Showing posts with label frustration. Show all posts
Showing posts with label frustration. Show all posts

Monday, 26 October 2015

CHIPLAY 2015: London, UK

At the beginning of the month CHI Play took place in London, and I think I've just about recovered :-) The papers should be accessible to the public for a whole year from here so make sure to check them out. Anna Cox and Paul Cairns chaired the conference, while I served as local arrangements chair - while there were probably a few challenging moments along the way, it was all worth it in the end. I also learnt an awful lot and promise to never take conference organisation for granted again!

The conference kicked off the workshops on Sunday, where I helped run "The false dichotomy between positive and negative affect in gameplay", co-organised with Max Birk, Regan Mandryk and Dan Johnson. The workshop came out a discussion we had earlier in the year at CHI2015 about the lack of nuance around the concept of negative affect within gameplay experiences. We had a great mix of participants and some intense discussions about why we engage in gameplay we don't always enjoy and how the gameplay experience is often about a mix of emotion - whether this results from engaging in darker themes and/or overcoming failure and frustration. And we got through an awful lot of post-its (below) :-) We're hoping to continue developing ideas around this theme but in the meantime you can find the submissions to the workshop here - thanks to Sharon Steinemann, Elisa Mekler, Stefan Rank, Carina Westling and Fraser Allison for their thoughtful contributions!


At the main conference, in the pretty impressive venue "The Light at Euston", I presented our paper Removing the HUD: The impact of non-diegetic game elements and expertise on player involvement (Iacovides, I., Cox, A., Kennedy, R., Cairns, P., and Jennett, C.). There has been some previous work on looking at game interfaces and diegesis but not a lot of empirical work examining exactly how different types of elements actually influence the player experience. If you're not sure about the distinction between diegetic/non-diegetic check out this very helpful video :-) Our findings suggest that the removal of non-diegetic elements, such as the heads-up display (which usually isn't part of the game world), was able to influence immersion in expert players through increasing their cognitive involvement i.e. attention and sense of control.We only looked a single-player FPS game though so there is lots of scope to extend work in this area to look at particular types of non-diegetic/diegetic game elements and how they influence involvement across a whole whole range of contexts.

(photo from @elisamekler)
 
The session I was in at the start of the conference had really interesting talks from Dan about how different types of social play relate to wellbeing, Max on how self-esteem relates to gameplay experiences, while Alena Denisova presented work which found that the placebo effect also applies to games - if you tell people that the game they are playing has adaptive AI (even though it doesn't), they find the game more immersive as a result...  There were so many great talks over the course of the conference, some of the others I particularly enjoyed included Tom Cole making a distinction between functional and emotional challenge in games, David Zendle presenting research which suggested - despite media concerns - that higher graphical fidelity actually decreases players access to aggressive concepts while amore abstract version of the same game increased access; Peta Wyeth discussing flow during individual and cooperative gameplay (when playing the very cute Droppit - see below); Vero Vanden Abeele reminding us that not all games are equal and quality matters in game-based assessment; Jason Bowey talk about the ways in which leaderboards can be manipulated to influence the player experience (positively and negatively); Mike Sheinin discussabout fatigue and skill development in the rather fun small based exertion game Jelly Pollo; while I think Alexandra Samper-Martinez and colleagues at the University of Lincoln have carried out the longest social network game ethnography (3 years) that I'm aware of! I was also impressed by Pryce Davis who was presenting a paper he wasn't actually an author on because his colleagues couldn't make it - the research led to some interesting insights on games that teach programming to young students and employing gender oriented cultural forms


In addition, I was intrigued by the work Fraser presented on how players respond to different types of voice interaction - the fact that some uses of voice command in games are more diegetic e.g. shouting "charge!" when playing Ryse: Son of Rome and others less so e.g. shouting "show map" at the screen in Tomb Raider, may be one way to explain why players preferred some forms of voice interaction over others. Admittedly this doesn't apply to all the examples mentioned e.g. Fifa14, but there could be scope here to think more about what roles players take on - and perhaps jump between - in each of these games in relation to how they interpret the commands they are giving. 

