Long time, no siege

Dread is a large word, but I had anticipated the arrival of AoE III with some worry. Hearing strategy game developers of the game to replace my favourite AoE II discuss how they had spent a year getting the water just right tends to inspire such feelings. We’d all heard about fancy 3D stuff, the Havok engine etc. while discussions of improved – or even changed – gameplay had been few and far between.

Having played the game a bit it now seems that gameplay changes are indeed modest (which means that AoE II skills transfer almost directly). Most importantly micromanagement has been almost eliminated. Not only do villagers not need to build and rebuild farms, they now do not have to carry the resources anywhere at all which means you can collect resources without worrying about your vils travelling a long way. Less strategy involved, of course, but all in all a pretty good thing it seems to me. The game continues the tradition (known from Age of Mythology but not from previous AoE games) of having certain designated spaces on the map which support particular buildings giving particular advantages. I didn’t like this aspect of Age of Mythology but in AoE III it seems to have been downplayed although it’s still a feature which shapes the conflict to some extent (largely a bad thing, but it does speed up the game somewhat).

Officially, the Great New Feature is the “home city”, which is meant to be a source of identification (the city can level up which is novel at least) and which holds your deck of cards. Yep, the whole deck of cards idea seems far-fetched but appears to be less of a nuisance than one might think.

Which brings me, in a classical non sequitur, to the player matching system. And here, finally, real change is apparent. Oh yes, it’s still fairly counter-intuitive and rather poorly explained, but it seems to combine virtues from the matching system of AoE II and AoM in a way which actually works. I know it sounds improbable but it’s now possible to actually go online and start a game within minutes – unheard of in AoE II (where, oftentimes, you couldn’t start a game at all). In the end this change, completely outside the “core” game which you usually see described in reviews and such may turn out to be the most important one by far.

And what I meant to say: Let me know if you’re up for battle in the new world.

[post-entry rant: The game is extremely buggy. Sound shuts down, the update crashes the game etc. but that’s just too ridiculous to even mention – particularly being a Microsoft game which supposedly can speak to Windows and has been tested to some extent.]

The triumphant return of… media studies

Okay, here’s an excerpt from a chapter I’m writing on the importance of how one chooses to conceptualize the “player”. I start (more or less) by pointing to the implications of various user/audience views in other fields. Here’s my draft take on the issue in media studies. Comments shall be welcome, here or by email. Continue reading The triumphant return of… media studies

Indecent immigration affairs

The Danish Immigration Service has found itself in a crossfire of disastrous allegations concerning corruption at a level practically unprecedented in Danish administration (within the set of known cases, of course). Given the present knowledge the institution is in dire legal difficulties.
The vice director admits today that she cannot give guarantees against additional problems given the current “campaign” against the Service. Let me give a peace of free communication advice. What you want to say is this: “Given that we are taking our problems extremely seriously, leaving no stone unturned I cannot guarantee that still-hidden cases will not turn up but I can guarantee that no new cases will be added to this pile because of our new procedures for avoiding such scandals”. That’s what you want to say. You do not want to blame the media. Trust me.

Adding to the oddities, the right-wing Danish People’s Party declares today that it will not protect the minister of immigration affairs if it turns out that she was aware of the situation in the service. Excuse me, the person legally responsible now has to have been aware of the situation? Such an approach to administrative responsibility is of course likely to create a veil of ignorance around all ministers so that they can rightfully claim that, no, we really were not aware of the situation.
But then again, the Danish People’s Party, never lost much sleep over immigration bureaucracy irregularities.

Games and gamers

At the recent DIGRA conference the future of game studies was largely thought/hoped to be non-formalistic. I take this to mean that many of those present were somewhat fed up with general claims about game structure and form, preferring instead more situated and player-oriented approaches (see also Jesper’s discussion on essentialism/formalism)
While I agree that the balance today is too heavy on the formal side (forgive the confused metaphors) I don’t see formal approaches as invalid in any way. My disciplinary background is a combination of formal approaches (film studies/analysis) and user-oriented approaches (empirical media studies). The two approaches can supplement each other quite well, as I will attempt to demonstrate in my own dissertation.

Having unfortunately missed Erml and Mäyrä’s presentation I was reading their paper. As a small experiment here are my think-aloud notes.

They say:

There has been a relative boom of games research that has focused on the definition and ontology of games, but its complementary part, that of research into the gameplay experience has not been adopted by academics in a similar manner. This is partly due to the disciplinary tilt among the current generation of ludologists: a background in either art, literary or media studies, or in the applied field of game design, naturally leads to research in which the game, rather than the player, is the focus of attention.

Indeed, indeed.

