Showing posts with label virtuality. Show all posts
Showing posts with label virtuality. Show all posts

Sunday, August 9, 2009

The Immerser Report

During my visit to Montreal for Ludicine’s Thinking After Dark conference, I had the opportunity to speak on formations of avatar in horror video games. Specifically, I spoke on immersion - specifically, the sensation of feeling ‘inside’ games during play.

If there are two things that need clarification about these ideas, they are that immersion is both more specific and more simple than common usage suggests. Being part of a grab-bag of about a dozen words people use to describe videogame play, it often does double-duty as a catch-all term that describes any merit of any game.

Is your gameworld sprawling and expansive? Immersive. Do you care about your characters? Immersive! Do you spend the greater portion of your game actually immersed in some fluid? You better believe that’s immersive.


"The Wettening" was a great game. But I could never defeat Wa-wa Wawinski.

Ultimately things begin to stretch out thee limited elasticity of the term. If everything is immersive, nothing is: It begins to mean nothing more than ‘good.’ Thus an ‘incredibly immersive experience’ is doubleplusgood.

Actually, there’s a simple trick to using the term with clarity and purpose. Immersion is always physical. Thus a kid bobbing and weaving while playing a game is an example of immersion. Being sad that your dad is the dream of a ghost’s memory, or whatever, is not.

Secondly, and perhaps more importantly: Immersion is easy. Forget suiting up like Tron. You don’t need any Captain N shenanigans to obtain the experience that you’re ‘in a game.’ Often it’s as simple as hitting a button.

There’s a reason for this, and that reason is locked away deep in your brain. Now, my more… penetrating experiments in the catacombs beneath Bedlam Hospital have revealed to me mysteries dark and glorious, but apparently neuroscience knows a thing or two about your thinker as well. Very well. I shall have my day yet!

Here’s a great, if enthusiastic, piece on the current research that’s being done in the field. Elsewhere on these selfsame tubes, neuroscientist Steve Novella explains the phenomenon in detail: The experience of being in one’s body is not automatic – it is a deliberate function of the mind, some feat of evolution, and can be meddled with through any number of tricks and sleights of hand.

I find this to be incredibly revealing, and one reason that games may affect us the way that they do, operating at the some physiological level. Just as this sense of posited self is more complex that flinching from negative stimuli, so too we may navigate games with a more complex presence of mind than “spikes bad, coins good.”


Though, I do think it bears repeating: Spikes baaaaaaaaaaaaad.


- Rook

Thursday, June 4, 2009

Vaudeville!

I love E3, but it is a complicated and melancholic love. I do not love, for instance, the flashing lights, the scrum of the crowd, the omnipresent rumble of electronic whatchamajiggers - all of these suggest sheer novelty, as if queued within a grand casino. In fact, I'm sure I would absolutely loathe being at E3, which either means I am lucky that I never have, or prudent that I never will. No, what E3 and I have is a long-distance relationship: It does its thing, and I love it from afar.

You see, I love it when people lie. In the epicentre of that digimal carnival, that cross between Xanadu and Faxanadu, I'm sure it all makes sense. Spin, in these places, is de rigueur - not simply a helpful tool, but a way of life. If you haven't believed six impossible things before breakfast, you're under quota.

But take a few steps back, and everything changes: the glitz seems chintzy, the electronic bleeps and bloops sound suspiciously tin-horn, and everyone seems rather crushed by the electronic goodies that surround them. And it's from this vantage that it becomes delightful.

Take this bit from Slate, presented ostensibly to comment on the economic downturn. I submit that this doesn't succeed as news - its function, rather, is parody.



What a garden of delights! We are presented with:

- A booth babe's grammatically unsound, but somehow appealing invitation: "We will waiting for you!"

- THQ's Brian Farrell calling himself a 'pundit,' and sounding like that one kid in sixth grade who doesn't know what a swear word means.