Another particular highlight for me was Sharon's talk on increasing donating behaviour through a game for change.The work focused on Darfur is Dying and looked at how presentation mode (text, text with pictures, game) and level of interactivity (no-interaction e.g. reading or recording, interaction e.g. text with choices, gameplay) influenced donating behaviour. They found that while there were no differences for presentation mode, the interactive gameplay version was most likely to increase donations. I liked this work partly because it provides evidence that can games for change can make a difference compared to other media but also because the authors found that appreciation (rather than enjoyment) mediated donation behaviour. So while participants did enjoy the interactive conditions more, the increased donations were due to how thought-provoking or meaningful they found they experience. This seems to build on a growing area of serious experience in games, something which we contributed to earlier in the year. It's a direction I'm keen to explore more so I'll be making sure to look at the scales they used and keep an eye out for future work!

(photo from @MattWood)

In addition, we had a great mix of excellent keynote speakers who covered a range of topics. The conference started with Mark Barlet from AbleGamers who provided lots of insight into the experiences of disablied gamers and how games can help improve quality of life. He also pointed a the Includification site as a useful resource for game designers. On the second day, Yvonne Rogers from UCLIC  gave a great overview of the work she has been involved in which adopts a playful approach, often involving physical computing systems such as the VoxBox questionnaire system (above), to engage people and communities in different ways. Jo Twist from Ukie then ended the conference with an overview of the state of the UK games industry - it's great to know someone who is as passionate as she is about games is a champion for the industry. Speaking of which, we also had some really good industry talks and I particularly appreciated how Heather Stark from Kinran who not only engaged with the conference throughout by asking thoughtful questions but in her presentation reflected on the relationship between academia and industry, as well on the liminal zone between experience design and product management.

 (photo from @Spotless)

On top of all that, it wouldn't have been right if we didn't have some actual games to play at the conference and this year we were spoilt for choice! At the Light, one of our sponsors, Spotless ran a game competition where people needed to achieve the highest score in the Super MarioWorld on an old school NES (above) for different prizes, while Microsoft set up a comfortable play area for attendees to play a range of Xbox One titles during the breaks. We also had further games as part of the Come out and play track, including Sacred Harvest, where you use the Playstation Move controller to appease the gods in various rituals, and Taphobos, which is described as "an immersive coffin experience" i.e. it's a two player games that involves one of you putting on an Occulus Rift and getting in an actual coffin...

(photo from @pingualoty)

There was also the evening reception at Senate House (above), which hosted both the work-in-progress posters and the student game design competition entries. Charlene and I managed to get around most of the games, which were just as impressive as last year :-) CHI Plague ran throughout the conference where, through QR code scans, teams of "earthlings" and "aliens" competed to protect their ranks by forming social connections at the conference. Some of the other entries I particularly enjoyed were Matsya (a simple yet beautiful game inspired by the Hindu Flood Myth) who won runner-up, Alaska Steve (where you use the Occulus Rift to look ahead and neutralise obstacles in the environment before the main character gets to them) and Talk about Sex (a multiplayer mobile phone game that encourages young people - and quite a few academics! - to engage in discussions around sex and intimacy). The very entertaining Beam Me 'Round Scottie won first place, as well as the people's choice award (below) - it's a two player game where one of you controls the main character, a captain on a Star Trek style away mission and the second is the engineer helps you out by supporting you (e.g. providing a shield wall to protect from attacks).  In terms of the posters, I wish I'd had more time to go round and see more of them but I did have particularly good discussion with Carlos Mauricio CastaƱo Diaz about his work on how hypothetico-deductive reasoning skills develops in MOBAs. I think there are some potential parallels here with previous studies we've done on player strategies, while in general it's great to see more research that looks at how people learn through play. 


