UNIVERSITY OF CALIFORNIA, SAN DIEGO
The Foundations of Videogame Authorship
A dissertation submitted in partial satisfaction of the requirements for the degree Doctor
of Philosophy
in
Art History, Theory and Criticism
by
William Humberto Huber
Committee in charge:
Professor Lev Manovich, Chair
Professor Grant Kester
Professor Kuiyi Shen
Professor Stefan Tanaka
Professor Noah Wardrip-Fruin
2013
©
William Humberto Huber, 2013
All rights reserved.
iii
SIGNATURE PAGE
The Dissertation of William Humberto Huber is approved, and it is acceptable in quality
and form for publication on microfilm and electronically:
Chair
University of California, San Diego
2013
iv
DEDICATION
With gratitude to friends, family and colleagues.
To Samantha, with deepest devotion, for her friendship, affection and patience.
To Rafael, for whom play is everything.
v
EPIGRAPH
Art is a game between all people, of all periods. Marcel Duchamp
vi
TABLE OF CONTENTS
Signature Page ............................................................................................................... iii
Dedication ..................................................................................................................... iv
Epigraph ..........................................................................................................................v
Table of Contents .......................................................................................................... vi
List of Figures ............................................................................................................. viii
List of Tables...................................................................................................................x
Acknowledgements ....................................................................................................... xi
Vita ............................................................................................................................. xiii
Abstract of the Dissertation............................................................................................ xv
Introduction .....................................................................................................................1
Chapter 1. The semiotic elements of videogames .............................................................7
Play as signification and interpretation.............................................................................................................. 17
Ludology and narratology .................................................................................................................................. 25
Revisiting semiotics in interactive media ......................................................................................................... 31
Semiotic registers ................................................................................................................................................... 40
Genre and interpretation...................................................................................................................................... 48
Styles of game design........................................................................................................................................... 66
Proceduralism and anti-proceduralism. ........................................................................................................ 77
Chapter 2. Signs in play: Fatal Frame II and modal dynamics ........................................ 80
Modes: aggregations of signs ................................................................................................................................. 80
Modes as configurations ..................................................................................................................................... 86
Fatal Frame II ............................................................................................................................................................... 92
vii
The dominant modes of Fatal Frame II ........................................................................................................ 96
In the mode for love: The Marriage as single-mode game ................................................................ 118
Game traversals and methodology .................................................................................................................... 124
Capturing Frames ................................................................................................................................................ 126
Modal rhythms ..................................................................................................................................................... 129
Modes are software; registers are conceptual frames. .............................................................................. 132
Ludic activation of the uncanny.................................................................................................................... 135
Semi-autonomous elements ............................................................................................................................ 137
From a theory of signs to models of authorship ..................................................................................... 143
Chapter 3. playing with space, playing with people ...................................................... 145
8-bit geo-space .......................................................................................................................................................... 146
Game-space and game-place. .............................................................................................................................. 149
Designed spatiality ............................................................................................................................................. 154
Game-spaces ......................................................................................................................................................... 162
Harvey’s model for the production of space............................................................................................ 165
Spaces of Final Fantasy ........................................................................................................................................ 171
Material space and the production of bodies ........................................................................................... 178
Representations of space (and place): producing worlds ................................................................... 186
Spaces of representation: Spira revisited .................................................................................................. 193
The matrix of spatialities revisited .............................................................................................................. 196
Final Fantasy XI: multiplayer games as constrained spaces ................................................................. 198
Virtual worlds of difference ........................................................................................................................... 202
Designed constraints .......................................................................................................................................... 206
Situational constraints ....................................................................................................................................... 211
Designing intersubjectivity in games ............................................................................................................... 217
Conclusion .................................................................................................................. 221
References ................................................................................................................... 232
viii
LIST OF FIGURES
Figure 1.: Kingdom Hearts video traversal. ....................................................... 45
Figure 2.: D-Day (1982 arcade game)................................................................. 54
Figure 3.: D-Day cabinet and controller.............................................................. 54
Figure 4.: Medal of Honor: Allied Assault (1999) - Omaha Beach sequence ....... 58
Figure 5.: First-person view of Medal of Honor: Allied Assault .......................... 59
Figure 6.: Medal of Honor: Allied Assault, sniper-scope view. ........................... 62
Figure 7.: Call of Duty 2 (2005) Cutscene from the assault on Pointe du Hoc
mission. ......................................................................................................................... 63
Figure 8.: Company of Heroes: Normandy landing sequence .............................. 66
Figure 9.: Braid a sole-authored independent game created by J. Blow (2010) ... 70
Figure 10.: B.U.T.T.O.N. Douglas Wilson and the Copenhagen Game Collective
(2009) ............................................................................................................................ 73
Figure 11.: The Graveyard. Tale-of Tales, (2008) ............................................... 76
Figure 12.: The Path. Tale-of-Tales. (2009) ........................................................ 76
Figure 13.: The two parts of H-LAM/T, from Barnes (1997) .............................. 83
Figure 14.: "A diagram representing the two active domains within the H-LAM/T
system." ......................................................................................................................... 84
Figure 15.: Fatal Frame II: Crimson Butterfly. Montage of frames in non-
interactive mode. ........................................................................................................... 98
Figure 16.: Control schema for the dominant gameplay modes of Fatal Frame II,
from the instruction manual. ........................................................................................ 103
Figure 17.: Montage of frames in field (navigational) mode.. ........................... 105
ix
Figure 18.: Montage of a sequence in viewfinder mode. ................................... 109
Figure 19.: Combat mode, with discreet signifiying elements highlighted. This
frame is from an instant during the process of combat in which one feature of viewfinder
mode which is usually stablethe focus ringdisappears briefly: immediately after a
shot has discharged. ..................................................................................................... 112
Figure 20.: The Marriage. Rod Humble (2006) ................................................. 119
Figure 21.: Distellamap: Combat. Ben Fry, 2005 .............................................. 123
Figure 22.: Missle Command, final screen. ....................................................... 126
Figure 23.: Fatal Frame II: Crimson Butterfly (speed-run by Persona) the
clouded regions are an artifact of his/her inconsistent recording technology. Completely
white frames indicate the end of combat. The speed-run footage was sample at the rate of
one frame per second. The entire traversal of the game by Persona took a little over two
hours. .......................................................................................................................... 128
Figure 24.: "The Iron Curtain," in-game item for Team Fortress 2 obtained
("unlocked") by playing Poker Night at the Inventory .................................................. 141
Figure 25.: Screenshot, Google Maps 8-bit for NES screenshot. ....................... 147
Figure 26.: 0.0,0.0 The prime meridian meets the equator in Google "Quest" for
NES ............................................................................................................................. 148
Figure 27.: Player-created dungeon map. From Mizer, 2011............................. 176
x
LIST OF TABLES
Table 1.: Peirce's categories of signs. ................................................................. 38
Table 2.: Spatial experience in digital media .................................................... 156
Table 3.: Final Fantasy releases, 1987 to 2012.................................................. 181
Table 4.: Videogame spaces and Harvey's matrix of spatialities ....................... 197
xi
ACKNOWLEDGEMENTS
I would like to acknowledge Professor Lev Manovich for his support as the chair
of my committee and as my advisor. His guidance, feedback and advice has been of
immeasurable help. I was fortunate to be his student, and am grateful for his patience and
encouragement.
I also acknowledge the support and constructive criticism of the rest of my
committee: Professors Grant Kester, Kuiyi Shen, Stefan Tanaka, and Noah Wardrip-
Fruin. I owe particular gratitude to Jeremy Douglass for his conversation and help over
the past several years: one could not ask for a better colleague. I also thank Kate
McDonald, Steven Mandiberg, Maggie Greene, Ian Mullins, Tara Zepel, Eduardo Navas,
Daniel Rehn, and Laura Hoeger for their friendship and conversation over the years.
From the UC San Diego Department of Visual Arts, I want to thank Sheldon
Brown, Benjamin Bratton, Amy Alexander, ,Jordan Crandall and Adrienne Jenik. I also
want to thank Christine Turner for her many words of advice and encouragement.
In the USC Interactive Media Division, I would like to thank Tracy Fullerton,
Peter Brinson. Jeremy Gibson, Kristy Norindr, Sam Roberts, Kurosh Vajanihad, and Jeff
Watson for their engagement and support. I also want to thank Ian Bogost and Gonzalo
Frasca for their insight, constructive criticism, and friendship
The students I have had the honor of teaching at UC San Diego and the University
of Southern California Interactive Media Division deserve acknowledgement, for
challenging me to remain current and relevant.
xii
Chapter 1 includes material from research performed with the Software Studies
Initiative at Calit2, under the supervision of Lev Manovich and with the help of Jeremy
Douglass. It includes images which have been exhibited elsewhere by the author.
Chapter 2 includes material drawn from long-term research that has appeared in
previous work by the author, including a paper presented with Laura Hoeger at the
Digital Games Research Association conference in 2007. The material has been
extensively re-written; however, her contributions were invaluable. Some of the work
from the same project was also published as “Catch and release: ludological dynamics in
Fatal Frame II: Crimson Butterfly in Loading… The Canadian Journal of Game Studies,
Vol. 4 No. 6, 2010.
Chapter 3 includes material published inThird Person: Vast Narratives, edited by
Noah Wardrip-Fruin and Pat Harrigan, 2008. Cambridge, MA. The material has been
extensively revised and re-written for this dissertation, largely in response to the
recommendations of members of the committee.
xiii
VITA
1998
Bachelor of Arts, University of California, Berkeley
2004-2007
Teaching Assistant, Visual Art Department. University of California, San
Diego
2007-2013
Adjunct Faculty. School of Cinematic Arts, University of Southern
California
2009-2011
Associate instructor, Communication Department. University of
California, San Diego
2010-2011
Visiting Instructor. Southern California Institute of Architecture.
2013
Doctor of Philosophy, University of California, San Diego
PUBLICATIONS
Understanding scanlation: how to read one million manga-translated fan pages.” (with
Lev Manovich and Jeremy Douglass) Image & Narrative, Volume 12, Number 1 (2011)
"Catch and release: ludological dynamics in Fatal Frame II: Crimson Butterfly."
Loading... Joural of Canadian Game Studies. Volume 4, Number 6 (5 April 2010)
"Epic spatialities: the production of space in Final Fantasy games." Book chapter in Third
Person: Vast Narratives, ed. by N. Wardrip-Fruin and P. Harrigan. MIT Press,
Cambridge, Massachusetts 2009.
"Notes on aesthetics on Japanese videogames." Book chapter in Art and Videogames, ed.
by A. Clarke and G. Mitchell. Intellect Books, London 2008. Revised version in press.
"Fictive affinities in Final Fantasy XI: complicit and critical play in fantastic nations." In
Worlds in Play: international perspectives in digital game research, ed. by S. de Castell
and J. Jensen. Peter Lang Verlagsgruppe, New York 2007.
EXHIBITIONS
“Mapping Time” exhibit. Calit2 gallery, UC San Diego. 2010
"Video Game Traversal: Kingdom Hearts II" in "SHAPING TIME" exhibition. Graphic
Design Museum, Breda Netherlands2010
"Game traversals" in Text Fields exhibition, as part of Future of Digital Studies 2010.
University of Florida, Gainesville 2010
xiv
"Shape of Science" in Here, not There, at Museum of Contemporary Art, La Jolla 2010
1997 Bachelor of Arts, University of California, Berkeley
xv
ABSTRACT OF THE DISSERTATION
The Foundations of Videogame Authorship
by
William Humberto Huber
Doctor of Philosophy in Art History, Theory and Criticism
University of California, San Diego 2013
Professor Lev Manovich, Chair
Videogames have an ambiguous status as texts, in their dual nature as objects of
play and computer-mediated systems of representation. This has led to an impasse in
game studies, making it difficult to identify authorial voice, to make useful distinctions in
style of game design, and to account for the varieties of modes of reception.
This dissertation addresses the problem by proposing a model for the
interpretation of videogames based on the semiotic theory of Charles S. Peirce. This
model is the basis of a series of analyses of a range of videogames and other interactive
xvi
work on the dynamics of genre, style and authorship. While most of the research involved
the close play of games, using video transcriptions and tools to analyze game footage, it
also relies on interviews with game creators, industry reports, and discussions with game
players in both North America and Japan.
1
INTRODUCTION
This dissertation is an attempt to answer certain questions about digital games.
How do they “mean” things? What is the locus of their aesthetic effect? How do they
refer, in the sense that an image of a thing refers to that thing, or a film or novel refers to
that which exists in its diegesis? To what extent can we describe them as authored,and
to what extent designed?” What does “style” mean for a playable form? What are the
conditions in their operation which makes them coherent to players as something which
can understand? Can the mechanics of a game produce allegory or metaphor, as per the
allegorithm” or “control allegory” described by Alex Galloway?
1
Digital games have certain features which make them compelling objects of
study. They are highly multimodal, and their production incorporates writing, the design
of 3-dimensional objects and spaces, the production of cinematic sequences, animation,
sound engineering, and simulation. In the case of large-scaled game development, these
activities transpire within production chains chained together by networks, often on a
global scale. Lev Manovich describes games as digitally native; while music and
cinema have been changed through the widespread deployment of software in production
and the transcoding of music and film to digital media, the videogame constitutes
(arguably) a new form with novel conditions of reception. With origins in the Cold War
1
Alexander R Galloway, Gaming: Essays on Algorithmic Culture (University of Minnesota Press,
2006), 91.
2
technologies of simulation and planning, they emerged in the early 1960s from the
computer labs of the Massachusetts Institute of Technology, Over the 1970s and 1980s
they would appear in the demimonde of entertainment arcades and on consumer
electronic platforms made for middle-class homes. Eventually disseminating throughout
digital networks, played on mobile devices, the ascendency of digital gaming and its
ubiquity in the childhood of many of those born since the 1960s have made the ideas of
play and participation in the arts commonplace.
2
Though still seen, perhaps, as a minor form, they include technologies, tropes and
literacies which can be deployed very flexibly. This dissertation is about a wide range of
works in different scales and in different registers of cultural activity. What follows
applies as much to small, incidental pieceslike Rovio’s Angry Birds (2008) or Zynga’s
Farmville (2009) which are played “casually, in interstitial timeas to installation-
based work which anticipate a reflective or considerative mode of engagement, such as
C-Level’s 2002 Waco Resurrection; from locative works meant for public performance
or engagement, such as Blast Theory’s Uncle Roy All Around You, or Aram Bartholls
2
See Claire Bishop, Artificial Hells: Participatory Art and the Politics of Spectatorship (Verso
Books, 2012). Bishop describes the emergence of participation as a utopian lodestone in 20
th
and 21
st
century art, and its recuperation in the modern era. She notes that when she began her research in 2003,
participation was still a relatively marginal aspect of contemporary art practice, but that by the time her
book was ready for press, play and participation had taken a central role in gallery-based art scenes, as well
as in public art spaces and museums.
3
street performances, to small, personal works of personal expression, such as Rod
Humbles The Marriage or the community-created role-playing games created by
dedicating amateurs using tools such as Enterbrains’s RPG-Tsukuru , to commercial titles
created by hundreds of workers, like Final Fantasy XIII, and Civilization V, each of
which may provide hundreds of hours of play for gamers.
Yet despite this range of effects and features, they are all rule-driven systems,
most of which use software to encode those roles. They are designed and engineered by
creators who implement these systems of rules in software, and then ascribe meaning to
the various elements which instantiate those systems. There is transitivity among the
fields of practice described above: members of C-Level have also released works meant
for internet distribution; Rod Humble has worked on my mainstream, commercial titles;
Aram Bartholl’s work plays off of the game industry; the amateurs and hobbyist who
make personal games using RPG Tsukuru often respond to and appropriate commercial
games, using a vocabulary of tropes and representations that they learned as fans and
players.
Contemporary authorship is a flexible and distributable function. Recalling
Foucaults idea of an “author-function,
3
in which the figure of the author is created
within each discourse according to the interests of its participants (and according to the
3
Michel Foucault, “What Is an Author?,” in Textual Strategies: Perspectives in Post-Structuralist
Criticism, ed. Josué V. Harari (Ithaca: Cornell University Press, 1969), 141160.
4
power and ability to determine that function,) the flexibility is more dynamic when the
text’s materiality is mostly software-based. The material contribution to and constraints
on the dynamics of authorship are one of the themes of this dissertation. Organizations,
teams, collectives and corporations can fulfill the functions of authorship, especially
when the text is a very large collection of assets and algorithms, which is available from
anywhere on the globe during the production process. Audiences, technologies,
distribution channels, and legal realities (franchising, intellectual property agreements
and constraints) also shape the way that that authorship is conceptually produced and
deployed. This dissertation lays a foundation for survey of the ways that authorship can
be configured by reflecting on the videogame as a system which produces meaning and
makes reference to things outside itself, and which generates experiences that are
available for interpretation and reflection.
The first chapter of this dissertation is a foundational exercise, describing how
videogames operate as systems of representation. The chapter begins with a review of the
important theories of play and games, especially the writing of Roger Caillois and Brian
Sutton-Smith, and describes the nature of an impasse which exists in contemporary game
studies: the distinction between the video game/computer game as a system of activity
and as a system of representation (usually conceived as narrative, due to the healthy
representation of literary scholars in games studies.) The chapter suggests a route past
this impasse: a model of the game as semiotic in a broad, phenomenological sense. This
model is built on the semiotic theories of Charles Sanders Peirce, whose taxonomy of the
sign accounts for the breadth of signification across the modalities of human perception.
5
The Peircean model of semiosis enables us to consider how effect perceived by the player
during a game can be understood as (at least possibly) authored.
The second half of the first chapter develops this model by applying it questions
of genre and style, understood here as organizing schema for the authored systems which
constitute a game. In the first case, genre is understood in terms of nested literacy
developed in the ongoing relationship between players and producers, through which
themes, topics and images are configured. The history of the use of D-Day across various
interactive genres is used for illustration. Style is understood in terms of the
foregrounding of specific conceptual registers of game experience as the site for aesthetic
experience: as the “place” in the game in which meaning occurs.
The second chapter begins with a description of modes as components of the
game as a material sign-system. Modes are divisions of the software into different
configurations, and different systems of meaning. Players learn to recognize different
modes as distinct regimes for interpreting the sign elements at hand. As semi-modular
software-driven systems, they can be developed by multiple teams working in parallel
with each other. The modes produce a natural point of segmentation for the engineering
of the game as a software-based system. The phenomenal experience of play integrates
all the conceptual registers of the game as systems of meaning and activity in the real-
time decoding of software running in modes. The dissertation focuses on one game, Fatal
Frame II: Crimson Butterfly, to work out this analysis.
The third chapter focuses on two sites of meaning in different game-design
traditions: the creation of spatial experience, and the authoring of relational dynamics. A
6
framework is drawn from the critical geography of David Harvey in the first case, and the
possibility of a relational style of game authorship to the design of multiplayer spaces is
invoked in the second. Videogames are located within a broader array of digital media
and networks in its ability to provoke different types of spatial cognition, and produce a
sense of place. The chapter centers on one game franchise, the Final Fantasy games from
1987 to the present, and concludes with a study of the online, massively-multiplayer
version of the game.
The dissertation concludes by relating the foundational work in games as
meaning-systems to the question of authorship. A sequence of authorial modes, from a
non-authorial culture of digital game design in the 1970s to the contemporary model of
distributed and delegated authorship on a global scale is laid out. The conditions of
authorship are described in terms of the changing material possibilities of game design
and collective software development.
.
7
CHAPTER 1. THE SEMIOTIC ELEMENTS OF VIDEOGAMES
In this chapter, I will argue for a model of digital game-play
4
as a player’s
dynamic interpretation of the signs produced by a game: an inquiry into the conditions of
authorship, particularly in the case of games, needs to rest on a sound model of the
conditions of reception. This model draws from Peircean semiotics, genre theory, and
theories of software culture. Existing models of game-playthose which are based on a
primary distinction between the game as a representational systems and the game as a
system of activityhave limited our understanding of the nature of authorship for these
games and related forms, and do not account for the dynamism and variety of games
which are being produced and consumed. They are also ill-equipped to explain genre
evolution in interactive media. I will use this model to clarify genre in games, and to
analyze one game in depth.
The key contributions of this chapter are, first, a model of gameplay meant to
address problems which occur when the distinction between game-play and content is
presumed. This model takes a semiotic approach to the study of games. It suggests a
4
The model proposed here applies to works which would lie outside of many definitions of
“games,” “digital games,” “video games,” and such. and would also fit simulations, interactive art works,
and interactive fiction. It may even apply to interfaces for social media and web applications, although to
the extent that they are generally designed to be transparent, rather than to be encountered as texts as such,
would dilute the usefulness of this kind of analysis to those kinds of software-based objects.
8
concept of game modes and their relationship to registers of game-interpretation
(developed in chapter two.) It also presents a research methodology which allows
detailed visualization of hundreds of gameplay.
These theories of play are interpreted and discussed as theories of signification,
and describes how contemporary debates in game studies are a result of an incomplete
model of game semiotics. The next section reviews Peircean semiotic theory and
introduces the concepts of game modes, which are software-based configurations of
signifying elements, and game registers, which are conceptual models of the game
system interpreted by the player working their way through the game. The interplay
between mode and register, and the dynamics of signifiers within games, is worked out in
a discussion of game genre.
My larger project is to investigate the relationship between authorship and
playable artifacts. Authorship, in a conventional sense, is a circular concept: it defines
some objects (written texts, films, computer games) as products of the creative activity
which bring them into being (writing, filming, programming, etc.), and then determines
the authorial nature of that activity in terms of our assumptions about the producer’s
relationship (such as intentionality, dialogue, development of style, intra-discursivity) to
these products. To break apart this circularity, I start with a formal model of playable
artifacts (games, simulations and related work) as authored systems by describing their
operations as sign-systems. A semiotic model for videogames and playable media allows
9
us to account for the range of configurations of the “author function
5
”—those aspects of
the work singled out, for various reasons, as being the basis for an attribution of
authorshipthat are found in videogame production.
Videogames and other playable software-based media have come into being only
in the latter half of the previous century. It is thus easier to answer certain ontological
questions, because we have access to most of the forms which that thing has taken, and it
is easier to recover older senses of what that thing was than it might if it dated before
living memory: we are spared from strenuous hermeneutics, because we have the arrival
of these objects in living memory. Yet it is surprising how quickly habits of thinking set
in: how we naturalize one mode of reception over another, how we describe our
5
Foucault, “What Is an Author?,” 108. Foucault’s investigation into the (conceptual) history of the
idea of the author is useful but limited, in that it is still based on a privileging an idea of authorship as
related to the written word, even as the question of the auteur was being revisited in cinema: Francois
Truffaut’s essay on the auteur appeared in the pages of Cahier du Cinema only a few years before
Foucault’s. Foucault himself observes, “Up to this point, I have unjustifiably limited my subject. Certainly
the author function in painting, music and other arts should have been discussed, but even supposing that
we remain within the world of discourse, as I want to do, I seem to have given the term “author” much too
narrow a meaning. I have discussed the author only in the limited sense of a person to whom the production
of a text, a book, or a work can be legitimately attributed.” The useful components of Foucault’s model is
the observation of the flexibility of the idea of authorship to different aspects of the text and for different
deployments of it; while he mentions collective authorshipe.g., “the Church fathers”—he does not
address asymmetrical authorship, authorship within a production system, or the possibility of isolating
different aspects of the text and determining them as authorial.
10
experiences of these things in encapsulating terms. If someone were to say, “last night, I
played a game on my computer for three hours,” what do we imagine they’ve done?
What kind of time was spent in that activity? What sort of personwhat sort of subject
were they at the time they were playing? We can produce accounts of what it means to
read a book, especially a novel, an understanding based not simply on a social account of
reading, but of some engagement with a kind of text. We can do the same for someone
who goes to see a film, or even views a painting. These things aren’t stable or universal: a
contemporary schoolchild viewing a painting by Titian in a public museum is in a
different process of interpretation than that within the encounter by a 16
th
century
Austrian noblewoman with a portrait of Emperor Charles V hung in his own home for the
benefit of visitors in Augsburg. There may even be differences in the viewers
management of their own visual apparatus in each case: nonetheless, there is much that
connects the two experiences. Both are likely to understand the portrait as indexical, even
if they perceive different codes in each case.
It is less simple for our game player. We understood that they were doing
something we obliged them to be active somehow, but we also understand that they may
have experienced a narrative. If we ask them “what happened,” we could be told many
things: I won,” “the villain was hiding in the castle,” “I got a high score,” “I unlocked a
level,” “nothing,” “I made some new friends and joined a clan,” “Dave cheated again,” I
cried when my (the main characters) child died,” “I played as Yoshi,” the police framed
my friends for the murder, but I’m trying to find evidence that clears them,” “it turned out
I was responsible for the massacre,” “I helped some friends farm gold.” We could, in the
11
course of conversation, quickly establish the contexts of such explanations and induce
just what aspect of the activity was being presented in the recount, but it is striking how
many possible summaries of the outcome of the session of play could emergeand all
the examples described can be described as originating in an encounter with the game as
a text. The transition from “what did you do?” to what happened?” when asked of
someone who played a video game is the crossing of a chasm.
Game playand the creation of gamesis as old as anything human, and older.
Should we restrict ourselves to those games known from contemporary texts, and the play
of which is well understood, then the forerunners of the modern game of chess date back
at least to the Sassanid Empire (in modern-day Iran) in the beginning of the 7th century
CE, and possibly to the Gupta Empire (in modern-day northern India) at the end of the
6
th
. The earliest reference to the game we call Go is from the 4th century B.C.E., and
refers to an event in the year 548 B.C.E. A handful of physical artifacts or images of them
have been identified as ur-games older than these references: the Egyptian game of Senet
(c. 3100 BCE) and Mehen (c. 3000 BCE), the Mesopotamian Game of Ur (c. 2600 BCE),
Weiqi, Luobo and Chupu in China are interpreted as games with playable rules of one
sort or another. Even these conventional historical references are for systems of activities
that could be named, described and recorded: playful activity precedes human historical
memory: many animals recognizably play and cavort particularly in their juvenile stages,
and human play begins in infants before the production of speech.
12
Despite this hoary legacy, a premise of this chapter is that an important
discontinuity
6
occurs when a spectatorial media form becomes playable, when rules are
encoded into software to be executed in a computing platform
7
, and games become
discrete commodities or saleable services and experiences. The above description of the
antiquity of games is not meant to place the project of understanding the conditions under
which digital games are currently authored and interpreted within a universalized history
6
Although this dissertation privileges software-based game creation on the basis of the material
and ontological discontinuities that I describe, there are non-digital and hybrid-digital practices which are
historically and practically related. I will be discussing the complicated relationship between fiction and
mechanics in table-top role-playing games, and the relational-design elements of pervasive and alternative
reality games, in later chapters. In many cases, they prove the rule: the nature of inscription and the
productive systems of these forms are starkly different from the software-based variants. At the same time,
they also are influenced by the history of digital game design, and have similar issues regarding intellectual
property, incorporation of diegesis into game mechanics, participation in trans-media narrative franchises,
distributions of authorial labor, etc.
7
The question of “what is a computer” and “what is a platform” is a technical one. The latter
question is addressed in the formation of platform studies, esp. in Nick Montfort and Ian Bogost, Racing
the Beam: The Atari Video Computer System (Cambridge MA: The MIT Press, 2009). See also Nick
Montfort, “Combat in Context,” Game Studies 6, no. 1 (2006),
http://gamestudies.org/0601/articles/montfort/. A computer need not be physical: it can be emulated in
software. It also need not be electronic nor digital: the earliest games created for the computer were written
for analog computers, and Charles Babbage conceived of games of skill playable on his Analytical Engine:
see H. P Babbage, “Babbage’s Analytical Engine,” Monthly Notices of the Royal Astronomical Society 70
(1910): 517526.
13
of game design. There is, nonetheless, a precedent for describing the design of any
gamea board game, a team sportas one involving authorship, particularly for games
with distinctive rhetorical heft. That a game have a designer or origins in a specific place
is an idea we can find in Herodotus, who attributed to Atys, king of the Lydians, a game
designed to help the populace cope with a famine, and to select a fraction of the kingdom
to emigrate and colonize the region of Tyresenia (later Etruria, center of the Etruscan
culture
,
8
.) In 16th century Spain, Alonso de Barros’ Filosofia cortesana, a moral treatise
for courtiers, included the design of a board game which illustrates the finer points of
navigating the complex patronage system of Phillip II as the navigation through the sea of
suffering to the riches of the new world
9
. The popular board game Monopoly was an
iteration of a game designed by Elizabeth Maggie as an illustration of the land tax theory
of Henry George
10
, and 20
th
and 21
st
century artists have created “playable rule-sets” and
board games
11
. There are many examples of the design of games and sports being
attributed to authors, artists and designers: the possibility of designing them in software
8
Herodotus and George Rawlinson, The Histories (Digireads.com Publishing, 2009), 31;
described in Jane McGonigal, Reality Is Broken: Why Games Make Us Better and How They Can Change
the World (Penguin, 2011), 59.
9
Harry Sieber, “The Magnificent Fountain: Literary Patronage in the Court of Philip III,
Cervantes: Bulletin of the Cervantes Society of America 18, no. 2 (1998): 93.
10
Elizabeth Magie, “Game-Board (The Landlord Game) (Brentwood, MD, January 5, 1904).
11
See especially Mary Flanagan, Critical Play: Radical Game Design (Cambridge, MA: MIT
Press, 2009), 63116. I discuss some artist-designed games in chapter 3.
14
did not, in itself, create the possibility of an attributive relationship between a producer
and a game.
Yet the encoding of games into software is more than a simple translation, or even
a remediation, in the sense described by Grusin and Bolter
12
, by which current mediating
practice takes up and redeploys the work of the past, of a pre-digital form. Play forms did
not generally circulate as discrete mediated objects before they were captured into
software. Non-digital games are rule-driven practices managed socially and
institutionally: even the written rules of a game are more like a musical notation meant to
give guidance to a negotiation than they the rules themselves. In many games, the rules
are transmitted orally and by imitation and participation. The management of the rules,
their modification, suspension or augmentation becomes part of practice of a community
that plays.
13
A digital game moves those processes into software: the creation of
behaviors and design of representations to index those behaviors occurs when the
representation” of a rule becomes the mechanism by which a rule is made actual as the
outcome of the working software (or when the operation produces its own representation
12
J David Bolter and Richard A Grusin, Remediation: Understanding New Media (Cambridge,
MA: MIT Press, 1999).
13
See, for example, Linda Hughes, “Beyond the Rules of the Game: Why Are Rooie Rules Nice?,”
in The World of Play: Proceedings of the 7th Annual Meeting of the Association of the Anthropological
Study of Play, ed. Frank E. Manning (West Point, NY: Leisure Press, 1983), 188199. Hughes describes
how children play and adapt different rules of the playground game “Foursquare” depending on shifting
social and environmental conditions.
15
from within itself, as an effect of its computation.) There are borderline cases: e.g. table-
top war-gaming and simulation. What can be said of these cases is that other processes
are brought together in these liminal cases to roughly approximate what a digital game
implementation does easily: assembling material systems of representation (charts,
markers, figurines, landscape elements) to produce a visual system of playable fiction
that can maintain the state of the play and provide a basis for a system of calculation for
modifying it.
The determination of the category of “the game” has been a challenge for
ontology. Wittgenstein’s reflections on the nature of categorization, as not being a matter
of necessary and sufficient conditions (the Aristotelian definition of definition and model
of categorical membership) arose from the observation that there is no single feature
which all members which were element of the intuitively-understood set of “games” in
the English language shared; rather, categorical membership was a function of “family
resemblances,” a collection of features no one of which was either necessary or
sufficient, but which in aggregate would cause someone to recognize an activity or
artifact as a game.
14
Within game studies, a surprising amount of attention has continued
to be paid toward ontological questions (e.g, questions of “what is a game”, “what is a
14
Ludwig Wittgenstein et al., Philosophical Investigations (London: Wiley-Blackwell, 2009).
16
rule”, “what is a game fiction”)
15
,
16
often to establish a pedigree for the study of
videogames that would ground them in a much older “history of games.”
My motivation for revisiting these ontological questions is to reveal the
conditions of authorship for games and playable media
17
, and to do so in a manner that
does not privilege those genres and styles which clearly resemble forms for which those
conditions are already well-understood (i.e., those games which are at least superficially
similar to film, literature, etc.) Many conventional observations about videogames favor
one genre over another: presuming the existence, for example of an avatar or a narrative,
and implicitly exclude many games which are important to popular and critical discourses
of gaming. For a number of reasons, we cannot allow ourselves the luxury of a theory of
game authorship which arbitrarily deigns some works as ephemeral, especially when the
field of game production itself does not figure them as ephemeral.
15
Jesper Juul, Half-Real: Video Games Between Real Rules and Fictional Worlds (Cambridge,
MA: MIT Press, 2005).
16
Ian Bogost, Unit Operations: An Approach to Videogame Criticism (Cambridge, MA: MIT
Press, 2006).
17
This phrase drawn from the name of UC Santa Cruz’s department dedicated to research and
education in game design and game studies.
17
Play as signification and interpretation.
Play, including the play of animals, has already been described as an act of
meaning-making. The mid-century cultural historian Johan Huizinga
18
describes play as a
significant function, occurring within a “magic circle
19
,” a demarcated space-time
separate from and partially autonomous of daily life. Within this magic circle, things are
assigned new interpretations: a mound of dirt becomes a pitcher’s mound in baseball, a
stick becomes a wicket in cricket, fifteen minutes constitutes a quarter of play in hockey,
touching an individual transfers the designation of being “itin a game of tag. For
Huizinga, this creation of provisional meaning is the foundation of culture; the
interpretation of phenomena, the creation of new units of meaning and structures of
signification, is prefigured by the play-function.
Huizinga describes the unstable relationship between play and seriousness: the
former referring simultaneously to the realization of the “pretend” nature of the act of
play and to the levity that accompanies that realization, the latter to the suspense of that
realization and the gravity of commitment to the “as-if” of play. This unstable
relationship associates “play” with ritual and theater, as forms of play with varying levels
and moments of self-awareness of the fictive nature of pretending. In distancing himself
18
Homo Ludens: A Study of the Play-Element in Culture [1933] (Kansas City, MO: Beacon Press,
1955).
19
The term “magic circle” has become a term of art in game design to describe both an imagined
autonomy for play-activity and the system of rules and operations which constitute the basis of play. These
two senses are sometimes conflated.
18
from models of play which are explained in terms of human development, whether
phenotypical or cultural, he argues for an autonomous compulsion for play that makes it
always prior to any utility or purpose. The magic circle’s separation from the spatial
practices and marked times of everyday life can be taken to be over-stated: in game
studies, the figure of the “magic circle” is often targeted for criticism, construed as
excluding the contingencies which produce play and playful subjects. Despite this, he
never describes the relationship between play and its contexts as arbitrary.
Huizinga emphasized the spatial aspect of play, but the “magic circle” is a
conceptual space of signification (reminiscent of David Harvey’s idea of spaces of
representation, discussed later) in which the “separateness” that Huizinga claims is
essential to play is produced. The creation of a rule of play is a kind of speech-act: the
claim that a mound of dirt is “second base” as part of determining a region of space as a
baseball field is not expository or propositional, but as a perlocutionary and declarative
act: the production of the grounds for playing baseball. The provisional sign-creation
calls for an interpretation-creation, which is fulfilled by the activity of playing the game,
not in the establishment of an imaginary about second base.”
While embracing Huizinga’s focus on play insisted on placing the play-
experience (as an aspect of the aesthetic) in the center of its own research project, Roger
Caillois
20
sought to create a taxonomy of games: he includes a range of practices which
20
Man, Play, and Games (New York: Free Press of Glencoe, 1961).
19
are “played” at, including lotteries, theater, ritual, skiing, (as a pleasurable activity) and
twirling. Caillois’ four-by-two matrix of game categories is an early case of an object-
centric perspective, treating particular games as cultural texts, rather describing play as
such in undifferentiated terms. Caillois proposed four categories of games: those of agon,
or competition and mastery; of alea, chance; of mimicry, or imitation, and of ilinx, or
vertigo.
21
Additionally, he places play along a graded axis between paidea and ludus: the
former is unstructured, spontaneous play in the manner associated with small children,
the latter being structured by explicit rules, restraint, institutions, and the regulation of
play. Spontaneous wrestling/tumbling matches between children is paidean agon, a
relatively unstructured, free-form play in which children establish who is stronger; a
state-run lottery is ludic alea, a highly regulated game-of-chance to select those who are
fortunate by no real effort on their own part.
Caillois’ categories continue to inform game studies work and theories of game
design. However, he is sometimes misunderstood as writing simply about games in
themselves, as if simply describing the rules of a game would be be enough to determine
its category. Instead, he is describing game-play as cultural performance, not games-as-
rules in the abstract. They could be better described as categories for cultural logics of
play. Caillois’ taxonomy fulfills a promise to Huizinga in this sense: each of these
21
Caillois does not exploit the distinctiveness of the English world “game,” and the object of the
predicate best translating “play” is jouer à un jeu - to play a played-thing: it can also be interpreted as
meaning “to act (in a theatrical sense.)
20
categories is prior in play, at least conceptually, to the forms that the logics of these
categories assume in social and personal spheres, but the relationship between the game
as a formal system of rules and the game as the frame of play, as an interpreted and
interpreting cultural practice, is not well easily distinguished and requires us to observe
how the game is being used by its players.
