The many “things” you can do in your Second Life

I decided to go back and explore “Social Island” because it felt safe for someone like me who was still learning how to play (use the controls and understand the interface well). While I continued exploring the space ‘Social island,’ I ran into a museum of tutorials. I found this space similar to what is […]

I decided to go back and explore “Social Island” because it felt safe for someone like me who was still learning how to play (use the controls and understand the interface well). While I continued exploring the space ‘Social island,’ I ran into a museum of tutorials. I found this space similar to what is traditionally considered a museum because information was presented in a passive manner, showing what players can do in other worlds in Second Life. Tomas Brown wrote an article about the four main roles that museums can fall into within videogames: the story-driver, the social space, the political/historical device, and the identity exploration. Second Life’s museum tutorials would mostly likely fall into identity exploration. While they ensure that the player is educated about in-game mechanics, the embedded videos constantly focused on the liberty that Second Life grants its players to be and do whatever they pleased. These museum-like spaces share many characteristics of the identity role of museums in videogames, because in these spaces, the player is better informed about how the virtual world enables total control and exploration of one’s identity.

Once I felt more comfortable with the controls, I I decided to do some intentional exploration in other game maps for my last session of gameplay in Second Life. The game world is huge, and requires portals to move from map to map. When I was exploring, I discovered an activist organization that created their own world to support their cause. The world had embedded images with hyperlinks to their Facebook page and Flickr accounts. Second Life is a 3D space that allows you to do almost every ‘thing’ that Ian Bogost defines in his book, How to do Things in Videogames. In Second Life, you can take snapshots (chap 10) and people have created portfolios of their avatars in Flickr. The game is art within art (chapter 1). Players are encouraged to create and sell their own creations. There’s even worlds completely built on the idea of titillation (chapter 15) because their are objects, apparel, and worlds that fall under “adult.”

While many other videogames focus on one or two of Bogost’s “things,” Second Life intends to be a self-contained, expansive virtual environment. I did not have the time or knowledge to explore all of the world map, The infinity of freedom in this game has allowed for players to find their various niches and expand on each of Bogost’s “things.” It does a great job at replicating (and sometimes enhancing) real-life events, actions, and activities. Almost anything that can be done in real life can be done in Second Life.

 

ReFerences:

Tomas Brown, “The Role of the museum in Video Games,” Play the Past, (2014). See http://www.playthepast.org/?p=4717

Ian Bogost, How to Do Things with Videogames, University of Minnesota Press (2011).

 

Game Log #2 (Bioshock) – Player Choice

Bioshock is often pointed to as an example of a game that turns the mirror back onto the player, making them question the very nature of the game following its major twist and conclusion. As Bioshock nears its final chapter, it is revealed to the player that the phrase “would you kindly” was used throughout the game to … Continue reading Game Log #2 (Bioshock) – Player Choice

Bioshock is often pointed to as an example of a game that turns the mirror back onto the player, making them question the very nature of the game following its major twist and conclusion. As Bioshock nears its final chapter, it is revealed to the player that the phrase “would you kindly” was used throughout the game to get the player character to perform specific actions. Both the character and the player were subconsciously controlled throughout the entire game without realizing it, a revelation that functions as a reflection on games themselves. In most games the player is expected to obey the game’s instructions without question in order to complete a mission/task, and Bioshock highlights this specifically. How much choice does the player of a game like Bioshock really have? While the player has control over their weaponry, powers and approach to each mission, ultimately the phrase “would you kindly” draws each player of Bioshock to the same confrontation with Andrew Ryan.

It should be noted that Bioshock’s self-questioning nature is a well-covered topic, and the game is regularly pointed to as a “deep” or “thought-provoking” video game (for example, I’m sure several members of our class will be examining Bioshock in Game Logs this semester). The phrase “would you kindly” is a particularly well-recognized term in circles familiar with gaming, and it has become a sort of video game meme on the internet as a result. I have played Bioshock through once, and my play through this semester allowed me to view the game with new eyes. I was aware of the game’s twist and message from the beginning, and so this allowed me to observe the game’s functions from an alternative point of view. Ultimately, I realized that the game directs the player in many more ways than just with the “would you kindly” phrase. For instance, a large, yellow navigation arrow looms at the top of the screen, constantly directing players to the level’s end goal. While I chose to play Bioshock without the arrow because I enjoy exploring the entirety of each level, the arrow functions in the same way that “would you kindly” does, always pushing the player towards a singular goal and inhibiting exploration. The game’s on screen prompts also suggest a similar lack of player choice. Text phrases like “PICK UP EVE” can be read almost as commands, partially explaining why I tended to bound through levels picking up everything I could get my hands on. While it was almost always beneficial to do so, my compulsive collection of items may have been spurred on by the game constantly telling me what to do.

