Do Non-Player Characters Dream of Electric Sheep?

Total Page:16

File Type:pdf, Size:1020Kb

Do Non-Player Characters Dream of Electric Sheep? Do non-player characters dream of electric sheep? A thesis about players, NPCs, immersion and believability Magnus Johansson © Magnus Johansson, Stockholm 2013 REPORT SERIES NO.13-004 ISSN 1101-8526 ISBN 978-91-7447-708-5 Printed in Sweden by US-AB, Stockholm 2013 Distributor: Department of Computer and System Sciences Do non-player characters dream of electric sheep? A thesis about players, NPCs, immersion and believability Magnus Johansson Abstract This is a thesis that deals with the norms and rules of players playing online games together. It is also a thesis about believability, the current capabilities of non-player characters (NPCs) and the attitudes amongst game developers towards dynamic and systemic games AI. The primary theme of this thesis considers which means of communication and coordination in terms of norms and rules are present in groups of players and particularly in guilds and clans playing Massively Multi Online Games (MMOGs) and First Person Shooters (FPSs) respectively. Norms are largely related in the literature to sociology and reflected in game-related research that deals with group behaviour. The presence of norms in these types of groups has been overlooked in previous research even though guilds have been addressed to some extent (Taylor 2006; Jakobsson and Taylor 2003). When rules have been discussed in games research (Salen and Zimmerman 2004; Montola 2009), the actual use, meaning and interpretation behind these rules from a player perspective has been omitted. In this thesis rules and norms are interpreted from a guild and clan perspective as important means for coordination, used in order to keep the group together. The implicit rules (Salen and Zimmerman 2004) are further seen as implicit rules made explicit through guild and clan forums where these groups of players express how to preserve the shared game experience. The absence of rituals, norms and rules has also been studied in temporary groups of one MMOG, with the explanation that existing relations with other players are maintained in these game sessions, but new relations are usually seen as too costly to invest in. The second theme of the thesis is directed at believability and the state of current NPCs, how immersion is influenced by NPCs that do not act in believable ways and the effect of the experience of players. The second theme is also influenced by the first theme, whereby rules and norms are seen as valuable tools for creating believability in NPCs, directly targeting the social layer mentioned in (Lankoski and Björk, 2007) that this far has been a slightly overlooked aspect in previous research (Mateas 1999; Mateas and Stern, 2003; Loyall, 1997) only dealing with believability on an individual level. The last section is directed at combining the results from the first section, how players play by the rules and norms of the group, and how this could foster believability in NPCs. Finally, this thesis does not provide an answer to NPCs' hopes and dreams but it does provide methods for analysing them, and, it is hoped, a way to develop them further. The contribution made by this thesis is relevant for: • Game developers and game researchers with an interest in plausible social behaviour in that it bridges a gap where the social dimension of NPCs have been left out. • Game researchers who are interested in player communities in that it provides insights and indications regarding the importance of player- created behavior-regulating mechanisms through the use of norms and rules. • Game developers in understanding the need for sanctioning mechanisms in social games, since this influences the whole player community. Keywords Social norms, MMOGs, MORPGs, FPS, Clans, Guilds, Rules, NPCs, Games AI, Game design, Game evaluation tools, Immersion, Believability INDEX 1 Acknowledgements .......................................................................... 1 2 Abbreviations ................................................................................... 2 3 Preface .............................................................................................. 3 4 Introduction ..................................................................................... 7 5 Research questions .......................................................................... 8 6 Articles ............................................................................................ 10 7 Limitations ..................................................................................... 12 8 Aim .................................................................................................. 13 9 Intended audience .......................................................................... 14 10 Background .................................................................................. 14 10.1 Section introduction ...................................................................................... 14 10.2 Games research ............................................................................................. 15 10.2.1 Philosophical aspects (C1) .................................................................... 15 10.2.2 Game-based learning and serious games (C2) ...................................... 17 10.2.3 Design aspects (C3) .............................................................................. 17 10.2.4 Cultural/social aspects (C4) .................................................................. 18 10.2.5 Game worlds (C5) ................................................................................. 19 10.2.6 Technical/games AI aspects (C6) ......................................................... 20 10.3 Multidisciplinary research ............................................................................ 20 10.3.1 Social sciences ...................................................................................... 21 10.3.2 Anthropology and ethnography ............................................................ 22 10.4 Section summary ........................................................................................... 22 11 Methods ........................................................................................ 23 11.1 Section introduction ...................................................................................... 