Walter Ong’s World of Warcraft

Orality-Literacy Theory and Player Experience

Unfortunately, Walter Ong, S.J., an important rhetorical scholar, died on 12 August 2003, slightly more than one year before the 23 November 2004 initial release of Blizzard Entertainment’s MMORPG World of Warcraft (WoW). Thus, we will never know whether Father Ong would have rolled a holy paladin or a discipline priest. Despite this, orality-literacy theory, of which he was one of the primary architects, can illuminate the player experience of WoW just as much as it shed light on the Homeric and other oral-traditional epics to which it was originally applied. The connection is through similarities in how audiences encounter what scholars refer to as “tradition” and players as “lore”. In this essay, I will show that the mechanisms by which players encounter lore in games follows a narrative and experiential pattern similar to how audiences encountered traditional mythology in oral societies, a subject on which Walter Ong did pioneering work. For the purposes of this essay, references to World of Warcraft are to Patch 6.2.3 of the Warlords of Draenor expansion. Much of this analysis would apply to similar game universes, but given the sheer size of its subscriber base and traction in popular culture, WoW is a useful example. Continue Reading

Gamification as Responsible Experience Design

Disrupting the New Norm and Fostering a Hero’s Journey

Within the domain of educational technology, new pedagogical approaches and technologies have been “disrupting” the status quo of teaching and learning practices, which have in turn become mainstream and then been accepted as the “new” norm. In recent years, digital platforms, ranging from e-learning and simulation platforms to digital games and mobile applications aiming to enhance engagement, have provided alternative means and options for the way learning content is delivered and consumed. However, there is danger that a learner’s focus is further fragmented by these “disruptions.” Furthermore, dependence on different online and digital platforms for facilitating learning could lead to disconnections between learners’ engagement with the different sources and disparities between the virtual/digital and real knowledge, capabilities, confidence and self-awareness (Warburton, 2009; Arnab et al., 2011). Continue Reading

Strategic Ambiguity

Papers Please and The Virtues of Silence

A principle of game design theory is that constant feedback from the game-system is critical for a particular design to be ‘good’ (Salen & Zimmerman, 2005). From a usability standpoint, I agree, but problems arise when narrative information is conveyed with the same rigidity and specificity as an ammo count. This is one of the reasons that ludonarrative dissonance occurs in modern video games, which is broadly defined as the phenomenon in videogames where narrative elements stand in contrast to the interactive elements (Hocking, 2007; Yap, 2014:13). As a result, the story presented can become incoherent. Continue Reading

Self-organisation in Video Games:

Political Message v Political Possibilities

In the above comment on hackaday.com, commenter “matt” is referring to [Masterjun]’s (going by “true” on this message thread) hack, Total Control. In it, the games Pong and Snake were recreated within Super Mario World (1990), using what appeared to be random controller commands. In fact, they were frame-specific inputs exploiting various bugs to alter the source code on an original SNES running an unaltered game cartridge, all done live at the Awesome Games Done Quick 2013 event. Taking into account the very limited resources available, [Masterjun]’s effort in highlighting the flexibility of this medium is remarkable; simply by manipulating known input glitches, [Masterjun] changed the game as we know it. Continue Reading

Quantified Soldiery

Halo 5: Guardians and Statistical Coaxing

Halo 5: Guardians (H5) is a first-person shooter in two parts: multiplayer combat and a series of story missions. In multiplayer, the player’s avatar is made distinct from other players’ with cosmetic modification (colour choices and armour options), giving them a range of options for self-expression that are unavailable in single player. Through this and other methods, Halo 5 affords certain possibilities for self-representation or expression, encourages a limited range of actions, and ignores other possibilities. Affordance, in this case, refers to everything that Halo 5 online multiplayer allows the player to do, what it encourages the player to do through its various systems (coaxed affordance), and what the player cannot do or is discouraged from doing by the platform or discursive environment (constraint). Continue Reading