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Authorship and
Autership
John Townsend, University of Sydney
Michael Heron, Canterbury Christ Church University
Introduction
 The construction of literature in any form has several
components that influence construction.
 Some of these are based on format.
 Some of these are thematic
 Some are stylistic.
 Today I want to talk about the collaborative
construction of real time multiplayer text games.
 The issues are not unique to these kind of games, but
most neatly encapsulated within them.
Text Games
 For the purposes of this talk, I will define text games as
those works of electronic literature that are:
 Primarily driven by textual output
 Primary driven by textual input
 Ergodic, requiring some degree of effortful navigation.
 Cybertextual, with output algorithmically dependent on
input.
Examples of Text Games
 Early text adventures, such as those of Level 9 and
Infocom.
 http://pot.home.xs4all.nl/infocom/
 Mafia Wars
 https://www.mafiawars.zynga.com/fbconnect?
 Fallen London
 http://fallenlondon.storynexus.com/
 Urban Dead
 http://www.urbandead.com/
MUD Output
MUDs
 The heyday of the Multiuser Dungeon (MUD) was in
the early 90s.
 Before the graphical MMOs that eventually killed then off.
 There remains however an active community of
developers and players.
 Die-hards (like me)
 Indie developers looking for low-cost game platforms
 Text aficionados
 Those for whom graphical games are inappropriate
Characteristics of a MUD
 MUDs differ from ‘conventional’ text-games in a number of
ways.
 Expectation of persistence
 Many MUDs around now have been in constant operation for 20
years.
 Expectation of discontinuity
 Very few MUDs around now have the same developer team
they did at their inception.
 An expectation of novelty.
 A persistent game must continually introduce new content to
keep players interested.
 24 hour availability
 ‘Production’ MUDs are available at all times of the day, which
creates issues of co-ordination as well as the emergence of
multiple social cohorts.
Characteristics of a MUD
 Similarly, there are certain aspects that derive from
being persistent multiplayer.
 Players have a sense of ownership over the work.
 They have, in many cases, invested more time than many
developers into exploring and interpreting the content.
 MUDs are in many senses a ‘social text’
 Formed from attaining the necessary ‘critical mass’ to persist.
 MUDs are as much community as they are ‘interactive
works’.
 And a community can cohere against changes that it sees to
be corrosive to the status quo.
Characteristics of a MUD
 Save for a handful of rare cases, MUDs are free to
play.
 This has consequences too when it comes to recruitment
and promotion of developers.
 The longevity of a MUD all but guarantees a high
attrition rate.
 Developers and players
 The need for constant expansion requires an active,
ongoing developer presence.
 MUDs are never ‘finished’ as long as people are playing.
Collaboration
 Muds therefore tend to have many ‘creators’
 Many at a time
 In overlapping periods
 Without financial remuneration
 This impacts heavily on concepts of ‘authorship’,
‘ownership’ and the ability to direct a game’s creative
direction.
 This makes it difficult to build ‘authorial intention’ into the
analysis of a work.
Issues of Intention
 It is all but impossible in such environments to
ascertain ‘authorship’, which in itself is broken up into
multiple spheres.
 Code ownership
 Literary expression
 Artistic direction
 Each of these carries with it a different expectation of
what constitutes ‘authorship’ as well as the common
conventions of collaboration.
 As well as the extent to which ‘authorship’ can be
exercised within the game.
Collaboration and Code
 MUDs are code artifacts as well as (ideally) literary
works.
 The culture of ‘code ownership’ in most healthy
dynamics stresses ‘expertise’ over permission.
 Although this in turn is usually tiered by how ‘critical’ the
code is.
 Good projects try to aim for a high ‘bus factor’.
 However, the code infrastructure exists largely
independently of the narrative structure of a game.
Collaboration and Code
 The code in properly engineered games of this nature
serves as the library upon which the game itself is built.
 The same code should allow for radically different games
with radically different themes.
 However, this is rarely a design goal that is attained
completely.
