Fable and Other Moral Tales: A Study in Game Ethics (Part One)

Earlier this summer, I shared with my regular readers some selected passages from this year's Comparative Media Studies thesis. Today and tomorrow, I wanted to share another sample of the kind of work being produced by our students. Peter Rauch came to CMS with a strong background in Philosophy; what he wanted from our program was the chance to employ those tools to think deeply about games, trying to explore in what sense it was appropriate to think of games as ethical and moral practices. In this section from his thesis, he walks us through his core framework for thinking about the ethical and moral dimensions of games. Next time, I will share a passage where he deploys this conceptual model to think about the game, Fable. Enjoy! Fable and Other Moral Tales: A Study in Game Ethics

by Peter Rauch

Many dictionaries consider morals and ethics to be synonymous, but in common usage, at least in American English, the two words can have a variety of subtly different meanings. My definitions are provisional, and while they can be used in general discussion, they are specifically tailored to be applied to the interpretation of videogames.

I define ethics as a discourse concerning what is correct and what is incorrect. What is ethical is dependent on a specific activity, determined entirely by an explicit, constructed system of rules, and cannot be questioned by the participants. I define morals as a discourse concerning what is right and what is wrong. Morality, unlike ethics, is not tied to a specific activity, but can be applied over multiple activities, and possibly all experience. Moral rules enjoy considerably more variance than ethical rules: because they are wider in scope, they are more nuanced, and subject to interpretation.

Ethical frameworks, while they might attempt to model moral behavior--as in the examples of ethical codes for doctors or lawyers--need not have any connection to morality at all. In chess, that players should try to capture their opponents' pieces is an ethical rule, not a moral one. It has no relevance to the world outside chess. This rule is also not subject to interpretation or argument. It is simply, factually, true. A player that makes no effort to capture the opponent's pieces is not playing chess. The same cannot be said of moral rules like "love your neighbor as yourself," Jesus' formulation of the "golden rule," nor can it be said of "act only in accordance with that maxim through which you can at the same time will that it become a universal law," Kant's categorical imperative. These rules concern the very act of being human, but one does not cease to be human if he or she rejects or violates them. They are much less specific than the rule concerning the capturing of pieces in chess, and open to many more interpretations.

Morals and ethics exist independently of each other, and while they must each be internally consistent, it is possible for the two to explicitly contradict one another. Law is an ethical system that is constantly revised to prevent such conflicts. Torture, for example, is illegal under international law. Assuming one accepts the existence of international law, the legality of torture is not open to debate. The morality of torture, however, is fundamentally unconnected to its legality. Torture is not less moral now than it was before the Geneva Convention. Conversely, it would not become more moral if the U.N. were to repudiate the Geneva Convention tomorrow.

Any game that has a "win condition" has an ethical framework. This applies to all games, not just videogames. First and foremost, these games are possessed of an overriding ethical imperative: win. If the game has a win condition, a player who does not try to win is not playing the game. As Johann Huizinga notes in Homo Ludens, a player who does not try to win faces greater censure from society than a player who cheats in order to win (11). One interpretation of Huizinga's claim is that a player who cheats breaks only those rules concerning the means of play, whereas the player who throws the game violates the goals of play. The goal constitutes what players must do, while the rules offer only clarification on how the goal is to be accomplished--what actions are correct, and what actions are incorrect. A strategy or technique that helps a player win, while not explicitly violating any of the rules, is always ethical, in terms of the game in question. The ethical framework comprises both goal and means, and although the former is more fundamental to the game than the latter, they are both necessary for a game to function. The game's ethics, which determine how it should be played, are inextricably bound in the game's rules, which determine how it can be played.

I use the term "ethical" to denote imperatives that are dependent on the accepting of a role, as in the specific ethics of a given profession, and also in terms of play in general--playing a videogame ethically could be seen as the player's agreement to play the role allotted to her by the designers. Some degree of freedom is present, of course; were such freedom absent, it would not be play. However, just as an actor may be allowed to improvise, but must ultimately play his role to the author's conclusion, the player must play "in character" to play the game. If the player does not accept this role, she is not playing the game, but rather playing a game with a game.

This activity of "metaplay," in which the player designates goals unrelated or contrary to the game's internal ethics, has a wide variety of forms, some showing clear principles of ludus (adding or removing barriers to make the game easier or more difficult), others showing behaviors associated with paidia (exploration for its own sake), and still others being more difficult to determine (making machinima). Metaplay, at least in single-player games (where there are no social expectations of ethical play), is not "cheating" in the sense that the word is used in everyday speech. It simply means that the player in question is not, strictly speaking, playing the game.

In addition to the ethical frameworks inherent in any games, videogames can potentially add an unprecedented level of narrativity. This narrativity is achieved by mapping recognizable symbols onto the rule system. This mapping process allows for the suspension of disbelief necessary to involve the player emotionally in the gameworld.

The interaction of these symbols gives videogames the potential for rich narratives. However, if the narrative is not sufficiently integrated with the rule system, it will appear arbitrary, and fundamentally disconnected from the experience of play. This disconnect between narrative and rule systems is one of the central problems for the potential of videogames as a communicative medium, forcing a distinction between authorial narrative (the story written by the designers) and emergent narrative (the story enacted by the players). Even in the most non-linear games with the greatest potential for emergent narrative, the rule system and choice of symbols are selected by the designers, and as such the players' freedom of interpretation is inherently limited. In videogames, the author might be dead, as was famously suggested by Roland Barthes, but she is still the author, and she must not be confused with the reader. To make the transition from ethical imperatives to moral argument, the designers must fully embrace authorial status.

Narrative alone is not sufficient for morality, of course, since without a connection to the ethics, the gameplay and the narrative will operate independently of one another, as is often the case in games that rely extensively on cut-scenes. Moral imperatives can exist in a game only when the ethics can be interpreted and applied to the world in which the game is played, and this can only be achieved by connecting internal ethics to the external world through narrative. Most, if not all, of the game rules must be connected to recognizable symbols, and those symbols must have referents in reality.

Rules and a win condition are all that is necessary for an ethical framework, because ethics point inward to a specific activity. Conversely, because morality must gesture outward to the world at large, it cannot consist only of abstract symbols. For a game to have a moral framework, it must have an ethical framework, a narrative that can be connected in some way to what we speciously refer to as "real life," and a careful integration of the two. Specifically, the moral argument of the narrative must be connected to the win condition. It might be necessary, in making distinctions between what is right and what is expedient, to develop some new ideas as to what constitutes "winning." This will require a somewhat nuanced perspective on the avatar.

The avatar, in most games, is more than an extension of the player into the gameworld. Rather, the avatar is simultaneously an extension of the player and a different character that is not the player. I refer to this different character as the protagonist. Since the protagonist has only diegetic information, his motivation for interaction in the world must be entirely diegetic. The player, who has access to the game's non-diegetic information, will have additional goals, often involving tasks with no narrative meaning such as scoring points or unlocking content. Narratives, even videogame narratives, have a logic of their own, and even when the narrative fails to emotionally invest the player in the story, it can usually be assumed that the protagonist is quite involved. The narrative, even when viewed by players as epiphenomenal, is the entirety of the protagonist's reality.

[...]

1This term is not synonymous with "metagame," the term Henry Jenkins uses to describe the social context in which games are played ("Effects and Meanings" 214 )

Peter Rauch is a graduate of the Florida Atlantic University Honors College,

holding a B.A. in Liberal Arts and Sciences with a concentration in American

Studies. He has no major experiences, accomplishments or credentials, but is

nonetheless interested in politics, theology, and all manner of media texts,

from literature to videogames.

Rauch recently completed a Masters in Comparative Media Studies at MIT. He is currently at work on a number of articles concerning the interplay of videogame texts and culture with philosophy, religion and politics. He lives in Cambridge with his partner Alana and cat Shazzer.

If you enjoyed this excerpt and would like to read more of Rauch's thesis, you can find it at the Comparative Media Studies website. We are in the process of making more of our thesis available online.

The Frodo Franchise: An Interview with Kristin Thompson (Part Three)

In many ways,Lord of the Rings turned out to be a watershed project in terms of the relations of movie producers to their fans. Why do you think Jackson was so successful in building partnerships with his fans? What do you see as the benefits of this relationship? What lessons do you think the film industry has taken away from this experience?

Tolkien's novel had a fairly large fan base already, though it could only form a relatively small portion of the world audience such an expensive film needed. The fact that existing fans and non-readers both needed to be appealed to forced New Line to create an innovative and carefully planned internet campaign. Obviously they were very successful, but they had a lot of help from fan websites.

Peter is quite amazing in his understanding of fans and his ability to communicate with them. Back in 1998, when New Line announced the production, Peter's decision (not approved by the studio) to do Q&A sessions online with the fans was brilliant. Many people who were aghast that a splatter-film director was making LOTR got won over. He was also the one who persuaded New Line to allow big sites like TheOneRing.net and Ain't It Cool News to have limited access to the filmmaking. The online "Production Diaries" that he created for King Kong took his approach a big step further. Other directors are now imitating him and going online to communicate with the fans.

Peter has often declared himself to be a fan who makes movies for other fans. I don't believe that's just a publicity ploy.

One hallmark of your book is that you treat the cultural productions of fans alongside those of the commercial producers as all part of the story of the Lord of the Rings films. Can you describe how you approached fan culture in this book? Do you consider yourself to be a LOTR fan? Why or why not?

From early on, when I was first trying to outline the chapters for the book, I knew that the internet campaign would be one of the main topics. I took a broad view of what "campaign" meant, and I included fan sites as well as the official and quasi-official ones. Ultimately I got so much cooperation from various webmasters that the internet chapter became too long, and I divided it in two: one dealing with the official sites and the fan sites that New Line cooperated with and the second dealing with wholly unofficial fan sites and fan activities.

Given how vast the internet is and how many LOTR sites there were, I coped with it by creating a typology of LOTR-related websites and doing case studies of each.

Since I couldn't interview anyone at New Line, I didn't have access to Gordon Paddison, who ran the official online campaign. He had, however, written up a long case study himself in a textbook called Internet Marketing (which no one writing about LOTR seems to know about). McKellen.com unexpectedly served as a sort of quasi-official site. Ian McKellen already had this site, and when he started adding LOTR content, New Line wasn't entirely happy, but they didn't try to stop him. I interviewed Ian and his webmaster Keith Stern, so that site gets a case study. I also interviewed three of the four co-founders of TheOneRing.net and Harry Knowles and Quint of Ain't It Cool News for other case studies.

For the second internet chapter, I interviewed one fan webmaster, Lilith of Sherwood, and got to know her fairly well. She lives in Chicago, but I couldn't really travel all over the world doing face-to-face interviews with all the fans I mention, so I depended on email for the rest.

To learn about fanfiction and fanart, I obviously visited archives, but I also joined Yahoo! groups. (Luckily for me LiveJournals and fanfilms were still largely a thing of the future, which helped make all this doable.) I would join a dozen or so, stay on each for a few months, and move on to others. I communicated via email with some of the moderators and contributors. I also attended one major fan convention, the One Ring Celebration (ORC) during its first year, 2005. All that allowed me to get a pretty good sense of fan creativity and interests, I believe.

Given that you have pioneered the study of fan culture, I know you've done comparable sorts of things. But I'm amazed that so few of the people in media studies who claim to be interested in reception have done much with the internet. I've just reviewed a couple of anthologies of essays on LOTR for the annual Tolkien Studies (Volume IV, which came out in May), and the approaches to fans reflected in them are largely condescending and very limited. Questionnaires and face-to-face interviews are used, which I think would yield a very artificial notion of how fans behave among themselves.

I have obviously been a fan of the books for years. Like many long-time fans, I was dubious about the films and went to Fellowship with a fear that I would hate it. And, like many others, I found that I enjoyed it. Indeed, at the end I was ready to sit through it again immediately. Not that I agreed with all the changes that were made in the script, and there were many, great and small. The writers themselves have said that no fan would approve every change. So, yes, I'm a fan of the films as well. I don't collect nearly all the products or go to fan conventions (except for the one I mentioned, when I was researching the book).

Objectively speaking as a historian, I should be able to do a case study like this one dealing with a film that I don't care for. Realistically, to keep one's enthusiasm and determination up for years, especially in the face of long delays and obstacles, one has to be able to live with a film for years, and that means you have to like it.

Much of your work on Hollywood cinema has emphasized "typical" films and norms. Yet, in this case, you are devoting an entire book to a single film/franchise, something you haven't done since your initial study of Ivan the Terrible. Do you see the Lord of the Rings films as "typical" or "exceptional"? What can you tell us about the place of

such an extended case study of the production process within your larger body of work on contemporary and classical filmmaking?

This book is quite different from what I've written before, it's true.

Still, as you suggest, it does fit into one thread running through my work. In The Classical Hollywood Cinema (written with David Bordwell and Janet Staiger), I examined the original formulation of classical guidelines for style and narrative that was done in the pre-1920 period. That book as a whole stopped its coverage in 1960, mainly because of industry changes rather than because we thought the classical approach to filmmaking ended.

Storytelling in the New Hollywood was my attempt to examine classical narrative principles as they continue to exist in modern American studio films. That covered the period from the 1970s to the 1990s.

In a sense, The Frodo Franchise follows on and comes up to contemporary Hollywood, even though I barely touch on the question of whether or not LOTR fits my model of narrative structure. But it is an attempt to talk about how industry pressures and the digital revolution have helped shape filmmaking, marketing, and merchandising.

I consider LOTR to be both exceptional and typical. The great Russian Formalist critic Viktor Shklovski (who from my grad-school days on has influenced my approach tremendously), wanted to write an essay to discuss the concept of delay, or "stairstep construction" as he termed it, in literary narratives. He chose Tristram Shandy as his case study. That's obviously a unique and eccentric work as novels go, but it also uses delay in a very obvious way; it's really the novel's dominant device. Shklovski chose it because of that, because it would be a very clear way of explaining what exists less obviously in all novels. So for him Tristram Shandy was both exceptional and typical.

I took a somewhat similar tack in Storytelling in the New Hollywood. I took films that were successful with the public and respected for their story structure by critics and filmmakers--like Back to the Future. They aren't typical films, but they use typical techniques so skillfully that they display the norms in an ideal way. That is, if we take norms to equal guidelines, then these are typical, because most filmmakers want to make movies that conform to good Hollywood practice. Most would aspire to make films as good as Back to the Future or Amadeus or Hannah and Her Sisters or Tootsie, so the techniques as displayed in those films are normative.

LOTR offers that sort of example, the ideal to which others aspire, but on the level of the franchise rather than the single film. It was not only a mega-hit theatrically, but it provided a model of an effective internet campaign (even though New Line was learning how to do that as they went along, and there were some missteps). Its licensed products were mostly successful, including the video games, products which have become increasingly central to franchises. The DVD supplements set a new standard, one which has not been surpassed. The fact that the film was made at a sophisticated set of facilities that had recently been built in a small producing nation had implications for the future of international filmmaking. Its method of financing, with 26 overseas distributors forced to help finance the film in exchange for the local rights, was an extreme case of how independent films (which LOTR is) are ordinarily financed.

In short, LOTR embodied almost everything that's new and important in Hollywood practice these days. People could read about it and get a pretty good sense of why things are the way they are in Hollywood today, and they could also find out a great deal about a film they love. It's an exceptional example because of its enormous success, but everything I discuss is done on a lesser scale for typical franchises.

Your book also features an extensive discussion of the games which have been developed around the LOTR films. Historically, we would have seen games simply as another form of licensed merchandise around the central film franchise. How central do you think the LOTR games are to our understanding of the franchise as a whole? What kind of creative collaboration emerged between the games company and the film producers?

For the LOTR franchise as a whole, the video games are a big factor. Studios pick up a significant amount of money by licensing tie-in games. It's not as big as one might expect, and I do debunk the persistent myth that on average games now earn more than films. Far from it. Still, games are also a way of extending the income beyond the end of the film and in keeping up interest in case the studio someday wants to make more films in the franchise.

Right now, the LOTR franchise is still alive, even though the films stopped coming out more than three years ago. It's considerably smaller, of course, but products continue to appear. Both Sideshow and Gentle Giant are making new collectible statuettes and busts, Topps continues its trading-card game, and the third CD set of Howard Shore's complete music is yet to be released (alongside a licensed tie-in book about the musical score). On a recent trip I checked some airline bookshops and found rows of the mass-paperback copies of the trilogy volumes with publicity photos from the film on their covers. In terms of income, though, the video games are at the moment the core of the franchise. Electronic Arts initially had the rights to base games on the films, and later it bought the book-based rights as well. Now they can go on making Middle-earth-based games as long as they want to (though the licenses would need to be renewed occasionally).

The collaboration between EA and the filmmakers was unusually close. For most films, very little material is provided to the game designers. In this case there was a person from EA in charge of requesting "assets" (sound clips, photos, helmets, whatever) to be sent to EA's studios. It's hard to remember that in those days actors, particularly stars, seldom did the voices for their game characters. Ian McKellen, Elijah Wood, a lot of the actors did one or more LOTR games. I was lucky enough to interview both the EA executive in charge of requesting assets and the Three Foot Six archivist in charge of filling those requests, so I got a good feel for the nuts and bolts of their procedures.

EA handles all its film-based games in the same way now, and I would imagine other big games companies do. So LOTR had a distinct influence in that area.

What insights might your research give into the breakdown of relations between Jackson and his production company? Given the credit given to Jackson to the series success, why are we unlikely to see a Jackson-produced version of The Hobbit any time soon?

Before responding, I should say that have no inside knowledge. I haven't tried to contact any of the people I interviewed back in 2003 and 2004, since I know they wouldn't be at liberty to tell me where things stand now. What I have had to say on this topic and will say here is educated speculation.

Since last October, I've been blogging at intervals of a few months, trying to piece together the hints that appear in interviews and trade-paper stories. Those entries give a more complete rundown than I could possibly do here (and I assume you'll link to them), so I'll be brief.

Editor's Note: Here are Links to the posts she mentions:

The Hobbit Film: New Developments

The Hobbit Film: Faint Signs of Movement

Once more on New Line, Peter Jackson, and The Hobbit

Cautious, that's c-a-u-t-i-o-u-s optimism concerning The Hobbit

Peter's lawsuit has gotten a high profile, of course, especially after Bob Shaye statement in January that Peter would never make The Hobbit while he runs New Line (which Shaye founded in 1967 and has been president or co-president of for its entire existence). But given the creative accounting of Hollywood studios when they're dishing out money to the people who own percentages of the receipts, lawsuits are not uncommon. New Line has dug in its heels about this one, but it also has reason to know that Peter is a very determined man and one of the few individuals who can afford lawyers of the same standing as those working for New Line).

As things stand right now (June 17), we're not likely to see a version of The Hobbit produced by Peter or anybody else soon. Pre-production and script-writing take forever these days, and those processes haven't started, as far as we know. Peter has one card up his sleeve, in that Weta Workshop designed Hobbiton and Rivendell and so on for LOTR, so it would make sense to continue with that company. And though the props and sets belong to New Line, they're in storage in New Zealand as far as I know.

The only director who has been rumored as a possible replacement for Peter, Sam Raimi, has said he would only direct The Hobbit with Peter's approval. New Line says they have the production rights until 1909. Presumably they only need to have launched a project by that time in order to retain the rights. To get a finished film out by then without undue rush would mean they should have started already.

MGM holds the distribution rights and will co-produce. They want Peter to direct. Michael Lynne, co-president of New Line, has recently said that he thinks the legal dispute can be worked out. Saul Zaentz, to whom the rights would revert in 1909, wants Peter to direct. Ian McKellen has strongly hinted he wouldn't play Gandalf again if Peter doesn't direct. Certainly the vast majority of the fans want Peter for The Hobbit. I suspect just about everyone except Shaye wants Peter to direct. His name attached (possibly even just as producer) would be worth at least many tens of millions of dollars. Unless New Line is hiding some terribly big sums of money that they owe Peter, settling with him makes sense. And if they are hiding money, it might well come out anyway if the case goes to court.

So I don't think I'm being wildly optimistic when I say that, knowing what we know now (I'm writing these replies in mid-July), there still seems to me a good chance that Peter will ultimately direct the film, or at least be asked to. Who knows, he might turn it down, though he was enthusiastic enough about it before the lawsuit business turned ugly. And if he were to produce and hand-pick the director, I expect the fans would settle for that. Still, I don't see any obvious reason why he couldn't direct. His Lovely Bones adaptation, which is a relatively modest project, is due out in late 2008, and despite many other possible projects, he hasn't committed to any specific one beyond Bones.

Of course all this could change tomorrow.

The Frodo Franchise: An Interview with Kristin Thompson (Part One)

For those of you in and around film studies, Kristin Thompson requires no introduction. Her historical research and close formal readings of film have helped set the agenda for our field for the past several decades. For many of us, Film Art: An Introduction and Film History: An Introduction, both co-authored with David Bordwell, represent a first introduction into core concepts in the field, yet both books are more than the usual textbook rehashing of familiar content, managing to be groundbreaking work in their own terms. Also with Bordwell and with Janet Staiger, she wrote the monumental Classical Hollywood Cinema: Film Style and Mode of Production to 1960, a book which became the focus of debate for the better part of a decade, pushing for a new paradigm which fused close stylistic analysis with institutional and cultural history. As a solo author, she has expanded upon that argument with Storytelling in the New Hollywood, a book which explores what does and does not change about the structure of narrative in contemporary films, and Breaking the Glass Armour, which is a book I push upon any CMS student whose thesis work requires close reading. Thompson, thus, is one of the most established scholars in our field. She is also, though she sometimes contests the word, a fan. When I was in graduate school in Madison, she took me to some of the meetings of the local Tolkien Society and introduced me to some of the leaders of the city's fan community. Her newest book, The Frodo Franchise: The Lord of the Rings and Modern Hollywood, brought her roles as fan and scholar together. There are few books that take us as deeply into the thinking behind a major motion picture as this one does. Thompson seems to have talked to literally everyone involved with this production and distilled it all into the epic story of how one of the most important film franchises of recent years came to become the phenomenon it is today. This is so much more than a really literate Making Of book, though, given her ability to place what occurred on the set in New Zealand into a larger picture of global trends impacting the film industry. And, for once, what fans create -- their fan fiction, art, and online discussions -- are treated seriously and alongside what was generated by the Powers That Be. I have argued that two media franchises have transformed the relations between Hollywood and its fans: the first, Harry Potter, has been discussed here a lot lately, Lord of the Rings is the second, and Thompson helps to explain the strategies by which Peter Jackson won over skeptical fans and brought them into the center of the production process. For those interested in transmedia storytelling, there is also a lot to like about this book which takes us deep into the production of the LOTR computer games and the development of the DVD package, among other topics.

Today, I begin the first of a three part interview with Thompson about her experiences writing the book, about her relationship to fandom, and about the things Lord of the Ring might teach us about branded entertainment in our transmedia and transnational era.

Can you tell us something of your own personal stakes in this project?

What led you to do a book about the Lord of the Rings films in the first place?

Like so many people of the Baby Boomer generation, I had read The Hobbit and The Lord of the Rings when I was in high school. The Ballantine editions came out in 1965, and I read them right away. So I was there when a book that had mainly been popular in the U.K. suddenly became a campus craze in the U. S.

