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Games Research Challenges - between the arts, the social, and technology. Center for Computer Games Research. Espen Aarseth aarseth@itu.dk Korean Games Conference 2004. IT University of Denmark Rued Langgaardsvej 7
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Games Research Challenges -between the arts, the social, and technology Center for Computer Games Research Espen Aarsethaarseth@itu.dk Korean Games Conference 2004 IT University of DenmarkRued Langgaardsvej 7 DK-2300 Copenhagen SDenmarktel: +45 7218 5045fax: +45 7218 5001 http://game.itu.dk
Games research challenges Can we have a field of games research? What are the grand challenges for this field? How can arts and humanities contribute? Best theories Grand Challenges
Center For Computer Games Research • Located at IT University of Copenhagen • People: four associate profs, three assistant profs, six PhD fellows • Two Labs (PC and Console): • Teaching lab (36 high-end PCs) • PhD courses, MSc courses: • Game theory, game culture, game design • Project management, conceptual design, 3D programming, “AI” programming • student game dev projects (eg. mobile MMOG)
Center research profile: • Established areas • Games and storytelling (Tosca, Klastrup, Juul, Aarseth) • Cultural & Social aspects (Taylor, Smith) • Ontology (Juul, Aarseth, Mosberg) • Growth areas • Serious games (Egenfeldt, Frasca) • Ethics (Sicart) • Design (Juul, Degn, Helms, Frasca, Folmann)
Example: ODDPAW project • ODDPAW: 3.5 mill. DKK • open source design and development of massive multiplayer platform • joint project involving all seniors • combines critical, social & technical • Open source solves many problems: • better code – build on others • no wheels to reinvent • low investment threshhold --> • more risktaking --> innovation • broader access to quality tools • games for “other” purposes (serious games)
Is it safe to study games? • Study at your own risk • “You have no future here” • They may ruin your career (Bartle, Castronova) • Not on our campus! (UCI) • Before 2001: few and far between
Damned if you do, damned if you don’t “To those of you who come out of dramatic and literary criticism: if you do to this medium what you have done to literature and drama, then communication between us is at an end.” –Ernest Adams, game designer
The six game study fields: • Game Theory: a branch of mathematics and economics • Play research: understanding children’s play • Gaming and Simulation: an experimental field that creates games for use in learning situations • Board game studies: the historical study of board games and their evolution • Philosophy of Sport - the study of athletics and physical sport • And since 2001, computer game studies: • Game ontology (ludology) • game criticism & game history • game sociology, economics and ethnography • game design theory (practitioner theorists: Bartle, Mulligan, Zimmerman) • game computer science (AI, visualisation, content management)
You say MYST, I say MMOG Do we need a better focus than ”games”? ”digital games” vs ”analog games”? Do we include Blackjack.com but not Dungeons & Dragons? Games are a rich genre: what we choose as object determines the result (Postal2 vs Sims)
Computer games: Social Big D: r kenny is a bitch Face: they're supposed to camp Petrol: good work kenny Clover: ya kenny The_Master killed kenny with m4a1 Lane: brave kenny Clover: good kenny Face: OMG they killed kenny! Petrol: valient kenny Lane: ...dead kenny Clover: taken on the hole team like that Clover: keeennnnny
Games in virtual environments • Three components: • Gameplay • (the players’ actions, strategies and motives) • Game-structure • (the rules, including the simulation rules) • Game-world • (fictional content, topology/level design, textures etc)
Discipline determines focus • Game-play: • sociology, ethnology, psychology, pedagogics • Game-structure: • game design, economics, computer science/AI • Game-world: • Art, aesthetics, history, cultural/media studies, law (IPR)
Best theories (1): Tronstad 2001 • The Big Debate: Are games stories? • A recurrent problem for the industry • The narrativists: Yes, (some) games are stories • The ludologists: No, they are games; games are not a subcategory of stories • Ragnhild Tronstad (using Austin): • stories are constative, games (quests) are performative • quests become constative after they are solved, hence the misunderstanding • Story-games are really quest-games • Proof: there are no other forms of “narrative” games (e.g. Anna Karenina) • Games don’t tell serious stories well: lack AI
Lost in Translation novel to film film to game game to film element
Best theories (2): Juul 2003 • What Wittgenstein couldn’t do • Jesper Juul’s game definition: • 1) Fixed Rules • 2) Variable outcome • 3) Valorization of outcome • 4) Player effort • 5) Player attached to outcome • 6) Negotiable consequences • http://www.jesperjuul.dk/text/gameplayerworld/
Challenges (1): Practical/To do • Create a sustainable academic field • independent field or subfield? • Stay inside or go outside the humanities? • Already decided: interdisciplinary DIGRA conf 2003: 600 participants • Build a methodology – how do we analyze games? • Build a curriculum (ask Levelord!) • Hard to select among so many relevant fields - what could not be used? • Teach students what they need (not what they want) ? • Build free game platforms using open source • for experimental research, teaching (and art?) • ex: LinguaMOO, ODDPAW • Preserve historical games (on obsolete platforms)
Challenges (2): Theoretical • Understand the gameness of games • the social vs the competitive - how do they interact? • games vs virtual worlds, vs online communities • Combine formal and critical perspectives: • games are formal systems that may also convey values & ideologies • How to reconcile game structure and ideological analysis? (e.g. kings and queens in chess & card games, Sims fridges) • Dave Jones: GrandTheftAuto and Lemmings • Can we stop worrying and learn to love Postal 2? • Towards a unified theory (art, social, tech) of games?
Research “Grand” Challenges • To create an integrated theory of games, encompassing aesthetics, sociology, and technology • To improve game development • To support cultural, academic, and industrial needs through open source games • To use games and game technology for serious purposes (learning, art, communication) • And have fun doing it….