All in all, the conference and the reception were a lot of fun and it was great to find out about so much interesting work that is going on in the area. Thanks to Anna, Paul and all the organisers for making it a fantastic conference - I'm already looking forward to CHIPLAY 2016 in Austin next year :-)

Thursday, 19 December 2013

Failing in Games at Aarhus University

 Last month I was invited to present at the Aarhus University's Interacting Minds mini-conference on "Failing and Confusion in Games and Gaming" along with Jesper Juul, Dennis Ramirez and Charlotte Janasson. Thanks to Andreas Lieberoth for the invite and organising a seriously interesting day :-)

Mine was the final talk of the day, where I presented some of my PhD research on Investigating Game-play: Are Breakdowns in Action and Understanding Detrimental to Involvement? (see pic below). You can find my slides here. I'm waiting to hear back about a journal paper we put together on the findings but in the meantime you can check out my DiGRA paper on why I did not find physiological data to be useful for identifying breakdowns and breakthroughs in game-play. My main argument was that action and understanding breakdowns will contribute to involvement when the player feels responsible for overcoming them but that they will decrease involvement if they take too long to overcome or have major consequences e.g. a loss of progress. There was some interesting discussion in the Q&A afterwards around defining involvement, whether "positive engagement" is a helpful term, the importance of triangulation and how we can avoid players getting into "negative cycles" where breakdowns don't lead to breakthroughs. While I think my work can help explain when certain breakdowns are likely to disrupt involvement, I think there is still plenty of scope to consider how and why some players are able to avoid these negative cycles and others don't.

(Thanks to Andreas Lieberoth for the twitpic)

In terms of the other presentations, I was glad to hear more about some of Andreas' initial work on Quantum Moves (a citizen science game) where they investigated player motivations e.g. in terms of fear of failing i.e. trying to avoid looking bad or achieving mastery challenges. While they chose a different focus, there is definitely some overlap with some work I presented at CHI this year in relation to the Citizen Cyberlab project, looking at why people chose to play citizen science games. I'm definitely looking forward to Andreas visiting next term so we can get into some more discussion about our research.

Jesper then kicked off the main talks by discussing failure in games (he's also written a book about the topic called the Art of Failure). Amusingly, he got different people in the audience to try out Super Hexagon and China Miner - I think I lasted about 10 seconds in the latter! Juul argued that while failure can be a source of learning, it's still an unpleasant experience and pointed out that there is a bit of a paradox going on here - normally we want to succeed but when we play games we seem to be seeking out experiences where we will fail (at least part of the time). I wonder though about how you define failure? I don't think all breakdowns are necessarily failures, often they are part of the challenge, or quickly overcome, whereas the word failure seems to indicate something more serious. What was really interesting was how when he pointed out how games can promise to repair some sort of inadequacy in us, but it is an inadequacy the game actually created in the first place! I think I'm going to have to read his book to get more to grips with the various paradoxes and philosophical arguments outlined in the talk but Jesper also suggested failure in games differs from real life as games offer a certain amount of plausible deniability e.g. "It's just a game", "It wasn't fair", or even "I wasn't trying that hard in the first place". I have thought about "its not fair" comments before - I see them as an indication that involvement has been disrupted, since the player sees the game rather than their own actions as being at fault - but either way I think they indicate a serious breakdown has occurred as player are essentially distancing themselves from the game.

Dennis' talk on his PhD research followed similar lines but he focused a little more of what failure means for learning and educational games. He pointed out that only 20% of players actually reached the end of Hitman Absolution (and apparently only 10% of players will see the end of any game) and argued that it's important to consider the metric being used to assess success within a game. Dennis also discussed various approaches to using games and assessing them - from chocolate covered broccoli e.g. Math Blaster to thinking about model based assessment e.g. Schaffer's epistemic frames. I particularly liked how he pointed out that we can't always infer competence from completion and when he discussed more recent approaches to evaluation that relate to "big data" (though also stressed the importance of talking to players too). For instance, he talked about some work going on at Wisconsin-Madison that was looking at heat maps in terms of how different players move through the game. The fact that progress doesn't always guarantee learning is something I've considered in my PhD research i.e. you can achieve action breakthroughs without understanding (though chances are these will be less satisfying) but it was good to hear more about what that means in terms of assessing learning from an educational point of view.

