Look what I found;
Go to Google. Put in "Work at Rupture Farms" (in quotes). Click on the fourth result. Seems someone at Waikato University has noticed us:)
|
Woah! that's awesome! Someone notices us! Well, those in the RP. :)
OOC: does one have to get a lisense to participate in a role playing game here? |
OT: No, just a license to make one.
|
OOC: ah.... thank you.
and that is still awesome. do you think that they might be the "1 guests" that's almost always here? |
Nope, those are programs run by search engines for ranking purposes.
|
What the hell is that? Who made the thing? Very lucky find though, where did you get the idea to search for "Work at Rupture Farms"?
|
lol
second study about our forums :D we are soooooooooooo Fuzzles :p |
Can you perhaps provide a link as I can't tell which search result you're referring to.
|
Seems interesting actually. Is this suppose to be like an essay on gaming? I found it a little hard to read on my computer.
Anyway, Patrick Vykkers referred to this:http://www.waikato.ac.nz/film/2006pa...ngs/Schott.pdf nate. |
:
|
ouch... actually I didn't read it again this time (no much time at the moment), so I didn't notice :p
|
To read it I need some flash player that I don't have nor want to risk installing, so could somebody provide a copy-pasted transcript for me? And what members does it mention?
|
strange you can't read it, anyway, here you go:
Please seek author’s permission before citing this chapter CHAPTER 10 AGENCY IN AND AROUND PLAY The notion of ‘interactivity’ is often used to explain the appeal of computer games. During the experience of play, players often come to feel that their actions are not just orchestrated by the game system, but that they have a considerable degree of power to determine what takes place. For some theorists, this is effectively a political issue: games are seen to offer the player a form of freedom and control that is apparently denied to them by traditional ‘mass’ media (Aarseth, 2001). Yet to what extent is this merely an illusion? Players may be engaging in a great deal of activity as they play, but to what extent do they really possess agency – that is, the power to control and determine the meanings and pleasures that they experience? In this chapter, we will be exploring questions of agency and interactivity through a case study of players’ engagements with a console action-adventure game. On the face of it, such games present a more structured mode of play and story-telling than the online games and RPGs we have considered in earlier chapters – and hence, perhaps, fewer opportunities for active engagement. Yet it is important to distinguish between the different kinds of ‘activity’ and ‘agency’ that may be at stake in different types of game play. Rafaeli (1998), for example, makes a useful distinction between declarative communication, where a source sets the agenda and receives no (or only indirect) feedback, and reactive and interactive modes of communication. Reactive communication involves bilateral interaction, while interactive communication is an iterative, ongoing process that leads to jointly produced meaning. If we apply this to action-adventure games, it would seem that they are more appropriately seen as ‘reactive’ rather than ‘interactive’: play is a bilateral process by which one side (either player or game) responds to the Please seek author’s permission before citing this chapter other. Meaning is not jointly produced, since the choices available to the player – for example in respect of character development, goals or outcomes – are, to a greater or lesser extent, already circumscribed. For example, in console action-adventure games it is frequently the case that character development occurs within the context of animated cut-scenes. Often used as rewards for the completion of a level, cut-scenes may not reflect the manner in which the end-point has been achieved. More broadly, the essential dynamic of the game is one in which the player follows directions, and the game system provides a limited set of opportunities for the production of events. Although the structure of the game allows for different ways of fulfilling its potential, progress and movement is very much guided, pre-structured, and moulded by the game’s developers. Nevertheless, it remains to be seen whether this account really captures the nature of the player’s experience. In particular, it may fail to account for the way that the human mind of the player is not just ‘reactive’ but generative, creative, proactive and reflective. As Janet Murray (1997) argues, it is the subjective experience of ‘agency’ that players seem to desire from their engagement with game-play: they need to feel that they have exerted power or control over events. To this extent, we might conceive of game-play as arising from the interplay between a sense of agency and the requirements of the game system – an interplay that operates in different ways at different points in the game. Focusing on agency, then, implies that the player does more than simply respond to stimulation, but also explores and manipulates the environment and seeks to influence it. In this respect, game-play may be no different from many other areas of human activity. It is a regulated activity, governed by the boundaries of social and physical environments, but equally in real life we live