Slide 1 - DePaul Game Jam
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Culture
Robin Burke
GAM 224
Outline
Culture
Cultural Rhetoric
Culture paper
Due 11/14
Culture
undefineable term
Geertz
"Man is an animal suspended in webs
of significance he himself has spun...I
take culture to be those webs, and the
analysis of it to be therefore not an
experimental science in search of law
but an interpretative one in search of
meaning"
Culture
for our purposes
everything outside the magic circle
what comes
• before the game
• after the game
• surrounds the game
the context of the game
Many Relevant Contexts
popular culture
the images in games
the ties between games and movies, manga, etc.
business
the ways in which games are made and marketed
the ancillary businesses around games (magazines, retailers, etc.)
fan-dom
the ways that devotees invest energy and creativity into particular
games
the communities that rise up around games
technology
the technical requirements of games and their effect on the
evolution of computer systems
gender
the way that male and female bodies and identities are rendered in
games
Culture-before I
Designer borrows from the wider culture
signifiers
• the red cross
themes
• the hero tale
images
• the witch
sounds
• fanfare
This background is (ideally) shared with the player
players from other cultures may need to learn some
things
Culture-before II
Designer borrows from specific
movies, books and/or games
licenses / sequels
• Knights of the Old Republic II
adaptation
• Sly Cooper = Splinter Cell for kids
Player's expectations are shaped by
references to other cultural artifacts
Culture-after I
Designers may license game characters to
other media
movies
• Lara Croft
Designers may let users build onto their
games
new levels
• UnrealEd and tools
new content
• Sims tools
Culture-after II
Players may organize communities
around games
trading tips, hacks, cheat codes, FAQ
files
trading mods, player-created content
group play
organized competitions
Culture-surrounding I
Players interpret the game
using their individual knowledge and
cultural background
Players play the game
using techniques and expectations
derived from other games
using expectations derived from real-
world experiences
Culture-surrounding II
Players may play in a variety of
environments
arcade or Internet cafe
solitary
group setting
public competitive setting
Game Culture
Any of these aspects are fair game for a
cultural understanding of games
Designers can choose to ignore culture
but that doesn't mean they are free of it
it just means they will be ignorant about it
Observers
can use culture as an avenue to interpret a
game's meaning, its "web of significance"
can use the game as an avenue to interpret
the culture that gives rise to it
• but the "web of significance" is always tied to the
larger culture in some way
Examples
Culture Game Meaning
Marxism
Katamari Damacy
capitalist consumption gone mad
Game Culture Meaning
Missile Command
Cold war America
Concrete manifestation of the inevitability of
nuclear destruction
Cultural Rhetoric
rhetoric
The art or study of using language
effectively and persuasively.
We mean
the way that a game contains an
implicit argument for a set of cultural
presuppositions
How is a game an
argument?
Rules
the rules reward certain actions and not others
• implicitly valuing one choice over another
• Example: KOTOR, Fable
the rules require the player to prevail in certain types of
conflict
• implying what types of conflict are important and how they can
be resolved
• Example: Civilization III
Play
the play of the game demands certain activities be
performed
• implicitly valuing one type of activity
• Example: Kung-Fu chess
the game makes certain activities and events pleasurable
• implying that certain things are or should be enjoyable
• Example: Katamari Damacy
Transmission / Reception
The presence of a particular cultural
rhetoric
may indicate an explicit design choice
by the designer
• but not always
The impact of a game on its players
can indicate acceptance of its rhetoric
by those players
• but not always
Plot
Game plots are almost always very simple
rescue the princess
battle the monsters
save the universe from the evil mastermind
rule the world
Common plot elements
betrayal
approval of older mentor
magical aid
acquisition of magic and strength
Hero tales
Hero tales are often
tales of heroism
simple in structure
involve magical aid
involve betrayal
lack detailed characterization
can be retold
Examples
Theseus and the Minotaur
Aladdin and the Lamp
The Goose-Girl
Jack and Beanstalk
Psychology of the hero tale
Coming of age
The hero tale represents the transition from a youthful
inward-focused perspective to a mature engagement with
the world.
