Naughts Had, Alls Spent: The Arden Failure and the Challenges of Literature Videogames - PowerPoint PPT Presentation

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Title: Naughts Had, Alls Spent: The Arden Failure and the Challenges of Literature Videogames


1
Naughts Had, Alls SpentThe Arden Failure and
the Challenges of Literature Videogames
  • Elizabeth Losh
  • University of California, Irvine

2
a time for taking criticism seriously
  • what if educational games are neither the best
    form of education nor the best form of games?

3
looking at the data Ute Ritterfeld
  • how do serious games compare to learning
    materials that are supposed to be less
    interactive?

4
looking at the history Mimi Ito
  • what assumptions are made by authority figures
    about educational games?

5
looking at the ethics Mia Consalvo
  • why would players not cheat in an educational
    game?

6
looking at the mechanics Scot Osterweil
  • how many educational games are weird hybrids
    like Osterweils imagined title Grand Theft
    Calculus?

7
looking at the aestheticsthe serious becomes
trivial Ian Bogost

8
asserting that games are aboutliteracy not
knowledge transfer
  • James Paul Gee, Henry Jenkins, Kurt Squire,
    and others have been careful to qualify their
    claims.

9
what else makes discussion happen?searching for
failure case studies
10
beyond failures of usability

11
being mindful of outsider hubrissome recent
failures of game criticism
12
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
13
obviously a rhetorical failure on several
levelsthe initial blog entry on Terra Nova

14
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 world-builders
    out there.

15
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-and-Dragons 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. 

16
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. 

17
and down to criticizing the feasibility of a
Shakespeare game
  • The 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 2B2B. 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.

18
Castronovas postmortemin Technology Review
  • Its no fun . . . You need puzzles and
    monsters . . . or people wont 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.

19
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

20
scaling back in Arden II Londons 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

21
burning London and burning bridgessetting 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?

22
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
university-based 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)

23
all the kings horses

are these criticisms fair? is it possible to
make a good Shakespeare game? is a Shakespeare
game even a good idea?
24
not yet Shakespeare

Meaningful Play Conference, Richard Hilleman,
October 9, 2008
25
Speare
26
Prosperos Island
27
a history of disastrous Shakespeare
adaptationsOrson Welles and Chimes at Midnight

28
Hazlitts Prohibition
29
is this a better map to Shakespeare?

30
why do Shakespeareans find thisform of play more
appealing?
play for fans vs. play for neophytes
31
how well can other forms of computational media
do the work of literature?

32
Ian Bogost on translation and adaptation
  • a role for comparative literature
  • looking back to GDC 2005
  • Will Wright and others on
  • the Emily Dickenson license

33
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?

34
whats the difference between fan fiction and
adaptation?

35
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 cant 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 cant 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.

36
Arden 0 the Multiverse plannine months of work
37
Arden I the Neverwinter Nights plansix weeks of
work
Revolution at MIT whats in a Game Engine?
38
why settle for these avatars?
39
why not these avatars?
40
contingency in Shakespeare
  • why druids and ogres?
  • why not witches and ghosts?

41
programming and play
42
other stagings and improvisations
43
this is a fun game
44
what can be learned from the Arden experience?
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