Co-Creating Videogames

Co-Creating Videogames

Banks, John. "Co-creative expertise." Co-creating Videogames. London: Bloomsbury Academic, 2013. 113–132. Bloomsbury Collections. Web. 2 Oct. 2021. <http:// dx.doi.org/10.5040/9781472544353.ch-005>. Downloaded from Bloomsbury Collections, www.bloomsburycollections.com, 2 October 2021, 17:34 UTC. Copyright © John Banks 2013. You may share this work for non-commercial purposes only, provided you give attribution to the copyright holder and the publisher, and provide a link to the Creative Commons licence. 5 Co-creative expertise Distributing expertise o-creativity requires distributed networks of amateurs and professionals, Cexperts and non-experts. Creativity and innovation are attributable not just to professional developers alone, but also to the distributed expertise and co-creative practices of socially networked citizen-consumers. We saw this distributed expertise at work as the Trainz fans brought steam locomotives to the game. This re-engineering of producer-consumer relations unsettles the paradigm of professional expertise and the associated claims to authority and control that have dominated the organization of media production throughout the industrial era (Weinberger 2007, 2011; Hartley 2009). A July 2008 report from NESTA, The New Inventors, acknowledges that users are changing the rules of innovation process as they increasingly participate in the development of new and improved products and services. Recognizing that user-led innovation creates significant commercial value, the report also acknowledges that this activity challenges and disrupts the boundaries and controls of traditional innovation and R&D processes. By blurring the professional-amateur divide these transformations foreground the increasingly interdependent relationships between professional media producers and users (Jenkins 2006: 50–8; Bruns 2008: 214–19; Hartley 2009: 131–5). In the previous chapter I argued, however, that it is not all that helpful to approach these co-creative relations as necessarily involving media companies exploiting the free labour of consumers. Nevertheless, consumer participation is increasingly part of creative professionals’ every day work environment. As we have seen in the case of the Trainz project, demanding and unruly user co-creators unsettle professional developers’ work practices and routines. The very identities of professional media workers are therefore at stake in these co-creative media networks (Deuze 2007, 2009). Co-creative 114 CO-CREATING VIDEOGAMES relations may well disrupt the modes of cultural production that defined the broadcast era by unsettling the expertise, employment, and identities of established media and knowledge professionals. The success of media production may increasingly rely on effectively combining and coordinating the various forms of expertise possessed by both professional media workers and creative citizen-consumers, not displacing one with the other. This requires media companies to both recognize and respect the contribution of media consumers’ expertise in the context of a co-creative relationship for mutual benefit (Burgess and Green 2009b). Rather than a zero sum game in which a gain for participatory consumers is figured as a loss for professional creatives, can these co-creative dynamics be more helpfully approached as a non-zero sum game growing benefits and opportunities for all participants? The relationship complexity of production and innovation practice is increased significantly by the arrival of this additional set of actors – consumers and users. Moreover, these additional relationships do not play out comfortably within the standard frame of hierarchical organization in a firm. Instead, they disrupt traditional industrial closed innovation systems and thereby pose significant management challenges. This requires a rethinking of how expertise works. The challenge in all of this is how do we now develop frameworks or models of expertise and knowledge production that situate the expertise of co-creative consumers in proper perspective alongside professional creatives’ expertise in the fields of media production. Opening the back box of expertise should not mean a populist celebration of the overthrow of professional experts. But neither should it amount to the doom and gloom pronouncements of Andrew Keen (2007) in The Cult of the Amateur: How Today’s Internet Is Killing Our Culture. The success of media products may increasingly rely on effectively combining and coordinating the various forms of expertise possessed by both professional creatives and creative citizen-consumers. Here it is not a situation of abandoning or displacing the expertise and jobs of professionals. As Bruns (2008: 214–19) suggests, the task is to reconcile and interrelate ‘traditional expertise and emergent community knowledge structures’. This is a coordination problem in the context of dynamic and self-organizing cultural and economic networks, and as such involves transactions and exchanges across forms of expertise and knowledge that may appear to be incommensurable. I call these dynamics co-creative expertise. In this chapter I draw on ethnographic research undertaken throughout 2007 with Auran to explore the co-creative relationships between professional developers and a network of gamers who provided the company with extensive play-testing feedback and creative design input. This research followed and informed Auran’s online community management and social CO-CREATIVE EXPERTISE 115 networking strategies for Fury, a competitive PvP, massively multiplayer online game released in October 2007. I closely followed and observed members of Auran’s online community relations team, Fury’s developers, and Auran senior management. I also participated in pre-release play testing of Fury, joining in extensive play and feedback sessions with the Fury gamers, as well as interviewing gamers participating in this co-creative relationship with Auran. More specifically, I consider how the design and production practice of Auran’s professional developers (designers, producers, community managers, etc.), as well as their professional identities, were disrupted and unsettled by the need to negotiate with the expertise and knowledge of players. In exploring these issues I also draw on interviews I conducted with Maxis’s professional developers. I discuss the diverse and often conflicting relationships and interactions between the company and the gamers that shape these emergent co-creative relationships. We’ve already seen, for example, that Auran’s professional developers did not always wholeheartedly embrace the increasingly close relationship with the Trainz fans. The developers were often divided over their support for involving fans in the making of Trainz. While often expressing in-principle support for the idea of involving the player community, producers, lead designers and graphic artists working on the project also expressed their reservations about the risks associated with integrating the players throughout the development process. Producers, designers, programmers, artists, community relations managers, marketing managers and CEOs often have very different and at times competing assessments of the risks and opportunities of these emerging co-creative practices. They also have different understandings of how these practices should be realized. ‘It’s your game now’? Negotiating gamer expertise Games scholar T. L. Taylor asks (2006a): ‘What it might mean to move beyond simply managing player communities to enrolling them into the heart of design and game worlds.’ Such a scenario poses expertise as a problem, as it asks us to consider extending expertise to player-consumers. It asks us to legitimate the role of players in the design decision-making process. But what does it mean to extend expertise beyond the boundaries of the firm and the craft skills of professionals to include the knowledge and skills of players? In late 2006 Auran management approached me to provide them with consultancy advice on their relationship with an online gamer community forming around the final stages of the development and launch of Fury. The 116 CO-CREATING VIDEOGAMES project was not backed by a major games publisher and therefore did not have substantial marketing support. Auran had identified a niche opportunity in the MMOG market – hard-core, competitive PvP gamers who were somewhat dissatisfied with the current major MMOGs such as Blizzard’s World of Warcraft and ArenaNet’s Guild Wars. These players were interested in playing MMOG style combat games as a form of intensely competitive, team-based E-sports. Auran management believed there was an opportunity to develop a commercially successful PvP focused MMOG. Auran’s CEO, Tony Hilliam, also believed that the support and endorsement of hard-core PvP gamers would be crucial for Fury’s commercial success. As he put it to me: We need to involve them, we need their input. It must be their game. And we’ve already made a start on this. We are already working with a core group of player-testers who are providing us with feedback on very early builds of the game. But we now need to expand on that and build interest and enthusiasm for the game as we ramp up to release later in 2007. Over the final 12 months ofFury’s development, the Auran development and community relations teams recruited a core group of experienced PvP MMOG gamers to participate in the process of testing and refining the game’s design. Many of these gamers were leaders of high profile PvP guilds

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