- Bob Ladrach of Digital Extreme Technologies, explains that he is not working on 'virtual reality' but rather 'augmented reality', the difference being that the former is actually a thing and not words he just made up. In Ladrach's words: "It's a new technology that's just coming out. Matter of fact, it's so new that it doesn't even exist yet!"



This isn't a unicorn, it's an 'augmented horse!' They're so new they don't even exist yet!


- Yoon Im of Perfect World extolling the virtues of free-to-play games, first by bragging how one can play without paying a dime, then by extolling the wonderful things that you can pay for.

- A glimpse of Ladrach's imaginary technology, which looks suspiciously like the VR rig that's been gathering dust at Disney's Epcot Center for 20 years. We have seen the future, and it is the present, only worse.

- Jesse Petrilla, the wunderkind behind "Quest for Al-Qa'eda" revealing hisspiritual sequel: Durka 3D: The Fall of Ahmadinejad. You play a "highly trained special forces soldier that's fed up with the current situation in Iran. So you take it upon yourself to singlehandedly dismantle the regime of terror."

- Petrilla continues: "I think a lot of video games have missed the boat, where they're shooting aliens when they could be really addressing curent issues and making sort of a subtle commentary on society as well." Petrilla apparently thinks we should all be killing more pretend Muslims. Thank you for the subtle commentary on society, Mr. Petrilla!


So now I can satirically
shoot people? Why isn't all satire like this?
Jonathan Swift can fricking eat it!


- Finally, in a real show stopper, we have everyone agreeing that the video game industry is invincible and recession-proof juggernaut that will continue to make dollar dollar bills for eternity. This of course is not shot as a valid assessment of economical stability but as elaborate set-up, like investing in a 401K of schadenfreude. What was that thing that goeth before a fall, again?

All this could be a joke. Watching, I laughed (out loud!) like it was something from "This is Spinal Tap." It is done with such sincerity, with everyone clamoring to go forward, not backward, upward, not forward, and always twirling, twirling, twirling towards freedom. It makes such sense, you are tempted to forget that it is all malarkey.

If I were to datamine two insights out of this dog's breakfast, they would be these:

1. If you don't know who the joke is on, the joke is on you.

2. The term "spin" denotes not only orientation but sensation. Spinning can be fun: think of tilt-a-whirls and merry-go-rounds. But spin too much and you will want to puke.

Thus: E3, I love you both as a man loves a woman and the way a man loves a fine cuban cigar. Just as long as you stay where you belong... thousands and thousands of miles away from me.


- Rook

Wednesday, March 4, 2009

Geekonomics: A Blog on Bling




With massive-multiplayer games blooming to big business, and bringing in the big bucks, much more media attention has been bent towards understanding the economics of these behemoths.

Alliterative!

This attention only make sense. Once a successful business model has emerged from a volatile market, it's simply bad business not to know how the model works. For example, when I came over to Florida as a young but optimistic Cuban immigrant, and clawed my way to the top of the 1980's cocaine boom, everybody wanted to know how I did it. My secret? Don't get high on your own supply.



First I got the money. Then I got the power. Then I got the weeeeeeemon.


An exceptional amount of work has been devoted to understanding the real-world economics of such systems. Over at GigaOM, Wagner James Au breaks down the top earners in the market. A lot of the data he reports is not what you'd expect, much of it owing to the boom of Korean MMOs, which operate under the principle of Free-to-play-but-I-guess-you-can-pay-for-some-stuff-like-maybe-a-shirt?-why-don't you-go-get-your-mom's-credit-card-and-we'll-figure-it-out gaming. To be fair, it was a really nice shirt.



Fashionably black is the new black.


Things complicate, however, when you begin analyzing the internal economies of these games, and the ways in which virtual economies meet and affect real ones. Lines become blurry, and definitions become softer. Where some MMOs are designed with commerce in mind - Second Life operates through the continuous investiture and circulation of Lindenbucks, And EVE Online is based upon the very premise of a functioning in-game economy - not all MMOs are devoted to such a maintained system. Most operate under a “dealer” principle, which controls how money flows from, and back to the game. Consider the act of “grinding,” where monsters are killed repeatedly. Upon their bodies, gold or valuables are found.

