THESIS: "Partners in Crime: The Relationship Between the Playable Character and the Videogame Player"



If you have been following me on any kind of social media network this year, you've probably heard me mention once or twice that I've been writing an Honours* thesis in Communication and Cultural Studies at The University of Queensland. Well, I submitted it about a month ago and today the marks finally got released. It would seem I got a First, which essentially means I received some mark above 80%. So this is great!

And now that marks are finalised, I can finally let you fine people read it, if you wish. If you want it, and if I have done this correctly, you should be able to get it from this link.

If in all my social media network rantings I never actually mentioned what I was doing, here is my abstract:


This thesis creates a space for videogame criticism to account for the playable character’s role in the shaping of the player’s experience. Just as the player defines certain actions and characteristics of the playable character, so too do the character’s actions and characteristics shape the player’s experience. The two exist in an intimate coupling where intention and action start with neither actor but in the flow of information and agency between them.

To account for how meaning is produced in videogame play the videogame critic must account not only for the player’s agency and actions but also for how the player is acted upon. Players interact with videogames textually as fictional worlds embedded with actual imperatives that afford and constraint different styles of play. While most videogame scholars acknowledge the role of the playable character as a vehicle through which the player navigates and configures this world, rarely is its mediating effect on the player fully recognised. In discourses surrounding videogame play it is not unlikely for the terms “player” and “character” to be used interchangeably when discussing the agent that acts within the videogame’s fictional world. This uncertainty as to just who is acting highlights a gap in the existing literature on playable characters and their significance towards the production of textual meaning.

Engaging with actor-network theory and cyborg theory to understand videogame play as cybernetic, this thesis demonstrates how the playable character’s nonhuman agency—independent of the player’s intentions—can be accounted for. It explores how the agencies of both player and playable character intertwine and mediate each other to form a hybrid actor, the player-character, which is the actual actor that navigates both the actual and fictional worlds encompassed in videogame play. Finally, through a textual analysis of Grand Theft Auto IV, this thesis demonstrates how the player-character hybrid can be deployed to account for the playable character’s role in the production of the videogame text’s meaning.


So there you go. If this sounds relevant to your interests, please give it a read and let me know what you think.

(*For those of you in countries where university doesn't have an Honours year, it is this kind of bridging, research year you do right at the end of your undergraduate degree, usually (though not always) if you want to go onto postgraduate work. So this isn't quite on the level of a Masters or PhD dissertation, so don't expect such a thing!)

Skyrim Review and Some Further Thoughts


Some games, the review just comes out. Sometimes to the extent that I must stop playing the game simply to write the review as it won't wait any longer. Sometimes you just get this perfect mix of experience and critical thoughts that make writing a review the easiest thing ever.

Skyrim was no such game.

My review is up now for Pixel Hunt. I'm really happy with everything I said, but there is so much more I didn't say. I probably could have kept writing for another three thousand words or so if I wanted to and had the energy to. But writing a review of a game that a) so many people have already played, and b) where everyone is going to have such a unique experience, is pretty dang hard, it seems.

I focus on two main things: how utterly awesome the world is, and how utterly horrid the UI is. You might think the amount of words I devote to the UI is unfair but it really is bad and it really, really bugs me in a way it wouldn't in a lesser game. It in no way makes the game any less worth playing, but it certainly hurts the experience regardless.

Two things I didn't mention in my review that I would've liked were combat and music. For combat, I wanted to say something along the lines of "If you are playing an Elder Scrolls game for the combat, you are doing it wrong." But I think I have told enough people they are wrong for one week! The combat is good enough for your character to engage with. Sure, throw a few companions and enemies in the mix and it can begin to look like an Under-6s soccer match, but for the most part, it works good enough. You don't have the control of Dark Souls, sure, but that isn't the point of the game. Really, I would've been happy if they had removed the different kind of attacks all together and just had one attack for each weapon, a la Morrowind with the "use best attack" option on.

