Keeping our Interest

There are a lot of methods that developers use to gain and maintain our interest in video games. Further still, there are external elements at work that also serve to drive us more into our games, as much as there are forces trying to drive us away. The network is as complex as it is interesting.

One of the first ways developers may gain our interest in their video game products, be the game itself or the method for playing the game (e.g. console, proprietary software, etc.). In many cases, especially in today’s market, a player’s decision about a title might be made up before they even have the game in their hands. Advertisements, reviews, unboxing videos, games conventions–all of them are driving people towards the socially agreed upon games for people to play. What’s the hottest ticket this year? What’s the new DLC for that EA game? What collector’s editions have the shiniest inclusions? What did that top Twitch streamer give special item drops for watching their stream?

Further still, advertisements and community driven conversations surrounding games are only part of this puzzle. Marketing and developer teams also try to appeal to whatever markets they perceive as being the most viable. At E3 this year, I remember reading a number of stories and news posts about angry Twitter or Facebook users criticizing the ongoing inclusion of female protagonists as within upcoming titles as a travesty, particularly when players would be unable to choose a male protagonist, or if players thought it wasn’t “accurate,” as happened with EA’s backlash for Battlefield VDespite the increased perception of female protagonists, according to Polygon’s post, the numbers aren’t actually changing all that much:

When a game features a set female protagonist, every player who enters those worlds must experience them through the lens of whoever the female protagonist might be. These games work to normalize the notion that male players should be able to project themselves onto and identify with female protagonists just as female players have always projected ourselves onto and identified with male protagonists.

A lot of vocal male gamers react to this because their identity is tied up with the role they live, but also the roles they play in their video games. It’s perceived as being so intertwined, in fact, that while these individuals may have chosen to play a female or male character before, the act of being “forced” to play from the female perspective, is somehow an affront to them personally. Nevermind that FemShep from the original Mass Effect trilogy was obviously the better cannon choice…but I digress.

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Before we even get our hands on the games, people are already being told what they can, cannot, should, or should not be playing. It’s tied up in people’s identities, and threaten’s some individual’s perception of their flow (Isbister 5), their immersion, if it doesn’t match what they believe it should be. Even though, that flow isn’t broken by say, playing a bright blue super-fast hedgehog in the curvy streets of Metropolis (or perhaps that’s because he’s male?). Play helps to perform acts “of bonding, including the exhibition and validation or parody of membership and traditions in a community” (Flanagan 5), which subsequently helps to reinforce and create community, as well as to stand up against or alongside social norms. When the group identity is called into question by the identity of our game’s protagonists, turmoil erupts. However, engagement does not necessarily cease here, but rather is transformed. Rather than direct play with the game itself, would-be players become embroiled with anger against the creation of their perceived abomination–there interest is oft maintained, even if in…different circumstances.

Conversely, the broadening and redefining of our social norms helps to provide better representation, to allow new communities to grow and become enthralled with a video game’s world. Representation matters, and while I probably still would have played the original Mass Effect trilogy, I don’t think I would have been as emotionally invested in the story, my decisions, or the future of the galaxy, had it not been for FemShep. Similarly, every chance I get, be it Dragon AgeSkyrim, Oblivion, World of Warcraft…pretty much every adventure or action RPG I’m given the option to play a female character, I will. I see myself in those roles, and I play my characters accordingly. It’s not that non-male individuals can’t get hyped about playing as male characters in our video games, quite the contrary. However, we might not see ourselves as the characters we play, as much as our male counterparts might. Individuals may become less invested in video games in general, become withdrawn from the community and advertisements already not targeted at them, and the prophecy becomes self-fulfilled.

The original Mass Effect trilogy was one of my favourite series, possibly of all time. Not only because the storyline was amazing, the world was stellar (pun intended), the voice acting, and music were superb, but also because for the first time in my already-then some twelve to fifteen years of gaming, I was finally able to really play myself. I made all of the Paragon decisions, not just because I wanted to play that role, but because I knew that’s how I would have responded in those situations. It was the truest essence of roleplay, something I had enjoyed doing in a pen-and-pencil environment, come to life in full voice-acted splendour. I carried this motif the whole way through, I made the hard decisions, I felt the struggles, and I was fully immersed in the entire journey.

