Long-Distance Collaboration

November 1, 2010 in Methods

With my Second Life exploits now quite far behind me, I’m surprised to find myself still learning from the experiences sought there. I’ve been reflecting on the way I work today, volunteering my creativity and time towards game projects at CodingConcept and Psychoavatar Games. As I’m still not yet under the employ of a physical studio, I have come to rely on such projects as a way to realise my ideas, expand my portfolio and keep busy. The problem is that there are still many challenges in working remotely.

I’ve often been sceptical of efforts to promote Second Life as a viable working platform, partly because of negative attitudes laid at Linden lab’s feet as its developers, but also because virtual world technologies remain very virtual. Note that I usually refer to them as “online worlds”, because I believe that not all aspects of such platforms are mere virtue, but in this case I refer to that very real disconnect between face-to-face and online collaboration.

Online technologies certainly allow us many freedoms, not least of which the fact we can work remotely at all – I could not help contribute to two start-up companies in geographically remote locations without wiki, email and Skype – but they’re no replacement for a round-table discussion of ideas, the pressure of obligations to somebody sat across your desk or the partnership of social and productive growth amongst peers and friends. It can be a struggle for me to justify work (on something I should be doing in an office) at the desk in my bedroom amongst other concerns around my physical world. I feel that something in the human condition leads us to prioritise those problems in our vicinity quite a lot higher than something constrained within the box upon our desk, and battling that in order to keep working takes a great deal of effort.

I realise that in this day and age, there has to be a field of study devoted to long-distance working, online collaboration and the management of a life around that. Given the challenges this presents to people in a wide variety of fields, not all of them reliant on technology themselves, I wonder if in fact such knowledge should be taught in schools. It may sound pretty wild, but I for one would be glad of the reassurance.

Achievements in Digital Media

August 9, 2010 in Theory

John “Kaseido” McKnight recently wrote about a proposed ‘achievement’ system for Second Life which, some believe, might help shift online world demographics from a niche, free-form crowd to the lucrative gamer market. So soon after The Internet Crashed had posted an interview with Gary Ballard, this idea had me musing on notions of genre and medium again. I hope to draw a divide where social achievements can and cannot enrich a digital experience, but by doing so I must first separate MMO games from their ‘offline’ predecessors.

A Trio of Media

“MMO’s [sic.] need to be thought of as a medium, not a genre of video games. You take an experiment like Second Life and put it up against a refined, Skinner-box profit machine like World of Warcraft and you’ll see two very different experiences. Both have elements of game, but such widely varying goals that they can’t be considered in the same genre at all. You have to view them as two examples of different genres within the medium of an online multiplayer experience.”

Gary Ballard, for The Internet Crashed

Ballard’s point is a potent one, upon which Kaseido seized too – that although MMOs and games share much in common, it is almost always impossible to win an MMO, and so they are ultimately for play. The only time an MMO defies this is in player vs. player combat, when strict deathmatch rulings and the enclosure of an arena ensure that all play is taken outside normal MMO flow. A single-player console game may instead be completed once its story is run or a series of puzzles is finished. Note that for the sake of clarity, I consider the PC to be a games console too, despite the fact they run most MMOs.

I consider online games to be a separate medium indeed. The balance of constraints and opportunities open to a community-based game’s design are too many to let us treat such work as we would a console game. I currently classify these media by their chief intent: social interaction, gaming within rules, and playing.

  • Console games, typically free of social input (save for multiplayer modes), may feature ‘game’ or ‘play’. Examples would include Half-Life 2 (game) and LittleBigPlanet (play);
  • Online worlds feature no overarching goals save whatever the user brings to their own spontaneous play;
  • MMOs or online games occupy a middle-ground, since they feature directed gameplay delivered in a freeform fashion – players are allowed to embrace or disregard quests and challenges at their own discretion, and may in fact ‘level up’ without any heed paid to these features. They are also encouraged to share this experience in a social environment.

It is these differences in function and reach which I think demand careful attention when suggesting new features like achievements. The system as we understand it is, as Kaseido says, a relatively new phenomenon, though ‘offline’ achievements have featured in console games for decades. Hosting these accomplishments in an online environment has allowed players to create ‘game passports’, detailing their exploits and granting them bragging rights.

