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Players Imbuing Meaning:
Co-creation of Challenges in a
       prototype MMO




               ITU April 2012

          Mirjam Palosaari Eladhari
              University of Malta
About me
                          My last decade:
    where my body was:          Where my mind was:        What I took part in
now: 2012 ->University of                                 building:
                                Now: Co-creation
   Malta
                                                          Next: MANIFEST
2010 -11 Gotland University +   AI Based Game design,
   UCSC                         prototyping methods       The Pataphysic Institue
PhD work done at Gotland        Game Mechanics for        Mind Music
   University, (Sweden),        construction
   through Teesside
                                                          World of Minds
   University (UK). Visiting    Semi-autonomous Avatars
   Scholar at Tokyo Tech,
                                                          The Garden of Earthly
   Georgia Tech and UCSC.       Avatars in game worlds    Delights
   (2004/9)                     Avatars
Tech lead at Zero Game                                    Oroborous
    Studio, Interactive         MMO architectures for
    Institute (2002/3)          character driven drama    Commedia dell’Arte

Lead Game Programmer,           Object oriented story     The diamond Mystery in
   Liquid Media (2001)          construction              Rosemond Valley
Common problems in persistent
  multiplayer game worlds
Common problems in persistent
  multiplayer game worlds

Overall narrative in game
world is not engaging
individual players. Not
meaningful.


Game mechanics and
narrative content appear
disjoint
Common problems in persistent
  multiplayer game worlds
                            Ambition
Overall narrative in game
world is not engaging       Individual meaning for players –
individual players. Not     content that is meaningful for
meaningful.                 individuals and small temporary
                            groups.

Game mechanics and          So close ties between diegetic
narrative content appear    content and systemic structure
disjoint                    of game world, that in play, they
                            are not perceived as separate.
Co-creation
In management and advertising research:
    Added value
In pedagogy: enhanced learning
In MMO research (wow) – add-ons,
    developer integrating good ideas into
    regular interface.
Here: Players creating actants, entities
   that can act within a multiplayer game
   world.
   CO: players + system
      The system providing the affordances given for creating
      instances that may act within the system

(In the tradition of text based virtual game worlds, MUDs, and
      later graphical ones, allowing different levels of co creation
      to players. Adding own graphics, animation, audio,
      scripting of dialog and behavior. Sliding scale of how
      persistent the player-created content is, and various
      methods of editorial control.)
Boss Fight, start at 0:48
The Prototype
Pataphysic Institute
      Basic Game Play
•   Players need to defeat physical manifestations of negative
    mental states by using
        •   Spells
        •   Affective actions
•   The spells available to characters depends on their
    personality and current mood.
•   The affective actions available to a character depend on
    the current mood.
How players describe it*
(Not how I describe it. My description is bound to contain design intentions, and perhaps not
      represent what is actually there.)




“In the game you use the characters feelings to cast spells, depending on how
     you feel, different spells become available to you. you can affect how
     others feel by performing actions such as hugging joking or insulting. long
     term playing creates relationships between characters so that the mere
     presence of another character affects you.” (Player with test id 16)
“The point of the game is to control the moodswings of your character. The
    world is full of the manifestations of different feelings and mindsets and
    only by interacting with them/your friends can you "get in the right mood"
    to counter them. Actions are things like "hold hand" which would counter
    a "fear/terror" abomination.” (Player with test id 26)


* When asked, after play-testing: “Picture that you are talking to a friend. Describe how this game is
     played.”
Spreading Activation Network
                                                                       of Affect nodes
                Mind Module                                            Semiautonomous agent
                                                                       architecture.



      Personality Trait -> Emotion                            Emotion -> Mood




Personality traits affect how strongly characters feel emotions. Emotions affect characters’ mood.
The Pataphysic Institute
Character Creation
Big Five (OCEAN, FFM)
  assessed using IPIP
          NEO
Mind Module Info
Affective Actions
Affective actions




