Title: Naughts Had, Alls Spent: The Arden Failure and the Challenges of Literature Videogames
1Naughts Had, Alls SpentThe Arden Failure and
the Challenges of Literature Videogames
- Elizabeth Losh
- University of California, Irvine
2a time for taking criticism seriously
- what if educational games are neither the best
form of education nor the best form of games?
3looking at the data Ute Ritterfeld
- how do serious games compare to learning
materials that are supposed to be less
interactive?
4looking at the history Mimi Ito
- what assumptions are made by authority figures
about educational games?
5looking at the ethics Mia Consalvo
- why would players not cheat in an educational
game?
6looking at the mechanics Scot Osterweil
- how many educational games are weird hybrids
like Osterweils imagined title Grand Theft
Calculus?
7looking at the aestheticsthe serious becomes
trivial Ian Bogost
8asserting that games are aboutliteracy not
knowledge transfer
- James Paul Gee, Henry Jenkins, Kurt Squire,
and others have been careful to qualify their
claims.
9what else makes discussion happen?searching for
failure case studies
10beyond failures of usability
11being mindful of outsider hubrissome recent
failures of game criticism
12a 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
14the 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. -
15the 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.
16scrolling 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.
17and 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.
18Castronovas 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. -
19the 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
20scaling 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
21burning 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?
22three 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)
23all the kings horses
are these criticisms fair? is it possible to
make a good Shakespeare game? is a Shakespeare
game even a good idea?
24not yet Shakespeare
Meaningful Play Conference, Richard Hilleman,
October 9, 2008
25Speare
26Prosperos Island
27a history of disastrous Shakespeare
adaptationsOrson Welles and Chimes at Midnight
28Hazlitts Prohibition
29is this a better map to Shakespeare?
30why do Shakespeareans find thisform of play more
appealing?
play for fans vs. play for neophytes
31how well can other forms of computational media
do the work of literature?
32Ian Bogost on translation and adaptation
- a role for comparative literature
- looking back to GDC 2005
- Will Wright and others on
- the Emily Dickenson license
33some 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? -
34whats the difference between fan fiction and
adaptation?
35mash-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.
36Arden 0 the Multiverse plannine months of work
37Arden I the Neverwinter Nights plansix weeks of
work
Revolution at MIT whats in a Game Engine?
38why settle for these avatars?
39why not these avatars?
40contingency in Shakespeare
- why druids and ogres?
- why not witches and ghosts?
41programming and play
42other stagings and improvisations
43this is a fun game
44what can be learned from the Arden experience?