I loved the books, of course, and I have re-read them at intervals thereafter. Being of a scholarly bent, I read some essays about the books, as well as a biography of Tolkien, the volume of his letters, and the various drafts that his son Christopher has published at intervals.

In fact, when the films were being made, I was in the early stages of writing an analytical study of The Hobbit and LOTR. I had amassed quite a few notes by the time the films started coming out. Writing literary criticism may sound odd for a film historian, but it isn't as implausible as it might seem. I've written a book on P. G. Wodehouse, and I have one published essay on The Hobbit that gets cited occasionally.

When New Line announced news of the film project in 1998, I, like many long-time fans of the books, was highly skeptical that an adaptation could do the books justice. Still, I had no doubts at all that the film was going to be hugely successful. (I won a $20 bet that Fellowship would gross more than $600 million internationally.) Still, I didn't pay much attention to the film until the spring of 2001.

That was when New Line showed a twenty-six minute preview of the film at Cannes, including much of the Mines of Moria segment. I read about the rapturous reception of the film and how it was changing people's doubts about LOTR into enthusiasm. That Cannes event fascinates me because it was such a dramatic turning point. For my book, I managed to interview ten people who were there in a wide variety of capacities, and there's a section on it in the opening chapter.

At that point I started clipping material related to the film from trade papers like Variety and pop magazines like Entertainment Weekly. I didn't have any idea what I might do with them.

Then Fellowship came out and was such a tremendous success. It was like the 1960s craze all over again, but now on a huge international scale. It was amazing to watch something that I had loved suddenly have this international reception.

Still, it didn't occur to me to write a book. It was really during 2002 when I started realizing that so many aspects of the franchise were cutting-edge and successful. New Line's official website attracted so much attention, the selling of all three parts of the film to international distributors was unprecedented, and so on. That was when I realized two things. First, one could learn a lot about how franchises work by studying all the main aspects of LOTR--not just the film, but the DVDs, the internet, and so on. (The videogames as well, of course, but the first one hadn't been released when I was pondering all this.) Second, LOTR was rapidly becoming one of the most important films ever made. Its impact on New Zealand, for one thing, affecting a whole country's economy and international image. The elaborate DVD supplements, the internet buzz. I decided that someone should try to capture all that before it slipped away and people's memories faded.

I should stress that writing the book was my own idea entirely. Neither New Line nor the filmmakers knew anything about it until I contacted them. I have no license or any other legal relationship to either group, and it's certainly not a tie-in book. It was a purely free-lance project, and I wrote it without having a publisher lined up.

Your project has depended on building close relationships with many of the key production people involved in the films and the related products (the game company, for example). Can you share with us some of the process by which you built these relationships? What has been involved in an academic getting inside the production process to this degree?

I knew from the start that I couldn't write the book I wanted to without interviewing many of those involved. So little of what happened was reported in print or on the internet, and most of its never would be. I also believed that I had to begin the interviewing process while the film was still being made. Once everyone had scattered, it would be impossible to talk to as many of them as I could in Wellington. My ideal would have been to go to Wellington while the main pick-up filming was going on during April to July of 2003.

I started out not knowing any of the people involved directly or indirectly with the films. My assumption was that I would have to get in touch with one of the key people. There were only three of them who seemed powerful enough to make the decision to cooperate with my project: Peter Jackson, Fran Walsh, and Barrie Osborne.

In late 2002 I was still wondering if I could manage that. Fortunately I happened to be at a film conference in Adelaide, Australia, and met a film editor named Annabelle Sheehan. She was familiar with my work, and she said she could put me in touch with Barrie. (Shortly after that Annabelle became an executive at a talent agency in Sydney, a company that represents, coincidentally, Cate Blanchett.)

I don't know exactly what she told him about me, but clearly she vouched for me as a serious, well-established scholar. That probably wouldn't impress a lot of Hollywood producers, but Barrie is a very smart and well-educated man. He went to Carlton College here in the Midwest, and I think he had some idea of what I was proposing. (I was always afraid that I'd be taken for someone like Peter Biskind, looking to dish the dirt on the production.) Barrie gave Annabelle permission to give me his email address. Once I had sent a description of the project to him, he said he was interested but would have to run the idea past Peter and New Line.

That happened in mid-January of 2003. My hope at that point was to go to Wellington during the time the cast was back for pick-ups and additional shooting, which would mean roughly April to July. Most of the main crew members would be reassembled at that point, so I figured getting a lot of interviews would be relatively easy.

Establishing contact with Barrie turned out to be the perfect first step. I have to admit, however, that I was very naive at the beginning. I figured that Barrie's interest would be enough to get me access to the filmmakers for interviews. It didn't occur to me that everyone involved had of course signed confidentiality agreements with New Line, which had to OK that sort of access. I gather those agreements were particularly strict for this film. Barrie said he'd need to clear it with Peter and with them before we could proceed.

I never heard that Peter OKed the project, though I assume he must have or it would never have gone forward.

I won't go into the lengthy negotiation process that I went through with New Line, but it lasted from February to August, scotching my chances of being in Wellington during pickups. In late August I got the word that New Line was probably going to cooperate. That was enough for me to decide to go to New Zealand if possible, and witness some of the post-production, tour the facilities, interview people, whatever. I contacted Barrie about it, and he said I could come down. I booked my flights, bought a really good digital audio recorder, and by the end of September I was in Wellington.

Those two moments--Barrie's decisions to cooperate and to let me come down before the film was finished--were the crucial points, and I must give Barrie enormous credit for trusting and supporting me. I doubt that the book would exist if I hadn't had that support.

I went to Wellington not having any interviews with filmmakers lined up, though people at various government agencies--Tourism New Zealand, Film New Zealand, the New Zealand Film Commission--had agreed to talk with me. Of course Return of the King was still being worked on, but by then that involved mainly the computer animation, the color grading, and the sound mixing. The designers and various other people I wanted to interview had moved on to other projects, but most of them were Kiwis, so I hoped they would be in the area and accessible.

Barrie assigned me a point person, Melissa Booth, the main publicist at that time. She and I sat down on my first day, and she was terrific. She picked up right away on what I needed and made up a list of people and made the first appointments for me. After that I had the contact information and mainly made the appointments myself. Basically, once Barrie had made it known that I was doing the book, virtually everyone involved in the filmmaking whom I wanted to interview cooperated and indeed were very friendly and open about the whole thing. I talked with Ngila Dickson (costume designer), Richard Taylor and two of his designers (Weta Workshop), Matt Aitken (in charge of model scanning at Weta Digital), and others.

One stroke of luck was that I ran into Michael Pellerin, producer/director of the supplements for the extended-edition DVDs. I interviewed him and watched him at work for an afternoon. Although Peter obviously didn't have time to be interviewed at that point, he did let me watch him supervising some of the final sound mixing on the Shelob sequence.

Despite the fact that I was there at the very end of the filmmaking, everything that was going on was fascinating to witness. They were even still doing some pickups, though not involving the stars. It was mainly orcs being filmed against a blue screen to be jigsawed into special-effects shots. I got a tour of the Stone Street Studios and stayed to watch about half an hour of the filming.

Everyone was trying frantically to finish Return by the deadline, and there was a sense of excitement--and a bit of panic--everywhere. The whole interviewing process went so well that my planned three-week stay was too short, and I added an extra week.

After that first visit, I returned to New Zealand for two more rounds of interviews. The next was in June of 2004, and things were much quieter. King Kong was in the writing and pre-production stage, and there was activity, but nothing like the frantic rush of the first time. Peter was working very hard, of course, but he managed to squeeze in an hour to talk with me. I also got to interview Philippa Boyens, Grant Major, some of the tech people, and so on. A third trip, in November/December 2004 was partly to finish up the round of interviews I had planned and to update with some of the people I had previously talked to.

I did many interviews elsewhere, of course--Peter's agent in LA, the producer-director of the making-ofs for cable TV, the Danish distributor of LOTR, Ian McKellen in London, etc. Basically the fact that Peter and the other filmmakers were cooperating was enough to convince them to talk with me. One thing that came through time after time was how excited all these people were that they had been involved in this unique enterprise. It was like an era coming to an end, and I think most of them were happy that someone was recording it for posterity.

At first I thought I would be able to interview heads of departments at New Line, but in the summer of 2004 they informed me that they had decided against it. I don't know why. Maybe they still thought of me as a sort of glorified journalist snooping around for secrets to do a Biskind-style hatchet job on them. I was disappointed about that at first, but now I think it was probably better this way. I got to talk with the filmmakers, but I never had to sign a confidentiality agreement with New Line--or with anyone. My relationship with my interviewees was always on the basis of trust, and all of them had the option of reading the drafts of chapters where I quoted them and requesting that I change passages. That didn't happen much, but I felt it was only fair to these people to make that offer--plus I hope it made them feel freer to say things without having to be overly cautious about violating their own confidentiality agreements.

I think it was really only after the first trip to New Zealand that I started trying to think of any comparable book that had appeared: a study of an entire film by a film historian, as opposed to a journalist. I couldn't think of any.

Now that the book is coming out, I can see why. I look back and think that getting the access I needed for my research was so close to impossible that I wonder if another such book can ever be written. The thing depended so much on some incredibly lucky coincidences, on dogged determination, on Kiwi friendliness and hospitality, and certainly on Barrie's support. That complex set of circumstances is so unlikely to come together again. I'm convinced that if I had tried to undertake a comparable project relating to one of the big franchises that are made in Hollywood or London, it wouldn't have gotten to square one.

On the other hand, if people in the industry read The Frodo Franchise, maybe some will recognize that it's really great publicity for them. I would like to think that it would inspire studio officials to give greater access to bona fide scholars. It would be somewhat like the studios' learning curve on how to deal with fans on the internet, I suppose.

What did you learn through this front-line perspective about how contemporary films are being produced that complimented or expanded what you had come to understand through other methodologies (close reading, studying the trade press and production manuals, etc.)?

The stages in production are so familiar that in a way I didn't learn an enormous amount about that side of things. Certainly I saw techniques being used that I had only written about. Peter Doyle, who was one of the inventors of the digital color-grading system used on LOTR and other films, sat down with me for 25 minutes and demonstrated how the grading had been achieved on a few shots from the trilogy. It's a surprisingly beautiful process to watch.

But I learned more about some of the activities around the filmmaking that have never been studied. Certain aspects of the publicity, for example. How do making-of films get onto cable stations? It happens all the time these days, but when I asked, nobody could tell me, and there's nothing written about it. I was quite curious about that and finally found out through some of the interviews. We all know about press junkets in general, but when did they start? When did they become as big and elaborate as they are now? Again, the history of press junkets hasn't been written, so I sat down with Roger Ebert, who has been in movie journalism during that entire period, and he gave me enormously helpful information.

So this was the first project I've done that depended really heavily upon interviews for material that couldn't be gotten any other way. It was also the first project where I used the internet. (My previous book was on Ernst Lubitsch's silent features, and despite the fact that lots of people think everything is now on the internet, it isn't. I didn't learn a single thing for that project on the internet.) In part it was a research tool, but the internet's relationship to LOTR is the topic of two chapters.

This project has involved vastly different sorts of research and topics than I had dealt with before. I think coping with the wide range of topics that the franchise entailed was possible due to that basic historical approach that you and I and all the other film graduate students all learn at the University of Wisconsin: start out by formulating your core topic as a small set of questions. Then you just have to figure out what you need to do to answer them.

Anatomy of A Game Secret (Part Two): Animal Crossing

Yesterday, I ran the first part of a selection taken from Kristina Drzaic's thesis on game secrets, during which she confessed to having invented a secret which has become part of the mythology surrounding the Zelda games. Today, she continues with a discussion and comparison to the way secrets operate in and around Animal Crossing. This passage is interesting in part because of the way she brings together an analysis of game mechanics with a discussion of the grassroots fan culture surrounding the game. In case you are wondering, I am finally starting to dig my way out from the term and hope to start making at least some of my own posts again soon.

You will recall in the beginning of this paper that I related my experience with a secret glitch and was toast. I noted at the time that it was simply a fun thing to do in the gamespace. Now that we have the necessary background information on what secrets are and what they do we can finally examine what was fun and meaningful in that interaction. Namely that glitches break the rules of a game allowing the player to remap the space in creative ways.

My experience with glitches in Ocarina is not solitary. A search on youtube.com for "Zelda Ocarina Glitch" yields well over one thousand hits. What is interesting is often users will use the language of design in describing their glitches.

One user 'btermini' writes of their video:

I came upe with this idea after doing my test of super mario 64 cartridge tilting glitch i remebed The Legend of zelda ocarina of time is built of the same engin as in super mario 64. so i did some tests....see for your self

What this user is saying is that he came up with this glitch from experiences with glitches in other games, he tested it out and it worked. Finally he invites players to try out the glitch and enjoy his design. What btermini did then is plan, design, and display his glitch. Other users often talk of authorship in terms of their glitches. User 'Banana555">Banana555' writes:

"**I Found this Glitch by Myself so I dunno if its been found, even though every glitch known to man has been found for OoT lol**

Interestingly many other users chastise him for attempting to claim ownership. User 'rkonbon' replies back:

"yeah, you didnt find this out, this is one of the oldest tricks in the book for OoT anyways."

What this shows is that these users see glitches as something designed by them and not gaming companies. These glitches are described as creative endeavors! For one final example the user 'Nam8Macs' posts "his" glitch the "Zelda Ocarina of Time Super Bounce Glitch" along with credits for editing, camera work, and gameplay. His glitch is not simply a secret game moment but also a production! He writes of his work:

"These Rooms are 100% real and have never before been found! i find it a privalage to be able to show you the secrets of Ocarina of Time =D"

What we can distill from this then is that players, in their engagement of glitches feel a sense of authorship and design control over the way they interact with and subvert the rules of the game. The intention of these gamers is to strive to redesign or warp the gamespace and then claim credit. They are the designers of the glitch. These players make their own secrets.

From Zelda: Ocarina of Time we have seen why players look for secrets and how glitches specifically subvert a space by breaking game rules. We have seen why players can be toast and are a-ok with not winning. What would a game look like that allows and accommodates players to remake a game as they see fit? We have seen that secrets are ways for players to personalize a videogame space and feel a sense of authorship. What happens when playing for secrets and being toast become the focus of play? To explore that let us look at Animal Crossing (2002) a game of secrets.

The premise of Animal Crossing is that the player moves to a village populated by animals with only the clothes on his or her back. A conniving raccoon named Tom Nook swindles the player into buying a house on a loan. The player is told to pay off one's mortgage (eventually) and to do so the player will have to devise ways to make money. Thus Animal Crossing draws on a secret-based form of gameplay in that the player is never told directly what to do in the space or how to make money, rather the game is open for exploration, design of game goals etc. Once a player pays off the house the game keeps going and in fact never ends. As such the player must devise their own game goals and find secrets in order to expand the playability of the game. Animal Crossing offers a variety of gameplay options that serve to significantly change the focus of the game.

Animal Crossing allows one to fundamentally change the space and mood of one's animal village through textual manipulation. For example, as a rule there is a keyword or two added to the end of each animal villager's orations. The cat 'Tangy' might say at one point "I love toast in the morning meow" However, when the player is given the option to change the characters speech a simple substitution of words can completely change the connotations of the previous phrase. For instance Tangy's previous phrase could become "I love toast in the morning idiot" effectively transforming Tangy from a simple cat to an aggressive character. By changing the meaning of a character with the game, the player is allowed to participate in a perceived subversion of game rules. Indeed this textual manipulation is not limited to character speech. Players can post signs, send letters, name the town and engage in other atmospheric manipulations. These mechanics, when used in this manner function like a game glitch. The player can inject nuances of character into the villagers that were not designed in the original game. This is a perfect example of how a game designer can design a secret and a player can take it and subvert it into a new type of game design.

This mode of secret interaction is carried over into the game function that controls the ability to design and modify the walls, floors, clothing and umbrellas of the villagers. This option gives the player the power to decide how the village looks and how the villagers portray themselves, which in turn allows a huge amount of individualization within a game. No Animal Crossing village looks like any other. For instance, gamers Filip and Zvonimir Sola transformed their village into an ethnically Croatian one. They made their animals wear Croatian colors, designed a Croatian flag, and made their animals speak Croatian phases, (certainly a modification the programmers never imagined.) In contrast, gamers Will, Neil, Nic and Dan Secor, in their village "E" caused all the animal villagers to wear naked human clothing. This modification effectively transformed the village into a nudist colony, another unsanctioned alteration within the game. The game itself does not suggest modifications to the game image, rather, it allows the characters the liberty to customize their own villages for their own pleasure. Further, Animal Crossing lacks clear game goals and spurs the player to develop their own. For example, here is a game goal design created by a user of the game:

1st: Player goes to the store to buy candy.

nookingtons

2nd: Player lacks the funds to buy candy.

candy

3rd: Player writes a letter to the store expressing anger

letter

4th: With the threats unacknowledged the player organizes a town riot against high candy prices.

board

While Nook cannot actually be hurt within the gamespace the creation of this gamestory shows that players can manipulate the game and its goals in order to engage in imaginative play. The player uses the ability to send letters to characters as well as the ability to post messages to the Animal Crossing community as a way in which to create their own game within the game. This player subverted the game structure and made their own secret!

Fundamentally, the creation of player made secrets sustains Animal Crossing as a game. In effect, the rule modifications function as self-created attractions. Game play is maintained through the attraction of secrets and the display inherent in perceived subversion. The game has no narrative and no end, instead the player jumps randomly from self-made attraction to attraction. In essence, Animal Crossing is an endless jolt of surprise or (if you will) a video game of player-generated secret attractions.

The franchise of Animal Crossing has since expanded. In 2005 a sequel, Animal Crossing: Wide World was released. While much of the gameplay remained the same in that players can still manipulate the game in a similar way as Wide World allows players across the world to connect and visit each other's villages via a wireless Internet connection. Now instead of the game being limited to four players as it was in the original Animal Crossing, players can play with an endless parade of visitors. One can imagine, however, given the subversive nature of play in Animal Crossing that this results in interesting behavior. Dean Tate admits to booby trapping his village. He remembers "I placed holes all around the village entrance and anyone who came in was caught!...Then I would laugh" There have also been cases of characters inflicting player designed graffiti on each other, chopping down each others trees and plants or in a positive case, engaging players engage in a wide-scale remodeling of a player's village. This behavior is simply the play of the game impressed onto others but what is significant about it is that players are thinking more specifically of their village design in how is interacts with visitors.

Behavior like this is explored by game writer Nadia Oxford in the article "Secret Lives: Beneath the Surface of Animal Crossing." In this article she chronicles her adventures in visiting the animal villages of a friends and documents the way they interacted with her. Of her first visit Oxford writes:

As soon as I entered the town, Friend No. 1 made his presence known by running tight circles around me while wearing a ninja mask...so I was wary until No. 1 calmed down and gave me a master sword, claiming it to be an idol from the original Church of Hyrule. We headed back to his house. He handed me plenty of other presents on the way, possibly to distract me from the state of his property, which might've been regarded by some as a call for help. Weeds and smashed fruit dotted the grass, and unfilled trenches blocked bridges.... It was time to leave. No. 1 urged me to stay a little longer and pray for prosperity and fertility at his master sword idol, but I declined.

Oxford writes of another friend:

Taking advantage of Animal Crossing's boundless opportunity for freedom of expression, No. 2 dressed as a male and spent a good part of my visit hitting on me. A sprite's orientation is their own business, but when a male who's actually a female makes a pass at you, you can't help but feel confused.

And finally:

Things were off to a great start when No. 3 met me at the town gate and began watering me. Apparently, I "needed nutrients." She then bestowed an owl clock on me, though whether through generosity or as a part of my newly prescribed diet, I'm still not sure.

What all these interactions between Oxford and her friends show is that if we look at the behavior of each friend (the friend who ran circles and urged her to pray, the friend who hit on her, and the friend who watered her) each player put on a show for their visitor assuming distinctive behavior and exchanging text which effectively shaped the way their town was viewed. In Wide World players build off the secrets they design and create a gameplay experience for another player.

As a game of secrets, Animal Crossing allows for the kind of play behavior that players strive for in their play with secrets and cheats. Warren Robinette wrote that his videogame secret in Adventure allows for players to reach the game's real conclusion: his name, his easter egg. Secrets today are about players reaching their own conclusion by designing and implementing their own secrets in a gamespace. Players have gained the ability to have some say into the nature of a given game design. Secrets then, while originally a place for designers to play with their designs has now become a place where players can create their own game within a larger gamespace. With the advent of online gaming across all technological platforms the manipulation of secrets has turned into a way for players to design for other players. Secrets have become player-generated game moments shared with other players the world over.

Anatomy of A Game Secret (Part One): Zelda's Sky Temple

I am continuing to salute the graduating Comparative Media Studies cohort of 2007. Kristina Drzaic tackled a really interesting critical challenge -- how does one write meaningfully about an element which, by her definition, is not a necessary or even self-evident aspect of the game's style, themes, narrative, or game play. She recognizes that the pursuit and discovery of secrets may be deeply pleasurable to those who play games: indeed, there is a robust economy in the trade of information -- both sold by companies and freely shared on the web -- which might help players to find secrets. As this passage from her thesis suggests, there is even enough interest that some people even go so far as to "fake" secrets simply for the bragging rights for discovering them. To try to understand secrets, she found herself looking at phenomenon in other media -- what has been written about, say, gags in slapstick comedy, attractions in early cinema, and excess in art cinema, but none offers a precise parallel to the place which secrets play in games. Throughout all of this, Kristina was clear on one thing -- secrets were central to the pleasure she took in playing games and thus should be open to analysis. In the end, those of us on her committee felt she nailed it, making an original contribution to our understanding of game aesthetics. We hope you will agree.

As she has worked on understanding secrets, she has been designing her own secrets for the game, Labrynth, which is being developed through the Education Arcade for Maryland Public Television. Kristina did much of the art direction on the game, doing character sketches and storyboards. The resulting game, when it is released, will be much shaped by her own particular sense of whimsy.

The following passage describes her own childhood experience at inventing a secret in Zelda which has become legendary in the game world and why she thinks people were so ready to accept her fabrication.

Anatomy of a Game Secret

by Kristina Dryziac

The year was 1998 and the game in which I became the toast was Zelda: Ocarina of Time. It was at this moment in my life that I invented my own videogame secret. I was not a designer. Nor was I in the videogame business. I was sixteen years old, a single player and a fan. New to videogames at the time, I often frequented Zelda message boards and chat rooms for help with the game. Over the course of a few months I learned the space of the videogame, found all the recorded secrets, mastered Zelda and then I got bored.

The message boards I frequented were full of less experienced players than I, players looking for unknown content, players who were gullible. One of the most often discussed topics in the message board was where one might find and collect a part of a Zelda game, 'The Triforce.' Rumor had it that there was a space on a certain screen that implied that this Triforce could be collected. In a moment of juvenile and rather silly behavior I decided to tell people I had found this 'Triforce' and they could find it too. I announced that if one went into the most confusing dungeon in the game and leapt through the air to hit a particular wall in just the right way they would be able to find a hidden chest that contained, of all things, wings for your horse 'Epona.' The wings would attach to the horse and she would and fly up into the air and take you into a hidden sky temple. There you would find the Triforce in all its glory.

