Gameplay in an Unfamiliar Environment: Novice and Expert Adult Players Encountering Portal for the First Time

Total Page:16

File Type:pdf, Size:1020Kb

Gameplay in an Unfamiliar Environment: Novice and Expert Adult Players Encountering Portal for the First Time Gameplay In An Unfamiliar Environment: Novice and Expert Adult Players Encountering Portal For The First Time by Andrew Keenan A thesis submitted in conformity with the requirements for the degree of Doctor of Philosophy Graduate Department of Information University of Toronto Copyright © 2018 by Andrew Keenan Abstract Gameplay In An Unfamiliar Environment: Novice and Expert Adult Players Encountering Portal For The First Time Andrew Keenan Doctor of Philosophy Graduate Department of Information University of Toronto 2018 This thesis asks how adult video game players encounter an unfamiliar game for the first time by examining their gameplay. Gameplay is “the way a game is actu- ally played” (Juul, 2005, p. 83). Players were invited to participate in a recorded gameplay session and share their reflections on their first encounter with Portal, a first-person puzzle video game. Using the video commentary model methodology with an exploratory approach, players reviewed and commented on their gameplay footage immediately following their session using a retroactive talk aloud protocol. These sessions were analyzed, comparing how different players encountered the game, how they identified challenges, and how they created solutions to those challenges. There was a noteworthy diversity in how different players encountered Portal with trends emerging amongst players with similar expertise. Novice players found it more difficult to progress through Portal than expert players. There were differences in times to completion, puzzle comprehension, and assessment of game mechanics when comparing novice and expert players. A continuum of players emerged between those with less gameplay expertise and those with significant gameplay expertise. There were considerable barriers to entry for novice players. ii Contents Abstract.................................. ii Table of Contents............................. iii List of Tables...............................x List of Figures............................... xii 1 Introduction1 1.1 Information studies and video game research..............5 1.2 Research design..............................6 1.3 Significance................................8 1.4 Chapter overview............................. 10 2 Literature review and theoretical framework 13 2.1 Learning to play video games...................... 13 2.1.1 Situated cognition........................ 15 2.1.2 Situated action.......................... 17 2.1.3 Zone of proximal development and scaffolding......... 20 2.1.4 Affinity groups.......................... 22 2.1.5 Problems of self-reporting.................... 26 2.1.6 Summary of learning theories.................. 28 2.2 Gameplay................................. 29 iii 2.2.1 The Possibility space and emergent play............ 31 2.2.2 Rationalized play......................... 34 2.2.3 Flow Theory............................ 37 2.2.4 Flow and failure.......................... 41 2.2.5 Summary of gameplay theories................. 42 2.3 Information practice........................... 43 2.3.1 Episodic information practice.................. 45 2.3.2 Sense-making........................... 47 2.3.3 Gameplaying practice....................... 49 2.3.4 Summary of information studies theories............ 51 2.4 Assumptions................................ 52 2.5 Conclusion................................. 56 3 Methodology 57 3.1 Research questions............................ 58 3.1.1 Research question one...................... 58 3.1.2 Research question two...................... 60 3.1.3 Research question three..................... 61 3.2 Research Design.............................. 63 3.2.1 Similar gameplay research design................ 65 3.3 Choosing Portal as the research site................... 68 3.3.1 Game mechanics of Portal.................... 69 3.3.2 Learning to play Portal...................... 71 3.3.3 Scaffolding............................. 72 3.3.4 Not quite a first-person shooter................. 74 3.4 Data collection.............................. 76 iv 3.4.1 Interview design.......................... 79 3.4.2 Mapping Portal.......................... 81 3.4.3 Recruitment............................ 82 3.4.4 Pilot study............................ 84 3.4.5 Research Site........................... 85 3.5 Data analysis............................... 85 3.6 Conclusion................................. 87 4 The Players 89 4.1 Player demographics........................... 89 4.1.1 Age and gender.......................... 90 4.2 Previous gameplay experience and expertise.............. 90 4.2.1 Preferred genres.......................... 90 4.2.2 Most recently played video game................ 91 4.2.3 Favorite video game....................... 91 4.2.4 Frequency of playing video games................ 