in environments that place constraints on our behaviours. Many human transactions involve ‘inducements’ to behave in particular ways, but as in games, these do not always succeed in determining what happens. Please seek author’s permission before citing this chapter Likewise, game-players may seek to accommodate themselves to the game’s rules and objectives, but they may also seek to exercise control and behave otherwise. Albert Bandura (2001) employs a model of agency that extends conventional understandings of direct personal agency to also account for proxy agency and collective agency. Proxy agency is a socially mediated form of agency, in which the individual makes use of the mediating effects of others with the necessary resources or expertise in order to secure a desired outcome: one of the most obvious manifestations of this in relation to games would be the use of ‘walkthroughs’. Meanwhile, collective agency reflects the fact that certain outcomes are only achievable through socially interdependent efforts – as, for example, in the creation of a shared ‘fan culture’ that may extend well beyond the game itself (see Chapter 7). Applying this model to console gaming allows us to account, not just for the complex, multi-dimensional nature of some players’ personal engagement with games, but also for players’ collective participation in the wider fan community, and their use of games as a basis for creative practices of many kinds. Entering the Oddworld Released by the developers Oddworld Inhabitants in 1997, Abe’s Oddysee was the first game in what became the ‘Oddworld Quintology’. The main character/avatar is Abe (see Fig. 1), a Mudokon (Moo-DOCK-un) who begins the game as an ignorant and happy floor-waxer working in the meat packing plant ‘RuptureFarms’. However, Abe’s introductory narrative tells us that his bosses, the Glukkons, have exhausted all the meat reserves in the local ecosystem for their meat products (‘Meech Mynchies’, ‘Paramite Pies’ and ‘Scrab Cakes’). To his horror, Abe has come to learn that the solution to the Glukkon’s dilemma is to use their Mudokon workforce as the main ingredient Please seek author’s permission before citing this chapter in their new range of meat products (‘New and Tasty’). The game’s introduction ends with Abe fleeing for his life, issuing a plea to higher forces to ‘get me outta here!’ Before he can free himself, it is Abe’s destiny and the aim of the game to sabotage ‘RuptureFarms’ and secure the release of as many of his 99 co-workers as possible. The popularity and success of Abe’s Oddysee subsequently led to the release of a bonus game (rather than sequel), Abe’s Exoddus, the following year. The bonus game allowed its developers to extend many aspects of game-play found in the first game and also address some of its shortcomings (introducing a ‘quick save’ feature, and decreasing the need to use screendeath as a problem solving strategy). Following the saviour of the Mudokon workers in Abe’s Oddysee, the spirits of dead Mudokons now need Abe’s help. The spirits reveal that, although altruistic and heroic, his actions in the first game have had severe repercussions. It is revealed that the Glukkons were also using Mudokon bones as a key ingredient in their ultra-addictive beverage SoulStorm brew. However, since the destruction of their sister company RuptureFarms, the Glukkon’s supply of bones to the SoulStorm brewery has subsequently dried up. Now the Glukkons are digging up the bones of the Mudokon dead, disturbing their spirits. The inevitable subversive acts follow and Abe’s reputation as the former ‘employee of the month’ is further soiled. Fig 1 – Abe (right) interacts with a fellow Mudokon. Oddworld Inhabitants have always possessed a clear vision for the evolution of their franchise. This was evident from the way they mapped out their quintology from the outset. Likewise, Abe’s Oddysee and Abe’s Exoddus were released as ‘2.5D’ games when most others were working in 3D. The level of technology at that point (PSX, 120MHZ PC) was not considered sufficient to handle the vision that Oddworld Inhabitants possessed for their game universe in 3D. Lorne Lanning, co-founder of Oddworld Inhabitants, Please seek author’s permission before citing this chapter stated that: ‘We won’t do real-time 3D and compromise art, animation, or charm’. Lanning (2002) has also expressed an intention that each Oddysee game will be accompanied by a major technological leap in gaming hardware: thus, the second game in the quintology, Munch’s Oddysee, shifted from Playstation to the superior processing power of the Xbox. Unusual for a character/avatar in a console action adventure, Abe’s strength lies in his agility, versatility, humour and ability to interact with other characters, either directly through ‘gamespeak®’ or through his ability to possess and embody other characters. Likewise, the Mudokons pass through a range of collective and individual predicaments (enslaved, dependent or incapacitated) and emotions (angry, wired or depressed). The game series also delineates the depth of Oddworld with its ever-expanding cast of characters (Sligs, Scrabs, Paramites, Fleeches, Slurgs, Slogs, Greeters and Glukkons) and detailed landscape environments (factories, temples, forests, vaults and mines). The game has a distinct cinematic feel, not only in its rich landscapes but also in its mood-sensitive soundtrack and seamless cut-scenes. Indeed, Abe's Exoddus received the honour of being the first video game to gain an Oscar Nomination for ‘Best Short Animation.’ In terms of the generic attributes outlined in Chapter Two, the games reflect a range of influences. In the case of the character of Abe, for instance, the green colour of his skin can be traced back to the traditions of comic book and sci-fi iconography. In combination with the bulbous eyes, gleaming bald skull and skinny body, Abe’s skin colour references a particular vision of the alien. These features originally signified menace and strangeness, as in the figure of the Mekon in the Dan Dare cartoons of the British Eagle in the fifties and sixties (see Fig. 2). However, with growing familiarity, the image of the ‘little green man’ has arguably become an affectionate stereotype with almost comic properties. The evocation of this figure in contemporary popular media thus produces a mixture of strange, magical qualities and a familiar, almost pet-like appeal, as in Dobby the Please seek author’s permission before citing this chapter House-Elf in Harry Potter and the Chamber of Secrets or Gollum in the Lord of the Rings trilogy of films. In both cases, the figure of the hairless, bugeyed creature is also seen as enslaved, Dobby to the wicked Lucius Malfoy, Gollum to the power of the Ring. Both are in need of emancipation, at the hands of Harry Potter and Frodo Baggins respectively. These meanings are also imported, with the image, into the Abe narrative. Abe also begins life as a slave, along with the Mudokons in general, and his quest is for emancipation, albeit through his own agency in this case. - Insert Figure 2 about here - However, Abe consists of more than just an image — he is an animated and interactive character, with sounds as well as visual properties. His most celebrated sound is a powerful fart. The meaning of this element may have its origins not in the popular comic-strip but in cult fanzines such as the US publication Mad Magazine or the UK’s Viz, which includes in its pantheon of scatological anti-heroes the character Johnny Fartpants. Though there are potentially many other references in the iconography of Abe’s world, these two make the point that quite different cultural worlds are being invoked. The cultural world of Dan Dare, Harry Potter and Frodo Baggins all have quite sober heroic aspirations, and can be located in traditions of popular narrative reaching back to the quest-based sagas of mediaeval Romance literature and folktale. By contrast, the popular culture of Mad and Viz is essentially anti-heroic. Its social function is directly oppositional and subversive. Like the Rabelaisian practices of Bakhtin’s (1968) carnival, it operates to upset the pomposity and arrogance of official culture, to displace it and substitute its own defiantly grotesque version of authority, if only for a day. What we get with Abe, then, is a curious mixture of the two. We have something of the seriousness and heroism of the questsage, as Abe struggles for the liberation of the Mudokon slaves; but also Please seek author’s permission before citing this chapter something of the subversive irreverence and grotesque humour of the carnival anti-hero. In addition to these artistic dimensions, Oddworld Inhabitants have also emphasised the strong ethical and moral issues that underline the game’s narrative and drive its characters. Indeed, Lanning (2002: 2) has commented that Oddworld’s ‘characters are driven in a way that is fired by larger issues’. The basic situation and objectives of the game clearly reflect concerns about the environment (food safety, pollution, unregulated industrial growth) and, more broadly, about a rapacious and exploitative form of modern capitalism. Lanning, Oddworld’s creator and designer, has explicitly expressed his desire to ‘inject’ ecological dilemmas into a package that players can interact with, and ultimately overcome. Thus, despite its fantastical setting, the game mobilises broader political motivations that have a strong contemporary relevance. Researching player agency The data presented in this chapter focuses on the contributions that fans of the games make to the discussion lists, Oddworld Forums (www.oddworldforums.net). The forums facilitate a variety of discussion topics that are divided between Zulag 1, 2 and 3 (drawing on the factory zones found within RuptureFarms). The whole site currently (early 2004) has 2,437 members who have amongst them contributed 9,864 threads and 164,933 posts - numbers that grow every day. Within Zulag 1 there are three discussion forums, the ‘General Oddworld Discussion’ devoted to speculation about upcoming games, queries, theory building and general enhancement of Oddworld knowledge and trivia (51,222 posts). Proxy agency is achieved by players of the Oddworld games through the remaining ‘Spoiler Forum’ (2,625 posts) that addresses the narrative direction of future games, and ‘Oddworld Help’ (2,468 posts) in which technical support and Please seek author’s permission before citing this chapter advice is offered to fans continuing to play the games. Within Zulag 2, members can also offer feedback on the running of the forum within ‘Forum Suggestion and Help’ (5,671 posts). Additionally, members may engage in ‘Off-topic