Charlotte provided a different perspective with her talk on Learning from errors in education. While not focusing on digital games, she provided an interesting account of failure in real-life settings, in this case a vocational school. She made the argument that while not exactly a game, school isn't quite real-life either and vocational schools offer a sort of real-life work game - where failure is considered part of the learning process. Charlotte used an example of the students learning how to clean, cook and prepare flounder (apparently very tricky!). She noted that the instructors treat the school as a practice space where errors are ok, but not if they are made as a result of knowledge you should have acquired already. Further, it seems that developing expertise is about becoming more skilled at paying attention and knowing what to pay attention too. Her talk got me thinking about my work on CHI+MED and errors within a healthcare environment, where I've been interested in how nurses are trained to use infusion devices. But, if errors are an unavoidable part of work practice and learning from them can help you become an expert, then how on earth do you go about supporting this process in an environment where the consequences of errors could literally be life or death?! I guess using a pump isn't normally that complicated but I do wonder about what sort of knowledge nurses have and how they develop expertise in this context.

Overall it was a really good day and it got me thinking a lot about games, failure and errors in the workplace. It was a great opportunity to talk to attendees at the event, catch up with Andreas and Yishay Mor, and enjoy lots of discussion afterwards when we went out for a lovely meal in Aarhus :-)

Friday, 27 November 2009

Trine, Borderlands and Assasin's Creed II (PS3)

First off, I need to say thanks to my mate Paul for sharing his PS3 with me over the last couple of weeks - I promise I will get one myself but it's going to have to wait till after Christmas...



So first, we played Trine (from Finnish developers Frozenbyte and you can also get it on PC) And it was good. A physics based action/platformer/puzzle game? That you can play with up to two other players?! Awesome!!! It looked pretty too (see video above). I have to admit not really caring about the storyline so much, but I did love the gameplay. Especially when we had to stop and think about what we needed to do next. I seemed to gravitate towards the thief most - I liked the fact she used arrows (so I didn't have to get too close to enemies) and I guess I just like jumping! I kind of left the wizardy stuff to the more experienced player as he seemed to have a good handle on when to do what but we would sometimes switch depending on what was going on. All in all, Trine did a brilliant jump of encouraging enjoyable coop play and I think it gave plenty of examples of problem solving and collaboration in action. My only issues with it were the occasional glitches that occurred when one of the characters goes off screen (similar to LBP) and the end. The last level really wasn't very difficult (in comparison to earlier ones!) and the n the game just ended - not really satisfying at all, but please don't let that put you off trying a pretty innovative game.


Then, there was Borderlands (see pic above). It's a first-person shooter (FPS) with role-playing game elements (RPG) set in a post-apocalyptic world full of bandits, guns, leftover cash in boxes and scary looking dog like creatures called skags. Paul likes it a lot but I'm not sure it's really my thing... This game made me realise I have a tendency to panic when something unexpected happens that threatens my character. It happened in Trine too - I ran away from a big scary skeleton when it first appeared, even though I was the warrior with the big sword! But when I panic in an FPS this means I lose all sense of spatial awareness (which isn't great to begin with) and start shooting all over the place. And then I die. So that's not much fun. Plus, I don't really care about guns and I don't like the feeling that I'm not very good at something. I also think my lack of progress levelling up and getting enough money to buy better (i.e. more powerful) weapons also added to my disatisfaction with the game. And god that robot guide at the start is annoying! My feelings are a little mixed on the game as a whole though because I did enjoy some of it. Like when I could see I was getting a little better - my aim did improve while I have to admit there was something really satisfying about nailing those head shots and also when I did eventually level up. I could even see myself picking up simple strategies like remembering to crouch down behind something when reloading and running backwards while shooting. Plus, playing with a more experienced FPS player made it a lot easier because it meant I also had someone to tell me what to do. Then there was the really hilarious moment when we heard growling, got scared and both ended up hiding in the same shed waiting for the skag to come to us! Though you may have had to have been there for that one... So yeah, mixed feelings about Borderlands.