Iterations of the AA feature.
Avatars,NPCs, Single
            Sentiment Manifestations, and
Entities:   Compound manifestations
Mind Magic Spells
Mind Magic Spells
Curses and Blessings
• Avatars can be affected by the spells Sentiment
  Curse and Sentiment Blessing.
• Sentiment Curse gives an avatar a strong
  negative sentiment that has a zero decay rate.
  • Example: curse of Guilt.
    The way to get rid of this sentiment is to
    create a manifestation of the sentiment, a
    compound manifestation (CM). If the CM is
    vanquished, the sentiment disappears.
Player created CM
Play Test
Play testing
                       Film
                      Camera
                                               Player 1
                        1
                                              (Object of
                                                           Game
                                               Desire)
                                                           Master
                                Player 2                            Player
                                                                      3



             In Clients:
-Log files of play (one file for each
               avatar)                                                         Film
Camtasia recordings of:                                                      Camera 2
-voice (microphone in headset),
      -Face (webcam),
      - Actions (taping of screen)
Play testing

               Player 1
              (Object of
                           Game
               Desire)
                           Master
Player 2                            Player
                                      3
Plat test scale and scope
• Multi-player tests – 3 players + 1 game
  master
• 3 scenarios:
 1. use AA’s according to roles in a group
 2. learn to use spells towards
    manifestations
 3. Player’s authoring of manifestation.
    Cooperate in group to overcome them.
Participants


• 25 participants
• 19 – 38 years of age with a mean of
  23.44
• 15 male, 10 female participants
Scenario 1-AAs
Scenario: Two avatars competing for the affections of the third
GM asked players to picture a situation where two of them
  (Player 1 and 2) had played together for a while, and that
  the third (Player 1) was new to them,
2. Learning spells Defeating
             manifestations
Scenario 2: GM takes group to area with negative
  single sentiment manifestations.
Goal: cooperate to overcome them, and learn own
  special personality spells.
Scenario 3: player authored foes
GM ask player to curse each other. Cursed player manifests the
emotion they cursed with. Players’ goals: deafeat the foe using
grouped indivuals’ spells. Use AAs to affect each others moods
needed to defeat foe.
Why talk about co-creation?
When designing the test and the test scenarios I aimed to
  gather data on:
•   Sentiments (relationships whose values are based in
    previous interactions)
•   Semi Autonomy – players’ attitude to the control of the
    avatar
•   Mood – the summary of the avatars state of mind
    based on events, controlling the avatars action
    potential
•   Role-playing aspects
•   Co creation of Manifestations – the main challenge in
    the play test. This was the most engaging part of
    the game playing in the test.
What was created
 The Manifestations players created in the play tests
 were of four main categories;
•   Persons, named according to real-life role (for
    player), (ex. “mother”)
•   difficult situations, (ex “an exam”)
•   abstract concepts, (ex “blue”) or
•   fictional entities. (“Goblin of Doom”)
In several cases players brought material into the game that had personal
     meaning to them. These meanings were developed further when
     players saw how their manifestation behaved within the rule system of
     the world
Players’ descriptions of

their manifestations   Their strategies:
Creation of meaning, stance in the
  player who creates a CM:
1. Player uses authoring interface for creating an actant, a compound
   manifestation. (”Mother”)

2. Player observes the behavior of the actant A (Spells and AA’s cast,
   and what it says.)

3. Player interacts with other players, forming a strategy for how to
   interact with the actant, communicating among each other. Players
   did not only theorize about the CMs weaknesses, they also used the
   emotions their avatars felt towards each other.

4. Player tells others about actant A after playing. “I created a "mother"
   that casted blame, threatened and other depressing spells.”
Mental Models
• Of how a mind works.
  The ”minds” of the avatars and CMs
  work – given the parameters of
  personality, emotion and mood.
• MMO combat conventions.
  Taking roles and taskdivisions using
  concept such as tanking and damage-
  dealing

Mental models helping the understanding of
  the game mechanics (can also hinder).
Intentionality
intentionality*: the player’s observation that an agent is acting
    rationally, towards internally held goals.
When players encounter an AI system in a game, they assign
  intentionality to that system, “using words whose meanings go
  beyond the mathematical structures” **.
They create narratives that rationalize the AI’s actions and reasoning
   about the AI’s goals ***.
To me, if a player can read intentionality into a system, or into
   components or agents in a system, that is a sign of successful
   design.


* Dennet, D. 1987. The Intentional Stance. MIT Press.

**Agre, P.E. 1997. Computation and Human Experience (Learning in Doing: Social, Cognitive and Computational
      Perspectives). Cambridge University Press.