Recognition of evil
Mature engagement with the world requires the recognition
of evil and the resolve to confront it.
Interdependence
The hero needs the help and (sometimes) the approval of
others.
Archetypal characters
The characters are drawn from a standard set of
archetypes.
"The Misfit"
The transition from being different/outcast to being part of
society.
Psychology, cont'd
What is the psychological function of
the hero myth?
Template for the issues of maturation
A way to externalize difficult emotional
issues
• tension between comfort/safety of home
and excitement/danger of the world
• tension between growing physical and
intellectual capacities and practical
powerlessness.
Consequences
Hero tale plots
have most intense appeal to adolescents and children
also, good fit with technological limitations
Adults
(theoretically) have tolerance for more complex plots
but complex plots difficult to create
Also
plot is only one component of the game
game needs to be engaging for other reasons
We can "read" hero-oriented games
by looking at how they "construct" heroism
Example I
Asteroids
"Space: The Final Frontier"
To be a hero is
• to be alone against hostile and unfeeling nature,
• to use speed and intelligence to battle mounting and
eventually insurmountable odds.
Why
detailed examination of the game
• the avatar
• the space of play
• the nature of the conflicts
• the core mechanic
• the dramatic structure
Example II
Final Fantasy Tactics Advance
"Braveheart"
to be a hero is
• to lead comrades to victory in a worthy
cause,
• to manage the developments one's own
unique abilities and those of others, and
• to deploy those abilities effectively when
needed
Example III
Wind Waker
"Jack and the Beanstalk"
to be a hero is
• to engage in a solitary quest
• to start from humble and unpromising beginnings
and vanquish significant enemies
• to accept magical aid
• to learn from the consequences of one's mistakes
• to triumph over evil on the basis of inner strength
and goodness
Rhetorics of play
Standard conceptualizations of play
may or may not be invoked by a given game
Sutton-Smith
Progress
Fate
Power
Identity
Imaginary
the Self
Frivolity
Play as Progress
Stance
Play is how we (especially children) learn
Enabled by
core mechanic emphasizing desirable skills
moralistic narrative
Games
Chutes and Ladders
Zoombini's Logical Adventure
Play as Fate
Stance
To play is submit to chance, to depend on
luck
Enabled by
rules dependent on uncertainty
little or no skill or knowledge necessary
Games
roulette
"Sorry!"
Play as Power
Stance
To play is to display prowess and defeat
lesser players
Enabled by
play involving skill or strategic reasoning or
both
Games
sports
Counter-Strike
Play as Identity
Stance
To play is to cement group bonds and
ground identity
Enabled by
emphasis on social play
rules reward collaborative effort
• non-zero sum
Games
team sports (including spectatorship)
• "Go Sox!"
most MMORPGs
Play as the Imaginary
Stance
To play is to demonstrate creative and
imaginative responses
Enabled by
complex and emergent rule systems
open game systems
Games
"Cranium" games
Sims
Play as Rhetoric of the Self
Stance
To play is to engage in solitary appreciation
and development
Enabled by
single-player gaming
"deep" game content
Games
solitaire
classic adventure games
Play as Frivolity
Stance
To play is to goof off
Enabled by
use of humor and parody
deliberate subversion of other
rhetorics
Games
WarioWare
Multiple rhetorics at work
Sims 2
Power
• the player demonstrates power over the Sims
world by having successful Sims, amassing
wealth and status
Imaginary
• the player has nearly limitless opportunities to
customize their Sims house and environment
Identity
• the player can interact with other players and
share their customized artifacts
Conflicting Rhetorics
Video games are subject to conflicting cultural
rhetorics
Play as Progress is very dominant
The premise
• "games are for kids"
• although most consumers are adults
Visible in controversies over mature themes in games
• "games educate kids"
• "Grand Theft Auto teaches what?"
Play as Identity is problematic
because the site of identity is invisible to outsiders
Visible in discussions of game "addiction"
• especially for MMORPGs
Gender
There is a "web of significance"
associated with gender identity
normative expectations
the valuation of qualities
signs and their interpretation
A virtual character cannot escape this
web
"Alex"
Monday
Cultural
Gender
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