Three months, no activity. At least the spammers were enjoying my previous posts.

I am in the middle of preparing for my qualifying exam to become a Ph.D. candidate. Which means I can then, officially, begin my thesis. So I am not promising that I will be writing anytime soon but I’m thinking that I will be writing something soon.

In the mean time I updated my publications list for 2009 and my recently accepted paper The Implications of Improvisational Acting and Role-Playing on Design Methodologies that will be presented at CHI 2010. Not my typical M.O. considering I’m not a HCI person, nor an acting person but that paper spawned from working with Dr. Brian Magerko for two years on a research project studying improv actors. It will be an interesting talk to give to say the least.

 

We get to the top of the stairs and start walking down the hall. Silence echoes as we pass an open door where lights are on but no one is home. Stopping at an open window Jason climbs up and out as Marie and I keep a look out. A moment later Jason steps out through a nearby door and we are in. Up the ladder we go and out into the fresh summer air.

We are on top of the Human Ecology Building on Michigan State’s Campus. The roof sits six stores above the ground, is only flat in the one section, where we are at, but that section has battlements around the edges. Which, needless to say, makes for an excellent roof to take in the view.

roofs

I have always enjoyed being on roofs. Any time my dad had the ladder out around the house I wanted to shimmy up to our roof. It must be the height, but perhaps it is having the sky above me. That’s a key differences in what makes a roof a roof. Taking in the view from inside a skyscraper verses atop its roof is very different, like standing on a mountain instead of gazing at a picture. Roofs are terrain in this respect, land open to the sky. Windows are just glorified holes in the side of a hill.

However, roofs are not open terrain. Jason, Marie and I had to sneak onto the roof of the Human Ecology building. There were two locked doors barring access and the shear fact that those doors could be opened easily if one was on the roof (which is why Jason had to climb out the window) says that the building’s architect did not wish anyone to be trapped on the roof. Human occupancy on a roof should be limited and fleeting. Large machinery, communication equipment, ugly cements, rocks, tars and shingles are placed on flat top roofs, only a repairman should see such things. Vaulted roofs on personal dwellings are dangerous to walk on and typically used to accent the property. All these features point to the fact that roof terrain should be controlled, hidden or serve merely as aesthetic. But not so in games.

Perhaps you have noticed, open world games are thriving on rooftops. Assassin’s Creed, Infamous, Mirror’s Edge and Prototype have each utilized rooftops as terrain. That is unrestricted terrain, roofs are appropriated as playgrounds. Players move freely and experience the game’s action atop the skyline. Certainly there is a street level down below the cityscape, most of the games have indoor areas as well, but the roofs are where players are drawn.

One would have to assume that the reason for this love affair with roofs is due to the taboo nature the roof has within our culture. General access roofs are rare. In de Certeau terms, those with strategic authority wish to keep us everyday citizens from tactically using roof space. No wonder our media are filled with rooftop chase, fight or love scenes. Those are so rare in real life that we must imagine what they would be like in our entertainment escapes.

So how are roofs imagined in open world games? While attempting to find literature that specifically talked about rooftops, or heights in general, I came across a quote in an unlikely, but welcomed, text that may help answer that question. One avenue I took in my search was the notion of having the high ground in combat situations. Descending while fighting is preferred to ascending while fighting, starting at a greater height compared to one’s opponent increases the chances of victory. Additionally, each open world game relies on combat in some respect so a combat relation to terrain is fitting. This led me to my shelf looking for The Art of War and while there are quotes stating the “High Ground” concept it was another quote about terrain that caught my eye:

“By terrain I mean distances, whether the ground is traversed with ease or difficulty, whether it is open or constricted, and the chances of life and death.” (Sun Tzu, The Art of War, trans. Samuel Griffith, 1963)

Traversability, openness, and endangerment, as to describe terrain, are three ways of describing how roofs are used in games.

