Cyborgs & Hackers in Old School Runescape

Old School Runescape (OSRS) is an MMO that fosters the two different types of personalities described by Dovey and Kennedy in Game Cultures: the Cyborg and the Hacker. One of the biggest goals for Old School Runescape players, myself included, is to acquire more in-game wealth. To do this often involves long sprints of grinding for resources. On it’s own this tends to be fairly tedious and take a long time, so often I try to have time in my schedule where I can simultaneously do grinding heavy OSRS tasks and “real world” tasks. This has had the interesting side effect of two parts of my life, gamer and student, becoming symbotic. From the gamer side, by doing AFK tasks in OSRS while I work on an assignment I’m increasing my in-game productivity. Looking at it from a real world perspective, I’m giving my brain a brief respite when I take a few seconds to deposit items from my inventory or click on a newly spawned resource. These small detours from my primary task allow me to work for longer periods of time, as they stave off the feeling of being burnt out. By emeshing my virtual and real world work I’m simultaneously in both of these worlds, which is in line with the fluid identity of the Cyborg. (Dovey & Kennedy 68) This phenomenon is not isolated to just myself, as conversations with other players of OSRS revealed that the practice of AFK resource gathering while doing real world tasks is a relatively common practice. (personal communication)

 While engaging with OSRS from a Cyborg approach allows for an increase in productivity, and by extension earnings, other players choose to go a different route. This is that of the Hacker, where players use outside technologies to advance their productivity and earnings. Unlike Cyborg players, Hacker players use technology that is not part of the game’s original design to circumvent grinding. The most common way to do this is by using bots that automatically gather resources. Some might argue that this is not that different from the AFK routine Cyborgs utilize. The difference lies in how bots remove the necessity of shifting from real world tasks to manage game tasks, thereby making the player’s identity less fluid and more static in the real world. It should also be noted that the designers behind OSRS never intended it to be a game where players can completely disengage from their tasks, as seen in early versions where players had to click a resource almost continuously in order to keep harvesting. (Calvin 44) Someone using bots does not have to worry about periodically checking in to manually empty an inventory or click a respawned resource. Because of this they are changing the technological systems of OSRS in a way that was not part of the original design. (Dovey & Kennedy 67) Another, more nefarious type of Hacker approach is the use of scam promoting bots. These are often seen in popular areas for player to player resource trading, such as outside house portals or the Grand Exchange. These bots will spam messages promising fast cash and valuable items, often embellished by flashing colors and fonts. While some of these are real players who are liquidating their wealth prior to quitting the game, many more are just get rich quick schemes that at best will rip off players and at worst steal their personal information.

It may be surprising to those outside the OSRS community to learn that removal of these Hackers is something many OSRS players are not 100% in favor of. The use of bots has been going on in OSRS for so long that they have become part of the game’s cultural landscape. Whether it’s 2007 or 2022, every time I walk up to the Grand Exchange I’m filled with eager anticipation, excited to see what dazzling display of multi-colored flashing posts promising quick and easy gold I’ll be greeted with this time. The spamming of “EZ 1 MIL” and “FREE LAVA CAPE” are enticing reminders of the riches one can acquire. Visiting the Grand Exchange is a lot like going to the Las Vegas Strip. Most players know not to fall for the flashy ads for coin and loot, but knowing that doesn’t stop them from getting amused by the Hackers’ hustle. It may not be the approach to gathering wealth the game’s creators intended, but it’s one that enough players have acknowledged as a legitimate option that it has become accepted by the community. Just as Hackers and Cyborgs play an integral role in shaping overall game culture, so too have they had a hand in shaping the economic landscape of Gielinor.

Old School Runescape is Available on Steam, Google Play, App Store, and the Old School Runescape Official Website.

Sources

Calvin, Alex. Runescape: The First 20 Years. Dark Horse Books, 2021.

Dovey, Jon, and Kennedy, Helen W. Game Cultures. Open University Press, 2006. PDF file.

Martin, Austin. Personal Conversation. January 2022.

Old School Runescape. Cambridge, England. Jagex, 2013. PC.

What Remains of Edith Finch: Why is it art?

Why is the Mona Lisa smiling? What is Banksy’s newest work satirizing? At times it seems the vaguer a piece of art’s meaning, the more it is valued. Perhaps this is why many consider What Remains of Edith Finch to be a prime example of video games as art. It is not only beautiful, but also opaque.

