World of Warcaft-As Expansive As You Can Make It.

INTRODUCTION

World of Warcraft as a game needs little introduction, at its height it boasted millions of active subscribers and mainstream popularity. That peak popularity is long gone but the game continues to pull an extreme profit and continues to hold the players attention. I have personally sunk hours into this game, I meet many people who I continue to communicate with through this game even when they begin to drift away from the game. Developed by Blizzard entertainment World of Warcraft is a continuation in a series of games that originated as a top down strategy game. The tolkienesque fantasy setting gained its thematic legs through 3 main titles of Warcraft as a strategy game. However in 2004 they would release this world to the public but this time in an MMO RPG format allowing for players to interact with the world and each other in a cooperative and antagonistic fashion as was  the norm for many previous MMOs.2016-10-04

AS A GAME

As a game World of Warcraft offers its
players an extreme amount of content to play through and progress on. Having been a running game for more than ten years the amount of things one could do is staggering. However for a player like me all the extra bits are just that extra. I continue to play for the sole community reasons. I’ve been a part of a guild(group of players) for years now and I continue to be a part of this guild because to put it simply I want to kill big monsters that require the cooperation of 19 other real people. As a game this is easy to define through Caillois “The Definition of Play and Classification of Games”

  1. Free, While I do have a obligation to my friends I am free to drop the game at any point and when it fails to be a fun experience I will exercise this.
  2. Separate, while the some people take this game into the real world and let the results affect them in real life for me it still remains a recreational activity.
  3. Uncertain, How well we do or what items I will acquire is random and this adds a sense of surprise to the experience.
  4. Unproductive, While I have gained real world wealth through the game I never went out of my way to turn this into a job.
  5. Governed by rules, this is obviously a game that is governed by preprogrammed rules.
  6. Make-Believe, While I may not exercise this aspect many people find this sort of game exciting because they can make-believe within it, I do not.

AS ART 

What is interesting is that people also begin to group themselves and create spaces based on that they enjoy about the game. https://www.wowprogress.com/ this allows for people ranked their groups based on who kills the current bosses in the shortest amount of time. This is a news site that focused of guides for people who either need help or are focused on completing every aspect of the game. http://www.wowhead.com These groups form within this game as the way people interact with the structure provided differs dramatically frCaptureom group to group.

This is a little more complex especially
when we take into account all the different groups playing this game for different reasons. To start we could have the people who wish to defeat large scale group content (player versus environment) or raiders create sites, communities, and videos to not only teach but to share their experiences and victories with the community. Those who do this well and can prove it through percentile ranking consider what they do an art. Something that can be shared and held up within their community. There is also more traditional forms of art like fan art, but this exists outside of the game and so this can’t be considered as the game as art. However when it comes to comedic sketches and story based videos through Machinima that is done within the game and is also in some cases able to be relevant outside of the games community.

…it also illustrates its role as a part of critical play genealogy that has its origins in avant-garde movements. -Hjoth

The idea that this game and it’s combat system can combine to relive a classic Abbot and Costello bit “Who’s on first” is charming and funny to the average person thanks to its avant-garde style. That a futuristic video game that allow for people to play as a multitude of things, can be molded into a classic silver screen era comedic routine is not what many would expect.

Conclusion

With so many opportunities for World of Warcraft to reclassify it’s Game play, and provide varied amounts art the game has become and will remain a cultural cornerstone for not only the players but thoughts who have ever interacted with its many groups and artistic products.

The Artists of Total War-Warhammer

The Artist is not simply an individual anymore. No longer is something a product of a single man or woman’s vision. Instead it requires the dynamic feedback and cooperation between many peoples. When we see, buildings being constructed no one person is solely responsible for its construction. Instead it is the effort of many draftsmen and a group of investors who come up with the idea and then many construction workers and others to finalize its creation. This is like the creation of many video games.

