Opportunities for Fiction and Fantasy in Videogames

Rui Prada
Rui PradaAssociate Professor at Instituto Superior Técnico, Universidade de Lisboa
Rui 
Prada
Image 
by 
Mikko 
Kinnunen
¡ An 
artifact 
that 
promotes 
an 
activity 
§ To 
play 
¡ Is 
interactive 
§ Players 
are 
proactive 
§ Flow 
of 
events 
in 
the 
game 
relates 
to 
players 
actions 
¡ Has 
constraints 
§ Rules 
§ Boundaries
¡ Separates 
the 
game 
world 
from 
the 
real 
world 
¡ Supports 
the 
creation 
of 
fiction
¡ The 
fiction 
supports 
the 
attribution 
of 
meaning 
to 
the 
players’ 
actions 
§ Consists 
of 
a 
framework 
for 
interpretation 
§ Translates 
real 
world 
actions 
into 
game 
world 
(fictional) 
actions 
/ 
consequences 
§ Transforms 
the 
player 
(in 
the 
real 
world) 
▪ Emotional 
impact 
▪ Conveys 
a 
message
¡ Players 
pursuit 
goals 
¡ Players 
make 
meaningful 
choices 
§ To 
achieve 
the 
goals 
¡ Players 
care 
for 
the 
results 
§ They 
want 
to 
win
¡ The 
game 
is 
a 
conceptual 
artifact 
in 
the 
mind 
of 
the 
player 
§ Supported 
by 
physical 
and 
digital 
assets 
¡ Any 
activity 
can 
be 
turned 
into 
a 
game 
§ If 
the 
player 
defines 
goals 
within 
the 
Magic 
Circle
¡ A 
conceptual 
artifact 
that 
§ Defines 
constraints 
and 
choices 
▪ What 
can 
be 
done 
§ Supports 
the 
definition 
of 
goals 
▪ What 
should 
be 
achieved 
§ Supports 
the 
evaluation 
of 
states 
▪ What 
is 
preferable 
§ Supports 
the 
definition 
of 
the 
Magic 
Circle 
▪ Detachment 
from 
the 
real 
world
¡ Science 
Fiction 
and 
Fantasy 
are 
often 
adopted 
in 
the 
fiction 
of 
videogames 
§ Players 
live 
in 
worlds 
with 
magic 
and 
dragons 
§ Learn 
and 
cast 
spells 
§ Explore 
and 
discover 
the 
universe 
§ Build 
spaceships 
§ Discover 
new 
technology 
§ Meet/fight 
aliens 
and 
mythical 
creatures
Opportunities for Fiction and Fantasy in Videogames
¡ If 
the 
Magic 
Circle 
fades… 
…the 
game 
is 
about 
real 
life
¡ The 
game 
is 
a 
means 
for 
the 
player 
to 
live 
an 
experience 
§ Impersonate 
a 
character 
§ To 
live 
a 
dream 
¡ The 
experience 
is 
§ Doing 
§ Feeling 
§ Remembering
¡ Provides 
satisfaction 
of 
needs 
§ Achievement. 
Achieve 
milestones, 
finish 
tasks. 
§ Power. 
Have 
an 
impact 
on 
the 
world, 
improve 
skill. 
§ Affiliation. 
Maintain 
positive 
interactions 
with 
others. 
§ Avoidance. 
Self-­‐preservation, 
seeking 
certainty. 
¡ Balance 
Novelty 
and 
Control
¡ Has 
emotional 
impact 
§ Internal 
sensations 
linked 
to 
assessment 
of 
situations 
§ People 
have 
needs 
of 
emotional 
regulation 
(to 
relax 
or 
get 
excited) 
§ Regulate 
engagement 
(attention 
and 
motivation)
Anger& a. Fear& b. Disgust& 
c. 
Surprise& d. Happiness& e. Sadness& 
f.