92 4.3 Self-perceived experience and confidence................ 93 4.3.1 Experience playing video games................. 93 4.3.2 Confidence playing video games................. 94 4.3.3 Experience playing first-person perspective games....... 95 4.3.4 Confidence playing first-person perspective games....... 95 4.4 Determining player expertise....................... 96 4.4.1 Progress in Portal ........................ 97 4.4.2 Secondary factors to player progress............... 98 4.4.3 Times to completion....................... 98 4.4.4 Increasing times to completion.................. 99 v 4.4.5 Difficult chambers......................... 99 4.4.6 Average completion time..................... 100 4.5 Player groups............................... 100 4.5.1 Novice players........................... 101 4.5.2 Intermediate players....................... 102 4.5.3 Expert players........................... 103 4.5.4 Moving forward with the player groups............. 104 4.6 Revising the research questions..................... 104 4.6.1 Research question two...................... 105 4.6.2 Research question three..................... 105 4.7 Overview of the players.......................... 106 4.8 Conclusion................................. 106 5 Findings 108 5.1 Player reflections............................. 109 5.1.1 Portal is too easy......................... 109 5.1.2 Portal is too difficult....................... 111 5.1.3 Frustrating experiences...................... 113 5.1.4 Rewarding experiences...................... 117 5.2 Gameplaying practices.......................... 120 5.2.1 Observations and visual cues................... 120 5.2.2 Experimental gameplaying practices............... 130 5.2.3 Sense-making........................... 131 5.3 Previous gameplay experience...................... 137 5.3.1 Comparisons to other games................... 137 5.3.2 Gameplaying practices from first-person shooters....... 140 vi 5.3.3 Semiotics of games........................ 142 5.4 Challenges in Portal........................... 147 5.4.1 Different players, different challenges.............. 147 5.4.2 Description of challenges..................... 151 5.5 Learning in Portal ............................ 155 5.5.1 Tutorials.............................. 155 5.5.2 Scaffolding............................. 159 5.5.3 Learning the portal mechanic.................. 161 5.5.4 Struggling with the interface................... 163 5.6 Conclusion................................. 168 6 Discussion 169 6.1 First encounters.............................. 169 6.1.1 Consistencies and continuities.................. 170 6.1.2 Divergences and variations.................... 171 6.2 Gameplaying practices.......................... 172 6.2.1 Novice players........................... 173 6.2.2 Intermediate players....................... 174 6.2.3 Expert players........................... 176 6.3 Previous gameplaying experience and player expertise......... 178 6.3.1 Previous experience and first encounters............ 179 6.3.2 Semiotic domain of Portal .................... 180 6.4 Challenges................................. 182 6.4.1 Challenges for novice players................... 182 6.4.2 Challenges for intermediate players............... 183 6.4.3 Challenges for expert players................... 184 vii 6.4.4 Description of challenges..................... 185 6.4.5 Conceptualizing challenges.................... 187 6.5 Learning in Portal ............................ 187 6.5.1 Tutorials.............................. 188 6.5.2 Scaffolding............................. 189 6.5.3 Portal mechanic.......................... 190 6.5.4 Improving first encounters.................... 191 6.6 Revisiting the assumptions........................ 192 6.7 Gender and expertise........................... 198 6.8 Conclusion................................. 200 7 Conclusion 201 7.1 Revisiting Canada's digital society................... 204 7.2 Contributions............................... 206 7.3 Future work................................ 210 Bibliography 213 Appendices 229 A Consent letter 231 B Email query to participants 234 C Interview questions 236 D Snowball sample recruitment letter 238 E Recruitment brochure 240 viii F Portal map 242 G Demographic survey 266 H Portal chamber completion times 270 I Developing Portal 272 J Portal 2 276 K Aperture Science 281 L Characters of Portal 284 M Most recently played video game 288 N Favorite video game 290 O Summary of the theories 292 ix List of Tables 2.1 Summary of learning theories...................... 28 2.2 Summary of gameplay theories...................... 43 2.3 Summary of information studies theories................ 51 4.1 Players preferred genres......................... 91 4.2 Frequency of playing video games
Recommended publications
  • The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
    THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr.
