PAX East: Game Genres

View of the expo hall, with crowds of gamers at videogame booths

PAX East Expo Hall

I recently attended PAX East—a three-day gaming event in Boston—and it was quite an experience! Video games, board games, and card games everywhere! Tens-of-thousands of gamers—some in quite elaborate costume—packed into rooms, standing in long lines, playing games at tables, in booths, and on spare patches of floor, and generally having fun—very serious fun.

There were sessions, too. One that I found particularly interesting was The Genre Divide: Reassessing How We Define Videogame Genres by James Portnow, the CEO of Rainmaker Games. Unlike the other sessions I attended at PAX East, this one actually had an academic paper reference—MDA: A Formal Approach to Game Design and Game Research by Robin Hunicke, Marc LeBlanc, Robert Zubek (2004)! More importantly, this session got me thinking.

James Portnow’s core argument was that a game’s genre should be defined by the Aesthetics of game, not the Mechanics. According to Hunicke et.al., Mechanics “describes the particular components of the game, at the level of data representation and algorithms,” while Aesthetics “describes the desirable emotional responses evoked in the player, when she interacts with the game system.” Portnow is arguing that we should categorize a game by the reason why you go play that game. For example, one Aesthetic is “Sensation” or “game as sense pleasure”. In other words, we play some games for the way they stimulate our senses, such as the beautiful visuals and audio of Journey. Another Aesthetic is “Fellowship” or “game as social framework”. These are games we play to be playing with other human beings. The interactions don’t have to be direct, such as the ability to leave notes in Dark Souls, but they do need to be a primary reason why one plays the game. Games can have many Aesthetics, but the idea is that they probably have one or two that are the primary reasons people play them.

Female avator standing in a beautiful

Martian Boneyards — Aesthetic: Sensation?

So what does this have to do with EdGE? We’ve had a hard time figuring out the genres for some of our games, and maybe, part of the reason is that the genre system itself is at least partially broken. But if we go with Portnow and try to categorize our games by their Aesthetics, where do we get? Certainly the primary reason folks played Martian Boneyards was Fellowship, but after that, what would one say was the balance between Sensation, Narrative, Discovery, and Expression? And what about Canaries? We wanted Narrative to be a reason—and didn’t achieve this—so maybe some mix of Challenge and Expression? As for our latest batch of Leveling Up games, I guess we’ll just have to wait and see.

Anyway, I left PAX East with a new lens with which to view our work… and what more can you ask of a conference.

EdGE Paper Wins Award!

EdGE’s paper, “Collaborative Scientific Inquiry in Arcadia: An MMO gaming environment on Blue Mars,” is the recipient of the 2011 Emerging Scholar Award given out by AERA’s ARVEL SIG (Applied Research in Virtual Environments for Leaning Special Interest Group). The paper can be downloaded here or on EdGE’s publication page.

Presentation of Arcadia Research at AERA 2011

EdGE researchers Jodi Asbell-Clarke, Teon Edwards, and Jamie Larsen will be presenting a research paper entitled, “Collaborative Scientific Inquiry in Arcadia: An MMO gaming environment on Blue Mars” at the AERA Annual Meeting in New Orleans in April 2011. Joining them will be collaborators/co-presenters Elizabeth Rowe and Lis Sylvan of TERC, and Jim Hewitt of the Ontario Institute of Studies of Education (OISE) at the U. of Toronto.

The paper will report on research study conducted in the Blue Mars city of Arcadia in the summer of 2010, when educational designers launched and studied the prototype game, Martian Boneyards over the course of three months. The study documents the game design and implementations strategies that support scientific inquiry in Arcadia and describes the experiences for players of Martian Boneyards.
This study also describes:
· The nature of the player community attracted to Martian Boneyards
· The extent and quality of scientific inquiry occurring in the community
· The nature of design features used, and recognized by players, to support collaborative scientific inquiry in the game
· The nature of facilitation, staging of the game release, and other implementation strategies designers used to foster collaborative scientific inquiry.

