caf´s.
Meanwhile creative programmers started to surpass the traditional limits. It was obvious that the single screen picture was unnecessarily restraining and in an attempt to break the rigid boundaries of game depth the late seventies saw the arrival of the adventure game with the prototype Adventure as founder. The game was available to North American Universities with access to ARPAnet (a precursor of the Internet). Adventure (AKA Advent or Colossal Cave) worked by a completely textual interface describing the action and environment of the protagonist (in response to commands such as ‘go north’ or ‘look at tree’).
This textual interface (parser) was important as it allowed the player to interact with the game in a far more complex fashion than previous multiple-choice-interfaces (where one might for example be asked to choose between three options). Adventure was, however, obviously poorly designed to part the arcade guests from their quarters so the development split into two tracks.
With the development of more exploration oriented games it became obvious that a more mature audience was ready to spend days and nights completing these purely textual and generally inflexible constructs. Apparently these players hungered for interactivity – for the possibility of active participation. Companies such as Atari started to tentatively probe the potential market for home based game machines. And the demand was hard to miss. So the arcades and the home consoles developed in a parallel manner over the years – in commercial competition but especially as mutually supplementing phenomena. Technological innovations have almost always been initiated in the arcades but the personal computer games have bet on the development and complexity of form. Companies such as Atari have wisely sought to spread over both markets.
The 1980′s saw an almost violent development of the adventure genre, which was supplied with graphics and a more accessible interface. The action genre pushed the capacity of machines ahead and reached a peak with Gauntlet (Atari, 1985) which permitted four players to play simultaneously. It’s interesting to note how the possibility of ‘constructive’ teamwork made Gauntlet at least as popular as the traditional kill-or-be-killed multiplayer type.
The strategy genre developed in the late eighties as a more flexible and variable variant of the adventure game. Early triumphs such as Pirates (Microprose, 1987) and SimCity (Maxim, 1989) established the genre as a significant alternative to the adventure genre which now (with certain significant exceptions) has slipped into the background.
The chief reason for the (relative) decline of the adventure game is probably the development in the last five years towards still more open and user-autonomizing game structures. Wolfenstein 3D (ID Soft, 1993) was not only a technically superior action game but also marked the arrival of a completely new concept of the structure of the computer game.
This digital change of paradigms may be described as an expansion of interactivity. Not only is the player the force behind the plot. He, and I do of course mean he, is now also empowered to negotiate the frame of this plot. Modern action and strategy games may of course be played as they are but the creative player can now construct his own levels, his own sound effects, down- and upload add-ons and changes from the Internet.
Not only has this development placed some of the artistic responsibility with the player but the player has also moved himself in search of networks. Modern computers are of course connected and this gives the games a whole new potential. Several thinking beings may now act in the same fictive world at the same time. Omnipresent Internet caf´s testify to the importance of this new quality. Complex worlds may now be explored together, fearful battles may be fought without danger to life or limb.
Chasing the effect
The last sentence is worth noticing because many are not satisfied with life and limb. The debate concerning computer violence circles to no small degree around the children’s souls and the effect of violent images upon said soul
A particularly revealing comment comes from former member of the [Danish] Children’s Council Frode Muldkj´r: “Image violence floods our children through film, video, computer games, Internet, and commercials. Isn’t it a strange society that just says that those things have ‘little or no effect?’”. I, however, would personally like to ask if it isn’t a society at least as strange that just says that we should, on principle, be afraid of that of which we really know nothing.
The question of violence is, as sociologist Henrik Dahl has put it, the Loch Ness Monster of media research. We have searched and searched and only found what corresponds to unfocused photographs of dubious contours. But as I hope to have hinted at the violence question is but one of many possible scientific perspectives. The exceptionally gender-specific appeal is well worth examining just as the skill evolving aspects and social function of games have to this date have only been touched upon sporadically.
The road ahead
All the dangers of text analysis lurk around the corner for the person who tries to analyze the themes of the games. The existing efforts to construct complex structuralist analysis or psychoanalytically inspired readings have resulted in nonsense and largely irrelevant abstractions.