Finally there is Assassin's Creed II from Ubisoft. I really liked this - a lot more than Borderlands. Probably because the third person action-adventure genre is one I'm more comfortable with and maybe because I get to a lot more jumping in the form of free running around beautiful recreations of 15th Italy. While the avatar facial expressions are a little disconcerting (e.g. a lot of them seem kinda cross-eyed), the rest of the game is seriously stunning (see pic above). I found the storyline intriguing too, especially at the start where I ended up getting quite into the whole revenge plot. Though I have to say this doesn't seem to have sustained itself, as now I feel more impatient to just get on with the missions. And sometimes it wasn't clear how to get from a to b (or maybe we just haven't figured out the maps properly yet?). I did like the fighting here more too, though I have a feeling I prefer punching (i.e. hitting buttons repeatedly) and assassinating (killing someone without getting in a fight) than sword fighting (which seems to involve a mixture of timing and skill that I'm still getting the hang of). I have also learnt how to spell assassin properly ;) All in all though, it is a game I would actually like to spend some time playing on my own to how much I get into it, even though it was still fun to take turns at it.

So, that's a few more games than usual, and a lot more killing than I have done in a while! I don't think I've ever had much of a problem with violence in games - I know it's not real and of course I know it's not an appropriate to behave outside of the game - but I guess it is strange to realise I actually enjoy a lot of it. At least, when I do it well... So maybe, as Przylbylski et al. suggest (see here for a good summary), it's more about competence than violence? I think lack of competence may be why I don't like FPS games that much - I feel I have too much to get a handle on in terms of learning the controls, orienting myself spatially, comparing weapons I really don't know much about etc. Maybe I'd enjoy them more if I spend a little time practising but when there are so many other games I enjoy playing (and get to grips with quicker),I think something else will probably get priority. Until the next time a friend wants me to play an FPS anyway. I also liked the way that these recent experiences have all been quite social. When it wasn't a coop game, we took turns, and when we played Trine there were other mates around who were happy to watch us. Sharing does seem to make things more fun, or at least make things fun in a different way. And I think working together can also be quite satisfying though I imagine this might also depend on who you're playing with!

It's been good but I really am going to have to get my own "serious" console soon...

Reference:
Przylbylski, A. K., Ryan, R. M. & Rigby, C. S. (2009). The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35, 243-259.

Saturday, 9 May 2009

Low budget games

This is going to be a quick post, so I can bring your attention to the Professional Gamer's (or Costas from LostInGames) post on some smaller budget games he has been playing. I can thoroughly recommend "Today I die" which is free and essentially some form of interactive poetry, while Braid has been on my list of games to play for quite a while now and I'm almost embarrassed by how long it's taking me to get round to play it.

I do want to add a game to the list though - The Path from Tale of Tales. It's a horror game inspired by Little Red Riding Hood but instead of following the path to Grandma's house as instructed, you're encouraged to wander off into the woods - where all the interesting stuff is... It only costs $9.99 and can be downloaded from here. It's already been reviewed e.g. Leigh Alexander's review on Kotaku and for a much better description of it than I could give check out Fullbirght's take on it here. I think the main reason the game appeals to me because it's making people think about what games are and what they could be. Yes it challenges our normal game play assumptions but you can also see how something it could be used to prompt discussions about all sorts of issues, such as is it warning young girls to stay away from dangerous situations? Or do we all have our own "wolfs"? And even to what extent does it echo traditional fairy tales, including of course, Little Red Riding Hood? I also like the way the designers have worked around the game so you can find out a bit more about the girls as individuals e.g. Carmen has a blog here, while the rest can be found from the Path's own blog.


