Szonja Odrovics, Budapest University of Technology, Philosophy of Science and History of Science Doctoral School
arising need: a wave of claims on relevant blogs: deleted Wikipedia articles - http://www.youhaventlived.com/qblog/2009/QBlog050109A.html - http://www.brokentoys.org/2009/01/05/wikicrap/ - http://www.raphkoster.com/2009/01/05/losing-mud-history/ : Curiously, I am used as a reference or citation many times in Wikipedia, yet I suspect my writings would not meet Wikipedia’s guidelines. The challenge here is creating material that does — with so much existing only as oral history or as community-driven sites, little will qualify to be in Wikipedia, with the result that the history is often lost.
academic AND public needs Szonja Odrovics, Budapest University of Technology,
[email protected]
Changing accessibility of primary sources, first-hand playing experience - disappearing worlds:
e.g.: Tabula Rasa, Shadowbane, The Matrix Online, etc.
-
+ no virtual worlds museum: Get the game, set up a server, etc. same problem: earlier versions of running MMOs Szonja Odrovics, Budapest University of Technology,
[email protected]
“ludology”: 1999, Gonzalo Frasca:
“to describe a yet non-existent discipline that would focus on the study of games in general and videogames in particular” Gonzalo Frasca: Ludologists love stories, too: notes from a debate that never took place, Digital Games Research Conference 2003 Proceedings, accessed at http://www.ludology.org/articles/Frasca_LevelUp2003.pdf February 12, 2009
mock-debate: “Game-Research’s second definition is essentially different: »Ludology is most often defined as the study of game structure (or gameplay) as opposed to the study of games as narratives or games as a visual medium. «”
In reality: narratives as important elements of games, narratology is not the exclusive methodological framework
Szonja Odrovics, Budapest University of Technology,
[email protected]
interactivity:
of games
Interactivity in the reception of traditional media Jesper Juul: “The reader does not influence the text as text…” (Jesper Juul: A clash between game and narrative English version accessed at http://www.jesperjuul.net/thesis/ February 12, 2009)
the player does influence the game as a game, the game as a game-text (term = the texture of a complex communicative entity, visual audio and other signs, etc.):
the interpretation of a game by a player infiltrates into the game-text by his actions, Espen Aarseth: analysis practiced as performance
Szonja Odrovics, Budapest University of Technology,
[email protected]
gameplay mechanics, idiosyncratic elements of games analysis of the player experience -> effects how the gameplay mechanics work: receptionist direct observation of the primary sources becomes crucial
Methodological question: is it sound to examine the past through the lenses of the present? parallel to art or literary history: primary + secondary sources for the historical context
Szonja Odrovics, Budapest University of Technology,
[email protected]
Same data, but the selection and interpretation of data differs
An example: the birth of MUDs: - a more traditional historiography: problem of parallel inventions, the circumstances of inventions
(Steven L. Kent: The Ultimate History of Video Games)
- a ludologic historiography: e.g. - the proof of a desire for using new technologies for playing together with other players, and its realization - specific player communities in early MUDS and their effect on gameplay mechanics Szonja Odrovics, Budapest University of Technology,
[email protected]
Direct observation: to the observation of a playing individual, but to play the game
-
Problem of accessibility: running games Problem of subjectivity Problems of reconstruction of the past context
Szonja Odrovics, Budapest University of Technology,
[email protected]
Problems: Reconstruction of the past context:
Reflecting changing expectations: -
changing expectations different hardware, network: getting the program run, the problem of ported versions - interface: MUDs: e.g. buttons and icons, visualized maps
Szonja Odrovics, Budapest University of Technology,
[email protected]
Problems: Reconstruction of the past context:
Changing games: - old features removed, new features added (e.g. Federation: RMT) - drastic changes in the number of users - services change: e.g. support, Game Masters - out of game-text elements: internet guides, forum discussions, etc. - bugs and errors come and go through patches and different versions Szonja Odrovics, Budapest University of Technology,
[email protected]
Non-play*
or secondary sources:
(* term originated by Espen Aarseth: Playing Research: Methodological approaches to game analysis, Melbourne DAC2003 accessed at http://hypertext.rmit.edu.au/dac/papers/Aarseth.pdf February 12, 2009)
Observation of others playing: non-verbal elements, but no mental interpretations Official game documentation, website and game design document: aim of the designers Sources of player experience: player reports, interviews, fan sites and guild websites, blog posts, forum discussions, guides, etc.: have to deal with player subjectivity
Szonja Odrovics, Budapest University of Technology,
[email protected]
Cannot be applied mechanically to the entirety of game historiography
where the ludologic viewpoint can be fruitful, it can provide a framework and guidline
Szonja Odrovics, Budapest University of Technology,
[email protected]
Thank you!
Budapest University of Technology, Philosophy of Science and History of Science Doctoral School