Critical Modding: a Design Framework for Exploring Representation in Games

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Critical Modding: a Design Framework for Exploring Representation in Games University of Central Florida STARS Electronic Theses and Dissertations, 2020- 2021 Critical Modding: A Design Framework for Exploring Representation in Games Kenton Howard University of Central Florida Part of the Game Design Commons Find similar works at: https://stars.library.ucf.edu/etd2020 University of Central Florida Libraries http://library.ucf.edu This Doctoral Dissertation (Open Access) is brought to you for free and open access by STARS. It has been accepted for inclusion in Electronic Theses and Dissertations, 2020- by an authorized administrator of STARS. For more information, please contact [email protected]. STARS Citation Howard, Kenton, "Critical Modding: A Design Framework for Exploring Representation in Games" (2021). Electronic Theses and Dissertations, 2020-. 699. https://stars.library.ucf.edu/etd2020/699 CRITICAL MODDING: A DESIGN FRAMEWORK FOR EXPLORING REPRESENTATION IN GAMES by KENTON TAYLOR HOWARD B.A. Flagler College, 2009 M.A. Florida Atlantic University, 2012 A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the College of Arts and Humanities at the University of Central Florida Orlando, Florida Summer Term 2021 Major Professor: Anastasia Salter ©2021 Kenton Taylor Howard ii ABSTRACT In this project, I created a framework for exploring problems with representations of marginalized characters in video games called “critical modding.” The main goal of this project was to provide a method for addressing issues with portrayals of queer characters in video games through modification of a game’s narrative and gameplay systems. I also created a video game prototype called Life in the Megapocalypse as a digital tool for engaging in critical modding. In addition, I created classroom assignments based on the game prototype aimed at helping people learn more about problems with portrayals of queer characters in games through critical modding that can be found in Appendix B. I created the critical modding framework based on established research on education, queer representation, and narrative design related to video games. The video game prototype is built in a text-based interactive fiction scripting engine called Inky and is stored in a web-based version on my website; I also provided selected source code from the game in Appendix C of this project. The game focuses on representations of queer characters in a post-apocalyptic world and asks the player to make choices by offering the characters guidance, as well as talking with them to learn more about them. This project is valuable in that it provides a research-based framework for exploring problems with portrayals of queer characters in video games through modification, an idea that has not been explored in established video game research. It also provides a tool for doing so in the form of the video game prototype, offering a unique approach that blends traditional academic research with digital design. iii ACKNOWLEDGMENTS I offer my sincerest thanks to Anastasia Salter, Mel Stanfill, Rudy McDaniel, and Lisa Swanstrom for offering me feedback and advice throughout this project, as their suggestions provided me with invaluable help. I also thank everyone else who gave me feedback and advice at different stages of my writing and game prototyping process. Finally, I thank my friends and family whose emotional support was critical to the success of this project. iv TABLE OF CONTENTS LIST OF FIGURES ....................................................................................................................... ix LIST OF ACRONYMS .................................................................................................................. x CHAPTER 1:INTRODUCTION: THEORETICAL FOUNDATIONS FOR RADICAL GAME DESIGN .......................................................................................................................................... 1 Research Question ...................................................................................................................... 3 Theoretical Frameworks and Methodology ................................................................................ 4 Education and Games ............................................................................................................. 4 Queer Game Design and Theories About Representation in Games .................................... 10 Narrative and Critical Theories for Radical Game Design ................................................... 15 Summary of Future Chapters .................................................................................................... 19 Chapter 2: Exploring Problems with Queer Narratives Through Critical Modding ............. 19 Chapter 3: Modification and Portrayals of Queer Characters in Mainstream and Indie Games ................................................................................................................................... 21 Chapter 4: Narrative, Design, and Modification ................................................................... 22 Chapter 5: Life in the Megapocalypse and Critical Modding: Design Principles and Educational Practices ............................................................................................................ 23 Appendices ............................................................................................................................ 24 Conclusion: Critical Modding and Life in the Megapocalypse ................................................ 24 v CHAPTER 2: EXPLORING PROBLEMS WITH QUEER NARRATIVES IN GAMES THROUGH CRITICAL MODDING ........................................................................................... 26 Considerations About Using Games as Learning Tools: Transference, Accessibility, and Gameplay Complexity .............................................................................................................. 29 Interactive Fiction and Queer Narratives .................................................................................. 33 Building Digital Design Skills Through Critical Modding....................................................... 39 Conclusion: Addressing Problems with Queer Representation in Games Through Critical Modding .................................................................................................................................... 49 CHAPTER 3: MODIFICATION AND PORTRAYALS OF QUEER CHARACTERS IN MAINSTREAM AND INDIE GAMES ....................................................................................... 51 Queer Characters in Mainstream Games .................................................................................. 52 Queer Characters in Indie Games ............................................................................................. 61 Queer Mods for Mainstream Games ......................................................................................... 67 Conclusion: The Benefits of a Modifiable Queer Indie Game ................................................. 78 CHAPTER 4: NARRATIVE, DESIGN, AND MODIFICATION .............................................. 81 Narrative Design Framework .................................................................................................... 82 Game Design Document ........................................................................................................... 90 Game Overview .................................................................................................................... 90 Main Gameplay Mechanics and Progression ........................................................................ 91 vi Game Setting and Background ............................................................................................. 95 Game Characters ................................................................................................................... 96 Game Story and Dialogue ................................................................................................... 100 User Interface ...................................................................................................................... 103 Art Style .............................................................................................................................. 104 Prototyping and Development Process ............................................................................... 105 Technical Design ................................................................................................................ 107 Conclusion: The Value of Documenting Digital Design Work .............................................. 109 CHAPTER 5: LIFE IN THE MEGAPOCALYPSE AND CRITICAL MODDING: DESIGN PRINCIPLES AND EDUCATIONAL PRACTICES ................................................................ 112 Lessons from Life in the Megapocalypse: A Post-Apocalyptic Post-Mortem ....................... 113 Classroom Assignments Based on Life in the Megapocalypse .............................................. 123 Conclusion: Future Directions for Critical Modding .............................................................. 129 APPENDIX A INSTRUCTIONS FOR DOWNLOADING INK AND LIFE IN THE MEGAPOCALYPSE .................................................................................................................. 137 Downloading the Inky Editor.................................................................................................. 138 Instructions
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