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.

Goals & Feedback

For this post I chose three games and examined their goals and feedback. I believe the examples I chose show how a game’s goals influence how effective its feedback is.

GameGoalFeedback
Beat SaberCorrectly hit as many incoming blocks for
the entirety of a song
Display system showing when a player
misses or incorrectly hits a block
Civilization VI Become the most dominant civilization in
science, culture, religion, or military
Ranking system, reactions from NPCs
The Sims 4Simulate lifePositive and negative emotional states

In Beat Saber the feedback is more physical than in the other examples. When the player successfully strikes the incoming blocks a satisfying buzzing is felt in the hand controls. The controls also buzz when the player strikes the blocks in an incorrect way, but the sensation is different and not as satisfying. In addition to this physical feedback, there is also a counter that keeps track of combos and misses. At least according to screenshots and gameplay. Truth be told, I was unable to see anything other than the incoming blocks while playing Beat Saber. Granted part of this is due to me being nearsighted (the Oculus Rift can pose challenges to those of us with poor vision), but my unlucky genetics and/or long time screen usage is not totally to blame. The numbers are small and placed near the center of the screen. Considering players are focused on hitting the blocks, which are coming at them from the center of the screen, it is easy to not notice the counters.  And as I learned within my first 10 seconds of playing, it is important to keep track of misses. Should the player miss a certain number of blocks the game will end. If the counters were moved to the corners and enlarged it would be easier to notice them, which would allow them to serve as better feedback.

When you’re beating boxes with sabers there’s not much time to look for numbers.

The main feedback source for Civilization VI, a leaderboard, is standard and effective. However, while it is a minor feedback feature, the player’s relationship with other leaders (which can reflect ranking in the leaderboard) and how it is tracked is interesting. While leaders’ current disposition towards the player is indicated by icons on their portraits, figuring out what their feelings will be as the game progresses is not as clear. There is no visible bar showing where on the ally-enemy spectrum leaders lie. In gameplay, this means that after doing trades or giving gifts to a leader who hates me, there is no way to see how much (if at all) it improved our relationship. Some may see this as a feedback drawback, but I’d argue it adds to gameplay. By not giving too much detail of leaders’ feelings, Civilization VI forces the player to keep track of their previous interactions and rely on what they know about that historical figure in regards to what will please or displease them. For example, Gandhi is easily triggered by a military focused playstyle (fun fact: I once had Gandhi denounce me after I built two warrior units in a row, even though at the time those two units made up my entire armed forces). (Note: there is a DLC that adds an option for a diplomacy victory that I assume relies more on alliances and relationships than the base game, but I have not played it myself and was unable to determine via research if it adds anything to the feedback system).

Several trade agreements later, Catherine De Medici is still mad at me for conquering Dijon.

The feedback in Sims 4 at first doesn’t seem like it’s that bad, but like many aspects of that game it falls short. While there is a UI element that displays sims goals and wants (referred to in-game as “whims”), there is little indicating what will make sims unhappy besides the obvious (lack of sleep, food, etc.). In previous Sims games the UI featured fears as well as wishes and goals. I would argue this was a better feedback system as it clearly indicated what would make sims unhappy. This is significant because not all players want to make their sims happy. The goal of the game is to simulate life, and life is not always pleasant. Many a time while playing Sims 2 I intentionally made my sims fears come true to create more drama and realism. By foregoing the display of fears, Sims 4 gives less feedback to players making it harder for them to achieve the game’s goal of simulating life, whatever that might mean for the player.

In Sims 2 you can want and be afraid to have a baby. If that’s not an accurate simulation of life, I don’t know what is.

This post is based on Exercise 4.4: Goals and Feedback (“Pick three games and list the types of feedback generated in each. Then describe how the feedback relates to the ultimate goal of each game.”) from Chapter 4 of Game Design Workshop: A Playcentric Approach to Creating Innovative Games by Tracy Fullerton (quote taken from pg. 100).

Sources

Beat Saber. Prague: Beat Games, 2019.

Fullerton, Tracy. “Chapter 4: Working with Dramatic Elements” Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 4th ed., Taylor & Francis Group LLC, 2019. PDF.

Sid Meier’s Civilization VI. New York, NY: 2K Games, 2016. Video Game.

The Sims 4. Redwood City, CA: Electronic Arts, 2014. Video Game.

Images

Beat Saber screenshot – “How To Download And Install New Custom Songs On Beat Saber – Summer 2020 Update.” UploadVr, https://uploadvr.com/download-install-new-custom-songs-beat-saber/.

Civilization VI screenshot – taken by the author.