This week I played a personal favorite of mine Total War- Warhammer by Creative Assembly and Seg1489278567570a, who are using in this game the intellectual property of Games Workshop Warhammer. Games Workshop Creative assembly has been creating Total War games for years now ranging from Imperial Rome, to the Napoleonic wars.Creative Assembly All of them have been based on historical time periods and the game progresses through them allowing for win conditions to be achieved by a multitude of factions and groups. This version is no different however this is not based but instead a fantasy world thanks to Games Workshop. Not only is this the first game without a historical context but also the first game to incorporate flying units and hero/monster units. Never before did you see mor
e than gunpowder weapons in previous games, but now dragons magic and steam tanks are fair game.

What makes this game interesting in terms of finding the artist is the fact that the intellectual property has already been fleshed out for years thanks to Games Workshop as it has had years of Table Top war gaming developing its setting and characters. But the face of this game is not what it really is. It’s Aesthetics per Robin Hunicke, Marc Leblanc, and Robert Zubek in MDA: A Formal Approach to Game Design and Game Research. You see they split the idea of Aesthetics on page 2, Sensation, Fantasy, Narrative, Challenge, Fellowship, Discovery, Expression, and Submission are what defines the game. In this game I, can say we have,

  1. Sensation, you feel good when you face the o
    dds and come out on top.
  2. Fantasy, the added heroes, quests, and win conditions helps you role play to your hearts content.
  3. Narrative, the back and forth of power within the world allows for you to designate enemies as rivals even though they may just be Ai.
  4. Challenge, from maneuvering the world to controlling armies of thousands of units how you navigate the obstacles define how you win and lose.
  5. Discovery, every game is different and every round has the chance for something new, the Ai will not always fight or ally with you must learn this for yourself.

This aesthetics relate to the game play, although the designs are not their own how they interact with the player is what defines the game. So, when we look for the artists who have created this game we must look at the development team. Those who created the mechanics th1489271999456at allow us to roleplay, have a challenge or discover new options upon new. While the property of Total War is owned by Sega, and Warhammer is a property of Games Workshop we don’t credit them as Artists in terms. The mechanics and there for the aesthetics are all part of the development team at Creative assembly. “Mechanics are the various actions, behaviors and control mechanisms afforded to the player within a game context” (pg. 3) Every person at the development team is responsible for creating a mechanic of the game in some manner, from art rendering, to AI programming. They used the collective talents to create Total War- Warhammer.

 

Hunicke, Robin , Marc LeBlanc, and Robert Zubek. “MDA: A Formal Approach to Game Design and Game Research.” Game Theory Applications in Network Design (2004): 1-5. Web.

Is Red vs. Blue “Art”

How is Red vs. Blue Season 1 art? Well this might be one for the easiest questions to answer. While many things are unique to this show, it is more than just a game or a web animation. To start the Red Vs. Blue is a web show created by a group of friends. These friends work under the name of Rooster teeth and are based in Austin Texas. In the early two-thousands the game Halo: Combat Evolved was realest for the Xbox gaming console by Microsoft. https://en.wikipedia.org/wiki/Red_vs._Blue_(season_1) The game was well received and many people interacted with it. However Red Vs. Blue is not based on the act of playing the game, no this series is based upon the characters within the world who interact in a variety of comedic situations. All these characters, over ahalo_combat_evolved_-_xbox_coverrching situations, many references and the setting of the show are direct references to the game Halo. But the web show is more than just about Halo. I have little knowledge of Halo outside of what my friends or class mates have imparted on me I’ve never owned a Microsoft console but I could enjoy the humor non-the less. I want to use Walter Benjamin’s The Work of Art in the Age of Mechanical Reproduction to show why this unique form of art. However, for me the fact that a non-Halo fan can enjoy the humor, situations and characters of the show demonstrates that this is more than a niche webs series or fab but a form of comedic art like that of TV sitcoms and comedic cartoons. The Characters of Serge, Grif, Simmons, Donut, Lopez, and Caboose Tucker Tex and Church all have unique personas interact within comedic situations we can all relate to.

