Role Playing in Role Playing Games
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2013-2014 Role-Playing in Role-Playing Games Master Thesis submitted to obtain the degree of ‘Master of Arts in Art Science’ on 8 August 2014 By: Michaël Oosterlinck (00802623) Supervisor: Prof. dr. K. Pewny 1 2 Acknowledgements I would like to thank everyone who made this thesis possible and supported me. My supervisor Professor Pewny for the time spent on answering my mails. My family, and especially my parents and sister, who had the patience and the energy to give me advice and to keep my moral high during stressful moments. My friends who were always willing to pick up the phone when I called them, supporting me when I needed their opinion about more formal aspects of my thesis. 3 Table of Contents Acknowledgements ................................................................................................................3 List of Abbreviations ..............................................................................................................6 Introduction ............................................................................................................................7 1. Situating Role-Playing Games as Game and as Genre ....................................................... 10 1.1 The Medium of Videogames versus Games as Games ................................................. 10 Narratology versus Ludology: competition between media ? ......................................... 16 1.2 The Role-Playing Game Genre and Subgenres: a Conundrum ..................................... 19 Motivation, Player Types as key to the Conundrum. ..................................................... 24 2. Role-Playing Games as Interactive Content. ..................................................................... 28 2.1 Remediating other Media: a matter of two forces ........................................................ 29 Transparency and Interactivity for the sake of Immersion ............................................. 30 2.2 Implied Gamer ............................................................................................................ 35 2.3 The Set of Quests and the Set of Items ........................................................................ 43 3. Camera and Focalisation ................................................................................................... 53 4. Sound and Music .............................................................................................................. 58 5. Visual Aesthetic and Representation ................................................................................. 63 6. From Imagination to Embodiment .................................................................................... 65 7. The Performed Virtual Self ............................................................................................... 77 7.1 Inventing an Self: the Act of Self-Myhtologising ........................................................ 77 7.2 Acting as the Self ........................................................................................................ 85 7.2.1 The Hybrid Anatomy of the Role-Player .............................................................. 85 7.2.2 Performance Style and Emotions .......................................................................... 91 Conclusion ........................................................................................................................... 98 4 Bibliography....................................................................................................................... 101 Books and Articles.......................................................................................................... 101 Web ................................................................................................................................ 104 Videogames .................................................................................................................... 105 Film ................................................................................................................................ 106 Appendix ............................................................................................................................ 107 Cases: ............................................................................................................................. 107 Dishonored ................................................................................................................. 107 Guild Wars 2 .............................................................................................................. 108 Witcher 2 .................................................................................................................... 109 Mass Effect ................................................................................................................. 109 Pictures ........................................................................................................................... 111 Picture 1 character creation ......................................................................................... 111 Picture 2 dialogue options ........................................................................................... 111 Picture 3 skill tree ....................................................................................................... 112 Picture 4 the windowed mode ..................................................................................... 112 Picture 5 Narrative Network or Story Tree .................................................................. 113 Picture 6 Communication Model ................................................................................. 114 Picture 7 Games as a Set of Objects and as a Set of Quests ......................................... 115 5 List of Abbreviations AI: Artificial Intelligence D&D: Dungeons & Dragons GUI: Graphics User Interface HUD: Heads-Up Display MMO: Massively Multiplayer Online MMORPG: Massively Multiplayer Online Role-Playing Game MUD: Multi-User Dungeon NPC: Non-Player Character RNG: Random Number Generation RPG: Role-Playing Game POV: Point-of-View 6 Introduction Recently a trend concerning the videogames has been taking place. Gaming becomes more and more popular. And besides the ever increasing popularity, the medium also receives more attention from the artistic world. The manner of looking at videogames changes, from games as some form of entertainment to a more serious expressive medium or even an artistic discipline. The art exhibition at the Smithsonian American Art Museum1 and the London City Hall2 prove this trend. In addition, Stuart Brown was invited for a Technology Entertainment and Design, in short TED talk. He witnesses that not so long ago research for serious play was not taken seriously. But as the years passed by this excluding attitude towards play changed. The talk was nothing short of an ode to play: the importance and the many advantages that play gives for the development of a human being. Play is a state in which people have the ability to explore and to be curious in a safe environment. Play has also an idealistic ring to it. In this state of play the activity has no purpose. To summarise Brown’s talk, play is equal to transformation, to adaptability.3 It is valuable to add insights of other disciplines to the field of ludology or the study of videogames. Not only does a multi-disciplinary approach strengthen the actual research. It is also logical due to the dual position of the player. His position exists out of the role-taker and the role-player. In narrative heavy games the player not only takes over the perspective of the role, he also plays the role. The role-taking coincides with the viewer of a motion picture or theatre piece. The role-player on the other hand overlaps with the performer, the actor. The gamer has the information processing task similar to audiences. And he possess the executive task similar to the artist. In this thesis different concepts from disciplines such as literature, theatre, film are used to shed light on the creative process of playing. Role-Playing Games demand from the gamer to play a character (acting) and traverse the narrative (literature) by controlling the virtual avatar and camera (film). 1 “The Art of Video Games,” accessed 21 June 2014, http://americanart.si.edu/exhibitions/archive/2012/games/. 2 “London City Hall to host video game art exhibition,” accessed 21 June 2014, http://www.theguardian.com/technology/gamesblog/2012/sep/18/video-game-art-city-hall. 3 Stuart Brown. “Play is more than just fun,” TED video, 26:42, filmed May 2008, posted May 2008, http://www.ted.com/talks/stuart_brown_says_play_is_more_than_fun_it_s_vital#t-897515. 7 The aim of this thesis is to explain the effect of the strategies used by RPG’s to sort out the wished effect. The tactics used by the developers range from experience to level up, character creation, dialogue options, open world, statistics of gear, quests, camera to sound and music. By focussing on the creative role-playing process and the strategies enticing this process we can move away from the violent4 and sexist5 dimension sometimes connoted with videogames. The effect of immersion can be explained by mirror neurons, the functionalistic approach of emotions and imagination. The role-play process takes place in many genres of games though not always to the same extent. Of all the genres the roleplaying-games, also known as RPG’s, are