¡ Supports 
learning 
¡ The 
experience 
is 
ruined 
if 
§ There 
is 
nothing 
to 
learn 
§ It 
is 
impossible 
to 
learn 
(noise, 
sensory 
overload) 
§ There 
is 
no 
interest 
in 
the 
things 
learnt 
(are 
not 
applied 
in 
the 
game) 
¡ Balance 
guidance 
and 
self-­‐exploration
¡ Provides 
pleasure 
§ Sensation: 
game 
as 
sensory 
pleasure 
§ Fantasy: 
game 
as 
make 
believe 
§ Narrative: 
game 
as 
drama 
§ Challenge: 
game 
as 
obstacle 
course 
§ Fellowship: 
game 
as 
social 
framework 
§ Discovery: 
game 
as 
uncharted 
territory 
§ Expression: 
game 
as 
self-­‐discovery 
§ Submission: 
game 
as 
pastime
¡ The 
experience 
changes 
over 
time 
§ The 
player 
changes 
¡ Need 
to 
maintain 
the 
engagement 
§ Attention 
/ 
concentration 
§ Motivation 
/ 
interest 
¡ Playing 
is 
a 
voluntary 
activity
Skill 
Challenge 
The 
Flow 
channel 
Tension 
point
¡ A 
game 
is 
a 
communication 
artifact 
§ Theme 
/ 
subject 
▪ ex: 
Football 
§ Message 
/ 
perspective 
▪ Ex: 
the 
perspective 
of 
a 
football 
player 
▪ Ex: 
teamwork 
is 
important 
¡ The 
goal 
of 
the 
game 
is 
to 
provide 
the 
means 
for 
the 
experience
¡ Narrative 
is 
part 
of 
the 
progression 
of 
the 
experience 
¡ A 
game 
can 
be 
a 
good 
way 
to 
convey 
a 
story 
§ The 
player 
must 
make 
an 
effort 
to 
advance 
in 
the 
story 
▪ The 
player 
needs 
the 
feeling 
of 
agency 
§ This 
enhances 
the 
feeling 
of 
participation
“I 
want 
to 
tell 
my 
story… 
…but 
I 
want 
players 
to 
feel 
in 
control 
and 
live 
their 
own 
story!” 
¡ Games 
and 
Interactive 
Storytelling
The 
Sims 
3
¡ The 
game 
world 
is 
often 
populated 
with 
characters 
§ Player 
characters 
§ Non-­‐player 
characters 
▪ Scripted 
▪ Autonomous 
¡ Challenge 
and 
opportunity 
for 
Artificial 
Intelligence
¡ Characters 
are 
part 
of 
the 
fiction 
§ Create 
the 
social 
dimension 
of 
the 
game 
world 
§ Support 
the 
progression 
of 
the 
experience 
▪ Narrative 
¡ Need 
autonomy 
to 
support 
the 
players’ 
agency
¡ The 
autonomous 
synthetic 
characters 
must 
be 
believable 
§ To 
present 
a 
good 
experience 
§ To 
avoid 
breaking 
the 
fiction 
¡ Believability 
§ Coherent 
behaviour 
§ Meet 
the 
expectations 
of 
players 
▪ Present 
surprises 
in 
a 
believable 
way
¡ “The 
Illusion 
of 
Life” 
¡ “Leading 
the 
audience 
to 
a 
suspension 
of 
disbelief” 
¡ Is 
a 
balance 
of 
the 
qualities 
of 
the 
character 
§ With 
the 
context
¡ Visual 
Qualities
¡ Behaviour 
Qualities
Opportunities for Fiction and Fantasy in Videogames
¡ People 
assign 
“human-­‐like” 
characteristics 
to 
synthetic 
characters 
¡ “Human-­‐like” 
characters 
must 
present 
human 
qualities 
§ Intentionality 
§ Emotional 
behaviour 
§ Personality 
§ Ability 
to 
adapt 
to 
the 
social 
context 
§ Engage 
in 
long 
term 
relations
Opportunities for Fiction and Fantasy in Videogames
¡ Believable 
group 
dynamics 
¡ Personality 
§ Five 
Factor 
Model: 
OCEAN 
¡ Position 
in 
the 
group 
¡ Balanced 
dynamics 
of 
attraction
Opportunities for Fiction and Fantasy in Videogames
¡ Potential 
force 
towards 
change 
§ beliefs, 
behaviour 
¡ Influence 
and 
resistance 
¡ Different 
sources 
§ Reward 
§ Coercion 
§ Legitimate 
§ Referent 
§ Expert
Opportunities for Fiction and Fantasy in Videogames
¡ Identity 
Model 
§ Layered: 
personal, 
social 
(group 
memberships) 
§ Dynamic: 
salience 
= 
accessibility 
x 
fit 
▪ Others 
(out-­‐group), 
theme 
¡ Influence 
on 
behaviour 
§ Moral 
references 
§ Intergroup 
relationships 
§ Filter 
perception 
and 
atributions 
▪ Emotional 
appraisal 
§ Bias 
on 
decision 
making 
▪ Social 
dilemmas: 
prisoner’s 
dilemma