As an example, the game of poker’s characterization as a game in Caillois’ system
is ambiguous. A description of the rules seems to make it difficult to interpret as a game
of mimicrythat is, as a game in which problems of identity and performance are being
worked. Nor is one likely to interpret the game of poker as one of ilinx, involving the
disorientation of the senses, playing with the ambiguity of senses and troubling the
phenomenological border between self and world. However, the two remaining
categories - agon and alea are more viable candidates. While the mechanics of a game
can include elements from other categories, there is something exclusive about the logic
of play itself: the play of a game can by read as being underpinned by the need to resolve
one or another question. Agon occupies itself with mastery, with distinguishing the
virtuous player against rivals. The outcome of a game of agon reflects on the skill,
strength and cunning of the agonist. Alea, on the other hand, refers to chance; in Caillois’
interpretation, the chance elements of such games stand as synecdoche for the vagaries of
fate and the whims of deities; for the universe of realities, which are outside of human
effect or agency. If in playing a game of agon, a player is asking, “which one is the best?
Where is mastery? What is the value of my best efforts?” then a game of alea asks,
“What is my fate, my destiny? Do I enjoy divine favor?To identify what cultural logic
21
is at work, one must see how the rules of the game are being interpreted by its players in
the context of play.
Many games, like poker, include elements both of chance and skill: the chance in
the fickleness of the cards as dealt; the skill in the exchange of bets to communicate and
to bluff, in the scrutiny of the player to discern the real situation of their opponents by
reading the signs of their countenances and bets. Its practitioners interpret poker as a
game of skill, over the course of a career, even if a single hand or series of hands may be
determined by chance. This is suggested by its professionalization, by the public
spectacles of televised poker matches, by a thriving niche of poker literature, by the
representations of poker players in film, television, and literature.
The professionalization of the sport notwithstanding, the legal status of poker in
the United States is often based on an interpretation of it as a game of chance. The
regulation of gaming (i.e., gambling) is generally left as a matter to state governments,
and without exception, the codes which regulate them distinguish between games of
chance and games of skill - essentially, between alea and agon - and restricts waging on
the former more aggressively than waging on the latter. The interpretation of the phrase
game of chance” varies among jurisdictions: in some states, any element of chance is
enough to provide a basis for such a finding; in others, it is when chance is material to the
22
outcome of the game (which would, by most accounts, include poker.) In others, it is a
question of predominance
22
of the chance element.
A casual game of poker among amateurs - or against a computer system that bets
consistently based on ruled parameters - is a game of alea, as one simply hopes that the
cards which are distributed are favorable. Over time, the player’s relationship to the game
evolves: the cultivation of the player is a kind of apprenticeship in the relevant signs of
play, as the possible interpretations of signs within play expand to include signaling
behaviors, bluffs, etc. The player who learns these signs and how to produce (and avoid
producing) them no longer plays a game of chance, even if one hand or another’s
denouement is subject to the chance element. Such a player is an agonist, involved in a
competition to master the vocabulary of signs produced by the shuffle and deal of cars,
the bets, gestures and intonations of players, and their own affect and countenance. The
question, which is resolved by each hand of poker, for such a player, is about their own
abilities, not on their appointed destinies.
What this suggests is that the categorization of games proposed by Caillois
agon, alea, mimicry and ilinxare cultural logics of play, rather than simple categories
22
Information on legal status of poker from attorney Melinda Sarafan. The difference in legal
status between games of chance and of skill seems to be widespread; a Dutch court recently found online
poker to be a game of skill. It is interesting that Dutch law, as in many American states, reserves the right
to wager in games of chance to state-sponsored gambling, while wagering in games of skill is allowed to
the private sphere. See The Poker Law Bulletin for more.
23
for types of games. These logics are stances toward the interpretation of those signs
which are the basis of the play experience. The novice poker player plays a game of alea
because the signs to which he/she attends are those generated by stochastic processes;
they may bet literally, based on an appraisal of the value of the hand, hoping that others
have been less fortunate than he/she. The experienced player both attends to other signs
(the bets of other players and other cues about their intentions and beliefs) and interprets
the same signs
23
as the novice with a more deeply entrained system of interpretation (e.g.,
statistics based on known cards, etc.) Nonetheless, both players are playing the same
game; both adhere to the same rules of poker. Thus, the rules of poker themselves do not
determine the character of the play of poker in and of themselves.
That play is signification, and signification at the heart of play, was explored by
Gregory Bateson
24
, summarized in his oft-quoted observation, when considering the play
of young monkeys at a zoo, that [t] he playful nip denotes the bite, but it does not denote
what would be denoted by the bite.
25
For Bateson, play is predicated on meta-
communication: the session of play begins with the creation of an understanding among
23
In the Piercean sense of the material sign: some ambiguities regarding the application of
Piercean semiotics to games will be addressed later in this article.
24
Gregory Bateson, “A Theory of Play and Fantasy; a Report on Theoretical Aspects of the
Project of Study of the Role of the Paradoxes of Abstraction in Communication,” in Steps to an Ecology of
Mind, by Gregory Bateson (Chicago: University of Chicago Press, 1972), 177193.
25
Ibid., 180.
24
its participants that the elements of play (the nip of monkeys) is not to be interpreted in
the same sense as usual: that they would become part of another articulation, referring to
the conventional interpretation of the bite, which denotes hostility, without denoting the
hostility itself. In playing, a fantasy worlda subjunctive world, in a way, suggesting the
“mental spaces” described by Gilles Fauconnier
26
is co-produced by those who accept
the authority of the rules, for as long as they do. The collapse of the fantasythe
evacuation of this provisional surplus significationoccurs when a player becomes a
spoil-sport, who, Huizinga says,
. . . shatters the play-world itself. By withdrawing from the game he
reveals the relativity and fragility of the play-world in which he had
temporarily shut himself with others. He robs the play of its illusiona
pregnant word which means literally “in-play: (from inulsio, illudere or
inludere).
27
Both Huizinga and Bateson emphasize the priority of playful signification over its
mature forms: each sees juvenile play as the pre-condition for reference, for the
production of metaphor, for fiction, for ritual, and for abstraction.
26
Gilles Fauconnier, Mental Spaces: Aspects of Meaning Construction in Natural Language
(Cambridge, UK: Cambridge University Press, 1994).
27
Huizinga, Homo Ludens: A Study of the Play-Element in Culture [1933], 11.
25
Ludology and narratology
The study of games generally took place under the guise of cultural anthropology
and cultural history (e.g. Huizinga, Sutton-Smith
28
) sociology (Caillois) or psychology
(Bateson). Despite some early attempts to consider games themselves as material sign-
systems available for interpretation
29
(which, tellingly, began only after the digitization of
games) the play-activity has been the object of study for the social sciences, rather than
the humanities, Roland Barthes memorable interpretation of the cultural semiology of
professional wrestling notwithstanding.
30
The production and circulation of digital games afforded a new perception of
games as meaning-bearing, authored and received artifacts, and disciplines and methods
from other fields have taken them in as objects for study, interpretation and criticism. A
computer game is not simply the material complement to a game system, like a
chessboard or a football field or a deck of cars. It is even more than a documentation of
the rules of a game: it does not simply record the rules of a game in the way that a rule-
28
Sutton-Smith’s approach has been multidisciplinary: he has held important positions in the
American Psychological Association and has chaired the Anthropological Association for the study of play.
His initial work (B. Sutton-Smith and B. G. Rosenberg, “Sixty Years of Historical Change in the Game
Preferences of American Children,” The Journal of American Folklore 74, no. 291 (1961): 1746.) was in
the field of cultural history.
29
Mary Ann Buckles, “Interactive Fiction: The Computer Storygame Adventure...” (Ph. D.
dissertation, University of California, San Diego, 1985).
30
Mythologies (New York: Hill and Wang, 1972), 1527.
26
book might, but enacts at least some, and often most or close to all, in software.
31
When
games are software, it is simple to see the game as a Ding-an-sich, at least conceptually
autonomous from any instance of play, even if they are seldom encountered except
through play. Digital games include systems of signs and representations set into
material, circulated, and archived. If software has dematerialized practices of image
making, sound making, and the written word, it has in contrast materialized the
production and execution of game rules.
32
The discipline of game studies developed over the 1990s and early 2000s. Starting
with monographs by Brenda Laurel
33
, Janet Murray
34
and Espen Aarseth
35
, journals like
Game Studies the International Journal of Computer Game Research (2001present),
the Games and Culture Journal (2005present) Loading… The Journal of the Canadian
31
The question of which rules are not enforced by software has been addressed elsewhere,
especially in Stephen Sniderman, “Unwritten Rules, in The Game Design Reader : a Rules of Play
Anthology, ed. Katie Salen and Eric Zimmerman (Cambridge, MA: MIT Press, 2005), 476502.
32
One can observe the long precedent of a material cultural of games the design of boards and
tokens and cards and dice, the architecture of sports arenas and play areas, and the publication of rule
books, while recognizing the substantial discontinuity introduced by digital games.
33
Brenda Laurel, Computers as Theatre (Addison-Wesley Professional, 1993).
34
Janet Horowitz Murray, Hamlet on the Holodeck: The Future of Narrative in Cyberspace
(Simon and Schuster, 1997).
35
Espen Aarseth, Cybertext: Perspectives on Ergodic Literature (Baltimore: Johns Hopkins
University Press, 1997).
27
Game Studies Association (2007present), and Eludamos Journal for Computer
Game Culture (2007present) published articles about games, media and culture by
scholars from a range of home disciplines. The Digital Games Research Association
formed in 2003 has become the major international body for games design research and
games studies, producing a biannual international conference since then. Other
conferences important in game studies include Digital Arts and Culture, Meaningful Play,
the International Conference on Entertainment Computing, the Foundations of Digital
Gaming, the Philosophy of Computer Games Conference and the State of Play
conference series (which deals with the relationship between games and law.) Game
programs at the undergraduate and graduate level have been created at hundreds of
universities and colleges: some of the most notable include Masters and PhD programs at
the IT University of Copenhagen, The Georgia Institute of Technology, and the
University of California, Santa Cruz.
Within this emergent discipline, a series of formal and informal discussions grew
into a divide between ludologists, researchers who focused on the study of games as such
and called for the creation of a family of conceptual frameworks and interpretative
methodologies unique to the study of games, and supposed narratologists. The latter term
was applied by those who self-identified as ludologists to characterize those theorists
whose disciplinary approaches drew from literary studies or film theory, and more
specifically for those whose interpretation of videogames foregrounded narrative, fiction
and representation over the behaviors of games as formal systems. While the gap between
the positions of its participants was perhaps exaggerated for rhetorical effect, the debate
28
provided much of the energy for the early years of the field.
36
The soi-disant ludologists
included Gonzalo Frasca, Jesper Juul (both of whom distanced themselves from the more
dramatic formulations of the distinction,) Marrku Eskelinen and Espen Aarseth. Aarseth
may have set the tone of the debate when describing the work of Murray and Laurel:
‘Games are always stories,’ Janet Murray claims. If this really were true,
perhaps professional baseball and football teams would do well to hire
narratologists as coaches. And does she also mean that stories are always
games, or are games simply a subcategory of stories? There were games
long before stories (among animals, long before human verbal culture), so
to privilege stories over games as a ‘core human activity, as Murray does,
may not be a good strategy if we want to understand games and make
them better.
37
This often-cited debate illustrates the ill-fitting attempts to understand digital
games in the context of the humanities. Early writing on interactive entertainment and its
possibilities, noting the performativity of the medium, often understood these forms
within the context of theater or film, yet the residence of meaning within digital games
never seemed straightforward. The vicissitudes of the debate are less relevant than their
apparent denouement; game studies seem, superficially, to have dispensed with the need
to reduce the object of its analysis to one of its features. Nonetheless, the apparent
36
Narratology is a category of interest to the computer game formalists. It represents the
authority against which they have rebelled.” - Gonzalo Frasca, “Ludologists Love Stories, Too: Notes from
a Debate That Never Took Place,” in Level Up Conference Proceedings (presented at the DiGRA 2003,
Utrecht: University of Utrecht, 2003), 9299, http://www.digra.org/dl/db/05163.01125.
37
Espen Aarseth, “Espen Aarseth Responds,” Electronic Book Review, May 1, 2004,
http://www.electronicbookreview.com/thread/firstperson/cornucopia.
29
decompression of the debate has not the problem of the relationship between the game as
a system of representation and as a rule-system: often, discussion on games in the wake
of the debate begins with recognition of the value and importance of the absent element.
In practice, however, criticisms isolate and privilege one element and pay only passing
respect to the other. Of the over 130 papers presented at the 2009 conference of the
Digital Game Research Association, about 30 could be said to be primarily based on the
reading or analysis of the game as a cultural artifact (rather than being ethnographic
studies, psychological and cognitive theories of play, design and engineering research,
etc.) Of these, about half privileged representational elements and relegated mechanical
and game-dynamical elements to the background, while the other half did the opposite.
Only Ian Bogost's keynote address at the 2009 Digital Games Research Association
conference, "Videogames are a mess," suggested an ontology which is resonant with the
temporal experience of play, proposing that games were irreducible to any one of their
features or frames of interpretation, and that a state of permanent bricolage was the best
critical stance for a game scholar.
Murray distinguished between a discipline of ludology as a term to describe the
study of games themselves, and a position she described as game essentialism, by which
all signifying elements of the game should only be read as tokens in formal game
systems
38
. Many ludologists did, in fact, seem to thus emphasize the continuities between
38
J. H Murray, “The Last Word on Ludology v Narratology in Game Studies,” in DiGRA 2005
Conference: Changing Views of Worlds in Play, 2005.
30
pre-digital and digital game design and play: little has been made (other than a passing
observation by Juul
39
) of the fact that, despite the antiquity of games, they have only
recently been made the object of the kind of critical inquiry we associate with other
cultural forms. Juul and others observe that computers are “very good” at managing rules,
and thus it is natural that game design and play migrate to computers. The idea that
computers are also channels of communication, engines of mediation and representation,
was overlooked.
Aarseth
40
distinguished between the (mostly) non-electronic and (mostly)
electronic literatures by seen the latter as ergodic: as a system which lay behind the
visible text. In Aarseth’s model, an ergodic text is one in which a distinction can be made
between scriptions, or strings of words and characters as they appear to the reader, an
textons, strings as they exist, latent, within the text. Not all ergodic texts are electronic:
Aarseth identifies the I Ching and the “calligrammes” of Guillaume Apollinaire as
ergodic texts.
41
As I am taking a broader sense of the sign than Aarseth does, including
visual, architectural, and even relational objects as signs which are “written” into the
games, I also identify certain other game-design practices as resembling the dual-nature
of the digital game more than the socially-maintained nature of most non-digital games.
If the scripton” is too Saussurean, too literary, to explain the kinds of signs encountered
39
Juul, Half-Real, 21.
40
Aarseth, Cybertext: Perspectives on Ergodic Literature.
41
Ibid., 910.
31
within a videogame, it is still useful to consider the distinction between the signs read by
the player and those within the systemeither lying in wait for a possible but not
inevitable exposure to the player, or those which are designed internally, to be read by the
system itself, whatever its origin. The system does more than simply hold in reserve
signs, awaiting the reader’s prompt: it is reading the reader, producing its own model of
the reader/player’s intentions, disposition, and symbolic production.
42
Revisiting semiotics in interactive media
If we return to the moment in which someone tells us that, the day before, they
had played a videogame, there are some things we can say with reasonable confidence.
We know that they executed at least one instance of software on a computer, loaded from
some kind of storage (either on the computer or game console they have at hand, or one
on a remote server); that the software’s operation produced representations which the
player interpreted, and that the player responded to these interpretations to provide input
back to the game system’s processor; the processor interpreted these inputs as the
participation of the player into the game. Perhaps other players were doing the same, and
responding to signs generated by the computer’s response to the player’s input (and
identifying those signs as the player, making the mediation of the computer transparent.)
42
Douglas Engelbart’s work developing the core concepts for human-computer interaction in the
1960’s was based on this perspective. See Susan B. Barnes, “Douglas Carl Engelbart: Developing the
Underlying Concepts for Contemporary Computing,” IEEE Annals of the History of Computing 19, no. 3
(1997): 1920.
32
Perhaps other players were in the same location as the player, and the signs which they
interpreted included those produced by each other: shouts, gestures, stares etc.
Much else may have also happened, in the subjective experience of the player,
among people with whom they were playing, in the computer systems, on the network to
which the computer was connected, and among players also connected to that network.
But I will argue that the basis of the players engagement with the digital game is the
interpretation of a stream of signs, almost always in the visual and usually in the audio
field, and sometimes in the haptic and proprioceptic ones. And at least some of those
signs, and often most, were encoded into the system in the game development process as
digital code. Visual signs include everything from icons, strings of text and numbers
(labels, scores, names, messages from other players, subtitles, intertitles), particle effects
indicating a dynamic process (an explosion, motion, impact), a 3-dimensional figure of a
human-like or animal-like character, a stylized red cross (indicating “health” in many
games, part of a complex convention alluding to an internal state in the system,) and
much more; the audio signs can be sound effects, music, speech (perhaps generated by
other players.) In digital game and in game-like interactive media, the dynamics between
these signs as the objects of interpretation by the player and as authored elements placed
within the software in the development process distinguish them from the kind of signs
interpreted by cinema audiences or readers of (non-ergodic) novels.
To develop a useful theory of the sign for interactive media, it is helpful to return
to the origin of semiotics and to clear away possible presumptions about its limits and
application. The two authors credited with the development of semiotics, Ferdinand de
33
Saussure (18571913) and Charles S. Peirce (18391914), each approach the problem
of the sign from the perspective of the problematics of their own disciplines.
Saussuaures model reflects a linguistic set of concerns focused on signification as a
conveyer of meanings, understood conceptually. It is a dyadic model: a sign consists of a
a signifier and a signified: the first is the object of apprehension by the perceiving subject
(e.g., the sound of a spoken word, the written characters on a page), the latter the concept
which arises in the mind of the subject in its encounter with the sign. The relationship
between them is described by Saussure as arbitrary: only convention determines the
signified within a community of signifying practice (language speakers, readers, etc.)
In contrast, Peirce’s interest in the sign was driven by his career as a scientist and
logician and could thus be said to be closer to ancient medieval medical semiotics,
driven by concerns of diagnosis and the interpretation of the anomalies in the body
43
providing the basis for an understanding of the sign and its reception that embraces
phenomenological accounts of human sensation, apprehension etc.
A Sign is anything which is related to a Second thing, its Object, in respect
to a Quality, in such a way as to bring a Third thing, its Interpretant, into
relation to the same Object.
44
43
Phoebe Sengers and Bill Gaver, “Staying Open to Interpretation: Engaging Multiple Meanings
in Design and Evaluation” (presented at the 6th Conference on Designing Interactive Systems, New York:
ACM, 2006), 13, doi:10.1145/1142405.1142422.
44
Charles Peirce, Collected Papers of Charles Sanders Peirce: Principles of Philosophy, ed.
Charles Hartshorne and Paul Weiss, vol. 1 (Cambridge, MA: Harvard University Press, 1931), 92.
34
My goal in this section is simply to produce a model for the generation and
reception of a cluster of signs which will allow us to understand gameplay as a decoding
process and game production as the creation of an assemblage of signs, rather than try to
outfit his labyrinthine system in its entirety. Peirce elaborated a complicated theory based
on a system of nested trichotomies, a theory which never fully stabilized over the years
he wrote:
45
the question of the sign would emerge and recede repeatedly throughout his
career. There are reasons to prefer his terms over those derived from the Saussurean
dyad, particularly when describe signifying systems which are not being interpreted in
any way that could be said to resemble natural language. His model divides a sign into a
primary trichotomy: the representamen (he also calls this the material sign, or,
confusingly as above, simply the sign), the object and the interpretant. The interpretant is
a conceptual entity, which includes all the conditions by which the object is determined
by the representamen.
The three elements of the sign relation were further broken down by Peirce into
triads. The triadic structure is a constant feature of Peirces philosophy and theories of
logic: often, they derive from his theory of phenomenological categories:
45
For histories of Peirce’s engagement with semiotic theory, see .L. Short, Peirce’s Theory of
Signs (Cambridge, UK: Cambridge University Press, 2007); James Jakób Liszka, A General Introduction to
the Semeiotic of Charles Sanders Peirce, Advances in Semiotics (Bloomington: Indiana University Press,
1996).
35
I was long ago (1867) led, after only three or four years' study, to throw all
ideas into the three classes of Firstness, of Secondness, and of Thirdness.
This sort of notion is as distasteful to me as to anybody; and for years, I
endeavored to pooh-pooh and refute it; but it long ago conquered me
completely. Disagreeable as it is to attribute such meaning to numbers,
and to a triad above all, it is as true as it is disagreeable. The ideas of
Firstness, Secondness, and Thirdness are simple enough. Giving to being
the broadest possible sense, to include ideas as well as things, and ideas
that we fancy we have just as much as ideas we do have, I should define
Firstness, Secondness, and Thirdness thus:
Firstness is the mode of being of that which is such as it is, positively and
without reference to anything else.
Secondness is the mode of being of that which is such as it is, with respect
to a second but regardless of any third.
Thirdness is the mode of being of that which is such as it is, in bringing a
second and third into relation to each other."
46
Peirce thus created a division of signs based on the phenomenological category in
which it occurs. The first of these was a trichotomy of the nature of the representamen. In
a Qualisign
47
, a quality (e.g., redness”) within the sign-vehicle is the sign itself: an
example of this would be the color used on a paint chip in a paint shop to match a color.
A Sinsign is a thing which acts as a sign, which has an immediate relationship to the
object for which it acts as a sign: an example would be the smoke seen in the distance
46
Charles Peirce, Collected Papers of Charles Sanders Peirce: Reviews, Correspondence and
Bibliography, ed. Arthur Burks, vol. 8, 3th ed. (Cambridge, MA: Harvard University Press, 1966), 39.
47
Peirce was inconsistent in the use of his terms, and his system shifted over the years. Qualisigns,
for example, were also called “tones,” “potisigns” and “marks.” I use the terms he used toward the end of
his career and by most contemporary Peirce scholars.
36
connoting a fire. A Lexisign is a sign whose relationship to the object is determined by a
law or procedure, including (but not limited to) social convention.
48
Another fundamental trichotomy is that which distinguishes the three ways in
which signs can denote their objects: as Icons in which the signs perceptibly resembles
the object in a way within the conventions of the interpretant to secure reference, as
Indexes, in which a one-to-one relationship between the sign and the object emerges from
the history of that object (e.g., a child is named: the naming fixes the sign as referring to
the particular, rather than to a class; smoke as a sign indexes a fire, being an effect of it)
and, Symbols (sometimes called, confusingly, Signs, which lack any internal structure to
link it to the object, but secure reference only by convention (i.e., arbitrarily.) The
inclusion of Qualisigns and Sinsigns, and Indexes and Icons, distinguish Peirce’s
approach from Saussure’s emphasis on the (linguistic) sign as arbitrary: while it is
possible to locate some arbitrary aspects in the interpretation of icons and indexes, they
can be described as (at least partially or selectively) non-arbitrary, that features within
those signs provide clues to their interpretation. This also allows that Peirce’s semiotics
not be limited to communication or ideation: that a sign can be interpreted, decoded, and
mediated into another without ideation (or even cognition) is a necessary component for
describing the signifying condition at work in playable forms, including videogames.
Peirce is interested in the possibility of reading any phenomena as a sign: this affords a
48
Charles Sanders Peirce and Nathan Houser, The Essential Peirce: Selected Philosophical
Writings, Advances in Semoitics (Bloomington: Indiana University Press, 1998), 291.
37
theory of authorship across multiple modes, when entities are designed and programmed
to be available for various types of decoding.
A third trichotomy distinguishes signs by their working within the interpretant (as
one of either firstness, secondness or thirdness.) Rhemes operate like proper nouns: have
the character of being simple terms (like a noun); Dicents are propositional signs, and
Arguments, which Peirce describes as corresponding to a syllogism.
While every sign can be located within all three of these trichotomies, only certain
combinations are possible. All Qualisigns are Iconic in their relationship to the object
(that is, the “redness” of a paint-chip one is trying to match to a hue of paint in a paint
store is a feature of the material, neither arbitrary as a symbol nor indexical) and
Rhematic in their relationship to the Interpretant: the redness” of the red chip is neither a
proposition (that the chip is red) nor an argument (that the redness connotes something
not present or immediate.) A Sinsign cound be a Rhematic Icon (e.g., a diagram of a
single object) a Rhemetic Indexical Sinsign In all, Peirce develops ten classes of signs
(Table 1.)
38
Table 1.: Peirce's categories of signs.
49
Sign’s
own
phenome-
nological
category
Relation
to
object
Specificational
redundancies
in parentheses
Some examples
(I)
Qualisign
Icon
(Rhematic Iconic)
Qualisign
A feeling of "red"
(II)
Sinsign
Icon
(Rhematic) Iconic Sinsign
An individual diagram
(III)
Index
Rhematic Indexical Sinsign
A spontaneous cry
(IV)
Dicent (Indexical) Sinsign
A weathercock or photograph
(V)
Legisign
Icon
(Rhematic) Iconic Legisign
A diagram, apart from its factual
individuality
(VI)
Index
Rhematic Indexical
Legisign
A demonstrative pronoun
(VII)
Dicent Indexical Legisign
A street cry (identifying the
individual by tone, theme)
(VIII)
Symbol
Rhematic Symbol (ic
Legisign)
A common noun
(IX)
Dicent Symbol (ic
Legisign)
A proposition (in the conventional
sense)
(X)
Argument (ative Symbolic
Legisign)
A syllogism
The richness of this model allows us to identify many features as signs and
account for certain phenomena in the encounter with a new game or interface: the farther
49
Charles Sanders Peirce, Collected Papers of Charles Sanders Peirce: Elements of Logic, ed.
Charles Hartshorne and Paul Weiss, vol. 2, First Edition (Cambridge, MA: Harvard University Press,
1932), 254263. The table is closely based on a chart from a Wikipedia article: Wikipedia contributors,
“Semiotic Elements and Classes of Signs,Wikipedia, the Free Encyclopedia (Wikipedia, The Free
Encyclopedia, August 31, 2011),
http://en.wikipedia.org/w/index.php?title=Semiotic_elements_and_classes_of_signs&oldid=447705007.
39
one moves down the list from Qualisign to Legisign, the more conventional and arbitrary
the sign’s meaning becomes. A game can use a color as a Qualisign: in a game of
Bejeweled, for example it is only the color of the units which are significant, and a player
will react attending only to colorthough the behavior that is expected must be learned
and is context-sensitive and conventional, once a player understands that three items of
the same color in a row provide a score in the game, that player can attend only to the
color of an element in the game, and does not need to “learn” that the “redness” of one
icon is identical to the “redness” of the otherthe equivalence of the quality is self-
apparent. A rhemtic iconic sinsign would be the motion of a dot on a radar screen (the
radar-screen as a system itself being a rhematic iconic legisign) corresponding to the
direction of movement of an opponent, as in a flight-simulation fighting game such as
Crimson Skies. A rhematic indexical sinsign could include both computer-generated and
(other-)player-generated cries indicated that they had been hit in a first-person shooting
game such as Halo in the first case, the cry having been implemented by the game
developers as an affordance to the player both indicating that s/he had successfully hit an
opponent and providing some satisfaction in their success; in the latter, case, it could be a
cry of frustration at having been bested. (In the latter case, too, the cry would also
produce a dicent indexical legisign.)
The role of the pragmatics of play in providing the conditions of interpretation
should be understated. The range of possible sign-types in videogames is a consequence
of the nature of the kind of attention that a player pays to the game, and of the ambiguous
status of game elements A barrier in a racing game, or a computer-controlled opponent in
40
a fighting game, or the sound of a warning klaxon in a war game, are not simply the
fictive records of imagined, diegetic barriers, opponents or warnings: the barriers
constrain the player, the opponents fight the player, the warning is meant to be heeded by
the player (and not simply by the character that the player is playing.) The “world-
producing” capabilities of interactive environments activates sign-reading across the
spectrum of categories, because the practice of play is just that: a practice. The presence
of player that is motivated to decode in order to act introduces a pragmatics of decoding
very different from those of media forms like cinema, television, the novel, music etc.
Semiotic registers
Raymond Duval used the expression “semiotic register”
50
in the context of
mathematics education to describe the ability of a decoding subject (in his case, a learner
of mathematics) to recognize which interpretants are appropriate to a sign with multiple
possible interpretants
51
. The term has been deployed since then in a variety of contexts,
notably in Asif Agsa's study of language and social relations, in which a register was
understood as the immanent pragmatic context of utterance, produced by shared fluencies
50
Sémiosis et Pensée Humaine: Registres Sémiotiques et Apprentissages Intellectuels (Berne:
Peter Lang, 1995).
51
The reasoning through signs to their interpretants was also addressed by Peirce, who held that
icons, in particular, were decoded through a process of abduction, or hypothesis. That abduction constitutes
much of game-learning is at the heart of recent interest in games as models for learning: see James Paul
Gee, “Learning and Games,” in The Ecology of Games: Connecting Youth, Games and Learning, ed. Katie
Salen (Cambridge, MA: MIT Press, 2008), 2140.
41
in the language of that register (e.g., the "received pronunciation" of Oxford and
Cambridge-educated members of the English upper classes, the activity-driven
recognition of the appropriateness of imperative language, etc.
52
) I take the term up in a
broader sense that the sociolinguistic one, to refer to a conceptual entity produced by the
players attempt to understand and successfully play a game by organizing the signs
he/she encounters.
The idea of a multiplicity or plurality of sign-systems is not new, and is presumed
in the study of socio-linguistics and pragmatics, in iconography, etc., referring to the
ambiguity or indeterminacy of the sign or as a site of contestation of its political uses.
Here, however, I take the registers to be an implicitly understood condition in the
pragmatics of game-design and game-play. The dynamic nature of the digital sign allows
it operate in multiple registers, and to move from one register to another over time.
The conventional model of the videogame, partially as an outcome of the debates
which informed the formation of the field of videogame studies, creates a distinction
between the formal system of the game and the surface of representations featuring
characters, fictions, visual design elements, etc. However, if we consider work in either
of three fundamental positions: its creation, its passive existence as a thing in itself”
(i.e., as unexecuted binary code) and its reception, in no case does this distinction hold
true. To begin at the end of this circuit from creation to consumption, consider the act of
52
Language and Social Relations (Cambridge, UK: Cambridge University Press, 2007), chap. 4.
42
play: a player (perhaps with others) launches a game according the conditions of the
platform on which it is being executed: the software at a certain point makes a
presentation to the player(s): a loading screen, a cinematic sequence, etc. The player may
not yet understand how to play the game, but s/he is already decoding: interpreting the
tone of the game, learning its scale, absorbing information which constitutes the narrative
(if any), and opening his/herself to the ongoing process of learning the relationship
between in-game cues, gamic action, and the levels of strategic, tactical and reflexive
model-making which make it possible to navigate the game.
These cues are constructed by the player from the same material signs (or
representamen.) Any given element a three-dimensional model with textures, an iconic
gauge which gives analog representation of a digital value in the system, the
figure/ground distinction which makes one plane identifiable as a “surface” and thus
registers a collision with other objects in the game can be decoded as communicating a
characteristic of a fictional entity, of positing an event in an unfolding, recounted or
implicit story (e.g., placing ruins in the background of a scene implicitly tells the story
this building fell; there was something here that has fallen; there were forerunners to all
the ones we see now.” It – this same element, by whatever mechanisms of authorship and
production have inscribed it into the software being executed by the player can also be
decoded by a range of interpretative mechanisms, from the “twitchinstinct of pre-
conscious reflex, a result of the player training his/herself to respond without reflection to
a stimulus, to a considered and reflective interpretation of the allegorical, metaphoric or
rhetorical heft of the sign. An object encountered in the visual field of the game can also
43
be interpreted in many ways within a given tactical register: treated as a threat to be
countered by placing a cursor over the figure and pressing a button (that is, “shooting” it,)
as a resource to be gathered, as an obstacle to be navigated around, as an index to a some
part of the game-system’s state.
The multiple possible registers of decoding become obvious when viewing a
game trailer: a video advertisement for a new game. As of this writing, the game Journey
by “That Game Company” has not been released: however, a trailer is available on
YouTube showing footage from the game. The nature of the advertisement is
intentionally ambiguous: there are human figures walking over sand dunes, past
expressionistic figures in the sand. The control scheme is unclear: we do not know what
genre this game is in yet, but are instead simply being shown the mood. The registers into
which this game will be decoded is in suspense: we do not know what elements on the
screen are “actionable,” whether one or more figures in the scenes are subject to direct or
indirect control, whether these elements contain game-specific information. We do have
an ambience, however: the stylistic positioning of the game (consistent with the
understated, naturalistic style and environmental motifs of That Game Company) is
indicated by the trailer, as is play experience which is thoughtful, slow and unstressed
(also consistent with previous titles.)
To facilitate the analysis of games, it is helpful to examine an entire traversal of
game from beginning to end in a single image. Figure 1 is a montage from a 30+ hour
44
play of the game Kingdom Hearts.
53
The montage is created from video recordings of
game-play sessions. This image represents 62.5 hours of game-play, in 29 sessions, over
20 days. Frames are organized in a grid in order of game-play from left to right, top to
bottom. Kingdom Hearts is a franchise of video games and other media properties created
in 2002 via a collaboration between Tokyo-based videogame publisher Square (now
Square-Enix) and The Walt Disney Company, in which original characters created by
Square travel through worlds representing Disney-owned media properties (e.g., Tarzan,
Alice in Wonderland, The Nightmare before Christmas, etc.). Each world has its distinct
characters derived from the respective Disney-produced films. It also features a distinct
color palettes and rendering styles, which are related to visual styles of the corresponding
Disney film. While the inserted image is too small for analysis, the original image is over
10,000 by 8000 pixels in size, making it possible to see the contents of each frame.
53
Squaresoft, Inc, Kingdom Hearts (Tokyo: Square, Inc., 2002).
45
Figure 1.: Kingdom Hearts video traversal.
Looking at the game at this scale allows us to consider the moment-by-moment
nature of gameplay. According to conventional models which treat game content” as
relatively independent from mechanics and play, we would distinguish conceptually
between the game as a formal system of mechanics and the game as the story of a
character trying to rescue his friend. In terms of the former, Kingdom Hearts is
designated a game in the action role-playing-game” genre : the player moves an avatar
through a 3-dimensional representation of space and navigates a series of menus. Doing
so builds a database of elements, and augments numerical values within that database.
Over the course of play, the opponents encountered by the player are associated with
database elements and higher numerical value. These opponents are dispatched by using
46
the controller to place the avatar in advantageous positions in the 3-dimensional space,
then both pressing buttons in the controller according to the game’s control schema (the
mapping of game-world procedures to human input options, such as buttons and
joysticks), at optimal moments, while selecting procedures from a database of procedures
that are abduced by the player as being optimal for the obstacles at hand.
If this description is almost impenetrable, it is a result of attempting to
communicate this game entirely in terms of the formal system of the game without
recourse to the metaphors and representations that the player is actually experiencing as
s/he plays. Even so, the above description breaks its own rules, because the metaphor by
which the game state is communicated to the player is the game that the player is actually
playing.
54
In fact, natural language does not distinguish between reports of mechanical or
systematic play-experiences from that of the game experience as the encounter with a
fiction, especially when the pragmatics of play is included. Instead, we say that in
Kingdom Hearts, “you play Sora”- already this is an abbreviation, of course. Your avatar
54
This is implied in Juul’s thought-experiment regarding the difference in experience tic-tac-toe as
a game of spatial positions placing three markers in a row with that of experiencing the game as a
challenge to select a sequence of numbers, described in Half-Real. However, Juul treats these as two
different games without identifying it as a question of representation within an interface; he recognizes that
the player that the game is playing is distinct from the formal system that is constituted by the activity of
the CPU.
47
in 3D spaces, the figure whose movements respond immediately to your joystick moves,
is called Sora; as immediately perceived by the player, Sora (as protagonist) is a product
of a function that draws and animates a model and displays it on a computer screen. Of
course, Tetsuya Nomura, the character designer and producer most closely associated
with the Kingdom Hearts franchise, is the credited designer of Sora. Sketches by various
artists were sent to committees
55
, which reviewed them before approving them; once a
conception of this character was approved (in which many considerations, involving
franchising, the perception of the market, the performance of previous characters, the
conceptual goals for the producers for the title, etc., weighed in) eventually the sketch
was turned into an articulated 3D model, animated by, at various times, the player’s
controller or by pre-scripted activity choreographed by animators and scripted for
interpretation by the computer.
One can still make a conceptual distinction between the fictional aspects of the
game and the interactive ones: in both the production of many games and in the reception
of them, such distinctions are often made in everyday discussion. What this suggests,
however, is that these two seemingly complementary interpretations of a game are
assembled by selective and filtered organization of a collection of signifying elements
with multiple possible referents, apprehended within semiotic registers maintained by the
player. The creation, maintenance and adjustment of these semiotic registers are more or
55
Nato Yoshioka, Interview with YOSHIOKA Nato, Chief Technologist and General Manager,
Research Center, Square-Enix Co, Ltd., August 11, 2010.