At one point, for the achievements, I decided to try to go back and play the Renegade options, starting at Mass Effect 2. Suffice to say, I found it impossible. Even following the creation of my own mythos that my Sheppard was lost at the end of Mass Effect 1, and this ME2-alternative Sheppard was a miswired-during-revival version, I still couldn’t bring myself to play that kind of role. To this day, I still do not have those achievements.

In this way, the virtual worlds we visit are no less complex than the one our physical forms inhabit. “Within the culture of computer games, race, ethnicity, language, and identity relations including gender emerge as complex and contradictory…In Western countries, computer games are still perceived as an arena created by and for white men…” (Flanagan 225). She continues to discuss the specifics of a number of games and genres, namely the false dichotomy of “casual” female gamers and “hardcore” male gamers. She suggests that designers “…have yet to grapple with the full range of inequities ingrained in the player categories and game models exhibited in most of today’s games” (225). Though, despite the backlash they continue to receive, we do see this trend slowly starting to change. Despite the ongoing sexist environment within the industry for some, there yet remains hope, and an ongoing push for developers, and players, to do better. For just as soon as there’s no female representation, the tide can change just that quickly.

In the words of EA, “either accept it, or don’t buy the game.” As our video games are reflections of our societal norms, and of our own identities, emotions become heated when beliefs are challenged. Conversely, because they are reflections of our society, it looks good on the industry, and on gamer culture more broadly, to see these kinds of changes take place. Players are engaged and invested because they see themselves in the worlds they explore (Hart 2017). If we take the simulated play theory to be true, the better equipped players are at learning different kinds of worlds to live in, perhaps one with more accessible and even representation, the better adept they will be at living in them.

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After all, play is ultimately a social venture, right? [Part 3]


– Flanagan, Mary. (2009) Critical Play.
– Hart, Casey (2017) Getting Into the Game: An Examination of Player Personality Projection in Videogame Avatars (Game Studies)
– Isbister, Katherine (2016) How Games Move Us

On the Hook & Engaged: Why do we play games?

My recent experiences with Fallout 4 and conversations about modding have got me thinking, how we get locked in and invested in the games we do, and why? Further still, why do we play games at all?

Forgive the featured image, but I can’t render the phrase “got me thinking” without picturing Skyrim. That fact alone, is a testament to my questions. I haven’t done a serious playthrough of Skyrim in years and yet there are specific references like this that continue to persevere. While studying or writing, I often find myself listening to the Oblivion or Skyrim soundtracks. I continue to have the game’s map tagged up at my work desk–a testament to the game’s place in my life once, even if it’s there no longer.

Our games, our video games, are cultural artifacts. They are designed with intent for specific outcomes, and yet, like many other games, they tend to develop a path of their own once in the hands of players in the wild.

But why do we play at all?

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I wouldn’t want to run for a tennis ball in those skirts, I’ll tell you.

Last term when writing a paper about Undertale, I looked into some of the ways that video games tap into our minds at a very fundamental cognitive level. Well-executed games like Undertale subvert player expectations in order to create more engaging content. This content goes against RPG-trained gamers’ beliefs about the genre, and further still, about video games themselves. One of the ultimate messages in Undertale is to force players to question procedural narratives, the perceived kill-spare dichotomy, and notions of “progress.” This message is delivered not only through the narrative, but also how the game builds itself around the player’s decisions, even after many playthroughs. Undertale is successful in this way, due to its ability to really get inside the mind of the player (or at least pretend to do so). It too, questions why we play, but does so while you are playing.

