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Education Entertainment Games

How Should Games Be Analyzed? 47

Thanks to the Electronic Book Review for its Espen Aarseth-authored article discussing what form academic analysis of videogames should take, part of a wider academic discussion on how games should be treated. Aarseth argues of the theme-ability of games: "The 'royal' theme of the traditional pieces is all but irrelevant to our understanding of chess. Likewise, the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently", before concluding: "The sheer number of students trained in film and literary studies will ensure that the slanted and crude misapplication of 'narrative' theory to games will continue and probably overwhelm game scholarship for a long time to come."
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How Should Games Be Analyzed?

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  • DiGRA (Score:5, Informative)

    by smallfries ( 601545 ) on Sunday June 27, 2004 @08:43AM (#9541994) Homepage
    For those interested in ludology (the study of games), check out DiGRA [digra.org]. Its a discussion site where academics and games creators discuss some of the topics that cross their works. Quite interesting, although probably a bit high-brow for the slashdot masses ;^)
    • It's also worth noting that the basis of the thread at electronic book review [electronicbookreview.com] that contains Aarseth's essay is the project First Person: New Media as Story, Performance, and Game that Pat Harrigan and I edited. A First Person book [mit.edu] has been published by MIT Press, and includes a wide variety of views and responses on this and related topics, from 25 essayists and a group of respondents ranging from Will Wright to Brenda Laurel.
  • Already discussed (Score:4, Interesting)

    by Apreche ( 239272 ) on Sunday June 27, 2004 @08:49AM (#9542046) Homepage Journal
    I already had this discussion with my friends a long while back, and some of them completely disagree with me. I point out their bad taste in games.

    I say that any game worth its salt will be equally good with any theme. For example, if you took super mario brothers and made mario a stick figure and replaced goomba's with circles, koopas with triangles, bricks with hashed squares, etc. The game would be equally as good gamewise. You wouldn't want to play that game, but the point is that you can imagine the game not losing anything from a lack of theme. The mechanic remains intact.

    Now take a final fantasy game. Theme is everything. If you replace everything in a final fantasy game with a generic distinguishing shape the game would fall apart. Look at a board game like monopoly. Its be re-themed a billion times, but the basic game mechanic remains.

    What does this tell us? Its quite simple really. If the theme of a game can be removed, just like a CSS can be removed from an XHTML, and the game mechanic remains intact, then what you have is indeed a game. Final Fantasy is not a game. It is a partially interactive movie.

    Now, it is common sense that theme is necessary and desirable. Take Metroid. The theme of Metroid means a lot. But will the game work without it? Absolutely. And the theme of metroid goes so well with the exploratory gameplay and that's what really make it stand heads and shoulders above other games.

    So what we do is this. First remove the theme of a game and examine the core gamplay at a fundamental level. Rate it on its own. If it falls apart then what you have is not a game in the strictest sense. Second examine the theme on its own. A sesame street theme is going to make a big difference. Third examine the combination of the theme and the gameplay. Does it fit well together? A Sesame Street theme on the Counter-Strike game wouldn't work too well together. I point you to Barney Doom.

    If you want to prove it to yourself look at some german board games. Settlers, Puerto Rico, etc. They all have themes which are complementary to the gameplay, but the games themselves stand firmly without their themes. This can be seen easily by the constant re-theming of settlers. A game like Diceland doesn't even bother with a theme. Or you could say that its theme is in fact the lack of theme.

    Oh, one last thing. This system of game rating will find you raw game quality. I will now use one of my favoriate analogies. Citizen kane is the "best" movie ever. You may hate it. You may think its boring and stupid. But film-wise it is unbeatable. Zelda 1 is the same way. It is the Citizen Kane of video games. You may hate it, but that's how it is. Which games are most fun is completely independent of this. You may love to watch the Matrix #1 over and over, but film-wise it isn't great. Just as you may love to play Starcraft, it still isn't the objective best game.

    Actually I'm starting to think that maybe Tetris is the citizen kane of video games.
    • by Anonymous Coward on Sunday June 27, 2004 @10:05AM (#9542731)
      The problem with your analysis (and, to some degree, Aarseth's) is that the term "video game" has come to define a medium, not a particular style of play. Video games include fairly traditional goal-directed play, but also elements of story and simulation.

      A strictly ludic approach to analyzing games is useful in an academic context, for cataloguing games based on their play styles. But I'd question how useful it is as a measure of the experience of a video game, as much as I'd question the use of a Dewey Decimal number to judge a book's quality.
    • People have actually done what you've suggested.

