Raph Koster's personal website: MMOs, gaming, writing, art, music, books
Game talk
This is the catch-all category for stuff about games and game design. It easily makes up the vast majority of the site’s content. If you are looking for something specific, I highly recommend looking into the tags used on the site instead. They can narrow down the hunt immensely.
One of the most commonly repeated or recited snippets from Theory of Fun for Game Design is the notion of dressing substantially changing a game experience, using the example of a Tetris clone reskinned to mimic a gas chamber.
Let’s picture a game wherein there is a gas chamber shaped like a well. You the player are dropping innocent Jews down into the gas chamber, and they come in all shapes and sizes. There are old ones and young ones, fat ones and tall ones. As they fall to the bottom, they grab onto each other and try to form human pyramids to get to the top of the well. Should they manage to get out, the game is over and you lose. But if you pack them in tightly enough, the ones on the bottom succumb to the gas and die.
I do not want to play this game. Do you? Yet it is Tetris. You could have well-proven, stellar game design mechanics applied towards a quite repugnant premise.
Folks who have been reading the blog for a while may also recall that a team in Brazil actually built such a Tetris, called Calabouço Tétrico. I blogged about it here.
Today, I stumbled across this little gem of an article relating a similar story I had never heard. It’s in Italian (Google translation here), but the gist of it is that a Slovenian website called Mladina made an editorial game about Tito partisans and the pro-Nazi Slovene Home Guard, back in 2000.
Apparently this game caught the notice of the Italian parliament and was censored! You can play it here anyway.
The Lawbringer: A prelude to avatar rights is an article kicking off what appears to be a series looking at avatar rights in the context of World of Warcraft. It has been a while since the original article on avatar rights has been commented on much on the web, though it still regularly gets discussed in books on Internet law. Very few worlds ever adopted any variant of this as a terms of service, and Metaplace doing so back when we ran a customer-facing service had no real impact other than garnering some publicity.
Oddly enough, the article has been much on my mind lately, mostly because of how it closes, with a prediction that avatar service providers will both hold immense quantities of personal information but also dominate the market, making it hard to use an alternate provider:
Someday there won’t be any admins. Someday it’s gonna be your bank records and your grocery shopping and your credit report and yes, your virtual homepage with data that exists nowhere else… it may be a little harder to write to Customer Service. Your avatar profile might be your credit record and your resume and your academic transcript, as well as your XP earned.
On the day that happens, I bet we’ll all wish we had a few more rights in the face of a very large, distributed server, anarchic, virtual world where it might be very very hard to move to a different service provider…
Not very long ago my daughter was banned from Facebook. She has no idea why; neither do I. I would keep an eye on her page, and there was nothing untoward on it that I saw. She hadn’t been using it actively, and it took her several days to notice it was gone. And she’s just not interested in it enough to bother setting up a new one.
The basic premise is that realities are realities — just because one is a relatively crude construct doesn’t mean it isn’t a full-blown reality. Therefore, those who create said realities are gods.
By the time it gets to creating AIs that are self-aware but not knowing whether they are creations, we’re into fairly familiar territory. But it goes beyond that into the notion that perhaps you could create afterlives for these AIs, or allow them to visit your plane of reality using “waldoes” of a sort — a notion that resonates with Ted Chiang’s wonderful novella “The Lifecycle of Software Objects.”
At GDC, there was a Game Design Challenge (I’ve participated in one of these, in the distant past!). This year the topic was religion. And you’re going to need to know everything about what happened to make sense of this post. 🙂
Jason Rohrer won the challenge, with a game that was a Minecraft mod with very particular rules. The big rule to know about is that it’s a game played sequentially, with the world having persistence, so that each player gets to see the remnants of what the previous player left behind, but with no explanation. This is supposed to engender the sort of mystery that in real world leads to myths and thence religions.
Side note: I actually received a “miracle” during this process, and then it was taken from me for the purposes of keeping score, something which I felt was rather gamificationy. 🙂
Which then led to some tweeting back and forth about whether this was in the spirit of the idea, including heated remarks and comments from Jason himself. It even led to a Gamasutra article on it all.