The weird slow-mo executions are... weird and, for the most part, jarring. The problem with these is that you can't really have a set of executions for all characters when every single character is going to have its own imagined morals and personality. I can hardly imagine Qwae decapitating people, but she needs to for the bonus damage that perk gives her. Sometimes it works. Sneaking up behind someone and slitting their throat is enormously fulfilling, but picking up a cave bear on two daggers just feels like some weird, VATS-induced hallucination.

The music is something I realised I forgot to mention the moment my review went live. My thoughts on it have been sitting on a piece of paper beside my computer for weeks! Argh! Anyway, these are my thoughts on the music that should have been in the review: I remember reading a review of Morrowind years ago that lauded the game but hated the boring, looping soundtrack. The review recommended that you rip your Lord of the Rings soundtrack to your xbox, and play it instead of Morrowind's soundtrack. I can't help but think Skyrim's developers read that review and did exactly that. The way the music shifts from ambient skipping-through-the-woods to harrowing choir there-is-a-dragon-right-above-you is amazing. It is so subtle then so present, and the way it interacts with the dragon language and your shouts is really quite phenomenal.

And finally, some further thoughts I have for something I want to write in the coming weeks. I've been thinking about Skyrim and coming of age. At the start of the game, when you create your character and start thinking about what skills you will focus in, you aren't really choosing who your character will be, but who they will become. For hours, you are limited by whatever armour/weapons/magic you can scrounge. You want to be sneaky, perhaps, but you suck at sneaking. So you keep sneaking-and-failing then fight until you sneak-and-fail a little less. And a little less. Soon enough, you are walking up to a Bandit Chief and stabbing him in the back with a dagger before he even realises his entire posse is dead. So it's this weird thing where for the first part of the game you don't really get to be the character you want, but eventually you get to become them.

And that is something I plan to write more on. In the meantime, perhaps you want to go read my review.

Bisca Mulan [Fairy Tail: Battle of Magic]


"A cowgirl from the West, also known as the fastest sniper."
— Description

Bisca Mulan is a playable character on Fairy Tail: Battle of Magic, a Fairy Tail fanmade Multiplayer Open Role Playing Game project which I create. Bisca is a determined girl who loves Fairy Tail and is willing to fight for the sake of her comrades. Notwithstanding, this headstrong personality of hers completely disappears when it comes to her fellow immigrant from the West - Alzack Connell, whom she had always secretly loved.

Character Information
Bisca using Requip Magic as her primary magic, it allows her to store magical guns away in pocket dimensions and summon them during battle, with each gun possessing different advantages. Her particular form of Requip is called The Gunner.

Character Appearance
Bisca is a young woman with long, straight green hair reaching down to her lower back, with a pair of long bangs framing her face. She has brownish purple eyes and always wearing red lipstick.

Bisca's attire mirrors that of a fictional cowgirl, with a Western-style hat always visible on her head, a light polka-dotted neck scarf and a pair of reddish brown boots. Her body is covered by a short, strapless one-piece dress decorated by spiraling motifs with darker, striped edges


Ability
• Move 1 - Target Lock On: Stinger Shot
After locking onto a target with her magic gun, Bisca shoots a bullet that surrounds the target and makes it explode. Dealing damage and ignore the target's defense. 1 Magic Bullet is needed in order to use this magic.

• Move 2 - Wide Shot
Bisca fires a single bullet from her magic gun, the bullet splits into several dozens magical attacks, which strike in a wide area. Dealing damage and ignore the target's defense. 1 Magic Bullet is needed in order to use this magic.

• Hyper Mode - Requip: The Gunner
Requip Bisca's magic gun into two magic sniper rifle. Temporary Increase Bisca's damage rate by 40% and attack speed rate by 50% when on Hyper Mode state.

• Hyper Strike - Bullet Storm
Only available when Hyper Mode is activated. Bisca fires a barrage of magical bullets against her enemies from both of her magic sniper riffle in a large target area. Dealing damage to multiple enemies on a large area of effect and ignore the target's defense. 4 Magic Bullet is needed in order to use this magic.

Exclusive Additional Abilities
• Additional Ability 1 - Phantasmal Bullet
Create a magical bullet that can be used to cast Bisca's main guns magic. Creating time is 5 seconds.