Traversability

Each of the four open worlds I mentioned rely on speed and freedom of movement. Mirror’s edge is the most obvious example given that it is described as a “First-person Running” game. Racing to the end of the level, jumping over obstacles with ease and taking alternate routes all add to the traversability of the rooftop environment in Mirror’s Edge. Prototype is the other obvious example, Alex (the protagonist) has the ability to run up buildings, jump long distances and glide from skyscraper to skyscraper. In both Prototype and Mirror’s Edge the purpose of the roof is to provide an avenue, a corridor, for players to move.

Infamous and Assassin’s Creed take a different approach to roofs, one that is more strategic. Both games employ a parkour system which players use to climb up structures. While this makes it easy for players to climb up buildings in order to access any roof, getting to the roof quickly is another matter. For example, in both games the player can be knocked off a building by projectile fire if an enemy is in pursuit. Yet, in some cases there are quick access points to the roof, such as ladders in Assassin’s Creed. Once atop a roof the games turn into something similar to Mirror’s Edge or Prototype, though the speed is toned down. True, a player can gain upgrades in Infamous which allow them to glide through the air for short bursts or glide across telephone wires but before that time, as in Assassin’s Creed too, it is less about pure speed and more about maneuverability. Nonetheless, whether the focus is on speed or maneuverability, the rooftops are extremely traversable.

Openness

Three of the games, excluding Assassin’s Creed, have in-door levels. In these spaces I personally felt confined; the spaces are big enough to maneuver but still limiting. At these times the gameplay mimicked the feeling of being in an arena instead of upon an expansive terrain. Prototype players have to enter military bases from time to time where they are restricted to a, roughly, two store room. With the intense combat that can occur in Prototype it wasn’t hard to become surrounded by enemies in these areas, especially in the early parts of the game. Infamous and Mirror’s Edge interior areas instead felt like linear paths; where as on the roofs you felt free, in doors the player is told “you must go this way.”

On the roofs though, freedom reigns supreme. Along with speed and maneuverability, roofs gave a greater sense of having more choice in how to approach gameplay. Determining how to get from A to B, which missions to take, and the means to accomplish those missions all give a sense of agency to the player. Though the roofs are still contained at times. Mirror’s Edge, while I have been lumping it with open world games it normally would not be considered as such, is still a linear game, the finish line is always given to the player. Assassin’s Creed and Infamous restrict access to certain portions of the cityscape and only become truly open about mid-way through the game. But otherwise, the game space atop the city feels open and free, one that can be entered and exited at any time and in any way.

Endangerment

Of course danger exists among the rooftops. Whether it be archer’s in Assassin’s Creed, snipers in Infamous or Mirror’s Edge, or Helicopters in Prototype, the player needs to watch their back on the roof. Combat is supposed to start on the roof and descend to the ground. Infamous and Prototype give players abilities that rely on getting above a target in order to launch surprise attacks. Players in Assassin’s Creed are pushed to take out the archer’s that line the roofs before they move to the street level. Mirror’s Edge does not even have a street level, falling off the roof equals death, so combat starts there and stays there.

In contrast, on the street combat becomes close quarters. Players can be swarmed when fighting at ground level, having to fight their way out. In Assassin’s Creed this is dangerous, being an assassin the player is suppose to hit and run, not stand and fight. Infamous and Prototype turn into a brawler when not fighting on the roofs. Melee and “Area of Effect” attacks are extremely effective, and a little button mashing is required. But combat always returns to the rooftops.

There are defiant distinctions between the rooftop and street level combat but roofs always represent the high ground. As the rule says, fight from the high ground, and when on the street guess what the player does not have, a strategic position. Basically, this means that while fighting in the streets the player has to deal with the enemies around them and the enemies on the roof. This is why combat returns to the roof because eventually the player must always deal with the enemies that have the higher ground. Thus shifting between the roof and street level is of extreme importance but a shift that adds dimension to these games.