Discussion,’ which constitutes the most popular communication forum (79,733 posts): in this space, friendships are formed and cemented. Collective agency is particularly apparent in the remaining forums. ‘Oddworld RPG’ (6,025 posts) represents an ongoing text-based RPG game that expands upon Oddworld Inhabitants’ original concept and allows fans to transport themselves into the environments of Oddworld. Finally, there is the ‘Fan Corner’ forum in which those who enjoy writing fan-fiction and making fan-art converge (15,089 posts). The collective nature of this overall endeavour is also clearly shown by the fact that contributors to the forum environment take responsibility for its governance. Fans are elevated to supervisory positions, maintaining the etiquette of online communication. They steer discussions and contributions into acceptable realms, sanctioning those who attempt to violate the ethical or political ‘values’ of the game; and they encourage participants to contribute in ways that are mutually supportive rather than destructive. Analysing some of these thousands of contributions – particularly to the general discussion board and the fan-corner – provides us with some concrete instances of the three forms of agency identified in Bandura’s model, outlined above. In the discussion that follows, we refer to the online nicknames of the contributors in italics. The postings we discuss were all made between April 2001 and October 2003, and are reproduced verbatim. Personal agency As we have noted, the concept of agency conventionally refers to the ways in which people make things happen, or influence events, through exercising Please seek author’s permission before citing this chapter some element of personal control. Agency, then, involves intentionality: it is not just a matter of expecting or predicting future events, but also of intervening proactively in order to bring them about. Computer games invite the player to act in and on the material world, traversing gateways to unseen territories that set in motion a chain of uncertain events. Such actions are performed with the intention that they will lead to desired outcomes, but they also produce outcomes that are neither intended nor wanted. By not featuring the ‘quick save’ option, that allows the player to return to an ‘opted for’ point in the game that guarantees that their efforts up to that point are retained in the event of screen-death, the first Oddworld game Abe’s Oddysee would often lead to unintentional outcomes. The first game contains alternate endings, depending upon whether the player follows one of the key objectives of the game: the rescue of ninety-nine Mudokons from the RuptureFarms meat-packing factory. When leading Mudokons to safety it is necessary to prioritise and order how obstacles are cleared, whether you clear them first (‘stay here’) or take the Mudokon with you (‘follow me’). This decision can sometimes lead to the loss of the Mudokon to automated chainsaws, falling objects, bombs or beatings from over-zealous Sligs. Although screen death enables the player (as Abe) to replay the same events over and over, it does not bring back perished Mudokons. Despite best intentions, the player has ostensibly sent the very individuals they are supposed to be liberating to their deaths. Yet, as we have noted, games also offer degrees of freedom that give the player the power to make desired game events materialize and unfold. In the case of Abe’s Oddysee, the player has the power to originate actions in order to ‘ensure that all the lost brothers in the corporate grinder are liberated’ (as Sad Mudokon puts it). However, agency is also adaptable (Bratman, 1999): as initial intentions are partially met through action, so they are adjusted, revised or even reconsidered in the face of new information - including materials embedded within the game text itself. As Please seek author’s permission before citing this chapter Silversnow comments: ‘It’s not just a regular game … It’s a world, with possibilities for you and itself.’ The Oddworld fan-forums provide many indications of the ways in which players monitor their behaviour during game play, and seek to exercise personal agency. Thus, there are discussions of dormant actions and capabilities at the disposal of players, in which a different set of performances can be unearthed that sit alongside the expected standards of competencies set by the game designers. An example of this can be found in such acts as ‘Meep flipping’: … you can make a Meep flip over on its back he he … They sort of squirm around before they get up. Its kind of weird. You have to throw or move one to the wall … in order to make them flip upside down (Paramiteabe) Pinkgoth is another fan who has used the forums to express this kind of pleasure in playing with the minor characters that Abe can possess and control. Many of these creatures are more primitive than Abe and wild in nature. The ability to possess such creatures allows Abe to reposition them and avoid attack as he passes through different landscapes. These characters offer little contribution to the environmental activism driving the game’s aims. However, Pinkgoth provides this rationale: ‘My favorite creature is the most savage: the scrab [see Fig. 3]. For me, the scrab is a symbol of nature’s power, which mirrors itself in my life philosophy, one of the instinct and the carnal.’ Taking into account the expanse covered by the leading character’s odyssey, the game offers Pinkgoth very little opportunity to engage with Oddworld as a scrab, yet this is still identified as a key pleasure in engaging with the game-world. Similarly, Fazerina argues that the ‘nonimportant stuff like farting (well, it is VERY important) and your buddies’ [Mudokons] reactions to it are just plain fun. ” -insert figure 3 about herePlease seek author’s permission before citing this chapter Fans also show a deep appreciation for the space of Oddworld and the design and movement of its characters. As Xavier states, ‘the games are incredibly rich. Thousand of details in each screen. Stop and look at the picture, it’s really beatifull’. Likewise, TyA uses the desire to explore Mudos (the continent in which Abe’s Oddysee and Munch’s Oddysee are set) as an explanation, arguing that ‘every screen has a personal beauty to it.’ Lampion, a Brazilian fan, argues that, ‘the levels of the game are so detailed and complex in appearance, thus creating an increasing sense of expectancy and curiosity about what comes next’. And the importance of the communicative function of ‘space’ is reinforced by Dequibenzo, who states: Oddworld reminds us of what it takes to make a classic story, no matter what the medium. You have to create your world, truly make it real for yourself, then, when you let visitors in, engage them … A true storyteller creates the universe and uses the story to explore it, and that is exactly what OWI [Oddworld Inhabitants] have done. Fans’ interest and engagement in the game is also sparked by the storyline, which is essentially a critique of the profiteering of capitalist industrialists. The potential of games as an opening for debating wider political issues can be found in Scrubs’ question to the fan-forum: ‘I was just interested to know how many people on this board started recycling, and supporting charities such as WWF [World Wildlife Fund] to try and save animals and their habitats that have been around much longer than we have?’ Here perhaps we see an extension of the notion of agency beyond the game itself and the goals defined by its developers, reflecting the potential role of the game as an incentive for actions in the real world. Other contributions to this discussion thread highlight this political impact of the game upon players: Yes, we're all Khanzumerz really, our lives depend on the products and services of companies and corporations … I'm definitely against materialism and commercialisation … it really sickens me the way holidays are converted into, and even created Please seek author’s permission before citing this chapter as, selling points … I'm positive that growing up with Oddworld over the last few impressionable years has helped make me aware … and for that I'm really grateful. (Max the Mug) Oddworld totally changed me! I suddenly realized the hell we put the African Americans through and the Indians through way back before the Civil War. I had made the connection between Mudokon slaves and Tainos or African American slaves. (Slig Hunter 72) Other players’ comments on the forums reflect this sense of the relevance of the Oddworld universe to the contemporary world: as Sad Mudokon states, Oddworld is a ‘universe, akin to our very own, appealing to a sense of understanding, our grasp of the excessive, merciless theologies behind the corporate system. The industrialists represent to us what is real.’ As these contributions suggest – and as we have maintained at several points in earlier chapters – players’ engagement with a game can take many forms. Despite the strong narrative objective – the salvation of Abe’s fellowworkers – Abe’s Oddysee can be read on several levels, visually, emotionally and thematically. The world can be explored at will, and seemingly incidental details or characters made the subject of play ‘for its own sake’. Although these choices and potentials are all encoded within the game system and the visual design of the game, it clearly permits forms of personal agency during the activity of play that are not confined to the achievement of a singular objective. Proxy Agency As we have noted, games resemble the real world in that individuals do not always have direct control over the conditions and practices that affect their actions. Just as in real life, few people possess the time, energy and resources necessary to master every realm of their activities. Under such conditions, Bandura (2001) argues that individuals can employ a sociallyPlease seek author’s permission before citing this chapter mediated form of agency, which he calls proxy agency: they try, by one means or another, to enlist those who have access to resources or expertise to act at their behest in order to help them secure the outcomes they desire. We saw some clear examples of this in the previous chapter, where players collaborated on game play; and this kind of function is also apparent in a more mediated way through online message boards. An obvious example of proxy agency can be found in players’ production and use of ‘walkthroughs’. As we saw in Chapter 7, walkthroughs retrace the successful strategies employed by someone who has successfully completed a game. Although gaming magazines produce hints and cheats for players, more instant and