Naughts Had, All’s Spent: The Arden Failure and the Challenges of Literature Videogames Elizabeth Losh University of California, Irvine.

Download Report

Transcript Naughts Had, All’s Spent: The Arden Failure and the Challenges of Literature Videogames Elizabeth Losh University of California, Irvine.

Naughts Had, All’s Spent:
The Arden Failure and the
Challenges of Literature
Videogames
Elizabeth Losh
University of California, Irvine
a time for taking criticism seriously
what if educational games are neither the best
form of education nor the best form of games?
looking at the data: Ute Ritterfeld
how do serious games compare to
learning materials that are supposed to be
less interactive?
looking at the history: Mimi Ito
what assumptions are made by authority
figures about educational games?
looking at the ethics: Mia Consalvo
why would players not cheat in an
educational game?
looking at the mechanics: Scot Osterweil
how many educational games are weird
hybrids like Osterweil’s imagined title
Grand Theft Calculus?
looking at the aesthetics
the serious becomes trivial: Ian Bogost
asserting that games are about
literacy not knowledge transfer
James Paul Gee, Henry Jenkins, Kurt
Squire, and others have been careful to
qualify their claims.
what else makes discussion happen?
searching for failure case studies
beyond failures of usability
being mindful of outsider hubris:
some recent failures of game criticism
a failure that actually used the “f-word”
Arden at Indiana University
a $240,000 grant from the MacArthur Foundation
announced in October 2006
on October 2, 2007 the Chronicle of Higher Education
announces the foundation has pulled out
obviously a rhetorical failure on several levels
the initial blog entry on Terra Nova
the rhetoric of lessons learned
“It's been a bumpy road. We've learned lots of
lessons, mostly that this is very hard to do, and
especially hard to do in an academic context. I
have new layers of respect for the worldbuilders out there.”
the rhetoric of downsizing
“What now? Work continues, with an uncertain
time frame. I really enjoy writing systems in
NWN Script, so I will keep tinkering. But - there's
no telling when there will be anything to report.
Based on the current direction and progress
of the project, I should downplay
expectations. Think "small Dungeons-andDragons world with a Shakespeare layer," not
"World of Warcraft but with Hamlet." When we
have built a small world that people like to play
in, we will do some experiments. Small, limited
objectives. The bigger objectives of the Arden
project are on indefinite hold.”
scrolling down to self-criticism
“You're all correct in guessing that there's more
to the story. I made some awful mistakes as a
manager, which I don't hesitate to admit
because, well, I am not a manager. And the
project wasn't funded at a level where hiring a
manager was feasible. As manager, I did a lot of
stupid things.”
and down to criticizing the feasibility of a
Shakespeare game
“[T]he object is and remains to do experiments.
Emphasizing Shakespeare was a mistake.
The burdens of a license! Everyone thought it
was World of Hamlet and the point was to teach
high school kids 2B|~2B. But teaching
Shakespeare has always been an ancillary
benefit, not the point. I thought it would be
cute. But putting Shakespeare in the game, I
found, took away resources from fun. Lore, by
itself, did not make a fun game. Shakespeare
also loaded us up with an entire community of
expectations, people who dig the idea of a digital
Shakespeare.”
Castronova’s postmortem
in Technology Review
“It’s no fun . . . You need puzzles and
monsters . . . or people won’t want to
play. ... Since what I really need is a world
with lots of players in it for me to run
experiments on, I decided I needed a
completely different approach.”
the rhetoric of recuperation
“Our experimental question (kept secret up
to now) was: Are fantasy game players
economically “normal”? Or on the contrary, when
they make themselves into elves and dwarves
and hobbits, do they stop taking economic
decisions seriously?”
published as: “A Test of the Law of Demand in a
Virtual World: Exploring the Petri Dish Approach
to Social Science”
scaling back in Arden II: London’s Burning
original plan: 500 people to play for 100
hours per month each
actual test group: 43 players, recruited
from undergraduate classes, who clocked
10 to 12 hours
burning London and burning bridges:
setting an anti-literature agenda in Wired
“This is going to be a game about hitting
rats, chasing down cockatrices. Some
would say, What a waste of time. But I
have no problem with it. I like ordinary
gameplay. Human nature likes to hit
rats more than it likes to read text.
Why do we want to fight against what
humans want to do?”
three commonly uttered forms
of received wisdom about Arden
failures of experience: “They were theoreticians
not practitioners. They were players not
designers.” (from degree-granting universitybased game design programs)
failures of budgeting: “They never had enough
money for a project with so many technical
challenges.” (from military-funded game
development teams)
failures of collegiality: “They ruined it for the
rest of us.” (from those with their own
educational projects in virtual worlds)
all the king’s horses
are these criticisms fair?
is it possible to make a good Shakespeare game?
is a Shakespeare game even a good idea?
“not yet Shakespeare”
Meaningful Play Conference,
Richard Hilleman, October 9, 2008
‘Speare
Prospero’s Island
a history of disastrous Shakespeare
adaptations
Orson Welles and Chimes at Midnight
Hazlitt’s Prohibition
is this a better map to Shakespeare?
why do Shakespeareans find this
form of play more appealing?
play for fans vs. play for neophytes
how well can other forms of computational
media do the work of literature?
Ian Bogost on translation and adaptation
a role for comparative literature
looking back to GDC 2005
Will Wright and others on
the Emily Dickinson license
some questions about adaptation
do games need to have the same stories or
characters as the original sources?
could a game be about a counternarrative that is
repressed in the original work or a seemingly
marginalized character?
could the purpose of a literary narrative or device
be accomplished by other means?
to what extent do literary experiences imply
winning or losing?
what’s the difference between fan fiction
and adaptation?
mash-up madness
“There were a few MMO junkies on the team. The
lead programmer is a HUGE fan of Final Fantasy
XI. I really can’t stress how infatuated he is with
that game. The lead designer and the project
manager are both fans of EQ2. The rest of us
play a hodgepodge of MMOs. I tried a few
different games but I eventually settled on Lord
of the Rings Online. I can’t say that there was a
single favorite amongst all of us.
I think that EQ2 had a bit of an influence on
Arden. Like EQ2, Arden had an immensely
complex crafting system.”
Arden 0: the Multiverse plan
nine months of work
Arden I: the Neverwinter Nights plan
six weeks of work
Revolution at MIT
what’s in a Game Engine?:
why settle for these avatars?
why not these avatars?
contingency in Shakespeare
why druids and ogres?
why not witches and ghosts?
programming and play
other stagings and improvisations
“this is a fun game”
what can be learned from the Arden
experience?