Roofs are terrain in these respects, or at least they are in games. In an age when it is exciting and risqué to have a party on the roof or install a rooftop eco-friendly garden to combat global warming, games are giving players the experience of traversing roofs in the same way one would explore urban streets or even the wild hinterlands beyond. Certainly the increased popularity of other concepts like the open world game genre and parkour has exacerbated rooftop gameplay too. Combining all of these factors allow us as players to take part in a taboo adventure of running across rooftops while we have probably never even been on the roof of the building we are sitting in at this moment. Perhaps if we were rich men we would build a home with an open roof for us to play or even fiddle upon (I had to reference the play somewhere), but for now we will have to stick with the virtual ones.

 

FIFA 10 came out on Oct 20th and it has already stolen my heart. Not because of the game, I haven’t played, nor is it soccer (or football), which I do not follow in any capacity. The reason I’ve fallen for this game is because of this website: FIFA Earth.

In the growing world of social networks and system integration, game companies have been jumping on the band-wagon. Uncharted 2 has Twitter integration (though they seem to have problems with it), Xbox Live with have Facebook/Twitter capabilities, and Giant Bomb links player’s achievements together. Integrate and aggregation is the talk of the town.

Now what? What do we do now that we have achieved this integration. Well, visualization and analytics of course. Sure Uncharted 2 can tweet when you finish a game chapter but how many other players have completed that chapter too. When do those players play, did they finish the chapter in the same amount of time as you? While integrating achievement systems, Facebook and Twitter makes communication easier it does not make the information presented easier to understand. Now that we have these swiss-army knife systems let’s do something with them.

FIFAEarth

Enter FIFA Earth. There are other visualization/analytic game systems available; Valve shows Steam statistics on their website for example. However, it is rare to find one that is informative, interactive and aesthetically pleasing. FIFA Earth is just such a system. It does not have an extensive list of information to sift through but what it has is style.

FIFA Earth aggregates every match that is played in FIFA 10 from around the world, while any player is connected to the PlayStation Network. From what I have been told soccer is a very important sport worldwide so it only makes sense that a video game simulating real world soccer is just as popular; which means a lot of recorded games. 39 million to be exact. Each day’s total games played is available and is similar to other visualizations like Steam or Noby Noby Stats.

Each time a player completes a game in FIFA 10 it is uploaded online and goes into two different categories. One is for that player’s country and another is for the player’s chosen club. Categories based on country and club are ranked against each other by their ‘win percentage,’ which is calculated by their wins, losses, and draws from all the matches in that category (across all players). There is also an option to view their rank changes across time. I see that players from Ecuador have a winning percentage of 53 today and have been above 40% since October 7th.

FIFAStat

FIFA Earth shows historical win percentage data for categories based on country and club.

All of this information is displayed using a three dimensional image of earth as viewed from space. Which makes sense given the data presented is all geo-located. This feature is also combined with FIFA Earth’s own Twitter feed, which displays tweets about FIFA 10. Each tweet is marked on the globe and they stretch across the screen in a list next to the Earth’s image, it’s quite elegant.

FIFATwitter

I only noticed tweets with the word ‘FIFA’ in them so I do not know if other keywords are searched for in FIFA Earth’s Twitter feed.

When it comes down to it FIFA Earth has three things: relevant Twitter feed, records the total games played and records the winning conditions of each game (separated by categories). Said like that it doesn’t seem like a lot of information but the presentation is excellent. I hope we will see more websites and game features like this in the future.

 

Like others, I have found the recent “social” game explosion to be rudimentary and lacking. When I log into Mafia Wars or 140Blood I do not see a game, I see a vending machine. Push a series of buttons and a tasty treat comes out. You are hanging out with your friends so why not have something sweet on the side, maybe you can coax a friend to have one too.

mafiawars-logo

Don’t get me wrong, these type of social games are games (there are goals, actions, rules) and they can be seen as more of a critique on MMORPG gameplay as much as the Flash game “This is the Only Level” is for redundant level design.

