26 Game Studies Quests

January 27, 2016

 

bard's tale

For my Film 2008 course at the University of Cincinnati this Spring 2016, each student must complete 3 quests and a Final Boss Challenge. Here are 26 distinct quests for them to choose from. (Can you tell I’m a German and RPG scholar?)

A is for Affordances

Quest: To describe and theorize affordances in games, and their various functions
[ARTISTS AND DESIGNERS]
Procedure: Read the short text by Norman on affordances under Quest-Related
Materials: Then pick a game you’d like to analyze, preferably one that has what you consider interesting affordances: Dance Dance Revolution, Jenga, and Doom would all be equally interesting on this point. Write 4-5 pages on your experience of the affordances of the game, beginning with your subjective experience thereof and moving out to general principles of game and material design. Cite at least 3 outside sources in your analysis, using proper MLA 7 formatting.
Points: Writing Style (10), Conception of Affordances (10), Grammar and Citations (10), Persuasiveness of Argument (10) = 40 points

B is for Bungie and Blizzard

Quest: To detail how studios preserve a certain style or type of narrative over time, even between game universes.
[PROSPECTIVE GAME HISTORIANS]
Procedure: Play at least three games by a single game studio, attending to the span of time between the studio’s origins and the present. Good examples would be Bungie
(Marathon → Halo → Destiny) or Blizzard (Warcraft → World of Warcraft → Diablo 3). In a 3-5 page paper that includes a comparison chart, describe to the reader the salient aspects of the studio’s style that distinguish it from other studios, and what continuities seem to persist across distinct titles. Cite studio-related secondary literature if pertinent, using proper MLA formatting.
Points: Writing Style (10), Comparison Chart (10), Grammar and Usage (10), Persuasiveness of Argument (10) = 40 points

 

C is for Constraints

Quest: To describe and theorize how constraints work to narrow and control player options and movement – both in the positive and negative sense.
[ARTISTS AND DESIGNERS]
Procedure: Constraints limit user interaction with any given game to delineate their options and available maneuvers. Pick and play a game that you think has interesting constraints: Mysterium, Waco Resurrection, and Desert Bus all have interesting ones to consider. Write 4-5 pages on your experience of the affordances of the game, beginning with your subjective experience thereof and moving out to general principles of game and material design. Cite at least 3 outside sources in your analysis, using proper MLA 7 formatting.
Points: Writing Style (10), Conception of Constraints (10), Grammar and Citations (10), Persuasiveness of Argument (10) = 40 points

 

D is for Diplomacy

Quest: To describe how player unpredictability and the removal of randomness as an alibi affect a board game’s aesthetic.
[GAMERS]
Procedure: Borrow or buy a copy of Diplomacy (board game) and play it with 6 other people, including other players from the class doing this assignment. Be attentive to the rules, especially regarding secrecy and troop movement. After the game is over, debrief with your fellow players for about 15 minutes, talking about the various strategies that worked and – most importantly – how everyone felt during gameplay. Now write a 4-5 page paper describing your experience, focusing on your available decisions and moments of drama, and apply Greg Costikyan’s “player uncertainty” concept from his Uncertainty in Games book.
Points: Writing Style (10), Self-Reflection (10), Grammar and Citations (10), Incorporation of Costikyan’s Concepts (10) = 40 points

 

E is for Exploration

Quest: To take a closer look at a video-game character and its form and functions.
[GAME DESIGNERS]
Procedure: Read the Isbister text in “Quest-Related Materials” on game characters. Now pick a character from a video game, preferably one that offers us much to discuss. Write a 4-5 page paper relating that video-game character to principles in Isbister’s text.
Points: Writing Style (10), Relationship to Isbister’s texts (10), Grammar and Citations (10), Persuasiveness of Argument (10) = 40 points

 

F is for Failure

Quest: To describe how a game uses failure to drive play.
[PHILOSOPHERS]
Procedure: Re-read Jesper Juul’s Art of Failure and keep in mind his points about the rewards of negative affect. Pick a game that has a particularly interesting relationship to failure: Flappy Bird, Track & Field II, and Space Invaders would all be good examples. Write a 4-5 page paper relating Juul’s ideas to this particular game.
Points: Writing Style (10), Relationship to Juul’s text (10), Grammar and Citations (10), Persuasiveness of Argument (10) = 40 points