48
less effortless, reflecting the player’s understanding of the game-form he/she is playing
This understanding often begins with genre.
Genre and interpretation
With an integrated approach to the signs which constitute the experience of
perceiving a videogame, we can interpret genre and even style in videogame design and
production as distinct configurations of signs: templates for interpretation which create
boundaries of expectation.
Genre plays a distinct role in videogames. Theories of genre adapted from other
media formswhether the historical models of genre development in the English novel
(e.g. Moretti)
56
or models based on formal and content analysis in film (e.g. Altman)
57
are ill-fitting from the outset. Altman suggests that film genre is the product of a
relationship between the syntax of a film and its semantic content: that a film which
features a lone and somber male protagonist confronting a nemesis in a frontier
environment can be read as a Western syntactically, even if the setting is colonial
Pennsylvania (or an abandoned mining colony in space.) Alternately, a film could be
characterized as a Western if it is set in mid-to-late 19
th
century western North America,
with characters recognizable as cowboys, bandits, sheriffs, etc., even though the plot and
mood is that of a romantic comedy with no serious gunplay elements. Genre history, for
56
Franco Moretti, Graphs, Maps, Trees: Abstract Models for a Literary History (Verso, 2005).
57
Rick Altman, “A Semantic/syntactic Approach to Film Genre,” Cinema Journal 23, no. 3
(1984): 6 18.
49
Altman, occurs when one of these two components of a film genre changes while the
other remains stable.
Altman’s model of genre resembles the distinction between ludological
(syntactic) and representational (semantic) elements described above. Interactive aspects
are privileged over those involving theme, setting or characterization in determining
genre membership.
58
The history of games can be framed as the emergence and development of new
genres and variations: these genres do not disappear, but their tropes and features change
over time.
59
But the changes in interactive genre in games aren’t comparable to the kind
58
For a discussion on genre, see William H. Huber, “Ka as Shomin-geki: Problematizing
Videogame Studies,” in Level up. Digital Games Research Conference (Utrecht, 2003), 46; Mark J P
Wolf, The Medium of the Video Game (Austin: University of Texas Press, 2001), 113133. Wolf attempts
to create a catalog of game genres recognizable at the moment of publication, while in my paper, I suggest
that the privileging of interactive genre categories may not be ideal for critical game studies. Nonetheless,
interactive regime is still the basis for most folksonomies and practical applications, from the organization
of fan-wikis to the shelf-organization of retail spaces.
59
A good example is the history described in Simon Egenfeldt-Nielsen, Jonas Heide Smith, and
Susana Pajares Tosca, Understanding Video Games: The Essential Introduction (Taylor & Francis, 2008),
5096. This history identifies interactive genres emerging in the 1960s, diverging and transforming over
time with new technologies, audience literacies and the competitive pressure to differentiate each new title
from predecessors and competitors. For an attempt at an exhaustive catalog of the interactive genres which
had emerged by the time of his research, see Wolf, The Medium of the Video Game, 113145.
50
of changes that Altman describes, at least not without substantial adjustment. The
differences between game genres are more dramatic: each genre is an assemblage of
literacies and mappings, of scales of operation and rhythms. Some of these elements are
conventional: others are foundational, making the game coherent to a player who is
learning, or know how, to play games within that genre. If genre in film can be
understood as an implicit contract between the producers of the film and its audience, a
contract which can be fulfilled by either syntactic or semantic elements, then genre in
gamesat least syntactic (interactive) genre is more exhaustive contract. It is a promise
that certain genre-based literacies and convention will adhere to the game provided, that
the enskilments which the player has cultivated of their career of play within that genre
will provide them with at least some utility within the new work. (This is particularly true
in those games which promise some difficult, challenge and perhaps competition for the
player: games which play within an aesthetics of frustration.) Because game genre is a
tightly-knit collection of conventions about the interpretation of key signs
interpretations that in many cases are automatic and reflexive, involving control schemes
and motor-memory, genre evolution is a dialogical relationship between the producers of
games and those audiences in which the habits of user interaction of the latter constrain
the pace of change: emerging literacies of interaction can become elements in the design
of subsequent games, which players learn and master, producing newer literacies.
We can work out interactive (or, per Altman, syntactic) genre by taking as a
reference point a fixed theme, and describing how the elements of that theme are
reconfigured and signified across multiple genres. The invasion of German-occupied
51
Normandy by Allied forces on June 6, 1944 (“D-Dayin popular memory, although the
term is general and applies to the first day of any military operation) has been represented
visually and narratively through a fairly well-consolidated family of images, sounds, and
descriptions. The photographs of Robert Capa and film footage produced for news reels
provided a vocabulary of images which would be quoted and recreated in film (The
Longest Day
60
, Saving Private Ryan
61
) and television (Band of Brothers), in
documentaries and narratives, which in turn provided the visual semantics for games
about the invasion and its aftermath. While themes, editing conventions, cinematographic
techniques and even tone have changed in the cinematic renderings of the episode, the re-
working of the theme in gamesparticularly, but not only digital gamesdemonstrates
the close relationship between the functional conditions of a somewhat stable set of
representamen within interpretants that are constrained by (interactive/syntactic) genre.
These representamen include the view of the cliffs of the Normandy shore from the
landing craft, over the headgear of nervous GIs; the movement of bodies through the
tetrahedral and “hedgehogs,” the structures constructed from I-beams used to prevent
easy landing; the arrays of bodies streaming quickly to the edges of the ramparts; the
over-the-shoulder view of German artillery crews looking out over the English channel,
and the maps used to depict the forces and their landing sites up and down the Normandy
coast.
60
Ken Annakin et al., The Longest Day (20th Century Fox, 1962).
61
Steven Spielberg, Saving Private Ryan (Dreamworks, Paramount Pictures, 1998).
52
An early ludic depiction of the historical event was the table-top wargame
62
D-
Day, originally designed by Charles S. Roberts for the Avalon Hill company in 1961:
Play takes the form of 50 game turns, each representing one week of real
time, during which the Allies must establish a beachhead, breakout,
organize a Patton-like dash across France, and sustain 10 divisions across
the Rhine in the face of heavy German opposition. This was the first
wargame to feature a hexagonal grid.
63
The high level of abstraction of the experience of conflict, as units were indexed
by cardboard chits marked by statistics representing the movement and combat strengths
of each of them, accompanied an innovation in the ludic representation of space (a
hexagon, which allows facings on units on six sides and affords flanking strategies more
closely resembling actual combat conditions.) The withdrawal of the affective power of
conflict, and the detached perspective of would-be generals taking turns making strategic
decisions, makes it easier to allow players to take the position of the strategists of the
Wehrmacht without activating a sense of complicity. The term D-Dayitself in the title
of the game refers not to the historical date of June 6, 1944, but to the challenges and
configurations of force at the moment that the invasion began. The game introduces a
play of counterfactuals at that moment: strategies different from those recorded to have
62
D-Day is a setting for a number of board games, on a range of scales: I used the two board
games D-Day and Axis and Allies as examples of the use of D-Day as a setting for a fairly focused strategic
simulation in the first case, and as a signifier for the initial moment in the invasion of German-occupied
Europe by Allied forces as a problem in multiple possible worlds in the latter.
63
BoardGameGeek, LLC, “D-Day | Board Game,” BoardGameGeek, 2011,
http://www.boardgamegeek.com/boardgame/12168/d-day.
53
been pursued can be taken, with different results. The scale of the game, limited to a
depiction of the operations within France in 1944, contrasts with that of another board
game, Axis and Allies, a globally-scaled, turn-based game designed by Larry Harris, Jr.
and published in 1981 by Nova Games.
64
Axis & Allies places the entire world into the
possibility of play. In D-Day, as in any game based on an interpretation of a historical
record, the counterfactuals “in play” are constrained: one cannot, for example, invade or
call for aid to a country not represented in the game board. In Axis & Allies, the afforded
counterfactuals include the invasion of South America or Mexico, the occupation of
Hawaii by Japanese forces, and other very hypothetical, contractual conditions. The chits
and markers used in Axis & Allies do not index historical units, but represent abstract
aggregations of military strength (only distinguishing naval, air and ground forces from
each other) and economic power. The spatial boundaries on the game map upon which
the pieces move are not fixed distances, but are national borders (or zones of naval
influence and traversal for seafaring units. Axis & Allies begins at the moment of greatest
Axis expansion: the first problem for an Allied player is securing a foothold on the
European continent, after having amassed forces (usually) on the British Isles. In other
words, D-Day” signifies the first offensive move of the game, and the opening
64
BoardGameGeek, LLC, “Axis & Allies | Board Game,” BoardGameGeek, 2011,
http://boardgamegeek.com/boardgame/98/axis-allies. Axis & Allies developed into a franchise of both
board and digital games, in the latter case migrating from turn-based to real-time strategy. Axis & Allies:
D-Day resembled the Avalon Hill D-Day described above in scale of time and size, albeit with a simpler
game mechanic.
54
configuration privileges a maneuver analogous to that of the historical invasion: a single
crossing of the channel and a battle for an Allied presence in France. “D-Day,” usually,
isn’t a setting—it’s a broad signifier for the initial challenged confronted by the Allied
player.
Figure 2.: D-Day (1982 arcade game)
Figure 3.: D-Day cabinet and controller
55
Digital games depict D-Day with more breadth of expression, both ludologically
and visually. In 1982, an arcade game also named D-Day (Figure 2, Figure 3) was
released in Japan by Olympia, a minor producer of arcade games with generally
derivative designs. This game, unusually enough, places the player in the position of the
Axis powers, facing out over the English channel and firing at incoming airplanes, ships,
tanks and other vehicles. The game is played on a single joystick with one button. This
control scheme is consistent with many other games in this genre
65
(the “shooter” or
“shmup,” and more specifically, those with a stationary gun.) The player will likely
recognize the historical reference of the title and identify the key elements rather quickly;
if the player has never played before, a simple tap on the controller and press of the
button will indicate that the small, red line at the bottom of the screen is the player-
controlled gun. As trucks, tanks and planes cross the screen, the player will quickly
realize they are targets. The player will lose one of three lives (guns”) when either a
bomb from the airplane drops without being shot down, or when one of the vehicles,
which are usually moving horizontally across the screen, turns toward the player and
drives through a clearing in the shrubs. The player will soon learn that the silhouette of
barbed war and rampart are decorative; the shrubs, however, protect the player. For the
player of a game of this genre, the important elements to identify are the site and limits of
65
The hardware platform for the game also determines its control schema. A game played on a
Playstation 2 console will have a control schema different from a version produced for a home computer,
although there is generally close to an isomorphic mapping from one to the other, and relative stability
within a genre given the same hardware platform.
56
the player’s activity (firing a gun,) the identification of threats, and the rhythms of
activity which contain them both.
In 1998, Steven Spielberg co-produced and directed the film Saving Private Ryan.
The film begins (after an opening sequence set in the Normandy American Cemetery)
with the invasion of Omaha Beach. Tom Hanks’ character, Captain John Miller, is first
filmed as nervously anticipating the landing while standing with his squad in a landing
craft: some of his colleagues, overcome by fear, vomit or pray or cry. As German artillery
and machine guns fire upon the invasion force, the chain of command breaks down. The
sequence depicts bodies in trauma: bullets tracing through the water, explosions
deafening, and Miller slipping into and out of shock. Staggering through corpses and men
holding their devastated limbs (over 20 amputees were employed to create the scene, with
over 1500 members of the Irish Reserve Forces
66
), Miller reaches the foot of the cliffs,
surviving the initial phase. As the invasion stabilizes and the infrastructure of military
command is established in Normandy, the plot for the film develops. The landing
sequence has a dramatic autonomy, joining war-time newsreels, the photographs of
Robert Capa and the 1962 Ken Annikin film The Longest Day as part of the collective
visual reconstruction of the historical event.
66
Conor Feehan, “How We Made the Best Movie Battle Scene Ever,” Independent, June 7, 2006,
http://www.independent.ie/unsorted/features/how-we-made-the-best-movie-battle-scene-ever-91583.html.
57
The year following the release of Saving Private Ryan, Spielberg produced the
game Medal of Honor: the game was released for the Sony Playstation platform on
Veteran’s Day, November 11, 1999
67
. The game is in the First Person Shooter genre: a 3-
dimensional space depicting a first-person view (generally a medium-length shot) in
which the player’s character must use the game controller to move about the 3D space,
acquire items, select appropriate weapons and ammunition, avoid detection by enemies,
and fire at them when necessary.
68
The player’s character was Lt. Jimmy Patterson, a
pilot working for the OSS (predecessor of the CIA) who parachutes behind enemy lines
in the hours before the Normandy invasion, and who must complete various objectives.
Medal of Honor became a franchise of games which stayed within this genre, each
featuring a different main character; until the release of the 2010 title
69
, all were set in
either the Atlantic or Pacific theaters of World War II.
67
Medal of Honor Wiki contributors, “Medal of Honor,” Wiki, Medal of Honor Wiki, August 4,
2011, http://medalofhonor.wikia.com/wiki/Medal_of_Honor.
68
For an excellent critical history of the first-person shooter, see chapter 2 of Galloway, Gaming:
Essays on Algorithmic Culture.
69
The 2010 game is set in contemporary Afghanistan.
58
Figure 4.: Medal of Honor: Allied Assault (1999) - Omaha Beach sequence
59
Figure 5.: First-person view of Medal of Honor: Allied Assault
While the first two titles in the Medal of Honor series deal with events
complementary to those depicted in Saving Private Ryan, the thirdMedal of Honor:
Allied Assaultincludes missions set in the invasion itself. Many of the shots from the
landing sequence in the first act of the film are remediated in the landing sequence in
Medal of Honor: Allied Assault, including the inter-titles (Figure 4) which often indicate
a “historical” time and place. However, the sequence is entirely in a first-person view.
One can hear the whispered prayers of other soldiers as the landing craft approaches the
shore, and see the bullets track through the water. Never, however, do we see the face of
the protagonist or any view of the action outside the first-person view. The cliffs of
Normandy only come into focus as the player approaches them. A compass is super-
60
imposed on the top-right corner of the screen, beneath which game information scrolls:
sentences such as “You have a new objective,” “You have acquired the explosives,”
Game saved,” and “You have completed an objective” scroll up. (Figure 5) New
messages are added to a queue in the bottom and scroll upward, toward the compass: the
player learns this convention for identifying the sequence of messages. On the bottom
left, a vertical green bar acts as a health gauge: an iconic visual representation of a
numerical value, the character’s “health”—this numerical value is a highly conventional
abstract representation of the overall well-being of a human. As the health decrements,
the upper region of the health gauge turns red: the use of the colors green and red to
express health and injury respectively is also conventional.
70
In Peircean terms, it is an
iconic rhematic legisign, not a symbol: a diagram which represents part/whole ratios
which correspond to the numerical values which represent “health.” Just above the health
gauge are strings of text which transcribe the dialogue produced by non-player characters
in the game, allowing the player to refer to recent statements as if reading a screenplay.
Because non-player characters give the player the objectives for the mission, those
statements require somewhat more persistence in the player’s attention than might be
obtained if the dialogue were only presented as audio.
70
In some genres, especially fighting games such as Street Fighter and Mortal Kombat, the color
red in the context of a gauge also used to indicate the availability of a special attack: there is frequently a
relationship between a state of crisis created by low health and the ability to create powerful attacks. These
negative feedback mechanics give players who are at a disadvantage an opportunity to turn the tables.
61
The bottom-right of the screen contains a vertical row of stacked rounds of
ammunition and a small caption describing the weapon that the character is said to be
holding. One of the core mechanics of the game (and the genre of first-person shooters)
involves situating an opponent in the center of the camera and pressing a button (often
the left mouse button in PC versions of the game, the “X” button in Playstation games
released for the US and European markets, and the “O” button in Playstation games
released for the Japanese market.) The efficacy and range of the shotand the radius of
damage of an explosionare a set of variables attached to the action of firing a weapon,
and the icons on the screen are the basis of an abduction by the player about the efficacy
of their currently-selected weapon
71
. Figure 6 is a variant of the usual first-person view,
activated when a player selects a long-distance sniping weapon and then enters “sniping
mode,” which places a crosshair in the middle of the screen, zooms the camera to objects
in the far distance, and masks the peripheral of a circle, imitating the view through a
range-finder. (A discussion of “modes” in games follows in a later section.)
71
For an example of implementation details, see Vaughan Young, Programming a Multiplayer
FPS in DirectX, 1st ed. (Hingham, MA: Charles River Media, 2005), chap. 9.
62
Figure 6.: Medal of Honor: Allied Assault, sniper-scope view.
Other first-person shooter games have portrayed or included “D-Day.” An
interesting contrast can be made with a segment of the game Call of Duty 2 (Figure 7)
While also strictly conforming to a first-person view, and giving the player the ability to
control the orientation of the camera during the sequence, this game presents the player
with the names and roles of other soldiers in his landing craft. This has the effect of
rendering them less anonymous: the deaths of colleagues in Medal of Honor are
portrayed as generically tragic, but those in Call of Duty each have a more individualized
pathos. The labels do more than produce this kind of narrative effect, however. Call of
Duty emphasizes a squad-based approach to the first-person shooter: the player is
supported and complemented by a group of non-player (and, in multiplayer versions,
63
other-player) characters with different abilities and uses. This element is not deeply
explored in the game: in fact, the game-system keeps one’s allies alive for most missions
without substantial assistance from the player. Yet even within a well-defined genre such
as the first-person shooter, small differences in signification within the game interface
indicate real variations of emphasis in the game’s representation of its topic, within the
genres scale and situation.
Figure 7.: Call of Duty 2 (2005) Cutscene from the assault on Pointe du Hoc mission.
The 1982 D-Day is an example of an arcade/shooter treatment of the theme of the
historical/conceptual “D-Day”; Medal of Honor and Call of Duty 2 are first-person
shooter games. Another game, Company of Heroes, is a game in the real-time strategy
(RTS) genre. The modifier real-time” distinguishes games from those which are
64
strategic in nature, from the 19
th
century simulation Kriegspiel, used to train the Prussian
officer corps, to the aforementioned Avalon Hill D-Day and Nova Games Axis and Allies
table-top games. A real-time strategy game weds the strategic, managerial scale of these
other games to the urgency and mental athleticism of an action game.
72
Real-time
strategy games are played in a bird’s-eye, isometric perspective. The player uses a
controllerusually a mouseto select groups of soldiers and move them across the
battlefield to engage other opponents. The player is not identified with any one unit or
individual: the soldiers are resources, whose losses are to be minimalized to maintain
operational effectiveness (and, often, a better score for the game.) In Company of Heroes,
the most important entity is the squada collection of several soldiersand the loss of a
squad is more detrimental to one’s play objectives than the loss of a few individuals
within squads. Death signifies something different within a tactical register of play
between the two genres, although the cinematic elements of the game often aspire to
imbue both types of destruction with the same pathos found in Saving Private Ryan (or
the 2006 miniseries, A Band of Brothers.)
Many of the visual elements familiar from the history of the representation of D-
Day also occur within Company of Heroes. However, they play different roles, while still
activating a reference to the history of their depiction. The hedgehogs which acted as
72
For a popular history of the genre, see Bruce Geryk, GameSpot Presents: A History of Real-
Time Strategy Games,” GameSpot, accessed August 9, 2011,
http://www.gamespot.com/gamespot/features/all/real_time/.
65
foreboding architectural elements in Saving Private Ryan and as points of temporary
shelter from gunfire in the first-person shooter games act instead both as obstacles around
which a player must direct his units and as places to assemble squads. Where the overlays
of Medal of Honor denoted the immediate firepower capacities and state-of-health of the
players character, those in Company of Heroes denote the screen-elements which are
under player control, their orientation, efficacy, aggregation and status (Figure 8.) RTS
interfaces are usually more complicated than those of FPS games: the virtuoso navigation
of a complex interface with a rich vocabulary of player activity characterizes the play
experience. One might call them “allegories of control,” recalling Alex Galloway’s
critical study of a different genre
73
, the 4X (“explore, expand, exploit, exterminate”)
genre, and especially the Civilization series of games. However, 4X games are turn-
based: a player can take as long as she/he likes to make a move. The virtuosity which a
4X game demands is over the database of elements and operations itself: of an
understanding of the behavior of the system and various optimal paths for play. If the 4X
game is about the conceptual control through the system’s “back-end,” the RTS game is
about the mastery of interface, and the migration of the insights into the system from
consciousness to reflex and motor memory. The genre deploys signs similar in form to
those deployed in first-person shooter games, but which call for different types of
interpretation. This difference is not simply the ambiguity of any sign observed by post-
structuralist critics: a player quickly and assuredly registers the sign into its appropriate
73
Galloway, Gaming: Essays on Algorithmic Culture, 85106.
66
context for interpretation by successfully playing the game. The interfacethat is, the
surface by which the player encounters the game
74
arranges the elements and presents
them to the player so as to cue him/her into their appropriate use.
Figure 8.: Company of Heroes: Normandy landing sequence
Styles of game design
If genre produces very specific and constrained interpretations for the signs and
elements which constitute a game, then style in game design is about the privileging of
certain features of the game as the basis for the aesthetic experience of play. Two games
74
See Montfort, “Combat in Context.” Montfort describes five levels of context for the analysis of
games: platform, game code, game form, interface, and reception/operation. The interface is the mechanism
by which the player approaches the “game form,” the goals, activities and narratives of the game
constituted by the game code.
67
of different styles may share a genre, and thus much of the syntax as described above;
however, one game might place its priorities on visual experience (and then take a
position on visual aesthetics); another may place priorities on the relationships created
between players, and another on the rhetorics of representation and simulation in the
game. This is a somewhat idiosyncratic use of the term “style:” if the commitment by
authors to a style was more predictable, and the discourse on style more explicit, we
might even describe them as movements. There is some precedent in game studies for
describing style in my more categorical sense.
Ian Bogost distinguished an emerging style of independent games he described as
proceduralist.
75
” These games, including Rod Humble’s The Marriage, Jason Rohrer’s
Passage, and Jonathon Blow’s Braid (Figure 9) shared certain features, according to
Bogost: procedural rhetorics, in which “the player’s experience . . . results from
interaction with the game's mechanics and dynamics, and less so (in some cases almost
not at all) in their visual, aural, and textual aspects,” introspection as the sought-for
mental state of the player; abstraction of instantial assets, that is, a visual aesthetic
uninterested in verisimilitude; subjective representation, a non-literal poetics of gamic
metonymy, and authorship, a commitment of the artist to the statements produced by the
game. These characteristics are not all of a sort: introspection is clearly something that
the designer wishes to provoke, rather than being a feature of the game itself, whle the
75
“The Proceduralist Style,” Gamasutra, January 21, 2009,
http://www.gamasutra.com/view/feature/3909/persuasive_games_the_.php.
68
abstraction of instantial assets is a tactic that is an outcome of the aesthetic priorities of
these games.
These games are different from each other, though they do share the status of
being authored independently of the commercial game development studio system by
small teams or single individuals. Braid is a “platformer” game: the player moves an
avatar through a two-dimensional space viewed to the side, pressing a button (either the
space bar on a keyboard or a specific button on a controller) which allows the avatar to
jump onto platforms. The game also makes (ludo-fictional) time into play
76
: one button
allows the player to rewind events in parts of the screen in order to accomplish the goals
for each level. None of these elements in themselves are characteristic of the Bogost’s
proceduralist style: instead, it is the conditions of interpretation of these elements which
produce the style.
The art of Braid is rendered in the style of an illustrated storybook, evoking John
Tenniel’s illustrations for Lewis Carroll’s Alice in Wonderland or E. H. Shepard’s
illustrations for Kenneth Grahame’s The Wind in the Willows and A.A. Milne’s Winnie-
the-Pooh. The player’s avatar is a well-dressed young man, initially shown standing in
76
Braid was by no means the first game to use time as a variable play element: commercial titles
such as Prince of Persia and Viewtiful Joe already incorporated this game mechanic. Notably, both these
games are also platformers (the former a 3D-platformer, the latter a 2D-platformer with a cel-shaded visual
style.) Perhaps the laterality and spatial-cognitive features of the genre evoke time-based media and affords
designers and players alike the possibility of controlling time as if it were a media itself.
69
front of a burning city. As he heads into his home, he heads into a room filled with books
on pedestals, which explain the context for the game: the character Tim is trying to revive
a relationship with a lover (“the Princess,” in an allusion to the clic of rescue and in
particular to the Mario World series of games) whom he either spurned or who spurned
him. He is motivated by regret, and seeks to undo what he has done. The time-reversal
mechanic is a procedural reflection of his regret. Tim travels from room to room within
the house which he once shared with the princess, each of which is a portal to a series of
world-levels common to the two-dimensional platformer genre. Within each he has two
broad goals: to recover jigsaw puzzle pieces and to traverse to the far side of the level,
ultimately reaching a castle. (In a direct quotation of the Super Mario World games, when
he reaches each castle, he is told by an increasingly coy dinosaur that the Princess is in
another castle.”) The music played varies from a gentle, sprightly light classical
soundtrack to a more somber ambient one; as the temporal mechanics become more
complicated (in some levels, the motion of the avatar from left to right, except in certain
regions of the screen, maps onto the temporal dimension: that is, when the player moves
back toward the left, all the other moving elements on screen also move to the left) the
soundtrack reinforces the technics by incorporating sounds associated with acceleration,
deceleration and reversal (e.g., the sound of a reel tape being advanced quickly;
soundtracks played backwards, etc.) The focus that is played on these mechanicson the
jumping, the manipulation of time—are then readable as having an aboutness” to them.
While the control schema of the game (the binding of a button to jump, another to move
time forward or backward) and the operation of material signs secure its membership in
the genre of platform games, it is other signs (including signs which are relationships
70
between signs) which indicate the aesthetic and rhetorical goals of the game.
Understanding how to navigate Braid corresponds to literacy in the interactive genre of
platformer with a time-based mechanic; understanding how to interpret Braid as a game
within a style-discourse corresponds to the recognition of the relationship between that
literacy and the registers of interpretation which remain outside of those on which genre
membership is dependent.
Figure 9.: Braid a sole-authored independent game created by J. Blow (2010)
We can interpret the proceduralist style as set of signifying practices and
frameworks: the authorship of the game, whereby the developer associates specific
aspects of the work as the site of their authority: thus, in a game in the procedural style,
the register of interpretation is produced in which procedures perform the work of being
about” the world. Although all games have procedures, games in the proceduralist style
call the player to interpret its procedures directly, as the locus of aesthetic experience for
71
the game. To support this, in game design in the proceduralist style, the designer
produces assets which are iconic or symbolic, rather than indexical, to be decoded in a
register of interpretation marked by introspection, and then read as allusive rather than
denotative or diegetic (Bogost’s “abstraction of instantial objects.”).
We can imagine other styles of game design
77
: what I would term a relational
style in game design (after Bourriaud’s concept of relational aesthetics
78
”) which might
include Douglas Wilson’s B.U.T.T.O.N
79
, Nintendo’s Wii Sports, virtual worlds such as
Final Fantasy XI, and music-and-rhythm games like Rock Band. A game in the relational
style would be one in which the interpretation of the game was deferred to the (usually
social) context of play. Despite the apparent delegation of meaning to players, these
games consist of authored affordances meant to facilitate certain interactions between
participants; the signs of the game would thus be decoded in an interpersonal register
which was still fundamentally gamic.
77
In private conversation with Ian Bogost, he stated that he had intended to produce a series of
articles about different game styles, and he and I have discussed relational and expressionist styles as being
also currently active in the field.
78
Relational Aesthetics, trans. Simon Pleasance and Fronza Woods (Dijon: Les Presses du réel,
2002).
79
Douglas Wilson et al., B.U.T.T.O.N. (Brutally Unfair Tactics Totally OK Now), Xbox Live
Indie, PC (Copenhagen: Copenhagen Game Collective ApS, 2010).
72
In B.U.T.T.O.N., players race to interpret a simple, one-line command through
the use of a single button; the signs of play include the instruction printed on the screen,
the countenance and posture of other players (including their status: as friends, strangers,
etc.,) the button itself, the score, etc. (Figure 10) The nature of these mechanics make it
possible for players to play very unfairly—grabbing another’s controllers, distracting
them, physically preventing them from moving and otherwise promoting behaviors
which, for most games, would violate what Stephen Sniderman calls the “unwritten
rules” of gameplay
80
. B.U.T.T.O.N. is more dramatic than other “relational” games in its
foregrounding of the role of consensus in creating the play experience, but other games
share the location of the aesthetic within the relationship between the players through
joint attention on the signifying system of the game. Though any game which features
competition (Caillois’ games of agon) can be said to feature another player, in many
multiplayer games, other players are ludologically constrained to straightforward
procedures: for example, a first-person shooter like Call of Duty may have an extensive
multiplayer element to the game, but other players’ are understood primarily as
opponents, their relationship determined by the lusory
81
goals of play: often, the players
80
Sniderman, “Unwritten Rules.
81
The “lusory attitude” is the stance by which a player accepts the goals of the game. If the player
does not assume a lusory attitudethat is, does not recognize and pursue the goals that the game has
valored—they aren’t playing the game, but using it in some other way (or playing with it, rather than
playing it.) For more on the lusory attitude, see Bernard Suits, The Grasshopper: Games, Life and Utopia
(Calgary: Broadview Press, 2005).
73
only encounter each other as players, as anonymous opponents or allies. In games of a
relational style, the relationship between the players’ itself is an active contributory
element to the experience, and even to the meaning, of the game.
Figure 10.: B.U.T.T.O.N. Douglas Wilson and the Copenhagen Game Collective (2009)
In some ways, the distinction between these styles one focused on the crafting
of an object that is meant to compel the attention of the player for thoughtful, considered
play, the other a design meant to create a basis for an experience understood in terms of
the relationships formed between players, recalls trends in recent art practice which
challenges a model by which the meaning of a work of art is seen as having been
deposited within the work
82
, to be unpacked by viewers with the appropriate education
82
Described as “the conventional, ‘banking’ style of art (to borrow a phrase from the educational
theorist Paulo Freire)in which the artist deposits an expressive content into a physical object, to be
74
and literacy (or players with various levels of skill at both play and interpretation: the
difficulty of many proceduralist games demands player with both ludological and cultural
literacies.) Although it may seem that the meaning of play has been remanded to the
players in a way that takes that experience outside of the authority of the designer, the
constraints created by the designers--constraints encoded in rule systems, in direct
communication to the players, and in the affordances provided by the material system on
which the game is playedgive us a basis for describing it also as an authored
experience
83
.
Bogost distinguished the games of the Dutch group Tale-of-Tales, such as
Graveyard, (Figure 11) and The Path (Figure 12), as not being well described as
proceduralist, although they are ambitious art-game works in their own right. In
Graveyard, the player controls an elderly woman, who slowly walks to the end of a path
of a cemetery. At the end of her walk, she sits down as a song about the death of one’s
loved ones plays. The Path is a retelling of the story of Little Red Riding Hood in a
gothic style, using somber music and dreamlike imagery to produce the effect of a
haunted, menacing environment. In contrast to the games described as proceduralist, we
can describe these games as participating in an expressionist style. Bogost observes that
withdrawn later by the viewer” . . . Grant Kester, Conversation Pieces: Community and Communication in
Modern Art (University of California Press, 2004), 10.
83
The relationship between authored constraint and player motivation will be explored more
deeply in a subsequent chapter.
75
the intensity of the experience of these games comes not from a reflection of the poetics
of the procedure, but from the visual and virtual-spatial power of chiaroscuro lighting
effects, solemn expectation, sound engineering, etc. As many commercial games could be
characterized as operating within an expressionist visual style, it might be called the
dominant style in the field of game production: games are marketed as (and development
budgets reveal an occupation with) meticulously rendered visual spaces meant to produce
mood, which imbues the activity of play with it significance. Rather than, as in the case
of Braid or Rod Humble’s Marriage, referring to the problematics of intimate
relationships through mechanics such as rewinding time, running to- or from- the love
object, etc., it is the iconography, the color pallets, the architecture of these virtual
spaces, coupled with diegetic, atmospheric and non-diegetic sounds which give these
games their rhetorical heft. This is not to say that interaction or mechanics play no role in
either games like The Path or commercial first-person shooters liked Doom 2. In the
former, the player must decide to disobey the game in order to win it; in the latter, the
game is ultimately experienced as successful based on its ability to provide a platform for
genre-determined activities (shooting, evading.) Yet in both cases the aesthetic success of
each game relies less on the player’s reflection of its mechanics, and more in the visual
and auditory experience of a richly-articulated and designed space.
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Figure 11.: The Graveyard. Tale-of Tales, (2008)
Figure 12.: The Path. Tale-of-Tales. (2009)
Thus if (interactive) genre in games provides the conditions for the
comprehensibility of the signs of the system, style describes the criteria of design success
or failure and the conditions for interpreting the relationship between the game and the
77
world outside the game. Interactive genres create registers for interpreting the signs
experienced during play; the styles described (and we can conceive of many others,
including those we might describe as being in a kinesthetic style) promote certain
registers as aesthetically important, and thus, perhaps, as authorial.
Proceduralism and anti-proceduralism.
The differences between the proceduralist and relational approachs to design
emerged in a debate which emerged on the DIGRA electronic mailing list. Douglas
Wilson, creator (with the Copenhagen Game Collective) of B.U.T.T.O.N., along with
Miguel Sicart and T.L. Taylor, designed a PhD course at IT University Copenhagen
called Against procedurality, which critiqued models of interpretation (or design or
aesthetics it was unclear at various times what the object of the critique was) which
opposed itself to a position which located all meaning within the procedures of the game
itself. The course was announced in the GAMESNETWORK mailing list for the Digital
Games Research Association, provoking a response from Ian Bogost, who was identified
as a member of a proceduralist tendency along with Chris Crawford, Michael Mateas,
Janet Murray and others. The position against which the course’s premise was designed
was one by which the rules and behavior of the game could secure its meaning
autonomous of the conditions of reception: at play were different claims about the
suitability of models of game authorship.
The debate aside, in many ways this is a complementary tension to that which
informed the divide between approaches to the study of games which focused on rules
and those which were occupied by representations (whether narratives, fictions or other
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representational components.) In comparison to the earlier ludology/narratology debate,
this is a more sophisticated set of tactical misreadings: what are being played against each
other are readings that focus on the materiality of the artifact and interpretation and
strategies that focus on deployment. Just as prescriptive and descriptive positions became
clouded in the earlier debates, so a similar conflation developed as questions of style and
aesthetics were wed to those of analysis and interpretation. The claim by ludologists that
games needed to be understood as rule-systems (a position described as a formalist game-
essentialism by Janet Murray) leads to a privileging of abstract games as paradigmatic:
The paradigmatic game for this view of game studies is Tetris. According
to the formalist view Tetris can only be understood as a abstract pattern of
counters, rules, and player action, and the pattern means nothing beyond
itself, and every game can be understood as if it were equally abstract. A
critic who focuses on players’ reports of the game as a metaphorical
enactment of a life experience . . . is accused of a lack of professionalism,
because the only legitimate approach to games is a focus on their abstract
formalism. . . . Because the game essentialists want to privilege
formalistic approaches above all others, they are willing to dismiss many
salient aspects of the game experience, such as the feeling of immersion,
the enactment of violent or sexual events, the performative dimension of
game play, and even the personal experience of winning and losing. To be
a games scholar of this school you must have what American poet Wallace
Stevens called a mind of winter”; you must be able to look at highly
emotive, narrative, semiotically charged objects and see only their abstract
game function. Indeed to the true believer in game essentialism, even the
voluptuous Lara Croft is perceived as merely another game counter, an
instrument for engaging with the rules.
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To the extent to which these problems persist, we must go back to foundations
and reconsider the objects and their unfolding in play themselves. People do not
84
Murray, “The Last Word on Ludology v Narratology in Game Studies.”
79
purchase and play “formal systems”, nor do they consume raw “narrative” or even
databases of representations: they purchase or acquire videogames, and then consume
them in sessions of play, whether alone or in a group. They interact with “highly emotive,
narrative, semiotically charged objects.” The next section will examine one game title in
detail as a system of sign-objects.
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CHAPTER 2. SIGNS IN PLAY: FATAL FRAME II AND MODAL DYNAMICS
In this chapter, I describe the role of modes in games in producing the registers by
which games are interpreted. After a discussion of the conceptual history of interactive
computing, providing the foundation of the player-software relationship, I analyze game-
play in one game, Fatal Frame II: Crimson Butterfly.
85
This analysis consist of isolate the
distinct, identifiable modes of the game, and exploring their relationship with the
registers of player interpretation. There is also some discussion of the game’s uncanny
aesthetics and the construction of the game as a member of the survival-horror game
genre, as aspects of the game which emerge from the player’s encounter with its modes.
Modes: aggregations of signs
In the previous chapter, I used the term register to describe the contexts of
interpretation used by a player to interpret the signs they perceive while interacting with a
game. Complementing them are modes, which are created by the game system as
aggregations of the material signs that are inscribed in them. The relationship between
these two concepts was prefigured concurrently in the pioneering work of Douglas
Engelbart in his initial conception of interactive computing, and in the development of
computer games in the 1950s and 1960s.
85
Tecmo Ltd, Fatal Frame II: Crimson Butterfly, Sony Playstation 2 (Tokyo: Tecmo, Limited,
2003).
