Wednesday 28 September 2011

Performance & Audience


Our colleagues brought to class two case studies to illustrate the theme “performance and audience”: DotA and DotA 2, and Guitar Hero. These example show the two apparent “trends” of performance: the “embodied/dance-like” and the “strategic/sports-like”. The literature analyzed brings that dichotomy too, which is an interesting dichotomy and shows how ‘confused’ we are when we talk about performance in video games. 
Outside the realm of games we use the term ‘good performance’ to evaluate different criteria. In class, Isaac gave the example of the guitar player in a rock concert. In this case, it seems there needs to be an extra theatricality showed by the artist for the audience to consider it a good performance. It isn’t enough to be a good player to capture the audience. A guitar player is, most of the times, required to do “extra things”, he needs to show-off, to prove he can play the guitar in strange situations - with his teeth or feet, holding the guitar behind his head, etc... In this case, besides being good at doing what he’s supposed to do, he needs to add something the audience can see and understand even if they don’t play a guitar. This is the kind of performance we usually associate with “more physical” games like guitar hero. The videos our colleagues showed, however, problematized this notion. 
The two examples of “good performance” in guitar hero showed people who scored high in the game, their skill was recognized by the game itself (through the score) but they didn’t really add the ‘extra’ the real guitar player needs to add in order to perform well, according to the audience. To me, those videos illustrate a non-embodied performance more than an embodied one. What they were doing with their bodies wasn’t different from what the starcraft professional gamers do. There’s an important difference between objective and subjective evaluation of performance in games, and that distinction is tied to the embodied/strategic distinction. An objective evaluation of performance is one made by the machine - score, winning a battle, etc. In this case, the game itself quantifies performance. The evaluation of performance can only be subjective when players add something extra to the quantified performance that the machine can’t really “read”. This is the case of the DDR dancers who added a whole choreography on top of the moves required to have a perfect performance for the machine. In this case, the performance sort of has two layers, if I may say so, the machine performance and the bodily performance, added just to capture the audience. This doesn’t mean, though, that a quantified performance doesn’t please the audience. It means that a quantified performance demands knowledge of the game while the second one can be pleasing even for those who don’t know the game. 
Tied to what I call a performance of “objective evaluation” is the concept of deep play (borrowed from Clifford Geertz by Christian McCrea). Deep play depends on a culture surrounding the game, this culture helps creating a narrative around the game/situation that can be shared by the group - players and fans/audience. The audience engages in the playing situation not because the ‘performer’ is doing “something extra-game”, but because there’s a culture around the game that makes every game event meaningful and part of a shared narrative. This is what happened with DotA, it became part of the culture, reaching a lot of players all over the world and creating a competitive community around it. Performances, in tournaments, or in a battle, is evaluated by both the machine, other players or the audience, in tournaments. This audience, though, doesn’t evaluate something “extra-game” players do to show-off, they are interested in the game itself and the way it is played, the strategies used to attain what the machine tells is a “good performance”. In this case, players and audience share this culture around the game and understand its stakes.

Friday 23 September 2011

Embodied & Material Play

(I'm going to cheat a little in this post - I'm going to use the present tense as if I was posting just in time.)

This week's discussion about embodiment was inspired by texts with different focuses. Dovey & Kennedy's "Bodies and Machines" reflects about the cyborg and the importance and role of the body when playing games. Simon's "Geek Chic" looks at case modding as a way for moders to express themselves, to bring games outside of the virtual sphere and to make technology present, visible and obvious. Kirkpatrick's "Controller, Hand Screen" proposes an artistic view of the interactive/gaming experience, looking specifically at the materiality of the controller.

Our colleagues driving the discussion suggested some case studies: the sixth sense, by MIT and the 3ds AR tattoo. These two different paradigms of interaction suggest two different views of technology-use. The sixth-sense says interaction is more intuitive if technology is somehow hidden. In this case, the user moves her fingers in the air to produce results, without having an 'intrusive' or 'obviously material' interface. In the second example, the 3DS AR Tattoo, the technology becomes part of the body, as if it was what we first think of as a 'normal tattoo'. The fact that your always carrying this piece of technology around would work as a form of showing off technology, a little like the case modders who change their machines to make technology evident. When looking at these two examples, we tend to try to predict which interaction paradign will outcompete the other one. But it is hard to foresee the future. The notion of 'intuitive' technology is very ambiguous and we need to consider the adaptability of the human. Some forms of interaction may seem 'not intuitive' but after some use they become 'natural'. If we look at today's controllers, they don't look 'natural' at all, while interaction with the kinect would easily be qualified as 'natural'. Yet, for gamers, because they are used to it, using a controller is considered 'natural' and other forms of interaction can cause some discomfort. This makes it hard to choose a paradigm over the other.
Personally, in one hand, I like having a sort of material "portal to engagement", an object that marks the gaming moment as a gaming moment and not a working moment or other. But, at the same time, I can have a lot of fun playing wii or kinect and laugh at the way me and others move while playing. In the latter case, I'm more strongly connected to the physical world and I am more aware of the fact that I am playing a game. That isn't so different, though, from the experience of playing a tabletop roleplaying game - there are no visible controllers and yet I don't feel that my engagement is compromised.