    [Show full text]
  • 009NAG – September 2012
    SOUTH AFRICA’S LEADING GAMING, COMPUTER & TECHNOLOGY MAGAZINE VOL 15 ISSUE 6 BORDERLANDS 2 COMPETITION Stuff you can’t buy anywhere! PC / PLAYSTATION / XBOX / NINTENDO PREVIEWS Sleeping Dogs Beyond: Two Souls Pikmin 3 Injustice: Gods among Us ENEMY UNKNOWN Is that a plasma rifl e in your pocket, or are you just happy to see me? ULTIMATE GAMING LOUNGE What your lounge should look like Contents Editor Michael “RedTide“ James Regulars [email protected] 10 Ed’s Note Assistant editor 12 Inbox Geoff “GeometriX“ Burrows 16 Bytes Staff writer Dane “Barkskin “ Remendes Opinion 16 I, Gamer Contributing editor Lauren “Guardi3n “ Das Neves 18 The Game Stalkerer 20 The Indie Investigatorgator Technical writer 22 Miktar’s Meanderingsrings Neo “ShockG“ Sibeko 83 Hardwired 98 Game Over Features International correspondent Miktar “Miktar” Dracon 30 TOPTOP 8 HOLYHOLY SH*TSH*T MOMENTS IN GAMING Contributors Previews Throughout gaming’s relatively short history, we’ve Rodain “Nandrew” Joubert 44 Sleeping Dogs been treated to a number of moments that very nearly Walt “Ramjet” Pretorius 46 Injustice: Gods Among Us made our minds explode out the back of our heads. Miklós “Mikit0707 “ Szecsei Find out what those are. Pippa “UnexpectedGirl” Tshabalala 48 Beyond: Two Souls Tarryn “Azimuth “ Van Der Byl 50 Pikmin 3 Adam “Madman” Liebman 52 The Cave 32 THE ULTIMATE GAMING LOUNGE Tired of your boring, traditional lounge fi lled with Art director boring, traditional lounge stuff ? Then read this! Chris “SAVAGE“ Savides Reviews Photography 60 Reviews: Introduction 36 READER U Chris “SAVAGE“ Savides The results of our recent reader survey have been 61 Short Reviews: Dreamstime.com tallied and weighed by humans better at mathematics Fotolia.com Death Rally / Deadlight and number-y stuff than we pretend to be! We’d like 62 The Secret World to share some of the less top-secret results with you.
    [Show full text]
  • Navigating the Videogame
    From above, from below: navigating the videogame A thesis presented by Daniel Golding 228306 to The School of Culture and Communication in partial fulfilment of the requirements for the degree of Bachelor of Arts (Honours) in the field of Cultural Studies in the School of Culture and Communication The University of Melbourne Supervisor: Dr. Fran Martin October 2008 ABSTRACT The study of videogames is still evolving. While many theorists have accurately described aspects of the medium, this thesis seeks to move the study of videogames away from previously formal approaches and towards a holistic method of engagement with the experience of playing videogames. Therefore, I propose that videogames are best conceptualised as navigable, spatial texts. This approach, based on Michel de Certeau’s concept of strategies and tactics, illuminates both the textual structure of videogames and the immediate experience of playing them. I also regard videogame space as paramount. My close analysis of Portal (Valve Corporation, 2007) demonstrates that a designer can choose to communicate rules and fiction, and attempt to influence the behaviour of players through strategies of space. Therefore, I aim to plot the relationship between designer and player through the power structures of the videogame, as conceived through this new lens. ii TABLE OF CONTENTS ABSTRACT ii ACKNOWLEDGEMENTS iv CHAPTER ONE: Introduction 1 AN EVOLVING FIELD 2 LUDOLOGY AND NARRATOLOGY 3 DEFINITIONS, AND THE NAVIGABLE TEXT 6 PLAYER EXPERIENCE AND VIDEOGAME SPACE 11 MARGINS OF DISCUSSION 13 CHAPTER TWO: The videogame from above: the designer as strategist 18 PSYCHOGEOGRAPHY 18 PORTAL AND THE STRATEGIES OF DESIGN 20 STRUCTURES OF POWER 27 RAILS 29 CHAPTER THREE: The videogame from below: the player as tactician 34 THE PLAYER AS NAVIGATOR 36 THE PLAYER AS SUBJECT 38 THE PLAYER AS BRICOLEUR 40 THE PLAYER AS GUERRILLA 43 CHAPTER FOUR: Conclusion 48 BIBLIOGRAPHY 50 iii ACKNOWLEDGEMENTS I would like to thank my supervisor, Dr.