• Additional Ability 2 - Headshot
Shot straight to a target enemy head using phantasmal bullet, stun the target for a certain duration.

• Additional Ability 3 - Snipery
Obtained at level 10. Permanently give Bisca a chance to aim the target and deal double damage to a single target enemy.

• Additional Ability 4 - Bull's Eye
Obtained at level 40. Dealing a massive damage to a single target enemy using phantasmal bullet, ignoring the target defense and knockback the target.

Bisca Preview Screenshot


Along with Alzack, she is a character who need a magical item in order to use her magic.
Known as the fastest sniper, Bisca magic has an extra range, little delay and cooldown. Her gameplay is reccomended to pick if a fast long-range character is your favorite.
Beside Alzack, I also include Phantasmal Bullet on her additional ability list so she doesn't really have to buy magic bullet on item shop each time she run out of bullet and unable to cast her gun magic.

Model and Arts

— Bisca Model Cover: Old and New

— Bisca Brand New Model

— Bisca Previous Alpha Stage Model and Title

You're Playing It Wrong!



I have an editorial up at Kotaku Australia which is a response to an editorial that Rock Paper Shotgun's John Walker wrote on Wednesday. In this editorial I might say one or two crazy things like "Modern Warfare 3 is my favourite game of 2011" and "You are playing it wrong!". So nothing too crazy.

I won't waste your time repeating what I say there here, but I felt I needed to write this as I am tired of a game's worth being measured in "freedom". I think there are plenty of valid criticisms to be leveled at Modern Warfare 3, but not being able to be a leader or to choose where you go isn't one of them. Talk about it's (arguable) glorifying of war or the complete lack of female characters or the implausibility of its plot if you wish. You can even talk about how it is or isn't well paced and how the set-pieces are or aren't well directed, but judging it simply for being a linear game is wrong, I feel.

And certainly, Walker's piece did make some of these valid criticisms, and that is cool! My disagreement should be seen as specifically towards those bits of his article that discuss the game is terms of choice or lack thereof. Such as his title.

Related, here is an old blog post I wrote last year when I played the first Modern Warfare and was utterly surprised at how much I enjoyed it despite my complete lack of agency.


UPDATE: Walker has now written a response to my response to his post on Rock Paper Shotgun. While moving away from a form of game criticism obsessed with player freedom and privilege is central to my interests and studies, I'm kind of over forwarding this very narrow debate centered on a single game. So instead of repeating my arguments in response to Walker's repetition of his own and continuing this ad infinitum, I'll just leave this as my closing remark and walk away:

If someone is reading a book you despise or watching a film you hate, you might tell them that it is a horrible book/film, but you wouldn't tell them that it isn't a book/film. Yet we seem to do this all the time with games. I hate this. If any videogame regardless of its quality does not fit within your definition of what a videogame is, the problem is with your definition, not the game.

New Writing: Audiosurf, Lost Hearts, and Qwae.

[source]


A few things that I've written have appeared around the internet this week. I would like to give each piece its own kind of afterthoughts piece here but, sadly, I don't really have the time for that so here is some quick thoughts on each of them before I go back to Skyrim writing all the other articles I have due:

"You Know What I Love? Qwae" at Games On Net: My second column looking at why I love a thing that I love is looking at Qwae, my personalised character that exists across videogames and universes. While I was writing this I thought I was describing this weird thing that only I do. It turns out I could not have been more wrong. In the comments, everyone is telling the story of their own personalised character they have been playing with for years. It's really quite fascinating.


"The Immersive Wonder of Audiosurf" at Gameranx: This article is, essentially, a mixtape for you to play in Audiosurf. I love Audiosurf and I want you to love Audiosurf, and these are some of the best songs and can think of to achieve this. Of course, as soon as I wrote this I thought of another 20-odd songs that are even better. This was a post I'd been chewing over for some time so it's nice to finally give it a home.

"Where Is My Heart? review at Edge: Technically this one is in the magazine, but you can read most of it online, at least. Where Is My Heart? is an amazing little indie game on PSN that I've been wanting to play since I got to try it out at the Kill Screen party at GDC earlier this year. Was great to finally be able to just sit down for an afternoon and play it. It was one of those games that I needed to write a review about afterwards just because I had so much I wanted to say about it.