However, I don’t see what is so social about Mafia Wars. I see my friends, I can place them in my mafia family and the game says they “help” me complete jobs, but this is all asynchronous gameplay; I am never actually helping my friends or playing with them. There’s a big difference here compared to other “social” games like Scrabble online which allow players to play each other right then and there.

scrabble-facebook-screen-shot

The difference between these two types of social games is actually the age old division between communities and society (nature vs. modernity or tribal vs. systematic). This fight weighs the benefits/drawbacks of a small, local, egalitarian community verses the large, systematic, democratic society.

Many writers and theorists have written on the subject: which organizational structure is the natural human state, what properties of each should be cultivated, which is considered good or bad, etc.

Ferdinand Toennies is one sociologist that I believe does a wonderful job of separating the two distinctions in his published work “Gemeinschaft and Gesellschaft” (meaning “community and society”) back in 1887.

Community

Toennies emphasizes the fact that humans in a community relate to one another based on their blood, neighborhood or common habits. Communities are often family oriented, in the same general location and everyone is friendly with each other, participating in common rituals and have similar likes/dislikes. In a community, members adjust to each other, understand and organize together, provide common support and promote ownership amongst all.

Society

A society is the artificial construction of community, according to Toennies, where individuality takes over and “everybody is by himself and isolated, and there exists a condition of tension against all others.” Everyone must rely on artificial means of currency and exchange in a society because there is no sense of shared worth, like in a community. Individuals are separated from the process of exchange and force (legal and governmental bodies) must be created in order to manage human interactions.

Not Social, Community and Society

There is a striking resemblance between the two types of social games I mentioned and Toennies’ distinction between communities and societies. Mafia Wars is defiantly an example of a “society game,” as players are isolated from one another and are always at ends with other players, trying to get more power or money. Scrabble online, on the other hand, is a “community game” where players have a chance to catch up and enjoy each other’s company.

I think this distinction is key in understanding where social gaming is going. It seems like the only community games that exist are re-hashed old boardgames that are digitally transformed. While the society games look more like the vending machine games, trying to get into everyone’s pocket book while appearing to connect the player to all their friends.

My worry is that these trends will continue unperturbed. We will not progress past the boardgame motif for community games and micro-transaction gameplay will plague the society games for years to come.

Perhaps some combination of the two may be reached and these two types of games do not need to stay separated. It is essentialist to think that only the properties of either communities or societies show up in a specific human organization, while in almost all cases a mixture of properties appear. The problem is that games are abstractions and have the ability to be essentialist, casting out the properties of one organizational structure or the other, and focusing on only a subset of properties.

My plea is thus not for Mafia War or 140Blood to disappear but for game developers to continue to push for community games too, besides the typical boardgames, and attempt to mix the two game styles together. There is a lot that can be done with Mafia Wars such as offering more real-time gameplay when friends are online, richer strategy/skill-based elements in the game, and communication between rival players other than just “attack me.”

We must foster what it means to actually be a part of a community online because we often get lost in the properties that make it more like a society.

 

A rare non-game post.

I have a problem. I was on vacation for two weeks and spent very little time catching up on blogs and my other news feeds. As you can imagine I have a lot of information to sift through.

Now the problem is not so much finding relevant information. I use Bloglines and I can search through my feeds for specific information. I also have personally made feeds that snag any story that has certain keywords.

My problem is that as I sift through each individual feed I reread the same information over and over. Yes I know Twitter was DoS attacked last week and thus do not need to read about it in every single tech blog feed.

Therefore, this problem is not one of searching for relevant content but one of automatically grouping similar content together; whether I find it relevant or not is … well … irrelevant. I want a RSS reader that will group similar stories together into one group automatically. If I find the group interesting then I can sift through the multiple copies of the story, if not then I can toss the entire group (delete them from their respective feeds) making my individual RSS feeds that much clearer to peruse.

rss_logo

I put out a tweet today trying to find a service or reader that has this feature but only received information on services that “sorta” have the feature (Like Fever or Google Reader). So, striking out on my own, I have been trying to find any RSS reader that comes close to the “grouping” feature I am looking for.