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Coming Out: Serious Gaming

July 18, 2010 in Theory

I’ve not really dealt with serious games before, on this blog or elsewhere, but an idea has struck me and I hope you’ll indulge me as I share it. Many such games deal with political ideas through education or simulation. There are very few which deal with social issues, possibly because they are a complex matter. Some such issues do appear in more generalised games, however:

Half-Life 2 deals with repression, both in its cyberpunk storyline and a thoroughly disadvantageous few minutes of play at its start. I’m sure most people will remember the City 17 station ‘metro cop’ who knocks a can to Freeman’s feet. In the mocking tone of one holding the high ground, he orders Freeman to pick it up. The player has the option to throw it back in his face, but Freeman is unarmed and easily bludgeoned with a cattle prod for his insolence. This short encounter sets the tone for a whole game about overcoming dictatorial power.

Beyond Good & Evil has a more political angle, exposing the perils of state-controlled media in a fantastical setting. Protagonist and freelance photojournalist Jade falls foul of the military during a vicious alien attack and winds up with a rebel network, out to expose far more than the government is letting on. Who’s really behind the Domz attacks, and why are innocents being abducted from the streets?

Of course, this is no less than what film is capable of dealing with, and film has the power to highlight more personal issues. What if games were tackle ideas like betrayal, love and social injustice head-on?

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Back to First Life

March 27, 2010 in Uncategorized

I’ve decided to terminate my naive, creator’s relationship with Second Life. I realise it’s a whiny and melodramatic statement to make, but I can’t ignore a feeling that I’ve seen the light.. or chosen to accept it after years of ignorance.

What triggered my finite decision is an email; one of Linden Lab’s ‘editor’s picks’ in which the Lab promotes a sim or project happening on their Grid. Some are educational programmes or shopping events, but most are artistic developments like Nemo, a Jules Verne-inspired creation. Part of what causes my negative mood is the framing of such ‘picks’. In this one newsletter we are given an unrealistic portrayal of life on the Grid, as a 3D artist’s detailed and impressive work occupies a space Linden Lab wouldn’t dare to fill with a postcard from the chaotic ‘mainland’. The best work I have seen on the Grid is completed without any apparent concern for profits or sustainability, and I’ve seen a few favourites disappear altogether. Even those projects which charge for land rental or for services run a rickety trail as administrators seek to balance an appealing price with the costs they have to cover in maintaining their Grid presence.

Then Linden Lab come along, photograph the build and promote it as a reason to visit. Those who can support their own projects will no doubt reap some joy from this, as their work is promoted by an official source for all to see. But does the everyday creator stand to benefit from presence on the Grid, promoted or not? I strongly believe that this isn’t the case. With Extropia as my example, I’ve found an emotional and creative minefield. Work on the region has been fulfilling, has taught me a lot and has helped stamp some online world entrepeneurship onto my CV, but it has never made its financial backers any money. I believe that most projects manage the reverse in fact, sustained only by their creators’ passion and emotional investment in the work.

I’ve had to say “enough”, however. After nearly three years stewarding the region as its architect, I’ve managed only to keep those parts I’m responsible for steady, as they struggle up a downwards escelator. The design risks are obvious: in order to compete with the mainland and other developments on land rental costs, the region has to charge the bare minimum to run to cost. In order to support three regions we have to rent a lot of that land out, which means there’s little room to make money off the top. Even if the region is sustained on that income, it’s entirely within Linden Lab’s practice to swoop in and highlight the region as part of their own campaigns. End result? Linden lab makes money from our hard work where we’re left drained.

It’s often said that online worlds hold vast possibilities beyond that which Linden Lab’s own product offers, and I too have promoted the idea that Second Life is not the ‘be all and end all’. Yet software runs to trends; if at last there were a new world supporting user-generated content to the extent Second Life does, it’s likely its producers or backers would seek to deviate only slightly from Linden Lab’s models, further setting back the idea we can make money from them. I find it hard to devise a world of my own with this criterion because it assumes the developer would be content in a role as internet service provider (ISP). Though it has attempted to fulil this role it seems unlikely Linden Lab ever could, and so money remains a sore point.

I didn’t start working in online worlds because I wanted to make money. I did it because I relished the challenge and found a fulfilling and creative platform for my ideas. But the project is extremely costly, and the online environment makes it nearly impossible for a designer like me to earn any sort of living. Either I devote every waking hour to the design and maintenance of a world ultimately earning Linden lab more money than it would us, or I treat it as a casual hobby and risk it running huge debts. neither is a happy picture, and neither one makes good sense as use of my time.