Photoshopped%20OoT%201.jpg

Photoshopped%20OoT%202.jpg

This was not true. Honestly I did not even think it was all that believable. However when I went to research this paper I found endless accounts of people still discussing the Triforce and the sky temple I invented. I even found fan-sites dedicated to the journey players made there, photo-shopped images of the Triforce as it was supposedly found within the game and message boards fighting over the validity of the temple's existence.

I was shocked.

What was it about my invented secret that caused such discussion that a small internet event in a fan community would still maintain vestiges of the discussion on the internet after eight years? What made this sky temple secret so believable as something that might be found within the game content? While all the factors involved here could potentially be overwhelming ranging from Mia Consalvo's gaming capital to the fan community makeup and more, I believe there are certain elements within the Zelda: Ocarina of Timetext itself that especially enable belief in this secret. I contend that examining what made my secret successful provides a window into the interaction between players and secrets and will allow us to look at the meaning of this interaction itself. I pose then that the credibility of my secret boils down to two factors within Zelda Ocarina of Time: narrative plot-holes and unresolved gameplay. Building on this I will demonstrate that the "Oh No I'm Toast" glitch moments within the game illustrate what players hope to achieve in their interactions with the secret.

To understand what this means we must look at the game itself. Zelda: Ocarina of Time debuted on the Nintendo 64 console in 1998. Widely regarded as one of the best games on the platform, Ocarina is a game that translates the Zelda franchise from its past history as a pixilated two-dimensional adventure game and re-imagines the Zelda world as a lively and realistic space. The world had forests to explore, lakes to dive in, ponies to ride and a variety of towns, cities and villages to explore. It was a whole new notion of what the Zelda franchise was about. To illustrate the change, Zelda went from looking like this:

Zelda: Links Awakening, 1993

Gameboy%20Link%20finds%20sword.png

To looking like this:

Zelda: Ocarina of Time, 1998

Zelda%20OoT%20Cucco.jpg

What this means for the Zelda franchise is that the player had gained greater freedom of movement. No longer confined to the tightly and cohesively two-dimensional maps of previous Zelda games, the new Zelda felt like a real world. As game reviewer Matt Casamassina gushed at the time:

Its a game that enables players to go anywhere and do just about anything in an immense 3D world. A world so vast that it takes literally minutes to walk across a tiny portion of it. It's huge...whether it be the title's endless secrets or enormous selection of characters, weapons, items, spells, and the like... there's always something new.

What we can take from this breathless statement are two important facts about the Ocarina gamespace, first, the game is chock full of content, both hidden and not and secondly, the game functions in such a way that the reviewer felt like he could do anything. These two elements tell us something important about the gamespace: namely that Zelda is a game of meaningful play.

In the book Rules of Play: Game Design Fundamentals we may recall that theorists Katie Salen and Eric Zimmerman pose that the relationship between action/reaction is a foundational part of good game design and meaningful play. What this means is that, when players act in the world, the world should act back in an expected manner. This type of interaction is what fosters good game/player communication and allows the player to build meaning from the game. Players expect certain things about of the gamespace and the game itself has many rules that keep play cohesive. When there is a place in Zelda where a narrative is left unresolved or where a space in a game does not seem to have a point, rather than thinking the game is broken, players look for an expected reaction simply because they are expecting meaningful play. In my typology I noted that some secrets have the capacity to expand gameplay or expand narrative. Therefore when narrative or gameplay are left seemingly unresolved in Ocarina, players attempt to fill in the blanks by finding secrets. Let us look at some rules that guide the secrets of Ocarina:

Example 1: As a rule, every door in Zelda opens to reveal a room. Doors are never for decoration. Therefore, when a certain door in Kakariko village appears impossible to reach players look for a way to get around obstacles and enter the door and find the surprise (a secret potion shop)

Example 2: Players are told that butterflies often lead to fun surprises, If one runs around an area with a butterfly, often one falls down through the ground and into a grotto full of treasure.

Example 3: The fish guru tells players that there is a legendary Hylian Loach in the fishing hole but it is probably impossible to catch (being legendary and all.) Persistent and very lucky players will catch the loach even though it was said to be impossible.

What these examples show is that when players are told about something in the gamespace they expect there is a solution to finding it. This tells us why my false secret worked on players. If the game sets up expectations for a secret, then when one presents a method by which to obtain this secret that conforms to the ideas of meaningful play the secret becomes believable. Therefore the fact that Ocarina briefly refers to a sky temple and that there was a Triforce-shaped entry on a screen opens up the possibility of a hidden journey on a winged horse. In that sense, parts of my secret map to expectations the game sets up and, as such, seem probable. Players are led to believe, by the otherwise meaningful play the game engages in, that there must be a secret way to resolve the unfinished plot points or pieces of gameplay.

What we can draw from this however is a pattern of player experience. Players I have interviewed about their experience with this game cited that they wanted to find everything in the world and master the space. When places were found, the world changed, so effectively players, in their search for secrets, were trying to remap the world. Gamer Steven Busey reminisces "everything in Zelda changes when you find a secret so you want to find them all and then find all the changes...it makes the world grow." It is significant that Busey connects the growth of the gameworld to the flux in gamespace. He acknowledges that secrets are connected to the over all rules of the game world. Thus in playing with secrets one is modifying the rules of the game. These Rule modifications are taken a step further with the engagement of glitches in Zelda.

Kristina Drzaic

University of Notre Dame, BA Film, Television and Theater, 2005

As an undergraduate Drzaic pursued a major in film because she found the combination of narrative and image a compelling way to transmit ideas. She is interested in how media presents an image, how it sustains an audience, and what makes it memorable. During her undergraduate years Drzaic produced an award-winning film and numerous video shorts. Additionally her interests led her to write and publish an undergraduate thesis exploring how the un-winnable electronic game might sustain game play through the framework of early cinema history.

While at CMS Drzaic has continued her research on un-winnable games, game secrets and game-breaking. Drzaic led the winning team in the 2006 Sony IAP Workshop with a game focusing on the experience of being a National Geographic photographer. Currently she is engaged in designing mobile math games for the Education Arcade.

Applied Game Theory, R.I.P. 3: Addiction and Copyright

I am continuing my series of highlights from the Applied Game Theory column I wrote with Kurt Squire. The first is a column on the concept of games addiction (mostly Kurt) and the second is about the City of Heroes dispute with Marvel comics over copyright (mostly Henry). For the record, the City of Heroes dispute got settled out of court and the terms of the settlement have not been made public. I am posting tonight from Cornell University. James Paul Gee and I had a public conversation today about games, participatory culture, and learning. We've done these off and on for the past several years -- what I call the Jim and Henry show. Our host recorded it and will be making it available as a podcast so I will let you know when it is available. J

For the love of God, get that screenshot away from me!

New research suggests that people who play video games to excess exhibit traits similar to those of drug users.  Or so read the headlines at MIT's Technology Review. A recent study on neurotransmitters and gaming made big waves: researchers showed that people who report "being addicted" to games experience increased releases of dopamine (a chemical associated with pleasure), when shown game-related images.

Most gamers react with amusement, before asking, "And this is a big deal because...?" If we are being honest, most of us have had played a game more than we should have. Some game designers brag about producing "addictive" titles. A few highly publicized stories ­ particularly around Massively Multiplayer games show that some people do let their gaming get the best of them, forgetting (or refusing) to sleep, shower, eat, or take care of loved ones. Of course, any activity from work to working out can have an adverse impact on our family, health, and relationships. And in fact, most of us have experienced something like what this research describes. All it takes is the login sound from WoW to put our minds back in Azeroth.

So why does this matter? It is one thing to urge people to balance game play with other import aspects of everyday life, another to equate gaming with drug addiction. Once that happens, groups like the American Medical Association and the American Psychological Association step in, claiming authority to regulate the media you consume.

Here's how it usually works. A group of moral reformers comes to the AMA or APA with a policy brief that cites studies "proving" that games are highly addictive. These groups do little or no independent research, relying on what they know from reading the papers (where negative research is disproportionately represented) and then they vote to approve some kind of feel good resolution or policy statement, which itself becomes fodder for more sensational news coverage

and another bit of ammunition that reformers can use in pushing for games regulation. These groups want to regulate games as drugs (or cigarettes, another popular analogy) rather than art: their medical "expertise" masks the attempt to simply assert their tastes as normative.

It's hard to translate these research findings into meaningful social policies. After all, America's success rate in the "war on drugs" hardly demonstrates that we should take a similar tack on other "social problems"?



Do we ban images or words from World of Warcraft? Do we ban any activity that is

pleasurable, or produces chemical reactions?

Most pleasurable activities stimulate the release of brain chemicals. We don't know how, say, playing a highly competitive game of basketball affects the brain because you can't sit in an MRI while playing point guard, but we do know that working out also leads to increased dopamine. So does eating food. Basically, if we banned activities that lead to changes in brain chemistry, the species would die out from starvation or a lack of procreation. Maybe just plain boredom. And once we start asserting that some activities are simply more meaningful than others, we are back in the business of making cultural, rather than "scientific," judgments and in that space, it is hard to justify why the AMA should have any more say than, say, professional organizations devoted to studying the cultural impact of media.

So what can we do as gamers? We must refute the idea that gaming is a drug and suggest that it's an activity --­ one a large portion of the American public, although apparently not of the American Medical Association, finds meaningful. In fact, this same study found that part of the pleasure in gaming is the learning that occurs through confronting new challenges.

Second, gamers should push to understand why people find games so compelling. Researchers like Ted Castronova and Constance Steinkuehler have shown that for some people the roles and identities in games are more rewarding than the roles available in the real world. Maybe Azeroth is a more socially engaging place than Starbucks, USA for some people out there. This can't be explained purely in terms of dopamine dependency.

Researchers like Jack Kuo and William Huang at Mt. Sinai Hospital in LA are developing more

nuanced models of game "addiction" that try to let /gamers/ decide what they want out of life, decide when gaming becomes unhealthy, and make their own decisions about what's normal. They are careful to suggest that game playing can become an addiction but that the activity itself is not intrinsically destructive, unlike say shooting up herion. These researchers are finding that the number of cases of actual games addiction are much much smaller than the sensationalistic coverage would suggest. Gamers shouldn't be in denial. We shouldn't ignore the potential negative consequences of having games take over someone's life but these small number of cases don't call for dramatic policy shifts.

Now, hand over that joystick!

Suiting Up

"If he's like a cat or a spider or a fucking wolverine, if he's huge, if he's tiny, if he can shoot flames or ice or death rays or Vat 69, if he turns into fire or water or stone or India rubber. He could be a Martian, he could be a ghost, he could be a god or a demon or a wizard or monster.... And no matter what we come up with, and how we dress him, some other character with the same shtick, with the same style of boots and the same little doodad on his chest,

is already out there, or is coming out tomorrow, or is going to be knocked off from our guy inside a week and a half." - Michael Chabon, The Amazing Adventures of Kavalier & Clay

Chabon's novel describes the frenzy response to Superman's surprise market success in the late 1930s as every other comic book publisher worked to reverse engineer Superman to generate and trademark as many superheros as possible. Later, the creators of Superman would try to sue those companies, claiming that Captain Marvel or Wonder Woman or The Human Torch, were all infringing on the Superman intellectual property. The suits came too late - what might have remained a franchise had become a genre. If Superman's creators had won that suit, there would have been no Incredible Hulk, Spiderman, or X-Men and no Marvel Enterprises.

All of this came to mind when we learned that Marvel Enterprises was suing NCSoft Corp. and Cyptic Studios Inc, creators of City of Heroes. Marvel argues that the game's character generator could be used to create a "gigantic, green, 'science-based tanker'-type hero that moves and behaves nearly identically" to the Incredible Hulk.

Ironically, we were planning to write a column which praised City of Heroes and its character generator for some of the most inventive and thoughtful use of genre conventions we have seen in some time. The game takes basic building blocks of the superhero genre (such, as for example, different ideas about how characters get their powers -- from mutation, scientific experiments gone awry, visitors from alien worlds, technological enhancements, etc.), turns them into a menu of options, and allows you to design your own characters. From the almost infinite possible permutations, you can populate a world where everyone gets to be a superhero and every character feels different.

Is City of Heroes doing anything radically different from what the comic book industry itself has been doing ever since the first Superman comic hit the news stand? The idea of a city of heroes, for example, can be found in such recent works as Alan Moore's Top Ten or Kurt Busiac's Astro City. In both cases, the authors generate many variations on the superhero, often by mixing and matching characteristics of previous comic book protagonists. This is the way genres operate -- early creations become archtypes

which other creators cannibalize, mimic and retool.

Take Marvel's Incredible Hulk. Watching the surprise commercial success of the Aurora model kit for Universal Studio's Frankenstein monster in 1961, Marvel publisher Martin Goodman told artist Jack Kirby that to design a "super-Frankenstein." Kirby also mixed in some elements from Doctor Jeckyl and Mr. Hyde and the ancient Hebrew myth of the Golem. Initially, Marvel tried to mask his origins by making the Hulk grey rather than Frankenstein green but then they decided that green just looked better in the garish world of early 60s comics.

So what does it mean when Marvel says that any "gigantic, green, 'science-based tanker'-type character" is ripping off the Hulk?

Any City of Heroes player who knew the generic formulas could make a series of some thirty or forty choices which could generate something which looked and acted more than a little like the Hulk. But, how is this any different from making my own Hulk costume and wearing it to the local Shopping Mall's Halloween party? Legally, both actions would a kind of "public performance" and Marvel would be within its rights to sue me for infringing on their copyrights, though it would be pretty foolish to do so. The amount of revenue Marvel lost because I didn't buy my costume from them would be more than offset by the amount of free publicity I generated for them.

So, why is Marvel so upset? Most comic book writers, artists, and publishers blame competition from the games industry for a sharp decline in youth readership of comics over the past several decades. And by and large, most official superhero games have been slavishly tied to the original franchises in ways that allow little room for player contributions and limited chances to exploit the distinctive potentials of games.

In other words, Marvel is pissed because they didn't think of this idea themselves.

Applied Game Theory, R.I.P.2: Role-Play and Race

Yesterday, I took a few moments to acknowledge the passing of "Applied Game Theory," the column which Kurt Squire and I wrote for Computer Games Magazine for the better part of five years. The column now has no home because the magazine has stopped publication. If any magazine editors out there are looking for columnists, we are all ears. The goal of the column, not unlike the goal of this blog, was to bridge between academic research on games and other media and a general public which is grappling with trying to make sense of this emerging medium. We weren't games reviewers in any traditional sense. We were taking what we knew as academics -- Kurt as someone in the field of Education, I as a media scholar -- and using it to address topical concerns impacting game design, the games industry, and games culture more generally.

Some months, the ideas in the column originate with Kurt and got tweeked by me. Some months, fewer in fact, the ideas originated with me and got some assistance from Kurt. We brought different kinds of expertise and experience to the table. As a rule, the more detailed they were in discussing individual game titles, the more likely they were to originate with Kurt. While I play games from time to time, he grew up with games and remains a serious gamer. I am much more of a casual games guy who has a strong intellectual interest in what's happening in the medium. All told, it has been one of the most successful intellectual and creative collaborations of my career to date and I am sad to see this chapter of my work coming to an end.

Yesterday, I shared a few pieces we wrote about aesthetic issues around games. Today, I wanted to push a bit deeper into the public policy debates around games. The first is a piece mostly written by me which deals with the debates about role play and its ties back to a larger history of anxiety about theatricality. The second piece reports on some research Kurt Squire and some collaborators at University of Wisconsin-Madison have been doing, examining how players of Grand Theft Auto think about race and violence.

Performance Anxiety

Is Pokemon part of a "secret Satanic war against the youth of America?" A segment of concerned conservative Christians believes so. As youth minister Phil Armes warns, "While our children play his 'games,' Satan and his host of hell are playing for keeps." Role-playing games, they warn, can lead to demonic possession and promote, take your pick,

secular humanism, globalization, Neo-Paganism or New Age Philosophies.

To be sure, most Christians wouldn't consider role-playing games to be the devil's work. There are other groups, such as the Christian Gamer's Guild, which embraces role-playing as a form of fellowship. There has been a movement to develop alternative, spiritually uplifting, Biblically-grounded games and several mainstream ministries have developed sites that rate games so parents can choose which ones are consistent with their own values.

Yet, it is too easy to make fun of such views as wacky extremism. Strip aside the Satan talk and the underlying logic of their arguments differs very little from the critique of role-playing offered by more mainstream reform groups. Games, the argument goes, are not simply bad because they express bad ideas; these reformers see the very act of role-playing as dangerous, because it blurs the line between fantasy and reality.

Consider some of the following claims made against Pokemon:

"Not only does this repetitive practice blur the line between reality and fantasy...the child learns to accept unthinkable behavior as normal."

"In order to master this game you need to take on characteristics of what you are playing."

These arguments have a long, long history.

Theater Historian Jonas Barish documented the persistence of what he called "the anti-theatrical prejudice" from its early roots in the writings of Plato through to its absorption into Christianity at the hands of St. Augustine and down to the present day. Plato argued that actors were professional liars who, over time, came to believe their own lies. After decades of playing debased and amoral characters, they lost moral judgment. Actors were often associated with madness, delusion, and drunkenness. Theater was equally dangerous to spectators. The theater stirred up our emotions in response to imaginary events and thus dulled our sensitivities to things that really mattered. The exaggerated emotions of the stage were more memorable and seductive than the events of the mundane world. Shakespeare had to struggle against these fears (and the reform movements they inspired) in Elizabethan England just as Rockstar Games has to confront them today.

With games, the line between player and spectator blurs. The reformers warn that games are more harmful than television because kids enact anti-social behavior rather than simply witnessing it.

Then as now, defenders of the theater question whether role-playing constitutes deception, since consumers and performers develop a basic competency in distinguishing between representations and reality. The ancient Greeks did not respond emotionally to the spectacle of Oedipus gouging out his eyes the same way that they would have react to a similar event in the agora. Through exploring these alternative realities, spectators learned to reflect more deeply on their own experiences and values. Aristotle knew that rule-breaking (in theater) was actually a powerful means of rule-enforcement, reaffirming social norms by representing their transgression.

The anti-theater argument depends on obscuring such distinctions. Earlier reformers debated whether actresses committed adultery when they kissed (or even spoke words of love) on stage. Yet, the use of avatars in games represents one more line of separation between reality

and play-acting. No one actually kisses (or hits); they simply press a button. Yet, the question persists. Do pretend actions have real consequences?

Consider the slips between fantasy and reality which occurs in this statement by anti-game activist David Grossman: "When I played caps with Billy when I was a kid, I said, 'Bang, Bang, I gotcha.' Billy said, "No, you didn't." So I smacked him with my cap gun. He cried. I got in big trouble....I learned that Billy is real and that when I hurt Billy I am going to get in trouble. Now, I play the video game, and I blow Billy's stinkin' head off thousands of times. Do I get in trouble? No, I get points for it."

Isn't blowing off Billy's head in a game more like saying "Bang, Bang, I gotcha" than like clubbing him? And wouldn't the kid get in trouble -- not score points -- if he actually decapitated his friend? Play, reality -- no difference.

Like their ancient counterparts, these modern critics either do not grasp or intentionally misrepresent the nature of role-playing. Some things never change.

What GTA: San Andreas Players Have to Teach Us about Race & Violence

Over the past few years, most politicians, pundits, and critics have addressed the Grand Theft Auto series. Whether its Hillary using GTA: San Andreas to lay claim to family values or free speech advocates (ourselves included) criticizing Rockstar's handling of the Hot Coffee incident, everyone seems to have an opinion about GTA.

The only group who hasn't been asked their opinions are the kids themselves. As Henry Jenkins notes in The Children's Culture Reader, every major policy debate gets fought over the bodies of children but rarely are children's own perspectives taken into account. In fact, the use of medical metaphors to talk about cultural contagion means that consumers are the last person you'd consult to find out what's making them sick.

But, if we read media in terms of the rational choices consumers make and the meanings they produce (rather than the involuntary effects), we might ask very different questions. What do gamers think about the racial images in GTA? Are kids who play GTA

concerned that it could lead to violence in their schoolyards?

Over the past year, Kurt Squire and Ben Devane have been interviewing teenage GTA players about their game play. The findings they're uncovering show that kids are much more sophisticated consumers of media than the media effects crowd would have you believe. All of the kids interviewed had some concerns about others playing GTA. None were concerned that anyone they knew would be violent after playing it, but they were concerned though that "crazy" people would play it. Some felt that non-gaming adults might play it and not understand that it's just a game; others noted that their younger

siblings often re-enact themes from media in their play ­ which isn't so much dangerous but annoying when you're babysitting them.

When explaining these concerns, different groups of GTA players showed different interpretations of the game. The low income African-American students were more concerned about violence out in their neighborhoods than in the game. Parents we interviewed agreed. Would you rather your kid join a gang in GTA or in real life?

In fact, these kids were a little offended that white researchers would focus on gaming violence rather than the real violence surrounding them. The ethnically-based turf-related warfare of the

GTA series was to them "kind of realistic" ­ and this includes the cops. As one put it, "As a black man, you don't want to be driving in the wrong neighborhood, you know.?" These same kids were concerned that white kids might also think that it's easy to leave the ghetto:

"The most unrealistic part of the game is that as a black man, you can't just up and buy a house."

Another group (white, experienced gamers, working class) saw the game primarily as a competitive space. These kids were particularly interested in why the game didn't cause more violence, and they cited and rejected most every hypothesis in the research literature (although they still believed that "an obsessed crazy person" maybe shouldn't be playing). What these kids really wanted to talk about however was GTA's social commentary ­ particularly the talk radio. (They're just like parents, always bagging on the Internet).

These gamers were a little bothered by racial stereotypes (e.g. "I mean, does every game about blacks have to have a skinny, pot smoking dude, and a fat guy who likes chicken"), but saw it as little more than a reflection of earlier media. As such, racial representations are basically gangsta genre mechanics that communicate to the player which areas are dangerous and which are safe. This "seeing the graphics as window dressing" is similar to the view in Raph Koster's A Theory of Fun and probably reflects their orientation as competitive gamers.

In short we interpret media in relation to our lived experience. Among these participants, kids on the margins of society but still within the dominant race / class (white, struggling in school, working class) enjoyed the satire of GTA and were concerned about stereotypical representations of race. Players from marginalized groups (African-American, working poor) used the game to discuss the institutional racism in urban areas. If you put these two critiques

together, you have the two sides to what scholars have called critical race theory; theory that addresses both racial representations and institutionalized racism.

These kids, like most we talk with have sophisticated views of media. Rather than banning access to media, imagine if we encouraged honest discussion about race, violence, and media. We're not arguing that every kid should play GTA. However, creating forums

where kids like these could discuss their experiences and interpretations of media and violence might do a lot more to address these very real problems than simply pretending that they do not

exist.