Here is what I came up with. (In short I didn’t find anything but learned a lot about the types of RSS readers)

Blending, Mixing, Combining, Mashup

Those words all mean the same thing apparently (they are just as bad as interactive or engagement). Take two RSS feeds, add a dash of a keyword or two, and you get a healthy snack of a single RSS feed which takes two feeds and turns them into one. The benefit to this style of blending is that you can manage, search, filter just one feed instead of tens or hundreds. This is fine but the only way to group the items in the feed is by a human going in and filtering the feed; either by searching for a keyword in real time or by setting keywords to search before hand.

Not what I was looking for but here are some posts about blending RSS feeds which talk about services like Blogsieve.

Yahoo Pipes

pipes

Yahoo Pipes is basically a do it yourself RSS feed creator. You blend feeds, filter them, run content analysis on them, all using Pipes’ wysiwyg graphical editor. At first glance Pipes seems like it could be the answer.

Unfortunately, it suffers from the same problem as the blending option, nothing is done automatically. Users must enter specifically which feeds they wish to group and have to modify the Pipe if they ever want to add more. Plus, Pipes’ “TermExtractor” module, the one used in the creation process to search for keywords, does not seem robust enough. The description says it finds the few important keywords in a feed item but what about URL links, pictures or embeded videos.

The other downfalls of Yahoo Pipes is that 1) it is not a reader itself and 2) in general, it is for the Techie crowd and is intimidating for someone to jump into and start creating feeds.

My search continues.

Digg-Style Readers

Next I found a couple of downloadable products that do not help with the sorting of feed items in general but instead sort items based on personal taste. Perseptio works similar to Digg, allowing users to state whether they like or dislike items they find in their feeds. Perseptio will then rate future stories based on that like/dislike information. It is a standalone desktop app and is free to download. I’ve installed it but I probably will not use it because I’m not really looking for stories I like, just a way to group similar stories I may like together.

Fever is another similar product but looks a hell of a lot nicer. It rates stories based on your personal rankings and by how popular a certain item is; so again, kinda like Digg. However, Fever costs $30 and must be installed on your own server space. It defiantly looks like a nice product and if you are in the market for what it is offering than I would defiantly check it out. Me, I’m still looking.

Fever

AIR Apps

Quickly, I next came across a recent post about RSS Feeders made with Adobe AIR. Scoop and Espressoreader looked interesting as they can sync with Google Reader but again didn’t seem to have what I was looking for.

Social Readers

Finally, I come to Social RSS readers. These are basically sites that link users together who each have a set of RSS feeds and allow users to share information from those feeds with each other. Technically, you could call Delicious, StumbleUpon and Digg Social Readers too. But I did find one site called Streamy that I signed up for (you can check out a short video demo here).

Streamy doesn’t seem to have the grouping feature that I am looking for but I think it is on the right track. For my phantom grouping feature to work it would have to rely both on algorithmic methods of combining RSS feed items together in addition to utilizing the knowledge of my social circle. Meaning a grouping reader would need both a way to analyze the content as well as analyze the collaborative information of my friends or other users. Streamy looks like it is combining these two avenues, though is a little heavy on the collaborative/sharing side. And do I really need another “social” website that I need to maintain? I’m still going to check it out though, maybe I will switch from Bloglines.

Streamy

So in the end, no I did not find a reader that grouped similar feed items together. I believe I know a thing or two about web parsing, the “semantic web” and recommendation systems but maybe it is a harder problem then it seems. I’m going to give Streamy a try but right now Bloglines is still working out for me.

Hopefully the grouping feature is just hidden somewhere out there and I have not found it. I just want that one feature but no one is giving it to me.

 

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