When J. Staalby in a Danish thesis (Computerspil, tekst og tegn. RUC, 1995) hunts the connection between the graphical appearance of Doom and Jaques Lacan’s theories about the perceptions of young children the result is somewhat strained. When media researcher Jens F. Jensen tries to lay bare the structure of Space Invaders using the narrative schemas of Propps developed to understand the structure of Russian fairy tales the explanatory value is rather limited. The players often use the computer as a toy whereupon the theme of their play is projected – rather than the reverse.
It is to a high degree still the child who defines the frames and direction of the playing or in the words of Carsten Jessen: “It is, however, worth noticing that the program does not control the content of the play activity. It is the children themselves who define the space and content that the playing develops and this often happens in contrast to that which the programs explicitly calls for.”
As an equivalent of the ’subversive’ reading of reception analysis it can be noted how the players often find great satisfaction in using the games in ways that are totally unpredictable to the outsider. The intertextual element of games also plays a significant role – a role which is of course completely overlooked when bloody images such as the above one from Doom flood the debate on a tidal wave of moral panic.
The fact that computer games refer ironically to each other is almost as a matter of definition hard to spot for the outsider. And ‘outsider’ is an apt description of the main characters of the debate and the, often educationally oriented, experts appointed to protect children and young people from inappropriate influence.
As I have implied the media ethnographic perspective seems to hold the greatest power of explanation. This method has shown how games are often used socially and it has been suggested that the games must be seen in connection with a focus on the general nature of play. Further along this path is materializing the promising perspective that the reason why human beings play in the first place is the possibility to acquire skills in simulated situations.
It is probable that one when applying this perspective will come to the conclusion that certain computer games may in fact contribute with more contemporarily relevant skills than both brisk strolls and books filled with learning.
Further reading
- Carsten Jessen: http://www.hum.ou.dk/center/kultur/CJ.html
- The arcade game museum Videotopia: http://www.videotopia.com/control.htm
- Thesis on interactive fiction:
- http://nickm.www.media.mit.edu/people/nickm/srthesis/index.html
- Survey of Danish computer game player habits: http://computerspil.cjb.net
With thanks to Rachel Dalton
Det glemte medie
Oprindeligt bragt i SAMSON, 1. februar 1999.
Den hidtidige forskning i computerspil er hurtigt overskuet. Dette til trods for det interaktive medies popularitet og en økonomisk succes, der efterhånden overgår filmmediets. Denne artikel forsøger at forklare dette paradoks, samt at lægge et par beskedne byggesten til fundamentet for et nyt forskningsområde.
“Lad der ikke være nogen tvivl: Disse spil er ikke harmløs sjov, som nogen mener, men digital gift”., sagde Senator Joe Liebermann i det amerikanske senat sidste år. Målet for hans verbale skyts var tidens øjensynligt stadigt mere voldelige computerspil så sandelig et populært mål, når hæren af bekymrede forældre og pædagoger skal sigte med skyldoverførslens skarpladte bazooka.
Men hvis diskussionen skulle karakteriseres med et enkelt nøgleord, burde det netop være dette: tvivl. Forskere kommer med relativistiske udtalelser, men der sidder de jo, drengene, time efter time klistret til skærmen uden at vise den mindste interesse for arsenalet af opbyggelige aktiviteter fra friske gåture til lærerige bøger. Havde det dog i det mindste været fjernsynet, der tiltrak, men nej det er noget andet og mere mystisk; en aktivitet, hvor drengene selv er de aktive, og hvor rødlige slimmonstre er omtrent lige så hyppigt forekommende, som forsinkede S-toge er det her i virkelighedens verden. Det må da være skadeligt?
I debatten om børn og unges forhold til computerspil er dette spørgsmål det hyppigst formulerede, men det er også notorisk vanskeligt at besvare. Nemmere bliver det ikke af, at den videnskabelige forskning i høj grad har vendt det blinde øje til fænomenet. Nok har computerspilindustrien overgået filmindustrien i omsætning, men alligevel, det er ikke rigtigt noget, man har ønsket at beskæftige sig med. Denne fortrængning kræver allerførst en forklaring. Dernæst vil denne artikel præsentere et skitse til computerspillets historie – et nødvendigt fundament for eventuel senere etablering af teori og analysemetode.