23 11.2 Methods ........................................................................................................ 24 11.3 Overview of methods in relation to articles .................................................. 26 11.3.1 Observations ......................................................................................... 27 11.3.2 Interviews and questionnaires ............................................................... 27 11.3.3 Web search ............................................................................................ 27 11.3.4 Content analysis .................................................................................... 27 11.3.5 General analytical approach .................................................................. 28 11.3.6 Design science ...................................................................................... 28 11.4 Section summary ........................................................................................... 28 12 Players ........................................................................................... 31 12.1 Section introduction ...................................................................................... 31 12.2 Methods ........................................................................................................ 31 12.2.1 Observations ......................................................................................... 32 12.2.2 Web search ............................................................................................ 33 12.2.3 General analytical approach .................................................................. 34 12.2.4 Content analysis .................................................................................... 34 12.3 Players ........................................................................................................... 35 12.4 Groups ........................................................................................................... 37 12.5 Rules ............................................................................................................. 37 12.6 Norms ............................................................................................................ 39 12.6.1 Defining norms and evaluating norm breaches .................................... 40 12.6.2 Sanctions ............................................................................................... 41 12.7 Expectations .................................................................................................. 43 12.8 Discussion of norms ...................................................................................... 44 12.9 Discussion of rules ........................................................................................ 45 12.10 Differences and similarities between rule sets of guilds and clans ............. 47 12.11 Summary of norms ...................................................................................... 48 12.12 Summary of rules ........................................................................................ 48 12.13 Section summary ........................................................................................
Recommended publications
  • Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games
    Vanderbilt Journal of Entertainment & Technology Law Volume 18 Issue 3 Issue 3 - Spring 2016 Article 2 2015 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell Follow this and additional works at: https://scholarship.law.vanderbilt.edu/jetlaw Part of the Internet Law Commons, and the Labor and Employment Law Commons Recommended Citation Julian Dibbell, Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games, 18 Vanderbilt Journal of Entertainment and Technology Law 419 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol18/iss3/2 This Article is brought to you for free and open access by Scholarship@Vanderbilt Law. It has been accepted for inclusion in Vanderbilt Journal of Entertainment & Technology Law by an authorized editor of Scholarship@Vanderbilt Law. For more information, please contact [email protected]. VANDERBILT JOURNAL OF ENTERTAINMENT & TECHNOLOGY LAW VOLUME 18 SPRING 2016 NUMBER 3 Invisible Labor, Invisible Play: Online Gold Farming and the Boundary Between Jobs and Games Julian Dibbell ABSTRACT When does work become play and play become work? Courts have considered the question in a variety of economic contexts, from student athletes seeking recognition as employees to professional blackjack players seeking to be treated by casinos just like casual players. Here, this question is applied to a relatively novel context: that of online gold farming, a gray-market industry in which wage-earning workers, largely based in China, are paid to play fantasy massively multiplayer online games (MMOs) that reward them with virtual items that their employers sell for profit to the same games' casual players.
    [Show full text]
  • University of Florida Thesis Or Dissertation Formatting
    THE EFFECTS OF SELF CONTROL AND SOCIAL LEARNING VARIABLES ON DEVIANCE AND SOCIAL CONTROL IN A VIRTUAL WORLD By AMANDA M. ADAMS A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2014 © 2014 Amanda M. Adams To my Mom and Dad, who knew I could do it even when I doubted ACKNOWLEDGMENTS I would like to thank my Chair, Dr. Richard Hollinger, for his wonderful guidance throughout this project. His time, energy and support were a tremendous help. I thank Dr. Lonn Lanza-Kaduce for his time spent proofing my paper and discussing analysis techniques and directions. I would like to thank Dr. Ken Wald for his assistance with creating my survey. I thank Dr. Kendal Broad for her help with proofing and clarifying concepts. I thank my parents for their support and understanding while I worked toward my goal and for never letting me forget why I was here. 4 TABLE OF CONTENTS page ACKNOWLEDGMENTS .................................................................................................. 4 LIST OF TABLES ............................................................................................................ 7 LIST OF ABBREVIATIONS AND TERMS ....................................................................... 9 ABSTRACT ................................................................................................................... 10 CHAPTER 1 INTRODUCTION ...................................................................................................
