Saturday 12 November 2011

Rationalization and Instrumentality in Play

This post is written together with Maura Bouca as part of the case study assignment.

This week we were invited to discuss rationalization and instrumentality in play, inspired by readings about: a general notion of “rationalization of play”, by Henricks; an analysis of the Dragon Kill Points ‘feature’ as seen through a foucauldian perspective; and, finally, achievements in the Xbox Live.
It was inevitable, in the context of “rationalization and instrumentality” to speak of Gamification. So, to bring this discussion into the table, we suggested 3 case studies: the mini video, the ‘piano stairs’ video and Foursquare. The other case studies are tightly related to some concepts founds in the readings. To illustrate the issue of work as opposite to play, we present a Minecraft video and the case of the mcDonalds employee motivation system. And finally, we suggest Farmville as a problematic example of the panoptic control.

Presenting the case studies “the Piano Stairs” and “the Mini Getaway”, we wanted to show how two major car companies are trying to communicate to /interact with potential costumers using different types of engagement in play. During the discussion, interesting observations in context to restrictions of the games within time and space - and in reflections on the concepts of instrumentality occurred.
Both games are physically placed in the public space of the city of Stockholm - and both games underlie the limitation of a short lifespan. The Mini Getaway has natural time and space limitations in the construction of the game. Players have one week to capture the virtual Mini within city borders and hold on to it by running away from competitors. This concept carries strong references to the “Getaway in Stockholm” underground street race videos. By engaging players with the promise of a brand new Mini, users will go to great length racing through the city streets to protect their car, a rather predictable - but not sophisticated - game interaction.
The Piano stairs concept is, on the other hand, more blurry, as it is tied up with the novelty factor - that probably runs out within a week (for frequent transients). Placed in a busy train station ,a toy piano is embedded in a stairway in order to direct people to the physical stairs instead of the escalator. Unfortunately, in choosing the Piano Stairs, people created a new problem, clotting in the daily flow of people. Therefore, the notion of instrumental play is questioned in the Piano Stairs video. People engaged did not go straight up the stairs (as would have been the preferred social behavior) but playfully ran up and down, creating chaos, some even jumping on one note repeatedly. The promoted healthy lifestyle presented in both videos does not only seem a bit hypocritical having the sender in mind, but also seems unfulfilled, as the games do not seem to have left any lasting change in the behavior of their users.

The point made in the Dragon Kill Points text underlies a distinction between work and play. To question this distinction, we look at Minecraft, more specifically to one of the most famous fan videos uploaded to youtube - “Building Megaobjects in Minecraft”. In this video, a Minecraft player is showing one of his in-game constructions, a 1:1 scale model of Star Trek’s Enterprise, and asking for help to build some of its parts. It is clear that this player spent a lot of hours playing the game, and that he has put a lot of effort and planning into this task. This kind of endeavour looks very much like work.
As employee at mcDonalds, you are the subject of different achievement systems and gaming mechanics as part of the employee motivational system. Starting you carrier, you are obligated to set six month goals for your time of employment. When this happens, employees do not know that the system is very rewarding and that advancement in the mcDonalds hierarchy happens rappidly. Although, almost every employee succeeds in personal progress within the time period and is, of course, rewarded in doing so. Another game mechanic at play is the “Super Size” sales system that encouraged employees to persuade costumers into going larger when buying menus - this sales behaviour is rewarded by points that transfer into prizes at a later point.
These examples show how the line between work and play can be very thin. It’s also a current trend to try to bring ‘playfulness’ into work environments and bring fun to usual work-related tasks. But how is this intrumentality of play removing meaning from it?

Two of Foucaul’s concepts used in Silverman and Simon’s text are control and disciplinary power. The panopticon comparison is used to explain the community control made possible by the Dragon Kill Points system and its effects in ranking and power structure maintenance. In Facebook Games, namely Farmville, neighbors are of key-importance to progress in the game. These neighbors - people who are playing the same game and who accepted to become neighbors - have an active role in one’s game. They can visit each other’s farms, help each other and send each other gifts. The more a player interacts with her neighbors, the more she will benefit - progression, game money, and useful gifts. Community control is necessary for progression, giving it a role that is different from the role of dragon kill points in Everquest. In the case of Farmville, control doesn’t have a power-structure maintenance function, but it is necessary. Friends and friend-control is necessary for the progression in the game and it doesn’t have major ranking-consequences - it is a game rule.