Opportunities for Fiction and Fantasy in Videogames
¡ Social 
Interaction 
Dynamics 
§ Social 
Importance 
▪ Claim 
▪ Confer 
¡ Cultural 
traits 
§ Individualism/collectivism 
§ Power 
distance 
§ Uncertainty 
avoidance 
§ Masculinity/femininity 
§ Long 
term/short 
term 
orientation 
§ 
Indulgence/restraint
Opportunities for Fiction and Fantasy in Videogames
¡ Physical 
embodiment 
and 
face 
to 
face 
interaction 
¡ Verbal 
and 
non-­‐verbal 
behaviour 
§ Gaze, 
attention 
¡ Emotional 
Appraisal 
§ Luck, 
social 
relations, 
state 
of 
the 
game 
¡ Recognizes 
and 
remembers 
players 
and 
past 
experiences 
¡ Plays 
different 
social 
roles 
§ Helper, 
dominator
Opportunities for Fiction and Fantasy in Videogames
¡ Videogames 
are 
part 
of 
our 
culture 
§ MoMA 
acquired 
14 
videogames 
for 
their 
collection 
¡ Videogames 
support 
(and 
rely 
on) 
the 
creation 
of 
fiction 
¡ Synthetic 
characters 
are 
often 
part 
of 
the 
experience 
§ Should 
be 
autonomous 
to 
support 
the 
agency 
of 
the 
player 
¡ Autonomous 
characters 
must 
be 
believable 
§ Show 
human-­‐like 
(balanced) 
qualities
rui.prada@tecnico.ulisboa.pt 
http://gaips.inesc-­‐id.pt/rprada 
http://spcvideojogos.org 
http://ajist.tecnico.ulisboa.pt/
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Opportunities for Fiction and Fantasy in Videogames

  • 2. Image by Mikko Kinnunen
  • 3. ¡ An artifact that promotes an activity § To play ¡ Is interactive § Players are proactive § Flow of events in the game relates to players actions ¡ Has constraints § Rules § Boundaries
  • 4. ¡ Separates the game world from the real world ¡ Supports the creation of fiction
  • 5. ¡ The fiction supports the attribution of meaning to the players’ actions § Consists of a framework for interpretation § Translates real world actions into game world (fictional) actions / consequences § Transforms the player (in the real world) ▪ Emotional impact ▪ Conveys a message
  • 6. ¡ Players pursuit goals ¡ Players make meaningful choices § To achieve the goals ¡ Players care for the results § They want to win
  • 7. ¡ The game is a conceptual artifact in the mind of the player § Supported by physical and digital assets ¡ Any activity can be turned into a game § If the player defines goals within the Magic Circle
  • 8. ¡ A conceptual artifact that § Defines constraints and choices ▪ What can be done § Supports the definition of goals ▪ What should be achieved § Supports the evaluation of states ▪ What is preferable § Supports the definition of the Magic Circle ▪ Detachment from the real world
  • 9. ¡ Science Fiction and Fantasy are often adopted in the fiction of videogames § Players live in worlds with magic and dragons § Learn and cast spells § Explore and discover the universe § Build spaceships § Discover new technology § Meet/fight aliens and mythical creatures
  • 11. ¡ If the Magic Circle fades… …the game is about real life
  • 12. ¡ The game is a means for the player to live an experience § Impersonate a character § To live a dream ¡ The experience is § Doing § Feeling § Remembering
  • 13. ¡ Provides satisfaction of needs § Achievement. Achieve milestones, finish tasks. § Power. Have an impact on the world, improve skill. § Affiliation. Maintain positive interactions with others. § Avoidance. Self-­‐preservation, seeking certainty. ¡ Balance Novelty and Control
  • 14. ¡ Has emotional impact § Internal sensations linked to assessment of situations § People have needs of emotional regulation (to relax or get excited) § Regulate engagement (attention and motivation)
  • 15. Anger& a. Fear& b. Disgust& c. Surprise& d. Happiness& e. Sadness& f.