    [Show full text]
  • Theescapist 055.Pdf
    in line and everything will be just fine. two articles I fired up Noctis to see the Which, frankly, is about how many of us insanity for myself. That is the loneliest think to this day. With the exception of a game I’ve ever played. For those of you who fell asleep during very brave few. the classical mythology portion of your In response to “Development in a - Danjo Olivaw higher education, the stories all go like In this issue of The Escapist, we take a Vacuum” from The Escapist Forum: this: Some guy decides he no longer look at the stories of a few, brave souls As for the fact that thier isolation has In response to “Footprints in needs the gods, sets off to prove as in the game industry who, for better or been a benefit to them rather than a Moondust” from The Escapist Forum: much and promptly gets smacked down. worse, decided that they, too, were hindrance, that’s what I discussed with I’d just like to say this was a fantastic destined to make their dreams a reality. Oveur (Nathan Richardsson) while in article. I think I’ll have to read Olaf Prometheus, Sisyphus, Icarus, Odysseus, Some actually succeeded, while others Vegas earlier this year at the EVE the stories are full of men who, for crashed and burned. We in the game Gathering. The fact that Iceland is such whatever reason, believed that they industry may not have jealous, angry small country, with a very unique culture were not bound by the normal gods against which to struggle, but and the fact that most of the early CCP constraints of mortality.
    [Show full text]
  • 27Th Annual Florida Sale
    ALEX LYON & SON SALES MANAGERS & AUCTIONEERS proudly present the 27TH ANNUAL FLORIDA SALE KISSIMMEE (WINTER GARDEN), FLORIDA SATURDAY, FEBRUARY 1 - SUNDAY, FEBRUARY 9 at 9:00 AM THE GREATEST SALE OF THE YEAR! 9 DAYS OF SELLING! 27TH ANNUAL RENTAL RETURNS AUCTION Construction Equipment, Aerials, Forklifts, Cranes, Dump Trucks, Truck Tractors, Trailers, Support & Attachments. SALES MANAGERS & AUCTIONEERS AHERN RENTALS 2020 BID KISSIMMEE, FLORIDA BID ONLINE SAT., FEBRUARY 1 - SUN., FEBRUARY 9 at 9:00 AM ONLINE SPECIAL ANNOUNCEMENT: ONLINE BIDDING AVAILABLE DAYS 3-9 ONLY! ADDRESS: 12601 Avalon Road, Winter Garden, Florida 34787. JACK’S NOTE: 27 Glorious Years Conducting This High Quality Sale. FLORIDA AUCTIONEER: AU-1548 Jack Lyon. FLORIDA LICENSE: #AB-1091. SALE SITE PHONE: (407) 239-2700. ✭ SPECIAL NOTE ✭ For Non-Resident US Bidders: A $10,000 Cashier’s Check Deposited Prior To Bidding Will Be Required. ✭ NO EXCEPTIONS ✭ TERMS & CONDITIONS: “Cash or Company Check” accompanied by current “Bank Letter of Guarantee”, made payable to Alex Lyon & Son. Everything Sells “AS IS, WHERE IS.” The following charges will apply on all purchases: (1.) For each unit $35,001.00 and above, a 5.95% administration fee will be assessed when paying with cash or good check. (The standard fee of 8.95% will be assessed when paying with credit card); and (2.) For each unit $1,001- $35,000, a 10% administration fee will be assessed when paying with cash or good check, and a 13% fee will be assessed when paying with credit card. (3.) For each unit $0- $1,000, a 12.5% administration fee will be assessed when paying with cash or good check, and a 15.5% fee will be assessed when paying with credit card.