Benjamin makes some very good points within The Work of Art in the Age of Mechanical Reproduction. Red vs. Blue has had a very long history, simply the web based show was not always seen on the site YouTube or their own website. It was often passed along between peers by being burnt on CD roms and watched like a DVD. Back in 2003 the distribution of web based film was very different than it is today, internet speeds and streaming quality forced the production to not only be released on a streaming site but also uploaded to a file sharing site to be downloaded, this practice has long sincervb_s1_poster passed with sites like YouTube becoming popular. Benjamin puts it very well on page 31 “During long periods of history, the mode of human sense perception changes with humanity’s entire mode of existence.” How one viewed the web series is much different from normal media and that comes with its own advantages and disadvantages however it is simply the changing of human perception and this changes nothing when it comes to deciding if this work is art. The exchanging s sharing and re watching of the web series does nothing to discredit it as art as well on page 28 “In principle a work of art has always been reproducible.” The work is not only reproducible in the sense that more could be created but the work can be pulled up in a variety of formats and resolutions at any time of the day. The jokes and camera work all the same and giving the same comedic value no matter how it is presented. Lastly, we have the way in which this series was created. We now call this style of entertainment Machinima simply everything shown on screen was directed in game without manipulation outside of the player’s interaction through a licensed controller. This while it might not be like a cartoon in this way it certainly is more like a television show where the director manipulates his actors to appear on stage where he wants and he directs the camera to show what he wants to show. “The camera that presents the performance of the film actor to the public need not respect the performance as an integral whole. Guided by the cameraman, the camera continually changes its position with respect to the performance.” (36) While the director uses a controller to place his camera the actor’s performances are controlled like any other media and if other forms of recorded media can be art then Red vs. Blue can be art as well.

Citation:

Benjamin, Walter, and J. A. Underwood. The work of art in the age of mechanical reproduction.    London: Penguin, 2008.

Kim Kardashian: Hollywood, is it a game? What have I done..

Kim Kardashian: Hollywood Is it a game? A question I thought would be simple to answer however after playing this app for a longer than I wished I still have my doubts. However, thanks to Jesper Juul I can come to a conclusion without losing my mind.

https://itunes.apple.com/us/app/kim-kardashian-hollywood/id860822992?mt=8

 

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The simple fact is that I began to regret my choice almost immediately. I have played a few mobile games before. And this app shares some qualities. To start they are developed with money in mind. The game can’t exist without money true. Though mobile games like this exist to make money. For example, as many mobile games has a stamina system so does this app. Basically the game will dictate how many actions you may perform. This app wants you to purchase the ability to skip such time gates however if you were to continue to progress without them it would require you to wait. A premium K star currency is also present. Like most mobile apps, the premium currency is available in larger quantities in the beginning but begins to fall off as you progress squeezing the user to purchase them instead.

The app as far as the content is nothing special. The art style is not awful the cartoon look is ok but feels very odd. If Hollywood was an art style it would count as that. The dialog is nothing special either I confess I skipped most of it I got the basics of the story and only really needed to know what thing I needed to tap on next. Really my only reason to continue outside of completing this assignment was just to see what things money would fall out of next.

So, to address if this app could be considered a game I want to use the writing of Jesper Juul. “Play is a mostly free-form activity, whereas game is a rule based activity.” (28) This game had rules, I guess. You could only visit places it allowed. And you had objectives dictated to you. However, I don’t think this is enough. Thankfully Juul creates some terms that we can use to determine if something can be considered a game per him and his sources. These rules include “Rules, Variable and Valorization outcomes, player effort, player attached to outcome, negotiable consequences (in that nothing really affects you in real life) (36) These defining terms actually real help me understand this app.

I will only hit on some of Juuls keywords, those I feel can best show weather this app is a game.

Variable outcome is not present in this app. In that outcome at all is not present within this app. The game is meant to be continually played to maintain a score. I even looked it up and the score will fall over time forcing people to continue to ride the hamster wheel. Is a continued experience an outcome that can have be varied? I must say no.

Player effort is hard to find in my play sessions. Though I most definitely would say that anyone who’s goal of maintaining a high score would be putting in a massive amount of effort or money so I guess I will give it this one.

Playor attached to outcome, again I will have to give it this one as I did not feel attached to my score but I’m sure many people would care deeply if they lost points.

Lastly it would be Valorization or if the outcomes can be classified as positive and negative. Now this is a complex one. I feel that the game lacks outcome in general just a constipate play state in which you hhave to maintain your score or fear a penalty. So this would also be absent for the app.

