Emotional and Functional Challenge in Core and Avant-Garde Games
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Emotional and Functional Challenge in Core and Avant-garde Games Tom Cole Paul Cairns Marco Gillies Department of Computing, Department of Department of Computing, Goldsmiths, Computer Science, Goldsmiths, University of London University of York University of London London, UK York, UK London, UK [email protected] [email protected] [email protected] ABSTRACT never been greater or so diverse and the appeal of games Digital games are a wide, diverse and fast developing art has broadened to the extent that some popular critics have form, and it is important to analyse games that are pushing the declared the stereotypical ‘core gamer’ identity (the market medium forward to see what design lessons can be learned. segment defined by video game publishers as being histori- However, there are no established criteria to determine which cally the most committed to the hobby and therefore the most games show these more progressive qualities. profitable) as outmoded and defunct [4]. Games are at a point where many (from both academia [21] and journalism [40]) Grounded theory methodology was used to analyse language are calling for them to be taken seriously and come under used in games reviews by critics of both ‘core gamer’ ti- greater aesthetic scrutiny. However, despite the significant tles and those titles with more avant-garde properties. This skill and craft involved in creating games, a number of com- showed there were two kinds of challenge being discussed mentators have also concluded that not all games show artistic — emotional and functional which appear to be, at least merit [38][3] on the basis that many are developed and mar- partially, mutually exclusive. Reviews of ‘core’ and ‘avant- keted primarily as entertainment products (rather than art) to garde’ games had different measures of purchase value, pri- the traditional ‘core gamer’ market. Which titles then, in the mary emotions, and modalities of language used to discuss words of the quote above, are non-core and therefore ‘weird the role of audiovisual qualities. Emotional challenge, ambi- and unconventional’? Definitions of avant-garde works in guity and solitude are suggested as useful devices for elicit- other media, such as film [29][7] are useful in part, but are ing emotion from the player and for use in developing more unable to account for all the possibilities afforded by the in- ’avant-garde’ games, as well as providing a basis for further teractive qualities of video-games. There are recent attempts lines of inquiry. to define avant-garde videogames [37][36], but little work is available on what criteria should be used to identify a title that Author Keywords is more avant-garde and how it would feel to play one. Are Emotional; functional; challenge; ambiguity; solitude; there any patterns to be discerned in how these more avant- grounded theory; digital games; art; avant-garde garde titles differ to those for more the traditional core gamer demographic? ACM Classification Keywords H.5.m. Information Interfaces and Presentation (e.g. HCI): The popular games press sometimes tends to cast this as Miscellaneous a difference between the ‘triple-A’ sector (where budgets and production values are very high) and the ‘indie’ sector INTRODUCTION (where budgets are lower and financial risk much less, often “Our expectations of what a game should be have resulting in more creative and novel designs). However, changed a lot over the years, and at this point, a game many indie games still follow established conventions in the where you aren’t near-constantly killing or at least phys- medium and are no more avant-garde than triple-A titles. It ically fighting things has become weird or unconven- is suggested here it would be more productive to focus on the tional.” [9] kind of experience that a game attempts to offer and examine first-hand accounts of the gameplay experience — in this Largely thanks to the advent of digital distribution and new case, video game reviews. If common motifs across core mobile platforms, the range of digital games available has and/or avant-garde titles can be found they can be highlighted for further investigation for both game development and academic study. It should be noted that the designation of a Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed game as ‘core’ in this investigation is not a quality judgement for profit or commercial advantage and that copies bear this notice and the full cita- and does not infer that it lacks artistic merit or skill — tion on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or re- just that it is less experimental in ideas, methods or subject publish, to post on servers or to redistribute to lists, requires prior specific permission matter. and/or a fee. Request permissions from [email protected]. CHI PLAY 2015, October 03-07, 2015, London, United Kingdom c 2015 ACM. ISBN 978-1-4503-3466-2/15/10$15.00 DOI: http://dx.doi.org/10.1145/2793107.2793147 be grouped via selective coding into core and sub-categories for discussion. METHOD RESULTS The approach taken was to analyse what video-games critics Contrary to what many commentators (or major industry fig- had written about a selection of titles. Previous analysis of ures[23])may think, the premise, background story and de- video-games reviews has focused on elucidating the core user scription of the player character(s) for each game took up experience of playing video-games [11], but doesn’t offer any significant parts of the word count of every review. Story clues as to how core and avant-garde games may be identified. is clearly important to players, if only to establish context for Using Grounded Theory as initially outlined by Strauss and the actions taken in game — even if it not highlighted as a Corbin [39] and further refined by Adams, Lunt and Cairns primary feature of the experience. Reviewers also wrote at [2] the aim was to investigate what differentiated core games length about the quality, depth and complexity of the world from avant-garde games by looking at how reviewers reported the game took place in. Across all titles story and world- their gaming experiences. Analysis focused on the style of building were key features of the gaming experience — even language used, what aspects of the gaming experience were though the quality and centrality of the narrative to the game- mentioned and how much was written about those aspects. play experience varied. Despite it’s universal importance here, the complexities of storytelling in interactive games is Reviews of a range of 14 games (from 3 categories) were se- both well discussed elsewhere (e.g. [26], [30], [25]) and is lected for analysis. Due to lack of academic discourse this outside the scope of this review. selection is based upon general understanding in the popu- lar press and media discussion around these games. To The Beyond this it became clear that two distinct sets of standards Moon (TTM), Gone Home, Dear Esther, The Vanishing of and style of language were being used to describe the gam- Ethan Carter (VoEC) and Papers Please are all critically ac- ing experience of the reviewer. The clearest trend seen was claimed for pushing the boundaries of the medium and having the difference between aspects linked to the ‘functional chal- more avant-garde aspirations. Gears of War 3 (GOW3), Call lenge’ offered by some titles and those linked to the ‘emo- of Duty: Modern Warfare 2 (COD:MW2), Grand Theft Auto tional challenge’ offered by others. These aspects included V (GTAV), Far Cry 4 and Destiny are all highly successful differing notions of what constitutes value in a game pur- blockbuster or ‘triple-A’ titles. Bioshock, Journey, Spec Ops: chase, the primary emotion(s) experienced and the way the The Line (SO:TL) and The Last of Us (TLoU) are all inno- audiovisual components were described. Due to space con- vative triple-A titles which, each in their own way, experi- straints, quotes are representative of data and are not intended menting with what big-budget games can achieve. One of the to be comprehensive. aims of grounded theory is to choose a sample that stretches and tests the theoretical boundaries of interpretation of the Challenge: Functional vs. Emotional data. For this reason the selection of games was intentionally Challenge, in some form, is central to the gaming experience. diverse and broad. Yet until recently, the majority of challenges presented by games to their players are of the functional type — where The reviews were gathered from www.metacritic.com (a dexterity and skill with the controls or strategy is used to website that aggregates user and critic media reviews) filter- overcome challenges thrown at the player (e.g. environmen- ing for critics reviews and ranked in order of ‘most active’ tal traversal, combat, logical puzzles etc.) and to resolve emo- (the number of reviews submitted by the contributing web- tions of frustration to fiero (an Italian word that literally trans- site/magazine). Critics’ reviews (rather than User reviews) lates as ‘proud’, here used to mean personal triumph as per were selected on the basis that, since they are writing in a Lazarro’s usage [24]). It is this concept of functional chal- professional capacity, they are more likely to have played lenge that is still presented to, and desired by, players of tra- the game for longer before passing judgement, show greater ditional core games such as Destiny and COD:MW2.