    [Show full text]
  • Asheron's Call
    Asheron’s Call: Redefining The Role Of Player Killing Vasiliy Zhulin STS 145: History of Computer Game Design Professor Henry Lowood March 18, 2003 In the past few years, a new genre of gaming matured for the mass market – the genre of Massively-Multiplayer-Online-Games (MMOGs). Games like Ultima Online, Everquest, Asheron’s Call, and the others that followed blurred the line between gaming and reality. No longer could the player save his progress at any stage, shut down the game, and return to it later to find it in the same state. The virtual worlds of these MMOGs were persistent – life moved on even if some players were offline. Virtual societies developed, complete with their own politics and history. The designers simply provided some basic rules and framework, and the players themselves did the rest by “living” their virtual lives. One of the pieces of framework provided in MMOGs is the ability to fight other human characters, as opposed to just non-player monsters. Player vs. Player combat (hereafter referred to as PvP combat), or more commonly known as player killing, allows players to battle the toughest opponents in any game – humans themselves. Unfortunately, in the first two MMOGs, Ultima Online and Everquest, the idea of PvP combat was not balanced to satisfy the majority of the players. In Ultima Online, player killers (hereafter referred to as PKs) actually ravaged peaceful players and, after killing them, looted the players’ items from their corpses. Many customers were furious! As Al Giovetti describes, “Ultima was never about player killing, it was about good role playing.
    [Show full text]
  • Aesthetically Driven Design of Network Based Multi-User Instruments
    Aesthetically Driven Design of Network Based Multi-User Instruments by Curtis McKinney A thesis submitted to the faculty of Bournemouth University in partial fulfilment of the requirements for the degree of Doctor of Philosophy in the School of Design, Engineering, and Computing July 2014 This copy of the thesis has been supplied on condition that anyone who consults it is understood to recognise that its copyright rests with its author and due acknowl- edgement must always be made of the use of any material contained in, or derived from, this thesis. I Aesthetically Driven Design of Network Based Multi-User Instruments Curtis McKinney Abstract Digital networking technologies open up a new world of possibilities for mu- sic making, allowing performers to collaborate in ways not possible before. Net- work based Multi-User Instruments (NMIs) are one novel method of musical collaboration that take advantage of networking technology. NMIs are digital musical instruments that exist as a single entity instantiated over several nodes in a network and are performed simultaneously by multiple musicians in real- time. This new avenue is exciting, but it begs the question of how does one design instruments for this new medium? This research explores the use of an aesthetically driven design process to guide the design, construction, rehearsal, and performance of a series of NMIs. This is an iterative process that makes use of a regularly rehearsing and performing ensemble which serves as a test-bed for new instruments, from conception, to design, to implementation, to performance. This research includes details of several NMIs constructed in accordance with this design process.
    [Show full text]
  • Using the MMORPG 'Runescape' to Engage Korean
    Using the MMORPG ‘RuneScape’ to Engage Korean EFL (English as a Foreign Language) Young Learners in Learning Vocabulary and Reading Skills Kwengnam Kim Submitted in accordance with the requirements for the degree of Doctor of Philosophy The University of Leeds School of Education October 2015 -I- INTELLECTUAL PROPERTY The candidate confirms that the work submitted is her own and that appropriate credit has been given where reference has been made to the work of others. This copy has been supplied on the understanding that it is copyright material and that no quotation from the thesis may be published without proper acknowledgement. © 2015 The University of Leeds and Kwengnam Kim The right of Kwengnam Kim to be identified as Author of this work has been asserted by her in accordance with the Copyright, Designs and Patents Act 1988. -II- DECLARATION OF AUTHORSHIP The work conducted during the development of this PhD thesis has led to a number of presentations and a guest talk. Papers and extended abstracts from the presentations and a guest talk have been generated and a paper has been published in the BAAL conference' proceedings. A list of the papers arising from this study is presented below. Kim, K. (2012) ‘MMORPG RuneScape and Korean Children’s Vocabulary and Reading Skills’. Paper as Guest Talk is presented at CRELL Seminar in University of Roehampton, London, UK, 31st, October 2012. Kim, K. (2012) ‘Online role-playing game and Korean children’s English vocabulary and reading skills’. Paper is presented in AsiaCALL 2012 (11th International Conference of Computer Assisted Language Learning), in Ho Chi Minh City, Vietnam, 16th-18th, November 2012.