The exterior of the Finch house. Screenshot by author

At the start of the game the narrative seems straightforward enough: after the passing of her mother, Edith Finch returns to her childhood home to learn about her family. Upon arriving at the family property, a somber and mysterious mood is swiftly established by lack of other living beings and the imposing presence of the Finch house. Before the player even enters the house, questions arise about their surroundings. Why are there missing person posters clogging the creek? What is with the decrepit dragon structure in the front yard? Were the appropriate building permits obtained to add the precariously placed additions to the house? Things get even stranger when the player gains entry to the house’s interior. Why are local restaurants afraid to deliver to the Finches? Why are there references to Norse culture? What’s in the basement? What’s with the sealed off rooms? Is the strangeness surrounding this family supernatural, or something more “real”?

Not all of these questions are answered during the game, and the ones that are addressed are not answered completely. We learn that the Finch family is seemingly cursed, with only one member of each generation surviving to adulthood. The rooms belonging to deceased family members were sealed away by Edith’s mother in the hope that by hiding their untimely demise the curse can be forgotten, and therefore broken. Unfortunately, this tactic does not seem to work as Edith is apparently the last member of her family left alive.

While this information satisfies most of the broader questions posed, it fails to address some of the more intriguing aspects of the game. For example, it remains unclear if the family really is cursed or if the youthful deaths of many of its members is due to a placebo effect from belief in the curse. For some of the family it is not even clear how they passed away. An example of this is the death of Molly, who recounts in her journal turning into various animals before becoming a monster who eats herself. Given the eerie mood of the game at first I was under the impression that Molly’s experience was to be taken literally, but after doing some research I found that the general belief is Molly was hallucinating after eating poisonous berries. Yet after learning this I still feel there is more to Molly’s visions. What she experienced felt so real, and I’m skeptical that a young child would so cheerful write about eating a human even if she wasn’t in a normal state of mind. This dissonance in interpretation is what I believe truly makes What Remains of Edith Finch a work of art. By intentionally leaving so much of its narrative, events, lore, history, and outcome open to interpretation, players can’t help but continue to think about the game even after their time playing it is over.

Over the course of human history, a plethora of aesthetically pleasing visuals have been produced, and now more than ever people have access to works of art. Whether it is by a Renaissance master or an Indie game studio, most people can claim that they have experienced “art”. Despite this, if you were to ask a random individual on the street or in a chat room to name the title of their favorite artwork it might take them a minute or a quick Google search. We are surrounded by beautiful yet forgettable images. This is true of video games as well as more traditional art forms. Most games available today would fall somewhere in the range of looking “good”, but the ones that will be looked back on as pinnacles of art history are the ones that make us think. This is why What Remains of Edith Finch is art. It leaves things open to interpretation to force the player to think, and thereby staying in their mind long after the game has ended. Like other great works of art before it, What Remains of Edith Finch leaves a lasting impression on the audience.

What Remains of Edith Finch is available on Steam: https://store.steampowered.com/app/501300/What_Remains_of_Edith_Finch/

Sources

What Remains of Edith Finch. West Hollywood, CA: Annapurna Interactive, 2017. PC.

Exploring Character Design: Paper’s Please

Welcome to the first of a series of posts where I briefly analyze the archetypes and design choices of video game characters. In this installment we will examine some of the characters from Papers, Please.

Protagonist: The Inspector

Archetype: Anti-hero and Everyman

While there are several factions the player can have the Inspector side side with, at the end of the day he will be acting in his own self-interest. The Inspector is a simple bureaucrat whose just trying to make a living and not get on the wrong side of the government. He’s not actively trying to do good, he’s just following orders. Even though his actions can have larger implications, the Inspector is still just a regular human, lacking any special powers and unprepared for what’s to come.

Design

We do not see many images of the Inspector, but in the ones we do he comes across as a bland ordinary citizen. There is nothing remarkable about him and his only power is to approve or deny entry for people crossing the border. He is a blank slate visually, only being shown as a hulking shadow sitting down at their desk and once as a highly pixelated grey image. This allows the different choices the player makes on his behalf while playing the game more believable, as there is not much visual pre-establishment of what he would do if not being controlled by the player.