Alzack Connell [Fairy Tail: Battle of Magic]


"A Gunman Mage from the West, he is kind and determined individual who loves his comrades and is willing to risk his life to fight for them."
— Description

Alzack Connell is a playable character on Fairy Tail: Battle of Magic, a Fairy Tail fanmade Multiplayer Open Role Playing Game project which I create. Alzack is a kind and determined individual who loves his comrades and is willing to risk his life to fight for them. However, this very determination of him seems to disappear when it comes to Bisca Mulan, the girl he loves.

Character Information
Alzack using Guns Magic as his primary magic. Alzack's magic revolves around the use of his guns, which greatly resemble real-life revolvers. As the name implies, he loads them with magic bullets which never miss and which depending on their type can be used for a variety of purposes. Alzack has got two guns at his disposal, and he's sometimes seen employing them together to perform more powerful attacks.

Character Appearance
Alzack is a young man of average height with long black hair, which has a shade of dark purple to it and covers the right part of his face. His eyes are black as well, and the right one is always obscured by his hair.

As a man from the western country, Alzack's attire mirrors that of fictional cowboys. His outfit consists of a brown coat similar to a poncho with thin strips hanging from the edges covering most of his body, together with a shirt, with its sleeves rolled up, torn pants with strips similar to the ones on his coat hanging from their edges, held up by a studded belt with a skull-shaped buckle and simple shoes. He has a case on his right hip, attached to a belt, in which he usually keeps one of his guns and he also sports a ornament circling his left leg, consisting of a large leather belt, seemingly decorated by concentric circles in its widest part.

Main Abilities
• Move 1 - Tornado Shot
Alzack uses both of his guns, shooting two bullets at the opponent simultaneously. These generate two tornadoes in front of him, which rapidly merge into a single, larger one, which moves towards the enemy. Dealing damage and ignore the a single target defense. 2 Magic Bullet is needed in order to use this magic.

• Move 2 - Spark Shot
Alzack shoots multiple enemies at once with one of his guns, knocking back the target. Dealing damage and ignore a single target defense. 2 Magic Bullet is needed in order to use this magic.

• Hyper Mode - Gunslinger
Release the full potential of Alzack's magic gun. Temporary Increase Alzack's damage rate by 50% and has a 20% chance to deal double damage when on Hyper Mode state.

• Hyper Strike - Blast Bullet
Only available when Hyper Mode is activated. Alzack fires multiple fire bullets rapidly in large area from both of his guns. Stuns enemies in target area. Dealing area of effect damage to multiple enemies that ignore the target's defense, stun the target enemies for a certain duration. 4 Magic Bullet is needed in order to use this magic.

Exclusive Additional Abilities
• Additional Ability 1 - Phantasmal Bullet
Create a magical bullet that can be used to cast Alzack's main guns magic. Creating time is 5 seconds.

• Additional Ability 2 - Legshot
Shot straight to a target enemy leg using phantasmal bullet, reduce the target movement speed for a certain duration.

• Additional Ability 3 - Western Shooter
Obtained at level 10. Permanently give Alzack a chance to deal bonus damage to a single target enemy each time he attack.

• Additional Ability 4 - Double Shot
Obtained at level 40. Dealing damage 2 times to a single target enemy using phantasmal bullets, ignoring the target defense.

Alzack Preview Screenshot


Alzack is the first character who need a magical item in order to use his magic. Magic Bullet itself can be bought in a shop on every city, or a random drop from enemies. Eventhough his magic need a magical item in order to use it, in return, his magic can deal damage ignoring the target's defense. Recommended for battle with high defense enemy or PvP battle with other player who have high defense.
I include Phantasmal Bullet on his additional ability list so he doesn't always have to buy the magic bullet on shop in order to use his gun signature magic which require a magic bullet in order to be used.

