Building Worlds

Perhaps the most obvious way that players are drawn into video games is the development of their virtual worlds. Implicit/explicit storylines, graphic design, music, narration, voice acting, game mechanics, character development, and so much more. The components that go into building our gaming worlds are as complex and diverse as the genre conventions that seek to govern them.

We need an understanding that can assess the materiality of play as much as that of the ideas or the objects themselves. A game can produce meaning or, perhaps better stated, experience. But what kinds of experiential meaning can games generate, exactly?…Art and games are not anything unto themselves. The experience of an artifact is contingent on so many factors outside the control of the object itself, let alone the artist or designer: historical context, situational context, the prior experiences and knowledge of the individual, and so on. There is no set way for a game to unfold or for play acts to be performed. The space of possibility within a game is all potential, a potential realized through play (Sharp 105-106).

While traditional storytelling may be able to paint a world for our minds, giving us something to see (in some cases like Lord of the Rings, they do it exceedingly well), video games actually take us there. While Sharp goes on to make the argument that some games are more “artful” and complex than others, I would instead suggest that all video games are as complex as the players who play them. While the simplistic narrative and world of the early Super Mario Bros (1983) cannot compare to the depth of the more artistic and polished Braid (2008), it doesn’t mean that they don’t still have this “potential” for artful engagement. In the empty spaces of the world, of the narrative, left by developers, players will build in their own stories.

Not all games enthrall their players with fanciful explicit narratives or plotlines to follow. Instead some, like Overwatch, tell their stories in the background and in paratext (Genette and MacLean 1991). Through this subversive storytelling, Blizzard Entertainment has continually hinted at what would-be upcoming hero releases and inclusions into the existing game. The ever-evolving landscape of Overwatch facilitates this kind of artistic engagement. Players develop their own theories and their own narratives to bridge the gaps until Blizzard decides to fill them. Sometimes they even guess quite correctly. Alongside the maps and flavour text of this FPS online game, Blizzard also releases comics and video shorts to fill out the world and their story. They have even included two specialty seasonal game modes which allow players to play “Overwatch Missions” from the past. These actions by Blizzard help to ensorcell their playerbase in a realm of narrative intrigue. Fans also are heavily involved in creating art, fictions, or cosplay to further explore Blizzard’s world. In this way, they are enraptured by one another, and are building Overwatch together.

Alongside the divide between explicit or implicit storytelling, developers also continue to incorporate player decision and consequence into narratives for a new way of gaining their attentions. Consequence chains in games like Mass EffectFableThe Walking Dead, Skyrim, and Undertale shape not only the story being told, but also pose the player as an active agent within it. Even though decision trees are still very much part of a procedural progression (Bogost 2010), they give the illusion of control in the worlds they come to. The most successful of these is perhaps not explicit narratives like those mentioned above, but is instead better demonstrated by games like The Sims. I looked into this somewhat in my previous post on modding The Sims, however, in the context of player engagement, The Sims is the epitome of potential play at work. The Sims from the outset is practically a blank slate. The dollhouse ready to be played with.

While there are some story features to breathe life into the world, especially in later versions of the game (including decision trees for walks through the Wharf with your favourite pupper), the largest part of the storytelling in The Sims is done by the player. Even if the player does not actively consider the story, or the world they are building, they are still participating in its creation. Every Sim made, every house created, every simoleon spent–they are enacting the world in every stroke. Mod creators go so far as to extend the world, in a way that may parallel how fanfiction or fan art relates with more traditional narratives. These things get complexIn a game like The Sims, the only real limitations are those of your imagination. All the game platform really does, is to facilitate the world you want to create. Perhaps that’s why it’s developed such a following, and why creation-sim games are amongst the most common best-selling PC games of all time.

Giving players the option of choosing paths in gameplay narratives, engage not only their minds but also their emotions, further enhancing their immersion in the game’s world.

Curious about the outcome of ill treatment, Wright began to slap his creature—then was astonished to find himself feeling guilty about it, even though this was very obviously not a real being with real emotions. This capacity to evoke actual feelings of guilt from a fictional experience is unique to games. A reader or filmgoer may feel many emotions when presented with horrific fictional acts on the page or screen, but responsibility and guilt are generally not among them. At most, they may feel a  sense of uneasy collusion. Conversely, a film viewer might feel joyful when the protagonist wins, but is not likely to feel a sense of personal responsibility and pride. Because they depend on active player choice, games have an additional palette of social emotions at their disposal (Isbister 8-9).

https://youtu.be/AA3jKpyn_AQ?t=30s

Alongside story development and narrative, graphics and musical scores comprise one of the key ingredients to video game immersion and engagement. Video game soundtracks and ambient sounds in particular seem an essential part of our gaming experience. Their intentional inclusion or exclusion can illicit a wide array of different responses in players.

The audio soundscape [of Waco Resurrection] enhances the player’s visceral immersion in the experience: at different points, the player hears FBI negotiators, battle sounds, even the voice of God. The artists included audio recordings that FBI agents played to disorient the actual compound members when they launched their assault (i.e., the sounds of drills, screaming animals, etc.) (Isbister 14).