Antagonists: M. Vonel and Dimitri

Archetypes: Superior and Opposing

Both M. Vonel and Dimitri fall into the superior and opposing antagonist archetypes. Although they do not belong to the same government agency, M. Vonel and Dimitri rank higher then the Inspector in the internal government pecking order. It is also the job of each of them, albeit by different means, to monitor the Inspector. This can lead to them acting as opposition to the Inspector if the player’s goals do not align with theirs.

Design

The colors used for M. Vonel are blue and black. This creates the interesting effect of being scared (black), while also feeling an uneasy calm (blue). His presence becomes further intimidating by not being able to see his eyes, as they are blocked by glasses. His attire and mustache also remind the player of a Nazi, adding to his terrifying yet authoritatively serene demeanor as a special investigator for the Ministry of Information.

Unlike M. Vonel, Dimitri initially has a warmer, more inviting style. However, soon after the player first interacts with Dimitri it is clear that he is not there to be your friend. The true meaning of what his red attire is meant to convey becomes clear: not warmth, but anger and danger. As the protagonists’ supervisor, Dimitri has the power to reduce his salary or terminate his employment.

Conclusions

Although most of the characters encountered in Papers, Please are randomly generated, the ones that are consciously designed display choices that are intended to reflect their role and influence the mood of the player.

If enjoyed this post, consider checking out my review of Papers, Please.

Papers, Please is available on Steam: https://store.steampowered.com/app/239030/Papers_Please/

Sources

Papers Please. Lucas Pope, 2013.

Image Sources

https://papersplease.fandom.com/wiki/Inspector

https://papersplease.fandom.com/wiki/M._Vonel

https://papersplease.fandom.com/wiki/Dimitri

Psychographic Profiles & Games

Author’s Note: This piece was originally part of an assignment for a class. Therefore the length is longer then what I normally post. I hope you enjoy it nonetheless!

Image from ClipartKey.

Demographics vs. Psychographic Profiles

Demographics are dying. Or at the very least they are becoming less useful. In days gone by saying that something was designed with the 18-35 year old white male in mind would be enough to guarantee that market would buy it. However, as one of my classes recently pointed out, the average 18-35 year old white male can belong to any number of unique subcultures. What appeals to a 27 year old anime enthusiast will probably not be enjoyed as much (or at all) by a 18 year old sports fanatic. Thankfully, there is an alternative to demographics: psychographic profiles. Unlike demographics, psychographic profiles reveal the opinions, interests, and lifestyles of the groups studied. That said, not everyone in the group will perfectly fit within a psychographic profile, and it is important to interview members to confirm the profile is relevant. For game designers this allows them to tailor games to be appealing to many in that group, and thereby increasing the likely hood of commercial success. In addition to this, sometimes a “splash effect” will occur where people from an unrelated psychographic profile will also find enjoyment in the product.

Example of a Psychographic Profile

Jon is a 70 year old office worker with a college degree. Most of his weekday is spent at the office reviewing documents on his computer and in print form. He rarely takes breaks and when he does they are usually just a few minutes long. During these breaks Jon likes to do things that reduce anxiety, like squeezing a stress ball or organizing his desk. In general Jon prefers logic over creativity. Jon would much prefer trying to solve a crossword puzzle then going to an art museum. That said Jon enjoys some Sci-Fi and fantasy. He has found memories of going to see the original Star Wars trilogy in theaters, but isn’t a fan of the newer movies.

When not at the office Jon is often still working either from home or on the road. In the evening while at home Jon likes to watch the news and old movies. He’ll watch anything on TCM, but won’t catch the deeper concepts or themes in more complex movies. Jon engages in passive and sedate hobbies like bird watching, coin collection, and stamp collection. He’s tried Sudoku, but got frustrated when he couldn’t figure out some of the answers. Sometimes if Jon’s young-adult kids are home he will play games with them like Backgammon, Scrabble, or Apples to Apples (his kids tried to get him to play Cards Against Humanity, but Jon was not a fan of the vulgarity). Jon often will give his kids advice or let them win as he is pretty easy going and not competitive. When he is alone Jon enjoys reading murder mystery novels. He likes to try and figure out who the murder is before the book does.