In the research for that paper, I considered a number of figures in cognitive stylistics, including the writings of Kenneth Burke (1, 2, 3), Joanna Gavins, and perhaps most importantly for where I’m going with this series’ introduction: Gonzalo Frasca and Michael Kearns. Their notions of “simulation theory” (Frasca 2003) and “predictive play” (1996) are an excellent jumping point for exploring not only why we play, but also why video games as another form of storytellling, are so enticing. Essentially, simulation theory and predictive play suggest that we tell stories (and subsequently write novels, or by extension, make video games), because our brains are literally hardwired to want to do so. Not purely because we find them “entertaining,” but rather, that we enjoy participating in other worlds so that we can better learn how to navigate this one. The theory goes that evolutionarily speaking, the reason we got so good at navigating complex social situations or novel problem-solving was because we got so good at pretending they were happening through stories. Tell enough stories that deal with how to fight a bear in the woods, and you might have a better chance at fighting off a bear in the woods if it actually happens to you.

We’re not here to discuss the validity of this claim per-se, but it’s an interesting point to consider when we look at video games. If novels and storytelling more broadly are ways for us to exercise our minds in order to better manage reality, how much better (or worse) might video games and “real” simulations be at doing just that? Naturally we play video games because we find them entertaining, but perhaps they tap into something even more primal than that? Or at least that’s the excuse you should give someone the next time they say you play video games too much. Heh.

Alas, no matter what the reason we play games at all, there are certainly many reasons we play video games, and further still, why there are so many video game genres to suit almost any need. You have role-playing, shooting, adventure, platformer, puzzle, strategic, simulation, racing, and fighting games–only to name a few. This is compounded by different methods of playing video games–be it mobile, console, computer, or virtual-reality. At every step of the way, we have found a variety of environments to simulate and pass time in. Unlike traditional narratives, video games allow us to explore simulated spaces in previously impossible ways. Hand-eye coordination in particular, is something that is gained by stories-by-gaming environs. Unless someone telling you a tale happens to throw the book at you during the climax, chances are, that this part was missing from traditional mind exercises.

With the genres of video games extending past those of traditional narrative forms, blending with other forms of sport and play, and further splitting off into countless directions–how do any of them manage to keep our attentions at all?

They catch us on the hook.

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| [Keeping our Interest: Part 2] | [Social Creatures: Part 3] |
| [ Time is Money, Friend: Part 4] | [Building Worlds: Part 5]|
| [Case Study: A Battle For Azeroth] |
Combined word count: 9, 825



Academic References All-Posts Compilation

(Non-course):
– Burke, Kenneth (1925) Psychology and Form
– 
Burke, Kenneth (1968[1931]) Lexicon Rhetoricae. Counter-statement
– 
Burke, Kenneth (1984) Permanence and change
 Frasca, Gonzalo (2003) Simulation vs. Narrative: Introduction to Ludology
 Gavins, Joanna (2007) Text World Theory: An Introduction
– Genette, Gérard and Marie Maclean (1991) Introduction to the Paratext
– Kearns, Michael (1996)Reading Novels: Toward a Cognitive Rhetoric

(Course):
– Bogost, Ian. (2010) Persuasive Games: The Expressive Power of Video Games
– De Koven, Bernard. (2013) The Well-Played Game.
– Flanagan, Mary. (2009) Critical Play.
– Gibbs, Martin et al. (2012) Tomestones, Uncanny Monuments and Epic Quests: Memorials in World of Warcraft
– Hart, Casey (2017) Getting Into the Game: An Examination of Player Personality Projection in Videogame Avatars (Game Studies)
– Isbister, Katherine (2016) How Games Move Us
– 
Juul, Jesper. (2013) The Art of Failure
– 
Kolo, Castulus and Timo Baur (2004) Living a Virtual Life: Social Dynamics of Online Gaming (Game Studies)
Krzywinska, Tanya (2008) World Creation and Lore: World of Warcraft as Rich Text in Digital Culture, Play, and Identity: A World of Warcraft Reader, Hilde G. Corneliussen and Jill Walker Rettberg eds.
– LaRell Anderson, Sky (2017) Watching People is Not a Game: Interactive Online Corporeality, Twitch.tv and Videogame Streams (Game Studies)
– Pearce, Celia (2009) Communities of Play: Emergent Cultures in Multiplayer Games and Virtual Worlds
– Ruch, Adam (2009) World of Warcraft: Service or Space?
– Sharp, John (2015) Works of Game: On the Aesthetics of Art