The Sims 2 screenshot – “When you want to have a baby but it is also your fear” Reddit, https://www.reddit.com/r/thesims/comments/6egcx3/when_you_want_to_have_a_baby_but_it_is_also_your/.

10 Games & Their Objectives

I have always thought of myself as a gamer with a diverse taste. So when I came across an exercise in Tracy Fullerton’s Game Design Workshop: A Playcentric Approach to Creating Innovative Games that challenged readers to define the types of games they like by objective, it seemed like a chance to test this perception of myself. Before I made a list of the games I like and their objectives, I speculated that there would be some similarities, but the biggest thing that would stand out would the differences between games. The following table shows 10 games I enjoy, a description of their main objectives, and the categories those objectives fall into.

GameMain ObjectiveObjective Type
The Elder Scrolls V: SkyrimFinish quests, clear dungeons, and explore the open worldCapture, Exploration
MinecraftBuild using resources gathered from exploring the worldConstruction, Exploration
Cards Against HumanityCollect the most black cards by coming up with the funniest card combinationOutwit
The Sims 4Simulate life and create buildingsConstruction
Lego Indiana Jones: The Original AdventuresComplete levels by defeating enemies and solving puzzlesCapture, Solution
Sid Meier’s Civilization VIBecome the most powerful civilization via culture, religion, science, or militaryCapture, Construction
Mahjong MasterClear the board by matching tilesAlignment
Assassin’s Creed IIComplete levels and missions using stealth and combatCapture
TennisWhen the ball is hit to you, hit it back at your opponentForbidden Act
Bar TriviaWork with a team to correctly answer questions about pop cultureOutwit

One of the things that struck me when compiling this list was the difficulty in narrowing down objective type. Many of the games have minor objectives or gameplay elements that could be classified as a sperate objective type. For example, in Minecraft there are monsters players can combat (i.e. capture objective), and in Assassin’s Creed II there are side missions involving chasing targets (i.e. chase objective). I also found it difficult for some of the games to pinpoint what objective category they fall into. With tennis I originally thought it fell into the capture objective, but after reviewing Fullerton’s descriptions of objective types I decided it was more in line with forbidden act. This is because the rules of tennis impose physical limitations that players must follow (e.g. don’t go into the opponents area or go over foul lines, hit the ball towards you opponent, etc.), which I felt made it more akin to the examples Fullerton gives for forbidden act objectives (e.g. Twister, Don’t Break the Ice) and her description of them as “involving stamina or flexibility, and sometimes just plain chance.” (Fullerton 71)

Based on the results of this exercise I feel that although the games I choose are diverse in their objectives, as was expected. However, upon reflecting as to why I gravitate towards these games, I found that it was not because of my desire to play a diverse range of games. Instead, I’m drawn to each of these games because of my desire to be creative, explore, and use my intelligence to solve problems. Even when I play a physical activity based game like tennis, my strategy to beat my opponent is to study their body language and moves to find a weak spot I can exploit. I take a similar approach when playing games that are primarily capture based, like Assassin’s Creed II and Skyrim. Another similarity I noticed was that most of the games have more than one type of main objective, as well as minor objectives of various types. My preference for games that are not unanimous in their objective I think reflects a larger trend in gaming, by both players and game designers, towards more dynamic and diverse gameplay by way of multiple different objectives.

This post is based on Exercise 3.4: Objectives (“List ten of your favorite games and name the objective for each. Do you see any similarities in these games? Try to define the type or types of games that appeal to you.”) from Chapter 3 of Game Design Workshop: A Playcentric Approach to Creating Innovative Games by Tracy Fullerton (quote taken from pg. 73).

Sources

Assassin’s Creed II. Montreal: Ubisoft, 2009. Video Game.

Dillon, Josh et al. Cards Against Humanity. Chicago, IL: Cards Against Humanity LLC, 2011. Card Game.

Fullerton, Tracy. “Chapter 3: Working with Formal Game Elements” Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 4th ed., Taylor & Francis Group LLC, 2019. PDF.

The Elder Scrolls V: Skyrim. Bethesda, MD: Bethesda Game Studios, 2011. Video Game.

Lego Indiana Jones: The Original Adventures. San Francisco, CA: LucasArts, 2008. Video Game.

Mahjong Master. GB Games, 2013. Android App.

Minecraft. Stockholm: Mojang Studios, 2011. Video Game.

Sid Meier’s Civilization VI. New York, NY: 2K Games, 2016. Video Game.

The Sims 4. Redwood City, CA: Electronic Arts, 2014. Video Game.

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