      Final Fantasy suffers less than you imagine, Mario suffers more.
    • by Synkronos ( 789022 ) <synkronos@g m a i l . c om> on Sunday June 27, 2004 @12:47PM (#9544222)
      What you are calling 'game' here (as distinct from 'theme') is in fact the mechanics. While I do agree with analysing a game based on the mechanics and theme independantly, and then looking at how well they work together, I do not feel that theme can be stripped so nonchalantly from the game, and that the theme is in fact an integral part of the game, just as important as the theme. Good mechanics can support a number of themes, just as a good theme can support a number of mechanics. A game is more than just mechanics tho.
    • by Sigma 7 ( 266129 ) on Sunday June 27, 2004 @01:59PM (#9544780)
      I say that any game worth its salt will be equally good with any theme. For example, if you took super mario brothers and made mario a stick figure and replaced goomba's with circles, koopas with triangles, bricks with hashed squares, etc. The game would be equally as good gamewise. You wouldn't want to play that game, but the point is that you can imagine the game not losing anything from a lack of theme. The mechanic remains intact.
      I'd agree, but the storyline of the game is considered an essential component - it provides a fairly tangiable goal for the player that is much more obvious than the simple "reach the other side of the map." The story/theme also helps to ease the memorization of game mechanics for the more "complex" games.

      Tetris is easy to memorize - thus it doesn't need too much of a story. However, games like Warcraft III are a bit too complex to dump the player in directly and therefore require introducing characters/units one at a time in an appropriate manner.

      Oh, one last thing. This system of game rating will find you raw game quality. I will now use one of my favoriate analogies. Citizen kane is the "best" movie ever. You may hate it. You may think its boring and stupid. But film-wise it is unbeatable. Zelda 1 is the same way. It is the Citizen Kane of video games. You may hate it, but that's how it is. Which games are most fun is completely independent of this. You may love to watch the Matrix #1 over and over, but film-wise it isn't great. Just as you may love to play Starcraft, it still isn't the objective best game.

      Actually I'm starting to think that maybe Tetris is the citizen kane of video games.
      Another factor that has to be considred with game mechanics is that singleplayer and multiplayer don't use the same processes - what could work for one doesn't always work for the other. This applies to even the most common games - for example, Starcraft has average mutliplayer (the interface isn't optimally designed), while has a great singleplayer component due to its relativly strong AI for its time without being too unfair.

      On the other hand, there are various online-only games that are only good for multiplayer and are fairly boring when played alone. The most notable example would be Purge - this game doesn't have AI player support, meaning that you have to rely on the fact that there are still other players playing the game.
      • Starcraft has average mutliplayer (the interface isn't optimally designed)

        I think the entire country of South Korea would disagree with you there. Probably the entire Asain continent. Heck, to throw the racial jokes aside, just about every gamer on the face of the planet would disagree.

        OK, I'll stop being facetious. Seriously though, StarCraft has supurb multiplayer gameplay. It's one of the best balanced RTS *ever*. New strategies are formulated and refined long after the game's release. But y

        • I think the entire country of South Korea would disagree with you there. Probably the entire Asain continent. Heck, to throw the racial jokes aside, just about every gamer on the face of the planet would disagree.

          I would have said excellent multiplayer if it weren't for the fact that it is being compared to more advanced interfaces more suited for RTS games. My main gripe about Starcraft (which is not easily fixable) involve unit commanding - the fact that you can only select 12 units distracts the play

    • If you want to prove it to yourself look at some german board games. Settlers, Puerto Rico, etc. They all have themes which are complementary to the gameplay, but the games themselves stand firmly without their themes. This can be seen easily by the constant re-theming of settlers.

      Constant re-theming of Settlers? Yeah, they changed the theme of settling an island to settling space in Spacefarers of Catan, or to settling the ancient world in Stone Ages of Catan. Clearly the game is solid since the mechan
    • by Pluvius ( 734915 )
      Now take a final fantasy game. Theme is everything. If you replace everything in a final fantasy game with a generic distinguishing shape the game would fall apart.