    [Show full text]
  • Journal of Games Is Here to Ask Himself, "What Design-Focused Pre- Hideo Kojima Need an Editor?" Inferiors
    WE’RE PROB NVENING ABLY ALL A G AND CO BOUT V ONFERRIN IDEO GA BOUT C MES ALSO A JournalThe IDLE THUMBS of Games Ultraboost Ad Est’d. 2004 TOUCHING THE INDUSTRY IN A PROVOCATIVE PLACE FUN FACTOR Sessions of Interest Former developers Game Developers Confer We read the program. sue 3D Realms Did you? Probably not. Read this instead. Computer game entreprenuers claim by Steve Gaynor and Chris Remo Duke Nukem copyright Countdown to Tears (A history of tears?) infringement Evolving Game Design: Today and Tomorrow, Eastern and Western Game Design by Chris Remo Two founders of long-defunct Goichi Suda a.k.a. SUDA51 Fumito Ueda British computer game developer Notable Industry Figure Skewered in Print Crumpetsoft Disk Systems have Emil Pagliarulo Mark MacDonald sued 3D Realms, claiming the lat- ter's hit game series Duke Nukem Wednesday, 10:30am - 11:30am infringes copyright of Crumpetsoft's Room 132, North Hall vintage game character, The Duke of industry session deemed completely unnewswor- Newcolmbe. Overview: What are the most impor- The character's first adventure, tant recent trends in modern game Yuan-Hao Chiang The Duke of Newcolmbe Finds Himself design? Where are games headed in the thy, insightful next few years? Drawing on their own in a Bit of a Spot, was the Walton-on- experiences as leading names in game the-Naze-based studio's thirty-sev- design, the panel will discuss their an- enth game title. Released in 1986 for swers to these questions, and how they the Amstrad CPC 6128, it features see them affecting the industry both in Japan and the West.
    [Show full text]
  • [Catalog PDF] Manual Line Changes Nhl 14
    Manual Line Changes Nhl 14 Ps3 Download Manual Line Changes Nhl 14 Ps3 NHL 14 [PS3] - PS3. Trainers, astuces, triches et solutions pour Jeux PC, consoles et smartphones. Unlock the highest level of hockey aggression, speed and skill. NHL 14 brings together the best technology from EA SPORTS to deliver the most authentic hockey experience ever. Deliver hits with the cutting-edge NHL Collision Physics, built from FIFA's. NHL 14 for the Sony Playstation 3. Used game in great condition with a 90-day guarantee. DailyFaceoff line combinations - team lineups including power play lines and injuries are updated before and after game days based on real news delivered by team sources and beat reporters. Automated line changes based on calculations do not give you the team’s current lines – and that’s what you need for your fantasy lineups. EA Sports has announced that details of NHL 14 will be unveiled. Seeing as I have NHL 13 I can't imagine wanting to buy NHL 14 - but it'll be. In North America and on Wednesday in Europe (both XBox and PS3). It doesn't help that there's nothing in the manual to explain how to carry out faceoffs. Auto line changes and the idiot assistant coach. This problem seems to date back to time immemorial. Let’s say you have a bona fide top line center, rated at 87. Your second line center is an 82. Your third line center is an 80, and your fourth is a 75. NHL 14 PS3 Cheats. Gamerevolution Monday, September 16, 2013.