Forskningens blinde øje
Nye forskningsområder er vanskelige at have med at gøre. Forskning er viderebygning på et fundament af erfaring, forkastning af tidligere hypoteser og en revurdering af gamle teorier. Når et sådant fundament ikke eksisterer, er der ingen vejledning at hente og ingen eksperter at henvise til, endsige placere sig i opposition overfor. Der er altså en vis træghed i udvidelsen af forskningens genstandsfelt. Det er simpelthen vanskeligt at komme i gang med noget nyt. Dertil kommer, at computerspillet eksisterer i et akademisk ingenmandsland.
På den ene side synes fænomenets karakter af audiovisuel oplevelse at placere det inden for det film- eller kommunikationsvidenskabelige genstandsfelt. Men ses de interaktive tekster i deres brugskontekst synes teoretiseringen på den anden side at høre under pædagogik og psykologi eller måske under en bredere kulturforskning som sociologi. Selv hvis man vælger et beskedent teoretisk delperspektiv støder man ind i vanskeligheder. I en tekstanalyse kan det være svært at indfange et fænomen, der læner sig op ad massekommunikationens problemstillinger, men som samtidig ikke synes at give mening uden fokus på de interpersonelle aspekter, som den interaktive multimedieoplevelse fordrer.
Endelig spiller fænomenets historie en vigtig rolle. Computerspil er vedhæftet stærke grillbarskonnotationer. Spillenes fødsel i et maskulint pubertetsmiljø har placeret dem solidt i den lavest vurderede populærkultur, og det er et område, der ikke traditionelt har nydt stor akademisk bevågenhed. Med sammensmeltningen af medie- og kulturforskningen og den mere generelle opvurdering af populærkulturelle fænomener – er dette dog ved at ændre sig.
De farlige billeder
Billedmediernes massekulturelle konnotationer bringer dem stadigvæk i konflikt med en mere traditionel opfattelse af kvalitet og kunstnerisk, samt almen værdi. I børnenes omgang med institutionernes pædagoger opleves en modvilje mod maskinen som legetøj. Dette skyldes, ifølge kultur- og børneforsker Carsten Jessen, at pædagogerne:
“…ikke anser computeren for en passende aktivitet for mindre børn. Computeren betragtes på linie med tv som en form for passiv underholdning, der kan gøre børnene asociale, begrænse deres fantasi og virke destruerende på legen.”
Denne afvisende holdning kan delvist spores tilbage til Herbert Krugman, der i 1960´erne udførte en række eksperimenter på børn for at måle deres hjerneaktivitet, mens de så fjernsyn. Det sidenhen meget omdiskuterede forsøg viste, at hjernens alfabølgeaktivitet hos en tv-seer svarede til en sovendes og var ganske anderledes end hos en (bog)læser. Disse resultater blev populariseret af Jerry Mander i et kontroversielt stormangreb på tv-mediet (´Four Arguments for the Elimination of Television´ 1978). De faldt godt i tråd med Neil Postmans beskrivelse af faren ved at bruge tv i undervisningssammenhæng til andet end at vise mediets skadelige karakter.
Disse tv-pessimister tog tråden op efter Marshall MacLuhans beskrivelse af, hvorledes billedmediet medførte en regression til en før-skriftlig tankeform og således var en trussel mod rationalitetens dominans. MacLuhan opfattede billedmedierne som anderledes urefleksivt involverende end den distancerede og rationalitetsmotiverende bog. Men modsat MacLuhan, der dog havde taget væsentlige forbehold og primært søgt at starte en debat om de nye medier var hans arvtagere overvejende kritiske og entydigt bekymrede over fjernsynets skadelige virkning. Deres populærvidenskabelige arbejde kan tænkes at bære meget af skylden for den pædagogiske skepsis over for billedmedierne. I lige så høj grad skal man dog muligvis finde forklaringen i den klassiske nedvurdering af den kommercielle lavkultur. Desuden kan man tænke sig, at ungdommens nye utilgængelige rum bliver opfattet negativt af den ældre generation, fordi det symboliserer noget ukontrollabelt og ukendt. Med psykologen Eugene Provenzos ord:
“Concern on the part of parents and other members of the adult community may in fact reflect their fear of losing control over youth populations.”