*** Sengers, P. 2000. Narrative Intelligence. K. Dautenhahn, ed. John Benjamins Publishing Company.
In summary, players
     imbuing meaning by

• Authoring,
• observing, interpreting, strategizing –
  players in dialog with each other
  assigning intentionality to their creations,
• interacting, and
• re-telling
Future work
QUESTIONS?
Contact: mirjam.eladhari@um.edu.mt




           end

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Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO

  • 1. Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO ITU April 2012 Mirjam Palosaari Eladhari University of Malta
  • 2.
  • 3. About me My last decade: where my body was: Where my mind was: What I took part in now: 2012 ->University of building: Now: Co-creation Malta Next: MANIFEST 2010 -11 Gotland University + AI Based Game design, UCSC prototyping methods The Pataphysic Institue PhD work done at Gotland Game Mechanics for Mind Music University, (Sweden), construction through Teesside World of Minds University (UK). Visiting Semi-autonomous Avatars Scholar at Tokyo Tech, The Garden of Earthly Georgia Tech and UCSC. Avatars in game worlds Delights (2004/9) Avatars Tech lead at Zero Game Oroborous Studio, Interactive MMO architectures for Institute (2002/3) character driven drama Commedia dell’Arte Lead Game Programmer, Object oriented story The diamond Mystery in Liquid Media (2001) construction Rosemond Valley
  • 4. Common problems in persistent multiplayer game worlds
  • 5. Common problems in persistent multiplayer game worlds Overall narrative in game world is not engaging individual players. Not meaningful. Game mechanics and narrative content appear disjoint
  • 6. Common problems in persistent multiplayer game worlds Ambition Overall narrative in game world is not engaging Individual meaning for players – individual players. Not content that is meaningful for meaningful. individuals and small temporary groups. Game mechanics and So close ties between diegetic narrative content appear content and systemic structure disjoint of game world, that in play, they are not perceived as separate.
  • 7.
  • 8.
  • 9.
  • 10.
  • 11. Co-creation In management and advertising research: Added value In pedagogy: enhanced learning In MMO research (wow) – add-ons, developer integrating good ideas into regular interface. Here: Players creating actants, entities that can act within a multiplayer game world. CO: players + system The system providing the affordances given for creating instances that may act within the system (In the tradition of text based virtual game worlds, MUDs, and later graphical ones, allowing different levels of co creation to players. Adding own graphics, animation, audio, scripting of dialog and behavior. Sliding scale of how persistent the player-created content is, and various methods of editorial control.)
  • 12. Boss Fight, start at 0:48
  • 14. Pataphysic Institute Basic Game Play • Players need to defeat physical manifestations of negative mental states by using • Spells • Affective actions • The spells available to characters depends on their personality and current mood. • The affective actions available to a character depend on the current mood.
  • 15. How players describe it* (Not how I describe it. My description is bound to contain design intentions, and perhaps not represent what is actually there.) “In the game you use the characters feelings to cast spells, depending on how you feel, different spells become available to you. you can affect how others feel by performing actions such as hugging joking or insulting. long term playing creates relationships between characters so that the mere presence of another character affects you.” (Player with test id 16) “The point of the game is to control the moodswings of your character. The world is full of the manifestations of different feelings and mindsets and only by interacting with them/your friends can you "get in the right mood" to counter them. Actions are things like "hold hand" which would counter a "fear/terror" abomination.” (Player with test id 26) * When asked, after play-testing: “Picture that you are talking to a friend. Describe how this game is played.”
  • 16. Spreading Activation Network of Affect nodes Mind Module Semiautonomous agent architecture. Personality Trait -> Emotion Emotion -> Mood Personality traits affect how strongly characters feel emotions. Emotions affect characters’ mood.
  • 17.
  • 19. Character Creation Big Five (OCEAN, FFM) assessed using IPIP NEO
  • 20.
  • 24. Avatars,NPCs, Single Sentiment Manifestations, and Entities: Compound manifestations
  • 25.