Bioshock’s “would you kindly” phrase works in conjunction with several game mechanics to guide each player of the game in a particular direction. While Bioshock does offer different endings and multiple ways to tackle each level, players are guided down a particular path that leads to the same levels in the same order. In more ways than one, Bioshock questions player choice and the very nature of games

The Shackles of Pokémon X

The Pokémon game series is one of the most popular and successful handheld game franchises in modern history. The formula of each game is similar—players take control of a young adventurer who seeks to raise a strong team of Pokémon … Continue reading

The Pokémon game series is one of the most popular and successful handheld game franchises in modern history. The formula of each game is similar—players take control of a young adventurer who seeks to raise a strong team of Pokémon to defeat opponents in battle. It has been many years since my last Pokémon experience, so it was extremely nostalgic for me to play Pokémon X. While playing the game, I was immediately struck by how limited I was as a player, especially for a game that appears to give players so much choice.

Within the narrative framework of the game, the protagonist lives a life of relative freedom. For example, even though the character is only 10 years old, they can explore the country unaccompanied by an adult and can make decisions about which towns to visit, and which Pokémon to battle and which to raise. Unfortunately, this freedom is not mirrored in the player’s opportunities. During my experience playing Pokémon X, I found the game to be extremely oppressive in what actions I could undertake.

This image shows the map of the Kalos region, with each town and route labeled

This image shows the map of the Kalos region, with each town and route labeled

As seen from the map above, the Kalos region—the name of the country where Pokémon X is set—is quite expansive. However, the player is not able to explore all these paths at any moment. In some instances, non-player characters will block some of the routes and tell the player, “you do not want to go that way,” if the player attempts to pass. In other instances, some type of object will be blocking the path and the player is unable to pass unless they undertake a side quest to give them the ability to move the object.

At this point in the game, a snorlax blocks the character's way, so they must travel down Route 7 to retrieve a flute to wake the Pokémon up

At this point in the game, a snorlax blocks the character’s way, so they must travel down Route 7 to retrieve a flute to wake the Pokémon up

The other aspect of the game that I found limiting had to do with the actual Pokémon raising. Though there are hundreds of Pokémon that inhabit the Kalos region, the player is only able to hold 6 in their party at a time. As Pokémon get stronger by battling other Pokémon, the game almost advocates for the player to choose a core 6 Pokémon and stick with them to compete against the stronger trainers encountered later in the game. The game even forces the player to catch the games legendary Pokémon, Xerneas, at one point in the game, eliminating the player’s choice altogether.

The left side of this image shows the maximum 6 Pokémon in the players party while the right side shows the Pokémons maximum number of four moves

The left side of this image shows the maximum 6 Pokémon in the players party while the right side shows the Pokémons maximum number of four moves

Also limiting is each Pokémon’s ability to only know 4 moves at a time. Whenever a Pokémon levels up and attempts to learn a new move, the player must choose one of the original moves to forget. Much of the time, once the Pokémon forgets a move, it is gone for good. These limitations imposed on the player combine to create an experience that I found extremely frustrating, especially when I compared my experience as a player to the experience of the protagonist within the game’s narrative.

Image Sources

  1. http://www.serebiiforums.com/showthread.php?594375-The-Kalos-Region-Thread
  2. http://www.gamerguides.com/pokemon-xy/main-walkthough/to-gym-2-part-1/route-7-riviere-walk-1st-visit
  3. http://kotaku.com/tips-for-playing-pokemon-x-y-1444982237

 

 

“The Gun Is a Lie” -MIsHOS

While playing Portal an interesting thought came to mind. I have a tool which allows me to bend space-time, yet I can’t make a whole THROUGH a wall. That’s a pretty useless space-time-manipulation-tool if I’ve ever used one. But then another, even more interesting thought came to mind. That’s the point! It’s a useless tool. … Continue reading ““The Gun Is a Lie” -MIsHOS”