Spillets referenceramme
Carsten Jessen og Lis Fauerholdt repræsenterer nok landets mest seriøse forskning i emnet. Med et medieetnografisk fokus på helt konkrete spilsituationer, f.eks. introduktionen af Doom II i en fritidsklub, har det været muligt at angribe (om ikke ligefrem falsificere) store dele af debattens underforståede hypoteser. Nej, computerspil bruges ikke som erstatning for personlig samvær, og nej, der er ingen entydig sammenhæng mellem spillenes temaer og spillernes efterfølgende reaktionsmønster. Hermed har den kvalitative tilgang vist sin relevans. Hvad man især nu kan savne, er det kvantitative grundlag for at kunne generalisere konklusionerne til også at omfatte andre end de konkret beskrevne spillere.
Ligeledes mangler den nødvendige indsigt i fænomenets historie.
Spillet Doom (ID Soft, 1994. Se Ill. 1) beskrives som en tredimensional brugerflade, og det hævdes, at spiloplevelsen kan “sammenlignes med at gå med et videokamera for øjet og se verden herigennem”. Nu har computerspillet jo det tilfælles med filmen, at det er en todimensional repræsentation af en tredimensional verden. Der er derfor ikke noget særligt tredimensionalt over brugerfladen, og der er intet nyt i, at man kan bevæge sig ind i billedet. Hvilken forklaringskraft, det inddragne videokamera har, er heller ikke oplagt. Men forvirringen illustrerer behovet for en fælles referenceramme.
Computerspillets spæde start
Det allerførste computerspil var ´Spacewar´ fra 1961. Der var tale om en voldsom nyskabelse, men spillets popularitet var begrænset ved, at det kun kunne køre på mainframes på størrelse med 2-værelseslejligheder.
´Spacewar´ gennemgik utallige revisioner, men var grundlæggende en kamp mellem to rumskibe i et skarpt defineret rum. Dette rum, det fastlåste skærmbillede, skulle sætte grænser for spillerens udfoldelser i mange år fremefter. Ti år efter ´Spacewars’´ fødsel begyndte arkademaskinerne at blive tilgængelige, typisk dog kun i særligt indrettede arkader oftest i forbindelse med andre forlystelser; f.eks. biografer og storcentre.
Enestående blandt disse dragende spillekasser var ´Space Invaders ´(Taito, Bally, Midway, 1978), hvis popularitet brød arkadernes udgrænsning og bragte maskinerne ud af det subkulturelle halvmørke og ind på restauranter og caféer. Samtidig begyndte kreative programmører at overstige de traditionelle rammer. Det var tydeligt at enkeltskærmbilledet var unødigt begrænsende og i et forsøg på at bryde de rigide grænser for spillets dybde, opstod i de sene 70´ere adventurespillet med prototypen ´Adventure ´ som forbillede.
Spillet var tilgængeligt for amerikanske universiteter tilknyttet ARPAnet (en forgænger til Internettet). ´Adventure´ (også kendt som ´Advent´ og ´Colossal Cave´)´ fungerede ved et komplet tekstbaseret interface, der i forhold til indtastede kommandoer (som f.eks. ‘go north´ eller ‘look at tree´) beskrev handlingen, samt hovedpersonens omgivelser. Væsentlig var dette tidlige sproglige interface (parser), der lod spilleren interagere med spillet på en langt mere kompleks måde, end tidligere multiple-choice-interfaces havde tilladt. ´Adventure´var dog tydeligvis dårligt egnet til at fravriste arkadespillerne deres ´quarters´, så udviklingen begyndte at dele sig i to spor.
