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Feb 012012
 
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RT @ibogost: I think it’s raining in Atlanta, but without fMRI evidence and/or meteorological learning outcome assessment, there’s no wa … [caseyodonnell]
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RT @JNolanIrl: #GDC2012 would be the inspiration of a lifetime!!

Worked kinda hard on this… and had to create a twitter account 😛 h … [caseyodonnell]

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I just posted a response to the dialog happening over at #cultd happening between @ibogost @ginasue and others: http://t.co/RV6xuonj [caseyodonnell]
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No #ggj2012 for me this year. First one I’ve missed. Two sick kiddos, a reality for #gamedevparents [caseyodonnell]
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RT @Dansodic: Mind=Blown 😉 http://t.co/VlPu2Bwz [caseyodonnell]
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RT @FOSSNewsChannel: BREAKING: Poll reveals that 12% of developers like fragmentation, 14% prefer standardization, and 74% are implement … [caseyodonnell]
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RT @ibogost: This is me on Zynga and Nimblebit and the universe. RT @gamasutra: Opinion: The Bulldog and the Pegasus http://t.co/dTOHMBHt [caseyodonnell]
 Posted by at 10:06 pm
Jan 272012
 

As usual, I’m chasing the Ice Cream Truck.

I’ve been thinking a lot about users / producers (and for me this continues to be game developers) and procedural rhetoric(s). Ian’s comments in particular spurred my thoughts on this. I’m going to omit much of the broader conversation around a certain recent essay, but I want to address two things. Thingness and power gamers (Taylor 2006).

I’ll start with power gamers, which I think the afformentioned essay doesn’t get right. In T.L.’s work, power gamers partake in “instrumental play.” I like to think of instrumental play as an alternative narrative to the dominant discourse surrounding “casual” versus “hard core” gamers. Many game developers no longer count as “hard core” within this dichotomy; nor are they casual, either. Instead I posit another term, instrumental players, who are dedicated not to a particular genre or subset of games, but who consistently and persistently attempt to dissect their games from the mechanics up. This may very well be what Gina refers to as a kind of “emergent” understanding/knowledge (and one that I maintain that current educational models of knowledge simply cannot accept).

Many designers play very few hardcore titles because the mechanics are instantly recognizable, and their interest lies in uncovering structures. Many so-called casual gamers are adept instrumental players. Their ability to strategically change their play based on knowledge of the underlying system is precisely the kind of instrumental rationality and sensitivity for the underlying game mechanics that are so crucial for game developers. However, many instrumental gamers find it difficult to simply observe or play games because they have difficulty resisting the urge to determine how a system functions. They continually see the underlying systems and may find it difficult to participate in either casual or hardcore attitudes, immersing themselves in a particularly complex game intensely until they feel adequately satisfied that they understand the underlying systems that make it function.

This is where I really disagree with the characterization of instrumental play in Sicart’s essay: Instrumental play should be distinguished from a kind of “instrumental rationality” or “instrumental reason” as it might be defined by critical theorists of the Frankfurt School (Adorno and Horkheimer 1976). Instrumental play is distinguished from these theoretical categories in that it has no claim to the irreducible or absolute. In fact, instrumental play would continue to probe into the structures of what is considered irreducible.

Instrumental play is about searching out associations, analogies, and relationships, much like “Enlightened” scientific inquiry, but it makes no assumptions about the absolute character of those suppositions. This is where the “play” component of instrumental play is crucial. There is always the assumption that what you are working on or working with will swerve and send you in new directions. This is more in line with the idea of the game developer as “bricoleur” (Lévi-Strauss 1962, p. 17), adept at performing numerous diverse tasks, “mak[ing] do with whatever is at hand,” (Lévi-Strauss 1962, p. 17). The concept of bricolage, or the bricoleur, is not new to the studies of technological development, but instrumental work/play plugs into the bricoleur’s underlying drive, which is to push one’s tools to the brink and pull off “risky” moves, doing what others have thus been unable to do. Put another way, instrumental work/play is what pushes bricoleurs to attempt creations that strain their understandings, no matter the extent to which that bricolage understanding appears to be “reality.” There is always a time and place to question the bricolage system that one has constructed in an effort to pull off a new feat of creative work.

