Militarisation of Interactions in FPS

Militarisation of Interactions in FPS

View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Press Start Press Start Militarisation of Interactions in FPS From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games. Adam Duell Keele University Abstract Since the inception of E-sports we have seen casual video game players develop into professionals who push the boundary of game mastery to new heights via coordinated team play. This short paper explores how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS) video game DayZ (Bohemia Interactive, 2014). Utilising the key components of team interaction in the context of distributed and ad-hoc military teams (Pascual et al., 1997), it is shown how a group of players evolved their interactions from team play to squad play. It is argued that squad play is an advancement of the strategic and tactical thinking embodied in team play through the adoption of real-world military interaction and communication strategies. Keywords multiplayer; FPS; interactions; militarisation Press Start 2014 | Volume 1 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Duell Militarisation of Interactions in FPS Introduction Characterised by the players’ point of view, First Person Shooter (FPS) games are one of the most popular video game genres. Tracing their origins as far back as Wolfenstein 3D (id Software, 1992) and Doom (id Software, 1993); FPS games occupy realistic three-dimensional environments merging a first person perspective with direct combat in a single or multiplayer format. Although solo play is possible, the majority of FPS games are multiplayer, designed to encourage coordinated team play through interactions and objective-based play. The genre has seen the birth of numerous triple-A franchises such as Battlefield (EA, 2002- 2015) and Call of Duty (Activision, 2003-2015) but the generalities of game play remain the same. An identifiable template emerges from a brief glimpse across the range of multiplayer FPS titles that exist: a range of weapons, faction or team-orientated play, objectives, and frenetic movement across a digital battlefield. Although it is possible to play these games solo, the coordination of successful team play in a multiplayer environment is predicated on player interactions. Multiple methods of mediated communication are available to the gamer. The employment of communication tools to facilitate interaction has evolved over the last ten years from purely text-based to Voice over Internet Protocols (VoIP), or shared voice channels. VoIP has become the principal point for contact, coordination and interaction among players in FPS games (Manninen, 2001). In this paper I explore the interaction strategies teams of players utilised to coordinate their actions during gameplay. Through an analysis of edited gameplay videos published on YouTube, I demonstrate an evolution in player interactions. The adoption of military-style language and interaction strategies enhances team success against competing players in virtual game environments. I argue that such militarisation of interactions in multiplayer FPS games demonstrates advancement from team play to squad play. Background The evolution of digital communications technology alongside the development of FPS games has led to multiple methods of mediated communication being available to the gamer. Historically, computer games relied on text-based communications among players to facilitate interaction. Textual chatting is restricted during periods of in-game action and is rarely used to communicate strategy and tactics. Non- contextual data, such as taunts, dominate text chat channels (Manninen, 2001). In team-based video games the importance of verbal communication strategies between players has been well documented (Manninen, 2001; Halloran et al., 2003; Gibbs et al., 2004; Tang et al., 2012). Verbal communication strategies are utilised by players to coordinate their Press Start 2014 | Volume 1 | Issue 1 ISSN: 2055-8198 60 URL: http://press-start.gla.ac.uk Duell Militarisation of Interactions in FPS actions due to the lack of face-to-face contact. As the team is comprised of geographically distanced individuals, the game environment necessitates team-based communication for the accomplishment of shared goals (e.g. capture the flag). By being able to communicate with one another via Voice over Internet Protocol (VoIP) software players are able to build and maintain a shared knowledge of the game environment. As players navigate the game they can share the locations/intentions of fellow teammates, opposing players, and the state of the game (Tang et al., 2012). Research has shown that the provision of VoIP, such as Xbox Live, does not always produce an improvement in team play and strategic coordination. ‘Joshing, crowing and self-/side-talk’ (Halloran et al., 2003) were the most common interactions that occurred during online gaming when a single player was observed. Such out-of-game communication is often the result of the social aspect of games. Mirroring traditional games, players get excited and express frustration or joy (Manninen, 2001). Third party software such as Roger Wilco, Skype and Teamspeak has been used by organised expert teams to enable verbal communication to occur during FPS gaming sessions. In the context of FPS games, expert players and teams will coordinate their play via VoIP software. Coordinating team action and movement becomes the foundation for success in accomplishing game play objectives. During group play, where three friends participated together during an online game session Halloran et al. (2003) observed communication via Roger Wilco based upon implicit knowledge of each other and the game. Moving beyond non-contextual interactions, the verbal communication was utilised to coordinate attacks, and understand their situational awareness relative to each other as well as enemy players. Halloran (2011) identifies two principle forms of verbal coordination that teams employ in FPS games: 1. Moving as a team; 2. Team attack on an objective. Tang et al. (2012) develop this taxonomy further in their detailed analysis of verbal communication in Halo 3 (Bungie, 2007), Team Fortress 2 (Valve, 2007) and Counter-Strike (Valve, 1999). The coordination of team tactics through verbal communication enables not only collective team movement, but more specialised movement such as scouting, pairing, pushing/falling back (Tang et al. 2012), and diversions (Manninen, 2001). As games are orientated towards team tactics and objectives the control and coordination of movement among participating players becomes increasingly important in order to succeed. To some extent, all players engage in tactical and strategic thinking during gameplay. Mastery of the game is an innate property of play and results from hours of practice. Since the onset of E-sports we have seen Press Start 2014 | Volume 1 | Issue 1 ISSN: 2055-8198 61 URL: http://press-start.gla.ac.uk Duell Militarisation of Interactions in FPS the development from casual players to professional players who push the boundary of game mastery to new heights via coordinated team play. In the genre of multiplayer FPS games, professional gamers form clans or teams and compete competitively online, or at organised events. The emphasis of play changes from individual to team (Taylor, 2012) as new levels of communication and strategic thinking skills become necessary to compete. To facilitate development, the team practices, playing against other teams and discussing strategies within the team (Rambusch et al., 2007). Considered a form of research by the gaming community (Taylor, 2012), practice enables teams to develop new tactics and counterstrategies. Such tactical communication has been shown to be a characteristic of expert players (Rambusch et al., 2007). Individuals learn their role, how to work together and how to listen to tactical directions or give them. As the team develops they are better able to synchronise and coordinate tactics, the lay-of-the-land becomes familiar resulting in players responding to utterances related to action much more (Halloran, 2011). From Team Play to Squad Play: A Framework for Analysis The combination of geographically separated players coming together to play objective-based FPS games draws parallels with the operation of soldiers during modern military conflict. In Joint Force operations physically dispersed ad-hoc teams are brought together for the achievement of short term goals (Pascual et al., 1997). Applying the behavioural perspective adopted by Mclntyre and Salas (1995) in their research into managing team performance, Pascual et al. (1997) identify five key components of successful team interaction in the context of military teams that comprise of distributed or ad-hoc members: communication; shared-situation awareness; leadership; core teamwork behaviours and training. In this short article I will consider only two of these components as they apply to multiplayer FPS games through the lens of US Army instructional field manuals: communication and shared- situation awareness. Communication Communication

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