Applied Game Theory, R.I.P. 1: Melodrama and Realism

For the past five years (more or less), Kurt Squire and I have written a monthly column, "Applied Game Theory," for Computer Games Magazine. We recently learned that the publication is going out of business. Computer Games Magazine will be missed. It had a great bunch of columnists and writers and really took games seriously as an emerging form of expression, writing thoughtful reviews and well-informed opinion pieces. Unfortunately, if my experience was any indication, it didn't necessarily reach engaged readers. I have met only two or three people who mentioned reading the columns in the five years that we were writing them, compared to the clear evidence of reader engagement with what's going on in the blog. Given that, I thought I might share a few of the highpoints of the columns off and on for the next few weeks. Today's selections deal with aspects of game aesthetics -- specifically with the relationship of melodrama to game design and with the concept of realism as it applies to games. Enjoy!

Games and the Melodramatic Imagination

Want to design a game to make us cry? Study melodrama.

Don't snicker, o ye hardcore gamers. Although we associate melodrama with the soap opera -- that is, "girly stuff", melodrama has appealed as much to men as to women. Sports films like The Natural or Seabiscuit are classic examples of this, and in fact, most action-oriented genres are rooted in traditions from 19th century melodrama.

The best contemporary directors of melodrama might include James Cameron, Peter Jackson, Steven Spielberg, and John Woo, directors who combine action elements with character moments to generate a constantly high-level of emotional engagement. Consider this passage from Cameron's The Abyss during which the male and female protagonist find themselves trapped in a rapidly flooding compartment with only one helmet and oxygen tank. Games include puzzles like this all the time, but few have achieved the emotional impact of this sequence.

Cameron deepens the emotional impact of this basic situation through a series of melodramatic devices: Playing with gender roles (the woman allows herself to go into hyperthermia in hopes that her ex-husband, the stronger swimmer can pull her to safety and revive her), dramatic gestures (the look of panic in her face as she starts to drown and the slow plummet of her hand as she gasps her last breath), emotionally amplifying secondary characters (the crew back on the ship who are upset about the woman's choice and work hard to revive her), abrupt shifts of fortune (a last minute recovery just as we are convinced she is good and truly dead), performance cues (the rasping of the husband's throat as he screams for help), and an overarching emotional logic (she is brought back to life not by scientific equipment, but by human passion as her ex-husband slaps her, demanding that she not accept death). When the scene ends, absorbed audiences gasp because they forgot to breathe. Classic melodrama depends upon dynamism, always sustaining the action at the moment of maximum emotional impact.

Critics might argue that these conventions are unique to film, but most melodramatic techniques are within reach of today's game designer. The intensity and scriptedness of a scene like this couldn't be sustained for 40 hours, but it could be a key sequence driving other events. Classic melodrama understood the need to alternate between down time and emotional crisis points, using abrupt shifts between emotional tones and tempos to further agitating the spectator. And, we often associate melodrama with impassioned and frenzied speech, yet it could also work purely in pantomime, relying on dramatic gestures and atmospheric design ­ a technique platform games do well for fun or whimsy (think Psychonauts), but few games use for melodramatic effect.

Some most emotionally compelling games are beginning to embrace the melodramatic. Take, for example, the now classic game, Ico. The opening sequences work to build sympathy towards the central protagonists and use other elements of the mise-en-scene to amplify what they are feeling at any given moment. The designers exploit the contrasting scales of the characters' small physical builds with the vast expanses of the castles they travel through. The game also relies on highly iconic gestures to communicate the protagonists' vulnerability and concern for each other's well being.

One lesson that game designers could take from classic melodrama is to recognize the vital roles that third party characters play in reflecting back and amplifying the underlying emotions of a sequence. Imagine a scene from television drama where a mother and father fight in front of their child. Some of the emotions will be carried by the active characters as they hurl words at each other which express tension and antagonism. But much more is carried by the response of the child, cowering in the corner with fear as the fight intensifies, perhaps giving a hopeful look for reconciliation. Classic melodrama contrasted the actions of the protagonists and antagonists with their impact on more passive characters, helping us to feel a greater stake in what is occurring. Games, historically, have remained so focused on the core conflict that they spend little time developing these kinds of reactive third party characters with most NPC seemingly oblivious to what's happening around them.

Finally, the term melodrama originally referred to drama with music, and we often associate melodrama with swelling orchestration. Yet, melodrama also depends on the quality of performer's voices (especially the inarticulate squeaks, grunts, and rasps which show the human body pushed beyond endurance) and by other expressive aspects of the soundscape (the howling wind, the clanking shutters, and so forth) -- elements that survival horror games use to convey fear, but are rarely used for other emotions. Game designers can not expect to achieve melodramatic impact if they continue to shortchange the audiotrack.

Want to design a game that will make players cry? Study melodrama.

Game Realism? Get Real!

Arguments about video games and violence almost inevitably hit on the question of whether, as video game graphics become ever more realistic, we will reach a point where games are indistinguishable from reality. This is basically the old undergraduate trap of confusing realism and reality.

Realism refers to a goal in the arts to capture some significant aspect of our everyday experiences. No artwork achieves absolute fidelity to the real, and it is pretty extreme to imagine anyone anywhere at anytime confusing art with reality. Realism in the arts, in fact, gets judged as much in terms of its break with existing artistic conventions as it does in terms of how it captures the real. Realism is a moving target not simply because technologies change but also because techniques shift.

As a result, nothing dates faster than yesterday's realism. For example, the Italian Neorealist films (Open City, The Bicycle Thief) were acclaimed in their own era for their use of non-actors, improvised dialogue, location shooting, and episodic structures, all of which were read as creating an unprecedented relationship between cinema and reality, but today, viewers groan over their swelling music tracks and reliance on melodramatic cliches. The Method Acting associated with Marlon Brando in the 1950s was celebrated for its realistic depiction of everyday inarticulateness, yet again, today, such performances can seem extraordinarily mannered.

What does this suggest about realism in games? In part, it tells us just where artists are pushing contemporary conventions. Innovations in artificial intelligence might create more natural-seeming non-player characters; "immersive" interfaces try to situate the interface within the fiction of the world; expansive worlds (such as Grand Theft Auto) create open ended interactions with the game world; accuracy in detail in Medal of Honor recreates a specific historical event; realistic physics cause the world to behave in a consistent manner, and photorealistic graphics allow for less-cartoonish games.

Any or all of these traits may get called realism. Almost never does a game design team focus on all of these elements of realism at the same time. They make choices about where realism will achieve the desired aesthetic effect and what needs to be stylized in order to ensure intensity and immersiveness.

History tells us that most people don't want absolute realism. The Italian neorealist Caesar Zavatini once proposed making a movie which showed 24 hours in the life of characters who did absolutely nothing. If Zavatini were to make such a game, nobody would buy it. We want games to break with everyday experience. Otherwise, what's the point?

In many cases, the realist style may represent a move away from absolute fidelity to the real world: for example, many people read black and white and grainy images in film as more realistic than crystal-clear color images, even though most of us experience the world in color. Photorealism depends on the representation of camera flair lines which are a property of camera optics, rather than reality.

Because we read realism against existing artistic conventions, breakthroughs in realism call attention to themselves -- they are spectacular accomplishments. When the marines behaved "realistically" in Half Life, it was so compelling precisely because we read them against how npcs had functioned in previous games. As long as the artistic devices are foregrounded, we are unlikely to forget that we are playing a game. Realism isn't about creating confusion in the mind of the consumer; it is about using the medium to call attention to some aspect of the world around us. And more often that not, the best way to help us see the world from a fresh perspective is through exaggeration or stylization

Game reformers are not the only people who confuse realism for reality. Game designers seem relentless in their push for more realistic graphics, often failing to explore other potentials within the medium. There is no reason why games should embrace photorealistic graphics just because they can. Design teams confront realism as a technical rather than a creative challenge. In other arts, realism is understood as an aesthetic option, one thing the medium can do. In cinema or painting, say, the push towards realism is held in check by a push towards expression or abstraction. The absence of such a counterbalance in games means a gradual narrowing of the visual styles present in games. We would personally welcome games which embraced stylization and exaggeration, which offered us radically different experiences, if only game designers could get over their infatuation with realism.

Notes from a New World: An Interview with Wagner James Au (Part Two)

Yesterday, I ran the first part of a two part interview with Wagner James Au, a longtime reporter on games and games culture, who is currently finishing up a book about his experiences as an "embedded journalist" in Second Life, New World Notes. Yesterday,he shared some of his thoughts about the nature of Second Life and about how he came to become some involved in this story. Today, I have asked him to respond to some of the issues which have surfaced in recent debates about the "value" of virtual worlds in general and Second Life in particular. I first met Au some years ago when he was writing a engaging little fantasy spoofing the news that Julia Roberts was a closet gamer (a fan of Halo, in fact). He had decided that "Professor Jenkins," the mild mannered protagonist who appears in accounts of my testimony before the U..S. Senate Commerce Committee and my savaging on Donahue (see Fans, Gamers, and Bloggers for the sordid details), might be an ideal figure to make an appearance inside the story and help account for Julia's fixation on violent entertainment. In his original draft, he even included a brief sexual encounter between Prof. Jenkins and America's Sweetheart (well, he had her plant a loving kiss on the top of my bald head, to be more precise) which got "censored" from the version of the story that finally appeared in Salon. All that was left was a reference to my surely uncontroversial claim that Julia Roberts is a "hotie," something I would never say, of course, but which does reflect my long-standing fascination with her screen career.

As it happens, he had come to the right place, since one of my first claims to fame was that I was a student teacher for American History at Campbell High School in Smyrna, Georgia and that Julia Roberts, then a young drama geek, was a student in my class. If memory serves me correctly, I sent Julia to the principal's office for talking during class and barely missed out on the chance to see her in a high school production. So, when he heard the news, Au asked me to write my own version -- still tongue in cheek -- about the truth behind the story of Ms. Robert's fixation on Halo:

Can we blame her if she slips home at night ... and blasts evil minions to hell and back -- something else she never gets to do in her movies? Shouldn't we feel bad for the way our culture exploits her grace, charm and beauty in vehicles which amount to little more than shameless and gratuitous displays of niceness and appeals to our prurient interest in innocence and levity ... Mr. and Mrs. America, don't let your daughters give themselves over to the light side ... the best thing to cure them of all that pent-up purity may be a really bloodthirsty video game...

I have served as a source off and on for other, more weighty stories that Au has covered in the games space and we were lucky enough to have him speak about his perspectives on multiplayer games and learning during one of the Education Arcade conferences, which we hosted as part of E3. I consistently find him one of the most informed reporters covering games today and so I am delighted to get a chance to share this interview with you.

You have, of course, been following the ongoing debate about the "value" of Second Life. How much weight -- positively or negatively-- should we place on the issue of subscriber numbers in terms of evaluating what is going on in Second Life? Are there other measures or criteria we should be using?

The numbers do matter. The growth of Second Life will determine whether it becomes an important but relatively niche platform, or evolves, as some (including myself) have suggested, into an essential part of the Net's next generation.

The question to ask is what happens to Second Life if it continues to expand at its

existing growth rate of 23% monthly

--.what Clay Shirky himself (rather conservatively) calls "healthy growth". At the current velocity, the number of active SL Residents will easily be over a million by the end of 2007. ("Active" defined as a unique user who logs into the world at least once a week, 3 months after account creation.)

Even assuming that Second Life growth somehow stalls toward the end of 2007, it will still wind up a moderately successful niche MMO of some one million active users. (See this graph, by my blog's demographics expert, Tateru Nino.)

projected_retention%20by%20Tateru%20Nino.jpg

Given the world's current activity, the number of companies and institutions investing in it, growth of EU users (who now outstrip Americans), imminent localization to the the Asian markets, continued expansion of broadband, this outcome is actually the *least* plausible scenario. However, it's worth contemplating for awhile, at least for the sake of skeptics who insist Second Life is not a phenomenon worthy of heightened attention. For even then, we will still be talking about an online world that has been fostered and sustained entirely through user-created content, comprised of a million regular participants from around the world, existing in a diverse ecology of commerce, art, entertainment, technological, educational and scientific pursuits, most of them homegrown, some of them financed by corporate and non-profit concerns from around the globe. I fail to see how this would not be a unique and important Internet phenomenon, and how it would not remain an important contributor to Net culture.

And recall again that this is the *pessimistic* scenario. The far more plausible scenario is that the existing growth rates will continue into 2008, meaning we'll then begin to approach active user numbers in the several millions. Most likely, the network effect will continue this growth, especially as the open source initiative shows progress in improving Second Life's interface and user experience (the main culprit for its poor retention numbers) and as the servers themselves are open sourced (more on that down the way), making it feasible to talk about user numbers in the tens of millions. And beyond.

The conclusion of your book deals with the future of Second Life -- which might be seen as a core concern of the debate. How would you respond to Shirkey's argument that World of Warcraft represents a much more viable model for online experience than Second Life?

The important thing to keep in mind is that Clay has little or no first-hand experience with Second Life (unless that's changed since last December, when he acknowledged as much to me) and therefore, it's important to separate out his entirely valid comments about uncritical press coverage of total user-signups, and any of his speculations about the Second Life experience which are either second hand, or depend on inferences which don't map to Second Life as it's actually experienced.

Take the argument that a traditional role-playing game is more compelling than a social game. In regards to Second Life, again, this is where Clay's *a priori* kung fu fails him. With Second Life, it's not an either-or proposition. There are numerous user-created roleplaying games *within* Second Life, actually, many with substantial followings. The first, Dark Life, an old school mini-MMO in the World of Warcraft mode, was created by a professional game developer back in 2003, and still has a following. In the last few weeks alone, my games correspondent has covered several-- here , here and

here . I'd estimate that 25% or so of Second Life's active users regularly play one or more of the world's mini-MMOs, or engage in other RPG/gamer activity. The quality of these games have gone up tremendously, in recent months, so I expect those numbers to grow.

The other question is, "Viable how?" If by viable we mean "popular", that distinction probably belongs to CyWorld of South Korea, not World of Warcraft. With a reported 20 million unique users in 2005, CyWorld's nearly 3 times as popular than WoW. And CyWorld is not an RPG, but a social/chat space for avatars. It's also worth mentioning Habbo Hotel , the European social world with a reported 7 million unique regular users last December, roughly equivalent to WoW at the time.

By "viable", do we mean experientially? Because World of Warcraft actually runs through thousands of shards (i.e. separate copies of the same world) largely divided by global region, with Europeans shunted to their own servers, Asians to theirs, etc. As a combat-oriented genre game with few outlets for pure socialization, it attracts far less women than Second Life. (In Nick Yee's demographic analysis, 16% of WoW players are female; by contrast, in Second Life, about 40% of Residents are women.) And, of course, WoW is a leading revenue source for its parent corporation, Vivendi. So I guess

my question is this: how exactly is a male-dominated fantasy violence simulator which effectively segregates its players by national origin and is part and parcel owned by one of the world's largest multinational media conglomerates supposed to be the most "viable model" of the online world experience? (Except, of course, for Vivendi shareholders.) I'm just not seeing it.

There is right now one web with many participants, yet there are competing worlds in the multiverse space and there are apt to be even more competitors. Doesn't this fragmentation of worlds pose a challenge to those who might imagine something like Second Life as a future for the web?

Yes, this threatens to lead to a fork in the metaverse, where user base for online worlds remains divided into numerous, incompatible worlds according to interest/preference:

Google Earth, Multiverse, Croquet, Areae, traditional MMOs, revamped Asian online worlds,

and the recently announced worlds from Sony and MTV. The one which succeeds most, I suspect, will be the one that's most like the Web, with open standards and interoperability. SL is heading in that direction, as is Areae and Croquet. Most likely, there will be portals between several of these open- sourced worlds, suggesting a kind of multi-metaverse where individuals maintain several avatars and a universal substrate identity.

Notes from a New World: Interview with Wagner James Au (Part One)

I have been using this blog, off and on, across the past few months, to focus attention and generate debate about Second Life as a particularly rich example of participatory culture. Those who have followed this blog over time will have read my response to Clay Shirkey's critique of Second Life, my conversation with Peter Ludlow, the editor of the Second Life Herald and the co-Author of a new book on virtual worlds, and my response to questions about the relationship between Second Life and real world politics. Today, I want to continue this consideration of Second Life with an interview with Wagner James Au, the author of a forthcoming book, New World Notes, which describes his experiences as an "embedded journalist" covering the early days of Second Life. Au had contacted me in response to some of my earlier posts on this topic and I asked if he'd be willing to share some of his thoughts to my readers. Here's what his online biography says:

Wagner James Au is the author of New World Notes, and is also a game designer and screenwriter. He reviews computer games for Wired and has covered gaming as an artistic and cultural force for Salon. He has written on these subjects for the Los Angeles Times, Lingua Franca, Smart Business, Feed, Stim, Game Slice, Computer Gaming World, and Game Developer, among others. He's spoken about his work at South by Southwest, Education Arcade, and State of Play II. He is now developing New World Notes into a book.

Today, we open the interview with some discussion of his experiences covering Second Life and his general perspective about the mix of factors which is pushing this particular corner of the multiverse into the center of discussions about virtual worlds. Tomorrow, he will weigh in more directly on the three way debate between Jenkins, Shirkey, and Beth Coleman. For those who'd like to read more of his thoughts on Second Life, I'd recommend checking out "Taking New World Notes" which appeared in First Monday.

Can you tell us about how you came to become an "embedded journalist" in Second Life?

In the spring of 2003, Linden Lab gave me a demo of SL, then in early Beta. They brought me in, I think, because I'd recently written for Salon about the potential of user-created content in the "mod" culture of games, and Will Wright's emphasis on that (subsequently discarded) feature for The Sims Online. But during the demo, Linden Vice President Robin Harper suggested something else. What if I wrote *for* them, within the world, as a journalist-- an embedded journalist, as it were? (I had full editorial

control on the stories I pursued and wrote about, I should add, with the only prior restraints asked of me that I be scrupulously fair when reporting on disputes between Residents.) In early 2006, I left to write my book about Second Life for HarperCollins, and continue my reporting on my own independent blog, New World Notes .

Can you give us some sense of the shape of your forthcoming book? What are the

key questions you try to address?

It'll track the develop of Second Life both as a world and a Web 2.0 phenomenon, weaving a lot of the stories I've written for New World Notes into a broader and expanded narrative.

Why do you think Second Life has generated such interest (some would say Hype) in recent months? How does this hype distort the actual nature of the experience? Is there any aspect of Second Life that you think has been underhyped and under reported?

Right now there are two conversations about Second Life going on. The first involves all the numerous real world companies setting up shop in SL, coupled to mainstream news reports about the world that are, of course, introductory, and focus fairly consistently on the money-making opportunities. This is almost entirely the source of the backlash and hype in the pejorative sense. It's also the surface narrative which, while part of the SL phenomenon, does more to occlude the deeper activity going on. The second conversation, by contrast, involves all the grassroots user-created content which is merging the world with the broader web, creating a more robust world in a roleplaying sense, while also evolving it into a platform for real world applications. That's the main story, in my opinion, the one I try to tell on New Worlds Notes, and the one which accounts for Second Life's consistent, steady growth. It's not a function of media and corporate interest. The Sims Online was featured on the cover of Newsweek, was a spinoff to the most popular computer game franchises of all time, and attracted several major corporations who wanted to promote their brands within it, but without Second Life's user-created content or IP rights policy or robust virtual-to-real economy, growth stagnated months after launch.

Is there a tension between the corporate colonization of Second Life and the "gift economy" which underlies a vision of the space as a new kind of participatory culture?

For the most part, there is no tension, because the native participatory culture hardly knows the corporations are even there, or care all that much that they are. Residents have scant or limited interest in their "colonization", which is a strong word for what's really going on: big name brands on dozens of private islands that few visit for any extended period of time. Consistently, grassroots, user-created events and sites are far more popular.

What do you see as the long term implications of Linden Lab's decision to open

up the source code of Second Life?

The decision is monumental. Recently, for example, CBS committed $7 million so a metaverse development company could make worlds like Second Life more accessible to mainstream users. Much of this development will almost certainly take advantage of the open source initiative. The decision, I should add, applied only to Second Life's viewer software. However, just last week, Linden's Technology Development VP announced that the company will open-source the back end so servers can run anywhere on any machine . "SL cannot truly succeed," Joe Miller told an audience of executives, "as long as one company controls the Grid." Again, this is a vision of a world that is not a niche product, but the Web in 3D.

How Second Life Impacts Our First Life...

After having written so much about Second Life during my recent exchanges with Beth Coleman and Clay Shirky, I swore to myself that I would not write about this virtual world for a bit and let reality catch up with some of my theories. No such luck. I recently heard from digital theorist Trebor Scholtz suggesting that there had been some interesting responses to the Shirkey-Coleman-Jenkins exchanges over at the iDC (Institute for Distributed Creativity) mailing list. Scholtz asked politely if I might weigh in on some of their arguments (always a dangerous thing since I am not on the list and not fully following their conversations) and clarify my position. I asked if I could cross-post my response here on the blog.

The question which Scholtz posed to me was deceptively simple:

My main question to Jenkins and all of you concerns the relationship between this virtual world and "first life." Do these virtual worlds merely provide an inconvenient youth with a

valve to live their fantasies of social change (elsewhere), or do they, in some measurable way, fertilize politics in the world beyond the screen?

The last several decades of observation of the digital world teaches us that the digital world is never totally disconnected from the real world. Even when we go onto the digital world to "escape" reality, we end up engaging with symbolic representations which we read in relation to reality. We learn things about our first lives by stepping into a Second or parallel life which allows us to suspend certain rules, break out of certain roles, and see the world from a fresh perspective. More often, though, there are a complex set of social ties, economic practices, political debates, etc. which almost always connects what's taking place online to what's going on in our lives off line.

Here, for example, is a link to the webcast of a session of the 2005 Games, Learning, and Society conference at Madison, Wisconsin. (Check out the session called Brace for Impact: How User Creation Changes Everything). It was one of the first places that I heard extensively about the kinds of educational uses of Second Life. One of the stories there which caught my imagination dealt with the ways people were using this environment to help sufferers of autism and Asperger's syndrome to rehearse social skills and overcome anxieties that can be crippling in real world social interactions. (They call their island, Brigadoon). Those who are undergoing therapy in Brigadoon are able to interact through Second Life for several reasons, as I understand it: first, because it creates a buffer between the people lowering the stress of social interaction; second, because it reduces the range of social signals through the cartoonishness of the avatar, helping them to learn to watch for certain signs and filter out others. Ideally, participants then return with these new social skills and apply them to their interactions in their First Lives. But even if that is not possible for all of those involved, they have had a chance to interact meaningfully with other human beings -- even if through a mediating representation.

For me, Brigadoon offers both a demonstration of the value of having a Second Life that operates in parallel to your First Life and as a metaphor to think about the ways we can try things out, learn to think and act in new ways in virtual worlds of all kinds, and then carry those skills back with us to our everyday reality.

In some cases, the Second Life opens up experiences that would not be possible within the constraints of the real world. My former student and friend, John Campbell, wrote a book, Getting It On Online: Cyberspace, Gay Male Identity, and Embodied Identity . His research primarily centered on much earlier forms of chatroom technologies rather than Second Life per se, but much of what he found there is still very relevant to our present conversation. One of the things I took away from Campbell's book was the idea that these chartrooms played important functions for queers who lived in small towns or in conservative regions of the country where there were little or no chances to socialize with others who shared their sexual preferences. Entering into a virtual world (even one as simple as the early chat rooms) allowed them to begin to explore aspects of their sexual identity that they could not yet act upon in their First Lives. Through this process, they developed the self confidence necessary to come out to their friends and family, they felt some connection to the realm of queer activism, and they made a range of other life-changing choices. I wanted to bring this into the conversation because I see from time to time academic theorists who want to dismiss the kinds of sexual experimentation that occurs in Second Life as interactive porn. Such language shows a limited understanding of what such spaces can and often do mean to the people who participate in these sexual subcultures in virtual worlds.