  • 28. Curses and Blessings • Avatars can be affected by the spells Sentiment Curse and Sentiment Blessing. • Sentiment Curse gives an avatar a strong negative sentiment that has a zero decay rate. • Example: curse of Guilt. The way to get rid of this sentiment is to create a manifestation of the sentiment, a compound manifestation (CM). If the CM is vanquished, the sentiment disappears.
  • 31. Play testing Film Camera Player 1 1 (Object of Game Desire) Master Player 2 Player 3 In Clients: -Log files of play (one file for each avatar) Film Camtasia recordings of: Camera 2 -voice (microphone in headset), -Face (webcam), - Actions (taping of screen)
  • 32. Play testing Player 1 (Object of Game Desire) Master Player 2 Player 3
  • 33.
  • 34. Plat test scale and scope • Multi-player tests – 3 players + 1 game master • 3 scenarios: 1. use AA’s according to roles in a group 2. learn to use spells towards manifestations 3. Player’s authoring of manifestation. Cooperate in group to overcome them.
  • 35. Participants • 25 participants • 19 – 38 years of age with a mean of 23.44 • 15 male, 10 female participants
  • 36. Scenario 1-AAs Scenario: Two avatars competing for the affections of the third GM asked players to picture a situation where two of them (Player 1 and 2) had played together for a while, and that the third (Player 1) was new to them,
  • 37.
  • 38. 2. Learning spells Defeating manifestations Scenario 2: GM takes group to area with negative single sentiment manifestations. Goal: cooperate to overcome them, and learn own special personality spells.
  • 39.
  • 40. Scenario 3: player authored foes GM ask player to curse each other. Cursed player manifests the emotion they cursed with. Players’ goals: deafeat the foe using grouped indivuals’ spells. Use AAs to affect each others moods needed to defeat foe.
  • 41.
  • 42. Why talk about co-creation? When designing the test and the test scenarios I aimed to gather data on: • Sentiments (relationships whose values are based in previous interactions) • Semi Autonomy – players’ attitude to the control of the avatar • Mood – the summary of the avatars state of mind based on events, controlling the avatars action potential • Role-playing aspects • Co creation of Manifestations – the main challenge in the play test. This was the most engaging part of the game playing in the test.
  • 43. What was created The Manifestations players created in the play tests were of four main categories; • Persons, named according to real-life role (for player), (ex. “mother”) • difficult situations, (ex “an exam”) • abstract concepts, (ex “blue”) or • fictional entities. (“Goblin of Doom”) In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their manifestation behaved within the rule system of the world
  • 44.
  • 45.
  • 46.
  • 47.
  • 48.
  • 49.
  • 50. Players’ descriptions of their manifestations Their strategies:
  • 51. Creation of meaning, stance in the player who creates a CM: 1. Player uses authoring interface for creating an actant, a compound manifestation. (”Mother”) 2. Player observes the behavior of the actant A (Spells and AA’s cast, and what it says.) 3. Player interacts with other players, forming a strategy for how to interact with the actant, communicating among each other. Players did not only theorize about the CMs weaknesses, they also used the emotions their avatars felt towards each other. 4. Player tells others about actant A after playing. “I created a "mother" that casted blame, threatened and other depressing spells.”
  • 52.
  • 53. Mental Models • Of how a mind works. The ”minds” of the avatars and CMs work – given the parameters of personality, emotion and mood. • MMO combat conventions. Taking roles and taskdivisions using concept such as tanking and damage- dealing Mental models helping the understanding of the game mechanics (can also hinder).
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  • 55. Intentionality intentionality*: the player’s observation that an agent is acting rationally, towards internally held goals. When players encounter an AI system in a game, they assign intentionality to that system, “using words whose meanings go beyond the mathematical structures” **. They create narratives that rationalize the AI’s actions and reasoning about the AI’s goals ***. To me, if a player can read intentionality into a system, or into components or agents in a system, that is a sign of successful design. * Dennet, D. 1987. The Intentional Stance. MIT Press. **Agre, P.E. 1997. Computation and Human Experience (Learning in Doing: Social, Cognitive and Computational Perspectives). Cambridge University Press. *** Sengers, P. 2000. Narrative Intelligence. K. Dautenhahn, ed. John Benjamins Publishing Company.
  • 56. In summary, players imbuing meaning by • Authoring, • observing, interpreting, strategizing – players in dialog with each other assigning intentionality to their creations, • interacting, and • re-telling
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