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).

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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

Hitting the “Motherlode”: Cheating/Modding in The Sims & World of Warcraft

I guarantee that no two User Interfaces in World of Warcraft will be quite the same. Both WoW and The Sims have notoriously supported modification to their videogames over the years, even going so far as to convert existing addons or mods into actual features of later gameplay. Where they differ greatly however, is their stance on cheating.

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Straight from EA’s official The Sims 4 website.

While it might be front and centre on their website now, The Sims franchise used to have its own share of community shared and pseudo-mythological cheating console commands in circulation. While they were never so obviously discussed by the developers, the existence of easy-to-remember codes like “rosebud,” “kaching,” or “motherlode” for more money, always seemed to suggest that they were ‘in the know’ in giving these tools to players. Further still, there are plenty of things that the early entries to the franchise required you to do via console command, such as stopping aging, that are now features in the normal ‘settings’ of The Sims 4.

Cheating is a big part of the game. Not only is it easy to access, but it’s even something we kinda, sorta, actually encourage. Strap in as we show you not only how to cheat in The Sims 4, but tell you a few of our favorites The Sims 4 cheat codes (EA, The Sims 4)

Can these kinds of cheat codes even be considered “cheating” if they’re considered an endorsed part of the gameplay? Rather than allowing for extra lives or level skips through an implicit playtesting model, EA has gone one step further and condoned the use of their cheats as an active alternative to play. By so doing, they are acknowledging a number of ways for players to consume their content, and allowing people to use it as a building or design sim, rather than just for playing house. Further still, the game doesn’t penalize you for using cheats of any kind, and achievements in the game continue to record as they would if you never typed the [`] key at all.

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Their endorsement of cheating comes alongside their in-game promotion of modified Sims and Lots (houses/businesses/community, etc.) through the Community Gallery. Practically since its inception, The Sims generated a very active modding community. They’ve been the source of providing new hairstyles, clothing options, furniture, houses, meshes, and a whole load of features before the game developers themselves included them. For example, the modding community already had versions of cat and dog companions (within a very limited vein) before an official expansion was ever released to include them. What we have to consider alongside this seeming embracing of “cheating” and “mods” within the native client of The Sims 4, is that the company is attempting to exert control over its modding community.

When a mod system is detached from the game itself, any number of issues can arise, both for the company and for the player. The players could run themselves the risk of downloading harmful files or corrupting their game beyond repair. The developers on the other hand, may risk financial loss over user-created content that mimics things they’d otherwise charge you for. In the end, by including a community gallery within the game itself, EA encourages its players to pay for the game itself, and its expansions (the gallery is not available through pirated versions), as well as discouraging players from reaching beyond their borders for content, via sites like ModTheSims or TheSimsResource. Despite efforts to contain the modification of The Sims, sites like these continue to prosper, providing content to the community where EA and the gallery cannot.

If we go way back, this design philosophy has almost been with The Sims from the beginning, and it seems to me that these kinds of cheats are not really cheats at all. User driven content and world-spontaneity has always been a desired feature on The Sims‘ horizon. Back in 2001, the Game Studies journal conducted an interview with Will Wright at Maxis, aka the mind behind The SimsSimCitySimAnt, and more.

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Only in 2002 could The Sims Online be taken seriously with Comic Sans as a default chat font.

While this interview was conducted before the failure that would-be The Sims Online, a sim-universe MMO, Wright shared some interesting insight into what his view of the future of the franchise would be.

I would much rather build a system where the players are in more in control of the story and the story possibilities are much wider. For me the size of the space is paramount. Even if it was between the player controlling it or it being random, I still would want larger space in either case…Because I think you could always make the possibility space larger at the expense of the plausibility or the dramatic potential, or the quality of the experience. There’s probably some relationship between the quality of the experience and the size of the possibility space. So we can make the possibility space huge, just by giving the player a thousand numbers. And “Here, you can make any one of these thousand numbers whatever you want it to be.” That’s a big space. It’s just not a very high quality experience. So we start wrapping graphics, sounds scenarios and events around those numbers, and we’re increasing the quality of the experience you have. It has more meaning to you. In some sense it becomes more evocative. You can start wrapping a mental model around that, as opposed to this pile of numbers (Pearce).