That said, and as much as I appreciate the different approach to designing a game-play experience, I haven't actually finished the game yet. Ok, so yes I'm a little busy at the moment, but when I have played it, I often get a little frustrated by how long it takes me to explore the woods. There is no map I can call up to see where I've been and where I haven't, expect for this weird unreliable dotted path that occasionally flashes up on the screen but disappears before I can get my bearings. There are some cryptic clues for your location in terms of finding the "wolf" but these aren't very helpful when I only want to do that after I've explored everything else. I know the game is supposed to be accessible to non-games players but how about people with poor spatial awareness? I think I am just a little bit impatient when it comes to games, even when I know I should be appreciating the fact that I do actually feel lost in the woods when I play, and all the stunning graphics and music that make up the Path. But I have certain expectations and I guess I get frustrated when I'm not sure how to get from A to B, and at the thought that I could be missing out on something by not exploring everything. Is that enough to question The Path's status as a game? I'm going to go with Leigh Alexander and Fullbright on this one - did I play it? Yes. Then it's a game. Just maybe not the sort I'm used to....

Wednesday, 7 January 2009

Spore (PC)

It's time to talk about Spore. Designed by Will Wright (who gave us Sim City and The Sims) and produced by Maxis there has been a lot of hype surrounding this game, partly because it took so long to develop. In Spore, the player gets to follow and make choices about the evolution of their species through a series of phases: Cell, Creature, Tribal, Civilization and Space. Now I got the game back when it was released in September and got through the first four stages relatively quickly, but then I hit Space. I'm not even sure you can compare the Space phase to the previous ones because it is ridiculously huge. In the earlier phases, it is fun to watch your creation evolve, but it also feels like there is a lot of repetition going on e.g. in terms of how you interact with other creatures, plus I don't get why things like the camera controls seem to differ at each stage. But anyway, once you get through all that and unify your civilization, you discover space travel and the game is suddenly huge. Honestly, I've only had time to seriously play it over the holidays but it's only since reaching space that I really began to enjoy it. Maybe I'm just not that excited by creature creation (see pic below), or designing my own buildings and vehicles, and perhaps I just prefer being able to explore space and communicate with other races. But I think I can also blame the massive scope of the game for how long it's taken me to get into it - there is so much to learn and get a handle on, especially within the Space stage, I guess I felt like I didn't have the time to give it the attention it seemed to require.

The experience has also made me wonder about what my longer term motivators are for playing too. I mean, the game obviously requires quite an investment from players in terms of both time and energy, which doesn't pay off straight away, so why did I bother? It's reminding me a little of why I kept up with Portal - I think part of it in my case was because the hype, and later conversations with friends, made me want to know what all the fuss was about. I guess knowing about the various stages in advance also meant I kept wondering what would be next. I think the Space stage might be the game I wanted to play all along - but I do think it really is quite overwhelming when you're not convinced you have enough time to get the hang of it.

As much as I've enjoyed playing the Space stage though, I've not been entirely satisfied with my experience of playing Spore. There were a few little things - like having trouble keeping track of missions that were in different parts of the galaxy, getting confused by the wormhole numbers and having no way of noting within the game which wormhole would take me where etc. But what really annoyed were the Grox. SPOILERS AHEAD! (in case you wanted a warning...). After a playing while you encounter the alien race known as the Grox. As far as I can figure out, they're just not very nice. They attack your planets randomly for no apparent reason, and they have colonised hundreds if not thousands of planets in a belt around the seemingly mysterious centre of the universe (see pic below), so their space ships just shoot at you when you try and get through. I assume they've done this just to be annoying and to stop you from getting to centre. I realised pretty quick it would take forever to try and defeat the entire Grox race, and since my Dodos are quite a peaceful race anyway, war didn't seem like the best idea. But they are also ridiculously hard to make friends with and anytime you enter their space to even have a conversation they just don't stop shooting at you!! Frustrated, I turned to Spore Wiki for some advice. I decide I would just make a break for it - stock up with loads of energy and health packs and keep going till I reached the centre. Which I did, and it didn't take that long (though your ship moves a lot slower the closer it gets to the galactic core).