Den gryende interaktivitet
Med udviklingen af mere eksplorationsorienterede spil blev det tydeligt, at et mere modent publikum var parat til at bruge dage og nætter på at gennemføre disse rent tekstbaserede og overordentligt ufleksible konstruktioner. Øjensynligt hungrede disse spillere efter interaktivitet, efter muligheden for handlende deltagelse. Blandt andet som følge heraf begyndte firmaer som Atari tentativt at føle sig frem på det potentielle marked for hjemme-baserede spillemaskiner. Og efterspørgslen var ikke til at tage fejl af. Således udviklede arkademaskiner og hjemmespillemaskiner sig sideløbende gennem årene i kommerciel konkurrence, men især som gensidigt supplerende fænomener.
De teknologiske nyskabelser har næsten altid været indledt på arkademaskinerne, mens hjemmecomputerspillene har satset på formmæssig udvikling og kompleksitet. Firmaer som Atari har fornuftigvis forstået at brede sig over begge markeder.
1980´erne oplevede en voldsom udvikling i adventuregenren, der blev tilført grafik og en mere tilgængelig brugerflade. Actiongenren skubbede maskinernes kapacitet fremad og nåede et højdepunkt med ´Gauntlet´ (Atari, 1985), der tilbød at fire spillere samtidig kunne deltage. Det er interessant at bemærke, hvordan muligheden for ´konstruktivt´ sammenspil gjorde ´Gauntlet ´mindst lige så populært som den traditionelle dræb-eller-bliv-dræbt-multiplayer-type.
Strategispillet sprænger rammerne
Strategispillene udviklede sig i slutningen af 80´erne som en mere fleksibel og udfaldsåben variant af adventurespillet. Tidlige succeser som ´Pirates´ (Microprose, 1987) og ´Simcity ´(Maxim, 1989) cementerede genren som et væsentlig alternativ til adventurespillet, der siden, med enkelte markante undtagelser, er gledet i baggrunden.
Den helt centrale årsag til adventurespillets (relative) tilbagegang er nok de sidste fem års udvikling mod stadig mere åbne og brugerautonomiserende spilstrukturer. Med ´Wolfenstein 3D´ (ID, 1993) ankom ikke kun et teknisk overlegent actionspil, men også en helt ny opfattelse af computerspillets struktur. Dette digitale paradigmeskift kan beskrives som en udvidet interaktivitet. Ikke blot er spilleren handlingens primus motor, han er nu også med til at bestemme denne handlings rammer.
Moderne action- og strategispil kan naturligvis spilles som de er, men den kreative spiller kan nu lave sine egne baner, sine egne lyde, down- og uploade udvidelser og ændringer fra Internettet. Men ikke nok med at disse muligheder har flyttet dele af det kunstneriske ansvar og potentiale over på spilleren. Spilleren har også flyttet sig selv i jagten på netværk, og dette giver spillene et helt nyt potentiale. Flere tænkende væsner kan agere i den samme fiktive verden samtidig. At dette vitterlig er en kvalitet, vidner de allestedsnærværende net-caféer om. Komplekse verdener kan nu udforskes i fællesskab, og drabelige slag kan udkæmpes uden fare for liv og lemmer.
På jagt efter traumer
Det sidste er værd at bide mærke i, for mange er ikke tilfredse med liv og lemmer. Debatten om computervold kredser i højeste grad om børnenes sjæl og om de voldelige billeders effekt herpå. En særligt afslørende kommentar leveres af tidligere formand for Børnerådet, Frode Muldkjær:
“Billedvold vælter ind over børn via film, video, computerspil, Internet og reklamer. Det er da et underligt samfund som bare siger, at den slags har ringe eller ingen effekt.”