Those who have read my blog know how much I respect the work that Barry Joseph is doing through his Global Kids organization in Teen Second Life. Joseph has a strong commitment to using the virtual world to educate and empower young people and redirect them towards dealing with problems in the real world. Consider, for example, their recent collaboration with the U.S.Holocaust Memorial Museum to make images of the genocide occurring in Darfur visible to young visitors to Teen Second Life. The Museum was already projecting these photographs onto its own facade in the real world. The Global Kids group worked to showcase these same images within the virtual world, in the process learning more about real world suffering, and using Second Life as a platform to educate their contemporaries about a world problem that might otherwise have escaped their attention. By all reports, this was a transformative experience for the teens involved, resulting in them putting greater energy into trying to change the real world. Perhaps, Barry, who is a regular reader of this blog, will share more about his experiences.

How far might we push this? Consider the case of Kristofer Jovkovski, one of the readers of this blog, who wrote me recently to describe his proposal to construct a Virtual Macedonia through Second Life. Jovkovski's argument appeared in a Macedonia Arts and Culture magazine, Art Republica:

Macedonia is country of spiritual and profound people, having its culture originating from a deep tradition and culture. However, by implanting extremely materialistic culture and values that even the most developed capitalistic countries are revising and varying, the country is gradually losing its spirit.

Radical virtualization of reality would turn us back to our own natural needs. That would be the final, strongest slap in our own face, as radical immersion into the cyberspace would produce the opposite effect, at the same time, along the immersion path, would make us integrate, instead of enforce, the democratic and open values of the medium, process which would finally lead to reconciliation between the spiritual (i.e. cyberspace) and material world

It is essential to make space for the young people to create their individual and collective reality....

Macedonian government would accredit Virtual Macedonia as a legal state extension in the cyberspace and would give rise to virtual institutions and legal rights to the citizens, thus recognizing the first virtual sovereign state act that would make precedence in the international politics and instant popularity. Promotion of the first virtual state would incite knowledge and information revolution, changing the face of Macedonia. Everybody willing to embody themselves with a virtual identity, or Avatar, would have rights and possibility to create, own and trade virtual objects, thus empowering himself. Virtual Macedonia would be introduced to the older Macedonians in a nostalgic manner that would evoke ideological enthusiasm from their youth. Young people would, of course, be riding enthusiastic energy wave of even greater intensity.

Virtualization of reality would help us relive traumatic politization and transformation of everyday life. Experiences from the virtual reality would affect our real reality. We could help ourselves, and maybe most important, by taking more proactive part in creation of their own reality, young people could break the karma of cynicism and pessimism of elders.

Virtual Macedonia could be practical model of virtual state with its own territorial sovereignty, functional economy and community rights and regulations, opened to the world....

He has not yet tried to build a Virtual Macedonia. I don't want to get into this specific politics of the Macedonia situation but I was moved by this vision of how a virtual nation might revitalize a real one (which is in any case in the process of trying to reinvent itself after a complex history of struggles over national identity).

Might we imagine, for example, the construction of virtual homelands within Second Life that brought together disaporic communities and helped to cement their cultural and political ties to their mother countries? Might this result in new kinds of political alliances and affiliations that straddle between the real and virtual world? Could we use a similar structure to create a common space for interaction between groups which have very little face to face contact in the real world, even groups who have a history of conflicts over geographic space?

All of these examples work because Second Life does not perfectly mirror the reality of our First Lives, yet we could point to countless other more mundane and everyday ways that Second Life and other multiverses can and are being used to facilitate meetings in real world organizations, including those which result in all kinds of real world political effects.

That said, as Steven Shaviro notes on the iDC discussion list, there are some limits to the kinds of politics that can be conducted through Second Life at the present time:

Overall, Second Life is connected enough to "first life," and mirrors it closely enough in all sorts of ways, that we can pretty much do "there" the same sorts of things -- especially collaborative, social things -- that we do "here."...

A protest against the Iraq war in Second Life is little more than an empty symbolic gesture; but one might cynically argue, especially given the tendency of the media to ignore them, that

real-world protests against the war , however many people they draw, are at this point little more than empty symbolic gestures either.

On the other hand, I don't think that one could find any equivalent in Second Life of political organizing that takes place in "first life": if only because the people in Second Life are a fairly narrow, self-selected and affluent, group.

This goes back to the debate we've been having here about whether Second Life participants constitute a niche or an elite. Either way, the inhabitants of Second Life certainly are not a representative cross section of the society as a whole and there are many people who are excluded through technological or economic barriers to being able to participate in this world. These factors limit the political uses that can be made of SL: they make it hard for us to insure that a diversity of opinions are represented through the kinds of political deliberations that occur here; they makes it easy for participants to ignore some real world constraints on political participation, starting with the challenges of overcoming the digital divide and the participation gap; they make it hard to insure the visibility of online political actions within mainstream media.

That said, I don't think we can discount the political and personal impact that these online experiences may have on the residents of SL. We simply need a broader range of models for what a virtual politics might look like and need to understand what claims are being made when we debate the political impact of these virtual worlds.

Another list participant, Charlie Geer, goes a lot further in dismissing the value of Second Life. He takes issue with my claim that the participatory culture represented on SL is worth defending. Here's part of what he wrote:

It would seem to me obvious that trying to make some sense of and find ways of mitigating the violence and injustice in the complex world and culture we already necessarily inhabit, not least bodily, is far more pressing and considerably more worth defending than any supposed capacity to 'design and inhabit our own worlds and construct our own culture'. This seems to me to be at best a license for mass solipsism and at worse something like the kind of thinking that undergirds much totalitarianism, as well as an evasion of our responsibilities to the world as we find it. Such a fantasy seems to be at play in both the relentless construction and assertion of identity', a drive that militates against proper social solidarity, and thus plays into the hands of those sustaining the status quo, as well as the fantasy entertained by the Bush

government that the Middle East can just be redesigned as if in some video game

Apart from anything culture is not something that can simply be constructed. It is something we are thrown into and which we can only at best try to negotiate our relationship

with. Culture necessarily involves other people and prior existing structures. Has Jenkins considered what it would mean if everyone felt free to 'construct their own culture'. Even if

such a thing were possible, it is certainly not desirable, especially if we have any hope to produce a properly participatory culture.

Frankly as far as I am concerned SL is really just a kind of cultural pornography, and is to the real business of culture what masturbating is to sex with another person. I like

masturbation as much as the next man, or indeed woman, but I don't make the error of mistaking for something it isn't. Apart from anything else it lacks precisely the element

that sex has, that of involving a proper, embodied, responsibility to someone else and to the potential consequences of the act itself.

There are lots of misperceptions embedded in these comments. To start with, I was not suggesting that we should be concerned with SL to the exclusion of concern with the real world. But I do see the struggle to preserve participatory culture as a fundamental political struggle in the same way that the right to privacy or the efforts to defend free speech are foundational to any other kind of political change. We are at an important crossroads as a society: on the one hand, we have new tools and social structures emerging that allow a broader segment of the population than ever before to participate in the core debates of our time. These tools have enormous potential to be used for creative and civic purposes. On the other hand, we are seeing all kinds of struggles to suppress our rights to deploy these new tools and social structures. Even as we are seeing a real promise of expanding free speech, we are seeing real threats to free speech from both corporate and governmental sources. We should be working to broaden access to the technologies and to the skills and education needed to become a full participant rather than having to defend the new communication infrastructure against various threats from government and business.

Gere understands what's going on in Second Life primarily in individualistic rather than collaborative terms. It would indeed be meaningless to describe a world where everyone constructs their own culture. Culture by definition is shared. But it is not absurd to imagine a world where everyone contributes to the construction of their culture. It is not absurd to imagine different projects in SL as representing alternative models for how our culture might work. Indeed, the virtual world allows us not only to propose models but to test them by inviting others inside and letting them consider what it might feel like to live in this other kind of social institutions. I think of what goes on there as a kind of embodied theory. And I think what is interesting is that these are intersubjective models that are indeed being taking up and tested by communities large and small.

In each of the examples I cited above, participants are learning how to work together with others through the creation of a shared virtual reality. We certainly need to spend more time exploring how we can connect what happens in these worlds back to our everyday lives but that doesn't mean that what occurs in a symbolic space is devoid of a real world social and political context.

Often, real world institutions and practices constrain our ability to act upon the world by impoverishing our ability to imagine viable alternatives. This is at the heart of much of the writing in cultural studies on ideology and hegemony. SL offers us a way to construct alternative models of the world and then step inside them and experience what it might feel like to live in a different social order. I think there are some very real possibilities there for political transformation.

GDC 2007 Coverage (Part Three of Four)

Thursday

If I had to sum up Playstation's GDC message in one sentance, it would be: "The PS3 really is super awesome, check out all this cool stuff we have in the pipeline!" If you asked me to do the same for Nintendo, though, it would probably be "We're friends - let's talk about our design philosophy so you can learn from it." Personally, I find the latter message a bit more appealing as it is more tangible, and, quite frankly, the Wii has more credibility in my book at the time being (though I do want the PS3 to succeed on the same level as it's predecessor.)

That said, it wouldn't have killed Nintendo to make a *few* more announcements. With the exception of a multiplayer playable demo of the new Zelda: Phantom Hourglass, I didn't see or hear anything truly exciting. As for Phantom, while the single player game certainly looks like a fun DS version of the Wind Waker, the multiplayer part wasn't terribly impressive. At it's core a fun "hide-and-seek" concept, it is strictly one on one, and damningly has NO ELEMENT OF ZELDA GAMEPLAY. There are no swords, no boomerangs, and no dive-rolls with a pleasurable "HAA!" In fact, you could replace link and all the other objects in the game with kittens and dogs, the game would look the same. As a result, the functionality seems tacked on, and makes me wonder why they didn't take more time to really get that Zelda feel that we fans love so much.

Nintendo's biggest newsmaker of the day was the keynote delivered by the company's creative director Shigeru Miyamoto. Miyamoto, the mastermind behind Mario, Zelda, and Donkey Kong, talked somewhat informally about the design principles of Nintendo, and then his own personal take on game creation. The keynote was not nearly as announcement heavy as the previous day's; indeed, only a brief video was shown of the upcoming Super Mario Galaxy, which was not very different than the one shown last year. In my opinion, though, Miyamoto more than made up for this with interesting anecdotes and an engaging narrative that followed through his career from a non-gamer point of view. Specifically, through a dynamic wife-o-meter, which showed his wife's (growing) interest in games as time went on and technology and game design improved.

I personally felt this wife-o-meter was an apt analogy, as it touched on the important issue of the growing female demographic. More and more, women are playing and buying video games, and are shattering the notion that women are only "casual" gamers. As I sat in various conference halls, I noticed (anecdotal evidence alert!) that there were more women playing with their DS's than men! And they weren't just playing "fluffy" games like Nintendogs either, but "hardcore" ones like Final Fantasy 3 and Mario Kart.

This shift is reflected in the changes being seen in industry. Development teams, typically mostly or entirely male, are beginning to realize that they can't just make games for themselves anymore, but have to design games that appeal more to a broader user base (which is always a good design practice in general.) Likewise, as women dive into gaming more than they have historically, more women get jobs in the field, which then in turn helps the design process and pushes innovation, something desperately needed in an industry dominated by sequels.

Tomorrow I'll conclude my coverage of GDC with a segment on the often overlooked area of game accessibility. In the mean time, how did my friend Kristina fare on her mission? Well, she tried everything; flattery, intimidation, humor, threats, and bribery, but unfortunately walked away without the Miyamoto-signed DS she had her heart set on. Will there be happy ending to her story?

No, probably not.

Singapore-MIT Games Innovation Lab in the News

Chris Kohler ran a story in Wired last week about new academic programs in game studies and design, in which the new Singapore-MIT GAMBIT games innovation lab figured prominently, alongside the new Serious Games masters program being launched by Carrie Heeter at Michigan State University and the new bachelor's degree program in game art and design recently launched by the Expression College for Digital Arts in Emeryville, California. These are to be sure only a few of a much broader array of colleges and universities which currently offer degrees or research opportunities in the area of game studies and design, each with their own strengths and emphasis. Certainly I would want to acknowledge here the pioneering work in this area at the University of Southern California, Georgia Institute of Technology, and Carnegie Mellon University, to cite simply the American institutions. Kohler bases his representation of our efforts primarily on an interview he conducted with core participants some months ago. He recently reprinted the full transcript of the exchange via his blog and I am crossposting it here with his permission in hopes that it will give my regular readers a clearer picture of what we are trying to accomplish.

Kohler was flattering in his representation of "Prof. Jenkins" (that guy again!) as the key figure behind the project but in fairness, I should stress the degree to which CMS co-director William Uricchio has been the primary player in our negotiation to create the lab and that the day to day operations of the lab are being capably overseen at this point by CMS alum Philip Tan, who has been seconded to our team from the Singapore Media Development Authority. Both Tan and Uricchio play a prominent role in the interview which follows.

We got some thorough ribbing in the fall when we announced that the Lab would be called SMIGIL (Singapore International Games Innovation Lab) and I joked at Serious Games that we were going to change our name to GOLLUM (Games -- Online Learning, Large, Utterly Massive). In the end, we have settled for GAMBIT (Gamers, Aesthetics, Mechanics, Business, Innovation, and Technology). While we are still negotiating some final details of the arrangement, we remain optimistic that the lab will launch this summer with our first crop of games prototypes starting to surface in the fall. My trip to Singapore in January was partially focused on identifying collaborators at leading Singaporean institutions who would be working with us on the first round of research.

Chris Kohler: You've been on the front lines of research into video games for quite a long time, but if I understand correctly this is the first big push for CMS into actual work in video game design. Why get into this area of education?

Henry Jenkins: That's a bit of a simplification. I have long been a strong advocate of innovation, creativity, and diversity of games as well as a strong supporter of the serious and independent games movements. That's probably the part of my work which has been most visible beyond the MIT campus. But, we have been taking steady steps over the past eight or nine years through the Comparative Media Studies Program to move decisively towards games production. The Comparative Media Studies has embraced an ethos of applied humanities.

Some years ago, CMS collaborated with Bing Gordon to develop a Creative Leaders Program for Electronic Arts: our faculty and students sat down to brainstorm with key EA designers, including Will Wright, Neil Young, and Danny Bilson, about the future of the games medium. For the past seven years, we have run a week-long intensive games design workshop every January in collaboration with people in the training program at Sony Imageworks and with a range of local Boston area games companies. Our students conceptualize and pitch games in the course of the week and receive feedback from industry insiders (representing companies such as Harmonix, Mad Doc, and Turbine). We have gradually built on that foundation by having games-related courses taught on campus by games industry insiders, such as Christopher Weaver (Bethesda Softworks), Ian Lane Davis (Mad Doc), Eric Zimmerman (GameLab) and Frank Espinoza (Warner Brothers). We have a long tradition of bringing games industry professionals to MIT to mentor and advise students on their class projects. We have long brought game designers of all kinds to campus to interact with our students

and share with them front line perspectives on industry trends. We have had a steady stream of students who have sought to combine computer science and comparative media studies and have gone on to do internships and get jobs as game designers.

We have now six years of track record doing conceptual and playable prototypes for educational games -- starting with the Games to Teach project which was funded by Microsoft Research and then the Education Arcade, which has hosted major events on games and learning at E3. This group has experimented with the use of game mods as a platform for developing educational games, transforming Neverwinter Nights into Revolution, a game set in Colonial Williamsburg. We recently hired Scot Osterweil (The Zoombini's Logical Adventure) to head up a team of our students working with Maryland Public Television and Fablevision to develop Labyrinth, a multiplatform experience designed to help kids develop literacy and math skills. It will be, we hope, the first CMS developed game to find its way into distribution. Eric Klopfer, another colleague, has been a leading researcher working on Augmented Reality Games and Beth Coleman, yet another colleague, is doing important work on the use of machinema for artistic expression.

All of this is the focus on the work we are doing through the Comparative Media studies Program. But what's great about this initiative is that within MIT, we are partnering with some key faculty in the Computer Science Program who has been doing groundbreaking work in computer graphics, artificial intelligence, and voice recognition.

And beyond that, we will be working with leading researchers from a range of Singaporean institutions with a broad range of production, animation, and programming skills.

Chris: How did the collaboration with the Singapore government come about? Had you

worked together on any other initiatives prior to this?

Philip Tan: Late last year, Singapore announced that the country was embarking on a major effort to grow R&D spending to 3% of its GDP. This is a crucial direction for preparing the Singapore economy for the next couple of decades. They've been focusing on biotech for a good few years and they've had compelling domestic reasons to build up their environmental and water technologies. However, the government also announced a big commitment to Interactive and Digital Media as a research space that is simply too important to ignore.

[Added later: I mixed up some statistics in the paragraph quoted (above). The National Research Foundation of Singapore announced that they would allocate S$500 million over the next five years for a strategic research program to increase the value-added contribution from the interactive & digital media (IDM) sector from S$3.8 billion in 2003 to S$10 billion, and to create about 10,000 new jobs by 2015.

The Media21 blueprint of MDA, which was announced in 2003, aims to double the GDP contribution of the entire media industry to 3%, and to increase the number of media industry jobs.

Thanks for the opportunity to clarify this detail.]

Given Singapore's technological base, excellent education system, cosmopolitan influences, and constraints in population and geographical size, the country has already been investing heavily in its digital media industries. This announcement is important as it encourages a bigger push towards addressing the concerns of the Singapore industry through R&D, which necessitates an attitude of risk-taking and creativity. They're building on that strong IT base that they've developed over the past 25 years, but they also recognize that digital media has significant creative challenges in addition to technological complexity. This effort invites exploration into new business models, cultural explorations, and aesthetics, which now becomes an integral part of the R&D effort for Interactive and Digital Media.

For the past 8 years, MIT and Singapore have had an ongoing collaboration called the "Singapore-MIT Alliance." The trust and understanding between MIT and Singapore institutes of higher learning has grown during that time, which has made it easier for researchers and educators to build collaborations. Within this context, CMS has been looking for an opportunity to work with Singapore in various media-related initiatives, and CMS is still examining other potential collaborations, particularly in education. However, just as the rapid growth of the Singapore industry is beginning to uncover challenges and opportunities for research, CMS has been gradually expanding its game curriculum offerings and research endeavors, so the International Game Lab is just the right project at the right time for all the collaborators.

Chris: What exactly is the involvement with Singapore -- will they be sending a certain number of students to MIT every year? Undergrad or graduate or both? How will you be involving working game industry professionals in the Lab? Have you signed up any specific individuals who you could name?

Philip Tan: Singapore and MIT faculty, post-doc, and graduate students will be collaborating on research across a range of different game-related topics. We want to make sure that this is completely collaborative; the research thrusts need to make sense both all the researchers, drawing on strengths and interests of both Singapore and MIT collaborators. Without that complementary benefit, we would end up compromising the full effectiveness of the initiative. There will naturally be a lot of communication, researcher exchanges, and joint presentations, and we should expect to see simultaneous increases in research activity in MIT and in Singapore institutions.

Undergraduate and polytechnic students in Singapore already have access to pretty strong technical and creative curricula to prepare them for game careers, so we want to bring 30 to 40 a year to MIT and challenge them to take the results of the ongoing research efforts and translate those ideas and applications into playable games. We'll also help build up further opportunities for more industry-bound students to grapple with the research while they are in Singapore. Not only does this expose students to game technologies, practices, and concepts that are a little different from the standard development pipelines, it allows the initiative to assess the relevance of the research. If we can't even figure out how to apply our own research to our own games, then some reevaluation is in order.

We'll also have Singapore and US industry professionals attached and visiting the work occurring in Singapore and MIT to make sure that the research stays relevant and accessible to the industry. We're still interviewing and discussing possible means of collaboration, so we can't name names at this stage. In Singapore, the local IGDA chapter makes it a priority to collect input and speak for the concerns of the industry, so we will frequently be consulting with them to identify areas of research that might be beneficial for the industry but might potentially be too risky for the industry to undertake.

Chris: More generally, how will this affect MIT's student body? Say I'm an undergraduate at MIT with a strong interest in game design or game research -- how could I get involved in this program?

William Uricchio: The Lab provides us with an opportunity to redouble our efforts in the classroom, research lab, and outreach programs. Each of these venues offers our students ways of sharing in the benefits of the program. In the classroom, the presence of the Lab will not only allow us to increase our game-related course offerings, but should facilitate greater interaction among CMS students and those from other parts of the Institute such as Course 6

(Electrical Engineering and Computer Science) and Sloan. There will be plenty of games-related research opportunities throughout the year in direct support of the Lab. MIT has a strong tradition of involving undergraduates as active participants in applied research through its many labs -- a program called the Undergraduate Research Opportunity Program or UROP. And our already active engagement of key figures in the games field, whether from the industry, or the journalistic or academic worlds, will intensify. The MIT community can look forward to more opportunities to interact with these 'key figures' through our weekly colloquia and occasional conferences, and even through our visiting scholars program. It goes without saying that we very much look forward to drawing upon the experiences and cultural perspectives of visiting Singapore students, using this as an opportunity to challenge some of our assumptions

about game play and the cultural specificities of the medium.

Chris: You talked about earlier and the press release mentions the "development of publicly distributable games". I'm especially interested in the idea that game publishers might be able to work with you to actually get the rights to the prototypes produced by the lab and work them into full games. Can you talk more about this?

Philip Tan: The game industry isn't particularly fond of reading research papers from academia, for a variety of reasons. They're dry, they're overly general, they don't necessarily consider market pressures, and they either discuss concepts that require technology that's still five or ten years from mass-market adoption or obsess over game play and ideas that are considered to be already dated and thoroughly explored by the industry.

Even if the International Game Lab puts out relevant, useful research, or reexamines old ideas to address new audiences, it needs to be communicated to the industry in a way that emphasizes its relevance and applicability. Naturally, the industry pays attention to games. A small, obscure game with a good idea can easily get noticed, highlighted in forums and industry press, played, and critiqued. That kind of close attention expands further if the game is available for online download, and we can then get direct feedback about how good the game and the idea really is. As a side effect, we'll also have to keep in mind the kinds of issues that game developers face every day: platform limitations, tight deadlines, player demographics, and bug patches.

We're challenging ourselves to actually make games that will be designed around the core ideas of the research from the initiative. And by taking them to publishers, we want to raise the bar of how game projects from academia will be judged. Some of them won't get picked up, so we'll just make them publicly downloadable as experiments. But if we can get them into retail channels, we now have a real metric to assess how successful the idea is, and we will have real pressure to work on ideas that actually make better games. For a student, being part of the Game Lab means you has an additional opportunity to graduate with a commercial product in your portfolio.