And what happened next? A strange yet amusing encounter with someone called Steve, 42 (in a nod to Douglas Adams and the Hitchhiker's guide), enlightenment (nothing specific, you are just told you have achieved this) and a gift - the Staff of Life. The staff sounded kinda cool but I didn't know what it was supposed to do, so I went back the wiki and was told it could terraform a planet to level 3 in just one go - but only up to 42 times (and so now I'm annoyed by the limitations imposed by the Hitchiker's refernce) . Meanwhile, I'm in the centre of the galaxy and the goddamn Grox are still shooting at me! So I used my get home in one jump ticket and quit the game. The way I see it, reaching the galactic core wasn't enough and there are now only two ways I feel I can achieve a sense of completition with this game - ally with the Grox (at the expense of making every other race hate me) or wipe the Grox out (which is going to take forever). So paradoxically, wanting to make friends with aliens everywhere has led me to think that I'm going have to resort to ethnic cleansing...

But my holidays are pretty much over, and it's back to the UK tomorrow so I'm just not sure I'm going to have the time and energy to keep playing. I'm just not sure the feeling I get from eradicting the galaxy of the Grox is going to be worth it. I'm not sure I ever expected an "ending", I knew Spore wasn't that kind of game, but I think I wanted something more like Civilization where you get a score or something. I mean, have I done well or not? I'm trying to remember if I felt a similar way when I used to play Sim City games? Have I just got less patient with games that demand more from me? And does it matter when I have deBlob, Sam and Max: Episode 1,World of Goo and Braid to play? I'm either more easily distracted these days or just have too many other games to play...


Sunday, 31 August 2008

Portal (PS3)

I finally finished Portal. It's a first person action/puzzle game, where an AI called GLaDOS challenges you to get through each of the test chambers through the use of a portal gun (which allows you to create a connection between two different locations in 3D space). Oh, and you are promised cake when you complete all the trials. I borrowed it ages ago from the library, and meant to complete a lot sooner but kept getting annoyed with certain puzzles and taking weeks off before trying them again. Now I’m well aware that a lot of people out there thought Portal was a piece of cake (pardon the pun…) and it only took them a day or something to get through the game. If anything, that’s an important part of why I just didn't give up on it entirely after the first time I got stuck – I wasn’t going to let this “easy” game beat me. But you see the problem wasn’t that I couldn’t solve the puzzles, it was that I had trouble putting my solutions in practice. I’ve never really played first-person shooters, I tend to panic when being shot at and I find them disorientating – like I never quite know where my feet are. So even though the game wasn’t about shooting, it was still about aiming and it turns out my aim sucks. And that’s a bit of a problem when you have to shoot holes in the ground while hurtling through the air and make sure you land in them. The result was that I had to keep trying what felt like the same thing again and again, till I eventually got it right. I went from getting so frustrated I gave up on the game for weeks to consulting walkthroughs to make sure I wasn’t wasting my time trying the wrong thing.


The whole experience reminded me of a quote I came across ages ago which defined madness as “doing the same thing over and over but expecting different results” (possibly by Albert Einstein or Benjamin Franklin). Games seem to stop being fun when they make you question your own sanity. And who wants to play something that makes you feel inept? This seems to fit in with Michael Abbott’s reasons for not being overly enthusiastic about Braid – frustration can really ruin whatever experience the designer intended you to have.

But why did I keep playing Portal? I think a major part of it is because I’d heard so much about the game and from friends who’d found it relatively easy and fun. Don’t get me wrong, I do think it’s a pretty clever game – I liked how it took a novel approach to the first person genre and the dark sense of humour that came with it. So maybe these things helped me to come back but I really think the main reason I persisted is that I wanted to be able to talk to people about the game without feeling like a failure for not having completed it. Tell you what though, when I finally got to the end, it felt pretty damn good. In that embarrassing punch the air with your fist and shout “Yes!!!” sort of way…