 And so the mechanics of the game will serve to restrict
and direct the creativity of individuals working within it.
Collaboration and Code
 Code is malleable, and so limitations may not persist over
the long term.
 And this can create inconsistencies in terms of code and artistic
directions.
 The decisions made by game developers long gone are not
binding on those who still remain.
 Too much freedom to relax limitations can result in these
inconsistencies developing into harmful ‘turf wars’
 MUDs then, due to their long-term persistence, introduce the
complexity of curation into an already complicated
ecosystem.
Collaboration and Code
 Commercial MMOs have many of the features of text-based
MUDs, but most usually have one key differentiator:
 A paid staff of developers.
 MUD developers receive their reward in intrinsic benefits.
 Like contributors to open source software.
 This requires again a freeing up of creative opportunities for
developers.
 They’re not likely to be willing to implement a design spec
without having the freedom to alter it.
Collaboration and Players
 Players too, by virtue of their time invested, often
demand a certain amount of control over the direction
of the game.
 Pay heed to the ‘tribal elders’ in a community.
 The long term success of a MUD is driven by a healthy
and growing playerbase.
 The community plays an incredibly strong role in this.
 Additionally, players are likely better placed to analyse
the game than developers.
 Having interpreted it as its ‘game form’ for longer.
MUDs
 It is possible to refer to an edition of a book, a platform of a
game, or a print of a movie as a ‘definitive work’
 The dynamic evolution of a MUD though frustrates any
attempt to properly cite it as a fixed representation.
 It is difficult to point to the ‘author’ of a MUD.
 Because such a thing may not exist in any real form.
 It is difficult to point to a fixed representation or ‘edition’ of a
MUD.
 It likely changes on a daily basis, and as a result of playing
experience and styles.
Conclusion
 Ascertaining authorship is important in many types of
critical analysis.
 Author intention
 Foucault’s impact of interpretation
 A MUD is rarely driven by a single auteur, at least not
for its entirely lifetime.
 Auteur theory thus provides a framework for
approaching these works, but within tight limits.

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Authorship and Autership in Collaborative Text Games

  • 1. Authorship and Autership John Townsend, University of Sydney Michael Heron, Canterbury Christ Church University
  • 2. Introduction  The construction of literature in any form has several components that influence construction.  Some of these are based on format.  Some of these are thematic  Some are stylistic.  Today I want to talk about the collaborative construction of real time multiplayer text games.  The issues are not unique to these kind of games, but most neatly encapsulated within them.
  • 3. Text Games  For the purposes of this talk, I will define text games as those works of electronic literature that are:  Primarily driven by textual output  Primary driven by textual input  Ergodic, requiring some degree of effortful navigation.  Cybertextual, with output algorithmically dependent on input.
  • 4. Examples of Text Games  Early text adventures, such as those of Level 9 and Infocom.  http://pot.home.xs4all.nl/infocom/  Mafia Wars  https://www.mafiawars.zynga.com/fbconnect?  Fallen London  http://fallenlondon.storynexus.com/  Urban Dead  http://www.urbandead.com/
  • 6. MUDs  The heyday of the Multiuser Dungeon (MUD) was in the early 90s.  Before the graphical MMOs that eventually killed then off.  There remains however an active community of developers and players.  Die-hards (like me)  Indie developers looking for low-cost game platforms  Text aficionados  Those for whom graphical games are inappropriate
  • 7. Characteristics of a MUD  MUDs differ from ‘conventional’ text-games in a number of ways.  Expectation of persistence  Many MUDs around now have been in constant operation for 20 years.  Expectation of discontinuity  Very few MUDs around now have the same developer team they did at their inception.  An expectation of novelty.  A persistent game must continually introduce new content to keep players interested.  24 hour availability  ‘Production’ MUDs are available at all times of the day, which creates issues of co-ordination as well as the emergence of multiple social cohorts.