We're not under the illusion that we're going to be able to compete against triple-A, commercial off-the-shelf games. However, in the online digital distribution space, there appears to be a real market for the small, niche title with a good idea. We also want to be producing a lot of games, somewhere between 5 and 10 games each year. You can't really guarantee a hit in this industry; certainly not with our budgets. You can have all the production values and ideas, but the market can just choose to look the other way sometimes.

Chris: What do you feel needs fixing about the video game design process in general? In other words, what will the Lab do that the video game industry is currently failing to? I feel like truly innovative and groundbreaking great game ideas get squashed often because the powers that be are just looking for things that are marketable -- am I on the right track, or missing the point?

Henry Jenkins: The games industry emerged from the entrepreneurial energies of garage-based designers who were driven by their passions and who created, in a relatively short time, a powerfully expressive medium. We have now seen that initial entrepreneurial stage give way to a much more standardized, studio-based mode of production, based on bottom line calculations and reliable returns of investments, and pushed more and more towards franchise-based entertainment. Studio-based production, across all media, has had two effects: insuring a relatively high standard of production and capping opportunities for innovation and individual expression. As the costs of games get pushed higher and higher, many wonder where fresh new ideas will come from. Some have said that the games industry has become so risk adverse that only a Miyamoto or a Wright can break through the formulas and generate truly original approaches to game design. Many observers have said we need to step outside of that system and provide some place where interesting new game prototypes can be incubated.

We see university-based game labs as one model for how we can foster greater innovation. Much as university-based film production programs have been the place where fresh new filmmakers acquire their skills and do work that stretches the medium(helping to fuel the independent film movement), university-based games programs can be the place where the next generation of game designers stretch the medium (helping to fuel the emerging independent games movement). We see the lab as a space where we can move swiftly from pure research into compelling applications and then partner with the games industry to bring the best ideas to emerge to market.

Chris: What would be an example of a typical research project that the Lab might work on?

Philip Tan: We have six research categories and we expect many projects would

straddle multiple categories: technology, business, genres, culture, aesthetics, and mechanics. For instance, a culture project may examine several demographics and identify an underserved, potential audience, but reaching that audience may involve the creation of a new game genre, a drastically different aesthetic from current offerings, or altering game play mechanics to keep them engaging and accessible. You also need to figure out how to get that game into the hands of that audience, and possibly alter your pipeline to bring the cost of development under the projected returns from that audience. Finally, we build that game, scaled within our capabilities, and we test it all out for real.

Chris: Is the intent here mostly to work with established MIT researchers to produce papers and game designs, or are you hoping to get students involved at the undergrad or graduate levels who want to go into the game industry? If the latter is a part of the effort, how would you compare the Lab to other game design programs?

William Uricchio: The short answer is yes! yes! We certainly want to make the most of the established research talent that we have in house, and to intensify our research and creative collaborations with leading figures in the field. But doing so also implies that we continue to do what we do best: drawing on our extremely able student body in a collaborative research process. Their game experience is formidable, their ability to think outside the box well proven, and I can't think of a better educational strategy than working together to develop the future of the medium. We have had a steady stream of graduate and undergraduate students leave MIT and succeed in the industry, and see no reason to stop now! But we also hope that this initiative leads to innovations that, while game-centric, offer students opportunities to work with the medium in unexpected ways, ways that go beyond today's established industry.

Chris: Continuing that thread, what do you think is wrong with the current state of game design education? There is no shortage of colleges and universities that offer bachelor's or even master's degrees in game design, but... are they on the right track to continue innovation in the medium, or are they just churning out worker bees?

Henry Jenkins: I am not sure I think anything is wrong with the current state of game design education. We aren't doing this because other university programs are failing. Each of the existing programs fills a specific niche: some emphasize technical innovation, others character design and world building; some move fairly swiftly into games industry positions while others emphasize the development of an independent games aesthetic or are more closely aligned

with the serious games movement. We hope to add several things to the mix:

first, we want to get our students working in an international production context, fostering greater collaboration between the American and Asian games industries. More and more games are a global medium with many new countries developing games industry. As they are doing so, we are seeing more and more culturally distinctive games enter the marketplace. At one time, games seemed to have a global style, which sought to erase local cultural differences. Now, we are seeing different cultures explore different game genres, themes, and

styles. We think the next generation of game designers will need to be able to communicate in a global context and be able to appreciate and value the cultural diversity that characterizes current game production.

Second, we see real value in pushing forward games as a medium through a combination of cutting-edge research and imaginative applications. In that regard, strength of our program is that we teach students to think across media -- sometimes becoming more aware of commonalities and relationships between multiple media traditions, sometimes drilling down to what is distinctive about a particular medium. We are a program in Comparative Media Studies and not one that specializes exclusively in Games Studies or Game Design per se. This perspective has sometimes been misunderstood as the field gets bogged down in pointless debates about narratologists vs. ludologists. We see narratives and game play both as traditions that cut across multiple media channels and seek to help students develop a more integrated approach to thinking about the social and cultural potentials of each medium. With this project, we are bringing together researchers who understand games from a social and cultural perspective with those who are doing groundbreaking research on new media technologies. We see games as an important medium of expression for the 21st century: we are not just preparing young people to enter the games industry; we are challenging the games industry to think about their medium in new ways; we are daring people to imagine games that do things they have never thought of before.

Second Life (Round Three) -- 'Nuff Said

By now, you know the drill. Clay Shirkey, Beth Coleman, and I are going around and around about Second Life. Round One Henry Beth Clay

Round Two Henry Beth on Clay Beth on Henry Clay on Henry Clay on Beth

Round Three Henry Beth Clay

For some other smart and thoughtful responses to the debate, check out:

Irving Wladawsky-Berger,

Grant McCracken,

Sam Ford,

Ron Burnett,

Mark Wallace,

Jesse Walker,

Intellagirl.

All of this is going to make much more sense if you've already read the earlier rounds of the conversation.

Mapping the Debate

Clay began his most recent post with the following:

We agree about many of the basic facts, and that most of our variance is about their relative importance. So as to prevent the softness of false consensus from settling over some sharp but interesting disagreements, let me start with a list of assertions I think we could both agree with. If I succeed, we can concentrate on our smaller but more interesting set of differences.

I think you and I agree that:

1. Linden has embraced participatory culture, including, inter alia, providing user tools, using CC licenses, and open sourcing the client.

2. Users of Second Life have created interesting effects by taking advantage of those opportunities.

and also

3. Most people who try Second Life do not like it. As a result, SL is is not going to be a mass movement in any meaningful sense of the term, to use your phrase.

4. Reporters and marketers ought not discuss Second Life using phony numbers.

The core difference between our respective views of the current situation is that you place more emphasis on the first two items on that list, and I on the second two.

Yes, that about sums it up except that for me, there's another issue on the table here: whether purely quantitative measures are adequate to the task of meaningfully evaluating an emerging media experience.

Let's suppose all of Clay's numerical claims were true, then would they negate the cultural importance or likely influence of the cultural experiment we are calling Second Life? I have been trying across my posts to suggest other levels on which Second Life is culturally meaningful and influential other than those which depend entirely on its head count.

Clearly, there is a need for reliable data points about the scale, composition, and levels of engagement witnessed by various online environments. I share Beth's call for further refinements of such tools. I am simply rejecting the idea that this issue can be reduced to a single data point and I am certainly rejecting the idea -- widespread in the business community -- that the only thing that counts is what can be counted.

Relying purely on quantitative data is especially dangerous at a time when things are in flux and when we do not yet have an adequate framework in place to interpret the data that we are collecting. These numbers may answer some of the questions we want to answer but only if we understand how to read them meaningfully.

"Approximately Insane"

Clay writes:

You compare Second Life with the Renaissance and the Age of Reason. This is approximately insane, and your disclaimer that Second Life may not reach this rarefied plateau doesn't do much to make it less insane.

It says something about how vested Clay is about quantitative language that even insanity requires an approximation. (Yes, I know he was joking -- so am I).

So, let me first of all concede that the metaphor in this case has gotten in the way of the point I was trying to make. It would be excessive to draw comparisons between Second Life as a specific platform and something as epoch-changing as the Renaissance. I withdraw the analogy. I don't know if it is insane but it was dumb.

All I was saying is that quantitative measurements would not be adequate to evaluate the importance of the Renaissance. Imagine what a small, small, small percentage of the people living in Europe, let alone living in the world, during that period were in any direct way participating in the events we now call the Renaissance. By any purely numerical standard, the Renaissance involved earlier adapters and adopters of several then emerging technologies -- the most important of which was movable type. Any numerical count of who participated in the Renaissance would be "approximately insane" if it was applied without an understanding of the cultural contexts within which the Renaissance occurred, including things like the class structure and literacy rate of the period, or if it was to use the limited take up of Renaissance ideas and experiences at the time as a means of dismissing their long-term cultural impact.

Clay writes:

Participatory culture is one of the essential movements of our age. It creates many different kinds of artifacts, however, and it is possible to be skeptical about Second Life as an artifact without being skeptical of participatory culture generally. Let me re-write the sentiment you reacted to, to make that distinction clear: Second Life, a piece of software developed by Linden Labs, is unlikely to become widely adopted in the future, because it is not now and has never been widely adopted, measured either in retention of new users or in the number of current return users.

On this point, we do agree, though again, my argument has never rested on whether SL or even multiverses are "widely adopted," only that they are now sites where important experiments and innovations occur and that they are likely to play even more central roles in the not too distant future.

Mulching Kittens?

Clay writes:

Giving a pass to laudatory Second Life stories that use false numbers, simply because they are "keeping alive" an idea you like, risks bootstrapping Second Life's failure to retain users into unwarranted skepticism about peer production generally. More importantly, though, lowering your scrutiny of people using bogus Linden numbers, just because they are on your team, is a bad idea.

Clay misreads what I was saying here. I was not saying that we should ignore distortions of the data just because they come from people who share my position. That would be the worst kind of intellectual dishonesty. I have said it before and I will say it again: Clay does us a service by asking hard questions about the numbers here.

So, suppose for the sake of argument, Clay's critique of the numbers turns out to be essentially correct, then what do we do about it? Clay seems to be adopting a "gotcha" posture, trying to use the data to debunk Second Life, to damage the credibility of Linden Labs, and to dismiss the viability of "virtual worlds" altogether. For Clay, everyone involved is either "a schlemiel or a schuyster" and that his role in all of this is that of the one truly honest man rooting out "corruption." Hmm, from where I sit, that is "approximately insane," assuming that egomaniacal paranoia (the idea that everyone around you is either stupider than you are or simply out to get you) constitutes a form of insanity in Brooklyn.

By contrast, we might use that same data set to try to identify more precisely what factors might be resulting in a dissatisfaction or defection of potential members and offer some advice on how we might improve Second Life, seeing it as a worthy experiment in creating a more participatory cultural community. This is precisely the difference between constructive criticism and criticism intended to inflict damage.

To play upon one of Clay's metaphors, it matters to me that Linden Labs isn't trying to mulch kittens but rather they are trying to figure out how to construct a space whose residents get to design and build their own world, that they have invested a fair amount of effort into community building and educational outreach, that they have reasonably enlightened views about intellectual property and so forth. Given that, I am prepared to give them the benefit of the doubt, assume they want to improve user experience and customer satisfaction, and roll up our sleeves and figure out how to fix the problems you have identified. That's what I meant when I said Second Life was worth fighting for.

Are They Coming or Going?

One of the problems with purely quantitative analysis of cultural phenomenon is that sooner or later, the numbers fail you and you end making a leap of faith. (And this is almost always where the underlying biases and assumptions behind the research emerge.) In Clay's case, he seems to want to move from the data point that there is a low retention rate for SL visitors to a conclusion about why people are leaving. He has a pet theory that he thinks explains why people leave Second Life and remain in World of Warcraft. It is a reasonable hypothesis but his number play gives it the aura of scientific veracity which it hasn't earned. Readers here have already suggested a range of other hypothesis to account for this same data, having to do more with technical difficulties in the specific applications associated with SL than with a rejection of the idea of a multiverse altogether. If, as Clay suggests, Second Life is simply a single product/platform/service, then why would it follow that not liking SL demonstrates that they were not going to like other 3d immersive environments in the future?

What if we turned this around and consider the opposite question: if people are only interested in game worlds, why are they trying out Second Life in the first place? Are they simply confused about what they are getting themselves into or are they seeking something like a multiverse and being frustrated that this particular one doesn't live up to their expectations?

Before I can evaluate whether Clay is right or wrong about why people are leaving Second Life, I would need to know what they were expecting when they got there, what role they hoped it would play in their lives, and in what ways they were disappointed in the gap between the motivating fantasy and whatever they experienced after they got there. To my mind, this is an ethnographic question and not purely a quantitative one.

So, let me invite those who read this blog to post their own answers to the following questions:

If you visited Second Life but chose not to remain involved, what turned you off?

If you visited Second Life and chose to remain actively engaged, what captured your imagination?

In either case, what drew you to Second Life in the first place?

And if you have heard about SL and haven't tried it, is there a reason you haven't been motivated to explore it yet?

(That should cover pretty much all of our bases there.)

Bad for Business?

Both Beth and Clay at various points imply that it would be bad for business -- (or to use Beth's terms, bad for "shopping") if it were demonstrated that SL's population were significantly smaller than the numbers currently being claimed in the most inflated news stories. Maybe but keep in mind that companies are embracing Second Life for a range of reasons, some of them good, some bad, and only some of them rest on the issue of how many members are drawn to Second Life. We might consider some of the other functions:

Many companies are using Second Life as a site of corporate training, allowing their own members to congregate together across multiple geographic locations, to hear a speaker, engage in discussion, or simply get to know each other better. Such activities take advantages of the affordances of 3d worlds to create a kind of shared presence.

Many companies are using their elaborately constructed and beautifully designed worlds as a kind of prestige showcase -- a place they go to show clients and demonstrate their own mastery of the emerging language of geek chic. Indeed, this function might be served just as well if there was something exclusive about Second Life than if it was a mass phenomenon.

Some companies are using Second Life as a site of niche marketing to reach the very kinds of early adapters and adopters who are coming and staying. In that sense, Second Life functions the way PBS or Sunday Morning News Shows function for certain corporate advertisers -- because it reaches a very specific niche of consumers whose tastes and experiences set them off from the general population.

Some companies, as Ilya Vedrashko has noted, use Second Life to test market new products or campaigns, recognizing that they can do so with limited exposure and low risk in Second Life compared to what it would take to launch a full scale national broadcast campaign. In this case, the value of Second Life depends on whether they recognize the specific quality of its population or confuse it for a cross-section of the population at large.

Some companies are using Second Life to encourage employees to break with their normal ways of doing business, to explore an alternative realm which is more fluid and flexible, and thus to encourage thought experiments and to create a climate which supports innovation.

And yes, some of them imagine that Second Life will allow them to reach hard to reach consumers -- the teenaged males who are defecting from television. Frankly, if that's their goal, they would do better trying to target WOW!

Niches Vs. Elites

A reader, Nick, wrote into the comments section:

If, as you say "it has always been the case that the playgrounds of the rich and the powerful take on a cultural significance that far outstrips the realm of our own everyday lives" Second Life represents the historical continuation of something we are seeking to avoid in an era of networks and relative freedom. Let me put that into less conceptual terms: it sounds as if Second Life is being lauded for having rather elitist principals - if you're not a programmer then there is little there for you, bar what other people choose to give or sell. When I first heard about it I imagined Second Life to be rather like the 'Lego' of software - simple tools made available to all that could be used to build whatever users' imaginations were capable of.

The reader's comment mixes together two sets of claims I was trying to make about why SL might matter beyond the population figures:

1. Second Life represents an important testbed for ideas about participatory culture. We have a company here which has adopted a collaborative attitude towards its consumers, empowering them to actively participate in the design of their own world.

2, Second Life is attracting a growing number of powerful institutions (corporate, governmental, educational, nonprofit) who are using it as a site to experiment with how they might adopt a more collaborative and participatory relationship with their consumers/constituents/students/what-have-you.

Given the kinds of people currently using SL, these two claims are certainly related but they are not the same.

Is SL a niche or an elite? Is it a specific demographic, a self-selecting community of those who share a common interest in the experience of building and inhabiting a multiverse, a particular constellation of early adapters and adopters -- i.e. a Niche? Or is it a group defined around the exclusion of other potential participants -- i.e. an elite?

I will continue to ponder this one.

A Betting Man?

Clay begins and ends his post by asking whether I am a betting man. I think he is trying to call me out. Leave it to Clay to find one of the few statements in my argument which would seem to rest on a quantitative claim (never mind that it comes as an aside) and try to push me to quantify it even further. It's a pretty good rhetorical tactic because if I agree to a bet, then I have ceded that in the end, it all does boil down to the numbers and if I refuse the bet, then he can claim that I am unwilling to get more specific about what I am claiming will be the future of virtual worlds.

I have been struggling all week to figure out how to respond - not because I am opposed to betting but because I do not think, as I have said throughout, that the quantitative issues are the most interesting ones to be thinking about vis-à-vis SL and the other multiverses which will follow in its footsteps.

Here's the statement he wants me to put my money behind:

Most of us will find uses for virtual worlds one of these days; most of us will not "live" there nor will we conduct most of our business there.

So, to paraphrase Bill Clinton, it all depends on how you define "us." For starters, most people on the planet have not ever made a telephone call, let alone used a computer, let alone gone on the web, let alone visited an immersive 3d environment. I suppose at the time I made the statement, I was imagining something like most of the people who are currently online regularly.

Then, we would have to specify what we mean by "use." I suppose what I had in mind was something like the following: given how many companies are using SL (and are likely to use other such sites) for corporate training and community building and given how many educational institutions are beginning to experiment with SL (and other such sites) as a form of distance learning, a significant portion of people are apt to have had at least some exposure to these worlds. (Indeed, it would be interesting to know what percentage of people who visit SL and don't return came for a special event of this kind. They were, in effect, tourists rather than settlers.)

As Beth notes, the text based world of e-mail is already being augmented by a range of other forms of audiovisual communications (including Flickr, Skype, YouTube, and Google Maps to cite only a few) which are being adapted to a range of different uses. It is not a big stretch of the imagination to assume that there will be occasions when our communication needs are best served by interfaces which allow participants interacting over distances to have a more embodied experience of telepresence or that there may be times and places when 3d modeling is more effective to communicate an idea or to collaborate in the production of a project than either text or audiovideo. So, I do think these kinds of environments -- whatever we want to call them -- will become more pervasive in our society over time. But we may no more inhabit such worlds than we inhabit Google Maps. We may simply consult or deploy them as needed to serve specific tasks. It may be more of a resource than a lifestyle.

Our current experience of membership or affiliation with a multiverse may reflect the particular needs of early adapters and may or may not be a model which will carry over to subsequent generations of users. We might compare it to the difference between belonging to a discussion group online and using e-mail. Lots of us belong to discussion groups and mailing lists, to be sure, but much of the time we are simply using e-mail to connect to people we know from our face to face interactions in the real world. We use it because it has certain affordances we need. Few of us would self identify as "people who use e-mail."

Let's pause a moment to think about terminology: I share Clay's conclusion that it is not productive to lump together WOW and SL into the same conceptual category. So rather than talking about virtual worlds, let's adopt Stephenson's term, multiverse, to refer to 3d environments which are not games and which facilitate social interactions. I am certainly not unique in using the word in this manner.

In the short run, I think Shirkey is right that games will prove more attractive to more people than multiverses will. Yet, we use play to acquire skills that we later deploy to more serious purposes. I think our play experiences with game worlds may accustom us to navigating through digital space and occupying avatars and interacting socially with people we may never meet face to face and all of these constitute the building blocks necessary to pave the way for broader use of multiverses as tools for social interactions and research collaborations. And in that sense, I think Beth is right that SL may turn out to have been an important early prototype for subsequent forms of social interactions online -- even if the numbers never come together there as its promoters might have hoped.

I am not sure how we are going to be able to quantify that and I have no idea how long it is going to take for this prediction to come true. I simply don't think any of us know enough yet about how these worlds work, about what people are seeking when they visit SL and the other multiverses, about which of these applications will reap rewards and which ones will fail.

So, in that sense, I am not a betting man. I am not willing to reduce this prediction to the kinds of data points that could meaningfully serve as the basis for a bet. Clay argues:

I do not believe the portmanteau category of virtual worlds will reach anything like half of internet users (or even half of broadband users) in any predictable time.

The key word here is predictable and I can't bet Clay because I don't think the rate of growth, given our current body of knowledge, is meaningfully predictable. And for me, that's part of the fun. I don't think there's anything inevitable about technological development. The future of the web is what we collectively make of it.

But if I were to make a prediction now, based on current conditions, I would bet that some significant portion of the people who are currently using the web will have used some form of 3d environment for purposes other than playing games within the next decade.

In any case, I don't really think Clay needs me to buy him dinner. And I'm eating pretty well myself these days, thank you. So, instead, let me suggest that in the short run, we invest some of the energy and resources that we are currently deploying to talk about virtual real estate to help those who lack a roof over their heads in the real world. I am happy to send a check for the price of a meal in a decent Boston restaurant to the homeless shelter of Clay's choice in Brooklyn.

The News From Second Life: An Interview With Peter Ludlow (Part Two)

Yesterday, I introduced readers to Peter Ludlow -- philosophy professor, editor of the Second Life's town newspaper, someone who thinks deeply about what civic engagement means in the context of a virtual world. Today, I continue that interview with some of Ludlow's thoughts about the recent debate sparked by Clay Shirkey's critiques of Second Life and continuing into some of his insights about the challenges of governing online communities. I am hoping this interview whets your interest in the book he is writing with Mark Wallace. Wallace and Ludlow are lively writers and provocative thinkers who are raising questions we need to consider if we are indeed moving towards the era of Web 3.0. An Aside

Okay, let's get back to this matter of Web 3.0. Of all of the things I said about Second Life in the exchanges with Shirkey and Coleman, I've taken the most heat for my dismissal of the concept that virtual worlds might represent Web 3.0. (Well, maybe my historical analogies but I will get back to those in another post.) Ludlow comes back to this matter here and takes a few whacks at me himself and perhaps justly so. But let me at least explain what I was responding to. I was talking about some of the hype and misrepresentations that have emerged from journalistic coverage of Second Life. I suggested that this reframing of virtual worlds as Web 3.0 might not be the most helpful way of understanding what is going on. There does seem to be a lot of confusion out there about what exactly is meant by the phrase, Web 3.0 -- whether it describes what comes after web 2.0 or whether it describes the enhancement and augmentation of the existing communications system. I suspect very few thoughtful people who are really engaged in online worlds imagine that they will displace the existing web altogether, though I have talked to some journalists who seem to imagine this is some kind of a realistic possibility.

web%203.0.png

Many of the popular representations of the evolution of the web offer a sloppy way of modeling the transition from one state of the web to the next. Consider this widely circulated image. It shows some moments of overlap between web 1.0 and web 2.0 but also seems to depict a moment where web 2.0 replaces Web 1.0 altogether and the same seems to be occuring here as web 2.0 gives way to web 3.0. I don't see any other way of reading what is being depicted on this particular chart.