comprehensive walkthroughs are produced by game players online. However, the Oddworld fan-forums also reveal other less chronicled examples of proxy agency. One of the most contested debates amongst game players is the role of non-interactive animated cut-scenes. Within console games like Abe’s Oddysee, cut-scenes are typically used at the end of a level to introduce turning points in the narrative. Some feel cut-scenes detract from the game play experience, enforcing particular versions of the game (from the developer’s perspective) that may contradict the way the player has conducted him or herself and engaged with the character up to that point. Yet, for fans of Oddworld, this does not appear to be the case, as Sad Mudokon argues: I played for the cut-scenes, for the elaboration on the world, and for insights into the personality of the characters. They were and are a key element of the Oddworld phenomenon. Likewise, Lampion also articulates the importance of cut-scenes: the cut scenes of the games are as important as the actual game, because they create the storyline, and portray the characters in Please seek author’s permission before citing this chapter such a deep and detailed way that it otherwise couldn’t be achieved through gameplay. Here we see the perception of cut-scenes not only as a reward for successful play, but also a means of accessing the official narrative, as players shift between parallel storylines. Within the context of the game, developers avoid accounting for all objects and artefacts contained within its environment. In creating a complex and extensive world, Oddworld Inhabitants have included detailed ecosystems and landscapes distinguishable by their relationship with nature and the technologies that are utilised. As a Mudokon, Abe is a member of an ecologically admirable race that lives in respectful balance with the land. Players enter the story after the point of breakdown in the natural order. The game thus seeks a route back to a communion with nature and the acceptance of a philosophy of a new environmental order free from industrial oppressors. In the process, players witness and experience species that have been taken out of their natural habitat by the Glukkons and either put to work, experimented upon or used as ingredients in their food and drink products. As Abe escapes the confines of the factory grounds, he moves through lands that offer a glimpse of the past. He passes through vaults, mines and temples that contain wall paintings, carvings and discarded tools and technologies that offer players hints of a pre-history. In this way, the developers present players with historical and cultural ‘gaps’ that they are able to fill in. As TyA states, ‘the mystery of Oddworld remains, and it’s the mystery that means most to me.’ One of the functions of the fan-forums, then, is to provide theoretical explanations and accounts of the various species’ biological evolution, lifestyle, and traditions. The discussion thread entitled ‘Vykkers Feet’ is typical of the theoretical discussions in which fans engage. Here we see The Khanzumer beginning the thread with a query about the anatomical accuracy of the Vykkers, given their back-story. Please seek author’s permission before citing this chapter Vykkers were originally tree dwelling creature right? Well, to me at least, it doesn’t seem like they have very good means of doing this (climbing trees) … I think the stitches on their legs are the result of them amputating their other arms. I think that their three ‘legs’ used to be their primary limbs for climbing. But they were terrible for walking on the ground … What do you guys think? This thread generated fifty-eight posts by twenty-two fans over a period of seven days. During the course of the discussion, it is suggested that the stitches resemble a self-inflicted modification to deal with a change of environment or that the creatures possess a masochistic nature. Ultimately, it is established that Vykkers reproduce themselves, ‘similar to stickbugs from Australia that do the same thing’ (according to Mac the Janitor). What we see here is a consensual process of establishing a back-story, a history prior to the current storyline. This practice involves proxy agency, as players subsequently refer to the outcomes of such discussions as established knowledge; but it also entails collective agency, as players collectively construct meanings that go beyond those contained in the game itself. As TyA demonstrates: I’ve … read very interesting theories about the moons of Oddworld, as well as a theory that Oddworld might be a moon itself. Theories regarding the time before Glukkons [the industrialists] … theories regarding how the gender of Mudokons could not be perhaps 100% male but female instead. Collective agency: fan production The practice of fan production – fan art and writing – is perhaps the most obvious example of collective agency, although it also reflects elements of proxy agency as well. Artwork produced by fans might be regarded by those with a negative view of the cultural value of games as derivative, mechanistic, superficial and facile – particularly when compared with the Please seek author’s permission before citing this chapter traditional view of art as original, individual and based in hard-won craft skills. Behind the smooth surface of the digital