I’m sad to say that, despite its importance in evoking emotional and visceral responses, this is one of the only mentions within How Games Move Us that discusses the importance of the soundscape in gameplay immersion. While graphical representations are important for connecting to our avatars and actually walking through a world, these are features that our minds can often fill in. It is the music and soundscape which truly draws players in, often without them realizing it.

The immersive importance of game soundtracks and sounds is easily observable in the popularity of symphony tours like Video Games Live (above), Distant Worlds (Final Fantasy), or the Kingdom Hearts Orchestra World Tour. Video game music is designed to immerse us in what we’re doing, but not distract us from the task at hand. When relevant, it crescendos and brings us to our knees, never realizing the music that brought us to this breaking point.

For example, take the ending of Kingdom Hearts 1. While the theme song is found in various forms throughout the game, its placement at the ending is specifically to draw together all of the emotional buildup from the game and grab the audience one last time. Its lyrics are given greater meaning. It comes after a period of no music, following the dialogue of the protagonist and one of his best friends, as the worlds start to re-materialize around them, diving them on different shores. The song cuts in, just as their hands are ripped apart, the song continuing to play through the epilogue of the game’s emotional journey of friendship, light, and darkness.

I played this game at a very impressionable time in my life, at some point in high school. The game’s story and world had me wrapped in and obsessed for a long time, and arguably I still am, as I sit writing this in front of a full-scale replica keyblade (the game’s primary weapon). I lapped up all the information in the game as I could, side scraps of journal entries, secret cutscenes–as well as information outside of the game, Japanese special scenes, press releases, and most importantly, the soundtrack. I listen to the theme song from Kingdom Hearts 1 quite frequently, the same version that the game ends on. Listened to in this context, it provides nostalgic memories and warmth. However, after experiencing the emotional buildup of narrative, gameplay, and progression through the story, after reaching the crescendo of their hands being ripped apart, I cry every single time. The music alone is not to blame, but rather the journey and music paired which elicits such an emotional response.

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Recently, I went to see the Kingdom Hearts Orchestra World Tour at the Sony Centre in Toronto. This scene played twice on the screen over the course of the concert. Once, near the beginning, it was part of a montage which included parts of this song. There was no emotional build up, no immersion to cause a response. However, they played the orchestral version of the theme song again in the epilogue/encore of the show. By this point, they had taken us through a large number of story beats through videos and synchronized symphonic song. They built us up to it. While the visual alone was not enough to send me into that emotional place, the build up of the music over time, was.

I left the theatre with weepy-eyes, having never touched a controller at all.

[Part 5]



– Genette, Gérard and Marie Maclean (1991) Introduction to the Paratext
– Isbister, Katherine (2016) How Games Move Us
– Sharp, John (2015) Works of Game: On the Aesthetics of Art

Get in the Habit: Overwatch

The world can always use more heroes, and you’ve finally decided to become one. We’ve gathered some pro-level tips to get you on your way to saving the world in Overwatch.

The world can always use more heroes, and you’ve finally decided to become one. We’ve gathered some pro-level tips to get you on your way to saving the world in Overwatch.

Now that you’ve decided to settle in and really learn how to play Overwatch,  you realise that it’s the one-year anniversary and most of your friends have been playing for months, if not since closed beta. How do you compete? We’ve got some experienced tips and tricks to help get you caught up on everything Overwatch to get well on your way to pro.


Diversify Your Hero Roster

One of the biggest things you can do for yourself and your team is to learn as many heroes as possible, ideally one from each category (damage, defense, tank, and support). While it’s difficult to master every hero, having a selection of heroes to play will not only give you options when someone chooses your ‘main’, but will also give you an understanding of different roles required to build a proper composite group. Playing a diverse range of heroes will also help you to better understand the strengths and weaknesses of each hero and role, in addition to what some of their counters may be. Do not be afraid to play around with various heroes in a Quick Play environment in order to get a feel for which heroes you may have an affinity. Additionally, you will not likely get the swing of a given hero on your first round. It will take a few attempts before you know whether or not it’s a hero you’d like to explore. While you may find your initial set of heroes early, do be sure to return to other heroes as you learn the game more or as patches are released. You never know when you may decide you love Reaper over McCree, for example.

Learn the Maps & Modes

After you’ve played around in Quick Play or Arcade and have gotten a feel for some of the heroes at your disposal, the next step to success in-game is to really learn the maps, and I mean really learn the maps. As a flanking Reaper or Tracer, it pays to know where every health pack is and what amount of health it will give you. Healers may not always be available to top you off or even to help you survive through tough attacks, so knowing how to survive will save you during hard times. Additionally, knowing secret routes and paths to get to objectives will aid you in flanking to capture, or in preventing others from surprising you. For example, the initial objective point on Volskaya Industries has an exposed flank for highly mobile/aerial characters like Tracer, D Va, Lucio, Reaper, or Pharah to flank from. Knowing about weak points like this in your defense strategy will help you to keep eyes and potential deterrents (like turrets) from letting the enemy through. If you want the safety and time to properly explore maps, you can always make a private game for yourself and really explore things thoroughly without getting shanked from behind by Genji.