But as I suggest in Convergence Culture, there are no dead media (though there may be some dead delivery technologies). Old media do not go away; they become part of a much more complex layering of different communications options within the media landscape. The web doesn't replace television or newspapers; virtual worlds won't displace social networks; they all will be available as possible ways to communicate. The emergence of a new medium may create a crisis for the old medium, requiring standard practices to shift, forcing us to rethink its social status or functions, redirecting patterns of production and consumption, but in the end, the old medium will survive in some form. This is what Ludlow says below. It's also what I was trying to say about the affordances of virtual worlds. Tell me that virtual worlds will be more central to our culture in the future and I won't argue with you. Tell me as some journalists -- and as the above chart seems to suggest -- that web 3.0 will displace earlier models of the online world and I am going to be skeptical.

OK, enough self justification. Now onto the interview...

I wanted to give you a chance to respond to Clay Shirky's recent critique of the hype surrounding SL. Do you agree or disagree with his concerns about how the mainstream media has been 'duped' about the population of SL? What has the response to this story been like within SL?

The exchange between Clay and the community hasn'’t been very productive. Clay came along with some true, but very obvious and not so interesting observations about the “Second Life residents” number, and then people on Terra Nova started genuflecting and saying what a genius Clay was. This was infuriating for a lot of us, because we have been calling out those numbers as bogus for over a year. For example, in the Herald we called a foul on the residency stats when they crossed 100 thousand, but more than that, we also pointed out that the “US Dollars Spent” numbers were bogus.

Clay took us to be saying that if insiders knew about the bogus number, then it was enough – the major media didn’t need to know. But of course that wasn’'t our point at all – it was more frustration with the mainstream business media and the eggheads on Terra Nova for only reading a very narrow bandwidth of sources (of which Clay is one). Apart from pointing out the obvious meaninglessness of the “residents” number, Clay's contribution was weak, for reasons that you pointed out: The interest of Second Life has nothing to do with the number of eyeballs it is delivering, and everything to do with the quality of the people that are in world and the kinds of activities they are engaged in, how those are going to influence future iterations of the web, and the long tail their activities are going to have.

IÂ’'ve seen lots of virtual communities, ranging from the WELL, to Mindvox, to the Italian PeaceLink network of the 90s. The WELL was not important because of how many people were there, but who was there and what they were doing. I made so many amazing contacts there, ranging from people like Mike Godwin and John Perry Barlow, to Josh Quitner, Howard Rheingold, Bruce Sterling, Jon Lebkowsky, R.U. Sirius, and the list could go on and on. The contacts IÂ’'m making and the things I am learning in Second Life are even more amazing, perhaps by an order of magnitude.

There was something retro about Clay’'s critique, and that something is this: it assumes the value and success of Second Life is tied to the number of eyeballs that are converging there. That is, the critique is assuming a push media model of value. But push media is in trouble, and that is the reason that SL is crawling with marketing and PR people -- they are trying to come to grips with “life after the 30 Second Spot” (to steal a line from the title of a book by Second Life resident Joseph Jaffe. Second Life isn’'t about counting eyeballs, it is about establishing relationships with quality technical, social, and artistic contacts that have a high impact and will continue to do so, learn from them, and then try to engage them in your own projects.

I also have a bone to pick with you regarding something you said in your response to Clay. It is certainly true that Second Life is being hailed as an example of Web 3.0, but no one is claiming that Web 3.0 replaces or even dominates the future of the internet. If you think of Web 1.0 as the commerce web and Web 2.0 as the social web, no one would argue that 2.0 replaces 1.0. This is a point that Giff Constable of the Electric Sheep Company made in response to you and Clay. No one thinks Web 3.0 is going to replace asynchronous communication. It is just something else that is being added to the mix, and it is going to contribute to the commercial and social aspects of the web, but it will also be its own weird thing. The interest of Web 3.0 at the moment is that the people who are there are younger early adopters and social trend setters (IÂ’'m thinking of my 11 year old daughter and her friends as a case in point.) Asynchronous communication is useful, but real time in-world meetings are very effective for some social and commercial applications.

In your forthcoming book, you and your co-author write that SL is a great world but a poor country. Explain. What issues do you have with the governance of SL?

The problem with governance in Second Life is basically this: the governance model is one where the Lindens are Greek gods up on Mount Olympus. They don'Â’t have the time and inclination to deal with the problems of us mortals, but they will dabble from time to time depending upon the whim of the particular god, the kind of day he or she is having, and whether they favor the mortal that petitions them or is involved in some sort of interplayer dispute. That model of governance makes for wonderful Greek tragedies (and comedies!) but itÂ’'s no way to run a country.

Some people argue that if a company produces a game, they should be able to set the rules that govern it. You have drawn an analogy to the way U.S. courts have historically addressed the problem of company towns to show that there may still be some constraints on the regulations they impose on their users. What rights do you think users should have in virtual worlds?

People often reason as follows: The company owns it, so they can do whatever they want with it. The problem is that there are many things that you can own and not be entitled to damage. If you buy a horse, you are not entitled to torture it, and if you buy an historic home you are not entitled to damage or deface it. Sometimes ownership entails responsibility and stewardship. Typically this is the case when the property or thing owned is important to the broader community. Platforms like Second Life have owners, but the existence of the communities that grow up in those spaces mean the platform owners have responsibilities to care for those communities and see that they are not harmed.

In Second Life, the responsibility is more acute because their advertising campaign has been beating the drum that you can make money in Second Life and that you own the property and assets and intellectual property you acquire and produce there. Given that, there is at a minimum a responsibility to make good on that promise, even if you have fine print in your terms of service agreement that says you donÂ’t really mean it.

In your book, you offer a number of examples of where companies under-respond or over-respond to "crimes" or transgressions within game worlds. Why do you think companies have had such difficult finding a balanced approach to online conduct?

The companies have a difficult time because the people they place in charge of policing the spaces are typically either people with an engineering background or unpaid volunteers with little to no formal training. Dispute resolution is hard, and dealing with troubled adolescents and troubled adults is hard. It can be done, but the people that game companies throw at these social problems rarely if ever have any training in the area. The net result is that game moderators seldom act in a unified and impartial way, and when they do act they often end up throwing gasoline on the fire.

In a way we can understand this. Social problems are very labor intensive. On the other hand, if you are running a MMORPG you are in the business of providing a product that is fundamentally social. It isn't a game in a box where all the parameters are fixed. There are thousands of content contributors making for a very dynamic and unpredictable social environment. Electronic Arts never did figure this out. Linden Lab seems to understand the problem, but for some reason has been unable or unwilling to act to solve the problem.

The News From Second Life: An Interview with Peter Ludlow (Part One)

I first became aware of Peter Ludlow and his work for the Alphaville Herald when NPR called me up and asked me to be a pundit commenting on a nationally broadcast debate between the candidates for the leadership of the largest town in The Sims Online -- a debate between a 14 year old girl from Palm Beach and a 20-something airline employee from Virginia. I watched with a mixture of fascination and horror as the mechanisms surrounding the election broke down, some voters were denied the right to cast their ballots, the election technology was manipulated, and charges of corruption and poor sportsmanship flew right and left. The Alphaville elections, in other words, were the game world counterpart to what happened in Florida in the 2000 elections. Ludlow, who was far more deeply emershed in this world than I was, became my expert guide through this whole process. I wrote about these events for Technology Review and later revisited them for a section of my book, Convergence Culture. I lost contact with Ludlow for a while but recently he wrote me to see if I might give him some advice about his own new book project -- his account of his time as the editor first of the Alphaville Herald and then of The Second Life Herald, co-authored with Mark Wallace. Their book recounts a fascinating saga of mobsters and griefers, of civic boosters and would be socialites, and of the challenge of governing virtual worlds. The book will be coming out some months from now from the MIT Press but in the meantime, what Ludlow had to say was so timely, especially given my recent exchanges with Clay Shirkey and Beth Coleman about the value of Second Life and given our forthcoming Beyond Broadcasting conference that I wanted to share some of his reflections with you much sooner than that. When he is not playing the part of a muckraking journalist in Second Life, Ludlow is a professor in the department of Philosophy and Linquistics at the University of Michigan.

In the conversation that follows, he explores more systematically what it means to construct civic media in Second Life and discusses his contributions to the life of this emerging online community. Tomorrow, he will share his reflections on the Second Life Debate as well as his thoughts about the challenges of governing online worlds. Together, these two installments represent a fascinating inside perspective on the nature of civic engagement in Second Life.

Axel Springer announced the other day that they would establish a full time newspaper in Second Life. What do you see as the significance of this announcement? What does it mean to the existing local newspapers which are indigenous to SL?

The Axel Springer virtual newspaper, called The Avastar, launched a few weeks ago, and they have had, suffice it to say, a rough start trying to find their way around Second Life. One problem is that Second Life is a very complex and hard to understand cluster of social spaces, and the Avastar managers don''t seem to understand the world very well. I also don''t think they have had great success in lining up knowledgeable and articulate writers, and if they think people are going to *pay* to read their paper (or, for that matter, advertise in it) they are badly mistaken.

The fundamental problem with their project, however, is their idea that there is some sort of value added by virtue having their newspaper in a PDF format, rather than a blog-like format. PDF doesn't integrate into the Second Life infosphere in the appropriate way (they can't link to other stories, we can't link to them, people can't comment, the stories are stale by the time they appear, etc).

If you think about it, their project is somewhat reactionary. They had an opportunity to come to this strange and fantastic new place where all the rules can be rewritten, and the only thing they could think of doing was coming up with a product that mimics meat space newspapers as much as possible. Far from offering us a new way to think about news and entertainment and how it should be presented, they are effectively trying to make a last stand for static push media by using PDF instead of a blog or some sort of social software.

From the outside, I''m sure they look all bleeding edgy ("oh look, a newspaper in a virtual world!") but from inside they look reactionary in concept, and clumsy in execution.

You've been involved with local newspapers in two virtual worlds now -- SL and Sims Online. What do you see as the importance of civic journalism in imaginary space? How important is it that the perspective be "local" -- coming from the player community itself?

Civic journalism in virtual worlds is very important, and it has grown up a lot over the three+ years I have been involved with The Alphaville Herald, and now the Second Life Herald. When we started in October of 2003 there were lots of fan sites for online games, but the concept of blogs/journals that covered in game events and player/owner conflicts with a critical eye was foreign. People reacted to the Herald like it had come from outer space. I can''t speak for other virtual worlds, but today in Second Life there is a very rich community of dozens of bloggers - many of which are self-labeled as newspapers. It makes for a very interesting media ecology for Second Life.

Some of the sites are merely fan sites, and some are personal journals of some form or other, but there are some that take a serious and critical look at the world and Linden Lab policies from time to time. All of them play an important role in recording and commenting on various aspects of this very rich and complex space.

This sort of journalism is important, and the way I think of it, there are three audiences: the internal audience, the external audience, and the audience that isn''t born yet.

The internal audience involves other players, and the flow of information can be crucial to maintaining a fair playing field. Just as an example, we ran a story about a memo the Lindens had sent to some key land owners, informing them that prices for private islands would be going up shortly and that if they acted now they could grab islands at the current price. That story embarrassed the Lindens into opening the offer to everyone and extending the buy-in period for land at then-current prices. There are lots of instances of this sort - policies and actions have serious economic consequences and virtual journalism can be a watchdog.

For the external audience, we provide a window onto the world that hopefully accurately reflects what is going on there, so that people will come join for the right reasons and not the wrong reasons. Also, if you have thousands of people in a given space interacting, it is important that people on the outside know what is going on. If this isn''t clear, consider the case of The Sims Online, which is a space that is supposedly suitable for children as young as 13. Well, I think it is important that parents and policy makers be informed about what is going on in that space. I''m not going to tell them what to do about it, but I do think there is a kind of civic responsibility to point out some of the adult activities that are taking place.

The future audience: a hundred years from now people will want to know what was happening in the rapidly evolving social web of our era, and these journals provide important records. Sometimes when I write for the Herald I even imagine that I am writing for an audience that won''t come along for a hundred years. (Usually though, I''m just banging something out as fast as possible.)

Some of your critics have argued that your coverage of the issues facing the communities in game world could be used to spur on reform and regulation efforts by outside government authorities. How do you balance your responsibility to the community within the game world (to expose problems so they can be addressed) with what they perceive as your responsibility beyond the community (to not stir up public controversy which could bring outside attention)?

It certainly can''t be my responsibility to cover up in-world problems. I understand that people view critical commentary and exposure of outrageous in-world behavior to be an attack on the community, but of course it is nothing of the kind. The problem is that sites which constantly spin the world in a positive light have no credibility when an outside critic comes along. For example, when Clay Shirky launched his recent attack on Second Life, it was easy for him to dismiss the defenders of SL as a bunch of breathless logrolling fanboiz. He can''t do that with the Herald however, and we are, I think, positioned to slap him down good and hard when we have the time to get around to it.

I should also add that over time people do come to understand that we are not attacking the community, and some of the Herald''s harshest critics have gone on to be good friends and contributors to the Herald. If you stick around, that shows people that you are committed to the community, and that is what really counts the most.

Some people have made fun of your efforts suggesting that these virtual worlds are "only games" and that you are taking them "too seriously." How do you respond to this criticism?

The ""only a game"" meme is of course not merely leveled at the Herald, but at anyone who participates in online worlds (and participatory culture more broadly - it is a species of the "get a life" meme that you have discussed in Textual Poachers and elsewhere). The first thing that has to be said is that as applied to Second Life it is badly mistaken, since Second Life is barely a game at all --- it is a completely open platform the content of which is provided by participants (that is they build, texture, and script whatever they want). The platform can be used for many purposes, but developing and playing what might be called games has never really been a big part of Second Life.

Beyond that, I tend to think that not much in life is *only* a game. Even spaces like World of Warcraft that are pretty clearly designed to be games are also spaces where people socialize, exchange real world information, work on projects together etc.

The more interesting question is why people keep repeating ""only a game"" so much. If you google ""only a game"" and "Second Life" together, you get nearly 12,000 hits. It is like a mantra that people keep repeating to keep some thought or idea at bay - and I think the dangerous idea that Second Life shoves in your face every day is this: our wealth is virtual, our property is transient, and our social lives are mediated by technology, nomadic, and often fleeting. I think that when people keep saying "it''s only a game" they are really saying "the rest of my world isn''t like this: my wealth is tangible and permanent, my friendships are unmediated and also permanent." Saying "it''s only a game" is like saying "this isn''t how things really are, this is just a bad dream." People need to pinch themselves, because this ain''t no dream. This is reality; deal with it.

At various times, you have seemed to struggle with whether you are playing a reporter in a game and taking seriously your responsibilities as a journalist covering real people in a real community. To what degree does the "magic circle" give players --- including yourself -- license to shed real world responsibilities in virtual world? Where should we draw the limits?

I don''t think we struggle with whether we are in or out of the magic circle so much as we intentionally play at the circumference. Sometimes, when I think we are getting too serious, I will post a silly story, and when we are starting to get too silly I will put together a serious interview or offer a polished essay or piece of serious journalism. This makes a lot of people uncomfortable; they want to know if we are serious journalists or just playing at being journalists. But the answer is we don''t respect the distinction and we are constantly trying to flout it.

Playing (sometimes even being) seedy tabloid journalists has helped us to learn the role that tabloid journalism plays in the media ecology of Second Life and the internet more broadly. I''m fascinated by this topic. If you think of media as a kind of eco-system them you see that tabloid journalism plays an important role - churning up stuff that publications with bigger budgets and more time can sift through and investigate.

What is frightening, however, is seeing the number of so-called serious media outlets that pick up our stories (and other blog flotsam) and just reprint them as though it was the word of Gopod. More frightening than that, however, has been the many instances we have seen where major news organizations research their own stories and end up with great big piles of steaming crap. So I am in this strange position of thinking both that (i) people should not be reprinting our stuff without doing their Serious Journalism thing with it and (ii) the content we generate is on the whole more reliable and informative than what they come up with when they do that Serious Journalism thing.

The net effect of this has been that it has made me very pessimistic about the state of journalism in the business and technology sector; it seems to be mostly about recycling press releases without reflection. And it's even worse than that. The *real* problem is that too many people now equate Serious Journalism with the recycling of press releases. Critical journalism is so foreign to people (except maybe on the sports page) that they recoil against it. Well, let me modify that statement. People in the US have this problem. Readers from other countries (Germany, Italy, etc.) find the critical stance of the Herald altogether natural and they are baffled by the Americans who complain about it. So maybe this is just a problem with the American media consumers - they have forgotten what a genuinely critical media looks like.

More Second Thoughts on Second Life

A week ago, Clay Shirkey, Beth Coleman, and I launched a three-way conversation across our blogs which was designed to spark a greater public conversation about the value of Second Life. We have been extremely pleased by the range of other responses to our posts which have cropped up on other blogs. By agreement, we are each returning today to respond to each other's posts and offer some concluding thoughts on the issues which have emerged through the conversations so far. Beth's post can be found here. Clay's post can be found here.

As some readers have noted, the disagreements here may be more apparent than real. Clay, Beth and I agree that Second Life is probably being over hyped if our criteria of significance is defined statistically but that it may still be an important site of cultural innovation and deeply meaningful to the people who spend their time there if we adopt more qualitative measures.

The "debate", if you can call it that, circles around competing criteria by which we might measure the importance of Second Life. Shirkey's original post sparked such heated response in part because it seemed to be pushing statistical and commercial criteria forward at the expense of other ways of evaluating the importance of what is going on there.

Shirkey says as much:

Concerning popularity, I predict that Second Life will remain a niche application, which is to say an application that will be of considerable interest to a small percentage of the people who try it. Such niches can be profitable (an argument I made in the Meganiche article), but they won't, by definition, appeal to a broad cross-section of users.

Beth believes that Second Life may well push well beyond niche status by providing a compelling model for how we might live in a virtual world that captures the public imagination and paves the way for subsequent developments in the design and deployment of virtual worlds. Second Life, she suggests, represents one step further along a century long evolution of human communications capacity:

What virtual worlds promise is an augmentation of human-to-human communication. We seem to yearn for synchronous connectivity and virtual worlds promise to deliver exactly that. Looking at the 150-year build out of telecommunications capabilities, what we find with many of the current platforms from text message to instant messaging to virtual worlds are designs for simultaneous connectivity. Putting a human face to things is a lot of what this is about, even if that human face is a codebot. These platforms are not simply to facilitate shopping but to develop further (or perhaps more massively) the ways in which virtual and "portable" spaces can be inhabited as a home.

Shirkey, by contrast, believes that "virtual worlds" is not a meaningful category:

Put another way, I believe that the group of things lumped together as virtual worlds have such variable implementations and user adoption rates that they are not well described as a single conceptual group...Pointcast's management claimed that email, the Web, and Pointcast all were about delivering content, and that the future looked bright for content delivery platforms. And indeed it did, except for Pointcast. The successes of email and of the Web were better explained by their particular utilities than by their membership in a broad class of "content delivery." Pointcast tried to shift attention from those particularities to a generic label in order to create a club in which it would automatically be included.

I believe a similar thing happens whenever Second Life is lumped with Everquest, World of Warcraft, et al., into a category called virtual worlds. If we accept the validity of this category, then multi-player games provide an existence proof of millions-strong virtual worlds, and the only remaining question is simply when we arrive at wider adoption of more general-purpose versions

Ironically, of course, many bloggers have responded to Shirkey by arguing that he is comparing apples and oranges by lumping Second Life together with these other gaming platforms. Second Life, they argue, is not a game. And in doing so, they are making his point for him: Second Life, he argues, can not be meaningfully lumped in with these other forms of virtual worlds because it is not a game and read on its own terms, it does not demonstrate there is a robust or widespread public demand for this kind of online experience. Again, though, this is to revert back to a set of statistical criteria for evaluating the cultural significance of Second Life.

Let me repeat for the third time the statement which may best sum up my own position: "Second Life isn't interesting to me because of how many people go there; it's interesting because of what they do when they get there."

Here, we can imagine a range of other ways of evaluating the importance of what happens in Second Life:

1. on the basis of which groups or institutions are conducting business there. As I have suggested, Second Life embodies a mixed media ecology in which business, government, educational, civic, nonprofit, and amateur media makers co-exist, each using Second Life as a test bed for innovation. It has always been the case that the playgrounds of the rich and the powerful take on a cultural significance that far outstrips the realm of our own everyday lives.

2. on the basis of the quality of civic engagement which emerges there. In a forthcoming book, Peter Ludlow, the editor of the Second Life Herald and the former editor of the Alphaville Herald (based in The Sims Online), has described what has happened as players move from one "virtual world" to another. Ludlow argues that there are a number of people who were "griefers" in The Sims Online who have begun to make meaningful contributions to the community on Second Life. His implications is that there is something in the mechanisms through which community life is conducted in Second Life which fosters a greater sense of civic engagement and personal responsibility -- in part perhaps because people are constructing their own reality and making their own rules there. (By the way, watch for an interview with Ludlow about Second Life on my blog later this week).

3. On the basis of the specific kinds of outcomes which emerge from our social experimentation in Second Life. We may need to wait longer to evaluate impact on this level but Second Life will matter if it teaches us new things about what it is like to live in a virtual environment or if, for that matter, we take innovations and insights from Second Life back with us to reshape our real world institutions and practices.

4. On the basis of the ways that Second Life incites the public imagination and thus becomes part of the general cultural understanding of what it might mean to inhabit a virtual world. In that sense, Second Life might occupy a space closer to Snow Crash or Diamond Age -- that is, as a fragment of the popular imagination rather than as a real space. In a literal sense, if Second Life didn't exist, we would have to invent it because it plays such a vital role in contemporary discussions of participatory culture, user-generated content, and online worlds. One could argue, in fact, that the public imagination of virtual reality is so far in advance of the current state of the technology that we may never have the patience to actually take the baby steps needed to get from where we are to where as a cultural we want to be. There's a danger that the public imagination of Second Life is so much more vivid than the reality that this contributes to the phenomenon of people trying it out and abandoning it.

Perhaps we can identify many more ways that Second Life might matter culturally without necessarily mattering statistically.

As we look more closely at Shirkey's arguments, he seems to hold onto a very specific set of criteria by which we might evaluate the quality of experience visitors have in Second Life -- criteria which start from the assumption that Second Life is designed to be a "simulacra" of reality, that it is judged according to its fidelity to the real world. Consider this passage from Shirkey's post

Games are not just special, they are special in a way that relieves designers of the pursuit of maximal realism. There is still a premium on good design and playability, but the magic circle, acceptance of arbitrary difficulties, and goal-directed visual filtering give designers ways to contextualize or bury at least some platform limitations. These are not options available to designers of non-game environments; asking users to accept such worlds as even passable simulacra subjects those environments to withering scrutiny.

All of this makes sense if you assume the goal of Second Life is "maximal realism." In my last post, I argued for a different understanding of what it might mean to have a Second Life -- based on the classic notion of carnival. By this criteria, Second Life is a place we go to escape the constraints on our everyday life, to explore new possibilities through our imagination which would be hard to realize in the realm of our First Lives. It doesn't mean everything goes: in fact, much of the literature on carnival implies that it re-enforced existing rules and norms precisely by inviting people to imagine what would happen if they were overturn.