Yet, the essence of a game is rooted in its interactive nature, and there is no game without a player.

A curious sentence. The ‘essence’ component is arbitrary, it makes no sense that I can discern. No game without a player? I have the board game Risk in the next room. There are no players nearby. But Risk is still a game. Weird.

Human experiences in virtual environments and games are made of the same elements that all other experiences consist of, and the gameplay experience can be defined as an ensemble made up of the player’s sensations, thoughts, feelings, actions and meaning-making in a gameplay setting. Thus it is not a property or a direct cause of certain elements of a game but something that emerges in a unique interaction process between the game and the player. This has also led to suggestions that games are actually more like artefacts than media.

Err.. implying that experience of media is not “an ensemble made up of the player’s [user’s] sensations, thoughts, feelings, actions and meaning-making”…? Odd.

People play games for the experience that can only be achieved by engaging in the gameplay

Do they? I’m not sure if I do, personally. What players?

After enough effort and repetitions the player can get to a point where she masters the game and game playing eventually reaches the point of automation and does not feel so fun any longer. Thus, games can be considered as puzzles that the players try to solve by investigating the game world

I think that’s much too broad, depends very much on the genre.

On the contrary, the children thought that the emotional immersion and involvement in fiction was typically stronger for them while reading a good book or while watching a movie.

The authors speak here of player experience which they have studied by observing/interviewing children and their non-playing parents. Interesting observation.

Our research suggests that the gameplay experience and immersion into a game are multidimensional phenomena.

Okay, this is a personal hobby-horse of mine: What data would you need for your research to suggest otherwise?
“Through in-depth participant observation of the details of playing we have found the gameplay experience to be a simple, monocausal one” – not likely.

It’s an interesting paper. The authors go from qualitive data to survey trying to “validate” the former results and find a way to ask players about immersion. The authors are well-read. For my personal taste, I would have preferred more discussion on the methods applied. Ask people about their level of immersion? Maybe, but I would have liked to see a discussion of alternative approaches.
Making rather strong methodological claims in the beginning it would have been nice with more discussion on how players can (and cannot) be studied.

I guess I’m generally skeptical of asking players/users/viewers to verbalize/rationalize something which is not normally a conchious process. People are really good at answering questions but the validity of asking someone how he or she makes judgements about credibility, forms trust, makes meaning, plays games etc. is questionable (not to say that I haven’t done it myself). It borders on attempting to outsource the analysis to the test subjects/respondents. In general, a respondent can answer questions but the researcher should analyze the data (e.g. interviews) in order to answer the research questions.

Video games – passion, practice & fresh perspectives workshop at ITU in August

19. – 21. August 2005
Department of Digital Aesthetics & Communication

From 19th to 21st of August 2005, the Department of Digital Aesthetics & Communication (DiAC) will be home to video game aficionados who feel that the subject of their passion hasn’t been exhaustively explored yet and who mind the current gap in video game studies and -design.

See event website

Garrg makes the front page

An article (intro article) in today’s Politiken describes the development of real-world markets for virtual world items (and such) including statements from yours truly, Espen, Miguel, Edward Castronova and Julian Dibbell (website down).

Among the more noteworthy features, well-known orc warlock and my former WoW avatar Garrg lights up the very front page of today’s newspaper (see picture above).

Dr. Egenfeldt I presume?

In 20 minutes Simon Egenfeldt-Nielsen will be defending his PhD dissertation (preliminary version) here at the ITU (Auditorium 2).
All are welcome.

Update:

As we see here the candidate assumed a rather laidback position, a position not really changed throughout the event.

The panel consisting of David Buckingham, Jørgen Bang, and Espen Aarseth convince the candidate that they are really nice guys after all.

Seminar this Friday/Saturday

Workshop at IT-University of Copenhagen
Friday 20th and Saturday 21th of May 2005

“THE THIRD PLACE” – COMPUTER GAMES AND OUR CONCEPTION OF THE REAL

Computer games have become a dominant influence in modern culture, and are set to gain an ever increasing importance in the years to come. This development gives rise to a number of questions. Among these is the question how computer games challenge and affect traditional conceptions of what it is for something to be real.

The aim of the workshop is to initiate a discussion between computer games researchers and philosophers on this question: What is the ontological status of the objects and events in a computer game, and how do they relate to objects and events outside of the game? On the one hand, an answer to this question must recognize that objects and events in computer games are real in some sense. On the other hand, it must also recognize that they are not real in quite the same sense as objects and events outside of the game are. To accommodate the reality of these objects and events, we need to consider our conception of the real as such.

Continue reading Seminar this Friday/Saturday