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  •    Just Two Genres  
     
    Tuesday, January 04 2005 @ 06:42 PM UTC
    Contributed by: David

    “Finally, we have come to believe that the most significant challenge for cyberspace developers is to come to grips with the problems of world creation and management. While we have only made the first inroads onto these problems, a few things have become clear. The most important of these is that managing a cyberspace world is not like managing the world inside a single-user application or even a conventional online service. Instead, it is more like governing an actual nation. Cyberspace architects will benefit from study of the principles of sociology and economics as much as from the principles of computer science. We advocate an agoric, evolutionary approach to world building rather than a centralized, socialistic one.“

    --“The Lessons of Lucasfilm's Habitat”, Chip Morningstar and F. Randall Farmer

    Habitat was a computer game. It was also a virtual world. Anyone interested in virtual worlds should read this seminal essay. Even though Habitat was one of the earliest “massively multiplayer” game worlds, the lessons Morningstar and Farmer relate are still completely relevant today.

    What strikes me about this quote, and why I’ve pulled it out of the dozens of great insights in this essay, is the basic idea that running a virtual world is not like running a game. Running a virtual world is like running, as they say, “an actual nation.”

    You could take this to mean that politics is a game. But I see it as something else. Politics is most certainly not a game—at least not a game in the sense that we mean when we want to talk about videogames.

    So, what governs the life of a MMORPG? Is it game rules—ludology—or is it political science?

    Here is a very simple answer: You can play games in a virtual world, but virtual worlds are not games.

    From that point of view, I see something interesting. There has been much discussion on the “ludology versus narratology” debate, about whether games are best considered theoretically as just games or as a type or literature or both. But in the context of the Farmer and Morningstar quote, the issue isn’t ludology versus narratology, it’s ludology versus society. Literature is just an aspect of society. Or, put it this way:

    There are only two primary computer-based entertainment genre’s—games and computer-mediated life. Confusion occurs when we try to examine games as life or life as a game.






     
             


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    Just Two Genres
    Authored by: CapCom on Wednesday, January 05 2005 @ 02:54 AM UTC
    This made me think of two things (which may or may not be relevant to your topic). First off is a quote from Power-Up by Chris Kohler, which describes the title theme of Super Mario 64 and states that although manipulating Mario's face is not a game, it is play. This brings up the idea of what is play and what is a game.

    IS the Mario face title screen a game? It could be said to have 'rules' or rather 'limitations' (use the hand and the buttons to move the face; face can only be moved in limited directions). The Mario face doesn't really have a goal; it's just a toy to play with (and as Chris Kohler says, it's "all Nintendo"). It's really more of a sandbox. You can make contests on how the face should look, but those contests are merely incorporating the Mario face demo into a different 'game' (indeed Mario face minigames have been used in Mario Party).

    The second idea is another game - Poker. But is Poker play? If we think of play as something that is safe, is a game of Poker still play if thousands of dollars (or even several cents) are being gambled across the table?

    Here the lines of game and play become blurred and it no longer seems apparent that all games are play, just as not all play is a game.

    ---
    "Until next time..."
    Captain Commando
    [ Reply to This ]
  • Just Two Genres - Authored by: David on Wednesday, January 05 2005 @ 05:19 AM UTC
  • Just Two Genres - Authored by: matt_censner on Wednesday, January 05 2005 @ 02:26 PM UTC
  • Just Two Genres - Authored by: David on Thursday, January 06 2005 @ 04:29 PM UTC
  • Just Two Genres
    Authored by: William Huber on Thursday, January 06 2005 @ 07:53 AM UTC
    The threads in Terra Nova indicate that the tensions between world and game in MMORPG's is very much noticed by the designers, and that game-oriented v. world-oriented design decisions are made all the time.

    The current trend is away from world-oriented design values - versimilitude, sociability - and towards game-oriented ones - skill acquisition, conflict, etc. The popularity of World of Warcraft is seen as a vindication of the game-centered approach by some, although everyone does seem to appreciate the skilled use of graphics to create the feeling of place.

    The nth degree of world-oriented design might be Second Life.
    [ Reply to This ]
  • Just Two Genres - Authored by: CapCom on Thursday, January 06 2005 @ 03:43 PM UTC
  • Just Two Genres - Authored by: David on Thursday, January 06 2005 @ 04:23 PM UTC
  • Just Two Genres - Authored by: CapCom on Friday, January 07 2005 @ 01:29 AM UTC
  • Just Two Genres - Authored by: matt_censner on Friday, January 07 2005 @ 06:43 PM UTC
  • Just Two Genres - Authored by: William Huber on Friday, January 07 2005 @ 11:34 PM UTC
  • Just Two Genres
    Authored by: eben on Thursday, April 07 2005 @ 12:08 AM UTC
    This post made me think of Baudrillard's notion of the 'hypermarket' which I understand is a kind of virtual arcade (in every sense of the term) built around constructed notions of lifestyle and society. We enter these spaces for pleasure and consumption, and we exercise our economic agency by interacting with the objects and signs.

    It is interesting to see how developers of MMORPGs deal with the problem of desiging a 'simulated' virtual economy, since our own economy is so virtual itself. How does a designer go about designing an 'Invisible Hand' or at least some algorithm to simulate it if it by definition is invisible and unknowable? Do participants in MMORPGs behave like Randian Objectivists? If so, why do we see such emphasis on 'Guilds' and 'Parties' and on cooperative tasking? I think there is more to be learned at how being a participant (or nonparticipation) in our free market economy relates to how one participates in an MMORPG. After all, is an MMORPG not in some way a very 'real' economy of play?

    well, time to get back to work...
    [ Reply to This ]
  • Just Two Genres - Authored by: David on Thursday, April 07 2005 @ 03:30 AM UTC
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