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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Idle Picasa is the Devil’s Plaything

June 13, 2010 in Methods

Confession time: I keep looking back at my own habits and tendencies, finding what I hope are good traits for a game designer. Many of these are expressed as near-obsessive compulsions. I love to alphabetise things, to form cataloguing systems and maintain an orderly hard drive, however it’s often the process which excites me more than working with the system itself. To wit:

  • I’ve created four separate game design-related blogs in my time, all achieving roughly the same goals;
  • my website has been through near enough a dozen revisions and three name changes since its original launch, all with quite different layouts and logos;
  • my hard drive too has seen tens of gigabytes of data reshuffled many times over, all so I can access my picture libraries more easily.

You would also not believe how many times my bedrooms have been shuffled about. It is a mercy that my current furniture layout cannot physically fit any other way, and my bookshelves have to stay as they are. Despite that, this weekend has seen me re-organising paper documents, installation disks and the behemoth that is my Picasa library, mostly for fun.

I think I was an early Picasa adopter, once Google had bought it and released the desktop photo manager as a free download. I piped my photos into it, and all was well until I read an article by ‘Duddlebug’ in ImagineFX. He suggested using Picasa’s smooth layout, handy thumbnail views and tagging features to organise a visual reference library. I remember this much: the fortnight after I had read that advice were a blur. The fifth or sixth iteration of my file folder system was thrown out of the window as I set about importing everything into Picasa, then toying about with its albums and categories. It took a while, but I got there and have a system which stands to date. I’m rather proud of it.

If I were to read this staple of my digital life back as a design brief, I’d have the following:

  • My Picasa library is a combination of visual reference and photo album – there are spaces for my own photographs and a variety of visual mood boards comprising found images, magazine scans, screenshots and downloaded artworks.
  • The system is mirrored in Windows Explorer under the ‘public’ and user -specific ‘My Pictures’ folders.
  • Pictures are sorted by:
    • theme, e.g. cyberpunk, erotic art, pulp;
    • and purpose, e.g. stock, photos, inboxes.
  • There is room to tag each image with appropriate keywords, or they can be searched for by title and folder name too.
  • Photos can be held in a temporary tray and exported into new destinations, compiled as photo sheets, or added to ‘mood board’ albums independent of folder structure.

This creates a desktop-launched environment in which I can scroll down a set of themes, opening each to see a few dozen folders, all containing images related to that theme. I can then pick out a few pictures from various sources and bind them in an album for sharing online, printing as a contact sheet or exporting to a disk.

Open “raypunk”, for example, and I find:

Screenshots: "Adventures of Sonic the Hedgehog", "Sky Captain & the World of Tomorrow", "Flash Gordon" and "Things to Come";

Artworks: Andy Hill, Bradley W. Schenck, Frank R. Paul and Johnna Y Kuklas;

Generic pictures relating to artworks, fashions, architecture and even glamour shots taken in the raypunk style.

Pretty useful if you happen to start designing a raypunk-themed game!

I’m currently threatening myself with starting a tagging regime. As with many of my cataloguing systems, the tags drifted into obscurity as I imported too many images to handle. My Picasa installation is surely housing around 10,000 images if not more, and I have to wonder about the balance between ‘making do’ and investing a few days’ tedious data processing in order to add another, more useful indexing method.

Sadly, it’s hard to find an answer when even tedium fulfils some odd compulsion of mine.