And just now I stumbled across a blog post that links the arguments I make about authorial intent and games as art in A Theory of Fun for Game Design to the controversy:
This morning I found myself reading the tail-end of Raph Koster’s A Theory of Fun For Game Design. I found a lot to love about the book, but one of the things that persistently bothered me was his insistence on value and meaning being bestowed by authorial intent…
…It’s fascinating to me that with an extremely simple ruleset and a modded copy of someone else’s sandbox game, [Jason] managed to generate something that’s simultaneously a reflection on continuity (I’d actually dispute that the game OR its reception is much of a reflection on religion) and a medium in its own right…
…Jason Rohrer’s reaction was excellent. He has encouraged whoever ends up with Chain World to NOT pass it on to the next person in the chain… it’s more a declaration about what he feels is valuable about the whole project than an attempt to reassert authorial control on a ruleset that he created…
…To my mind, it’s that kind of thinking about author-ity that will lead games/videogames to fulfill their potential rather than the call-to-arms for authorial intention on which Koster closes his otherwise excellent book.
Most modern theories of art hold that all forms of art and all media are interactive, that there is an implicit conversation between any audience (despite the original roots of the word in just “listening”) and any creator — that the act of interpreting the work even in the most shallow way means that there is a collaborative construction of the work.
So I don’t actually hold with the idea that games are somehow special in that regard. They are more interactive than many. But frankly, they are less interactive than many forms of performance art. A concert where the audience sings back unpredictable stuff, or a comedy show being heckled, are arguably *more* interactive than a game.
That leads me to conclude that Jason, through his surrender of authorial intent, is actually imposing authorial intent. “Asserting what he feels is valuable about the project” is exactly expressing authorial intent, and is in fact often the worst-regarded form of it in many art circles: telling the audience HOW they are “properly” supposed to enjoy the art.
I don’t actually have any issue with telling people they are playing a game “wrong,” even though it is futile. Once it exists as an artifact, then the designer’s opinion shouldn’t be significantly more privileged than anyone else’s except insofar as it provides additional insights into ways to interact with the work. I only start to worry when the author(s) start getting obnoxious about it, which Jason is definitely not doing.
For what it’s worth, I think that authorial intent in games, and especially in art games or what Bogost calls proceduralist games, is expressed via the rule constructs that are conveyed and (usually) enforced by the code. Because of the unique nature of working in rulesets as a medium, we typically see two sorts of generalized approaches:
1) prescriptive rulesets, wherein the choice of what to leave out and what to include in the rules effectively conveys a message. SimCity was accused of this despite its goal of being descriptive, and September 12th is probably the canonical example. The Marriage is another good art game example; the dynamics that exist between the “husband” and “wife” certainly lean one towards specific ways of interpreting the meaning in the rulesets.
2) descriptive rulesets, which present the mathematical framework, and then leave the judgement up to the player as to how to approach the problem sets that the rules implicitly pose. I would put Chain World in this category, and Sleep is Death as well, but not Passage.
I would also say that MMOs and multiplayer games in general have a very natural affinity for this end of the spectrum, and I’ll go so far as to assert that all the virtual worlds I have worked on have explicitly had that quality of being a “medium” that the blog post suggests, because virtual worlds in general encourage a sort of player generativity far beyond what we see in single-player environments or even “team sport” style games.
Needless to say these are points on a spectrum. At the descriptive end, no author(s) can claim to truly have an unbiased and objective ruleset and still have a game, I suspect. Chain World includes some assumptions that convey to us some of how Jason thinks about the problem he is modeling — indeed, at the GDC session, he walked us through exactly those assumptions — and this leads to his having shaped perhaps not the possibility space of reactions, but certainly at least the probability space thereof.
On the other extreme, of course, the fact that the audience is a participant in the process means that prescriptive rulesets are just about always subverted in some fashion; a classic early example would be the pro-peace graffitti in Counterstrike mods, which were done as part of a guerrilla art project!
