Investigating Meaning in Videogames

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Investigating Meaning in Videogames UC Santa Cruz UC Santa Cruz Electronic Theses and Dissertations Title Investigating Procedural Expression and Interpretation in Videogames Permalink https://escholarship.org/uc/item/1mn3x85g Author Treanor, Mike Publication Date 2013 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California UNIVERSITY OF CALIFORNIA AT SANTA CRUZ INVESTIGATING PROCEDURAL EXPRESSION AND INTERPRETATION IN VIDEOGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Mike Treanor June 2013 The Dissertation of Mike Treanor is approved: Professor Michael Mateas, Chair Professor Noah Wardrip-Fruin Professor Ian Bogost Rod Humble (CEO Linden Lab) Tyrus Miller Vice Provost and Dean of Graduate Studies Table of Contents List of Figures ........................................................................................................... vii Abstract…….. ............................................................................................................. x Acknowledgements ................................................................................................... xii Chapter 1. Introduction .............................................................................................. 1 Procedural Rhetoric ...................................................................................... 4 Critical Technical Practice ............................................................................ 7 Research Contributions ............................................................................... 10 Mechanics and Instantial Assets ............................................................. 11 Simulation Representation ...................................................................... 12 Players and Processes ............................................................................. 12 Chapter 2. Mechanics and Instantial Assets ............................................................ 15 Theorizing how Rules and Theme are Representational ............................ 20 Analyzing Kaboom! ................................................................................ 21 Micro-Rhetorics ...................................................................................... 29 Game-O-Matic ............................................................................................ 35 From Concept Map to Micro-Rhetorics .................................................. 36 Recipes: Partial Game Description Made Complete .............................. 41 iii Finalizing the Game ................................................................................ 48 Example .................................................................................................. 49 Discussion of Micro-Rhetorics and Game-O-Matic ................................... 55 Chapter 3. Simulation Representation ..................................................................... 63 Identifying Simulative Representation ....................................................... 66 The Instantial and Simulative Registers ................................................. 68 Interpreting Simulation Games ............................................................... 77 Instances and Principles .......................................................................... 79 Conclusions ............................................................................................. 81 Interpreting Lemonade Stand .................................................................. 82 Summary ................................................................................................. 86 Prom Week: A Game about Social Interaction ........................................... 88 The Game ................................................................................................ 89 The Evolution of Prom Week and AI-Based Design .............................. 97 Evaluating Prom Week as Simulation Representation .......................... 108 Conclusion ................................................................................................ 121 Chapter 4. Players and Procedurality .................................................................... 126 Proceduralist Readings.............................................................................. 127 Mechanism and Culture ........................................................................ 128 iv Interpretations ....................................................................................... 131 Meaning Derivations ............................................................................. 133 Examples ............................................................................................... 136 Critiques of Proceduralist Design ............................................................. 145 The Naive Proceduralist ........................................................................ 149 The Proper Proceduralist....................................................................... 152 Difficulties with Procedural Rhetoric ................................................... 157 Conclusion ................................................................................................ 161 Chapter 5. Alien Readings ..................................................................................... 164 Reading BurgerTime ................................................................................. 167 First Attempts........................................................................................ 169 Coherence, Roles and Meaning Derivations ......................................... 172 Achieving a Reading ............................................................................. 178 Lessons from Reading BurgerTime ...................................................... 184 Future Work: Implementing Alien Readings ............................................ 185 Chapter 6. Conclusion ........................................................................................... 189 Appendix…….. ....................................................................................................... 193 Game-O-Matic and the Videogame Generation Systems ......................... 193 Social Simulation Related Work ............................................................... 195 v Bibliography ............................................................................................................ 198 vi List of Figures Figure 1 - An editorial cartoon (left) that expresses its critique visually and a videogame (right) that expresses a critique through its processes. ................. 19 Figure 2 - A screenshot from Activision’s Kaboom! .................................................. 22 Figure 3 - An image that summarizes the game mechanics of Kaboom! without taking into account the game’s visuals. ..................................................................... 24 Figure 4 - Themings of Kaboom! where democrats protect the citizens from guns (top left), Republicans rescue money from being wasted by President Obama (top right), Uncle Sam steals the citizen’s money (bottom left) and Jesus sacrifices himself to protect the people from the sins of the devil. ................................. 27 Figure 5 - The structure of Game-O-Matic’s micro-rhetorics. ................................... 39 Figure 6 - Recipes are selected based on precondition predicates, which query the working game description, change the working game description to make the games more sensible. ...................................................................................... 43 Figure 7 A diagram that shows the generation process for Game-O-Matic. The green nodes show the choice points in the generation process. First the concept map is interpreted, next different combinations of micro-rhetorics are chosen and finally different recipes are applied. ............................................................... 47 Figure 9 - An example concept map created to represent a newspaper article ........... 49 Figure 10 - The instruction screen and a screenshot of the game generated from the concept map in Figure 9. ................................................................................. 56 Figure 11 - A screenshot from Kosmosis. The green war machines are overcome by the red space prolets. ....................................................................................... 59 Figure 12 - A screenshot of a screwdriver shooting white dots at screws might metaphorically represent a screwdriver screwing in screws. .......................... 69 Figure 13 - An editorial cartoon that makes use of multiple visual tropes. ................ 70 Figure 14 - In Lemonade Stand, players choose how much lemonade to make, how much advertising to buy and how much to charge (left) and then see how the day’s sales went. ............................................................................................. 82 vii Figure 15 An excerpt from a social exchange where Zack tries to ask out someone out who is out of his league. Her rejection reflects her cold and honest personality. ......................................................................................................................... 90 Figure 16 The AI-based game design process. Creating new AI systems, such as CiF, provide new affordances in the space of Game Design, while implementing AI in
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