Regarding our recent foray into machinima, I found most interesting the use of the rules and mechanics of games like Halo in unintended ways. In a way, shows like This Spartan Life and Red vs. Blue resemble literary fan fiction--they elaborate on the primary text in a creative way which expands the possibility of the created world. These tributes essentially borrow the world built by the writer/creators and rearrange certain elements, speculate on previously established characters, and even imitate the mechanics of the original author's writing style. However, machinima seems to go farther than fan fiction in its creative activity while taking place inside the very same game world in which the creators built their text. The software with which machinima creators film their shows/movies is the very same software that the gamebuilders turn over to a publisher. The creation of machinima requires rearrangement of game elements, selective use of in-game environments, and manipulation of provided software scripts (e.g. physics engines). A fan fiction writer cannot engage in the same manipulation of the story world because the written storyworld is not so fluid as the video game's. The written story world is defined by the linear narration by the author, and is limited to the boundaries presented within the pages of the book(s) which describe it. The video game storyworld, by contrast, is a more dynamic engine, which includes the traditional story elements, but also includes massive visual environments, artificial intelligence rules, and virtually constructed physical boundaries (physics engines, "invisible walls", etc.) The game storyworld is dynamic and an engine in the sense that it is constantly reacting to the actions of the player, in a recurring act of creation which never stops "building" the world occupied by the player's avatar. Horizon fog (a staple of many games) which obscures the gamespace and helps to create a sense of distance on the 2-D game screen, reveals the dynamic nature of the game engine--as the player advances, horizon fog dissolves into scenery, or more literally, undefined pixels are converted into mapped gamespace. Even in games without horizon fog, the simple act of movement by the character requires active mapping by the game software to reveal parts of the gamespace previously outside of the player's view on the screen.
In addition to manipulating the virtual world created by the primary text, machinimists even have the ability to transform that world into something entirely different. On the small scale, Red vs. Blue and This Spartan Life rewrite the rules of Halo's fictional universe--they change locations written into the game world into something more useful for their creative fiction. For example, a medical tent in Halo could become a dog house or a camping tent or a speaker's podium in a work of machinima. In the case of Red vs. Blue, Master Chief can be transformed from a relatively ambiguous and nameless avatar into several recognizable characters (when paired with the differentiated voices of the creators/actors). On a larger scale, players of Half Life 2 using Garry's Mod (a "sandbox mode" which allows players to conjure, manipulate, arrange, and change game elements in an open space) almost have the ability to create new worlds--ones with half-gravity, watermelon guns, and carefully arranged ragdoll characters.
In some cases, machinima essentially builds new worlds. However, this activity requires, in addition to using the provided software and game elements, the same creative writing as fan fiction. The world of Red vs. Blue is a mixture of the Halo world and the Rooster Teeth world--it is a mixture of rules established by the two creator groups. Thus, machinima can serve the same role as literary fan fiction, but the dynamic virtual worlds created by video games permits a much broader capability to create new worlds from the inherited text.
I'm curious to hear what anyone thinks about my conclusions--does my differentiation of fan fiction and machinima go too far or not far enough? Is machinima, counter to my argument, more constrained by the inheritance of the game's rules?
Friday, February 23, 2007
Thursday, February 15, 2007
Where is the Second Life epitext?
When discussing a single-player game, the definition of its paratexts (Genette) seems relatively straightforward. The peritext--those thresholds between the game-world and the real-world which are attached to the game's "body" itself--can take the form of packaging, cover art, reviews and ratings on the box, the manual and/or story booklets inside it, and even the in game user interface, self-conscious tutorials, and title sequences or credits. The epitext--those thresholds which exist outside immediate proximity to the text--can take the form of marketing devices, game reviews, creator interviews, walkthroughs, cheat code websites, and online player forums. These epitexts, created by the media, the game creators, or the game players significantly alter the reception of the game from outside of the game world (hence, they fall under the category of paratexts). Significantly differing from peritext, the epitext seems to be more fully self-conscious of its outside-the-text status. Peritexts, especially in-game, are frequently slipped in quietly, in an attempt to integrate smoothly with actual gameplay, which comprises the primary text. Other peritexts, like packaging, reviews, ratings, etc. are usually well-established video game conventions provided by producers and expected by consumers to help them place the game within a conceptual framework and develop specific desired (by the producer) expectations of what the game offers. Epitext, however, remains conscious of and even emphasizes the fact that it is created as an addition to the game, and must be sought out, transacted, or buffered through crossings of media.
A massively multiplayer online world, like Second Life, has many obvious epitexts that seem to embrace the traditional definition--just look at the feverish press coverage of the activities of real world businesses within Second Life's "virtual economy." Because players can purchase land, goods, and services, real corporations have flocked to the virtual world to hawk computer versions of their products for real money (translated into linden dollars). Back to epitexts, however. This press coverage, while chronicling the experience of gameplay and shaping perceptions for both players and onlookers, still exists well outside the body of the game itself--it exists in another medium and is sought out by the viewer rather than included in the game. Thus, it is firmly epitextual.
But what about a text which is user-created within the game itself? In Second Life, users can create (and sell) pretty much anything they want. So what if a Second Life player writes a song or a guide to buying and selling real estate in Second Life and sells that text to another player in Second Life. What about a chat between two users, one offering help to another? Because this all occurs in Second Life, complications arise. Should this user created text be considered in or out of the game--epitext, peritext, or pure text? The complicating factor is that user-creation and user-interaction lies at the very core of the Second Life gameplay experience. The purpose of the game is to allow players a venue in which to act out whatever fantasies (within the game's framework) they wish to pursue. The most strict definition of the game, then, would be the virtual space, tools, and network in which users build and manipulate freely. What a user creates is not a product of Linden Labs, although it is an intended result of the game. Thus, the question returns, how do we categorize these products?