 

G is for Good Filmmaking

Quest: To evaluate how filmmaking effects are used in contemporary game design.
[FILM AND MEDIA STUDIES]
Procedure: This quest involves some very specific media products. Watch Blade Runner (1982) and Ghost in the Shell (1996), and then play Deus Ex (2000) or Oni (2001) and Remember Me (2013). Using the first two cyberpunk films as a baseline, write 4-5 pages on how the video games appropriate and/or deviate from specific cinematographic techniques and film practices from the 2 films. Note also how Remember Me builds on or deviates from the films vs. Deus Ex and Oni.
Points: Writing Style (10), Precision of Description (10), Grammar and Citations (10), Persuasiveness of Argument (10)

 

H is for History of Game Studies

Quest: To understand certain fundamentals of the game design field through the narratology vs. ludology debate
[FUTURE GAME STUDIES SCHOLAR]
Procedure: You will have to read a lot for this assignment, namely Espen Aarseth’s Cybertext, Janet Murray’s Hamlet on the Holodeck, Gonzalo Frasca (http://web.cfa.arizona.edu/art435a/readings/frasca_ludology.pdf), and re-read Edward Wesp (http://gamestudies.org/1402/articles/wesp). Using evidence from these texts and any others you find, take a position in the debate and supply a way we might use the resulting methodology in games analysis. 4-5 pages will be sufficient, but you may want to write more. Please cite as many sources as you need (probably 5+), using MLA 7 standards.
Points: Writing Style (10), Summary of Positions (10), Grammar and Citations (10), Persuasiveness of Argument (10)

 

I is for Interview

Quest: To conduct an interview with a game designer, professional or amateur, who has a playable game in public circulation.
[JOURNALISTS]
Procedure: Make contact with a game designer (ask me if you need some help there) and, if s/he is willing, interview them about their craft. The interview should be at least 5-7 questions long, and submitted in written form or decent-quality video or audio recording. Make sure the focus in the interview is on not only the design of the game, but its production and circulation in the real world.
Points: Thoughtful Questions (10), Interview Structure (10), Grammar and Citations (10), Overall Interest (10)

 

J is for Just Choose Already

[LITERARY SCHOLARS]
Quest: To explore what interactive literature has to offer and write about it persuasively.
Procedure: Sit down and actually play through Andrew Plotkin’s Spider and Web (http://eblong.com/zarf/zweb/tangle/) and Crowther and Woods’ Colossal Cave Adventure (http://www.amc.com/shows/halt-and-catch-fire/exclusives/colossal-cave-adventure). If you’d like, play through a contemporary piece of Interactive Fiction such as 80 Days (2015) or something from Choice of Games LLC. Use FAQs or walkthroughs if you get stuck. Consulting sources such as Anastasia Salter’s What is Your Quest? or Nick Montfort’s Twisty Little Passages, analyze your experience in playing these games in literary terms. What make these games “literature” to you, and how do their actual game elements intensify or complicate this relationship? Use MLA 7 for your citations.
Points: Writing Style (10), Evidence of Play (10), Grammar and Citations (10), Overall Argument (10)

 

K is for Kriegsspiel

[GERMAN STUDENT]
Quest: To understand the basis for modern military board games through Reiswitz’s Kriegsspiel
Procedure: Read the overview article from Philipp von Hilgers (https://www-alt.gsi.de/documents/DOC-2009-Jun-114-1.pdf), Vego’s overview (https://www.usnwc.edu/getattachment/900b6d3c-bcc8-4ff0-8c17-9ad22c448799/German-War-Gaming.aspx) as well as relevant passages from Jon Peterson’s Playing at the World and Kriegsspiel News (http://www.kriegsspiel.org.uk/index.php/articles/origins-history-of-kriegsspiel/3-origins-of-the-kriegsspiel). Now play through a modern descendent of the Kriegsspiel: either an Avalon Hill game (of which I have a few), an HPS Simulation, etc. Now write 3-5 pages in English or 2 pages in German about your play experience with respect to what you have read. Be certain to include how specific game mechanics constrained your options or permitted you to engage in specific play behavior. Use MLA 7 citations.
Points: Writing Style (10), Grammar and Citations (10), Precision of Description (10), Relationship to History and Course Materials (10)

 