    [Show full text]
  • Cyber-Synchronicity: the Concurrence of the Virtual
    Cyber-Synchronicity: The Concurrence of the Virtual and the Material via Text-Based Virtual Reality A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Jeffrey S. Smith March 2010 © 2010 Jeffrey S. Smith. All Rights Reserved. This dissertation titled Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality by JEFFREY S. SMITH has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Joseph W. Slade III Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT SMITH, JEFFREY S., Ph.D., March 2010, Mass Communication Cyber-Synchronicity: The Concurrence of the Virtual and the Material Via Text-Based Virtual Reality (384 pp.) Director of Dissertation: Joseph W. Slade III This dissertation investigates the experiences of participants in a text-based virtual reality known as a Multi-User Domain, or MUD. Through in-depth electronic interviews, staff members and players of Aurealan Realms MUD were queried regarding the impact of their participation in the MUD on their perceived sense of self, community, and culture. Second, the interviews were subjected to a qualitative thematic analysis through which the nature of the participant’s phenomenological lived experience is explored with a specific eye toward any significant over or interconnection between each participant’s virtual and material experiences. An extended analysis of the experiences of respondents, combined with supporting material from other academic investigators, provides a map with which to chart the synchronous and synonymous relationship between a participant’s perceived sense of material identity, community, and culture, and her perceived sense of virtual identity, community, and culture.
    [Show full text]
  • Video Games and the Mobilization of Anxiety and Desire
    PLAYING THE CRISIS: VIDEO GAMES AND THE MOBILIZATION OF ANXIETY AND DESIRE BY ROBERT MEJIA DISSERTATION Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communications in the Graduate College of the University of Illinois at Urbana-Champaign, 2012 Urbana, Illinois Doctoral Committee: Professor Kent A. Ono, Chair Professor John Nerone Professor Clifford Christians Professor Robert A. Brookey, Northern Illinois University ABSTRACT This is a critical cultural and political economic analysis of the video game as an engine of global anxiety and desire. Attempting to move beyond conventional studies of the video game as a thing-in-itself, relatively self-contained as a textual, ludic, or even technological (in the narrow sense of the word) phenomenon, I propose that gaming has come to operate as an epistemological imperative that extends beyond the site of gaming in itself. Play and pleasure have come to affect sites of culture and the structural formation of various populations beyond those conceived of as belonging to conventional gaming populations: the workplace, consumer experiences, education, warfare, and even the practice of politics itself, amongst other domains. Indeed, the central claim of this dissertation is that the video game operates with the same political and cultural gravity as that ascribed to the prison by Michel Foucault. That is, just as the prison operated as the discursive site wherein the disciplinary imaginary was honed, so too does digital play operate as that discursive site wherein the ludic imperative has emerged. To make this claim, I have had to move beyond the conventional theoretical frameworks utilized in the analysis of video games.
    [Show full text]
  • Manual F3goty Ps3 En-Int.Pdf
    PRECAUTIONS SYSTEM SOFTWARE UPDATES • This disc contains software for the PLAYSTATION®3 system. Never use this disc on any other system, as it could damage it. For details about how to perform System Software updates for the PLAYSTATION®3 system, visit • This disc conforms to PLAYSTATION®3 specifications for the PAL market only. It cannot be used on other specification versions of eu.playstation.com or refer to the PS3™ system’s Quick Reference document. PLAYSTATION®3. • Read the PLAYSTATION®3 system Instruction Manual carefully to ensure correct usage. • When inserting this disc in the PLAYSTATION®3 system always place it with the required playback side facing down. • When handling the disc, do not touch the surface. Hold it by the edge. • Keep the disc clean and free of scratches. Should the surface become dirty, wipe it gently with a soft dry cloth. • Do not leave PARENTAL CONTROL the disc near heat sources or in direct sunlight or excessive moisture. • Do not use an irregularly shaped disc, a cracked or warped disc, or one This product has a preset Parental Control Level based on its content. You can set the Parental Control Level on the PLAYSTATION®3 system that has been repaired with adhesives, as it could lead to malfunction. to restrict the playback of a product with a Parental Control Level that is higher than the level set on the PS3™ system. For more information, please refer to the PS3™ system Instruction Manual. HEALTH WARNING This product is classified according to the PEGI rating system. The PEGI rating marks and content descriptors are displayed on the product Always play in a well lit environment.
