Lots of people post game film on YouTube, game forums, and
other outlets, all starting years ago as “let’s play” walkthroughs posted by
fans. These vary radically in quality and purpose. Some are instructional, some
are promotional (Microsoft offers videos via Xbox Live, for instance), some are
demonstrations of prowess. As with leaderboards, badges, and unlocked
achievements, these records of game play signal presence to other players.
I was fortunate to be able to attend this year’s Mensa
Foundation Colloquium, “Social and Video Games and Why We Play Them”:
Warren Spector, the keynote speaker, blew me away with his
talk. Although curation was not a stated topic in his address, his ideas point
in that direction.
About gaming itself, he discussed the uniqueness of video game play and what the elements of that
uniqueness were:
·
It has the power to transport, ie, it’s you
doing stuff
·
It provides immersion, ie, it’s believable
rather than realistic
·
Your participation is required
·
It offers responsiveness, ie, the artwork
responds to player effort
But many games do this. Why curate some experiences? Because some games and/or game sessions are
special:
-Players interact with the game in
real time
-Players make significant choices
-The game responds
-Choices have real consequences
-Each play session is unique
This is the province of narrative gaming. Not all narrative
games do this; many FPSs are highly linear, for instance, and the narrative is
forced through the path determined by the designers. And it’s not just FPSs.
The game Myst frustrated me when I played it. (Yes, Myst.) I was frustrated by
the lack of direction and the minimal interactivity with the world and
environment. I understood that more interactivity would’ve meant lavishly more
complex code, yet I felt cheated. The designers made a beautiful world that
players were forbidden from truly exploring. I had the map, but I couldn’t
explore the territory.
Spector offered ways to make games into unique events:
1.
Give players tools to create their own
experience to discover and/or create gameplay.
2.
Provide a context for player action.
3.
Bound player experience without determining that
experience.
I find that curation across the board, but especially
curation of memory during game play, does all these things. A game session
worth remembering has given us tools to discover and create as well as a
context for our actions, and it guides rather than limits game experience.
Immersion, agency, and choice are critical elements of that experience.
Spector concluded with a quote from Orson Scott Card:
“Why aren’t we letting the player decide?
“The power and the beauty of the art of game making is that
you and the player collaborate to create the final story.
“Every freedom that you can give to the player is an
artistic victory.
“Every needless boundary in your game should feel to you
like a failure.”
--Compute, March 1991
These are still broad ideas, and I’ve got more to think
about here. I suspect there’s a good deal more for me to write about once all
this settles in.
Happy Friday, everyone, and get to gaming!
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