It’s been ages since my last entry because I’ve been pretty busy with my master’s dissertation (which isn’t quite finished yet). In my thesis, I’ve been using Gordon Calleja’s Digital Game Experience Model to talk about instances of play and learning, and I can’t help consider my whole experience with Portal in relation to it. The framework describes involvement along six different frames (affective, narrative, spatial, tactical, performative and shared) that the player engages in on both short and long term levels. Basically, during certain instances of game-play, I was having a lot of trouble actualising my strategies (tactical) which seriously reduced my sense of agency within the performative frame and subsequently decreased my affective involvement (in terms of enjoyment). When this happened I would give up but in the longer term I was motivated to come back by my desire to prove my competence to other players (shared) and, to a lesser extent, to get to the end of the game story (narrative). By looking at walkthroughs I was also engaging in the tactical and shared frames outside of the moment of game-play since I was checking my strategies and using an online resource created by the game playing community – as opposed to cheating ;)

Now these frames can be experienced at the same time, and to a greater or lesser extent at different points within the same game but when they have been internalised to the point where the player no longer has to pay conscious attention to them, it can result in an experience Calleja calls “incorporation”. This is defined as: “the subjective experience of inhabiting a virtual environment facilitated by the potential to act meaningfully within it while being present to others” (p. 219; Calleja, 2007). And that is what I experienced during the final level. After my initial rushed attempts, I was finally familiar enough with the spatial (the setting), tactical (I knew what I had to do) and performative (I could actually carry out what I wanted to do) frames while I was getting the affective (in terms of graphics and sound), narrative (in terms of the story progressing) and shared (in terms of GLaDOS’ reactions) feedback I needed to experience that deep sense of involvement that seems unique to video games. As Calleja rightfully points out, this is more than just feeling like physically “immersed” within the environment, it is also about feeling like your actions have meaningful consequences within an environment that responds to you. It’s a pretty powerful feeling, and that’s my excuse for punching the air and shouting “yes!!!” when it all worked out in the end.

Monday, 24 March 2008

An awful lot of gameplay and a few thoughts

I've been playing quite of different games lately and have been struck by a couple of things. The first concerns the fact that I haven't actually gotten round to finishing any of them. Which links in quite nicely with Leigh Alexander's article on "Completion Anxiety Disoder" where she considers the reasons why people don't seem to end up completing many of the games they actually have. She covers lots of practical reasons like not having enough time, and games being too difficult/easy or not interesting enough and then ends up suggesting a further reason; that players sometimes just don't want the game to end. Now it's a pretty interesting article in itself, but when you think about it in terms of how this relates to the educational potential of games it raises a couple of interesting issues. I mean lets assume we're talking about good games here, the ones that do get the challenges right and manage to maintain our interest, she's still basically saying that even when the motivation to play is there, people don't actually want to finish what they started. This would mean an end to the game-play experience and so instead it appears better to just avoid playing. So, if we're thinking about games as learning environments, then doesn't that mean that those playing won't get the 'complete' learning experience? Maybe this is only an issue if you think about learning in terms of delivering content and achieving outcomes? Or maybe it's just an odd claim to make, especially when you think about comparing it to not finishing a book or a film. In those cases, the only times I don't are when I'm not enjoying the experience - if I really enjoy it then I usually end up reading/watching it again, rather than trying to avoid the ending all together.

The other thing I've been thinking about has to do with playing Guitar Hero III and how frustrated I got with it when trying to beat Slash in a guitar battle and I couldn't. It really pissed me off. Which didn't exaclty help me when trying to concentrate on getting the notes right, so after suppressing the somewhat rock star urge to smash the tv with the Les Paul controller, I turned if off. Don't get me wrong, I really did enjoy playing and still do - I think it's been a while since I've really felt that sort pure sensation of 'flow' - but only when I'm good at it. It made me think though about all the things I've been reading about learning and fun. I kind of realised that I'd forgotten that just because you enjoy learning something doesn't mean that it's easy. I suppose the point of the story is that I did go back and beat Slash, which felt good, and so I'm still playing it. But if I want to be really good at Guitar Hero, it looks like I might actually need to take the practice mode seriously (where you can practice the songs you unlock outside of career mode). I just can't help feeling that if I'm going to do that, then maybe I'd be better off picking up the rather dusty bass guitar I got a couple of years ago and practice on that instead so I can learn to actually play along to the all songs I've been enjoying in the game.