    [Show full text]
  • (With) Videogame History Moving Beyond Retrogaming Ahm, Kristian Redhead
    (Re)Playing (with) Videogame History Moving Beyond Retrogaming Ahm, Kristian Redhead Publication date: 2018 Citation for published version (APA): Ahm, K. R. (2018, Sep 12). (Re)Playing (with) Videogame History: Moving Beyond Retrogaming. https://www.academia.edu/37325146/_Re_Playing_with_Videogame_History_Moving_beyond_Retrogaming Download date: 26. sep.. 2021 (Re)Playing (with) Videogame History Moving beyond Retrogaming by Kristian Redhead Ahm Master’s Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in IT – Games At The IT-University of Copenhagen, Center for Computer Games Research September 2018 Under the Supervision of Associate Professor Hans-Joachim Backe Resumé Forfatteren af dette speciale har foretaget en kvalitativ undersøgelse, hvor 9 spillere af gamle spil, også kaldet retrogamere, er blevet interviewet om deres motivationer for at spille gamle spil, hvordan de spiller dem og hvor længe. Ved at indtage et fænomenologisk ståsted, ønsker dette speciale at undersøge, hvordan disse gamle spil manifesterer sig i respondenternes livsverdener og hvad dette indebærer for deres opfattelse og brug af disse gamle spil. Denne undersøgelse er blevet betragtet som frugtbar, da den kan problematisere og videreudvikle den nuværende akademiske diskurs omkring retrogaming, der reducerer alle nutidige interaktioner med gamle spil til en aktivitet, der er motiveret af nostalgi. Ved at analysere de indsamlede interviewdata, argumenteres der i dette speciale for, at der eksisterer flere motivationer til at spille gamle spil, udover nostalgi. Dette speciale identificerer fire motivationer udover nostalgi. Den første type, kaldet amatørarkæologen, er interesseret i at spille ”dårlige” og kuriøse gamle spil, på grund af en form for ironisk nydelse og historisk nysgerrighed.
    [Show full text]
  • 8 Guilt in Dayz Marcus Carter and Fraser Allison Guilt in Dayz
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Sydney eScholarship FOR REPOSITORY USE ONLY DO NOT DISTRIBUTE 8 Guilt in DayZ Marcus Carter and Fraser Allison Guilt in DayZ Marcus Carter and Fraser Allison © Massachusetts Institute of Technology All Rights Reserved I get a sick feeling in my stomach when I kill someone. —Player #1431’s response to the question “Do you ever feel bad killing another player in DayZ ?” Death in most games is simply a metaphor for failure (Bartle 2010). Killing another player in a first-person shooter (FPS) game such as Call of Duty (Infinity Ward 2003) is generally considered to be as transgressive as taking an opponent’s pawn in chess. In an early exploratory study of players’ experiences and processing of violence in digital videogames, Christoph Klimmt and his colleagues concluded that “moral man- agement does not apply to multiplayer combat games” (2006, 325). In other words, player killing is not a violation of moral codes or a source of moral concern for players. Subsequent studies of player experiences of guilt and moral concern in violent video- games (Hartmann, Toz, and Brandon 2010; Hartmann and Vorderer 2010; Gollwitzer and Melzer 2012) have consequently focused on the moral experiences associated with single-player games and the engagement with transgressive fictional, virtual narrative content. This is not the case, however, for DayZ (Bohemia Interactive 2017), a zombie- themed FPS survival game in which players experience levels of moral concern and anguish that might be considered extreme for a multiplayer digital game.
    [Show full text]