Because they exist within the gamespace, it is tempting to call user-created objects"texts" proper--they are the intended results of gameplay in the form of codes running within the overall frame of Second Life. However, in the case of songs or linguistic texts (as opposed to virtual objects like clothes), it seems more accurate to call user-created media within the Second Life universe epitext. Unlike game objects, which must exist in code, linguistic texts inside Second Life can and conceivably do cross the threshold of Second Life and take on an existence in the "real world" -- for example, on a user's hard drive, as a text file. The user created texts, self aware of their user authorship and non-Linden Lab authorship, are similar to epitexts in that their intention, creation, and interpretation are connected to Second Life, but not integrated into it. Second Life objects, by contrast, are produced within the software framework and their existence is limited to that virtual universe. They are therefore more similar to peritexts. (If Second Life objects had another universe in which to exist, i.e., if they could be ported into other forms, perhaps they too could be considered epitextual).
The qualifying condition for all of my claims is that I am defining the primary text--the gameplay of Second Life--as the virtual space and tools which users implement to shape their game experience. While user-creation is an integral goal and purpose of the game, the objects created by users cannot be predicted or controlled, only permitted, by the rules of the game. Thus, the software oriented objects, which do not inherently alter the overarching structure (universal rules) of Second Life, but are attached (via code) to the universe, more closely resemble paratext. Alternately, creative objects within the game which do not require more than a superficial coding to enter the game and have some sort of external existence more closely resemble epitext. However, complications abound, and at this point, only careful research into the modes of existence for different user-created "texts" will help to confirm these propositions. The material origins of the term "paratext" may need to be altered in order to help explain the relationship between these objects and the game vs. real worlds.
A massively multiplayer online world, like Second Life, has many obvious epitexts that seem to embrace the traditional definition--just look at the feverish press coverage of the activities of real world businesses within Second Life's "virtual economy." Because players can purchase land, goods, and services, real corporations have flocked to the virtual world to hawk computer versions of their products for real money (translated into linden dollars). Back to epitexts, however. This press coverage, while chronicling the experience of gameplay and shaping perceptions for both players and onlookers, still exists well outside the body of the game itself--it exists in another medium and is sought out by the viewer rather than included in the game. Thus, it is firmly epitextual.
But what about a text which is user-created within the game itself? In Second Life, users can create (and sell) pretty much anything they want. So what if a Second Life player writes a song or a guide to buying and selling real estate in Second Life and sells that text to another player in Second Life. What about a chat between two users, one offering help to another? Because this all occurs in Second Life, complications arise. Should this user created text be considered in or out of the game--epitext, peritext, or pure text? The complicating factor is that user-creation and user-interaction lies at the very core of the Second Life gameplay experience. The purpose of the game is to allow players a venue in which to act out whatever fantasies (within the game's framework) they wish to pursue. The most strict definition of the game, then, would be the virtual space, tools, and network in which users build and manipulate freely. What a user creates is not a product of Linden Labs, although it is an intended result of the game. Thus, the question returns, how do we categorize these products?
Because they exist within the gamespace, it is tempting to call user-created objects"texts" proper--they are the intended results of gameplay in the form of codes running within the overall frame of Second Life. However, in the case of songs or linguistic texts (as opposed to virtual objects like clothes), it seems more accurate to call user-created media within the Second Life universe epitext. Unlike game objects, which must exist in code, linguistic texts inside Second Life can and conceivably do cross the threshold of Second Life and take on an existence in the "real world" -- for example, on a user's hard drive, as a text file. The user created texts, self aware of their user authorship and non-Linden Lab authorship, are similar to epitexts in that their intention, creation, and interpretation are connected to Second Life, but not integrated into it. Second Life objects, by contrast, are produced within the software framework and their existence is limited to that virtual universe. They are therefore more similar to peritexts. (If Second Life objects had another universe in which to exist, i.e., if they could be ported into other forms, perhaps they too could be considered epitextual).
The qualifying condition for all of my claims is that I am defining the primary text--the gameplay of Second Life--as the virtual space and tools which users implement to shape their game experience. While user-creation is an integral goal and purpose of the game, the objects created by users cannot be predicted or controlled, only permitted, by the rules of the game. Thus, the software oriented objects, which do not inherently alter the overarching structure (universal rules) of Second Life, but are attached (via code) to the universe, more closely resemble paratext. Alternately, creative objects within the game which do not require more than a superficial coding to enter the game and have some sort of external existence more closely resemble epitext. However, complications abound, and at this point, only careful research into the modes of existence for different user-created "texts" will help to confirm these propositions. The material origins of the term "paratext" may need to be altered in order to help explain the relationship between these objects and the game vs. real worlds.
Monday, February 5, 2007
Note to self: Lite Brites scare old people

Viral and non-traditional marketing campaigns are slowly approaching the mainstream as a growing segment of the population becomes more comfortable with the non-traditional media which is emerging from our computer screens, cell phones/PDAs, iPods, and (once they have lost most of their "cool-factor") TV screens. Many consumer goods, like cars, shampoo, and even tupperware (on of the primary non-digital forms of viral marketing) build campaigns around word of mouth to generate interest in the products without engaging in traditional TV and Print ad campaigns. These firms typically create some sort of "real world" experience through which to bridge the gap between marketing and the everyday lives of potential customers. In simple cases, these events occur in friends' homes. However, as media delivery systems become more sophisticated and varied, the firms are able to generate audio, video, or visual artifacts which are delivered in quiet and spread through the marketplace via word of mouth. In some cases, like the now infamous Aqua Teen Hunger Force lightboard campaign, these viral marketing tactics take the form of seemingly inexplicable signs, art installations, or public displays.
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