Have
you ever played a digital (video) game? Statistically speaking, out of a
worldwide population approaching 8 billion people (Worldometer,
2020) around 2 billion
fit into the category of being called a ‘gamer’. That’s about 1 in 4. So in a family
of say 4 people, statistically, 1 of them could very well be a gamer, whether
they care to admit to it or not. What might even come as a surprise is the average age of gamers is 38 years! Sex is no barrier either with a ratio of
players at around 60/40 male/female respectively. (Desjardins, 2017)
So
why wouldn’t you call yourself a player of digital games? When
compared to real life games, imagine a Venusian visiting Earth who finds herself musing on the reasoning behind playing the actual real-life non-digital game of
golf. Perhaps she even draws a comparison to watching
paint dry. And indeed many non-golfers may
side with the Venusian. Okay, so now that we’ve cleared the room of those most
unlikely to play a digital version of golf, let's continue...
It
might be interesting to note that if a person who has no interest in playing actual
golf on a golf course, may well find an interest in the digital version of the
game, instead. The reasons are likely many and varied, none the least being the digital
gamer isn’t tied the orthodoxy of conventional rules. In digital golf, for
example, a player can team up with a virtual Greg Norman and even get in-game
tips on how to improve their ‘digital’ game; all of which is generally unlikely
to happen at a person’s local golf course. Games based on real sports, including
many Hollywood-style movies, can even include the actual voice of the person
whom the game is based around.
But
to some people not all games are as appealing as a round or two of digital golf. One of the
primary reasons games draw in a following is because of what the players get
out of it. The word fun is undoubtedly an understatement because it tends to over
simply the process. Yes, games are fun to play but there are many variables
involved that contribute to the overall enjoyment that leads a player to
proclaiming: hey, that was fun!
The technical term that game programmers use when building a game which helps drive the dynamics, i.e.: the interaction between player and game that gives the game its appeal and fun is called, ‘aesthetics’. In gaming language aesthetics play a large role in the success of a game. The following bulleted list of words which is borrowed from MDA: A Formal Approach to Game Design and Game Research, goes a long way in helping put the term aesthetics into context:
The technical term that game programmers use when building a game which helps drive the dynamics, i.e.: the interaction between player and game that gives the game its appeal and fun is called, ‘aesthetics’. In gaming language aesthetics play a large role in the success of a game. The following bulleted list of words which is borrowed from MDA: A Formal Approach to Game Design and Game Research, goes a long way in helping put the term aesthetics into context:
1. Sensation:
Game
as sense-pleasure
2. Fantasy: Game as make-believe
3. Narrative: Game as drama
4. Challenge: Game as obstacle course
5. Fellowship: Game as social framework
6. Discovery: Game as uncharted territory
7. Expression: Game as self-discovery
8. Submission: Game as pastime
2. Fantasy: Game as make-believe
3. Narrative: Game as drama
4. Challenge: Game as obstacle course
5. Fellowship: Game as social framework
6. Discovery: Game as uncharted territory
7. Expression: Game as self-discovery
8. Submission: Game as pastime
The
list shows the elements used that make a game ‘fun’. Combinations may vary but the
general principals such as these are used to characterise a game in its
early stage of development. And even in older games that may not have been as
visually impressive when compared to newer games, the aesthetic elements are still
present.
In
the early years of digital gaming the act of programming employed simple 8 or
16 bit graphics, which meant that game realism was far from immersive. For many
gamers these early games may have really only offered a slight distraction for
an hour or so ordinarily taken up by other indoor activities such as watching television.
But over time the computational hardware used in modern gaming consoles and PC
desktops has grown exponentially allowing for greater realism, compared with
games of 20–30 years ago. Today’s games
in comparison have far richer visceral content and interactive gameplay but are
still in accordance with the primary aesthetics. And such is the nature of
continued research and development in all areas of the digital gaming
industry, a whole new term has been created to give meaning to its rise. As a result, many of the games that take on the form of real-world-gaming are more commonly ascribed as
e-sports.