This is pure van Helmont stuff happening here: The valuables didn’t ‘come’ from anywhere, so much as sprung into existence from the aether. This can approximate a rough time-to-money system well enough, but things get squirrely when trade between players in introduced.

Look at the difference: A player pays another player hundreds of gold for a valuable or rare item, and that money stays in circulation, and can be further invested. But if a player purchases an item from a non-player character vendor, that money vanishes - sometimes to the tune of thousands of gold for the most expensive articles.

Enter the goldsink: the various sites introduced to any functional MMO operating in this system, in which hundreds of thousands of virtual moolah vanish every day. In this way can the value of in-game currency be controlled, even manipulated towards inflation and deflation. People’s purses a little too light, and you can introduce new quest lines that provide players with faster ways to accrue goodies than ever before. If there’s too much money clogging down the system, the introduction of a few new vanity items can suck all that troublesome cash out of the system in a matter of weeks.



Pictured above: Troublesome Cash

This needn’t be done to simply manage the economy - it can also be done to maintain a play environment. As a case in point, consider Blizzard’s management of World of Warcraft in the months preceding their second expansion. Knowing that players of their game would have to be given new ways to occupy themselves in the doldrums between their first expansion and the next, a new location was introduced: One that contained, in addition to a new 5-player dungeon “instance” and a new 25-player “raid” dungeon, a plethora of daily quests that provided gobs of easy cash to players - far easier, in fact, than previous environments had allowed.

In addition to these additions, if players spent enough time grinding “reputation” with a factions associated with these new quests, they could invest their hard-earned virtual cash on.. a title. For one thousand gold, a player can be “NAME of the Shattered Sun.

To be fair, that is pretty impressive-sounding. I wouldn’t even know how to begin to go about shattering suns.

So: To keep real customers from spending their real time elsewhere and thus stop forking over real money, Blizzard introduced a new virtual place where they could spend their virtual time, amassing virtual wealth to currying virtual favour with some virtual people, to the point that one is given the elite privilege of spending all that virtual money on something that has purely aesthetic value to impress other (real) folks in a virtual space.

Compare that to a virtual mount, which at least helps you cover virtual terrain, or virtual gear, which has direct applicability in interfacing with a virtual environment (read here: pwning). One thousand gold gets you a bunch of virtual letters, stapled to your virtual face, approximating Ozymandias-level posturing. “Look on my works, ye Mighty, and despair!”


Not this guy. But, close enough.


This may be the central difference between economies like those found in traditional MMOs and virtual trade experiments like Second Life and EVE. In the case of the former, at the end of the day, any changes applied to the system in place are may not be to facilitate commerce, but to keep people on the teat.


- Rook

Tuesday, January 20, 2009

Signifying Violence, Part Three: Turtles in Time




In my last two posts, I looked at two factors that affect performances of violence in game-space: mediation and signification. In terms of the latter, I looked at the degree in which acts could be signified as violent or otherwise, and how these significations affected play experience. In case of the former, I looked at how the degree to which play was controlled, in terms of what a player could and could not do.

So now we have two major forces at work, shaping how violence is portrayed in video games. I think we all know what I have to do now.

I HAVE TO GRAPH IT.




This graph is funner than a skin graph, but less delicious than a pie graph.

I made this graph using the most cutting-edge software available to me: The paint program that comes with every computer. You might want to click on it to make it big, instead of "undersized the point of Clown Car hilarity."

Here are twenty games, plotted in relation to the degree in which their acts of violence are signified, and the degree in which these spaces are mediated. In placing these games along these two variables, a number of considerations were made regarding what constitutes highly signified violence, and how mediation should be understood in this context. After placing these games, a number of things stuck out:

1) The games that exhibited the highest signification of violence did so through very different means.

