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The Imago Effect. Identity in Games. Harvey Smith Midway Studios-Austin Studio Creative Director. Who are you really?. You’re sitting there…no one is in your head The person next to you can’t know you You sort of think of yourself a certain way You have some vague sense of self
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The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director
Who are you really? • You’re sitting there…no one is in your head • The person next to you can’t know you • You sort of think of yourself a certain way • You have some vague sense of self • It changes based on mood or circumstance • Each of your friends sees you differently • You’ll play many roles throughout your life • You’ll change jobs a few times
Who are you really? • All your cells roll over every so many years • You’ve probably forgotten a lot already… • …maybe as much as you remember • Your linear sense of time is in question • Someone else probably has your name • Someone else probably looks like you • So who are you, really?
Introduction Avatars and archetypes What avatar choices mean Identity is multi-layered Identity is constructed Wrap-up
Today’s topic • Player identity during a game • The player-to-avatar relationship • Why people make specific identity choices • There's a lot going on in the player's mind • Related to game avatars and sense of self
Customization Character stats Factions Cosmetics Literary archetypes Online names Intentionality Strategic play Improv actions Plan formulation Optional pathways Self-expression opportunities
High Concept • People love self-expression • Constructing and communicating self • This is who I am, this is who I’m not • Game avatars facilitate self-expression • Numerically • Stylistically • Archetypically
Fascination with Identity • Early TUTOR game “dnd” • Gary Whisenhunt and Ray Wood, 1974
Modern Participatory Culture • …reflects primal human drives • Facilitates our desire for more agency, self expression, differentiation • Asserting your will, your view, your identity • Web 2.0, Amazon account, Netflix queue, iTunes/iPod, MySpace page, etc • We want lots of things to customize
Meaningful moments • Character creation with “action figures” • Tearing toys apart • Reassembling them as “my guy”
Meaningful moments • Early RPG realization • Some players assume a different persona • Some players express some idealized aspect of themselves • Lots of arguments about these two approaches
Meaningful moments • FireTeam • Voice tech • Revealed • Gender • Age • Accent • Contrast w/ projected teammate identity
Meaningful moments • Character identity arguments • The writer-game designer negotiation • Adventure game, shooter, RPG? • JC Denton or me? • We were missing the point… • In the end, the player was both
IntroductionAvatars and archetypes What avatar choices mean Identity is multi-layered Identity is constructed Wrap-up
Avatars are masks • Similar to choosing a mask for a ball • Self expression • Idealized representation • Simple short-hand for iconic representations • An identity you take on, in part, while playing
Avatars are masks • Anonymity • Freedom from social constraint
Channeling Marshall McLuhan • The archetype is the goal • The nature of the Sam Fisher character implies all of his goals in Splintercell • Same with Agent 47 from Hitman • Or Superman • You’d never play Superman trying to assassinate a world leader during a geopolitical crisis
Democratizing Heroics • Interactivity is key to our medium… • The player’s importance is a key way in which games are significant and different… • The player assumes a hybrid role of self and protagonist • The player is not entirely empathizing with some separate entity • The player is not some lesser being, hearing a tale of heroics • The player is the hero, in part
Introduction Avatars and archetypes What avatar choices mean Identity is multi-layered Identity is constructed Wrap-up
Expression via Avatar Choice • So what do the player’s choices mean? • What does Marlon Brando represent to people? • When they choose some incarnation of Brando, what’s going on in their minds?
What does an avatar say? • What about Manson and bin Laden?
What does an avatar say? • Avatar choice communicates some sense of personal identity or mood state • Helps the player develop an understanding of self through personal fantasy construction
Henry Jenkins “All of us move nomadically across the media landscape, cobbling together a personal mythology of symbols and stories taken from many different places. We invest those appropriated materials with various personal and subcultural meanings.”
Meta-levels of Expression • Even in games without character creation • Players are making implicit character creation choices when choosing which game to buy • Players engage in self expression when they choose between Sam Fisher or Lara Croft
What does an avatar say? • Avatar choice communicates some sense of personal identity or mood state • Helps the player develop an understanding of self through personal fantasy construction
Introduction Avatars and archetypes What avatar choices mean Identity is multi-layered Identity is constructed Wrap-up
Double-consciousness • Aside from what’s happening on screen… • What’s going on in the player’s mind? • Games are multi-layered in terms of identity experience • Game characters allow us to temporarily and dynamically restructure our sense of self
Rules of Play • Player-avatar relationship is not simple • “Double-consciousness” • Player enters an imaginary world via avatar • Relationship can be intense and immersive • At the same time, the avatar is a puppet • Player is aware of character-as-artificial-construct
Aspects of identity during play • Fictional character • Perceived sense of idealized self • Player, solving problems, completing tasks • Self as a person, with life demands • Player, sense of skill level/rep • Literary, pop, or mythic archetype • Primal emotions • Anger, fear, joy, sadness
Double-consciousness • I am a thinking person • I am the player of this game • I am the avatar in this game • I am some more primal drives • Represented by the game’s verbs • I am my anger, I am my desire for power
Susan O’Connor • “Playing God of War, I was constantly aware of driving this little avatar forward as I played, having fun and accomplishing goals. Meanwhile, I felt completely guilty for pushing Kratos forward into misery, as part of the game’s (interesting) plot.”
FPS double-consciousness • Playing young Vasili in COD2 • Only aware of Russian identity when called by name • Throwing potatoes instead of grenades
Identity Absorption • Scott McCloud • My car becomes an extension of my body • It absorbs my sense of identity • I become the car • “Hey, she side-swiped me!” • She and me • Rather than her car and my car