CultureOutlineSlide 3Slide 4Many Relevant ContextsCulture paperCulture-before ICulture-before IICulture-after ICulture-after IICulture-surrounding ICulture-surrounding IIGame CultureExamplesCultural RhetoricHow is a game an argument?Transmission / ReceptionExample IExample IIRhetorics of playPlay as ProgressPlay as FatePlay as PowerPlay as IdentityPlay as the ImaginaryPlay as Rhetoric of the SelfPlay as FrivolityMultiple rhetorics at workConflicting RhetoricsGame charactersGenderMondayCultureRobin BurkeGAM 224OutlineAdminCultureCultural RhetoricCultureundefineable termGeertz"Man is an animal suspended in webs of significance he himself has spun...I take culture to be those webs, and the analysis of it to be therefore not an experimental science in search of law but an interpretative one in search of meaning"Culturefor our purposeseverything outside the magic circlewhat comes•before the game•after the game •surrounds the gamethe context of the gameMany Relevant Contextspopular culturethe images in gamesthe ties between games and movies, manga, etc.businessthe ways in which games are made and marketedthe ancillary businesses around games (magazines, retailers, etc.)fan-domthe ways that devotees invest energy and creativity into particular gamesthe communities that rise up around gamestechnologythe technical requirements of games and their effect on the evolution of computer systemsgenderthe way that male and female bodies and identities are rendered in gamesCulture paperDue 6/1Culture-before IDesigner borrows from the wider culturesignifiers•the red crossthemes•the hero taleimages•the witchsounds•fanfareThis background is (ideally) shared with the playerplayers from other cultures may need to learn some thingsCulture-before IIDesigner borrows from specific movies, books and/or gameslicenses / sequels•Knights of the Old Republic IIadaptation•Sly Cooper = Splinter Cell for kidsPlayer's expectations are shaped by references to other cultural artifactsCulture-after IDesigners may license game characters to other mediamovies•Lara CroftDesigners may let users build onto their gamesnew levels•UnrealEd and toolsnew content•Sims toolsCulture-after IIPlayers may organize communities around gamestrading tips, hacks, cheat codes, FAQ filestrading mods, player-created contentgroup playorganized competitionsCulture-surrounding IPlayers interpret the gameusing their individual knowledge and cultural backgroundPlayers play the gameusing techniques and expectations derived from other gamesusing expectations derived from real-world experiencesCulture-surrounding IIPlayers may play in a variety of environmentsarcade or Internet cafesolitarygroup settingpublic competitive settingGame CultureAny of these aspects are fair game for a cultural understanding of gamesDesigners can choose to ignore culturebut that doesn't mean they are free of itit just means they will be ignorant about itObserverscan use culture as an avenue to interpret a game's meaning, its "web of significance"can use the game as an avenue to interpret the culture that gives rise to it•but the "web of significance" is always tied to the larger culture in some wayExamplesCulture Game MeaningMarxismKatamari Damacycapitalist consumption gone madGame Culture MeaningMissile CommandCold war AmericaConcrete manifestation of the inevitability of nuclear destructionCultural RhetoricrhetoricThe art or study of using language effectively and persuasively.We meanthe way that a game contains an implicit argument for a set of cultural presuppositionsHow is a game an argument?Rulesthe rules reward certain actions and not others•implicitly valuing one choice over another•Example: KOTOR, Fablethe rules require the player to prevail in certain types of conflict•implying what types of conflict are important and how they can be resolved•Example: Civilization IIIPlaythe play of the game demands certain activities be performed•implicitly valuing one type of activity•Example: Kung-Fu chessthe game makes certain activities and events pleasurable•implying that certain things are or should be enjoyable•Example: Katamari DamacyTransmission / ReceptionThe presence of a particular cultural rhetoricmay indicate an explicit design choice by the designer•but not alwaysThe impact of a game on its playerscan indicate acceptance of its rhetoric by those players•but not alwaysExample IAsteroids"Space: The Final Frontier"To be a hero is •to be alone against hostile and unfeeling nature, •to use speed and intelligence to battle mounting and eventually insurmountable odds.Whydetailed examination of the game•the avatar•the space of play•the nature of the conflicts•the core mechanic•the dramatic structureExample IIFinal Fantasy Tactics Advance"Braveheart"to be a hero is •to lead comrades to victory in a worthy cause, •to manage the developments one's own unique abilities and those of others, and •to deploy those abilities effectively when neededRhetorics of playStandard conceptualizations of playmay or may not be invoked by a given gameSutton-SmithProgressFatePowerIdentityImaginarythe SelfFrivolityPlay as ProgressStancePlay is how we (especially children) learnEnabled bycore mechanic emphasizing desirable skillsmoralistic narrativeGamesChutes and LaddersZoombini's Logical AdventurePlay as FateStanceTo play is submit to chance, to depend on luckEnabled byrules dependent on uncertaintylittle or no skill or knowledge necessaryGamesroulette"Sorry!"Play as PowerStanceTo play is to display prowess and defeat lesser playersEnabled byplay involving skill or strategic reasoning or bothGamessportsCounter-StrikePlay as IdentityStanceTo play is to cement group bonds and ground identityEnabled byemphasis on social playrules reward collaborative effort•non-zero sumGamesteam sportsmost MMORPGsPlay as the ImaginaryStanceTo play is to demonstrate creative and imaginative responsesEnabled bycomplex and emergent rule systemsopen game systemsGames"Cranium" gamesSimsPlay as Rhetoric of the
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