aesthetic, however, all games contain a design phase rooted in traditional craft skills. Japanese games are well known for having designs based on the elaborate paintings of their concept-artists; and Oddworld is no different. The official website is at pains to emphasise the hundreds of iterations of pencil-sketches of Abe, and presents some of them on the site (see Fig. 4). Here we see how the old, individual craft technologies of the hand and pencil sit alongside the digital modelling of animated characters and interactive worlds. Fans who produce artwork and submit it to the forums for comment and reaction engage with these same practices and values in their own tributes. -Insert figure 4 about here- Exhibitors of fan-art on the forum explore the aesthetic concepts of Oddworld through the manipulation of different materials and processes (e.g. pencil sketches, inked illustrations, puppets, plasticine models, computeredited montages and original art). In doing so, fans publicly refine and control their use of art tools and techniques, and evaluate their own and others’ work, alongside the lessons they learn from Oddworld Inhabitants’ artists and designers. Indeed, the artistic practice engaged in by contributors to the Oddworld Forums could be compared with the apprenticeship practices of Renaissance studios, in their admiration of the master-practitioners of cartoon, manga and digital art, and in their diligent attention to graphic techniques that are often surprisingly traditional. Consider, for example, this advice from Paramiteabe about how to do pencil drawings based on a kind of brass-rubbing technique: Its not that hard after you know what the type of method is used its quite easy. Anyone can do it and it involved outlining the photograph. All you do is get a photograph of anything black and white. Take a pencil and just scribble on the back of the photograph. Turn it over and outline the image on the photograph onto the paper don't press hard. You will altimatically get a line Please seek author’s permission before citing this chapter because you scribbled on the back of the photograph you will get a line of the image transfered altimaticallly to the paper. In other words your traceing it. Then altimatically you have the shape. The only thing you do now is fill in the tones of darks and lights by only using small line strokes. That’s it its that simple… and believe it or not Concept artist are aloud to trace when its the right time. So trace and that will be great. Examination of forum members’ responses to submitted work also reveals the common use of ‘industry standard’ (as indicative of career potential in the game industry) as the highest form of compliment offered to exhibitors of artwork. For example, in response to the artwork of Tybie_odd and Red Muse, Splat declares: ‘Wow those pics are really great! You should all become desighners for computer characters! You’d make millions a year!’ Similarly, comparisons to Oddworld artists and other artists (for non- Oddworld art and literature) also characterise a well-received and highly acclaimed submission to the forum. Again, the approving Splat, this time in a different thread, is the thirteenth person to respond to the work of Canned Gabbiar, exclaiming: WOW! Those were brilliant! I laughed, I cried, I stared in awe at your pure artistic genius! No exaduration! I’m being solely truthful when I say that you should take up a job as a character designer for Oddworld! You’d get the job, no competition. Honestly, I just applied your fuzzles [game characters] as my wallpaper! Brilliant! Here exhibitors are receiving direct and immediate reinforcement from an audience that is deeply entrenched in the visual design of the game. Members’ duty to support and encourage both new and experienced artists and writers submitting work to the forum is illustrated by forum moderator Al the Vykker, who interrupted a long and exclusive thread communication with a request that members ‘try to be fair and go and read other peoples’ work and artwork also, instead of just going to one in here. I suggest that most people around FC [fan corner] try and be a bit more attentive and give some other artists … feedback.’ Please seek author’s permission before citing this chapter When praise turns to advice, thread posts are tender in their approach to dispensing constructive criticism. In no threads were posts unearthed in which any member excessively denigrated the contribution of another member’s art. For example, when Dipstikk submitted work under the title ‘Abe art’ (see Fig. 5) Sligslinger commented: ‘Nice drawings … keep up the good work, ps: may I suggest u make Abe look less elfish’. Dipstikk acknowledges this critique, conceding ‘Yeah, the ears were a problem. I forgot that they were immobile, plastered to the side of the head’. Meanwhile, after praising Dipstikk, Alector focuses on standards of presentation and materials for exhibiting art in the thread: But notice: Drawings look much better when you draw them on white non-lined paper. The lines disturb the pencil drawings a lot. The … picture with the yellow background looks good [Fig 6]. It shows the power of the Shrykull. The havoc and the danger of it. The poem gives the drawing a mysterious touch. -insert figures 5 & 6 about here- In line with the emphasis here on collective agency, an influential thread on the forum entitled ‘Share Your Artwork Tips’ begins with a statement by One, Two, Middlesboogie which reads: ‘Among true artists, there are no secrets. Pooling our knowledge can only make us better, so share the secrets of your success.’ The thread provides comprehensive tips on pencil drawing, pastels, inking and computer colouring techniques, a guide to buying art supplies as well as links to other web-based art tutorials (e.g. by computer artist Kristen Perry) and texts (e.g. Andy Smith’s 2002 text Drawing Dynamic Comics). It is also not uncommon for sketches to be re-drawn or altered in line with feedback. Here the text is regarded as a process, as unfinished business, rather than a static object, which can be collectively transformed, adapted and reworked. Thus, it is not uncommon for fans to employ/commission other fans to illustrate their fan-fiction: input and Please seek author’s permission before citing this chapter feedback is expected from the author(s) and the readers of the fan-fiction as to the appropriateness of the graphical illustrations. Tybie_odd provides a good example of this in his work, which he posted in the form of four character pictures titled ‘Work at Rupture Farms’, based on characters created by other fans in the text-based role play forum. In the case of one character, a Glukkon named ‘Arnie’ (see Fig. 7), Dripik the creator of that character comments that despite appreciating the work, there was ‘maybe one thing: I imagined smaller shoulder pads for Arnie’. In response, Tybie_odd is happy to oblige and accurately realise the creator’s mental image of Arnie: YAY! They like them! Now I am encouraged to do Otto [another fan-created character] Coming right up, dripik! I changed Arnie’s shoulder pads smaller, I post the new pic when I get done with Otto. -insert figure 7 about here- In the process of fans’ artistic production, then, we can see elements of all there types of agency. On one level, the postings show the anxiety, stress and risks attached to acts of personal agency and the cultivation of personal competencies. Fans make use of proxy agency by supporting and learning from each other’s feedback, advice and expertise. And this is clearly a collective process, in which fans feed off each other’s work (sometimes across different media), and work together to set standards for their own production practices. To some degree, of course, all this activity remains within the terms laid down by the original creators of the Oddworld; yet it also extends and goes beyond it in several ways. Conclusion Please seek author’s permission before citing this chapter Henry Jenkins’ work on fan communities provides several illustrations of the tensions and power struggles that may emerge between media producers and their audiences over the ‘ownership’ of a particular text or symbolic world (Jenkins, 1992). For example, fans strongly resisted attempts by Lucasfilm Ltd. to maintain the PG-rated world of Star Wars and censor fanfiction that engaged its characters in ‘pornography’. By contrast, Oddworld fans appear to honour their role as representatives of the game brand; they are rarely critical of — in fact, they often celebrate - the stock Oddworld universe. Although we do not have evidence to this effect, it is also very likely that the forums function as a means of market research for the developers, providing them with insights into the appeal of the games and possibly even suggesting likely future lines of development. Of course, it would be a mistake to romanticize this, or to see it as evidence of a radical democratization of cultural production. By and large, the producers still define the terms and parameters within which players’ agency is exercised. Nevertheless, as we have shown, game-play to some extent depends upon and requires a positive experience of agency on the part of the player; and the forms this agency takes may be different in several respects when compared with older media such as television. At the very least, we can say that a focus on the agency of the player should lead us to reevaluate popular assumptions about what a game is, who produces it and by what means. sorce: http://www.waikato.ac.nz/film/2006pa...ngs/Schott.pdf |
Well even if it has been found before, this is good for those (like me) who weren't here the first time. and thank you Xavier for putting the print here for all those who cannot use the flash reader thingy-whatever.
I still think it is cool. |
no worries, I still can't believe they actualy quoted me in that stuff :p
|
Same here. Wow, I remember writing that post they quoted. As a Psychology major its very interesting to see the relations to Bandura, etc. More over, it's very pleasant to see that people noticed us and that in general we represent the Oddworld universe in a great way. Very interesting indeed!
|
Hey, there's a point - I wonder if those people count on us reading that? :)
Has anyone found out what the essay is based on yet? Also, if that's chapter 10, and it's that long, it sounds like it's supposed to be in a book! OWF, the new book :O lol |
I think it is SOOOOO cool that the people saw the "W@RF" Thread. Soon we'll be on TV... NO IM JUST KIDDING... well its possible but very unlikely.
|
Um, I'd go with very unlikely.
|
well it is quite old, if they have done something with it, we would know it now.
|