Players
of e-sports games compete with other players in real-time interconnected events. Moreover,
as is the nature in a commercialised world, if something has the power to draw a
crowd of people to watch those taking part, so will you find advertising dollars
that filters its way along the money trail rewarding the few adept combatants who rise to the
challenge and excel at their chosen avocation, possibly snowballing them and their e-sport on to greater
stardom while increasing any potential earnings on offer.
Current
Formula 1 and six-times World Champion, Lewis Hamilton, although noted as ‘a big fan of
e-gaming’ dismisses the idea that e-sport has the potential to produce an actual real-life F1 champion (Hall, 2018).
None the less, over in the paddock of e-sport racing, there is a category of gamers who regularly vie for various titles including team championship and
driver championship. As of 2019 the Formula One Esports series, actively
promoted by the FIA Formula 1 World Championship, had a total prize pool on
offer of $500,000 adding real world incentive to the burgeoning e-sport motor
racing fraternity (F1, 2019).
The
second paragraph of this blog-post brought into question the perception about
being called a gamer. Inevitably there will always be opinions by those averse
to digital games for reasons often based on personal unacknowledged hubris. Which in a way draws my attention back to a time when being cool meant not openly
declaring your affinity with ABBA songs among your high school chums because in
doing so would invariably have caused outrage, replete with much maligned
ridicule, resulting in the exponent labelled the school leper—such
was the case of being a teenage male in the latter half of the 1970s.
Interestingly, as it turned out, that style of music is of such esteemed excellence,
as evidenced by countless prolific versions of ABBA based revivals with the
likes of live-theatre productions and other recorded multimodal stories,
including movies, that its very existence has demonstrated to those cupboard (closet) ABBA fans that they had indeed more class, back then, than their uncouth
peers. Is this also the case for digital gamers?
Works Cited
Desjardins, J.
(2017, January 11). The History and Evolution of the Video Games Market.
Retrieved from Visual Capitalist:
https://www.visualcapitalist.com/history-video-games-market/
F1. (2019, April 02). Formula 1 New Balance Esports Series to kick off
its third season. Retrieved from Formula 1:
https://www.formula1.com/en/latest/article.formula-1-new-balance-esports-series-to-kick-off-its-third-season.6MRwBKUbBNbQXCImkEpvlP.html
Hall, S. (2018, February 22). Lewis Hamilton: Big fan of e-gaming but
says it won't produce F1 world champions. Retrieved from Autoweek:
https://www.autoweek.com/racing/a1691671/lewis-hamilton-big-fan-e-gaming-says-it-wont-produce-f1-world-champions/
Worldometer. (2020). World Population. Retrieved from Worldometer:
https://www.worldometers.info/world-population/#top20
Games based on real sports, including many Hollywood-style movies, can even include the actual voice of the person whom the game is based around.
ReplyDeleteDo you mean by this that Hollywood movies are like games? Some games have been made into movies. I saw one the other week called ‘Postal’ that was as ill-conceived a grab-bag of scenes as ever exploited my persistence of vision. It was derived from the video game of the same name. Very little story, very little sense to what story there was. I’m not sure if it was ever broadcast, but if there are people on Venus who’ve seen it, they know that we’re doomed to self-extinction and probably aren’t bothering us for that reason.
As I understand it, the FIA are continuing this year’s F1 season as e-sports. It’s the ultimate acknowledgement that F1 ‘racing’ is neither a race nor a sport, but a well designed live action game, where the mechanics are so controlled that the players on the tracks have very little agency and the viewers even less, with consequent aesthetics of boredom and malaise.
Lucky, we’ve got TWINE.
Thank you, DJ, for visiting my blog.
ReplyDeleteJust for clarification: Games, and Hollywood movies that get turned into games, use an actor's voice for the voice of the game character.
'Fast-forward to 2018 and video games feature not only voices, but actual performances by actors.' https://www.vice.com/en_uk/article/gymde7/how-video-games-cast-actors-just-like-movies-do
Yes, we got Twine. I'm having fun with coding my game. There's plenty of help out there, too, just gotta ask Dr Google.
...and also Dr Meads.
Deleteloved the attention to detail in this darren! the amount of stats and references you used is great! i think i would have liked it a touch more if a personal image was used in this blog. Good job overall!
ReplyDelete