[Today I am heading out to QUT to attend "Games & HCI: A Long Romance", a workshop looking broadly at the topic of game interfaces as part of this year's OzCHI conference. I'm not sure if I will be talking there or not, but I'm looking forward to the discussions either way. For the workshop, I prepared the following academicish paper.
As I have mentioned previously, I am interested in exploring the relationship between player and character next year when I begin writing my Honours dissertation (ed: which I have now written and you can find here!). Recently, I have started reading about Actor-Network Theory and have grown increasingly excited about how it may be useful for my studies. This paper, while very general and broad, gives a simplified account of how I am interesting in using Actor-Network Theory to look at this relationship. I feel I must stress that I am in no way an expert on Actor-Network Theory. I guess it is best read as a kind of hypothesis of what I believe I can show in the future, not of what I have already shown. Anyway, I am quite happy with how this has turned out, so hopefully you find it interesting.]
“In games more than any other medium often the problem is just you” – L.B. Jeffries.
As I have mentioned previously, I am interested in exploring the relationship between player and character next year when I begin writing my Honours dissertation (ed: which I have now written and you can find here!). Recently, I have started reading about Actor-Network Theory and have grown increasingly excited about how it may be useful for my studies. This paper, while very general and broad, gives a simplified account of how I am interesting in using Actor-Network Theory to look at this relationship. I feel I must stress that I am in no way an expert on Actor-Network Theory. I guess it is best read as a kind of hypothesis of what I believe I can show in the future, not of what I have already shown. Anyway, I am quite happy with how this has turned out, so hopefully you find it interesting.]
“In games more than any other medium often the problem is just you” – L.B. Jeffries.
When we discuss the ways in which players interact with games, in both everyday and academic discussion, it is not uncommon to discuss interactions in terms of ‘you’. In Grand Theft Auto IV ‘you’ explore Liberty City; in Mass Effect ‘you’ save the galaxy; in BioShock ‘you’ decide if the Little Sisters live or die. Text adventures and tabletop roleplaying games, meanwhile, use the second person construction explicitly: ‘you’ are in a dark room; there is a door to ‘your’ right; ‘you’ are likely to be eaten by a grue. ‘You’ is a necessary construct to talk about the hybridisation between player and game, but just what ‘you’ consists of has never been adequately accounted for. Who, or what, is ‘you’? The instinctive answer to this question is also the most problematic. ‘You’ is not the player. Or, more specifically, ‘you’ is not just the player.
Consider Hemisphere Games’s 2009 title Osmos. When the game first begins, the playable character, a single-cell organism called a mote, is in the centre of the screen above a line of text that addresses the player: ”This is you.” ‘You’ (that is, the mote controlled by the player) exists in a plane of other motes of various sizes. The player propels their mote around the screen, absorbing motes smaller than themselves to grow larger while avoiding being consumed by larger motes. In order to move, the player’s mote must expel mass that re-enters the level as more motes. Put simply, the mote controlled by the player—‘you’—is not just a single actor but a hybrid of many smaller connected actors. This simplest of examples shows that ‘you’ encompasses more than just the player. ‘You’ is a complex network of actors mediating and affecting the actions of each other through their own agency. One of these actors is the player.
Conflating the role of the player to the entire role of ‘you’ is problematic and prevents us from properly understanding the player’s relationship to the game and the interface through which they interact. Through the work of Bruno Latour and Actor-Network Theory, the full network of actors within ‘you’ may be rendered visible and the full cost of the player’s interaction with the game may be accounted for.
To assume that ‘you’ is the player conflates and privileges the role of the player’s agency within the game at the expense of hiding and dismissing a multitude of other agencies that are also present. This privileged understanding of player agency sees the other actors within ‘you’ as simple intermediary objects—mere tools—that transport the player’s input pure and unchanged into the game-world. The player says jump and the character, supposedly, does not even ask “How high?” This sees the relationship between player and character as not merely unproblematic and simple, but nonexistent—the character is the player, and the player is ‘you’. In Osmos, all the other motes consumed by you no loner exist. Such an understanding of you is useful to talk about the player and the game as two separate spheres, but is unable to demonstrate how the two relate and interact. Such an understanding renders the game interface invisible and untraceable.
However, if the player’s agency is examined through the lens of Actor-Network Theory (abbreviated to ANT), the complex web of agencies, both human and nonhuman, actual and virtual, that are in play every time ‘you’ acts are exposed and able to be properly examined. ANT demonstrates how all objects mediate and alter action with their own agency, and shows that the relationship between player, character, and game is anything but straightforward and unproblematic. ANT is able to challenge the popular construction of ‘you’ as being equal to ‘the player’ and can expose the myriad actors who mediate and are mediated by the player’s agency, the actors that are forgotten in our haste to place the player on an all-powerful pedestal of agency. In Osmos, the agency of the mote controlled by the player is utterly dependent on the motes that it has absorbed and the motes that it expels. ‘You’s ability to act is directly connected to these other actors and their mediation of the playable mote’s actions and intentions.
