Video Games and Human Values Initiative
A new kind of conversation about games in culture
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Permalink Reply by Richard Staron on January 2, 2009 at 7:29pm
Permalink Reply by Cathy O'Connor on January 2, 2009 at 9:48pm Having just created a "penguin, (5 words I never thought I would ever say), and having looked at World of Warcraft, let me offer that it seems to me that the gamer is all 3: bard, action figure (hero or villain) and audience. The gamer becomes a bard AFTER a quest, large or small, because at that point she/he has a story to tell. The gamer is the "ulysses" with a small "u", the hero, villain or whatever, as she/he goes through the quest. The gamer is audience in that she/he must play by the inherent capabilities and limitations of the game's creator. But one big difference I see, especially in World of Warcraft, is that the gamer's actions, choices and results are NOT determined by gods. This is not to say that there isn't magic, but rather the gamer is able, by cunning and skill, to gather the necessary implements to complete the quest. One other observation is that I do not see any elements of luck or chance in Penguins or WofW, unlike real life.
So, can we say that the demise of "gods" in video gaming reflects not the lack of "gods", rather current culture where such things are relegated to private ceremonies? But by taking out the elements of luck and chance, are we not now saying that ultimately the gamer, through experience, should be able to conquer all?
Richard
Permalink Reply by Cathy O'Connor on January 2, 2009 at 10:02pm Richard Staron said:Having just created a "penguin, (5 words I never thought I would ever say), and having looked at World of Warcraft, let me offer that it seems to me that the gamer is all 3: bard, action figure (hero or villain) and audience. The gamer becomes a bard AFTER a quest, large or small, because at that point she/he has a story to tell. The gamer is the "ulysses" with a small "u", the hero, villain or whatever, as she/he goes through the quest. The gamer is audience in that she/he must play by the inherent capabilities and limitations of the game's creator. But one big difference I see, especially in World of Warcraft, is that the gamer's actions, choices and results are NOT determined by gods. This is not to say that there isn't magic, but rather the gamer is able, by cunning and skill, to gather the necessary implements to complete the quest. One other observation is that I do not see any elements of luck or chance in Penguins or WofW, unlike real life.
So, can we say that the demise of "gods" in video gaming reflects not the lack of "gods", rather current culture where such things are relegated to private ceremonies? But by taking out the elements of luck and chance, are we not now saying that ultimately the gamer, through experience, should be able to conquer all?
Richard
Permalink Reply by Roger Travis on January 2, 2009 at 10:50pm I am still a little misty on the bard and gamer being the same. True, they both make choices about a particular path or such, but the bard knows where she is going with the story, while the gamer is sticking their neck out with each movement, not really knowing what might be in the next room, and so forth.
Permalink Reply by Joe Osborn on January 2, 2009 at 11:17pm And yet. . . there are others, who engage in what strikes me as most like bard-to-bard engagement, who treat the games given them by the developers as a young bard would treat the work of an older bard. And some of them go on to be developers, and the world begins again. Remember that the model isn't just the bard and the audience-it's the bards who have gone before, the bard of the occasion, and the audience of the occasion, some of whom may one day be bards themselves.
Permalink Reply by Edward on January 2, 2009 at 11:41pm Just played this game - indeed very interesting. Intriguing how it's difficult to get to the lower levels but so easy to stay on the surface. ;-) Thanks for recommending it!if you're looking to get a glimpse of the true potential you might actually want to start with a very simple game, Passage, which is a real conundrum--and it's under very interesting discussion in another thread in this forum!
Permalink Reply by Jan Vita on January 3, 2009 at 4:26pm
Permalink Reply by Roger Travis on January 3, 2009 at 5:17pm First, the dominance of the traditionally male pursuits of militaristic glory and competitive goal-oriented activities in the current gaming scene seems to me to be an artifact that comes from the early development of video games from simple computer algorithms to more complex ones. It's no wonder (IMO), then, that we have an idea that gaming is a male pursuit, rather than the view I think we'll eventually have, that certain kinds of gaming are male pursuits--just as (as you note) it's clear that homeric epic was a male pursuit (with the very, very important caveat that in its late stages we can see what might even be called proto-feminist concerns arising [one word: Penelope]). I'd even venture to suggest that early forms of oral storytelling would have, through analogous technological constraints (that is, bards just weren't very good at telling nuanced stories yet), have given a similar impression, which faded as the technology developed.
Second, and complementarily, there are many, many more women gamers than you would think. More and more studies, especially those coming out of the Pew Center, are reflecting this, but if you ask your students you'll probably find out what I hear every time I ask mine: girls play games, and yet they don't *play games*--that is, the way girls play isn't the way boys play. We may not get a complete grip on this until we stop calling them games and start calling them somthing else. . . my own leading candidate is "Interactives."
One of my fond hopes for VGHVI is that we'll have a fellow someday who wants to do the "Games and Gender" course we've all been waiting for!
Permalink Reply by Jason Efland on January 3, 2009 at 10:24pm
Permalink Reply by Jason Efland on January 4, 2009 at 1:15am
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