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COLLECTORS VS. COMPLETISTS: ETHICAL GAME DESIGN

By Yu Zun Kang

[Collectors] want to achieve personal recognition, [to] preserve and understand the past of their collections, [to] share their efforts, experiences and stories, [to] connect with people with similar interests, and most importantly, to express themselves through their collections.

Wei Zhou, U.I. designer.

One of the highlights at the Baltimore Museum of Art is the Matisse catalogue in the prestigious Cone collection. The Cone sisters, through an inheritance amassed from the textile and grocery industry, collected over 500 works by the artist. When the surviving sister, Dr. Caribel Cone, passed away, she left the entirety of the coveted collection to the museum.

A tour through a replicated room of the sisters’ home shows a sample of their vast collection, a collection that extends beyond traditional fine art and into international bric-a-brac. The sisters converted every available space in their home to display or store their collection—they emptied out dresser drawers to store postcards, keys from the Renaissance to the 19th century, and hand embroidered Turkish towels. However, the aesthetic sophistication of their collection resembles what some may consider a hoarding addiction. Dr. Caribel Cone, aware of this compulsion, wrote,

Now that I stop to reason about it, it is silly foolishness, this collecting of things. But it must have some solid foundation—some foundation deep in the hearts of people… it is the craving of beauty that is such a vital foundation of the human soul.

The Cone sisters’ collecting patterns show a personal connection with this “craving for beauty”—one sister collected prints and drawings because of her interest in the artistic process, while the other sister focused on an artist’s main body of work. This personal stake in their collection made the Cone sisters collectors, not completists.

A collector seeks meaning and self-expression through the treasure, and, therefore, is discerning about what he or she collects and displays in the treasure room. The collector skips the buffet, and opts for the menu. The treasures were selectively chosen by the player because of an intimate and personal connection between the treasures, the world, and the player.

A completist, unlike a collector, gathers without meaning. The tasks and trophies have meaning only in the completion of the task itself—an impulse to hoard for the sake of hoarding. It is about satisfying an addiction.

So, whether a game is ethical must be determined by how and where the game places its players in relation to its goal-reward system. Does the game’s goal-reward system treat its players as collectors or completists?

There is something morally and ethically questionable with an interactive experience that devalues the intrinsic value of life, by reciprocating substantial investment of human hours with empty and story-less tasks. Part of the appeal for these games, and the case that can be made for them, is that the interaction allows players to feel omniscient over a world that was meant to be a plaything to begin with. Philosophically, some people will disagree with the collector vs. completist distinction because they feel that story is a secondary concern over the actual game play. Or they agree with Margaret Robertson’s position that games don’t need extensive stories to be fun, appealing, and ultimately, successful. On a practical scale, video game stories serve a less central role than in the other established mediums. Knowing the story enriches one’s understanding of the purpose and meaning of the game’s play, but a story is not a requirement to experience the joy of the play itself.

Many of the recent sandbox games, however, are focused on story-less tasks and achievements. All the goals in those games either consist of a series of repetitive tasks that exist for completing achievements or for obtaining power-ups and points for additional abilities needed to complete main-story missions. For example, in Infamous, Prototype, Red Faction, and Assassin’s Creed, the player is asked to participate in a limited number of repetitive tasks. While they all involve taking care of a problem in the game-world, the tasks exist not only as an excuse to demonstrate the various game mechanics, but also as story-less tasks that involve no genuine human and intimate connection to the world—there is only the thrill of completion.

To put a human face to this issue, as of June 2009, Red Faction and Prototype have sold 199,000 copies and 420,000 copies respectively. The average life expectancy of an American male (not purposefully excluding women here, but picking one demographic for the sake of simplifying the math) is approximately 78 years, and there are 8,765 hours in a year. If a player on average spends 20 hours on the game and its completist and story-less tasks, then Red Faction has wasted the equivalent of six human lives and Prototype has wasted the equivalent of 14 human lives.

A successful collector game gives its players quests instead of tasks—every goal has a unique and involving story that creates an intimate and empathetic link between the player and the game world. When you create that link, the player pursues the play out of a personal conviction and emotional investment that he or she can make an individual impact on the game world. By completing the quest the player creates meaning for the person that he or she is within that world.