For Quick Play and Competitive gameplay, there are three main modes to learn: Payload-based, Control, and Capture. While each of these modes are simple to understand, they can take time to master. Be sure to pay attention to good groups you join in order to learn strategies for accomplishing each goal. For example, while it may be possible to attack a Capture point with two snipers, it will likely make your life more difficult than having more direct DPS in those roles. However, bear in mind that what works in Quick Play, may not hold up against Competitive teams. Reading up on game mode strategies outside of personal experience in-game can also be an asset in this regard. There are also Game Modes found exclusively in the Arcade (Capture the Flag, Brawl, 3v3, etc.), which are best encountered after learning the basics of the regular game modes, as well as after gaining experience with an array of heroes.

Customise Your Experience

After you’ve spent a great deal of time learning the heroes, maps, and game modes, you can start to customise your Overwatch experience on a more micro level. Does your mouse feel too slow when you’re playing on Tracer? Would you like a bit more control over your reticle while sniping on Widowmaker? In your heroes settings you can choose to make changes to all heroes at once, or make specific changes according to any given hero. These changes can include mouse sensitivity and keybinds, in order to make hero-switching between games or mid-match a breeze. This will also allow you to tweak character settings for one hero without damaging what you’re used to on another. While you may find that the majority of your gameplay is acceptable with a standard set of keybinds and sensitivity across the board, having access to these settings and adjusting things as necessary is an asset for mastering the game.

Tweak Your Rig

You’re wall-sliding like a pro on Lucio and tactfully setting up turrets as Trobjorn, hammering your way to glory on most of your adventures in Quick Play. When you start to feel more confident about your gameplay within the Overwatch client, it’s the time to ensure that your computer settings are giving you the best experience you can get. Tweaking both the in-game graphics and interface settings, alongside your own graphics card or game mode settings, can help get that extra little bit of response time that you may need to survive some justice from above. Take the time to read and learn what the optimal settings are for your system for Overwatch and if you have the funds available, consider investing in more performance. Overwatch is a resource-demanding game and the more power you can get out of your machine, the more immersed you’ll be able to get in the world while playing.

While not necessarily a performance-booster, if you really have money to burn and have decided to commit full-time to the game, Razer makes an entire line of Overwatch-specific peripherals that are sure to help you game in style. Not only are the peripherals cool-looking (and an upgrade to any rig), they also change colours and have different effects depending on which hero you play. Keys will also light up according to which abilities are available, or will react according to what your character is doing on-screen. Switching up the beat never looked so cool.

Stay Up to Date

Finally, you’ve learned all the skills, mastered every map, memorized every health-pack location, and have even caved and bought a fancy new Razer keyboard. Surprise, it’s patch day! Things can go haywire at a moment’s notice as heroes are changed and tweaked according to new builds that Blizzard decides to push out. Things will be buggy, overpowered, underpowered, and always frustrating at these times. Have faith and stay informed throughout the process. If you really want to stay ahead of the game (literally), keep an eye on beta news for changes that haven’t been released on the official client yet. If you have the ability, be sure to actually play on the beta test servers as well to get a feel for changes as they happen. If you feel comfortable with the game, also be sure to give constructive feedback on the characters and maps you know best in order to help maintain as much competitive fairness as can be managed. Overwatch, like many other online games today, is an ever-changing work in progress. Things will never stay static and staying on top of things will be your biggest advantage for keeping your skillset up to date. Make rumors, news, and reliable guides your best friend.


Do you have any tips and tricks for getting a head start in Overwatch? What did you find most difficult to learn when you first got started?  Let us know in our discussions and join us on Discord, on our Facebook page, or Twitter!

A Blizzcon Post-Mortem: Exploring the Experience

Whether by virtual ticket, in person, or via news outlets, many of us experienced Blizzcon in our own way. In the social media craze which surrounds events like Blizzcon, can Blizzard do more to include individuals left outside of its hallowed halls?

Snapchat, Instagram, & Live Streams from the show floor are giving fans unprecedented accessibility to conventions.

Continue reading “A Blizzcon Post-Mortem: Exploring the Experience”

Blizzard Responds to Tracer Stance Rebuttal

ScreenShot_16-03-28_14-46-49-000If you’ve been following the beta feedback forum topics for Overwatch in the past few days, no doubt you may have stumbled across a thread entitled “Overwatch’s Strong Female Heroes and that One Tracer Pose.Made on March 25th , user Fipps argues that Tracer’s “Over the Shoulder” victory pose undermines both the internal consistency of Tracer as a character, but also by extension, Blizzard’s approach to its female characters in Overwatch. Continue reading “Blizzard Responds to Tracer Stance Rebuttal”