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The game was thinking about the game

Written by yanglu on March 05, 2009 11:11
A while back I wrote about my household's bewitchment with Animal Crossing: When it was your turn, you loaded the game from a paper tape - another brittle and time-consuming process. Then, you played via a *really* "laggy" interface which would occasionally fail completely when paper supplies were exhausted. I seemed to recall school budgets being what they were, and JIT not having quite caught on then - there were logistic gaps. The best way to put the assertion (and this is all it is at this point; and again, please keep in mind that there are a number of familiar exceptions) is that the practice of game software development generates a way of seeing and defining problems (as essentially precise, logical, and algorithmic), and creating solutions (through linear, text-defined code) that makes other ways of accounting for what happens in VWs seem at worst nonsensical and at best irrelevant or quixotic.  

They looked friendly enough--at least, no one had fruit ready to throw at us. It was simply kind of surreal, after reading the comments on TN this past week and hearing other things at the conference about the problems with game studies and developer/academic relations.

After our "high energy" presentation, the questions were even stranger. Someone asked why humanities research got left out, and we had to say that we couldn't find it to be directly relevant on our top 10 list of bulleted points. Ian made the point, and I agreed, that doing the research for this panel made us think differently about academic research. While I'm not going to say that what we've done personally has no value, it was a definite challenge to try and make it *directly relevant* in a BULLETED POINT for developers. And there are huge gaps in what we don't know. Where is the research about sports games, to take just one example? Anyway, the point is, I enjoyed the exercise, and learned a lot from it. I hope the audience did as well.

But overall, I like to think that the attendance demonstrates that developers are interested in what academics might be able to tell them (again I will point out: no fruit was thrown). And all week, I talked with developers who were interested in what was going on with research, from the smallest to the largest companies. Maybe the issue is the "larger" community. It's always easy to abstract and oversimplify at that level. But I know that on an individual level, there are real conversations and collaborations going on. I don't want this to turn into some rosy "it's better than we think" or "can't we all just get along" thing, but I do think that perhaps the situation is not as dire as it's hyped to be. But then again, I haven't gotte my evals back yet.No doubt Cheap SWG Creditsis the best choice, for spending less gain more. Trust the effect of us as well as to show you excellent feeling. Buy SWG Creditskeep you well. In this case a TreeMap. We have huge quantity of SWG Creditsfor sale!

Here is just one quick example of this kind of disposition in action: Billmonk, which Constance posted about here. The site promises to help you keep track of your obligations throughout your social network precisely (using any of a number of imaginable currencies). It is double-entry bookeeping for your friendships, and thereby prompts you to conceive of these obligations in exact terms. This is a perfect example of a code-based solution to a code-defined problem: People's moral obligations are essentially precise and monetary, and they therefore need a precise tool to manage them. (And this approach is not just applied externally; within software companies one frequently sees similar efforts to address organizational issues with precise and enumerated systems that can be, above all, measured.) Heather Kelly, one of the developers on a panel on Monday asked a great question about game development that she hoped researchers could help answer: Why does money trump everything? The answer lies in the remarkably good 'fit' between the market and code, and in the existence of a lot of well-trained people who can find ways to exploit it.

Leap to now. 

It is impressive how on occasion I still think about that game - given how little I *actually* played it. The physical constraints were daunting, the available time slots severely restricted, and additionally, it *really was* a simple game. I'm not sure what part of playing it, if any, was immersive. But here is the seduction: we did spend a great deal of time planning to play or scheming about world and its mechanics outside of the game, far beyond that crowded computer room.

...Our Town communicates a compelling illusion of a broader social presence as well as place - yet through what is effectively solitary play. I go to the post office and send mail to my kids (when they play later). I leave notes on bulletin boards, I leave smart greetings with my "gyroid" (a sort of permanent proxy character that sits at my house doorstep). I found a string of pears that my son left from earlier pickings - when he overflowed his pockets.