Model and Arts

— Alzack Model Cover: Old and New

— Alzack Brand New Model

— Alzack Previous Alpha Stage Model and Title

Evergreen [Fairy Tail: Battle of Magic]


"A young women who dream to become a fairy. However, her eyes able to turn others into stone."
— Description

Evergreen is a playable character on Fairy Tail: Battle of Magic, a Fairy Tail fanmade Multiplayer Open Role Playing Game project which I create. Evergreen is vain, confident and very demanding of her teammates and friends to fulfill everything to her expectations.

Character Information
Evergreen using Fairy Magic as her primary magic, which allows her to produce a peculiar substance from her body, this being thin, light and shiny dust. The dust is shown to possess explosive properties with a relatively small amount of it being capable of producing fierce explosions at the user's will. Larger amounts of this dust Evergreen produces can be shaped into objects of various size, again usable for offense.

Character Appearance
Evergreen has light brown hair and dark brown eyes, wears oval glasses and has large breasts. She has her hair let down in curls.

Evergreen attire is a green dress with a rose pattern on it. She wore brown stockings along with white sandals and carried around a feathered purple fan with three hearts on it.


Character History
Evergreen's History
As a child, it was her dream to be a fairy, so she joined Fairy Tail only for the name, with no interest in other things. She was lonely and anti-social as a child due to her eyes being able to turn others into stone when looking into them.

Evergreen looks up to the S-Class Mage Laxus Dreyar as a role model of sort, being part of his Thunder God Tribe alongside Freed Justine and Bickslow, and being willing to go to any lengths for him, as shown when she joined him in his rebellion against Fairy Tail, going as far as to threaten the lives of fellow female Mages with her Stone Eyes to follow Laxus' orders.

Main Abilities
• Move 1 - Fairy Bomb: Gremlin
Evergreen surrounds the target with dust particles, and then ignites them to create a powerful explosion. Dealing damage to a single target enemy.

• Move 2 - Fairy Ray
Evergreen sends some rays made of fairy dust around her. Dealing damage and stuns enemies on target area of effect.

• Hyper Mode - Gorgon
Evergreen remove her glasses to release the full potential of her Stone Eyes magic. Temporary decrease Evergreen's movement speed rate by 30% and in return, decrease nearby enemies attack speed rate by 40% and movent rate by 50% on a large radius area of effect around her when on Hyper Mode state.

• Hyper Strike - Fairy Machine Gun: Leprechaun
Only available when Hyper Mode is activated. Evergreen waves her arms, releasing a torrent of energy needles made from concentrated dust. Dealing damage to a multiple target enemies on a line area of effect and temporary decrease targetted enemies movement speed to 20% for a certain duration. Leprechaun damage increase depends on Evergreen base level.

Exclusive Additional Abilities
• Additional Ability 1 - Fairy Light
Cast a blindful light to a single target enemy, causing the target to blind and has a chance to miss each time they attack for a certain duration.

• Additional Ability 2 - Blindery
Obtained at level 10. Passively give Evergreen attack a low chance to cause temporary blind to a single target enemy for a short duration, blinded target has a chance to miss each time they attack.

• Additional Ability 3 - Flight
Obtained at level 40. Hover in the air for a certain duration, temporary increase Evergreen's movement speed by 5% for a certain duration.

Evergreen Preview Screenshot


Her magic is a light type magic that able to bombard from a single target enemy to multiple enemies in a large area of effect. Though, I kinda have a trouble when I was developing her at the first time. Still thinking if I should add Flight magic in her additional ability as well. Her finishing move Fairy Machine Gun: Leprechaun effect which deal damage based from character level was inspired from Cactuar typical signature attack - 1000 needles from Final Fantasy series. Got the idea when in fact, Fairy Machine Gun: Leprechaun is also releasing a torrent of energy needles in a huge numbers.
On 2nd revision, I move her Stone Eyes from her normal magic into her Hyper Mode with the effect slowing down enemies when it's activated instead of turning them into stones. In fact, I made some visual improvisation of her magic so it doesn't looks like in the actual anime.

Model and Arts

— Evergreen Model Cover: Old and New

— Evergreen Brand New Model

— Evergreen Previous Alpha Stage Model and Title