    [Show full text]
  • January 2010
    SPECIAL FEATURE: 2009 FRONT LINE AWARDS VOL17NO1JANUARY2010 THE LEADING GAME INDUSTRY MAGAZINE 1001gd_cover_vIjf.indd 1 12/17/09 9:18:09 PM CONTENTS.0110 VOLUME 17 NUMBER 1 POSTMORTEM DEPARTMENTS 20 NCSOFT'S AION 2 GAME PLAN By Brandon Sheffield [EDITORIAL] AION is NCsoft's next big subscription MMORPG, originating from Going Through the Motions the company's home base in South Korea. In our first-ever Korean postmortem, the team discusses how AION survived worker 4 HEADS UP DISPLAY [NEWS] fatigue, stock drops, and real money traders, providing budget and Open Source Space Games, new NES music engine, and demographics information along the way. Gamma IV contest announcement. By NCsoft South Korean team 34 TOOL BOX By Chris DeLeon [REVIEW] FEATURES Unity Technologies' Unity 2.6 7 2009 FRONT LINE AWARDS 38 THE INNER PRODUCT By Jake Cannell [PROGRAMMING] We're happy to present our 12th annual tools awards, representing Brick by Brick the best in game industry software, across engines, middleware, production tools, audio tools, and beyond, as voted by the Game 42 PIXEL PUSHER By Steve Theodore [ART] Developer audience. Tilin'? Stylin'! By Eric Arnold, Alex Bethke, Rachel Cordone, Sjoerd De Jong, Richard Jacques, Rodrigue Pralier, and Brian Thomas. 46 DESIGN OF THE TIMES By Damion Schubert [DESIGN] Get Real 15 RETHINKING USER INTERFACE Thinking of making a game for multitouch-based platforms? This 48 AURAL FIXATION By Jesse Harlin [SOUND] article offers a look at the UI considerations when moving to this sort of Dethroned interface, including specific advice for touch offset, and more. By Brian Robbins 50 GOOD JOB! [CAREER] Konami sound team mass exodus, Kim Swift interview, 27 CENTER OF MASS and who went where.
    [Show full text]
  • Franchise-Defining EA SPORTS NHL 13 in Stores Now
    September 11, 2012 Franchise-Defining EA SPORTS NHL 13 in Stores Now Major Gameplay Innovations and All-New Connected Experiences Deliver Biggest Leap for the Franchise on This Console Generation REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ: EA) announced today that EA SPORTSTM NHL®13 is now available at retail stores throughout North America. NHL 13 is available on the PlayStation®3 computer entertainment system and Xbox 360® video game and entertainment system. Headlined by all-new True Performance Skating and EA SPORTS Hockey I.Q., NHL 13 offers an innovative new gameplay experience that definitively captures the speed, creativity and strategy of NHL® hockey. NHL 13 also delivers brand new experiences that connect hockey fans to their friends and the real world of hockey with the all-new GM Connected and NHL Moments Live modes. Early critical reception for NHL 13 has been extremely positive with Bleacher Report calling NHL 13 a "strong early candidate for sports game of the year", while Jeff Bakalar, CNET says that NHL 13 is "the most realistic hockey game ever". NHL 13 represents the biggest year-on-year leap for the franchise on this console generation and has been eagerly anticipated by sports fans across the world. "The EA SPORTS NHL team has always been a leader in innovation within the sports videogame category but the quality of innovation found within NHL 13 is the crowning achievement for this franchise," said Dean Richards, General Manager, NHL, EA SPORTS. "Our team has delivered a feature set that will truly change the way you play the game." EA SPORTS NHL 13 in Stores Across North America (Photo: Business Wire) New features and modes include: ● True Performance Skating — A game-changing innovation for the franchise that adds physics-driven skating and over 1000 new animations, True Performance Skating authentically replicates the explosiveness, momentum and top end speed displayed by today's NHL players.