The best collector games, such as Oblivion and Grand Theft Auto IV, commit involving and engaging stories to all of their available tasks. These stories define the world and its characters, and place you within a context where your actions and rewards have consequences and meaning. They are games that understand that side-quests, like diverging episodes in a TV show, must be more than just simple tasks—each side quest has to have its own life, its own lore—just like the real world, the stories in our periphery have a life of their own, but games can make those stories accessible to us.

The addition of stories should not be read as a push for authored and directed games that wall in the player into specific and preordained experiences. Stories should serve, not as walls, but as boundaries; and boundaries allow player created narratives to happen as players subvert and exploit a game’s formal structure. Story structure should properly define the context of the required player action with believable characters and scenarios, which makes player created narrative prosper within that story space. Story gives context, and it defines the player’s purpose and motivation.

Within that discussion is a deeper spiritual and human question: why do we do the things we do, and what is the ultimate worth and purpose of those actions? Gamers often demand a large number of tasks for longer hours of gaming, but the available hours of game play should not, and do not, define the overall value of a game’s experience. While our own personal compulsions and psychological make-up determine our susceptibility to addiction, developers can take practical and holistic steps to avoid creating completist games. Otherwise, everything that players do becomes a meaningless and perfunctory task.

The irony of the Cone collection is that as the museum dismantled and reorganized the collection to provide the Baltimore public a carefully curated guide through Matisse’s career, the personal motivation and expression of the sisters became moot. Who they were is ultimately unknowable—but their pursuit, given to the world, is returning an interactive aesthetic experience gratis to an entire city.

Unlike the Cone collection, what we gamers gather is deeply ingrained in competition, and embedded in self-promotion. But I believe story can act as a redemptive tool to make us care about things and issues that exist outside of our achievements. That is what I look for in every aesthetic experience: to find a way to exert myself beyond my limited perceptions, and to be thrown forward into the lives of the universal feelings and thoughts shared by people. Collector based games, for me, maintain the illusion that games are not about systems or tasks, but about other people.

Information about the Cone sisters taken from a Baltimore Museum of Art brochure titled, “Seeing with Fresh Eyes: Matisse in the Cone Collection.”

Thanks to Jason Labbe, who pointed out the distinction between completists and collectors, and Kristina Drzaic for her correspondences on the joy of play.

Posted Oct 20, 02:22 PM

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Sticks And Stones

By Yu Zun Kang

There are many feelings that rise up when I think back to the first racial slur that was directed at me—but none of them, strangely, are malicious or sad. At the time, my family and I lived in a mid-sized town in the northwest region of Germany, near the Netherlands border. Even though we didn’t live in a metropolitan area, my first grade class represented the changing racial demographic in the German workforce and society: there was the Korean kid (me), the half-Turkish kid, and one of my best friends whose parents immigrated from Portugal to open an ice cream store. Like those kids, almost all my friends were Germans—my best friend lived three blocks from me above the bicycle business that had been passed down in his family for generations; and my first girlfriend came from a tight-knit German family that had a big backyard for all the messenger pigeons they raised.

The slur the kid used actually had a catchy rhyme, one that I heard occasionally wherever I went while we lived in Germany:

Ching Chang Chong Chinese
Eierkopf und Kase

(rough Translation of the last line: Egg-shaped head and cheese-colored skin)

I don’t think the slur had an immediate effect on me. As a child, you react from the gut. Insults are insults—there is no sociological or racial theory that a child can conduct in his or her head to yell injustice. But why didn’t I say anything at the time? Here was the problem: how do you make fun of someone who bases the normal and ideal off his or her features? How do you, as the stranger looking around and seeing that you are the anomaly, take away his power to define you in those terms? How do you mock “perfection?” How can someone not feel powerless in that kind of situation?

I tell this story to make a point—words are never merely words. These ordinary words, “egg” and ”cheese,” are meaningless and powerless until you give them meaning and context. If you come from a position of power or a position of majority, then you have the power to define a word. And if you have the power to define a word, then you have the power to define the person at whom it is directed. Through that word, you can own and control the other person’s identity.

