Replayability: a Structural Approach to Players and Computer Games

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Replayability: a Structural Approach to Players and Computer Games Replayability: A Structural Approach to Players and Computer Games University: Aalborg University Date for submission of Assignment: 30 June 2014 Field of Study: Interactive Digital Media, 10. semester Size: 171545 typographic units (71,5 standard pages) Supervisor: Ole Ertløv Hansen Lasse Weissenberg Thygesen __________________________________________ 1 Abstract På trods af en bred enighed om at genspilningsværdi er et velkendt fænomen, er det imidlertid et begreb, der ikke er blevet teoretiseret i detaljeret grad. Begrebet er blevet tillagt mange betydninger, der ikke mindst skyldes dets subjektive konnotationer. I den henseende er der i specialet primært sat fokus på at kortlægge aspekter relateret til motivation og emotion, der kan forklare nogle af årsagerne til, hvorfor vi genspiller computerspil. Til dette formål anvendes Michael Apter’s reversal theory, der har som hovedpointe, at vi ofte skifter mellem såkaldte metamotiverende tilstande, der mere kendetegnes som en ”måde at være på” end konkrete motivationer. Når vi er i disse tilstande, fortolker, organiserer og forholder vi os til motivationer på en bestemt måde. Det argumenteres, at en forståelse af genspilningsværdi må findes i forholdet mellem spil og spiller, og således tages også en spilteoretisk tilgang i brug. I den første del forelægges en definition, der tager udgangspunkt i, at genspilningsværdi nødvendigvis implicerer en kerneoplevelse, der er genkendelig på tværs af gennemspilninger. Det antages, at uden denne kerneoplevelse vil spillet falde uden for en definition af at være genspilleligt. Samtidig tillægges genspilningsværdi en kvalitet af at være anderledes, hvor nye gennemspilninger bevirker en fornemmelse af noget nyt. I relation hertil identificeres de elementer, der udgør spillets lighed og forskellighed med afsæt i koncepterne primære og sekundære kernemekanikker. Hvor primære kernemekanikker relateres til de mekanikker i spillet, der er nødvendige for at gennemføre et spil, henleder sekundære kernemekanikker til handlinger, der ikke er nødvendige, men som gør det lettere at nå målet. 2 I henhold hertil argumenteres det, at en oplevelse af lighed og forskellighed forudsætter en tilgang, der skelner mellem indholdsmæssige og formmæssige aspekter ved spil. Således tages der afsæt i en strukturel tilgang, der både appliceres på et formelt spilniveau og på et erfaringsbaseret spillerniveau. I relation til den første del tages der afsæt i koncepterne om emergente og progressive spilstrukturer. Emergente strukturer defineres som værende strukturer, der genererer komplekse og uforudsigelige adfærdsmønstre på trods af, at de indeholder relativt få regler. I modsætning hertil er progressionstrukturer defineret ved at være forudbestemte, idet der kun eksisterer ét enkelt valg, hvorfra spillets mål kan nås. Disse strukturer kobles til koncepterne om lighed og forskellighed. Det argumenteres, at emergente strukturer tillader forskellige tilgange til det samme indhold, mens progressionstrukturer er kendetegnet ved en manglende forskellighed i kraft af, at spillet kun kan gennemføres på én måde. Således må konceptet om forandring tillægges andre faktorer i progressionsstrukturer, der knytter an til det oplevende individ i takt med, at et spil mestres. Dette leder til projektets anden del, hvor Apter’s motivationsteori reversal theory tages i brug. Der diskuteres, i hvilken udstrækning spilelementer har indflydelse på de metamotiverende tilstande samt den dynamiske proces, hvori vi regelmæssigt skifter fra en tilstand til en anden. Dette relateres til de forskellige spilstrukturer identificeret i projektets første del. Tilgangen til genspilningsværdi er således at forstå, i hvilken udstrækning spillet kan akkommodere de regelmæssige skift mellem tilstande, samt de behov disse medfører og derigennem forlænge spillets levetid. Overordnet struktureres projektet omkring en forståelse af spil på tre niveauer: som platform, som virtuelt rum eller som aktivitet. Således kan et spil betragtes som en platform, hvori et virtuelt rum eksisterer. På samme måde udgøres dette virtuelle rum af forskellige aktiviteter, der i sig selv kan betragtes som spil. Formålet med denne klassificering er at komme 3 problematikken ved forskellige definitioner af genspilningsværdi til livs, hvor antagelsen er, at genspilningsværdi må betragtes i forholdet mellem lighed og forskellighed. Det argumenteres, at forståelsen af dette forhold afhænger af det konkrete niveau, hvorfra spillet analyseres. Det virtuelle rum opnår sin beskaffenhed af lighed i kraft af, at forskellige aktiviteter kan være indbyrdes relaterede i form af fælles mål. Ligeledes argumenteres det, at spil forstået som platform i sig selv udgør en fornemmelse af lighed, der defineres ud fra platformens egne præmisser. Denne klassificering kobles til reversal theory for at diskutere, hvordan eventuelle skift af tilstande forløber i en given aktivitet, på tværs af aktiviteter, der er forbundne i kraft af fælles mål samt på tværs af aktiviteter uden nogen tilknytning. 4 Table of Contents Introduction ................................................................................................................................ 7 The dynamics of motivation ............................................................................................................... 8 Research Question ............................................................................................................................ 10 Case: World of Warcraft: Mists of Pandaria ..................................................................................... 11 Method ..................................................................................................................................... 12 Defining Replayability ................................................................................................................ 14 Play and games ................................................................................................................................. 14 The problem of change and identity ................................................................................................. 16 Core mechanics ................................................................................................................................. 17 Replayability measured in time ........................................................................................................ 20 Game classifications .......................................................................................................................... 21 Game structures ........................................................................................................................ 24 Games of Progression ....................................................................................................................... 24 Games of emergence ........................................................................................................................ 27 A Continuum of structure ................................................................................................................. 30 Multiple Structures ........................................................................................................................... 32 Determining structures in WoW: MoP ............................................................................................. 34 Reversal Theory ......................................................................................................................... 39 Reversal Theory................................................................................................................................. 42 Arousal .............................................................................................................................................. 42 Metamotivational States .................................................................................................................. 44 Reversals ........................................................................................................................................... 45 The experience of rules ..................................................................................................................... 46 The experience of relationships ........................................................................................................ 47 The whole person ............................................................................................................................. 51 Reversal theory and replayability ..................................................................................................... 52 Protective frames .............................................................................................................................. 54 Determining State Dominance in WoW: MoP .................................................................................. 56 Determining salience ........................................................................................................................ 64 Reversals in Games .................................................................................................................... 67 5 Reversal-inducing elements in games .............................................................................................. 67 Reversals in progression structures .................................................................................................
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