Fallout scans so highly because, in terms of representation and play factor, pains were taken to represent a space in which violent acts are real, and have consequences on a game-world. If you breeze into town and blow everyone away, it'll be a ghost town for the remainder of the game. There's no respawn, and no 'reset switch'.

State of Emergency, as a riot simulator, places graphic violence as chief thematic element and central play element: It makes even Grand Theft Auto seem restrained in comparison.

Finally, Super Columbine incorporates footage of actual event to distinguish their game as tied to the actual fact of violence, rather than something divorced from reality.


2) Though genres tensed to shake out along the horizontal axis, with puzzle and free-roam games tending left and more mediated play experiences like platformers and role-playing games tending right, a number of influences could cause a game to shift both in terms of mediation and signification.

When the Final Fantasy series, a highly mediated play experiences that contains moderately signified acts of violence (other figures are 'killed', within context, but this killing is not graphic or thematized') produced a "Tactics" spin-off, it significantly introduced a feature in which injured party members could 'die' permanently if not tended to on the battlefield. The result is a game where the constant RPG 'killing' is given consideration and resonance, bolstered as well by a darker, Machiavellian narrative of court intrigue.



Once in a public washroom I saw written "Machiavelli was naive."
Underneath it, someone else wrote "SO WAS YOUR MOM."

We can see a game like World of Warcraft make a similar shift in both mediation and signification when play moves from a player-versus-player to a player-versus-environment game setting. With the former allowing players greater opportunity to attack and hinder unwilling players in the vast no-man's land of contested territory, gameplay is both less mediated, and has a stronger signification of violence. Implementing one change, albeit a major one, can shift a game along both axes.

3) In most cases, the games that graphed lowest in terms of signified violence avoid such signification through abstraction, instruction of non-violent game mechanics. In the case of Puzzle Pirates, the ostensibly violent acts of attacking and plundering another shop on the high seas are reflected through simple and cheery mini-games. Abstraction plays a major part in the innocuousness of a game like SimCity, one in which you can level entire metropolises through fire, wind, earth and water.


In this scenario, the final element of 'heart' is replaced by 'monster'.

In a strictly denotative sense, these are acts of massacre, to rival the bombings of Hiroshima or Dresden. But because these acts are abstracted to the point of inoffensiveness, because you can 'hit a button' and restore your shattered burgs, because it is fundamentally a game thematically concerned with building, rather than destroying, these acts carry all of the freight of a someone knocking over a pile of blocks.

By plotting franchises, rather than individual games, there is of course room for imprecision. The recently-released Fallout 3 would scan slightly to the right than previous entries, and lower down, due to the game-designers decision to omit the ability to kill children, a move that has, incredibly, earned them some criticism.

On the other hand, the top-down, splat-cartoon vantage and tone of Grand Theft Auto 1 and 2 would scan a good deal lower, in that its homicidal bent is treated both at a distance, and with a dose of irreverent humour.

Finally, user-generated content like suicide booths and grave plots in games like Second Life offer a chance to inch both higher and further left, though these additions currently are purely cosmetic propositions.


In a week, I'll conclude with an examination of games that vary wildly in terms of mediation and signification of violence, including a few that attempt to subvert the long-established tropes of violence-as-progress and the function of conflict in game-space.

And then it'll be right back to the dick jokes and oatmeal recipes, I promise.

- Rook

Tuesday, November 25, 2008

A virtual affair to remember


Recently I’ve been noticing a story about Second Life buzzing about a number of news outlets. For those keeping track of reportage on gaming and virtual interactions, it represents more of the same: A “Tales From the Wired” parable that serves up online misbehavior at its most titillating. Broken down simply, this tragic tale of lust and betrayal plays out as follows:


- A man and woman met virtually on Second Life. They began a virtual relationship (This may have been in virtual spring, when a young man’s eFancy turns lightly to iLove).

- The virtual couple met in real life, and got Honest-to-God actually married.