    [Show full text]
  • Superdataresearch Deliverable Digital
    2013 Game Changers 2013 GAME CHANGERS How will the next generation of consoles affect your business? Compliments of SUPERDATA RESEARCH, INC. | www.superdataresearch.com | August 2013 1 2013 Game Changers INDEX INTRODUCTION & MOTIVATION 3 METHODOLOGY 4 LANDSCAPE 6 Current console ownership ‣ Console ownership in the United States (U.S.), 2013 ‣ Per capita spend on interactive entertainment in the U.S. Changing audience CONSUMER 10 Consumer behavior and devices ‣ Aggregated platform usage among U.S. gamers ‣ Primary platform usage among U.S. gamers, 2008 versus 2013 New dedicated devices: familiarity and interest ‣ Q: Which one have you heard of? ‣ Q: Which one do you plan on buying? PUBLISHER 14 Consoles don’t sell consoles. Titles sell consoles. ‣ Physical versus digital sales for Electronic Arts ABOUT & CONTACT 17 SUPERDATA RESEARCH, INC. | www.superdataresearch.com | August 2013 2 2013 Game Changers INTRODUCTION & MOTIVATION The next generation of consoles presents a renewal of an important part of the interactive entertainment industry. Recent announcements of the PlayStation 4 and Xbox One as well as the smaller, new market entrants have fueled a vigorous discussion within the industry. In particular, the position of the incumbents, and their ability to maintain it, has been a hot topic of discussion. For example, Daniel Thomas at VentureBeat recently criticized Xbox One for throwing out “its only good idea with [the console’s] DRM policy reversal.” Elsewhere, Gamasutra’s editor-at-large Leigh Alexander called Sony’s showing at E3 a “spiritual victory” and reminded gamers not to forget about the GameStick. And lead Portal designer Kim Swift adamantly supported OUYA as the exclusive console for her new game Soul Fjord, while both the likes of Square- Enix and indie developer Supergiant Games will find a home on the PS4.
    [Show full text]
  • NHL 13 Delivers Major Innovations That Will Change the Way You Play the Game
    May 18, 2012 NHL 13 Delivers Major Innovations That Will Change the Way You Play the Game True Performance Skating and Hockey I.Q. Create Innovative New Gameplay Experience GM Connected and NHL Moments Live Provide All-New Experiences that Connect Hockey Fans to Their Friends and the Real- World of the NHL REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ:EA) announced today the key features for EA SPORTSTM NHL®13, promising the biggest change to the franchise since the introduction of the Skill Stick in NHL® 07. Headlined by all-new True Performance Skating, and supported by an innovative new A.I. system dubbed EA SPORTS Hockey I.Q., NHL 13 will deliver a revamped gameplay experience that accurately captures the speed, creativity and strategy of NHL hockey. In addition, NHL 13 will also deliver new experiences that connect hockey fans to their friends and the real world of hockey with the all-new GM Connected and NHL Moments Live modes. NHL 13 will be available on September 11, 2012 in North America and September 14, 2012 in Europe. "The NHL team has been a leader when it comes to innovation in the sports videogame category on this console generation by redefining player control with the introduction of the Skill Stick, creating connected experiences such as the EA SPORTS Hockey League and introducing real world physics to the team sports category," says Dean Richards, General Manager, NHL, EA SPORTS. "With our feature set in NHL 13, hockey fans and sports gamers have a lot to be excited about as we are again going to deliver major innovations that will change the way you play the game." NHL 13 delivers an innovative new gameplay experience, accurately capturing the speed, creativity and strategy of today's NHL through: NHL 13 - True Performance Skating (Photo: Business Wire) ● True Performance Skating — A game-changing innovation for the franchise that adds physics-driven skating and over 1000 new animations.
    [Show full text]
  • Participatory Gaming Culture
    Master thesis Participatory gaming culture: Indie game design as dialogue between player & creator Martijn van Best student ID: 3175421 [email protected] New Media Studies Faculty of Humanities UTRECHT UNIVERSITY Course code: 200700088 THE-Scriptie / MA NMDC Supervisor: Erna Kotkamp Second reader: René Glas DATE: March 28th, 2011 1 To Mieke 2 Abstract In this thesis I argue that the current dichotomy between indie game design and mainstream design based on commercial appeal versus creative audacity is non-constructive. Instead, I wish to investigate to what extent indie game designers are able to establish a personal dialogue with their audience through their game. I frame independent game design as a participatory culture in which indies alter and modify existing game design conventions through a practice called abusive game design. This is a concept developed by Douglas Wilson and Miguel Sicart. Players who wish to master (partially) abusive games, need to learn about the designer's intentions rather than the game system. I argue that a designer's visibility in this way allows for a dialogue between creator and player. However, in a case study of indie title Super Crate Box (2010), it appears that in order to maintain a sense of fun, certain conventions of mainstream game design need to be adhered to. Indie designers, who often have the most visible and personal relationship with their audience, need to navigate between their wish for a personal connection with players and user friendly, but 'faceless' design. Scaling the tipping point too much to the abusive side instead of the conventional one, may be counter to designers' wishes to create an enjoyable game.
