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  • MarioCedeno363 10:41 pm on November 28, 2011 Permalink |
    Tags: alexander galloway, diegetic acts, gamer culture, , play,   

    Game Action, Four Moments by Alexander Galloway 

    • A video game is a cultural object, bound by history and materiality, consisting of an electronic computation device and a game simulated in software.
    • Video games are an action-based medium
    • Foundation of video games is not looking and reading but in the instigation of material change through action
    • Two basic types of action in video games: machine actions (performed by hardware and software of computer) and operator actions (performed by players)
    • Algorithmic cultural objects
    • In video games there are actions that occur in diegetic space (world of narrative action) and nondiegetic space (game elements that are external to narrative and outside the portion of the apparatus that constitutes a pretend world of character and story)
    • Four moments of gamic action:
      • 1. Diegetic machine acts: The machine is up and running- no more, no less. This includes “ambience acts” in which the game is on and running but the no stimulus from the game environment will disturb the player. Also includes cinematic interludes that progress the narrative.
        • Action experience of being at the mercy of abstract informatic rules
      • 2. Nondiegetic operator acts: Nothing in the world of the game can explain or motivate the action when it occurs. Ex. Pausing, cheats, hacks
        • These acts are an allegory for the algorithmic structure of today’s informatic culture. Video games render social realities into playable form.
        • Action experience of structuring subjective play, working with rules and configurations of game
        • Instead of experiencing the algorithm, one enacts the algorithm
        • Ex. World of Warcraft
      • 3. Diegetic operator acts: Moment of direct operator action inside the imaginary world of game play. Appear as both move acts (change physical position or orientation of the game environment) and expressive acts (select, pick up, get, rotate, unlock, open, talk)
        • Defined through intensities, or vectors of agitation: the time-based unfolding of a game is never smooth or consistent but is marked by a wide variance in the agitation of movement, where one moment may be calm and another will be action filled.
      • 4. Nondiegetic machine acts: Actions performed by the machine and integral to the entire experience of the game but not contained within a narrow conception of the world of game play.
        • Disabling act: Any type of gamic aggression or gamic deficient that arrives from outside the world of the game and infringes negatively on the game in some way. Ex. Crashes, bugs, slowdowns, temporary freezes
        • Enabling act: Action offered by the machine that enrich the operator’s game play rather than degrade it. Ex. Pieces of information, increased speed, extra life, increased health, teleportation, points.
        • Machinic embodiments: Emanate outward from the game to exert their own logic on the gamic form. Ex. Shape and size of Mario in Super Mario Bros is determined by design specifications of the 8bit microchip driving the game software.
        • Nondiegetic machine acts can be defined as those elements that create a generative agitation or ambiguity between the inside of the game and the outside of the game, between what constitutes the essential core of the game and what causes that illusion to be undone

    In what ways do video games blur the distinction between diegetic/nondiegetic acts?

    In what ways do the concepts of diegetic/nondiegetic acts complicate the notion of play?

     
    • Veronika Höglund 1:14 am on November 29, 2011 Permalink | Log in to Reply

      To further clarify, Galloway’s article highlighted four quadrants that can be used to better understand the structure of the virtual gaming world, diegetic machine, diegetic operator, non-diegetic machine, and non-diegetic operator. Diegetic machine actions occur while the video game software is running, however, there is no operator is present. The game is running on its own in a purely aesthetic sense, like Mario mentioned, in a nature similar to watching cinema. Diegetic operator, are simply the actions that the operator perform while within the gaming world. These actions are intentional and are extended from the operator to their avatar. Non-diegetic machine are actions taken by the machine/game itself outside of the interior of the game. The actions are intended to fix internal problems such as bugs, and other software related issues, including cleaning the system as a whole. Non-diegetic operator acts are performed by the operator, located outside of the gaming realm, but whose activities are still concentrated to the boundaries of the game world, such as hacks and cheats.

      With this in mind, it is very possible to see the blur between the line that separates the operator and the machine, the internal and the external. As the game only functions through the interaction of both the operator and the machine, right away one can consider the operator as a machine themselves. This association is even more appropriate given the operator is entirely immersed in the virtual gaming world and strongly identifies with the avatar they have created. The operator can be further identified as a machine when hacks and cheats are performed, as the operator must take action from outside of the game within actual reality, the repercussions of such actions effecting the realities of the game world.

      • briej102 12:00 pm on November 30, 2011 Permalink | Log in to Reply

        to piggy back of Veronica, another element of where the line is blurred is the extra life of virtual gaming. The operator can continuously “gain life” with in the machine as well as outside the machine.

    • maxschneiderschumacher 11:42 am on November 30, 2011 Permalink | Log in to Reply

      This article really reminded me of an essay musician/producer Brian Eno wrote for Wired years ago called, The Revenge of the Intuitive. The similarities between these two lays in the analysis of the relationship between operator and the machine. In Eno’s article, he speaks of his experience using a new digital console in the studio, which was supposed to give the artist an infinite amount more options and capabilities in order to advance creativity and output. He, however, found the opposite to be true; these advances, which he calls “a new layer of bureaucracy,” made him feel more distance from his work than ever before. All the necessary mechanical and complex actions necessary forced him out of the creative head space rather than enforce it.

      In relation to Galloway, the question seems to be, how does the growing complexity effect the operator with his tools/machine? How do these relations effect the thought process of the user with his physical diegetic actions?

