The End of the Game

 Posted by (Visited 8209 times)  Game talk
Oct 262005
 

A Technorati link led me to the Only a Game blog, where there’s interesting discussion surrounding Clive Thompson’s article. I hadn’t come across this blog before, but it looks like the authors are very into doing cluster analysis of players, and determining play patterns based on that, and then tailoring games to target those identified markets. They certainly like Myers-Briggs types. 🙂 Looks like they have a book out called 21st Century Game Design as well.

Right off the bat I want to quibble with them on the book title, of course. I’ll have to read it, naturally, before passing any judgements, but to say that design should be aware of market segments and possible audiences is hardly a radical revelation. On the other hand, it’s good to see more awareness of the myriad possibilities inherent in approaching gamers more scientifically. Danc over at Lost Garden offers up a pretty positive review, but it’s pointed out in the comments that the clusters identified by the book bear substantial similarities to theoretical models not arrived at with that degree of empiricism, such as Gamist-Narrativist-Simulationist theory from pen-and-paper RPGs, or Bartle’s types from muds.

In fact, when Danc says that serious attention to audience models is needed, it could be argued my MMO aficionados (and has been at length, actually) that there has been too much attention paid thus far, and design distortions resulting from bending over backwards to accomodate a given type.

The real bone I have to pick with the post, however, is similar to the comments I would have regarding Dave Rickey’s take on AToF, where he described my definition of fun as being solely neophilia.

This looks to me to be a ludic fallacy – which is to say, an assertion made by someone with a strong affinity for ludic (structured) play, without taking into account other approaches to play. There is a tendency for people who enjoy agonistic ludic play to forget or overlook players who prefer other styles of play.

FWIW, I’m not an agonistic player by their definition, so I don’t think that I’m simply falling into the trap of generalizing my own experiences onto everyone. As you walk down the list of player types they identify, the defining characteristics end up being:

  • The end of the game may be when everything is known or can be anticipated.
  • the game is probably up when there is nothing new to experience.
  • When the game has no tasks to complete, or the player has become unable to carry out their assigned tasks, the game will no longer sustain.
  • the game is up for someone fitting this archetype when they no longer have the capacity to personally affect the game world.

I’d argue (and one other commenter does as well) that all of these are fundamentally very similar. “Everything known” and “nothing new to experience” certainly seem to have tremendous overlap both with each other, and with the neophiliac take on the Theory of Fun. But the other two are also signs of having sufficient knowledge of a possibility space, of having grasped the permutations. They do reflect different learning styles as regards that possibility space, however.

I certainly agree that “there [do] appear to be issues of personality to take into account when considering how and why people stop playing games.” But I suggest that those personality differences lie principally in approaches to the issue of mastering a possibility space, and in one’s affinity for given learning styles, and whether a given game accomodates that learning style. In other words, I’ll quit some sorts of games early because they don’t mesh well with my learning style, and I’ll quit others because I have exhausted them–and with different games, I may well exhaust them in different ways.

(I also disagree with the equation of continued interest and Cziksentmihalyi’s concept of “flow,” but I cover that enough in the book).

I’ll definitely be picking up the book, though; for one, Lost Garden always has very insightful things to say, so if Danc liked it, it’s probably very good. And for another, there’s a lot of very thought-provoking posts throughout the Only A Game blog; it looks like a subject and people worth engaging with. if you get it and read it, let me know what you think.

Big questions about MMOs

 Posted by (Visited 7782 times)  Game talk
Oct 252005
 

Comments are down at TerraNova, but I tried posting this in response to Tim Burke’s post entitled ‘Old School’, in which he asks,

1) What, if anything, has actually changed about virtual worlds in their design or implementation since 1999? Since 2003?
2) Are there any genuinely new scholarly or substantive questions or issues in the study of virtual worlds since 1999? Since 2003?
3) Why are so many issues that were already well understood by early MUD designers so recurrent and intractable, seemingly?
4) What has actually been forgotten from earlier eras of virtual world design? What designs, architectures, ideas, questions, problems, are now “historical”?
5) What kind of cultural (or tangible economic) capital within the community of people interested in virtual worlds do “old school” credentials actually entitle you to? When should the wider community listen more closely to people who’ve experienced that history in some form? When is historical experience a limitation rather than an asset, tying us to a concept of eternal recurrence?

1) Instancing is a major new trend that was never really explored in the text mud days. There has always been talk about “embedded experiences” but the idea of literally replicating single-player to limited multiplayer games wasn’t one that had currency.

There is also the rise of micropayments, and the design changes that that implies.

Everything else I can think of is basically the same.

2) I think there’s lots of them, and just glancing over many of the questions raised by the folks here, by PlayOn, by Nick at the Daedalus Project, by Project Massive, etc, shows that.

3) Because a) a lot of folks don’t WANT to solve them (why change classes and levels? they work, right?); b) because they are difficult problems of human nature.

4) I know I’ve mentioned some of these before, but some that spring to mind are the collection game a la MUD1 and Abers, the entire MUSH province which is largely unexplored today in graphical worlds, most of the MOO province, and most of the windmills I keep tilting at that people think I’m crazy for tackling. What happened to intermud protocol? There’s issues of player governance and democracy, there’s user creativity, there’s the entire impositional narrative branch… lots and lots.

5) Isn’t this question the same in any field?

A snicket, a snacket

 Posted by (Visited 7440 times)  Reading
Oct 252005
 

Gotta love a children’s book that quotes from Richard Wright’s Native Son.

Who knows when some slight shock, disturbing the delicate balance between social order and thirsty aspiration, shall send the skyscrapers in our cities toppling?

Appropriate to read on the day that Rosa Parks passes away.

That said, The Penultimate Peril is perhaps not as important a book as Native Son, but it does delve into some weighty topics for a kid’s book. The Lemony Snicket series is worth reading for the sheer love of language and literature, the wicked humor, the tricksy clues dropped on practically every page–and now, it’s worth reading for its inquiries into the nature of heroism, nobility, and responsibility, believe it or not.

I know a few parents who won’t have their kids read these books because they are too dark. This makes no sense to me. Some of the questions that it poses can only be asked in the darkness (TINY spoiler that likely won’t make much sense):

Violet, Klaus, and Sunny wondered about all the things, large and small, that they had done… they wondered if they were still the noble volunteers they wanted to be, or if… it was their destiny to become something else. The Baudelaire twins stood in the same boat as Count Olaf, the notorious villain, and looked out at the sea, where they hoped they could find their noble friends, and wondered what else they could do, and who they might become.

Only one more book to go in a series that I’d rank up there with L’Engle, Lloyd Alexander, Dahl, and other such as a real classic. And hooray for HarperCollins for giving them the presentation they deserve, too–books to keep as keepsakes.

Small world…

 Posted by (Visited 5662 times)  Misc
Oct 252005
 

I step off the plane in Austin, and there’s Samantha LeCraft, in town for the Austin Game Conference. Every time I come back to Austin I am reminded how it still has that small town vibe to it…

As you might see if you look over to the left, Kristen kindly entered every single news post from the old website. Now we have a nice substantial archive section…