L is for Libraries

[LIBRARIANS AND READERS]
Quest: To go through recent game studies scholarship of interest.
Procedure: Find 5 game studies publications published within the past three years: articles, books or otherwise. Choose publications that work on one topic: role-playing games, platform studies, first-person shooters, etc. Write a 4-5 page paper with an argument detailing what is preoccupying these publications. What are the main issues at stake in these articles? Who are they in conversation with? What games seem to be cited frequently? Use MLA 7 citations, and have at least 5 of them!
Points: Writing Style (10), Insightful Reading (10), Grammar and Citations (10), Precision of Argument (10)

 

M is for Making Games

[GERMAN STUDENT]
Quest: To create freeform games based on German literature to use in the classroom.
Procedure: You will first need to do some background research on what freeform games are. Look to Lizzie Stark’s Pocket Guide to American Freeform, the Golden Cobra Challenge (http://www.goldencobra.org/), or Gizmet Game Poems (http://gamepoems.gizmet.com/about/) for clues. Then read one of the books in the list below. Come up with a short freeform game (20 min. – 1 hour) that could be played in a classroom to convey specific material auf Deutsch related to the work in question. Be creative! Resultant works may be adapted or used verbatim in Fall 2016.
• EXCERPTS: Das fliessende Licht der Gottheit (Mechthild von Magdeburg)
• POEM: “Es ist alles eitel” (Gryphius)
• NOVELLA: Die Leiden des jungen Werthers (Goethe)
• DRAMA: Maria Stuart (Schiller)
• POEMS: Various poems (Eichendorff)
• DRAMA: Einen Jux will er sich machen (Nestroy)
• POEM: “Des Biedermanns Abendgemütlichkeit” (Scheffel)
• NOVELLA: Krambambuli (Ebner-Eschenbach)
• EXCERPTS: In Stahlgewittern (Jünger), Im Westen nichts Neues (Remarque)
• DRAMA: Die Dreigroschenoper (Brecht)
• NOVELLA: Schachnovelle (Zweig)
• ERZÄHLUNG: Nachts schlafen die Ratten doch (Borchert)
• NOVELLA: Die neuen Leiden des jungen W. (Plenzdorf)
• DRAMA: Der Tod und das Mädchen (Jelinek)
• ERZÄHLUNG: Mutterzunge (Özdamar)
Points: Clarity of Instructions (10), Understanding of the Original Text (10), Grammar (10), Overall Game Design (10)

 

N is for New Games for YOUR Major

[GAME DESIGNER]
Quest: To create (or at least start) a game related to your major
Procedure: If you’re looking to get into game design, then one of the best places to start is to create a game. Find a topic or complex related to one of your majors and come up with an idea for a game related to it. Run the idea by the instructor before you get too far into it. Then plot out the game rules and, if possible, make a playable prototype or proof of concept in Sploder, Twine, InDesign, Gamemaker or some other relevant game software.
Points: Presentation of Final Product (10), Overall Game Design (10), Clarity (10), Relationship to Source Material (10)

 

O is for Outer Space

[GERMAN STUDENT]
Quest: To play an intensive starship game in German
Procedure: If there are at least 4 German students interested, a German-language game of Artemis can be arranged. Artemis is a multi-player tactical ship simulation game that’s a lot like crewing a starship. Once we get through the logistical hurdles, you will meet for a 2-hour session of the game, and play it only in German. Then you will write a 1-page reflection paper on the experience, and playing games in a foreign language.
Points: Successful Playthrough (20), Quality of Self-Reflection (10), Grammar (10)

 

P is for Platform

[GAME DEVELOPER AND SCHOLAR]
Quest: To assess the field of “platform studies” from a scholarly and play perspective
Procedure: Platform studies involves the examination of a specific piece of hardware and its impact on the games it produces. Read at least 2 of the books in the Platform Studies series at MIT (http://platformstudies.com/). If you can, track down a working version of the platform in question and play a few games on it. Write a 4-5 page reflection paper answering the question: how is platform studies useful in assessing games? How might we understand a particular game thanks to its platform?  Use MLA 7 citations.
Points: Grammar and Citations (10), Persuasiveness of Argument (10), Precision of Description (10), Writing Style (10)

 