  • 16. ¡ Supports learning ¡ The experience is ruined if § There is nothing to learn § It is impossible to learn (noise, sensory overload) § There is no interest in the things learnt (are not applied in the game) ¡ Balance guidance and self-­‐exploration
  • 17. ¡ Provides pleasure § Sensation: game as sensory pleasure § Fantasy: game as make believe § Narrative: game as drama § Challenge: game as obstacle course § Fellowship: game as social framework § Discovery: game as uncharted territory § Expression: game as self-­‐discovery § Submission: game as pastime
  • 18. ¡ The experience changes over time § The player changes ¡ Need to maintain the engagement § Attention / concentration § Motivation / interest ¡ Playing is a voluntary activity
  • 19. Skill Challenge The Flow channel Tension point
  • 20. ¡ A game is a communication artifact § Theme / subject ▪ ex: Football § Message / perspective ▪ Ex: the perspective of a football player ▪ Ex: teamwork is important ¡ The goal of the game is to provide the means for the experience
  • 21. ¡ Narrative is part of the progression of the experience ¡ A game can be a good way to convey a story § The player must make an effort to advance in the story ▪ The player needs the feeling of agency § This enhances the feeling of participation
  • 22. “I want to tell my story… …but I want players to feel in control and live their own story!” ¡ Games and Interactive Storytelling
  • 24. ¡ The game world is often populated with characters § Player characters § Non-­‐player characters ▪ Scripted ▪ Autonomous ¡ Challenge and opportunity for Artificial Intelligence
  • 25. ¡ Characters are part of the fiction § Create the social dimension of the game world § Support the progression of the experience ▪ Narrative ¡ Need autonomy to support the players’ agency
  • 26. ¡ The autonomous synthetic characters must be believable § To present a good experience § To avoid breaking the fiction ¡ Believability § Coherent behaviour § Meet the expectations of players ▪ Present surprises in a believable way
  • 27. ¡ “The Illusion of Life” ¡ “Leading the audience to a suspension of disbelief” ¡ Is a balance of the qualities of the character § With the context
  • 31. ¡ People assign “human-­‐like” characteristics to synthetic characters ¡ “Human-­‐like” characters must present human qualities § Intentionality § Emotional behaviour § Personality § Ability to adapt to the social context § Engage in long term relations
  • 33. ¡ Believable group dynamics ¡ Personality § Five Factor Model: OCEAN ¡ Position in the group ¡ Balanced dynamics of attraction
  • 35. ¡ Potential force towards change § beliefs, behaviour ¡ Influence and resistance ¡ Different sources § Reward § Coercion § Legitimate § Referent § Expert
  • 37. ¡ Identity Model § Layered: personal, social (group memberships) § Dynamic: salience = accessibility x fit ▪ Others (out-­‐group), theme ¡ Influence on behaviour § Moral references § Intergroup relationships § Filter perception and atributions ▪ Emotional appraisal § Bias on decision making ▪ Social dilemmas: prisoner’s dilemma
  • 39. ¡ Social Interaction Dynamics § Social Importance ▪ Claim ▪ Confer ¡ Cultural traits § Individualism/collectivism § Power distance § Uncertainty avoidance § Masculinity/femininity § Long term/short term orientation § Indulgence/restraint
  • 41. ¡ Physical embodiment and face to face interaction ¡ Verbal and non-­‐verbal behaviour § Gaze, attention ¡ Emotional Appraisal § Luck, social relations, state of the game ¡ Recognizes and remembers players and past experiences ¡ Plays different social roles § Helper, dominator
  • 43. ¡ Videogames are part of our culture § MoMA acquired 14 videogames for their collection ¡ Videogames support (and rely on) the creation of fiction ¡ Synthetic characters are often part of the experience § Should be autonomous to support the agency of the player ¡ Autonomous characters must be believable § Show human-­‐like (balanced) qualities