81
Videogame play is a form of interactive computing: it depends on a relationship
between users and computers that is more than one in which computers are simply
machines which produce calculations. The interactive computing model was the product
of a particular line of speculation about the possible configuration of computer systems,
one which was given its most exhaustive conceptual grounding by Douglas Engelbart.
Drawing from his work as a RADAR operator in the US Navy and his reading of
Vannevar Bush’s essay, “As we may think,” in which Bush described the Memex, a
cross-indexed system of annotation and linked references
86
, Engelbart conceived of the
human-computer relationship as a system of intellectual augmentation which transferred
certain cognitive and symbolic functions to the computer
87
, producing a hybrid system he
described as the H-LAM/T system (Human using Language, Artifacts, and Methodology,
in which he is Trained)
88
. There are two stage-components in the development of his
system that have implications for our model of the reception of computer games (figure
1). The first is the division of cognitive labor, in which high-level conceptual work such
as organization, procedures, customs, and methods, managed by skills and knowledge
86
Vannevar Bush, “As We May Think,” The Atlantic, July 1945,
http://www.theatlantic.com/magazine/archive/1945/07/as-we-may-think/3881/.
87
Douglas C. Engelbart, “A Conceptual Framework for the Augmentation of Man’s Intellect,”
Computer-supported Cooperative Work: a Book of Readings (1988): 3566.
88
Barnes, “Douglas Carl Engelbart: Developing the Underlying Concepts for Contemporary
Computing.”
82
secured by training (which could be understood as including enculturation for the
relevant symbolic practices involved) are activities of the human, while mediation,
portrayal, travel, view, manipulation, retrieval, computation and communication are the
activities of the tool-system. While Engelbart recognized the artefactual nature of
intellectual work (the use of paper and pencils, systems of calculation, etc.) before the use
of computational technologies, he predicted that a move to new information technologies
would produce changes in organization and workflow, requiring retraining:
People develop a repertoire of subprocess capabilities or tools that they
select and adapt to execute higher order activities. For example, a
mechanic must know what functions his or her tools can perform and how
to use them. Similarly, the intellectual worker must know the capabilities
of his or her tools and understand the suitable methods, strategies, and
rules for making them work. When an intellectual worker writes a
document, the process of writing is used as a subprocess or tool for higher
order activities, such as organizing a committee, creating a report, or
preparing a legal brief. The shift from pencils and paper to digital tools,
such as word processing, changes information handling and the skills
required to use new technological artifacts. Thus, people would need to
learn how to work with these new tools.
89
89
Ibid., 1819.
83
Figure 13.: The two parts of H-LAM/T, from Barnes (1997)
This re-ordering of symbolic (and thus semiotic) work to a tool-system produces
the second stage-component, as augmentation becomes the delegation of sign-processing
to the tool-system: a dual-domain system for managing and organizing signs, and
interactive computing is the real-time and iterative relationship between those two
domains (figure 14). The human system and the tool-system (computer) each produce a
model of the world based on their various channels of input: “energy” moves between
each of these systems and the world, modifying the models. This energy transfer
includes the human-computer interface, an exchange of information based on mutual
models of the conceptual/systemic model of the other (that is, the human has a model. In
the case of the human, the model is a conceptual one, a tentative understanding (or
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abduction) of the system-state of the computer; in the authored tool-system, the model is
expressed as the input stream registered by the system and its interpretation in the
conditions of the program. In simpler terms, interactive computing produces two
complementary and interdependent systems of semiosis
90
.
Figure 14.: "A diagram representing the two active domains within the H-LAM/T system."
91
90
I would not call the relationship between user and computer dialogical, in that I don’t think the
computer can yet be said to constitute a subject. At times, however, it can produce quasi-subjects: entities
which can represent the user within a dynamic system of representation, that representation itself being an
object of user activity. The depth and range of the representation within the computational entity will rely
both on programmatic complexity and the granularity of sensors and input devices.
91
Barnes, “Douglas Carl Engelbart: Developing the Underlying Concepts for Contemporary
Computing,” 19.
85
Computer-based gaming developed in tandem with interactive computing.
Engelbart’s essay was published the year after the Tech Model Railroad Club (TMRC) at
the Massachusetts Institute of Technology released Space War, the program for the PDP-
1 computer widely (if inaccurately) cited as the “first video game.” The goals of the
TMRC were not, initially, to create a computer-controlled opponent to a player, but to
create a fictional play-space to allow players to compete with each other, in a game
setting inspired by the developers’ fondness for the space-opera pulp novels of E.E.
Doc” Smith. Computer-based opponents had already been developed to play turn-based
games such as tic-tac-toe (the 1952 game “OXO”, written by Alexander Douglas for the
EDSAC computer) and chess (Leonard Torres y Quevedo’s “El Ajedricista,” a
clockwork-calculating automaton first demonstrated in 1915, which played rook-and-
king end-games) but these kind of interactivity did not involve the feedback-loop using
collaborative human-machine cognition described by Engelbart. While the TMRC’s
Space War was always a two-player, Computer Space (1971), an arcade adaptation of the
game designed by Nolan Bushnell and Ted Dabney and manufactured by Nutting
Associates, offered a computer-based opponent. The opponentactually a pair of enemy
craftwould target the player.
The distinction between a simple exchange of input and output (that is, the
computer as calculator, in which data is fed to a computer, and the computer left alone
until the calculations are completed) and interaction as a relation between two signifying
systems (the user and the computer) may have a gray area: at times, it may simply be a
matter of speed. However, computation as calculation, the mode of computing which
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precedes interactive computing, doesn’t produce the kind of human attention in which a
user attends to the output channels of the system. In true” interactive computing, the
computer itself is an interlocutor. By no means is this the only model for either games or
digital mediation in general: the popularity of social platforms such as Facebook may be
seen as closer to the design goals of the TMRC, in which the system is foremost
understood as a channel of communication between participants.
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We will see, later, that
even participatory models of computer-supported activity derive from interactive ones.
Modes as configurations
As a complement to the use of the term “register” to describe the provisional,
conceptual contexts for decoding signs produced by the player, the term “mode”
describes a software-based configuration of signs (and affordances for player activity)
active in the game. This use of the term should be distinguished from others.
Conventionally, the term "mode" when used to describe a game designates
variations in the style and structure of the game system as a whole: e.g., "mulitplayer
mode", "capture the flag mode", "cooperative mode", etc. The game Quake III there are
four basic game modes, which in strict terms
93
are really four different games: “Free for
92
My next chapter will discuss the question of games which foreground sociality over player-to-
system interactivity.
93
See Jesper Juul, “The Game, the Player and the World: Looking for a Heart of Gameness,” in
Level Up: Digital Games Research Conference Proceedings (presented at the DiGRA 2003, Utrecht:
Utrecht University, 2003), 3045. Juul describes the characteristics of a game in a “classic” game model.
87
All” (FFA) (also called classic deathmatch), where each player competes against the rest
for the highest score; “Team Deathmatch (TDM), in which (usually) two teams of four
compete for the highest team frag (kill) total; Tournament (1v1), a deathmatch between
two players, usually ending after a set time; and Capture the Flag (CTF) a team-based,
played on symmetrical maps where teams have to recover the enemy flag from the
opponents' base while retaining their own. These kind of modes as variations are a super-
set of the notion of modes I use here.
“Modes” are also a term used broadly in human-computer interface to describe
changes in the status of the computing system which alter the nature of user input: an
example is the Caps Lock key, which sets the keyboard in a mode to transmit different
character codes to the computer (usually producing, in the interface, the upper-case
version of the character, although this depends on the software environment at the
moment: keyboard keys can be used to navigate 3D spaces, to launch macros, or in any
way configured by the programmer). The idea of “mode” from conventional game
discourse shares with the HCI use of the term its relationship to the idea of configuration,
which creates conditions of significance for the user’s input. By including within the
sense of the game mode the various configurations within the playing of a single game, I
bring the game-centered term closer to that from HCI.
Each variation of Quake IIIeach modemust be understood as a distinct game, with different conditions
for winning, different constraints and affordances, etc.
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Mode is also sometimes used as a synonym for “modality,” the sensory channel
by which a human (or other sensing system) apprehends its environment. We do not
intend this sense of the term. Many of the modes I describe in the game Fatal Frame II
are identifiable by the player within the visual modality (that is, the computer
communicates the activation of a given mode by drawing the appropriate signs on the
visual display)and, conversely, auditory and haptic content can be deployed to
constitute a mode. The integration of multiple modalities to produce meaning-bearing
artifacts has already been called a characteristic of digital production:
To rehearse the obvious, it is possible now to easily integrate words with
images, sound, music, and movement to create digital artifacts that do not
necessarily privilege linguistic forms of signification but rather that draw
on a variety of modalitiesspeech, writing, image, gesture, and sound
to create different forms of meaning.
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Though we might challenge the implication that de-privileging linguistic forms
was difficult or uncommon before the development of digital media, we can agree that
working with software makes the integration of modalities much easier. Contemporary
software methods produce programs which contain modalities as effects, as possible
channels of output for entities that are unified within the system itself. An “object” as
apprehended by the player—say, a representation of an animal that the player’s avatar
encountersis an entity which has been instantiated from a discreet segment of code.
Within the code of the system, the entity also acts as a discreet object (usually an object-
94
Glynda A. Hull and Mark Evan Nelson, “Locating the Semiotic Power of Multimodality,”
Written Communication 22, no. 2 (April 1, 2005): 224 261, doi:10.1177/0741088304274170.
89
of-objects, one which produces a series of sub-objects within itself). The visual output to
the screen, the audio files containing the sounds associated with the entity, its position, its
state within the game (as something wounded, or valuable, or dangerous) are a network
of values and child-objects and outputs coordinated by the computer program, which
binds different output channels together to create what is perceptual a unified, multi-
modal entity. The “modes” of the game-as-software systems are not the same as the
modalities described by some media theorists
95
as constituting “multi-modal discourse.”
96
95
Gunther R. Kress and Theo Van Leeuwen, Multimodal Discourse: The Modes and Media of
Contemporary Communication (Arnold, 2001); Hull and Nelson, Locating the Semiotic Power of
Multimodality; Kay L. O’Halloran et al., Digital Semiotics” (presented at the 10th IASS-AIS World
Congress of Semiotics, A Coruña, 2009).
96
A history of a fantasy of multimodality could begin with Wagner’s conception of the
Gesamtkunstwerk, the synthetic and totalizing work of art which produced experiences of the sublime by
overwhelming the senses and the imagination, an idea which appears in much work in especially the late
and post-Romantic period in theater, music and architecture. In cinema, on the other hand, the introduction
of audio was treated by many as a dilution or corruption of the form, rather than its completion: e,g.: "A
film in which the speech and sound effects are perfectly synchronized and coincide with their visual images
on the screen is absolutely contrary to the aim of the cinema. It is a degenerate and misguided attempt to
destroy the real use of the film and cannot be accepted as coming within the true boundaries of the cinema;
"from Paul Rotha, The Film Till Now: A Survey of the Cinema (London: J. Cape, 1930), 308. That a
multimodal cinema represents a decadence is an idea that would re-appear in French postwar cinema,
beginning with Isidore Isou’s call for a discrepant cinema, “where images and sound are servered from
each other.” (McKenzie Wark, The Beach Beneath the Street: The Everyday Life and Glorious Times of the
90
Another use of the term “mode” comes from rhetoric (and adapted into literary
theory: e.g,, Northrop Frye’s theory of modes in his Anatomy of Criticism). Without
entering into a meta-discursive history of the idea of the mode, the usage in theory of
rhetoric does resemble ours, being conventional systems which establishes coherence
within a motivation: the expository mode, for example, frames the utterances within it in
the motivation of creating a propositional belief or knowledge in the understanding of an
auditor (generally figured as not contesting the authority of the utterer to do so); a mode
of argument may use similar utterances, but frame then within a different power dynamic
in which the utterer seeks to persuade the auditor, overcome objections, and perhaps
produce a different behavior. This sense of mode (as well as Frye’s) resembles my idea of
mode as being a configuration of a system for interaction in that it creates an enframing
syntax for interpretation. Our sense of the term, however, foregrounds the machinic
elements of the systems which generate the conditions of interpretation.
Registers are conceptual, though they are assembled from the elements on the
screen at any given instant at play. These elements include the representations which
indicate the momentary affordances of the mode (to heal, to shoot, to navigate, to detect
the presence of foes, etc.) The nature of videogames as software-based artifacts makes
many of its semiotic elements relatively stable (vis-a-vis film or video) over the course of
Situationist International (London: Verso, 2011), 14.) Such a history would show the ebbs and flows of the
idea, through virtual reality and the current activity in transmedia storytelling, but the modal logics I’m
describing arent exactly part of that history.
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engagement: when an event occurs (shooting something, jumping) or a graphical element
is drawn on the screen (a health bar, a target, etc) it is usually produced from a database
of digital assets that are used repeatedly. This makes it easy to identify the presence of a
game mode by analyzing the digitized footage of gameplay with image analysis tools as
described earlier. Any given mode may afford certain registers more than others: for
example, in navigational (field) mode, present in most games in which three-dimensional
avatars move through space, the dominant registers are those rely on spatial and
kinesthetic cognition: surfaces, orientations, the apparent ability of a door to open or a
surface to be climbed, etc. The textures of these spaces, denoting aged wood, or moss-
covered rocks, or hidden nooks, are also available to the player, signifying diegetic
information relevant to the fictions of the game. Reducing the navigational mode to a
simple, straightforward operational register would be incorrect. The system could be
continuously operating within a navigational mode, yet the player’s mental activity move
between a range of registers as they understand the activity as the movement of a
fictional characters movement through a diegetic space, then attending to the collection
of objects deigned useful for the game tasks (ammunition, health), then identifying
features which indicate a possible threat and adopting a tactical stance to respond to it.
Yet some operational registers will be more available than others.
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Fatal Frame II
Genre and style
97
broadly predict the ordering of registers of interpretation: in the
end, however, only a close playing of each game will reveal the conditions by which it
can be decoded and the signifying techniques used to produce its various effects. The
rest of this chapter focuses on a single title: Fatal Frame II: Crimson Butterfly.
The game is usually assigned to the survival horror genre
98
. As a genre category,
“survival horror” is unusual: while most of the other genres, such as “first person
shooters,” “platformers,” role-playing games” identify interactive regimens, “survival
horror” connotes specific themes, moods and setting as well as mechanics, control
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“Style” in games can refer to conventional visual aesthetics styles, such as cartoon aesthetics,
gothic horror, gritty realist” aesthetics, etc. However, I intend a more formal use of the term, taken from
Bogost, “The Proceduralist Style.” Casting Bogost in terms of my model, style in game design includes the
register which secures the “meaning” of the game, or in which its rhetoric is centered. In games of the
proceduralist style, per Bogost, it is in the register of the game mechanics, in the operations of the elements
as functional units, that games like The Marriage produce a poetics which reflects on interpersonal
dynamics; in games such as The Path, by Tale-of-Tales, the rendering of scenes and characters, the
transitions between scenes, and the atmospheric music (evocative of horror games) secures the allusion to
its referentsI would describe this as an expressionist style, even when the visual aesthetics do not
necessarily correspond to art-historical expressionisms.
98
See the public game catalog at “Fatal Frame II: Crimson Butterfly,” MobyGames, n.d.,
http://www.mobygames.com/game/ps2/fatal-frame-ii-crimson-butterfly. MobyGames lists the game, in its
rather complex genre-tagging system, as being in the Action genre, and as a Puzzle-solving and Survival
horror game.
93
schema and the relationship between the player, computer-controlled opponents, spatial
features, and even camera. Survival horror games deploy a range of interactive dynamics:
in some, such as the games in the Resident Evil, the player is usually equipped with
weaponry, and in many ways the game is similar to first-person shooter games, albeit
with narrative and settings similar to those of horror cinema. Other games, such as
Eternal Darkness, use game mechanics and operations which are attuned more closely to
the themes and settings of supernatural horror: in Eternal Darkness, the player’s sanity
deteriorates over the course of exposure to the chthonic forces arrayed against them,
leading to distortions in the visual image and auditory track.
According to MobyGames, an online, public database of videogames which lists
credits, versions and platforms of videogames:
Survival horror is typically a 3rd person perspective game in which the
player has to survive an onslaught of undead, human, animal or monster
like opponents, usually in claustrophobic environments. Horror film
elements are used liberally. The player is typically armed, but not nearly
as well-armed or armoured as a player in a first person shooter game. The
player's goal is generally to escape from an isolated house or town that is
inhabited mostly by zombies and monsters through shooting and puzzle
solving.
99
The game is part of a franchise of games on various platforms, which began with
the 2001 release of Project Zero on the PlayStation 2. Keisuke Kikuchi conceived of the
game, as an employee of Tecmo, Ltd., which developed and published it. Kikuchi was
99
Moby Games contributors, “Genre Definitions,” MobyGames, accessed August 24, 2011,
http://www.mobygames.com/glossary/genres/.
94
the design lead for the first three games, and was the co-lead for the fourth. The game has
been well received critically, and has become a staple in academic videogame criticism
(along with the Silent Hill and Resident Evil series
100
) even if in some ways it is
idiosyncratic as a member of the survival horror genre. The game Fatal Frame II sold
well, reaching 9
th
place on the sales charts in Japan after its release in November of
2003.
101
Eighty-five people/entities are credited in the production of the Japanese version
of the game, with an additional 29 credited for the creation of the US version. Of the
original eighty-five, 9 individuals in 8 roles are given credit in shorter lists and entries:
the director, the two product managers, the program manager, the chief programmer, the
visual art designer, the chief stage designer, and the chief movie creator.
Videogame content franchises take several forms and can be structured according
to different logics. Some, like Pokémon, were conceived from early in their production as
trans-media intellectual properties, with characters, themes, settings, and narratives which
are distributed as movies, television shows, toys, card games, comics and videogames in
100
Laurie N Taylor, “Video Games: Perspective, Point-of-view, and Immersion” (University of
Florida, 2002), http://www.laurientaylor.org/research/taylor_l.pdf; Bernard Perron, “Sign of a Threat: The
Effects of Warning Systems in Survival Horror Games,” in Proceedings of the Fourth International
Conference on Computational Semiotics for Games and New Media (COSIGN 2004) (Split, Croatia:
University of Split, 2004), http://www.cosignconference.org/downloads/papers/perron_cosign_2004.pdf.
101
Enterbrain, Inc.,集計期間:2003 11 24 日~2003 11 30 ,”
ァミ通
.com,
December 10, 2003,
http://www.famitsu.com/game/rank/top30/2003/12/10/120,1071046099,19049,0,0.html.
95
what the Japanese culture industry describes as a media mix strategy.
102
Others, such as
the Final Fantasy series of role-playing games created by Square, Ltd (now Square-Enix,
Inc.) and the Quake games developed by iD software, are series of games which share a
handful of tropes, iconic elements, or gameplay elements to create a relationship between
its individual titles on various media and platforms, without sharing a narrative or a
fictional world. Square-Enix describes their strategy for creating franchises as the
production of polymorphic content,
103
the design of character and world concepts
independent of the multiple media forms, such as film, novels, games, merchandise or
comics, in which they might be expressed and marketed. Others, such as Microsoft’s
Halo series, and the Mass Effect series created by Bioware, are original game-based
narrative series: in both these cases, the publishers have decided to increase the revenue
provided by the franchise by producing feature-length films, but these films are
understood as remediations of the game-original content, whereas the Square-Enix
strategy does not privilege any one form for presenting the characters and worlds of the
franchise over others. Likewise, although Pokemon was originally a handheld game title
published in 1996, much of its reach as a media franchise has been through its television
102
“The media mix is a heterogeneous but integrated web of reference manifesting in multiple
material forms.” Mimi Ito, “Technologies of the Chilhood Imagination: Media Mixes, Hypersociality, and
Recombinant Cultural Form” (2007): 32, http://documents.irevues.inist.fr/handle/2042/23561.
103
Ichiro Otobe, “Innovations in the Video Game Industry” (presented at the Autumn 2007-2008
Seminar/Public Lecture Series Topics in International Technology Management Innovation Systems and
Processes in Asia, Palo Alto, CA, 2007), 16, http://asia.stanford.edu/events/fall07/slides/otobe.pdf.
96
shows, collectible card games, and film, and even its fans may not know which was the
original or canonical” source of settings and characters.
The Fatal Frame series maintains its coherence as a franchise both in its diegesis
and in its game mechanics. While some ancillary merchandise has been licensed by
Tecmo, the franchise is “video game native,” with no announced plans to release produce
films, novels or the like. The game titles are a series of loosely inter-related returns-of-
the-repressed, atavistic hauntings, possessions and assorted traumatic memories and re-
experiences involving a constellation of characters with various types of relationships to
each other. The core game mechanical component has remained stable throughout the
series: the use of the camera obscura, a device strongly reminiscent of the paranormal
technologies of the Victorian era, with the power to record and dispel ghosts. There are
other spectral technologies in the games, including the spirit radio, which can overhear
the murmurs and exclamations of the dead. The auditory channel in the game does not,
however, have the same rich ludic-diegetic function as the visual one. When the auditory
does have a ludic function, it is generally extra-diegetic. A distinctive musical phrase
indicates a nearby opponent; another suggests that the player is on the correct path to
solve a puzzle. There are the usual sound effects which confirm that an interface element
has been selected, familiar to users of graphical computing environments.
The dominant modes of Fatal Frame II
In Fatal Frame II: Crimson Butterfly, the camera obscura replaces traditional
forms of weaponry used in most other horror games, and is at the center of the most
important player activity: the simultaneous documentation and exorcism of spirits. The
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use of the camera takes up much of the playing time (in addition to the typical navigation
of 3-dimensional spaces). The moment in the game when the protagonists discover the
camera is crucial both in the development of the narrativethe camera reveals the
existence of the ghosts which populate the villageand the game’s activity. The camera
obscura is visually foregrounded at the moments of peak excitation, when the player is in
greatest peril of failure, during that activity which makes the most demands on the
immediate attention of the player throughout the course of the game. This action is
different from the practice of navigating the space of the game. A trade-off is made
between freedom of motion and freedom of view: when the player is in a navigational
mode, the (game) camera is completely controlled by the game system; when the player
is in camera obscura mode, the player has full freedom of rotation for a 360º view, but is
unable to move forward or backward. The player must choose between the freedom to
see and the freedom to move. The visual apprehension of the game, even in its most
diegetic moments and modes, is subject to the transition between these modes. In other
words, neither of these modes is simply either fictive or operational, ludological or
narrative. They always put multiple registers into play.
The modes of any game are revealed in the process of playing, although they are
often transparent to a player, particularly when those modes are conventions of a well-
understood genre of play. I have identified the following modes in the game Fatal Frame
II (and an illustrative montage of representative frames accompanies each description).
Providing a kind of limit on the spectrum of interactivity, the non-interactive
mode (Figure 15) is a mode in which the player has almost no ability to interact with the
98
system (except on a meta-game level, by pausing the game or turning it off) while the
system plays back pre-recorded content. Sequences of play in this mode are usually
called cutscenes, a term which suggests that they are seen as interrupting the expected
dialogue between player and system, although as Rune Klevjer observes:
A cutscene does not cut off gameplay. It is an integral part of the
configurative experience. Even if the player is denied any active input, this
does not mean that the ergodic experience and effort is paused. A cutscene
is never truly ‘cinematic’, no matter how poorly implemented it may be. In
any case, it can not avoid affecting the rhythm of the gameplay. For
example, in the arcade-inspired James Bond Under Fire . . . the numerous
but short cutscenes provide moments of release from the intense action.
They create a characteristic in which the regular interruption/release is
always expected. As a play you quickly learn the code, constantly being
thrown rapidly in and out of bodily ergodic effort.
104
Figure 15.: Fatal Frame II: Crimson Butterfly. Montage of frames in non-interactive mode.
104
Rune Klevjer, “In Defense of Cutscenes,” in Computer Games and Digital Cultures 2002
Conference Proceedings (presented at the CGDC 2002, Tampere: Tampere University Press, 2002), 195.
99
During a cut-scene, a player may even put down the controller and adopt the
posture of a film-viewer: the player may stare at the screen, instead of remaining in what
has been described by Chris Chesher as the “glaze”
105
of player-vision which dominates
those modes in which the player may be required to respond. Yet while the player is not
able to produce input during a cutscene, it would be incorrect to say that the only register
which comes into play is a fictive one. The player may be called to attend to various
narratological, aesthetic, or game-diegetic elements (e.g., clues for the solution of
puzzles) while looking at a cutscene: in Chesher’s terms, the game is still a glaze text”
even if its audiovisual regime temporarily resembles that a “gaze” text (i.e., cinema).
The non-interactive mode in many games seems to use modified conventions of
cinema, although generally they are animated sequences. Fatal Frame II uses “full motion
video” (FMV) along with animated models for its cutscenes. FMVs are high-resolution
video recordings of animation or, occasionally, film (Fatal Frame II uses animation). The
105
Chris Chesher, “Neither Gaze nor Glance, but Glaze: Relating to Console Game Screens,”
SCAN: Journal of Media Arts Culture 1, no. 1 (January 2004): article 5. The audiovisual regime of the
glaze is characterised by at least three distinctive characteristics: spectacular immersion, interactive agency
and mimetic simulation.” Chesher describes the glance as the dominant audiovisual regime of television,
and the gaze as that of cinema. However, since those three characteristics are not always at work during a
videogamethe cutscene, by definition, removes interactive agencyeither of the other two regimes
might come into play. Insofar as a game conventionally holds an uninterrupted monopoly on player
attention, is not a broadcast media, and has generally non-episodic content, I am inclined to think of gaze,
rather than glance, as the dominant visual regime of the cutscene.
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very high resolution of the image, the naturalism in the movements, and often a
letterboxing effect (the reduction of the viewing space on the top and bottom of the
image, as if a widescreen film were being projected) indicate a FMV in a cutscene. A
cutscene can also use an animated model created by the assets of the game. In Fatal
Frame II, three sensory channels are used during these sequences: visual, auditory and
force-feedback vibrations sent to the game controller.
The cutscene has played a distinctive role in game studies as the point around
which the so-called “ludology versus narratologyargument seemed to break. Klevjer’s
article is a response to a radical ludological position, exemplified by Markku Eskelinen’s
claim (quoted by Klevjer) that stories in games “are just uninteresting ornaments or gift-
wrappings to games, and laying any emphasis on studying these kind of marketing tools
is just waste of time and energy.”
106
Klevjer uses the cutscene as the point to respond to
this extreme position:
106
Markku Eskelinen, “The Gaming Situation,” Game Studies: The International Journal of
Computer Game Research 1, no. 1 (July 2001), http://gamestudies.org/0101/eskelinen/. The radical
ludologist position relies on a categorical maneuver, foregrounding the continuity between digital games
and non-digital games while minimizing the mediational aspect of digital technologies, seeing them
generally as supplementary to the translation of rules into programs and as a digitization of the sorts of
assets used in non-digital games, such as player pieces, boards, settings, etc. Klevjer also criticizes
Eskelinen for ignoring the discursive modes which do not focus on mechanics, and for uncritically applying
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Still, a good cutscene has other qualities than just being ‘rhythmically’
well-implemented. Notably, it may work as surveillance or planning tool,
providing the player with helpful or crucial visual information. Another
rather well-established convention is the ‘gameplay catapult’, building up
suspense and creating a situation, only to drop the player directly into fast
and demanding action-gameplay.
107
The cutscene in Fatal Frame II does both of the kinds of work described above by
Klevjer, providing important clues and cues for the player (thus working in an operational
register even in the absence of any immediate opportunity for player input) and
participating in the production of suspense and urgency which is discharged in more
demanding forms of play. In the case of this title, there is no letterboxing. The player will
recognize that they have entered into a cut-scene by the absence of other display
elements: the compass, mini-map, and various gauges super-imposed on the field of view
will disappear. The graphical quality of the image improves dramatically, with camera
and lighting effects. Usually, the camera’s angle, movement and level of zoom will all
change from those used in other game modes; in these senses and in the style of editing,
the visual scene in these sequences could be called cinematic.” However, as even here a
player may be scanning the visual field for operationally useful elements, left in the
visual scene by the designers in order to support gameplay, it would still be incorrect to
reduce the visual codes of these sequences to those of cinema.
“concepts and categories developed to investigate non-computerized play.” (Klevjer, “In Defense of
Cutscenes,” 192.)
107
Klevjer, “In Defense of Cutscenes,” 195.
102
Two other modes dominate most of the game: they, along with one other, are
identified and described as modes
108
within the printed documentation included with the
game disk (Figure 16). All games have one or more control schemes: the mappings
between input devices of some sort and systematic representations of player activity
within the game’s mechanics. While modes are not identical to their control schemes,
they are closely linked to them: each mode configures the player’s activity in some way,
providing a grammar (specifically, a repertoire of verbs) of playing activity within the
fictional space of the game. The non-interactive mode described above offers a minimal
control scheme, allowing the player only to turn off the system. In other modes, schemes
can be complex, and their mastery by the player becomes pivotal to the traversal of the
game. The operation of the mode and schema produce to functional ontology for the
game as an interactive system, understood not only in a conceptual sense, but also in the
practical sense. The player affirms the ontology of the game every time she/he
instinctively presses a button to produce an expected effect.
108
Cinematic mode is not defined as a mode in the game manual, because it is a kind of “zero
case” in which the user has no role outside of spectatorship: it requires no documentation.
103
Figure 16.: Control schema for the dominant gameplay modes of Fatal Frame II, from the instruction
manual.
The first of the three explicitly named dominant game modes is field mode
109
(Figure 17), in which the player's interaction with the controller moves the avatar through
the rendered three-dimensional space of the game, constitutes the majority of most
players' experience of the game. The depth and nature of player attention demanded in
109
In a previous essay, I referred to this as navigational mode, but am here reverting to the name
of the mode used in the game’s instruction manual for both this mode and viewfinder mode.
104
this mode varies from inattention (the player may not be attending at all) to impatient
movement through well-learned access spaces, to high tension and close scrutiny to
details in the environment. It may not be far off to describe this mode as the canvas for
the others; the default spatio-temporal posture in the Lost Village. In Fatal Frame II, this
is a timeless mode; one generally invites danger only if one moves. There is not a direct
link between diegetic time and play time. Entering this mode and doing nothing would
set the conditions for what Alex Galloway calls an ambient machine diegetic act, in
which the computer sustains the fiction of the world in a state of “charged
expectation
110
,” awaiting player activity.
When the player triggers certain conditions, the camera’s position shifts in space,
often changing the relative orientation of the avatar to the camera. The avatar acts more
like cursor, following the absolute position of the joystick controller, than as a remote
object in a virtual space. Note the long, blue health bar and the smaller filament in the
lower-right-hand corner. The filament indicates the proximity of a dangerous (red glow)
or harmless (blue glow) spirit
110
Galloway, Gaming: Essays on Algorithmic Culture, 11.
105
Figure 17.: Montage of frames in field (navigational) mode..
Within this mode, it is possible to come across elements which indicate
actionabilityfor example, an avatar might approach a region of the screen, and a visual
object appear, illuminated in a way presenting a high contrast to its background to both
foreground it as prominent and as conceptual alienable from the background in which it
appears. These includes items which can be added to one of several inventories
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objects
which allow the player to save her/his progress, objects which will move the player to a
new space (doors, staircases), signs of threats, etc. The behavior of the game in
reproducing navigable space is one common in many horror-based games designed
111
While each inventory provides a mode of its own, adding something to an inventory does not
necessarily bring the new mode into presence. In Fatal Frame II, a “modal” window briefly appears
indicating what item has been added to the inventory, which can be dismissed by pressing any button,
returning the player to the field mode.
106
during the late 1990s and early 2000s: the camera angle is fixed and the player’s
movement is bounded within a restricted area, unless the player interacts with an object
that allows egress (doors, trails, stairs, etc.) Field mode is not an open 3D environment,
but a succession of closed ones
112
. The game is thus in the fixed version of a third-person
perspective in this mode, one by which the spatial deixis of the avatar is orthogonal to the
orientation of the player’s gaze. (Alternative third-person views are a tracking
perspective, by which the view of the player is at a constant distance from the avatar
usually behind its head or over its shoulderand a constraint-based view, which
calculates optimal placement for the camera, based on a range of parameters). The
control scheme for the field mode in Fatal Frame II is absolute with respect to space:
moving the joystick controller forward will move the avatar to the rear of the scene;
moving it back will move it to the foreground, etc. The orientation of the avatar is not
mapped onto the control scheme. Space shifts are generally very fast when the player is
moving in one direction, but slower when the player is looking within a scene for items
or important features.
112
A version of the game produced for Microsoft’s Xbox platform, called the “director’s cut,” was
released in 2004, and included an “FPS mode,” allowing the player to experience the game in first-person
view, and thus control the camera, for the entire game. The gap between field and viewfinder modes in this
version is accordingly reduced to a swap-out of “HUD” (heads-up display) superimposed graphical
elements.
107
Fatal Frame 2 deploys an architectural notion of the division of space into
navigable regions. The player/avatar perceives and works within spaces that become
operational units in themselves; if the player realizes that she/he forgot an important item
in a previous area, the navigation back to that area is better understood as a re-tracing a
sequence of action elements, rather than unrestricted movement on a two-dimensional
plane. This spatial configuration resembles that of adventure games from the late 1980s
and 1990s, such as Grim Fandango
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, at least in terms of the player’s conceptual
construction of the space of navigation.
Earlier in this chapter, I describe the camera obscura as a franchise-signature
element: the entire Fatal Frame series incorporates this camera. In a flashback cutscene
sequence that is triggered when the player finds the camera, the player learns from its
inventor that it takes pictures of impossible things.The camera is discovered in the first
chapter
114
of the game, in the first of a series of buildings that the player explores. Once
the player has the camera in their inventory, a short sequence (in interactive mode) plays,
revealing the (fictional) history of the camera, followed by a series of windows
describing its use:
113
Tim Schafer and LucasArts, Grim Fandango, version 1.01, Microsoft Windows (San
Francisco: LucasArts, 1998).
114
The game is divided into 9 chapters, with an unlockable 10
th
chapter (described a “non-
canonical” in that it contradicts the events described in the sequel to the game) if one plays the game in
“Hard” or Nightmare” levels of difficulty.
108
The Camera Obscura is a special camera that allows you to exorcise spirits
by taking photographs of them. When you face a direction where a spirit
is, the filament at the bottom-right of the screen
115
, or top of the
viewfinder
116
, will glow.
Once you've located a spirit, raise the camera with the [circle] button
117
.
When you've found a spirit, centre it in the viewfinder screen and press the
shutter button (the Right trigger) to take a photo of it.
(Default
118
settings.)
119
After this sequence, viewfinder mode (Figure 18) is available whenever the
player has the camera (in an unavoidable event later in the game, the player loses the
camera and must re-locate it: viewfinder mode is unavailable until the camera is found),
and is accessed in field mode when the player presses the circle button: pressing the
115
From field mode, the filament is in the lower right-hand corner of the screen.
116
If the player is already in viewfinder mode, the filament will be at the top of the screen: it is a
bridge-element between the field and viewfinder modes.
117
This assumes that the player is in the field mode.
118
The mappings between controller buttons and player-driven events can be changed by the
player. The customizability of input is an important feature in genres which offer competitive play and
demand deep mastery of complex mechanics, such as many first-person shooters and real-time strategy
games. It is a less important feature for single-player action-adventure survival-horror games like Fatal
Frame II, particularly on platforms with well-established control scheme conventions, governed by license
agreements between developers and platform vendors.
119
Tecmo Ltd, Fatal Frame II: Crimson Butterfly. Chapter 1: this text appears as an intertitles
after a full-motion video (FMV) flashback cutscene sequence, depicting the folklorist who left behind notes
and fragments discovering the power of the camera.
109
circle button while in viewfinder mode returns the player to field mode.
120
The avatar's
point-of-view is synchronized with the player's point of view, as the fictive camera
becomes the player's camera-eye. Navigational motion is arrested; the player has, instead,
complete 360-degree freedom of motion in the round.
Figure 18.: Montage of a sequence in viewfinder mode.
The stable visual elements that identify this mode are the translucent focus ring
which is superimposed over the visual plane and the icons on the top row of the image,
indicating the type of film currently loaded in the camera, the number of frames of film
left, and other indicators of the operational state of the camera in the context of the scene.
120
This is the convention in the North American and European releases of the game. Button
mappings are not arbitrary with the Playstation platforms: there is an order of precedence,
110
The display reproduces the effect of looking through an antique camera, with a filament
above a viewfinder window resembling that of an actual bulb, although the actual visual
elements are still based on digital-era graphic conventions and affordances: the use of
sepia tones does not hide the anachronistic elements (e.g., graded bars to indicate
diminishing resources; textual information about the type and quantity of film), and the
contemporary literacies of game-players are too valuable to sacrifice to any effort to
efface those anachronisms.
There are two dominant variations of viewfinder mode: the more minimal
“searching” view, in which the player is scanning a scene for a sign of a spectral entity,
and an “exorcism” or combat view, in which the player has identified a spectral entity
and is trying to record it and exorcise it. Often, one begins searching when, in navigation
mode, the filament in the lower-right hand glows blue or red: the player will then enter
into viewfinder mode to locate the ghost. When no ghost is within the viewfinder’s
window, the graphical elements remain minimal.
