Thursday

"The Lessons of Lucasfilm's Habitat" - Chip Morningstar and F. Randall Farmer

Posted by Kyle Stephens at 8:35:00 AM

Summary:

"The Lessons of Lucasfilm's Habitat" is a case study that looks at one of the first online, multiplayer games, Habitat, from the perspective of the developers themselves. Morningstar and Farmer use this article primarily to describe their experiences and give advice for future application of online, multiplayer technology, addressing future developers of the technology they pioneered. The authors argue that "cyberspace is defined more by the interactions among the actors within it than by the technology with which it is implemented" (664). Cyberspace is characterized by "the sharedness of the virtual environment, and not the display technology used to transport users into that environment" (676). Even though the developers of Habitat were using the primitive Commodore 64 as their platform for the game, they believe that the distribution method is not important as long as the user's experience is positive. Expectations of graphics ability will increase with the increase in technology development.

Within the article, the authors make several arguments about future use of this technology. Although some lessons are technical in nature, such as bandwidth concerns and the necessity of object-oriented data representation, many of their lessons focus on the interaction between themselves (the developers) and the players within their game. They state that there are two levels of "virtuality" within a game's structure: the infrastructure level, "where the laws that govern 'reality' have their genesis," and the experiential level, "which is what users see and interact with" (672). A strong case is made against mixing these two levels in any capacity. They also argue that online multiplayer games are very different from developing standard games because while a normal game programmer can shape every hour of gameplay, an online environment is more open-ended, allowing each individual user to shape his or her own experience. The authors make the claim that in order for online multiplayer games to truly expand into games with millions of users, cheating must be prevented, and user configuration of content should be expected. It is clear that the authors are trying to help the further development of this form of technology by clearly stating what they believe they did right and wrong in their experience, even self-criticizing themselves in some instances.

Inquiry:

The argument that "cyberspace is defined more by the interactions among the actors within it than by the technology with which it is implemented" is one that contradicts certain ideas that we have studied before (664). Marshall McLuhan strongly believes that "the medium is the message," yet Habitat's medium (Commodore 64) is argued by the developers as being unimportant to the overall function of the game. The message is not the medium, but rather the interactions among the users within the medium. I will have to disagree with the game developers here, assuming that it is understood that the console is the medium. I believe that Habitat being played on the Commodore 64 shapes the gaming experience in a way that affects the communication that occurs. For example, if the Commodore 64 was able to relay voice chat instead of strictly text, the communication experience would be completely different, meaning that the medium is having a sizable effect on the message. If it is assumed that cyberspace itself is the medium, then the authors are in agreement with McLuhan. Cyberspace as a medium is directly enabling the mass communication to occur.

I agree with the argument made that the "infrastructure level" and "experiential level" should be kept separate. Individuals play games like Habitat for the simulated experience generated by the experiential level of a game. If the infrastructure level interferes, that simulation is lost, and the real world comes to the forefront, negating the positive effect of the game on the user. In online games today, developers typically stay out of the experiential level, aside from interfering with situations of cheating or harassment. Having played a (now defunct) online game myself, having the ability to shape your own path though the game instead of being forced to follow a standard path is one of the greatest appeals in online gaming. The Habitat developers learned this fact early on, realizing that the true value of an online game is in the connections established and communication that occurs, not necessarily like the strict format of a traditional offline game.

Questions:

  • In the article, the authors make the claim that they "do not possess the ability to produce an automation that approaches the complexity of a real human being," so they did not even attempt to make characters like this in the game (666-667). Do you believe that our technology has come far enough to create true, simulated humans within video games? What are some examples?
  • In this article, many problems were listed with Habitat as an early online multiplayer game. Do you see any of these same problems still present in mass multiplayer games today?
  • The authors pose the following question: "Is an Avatar an extension of a human being (thus entitled to be treated as you would treat a real person) or a Pac-Man-like critter destined to die a thousand deaths or something else entirely" (672)? Given the prevalence of "Avatars" across many forms of media (social networking, video games, etc), do you believe this question has been answered? What is your opinion on the matter?

3 comments

Alyssa on February 19, 2010 at 8:33 AM said...

Yesterday's guest lecturer Josh Zimmerman explained the importance his avatar has taken in his life. For him it's an alter ego, an entire social world has been created around this avatar with whom he goes on raids and creates connections all over the world. I agree that avatars are extensions of ourselves for many gamers take pride in their gamer self - it's the invincibility associated with anonymity that allows many gamers to express facets of their personality that maybe they would not express outside of the gaming world. Thus while the avatar may not be reflective of their "real world self," ones avatar may simply complete the person that an individual sees themselves to be.

Jeannette on February 19, 2010 at 11:28 PM said...

The Sim's is one example of a video game that simulates humans and true human behavior. Our technology has progressed past the level of hitting a ball back and forth like in Pong and a yellow circle eating white dots as in Pacman. They now have characters within the games with real human emotions and human-like tendencies. Watching my friends play Sim's over the summer, they seemed to lose themselves in their world and would often talk as if they were their Sim and what was happening in their game was happening in their life. The Sim's world was so realistic they began to blur the virtual world with the real world. In regards to the question about the Avatar, I believe the question of whether they are extensions of the person varies from person to person. To a person like Josh Zimmerman, it is indeed an extension of himself, but to someone else it may just be a character within a game whose sole purpose is to beat the game. I don't think there will ever be a concrete answer as to what role an avatar fulfills because I don't believe everyone is ever going to have the same opinion on the subject. To me, it is just something I use so I can beat the game.

Kelseya on February 20, 2010 at 5:23 AM said...

I think that for many gamers, the Avatar is an "extension" on oneself. The guest lecturer explained to us the importance of his avatar. He changed his avatar to adapt to different conditions in his life and Josh actually said that he felt a special connection to his avatar. His was special because it was the only one with the rabbit hat.
I used to play the sims, and I remember that I would spend a lot of time on my characters because I felt that designing what they would look like (usually mirroring me) and decorating their house made me feel a connection to the characters on the screen. I think that it is necessary though, that when the game ends, people understand that the characters are just that. Treating these characters as humans will only further blur the lines between reality and the virtual world.

Post a Comment

 

Shallow Observations of Honors College Students Copyright © 2009 Blue Glide is Designed by Ipietoon Sponsored by Online Journal