Jon has a smartphone, but it’s not the newest model. He doesn’t like to use it unless he has to because he’s concerned about the battery life. In general, he vaguely understands technology, but doesn’t fully comprehend it. Besides the TV at home, the piece of technology Jon interacts with the most is his computer. He knows how to navigate the internet, but doesn’t fully understand the difference between browsers (he still uses Internet Explorer). Currently he’s working on getting better at using Adobe Acrobat and Microsoft Word so that he doesn’t have to print documents out to mark them for editing.

Takeaways from Interview with Profile Member

I interviewed my dad, Don, who falls within the previous physiographic profile. Don is a 76 year old lawyer who is working from home due to the pandemic. Although he is no longer working from the office, Don’s free time is still limited. When I interviewed Don, he gave me some feedback on the above psychographic profile. He doesn’t consider himself interested in playing video games, but does enjoy occasionally playing boardgames that require logic and intellect. He does not consider himself a gamer and claims to have no interest in “games.” However, upon pointing out his enjoyment of games like Scrabble and Backgammon, Don conceded that he is not interested in “video games” specifically. Don revealed the theme or topic of a game (e.g. birds, fantasy, etc.) is not that important to him. Instead, based on our discussion during the interview, it is the gameplay mechanics that are of more importance. Gameplay that requires participants to use their brain and logic skills is more appealing to Don then something simple and low-brow. He also abhors violence in video games, believing it contributes to real life violence.

Game Design Implications

A few factors can be eliminated as things someone in this psychographic profile would not like. We can rule out certain platforms that could run the game, such as smartphones, tablets, or consoles. However, tabletop or computer games are options. It is also possible that the game could be marketed less as a traditional video game and more as a logic test, so as to overcome Don’s aversion to video games. Also, a game that features violent or controversial acts should be avoided. The length of the game should not be very long, since profile members do not have a lot of free time. Something that is more logic based would be more appealing then something that allowed for creativity. As for the theme of the game, it could be less important than gameplay to some profile members. That said, a game still needs a theme. In this case the theme could relate to a passive interest, as it connects to something profile members already enjoy, but can only experience briefly in their busy day. A possible game that fits these constraints might be a browser-based puzzle where the final image is related to a passive interest. An additional gameplay mechanic could be added where before the player completes the puzzle they can choose to guess what the image depicts. If they guess right the puzzle will automatically complete itself, but if they guess wrong the pieces will disconnect and the player will have to start over.

Potential Splash Effect Audience

Stacy is a 37 year old firefighter and EMT. Her career choice means that she has to be ready to go at a moment’s notice. In order to be able to do this, she doesn’t like to engage in activities that take a long time or can’t be easily paused. When she was younger Stacy engaged a wide array of fandoms and interests. In college Stacy was a frequent participant of pub trivia, where she enjoyed showing off her knowledge and logic skills. While she is happy working as a firefighter, Stacy occasionally misses being able to use her logic and problem solving skills. To negate this feeling, Stacy likes to play casual games on her smartphone, such as crossword puzzles and hidden objects. When she picks out a game download on her phone, Stacy gravitates towards games that can be saved mid-progress and don’t take more then a few minutes complete.

Closing Remarks

As this brief example shows, psychographic profiles are a powerful tool for establishing constraints and pinning down specifics for a desired market. I doubt demographics will go extinct anytime soon, but hopefully psychographic profiles will eclipse their use in game design circles.

Image Source

“Thinking Head Transparent Background.” Uploaded by Brillare Gioielli. ClipartKey, https://www.clipartkey.com/view/iiiRwow_thinking-head-transparent-background/.

EA Games: How to Succeed in Being the Worst Business Without Really Trying

The company culture of EA Games has changed noticeably since its inception. In the early years of the company, Electronic Arts Games, now commonly known as EA Games, did live up to their name. The founder of the company, Trip Hawkins, took a pro-designer approach in running the company (Underberg-Goode). For example, he would go to trade shows to recruit designers (Ibid). In addition to this, the way EA marketed their games at this time was unique. Unlike companies like Atari, EA put an emphasis on the artistry of game design, which is seen in how they packaged their games (Ibid). The boxes, or “album covers”, that games came in were custom made and prominently featured the game designers’ names (Ibid). By 2004 though, EA’s culture had become something far from this.