When the specter is not dangerous, the player is often challenged to try to capture
an elusive, fleeting figure; the play of the moment is one of timing, reflexes and good
guesswork. When the specter is a hostile one, the player must avoid harm, find an optimal
position to take a picture, equip the optimal enhancements and film. Film acts as
ammunition, a resource which must be managed: more powerful film-types are generally
best reserved for the more powerful opponents. (Film and camera configuration is
managed in another mode).
111
Combat mode (Figure 19) distinguished by the inclusion of specific visual
indicators
121
to the camera mode described above. The captured frame in the figure has
been annotated to highlight discreet signifying elements in the scene. The frame is from a
moment of combat, after the player has pressed the X button to discharge the camera (in
other games, this would be mechanically comparable to firing a weapon).
121
Each of these elements could be located within Peirce’s systems for categorizing signs. The
health bar of the opponent consists of an iconic sinsignthe mapping of the color of the gauge to an
integer stored in the system: the “health” of the opponent. That integer is itself another sign mediating
between the computer system and the fiction of the world, in which it acts as a rhematic indexical sign,
being the health of this opponent. The entire gauge as such is an iconic legisign: the convention which
maps it onto the health status of the opponent is learned by the player as part of the production of genre
literacy.
112
Figure 19.: Combat mode, with discreet signifiying elements highlighted. This frame is from an instant
during the process of combat in which one feature of viewfinder mode which is usually stablethe focus ring
disappears briefly: immediately after a shot has discharged.
Element (a) is the “health bar” of the opponent: the spirit is near “death”
(exorcism, in terms of the game’s fiction). This element only appears in combat with an
aggressive ghost. This information is available only when the player has equipped the
“measure” function, as described below. “Health bars” are a metaphor nested in a
metaphor: they are regions of screen-space that are decoded one-dimensionally: a line,
although of course they are actually two-dimensional regionselongated rectangles
which are often shaded to produce the effect of fluid meter, such as a barometer. The
health bar denotes a number, or more accurately a relationship between two numbers: one
113
integer which represents the plenary health of the opponents, an undamaged state; the
other the condition of the opponent at any instant.
There are two conventions of depiction for health bars. In one, the length of the
region is constant, and the bar only indicates the ratio of the two numbers: a stronger
opponent with a higher health will be represented by a slower decrementing of the bar. In
the other, the region also indicates the absolute value of the health of opponents (and the
protagonist): those who are “stronger” (that is, the integer representing their maximum
health is relatively high) will have their health represented by a longer region. Fatal
Frame 2 follows the latter convention.
When the battle beginsthat is, when the integer denoting its current health is
identical to that of its fullest possible healththe entire region will be drawn in a rich
saturated color with high brightness relative to the background (in the case of element a,
a crimson tone. The player’s health bar, element h, is blue). As the current health
decreases, the area which is brighter will shrink, being replaced with a muted, more
neutral tone: a negative space indicating the growing gap between the entity at its most
vital and the entitys current status. Visually, the fluid meter metaphor is an analog
representamen of a digital object (the integer denoting “health”
122
).
122
Following the chain of signification further, the sign of the health bar, within an interpretant of
the broad experience with meters like thermometers and catheters and the behaviors of fluids in general,
activates a fullness/emptiness metaphor directing it to the relationship between the integers standing for full
114
Health” is part of the conceptual model the player has of an aspect of the game:
it has its own history, with origins in Kriegspeil, a war simulation in the early 19
th
century in game form used for the training of Prussian officers. The use of a single value
to represent the well-being of an entity originally was meant as an abstraction not of its
vitality, but of its fighting capacity, and this connotation does persist in many games,
which often are ambiguous in characterizing defeat as death, or as mere incapacitation.
(In the early 1990s, two arcade games in the fighting genreMortal Kombat and Street
Fightertook contrasting positions in this depiction: Mortal Kombat was notorious for
its grisly animations of the final blow, with decapitations, impalings, and the tearing out
of living hearts as the coda to a one-on-one battle; Street Fighter and most games of the
genre depicted defeat as a mere K.O., a knock-out.) In Fatal Frame II, the depletion of a
health bar means different things for ghosts than it does for the player: in the fictive
mode, the ghost is thought to have been exorcised, while the player is presumed to have
been slain by the ghost (and will be obligated to resume play from a saved sessiona
and current health. Those integers are sustained by the computer, and while they produce the fiction of an
entity with such-and-such well-being, they are themselves a decoding of a sequence of bitszeroes and
onesinterpreted within the framework of encoding system used in most contemporary computer systems
as standing for an integer, based on the value of a header, or other sequence of bits. The sequence of bits is
also an interpretation of a range of differential states: a bit is a differential in amperage in the working
memory of a computer, but is an interpretation of magnetic polarity on some storage media, or of the
existence of a pit or plateau, read by a laser, on a CD or DVD.
115
task which incorporates other game modes, including a meta-gamic navigation of
representations of saved files).
Element (b) is the filament, both diagetically and ludologically equivalent to the
small filament in the lower-right hand corner of the screen in field mode.
123
The filament
glows when a ghost is near, more brightly when the cameras focus ring is centered on
the position of the ghost. (The filament in field mode has the same behavior, with regard
to the facing of the character.)
Element (c) is a stylized text-box, using a linotype font in a sepia color to connote
a 19
th
century steampunk” aesthetic, stating the film type described above. The number
to the right of the film-type is the number of shots available in that film type. Element (d)
is a contextual element, available to the player, but not a discrete, stable element like the
others: it is an indication of the orientation of the player on the game map; in this case, it
indicates that the player is in what is called the “brazier roomin the “Kurosawa house,”
a building in the Lost Village. The graphical information here also helps the player orient
her/himself with other features of that space (opponents, doors, windows, etc.) Element
(e) is the opponent itself. The player must frame the opponent optimally within a focus
ring to take a shot that can reduce its health, and move the bar in element (a) as low as
possible. If the opponent gets too close to the player without a picture being taken, the
123
The activation of the filament in field mode both presages and calls for the more strongly
foregrounded presentation of the filament in viewfinder mode.
116
camera will cut away to a third-person view, showing the ghost shaking or strangling the
player, reducing her health.
Element (f) indicates the augmentations and configuration of the camera obscura.
As the player progresses through the game, she/he will find “spirit orbs,” obtained by
battling ghosts. This spirit orbs become a kind of internal currency for a system of
upgrades to the camera. The orbs can be used to augment the camera’s basic functions or
those unlocked by finding “equipment.” This upgrade-management mechanic is common
to games in many genres, and adds combinatorial depth and strategic planning to the
game experience, while extending the domain-mapping of photography as metaphor.
Element (g) serves a decorative and connotative function: it is a small plate with the
words “SHADOW OBSCURE.” Element (h) is the health bar of the player: minding the
integer to which this sign refers is of both immediate and medium-term interest to the
player, who will seek apply items from her/his inventory to increase their health value. If
the blue bar should drop to the bottom, the character will die, and the player will have to
resume play from a saved position
124
. Of all the signs in this frame, only oneelement
(h)can be understood as working within a single, fictive register of play experience.
All the others participate in multiple registers, and often allude to other modes.
124
There are modes dedicated to the management of saved game images, and the catalog of saved
games stored in the game-system is itself another player-register.
117
Each of these elements is produced by the coordination of multiple work
processes, stored in an asset library that allows workers in different roles to edit, copy
and use them.
125
More importantly, they are discrete objects, constituted by digital code,
with associated behaviors (the fighting algorithm of an opponent, the creaking of steps as
a character climbs them), which allude to values (such as the relative position of objects,
ranges of effects, and health values for the avatars and opponents). In most contemporary
game development, the programming languages used to create both the engines on which
the games run and the games themselves are object-oriented languages like C++ and
Java. These languages make it easier to write modular code: visual, auditory and code
assets can be checked out of asset libraries, enabling teams of hundreds of artists,
designers and programmers to concurrently work on the same game.
However, even in highly abstract games made with simple tools by sole authors,
these elements operated in multiple registers, within modes, in much the same way. A
brief comparison with an independent, experimental game created by a single designer
will demonstrate this.
125
The specific software used to manage the asset library in the case of Fatal Frame II: Crimson
Butterfly was not revealed by the developers. Often, the libraries are managed by asset pipeline tools
developed in-house. Production digital asset management software is also built into game development
engines such as Unity Pro, which includes an asset server.
118
In the mode for love: The Marriage as single-mode game
Rod Humble’s 2006 independent game The Marriage
126
is a procedural reflection
on monogamous, asymmetrical heterosexual relationships. Ian Bogost describes the game
as a paradigmatic example of the proceduralist style: process-intensive, designed for an
introspective reading, using abstraction in graphics, and representing subjective inner
experience.
127
In The Marriage, players click on one of two squaresone blue, one pinkin
order to attract green circles to them. (Figure 20) Contact with green circles makes the
squares grow larger. There are only four visual elements in the game: a blue square
connoting a male partner, a pink square connoting a female partner, colored circles which
connote positive external factors (other people, work, activities), and black spots
connoting destructive/traumatic events. The size and opacity of the squares change based
on their interactions with each other, with other objects, and with the players mouse
cursor. Reflecting a normative model of gender difference, the blue and pink squares
react differently to certain procedures. Placing the mouse over either square triggers them
to move closer to each other (both move toward the mouse cursor), but makes them
smaller. Placing the mouse cursor over any circle causes it to disappear, and causes the
126
Rod Humble, “The Marriage: a Computer Game by Rod Humble,” August 2006,
http://www.rodvik.com/rodgames/marriage.html.
127
Bogost, “The Proceduralist Style.”
119
pink square to get smaller. When the two squares collide (or, as he describes it, “kiss”
128
)
the blue square diminishes in size and becomes more transparent, while the pink square
grows slightly and becomes more opaque. Contact with a colored circle causes the blue
square to become more opaque and to grow in size, but only causes the pink square to
grow in size slightly. Black circles cause both squares to shrink significantly. Without
any contact with the blue square, the pink square will slowly grow more transparent over
time. If either square either shrinks or becomes transparent to the point of disappearance,
the game ends.
Figure 20.: The Marriage. Rod Humble (2006)
128
Rod Humble, The Marriage (game), Microsoft Windows, 2006,
http://www.rodvik.com/rodgames/marriage.html.
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Humble is explicit about the intension of the work and its metaphors:
The game is my expression of how a marriage feels. The blue and pink
squares represent the masculine and feminine of a marriage. They have
differing rules which must be balanced to keep the marriage going.
The circles represent outside elements entering the marriage. This can be
anything. Work, family, ideas, each marriage is unique and the players
response should be individual..
The size of each square represents the amount of space that person is
taking up within the marriage. So for example we often say that one
person’s ego is dominating a marriage or perhaps a large personality. In
the game this would be one square being so large that the other one simply
is trapped within the space of it unable to get to circles and more
importantly unable to kiss” edge to edge.
The transparency of the squares represents how engaged that person is in
the marriage. When one person fades out of the marriage and becomes
emotionally distant then the marriage is over.
129
In other media forms, this kind of explicit allegorical mapping may seem like
excessive hand-holding for an overwrought metaphor; insofar as allegory by procedure is
still the exception in the field of independent videogames, some allowances might be
extended to the author for his explanation. For us, the conventional and normative
rhetoric on human intimacy and asymmetrical need is less interesting than the registers in
which it is articulated.
There is clearly only one mode: the screen shown in Figure 20, with some
changes depending on the stage of the game, is the only one that the players encounter.
There are still, however, multiple registers: that of the lusory (the game as a set of
129
Humble, “The Marriage: a Computer Game by Rod Humble.”
121
objectives and mechanics, described by the rulesdescribed by Bernard Suits
130
) and the
register of allegory. The signs in the allegorical register are not the elements as visual
representations, but the interpretants for those signs in the lusory register. The visual
region (square, circle) and color are the material signs, the object is the behavior that
results when certain kinds of interaction occur, and the interpretant is the rule-set which
maps the latter onto the former. The ruleset in toto is itself a sign, with the object being
the domain of human relationships (as understood by Rod Humble) and the interpretant
being the conventions and behaviorsand the explicit guide written by Humblewhich
connotes them (or, in the latter case, denotes them).
The Marriage was created by Humble alone:
The Marriage “came out of a long weekend I took with my wife down to
Carmel. It was created that evening on my laptop as I listened to the waves
of the pacific below. All the game mechanics were completed that evening
although I spent weeks afterwards tuning and polishing. The game was
also made “in process” as it were. I simply could not design this game on
paper before hand. It had to be done by exploring , discarding and
balancing game elements during creation. This feeling way of game
creation felt right. It was like carving with the grain of the wood or
painting with the brushstrokes rather than against them.
131
Though created in 2006, it has much in common both visually and in terms of the
conditions of its production with the games developed for the Atari VCS in late 1970s
and 1980s, with simple assets, the close association of code and visuals, and the lack of
130
Suits, The Grasshopper, 55.
131
Humble, The Marriage (game).
122
differentiation of production roles and moments. The gap between the conception and
realization of the material signs (the circles and squares) and their behaviors within the
procedural system (attracting, repelling, shrinking, growing, become translucent,
becoming opaque) is negligible.
This tight coordination between the elements that operate in these registers for
smaller games is also made apparent in Ben Fry’s distellamap visualizations of the
assembly code which produced Atari VCS games such as Adventure and Combat (Figure
21). Fry’s image reveals how the machine code which instantiates the game calls upon
graphical elements that are also embedded in that code, to display them on the screen.
132
Just a play of a game of The Marriage occurs within a single mode, so does play within a
game of Combat
133
.
132
The operation of the Atari VCS and its graphic procedures are described in Montfort and
Bogost, Racing the Beam: The Atari Video Computer System.
133
Despite the lean code used to produce the game, Combat is, in fact, about 27 different games,
chosen by the player from a loading screen, which, in strict terms, can be considered a meta-game mode.
However, any given single game is played within a single mode: the different “games” are modifications of
parameters of the core game design, and were created by the addition of variables and modifiers, not in
parallel development processes. Combat is given a “vertical” analysis in Montfort, “Combat in Context.”
Montfort describes the nested dependencies that produce the experience of the game, from the platform
(Atari VCS) to the code, to the game’s form, interface and reception. Our approach begins with the
interfacewhich contains both the elements made available to the player by the system and the affordances
for responding to itand accesses the other levels of his analysis from them.
123
Figure 21.: Distellamap: Combat. Ben Fry, 2005
124
Game traversals and methodology
The modes of Fatal Frame II described above were produced by capturing the
videostreams of the full traversals of the game. A traversal is what is more prosaically
called playing a game to the end.” Just as the reading of a novel may take place over
multiple reading sessions, the traversal of a game can take place of a series of game
sessions. A new traversal is started in many games after the “new game” button is pressed
to reserve space in the system’s memory for recording a game-state. In practice, a player
can branch off multiple traversals of a game, exploring different tactics, strategies, and
unlocking different content: thus, the traversal can be understood as a conceptual entity
centered on a specific save file until the player reaches an recognizable conclusion. A
traversal is an artifact of an extended instance of reception, a transcription of the "putting-
into-play" of the game software's assets and algorithms by a player. Espen Aarseth
describes texts as having traversal functions, “a mechanism by which scriptons are
revealed or generated from textons and presented to the user of the text.
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” A traversal
can thus be seen as the output of this function treated as a whole. In many cases, the
game’s fictional registers are best understood through recounting a canonical traversal.
Many games do not have traversals distinct from sessions. Some do not indicate
any kind of closure or completion. Multi-player games, puzzle games, and games which
foreground the play-activity over fictional/narrative ones can be studied in terms of series
of sessions which produce increasing expertise without constituting a traversal, but in
134
Aarseth, Cybertext: Perspectives on Ergodic Literature, 62.
125
those cases the full vocabulary of signifying elements, the panoply of modes and
registers, will also be available within a single session. While one might suppose that the
presence of a strong fictive register predicts a finitude for a game, this is not the case.
Most of the arcade games of the 1970s and 1980s closed with events that, as fictions,
simply indicated failure. Missile Command, designed by Dave Theurer and published by
Atari, Inc in 1980, always ends with the destruction of the cities in a nuclear explosion,
which the player simply tries to forefend against for as long as their abilities allow.
Nonetheless, the time between the drop of the quarter to start a game and the final screen
(Figure 22) and, if applicable, the entry of the player’s initials into a leaderboard, could
be described as both a session and a traversal. For arcade games, a single session of play
may contain multiple traversals; for many console and computer games, played in
players homes or offices, a single traversal (which may require many hours of play) may
consist of several sessions. This is the case for Fatal Frame 2 for most, though not all,
players.
126
Figure 22.: Missle Command, final screen.
Capturing Frames
Analyzing video transcription of game play
135
from four different players'
traversals of the game revealed differences in the relative frequencies of modes between
135
Video capture equipment was used to capture the video signal sent from the game console to
the screen, producing a linear recording. This recording was then processed to produce a linear series of
still frames, sampled at regular rates (one frame per second, 4 frames per minutes, etc) as appropriate for
the analysis at hand. For purposes studying the modal transitions in Fatal Frame 2, we generally used two-
frame-per-second (fps) sampling. 15 fps sampling was used to "zoom" into the dynamics of shorter play-
segments.
127
different play styles. Three (one undergraduate and two graduate students) were fairly
typical players in terms of genre and platform literacy and enskilment. The fourth was a
speed-run performance uploaded to YouTube by a player under the pseudonym
Persona
136
. A speed-run is a session of game-play in which the player seeks to complete
the game in as little time as possible: it is a virtuoso performance of game-play, and
players compete with each other to achieve ever-shorter play times. A speed-run is thus a
single traversal occurring within a single session.
In general, the relative ratios and paces of transition between modes for the three
researcher-players were comparable, despite the range of ability and familiarity with the
game and its genre between them. The speed-run traversal (Figure 23) was different, with
significantly less time in navigation or combat modes for any given section of the game.
The speed-runner was, of course, interested in minimizing the duration of any mode as
much as possible. Cinematic sequences are, however, of fixed duration; thus, they
constitute a greater percentage of the speed-runner's full traversal when compared to the
other players. The speed-runner has essentially removed a semiotic register entirely: any
given sign or icon is treated only as a cue to a well-rehearsed, somatized activity. This
supports an interpretation that sees the material signs as modally authored, but the
authorship within registers as being more dialogical.
136
Attempts to contact the player were unsuccessful; according to his now-defunct web site,
apparently he/she lives in Singapore.
128
Figure 23.: Fatal Frame II: Crimson Butterfly (speed-run by Persona) the clouded regions are an
artifact of his/her inconsistent recording technology. Completely white frames indicate the end of combat. The
speed-run footage was sample at the rate of one frame per second. The entire traversal of the game by Persona
took a little over two hours.
In the speed-run, the player has learned optimal strategies to eliminate
unnecessary expenditure of time. White frames indicate that an enemy has been defeated:
the defeat of an enemy is accompanied by a bright, white flash which fills the screen
completely. This element can also be used as an indicator for a (successful) battle. The
player is certainly aware that the activation of these elements also performs a fiction, the
ghost story sustained by the fictive register, but represses the engagement with that
register to accelerate their progress through the game. All the modes of the game
continue to operate, however: the transcribed footage of the player’s traversal ironically
129
shows a greater ratio of frames in the cinematic mode than those of the other players. The
modes which are of the greatest import to the speed-run playerthose involving combat
or navigationare those which he wishes to dispatch the most quickly. One cannot rely
on the relative ratios of modes to determine which registers are of priority to the player.
Modal rhythms
Informational and operational modes oscillate over the course of play. The
cinematic sequences during which the player is not called upon to act releases the
compression created when the signs of the uncanny accumulated during operations are
instead released into another kind of reading. This release is never complete: even as the
player is transfixed by the phantasmic spectacle on the screen, the sequence may contain
clues and indications which the player will need to progress through the game. The result
is a somaticization of the reading of the range of signs.
The perception of hazard is, in fact, greater than its reality, because the same
signifier can come into play in various registers and modes. In the visualization of mode
transitions during a typical play-session, what is striking is how little actual combat or
near-combat activity there actually is: most of the activity occurs as cinematic material or
in navigating the space of the game.
137
The low ratio of actual threats to the connotation
137
This segment, from a long game-session by Laura Hoeger, was fairly typical for the student
players. The cinematic mode dominated the "speed-run" player's modal ratio for an obvious reason: it is the
one mode which cannot be shortened by optimal play. This produces the superficially counter-intuitive
130
of jeopardy is a simple mechanism for creating suspense (and a lingering aesthetics of
paranoid perception.) One detail which emerges after sorting through the transcripts of
play sessions is the player's management of the codas and discontinuities of the play
experience. Not only do players use save-points in the ways we might expect - to save
progress to avoid having to repeat a passage, or in order to end a session - but menus are
also called up to freeze play to take a break, as a pause mechanism. These patterns of
saving and pausing are the player's mechanism for managing the tempos of the game
experience, in the interstices between intense and semiotically dense sequences of play in
navigational and combat modes.
Modes encode the possibility of other modes, and the player's experience is
marked by an indeterminacy: where are they? What is expected of them? We can see this
ambiguity at work by looking at entirely typical screens and isolating dominant signifiers
within them. A typical frame from a player's navigational mode (Figure 7) features
Mayu, the character/avatar (b) navigating a passageway. The filament (c) would begin to
glow if there were spectral activity in this scene in the direction toward which the avatar
(but not the player's camera) is facing. The region (a) is an area in which, at certain points
in the game, a ghost could well appear, if the avatar turns in that direction. At the moment
of this frame, however, these are mere possibilities. In fact, at this point, Mayu is
exploring the deserted Kurosawa house. The filament remains at the periphery of
result that the content of a speed-runner's game traversal transcription will be largely cinematic, rather than
interactive.
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attention, in the background, denoting that the player has the camera obscura equipped
(at a later point in the game, this object is lost and the filament does not appear on the
screen) and connoting the Edwardian techno-aesthetics of the dawning years of the 20th
century.
A moment of greater player excitation (figure 8) occurs as the player-character (b)
encounters a ghost which is not yet in the visual field (a), indicated by the red filament
(c); that the filament is glowing red indicates that the ghost is hostile and must be
dispatched by the player. The blue gauge (d) indicates that the player has already taken
some damage, and must attend to their health-state or risk losing the game and being
obliged to restart from a save point. We should take note of the transition between the
above mode and the one illustrated here and observe that this is not a transition between a
representational or fictive state and an operational one. The scene which did not indicate
combat or jeopardy was also operational: however, that operation is navigation, rather
than conflict. The subsequent scene contains a range of signifiers which must still be
decoded in a fictive register: the identity of the ghost, the nature of the box in which it
appeared, etc. The transition between those modes is a change in excitory states which
manage the tempo and tone of the experience of the game.
The screen in mid-combat (Figure 19) reveals a rich range of icons and
representations, which the player is compelled to decode appropriately in an operational
register, while defering their decoding in a fictive one. One gauge (a) indicates the
quantity of a given type of film (c) that is left in the camera (different film types have
different efficacy - the player learns over the course of a game to conserve the most
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effective film types for the most difficult battles). The ghost (e) appears after examing a
window (d) - after the combat is completed, some information about the nature of the
ghost will become available to the player. At this moment, however, such considerations
are deferred. Other icons indicate with what augmentations the camera has been equipped
(f). The element on the bottom of the frame (g) is decorative: it also connotes the late-
Victorian/early-Edwardian spiritual-technology motif. The player is probably not
attending to it at the moment of this frame, although it shares visual features with
elements (b), (c), and (h).
After dispatching a ghost like the one in Figure 19, the player might either open
their menu and restore their health, or return to a navigational mode, continuing the
exploration of the architectural spaces in which the game is set. Expository texts, which
explain the motivations and histories of the ghosts that the player encountered, are
selected and read within the menu screens. The "menu" is usually considered the least
narratological and most operational aspect of a typical console game, yet it may contain
the most explicit fictive exposition. The mode does not constrain the possible registers of
player interpretation.
Modes are software; registers are conceptual frames.
Modes are features of software: they are structural components of the game as a
software-based artifact. The idea of a registerdrawn from socio-linguistics
138
as well as
138
See Agha, Language and Social Relations.
133
educational psychology
139
is here understood as a conceptual context, rather than a
material one. It is a model of something towards which the signs that are being decoded
is directed: more than a simple referent, a register is an epistemic frame for interpreting
signs.
The so-called ludology-vs-narratology debates described in the first chapter
resolved into a kind of truceor even a consensusbetween the two camps, but this
consensus was an awkward one. In this consensus, theorists from one of these approaches
would give a kind of lip-service to the value of the other, observing that while the game
dynamics and genre logics of a game might be important, they were nonetheless choosing
to focus on characters, representation, and identity, or on the other side, while
representations and fictions were part of the game experience, a soi-disant ludologists
would still deal with the game system strictly in terms of mechanics. The implicit model
was one by which game representations were stretched over a skeleton of game
mechanics. The problem with this model is that it accounts for neither how games are
created (as systems of signs configured into modes in game development) nor how
players receive them (as an object of a range of interpretations into inter-related and
transitive models.)
139
Raymond Duval, “A Cognitive Analysis of Problems of Comprehension in a Learning of
Mathematics,” Educational Studies in Mathematics 61, no. 1 (2006): 103131.
134
The fictive aspect of a game is not, in fact, a skin (though many games can be
skinnedthat is, given different visual aesthetics and immediate referents, which can be
taken as a kind of co-authoring) but rather is a conceptual modela semiotic registerin
which many of the signs they are decoding are interpreted. These signs are also being
interpreted into other registers, and, indeed, each register can produce signs interpreted
into others.
The playing subject generates its registers, which are co-determined by the game
software, but not necessarily completely determined. Some are fairly inevitable, though
the may be given low priority by the player: the gameplay as the production of a series of
events, as the creation of a narrative, is in some sense inescapable, though it might not be
of any real concern or interest to a given player. The speed-run player described above
could be said to be producing the effect of the narrative resolution epiphenomenally, as
his working through the field and viewfinder modes at the fastest possible speeds
suggests his suppression of any but the most operational registers of interpretation for
each and every sign; they will be decoded not by the production of an imaginary about
the game, but by the quick responses somaticized into muscle-memory by repetition. In a
sense, however, his suppression of the referential aspects of the game elements is part of
the aesthetic strategy for the game itself, and its production of a variety of uncanny
experience particular to horror games.
135
Ludic activation of the uncanny
In Freud's 1919 essay on the uncanny
140
built up through an analysis of E.T.A.
Hoffman's short story, The Sand-Man, he describes it is an effect of multiple decodings
of the sign: a privileged one, (the Heimlich, the homey, familiar reading of an event) and
a hidden one, discomforting, menacing, alien. The transitivity between a reliable
decoding of a familiar sign and its destabilization (when a human figure in motion is
revealed to be a doll, or a corpse; when a shadow takes a human form; when speech is
distorted back into noise) is more than a simple matter of suspenseit is the latency of
interpretation that triggers the experience. Ernst Jentsch, in the original essay to which
Freud was responding, observed that “the effect of the uncanny can easily be achieved
when one undertakes to reinterpret some kind of lifeless thing as part of an organic
creature, especially in anthropomorphic terms, in a poetic or fantastic way.
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For both
Freud and Jentsch, it is the undecidability of interpretation, which produces the
Unheimlich.
A ludic version of the uncanny exists: an interplay of registers and their mutual
inhibitions and excitations over the course of gameplay (in coordination, of course, with
more conventional tropes of uncanny depiction.). If we accept multivalence in the
decoding of signs as characteristic of the uncanny, then the ludological uncanny can
140
Sigmund Freud, “The Uncanny,” in The Standard Edition, Volume 17, vol. 17 (Hogarth, 1955).
141
Ernst Jentsch and Roy Sellars, “On the Psychology of the Uncanny (1906),” Angelaki: Journal
of Theoretical Humanities 2, no. 1 (1997): 1314.
136
spread this multivalence across the range of semiotic registers of the game, according to
the ordering of those registers by the modes of gameplay. Thus, in navigation, a player
will see the filament burn blue: this presages a shift to another mode, that of the camera
(a player-directed mode switch); the space which was traversed when the filament began
to glow becomes a space for a new, undetermined reading in the fictive register, which
will be deferred until the operation of manipulating the camera is completed. If a
cutscene then begins, then the operational decoding is the one which is repressed, while
the supernatural explanation for the event in the fictive register enters the foreground.
When the filament glows red, then the next, presaged mode is likely to be combat
(flight is almost impossible in this game except as a temporary delaying tactic);
conventional methods of foretelling may have already imbued the now-visible visage of
the attacker with a reading in the fictive register, yet contemplation of this element must
be deferred and repressed all the more until the threat is dispatched. Neither signs, nor
modes, nor modalities, nor registers are resolvable completely into each other: since a
single sign may be reproduced in multiple modes, and a sign can traverse multiple
modalities (for example, the player bumping into an object might simultaneously be
performed” by the computer as a single routine which both produces a sound and
generates a vibration in the player’s game controller) registers are not determined by the
modes used to constitute them, and the movement between them is delegated to the
137
player. As conceptual entities into which signs are encoded and within which they are
decoded, they lay in wait when not engaged in the foreground
142
.
Semi-autonomous elements
Not only are the semiotic elements of videogames available for interpretation in
multiple registers, but as software-encoded objects, they can be produced and distributed
semi-autonomously from the game as a whole. Lev Manovich describes this modularity
as an element of new media:
Media elements, be it images, sounds, shapes, or behaviors, are
represented as collections of discrete samples (pixels, polygons, voxels,
characters, scripts). These elements are assembled into larger-scale objects
but they continue to maintain their separate identity. The objects
themselves can be combined into even larger objects -- again, without
losing their independence.
143
Briefly discussing the modular augmentation can shed light on the dynamics of individual
elements, because these elements are produced and distributed in a process separate from
the production and distribution of the original game.
142
While this model is meant to be a general one, Fatal Frame 2 extends it into the text of the
game-fiction itself, in its play of twins and avatars. I address this in more depth in Laura Hoeger and
William H. Huber, “Ghastly Multiplication: Fatal Frame II and the Videogame Uncanny,” in Situated Play
(presented at the DiGRA 2007 Conference, Tokyo: DiIGRA, 2007), 152156,
http://www.digra.org/dl/db/07313.12302.pdf.
143
Lev Manovich, The Language of New Media (Cambridge, MA: MIT Press, 2002), 51.
138
There is a precedent for the modular extension of content in game design: the
production of supplementary rules, errata, and expansions, and even the practice of
variations in games like chess and poker
144
. In the mid-20
th
century, wargame magazines
would frequently include rules for incorporation into existing military simulation games,
to enhance the sense of realism (if not the playability of the game) with rules to account
for weather, for weapon types, for command and control factors, for morale, etc. These
practices would be carried on in pen-and-paper role-playing games such as Dungeons and
Dragons, and a cottage industry prospered in the 1970s and 1980s, as publishers such as
The Judges Guild produced rulebooks and settings to supplement the core rulebooks
published by dominant game publishers such as TSR and the Game Design Workshop.
That the game as a form so easily embraces supplementary economies supports the
observation that gaming” was always suitable for computational expression.
We can distinguish between different types of modular extension of a published
or distributed game title. The patch is software meant to replace and correct errors in
software, but can also be used to introduce new behaviors and objects in a game. The
144
Poker is still what chess once was: a family of variants without an absolute center. The modern
form of chess became relatively stable after a series of publications by Spanish writers. The modern game
of chess, originally a variant called the “mad queen,” become the mainstream version c. 1475 (David
Hooper and Ken Whyld, The Oxford Companion to Chess (Oxford: Oxford University Press, 1996), 328.)
The cultural and literary history of medieval chess, and its relationship to rule variants, is covered in depth
in Jenny Adams, Power Play: The Literature And Politics of Chess in the Late Middle Ages (Philadelphia:
University of Pennsylvania Press, 2006).
139
option to distribute patches to games is a feature of the platform which the game targets:
until the most recent generation of videogame consoles, systems such as the Atari VCS,
the Nintendo Entertainment System and the Sony Playstation did not support the patching
of games, which were distributed on read-only media and could not store changes in the
state of the game’s software. Home computers, however, ran games on media which
could be changed, and games targeting them might be patched using magnetic tape, and
later floppy drives. The online distribution of patches preceded widespread access to the
internet, as BBS systems and commercial online services such as Prodigy and
CompuServe also distributed updates for games like the 1993 first-person shooter Doom,
published by iD Games. Publishers would also make patches available for consumers to
download using modems, dialing a server directly and transferring files using protocols
such as XMODEM, YMODEM and ZMODEM. As continuous internet connections
became commonplace, the patching of games became automatic. Multiplayer games built
on client-server architectures would patch elements of their games in both the client and
the server, and updates would be distributed automatically as players logged in.
145
A
145
The interplayer dependencies of many massively-multiplayer games makes changes in the rules
system sometimes controversial: the next chapter will address questions of multiplayer reception of a game.
The effects of changes in rules on the social interactions of communities of players is described in Vivian
Hsueh-hua Chen, Henry Been-Lirn Duh, and Hong Renyi, The Changing Dynamic of Social Interaction in
World of Warcraft: The Impacts of Game Feature Change,” in Proceedings of the 2008 International
Conference on Advances in Computer Entertainment Technology, ACE ’08 (New York: ACM, 2008),
356359, doi:10.1145/1501750.1501834.
140
patch was more likely to change the behavior of existing game elements than to introduce
new ones, but this was not always the case.
Another category of extensions of already-released games are levels (including
maps) which usually leave the mechanics of the game intact, but provide new settings
and environments for play. These may be made freely available by the publisher, sold as
a product to extend the value of the original product, or created by third-parties (whether
commercial or hobbyist.) Recent (as of 2012) trends in game publishing business models
for certain genres make the core game engine freely available, and charge users for levels
and maps. iD games, producers of Quake and Doom, have frequently released the source
code for their older game engines into the public domain, while retaining intellectual
property rights to the levels, maps and artwork. Multiplayer racing games Simraceway
and Trackmania allow users to download and play the basic game without charge, and
then sell racing courses and cars.
Downloadable content (DLC) is the higher-level category for software meant to
extend an extant game which is distributed online. Team Fortress 2, a multiplayer team-
combat first-person shooter game developed by Valve and released in 2007, is free-to-
play, but allows the player to participate in an economy of in-game items
146
which
146
An exhaustive chronological list of in-game items is available at TeamFortress Wiki
Contributors, “Item Timeline,” Official TF2 Wiki | Official Team Fortress Wiki, June 17, 2012,
http://wiki.teamfortress.com/wiki/Item_timeline. A list of those items created by the user community is at
TeamFortress Wiki Contributors, “List of Community-contributed Items,” Official TF2 Wiki | Official
141
change both the appearance of the game and its behaviors. Players could obtain some
items by playing in other games, such as Iron Curtain,” (Figure 24) a weapon that could
be obtained by winning poker games in TellTale Games’ 2010 Poker Night at the
Inventory (a single-player poker game with comic characters.) As the owner and
producer of the online game distribution system Steam, Valve profits when its 3
rd
party
partners sell games to consumers: thus the online game-item economy strengthens the
positions of its ecosystem.
Figure 24.: "The Iron Curtain," in-game item for Team Fortress 2 obtained ("unlocked") by playing
Poker Night at the Inventory
Team Fortress Wiki, July 12, 2012, http://wiki.teamfortress.com/wiki/List_of_community-
contributed_items.
142
Developers are not the only producers of these semi-autonomous game elements:
user-generated content can extend and transform existing games, and even turn them into
entirely new ones
147
. Counter Strike was created by Minh Le and Jess Cliff in 1999 as a
modification of the Valve first-person shooter game Half-Life, and was released as an
independent title (using the game engine from Half-Life) by Valve the next year. This
kind of total modification of a game inverts the authorial relationship: the original game
simply becomes a kind of kernel, a set of elements (though functionally vital ones,
providing behaviors and interactive frameworks) in a new work. Le and Cliff were
subsequently hired by Valve.
More to the point regarding the autonomy of small, authored elements, Valve has
produced an application called Steam Workshop,” which allows users to generate assets
for inclusion in games. Most user-designed elements are decorative in nature, and do not
alter the behaviors of the game systems themselves. Yet they are part of a lively economy
of gift-items which plugs into the Steam network. This kind of dissemination of
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The culture of mods and modding has, oddly enough, been given considerable more attention
in game studies than authorship itself has. Henry Jenkins’ extensive coverage of participatory culture
Fans, Bloggers, and Gamers: Media Consumers in a Digital Age (NYU Press, 2006); Convergence
Culture: Where Old and New Media Collide (NYU Press, 2006). discuss communities of fan-
programmers from an ethnographic perspective. A more exhaustive typology is laid out in Hector Postigo,
“Of Mods and Modders Chasing Down the Value of Fan-Based Digital Game Modifications,Games and
Culture 2, no. 4 (October 1, 2007): 300313, doi:10.1177/1555412007307955.
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contributory authorship allows talented player-producers to showcase their work, and in
some cases, also find employment within Valve.
From a theory of signs to models of authorship
One can think of software-based works not as fields of light captured by a
machine-eye (as in cinema) but as aggregates of objects. These objects can be produced
in modular processes which are somewhat independent of each other: The modularity of
production introduces variability into the authorship of videogames, both materially (in
that the various tracks of design, development and production can be distributed among
many different creators and teams) and conceptually, as certain registersand thus the
signifiers that work in themwill be given importance of place in the presentation of the
work to its publics.