Q is for Quarters

[COLLEGE STUDENT]
Quest: To visit an actual arcade environment and reflect on it anthropologically
Procedure: Gather together a group of 2+ students from this course and go to a local arcade: 16-Bit, The Place, Gameworks, etc. Spend at least $5 on games, paying close attention to each game you play: how the game is presented, what it promises you, how much it costs, what you actually get when you play it, and how long it takes for you to go before you have to feed the machine more quarters. Also observe your classmates as they play, if possible. Write a 4-5 page reflection paper on the experience, specifically attending to both the social context (i.e., being in an arcade) and the games themselves. Bring in concepts from the course useful for your description, such as affordances, constraints, representation, and others.
Points: Grammar and Citations (10), Relationship to Course Materials (10), Description Details (10), Writing Style (10)

 

R is for Role-Playing Theory

[ROLE-PLAYING SCHOLAR]
Quest: To look at contemporary role-playing game theory and take a position within it
Procedure: Read through Sarah Lynne Bowman’s The Functions of Role-Playing Games, Markus Montola’s “On the Edge of the Magic Circle” (https://tampub.uta.fi/bitstream/handle/10024/66937/978-951-44-8864-1.pdf?sequence=1), The Foundation Stone of Nordic Larp (http://nordiclarp.org/w/images/8/80/2014_The_Foundation_Stone_of_Nordic_Larp.pdf), and the most recent issue of the International Journal of Role-Playing (http://ijrp.subcultures.nl/). Find a topic that interests you. Then write a 4-5 page paper with MLA 7 citations that responds directly to recent arguments in RPG studies. Draw on your own experiences with RPGs if you can.
Points: Grammar and Citations (10), Persuasiveness of Argument (10), Relationship to Source Material (10), Writing Style (10)

 

S is for Sexuality and Gender

[CRITICAL THEORIST]
Quest: To examine broader implications of gender and sexuality to be found in games
Procedure: Drawing on Adrienne Shaw’s Gaming at the Edge, find at least 2 other articles – academic or otherwise – that deal critically with the issue of gender and/or sexuality and gaming. Be specific as possible, and try to play the games that are mentioned. Now write a 4-5 page paper responding to the issues raised, being attentive to critical theories of representation and game mechanics. Use MLA 7 citations.
Points: Grammar and Citations (10), Persuasiveness of Argument (10), Relationship to the Secondary Literature (10), Writing Style (10)

 

T is for Travia GmbH & Co.

[GERMAN STUDENT]
Quest: To look at the German video games industry from a critical perspective
Procedure: Read this document positively appraising the German games industry (http://www.gtai.de/GTAI/Content/EN/Invest/_SharedDocs/Downloads/GTAI/Fact-sheets/Business-services-ict/fact-sheet-gaming-industry-en.pdf) and consult the Wikipedia page on the German video games industry (https://en.wikipedia.org/wiki/Video_gaming_in_Germany). Track down and play one of the games on the list. Now write a 4-5 page paper in English (or a 2-page paper in German) explaining the game as a product of German industry forces. What company made it? What are their sales like? What could be considered “German” about this particular game? Pay attention to transnational and European-level markets, and come see your instructor if you need more details. Any citations shoudl be in MLA 7.
Points: Grammar and Citations (10), Persuasiveness of Argument (10), Precision of Description (10), Writing Style (10)

 

U is for Uncertainty

[GAME DESIGNER]
Quest: To apply Costikyan’s theories of uncertainty in games to a specific game object
Procedure: Now that you’ve read Uncertainty in Games, it’s helpful to apply it to a game object. Pick a game that you think has a particularly interesting balance of uncertainty factors. Imagine telling some game designer how the game uses uncertainty to work. Write a 4-5 page paper articulating precisely what aspects of the game’s design contribute to this uncertainty, particularly looking at affordances, incentives, and constraints. Use Costikyan’s terminology and cite (MLA 7) as you write.
Points: Grammar and Citations (10), Persuasiveness of Argument (10), Relationship to Source Text (10), Writing Style (10)

 

V is for Valor

[FUTURE POLITICIAN OR PROFESSOR]
Quest: To enlighten the rest of the class with respect to some specific game topic
Procedure: Are you a public speaker extraordinaire? Would you like to work on those skills? First, sign up for a 10-minute spot to present on a topic of your choice related to games and the course material. Then come up with an engaging 10-minute presentation on your particular topic to give in front of the gathered students. Please make it engaging!
Points: Clarity (10), Structure (10), Delivery (10), Persuasiveness (10)

 

W is for What is a Role-Playing Game?