- One day, the woman caught her actually husband virtually canoodling with some hussy. (That is, an actually hussy, virtually, as opposed to a virtual hussy, actually, which would be one of those inflatable ones).

- Because of the man’s virtual philandering, the couple has gotten Real-Life No-Take-Backsies divorced.

All clear? Virtually?

I read the story originally at The Times, where the story was headlined with “Second Life affair leads to Real Life divorce…” In skimming the dozen or so other news outlets that have taken up this story, the telling has generally been the same, focusing on the ‘real life’ consequences of this gent’s ‘virtual affair.’

Like so many of these types of tech culture reports, the tone is one of restrained incredulity. “Can you imagine… Two people who took a game so seriously that they got married? Gosh, you couldn’t do that in ‘Frogger! And then, because of some play-pretend affair, now they've called it quits. Maybe instead of their ‘Second Lives,’ they should have focused on their normal ones like the rest of us!”

What fascinates me of how the story is reported is the wide divide maintained between the virtual and the actual. In the articles detailing the behavior of the two, the point is driven home that in this case, the result of something purely virtual has spilled out, messily into the ‘real world’. Some headlines carry the terms in quotations, as if picking up something odious with a pair of tongs. The Telegraph claims that “Woman divorces husband over ‘virtual’ affair..”, where the Sydney Morning Herald states that “Couple divorce after virtual-world ‘affair’”.

All told, does a ‘virtual’ affair differ from a virtual ‘affair’? The former suggests that for all its virtuality, something tangible did in fact occur… where in the latter case, it isn’t an affair at all, but the ghostly semblance of one, meted out in some pixilated Candyland. The result of all this ambiguity is a real mess, one hinging upon conflated meanings of the virtual.

Yes, the virtual is unreal, but in a different way than unicorns and leprechauns. When it comes to the already-messy world of human interaction, a rose is a rose is a rose, even if it happens to be a cyber-rose plucked fresh from the inter-dirts.

This rose is The Matrix.


If there is a semantic point to be made here, it’s that in these cases 'virtual' is not equal. What was one once a fanciful term relating to the specific realm of simulation (i.e. the vaguely paradoxical ‘virtual reality’), the term has come to be a catch-all phrase for action and interaction on the internet.

In the most concrete cases, ‘virtual’ simply means done via a computer: Consider such mundane tasks as virtual banking, or virtual shopping. You aren’t transferring virtual money or buying virtual goods, you are making actual decisions in a virtual context.

On a singularly abstract level, ‘virtual’ denotes relation, dealing in essences and almosts. If you were to log onto a real estate website and receive a virtual tour of a prospective house, you would be getting an approximation of the house’s look and space, represented virtually.

Finally, on the other end of things, we have virtual as the antonym of actual - something that is defined by its illusory or false nature. Thus a ‘virtual’ death in an online game is not death in any actual sense, and does not relate to anything outside of its own context.

These divisions aren’t cut and dry, but they show a real range in what we might consider to be virtual conduct. And its no accident that the most concrete representations of virtuality skew towards the serious business of finances and transactions, where more fully abstract interactions often fall within the realm of play.

So imagine a woman divorces a man because he is addicted to pornography - we can understand that there is something tangible there, something of consequence and weight. Yet catch a man fiddling around with another woman online, a circumstance in which there is an actual other woman on the other end, and suddenly it becomes farcical.

In no other circumstance could the ‘realness’ of this type of infraction could be called into question - say, in the case where a man is caught sneaking calls to 1-900 numbers: “Well, sure, I was having sex with women over the phone… but none of that was real, you see? It happened in the magical realm of my imagination. The $3.50 a minute, on the other hand? Disturbingly real”.

So this isn’t a case of a virtual affair, but rather of a real affair, committed virtually. The infraction is a real one, and it should be no surprise to anyone that its consequences have played out in reality. Of course, anyone still skeptical that this woman had no actual reason to divorce her husband might look no further than their now-well-publicized wedding photo for further proof:



As you can see, dude looks bad in a bow tie.

- Rook