Mapping the Range of User Roles in Open Development Games Projects
Total Page:16
File Type:pdf, Size:1020Kb
Not just users: Mapping the range of user roles in open development games projects Luke Thominet Florida International University Miami, FL, USA [email protected] ABSTRACT love what you’re doing, and they’re not playing a lot, Open video game development systems provide a useful model but they might be writing fanfction, they might be for designing an engaging user experience (UX) research project. drawing, they might be doing other things, and they’re While UX research has typically framed people simultaneously as not actually just a hardcore player. [19] research subjects and users of a technology, some work has also At the 2015 Game Developers Conference, a panel of experienced problematized each of these categorizations. For instance, UX prac- developers discussed their experiences with open development titioners have questioned the framing of people as generic users, projects. In the quote above, Jamie Cheng described how partici- and participatory design has repositioned participants as co-owners pants in these projects were doing a lot more than just playing the of the results of research. This article ofers a complimentary per- game. This paper expands on this observation to review the broad spective by applying the concept of user roles to the activity of range of roles that user-participants adopt in open development participation in open development. Open development, which is the systems. prolonged process where incomplete games are publicly released Broadly speaking, open development is publicly distributing an and iterated on based on player feedback, is fundamentally a UX incomplete game, sharing information about the game develop- research process. In open development projects, user-participants ment process, and iterating on the game over time based on player adopt a variety of roles, including acting as consumers, players, feedback. Game developers have primarily described open develop- bug reporters, player support services, community moderators, re- ment as a new communications system which requires strategies viewers, developer advocates, playtesters, quality assurance testers, for efectively discussing project goals with players and facilitating content creators, and ideators. This paper builds defnitions for the useful feedback from players [4, 43]. Elsewhere, I have shown how user-participant roles and ofers examples from the online forums open development integrates technical communication interests for an open development game. Finally, it argues that we can design in content strategy and user experience (UX) to create a model for communications systems to support these roles. engaging user-participants throughout prolonged user-experience (UX) research projects [47]. Ultimately, open development reframes CCS CONCEPTS UX research as an intentionally-designed system that is used by • Human-centered computing → User models; • Applied com- participants. In other words, open developers design UX research puting → Arts and humanities. for the experience of participants. This paper uses the concept of user roles to examine user par- KEYWORDS ticipation in open development systems. A user role is defned as video games, user experience, game development, research partici- "a specifc task or group of closely interrelated tasks (constituting pation, user roles a job), carried out by people in the development or operation of a system." [33]. User roles also help depict how individuals may ACM Reference Format: Luke Thominet. 2019 . Not just users: Mapping the range of user roles in have multiple goals over time [12]. Recent work has shown that UX open development games projects. In SIGDOC ’19: ACM Conference on the professionals often fnd user roles to be more useful for designing Design of Communication, October 4-6, 2019, Portland, OR. ACM, New York, than user personas [30]. NY, USA, 9 pages. https://doi.org/10.1145/3328020.3353937 This paper contributes to technical communication scholarship on video games. While technical communication has studied a 1 INTRODUCTION range of topics around games (including documentation, critical I don’t want to call them hardcore [players] because gameplay, and pedagogical uses), two areas are particularly relevant they’re not necessarily hardcore. Sometimes they just here. First, the feld has explored developer-player communication systems. For example, Zimmerman argued that developers use cy- Permission to make digital or hard copies of all or part of this work for personal or cles of secrecy and disclosure to build player anticipation while classroom use is granted without fee provided that copies are not made or distributed for proft or commercial advantage and that copies bear this notice and the full citation marketing a game [54]. Sherlock described a range of strategies on the frst page. Copyrights for components of this work owned by others than the for rhetorically presenting patch documentation to players [40]. author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specifc permission And Reimer explored how developers co-construct excellent user and/or a fee. Request permissions from [email protected]. experience through negotiating changes to games with players [36]. SIGDOC ’19, October 4-6, 2019, Portland, OR Second, technical communication work has also studied connec- © 2019 Copyright held by the owner/author(s). Publication rights licensed to ACM. ACM 978-1-4503-6790-5/19/10…$15.00 tions between UX and games. For example, Tilley, Blandino, and https://doi.org/10.1145/3328020.3353937 deWinter discussed the limits of traditional usability standards for SIGDOC ’19, October 4-6, 2019, Portland, OR Thominet testing dynamically-generated game content [49], and Karabinus products of the work [42]. And participatory methods have already and Atherton examined how an amateur game design community been discussed as a means for improving justice in UX research built ongoing documentation to support user needs [20]. [37]. This paper argues that, by examining the specifc, voluntary But these models that decenter designers do not necessarily ft work done in open development games systems, we can begin well with the values of game production. Many developers and to reimagine the design of UX research systems to support user- players view games primarily as art [10], which comes with the participants’ varied roles. In the sections that follow, I situate open associated values of artistic intent and authorial ownership. These development user roles within other problematizations of user values can come into confict with deep user agency during game research. Then I describe the content analysis methods used in development, as can be seen in a relatively early argument over the this study. Finally, I present defnitions of open development user- proper use of open development. In 2014, Walker criticized open participant roles and discuss how we might design communications development, saying it "pandered" to player preferences and stifed systems to support these roles. artistic originality [52]. In his response, Roth said that Walker had mischaracterized open development [38]. Instead, he argued that 2 LITERATURE REVIEW developers were still in control of their own games and were not Traditional user research often limits the agency of users: "The being blindly directed by player feedback. Finally, Lindskog tried to concept of the user, as it is constructed in [User-Centered Design], split the diference by arguing that open development was danger- is the object of study and research, not necessarily an empowered ous when it prioritized marketing, so he encouraged developers to agent that helps drive design decisions or direction" [37]. This be critical of player recommendations and to stay true to their own intentional limitation can be seen in popular methods such as A/B vision [26]. While these commentators had signifcantly diferent testing [6] and big data analytics [34, 39] where users may not even views of open development, all three rejected the value of a truly be aware that they are providing feedback. In these methods, users participatory design methodology for games. And numerous open efectively become data.1 Recently, there have also been attempts developers have agreed, arguing that the developers must remain to problematize this depiction of user research. central to the game design: First, some researchers have sought to redefne users in human- Open development is not design by committee, the centered terms. For instance, Don Norman argued: wisdom of crowds, or abandoning your design to met- One of the horrible words we use is "users." I am on rics. It needs engaged game designers to make it work. a crusade to get rid of the word users. I would prefer It’s not about giving people what they want. It’s about to call them "people." You know, we test people. ... We getting them to react the way you want them to. [27] design for people. We don’t design for users. [32] Others have reclassifed users in more specifc categories, such as Thus the prioritization of artistic integrity here necessitates a dif- readers, viewers, publishers, or players. Even the defenders of the ferent approach for repositioning user-participants as something word user (due to its ability to highlight the designed nature of more than data points. systems and thereby to support user agency in demanding changes) A potential starting point can be found in discussions of pro- have sought