The model of videogame semiotic operations in these first two chapters treats the
videogame as being produced and located within modes, but apprehended by players with
registers. The relationship between these two organizing principles for the signifying
elements in a digital game accounts for the range of possibilities for locating the authorial
position in the game. No theory of authorship which does not account for the striking
variety of forms produced under the umbrella of “videogame creation will be very
useful unless we identify the mechanisms, contextually sensitive to genre, style and
format, through which players understand and interpret what designers have inscribed
into the game. Absent this specific account of the production of meaning in games,
models of authorship are likely to be associated only with those elements (story, writing,
visual design) which are already well-understood as authorial, as critics and theorists
144
privilege those registers which most resemble the forms for which such a model is
already well-articulated.
.
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CHAPTER 3. PLAYING WITH SPACE, PLAYING WITH PEOPLE
The first chapter of this dissertation built a theory of the videogame as a
signifying system out of C. S. Peirces theory of semiotics, and then works out theories of
style and genre; the second chapter applied that model more closely to a single game,
Fatal Frame II: Crimson Butterfly and extended it with a close look at the modes of
software which make up the game as a traversal object experience by a player over time.
This chapter evaluates spatiality as an authored effect in games. Two postures to the
authoring of games are described: one which is centered on the creation of an
experienced space, the other which extends this space-centered approach by creating or
intervening upon relations between players.
I set out two precedents to the emergence of game design as a space-creating
practice: first, that of the general spatial aspects of non-digital play, mentioned in chapter
one and extended here. This is adjoined to a history of the computational representation
of spacea series of practices which are generally coeval with the history of computing
itself. I then focus on the production histories of games within the Final Fantasy series of
games, produced by Square, Inc. (renamed Square-Enix after a 2003 merger) from 1983
to 2010 with allusion to the framework laid out in the previous chapters. The series is a
franchise which has survived changes in the scale of production and multiple platforms,
and provides a lens for considering how changes in the scale of production and digital
technologies have changed the design of the experience of virtual space. A study of the
first multiplayer online game in the franchise, Final Fantasy XI, follows it, and provides
a basis for considering the possibility of game design as relational authorship.
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8-bit geo-space
Since the year 2000, different divisions of the search-engine and internet-ad firm
Google release demos and promotional videos about hoax products for April Fool’s day.
These pranks play just outside the realm of plausibility: one of the pranks produced in
2012 was an updated” version of their Google Maps product (Figure 25), an 8-bit port
designed to be run on the Nintendo Famicom (call the Nintendo Entertainment System, or
NES, in North America.)
148
“Google Maps 8-Bit for NES” reproduced much of the
functionality of their widely-used map and location services web application, but with the
simple, iconic graphics and 53-color palettes used in game consoles in the mid-1980s.
Like many of Google’s April Fool hoaxes, the humor plays off of the discrepancy
between the seemingly state-of-the-art” technology in Googles location-based services
(such as Google maps) and the dated aesthetics and graphical conventions of 8-bit
rendering, a discrepancy which is recast by the rhetoric of promotional marketing as a
technological advance. The joke relies on nostalgic recollection for these older interface
styles, particularly among users who played with Nintendo and other 8-bit systems in
their childhood.
148
Alex Chitu, “Google April Fools’ Day 2012,The Google Operating System, March 31, 2012,
http://googlesystem.blogspot.com/2012/03/google-april-fools-day-2012.html.
147
Figure 25.: Screenshot, Google Maps 8-bit for NES screenshot.
Google’s Japan office produced the affectionate tribute to the veteran game-
platform, but the piece wasn’t created by Google alone. Japanese game publisher and
developer Square-Enix, which (under the name Squaresoft, Inc.) started as a developer
targeting the Famicom, collaborated with the Google Japan team by hiding monsters and
fortresses drawn from their games throughout the piece: Google’s offices in Tokyo and
Mountain View, California were shown as besieged by dragons and monsters, and at the
intersection of the equator and the prime meridian (0° Latitude, 0° Longitude)a spot off
the west coast of Africaviewers using the 8-bit “quest” application could find a castle
containing a dragon. (Figure 26) Google Maps indicates the source of the geographic
148
information provided for each search, and in this case, the caption of the bottom-right of
the screen read “Map data ©2012 SQUARE ENIX”).
Figure 26.: 0.0,0.0 The prime meridian meets the equator in Google "Quest" for NES
While Google Quest” is playful ephemera, it shows that the style of spatial
representation of a 25-year old game platform was easily recognized by broad sectors of
the audience, evoking nostalgic recognition among game players. There were other
possible points of reference for Google to select to evoke the style and mood of the 1980s
(not the least of which would have been the actual technologies for navigation at the
time: the folding map, the road atlas, etc.), but visual strategies used for producing
fantastic play-spaces was effective for the many users of Google Maps who had grown up
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with Nintendo platforms. There is a space-producing element to the creation of digital
games, one that has begun to influence other forms of space-production.
As a complement to the previous chapter, rather than focusing on one game as a
signifying systems which organize elements within modes, I will look more broadly over
the development of a single franchise, the Final Fantasy games, produced from 1987 to
the present day. There are two large sections in the chapter: the first
149
uses the history of
Square-Enix’s Final Fantasy franchise as a lens for reflecting on how games create
spatial experiences, using a framework proposed by David Harvey for distinguishing
between different human practices which produce space. The subsequent section is a
study and reflection of the massively-multiplayer game Final Fantasy XI, which relies on
many of the same tropes as the rest of the franchise, but produces a starkly different set of
effects as a multiplayer game.
Game-space and game-place.
Videogame spaces have the characteristics of both play-spaces and computer-
mediated spaces. These two origins produce a range of effects, which require a robust
model of spatiality.
149
A revised version of this section appeared as William H. Huber, Epic Spatialities: The
Production of Space in Final Fantasy Games,” in Third Person: Authoring and Exploring Vast Narratives
(Cambridge, MA: MIT Press, 2009), 373384.
150
Cultural historian Johan Huizinga described play as transpiring in dedicated
spaces: Play is a voluntary activity that takes place outside ordinary life. It proceeds,
within its own proper boundaries of time and space, according to fixed rules in an orderly
manner.
150
” Huizinga is describing a kind of legislation of daily life by rule-based
declaratory practices (and it is in fact let a little unclear whether he claimed that the
designation of a space for play was pre-condition for the activity of play, ormore
likely, and more coherent with observed practiceplay itself designates a space a
provisionally re-interpreted.) The setting-aside as a space for play is clearly what is at
work in the creation of a ball-court or pitch, for games such as the Mesoamerican ball
game:
As played by the Aztecs in sixteenth-century Mexico, the ballgame was
enacted and understood on several levels: as a sandlot sport, indulged in
by most adolescent boys; as a public game, eagerly gambled on by avid
spectators; as a sort of gladiatorial ritual, in which captives might be
killed; as a reenactment of cosmic conflict between Venus and the sun;
and as a game that the gods themselves might play.
The game itself may have taken many forms. Among most Mesoamerican
peoples, formal games were played in a special kind of building, the
ballcourt, generally formed by two parallel structures, often with
supplementary walls or structures that demarcated an end zone. The
playing surfaces encompassed a ground surface in the shape of an open or
closed letter / as well as the vertical or sloping side walls. Points were
scored either by driving the ball into an end zone or other designated area
150
Huizinga, Homo Ludens: A Study of the Play-Element in Culture [1933], 11.
151
or by hurtling the ball through a high, relatively small ring placed in a side
wall.
151
The creation of specialized architectures of play in public space may be co-extant,
and partially produce, the more institutionalized versions of play: professional sports
leagues, for example, both produce the conditions by which stadiums are designed,
funded, and produced, and at the same time rely on them. Yet these more institutional
forms of play develop, according to Caillois, from those which are more spontaneous and
tumultuous:
152
the movement from paidea, the unstructured and improvised play of
children, to ludus, the stabilization of rules and institutions of play, is co-extant with the
process of cultural development itself. If this is correct, it suggests that play and its
provisional designations made upon spaces, precedes and produces institutional and
persistent designations of spaces as meant-for-play and in-play. In fact, we can observe
children transforming and designating spaces interactively: a floor will be declared “hot
lava” as children leap across furniture; a tree will be chosen as “home base” and a natural
or built feature, such as a hedge or sidewalk, will be declared a boundary in a game of
tag.
151
Mary Ellen Miller and Stephen D. Houston, “The Classic Maya Ballgame and Its Architectural
Setting: a Study of Relations Between Text and Image,” RES: Anthropology and Aesthetics no. 14 (October
1, 1987): 47.
152
Roger Caillois, “The Definition of Play and the Classification of Games [1958],” in The Game
Design Reader : a Rules of Play Anthology, ed. Katie Salen and Eric Zimmerman (Cambridge, MA: MIT
Press, 2005), 141142.
152
If play produces the spaces in which it transpires, games also create playable and
visible representations of space. Specific references to real-world spaces have been
produced by non-digital play in the past: a chess game represents a space of war, in a
generic sense. The board game Monopoly specifically refers to early 20
th
century Atlantic
City, New Jersey, and hundreds of variants of the game exist which place the game
elsewhere, from Berkeley, California to South Africa. War-games designed as military
training tools and simulations in the late 18
th
century and onward would both reproduce
tactically relevant terrain in a generic sensea hilltop, a stand of trees, a riveras well
as representing specific sites of conflict, historical or speculative:
The first game to break away from chess, however, was invented by
Helwig, Master of Pages to the Duke of Brunswick in 1780. This game
included 1666 squares, each coded for a different rate of movement
depending on the terrain the square represented. Playing pieces now
represented groups of men instead of a single soldier, and each unit was
rated for different movement (infantry moved 8 spaces, heavy cavalry 12,
for example). There were also special rules for such things as pontooneers
and the like. In 1795, Georg Vinturinus, a military writer from Schleswig,
produced a more complex version of Helwig's game. He modified it in
1798 by using a mapboard that depicted actual terrain on the border
between France and Belgium
153
.
153
Wilbur E. Gray, “Playing War: The Applicability of Commercial Conflict Simulations to
Military Intelligence Training and Education” (Joint Military Intelligence College, 1995), 10. This was
during the occupation of the region by French forces, and the beginning of the Peasant’s War, a local
uprising after sovereignty over the region had been ceded by Austria to Napoleon in the Treaty of Campo
Formio in 1797.
153
Game-play as a material activity has two initial realms of operation: the first is the
space that contains the play itself: a café in which a game of cards is played, the field in
which children will throw a Frisbee®, the living room in which a group of friends play
Little Big Planet. The play will also create and delimit spaces internal to it: the
chessboard, the bases of a baseball diamond, the shores of France in a historical war-
game about the D-Day invasion, the discard pile in a game of cards. While the processes
behind the first kind of play-space designation are straightforward, the two do meet each
other in the creation of the boundary of play: that designation is a game-rule which
establishes the space in which game-rules apply. The mechanisms for producing these
designations vary, along the paidia-ludus scale, from immanent negotiation to
institutional practices (the publication of rulebooks, the decisions of committees) and
material production practices (the design and printing of the world-map on a game of
Risk, the physical manufacture of a chessboard.
While there is some resemblance between those space-making practices in non-
digital games and their counterparts in digital ones, the distance between the two domains
of game-play is still considerable: the practices that produce playable spaces contribute to
the catalog of spatializing effects, but their status as interactive, software-based objects,
which render graphics onto screens and accept user input, is more immediate.
154
Designed spatiality
Lev Manovich characterizes digital media as creating a “general trend of
computer culture to the spatialization of every cultural experience.
154
” While Manovich
was specifically referring to a visual spatialization—such as Art+Com’s spatialized
representations of historical film footage set in a 3D rendering of Berlinthis
spatialization is older than the evolution of computer graphics. Electronic computation
has long been a spatial practice: the ENIAC computer was commissioned by the US
Army in 1943 to determine the ballistic trajectory of artillery, producing a modeled space
(the path of ordnance) in anticipation of a real one.
155
Science-fiction author William
Gibson coined the term cyberspace to refer not just to a fantasy of an inhabitable and
navigable virtual space, but also to networked databases of socially and politically vital
information:
Cyberspace is a metaphor that allows us to grasp this place where since
about the time of the Second World War we've increasingly done so many
of the things that we think of as civilization. Cyberspace is where we do
our banking, it's actually where the bank keeps your money these days
because it's all direct electronic transfer. It's where the stock market
actually takes place, it doesn't occur so much any more on the floor of the
exchange but in the electronic communication between the worlds stock-
exchanges. So I think that since so much of what we do is happening
digitally and electronically, it's useful to have an expression that allows
154
Manovich, The Language of New Media, 87.
155
William T. Moye, ENIAC: The Army-Sponsored Revolution (Adelphi, MD: US Army Research
Laboratory, January 1996), http://ftp.arl.army.mil/~mike/comphist/96summary/.
155
that all to be part of the territory. I think it makes it easier for us to
visualize what we're doing with this stuff.
156
Many factors can contribute to the effect of place: scalable inter-subjectivity, 2
nd
-
person address to the user, human-scaled temporality, the primacy of visual description
(whether rendered or narrated), navigability and persistence. Not all of these need be
activated to produce a sense of place, but we can compare a range of computer-mediated
activities and distinguish between those which do so, and those which do not. Those
qualities which produce the sense of space (from which place-making can arise) become
apparent:
156
William Gibson, I don’t even have a modem., interview by Dan Josefsson, Television interview
for “Rapport,” November 23, 1994.
156
Table 2.: Spatial experience in digital media
Less spatializing
More spatializing
Internet messaging (Google Talk)
Email
Person-to-person videoconferencing
(Skype)
Computer-assisted drawing
software (AutoCAD, Inventor)
Arcade games (Tetris
Music/rhythm games (Guitar Hero,
Rock Band, DJ Hero)
Single-player 4x games
(Civilization)
Single-player real-time strategy
games (Age of Empires)
Chat-rooms (AOL, IRC)
Online forums
Group videoconferencing (e.g.,
Google+ Hangouts)
Architectural fly-throughs
MUDs /MOOs
Text-adventures (e.g., Colossal
Caves/Adventure, Zork)
Multiplayer and single-player first-
person shooters (Team Fortress,
Halo, Quake)
3
rd
-person action games (e.g.,
Grand Theft Auto)
Massively-multiplayer puzzle-
games (Yo-Ho-Ho Puzzle Pirates,
Club Penguin)
By generating a sense of place,” I mean that the interaction with the application
activates enough of the elements of spatial cognition in such a way as to motivate the user
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to locate themselves within the conceptual space created by the application, as a subject.
This is not to say that no space” could be identified to be at work in some of the less
spatializing practices: software like AutoCAD or the Unity game engine integrated
development environment (IDE) create 3D models that can be rotated or navigated with a
cursor, and in the latter case, at any moment, the user could be said to be “at” a set of
coordinates. But it is an absence of constraints on that location and the lack of address to
the user at that place that greatly diminish the sense of being at” that point in space.
A comparison between reading messages from a mailing list from within one’s
email client (whether locally hosted, like Mail.app and Outlook, or web-based, like
Gmail) and reading and writing messages on a web-hosted forum reveal some of the traits
which contribute to a sense of place. In both cases, the user is reading and responding to
messages in threads. In the case of the former, however there is no binding between the
content of the messages and the specific software instance used to access them: an email
message may have been written in Microsoft Outlook, which stores a database of mail
messages on the user’s hard disk, but read in a web-based mail client such as Gmail or
Yahoo mail, or read in a mail application on a smartphone. A web-based forum, in
contrast, has a single “address.” The messages are stored in a server, and while it is
possible to subscribe to the discussion and read them on a local client, there is still a
canonical visual style and formal presentation, which relies on the software used to
manage the forum. The discourse is persistent, discussions growing even when the use is
not attending to them. A forum on a given topic gives this address an identity. Users on
forums frequently use the vocabulary of place deixis, referring to the forum as a “here”
158
(and other forums as a there”) to describe the activity of other participants in the forum,
terms which are generally not used to describe one’s email inbox. Indeed, the best marker
of a “spatializing” computer-based practice may be the casual use of space/place deixical
address, and other metaphors of place, by its users.
Many computer-mediated practices that don’t involve the depiction of a space
visually still produce sense of space and place. Text-based online-chat “rooms,” from
AOL chat to IRC, reveal a sense of co-presence in its users, changing the way
satisfactory relationships are conceived even among people who have never met
physically
157
” according to a study of the psychology of online behavior. What produces
a sense of space in the digital is not only a portrayal of space, but the affordance of a
computer-based system to enable users to engage in an activity whose nearest analog was
already spatialized. The chat room” produces the effect of a space not simply because
users can exchange messages with each othera mail correspondence affords this, as
does telegraphbut because it reproduces some key features of a public meeting space,
such as a pub or salon: discourse occurs instantly, new discussants can enter and older
ones leave, and the conversation seems to persist even when a user leaves it. The most
available analog for this form of computer-mediated group communication is a place-
specific practice, and thus it invokes the senses of space and place in its participants. In
157
R. Peris et al., “Online Chat Rooms: Virtual Spaces of Interaction for Socially Oriented
People,” CyberPsychology & Behavior 5, no. 1 (February 2002): 43, doi:10.1089/109493102753685872.
159
the terms Benjamin Bloom’s domains of educational activity
158
, the sense of place can be
produced by cognitive and affective, as well as psychomotor, domains.
The effect of place can arise when a representation of space is experience in a
human scale of time and motion. This distinguishes the activity in a first-person shooter
such as Halo, or an action/adventure game such as Grand Theft Auto, from genres in
which processes occur in much larger time-frames. Real-time strategy (RTS) games (the
name notwithstanding) compress scales of time and space: the player hovers above a field
of dozens of bodies and equipment, selecting and herding them to their positions. A
minute of play may correspond to hours or weeks. Most RTS games collapse processes
which, in real terms, take months and years (the recruitment of forces, the building of
infrastructure, the design of new technologies) into the few seconds of play it takes to
select a structure from a menu and place it on a map.
159
Computer-mediated practices can also provoke a sense of place in the user, even
in the absence of a visual representation of space, when there are a series of procedures
which produce different configurations of objects in space-like containers. This is evident
in many times of interactive fiction and in text-based “virtual worlds” such as MUDs
(multi-user dungeons) and MOOs (MUDs, objected oriented.) In these sorts of works, a
158
Benjamin S Bloom, Taxonomy of Educational Objectives; the Classification of Educational
Goals, by a Committee of College and University Examiners. (New York: D. McKay, 1956).
159
The point is not to illustrate that real-time strategy games are absurd if taken as literal
simulationsthey do not pretend to be, using warfare as a metaphor in the way that chess does, in order to
inform an engaging activitybut to explain why games within the genre does not generate senses of place.
160
user would frequently be given a description of a setting, and a prompt for textual input.
The description of the setting will change when the player inputs a string of text which
indicates motion in one direction or another. The following is a transcript of the initial
turns of a play of Colossal Caves Adventure
160
, the original text-based adventure game
from 1977. the “>” character indicates user input:
AT END OF ROAD
You are standing at the end of a road before a small brick building.
Around you is a forest. A small stream flows out of the building and down
a gully.
> enter building
INSIDE BUILDING
You are inside a building, a well house for a large spring.
There are some keys on the ground here.
There is tasty food here.
There is a shiny brass lamp nearby.
There is an empty bottle here.
> get all
set of keys: Taken.
tasty food: Taken.
brass lantern: Taken.
small bottle: Taken.
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Will Crowther and Don Woods, Colossal Cave Adventure (ADVENT), PDP-10 (Palo Alto, CA:
CRL, 1977).
161
stream: The bottle is now full of water.
well house: That's hardly portable.
spring: That's hardly portable.
pair of 1 foot diameter sewer pipes: That's hardly portable.
> enter sewer
The stream flows out through a pair of 1 foot diameter sewer pipes. It
would be advisable to use the exit.
exit
AT END OF ROAD
> look
AT END OF ROAD
You are standing at the end of a road before a small brick building.
Around you is a forest. A small stream flows out of the building and down
a gully.
IN A VALLEY
You are in a valley in the forest beside a stream tumbling along a rocky
bed.
> down
AT SLIT IN STREAMBED
At your feet all the water of the stream splashes into a 2-inch slit in the
rock. Downstream the streambed is bare rock.
The procedures by which the game is experienced produce the effect of place by
presenting each space as a single screen of content, revealed sequentially in response to
text strings which denote motion in space. Text input becomes movement; description
becomes place.
162
Game-spaces
Videogames have been understood and analyzed as a spatial practice from the
earliest years of game studies
161
, distinguished from other screen-based representational
practices and emphasizing that its spaces are not simply represented, but also
experienced, understood and navigated. Henry Jenkins placed videogames against a
history of boys’ play-spaces in the 19
th
century United States.
162
His use of the idea of
space was not simply an allusion to obvious reproduction of space that occurs in many
games: his was a historical argument, claiming that videogames served a social and
development function for boys in the United States (and elsewhere) by compensating for
the loss of open, undeveloped outdoor spaces, in which they could play without adult
supervision, experiment with peer-oriented social organization, and learn about their
physical environments. Both the loss of public space and anxieties about child safety
mean that suburban and urban children (specifically, boys) must settle for virtual open
spaces, both as places to explore and as contexts for learning how to socialize with each
other.
161
Spatial experience in interactive fiction games is discussed in Buckles, “Interactive Fiction:
The Computer Storygame Adventure...,” 18–20. Buckles’ dissertation is the earliest known scholarly work
on videogames.
162
Henry Jenkins, “Complete Freedom of Movement: Video Games as Gendered Play Spaces,” in
From Barbie to Mortal Kombat: Gender and Computer Games, ed. Justine Cassell and Henry Jenkins
(Cambridge, MA: MIT Press, 1998), 262297.
163
Jenkins’ sense of palliative nature of virtual spaces for children isn’t unique to
him. Many game designers, particularly those in Japan, have said that they were
motivated to create their games by a sense that the varieties of childhood experiences
they had enjoyed were unavailable to today’s Japanese children. Satoshi Tajiri, the
developer of Pokemon, and Shigeru Miyamoto, the creator of Donkey Kong and the
Zelda series, have made claims like this:
The place where I grew up [in Machida, a western Tokyo suburb] was still
rural back then. There were rice paddies, rivers, forests. It was full of
nature. Then development started taking place, and as it grew, all the
insects were driven away. I was really interested in collecting insects.
[Later, Tajiri's father tells me the other kids used to call Satoshi "Dr. Bug"
as a child.] Every year they would cut down trees and the population of
insects would decrease. The change was so dramatic. A fishing pond
would become an arcade center.
163
In the production of contemporary computer games, the authoring of space
frequently precedes the creation of other components of the development process. The
first authoring tool developed by Japanese game developer Square, Inc., was the creation
of a map editor to support the creation of world-levels for the game Final Fantasy IV.
164
Both spatial and temporal phenomena are co-produced by the design of procedurality, but
the models and context of the system are usually created first. This evokes a work by
Cory Arcangel 2002 art piece Mario Clouds, in which he edits out the procedural
elements of a level of Nintendo's Super Mario Brothers. The resulting work is a sequence
163
Tim Larimer, “The Ultimate Game Freak (Interview with Satoshi Tajiri),” TIME Asia,
November 22, 1999.
164
Described in an interview with HN, 2010.
164
of clouds moving across a screen, without the figure of Mario, without the platforms and
opponents, indeed without any interaction from the user whatsover. The game itself gives
a player two minutes to traverse across the space of the game before the game expires.
What is missing from the game is only slightly more uncanny than what is present: a
spatio-temporal dynamic still recognizably that of Super Mario Brothers.
Henry Jenkins claims that the design of a playable space is the central
narratological concern of games, and sees this as a continuation of spatial design in non-
digital games:
Game designers don't simply tell stories; they design worlds and sculpt
spaces. It is no accident, for example, that game design documents have
historically been more interested in issues of level design than plotting or
character motivation. A prehistory of video and computer games might
take us through the evolution of paper mazes or board games, both
preoccupied with the design of spaces, even where they also provided
some narrative context.
165
.
His article is a general defense of attention to narrative aspects within
videogames, rather than a theory of spatiality itself. He identifies three ways that game
spaces produce narrative: evocative spaces use references to known stories in other forms
in a way analogous to the design of theme-park rides (Jenkins uses Disney’s Haunted
Mansion ride as an example); enacted narratives, in which a series of local events
performed by the character, each a kind of micronarrative (his term) produce the
165
Henry Jenkins, “Game Design as Narrative Architecture,” in First Person: New Media as
Story, Performance, and Game, ed. Noah Wardrip-Fruin and Pat Harrigan (Cambridge, MA: MIT Press,
2003), 115, http://web.mit.edu/cms/People/henry3/games&narrative.html.
165
complete narrative of the game, and emergent narratives, stories generated from the
condition of the game in its play, though never authored as such. The kind of stories
which emerge from games like The Sims, or the after-action reports which remediates the
play of military games into pseudo-documentary narratives of a campaign, are
emergent.
166
As useful as Jenkin’s model is, it doesn’t account for the player’s actual
experience of space in the games: how a player navigates spaces, reflects on them,
interprets them, or relates the experience of space in the game to their experience of space
outside of it. His model does correspond to the immediate location of place-making
elements in games, but not to the conceptual ones, either in production or in reception. I
propose starting with a theory of space and spatial experience itself, and then considering
how those experiences are evoked in software-based games by authors and designers.
Harvey’s model for the production of space
An undifferentiated hermeneutics of “videogame space” cannot manage an
analysis of these spatialities with any real precision. It is within genres, franchises and
specific titles that we can unwind strategies and methods by which space is produced,
166
After-action reports (AAR) are popular re-tellings of games, often posted onto forums
associated with a given title. The turn-based strategy game Europa Universalis III has supported a robust
community of AAR writers, cataloged in “Duke of Wellington” (forum pseudonym), EUIII LibrAARy,”
Paradox Interactive Forums, November 8, 2008,
http://forum.paradoxplaza.com/forum/showthread.php?282740-EUIII-LibrAARy.
166
represented and engaged. The Final Fantasy franchise of role-playing games can provide
a container for conceiving the practices of spatial authorship and play of videogames,
over the 30+ years that the franchise has existed. The franchise consists of dozens of
games on a range of platforms, as well as ancillary and derivative products such as
manga, anime and merchandise. The producers of the game have aspired to create ludic
Gesamtkunstwerk in the core titles of the game: as such, it offers a diversity of
spatializing practices.
The theory of space proposed by critical geographer David Harvey in his article
Space as a Keyword”
167
is well-suited to the task of creating a framework for the
analysis of spatializing effects in videogame design. Harvey extended a tripartite model
of the types of spatiality he developed in the early 1970s by intersecting it with another
tripartite model proposed by Henri Lefebvre
168
, to produce a matrix of concepts for
understanding space and spatial-temporality. Harvey intended his model as a general one
for understanding the role of political and economic forces in society in producing human
167
David Harvey, Space as a Key Word” (presented at the Marx and Philosophy Conference,
London: Institute of Education, 2004). Harvey writes: “If I focus on Lefebvre here it is not because, as so
many now suppose in the sphere of cultural studies, that Lefebvre provides the originary moment from
which all thinking about the production of space derives (such a thesis is manifestly absurd), but because I
find it most convenient to work with Lefebvre’s distinctions in my own geographical practices.” I would
make the same observation about Harvey.
168
Henri Lefebvre, The Production of Space, trans. Donald Nicholson-Smith (Oxford: Blackwell,
1991).
167
discourse and activity about space, particularly in urban contexts. My appropriation of his
framework is more modestperhaps a little perverseyet it may also be relevant to his
work insofar as the digital technologies that work with space supplements or even
supplants earlier strategies for conceiving of and working in space.
169
The first element of Harvey’s initial model is absolute space, typically
characterized as Newtonian or Cartesian space. This is space as a fixed system of
coordinates, which exists without reference to the objects that are then conceived as
populating or traversing it: space is a container or field, understood by an outside viewer
not itself located within that space. It contrasts with relative space, most powerfully
expressed as Einsteinian space “Space is relative in the double sense: that there are
multiple geometries from which to choose and that the spatial frame depends crucially
upon what it is that is being relativized and by whom.
170
It is in temporal terms that the
most basic distinction between absolute and relative space is drawn: Harvey writes, (t)he
idea of simultaneity in the physical universe, (Einstein) taught us, has to be
abandoned.”
171
Only in absolute space can one talk of space without time. Relative space
relies on spatial framings which can be brought into some tension with other spatial
169
Ffor example, navigation software which uses global-position satellite (GPS) data replaces the
use of paper maps: this turns what used a process of telescoping perception, from the impression of a plan
to the identification of line of navigation, into a series of commands generated by a computer voice-
synthesis module.
170
Harvey, “Space as a Key Word,” 3.
171
Ibid.
168
framings: the internal space of a train coach, for example, which is both a static frame of
spatial reference for the inhabitants of the coach even as it is traversing another space on
land.
The third of Harvey’s concepts is that of relational space, which he associates
with Leibniz’s critique of Newton:
(T)he relational view of space holds there is no such thing as space or time
outside of the processes that define them. (If God makes the world then He
has also chosen, out of many possibilities, to make space and time of a
particular sort.) Processes do not occur in space but define their own
spatial frame. The concept of space is embedded in or internal to process.
This very formulation implies that, as in the case of relative space, it is
impossible to disentangle space from time. We must therefore focus on the
relationality of space- time rather than of space in isolation.
172
While relative space can be expressed as a contra-position of absolute spaces in
time, relational space is created by time-bound processes themselves. Harvey, as a
geographer of urban spaces and differential global development, understands “process”
mostly in historical, economic, and socio-political terms, but we can exploit a different
idea of “process” in this regard to foreground authorial and programmatic aspects of the
production of software-based space: the procedure is inscribed in a program. Among the
operations which Harvey positions as embedding relational spaces within them are those
of collective memory: the idea of Hiroshima, the “Orient” and the “West,of Ground
Zero, Nanking, and Abu Ghraib.
172
Ibid., 5.
169
Harvey is interested not in determining whether space is “really” absolute,
relative, or relational, but seeing how all these conceptualizations are implicit in human
social practice. In his recent work, he extends his three conceptions of space by
transecting it with another triplet, posited by Henri Lefebvre, which foregrounds
experiential (rather than conceptual) categories
173
. Lefebvre describes space as a
phenomenon produced in three different modes of human activity. Material (or
experienced) space, Harvey describes as “the world of tactile and sensual interaction with
matter,” as produced and traversed by the immediate actions of bodies and objects. This
mode of spatial phenomena includes a range of practices, from our immediate, bodily
interactions with stairs, bridges, walking surfaces, and so forth, to environmental and
microscopic experiences of space. Representations of space are spaces produced
conceptually by human representational practices, including cartography (especially
administrative and cadastral,) narratives of landscape, simulated space, scientific models
of space, spatial metaphors, painterly spaces, and (according to Harvey) cyberspace.
Spaces of representation are “the lived space of sensations, the imagination,
emotions, and meanings incorporated into our everyday lives and practices.”
174
These
include the various affective, interior and situational conditions under which humans
represent space, including memory, imagination, anxiety, fantasy, loss, shame, nostalgia,
173
Lefebvre, The Production of Space, 3841. Lefebvre distinguishes between spaces as
perceived, as conceived, and as lived, all reveal by and as social practice. He is less concerned with the
conceptual content of these three kinds of space.
174
Harvey, Space as a Key Word, 8.
170
trauma and desire. The practice of representing space is drawn as much from these
internal states as from the experience of material space. While, at first, this seems like the
most elusive of the phenomenological categories, one can recall what it is like to revisit,
after a long absence, the place of one’s childhood, or a place of personal or collective
trauma, to capture how distinct this mode of spatial production is from those which are
either material or simply representational, and how it determines much of the perceptual
and navigational experience of these spaces.
Harvey organizes these types of space into a three-by-three matrix, transposing
his original conceptual modes of space onto Lefebvre’s phenomenological ones. The
resulting grid allows us to speak, for example, of absolute material (or experienced)
space, such as that created by walls, bridges and other physical, body-navigable features;
relative spaces of representation, such as that produced by the frustrations and anxieties
of a commute through dense traffic, and relational spaces of representation,” which
includes, in his words, surrealism; existentialism; psychogeographies; cyberspace.” It is
through this 3x3 matrix of spatial categories that we will parse the spatial elements of the
Japanese console role-playing game series Final Fantasy. Harvey implicitly positions
computer-generated spaces in his matrix as representations of space: when one is
addressing space at the level of city, nation and world, this is understandable. But the
procedural nature of gamic interaction produces the entire matrix of spatial experience,
not just the representation of space: the transference of somatic identity and place-deixis
to the avatar even engages a virtual-material space. In their procedurality, games activate
the spectrum of spatial categories.
171
Spaces of Final Fantasy
The Final Fantasy series of games spans four primary platforms in its mainline
history, with other platforms targeted for ports, adaptations and derivative works.
Platform differences account for the broadest divergences in the visual, tactile and
conceptual experiences of space within these games, but there are noticeable differences
in the use of space between games which target the same platforms, reflecting the
specific aesthetic and narrative goals of each.
The series began with Final Fantasy (ファイナルファンタジー: the English
phrase has always named the series in all its markets), released in Japan in 1987 by a
then-struggling Square, Inc. The publisher had already released a handful of unsuccessful
titles for the Nintendo Famicom, and the title reflected the belief of the game’s director
and original creator, Hironobu Sakaguchi, that it would be the company’s last release
before being forced to liquidate. The game became a paragon of the Japanese role-
playing game genre, along with then-rival Enix’s Dragon Quest title, released a year
earlier.
175
The genre which emerged from these two titles was both a continuation of, and
a response to, the Western computer-based role-playing genre. Especially influential was
the Ultima series, first produced in the early 1980s for the Apple II and other personal
175
Cėsar A. Berardini, “An Introduction to Square-Enix,” January 2006,
http://features.teamxbox.com/xbox/1554/An-Introduction-to-SquareEnix/p1/.
172
computers. In particular, the third title of the series, Ultima III: Exodus had a strong
influence on the developer of Dragon Quest.
176
The Ultima games, and other western computer-based role-playing games, were
adaptations of the non-digital practice of pen-and-paper role-playing games such as
Dungeons and Dragons, which had become popular in the late 1970s. Pen-and-paper
role-playing games (RPGs) emerged from miniature wargaming hobbyists, who grafted a
narrative and fantastic sensibility onto a medieval-themed, one-to-one
177
scale military
simulation. Within this relatively brief historythough military simulation as both a
hobby and as an element in military practice has a history dating at least as far back as the
late 18th century, the passage through Dungeons and Dragons to Final Fantasy
encompasses less than 15 yearsthe migrations of the space of practice accompany a
transformation in the practice of space.
Pen-and-paper role-playing games use grid paper to generate adventure maps. In
games such as Dungeons and Dragons, a game-master either prepares an event-filled
space with latent content by drawing maps, annotating them to indicate what antagonists,
inhabitants and resources they contain, or uses charts to generate the fictional place by
rolling dice, or some combination of the two approaches. The grid-space is then used in
conjunction with game-rules that dictate rates of traversal, effective ranges for weapons,
176
The chronology is detailed in Matt Barton, Dungeons and Desktops: The History of Computer
Role-Playing Games (Wellesley, MA: A K Peters, 2008), 208220.
177
That is, one game-unit represented one simulated combatant, rather than a group or organized
unit of combatants.
173
line of sight, and the like. In a session of play, the players report their intentions in
navigating these spaces and responding to what they find: often, they will also be
generating a map of the terrain covered, both as a tactical tool and as a discourse-object
to manage the collective production of an imagined space. The game referee and author
of the session (the “dungeon master” or game master”) will tell the players what they
“see.” This is a distributed process, described by Mizer as “a polyphonous set of
overlapping utterances.
178
” His analysis of the negotiated creation of fictional space
includes this transcript of players:
1 DM OKAY. You find yourself in a la::rge room. At this point it
2 extends east and west farther than you can see:. And it goes
3 ↑north↑and ↓south↓ to the limits of your vision: (.5) which
4 is be-tween forty and sixty feet without pacing off. (1)
5 NICK [So we can't see anywalls at all right? heheheh]
6 DM [It's like an east to we:st-east to west] corridor: forty to
7 sixty feet=
8 CHRIS [Right.]
9 NICK =I DREW A DOT.
10 CHRIS [That's us.]
178
Nicholas Mizer, “Hey Grimm, I’m Not in the Room, Right? Negotiations of Space and Place in
Dungeons & Dragons” (presented at the American Anthropological Association Conference, Montreal,
2011), 13.
174
11 TOM [Okay.]
12 NICK WE'RE THERE.
13 ALAN Basically we're outdoors with a ceiling [right now.]
14 TOM [So::]
15 ↑East↑ and west [are about sixty feet to either side.]
16 DM [Are-yeah. Um:]
17 [Ceiling a-ppears] to be:
18 NICK [No wait-he s-] We can't see any walls.
19 TOM He said east and west are [about] sixty feet to either si:de
20 DM [No.]
21 Y-y-no.
22 TOM [Oh::]
23 ALAN [That's] as far as we can see.
24 DM Yeah.
25 ALAN We're outside with a ceiling.
26 GREG How high is the ceiling?
179
Though Mizer doesn’t use the term, this process is an instance of distributed
cognition. Ed Hutchins’ landmark study of naval navigation described the coordination
between crew members on the bridge of a U.S. Navy vessel maneuvering a ship through
the San Diego channel
180
. Just as the D&D players use pen, paper and overlapping
179
Ibid., 1314.