This is more than an act of semantics. Removing the player from the privileged position of an actor ‘over’ the game and instead understanding the player as just one more mediator in the game renders the full network of actors and their relationships traceable. This is crucial if the game’s interface is to be properly located as the connections between these actors, the interactions between player and nonplayer actors are the game interface. If the game interface is to be properly situated, ‘you’ must be opened up and understood as neither player nor game but as a hybrid of player and game relating to each other. “Agency is continually redefined within the hybrid occupying the spatial environment of the game even as there is an overall meta-negotiation within the hybrid triumvirate comprising the player, the code and the hardware” (Veale 38).
As we are used to dealing with ‘the player’ and ‘the game’ as two distinct entities, this sounds counter-intuitive to the way we typically think about how we interact with games. Should not the aim of game studies be to strengthen the player’s agency and to further immerse the player in the game-world? Of course. Thus, should we not be focusing on how to equip the player with more freedom, with more meaningful choices? Again, of course. But then why would we want to tie the player down to all these other nonplayer objects? Because, as Latour says so beautifully, you do not free a puppet by cutting the strings. “The only way to liberate the puppet is for the puppeteer to be a good puppeteer […] The more strings the marionettes are allowed to have, the more articulated they become” (Latour, 2005 216). Just as the puppet’s freedom is in the quality of its connections to the puppeteer, so is the player’s freedom in the quality of their connections with the game. The agency of the player is dependent on the agency of other actors within the game and their ability to mediate and relate to each other. The player does not need to be set free from the game, but rather they must be better connected.
To do this, the role of other objects that would normally be ignored in such account must be acknowledged as mediating actors that translate and alter the player’s intentions. For ANT, no object is an intermediary, merely outputting the same effect input by an actor. Instead, all objects are mediators that transform, translate, distort, or otherwise modify the meaning they are supposed to carry (Latour, Reassembling 38). An action, then, is never ours alone, but a combination of ours and a myriad of other mediators that the action passes and is changed through. This translation of an action does not relate a human actor to a nonhuman intermediary, “but induces two mediators into coexisting” (Latour, Reassembling 108).
Instead of seeing the player’s agency as a linear, directed agency leading outwards from the player into the game via an intermediary interface that passes the action on unchanged, an ANT description reveals the network of actors expressing their own agency back and forth through mediated interactions. When the player says jump, the character does not only ask “How high?” but plays a part in determining how high. A game’s strength is not in the player’s ability to act, but to interact, and any given interaction “overflows with elements which are already in the situation coming from some other time, some other place, and generated by some other agency” (Latour, Reassembling 166; original emphasis).
At present, as ‘you’ is often treated not as a hybrid but simply as ‘the player’, all the actors interacting within ‘you’ are often not accounted for and we are unable to account for all the instability and dissonance within ‘you’. However, if these interactions are traced, if the price is paid for the translation of an action through all the mediating actors, ‘you’ is exposed for the actor-network that it is. “Stretch any given inter-action and, sure enough, it becomes an actor-network (Latour, Reassembling 202). If the full cost of translation is paid for, if all the actors within ‘you’ are accounted for, ‘you’ can be understood as existing as a hybrid where the spheres of ‘player’ and ‘game’ overlap.
Veale succinctly describes the concept of the hybrid with his example of the humancar hybrid:
Humans are not allowed on to the motorway on foot. Cars are not allowed to be parked on the motorway. A human in a car (humancar) is allowed on to the motorway. The human’ s agency is redefined by this association, in that the human is capable of actions which would not be otherwise possible, such as speed. On the other hand, the human’ s agency is at the same time constrained as the humancar, since the humancar cannot do things which humans can. For example, the humancar cannot explore sights of interest on a whim and must proceed at a set pace without slowing down to savour the view. During the exchange, the human and the car have effectively disappeared and will not return until the agency of the humancar is abandoned (Veale 11).
The player does not lose agency when they are connected to other actors, without connection to other actors the player has no agency. Rather, the player loses agency when they are connected badly. Just as the puppet’s agency is increased with more strings, so it can be held in bondage by the same strings connected poorly. If we wish to increase the agency of the player and create more immersive, more meaningful experiences, the solution is not to liberate the player from the game, but to pull them closer together with more connections, to increase the overlap between player and game that is the playergame hybrid. If we wish to truly locate the game interface and understand what it is doing to our interactions, we must account for the agency of other actors.
Jeffries, L.B. “On Design-Centric Game Criticism.” Popmatters. 2010. Web. 18 Nov. 2010.
Latour, Bruno. We Have Never Been Modern. New York: Harvester Wheatsheaf, 1993. Print.
Latour, Bruno. Reassembling the Social: An Introduction to Actor-Network-Theory. Oxford: Oxford UP, 2005. Print.
Veale, Kevin. “The Amniotic Sac: Intersubjectivity and Affect in Computer Games” MArts Thesis. U of Auckland, 2005. ResearchSpace. Web. 18 Nov. 2010
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