The Sims was never supposed to be just about what stories Maxis (and later EA) could tell you, but rather the stories you could tell yourself. Part of this meant allowing for as broad of a ‘possibility space’ as the code could provide, and where those borders could no longer contain the possibility, the community took over instead. In this way, The Sims in principle can never be modded or “cheated” too much to be considered failure. The inclusion of these things from the game’s very design philosophy presupposes that we might not even have a word for their use within the game’s system. As much as it’s hard to call endorsed “cheating” cheating, it can be equally hard to call inclusion of hairstyles, clothing, or furniture mods, when they fulfill the game’s ‘prime directive’ as it were: enhancing, or even ‘extending,’ the possibility space and user experience. Perhaps “extensions” is more appropriate in this case. “Players of The Sims 2, like players of the first version, have found that one of the most gratifying aspects of play is sharing unique objects with other players. For example, in just under four months (September 2004– February 2005), Sims 2 players created and uploaded more than 125,000 characters and houses to share with others” (Flanagan 50). If The Sims is just about playing house (Flanagan), the only limits ought to be those of your imagination, and as long as the community is willing and able to push those limits, all extensions and cheats are effectively working as intended.

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In contrast to The Sims’ stance on cheating and modification, World of Warcraft and other similar MMOs have a much heavier hand. Mods in WoW toe a very fine line between acceptable usage and bannable offence. Generally over time, Blizzard Entertainment, developers of WoW, have taken strides to limit what mods can and cannot do to their game in order to limit how mods can help (or hinder) player experience. Where The Sims is about expanding one’s possibility space via cheats and community content, WoW is about delivering their content through a myriad of lenses, so long as it doesn’t give any one player any significant advantage.

As WoW is a web-based always-online game, with achievements, the need to control cheating is paramount and judged accordingly. Even if a mod ‘arguably’ only affects your experience, like hacking the visual skins of your characters on your game files alone, could be deemed a bannable offence (as happened to a guild member of mine back in The Burning Crusade expansion). Along these same lines, however, while there are no mods allowed that give a significant advantage to one player or another, the community (particularly in high-end raiding or PVP situations) has deemed a number of mods indispensible or effectively required in order to proceed through the “stock” client. Many of these ‘essential’ mods are aimed at modifying and improving user-experience for more difficult content. Mods like “Deadly Boss Mods” (DBM) or “BigWigs” give players access to boss timers, debuff and ability announcements, and often even player cooldown notifications while facing difficult foes in large groups. This kind of information is argued to be indispensable, and yet, is not something ‘truly’ included in the base files of the game. While bosses tend to give visual or audio clues to when they’re about to slam in front of them in a frontal cone, the average player believes they benefit from having DBM on their side to give them a 10 second heads-up.

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Guild screenshot of “Hello Kitty Club” 10-year anniversary brawl.

Like The SimsWoW‘s mods are user and community driven. But unlike The Sims, it is not the existence of the mods where the community ends its say, but rather in WoW, it is only the start. Alongside DBM, other mods for average user experience are often touted as being essential, features that change your action bars, your bag space, your interaction with Mission Tables, your party information panels…even your outfit management. While many of these mods have worked in concordance with WoW’s stock user interface, I have heard many player say that they struggle to play the native client without their mods. Even when Blizzard has incorporated a version of the mods “Outfitter” or “Grid” into the basic UI, there’s always something “off” about them, and it can be hard to acclimatize. When hearing that some players play with the stock UI, aside from ‘essentials’ like DBM, players often scoff and ask “if they still have auto-attack keybound as well.”

Installing mods in this way is observed by the community almost as a rite of passage, essential not only in what needs to be downloaded, but that something has to be downloaded at all. And unlike The Sims, all mods are governed outside of the Blizzard umbrella, currently governed primarily through Twitch (formerly Curse).

What the WoW example asks us, however, is how much of a game has to change before it ceases to be the original game? In this example, Blizzard limits what can be done with mods enough that the game is required to stay more or less the same in terms of narrative and basic interaction on the live client. What changes is how people interact with that world. It remains to be seen whether or not that qualifies as a different game for every version of a UI that players look into Azeroth with. Whereas The Sims retains its identity not by being scrutinous of how the game is changed, but rather that the game is changed at all. Although both modding and cheating exist within both games, neither one changes what the game is at its core, and thus, arguably, the game is “preserved” despite them.

As we will soon see however, this is not the case for all games and modifications. Onward to Bethesda, and the modvolution.


Academic References/Further Reading:

Flanagan, Mary. Critical Play (2009).
Pearce, Celia. “Sims, BattleBots, Cellular Automata God and Go: A Conversation with Will Wright.” Game Studies (2001)