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

Streaming, Not Just For Shows

We stream everything else, why not stream your video games too?

We stream everything else, why not stream your video games too?

Streaming video, whether it be through YouTube, Twitch, Netflix, or Hulu, has already become a staple of most households in some fashion, whether or not you’re particularly tech-savvy or not. Smart TVs and other streaming-primed devices make slipping into a world of internet based media all the easier for the average media consumer. But what about video games?

It seems like the video game industry is trying to “Blockbuster” the brick and mortar game stores.

Digital downloads of video games are no new feature of the tech industry. We’ve been legally downloading video games since the early 2000’s when internet bandwidth finally allowed for users to access their content without taking forever. While the technology existed in the 1980’s, the downloading of video games was severely hindered by internet technology. As our bandwidths have grown, companies have increasingly transitioned to distributing their content to us via the internet.

When was the last time you bought a physical version of a non-Nintendo title? While discs are available for the newest generations of consoles, downloading of titles directly from console stores has been around for the Xbox 360/PlayStation for three years, and has only grown in popularity. So much so, that rather than downloading a game on the PS4, you are now able to stream titles from the gaming cloud.

Much like Netflix, services like PlayStation’s “PlayStation Now”, gamers will be able to stream their favorite PlayStation exclusive titles from various console generations, all for a subscription fee. What’s perhaps best of all, is that this streaming service also extends to PC gamers, effectively bridging a very wide gap for many budget-based players. Such services would allow players to enjoy PlayStation titles without having to purchase the system or game themselves.

Myself, I originally purchased an Xbox 360 in the previous generation of consoles and proceeded to trick it out with every game I came across. As a result, when the prices dropped for the PlayStation 3, after the launch of the PlayStation 4, I had limited incentive to purchase the PS3, as many of the games I desired I already owned on the Xbox 360. Exclusives are not always enough to buy an entire console for, I discovered. However, a service like PlayStation Now, would allow me to play a series like The Last of Us, that I’ve been coveting for years, in addition to older titles I may never have purchased for my now-dusty PlayStation 2. While the benefits seem endless on paper, don’t throw your discs away into the Boston Harbor or cancel your game downloads just yet.

While there are loads of great potentials to these new game delivery methods, drawbacks remain. Xbox One’s streaming service, the “Xbox Game Pass”, for example, only allows players to stream titles on an Xbox One console, losing out on one of the great features of the PlayStation Now service. Conversely, PlayStation Now currently only offers older generation games, while the Xbox Game Pass offers current-gen titles. Much like paying for different TV shows or movies from streaming media providers, perhaps differences like these are par for the course?

Gamers will likely need to seek various methods in order to gain access to the titles they want. In the same vein, there’s also the issue of streaming services removing titles. We’ve seen it happen countless times with Netflix or Hulu – your favorite show is pulled before you have a chance to binge-watch it a third time. Could you imagine the outrage a gamer would face when losing access to a game they’ve slowly picked away at, just before they finally got to get all of their achievements or to beat the game at all? I shudder to think of the technology what would be destroyed that day.

We stream everything else, why not video games?

Similarly, rage could easily settle in for gamers who face the buffering boss. While we can all accept that buffering occurs in online media streaming, are we ready to face unavoidable lag caused by streaming our games? Streaming services not only need their own networking technology up to snuff, but also require players to have solid connections on their own end. Additionally, let us not forget that some countries have data caps on their internet services, and large amounts of high-quality streaming may actually be impossible without emptying the bank over internet services.

Is it all worth it? Depending on your origin console of choice, internet access, and spare money, maybe. PlayStation Now currently offers one-month memberships, three-month memberships, and annual memberships. One month costs $19.99 US vs. $100 for the year. Comparatively, the Xbox Game Pass costs $9.99 US for unlimited access to their streaming games library. Depending on what you want out of the streaming service, it can be a great investment. However, on paper, it certainly seems like PlayStation Now has some catching up to do, at least on price-to-product value delivery purely based on the subscription fee. However, if you’re a primarily PC gamer like myself, and want to check out some PlayStation 3 games you missed out on in the previous console generation, it’s the perfect opportunity to explore.

In a world of constant connection, how does video game streaming affect those with limited internet access?

There’s a lot of potential for game streaming services as they continue to be developed on current-gen consoles. While there are a lot of kinks to work out, we can hope to see the development of Netflix-quality level distribution as time goes forward. It may be too much to hope that a single service could acquire rights for digital streaming distribution (i.e. through Steam), but we can at least hope that developers look at their competition and work to bring desirable features to their own brands.

Xbox could take a page from PlayStation’s book, and bring older titles alongside PC access for their streaming services, while PlayStation ought to lower its price and add current-gen titles to their streaming library. Either way, I’m keeping my bandwidth open, and my eyes peeled for streaming developments. And who knows, maybe the next title I get to immerse myself in will be The Last Of Us after all.

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