      The Revenge of the Intuitive: http://www.wired.com/wired/archive/7.01/eno.html

  • Ashley Shen 7:48 pm on November 26, 2011 Permalink |
    Tags: culture, , huizinga, play   

    HOMO LUDENS: A Study of the Play-Element in Culture – by J. Huizinga 

    Nature and Significance of Play as a Cultural Phenomenon

    What is Play?
    • “Play is more than a mere physiological phenomenon or a psychological reflex. It goes beyond the confines of purely physical or purely biological activity.”
    • Play is a significant function; it has sense to it
    ⁃ All play means something

    Observing, describing, and explaining play
    • Psychology and physiology deals with the observation, description and explanation of the play of animals, children, and grown-ups
    ⁃ Biological explanations of play
    ⁃ Discharge of superabundant vital energy
    ⁃ Satisfaction of “imitative instinct”
    ⁃ A “need for relaxation”
    • Different theories of play as…
    ⁃ Training of young creatures for the serious work that life will demand later on
    ⁃ An exercise in restraint needful to the individual
    ⁃ An innate urge to exercise a certain faculty, desire to dominate or compete
    ⁃ as “Abreaction,” an outlet for harmful impulses, necessary restorer of energy wasted by one-sided activity
    All these theories start from the assumption that play must serve something which is not play, that it must have some kind of biological purpose. However, they don’t speak to what actually is the fun of play.

    Contrast between play and seriousness
    • The contrast is neither exclusive nor fixed – the contrast is fluid
    • “Laughter, for instance, is in a sense the opposite of seriousness wihtou being aboslutely boudn up with play.”

    Formal Characteristics of Play – the social manifestations of play, or higher forms of play
    1) Play is free, play is freedom
    ⁃ All play is voluntary activity. Thus, it is not a course of the natural process
    ⁃ But this freedom of play is arguably non-existent for animals and child – they must play because instinct drives them too. Adults/responsible human beings can function to choose not to play (superfluous)
    2) Play is not “ordinary” or “real”
    ⁃ It is stepping out of real life into temporary sphere of activity
    ⁃ Spatial separation from ordinary life
    3) Play’s element of secludedness, its limitedness
    ⁃ Play has a moment of being “over” – it plays itself to an end
    ⁃ Limitations of time and space
    4) Play creates order, is order
    ⁃ Tension and solution
    ⁃ All play has its rules – reveals spoil-sports, the element of cheating
    ⁃ Creates play-communities, social groupings which surround themselves with secrecy
    5) Play is connected with no material interest, and no profit can be gained from it.

    • The two functions of play: as a contest for somehing or a representation of something
    • Representation = identification, the mystic repetition or re-resentation of the event
    • Relationship between ritual and play is synonymous

    Discussion Questions
    Given that this text was first published in 1944, are Huizinga’s theories about the formal characteristics of play outdated in the context of the digital and technology-driven modern-day? Or does play today actually affirm and support Huizinga’s theories of play?

    Considering how embedded we are today in the digital and online space, is play today still a voluntary activity, or is it increasingly becoming involuntary?

     
    • Dorry Funaki 11:28 am on November 28, 2011 Permalink | Log in to Reply

      I believe that this text reaffirms Huizingas theories of the characteristics of play because he compares play to religion and today we can just substitute religion for the digital realms that we are so embedded into.
      Digital and online spaces are becoming involuntary spaces of leisure and “free time” for us. We need to be online nowadays to communicate with one another, get information, (write on this blog), to name a few.
      It is pretty much a liability to not have any sort of online presence. But having an online presence means allowing corporations and governments access to your information which is not at all voluntary.

    • mdeseriis 11:35 am on November 28, 2011 Permalink | Log in to Reply

      Dorry, are you suggesting that online presence is a form of ritual? And if that is the case how is this ritualistic element elevates life above the ordinary, as Huizinga suggests? Perhaps we should distinguish between different forms of online presence, some of which may have a ritualistic function (I am thinking of MMORPGs) and some of which are very ordinary.

      • lynleamichaels 12:25 pm on November 28, 2011 Permalink | Log in to Reply

        I think online presence could be considered a ritual act. My online presence is not particularly important or impacting yet I find myself constantly checking and double checking my frequently viewed sites, often in the same order, simply out of habit. I don’t even care about most of them, I just do it because it’s become part of my daily routine.

    • mdeseriis 11:38 am on November 28, 2011 Permalink | Log in to Reply

      Good question, Ashely, is playing still voluntary in the online world? I think so. After all no one forces people to spend hours and hours in online games. And, as Huizinga, points out play still has a beginning and an end, no matter how addicted you are to it! Unless, you are asking a different question here, one that implies a notion of play which encompasses activities we do not normally categorize as playing, my answer to your question is affirmative.

    • maxschneiderschumacher 10:02 pm on November 28, 2011 Permalink | Log in to Reply

      A video game seems nothing more than a set of rules – it’s inherent in its DNA. A game is made up of code. Each bit of code is a rule, code after code. There cannot be any freedom in a video game. The freedom only lies in the creator of the game, the one who rights the code. The user can only follow the laws and rules inscribed. Even cheating within game play is allowed within the game code. Therefore, one can never break the rules. As far as I have seen, all video games are closed-sourced. An open-source game would be interesting to see if it is any possible. Only then can one step outside any bounds of rules. Otherwise, a video game is a one-way path; the user cannot break the bounds of the rules of the code.

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