[GERMAN STUDENTS AND OTHERS]
Quest: To play through a game that serves as a theoretical intervention, and assess it
Procedure: Find 2-3 fellow players and play Epidiah Ravachol’s What Is a Role-playing Game? in English (https://dig1000holes.wordpress.com/what-is-a-roleplaying-game/) OR in German (http://pihalbe.org/sites/default/files/Was-ist-ein-Rollenspiel–Raumraeuber.pdf) if you are a German student. Then discuss the play experience afterward. Take notes on both the play and the discussion. Then write a 4-5 page paper describing the experience, what happened in the game, and how the game made an impact on what you thought a role-playing game was. Speculate about what you would do if you had to make a similar intervention.
Points: Grammar and Citations (10), Persuasiveness of Argument (10), Precision of Description (10), Writing Style (10)

 

X is for Xenophobia

[CRITICAL THEORISTS]
Quest: To look at racial and/or race-related dynamics in a game with a critical lens
Procedure: Minorities are vastly underrepresented in video games. This structural racism is largely attributed to lean market demographics, when in fact people of color play games just as much as white people. To do this assignment, read the Mou & Peng article (https://www.msu.edu/~pengwei/Mou%20Peng.pdf), A.A. George’s Tor.com article (http://www.tor.com/2014/08/13/gamings-race-problem-gen-con-and-beyond/) and related materials to be found in the library or online databases. Pick and play a game which offers us clear insights into this particular dynamic. In a 4-5 page argumentative paper with at least 3 sources (MLA 7 citations), tell your reader about the constructions of whiteness and racialized figures in the game.
Points: Grammar and Citations (10), Persuasiveness of Argument (10), Relationship to Theory (10), Writing Style (10)

 

Y is for Your Ideas Are Not Your Own

[CRITICAL THEORISTS]
Quest: To understand how ideology works through game mechanics
Procedure: Game mechanics are persuasive and rhetorical instruments that one can use to further specific political and economic arguments. Almost every game implies how humans ought to behave and how systems ought to work: Monopoly justifies the bootstrapping entrepreneurial mentality as well as (paradoxically) demonstrates how having wealth and property just gives one more wealth and property, Pong implies that a game of pure physical skill is possible, Undertale rejects normative gender and sexuality perspectives while also reassuring us that kindness will save the world. In this assignment, you will play a game of your choice and discern the general ideological implications of its aesthetic and mechanics. After playing the game for a significant period of time, write a 4-5 page paper answering the following questions: What are the players incentivized to do in the game? How could these incentives be read in terms of political and economic profit motive? What mentalities are considered “optimal” in the story universe of the game. Citing (using MLA 7) Ian Bogost or cultural theorists from the Frankfurt or Birmingham School couldn’t hurt.
Points: Grammar and Citations (10), Persuasiveness of Argument (10), Relationship to Theory (10), Writing Style (10)

 

Z is for Zelda

[GAME DESIGNERS]
Quest: To do an in-depth analysis of a specific level of a specific game
Procedure: Pick a level of a video game, and play through it at least 3 times. It could be a controversial level like “No Russian” in Modern Warfare 2, or the opening dungeon of The Legend of Zelda. Pay close attention to the following aspects, among others: how the level begins/continues/ends, what emotional high points and low points it offers to you as a player, what characters you meet and how you are expected to deal with them, the potential outcomes of the players’ actions within the level, the layout of the landscape, its soundscape and artistic inspirations. Now write 4-5 pages advancing a specific argument about the level. Be as precise in your description as possible, and relate its various points to concepts you learned in the course.
Points: Persuasiveness of Argument (10), Precision of Description (10), Writing Style (10), Relationship to Course Concepts (10)

 

FINAL BOSS FIGHT

During the final two weeks of the semester, students get to try out their game analysis skills against a worthy opponent. They will select a game and play it, taking notes. Then they will locate no less than 3 reviews of or academic articles on the game. Citing these reviews and/or articles, they will then write their own review that somehow affirms, refutes and/or responds to the 3 reviews, while also arguing their own position on the game. Assignment length is somewhere between 2000-4000 words (the length of a decent game review) and should be written with popular game criticism standards (i.e., those of Fernández-Vara) in mind.

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