« 548: Mad Libs | Main | Thesis Philosophy Series Pt. 2 »

Thesis Philosophy Series Pt. 1

This is the Part 1 of a series of posts I will be making, called my "Thesis Philosophy Series." In these posts I will be covering various aspects of game design and philosophy in efforts to define my upcoming thesis project. Comments are not only welcome but encouraged!

(now crossposted at Peggy's request)

Creating Meaningful Community-Generated Stories

I believe the best stories are about people, and that people write the best stories. However, the best stories are not authored by one person. The best stories are authored when groups of people all contributing and yet are often unaware of the collaboration.

My favorite subjects in school have always been based on history. I loved reading about the history of this country or how Europe changed over the centuries. I enjoyed hearing about how technology evolved and affected everything, and I often wondered to myself about the people living in those times who would have no idea about how their actions would affect the course of civilization.

One of my favorite stories is the tale of Aaron Burr’s life, a deeply fascinating person. In his wikipedia article, he is described as an American politician, Revolutionary War hero and adventurer. Yes, an adventurer. How cool is that? But seriously, read this introductory description, lifted from wikipedia, that I feel describes my point fairly well:

A formative member of the Democratic-Republican Party with a political base in New York, Burr served in the New York State Assembly (1784–1785, 1798–1801), as New York State Attorney General (1789–1791), United States Senator (1791-1797), and for one term as Vice President of the United States (1801–1805) under President Thomas Jefferson. A candidate for President in 1800, Burr tied Jefferson with 73 electoral votes, making him eligible for one of the Nation's two highest offices and sending the election into the U.S. House of Representatives. After 36 ballots, Jefferson was elected President and Burr elected Vice President. As Vice President, Burr was President of the Senate, and in such role, presided over the impeachment trial of Samuel Chase.

During an unsuccessful campaign for election to Governor of New York in 1804, Burr was often referred to in published articles written by Alexander Hamilton (1755-1804), a long-time political rival and son-in-law of Philip Schuyler, the first U.S. Senator from New York who Burr defeated in his bid for re-election in 1791. Taking umbrage at remarks made by Hamilton at a dinner party and Hamilton's subsequent failure to account for the remarks, Burr challenged Hamilton to a duel on 11 July 1804, at the Heights of Weehawken in New Jersey at which he mortally wounded Hamilton. Arguably the most famous duel in U.S. history, it had immense political ramifications. Burr, who survived the duel, was indicted for murder in both New York and New Jersey (though these charges were either later dismissed or resulted in acquittal), and the harsh criticism and animosity directed towards him brought about an end to his political career in the East, though he remained a popular figure in the West and South. Further, Hamilton's untimely death would fatally weaken the fledging remnants of the Federalist Party, which, combined with the death of George Washington (1732-1799) five years earlier, was left without a strong leader.

After Burr left the Vice Presidency at the end of his term in 1805, he journeyed into what was then the U.S. West, particularly the Ohio River Valley area and the lands acquired in the Louisiana Purchase. While historians are uncertain as to Burr's particular activities, he was accused in turns of having committed treason, of a conspiracy to steal Louisiana Purchase lands away from the United States and crown himself a King or Emperor, or of an attempt to declare an illegal war against Spanish possessions in Mexico (a process known then as filibustering). Burr was arrested in 1807 and brought to trial on charges of treason, for which he was acquitted. After several years in self-imposed exile in Europe, Burr returned to practicing law in New York City and lived a largely reclusive existence until his death.

-- from wikipedia, 02.09.08


Now that is a hell of a tale. I remember reading about Burr during middle school for a class assignment, and I was captivated. In short, he’s a well-known politician who challenges another to a huge duel, and one with huge controversy behind it (did Hamilton use a hair-trigger and try to cheat?), and later has to flee, where he’s accused of treasonous plots.

This is a man defined by his actions – and we need games that do the same. Why is it in World of Warcraft, you are defined more by the stuff you have, rather than your deeds? Why is it that nobody cares about the things you do? Why don’t we have games where, through the course of play, we have Aaron Burrs and Alexander Hamiltons emerge due to their actions in the game?

The main reason is because player actions in most games don’t have meaningful, lasting effects on the game itself. In my next post I’ll be covering a couple games and comparing how they generate narratives, and gauging their success at doing so.