      That's silly. It wouldn't fall apart because theme is everything, but because you'd have no clue what the hell you were doing or why you were supposed to be doing it. All of the Final Fantasy games (and console RPGs in general) have varying amounts of gameplay; the theme just butresses it. You could say the same thing about Super Mario Broth
    • Re:Already discussed (Score:4, Interesting)

      by TRACK-YOUR-POSITION ( 553878 ) on Sunday June 27, 2004 @03:36PM (#9545458)
      Oh, one last thing. This system of game rating will find you raw game quality. I will now use one of my favoriate analogies. Citizen kane is the "best" movie ever. You may hate it. You may think its boring and stupid. But film-wise it is unbeatable. Zelda 1 is the same way. It is the Citizen Kane of video games. You may hate it, but that's how it is. Which games are most fun is completely independent of this. You may love to watch the Matrix #1 over and over, but film-wise it isn't great. Just as you may love to play Starcraft, it still isn't the objective best game.

      No, it's not quite the same. Zelda 1 is certainly a more significant game, in a historical sense--it was vastly more unique when compared to its predecessors than Starcraft. It is far more worthy of attention to video game historians.

      But if you take the game mechanics themselves, seperating them from both their theme and the history of games development, and especially our sense of nostalgia, I think Starcraft comes out the winner. You're comparing a fairly basic action/exploration title to a deep, mature, and well-balanced multiplayer RTS. At the very least, they're in the same league. I'd say Ocarina of Time, or even Majora's Mask and Wind Waker are, ignoring the chronology of development, deeper than the original Legend of Zelda, but none of those titles really puts Starcraft to shame. I say this despite personally liking every single one of the Zelda games better than every single game Blizzard has made.

      This just isn't true in comparing The Matrix to Citizen Kane--even if Orson Welles were lived several decades later than it had, and had released Citizen Kane in color at the same time as The Matrix, Kane would still likely be a "better" film than The Matrix.

    • 11 entries found for game [reference.com].

      1. An activity providing entertainment or amusement; a pastime: party games; word games.

      If the intent of the software is to entertain or amuse, then it is a game. Period, end of story. Stop trying to make words mean things they don't, it's annoying. A video game is a game played on a video monitor or an analogue thereof. Whether you call a final fantasy game an interactive movie or a roleplaying game, either way, it's a video game.

      Oh, and, barney doom was a classic. Maybe

  • by polyp2000 ( 444682 ) on Sunday June 27, 2004 @09:32AM (#9542439) Homepage Journal
    , because a different-looking body would not make me play differently

    So are you telling me that you've not played tomb raider enough to know all the best ways to get a good view of Lara Crofts tits ?

    • If Lara Croft didn't look like she did, I doubt anybody would have played Tomb Raider for more than ten minutes. The control (especially when jumping) is just plain horrible, and the camera angles, which sucked in the first release, only manage to get worse with every sequel.
  • ...through the use of funk!

    I think what they're getting at is if the look of a game changes the feel of it. I think it does. For some reason, aiming a weapon in an FPS feels different when you change the crosshair, even if you change nothing else. That's one example.
  • What the fuck? (Score:1, Flamebait)

    by smcn ( 87571 )
    Games are a form of entertainment. If you find a game fun, you play it. If you don't, you put it away. What is there to analyze?
    • Re:What the fuck? (Score:1, Interesting)

      by Omroth ( 673505 )
      So you've never talked with friends about art, film, games, or women? Ian
      • How do you analyze something that is entirely subjective. I like Final Fantasy, i have fun playing them. I like Edvard Munch's The Scream, I like Gladiator, and I like (understatement) my girlfriend. There's no reason to it, I just like them. You can sit and analyze FF till your blue in the face and say it sucks, but thats only your opinion, its not an objective analysis. You can even say the story was weak, graphics look like they were made by a 3yr old and the music sounds like a strangled cat, but all th
        • Actually, the fact that the analyzer is biased doesn't make the analysis completely subjective. It is not entirely subjective to say that Citizen Kane has a better story than Manos: Hands of Fate, for example. A person could obviously like Manos better than Citizen Kane or vice versa, but that has nothing to do with analysis.

          Rob
          • A person could obviously like Manos better than Citizen Kane...

            Sure, if you're the kind of guy who also prefers The Incredibly Strange Creatures Who Stopped Living and Became Mixed Up Zombies over Yojimbo.