Second Life can be immersive without in any way convincing us that it is a thorough model of the real world. After all, Second Life is a place where people routinely embrace identities -- say, a panda in a ninja costume -- which would have no basis in the realm of our real world experience, where people may casually swap avatars as they move from one space to another, where they may just as readily copy the space ship from Firefly as duplicate the architecture of Tokyo. Hell, it's a world where there are giant flying penises!

None of this has anything to do with "maximal reality" and everything to do with the "consensual fantasy" William Gibson saw as the defining characteristic of cyberspace. I am certain there are people and institutions that strive relentlessly for "maximal realism" but that's only one potential goal people might embrace as they enter this realm. Second Life is what we as participants make of it.

Shirkey himself demonstrates that games, because of their structures, may create immersiveness without achieving anything near "maximal realism" or even "passable simulacras." Who is to say that Second Life may not be generating altogether different mechanisms for achieving immersiveness -- having to do with our own shared participation in the design of the world -- without depending on perfectly mimicking the realm of our everyday experience? The problem is that if the "immersiveness" of Second Life is a product of our own participation then it may not be immediately communicated to the casual visitor who doesn't contribute directly to the production of this consensual fantasy but simply goes there expecting to consume it much as they consume an amusement park or a multiplayer game. This would surely account for the difference in how casual visitors and immersed participants experience the quality of experience created within this world.

The Beatles Win the IAP Games Competition

A few weeks ago, I shared with readers of this blog some of the thinking behind our annual workshop on translating traditional media content into interactive entertainment experiences. This is a workshop we have done for the past seven years in collaboration with Sande Scordes from Sony Imageworks. Students with different skills and backgrounds are put onto teams together and asked to select an existing media property that they think would form the basis for a compelling game experience. In the course of the week, these teams think through issues of narrative structure, character development, graphic presentation, interactivity, audio design, market potentials, and business models to come up with a 20 minute "pitch" for how and why they think such a game might succeed. The students worked long, long, long hours trying to pull together their presentations and on Friday, they gave their pitches and got feedback from our panel of judges (which combine industry and academic expertise). Every year, we get blown away by the quality of the presentations and this year was no exception. wii%20cover.jpg

The winning team this year, led by CMS graduate student Neal Grigsby and including Cabell Gathman, Ben Decker, Sarah Sperry and Laura Boylan, imagined a unique partnership between Apple Music (which owns the rights to the Beatles's songs and likenesses) and the Nintendo Wii (which offers an exciting platform for a new kind of games/music experience). The presentation opened with a montage of clips designed to display the unique sense of humor and comradary that one associates with the classic Beatles movies, the game like potential of some of the sequences from Help and A Hard Day's Night, and the ways that the Beatles themselves had experimented with the construction of animated avatars through the Yellow Submarine and other projects. Their high concept -- "Grand Theft Auto meets the Fab Four" -- a "sandbox" game experience which allows players to take on the role of the Beatle of their choice. As they explained, people have strong feelings about which Beatle they want to be and might not take kindly to starting out the game as Ringo and working their way "up" to John or Paul. They might also have strong feelings about which period of the Beatles' lives they wanted to inhabit or preferences about which of the many imaginative realms introduced through their songs they might want to visit first.

The Wii would allow novel play mechanics which might range from trying to "net" the Blue Meanies or deliver flowers to "all of the lonely people" to performing as a band -- they even imagined a level which might be called "Sitar Hero" which reflects a particular memorable moment in the group's development. Periodically, the player might be besieged by mobs of screaming fans that rip off their clothes and delay their movement through the levels. As they successfully complete a level, they would get to perform another hit song from the group's repertoire and they might be able to enter a more surreal, psychedelic realm such as the Octopus's Garden or Lucy in the Sky with Gardens. Each level starts with a muted palette designed to mimic the black and white of their classic films but as the Beatles master the challenges and spread love through their music, they color our world.

The group's witty presentation was peppered with a range of compelling slogans -- "All YOU need is Love. Wii provide the rest" or "Let it Wii." They even were able to offer some convincing arguments that this project might not be as far fetched as it might seem, given Apple's recent venture in allowing Cirque du Soleil to repurpose and remix classic Beatles cuts for their new performance piece.

beatlesmii.jpg

And if anyone wondered what the Fab Four would look like as game characters, they ended with a series of Beatles Mii (see above) that drew their inspiration from their previous embodiments in animation.

twilight%20zone%20game.jpg

Another team, headed by CMS graduate student Orit Kuritsky, tackled the challenge of converting the classic television series, The Twilight Zone, into a new kind of psychologically inflected Survival Horror title, partnering with Buena Vista Games. Disney has made a good deal of money off of the Twilight Zone attraction at their various amusement parks worldwide, while the rights to the Rod Sterling series belong to CBS. The game would include the figure of the narrator, modeled in Sterling's likeness, who provides unreliable and sometimes wickedly witty guidance to the player by stepping outside the action and providing comments on his/her fate. The game tried to capture the film noir look and feel of the classic series while taking advantage of the potential of digital media to create distorting and disorienting representations of architectural space. Like the classic series, which drew heavily on classic short stories and original works by top flight genre writers, the episodic content of the game would be developed by contemporary masters of fantasy, suspense, horror, and science fiction, including Michael Resnick and Carol Emshwiller, while music would be provided by Masami Ueda, the composer behind the Resident Evil and Okami games.

twilight%20zone%202.png

The doors (famous from the opening credits) would provide portals into different game worlds where situations would mix elements familiar from the original series with new elements that reflect the extension of Sterling's social commentary into such contemporary issues as cloning or terrorism. Many elements of the world will be familiar to those who are fans of the series: one can rejuvenate by kicking a can, for example, or one might look outside the window and see a monster on the wing of your airplane, suggesting the creator's affection towards the original, yet new generations of gamers will anticipate twists and surprises around every corner and Disney would expect tie-ins to its ride.

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Another team, headed by CMS undergraduate students Chris Casiano and Kenny Peng, asked us to imagine what would happen to the Harry franchise once J. K. Rowling had published the last book in the series. Rowling has hinted that she might not be opposed to further fleshing out the world around Hogwarts even if she doesn't plan to write any more stories about Harry himself and has expressed some disappointment in the quality of the Electronic Arts games based on the films. So, what if they could get J.K. herself to help flesh out the back-story of James Potter and the Marauder's Map -- that is, the story of Harry's father and his classmates. As they noted, the Marauders have been central figures in the fan fiction which has grown up around the Potterverse and the books have provided just enough information to interest even more casual readers in their adventures. In that regard, Harry Potter would not be the first fictional world to use games to broaden the scope of its narrative: they pointed to the success of the Knights of the Old Republic titles in the Star Wars franchise.

Like the Beatle's team, they were drawn to the Wii as a platform which could allow for an immersive player interaction and they offered a spectacular and playful demonstration of how the controller might support the casting of spells, wizard battles, and quiddich matches. They envisioned a cooperative multiplayer game similar in style to the Zelda Twilight Princess game that is already offered for the Wii but based on elements from the Potter books and associated materials (such as the Fantastic Beasts book which Rowling did as a side project). While we all felt fans would have competing ideas at this point about the story of Harry's father and mother, we agreed that Rowling was probably the only person who could flesh out those plot elements in a game and have it maintain a high level of credibility with fans. They imagined if the game was successful it could be the springboard for further sequels which took the Potter family into its fateful confrontation with Voldemort and his legions.

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The fourth team, led by CMS graduate student Andres Lombana, proposed a heist game set in a virtual Las Vegas and modeled after the Ocean's 11 movie franchise. They pitched Ubisoft on what they envisioned as a "thinking man's multiplayer game" which built on lessons learned from the Splinter Cell titles about how to create a breaking and entering play mechanic and which might redeploy some of the assets developed for the company's recent Rainbow Six Las Vegas title. Players could be either the thieves trying to rob a major casino or the guards assigned to prevent the robbery from taking place. Guards might have capacities such as the ability to use trained dogs to sniff out identifying residue or lie detectors to determine what statements are false. The movie already provided a range of different character types, each of whom offered their own skills and introduced new play mechanics into the series: the pickpocket, the card shark, the acrobat, the pyrotechnic, the weapons expert, the hacker, and so forth. The thieves have to keep an eye on their suspicion meter let it tip off the guards prematurely; they might be able to diminish suspicion through the use of disguises or by spending more time at the gaming tables (involved in various minigames). The game would preserve the smooth style and bantering dialogue of the original franchise, hopefully drawing in George Clooney and the other members of his brat pack to provide original voice acting for the title. Barring that, they envisioned a lower cost alternative where Julia Roberts led a team of original female characters who were trying to beat the boys at their own game. (Robert is noted to be a hardcore Halo fan, according to some interviews, so the speculation is that she might like to be the protagonist of a game series.)

A Second Look at Second Life

A few weeks ago, I posted here about the debate surrounding Second Life which was triggered by a high-profile critique of the popular multiverse by longtime cyber-pundit Clay Shirky. After corresponding with Shirky and with my colleague Beth Coleman, it was decided that we would offer some new statements about this controversy across our three blogs today and respond to each other's posts in about a week's time. We also agreed that we would post links to the other posts through our sites which would help readers navigate between the various positions. So, if you want to read the latest by Clay Shirky, you can find it here and if you want to read the latest by Beth Coleman, you can find it here. (These links will only go live once I know the other material is up on line.) None of us have had a chance so far to review what the others will say so I anticipate that the first round will mostly be a restating of or clarification of our previous positions. Clay's arguments rest on the following claims:

1.Claims about Second Life's user base have been dramatically overstated because the focus has been on the number of people who try out the multiverse rather than on those who return regularly. As he explains, "Someone who tries a social service once and bails isn't really a user any more than someone who gets a sample spoon of ice cream and walks out is a customer."

A lot of effort has been put into debunking Clay's analysis of the numbers by writers such as Joel Greenberg

and Prokofy Neva. Frankly, my interest in Second Life has little to nothing to do with the statistical dimensions of this argument. I've never been one who felt that arguments about cultural change could be reduced to counting things.

I certainly agree that we should be concerned if the press's interest in Second Life is fueled by inflated numbers but I also recognize that these numbers give only a partial indication of the level and kinds of investments people make in these worlds, that Second Life may have cultural importance even for people who have never been there because it embodies a particular model of civic participation and cultural production.

The numbers matter if we are asking whether Second Life represents "the future of the web" but personally, I have never believed that SL is going to be a mass movement in any meaningful sense of the term. As I stated last time, I do not buy the whole nonsense that immersive worlds represent web 3.0 and will in any way displace the existing information structures that exist in the web, any more than I think audio-visual communications is going to replace written communications anytime soon. If nothing else, the ability to scan through text quickly gives it an efficiency that will not be replaced by more "technically advanced" solutions which are more time consuming to produce and to consume. I am pretty sure that the value of the web/net lies in asynchronous communications and that real time interactions -- whether we are talking 3d or skype -- will always represent a special class of uses which competes not with the web but with other teleconferencing technologies. Most of us will find uses for virtual worlds one of these days; most of us will not "live" there nor will we conduct most of our business there.

I do not even think that Second Life represents the future of multiplayer games -- it represents one end of a spectrum of player experiences which maximizes player generated content and minimizes the prestructured experiences we associate with most computer games. World of Warcraft represents the other end of that spectrum and so far, that model draws more customers. My own ideal lays perhaps some place in the middle. As such, this becomes a debate not about affordances but about the desirability of professional entertainment versus the pleasures of participatory culture. It also becomes an exercise in mapping what some have described as the pyramid of participation in which the harder it is to create content, the higher the percentage of participants who will chose to consume content someone else has produced. What's striking to me is not that so many people still prefer to consume professionally generated content (it has always been thus) but what a growing percent of people are willing to consume amateur content and what a smaller but still significant percentage of people are willing to generate and share content they produced themselves. Second Life interests me as a particular model of participatory culture.

2. He argues that the hype around Second Life simply repeats earlier waves of enthusiasm about virtual worlds, none of which have turned out to be the "next new thing" claimed for them by their most ardent supporters. He concludes, "If, in 1993, you'd studied mailing lists, or Usenet, or IRC, you'd have a better grasp of online community today than if you'd spent a lot of time in LambdaMOO or Cyberion City."

I get the historical analogies Shirky is making here and he's at least partially right about the over-promotion that surrounded some of those earlier MUDs and Moos. My own sense is that Second Life has struck a deeper chord in our culture than those previous MUDS and MOOS did -- in part because of the engagement by other powerful institutions in our culture. To some degree, all of the corporate, academic, nonprofit, and foundation interest in SL is part of the hype which Shirky is dismissing here. There has certainly been a snow ball effect where this group has to be in SL because that group is in second life and so forth. But there is also a way in which SL embodies a new mixed media ecology in which institutions with very different levels of power, wealth, and influence co-exist in a shared virtual space creating more equivalence in terms of their relationship to the media landscape. This is the heart of what Benkler writes about in The Wealth of Networks and there is perhaps no more powerful illustration of this new hybrid media ecology than SL.

Some have dismissed SL as a costume party -- I see it more as carnival in the medieval sense of the term -- as a time and place within which normal rules of interactions are suspended, roles can be swapped or transformed, hierarchies can be reordered, and we can step out of normal reality into a "magic circle" or "green world" which can be highly generative for the imagination. The difference is that in the old days, carnival was something that existed for a very short period of time and people planned for it all year. Now, in the era of SL, carnival exists all the day and people have to decide how much time they want to spend there. In the old days, the power structures that led to carnival were religious and the church had to decide whether or not to embrace the popular rites. Today, the power structures that lead to SL are corporate and companies have to decide whether or not to embrace the popular rites. That corporate America seems to be experimenting with the alternative reality that constitutes SL is news -- even if many of these experiments fail and even if many of these companies have no clue what to do with their islands and even if most of them go back into their cloisters in another year or two.

3. The hype about Second Life is emerging because tech reporters are young and have no sense of history, because virtual reality is easy to grasp compared to the complexities of social networks, because writing about SL still keeps the focus on content, and because so many powerful groups have a vested interest in sending out press releases about the cool project they are doing in Second Life.

All of these seem valid criticisms of the media coverage of SL which is historically ill-informed, is simplistic, is subject to press releases proclaiming that "this is the first time that x has ever happened in a virtual environment before." That said, I am personally grateful that most of the coverage of SL has generally been supportive of participatory culture compared to the relentlessly negative coverage associated with sexual predation in MySpace or violence in video games. I take my good news where I can find it and for the moment, the coverage of SL, bad though it often is, is helping Americans in general adjust to the idea that there may be something positive to be gained by having an active fantasy life on line. I have always said that the myth of a digital revolution is more empowering, perhaps, than the reality may be because it keeps alive the idea that real world institutions may be subject to change from below and thus encourages us to imagine and push for the possibility of change. It only becomes disempowering when it gets draped in an aura of inevitability which convinces us that things are going to change by themselves and all we have to do is sit back and watch.

I care only a little bit about the future of virtual worlds. I care a great deal about the future of participatory culture. And for the moment, the debate about and the hype surrounding SL is keeping alive the idea that we might design and inhabit our own worlds and construct our own culture. That's something worth defending.

Shirky concludes, "Second Life may be wrought by its more active users into something good, but right now the deck is stacked against it, because the perceptions of great user growth and great value from scarcity are mutually reinforcing but built on sand....There's nothing wrong with a service that appeals to tens of thousands of people, but in a billion-person internet, that population is also a rounding error."

By those criteria, the Renaissance and the Age of Reason were less than rounding errors since the key innovations occurred among a much smaller number of artists and thinkers. This is to subscribe to a quantitative model of history which simply doesn't reflect the reality of how cultural innovation occurs. A small community of people can generate an enormously rich culture and can have a transforming impact on society as a whole. I am not saying SL has achieved this yet -- and indeed, it may never live up to that potential -- but I don't want to lose sight of the fact that the importance of SL has squat to do with such statistical measures -- though what those measures have to say about its market value may be another value.

I respect what Shirky is doing here in questioning the numbers. I just want to push us to ask deeper questions about the criteria we use to measure the value of Second Life.

As I wrote last time, "Second Life isn't interesting to me because of how many people go there; it's interesting because of what they do when they get there."

Front Line Perspective on the Boston Games Jam

Earlier this month, The Education Arcade played host to the first Boston Game Jam. Dan Roy, a CMS master's student, who has been working on the Labrynth project through the Education Arcade and is currently doing his thesis on the models of learning and reward underlying multiplayer game design, offered to share with us some of his perspectives of the event. What follows is his account of what happened when you put a bunch of creative game designers -- both professionals and students -- in a room for a weekend with the goal of testing the limits of their medium. (Personally, I am waiting to see Game Jam turned into a reality series not unlike Project Runway!) Boston Game Jam

by: Dan Roy

It's 9 a.m. on Saturday and about 15 professional video game developers from the Boston area are taking their seats in The Education Arcade lab at MIT. They've come alone or in teams of two for the first annual Boston Game Jam, armed with ideas for games involving the Jam's theme of "shifting." They are programmers, designers, artists, and musicians, and they've committed the next 36 hours of their lives to making experimental games. Though developing games is work and they do it every day, there's something special in the air this Saturday. It's an opportunity to leave behind the pressures of the game industry, with its years-long development cycles, escalating budgets, increasing team sizes and specialization, sequelitis, and publisher-developer tensions.

Once upon a time, a single crackerjack programmer or a team of three could bestow their unique vision of gaming on the world with only a few months of work. Development cycles were short. Genres were undefined. Risk was low and creativity was high. The trend in the ensuing decades has moved away from all of this. We've reached the point as an industry where failure on a project costing tens of millions of dollars means lots of lost jobs and maybe a shuttered business or two. In that environment, publishers rely on proven intellectual property and remaking established genres to meet their quarterly targets. When publishers hold the money and the IP, contracted developers have little choice but to live hand to mouth. One missed milestone or delayed contract could be the end for such a developer with no savings.

In addition to the rising budgets and reduced financial risk-taking, individual employees find themselves working on more and more specialized tasks. This assembly line model stifles a lot of creativity. The benefits of feeling like you are part of something bigger than yourself are offset by lack of control over the direction of the project.

And so, these game developers gather at MIT to seize back their creative control. They've come with plans for games they would like to make entirely by themselves. The programmers are no longer just graphics coders or physics coders or tools coders or artificial intelligence coders. They now hold the grand vision of the game, as well is the responsibility for wearing hats normally left to others.

By noon, everyone had settled in with his project and was making steady progress. Max McGuire in particular seemed ahead of the game, as he already had something playful-looking up on his screen. At a game jam, one can always step away from his computer, wander around the room, and become inspired by the ideas and energy of all the other auteurs. A casual observer would notice that screens full of code intermittently give way to intriguing visual representations of progress.

Later in the day, Jam organizer Darius Kazemi warned us that if we didn't have something playable by this evening, we were in bad shape. A couple of teams took this opportunity to step back from their original visions and refocus on something more practical. However, a surprising number of projects were right on track. It seemed we had scoped our projects well to not fall into the common trap of taking on too much.

After dinner, some participants started to call it quits for the day and head home. As the coordinator of the Jam facilities at MIT, I resolved to stay in the lab until everyone was finished. I was quite tired when I walked home at 5 a.m. As most people who have ever been excited about a project can tell you, there are good and bad kinds of sleepy. The energy that I took from the group and from my own creative process had not yet dissipated, and even as I lay in bed exhausted I found my mind eagerly bounding between the possible features I could implement the following day.

That following day began three hours later. In my exhaustion, I must have set my alarm incorrectly, because I was awakened by the ringing of my cell phone. When I arrived at the lab to punch in the door's security code there was already a line of antsy developers. I felt guilty for standing in the way of their work, even early on a Sunday morning.

As the clock drew closer to the 6 p.m. deadline, the entire room tightened its focus. As time ticked features a way, developers became even more earnest to preserve what they could of their initial visions. You could hear the whir of productivity, punctuated by semi-sarcastic exclamations from Al Reed like, "I just realized I don't know how to program." Kent Quirk and his son/teammate Lincoln also had their moments, like when they both leaned in close to the

screen and simultaneously grunted. "Huh?" and "Hmm."

Darius stopped us all precisely at six, and we gathered around the projector to present the creative gold we had mined all weekend with our pickax keyboards (handy tools, those). Max McGuire had managed to conjure up a respectable competitor to Will Wright's forthcoming game Spore, in which you take creatures from their basest existence through the height of civilization and into outer space. The core mechanic is shifting terrain up and down. Impressive, and as fun to watch as to play.

Eric Rosenbaum and Jonah Elgart created a game around shifting rhythms, redirecting streams of beats to create a symphony or cacophony of precautions and notes. It seems like a great game if I could just figure out how to play it.

Philip Tan, who has been flying back and forth between MIT and Singapore for half a year as he sets up an international game lab called GAMBIT, made a game about jetlag. In it, players must manage passengers' moods so that they're in peak state when they hit the ground (hopefully softly). The whole room had listened earlier in the day as Philip recorded the voiceovers for the flight attendants. It was definitely the fifth take of "Coffee, tea, or soda?" where the humor of the flight attendant's annoyance finally came through.

Kent and Lincoln Quirk made the only 3D game of the Jam, in which players shift an avatar between conveyor belts to reach the center of a maze. The tricky part was that if you stayed on the conveyor belt long enough, you would flip over with it... to the dark side.

Al Reed and Alex Rice somehow overcame Al's inability to program, creating a Mario Brothers type game called Squish in which players hop from platform to platform shoving boxes around in an attempt to crush each other. The only explicitly multiplayer game of the Jam, it clearly showed off the potential of humor in social interactions. The hilarity of watching Al's stick figure accidentally squish itself cannot be denied.

Darius, who had originally planned to not make a game and only assist others, had found himself twiddling his thumbs and cranked out a Game Boy Advance game of shifting mazes.

Darren Torpey and David Ludwig created a game about shifting seasons. They made the executive decision that four seasons was far too many, and unilaterally cut it down to two. Personally, I'll miss fall and spring tremendously and can't condone their actions.

Geoffrey Long and I (Dan Roy) created a game about shifting perceptions around the diamond industry. Conflict diamonds, or blood diamonds, have been used to fuel terrible violence for years, and I wanted to educate some consumers who might be unaware what their purchase might be funding.

Jim Ingraham and Duncan Watt contributed art and sounds respectively to all of the projects, and they did so valiantly in the face of our common and impending deadline. Duncan in particular knows how to triage.

Most of these game concepts would never have been made if not for an environment like the Boston Game Jam. At least, they never would have been made within the industry model that only makes space for AAA titles. However, there are promising signs that at least some segments of the industry are shifting back to smaller teams, smaller budgets, shorter development cycles, and wackier concepts. Digital distribution helps here tremendously, as do content delivery models like episodic. Chris Anderson's Long Tail is just regaining prominence in the game industry, and the "hits" of the future may be niche subscription titles. Henry did a number of posts on the rising independent games movement not too long ago that readers may find interesting.

The mood in the Education Arcade lab after giving our presentations was inspired exhaustion. Everyone agreed that they'd like to do the Jam again, with some calling for it every six months instead of annually. Most participants didn't seem to mind that they had just worked halfway through the Patriots-Colts game, even with New England's team represented. We had just had our own game of realizing our visions, in which we proved ourselves as much as played in the sand. I think I speak for everyone at the Jam when I say we are fortunate to do what we do.