Comments (4)

Wow... it never really hit home that Aaron Burr killed Hamilton WHILE he was acting Vice President. That's a hell of an Executive Privilege.

Great post... I thought you'd taken a sharp left turn from your title, but you brought it back around. I love your point about MMOs, that they are about (nonexistent) Objects instead of Actions. Put another way, the game rewards you for spending time without ever allowing you to spend it creatively or meaningfully.

Of course, creating potential for meaningful actions is HARD, which is why

1)Most MMO's focus instead on "hooking you in" to their repetitive gameplay and

2)Most seasoned MMO players see their game as a structured chatroom... they've "outleveled the content" to borrow a phrase.

I know we've talked before about different ways to make MMO gameplay more dramatic, deep and relevant... I'd love to see some of this stuff come up in this series. I'll be following along with you in the meantime, and probably posting some more in response over on my corner of the blog.

RJ [TypeKey Profile Page]:

Thank you for the comment, Jamie! There will definitely be more on MMO games in my next few posts, as it's influencing a lot of where I'm currently going with my thesis.

The Burr example is interesting, and I hope you walk straight into the thick of design by fleshing out your inspiration into a testable hypothesis.

'''I believe the best stories are about people, and that people write the best stories. However, the best stories are not authored by one person. The best stories are authored when groups of people all contributing and yet are often unaware of the collaboration. '''

I was recently reviewed for an academic article and one point that stuck with me is the necessity to (A) cite claims, or (B) argue claims with supporting evidence and inference. I think the activity, while strenuous, yields superior beliefs and intentions, so I would ask of you: What is the evidence for the superior stories being authored by a community? Why is it that screenwriters and novelists have a market niche at all if better stories are authored by crowds?

'''This is a man defined by his actions – and we need games that do the same. '''

This plea sounds like an attack on a straw man. There is the action "genre" of games; classics such as Pong, Asteroid, Space Invaders, PacMan. They are not defining the character by the actions, but the design goal of defining a character by the player's actions is ill-defined and therefore, (without following through the hard work of detailing a testable design hypothesis), is likely to end up with something as poor or worse than the unsatisfying "morally"-sensitive character morphing in Fable.

Games with emergent gameplay do completely define at least the course of "history" through actions: Go, Chess, Poker, Bejeweled. Even World of Warcraft defines the stuff you gain by your actions (in accumulation).

RJ [TypeKey Profile Page]:

Thank you for your comment, Ethan.

I agree with your point about references and citations, it's just not the format I really want to use here. I do (in my second post) talk about EVE Online and a few case examples of community-generated stories that I find more fascinating than any other story I've experienced in a MMO to date.

If I had to make a quick argument based on why screenwriters and novelists have a market niche, it would be because there are serious and obvious barriers to community-driven narrative generation. The mechanisms for making that kind of thing possible are rare. However, I think they do exist -- I had meant to bring up D&D earlier but fortunately a few people were able to intuit my interest in bringing the social D&D group-generated narrative experience to a videogame. I don't think that even games based on D&D (of which there are many) keep that spirit intact, and that's something I'm moving toward.

In general, more specific details about my thesis will be posted on the wiki or in class. I'm using this blog mostly to foster discussion on specific concepts that don't necessarily have a direct relation to my thesis. For example, my thesis is not about Aaron Burr. But the concepts listed here are relevant.

Hopefully my second post helped make this post a little clearer. My plea for games that define people based on their actions was specifically directed at MMO games, and I should have made that clearer. I feel WoW fails in this respect because I think people are defined by their objects. There is no reason for anybody to know about other players beyond what gear they're carrying. There are no tales or real status or reputation because they don't help in the gameplay. This is what I was driving at.

Post a comment

(If you haven't left a comment here before, you may need to be approved by the site owner before your comment will appear. Until then, it won't appear on the entry. Thanks for waiting.)

About

This page contains a single entry from the blog posted on February 9, 2008 11:14 PM.

The previous post in this blog was 548: Mad Libs.

The next post in this blog is Thesis Philosophy Series Pt. 2.

Many more can be found on the main index page or by looking through the archives.

Powered by
Movable Type 3.31