          • What constitutes a better story? Better, worse, good, bad, ugly are all subjective descriptors. I will always 'analyze' a movie that bores me (Citizen Kane) to have a worse story then one that doesn't (for example Star Trek 6), and yet somehow Citizen Kane is universally supposed to be the 'Greatest Movie Ever Made.' Greatest is also subjective.
            • I will always 'analyze' a movie that bores me (Citizen Kane) to have a worse story then one that doesn't (for example Star Trek 6)

              And unless you could come up with a reasoned argument as to why Star Trek 6 has a better story than Citizen Kane, you'd be wrong. "Better" in this case means "better written" and so forth.

              Greatest is also subjective.

              Incorrect. Greatness is measured by influence, which is quite objective.

              Rob
    • by Anonymous Coward
      Hey, self-important academics and "game theorists" need something to justify their non-productive but i-know-more-than-the-developers-themselves attitude. They should be called "game auditors" :)
    • Here's why: 90% of games AREN'T fun. That 90% of games aren't visibly different from the 10% that are. So what's the difference? Well, that takes some analysis, and since we're not allowed to analyze entertainment, we're stuck forever with crappy games.
  • by Attitude Adjuster ( 683211 ) on Sunday June 27, 2004 @12:40PM (#9544157)
    "Likewise, the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently"

    Actually, Lara's "dimensions," especially her increase from large to Zeppelin-grade from Tomb-raider to TR2, totally put me off the whole franchise... I never bought another TR game. Frankly I view them with disgust.

    They had this interesting, powerful female character, unusual in a game, and what do they do... they act like nerdy repressed 14 year olds and emphasise unrealistically, frankly off-puttingly (off-putting to me as a straight guy even - I can imagine what women think of it), large breasts. F'ing stupid.

    So actually I think analysing Lara's dimensions is a pretty valid form of analysis - it tells you a lot about the psychology of game makers and players.

    • Lara had huge hooters from the original game (You had me at hello!) and the fact that they grew them a little bit is irrelevant. The game is equally fun (or not fun) whether she has big tits, small tits, no tits at all, or she's naked and her tits are smacking her in the face. Actually, that might make the game mechanics more interesting than what has now become formulaic.
  • by RaphKoster ( 603840 ) on Sunday June 27, 2004 @03:48PM (#9545537) Homepage
    ...and I've come to regard this as being similar to the person who says that choreography == dance. It doesn't, of course. The art of choreography is all about the movement of bodies, the stillness and the action, the timing and the relative position. The art of the dance, however, is choreography + costuming + music + staging + lighting + ... you get the idea.

    Can you take an identically choreographed dance and place it in a different setting with different costumes and have it be just as valid, just as "good"? Yes, of course. But the audience experience includes the whole of the performance, not just the choreography. To exclude the fact that the dance happens on a happy field of flowers versus inside a concentration camp is to miss key elements of examining the user experience as a whole.

    Now, the narratologists are just as likely to make the mistake from the other side. :)

    The difficulty arises from the term "game" which we use to both refer to the formal construction of rules, and the whole experience. To be more precise, we could say that Aarseth as a ludologist is like a choreographer in that he is interested in the formal construction of rules. There's a field for those who study "game rules" and a field for those who study "interactive entertainment" and one encompasses the other to a large degree. The latter one will be pretty broad (but not confine itself to narratology).
  • by TheSwink ( 720021 ) <sswink@flashbangstudios.com> on Monday June 28, 2004 @02:37AM (#9548951) Homepage
    My general takeaway from the article was lament for the turn the once universally lauded marriage of games and academia has taken. Lament interspersed with some interesting and challenging ideas about how better the academic resources being thrown piecemeal at games could be better spent. I enjoy that he's challenging convention here and looking to spark critical debate and deeper analysis. That said, he seems to have buoyed some of his more untenable points with some flimsy logic. To watch a play testing session is to erode the assertion that theme and structure can ever be completely divorced from one another in digital/video/computer games. Players are far more willing to engage in an experience that is well-presented. That is to say, part of a game's design necessarily includes a player's initial willingness to play it and the implications that theme has on continued play. Aarseth backs off this one slightly in his lengthy reply to Crawford and Moulthrop's ripostes, but still stands on the assertion that Lara Croft's appearance is interchangeable with that of a dead ferret, or something. He's covered his academic cornhole fairly cleverly by saying "...sales figures are not a reliable measure of artistic success, or -- dare we say -- quality." In this way he makes it clear that his definition of artistic or critical success is divorced from financial success, but does not pin down his 'successful' definition. How successful was Tomb Raider as a game? To ignore that question is to ignore a fundamental concept of game design, and to take an equally untenable position as the narratologists he seems to hold in such contempt.