In 2004 a spouse of an EA employee started an online journal which detailed the harsh working conditions their significant other faced. Some of these conditions included 12-hour work days that lasted for several months, unpaid overtime, and 6 day work weeks (Williams). On top of that, these conditions would only get worse once the deadline for a game approached (Ibid). Granted, at the time such conditions were not novel for those working in the game industry and EA Games was not the only studio utilizing such practices (Ibid). However, this did not stop backlash and controversy from occurring. Due in part to the information shared by this EA spouse, there began to be a push for better working conditions for game designers and others in the game industry (Ibid). Unfortunately, 10 years after the EA spouse controversy things were only slightly better. A study found that while crunch and other harsh working conditions had slightly decreased (19% of respondents in 2014 had not crunched in two years, compared to 2.4% in 2004), they were still widely present and even considered by some in the industry to be a necessary evil (Ibid).

Contemporary EA games are generally not as well regarded as their previous titles. This is because more recent EA games have heavily utilized paid DLC, sometimes to the point where most of a game’s features are unavailable unless the player purchases DLC. An example of this is the Sims 4. Unlike previous titles in the Sims series, upon its release the Sims 4 was a noticeable step backward from its predecessors. Multiple gameplay features that were staples of the series were absent.  This understandably upset many fans. Things got slightly better when eventually some of these features were added to the game. However, the way EA went about adding them created more controversy. For example, the life stage of toddlers, which was present in the base game for the Sims 2 and 3, was part of a DLC that came out several months after the Sims 4 release (though technically they were part of a free patch). In addition to this, some of the features that are packaged as DLC for the Sims 4 are noticeably less dynamic compared to earlier versions (The Red Plumbob). Not to mention EA releasing a Sims 4 DLC that was explicitly not asked for by the community, such as the Star Wars themed Journey to Batuu (Lee).

The disdain for EA’s reliance on DLC is evident in the plethora of memes about the company.

While EA continues to be panned by many gamers, this has not gone unnoticed. After being voted the worst company in America for two years, in 2013 EA CEO Larry Probst vowed “This will not happen again” (Sherr). While it is nice to see a company show some semblance of self-awareness, I cannot say that they have been successful. In addition to the controversy with the Sims 4’s (which came out a year after Probst’s made his statement), other games like Star Wars Jedi: Fallen Order did not go over well with some fans, who while happy with the combat viewed it’s story as shallow and too short (Personal communication). While EA might eventually redeem its reputation as a major game studio, it seems they are uninterested in returning to a company culture focused on artistry and respect for game designers.

Sources

Bush, Benjamin. Personal communication. 6 Mar. 2020.

Lee, Jess. “The Sims 4 poll: What packs would you like to see in 2020?.” Digital Spy, 1 Feb. 2020, https://www.digitalspy.com/tech/a30380958/sims-4-2020-packs-poll/.

Sherr, Ian. “How Electronic Arts stopped being the worst company in America.” CNET, 2 Jun. 2015, cnet.com/news/how-electronic-arts-stopped-being-the-worst-company-in-america/.

 “Sims 2 vs Sims 3 vs Sims 4: Aliens.” YouTube, uploaded by The Red Plumbob, 12 April 2017, http://www.youtube.com/watch?v=lhzY-P2OVR4.

“Sims 1 – Sims 2 – Sims 3 – Sims 4: Magic Spells.” YouTube, uploaded by The Red Plumbob, 28 October 2019, http://www.youtube.com/watch?v=mVFbw8UDsAU.

“Sims 2 vs Sims 3 vs Sims 4: PlantSims.” YouTube, uploaded by The Red Plumbob, 24 May 2017, http://www.youtube.com/watch?v=F-sE16g7Nhw.

This is worthless EA DLC meme. MEME, me.me/i/ea-game-without-the-paid-dlc-woah-u-sneon-thi-s-48986dd6a5c2475dbe1d295e84579c98

Underberg-Goode, Natalie. “Chapter 3: Early Arcade Games and Consoles.” The Evolution of Video Games. Great River Learning, 2018. ucf.grtep.com/index.cfm/videogameevolution/page/chapter3videogameconsoles.

Williams, Ian G. “Crunched: has the games industry really stopped exploiting its workforce?” The Guardian, 18 Feb. 2015, theguardian.com/technology/2015/feb/18/crunched-games-industry-exploiting-workforce-ea-spouse-software.

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