  • 8. Characteristics of a MUD  Similarly, there are certain aspects that derive from being persistent multiplayer.  Players have a sense of ownership over the work.  They have, in many cases, invested more time than many developers into exploring and interpreting the content.  MUDs are in many senses a ‘social text’  Formed from attaining the necessary ‘critical mass’ to persist.  MUDs are as much community as they are ‘interactive works’.  And a community can cohere against changes that it sees to be corrosive to the status quo.
  • 9. Characteristics of a MUD  Save for a handful of rare cases, MUDs are free to play.  This has consequences too when it comes to recruitment and promotion of developers.  The longevity of a MUD all but guarantees a high attrition rate.  Developers and players  The need for constant expansion requires an active, ongoing developer presence.  MUDs are never ‘finished’ as long as people are playing.
  • 10. Collaboration  Muds therefore tend to have many ‘creators’  Many at a time  In overlapping periods  Without financial remuneration  This impacts heavily on concepts of ‘authorship’, ‘ownership’ and the ability to direct a game’s creative direction.  This makes it difficult to build ‘authorial intention’ into the analysis of a work.
  • 11. Issues of Intention  It is all but impossible in such environments to ascertain ‘authorship’, which in itself is broken up into multiple spheres.  Code ownership  Literary expression  Artistic direction  Each of these carries with it a different expectation of what constitutes ‘authorship’ as well as the common conventions of collaboration.  As well as the extent to which ‘authorship’ can be exercised within the game.
  • 12. Collaboration and Code  MUDs are code artifacts as well as (ideally) literary works.  The culture of ‘code ownership’ in most healthy dynamics stresses ‘expertise’ over permission.  Although this in turn is usually tiered by how ‘critical’ the code is.  Good projects try to aim for a high ‘bus factor’.  However, the code infrastructure exists largely independently of the narrative structure of a game.
  • 13. Collaboration and Code  The code in properly engineered games of this nature serves as the library upon which the game itself is built.  The same code should allow for radically different games with radically different themes.  However, this is rarely a design goal that is attained completely.  And so the mechanics of the game will serve to restrict and direct the creativity of individuals working within it.
  • 14. Collaboration and Code  Code is malleable, and so limitations may not persist over the long term.  And this can create inconsistencies in terms of code and artistic directions.  The decisions made by game developers long gone are not binding on those who still remain.  Too much freedom to relax limitations can result in these inconsistencies developing into harmful ‘turf wars’  MUDs then, due to their long-term persistence, introduce the complexity of curation into an already complicated ecosystem.
  • 15. Collaboration and Code  Commercial MMOs have many of the features of text-based MUDs, but most usually have one key differentiator:  A paid staff of developers.  MUD developers receive their reward in intrinsic benefits.  Like contributors to open source software.  This requires again a freeing up of creative opportunities for developers.  They’re not likely to be willing to implement a design spec without having the freedom to alter it.
  • 16. Collaboration and Players  Players too, by virtue of their time invested, often demand a certain amount of control over the direction of the game.  Pay heed to the ‘tribal elders’ in a community.  The long term success of a MUD is driven by a healthy and growing playerbase.  The community plays an incredibly strong role in this.  Additionally, players are likely better placed to analyse the game than developers.  Having interpreted it as its ‘game form’ for longer.
  • 17. MUDs  It is possible to refer to an edition of a book, a platform of a game, or a print of a movie as a ‘definitive work’  The dynamic evolution of a MUD though frustrates any attempt to properly cite it as a fixed representation.  It is difficult to point to the ‘author’ of a MUD.  Because such a thing may not exist in any real form.  It is difficult to point to a fixed representation or ‘edition’ of a MUD.  It likely changes on a daily basis, and as a result of playing experience and styles.
  • 18. Conclusion  Ascertaining authorship is important in many types of critical analysis.  Author intention  Foucault’s impact of interpretation  A MUD is rarely driven by a single auteur, at least not for its entirely lifetime.  Auteur theory thus provides a framework for approaching these works, but within tight limits.