While playing Portal an interesting thought came to mind. I have a tool which allows me to bend space-time, yet I can’t make a whole THROUGH a wall. That’s a pretty useless space-time-manipulation-tool if I’ve ever used one. But then another, even more interesting thought came to mind. That’s the point! It’s a useless tool. A lie. Just like the cake. However there’s one difference, the cake is a much more overt lie. The player is hardly fooled by the cake as incentive, especially since it’s a virtual cake which has no means of actually rewarding the player. The gun on the other hand is the obscure lie, the one we’re not supposed to notice, the one that’s meant to fool the player. Why it’s hard to notice the gun’s shortcomings is because unlike the cake, the gun is rewarding to the player. The gun is able to induce all sorts of good Ilinx and Agon feelings and its successful use is addicting. The player is awed and distracted by the gun’s pleasurable aspects that its confining nature remains subverted. Its confining nature being that its a tool that behaves in an entirely linear manner, within a set of rules, dictated by the authority of your circumstances, GLaDOS. This in turn spawned another interesting thought.

What if that’s the reason behind Portal’s widespread appeal? Its relatability, and more importantly its optimism (more on optimism in finale). Our lives are very linear in a number of ways, and in many circumstances we feel impotent and incapable of controlling aspects of our society, and even our own lives. We have our own tools which many times seem to act within the confines of the choices of a higher authority. A simple example (out of many) would be the illusion of choice in voting. It makes sense that due to the constant limitations we feel in our daily lives, that literally being put in a linear confined testing center, we don’t really feel too far from home. But more interestingly, is the optimistic aspect of Portal, which is what makes the entire experience a pleasure.

Chell is about to be incinerated, and the player must use their wits to escape imminent doom. The only available tool is as described earlier, good at bending time-space, but not so good at bending rules. However, with the now obvious realization that GLaDOS has cheated, the player can break rules as well. Grabbing life by the reins, the player is now liberated from rules, and the gun becomes actually useful to the player’s endeavor. In fact, only at this point of realization does the tool actually become the player’s, up until then, it was a tool of the system. Relating this back to the parallel to our own lives, only once a person becomes aware of their social limitations, are they actually able to break free from them. This awareness of one’s own circumstance and life is a necessary step for progress, and it is perfectly simulated in Portal, where the player uses their meta-awareness to save Chell’s life. For this reason, Portal is clearly not just a puzzle game, but a relatable experience with a (somewhat) happy ending.

In the end, it was just for a slice of Cake

A game log about the video game, Portal Before taking this FMS class, I had never even heard of Portal before. The concept took a while to understand: imagine having the ability to transport through walls. That’s what defines Portal  as a new video game genre which converts 3D spaces into puzzles. Although this was my first time playing Portal, I found myself frustrated with its “appearance […]

A game log about the video game, Portal

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Before taking this FMS class, I had never even heard of Portal before. The concept took a while to understand: imagine having the ability to transport through walls. That’s what defines Portal  as a new video game genre which converts 3D spaces into puzzles.

Although this was my first time playing Portal, I found myself frustrated with its “appearance of choice.” In this conext, I define this term as the illusion that provokes immersion and a sense of agency over Chell, the character. Yet, when the player may believe that they are discovering a new way to solve the puzzle, it’s the opposite because almost every move has already been strategically placed by the game designer. If each player were to draw out the game maps and the moves necessary to advance in the game, I wouldn’t expect them to look much different from the game designers’. The game lacks alea,  the term coined by Roger Callois for chance (Man, Play, and Game). Although this may not be seen as a bad thing, the game does not convince me to replay it. 

The story of Portal is interesting, but not as thought-provoking as I would have liked it to be. After having advanced 19 stages of puzzles and destroying the AI, Gladys, the player is awarded with cake. Solving the puzzles was a more rewarding experience than earning cake. The ending is rather sarcastic and almost confirms how Chell, did all of this for nothing nor can it be labeled as a heroine’s odyssey in Henry Jenkins’ terms (“Game Design as Narrative Architecture,” page 6). Although Portal embeds narrative elements within the mise-en-scene, it would be wrong to expect more plot development than spatial exploration from a video game like this. Because there was not much plot in the game, I found it hard to relate to my life. Maybe that’s the point; maybe Portal is  meant to only survive in its own magic circle. 

 

References:

Henry Jenkins, “Game Design as Narrative Architecture”

Roger Caillois, Man, Play, and Games, 1961.