180
Edwin L. Hutchins, Cognition in the Wild (Cambridge, MA: MIT Press, 1996).
175
utterances to confirm, modify and collectively produce a functional model of a fictional
space, so do Hutchins’ navigators use radio telemetry, drafting tools, calculators and hand
calculations to collectively produce a functional model of a physical space.
These players create material objectshand-drawn maps (Figure 27)used to
support the calculations that constitute the simulation, such as the relative positions of
opponents, the lines of sight, distances travelled within a cycle of time, etc. When these
calculations are performed on a computer, players no longer directly perform this
representational practice
181
. Instead, the visual representation of space is constrained by
technological considerations, and the perception and cognition of space becomes a matter
worked out in concert with the game system’s interface.
181
There are interstitial practices, by which computer systems are used to perform calculations
within the context of pen-and-paper games, orparticularly for text-based role-playing games such as the
early Zork gamesin which players produce their own hand-drawn cartographies of the game spaces as
mnemonic and tactical aids.
176
Figure 27.: Player-created dungeon map. From Mizer, 2011
The Japanese reception of computer-based role-playing games differs from the
experiences of players and designers in North America, in that there is little sign of a
culture of table-top fantasy role-playing games in Japan before the production of
computer-based games. Dungeons and Dragons itself was translated into Japanese
177
in1985, the same year that Dragon Quest was released, and the Ultima and Wizardry
games were already in widespread Japanese distribution by this time. While the acronym
“RPG” denotes pen-and-paper role-playing games in the US and other Anglophone
regions, it denotes computer-based games in Japan, and the pen-and-paper games are
referred to as テーブルトーク RPG (“table-talk RPG”, or TRPG.)
182
Thus, the
representation of space associated with the RPG in Japan has been primarily computer-
based from the outset: the creation of space as a practice performed by a collaborating
group of players in the sense described by Mizer were not part of the experiences or
expectations of the domestic Japanese market, but character-driven, fantastic stories of
manga and anime were. The “roles” of role-playing in Japanese role-playing games are
roles as function, and the player-driven theatrical aspects of pen-and-paper role-playing
are instead replaced by story practices, which owe as much to cinema and television as
they do to military simulation. This is the historical context for the development and
domestic reception of the original Final Fantasy games.
Using Harvey’s and Lefebvres categories for the production of space, the
platform produces, first, absolute and relative material space. Along with the genre-
specific conventions for the control schema and the conventions of narrative world-build,
platform also contributes considerably to the structuring of material space. That it does so
with a symbolic, representational system (programming, digital and digitized artwork) is
182
Shunichi Furutani, “What Is TRPG?(TRPG ってなに?),TRPG.net, 2003,
http://www.trpg.net/WhatisTRPG.html.
178
an inversion of the typical characteristics of spatial relationships, but this is the nature of
the production of spatial phenomenon authored by computer software: the representation
of space in a computer is directly actionable, rather than referring to either another lived
space (as a map refers to its territory) or a fictional space.
Material space and the production of bodies
When videogames produce graphical and processual representations of space,
they produce them within the constraints created by the hardware and software platforms
on which the games run. The initial Final Fantasy games produced space within the
constraints and affordances determined by their target platforms. The first three titles in
the mainline Final Fantasy series
183
were created for the Nintendo Famicom (re-branded
as the Nintendo Entertainment system, the NES, in North American and European
markets) in 1987, 1988 and 1990. . The Famicom was an 8-bit video game console
system, developed by Nintendo Japan and released in 1985. It was capable of producing a
video display of 256 pixels by 240, and displaying 53 colors
184
. The Famicom lacked true
3D display capabilities (except by isometric projection) that is, it lacked a processor
which could process models drafted for display in three axis (x, y, and z) on a timescale
suitable for player experience.
183
Only the first title was originally released outside of Japan.
184
Patrick Diskin, “Nintendo Entertainment System Documentation v 1.0” (NESdev, August
2004), http://nesdev.com/NESDoc.pdf.
179
The next three titles in the series were produced for Nintendo’s follow-up
platform, the Super Famicom or Super NES system, and released between 1991 and 1994.
Confusingly, Final Fantasy IV was released as Final Fantasy II in North America, and
Final Fantasy VI was released as Final Fantasy III, while Final Fantasy V was not
originally released outside of Japanfor the purposes of this chapter, I will use the
Japanese numerations. The latter-generation console provides more processing and
graphical power than its predecessor: the Super Famicom was built around a Ricoh 5A22
processor on a 16 bit core with a 21 MHz clock rate, while the original Famicom used a
MOS 6502 8-bit processor with a 1.79 MHz clock rate, essentially processing half the
data at any given cycle at about one-tenth the speed. In addition to the greater processing
speed, the Super Famicom featured a picture processing unit (PPU) which allowed the
system to produce scenes and images with several thousand colors, compared to 53 colors
of the earlier console. The earlier console could display up to 64 sprites
185
at time without
reloading the screen, with each sprite being up to 8 x 16 pixels; the Super Famicom could
display 128 sprites of up to 64 x 64 pixels. While the Super Famicom could produce an
interlaced resolution of 512 x 448 pixels, few games would use that resolution, and most
would be produced using the 256 x 224 progressive scan resolution: the same as the
earlier model. What this all means is that individual elements in the display field could be
more detailed and more animated in the Super Famicom games, but the backgrounds and
185
A sprite is a two-dimensional image which is rendered separately from the rendering of the
scene, like a game piece on a board.
180
fields of play were generally shown with the same resolution, though with greater color
variation and a much more variegated palette. The fourth through sixth Final Fantasy
titles exploited the affordances of the SNES to create graphic imagery at higher
resolution and with the richer color palette, but the general style and schema of depiction
was relatively stable: pixel-based spites performing looped animations on a static
background, punctuated with top-down maps. Video game platforms are systems of
computer processing power and graphical display, as well as systems of interface that
give players a specific vocabulary for interaction. The sequels for a given platform (e.g.,
Final Fantasy II and III) generally made only incremental changes from the original
design. The Nintendo Famicom and Super Famicom games (IVI) used three types of
displayed spaces: city/dungeon scaled space, in which the display screen bounded a
scaled region analogous to one or two city blocks; battle space, in which the characters
would be depicted individually; and countryside/landscape space. Transitions between
them were well-marked. The player would move their avatar onto an icon marking either
a town or, often, a cave entrance. Some event would usually presage the transition to
battle-space, such as dramatic music. Within any given scale, the navigation of spaces on
Nintendo platforms is generally continuous.
Final Fantasy VII was released in 1997 globally: beginning with this title, the
franchise would synchronize its numeration, and the publishers would pursue globally
coordinated marketing and release strategies. This and subsequent titles in the franchise
were developed for the Sony PlayStation family of videogame consoles. These systems
181
all had dedicated processors for the display of 3D models, supported disc-based storage,
and promoted as creating a cinematic and “immersive” experience.
186
With the added
technological capacity came an increased need for labor: the greatest increases in the
scale of production accompany shifts in platforms (Table 1).
Table 3.: Final Fantasy releases, 1987 to 2012
Game
Year
187
Platform
188
Credited
contributors
189
Final Fantasy I
January 1987
Nintendo
Famicom/Nintendo
Entertainment System
5
Final Fantasy II
December 1988
Nintendo
Famicom/Nintendo
Entertainment System
18
Final Fantasy III
April 1990
Nintendo
Famicom/Nintendo
Entertainment System
17
Final Fantasy IV
November 1991
Nintendo Super Famicom/
Super Nintendo
Entertainment System
22 (“special
thanks” to 21
others)
Final Fantasy V
December 1992
Nintendo Super Famicom/
31
186
The PlayStation system was developed in response to a failed business partnership between
Sony and Nintendo: see Edge Staff, “The Making of: PlayStation,” Edge Online, April 24, 2009,
http://www.edge-online.com/features/making-playstation/.
187
Year and month of first release on initial platform in Japan.
188
These are platforms for initial release: most of the games would be ported to other platforms
several times.
189
Information collected from MobyGames (http://www.mobygames.com), the standard database
of information about videogames.
182
Game
Year
187
Platform
188
Credited
contributors
189
Super Nintendo
Entertainment System
Final Fantasy VI
October 1994
Nintendo Super Famicom/
Super Nintendo
Entertainment System
43 (“special
thanks” to 17
others)
Final Fantasy VII
January 1997
Sony PlayStation
140+ (including
several outsourced
agencies)
190
Final Fantasy VIII
February 1999
Sony PlayStation
105+ (included
several agencies)
Final Fantasy IX
July 2000
Sony PlayStation
330 for production
120+ for post
production
(including several
contracting
agencies)
Final Fantasy X
July 2001
Sony PlayStation 2
485+ production
Numerous outside
contractors
Final Fantasy
XI
191
May 2002
Sony PlayStation 2,
Microsoft Windows,
Microsoft Xbox 360
[unavailable]
Final Fantasy X-2
March 2003
Sony PlayStation 2
330+
Final Fantasy XII
March 2006
Sony PlayStation 2
560+
Many aggregated
credits
Final Fantasy XIII
December 2009
Sony PlayStation 3,
Microsoft Xbox 360
880+
Includes legal
team, designers of
Crystal Tools
190
Beginning with Final Fantasy VII, business units and roles, such as marketing and customer
service, would also get credited in game material.
191
Online games such as Final Fantasy XI and Final Fantasy XIV have continuous production and
support cycles, with different staffing needs and organizational structures from those of single-player
games.
Table 3. continued
183
Game
Year
187
Platform
188
Credited
contributors
189
Multiple outside
contractors for
motion-capture and
other functions
Final Fantasy
XIV
September 2010
Microsoft Windows
[unavailable]
Final Fantasy
XIII-2
January 2012
Sony PlayStation 3,
Microsoft Xbox 360
[unavailable]
New roles and job functions appear in the credits of each new generation of game
titles. Increases in graphic performance creates a greater demand for artists, and just as a
map editor was the first in-house tool developed in SquareSoft, used to produce maps that
utilized the thousands of colors which became available on the new platform, in the
development of Final Fantasy IV (the first title for the Super Famicom) so too was a map
designerYasushi Matsumurafirst credited on that title.
192
Nobuo Uematsu was
credited as a sole composer for most of the titles created for the Nintendo platforms, in
which music was synthesized on the 6502 microprocessor: composition was essentially
programming, and no performers were engaged. The Sony platforms provided the storage
and playback capabilities which allows games to play pre-recorded music, and thus for
192
MobyGames contributors, “Final Fantasy II (1991) SNES Credits.,” MobyGames, accessed
November 3, 2012, http://www.mobygames.com/game/snes/final-fantasy-ii_/credits.
Table 3. continued
184
Final Fantasy XIII, multiple sound engineers, pop singers, and the Warsaw Philharmonic
Orchestra all receive credit.
193
Final Fantasy X was the first of the franchise’s titles to be produced for the Sony
PlayStation 2. The platform afforded the designers increases in storage capacity: while
games for the original PlayStation were shipped on compact disks, with a single title
taking up as many as 4 CDs, the PlayStation 2 included a DVD player
194
. The system also
provided greater processing power and video resolution than its resolution, particularly
for rendering 3D models. The PlayStation 2’s computational architecture revolves around
the Emotion Engine,” described as a combination CPU and DSP Processor, whose
main function is simulating 3D worlds.”
195
The world-spaces of the PlayStation-based games, particularly those created for
the PlayStation 2 and later, are implemented as a series of zones: characteristic spaces
which often also have an architectural, aesthetic unity. The PlayStation’s architecture
dedicates considerable resources to graphical display. Because they used read-only discs
(CDs, DVDs and most recently Blue-Ray discs), rather than cartridges. the continuous
spaces within a given style of space found in games for the Nintendo platforms are not
easily produced on Sony platforms: content is loaded from spinning discs, which is a
193
The publishers of the Final Fantasy games release soundtracks of the games as ancillary
merchandise, including remix albums and solo piano arrangements.
194
DVDs can store about 10 times as much data as CDs.
195
Jon Stokes, “Sound and Vision: A Technical Overview of the Emotion Engine,” Ars Technica,
March 2000, http://arstechnica. com/reviews/1q00/playstation2/ee-1. html.
185
slower process than loading it from a read-only memory (ROM) cartridge. Instead, as a
spatial transition occurs, the required data is loaded into the working memory of the
PlayStation. As the load times to these transitions could be noticeable as the disks would
spin, it was more effective to turn these transitions into temporal and narratological ones:
the movement from one area to another produces “chapters.” Moving into a new region
moved the calendar forward, while remaining within one created a perpetual “now.”
While zone-transitions become less continuous, transitions from travel to battle
would become more continuous as the representations of characters in the navigational
screens increased in resolution and scale. Beginning with Final Fantasy XII, the
transition from distinct navigation-interface to conflict-interface was replaced by a more
continuous experience. Conceptually and ludologically, the modes are still distinct: the
game indicates that combat mode is at-hand by drawing of lines of hostile force,
indicating that a combatant was targeting a character
196
. Thus, there are two trends in the
history of the game franchise: the convergence of relative spaces, as movement from one
place to another is depicted within the same mode as the approach and engagement of an
opponent (where in earlier games these moments were depicted in separate modes) and
the division of space along geographic (zones as aesthetic and landscape ideas) and
temporal line (zones as chapters.)
196
The temporalities of battle in the games would go through various changes as well, and would
act as a differentiator between titles. However, these design differences were less dependent on platform
considerations.
186
Representations of space (and place): producing worlds
At least four of the worlds of the Final Fantasy games are named, and in the
naming of the worlds, sub-franchises have been created. The world of Ivalice, for
example, was introduced in the game Final Fantasy Tactics, and revised and reused for a
number of other games, including Final Fantasy Tactics and Vagrant Story. These
fictional worlds are often themed and modeled after regions and periods of human
history: in recreating Ivalice for Final Fantasy XII, teams of world designers traveled
through Turkey to study its architecture and design.
197
The entire line of Final Fantasy
games does not share a single setting: instead, a collection of elements and mechanics
unite them, including creatures (“chocobos,” “moogles”), character classes (“red mages,”
dragoons”) and technologies. The sub-franchises extend the appeal of titles to the
audiences which embraced the initial titles set in those worlds, and are part of the Square-
Enix strategy of “polymorphic content,the creation and accumulation of narrative
properties which can be deployed on multiple platforms, and appear in film and print
publication, over several years. The more traditional idea of a “sequel”—a continuation
of a story using already-known characters and settings—is at work in the “minor
versions” of the main line of games: Final Fantasy X-2 is a continuation of the story of
Final Fantasy X, and Final Fantasy VII: Advent Children
198
is an animated feature set a
few years after the events of the game Final Fantasy VII.
197
IGN Staff, “Final Fantasy XII Q&A,” IGN, November 20, 2003,
http://www.ign.com/articles/2003/11/20/final-fantasy-xii-qa.
198
Tetsuya Nomura, Final Fantasy VII: Advent Children, Feature, Anime (Square Enix, 2005).
187
The fictional setting of the Final Fantasy X was a departure from the preceding
titles. Final Fantasy VI, VII and VIII in particular, and to a lesser extent Final Fantasy IX,
featured worlds of fantastic technology and “steampunk,” retro-futurist aesthetics, gritty
urban environments, and projectile weaponry. They were also identified as having
architectures that evoked a European sensibility. The designers of Final Fantasy X
particularly producer Yoshinori Kitase and character designer Tetsuya Nomura
associated a move to a more traditional fantasy ambience to an aesthetic turn away from
the West” and pursue an Asian ambience and themes.
199
Final Fantasy X is set in a world called Spira, which is dominated by a religious
institution called Yevon. Spira endures a cyclical cataclysm: the destruction of any center
of population greater than a village by Sin, a huge, armored monstrosity which came
from the ocean. The doctrines of the church of Yevon teach that Sin was punishment for
the technological and scientific aspirations of earlier generations of Spiras inhabitants. It
is revealed later in the game that this was not the case, and that the religious institution
itself was complicit with the destruction wrought by Sin
200
.
199
Kitase Yoshinori et al., Interview with Final Fantasy X developers, interview by Enterbrain
staff, January 19, 2001, http://www.mmcafe.com/news/news01-9-01.htm.
200
Tensions between magical/religious and technological ideologies are common themes of Final
Fantasy narratives. Other common tropes are memory and trauma, friendship and isolation, and complicity.
Addressing these issues exhaustively is beyond the scope of this chapter: for a deeper treatment, see Fabio
Calamosca, Final Fantasy: Vivere Tra Gli Indigeni Del Cyberspace (UNICOPLI, 2003). These tropes are
188
The establishing sequence is set in the city of Zanarkand, a fantastic-technological
metropolis with an immediately apparent vibrant popular culture and broadcast media.
The avatar which the player controls is a character named Tidus, an up-and-coming
sports superstar, on his way to a professional “Blitzball” match. The spatial
representations are on a local, urban scale, although these are somewhat constrained:
there are few open urban spaces in Final Fantasy games, and instead, there are
interconnected zones of passage, resembling the Situationist topographies of Paris as a
system of nodes. Final Fantasy games are not open simulations of urban space in the way
that Sim City or even Grand Theft Auto are, at least not on the scale of the single avatar
moving through them.
This scale of player-space relationships persiststhat is, a broader geographical
representation of space is not yet presentedwhen the initial apocalyptic event, the
destruction of the city of Zanarkand, destroys this space before it can be explored or
understood. The player must simply run in one direction, while learning how to operate
the basic combat mechanics of the game; after a brief set of battles, the player is
transported to another time-place, and is left with an unsatisfied curiosity about
Zanarkand, the setting of initial play. From this new place
201
, the player begins a process
well-represented in other forms of Japanese cultural production, including literature, film, television, and
manga.
201
Within the diegesis, the relative status of these spaces rather elusive. Later in the game it is
revealed that the initial space did exist in thehistorical” past of the moment. The instance of it experienced
by the player, as the character, Tidus, was a phantasmal space generated by the collective memory of those
189
of narrative and spatial traversal which resembles and reflects that of the genre at
franchise: “forward” progression through space (that is, from the known and cleared”
region to the unknown; to another place directed by the conditions of the game) which is
slow and fraught with challenges.
The game is divided into zones. The first time the player enters a new zone, the
game announces that a new chapter has: the temporal dimension is managed by the
navigation of space (one can backtrack one’s steps without reversing the movement of
the syuzhet. Upon entering a new zone for the first time, the name of the zone (“Besaid,”
“Kilika,” Zanarkand Ruins”) is flashed across the screen, along with a panning shot of
the zone’s typical landscape. These markers serve to indicate to the player that they are,
indeed, making progress through the storyline.
Players need not make this progress immediately. Most Final Fantasy games
202
adhere to the level-up conventions of the role-playing game genre, which it shares with
table-top role-playing games like Dungeons & Dragons. Characters are a bundle of
statistics that simulate traits and abilities, and these statistics are modified by the
experience of the character. In practice, every battle that a character fights provides it
with “experience points.” By earning experience points, a character will “level up,”
destroyed in the original cataclysm. Perhaps this reflects a desire by the game’s authors to embrace the
illusory values of jidei-geki.
202
Final Fantasy II removed the job-specific leveling system with an open-ended skill system.
Table-top role-playing games have also sought to replace the leveling convention with a skill-acquisition
one: Runequest (Chaosium, 1978) is a notable early effort.
190
becoming stronger, more difficult to destroy, and become capable of various feats of
combat, magic, and the like that were previously inaccessible to it. The result is a kind of
statistical Bildungsroman. It is possible, although time-consuming, to repetitively kill
weaker opponents in the game to increase one’s level in such a way as to make the
traversal of zones trivial. The “experience points/level” mechanic is nearly ubiquitous to
this genre of games, and exceptions to this mechanic are often noted for just this
reason
203
.
Final Fantasy games often include mini-games: a mise en abîme by which the
characters encounter and play games within the diegesis: one might call it “diegetic
play,” analogous to “diegetic sound” in film. Final Fantasy IV features “Tetra Master” as
a pervasive mini-game: a card game popular on the continent throughout which the
characters traveled. These mini-games have their own modes and interfaces, and are often
developed semi-autonomously by dedicated designers and artists as part of the
development effort. Frequently, these games are depicted as professionalized, with in-
game tournament-level play occurred in designated arena. The mini-game in Final
Fantasy X is a fantastic variant of water polo called “blitzball,” played in suspended
globes of water
204
. It is possible to play blitzball as a stand-alone sports game, along with
league management mechanics that involved recruiting players throughout the world of
203
The Zelda series of games published by Nintendo, among others, does not use this mechanic,
relying instead on changes in player inventory to differentiate abilities and constraints.
204
Tidus is a professional blitzball athlete, as was his father.
191
Spira. The player can recruit, manage and compete with a blitzball team during the
indefinitely extensible period before the game’s denouement, the period in which the
world is most freely accessible.
The tactic of “leveling up,” of seeking out story-irrelevant combat in order to
improve the statistics of the players’ avatars
205
occurs outside of the fictional temporal
progress of the game, which is driven forward by movement into new zones. The passage
through geographic space creates the tempo for the passage of fictional/historical time.
Playing Tidus, the player is displaced several times before being given more
latitude over their own navigation. After this first cataclysmic displacement, he finds
himself swimming and wandering through half-submerged ruins. He is later picked up by
a ship over which he has no control, and is eventually again thrown ashore to a strange
place, without any information or understanding of the relative position (in time or space)
205
Most Japanese RPGs differ from most western RPGs by representing a group, rather than an
individual, as the unit of play. This could be interpreted broadly as a cultural differencethe well-worn
and perhaps overstated observation of the importance of the group over the individual in Japanese culture
(the observation leaves too many questions about the construction of the self and subjectivity unanswered,
and fails to accounts for narratives and games which do foreground heroic individuals)but it is also an
adaptation of the dynamics of the tabletop RPG, which foregrounds group tactics and coordination, to the
computer/console. Representing a party of characters, rather than a single character, as the unit of play is
truer to the origins of the RPG, as well creating tactical play options that do not arise in an action/adventure
game with a one-to-one-to-one player/avatar/character relationship. In any case, in Final Fantasy X,
experience points are awarded to the entire party, but the player determines what skills and abilities will be
augmented for each character.
192
of this place with regard to those traversed earlier. As play and story progress, the player
begins constructing a coherent model of the spaces of Spira, of the relative positions of its
regions and cities. In most Final Fantasy games, new modes of transportation become
available to the player at critical moments of the story. These modes of transportation
have become brand-icons of their own. One is the chocobo, a large, flightless yellow bird
that is ridden as a mount, which has appears in most Final Fantasy games since Final
Fantasy II. Players who have access to a chocobo are able to navigate spaces more
quickly through which they had walked.” A player riding a chocobo avoids the random
combat which otherwise besets players moving on foot through the games terrain.
Another of these iconic modes of transportation is the airship, which reduces space to
connected nodesthe player flying in an airship simply arrives at a new region with
traversing the zones between. Acceleration in Final Fantasy is frequently about what the
player avoids, rather than what the player experiences. Each mode of transportation
presents certain landscapes as navigable and impassible: in Final Fantasy III, the player
will get access to different airships which may allow access undersea, yet be unable to
cross over a mountain. Toward the end of the game, the player has access to a flotilla of
airships that account for every possible terrain.
Velocity compresses the experience of place and creates by-passed landscapes, or
spaces of transition. As the player moves quickly through a space she which one once
moved slowly, she may experience a sense of mastery: one based not on defeating
opponents, but on not even encountering them. A landscape that was novel becomes a
marking-place for the relative position of the player and the destination.
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Spaces of representation: Spira revisited
Final Fantasy X was a commercially and critically successful game, and Square,
Inc. decided to produce a sequel, Final Fantasy X-2, released in 2003. Much of the
software and resources of the original game were re-purposed for the sequel: as indicated
in table 1, the has a somewhat smaller production teams than the initial game, and a
cursory examination of the credits for Final Fantasy XIII-2 suggests that this is a trend.
This game is also set in Spira; the protagonists of the sequel are three young women, two
of whom were lead characters of the original game. Tidus, who vanishes at the end of the
first game, is a memory, and the loss of Tidus motivates Yuna, one of the three women;
he only appears toward the end of the game.
206
A short film, created as bonus content for one of the later editions of the game
acted as a narrative bridge between the two titles and provided the internal impetus for
producing the sequel
207
. While the two titles are set in the same world and feature many
of the same characters, the tone of the world and even the dynamics of play are
206
Eventually, Tidus is revealed to be a phantasmic re-imagining of a historical blitzball player,
Shuyin, who was killed in a long-past war. In an optimal traversal of the game, however, the player can
actually revive Tidus and reunite him with Yuna.
207
Jeremy Dunham, “Final Fantasy X-2 Developer Interview,” IGN, November 24, 2003,
http://www.ign.com/articles/2003/11/25/final-fantasy-x-2-developer-interview. Aside from the obvious
commercial motivation, the sequel was meant to offer the possibility of overcoming the tragic overtones of
the conclusion of the first game with the possibility of a non-tragic ending. The use of sequels to overcome
tragic loss would be repeated by the producers of the Final Fantasy series when they released a number of
products which continued the story of Final Fantasy VII.
194
dramatically different. Whereas Final Fantasy X begins with a mysterious world which is
slowly, painstakingly uncovered through pilgrimage, the sequel, set two years after the
end of the events of the first game, immediately places the protagonists in control of an
airship, with full access to a world which is completely familiar to players of the first
game. The space of representations has changed from one created by foreboding,
expectation and cataclysm to one dominated by a lighter sense of play, by often comic
sensibilities, despite the dramatic conditions of near-apocalypse which inevitably appear.
Yuna was the primary love-interest in the first game: she is a summoner who had been
intended as a sacrifice to mollify the destructive anger of Sin.
208
Having survived what
was meant to be her moment of world-saving self-sacrifice, and now is faced with a new
kind of existential crisis: what to do with the rest of her life, after her world-historical
moment.
The music of the sequel, too, dramatizes the shift in mood. Whereas the first title
favored orchestral program music, the sequel tends toward popular, jazz, and even funk-
inflected sounds. In light of the conscious turn to Asia” that motivated the directorial
208
Every 20 years, a new summoner would “become” Sin, and then be replaced after two more
decades. This cycle was ended by the player’s activities in the first game. If the interpretation of the two
games as an allegory for the predicament of Japan before and after the Pacific War holds, one could see Sin
as representing the colonialist model of hegemony, with the quest to play Yuna as Sin connoting Japan’s
imperialist project and the dream of the Greater East-Asian Co-prosperity Sphere. This reading would then
interpret her survivalher not becoming Sinas the collapse of that project and the accompanying end of
Western colonialism in the East Asia/Pacific regions.
195
team of these titles, it is easy to see allegorical references to the experience of Japan
during and after the Pacific War. If the turns of complicity and ironies of memory, the
slow construction of spaces through travel evoke the national memory up to and through
the war period, the sequel suggests the giddy consumerism and conflicted identities of the
postwar period.
The three protagonists begin the game not as sports heroes, but as pop stars. At
least so it seems: the pop idol whose performance in what was the sports arena in which
Tidus played turns out to be an imposter, Leblanc, disguised as Yuna. Leblanc had stolen
a device called the Garment Grid,” which allows its user to change their wardrobe
instantly. These wardrobe transformations are also the mechanism by which the player
shifts from one player-role to another (e.g., from an attacking role to a support role.) If
the first game was one of almost modernist melancholy and historical inevitably, the
latter is one of post-modern irony, of playful subjectivities. Final Fantasy X-2 celebrates
the ecstatic freedom of a culture of the commodity and the spectacle, in no small part
because it is still based on the absence of the state of war. That this peace accompanies a
false, masked identity presages a narrative in which dissembling and misrepresentation
plays a fundamental part.
The differences in tone between the two games are inseparable from the
differences in the experience of the games as spaces. The sequel begins in a well-
understood world: movement begins as a return, a “checking in” to the state of a place.
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The matrix of spatialities revisited
David Harvey’s matrix was designed to provide an interpretive frame for human
spatiality in general, and particularly for the geo-political, the political-economic, and the
urban. Re-purposing this matrix to track space-making activities in video games may
seem somewhat perverse, but it is not without precedent. Edward Castranova, an
economist and sociologist of virtual worlds, describes them as radically manufacturable
places that can be shared by many people at once,”
209
and called the preferential attention
given by many gamers to them as an “exodus.” Computer-mediated spaces aren’t simply
representations of space: they provoke the full gamut of spatial experience, at least as an
imago.
I am applying this matrix at a specific scale, to those produced immediately by
the game itself. It does not include the living room or desktop of the player, or the
environmental context of play. Such a scale of inquiry might be worthwhile, and
complement our analysis by becoming a general theory of spaces of gaming, obscuring
the ways in which the game as an authored system produces these spatial effects. We do,
however, include the player-avatar dynamic. We see character/avatar/player relations as a
deictic displacement across multiple modes (that is, as the way in which the “as if” of the
game fictions can recruit the player into space-production) rather just a representational
strategy. Attention to only the fictive space of the game would diminish the materiality of
209
Edward Castronova, Synthetic Worlds: The Business and Culture of Online Games (University
of Chicago Press, 2005), 8.
197
the spaces produced. This “middle ground” lets us consider the production of spatial
experience as a kind of authorship: an idea that will be expanded and revised in the next
section.
Table 4.: Videogame spaces and Harvey's matrix of spatialities
Material space
(experienced space)
Representation of
space
(conceptualized
space)
Space of
representation
Absolute space
Rendered 3D space;
physics; buildings,
trees, grass, road;
barriors, walls,
rivers that affect
navigation.
Map displays; inter-
titles;landscape
features.
The game world and
its fiction as an
object of
contemplation; the
game world as
traversed by a
habituated player.
Relative space
Modes of
transporation and
acceleration:
chocobo space,
airship space; scaled
space. Spatial
relationship as
proximity to target
or adversary
Airship destination
menus; nodes and
linkages; zone
transitions; hidden
and revealed spaces
(secret doors,
corridors);
minigame (blitzball)
spaces.
Affective play-
spaces: melancholy,
anxiety/tension
sense of
threat/excitement in
high-risk zones and
boss fights; shifts of
attention motivated
by changes in level
of threat and
comfort; cut-scene
spaces
210
.
Relational space
Relationship
Narrated space;
211
Collective and
210
This kind of space is thematized within Final Fantasy X through various tropes: the
“dreaming” of Zanarkand by the disembodied spirits of its former residents, the massive space of the
interior of “Sin,who is both nemesis and a region of its own, and even the.
211
Within Final Fantasy X, and X-2, one of the NPCs,a wandering scholar named FFX, Maechen,
periodically meets the party and reveals various historical and “scientific” aspects of Spira.
198
Material space
(experienced space)
Representation of
space
(conceptualized
space)
Space of
representation
between “battle
spacevs.
traversing space”
within a mode; the
pace of threat as
player seeks to
either traverse
quickly or mines an
area to accumulate
experience.
the diegetic
accounting of the
spaces of the world
by in-game
characters;
aestheticized space;
rendered
architectures and
landscapes with art-
historical references
(e.g.
Turkey/Ivalice.)
personal memories
of spaces, both
player-produced and
authored. Multiple
representations of
space (pre- and
post-cataclysmic.)
Diasporic spaces
and spaces of return.
Material space (experienced space) is, in game terms, the features that produce the
possibility of spatial cognition and the perception/fiction of a physical space; the space
experienced” by the avatar. This space is most subject to the constraints and affordances
of the platform. The representation of space in games is very much like other
representations of space: it can include maps understood as maps, labels on regions, and
interface elements which indicate navigability and impassability. The spaces of
representation are those aspects of the game system which take some stanceaffective,
memorial, documentaryto the representation of space.
Final Fantasy XI: multiplayer games as constrained spaces
The spatial effects described above are authored and designed in a fairly
conventional sense: they are produced by a team of creators with various systems of
authority and delegation to generate a fairly stable software-based experience. The
experiences of place which occur emerge from the players commitment to the project of
Table 4. continued
199
the game, attending to its tasks and the objects which attain them and visually consuming
the sculpted and animated assets of the computer-sustained world.
Final Fantasy XI is both a virtual world and a massively-multiplayer role-playing
game: the latter is a subset of the former. Virtual worlds are based on networked
software, and almost always rely on client-server architecture.
212
They rely on spatial
metaphors and usually involve the visual rendering of a shared space inhabited by the
avatars of multiple players. They are persistent: they continue to operate whether or not
any given computer user is accessing it. This is a consequence of the client-server
architecture: the “world” is a set of databases and procedures and state running on a
server, which the client software, running on the player’s computer, refers to in order to
produce a representation of a small subset of that state: the visual information and
systematic behaviors that produce the “there-ness” and then-ness” of the player’s
presencing in the virtual world. This is a kind of spatio-temporality unlike that of a
single-player game, which instantiates a world only when the user runs it.
212
A virtual world can be implemented as part of a time-sharing system or other system by which
multiple users interact on a single computer: this is the original model for games such as Oubliette (1983),
which ran on the PLATO system. Peer-to-peer virtual worlds are still generally experimental, although see
Erica Naone, “Peer-to-Peer Virtual Worlds, MIT Technology Review, April 16, 2008,
http://www.technologyreview.com/news/409912/peer-to-peer-virtual-worlds/. Client-server architectures
are overwhelmingly the dominant model for provisioning virtual worlds.
200
Massively-multiplayer online role-playing games (MMORPGs) are virtual worlds
with additional constraints: they have all the features that I described above, as well as
game logics and genre-oriented settings and themes. The largest current MMORPG game
is World of Warcraft, a game with about 10.2 million active users as of 2012
213
. The most
heavily-trafficked virtual world that is not a massively-multiplayer online role playing
game is Second Life, by Linden Labs, which peaked at 90,000 concurrent users in
2009.
214
This section examines one of the two members of the Final Fantasy game
franchise which are also massively-multiplayer online role playing games. These games
exist in a different sort of temporality than the other, single-player games. Because they
participate in a persistent and global time, they can, as spaces and places themselves,
intersect with external events, and put players into direct relationships with each other.
213
Adam Holisky, “World of Warcraft Subscriber Numbers Remain at 10.2 Million,” WoW
Insider, May 9, 2012, http://wow.joystiq.com/2012/05/09/world-of-warcraft-subscriber-numbers-remain-at-
10-2-million/.
214
Tateru Nino, “Second Life User-concurrency Spends Year in Slow Decline,” Massively,
December 25, 2009, http://massively.joystiq.com/2009/12/25/second-life-user-concurrency-spends-year-in-
slow-decline/.Due to the different business models and reporting practices between the producers of the
two virtual worlds, equivalent figures are difficult to come byas a free-to-play game, there is nothing
corresponding to a “subscriber” in Second Life—but the total concurrent usage for World of Warcraft
hovers around a million players: over ten times the number of Second Life players.
201
On April 9, 2005, the Tokyo-based servers which hosted the game Final Fantasy
XI came under a distributed denial-of-service attack, an onslaught of network requests
from a botnet of compromised computers. This attack made it impossible for the
thousands of players of the game to play for several days, until Square, Inc., the
developer and publisher of the game, adjusted its network’s routing schema and took
other corrective measures. Immediately before and after the attack, players of the game
reported seeing slogans such as “Resisting all Japanese goods. Long live the People’s
Republic of China” in the “search strings” of “RMT” players.
215
The “search string” is a
small comment, up to about 240 characters, drafted by a player for their character:
another player on the system can type /sea <name> and read the comment. It is usually
used to determine the goals and aspirations of players as they play, and to determine
national identity and linguistic competencies among the international player-base.
“RMT” means ‘real-money trade’, the exchange of in-game currencies or goods for real-
world money. Tolerated in some massively-multiplayer online role-playing games,
encouraged in others, it was both proscribed by the terms of service for Final Fantasy XI
215
Allakhazam members, “DDoS Attack to POL and SE,” Forum post, Allakhazam.com: Final
Fantasy XI, April 15, 2009,
http://ffxi.allakhazam.com/db/forum.html?forum=10&mid=1113583164674215299&num=46.
202
and discouraged by Square-Enix, and was unpopular for a variety of reasons among most
players.
216
Virtual worlds of difference
Final Fantasy XI was not the only target for this attack: a similar series of DDOS
attacks were launched against the web server for the Yasukuni shrines.
217
Controversial
visits to this war memorial by then Japanese Prime Minister Koizumi Junichiro, and
revisions to national school curricula minimizing the responsibility of Japan for its
activities during the Pacific War, had triggered anger among many Korean and Chinese
citizens. On the same day, April 9, over 1000 protestors attempted to storm the Japanese
embassy in Beijing, pronouncing slogans such as “Boycott Japan,” and calling for an end
to attempts to allow Japan a permanent seat on the UN security council, and over 10,000
protesters marched in protest in Shanghai, breaking the windows of the Japanese
consulate. The slogans repeated by the protesters echoed the written comments in the
search strings of the putatively Chinese players.
218
The servers of Final Fantasy XI were
marked by the protesters as Japanese space.
216
Ge Jin has been working on a documentary about the conditions, experiences and motivations
of Chinese RMT gamers. Ge Jin, Chinese Gold Farmers (In production, 2008).
217
R. Gandhi et al., “Dimensions of Cyber-Attacks: Cultural, Social, Economic, and Political,”
IEEE Technology and Society Magazine 30, no. 1 (spring 2011): 28 38, doi:10.1109/MTS.2011.940293.