    To answer it is difficult. How do you measure the success of a game? Is that even the right question? This starts to venture into territory that is pragmatically and empirically unapproachable. How do you measure the play that arises from a particular game? How do you measure the quality of said play? It's duration? The physiological effects it has on its players? The psychological? At some level, play springs equally from the intuition of the designer and the willing participation of the players. Never fully-formed; games are much more iterative and require far more tinkering than other mediums. I agree that sales figures aren't necessarily telling (Enter the Matrix) but I'm going to have to side with Raph and with my college game instructor, Steve Librande (Lead Designer, Blizzard North and co-speaker at this years Game Tuning), here and say that what really matters is the player's experience. That is, the way that every part of a game harmonizes to create an experience for the player. The theme, narrative, structure, and platform included. This is what I'd consider a holistic or pragmatic approach to game design, and one that game 'scholars' would do well to examine. It works.

    Aarseth has some interesting points about the technology, the 'platform' of games, being too ephemeral to be realistically criticized by any sort of traditional means. Unfortunately he falls short of really examining why this might be or to propose a solution, which I think would be a very profitable avenue of study. The perennial inability by the critical multitudes to define 'play' (or, to bitch-slap the World's Deadest Horse, 'fun',) is central to the problem of studying games. I'd really like to see him expand on said idea and suggest an academically acceptable solution. Because, honestly, 'intuition' can only get us so far.

  • I guess most academic persons will mess this up like they mess up when discussing science fiction.

    Maybe my experience is just tainted by this discussion I had with someone who insisted that science fiction was nothing but pulp fiction/space opera/gadgets.

    I guess there are a lot of SF books that are like this, but there is nothing that keeps a science fiction author from writing a book with as much "depth" as normal fiction. Also sometimes the "gadgets" are what the author wants to talk about(see Arthur C.
  • Obviouly an Amatuer (Score:3, Interesting)

    by ObsessiveMathsFreak ( 773371 ) <obsessivemathsfreak&eircom,net> on Monday June 28, 2004 @04:19AM (#9549210) Homepage Journal
    He talks about narratives in video games, yet nowhere does his article mention either RPGs(esp FFVII) or Metal gear solid, possibly the two greatest examples of narrative in the entire genre.

    Clearly someone who has jumped on the idea of a 'new medium' (which it is) without doing ANY homework. Every game he mentions was a massive one. From the sound of it he's never even played one.

    Sorry to be so negative, but I really hate the trend recently. Since games have gotten big, people have started to notice and comment on them a lot more. Unfortunatly, a lot of the academics who comment, frequently never play games and have a poor understanding of the entire medium. Does anyone know of someone who can give proper(i.e. researched) debate on the medium.
    • Whether Aarseth is correct or not, he is certainly not an amatuer.
      He is the author of Cybertext [hf.uib.no] which is cited in practically every paper on videogames.
      He is also the co-founder of the Department of Humanistic Informatics at the University of Bergen as well as the co-founder of Games Studies [gamestudies.org] an academic e-journal about videogames.
      Finally, he is Associate Professor, Principal Researcher [game.itu.dk] at the Center of Computer Games Research at the Department of Digital Aesthetics & Communication at the IT Univers
      • Just a little reality check: Do you know him? Then how can you say, ".., one cannot correctly say that he is an amatuer?" Credentials only mean something until you acutally meet the person that owns to these. To take a quote from Pirates of the Carribean regarding credentials: "They're more like guidelines anyway!" Don't take them too seriously, the highly educated yet rarely employed suffer from this misconception quite a bit. Still, you're right: On paper (monitor?) he certainly looks like he knows
        • No I don't know him, but the criteria that the original poster used for calling him an amature was the assumption that Aarseth has just "jumped on the bandwagon" when in reality he is one of the biggest and most respected names in the (admittedly very new and small) field of videogame research. I mean Cybertext came out in 1997, and it really is a good book. I was mainly trying to refute that assumption that he was one of those people who just woke up one day and decided to write a book about videogames (
  • The question "How should games be analyzed" is meaningless even within the [limited] context of the story submission. Analyzed for what purpose? Evaluating their value as art? Writing a game review? Crafting a prospectus to seek funding based on prior work?

    If you're talking about artistic merit, the work should be characterized in the same way art is already characterized, which I will not go into as I am pretty ignorant of it, but it seems to me that you also must consider the interface. This separates

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