In a measured and thoughtful response to the Scribblenauts “sambo” controversy, Ian Bogost, while expressing his disapproval behind the use of a word loaded with a history of degrading and institutionalized racism, asks his readers to consider the game’s purpose: that “Scribblenauts is a game about what words mean and do when mustered in particular situations.” More importantly, he asks “what if this is the experience? What if messy quandaries about the ambiguity of “sambo” is precisely the sort of thing that Scribblenauts was meant to bring us?”

Subsequent interviews convinced me that this was an honest mistake. Regardless, the discussion, like all discussions concerning race, can get defensive and hostile. That’s why I liked the way Bogost’s question rose above the heated emotions, and calmed and shifted the issue so that readers could consider the overall theoretical intent of the game. However, as great as that sounds, I want to remind Ian that there is a real person at the end of that question. To quote Olliemoon, “[we] don’t exist for your personal intellectual growth.” I am a person, Ian, and not a question to be parsed.

I think this controversy, and the discussion leading out of it, is analogous to the recent Game Critics discussion on race and gender in games. Physical representation of race and gender, again, deal with the identical power dynamic. Once again, there is a vocal segment of the gaming world that isn’t willing to consider the implications. That is unfortunate, because until there is a genuine understanding of this kind of power dynamic, we are not going to see a proper, sincere, and respectful mainstream representation of minorities.

All gamers must understand that the industry’s ability to shape their perception of gender and race is pervasive and ubiquitous, especially when a gamer lacks a personal relationship with someone who is different from him or her.

When I moved from Germany to Korea at the age of nine, one of my favorite activities was going to the movies. In the 90’s, the theaters used to put large, hand-painted, kitschy billboards of the films on top of the theater. When you bought a ticket, you had to sit in the assigned seat—a policy to deal with overcrowding and sneak-ins.

Theaters mostly played American movies. Again, when I wasn’t seeing African Americans on the screen, the times they appeared they were either homeless, criminals, loud-mouthed comedians, or athletic superstars. Living in a racially homogeneous country like South Korea, where we have no interaction with African Americans, those films were the only source we had into the African American life in America. I still remember when an African American soldier walked into a record store and everything became very quite as people whispered and moved away from him, or the time when my African American tutor from the U.S. State Department left our house and got mobbed by a bunch of kids asking him if he could dunk. I don’t think there was anything inherently racist in that—that is simply ALL we knew.

When we moved to North Carolina, my anxiety over interacting with the African American students amplified when one of them was shot and killed at his home. Add to the mix the three African American bullies who made my life hell for not speaking English very well, and everything I learned from the movies went from perception to fact.

It wasn’t until a Nigerian kid in my neighborhood became my friend, and took me to his friend’s house in a trailer park, that I got see him and his friends as people apart from those distorted representations I watched as a child. I still remember when he bought the PlayStation and we sat in his room, playing Resident Evil without a memory card. As we huddled in the dark, screaming and laughing in unison as the dog jumped through the window, there was nothing but the glow of the screen, the whir of the disc, and the opening sounds of doors.

As long as we have gamers dismissing this power dynamic it won’t matter how many minority or female characters make it into a game. What you developers say, and do, and show makes a difference. What you do shapes perception, and you have the power to define how we are perceived. Remember that.

Suggested Reading

If you are at all interested in reading some new and exciting voices in the game blogging world, and are interested in exploring this topic, you should follow these excellent writers who have written extensively on the topic:

Latoya Peterson
Racial Inclusiveness in Gaming Offers pragmatic suggestions to developers on how to make games more racially inclusive.

Denial and Delusion – Why Public Conversations About Race Fail Before They Begin

Pat Miller
Well Said: A Response to Chili Con Carnage

Are Video Games Racist?

Race and Player Characters

You Got your Race in My Game

Alex Raymond
Mass Effect: First Impressions

Quick Hit: Bioware writer responds to my criticisms

Beyond Gender Choice: Mass Effect’s varied inclusiveness

Posted Sep 23, 11:31 AM

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