The Foursquare example appears to illustrate Jacobsson’s text on Achievements. It was chosen because we considered it would be the ultimate example of a design whose core is achievements. Interestingly, the discussion in class brought a new question: “are badges the same as achievements?” Foursquare rewards its users with badges when they complete certain ‘goals’ - checking-in for the first time, being in the same local more than 3 times in one week, being in a boat, etc. When we first brought the case to class, we were seeing these as achievements, motivated by the argument that old Activision badges could be seen as achievements found in Jacobsson’s text. the interpretation of the difficulty or effort put into obtaining that achievement is, though, an interesting point. We would argue, though, that the way in which Foursquare implements badges resembles achievements in the sense that they motivate users/players in the struggle to reach a goal - become the mayor of a certain place. These badges are side-goals, they seem to have been thought of just as achievements. The fact that “less” effort is put into getting those badges or a certain game’s achievements relates to the nature of the game itself. If we consider foursquare a game, we can argue that it being a game that is ‘easy to play’ explains why its beadges/achievements are also ‘easy to get’. We can, inclusively, predict the existence of players who approach foursquare badges differently, maybe in ways that meet Jacobssson’s “approaches to achievements” - casuals, hunters and completists.

/ Anette and Maura

Readings:
Hendricks, "Play Reconsidered"
Jakobsson, "The Achievement Machine"
Silverman and Simon, "Dragon Kill Points in the Online Power Game"

Thursday 3 November 2011

Emergent Play and Control

Emergent play occurs when players explore creative ways of playing the game, thereby adding new dimensions to the game experience. If considering the game rules and game design as a three dimensional box wherein the game is taking place. Players would be either choose games with loose structures that posses flexibility to individual and emergent play - or seek the corners of the games structure for holes /glitches allowing them to bend the rules into emergent play. An example of emergence of glitch based strategic play in computer games is seen when players perform "Rocket Jumping" in Quake; the rocket blast allow the player to jump higher and further than normally - this is by many appreciated as creative problem solving in a virtual environment. And wether playing the glitches are the borderline to cheating is truly in the eye of the beholder, but human nature often accept when playing "the machine" anything goes - ei shooting through walls at your opponent in Wolfenstein - Whereas in PvP games same gaming behavior may not be accepted as fair gameplay...

Steinkuehler, "The Mangle of Play"
Jakobsson, "Playing with the Rules"
Chen, "Communication, Coordination, and Camaraderie in World of Warcraft"
Montola, "The Invisible Rules of Role-Playing"

Tuesday 1 November 2011

Race and Sexuality

As games often are designed implicit for the main targeting group - "the white heterosexual male" - esthetics of character design and options within the game often evolve solely around this key users preferences, leaving development of broader gameplay choices behind. This off course boils down to the fact that creating and developing games are multi billion dollar business - and in the race to constantly create new games within budget and timeline for contemporary technology and design, development teams prioritize solutions that are are more likely make the game gross as expected.

This makes the mirroring of self harder for minorities within the gaming community; such as females, african americans and homosexuals. Earlier in class, during the discussion of Gender and Games, the example of the female gamer that felt both disconnected to and distracted by the over sexualized design of her female character that was, as she herself put it "the game was designed for teen boys". Same goes when choosing to play a black character, where the overall game design is not financially prioritized and therefore executed poorly lowering the overall game experience and connection to character. There are examples of how lighting design (or lack there off) make black characters disappear completely into shadows - and only few cases of how storytelling support or interact with the characters ethnicity.

Discussion is to wether game studios should work towards creating a brought variety of well executed games - as oppose to force the option of poorly executed broad variety into one game.

When playing japanese "Shit Games" like Cho Aniki gamers are offered to experience virtual worlds designed primarily on male homosexual esthetics. To especially western gamers these games portray homosexuality in a way not found elsewhere, and offer an opportunity to connect to a stereotyped male gay sexuality. However japanese pop culture tend to cultivate extreme cartoonish characters - and therefore sexualized stereotypes like "the kawaii lolita-ish schoolgirl" and "the hysterical gay man" are found as a natural extension of this youth culture in games and other genres of entertainment. However the japanese market contain a widely diverse spectra of games - these may be considered narrow in story/ game play/ design - as they often are loyal to the style japanese pop culture - and obviously do not have the same financial backing for game development as major studios. The notion that players will have to compromise in choosing between the design + gameplay of MMOs and the daring personality niche games, is to me a bit odd considering computer game entertainment is an industry seemingly big enough for broader diversity and greater "risk taking" in computer game development.


Japanese TV phenomenon "Hard Gay" is an example of the stereotypical asian pop culture gay superstar

Readings:
Hall, "The Whites of Their Eyes"
Leonard, "Virtual Gangstars Coming to a Suburban House Near You"
Shaw, "Putting the Gay in Games"