Jeg vil dog personligt tillade mig at spørge, om det dog ikke er et mindst lige så underligt samfund, der bare siger, at vi per princip skal være bange for noget vi ikke rigtigt ved noget om. Voldsspørgsmålet er, som sociologen Henrik Dahl har formuleret det, medieforskningens Loch-Ness-uhyre. Man har ledt og ledt efter effekten og kun fundet det, der svarer til uskarpe fotografier med tvivlsomme konturer. Men som jeg håber at have antydet, er voldsspørgsmålet kun en af mange mulige videnskabelige indfaldsvinkler. Den exceptionelt kønsspecifikke appel er nok værd at beskæftige sig med, lige som spillenes kompetenceudviklende aspekter og sociale funktion til dato kun er blevet berørt sporadisk.
Et russisk computereventyr
Alle tekstanalysens farer lurer om hjørnet for den, der prøver at analysere spillenes temaer. De eksisterende forsøg på at udføre sindrige strukturalistiske analyser eller psykoanalytisk inspirerede læsninger er endt i nonsens og stort set uanvendelige abstraktioner.
Når J. Staalby i et danskspeciale (Computerspil, tekst og tegn. RUC, 1995) f.eks. jager sammenhængen mellem ´Dooms ´grafiske fremtræden og Jacques Lacans teorier om barnets oplevelsesverden, bliver resultatet noget anstrengt. Når medieforsker Jens F. Jensen forsøger at blotlægge underliggende strukturer i ´Space Invaders´ ved hjælp af Propps fortællingsskabeloner, udviklet til forståelse af strukturen i russiske folkeeventyr, kan forklaringsværdien ligeledes ligge på et lille sted.
Spillerne benytter ofte computerspillene som et stykke legetøj, hvorpå legens tema projiceres. Det er i høj grad stadigvæk barnet som definerer legens rammer og retning, eller med Carsten Jessens ord:
“Det er imidlertid værd at lægge mærke til, at programmet ikke bestemmer legeaktivitetens indhold. Det er børnene selv, der definerer det rum og det indhold, legen får, og det sker ofte på tværs af det, programmerne eksplicit lægger op til.”
Simulation for indviede
Som en pendant til receptionsanalysens ‘subversive’ læsning kan det nævnes, hvorledes spillerne ofte finder stor fornøjelse i at benytte spillene på måder, der er helt uforudsigelige for den udenforstående.
Ligeledes spiller det intertekstuelle element en ikke ubetydelig rolle – en rolle, som naturligvis helt overses når blodige billeder, som det ovenstående fra ´Doom´ skylles ind i debatten på en flodbølge af moralsk panik. At computerspillene refererer ironisk til hinanden er i sagens natur vanskeligt at opdage for den udenforstående. Og ‘udenforstående’ er netop en relevant betegnelse, når man skal karakterisere debattens hovedpersoner og de, ofte pædagogisk orienterede, fagfolk, der er udset til at beskytte børn og unge mod upassende påvirkning.
Som antydet synes det medieetnografiske perspektiv at indeholde den største forklaringsværdi. Med denne metode er det blevet vist, hvordan spillene ofte benyttes i sociale sammenhænge, og det er blevet foreslået, at spillene bør ses i forbindelse med et særligt fokus på legens generelle natur. Videre fremme af denne sti synes det lovende perspektiv at vise sig, at årsagen til, at mennesket overhovedet leger, er muligheden for at optræne kompetencer i simulerede situationer. Det er næppe usandsynligt, at man af denne indfaldsvinkel vil nå frem til bevidstheden om, at visse computerspil i virkeligheden kan bidrage med mere nutidsrelevante evner end både gåture og bøger.
Relevante referencer
- Carsten Jessen: http://www.hum.ou.dk/center/kultur/CJ.html
- Arkadespilsmuseet Videotopia: http://www.videotopia.com/control.htm
- Medierådet for Børn og Unge med links til forskningsprojekter om computerspil: www.medieraadet.dk
- Projekt om interaktiv fiktion: http://nickm.www.media.mit.edu/people/nickm/srthesis/index.html
- Undersøgelse om computerspillere: http://www.computerspil.cjb.net
- Boe, Susanne (ed.) (1995). Medievold – Børn og Unge. København: Kulturministeriet