It is as yet early days for the art game movement (and I do term it a movement). Making prescriptive games *intentionally* is hard enough right now. I very much applaud those who set out intending to create provocative descriptive rulesets (though in the MMO world, we get called “ant farmers” for attempting to do so).
(Ironically, Jason has told me more than once that some of his own exploration of these issues was inspired by the very passages that the blog post author cites in my book, and I happen to know that Rod Humble got going in this direction also in part because of my prompting. Such a small community…)
In any case, I do think that people *set out* to create such rulesets, with intention. And whether they do it singly or as a team, I can’t help but call that an authorial impulse.
If fun is about learning, then why do people replay games that they have mastered? I get asked this question a lot… though usually, it comes with a sort of aha! I have caught you out! sort of tone to it, because readers enjoy picking apart the arguments in A Theory of Fun for Game Design.
Here’s one that doesn’t have that tone, but gets across the essential question:
The question is then, why do people sometimes enjoy playing the same game over and over again? I’m not just talking about open world RPGs or MMOs. People often replay their favorite first person shooters, racing games, and strategy games. Why do we replay games that unfold in the same way each time?
I call this behavior “whittling.” I don’t remember where I got the analogy, but basically, a lot of folks enjoy whittling away at wood until there’s nothing left, then they start anew.
This would seem to contradict the basic premise that fun comes from mastering patterns. There’s no creative process in play, so no new pattern is being mastered — they’re not whittling to sculpt something. And surely, they aren’t really learning much about the bite of knife into cellulose after having done it a thousand times before. They are doing it to pass the time — the origin of the word “pastime.”
There are many many activities like this that we do all the time. It has been observed that many Facebook players use the games there as a form of “mindless clicking” to while away time. At GDC, Chris Trottier made the point that
To many adults and especially a “mom’ demographic, time spent for yourself is a guilty pleasure… What are the things you can do in the game to make a player say “I was really glad I spent my time here.” Fun is not enough. ‘Relaxes me’ is a clearer value.
We’ve long known that repetitive action has a calming effect. Meditation techniques are largely premised on repeated simple actions executed consciously until they become automatic, triggering particular brain wave patterns. Similarly, anyone who has run long distances, practiced a musical instrument, or indeed, engaged in focused practice on anything knows how this can feel, and how it can lead to a sense of flow.
The Wikipedia article on meditation states no fewer than three times that scientific studies on meditation vary wildly in quality, and that there is therefore no clear picture of what meditation actually is. That said, there is some evidence that meditation has positive effects on lowering stress levels, inducing calm, and capacity to concentrate and focus. There are also some physical markers that emerge: changes in heart rate, respiration, blood pressure, and so on.
It is common in most forms of meditation to have a focus, something that you pay attention to closely, while at the same time allowing your mind to wander freely. A candle, breathing rate, or “everything around you” are common foci.
I suggest that people who use games as de-stressers by focusing on them in a mindless, repetitive way may well be just using the game as a focus for meditation.
Now, just as in the book I stated that flow isn’t the same thing as fun, I’m going to state that this isn’t really what we tend to term fun either. It arguably has significant mental benefits, but it doesn’t use the particular virtues of games. You could very well be whittling or gardening or reciting mantras under your breath instead. At most, it is an opportunity to practice mastery — you can’t very well use a game as a meditative device unless you have mastered to the degree where play is largely automatic. And by its nature as a practice, it will tend to push you away from feelings of frustration — which are a characteristic element of the experience of true fun.
I’ve had people write things like “so you’re telling me that I shouldn’t play games this way?” based on the comment in the book that you ought to move on from a game when you have mastered it, in order to keep learning more. And I still believe that it is true in the general case. But I have nothing against meditation — I actually think it is a very valuable practice — and if doing it with games is what does the trick for you, then by all means, continue. Just be aware of why you are doing it, and be cognizant of the many many other ways in which you could be meditating instead, some of which involve getting some exercise. 🙂
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