Games and the „best way“ to tell stories

Torsten Meyer (thanks!) just sent me a link to a recent interview with game designer Peter Molyneux, published in the „Tageszeitung“, the title translates as „Fable-Gamedesigner Peter Molyneux: A visionary and charlatan“

Molyneux is quite enthusiastic about interactive-adaptive stories as games, but omits other aspects of the relation of „story“ and „game“ resp. „play“ which I think are quite important.
If there’s the question „How can stories in games ever compete with books and movies?“, one may have fallen to an error of categorisation. Stories in games have to deal with similar problems as texts in the digital medium: They are easily seen as simple transfers from previous technical media, but basically the same as before, a linear progression of meaningful – or dramatically arranged – information.
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Kategorisierung(en) von Computerspielen

Kategorisierungen von Computerspielen gibt es meiner Ansicht nach so viele, wie es bestimmte Verwendungszwecke vorgeben: Das reicht von sehr persönlichen bzw. subjektiven Ordnungen (die leider häufig in die politische Diskussion einfliessen) bis zu ernsthaften Versuchen objektiver Taxonomien.

Eine Kategorisierung ähnelt insofern Theorien oder Methoden, als dass sich ihre Brauchbarkeit am jeweiligen Verwendungszweck messen lassen kann. Übliche Kategorisierungen richten sich meiner Ansicht hauptsächlich nach den marktüblichen Genres und den ’sichtbaren‘ Rahmenerzählungen, deren Bildern bzw. abgebildeten Handlungen.

Ich sehe darin zwei Probleme, für die ‚offiziellen‘ Kategorisierer und die, die diese Kategorien später als Werkzeuge anwenden:

Erstens: Eine strikte Kategorisierung qua Genre hat Probleme mit den zunehmenden Mischformen. Shooter enthalten heute z.B. häufig Adventure-Elemente. Multiplayer-Online-Rollenspiele sind meist sowohl taktische, Aufbau- als auch Gesellschaftsspiele. Sandbox-Spiele, in denen das Spielziel bzw. die Handlungsweisen nicht dezidiert vorgegeben sind (z.B. „Fable“, „Sims“) bzw. die anderer Genres ermöglichen, sowie emergierende, ’neue‘ Genres (z.B. ARGs) sind damit kaum bzw. nicht mehr ‚in Gänze‘ zu erfassen.

Zweitens: Wenn wir die Wirkungsweise bzw. Wirksamkeit von Spielen betrachten wollen, müssen wir – gerade weil es interaktive Medien sind – auch hinter die Bilder und Erzählungen schauen und die verschiedenen Spielmechanismen betrachten, denen sich der/die Spieler/in unterwerfen muss, um erfolgreich zu spielen bzw. überhaupt erst spielen zu können.
Unter der Oberfläche liegen die Grenzziehungen anders: First Person Shooter haben hier mehr mit Autorennspielen zu tun als mit Kriegssimulationen; Aufbausimulationen mehr mit Kriegssimulationen als mit kampfbetonten Multiplayer-Online-Rollenspielen; und die wiederum mehr mit klassischen Gesellschaftsspielen. Weiterlesen

First Faculty Research Day

This wednesday there will be a presentation of projects and initiatives stating research interests of members of our faculty. As it seems, my poster (german) will be up, too, to give a slight and very superficial overview on Game Based Learning and its implications, as expressive medium, ethical playground, experimental simulation, metagame and cultural mirror. The first feedback so far: Nice idea using Tetris. And having a certain yellowpress-appeal in its brutal bluntness. Well, one can do worse, I guess.

All initiatives can be found at
http://www.epb.uni-hamburg.de/de/forschungstag2009.

The teacher as hero

A hero (…) is a (mostly male) person with exceptional abilities or traits, driving him to exceptional feats, so called heroic deeds.

Wikipedia „Held“ (Dec 6th 2008), translated from german

Don’t we all wish for us to make a difference for what we do, to achieve greatness, and to get apprehension for this? As well as artists, doctors, politicians, soldiers and fighters do teachers and mentors of all kind find their way into medial representation. Best known, probably, are teachers in mainstream movies. You can probably put up a set of teacher-archetypes as diverse as in any fairy-tale cast. Movies like the german „Feuerzangenbowle“ come to mind, where we get three clichees to compare: The beloved put disrespected kind one, the stern but fair one, or the authoritarian despised one. But there are also more recent movies, with archetypes of eastern (the ubermensch, the fool) and US-american cultural ilk (the victim, the physical fighter, the heartthrob)

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Gaming: A cheat mode for reality

I’ve noticed that rubberbanding (aka levelled gameplay or dynamic game balancing) is a good metaphor to describe what Lev Vygotsky, a russian educational scientist, described as keeping a learner in the ‚zone of proximal development‚. This means that the environment – parent, teacher, virtual learning environment – keeps up a certain level of difficulty in its tasks, to further emerging abilities in the learner. Coincidentally – or not so – this goes quite well with theories (for example Brian Sutton-Smith) that play and game are the most fulfilling when experienced in a state of internal insecurity of the outcome.

Thus rubberbanding is a game designer’s meta cheat to keep the player in the game and the learner hooked to the knowledge.

It could be discussed whether any game, by artificially creating rules facilitating a fair, inherent meaningful and fulfilling gaming experience is a cheat mode for the game we call ‚reality‘ and a tutorial mode (or editor) for the game we call ’society‘.

In search of a game’s True Meaning ™…

As with the ongoing ‚Killerspiel‘ debate in Germany, public and politicians are in search of The Meaning of a game. Though it’s understandable that there’s concern over violent, pornographic or propagandistic content, few seem to understand that games can also be created as toys.
To quote Marvin Minsky in his ‚Society of Mind‘,

„A thing with just one meaning has scarcely any meaning at all.“

Games can take the form of paths, labyrinths, and landscapes, and the latter ones are difficult or even impossible to fathom. If seen from a literary point of view, I’d even deny a linear game to be ‚understood‘ in its ‚entirety‘, just by being played from a narrow social, temporal and mental vantage point.

I’m often asking myself, whether this is political actionism, populism, wishful thinking, technological and medial ignorance, or a mix of all these.

There seems to be a strong urge for a world which is deterministic, monocausal, where any one thing has one discrete meaning. Which fits nicely on the description of ‚digital‘, without the analog fuzz surrounding it.
Thus this drive is both very compatible with an information society, but also somehow incompatible with social, cultural, individual reality, diversity, and most of all ambiguity.

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Levels of gaming

Where’s the actual interpretation and acting taking place when you’re ‚playing‘?
Games can be used to understand, and to intuitively act upon, the inner workings of a set of rules (e.g. simulation games), or they can show the inner or hidden conflict of a game and reality (e.g. serious newsgaming or ironic gamifications of real events), even criticize the still common notion of a tangible difference between gaming – accepting a set of rules as given by a benevolent gamedesigner – and ‚real life‘ – accepting a set of rules as given by political, social, business, educational ‚reality‘.

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Narrativer Wissenstransfer

Die Erzählung ist vermutlich eine der ältesten Methodiken der Organisation und eines der ältesten Medien der Weitergabe von Wissen. Grundvoraussetzung ist ihre kulturelle Einbettung in die Verstehenswelt des Zuhörers oder Lesers während das mögliche Ziel gleichzeitig auch die Umkehrung in Form der Enkulturation sein kann.
Geschichten sollen entführen – und heimführen.

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