Like with “thingness” and materiality. Ian’s comment, that it isn’t one way or the other, but both is important. Designers DO implement underlying systems. There are limits, particularly for game developers, where they bump into both silicon/electrons/hardware/firmware/software. The design process for game developers — that push and pull of negotiated development — determines where the bottom is. Games are based on something that must be felt out and determined by the players. Much like developers run into the limits of electrons and silicon. Specifications are made, but they are not made up; they’re the result of a negotiated process, which is frequently the product of instrumental play.

Instrumental work/play is rooted in the culture of gamers, who place significant importance on the act of working through the complex problems found in videogames. Any circumvention of this labor is often seen as a circumvention of the rules. Players are expected to play within the rules of the system, though circumvention through legitimate play is often seen as exemplary play (Consalvo 2007). Personally and deeply exploring the systems one works within is at the core of instrumental work/play. These same motivations also seem to plug into the ethic of secrecy that dominates the videogame industry. Much like “walkthroughs” are seen as the tool of the less adept videogame player, most game developers expect one another to understand the processes and practices that are, for all intents and purposes, undocumented.

Thus, it is both, right? The emergent, but also the very real algorithms, like Tarleton talks about. I do agree that not every player is so dedicated, but I wonder… Maybe moreso than we give them credit for. Its an empirical question that Hector and I have discussed examining around Fold.it. For me, the power gamer lies at the boundary between “normal” user and producer. They really negotiate this tension.

Adorno, Theodor W. and Max Horkheimer. 1976. Dialectic of Enlightenment Translated by Cumming, John. New York, NY: Continuum International Publishing Group.

Consalvo, Mia. 2007. Cheating: Gaining Advantage in Videogames. Cambridge, MA: MIT Press.

Lévy-Strauss, Claude. 1962. The Savage Mind, Edited by Julian Pitt-Rivers and Ernest Gellner. Chicago, IL: The University of Chicago Press.

Taylor, T. L. 2006. Play Between Worlds: Exploring Online Gaming Culture. Cambridge, MA: MIT Press.

Oct 072011
 

[Cross Posted from Culture Digitally]

My Cow Clicks

My Cow Clicks

I’ve clicked a cow. Twice. One Kotaku article and a game designer’s reflections on that article got me to thinking about Ian Bogost’s Cow Clicker, again.

I first clicked a cow when I added Cow Clicker as a Facebook application. I’m sure Ian could even tell me the day that occurred. That’s the strange thing about Facebook applications and the kinds of access they provide their developers. But that isn’t the point here. I clicked my cow for a second time during the Game Developer’s Conference (GDC) in 2011. This was an interesting moment for Cow Clicker and for Ian I suspect. Its a moment that isn’t mentioned in either of those articles. It was the time of Cow Clicktivism. Ian partnered with Molleindustria and Oxfam to ostensibly turn cow clicks into real cows. It was hard to tell if, or where the irony ended and seriousness began.

Perhaps it was a first volley in what eventually landed in a pile of bull-shit. I’m not sure. There are certainly enough allusions to broken realities, Gamification and tongue-in-cheek revolutionary game designers. But this wasn’t the first time a struggle was being waged between ironic accounts of shit and sincerity about shit. It was the subject of his GDC talk, “Shit Crayons,” because he was also taking it seriously. The subject of Wole Soyinka haunts the entire thing, much like I suspect prison haunts anyone who’s had to partake.

So why cows and cyborgs then? Because I see, in all of this, parallels to Donna Haraway’s cyborgs. As I read about Cow Clicker and reflect on players and the designer’s intention, I see an old problem. The tension for the academic working in an ironic mode isn’t just that someone might not “get it.” But that in making that ironic turn, we’re also making a playful commitment to the very object we critique. It enters one into a game of cat’s cradle with another player or group of players that are going to take up and read / re-read / interpret it in ways that are unpredictable. Of course Haraway jettisoned her cyborgs for dogs and companion species.

The ironic mode is seductive, playful and fun… at first. But there is also a commitment that one makes in good irony that demands something in return, almost a blood oath. Indeed, if Cow Clicker, like A Slow Year, is a meditation, then it demands commitment to think deeply and carefully about something even if one’s conclusion is to jettison Cows to heaven. Of course I wonder, if Cows are Cyborgs, what is Ian’s companion species?

In the end, it is the Cow’s creator and rapturer that summarizes it best:

Or, it’s both. Or all of them.

I do think this account is a particularly generous, designer-oriented reading. It’s not wrong. It’s beautiful. I see it like that sometimes. But it’s not the whole story either. Like so many things.