218
Philip P. Pan, “Japan-China Talks Fail to Ease Tensions,” Washington Post, April 18, 2005,
sec. World news.
203
Two months earlier, in February of 2005, Square-Enix had cancelled the accounts
of about 800 people for engaging in behavior that violated the terms of service. Although
it was never explicitly stated by the producers, many players assumed that most of those
accounts were held by Chinese RMT players. This would be the first in a series of
account suspensions and revocations, which would lead to a series of account
cancellations and suspensions over the next several years.
These dramatic events accompanied a number of longer-simmering divisions
among the players. Many would complain about the performance of their colleagues, or
criticize in-game activity. Cross-national characterizations were often fraught with
acrimony and resentment. Rather than producing space of rapprochement and
camaraderie, the game seemed to accentuate differences between groups of players. The
game is an authored space, which strongly determines specific work-play practices for its
participants; the constraints of this space are experienced in the context of differentially
structured play time, creating different player motivations, which bring players into
conflict with each other at a meta-game level.
Final Fantasy XI (abbreviated as FFXI by many) went online in the year 2002 in
Japan, and was released in America about a year and a half later. At its peak at the
beginning of the year 2005, there were over 550,000 players in Japan, North America, the
Commonwealth Pacific, and Europe: these are the regions in which the game was
officially released. After stabilizing to about 500,000 players, the subscriber numbers
204
have declined, and the most recent analysis estimated around 350,000 subscribers in the
2010.
219
While never as popular as World of Warcraft in most of the world, in Japan it
eventually become very successful, after a slow introduction, with numerous product tie-
ins. Square-Enix CEO Yoichi Wada has reported that Final Fantasy XI was the most
profitable of all the Final Fantasy titles.
220
Certain design decisions were important to creating the kind of experience that is
Final Fantasy XI. There are currently about 32 running game servers, but these servers
are not distinguished from each other by geography, language, or play-style. In contrast,
World of Warcraft is hosted on servers (called “realms”) that serve specific regional
markets, and with different rules of play: players who have the American version of the
software client cannot play on European or Chinese servers. Some World of Warcraft
servers allow for players to attack and kill other players (called “player vs. player”, or
PVP”), while others do not. A minority of realms are designated as “role-playing
realms, in which player are encouraged to participate in ways enhance the fiction of the
game, by speaking (that is, typing) using in-character voice. The differences in play-
experience in these different servers are substantial, and these differences are primarily
219
Ibe Van Geel, “MMOData.net: V3.9 Ready, Working on V4.0,” MMOData.net, August 29,
2012, http://mmodata.blogspot.com/2012/08/v39-ready-working-on-v40.html.
220
Colin Moriarty, “The Most Profitable Final Fantasy of All-Time Is…,” IGN, June 24, 2012,
http://www.ign.com/articles/2012/06/24/the-most-profitable-final-fantasy-of-all-time-is.
205
enforced by software. As a result of regional constraints, most World of Warcraft servers
are semi-officially monolingual.
But it was an explicit design goal in Final Fantasy XI that players from different
nations and, to lesser extent, with different play styles
221
, be allowed to play together in
the same game worlds. All Final Fantasy XI game servers are available for the global
market, and there is no difference in the configuration of game rules among them. One
consequence of this is that FFXI servers tend to “follow the sun,” with players able to
find other players online at all times, whereas World of Warcraft servers have observable
peaks and valleys of activity. The game’s client features auto-translation tools which
enable players from different language groups to play together: an English-speaking
player might begin typing a commonly-used phrase, such as Defeat this one first!” After
typing a few characters, the player could press the tab key, and be given a number of
possible phrase completion options. Selecting those options surrounds the player’s text
with colored brackets; other players using Japanese, French or German clients see “これ
を先にやっつけて!” “Eliminez d'abord celui-ci !”or Schlag den hier zuerst!”,
respectively. Experienced players are familiar with which phrases are available to them,
and use an extensive vocabulary to play with others with whom they could not otherwise
221
“To lesser extent” insofar as there is simply little support for PVP, but there are otherwise
components oriented to a range of play styles in the game, and they are equally available on all servers.
206
communicate.
222
Not only is this consideration part of the mechanics, the theme of
cooperation in the context of cultural difference is a recurrent theme of the game, both in
its fictive register
223
and its mechanical ones. Final Fantasy XI is almost impossible to
play alone, and finding other players with whom to cooperate is crucial to the game
experience. The relationships into which the players are put with each other could be
regarded as both rhetoric and affordance: a relational aesthetic enacted by the rule
system.
Designed constraints
While the game itself affords a range of activities to players, most activities are
contingent on a core practice common to many role-playing games: that of gaining
experience points to advance job levels. This obligation produces constraints which befall
upon all players, whatever their motivations and interests; they are mechanistically
universal play constraints, emerging from designed elements of the game. The job level/
experience point convention is a genre-specific mechanic which massively multiplayer
role-playing games share with other types of computer-based role-playing games. This
222
The content and operation of the auto-translate function is documented in great detail in
FFXIclopedia contributors, “Auto-Translator: In-Depth,” FFXIclopedia, September 6, 2009,
http://wiki.ffxiclopedia.org/wiki/Auto-Translator:_In-Depth.
223
I discuss the relationship between the themes of international cooperation and real-world
international players in William H. Huber, “Fictive Affinities in Final Fantasy XI: Complicit and Critical
Play in Fantastic Nations.,” in DiGRA 2005: Changing Views: Worlds in Play (presented at the Digital
Games Research Association International Conference, Vancouver, BC: Simon Fraser University, 2005).
207
convention has its origins in table-top and pen-and-paper fantasy role-playing games such
as Dungeons and Dragons, which itself developed from the practice of table-top
miniature military simulation,
224
which distinguished certain forces as having more
combat experience, and thus more combat efficacy. What in military simulation served to
denote and recognition of the benefits of combat experience has evolved into an abstract
currency of experience, gathered as if a resource through player-documented procedures
in massively-multiplayer online role-playing games. These procedures are usually
routine, repetitive and predictable, and constitute what is called the level grind by
English-speaking players.
225
Experience points are earned almost exclusively by defeating computer-based
non-player opponents in battles that are generally un-winnable without the assistance of
other players: as a player’s level advances to the point such that a foe becomes easy to
dispatch without assistance, that foe will no longer provide experience. When the
distributed denial of service attack struck, the highest attainable job level was level 75:
the level limit has since been increased to 99. Reaching the 75
th
level of any job requires
224
For an exhaustive history of Dungeons and Dragons, with considerable detail on the origins of
its mechanics, see Jon Peterson, Playing at the World (Unreason Press, 2012).
225
A reflection on the appeals of the grind” was presented in Douglas Thomas, “2,443 Quenkers
and Counting, or What in Us Really Wants to Grind? Examining the Grind in Star Wars Galaxies: An
Empire Divided” (presented at the Digra 2005, Vancouver, 2005). In his abstract for his talk, Thomas
writes that “(g)rinding represents a kind of mastery. Because of its algorithmic nature, grinding demarcates
a certain class of players and provides tangible markers of achievement.”
208
the player to garner a total of 944,600 experience points
226
. While in some rare occasions
a player can gain as many as 6,000 to 10,000 points in an hour, a rate of about 3000 to
4000 points per hour is typical, and even this only in a full party of 6 players. This means
that, at the very, very minimum, with no other consideration for auxiliary mechanics or
requirements, developing a single player-character to the upper echelons of ability
requires about 300 hours of focused, active play. In practice, however, this is a
conservative figure.
227
The level grind was not designed to be repetitive and potential tedious, but is an
emergent phenomenon as players document and share efficient, predictable and low-risk
procedures for achieving in-game goals. This play-labor might be understood as an
226
Final Fantasy XI features a “sub-job” system, by which each player must also provision a
minor job function to supplement the major one. That minor job will be equipped at half the level of the
main job. Thus, a player with a main job at level 75 would need to have a sub-job at least raised to the 37
th
level. Accounting for nothing else in the game, leveling one job to level 75 required 801,350 experience,
and raising another to level 37 would require 143, 250 experience points.
227
There is a command called /playtime which reveals how much time has been spent logged into
the game server. A playtime of several hundred daysthat is, several thousands of hoursis not
uncommon.
209
aesthetic experience in its own right, as a kind of deferral of pleasure in the service of a
progressive career
228
.
The result of these mechanics is an extensive interdependency of players. Skilled
play rewards everyone in the party: incompetent or irresponsible play, or failure by a
single player, can result in the death of some or all characters. The death of a character
leads to the loss of experience points at times undoing as much as 2 hours of the
players efforts. Insofar as this is a fantasy game world, death is temporary: a player who
has been“K.O.’ed” can easily be brought back. However, the resulting interruption stops
play for 5 to 10 minutes at a minimum, as the player is in a “weakened” state. It is
somewhat frustrating for the entire party, and very frustrating for the player to whom it
happens. The specific mechanics of game combat mean the player character who has
been “K.O.ed” may not be the one who was responsible for the party’s failure. This
makes the inter-player acrimony all the more pronounced.
The mechanical interdependence of play-work pressures players to maintain an
adequate level of performance to contribute to the collective success of the group. This
creates a number of important constraints. Two primary factors determine the power” of
the player, which is understood as the ability to withstand attacks, to deal out damage, to
use more powerful spells, and otherwise operate within the division of labor created by
228
Thomas describes the pleasure of the grind as the exercise of Freud’s reality principle. The
condemnation by many players of RMT customers, who use real money to bypass elements of the grind,
seems to confirm that a work-ethic principle is also at play.
210
the game rules. The first is, as described above, the experience level. The second is the
equipment” which each player wears and uses, whether it is weaponry, clothing, food,
magical items, etc. As a player advances in level, they are able to equip more powerful
items. These items may be produced by other players in what is called a crafting system,
or won in certain battles. Without going on at length about the mechanics of item
generation in this game, it is enough to observe that this process requires participation in
the in-game economy, and is comparably as time consuming as the process of getting
experience points itself.
229
The unit of currency in the game is called the “gil,” an imaginary currency which
is common to all games in the Final Fantasy series. The equipment that a player needs in
the first few levels of play are typically in the low thousands, and can be earned with
relatively little effort; at the upper limits, the amount required can reach the millions.
While some “gil” is won simply by accomplishing quests, missions and in the process of
killing certain monsters within the game, this income stream is inadequate for most
purposes. There are a variety of strategies for generating high gil revenue streams
crafting, farming, resource extractionbut they are all time-consuming activities,
229
“Participation in virtual worlds is, at the moment, participation in a market for games.Edward
Castronova, On Virtual Economies, CESifo Working Paper (Bloomington, IN: Indiana University
Bloomington - Department of Telecommunications, July 2002), 8,
http://papers.ssrn.com/sol3/papers.cfm?abstract_id=338500. Castronova analyzed the virtual economy of
Everquest, and found it to be comparable in scale to many small countries.
211
sometimes repetitive or risky (although seldom both), and they are subject to market
pressures, and involve the exchange of goods for gil in the Auction House. This adds to
the time commitment required to play the game well, and places the virtual-economic
interests of different players against each other.
All players play in the same mechanics (though, of course, they can play different
characters in different jobs.) However, not all players approach the game from the same
context of play. The next section addresses the meta-game player positions. To do this, I
describe some of the player types, the taxonomies and characterizations made of players
by other players, which seem to recur in the online forums.
Situational constraints
It has been clear since early in the history of massively multiplayer games that
different players were playing with different motivations. The first attempt to characterize
players according to motivation was made by Richard Bartle, a designer of some of the
first online virtual worlds
230
. He distinguished between “achievers,” who are motivated to
accomplish tasks and overcome challenges in the game; killers,” who seek to use the
master of the game to demonstrate their ability to defeat (or, sometimes, help) other
players; socializers,” who see the game’s multiplayer functions as an opportunity to
build friendships and interact with other players; and explorers,” who seek to understand
230
Richard Bartle, “Hearts, Clubs, Diamonds, Spades: Players Who Suit MUDs,” Journal of MUD
Research 1, no. 1 (1996), http://www.mud.co.uk/richard/hcds.htm. Bartle’s model was studied in Nick Yee,
“Motivations for Play in Online Games,” CyberPsychology & Behavior 9, no. 6 (2006): 772775.
212
and document the game as a whole. These player-types are also stances toward the play
experience. Bartle developed his model specifically for one sort of gamethe text-based
MUD (multi-user dungeon), with the understanding that the stances toward the game of
each type are contingent on the dynamics of the game itself: a game which does not give
players the opportunity to battle each other is less likely to produce a player-type which
would find that sort of play compelling, although the meta-motivation, the desire to
project power/control/dominate other players, may still find some expression. The
portability of these types of categories beyond the genres in which they were identified is
limited, and the emergence of graphically rich games with extensive audio and visual
assets produces at least one other axis of motivationthe aesthetic. A player motivated
by aesthetic concerns who may either wish to experience the content of the game
(perhaps a variant of Bartle’s “explorer,” but in a different register) or may wish to use
that content for their own work, whether as cosplay (in which players and fans dress up
as their favorite characters) or in-game role-playing or the creation of machinima (the
creation of animated films using games.)
But player communities have created their own player types, which do not map on
to the Bartle types at all. The player-created taxonomies of other players emerge from the
expectations and noted differences among them, and are documented in the forums in
which players discuss, analyze and complain about their experiences. In the English
language forums, the primary distinction is not between the Bartle types per se, but rather
between casual and hardcore players: between players who invest substantial amounts of
time to the game, and those whose involvement is more intermittent, perhaps less
213
structured and consistent, and so forth. While at times these terms are directed against
other players in ways that indicate a kind of friction, players do self-identify with both
categories, suggesting that these types are not derogatory per se.
These categories manage expectations: a casual player is unlikely to be able to
engage in those activities which require 8 to 14 hours of committed play (and these
activities do exist.) When friction does occur, these types are often conflated with other
characterizations. Hardcore players, perhaps frustrated with the lack of commitment and
availability of casual counterparts, describe them as unreliable, uncommitted, and lazy:
First, you have your casual endgame player. They’ve got a job pretty high,
maybe even two. They’ve probably been playing the game for a decent
amount of time, but they never really took it that seriously. Maybe they
have a wife and kids or a job that takes up a lot of time so they only get to
be on a few hours a night, not quite long enough for major events. Maybe
they just refuse to let FFXI approach becoming a job and don’t do
anything in the game that they don’t terribly like. Either way, they’re a bit
flighty as far as endgame players go you never quite know when they’ll
have a busy few days and only be on for a half hour here and there, or just
disappear entirely for a week or more.
231
They generate a critique which focuses on the in-game performance of the player.
Casual gamers who encounter expectations that they cannot meet may criticize the very
emphasis that the hardcore gamer places on in-game achievement, often pointing to the
demands of their out-of-game life as an indication of healthier priorities, real-world
success, and so forth. (Sometimes this defense of lower commitment is called the “I have
231
“ereblog, “EreRant #7,” Ereblog, April 11, 2008,
http://ereblog.livejournal.com/16232.html#cutid1.
214
a life” excuse.) What emerges is a presumption—and narratives that support themthat
the more committed players are generally younger than their casual counterparts.
There are somewhat different typologies circulating in Japanese bulletin
boards.
232
The most dedicated types are called “haijin,” or “disabled/crippled person”
players, are extreme shut-ins with few commitments or engagements in the real world:
. . . what they call "Haijin" ... Basically an addict. Usually have quit their
full time jobs, neglected friends, family all of Real Life. Yet they are uber
players ingame, multiple lvl 75 jobs, a few KIRIN deaths to their name,
and have multiple multimillion gil equipment....from Noble's Tunic to
Joyeuse.
They don't like eachother. The Kanji, or the Chinese characters used to for
the word "Haijin" is literaly, "Wasted Person".
Most of them are college age or older. Probably in their mid 20s all the
way to 40s.
233
They differ from the English-language characterization of a “hardcore” player in
that there is not a presumption of a surplus of leisure time due to youthful freedom from
responsibilities. They may, indeed, be older (corresponding to the worst examples of
hikikomori, or shut-ins) or they be freeterchronically underemployed people of varying
232
The analysis of player types in Japanese-language forums is drawn from the observations of a
native informant who participates in them: Miki Yamada to William Huber, From Uchipu - FFXI Post,
January 28, 2005.
233
Hellriser, “Plz Check This Out ~ ~ Copy from Other Server,” Allakhazam.com: Final Fantasy
XI, January 29, 2005,
http://ffxi.allakhazam.com/forum.html?forum=35&mid=110702475290124990&h=50.
215
ages who work at temporary or part-time jobs. The more casual gamers are sometimes
described as mattari, mild slacker-types, whose motivations are more exploratory
234
and
who may “sabotage” a party. Another categorysometimes a derogatory one, though
there is some self-identification—is the “global-kun”, the xenophile player who actively
seeks out non-Japanese groups and friendships.
235
Some differences between Japanese and North American typologies can attributed
to structural differences in the two societies, specifically regarding differential
availability of leisure time. Japanese universities are less demanding than American
counterparts, while the Japanese secondary education system is more demanding.
American high school students in many public school districts have a surplus of leisure
time which diminishes with age; Japanese youth have more structured schedules until
they complete their secondary education and complete their university entrance
examinations. After these examinations, there is a surplus of leisure time available until
they enter a full-time career. This is admittedly a crude sociology, and would require
more rigorous analysis before it could be put forward with any authority, but the claim I
am making is that structural, rather than simply cultural, factors are significant in
234
“Death don't mean much to them, but the joys of entering a new zone they've never been to,
and enjoys the social activities. They would be the most likely ones to first explore the Promyvions,
LOVES map quests, and enjoys doing various quests in general. Most casual players would probably fall
into this category.” Yamada to Huber, “From Uchipu - FFXI Post.”
235
Hellriser, “Plz Check This Out ~ ~ Copy from Other Server.”
216
producing players, and that the production of players is inseparable from the production
of leisure time.
When characterizations cross linguistic or national divides, they become less
granular. Some Japanese players include statements in their comments that they are
uninterested in participating in parties that use English. This has caused some friction
between Japanese and, particularly, American players. According to a number of sources,
Japanese players dislike the play style of American players. One of the producers of
FFXI notes that American (to a lesser extent, European) players do not evince the same
commitment to long-term play sessions as Japanese players, and enter parties less
prepared. American players, in turn, accuse Japanese players of elitism. There are other
factors at work which distinguish Japanese and American players: the average American
player is 22 years old, while the average Japanese player is 27 years old. Also, Japanese
players are in a single time zone, while English language players range across over a
dozen time zones. As a result, the windows of available leisure time vary more widely
among English-language players. And, while my own inclination is to minimize
primarily cultural explanations when structural or historical ones are available, there are
differences in etiquette and communication between Japanese and Western players:
despite sharing many of the commodities of playgame platforms, gamesdifferent
cultures of play persist.
The relative esteem generally accorded to Japanese players is one of the elements
that mark Final Fantasy XI as a Japanese spacein the view of the players, as well as the
protestors. The Final Fantasy franchise is consistently among the best-selling games in
217
Japan, and its aesthetics are consistent with other Japanese role-playing games
(emphasizing very richly delineated characters, hybrid visual references, progressive
narrative structure, well-articulated game-worlds, and so forth.) We see that the
categories of player experience emerge from the interaction of two factors: the
affordances created by the authored space of the game, and the real-world circumstances
of the player. I have given little attention to a distinctive player-position, that of the
China-based professional player. Yet even among leisure players, the real-world
circumstances which shape their stance to play-time and play-work are the product of
social relationships which determine the relative value of their play-work time. Players
collectively might be seen as secondary co-authors of the experiences of the game, but
seldom in ways that could be considered deliberative or autonomous.
Designing intersubjectivity in games
Neither space nor intersubjectivity are usually thought of as being authored as
such. We may see it as designated, designed, or produced, but authorship usually refers to
some relationship between a text (however that is understood) and an entity, whether an
individual or an aggregate or even a process. The ambiguous status of the digital game as
both a system for supporting an activity and a system of inscriptions producing
representations and simulations places its spatial aspects into the domain of the authorial,
at least in the senses we describe at the beginning of this dissertation. Multiple senses of
the spatial can be generated in the practice of the development of games, from the most
straightforward representations of a space, using various projective and cartographic
techniques, to those senses of space which are clearly relational: the space which
218
obligates its inhabitants in one way or another, placing distinct demands on them, and
revealing the differences them. Spatial game authorship become design within the
relational style when these spaces host differently-situated players.
In the 1990s, art historian Nicholas Bourriad published an influential essay on
something he identified as relataional art, a possiblity in the field of aesthetics which
opens up after the Second world War:
The possibility of a relational art (an art taking as its theoritcal horizon the
realm of human interactions and its social context, rather than the assertion
of an independent and private symbolic space) points to a radical
upheaval of the aesthetic, cultural and political goals introduced by
modern art.
236
Bourriaud identified a series of projects, focusing on those of the 1990s, in which
this aesthetic was mobilized. While the term is used to describe a range of projects with
very different goals and motivations, they all seem, as Claire Bishop describes it, to “use
people as a medium.
237
” A vigorous debated opened up among certain art theorists and
critics
238
about the ethical and aesthetic value of these practices (and especially about the
236
Bourriaud, Relational Aesthetics, 14.
237
Bishop, Artificial Hells, 39.
238
Grant Kester, “Dialogical Aesthetics: A Critical Framework for Littoral Art,” Varient 9 (1999):
2000; Kester, Conversation Pieces: Community and Communication in Modern Art; Grant Kester,
“Response to Claire Bishop’s ‘Another Turn’,” Artforum (May 2006); Claire Bishop, “Antagonism and
Relational Aesthetics,” October (2004): 5179; Claire Bishop, ed., Participation (London: Whitechapel,
2006); Bishop, Artificial Hells.
219
relationship between ethics, aesthetics and politics, and the relationship between those
categories and avant-garde activity.)
A reverse, mirror-version of this discussion transpired within game studies. In a
2008 column for Gamasutra Magazine, later expanded and included his collection How
to Do Things with Videogames,” Bogost proposed bypassing the stale question of the
cultural status of games and its relationship to categories of art by considering, instead,
the question of style within game design. As described in chapter one, his conception of
“style” was an argument about the nature of form in game design: the proceduralist style
was described as locating “meaning” within the procedures and mechanics of the game,
rather than in the creation of atmospherics, writing, character design, or virtual
architecture. He included within this style games such as Rod Humble’s The Marriage,”
Jonathon Blow’s “Braid,” and Jason Rohrer’s “Passage.” They shared certain
characteristics: what he calls the “abstraction of instantial assets” (somewhat incorrectly:
the assets are iconic and stylized, rather than abstraction, and it is not really accurate to
describe the iconic as abstract without some qualification; in as much as play requires an
index to an activity, actual pictorial abstraction--working in the pure picture plane-- may
only be possible in backgrounds and details); authorship,” (both discursively and in
terms of voice: the game is figured as a personal expression from the designer to the
audience); introspection (the context of the delivery of the game, the language used to
prime the player’s interaction, and the aesthetics of any opening animations and music
call the player to, at least at some point in their interaction with the game, perhaps
immediately after, reflect upon the processes of the game and integrate them back onto
220
inner experience.) These characteristics are recognizable, and not controversial in as
much as they do seem to inform an approach to game design that aspires to a kind of
poetics of play. These poetics rely on a certain configuration of the player, particularly
insofar as the game is calling for an introspective posture: the player is presumed to be
alone, pensive, thoughtful. The art-gamer is called to a mode of reception we associate
with the reading of literature, the viewing of an art-house film, the viewing of a painting
in a traditional art museum, in which the attention of the viewer winnows out distractions
and settles into the object, withdrawing from peripheral activity (especially social
demands.
239
) To the extent that a game does not call forth this mode of receptionto the
extent that, like Final Fantasy XI, it produces conditions in which players can make
demands on each other, can pursue the lusory goals of the game only in collaboration
with others, and are given tools to facilitate communication (even across languages), it
can be described as a co-producing and co-authoring the relationships among its players.
239
In the documentary film Indie Game, Jonathon Blow is depicted as visibly disappointed at a young
man’s carnivalesque reception of Braid. It is implied that an experience of the game which does not
center on the recognition of the “personal statement” of the designer is a defective reception. In
Lisanne Pajot and James Swirsky, Indie Game: The Movie, Documentary, 2012.
221
CONCLUSION
Since the creation of Space War in 1961, the conditions in which video games
have been produced have gone through a series of changes. These changes are coeval
with trends in the development of the technologies upon which the games are played, the
computational tools used to produce them, the availability of a widening range of
software tools, programming languages, and development methodologies which were
created in response to these new tools. They also accompany the transformation of global
networks of work and capital, the attempts by much of the global culture industry to
buttress and expand the structures of intellectual property legislation, and the growth of
use-produced content (e.g. fan fictions, mods, remixes, and mash-ups.)
In these five decades, new modes of authorship for these games have emerged,
consolidated, and then been displaced by subsequent ones. The idea of authorship has
served as a kind of lodestone for the above analysis of games and meaning. By
characterizing the game in toto as a system of created representation produced in order to
be decoded in multiple registers of interpretation allows us to tentatively consider how
those systems were authored. The problem of “authorship” and its fussier cousin,
auteurshiphas enjoyed a fraught history since Roland Barthes described the fading,
receding presence of the author in the modernist text, even as Andrew Sarris and Andre
Bazin, each in their own way, sought to isolate certain key figures in the production of
film in the studio system as authoritative (Sarris) or mobilize the idea of authorship to
free film-makers from the most suffocating constraints of that system (Bazin.) Games
have generally not enjoyed a status as authored items, with some telling exceptions.
222
Michel Foucaults idea of an author function suggests that authorship appears as
relevant to a field of cultural activity when there discursive needs for that role: to assign
blame or responsibility for a text, to characterize a trajectory or development of a style, or
even to ascertain legal rights. I described the emergence of digital games in the beginning
of this dissertation as discontinuous in many ways from the traditions of non-digital
games: the design of a non-digital game mostly relies on the conceptual production of a
rule-system which is sustained in the language and activity of the game participants,
aided by materials and designated spaces of play. The production of digital games relies
on the transcription of those rule-systems into computationally mediated software-based
systems which manage their behavior, their appearance, and their representationality.
They are reproduced and disseminated over networksretail or electronicin the
conventional commercial model. When videogames became viable as goods in the
marketplace, the conditions which could sustain variform configurations of authorship
appeared. But this market-driven basis for authorship was not autonomous of the
material and technological circumstances in which digital games were developed.
The history of game authorship can be divided into a sequence of periods in
which a new model would see widespread deployment (though the older models do not
necessarily become impossibleeven today, designers create and distribute games much
in the way that they were created in the 1970s.) The decade following the development
of Space War in 1961 could be described as ““non-authorial” phase, in which the game
itself was not treated as conceptually distinct from the platform on which it ran. They
were novelties: the source code for Spacewar was shared among researchers at university
223
computer labs around the world. The development of the game was promoted as a way to
demonstrate the capabilities of the system on which it ran: the tech demo was a kind of
performance in which the virtuousity and expertise of programmers and engineers would
be demonstrated to impress visitorsand often funding sourcesto research
laboratories. Although publics might hold dramatic expectations and excitement about
the possibilities of computing, they were often disappointed when they saw mid-century
computers at work, doing very little that was visually interesting. The team which created
Spacewar believed that an effective demo had certain features:
"A good demonstration program ought to satisfy three criteria:
1) It should demonstrate, that is. it should show off as many of the
computer's resources as possible, and tax those resources to the limit:
2) Within a consistent framework, it should be interesting, which means
that every run should be different:
3) It should involve the onlooker in a pleasurable and active wayin
short, it should be a game."
240
No established workflow existed for the design and production of computer
games: Spacewar was designed and developed in workshop conditions. The goal of the
project was the creation of a demo, not a productand, of course, the amusement of the
creators and their friends.
Computer game design and development became a segment of the culture
industry in the 1970s. The first half of the 1970s could be called a pre-authorial” phase
240
J M Graetz, “The Origin of Spacewar,” Creative Computing, August 1981, 61.
224
in which the conditions by which computer games as semi-autonomous content had not
yet consolidated, although preludes to a more recognizable form of authorship did appear.
Will Crowther’s Adventure was released in 1975 as the outgrowth of a personal project
he had begun the previous year. An avid spelunker, player of Dungeons and Dragons,
and programmer, he wrote the game to reach out to his daughters in the wake of his
divorce. Like Spacewar, the game spread through a network of researchers, students and
enthusiasts. Despite its apparent resemblance to earlier “literary machines”
241
and the
personal motivation of the designer, it was not generally received as an author’s
statement or concept. Since then, the biographical aspect of Crowther’s work has become
part of the game’s ongoing reception, but there was no institutional mechanism or
apparatus to establish this relationship between producer and product at the time of its
release.
A more classical mode of auteurship, in which a game would be associated with
one or, at most, a few individuals (with those works produced by the same individual
then being identified as sharing stylistic features) emerged in the mid-1970s. The first
wave of game consoles in the early 1970s, such as the Atari Pong system, did not afford a
241
Nick Montfort, Twisty Little Passages: An Approach To Interactive Fiction (Cambridge MA:
MIT Press, 2005), 66. Montfort describes the literary lineage of interactive works similar to Adventure but
which were circulated in a literary context, such as the work of the French experimental literature group
Oulipo While Oulipo was challenging and testing the limits of the authorial using aleatoric techniques and
arbitrary constraints, Crowther’s work was.
225
clear-cut distinction between the games as content and the game consoles as platforms:
like the game arcade cabinets of the time, the design and engineering of a new game
depended on a thorough understanding of the hardware, and generally involved the
design of specialized circuitry for each game.
242
In this context, the design of the game as
a text, semi-autonomous of the platform on which it ran, was proposed neither by the
owners and managers of the companies for which these items were made, nor by the
engineers and designers themselves.
In 1976, the California-based electronics company Fairfield Semiconductor
International released a new console, the Fairfield Channel F, which used cartridges with
programmable ROM (read-only memory) chips, instead of circuitry. Designers could
create libraries of games by programming these chips without re-engineering the
circuitry. The Atari VCS, released a few months after the Channel F, also used
programmable ROMs for its games, and a business model emerged by which the costs of
the development of a platform would be offset by licensing fees collected for each work.
The ability to create “titles” that used, rather than simply extended, the game
hardware was not the only original development of the Channel F. While previous
consoles such as the Magnavox Odyssey and the Atari Pong only supported play between
human players, the Channel F provided enough computational power to support
242
An extensive study of the Atari VCS system and the conditions in which games were
developed in the 1970s is in Montfort and Bogost, Racing the Beam: The Atari Video Computer System.
226
computer-based artificial intelligences against which a single human player could play. A
game that is only playable with another player does not activate the sense of text: when
the other player” is the computer, it acts like a surrogate for the designer. The ludic
opposition plays a role analogous to that of an authorial voice: the player’s relationship
with the computer as opponent is both the kind of dialogical relationship which
constitutes interactive computing as described by Douglas Engelbart (cf. the second
chapter of this dissertation) and an engagement with the author of the challenge. While
the design of games to be played between human players may ultimately fall under the
rubric of architecture, the design of a game in which a player is set against a computer
generally those which also have more diegetic contentproduced among players a sense
that the game itself was a locus of meaning, rather than acting as a foundation for a
meaningful experience with their friends or family.
This did not translate immediately into the creation of auteurism within the field
of game production, however. The programmers and designers at Atari who were
responsible for some of the most successful games were still uncredited either in the
games themselves or in the accompanying material which was packaged with the game
cartridges. Warren Robinett, the designer of the game Adventure, famously included a
secret level in his game, in which a player could see his name. The conditions under
227
which this “easter egg”, the secret room, would be discovered were obscure enough that
it wasn’t actually discovered until Robinett had left Atari.
243
The policy at Atari was to consider the game designers and programmers as
workers-for-hire, rhetorically as well as organizationally. While the company’s work
culture was described as collegial and open in its earlier years, financial difficulties
forced its founder, Nolan Bushnell, to sell the company to Warner Communications in
1977. In 1978, Bushnell was forced out of the company. Ray Kassar, the new president of
Atari, maintained the policy of leaving designers uncredited, including David Crane, one
of Atari’s most prolific designer of successful titles:
When we looked closely at that memo, we saw that as a group we were
responsible for 60 percent of their $100 million in cartridge sales for a
single year,” Crane recalled. “With concrete evidence that our contribution
to the company was of great value, we went to the president of Atari to ask
for a little recognition and fair compensation. Ray Kassar looked us in the
eye and said, ‘You are no more important to Atari than the person on the
assembly line who puts the cartridges in the box.’ After that it was a pretty
easy decision to leave.
244
Crane and three of his colleagues left Atari in 1979 to join Activision, a new
company formed by music industry executive Jim Levy. Activision would focus on the
243
Warren Robinett, “Adventure as a Video Game: Adventure for the Atari 2600,” in The Game
Design Reader, ed. Katie Salen and Eric Zimmerman (Cambridge MA: MIT Press, 2006), 711712.
244
Jeffrey Fleming, “The History Of Activision,Gamasutra, July 30, 2007,
http://www.gamasutra.com/view/feature/1537/the_history_of_activision.php; Montfort and Bogost, Racing
the Beam: The Atari Video Computer System, 99100.
228
development and publication of games for Atari (and other) platforms, rather than
producing its own platform. This business model accompanied a different approach to the
crediting of work to designers: each designer was given prominent credits in the booklets
which accompanied each game, and would be presented to the game-playing audience as
distinctive artists, each with their own style. Along with this promotion of individual
producers as auteurs, Levy coordinated the design of all of Activision’s box art,
maintaining a consistent identity (and palette, “using only the most saturated colors in its
games, developing a consistent, distinct style for labels and boxes, and including the
Activision logo (but not any programmers’ names) on every game screen.”
245
Individual
authorship was promoted within a sphere of collective corporate identity: game-play and
screen-design ascribed to the former; color and packaging to the latter.
From the late 1970s into the 1980s, more work was produced under this authorial
model. Electronic Arts was founded in 1982 by Trip Hawkins, who left a position at
Apple as a director of marketing to run the firm. Hawkins went farther in producing a
culture of auteurship than Activision did, releasing games in packaging with promoted
the names of the designers as prominently as the games themselves. Trade publications
and magazines, such as Creative Computing Magazine (19741985), BYTE Magazine
(19751998), Compute Magazine (19791994), and later Nintendo Power in the US
(19882012) and Famicom Tsūshin (Later Famitsu: 1986present) in Japan featured
articles describing the designers responsible for the most popular games of their period.
245
Montfort and Bogost, Racing the Beam: The Atari Video Computer System, 100.
229
By the early 1990s, many commercial games required more labor than one
individual could provide, or, eventually, even manage without delegation. As the scale of
production increased, new modes of authorship emerged: a period of “collective
authorship” took shape as teams of designers, and then studios, would be recognized as
the site of style (and accountability.) Different roles within these larger teams would be
credited with more or less priority in creating the success of these games. Among the
most successful titles of this period, SquareSoft’s Final Fantasy, was produced in 1987
for the Nintendo Famicom platform. Four designers, one programmer, two writers (one
of whom, Hironobu Sakaguchi, also was credited as the lead designer/planner), and a
composer are all given named credits for their contributions to the game. These roles
have acquired the kind of complementary auteurist status that Sarris would attribute to
key roles in the creation of narrative films (scriptwriters, cinematographers, editors, and
actors,)
Contemporary game production is now highly distributed, sometimes
geographically, sometimes temporally, and often organizationally. Over 400 people are
credited for the development of the 2006 videogame Final Fantasy XII. 70% of the
credited workforce is assigned a role in the production of art (the visual and audio assets
of the game); 20% to game design, and 10% to engineering. In addition to industry-
standard tools like Maya, Softimage, Photoshop, OTPiX and iMageStudio, the team used
in-house developed tools, plug-ins and add-ons which reflect the specific workflow
involved in producing the game. In a recent presentation at the Game Developer’s
Conference 2008, the coordinator for programming for Final Fantasy XII, general
230
manager Taku Murata stated that new tools being developed for future cross-platform
development need to maintain a detailed division of work.”
246
This call for software to
create well-defined production roles was accompanied by a need for tools that reflected
the aesthetic priorities of Square-Enix’s artistic directors.
The periodization of configurations of game authorship I describe above isn’t
exclusive: it is still possible to produce works as a solitary designer, and toys which
embed game-logics into industrial design are still produced and distributed. But each of
these models becomes possible at certain junctures in the history of digital games, and for
a time becomes a dominant model for the industry, until new developments in
technology, in labor relations and consumer markets make each subsequent model viable.
Yet through all these transformations, from Space War to Final Fantasy XII, the
semiotic conditions of authorship have been stable in some regards. While the processes
which produce the elements which players interpret have expanded by immense
proportions, the dynamics of player-to-game semiosis have shown the more gradual
development produce by the slowly nesting literacies of game players (literacies which
need to be recapitulated by new generations of players.) Future work on specific
moments and possibilities digital game authorship should pivot off of this framework.
246
Brandon Sheffield, “Q&A: Square Enix’s Murata Talks Crystal Tools, Unreal Engine
Initiatives,” Gamasutra, April 15, 2008, http://www.gamasutra.com/php-bin/news_index.php?story=18246.
231
What remains to be seen is whether the idea of play, and its relationship to meaning, has
been indelibly marked by its capture within software.
232
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