Stay tuned for presentation date and time, to be announced in early 2011!

Players meet Scully…Scully meet players.

The new cave area has several telling details of what may have happened in the boneyards. A group of players have found a full skeleton lying just under the steep cliff in the cave – well almost full – no legs or arms. They’ve dubbed it “scully” and are trying to figure out if it is a male or female – they are pretty certain scully is human. There are a few other artifacts in the area – a gun, a dart, and a shoe….hmmmmmm.

Meanwhile there has been an announcement from the Inter-Planetary Council of Humanity and Society. They have three reports of research scientists going missing on planets within the Inter-planetary league. They are giving an award for any institution who provides the best evidenced based theory on why the scientists are going missing. Arcadia unite – BLU and Arcadia swag available to those who provide evidence that leads to a winning theory!!

New area opening!

We’ve done it. Thanks to idtei and intox for getting the theories rolling! We got enough data to unlock the next region of the boneyards. Should be up by monday and this tuesday’s meeting sure will be interesting! Come to Arcadia – 5pm EDT – tuesdays and thursdays!!!

If we get more data analysis we can open one of the barriers!

We just heard from our anonymous donor who said he might be visiting us in world very soon. He wants to see how the analysis is coming along and we think he might open one of the barriers to a new part of the boneyards if he likes what he sees. So we need lots of people to come find all the bones in this part of the boneyards and we all need to use the workstations to figure out what we have so far.

Please come to Arcadia on Tuesday and Thursday nights at 5 pm EDT – or anytime at all – to find bones, measure them, and tag them per their species and body part. This mystery is getting very intriguing….bring a friend to help figure it out.

Does anyone know who Rusty Tropez is? He keeps leaving graffiti around – keep an eye out please, we’d like to catch him in the act.

Laurel and the Arcadian Science Center team

Fix for workstations and theory board

If the workstations and theory board are not working for you try this temporary fix:

close blue mars
go into your computer and find the file called VSE.pak which is in the \programfilex86\game folder

remove this file or rename its extension (to something like .bak) and then restart blue mars.

thanks for your patience during beta!!!

laurel

workstations up and running …for some

The workstations in the Arcadian science center are online again! They allow players to sort their scanned artifacts in a variety of different groupings and tag them accordingly. They also allow measurement of length (in any direction). They are still not working for some versions of windows – might be those pesky rats chewing at the wires again. We’ve got the team working on it 24/7.

Some players are thinking those measurements might come in very handy in trying to figure out where these bones came from. Some say that the length to width ratio of bones can tell us if they are human or non-human. Lots of questions bubbling up from those discussions.

We’ve also posted some information on the screens in each of the rooms. There is a video in the foyer (where players arrive in Arcadia) that gives an overview of how we found the science center. There is set of drawings and notes we found in old notebooks in the basement that we’ve posted in the sorting room. And we are collecting a list of questions we need players to solve – that is in the theory room (where players teleport to the boneyards).

We had some posters of skeletons and the like we found around the building – and one got vandalized already! “Where’s Rusty Tropez” written right across it in spray paint.

What’s with that??

Come find out. We will be in there most afternoons and early evenings (EDT) and have regular meetings on tuesday and thursday at 5EDT. If these times don’t work for you and you want to schedule something else send us a note on fb or comment here.

Laurel

workstations close!!

In our tuesday night player meeting last night a group of us tested the workstations in the sorting room. Very cool – they allow us to compare the bones found in the boneyard and make measurements. We had to take them back down to fix some bugs but we hope it is a matter of days now til they are up and running. Then comes the theory boards.

We have a team of great players in there – Josie, Hunter, Zero, Idtei, and others are all doing a great job helping newbies when they come to the boneyards and helping us design the next set of tools.

Come join us on Tue and Thur evenings at 5 pm EDT in Arcadia to work with the team…and keep coming back often to hunt for all the bones.

laurel