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Ludic-worlds

Written by fuying on June 05, 2009 09:17

In a ludic-world we give certain things up to the fiction of the world, the rules of the game and the enforcement of these rulesWe do this in order to gain goods from that world including all kinds of pleasures, psychological goods etcAnd so it is the case with virtual worldsIn some we give up much in order to gain certain goodsIn others it would not be rational or justifiable to give up certain rights but this also confers duties upon us and othersThe best way to put the assertion (and this is all it is at this point; and again, please keep in mind that there are a number of familiar exceptions) is that the practice of game software development generates a way of seeing and defining problems (as essentially precise, logical, and algorithmic), and creating solutions (through linear, text-defined code) that makes other ways of accounting for what happens in VWs seem at worst nonsensical and at best irrelevant or quixotic.  

They looked friendly enough--at least, no one had fruit ready to throw at usIt was simply kind of surreal, after reading the comments on TN this past week and hearing other things at the conference about the problems with game studies and developer/academic relations

After our "high energy" presentation, the questions were even strangerSomeone asked why humanities research got left out, and we had to say that we couldn't find it to be directly relevant on our top 10 list of bulleted pointsIan made the point, and I agreed, that doing the research for this panel made us think differently about academic researchWhile I'm not going to say that what we've done personally has no value, it was a definite challenge to try and make it *directly relevant* in a BULLETED POINT for developersAnd there are huge gaps in what we don't knowWhere is the research about sports games, to take just one example? Anyway, the point is, I enjoyed the exercise, and learned a lot from itI hope the audience did as well

But overall, I like to think that the attendance demonstrates that developers are interested in what academics might be able to tell them (again I will point out: no fruit was thrown)And all week, I talked with developers who were interested in what was going on with research, from the smallest to the largest companiesMaybe the issue is the "larger" communityIt's always easy to abstract and oversimplify at that levelBut I know that on an individual level, there are real conversations and collaborations going onI don't want this to turn into some rosy "it's better than we think" or "can't we all just get along" thing, but I do think that perhaps the situation is not as dire as it's hyped to beBut then again, I haven't gotte my evals back yet.No doubt Cheap SWG Creditsis the best choice, for spending less gain moreTrust the effect of us as well as to show you excellent feelingBuy SWG Creditskeep you wellIn this case a TreeMapWe have huge quantity of SWG Creditsfor sale!

Here is just one quick example of this kind of disposition in action: Billmonk, which Constance posted about hereThe site promises to help you keep track of your obligations throughout your social network precisely (using any of a number of imaginable currencies)It is double-entry bookeeping for your friendships, and thereby prompts you to conceive of these obligations in exact termsThis is a perfect example of a code-based solution to a code-defined problem: People's moral obligations are essentially precise and monetary, and they therefore need a precise tool to manage them(And this approach is not just applied externally; within software companies one frequently sees similar efforts to address organizational issues with precise and enumerated systems that can be, above all, measured.) Heather Kelly, one of the developers on a panel on Monday asked a great question about game development that she hoped researchers could help answer: Why does money trump everything? The answer lies in the remarkably good 'fit' between the market and code, and in the existence of a lot of well-trained people who can find ways to exploit it.

The balance is different in each and every virtual world, but we can draw broad categoriesThese, I propose are as follows:

The mechanism by which this occurs is the EULA and it tends to be cast in terms of propertyI'm not suggesting that this is perfect ro even the best way to do itIndeed there may well be regimes that give wider freedom to play and recognise players as co-creators, but the asymmetry of power that it reflects between the individual player and the game does, in general terms, seem to be necessary to sustain the goods that are product by ones participation in the game

One particular point is that of identityIdentity play seems a valid form of play within these spaces as a general typeAnonymity, pseudonymity, shifting identity are all games that people should be allowed to pay in some form or otherThough this does not say that RMT trade in accounts is valid as that may serve to undercut the value structure of the game, this depends on the given game