    [Show full text]
  • The Discourse of Digital Dispossession
    Article Games and Culture 2018, Vol. 13(7) 690-707 ª The Author(s) 2018 The Discourse of Article reuse guidelines: sagepub.com/journals-permissions DOI: 10.1177/1555412018756488 Digital Dispossession: journals.sagepub.com/home/gac Paid Modifications and Community Crisis on Steam Daniel James Joseph1 Abstract This article is a chronicle and analysis of a community crisis in digital space that took place on Valve Corporation’s digital distribution platform, Steam. When Valve and Bethesda (publisher and developer of Skyrim) decided to allow mods to be sold by mod makers themselves, there ensued a community revolt against the commodifi- cation of leisure and play. I put this crisis of play and work in dialogue with Harvey’s concept of “accumulation by dispossession,” firmly placing it within a longer history of disruptive capital accumulation strategies. I then conduct a discourse analysis of community members on reddit, as they make sense of and come to terms with this process of dispossession. Arising in the discourse was not class consciousness per se, but instead a pervasive feeling of helplessness and frustration as games, play, and leisure began to feel like work. Keywords digitallabor,play,Steam,platformstudies, digital distribution, game studies, discourse analysis 1 University of Toronto, Mississauga, Canada Corresponding Author: Daniel James Joseph, University of Toronto, 3359 Mississauga Rd., Mississauga, Canada L5L 1C6. Email: [email protected] Joseph 691 On April 23, 2015, the digital game developer and production company, Valve Corporation, announced through their digital distribution platform Steam the intro- duction of buying and selling of “mods, maps, and all kinds of items that you’ve created.” They continued, saying that “with a new, streamlined process for listing and selling your creations, the Steam Workshop now supports buying mods directly from the Workshop, to be immediately usable in game” (Valve Corporation, 2015).
    [Show full text]
  • GRID Broadband Content Delivery Platform
    Integrating Narrative and Design: A Portal Post-Mortem KIM SWIFT and ERIK WOLPAW, VALVE SPOILER ALERT!! Leave the room now if you hate spoilers Topics Why Should You Care? Our Narrative Philosophy Our Development Process Why Should You Care? Why should you care about Portal? • We had a small team. • Portal has been both a critical and commercial success for Valve. • After all is said and done and we don't have any regrets. Why Should You Care? Why Should You Care? Why should you care about how we integrated narrative and design? • By itself, the story wouldn’t make much of a novel. • The gameplay on its own would be dry. • The tight integration of our story and gameplay resonated with people. • Team size imposed constraints on our design choices. • Our design methods: • Low impact on both our time and energy budgets. • Helped creatively sidestep our constraints. Our Narrative Philosophy Delta Theory • Two Stories • Story-story • Gameplay story • Lowering the delta will make your story more satisfying. Our Narrative Philosophy Games with a high story delta: Our Narrative Philosophy Games with a high story delta: • Clive Barker’s Undying Our Narrative Philosophy Games with a high story delta: • Clive Barker’s Undying Our Narrative Philosophy Games with a high story delta: • Clive Barker’s Undying Our Narrative Philosophy Portal Narrative Design Goals • “Story” story must never intrude on “Gameplay” story • Less is more • Be ruthless about trimming narrative fat Our Process Playtesting Reflecting Story in Your Environment Evolve Narrative Out of Gameplay Evolve Gameplay Out of Narrative Playtesting Important to Narrative and Gameplay • Watch your playtests • Find out what your players actually want • Adjust gameplay to what players look like they need.
    [Show full text]