In conclusion, I have to say tha1e0t, no I don’t consider this app a game. It is simply a time sink or cash grab with the skin of a game attached. The Perhaps if they set a limit to your score and added a you win or you lose message I might be swayed to think of it as a game. Instead we get a never-ending system created to extract time and money from the user until their “death”. In a way, it’s life in your phone a small slice of capitalistic life right in our pockets.

Juul, Jesper. Half-real: video games between real rules and fictional worlds. Cambridge, MA: MIT Press, 2011.

Pacman as game, Pacman as fun

Pac man created in 1980 by Namco is an arcade game created for the arcade. We must remember that the godbe2b1707f9cdddb6c7e56d510133829a2a4185a99d3a91d346fdc3122aed54eal of an arcade is to get money, games as a consumable. Something to be purchased.  When I play this game, I must acknowledge that I feel burnt out within the first ten minutes. I know that this game has given many people hours of enjoyment and can even hold up as a game today for many people. However as a person who has lived his life in service to games I can’t stand to waste my time. If I don’t have fun I can’t play a game. Fun is something That comes from playing a game. However for me this can’t be considered a game as defined by Caillois in his article “The Definition of Play and The Classification of Games”.

http://www.webpacman.com/

So, when I began to play the game I did not have to learn the rules or even take a second to figure out a game plan. Pacman is so ingrained in my mind even if I’ve only ever played it a few times, that I can just jump in and play. I quickly blast past the first level with little difficulty. However just as quickly I find myself dead about half way through the second level. This is a recurring pattern. I immediately begin to question myself as I have other things I could be doing. I understand that the score I received was limited in relation to other who have played but I have trouble finding competition within this game when I am on a reproduction and no high scores are visible in this computerized version. At the time, I can imagine the competitive and addict nature of high scores, knowing that those three letter names represent real people that perhaps you know could encourage repeated play. But for me I have no interest in the high score. So, to get some more time in with the game I began to make up rules for myself to increase my enjoyment. For example, I did a run that I would restart if I lost a life before I had finished the first level. I tried a few rounds where I wanted to eat all the ghosts at least once before I could finish the level. Injecting a new level of difficulty was not needed as I knew I failed often around the third level But I can’t be bothered to grind out more points.

To me this game is not fun because I am completing a task not playing a game. So, like Caillois puts forth in The Definition of Play and The Classification of Games. Pacman is for me missing crucial elements of a game and that makes it not fun. He lists six factors of a game being, Free, Separate, Uncertain, Unproductive, Governed by rules, and make-believe (128). The crucial missing elements being Free, and Uncertain. I played this game thinking I would e35632fe500000578-3646254-image-a-17_1466148392000njoy it, however after a few play sessions I began to see it more as a chore, part of an assignment rather than something to do on a whim. It became work quickly to my surprise and I soon found myself turning my brain off like one does with busy house work.

Another element missing for me was the game was not Uncertain I went into the game knowing the complexity and nuance of Pac-Man at the get go. So, when I play I fail only due to me being bad at the game. When I make it to another level I know the game will not change in a dramatic way and the goal remains the same. I can’t be surprised by such a well-known game. If I had the time I think the Uncertain nature of video games is what really makes me enjoy them replaying or revisiting a game I know leaves me board. I would consider this game to be one of Agon. Caillois has this term defined as a competitive game (130). Pac-man is a competition with one’s self or with others through a high score, there is no other goal than being better than oneself or others. “The point of the game is for each player to have his superiority in each area recognized.” (132) I don’t care for my own score and there is no interaction with a high score system either. So, I get no sense of superiority or recognition when I play this game. Lastly the game was not Unproductive. Now this aspect must be ignored for all following games because I am playing them with the goal of writing for a grade. I must push that aspect away from me because I can agree that an unproductive game is more fun. I would like to explore this further as I have played games for profit before and it made the game unfun. It was not a game at that point but a job. However for now this game, Pac-man was hardly a game and therefore was not fun.

Sources:

Zimmerman, Eric, Katie Salen, and Roger Caillois. “The Definition of Play and The Classification of Games.” The Game Design Reader A Rules of Play Anthology, 2006, 122-55. Accessed January 28, 2017.

https://en.wikipedia.org/wiki/Pac-Man