Sunday, November 14, 2010

Tags, Threads, and Frames: Toward a Synthesis of Interaction Ritual and Livejournal Roleplaying


Abstract:

What does online interaction look like? How does it fit with established theories of interaction? The examined setting is an online roleplaying play online games where the action is entirely transacted through text. The structure of observable interactions within the context of the play online games is explored. The paper concludes with an analysis of how the observed online interactions are understandable through traditional sociological conventions of face to face interaction.

Keywords: interaction, roleplaying play online games, livejournal, virtual worlds, communication

Introduction

Typically, conventions of interaction are applied to contexts wherein participants are physically co-present. However, those conventions also apply in a context where one might not expect them to do so. This paper examines a play online games where sociological rules of interaction are adapted to fit an online context free from face to face encounters, and where these adapted rules are further stretched to fit interactions designed to construct a narrative that exists on both the individual and the communal levels.

I will first outline pertinent work done on microsociology and the study of play online games and roleplay gaming. I will follow with a description of the methodology of my research, and describe in detail what I have observed. I will then move on to a discussion of the significance of my observations and an explanation of how existing theories of social interaction play online games into play in the context of those observations.

Review of Literature

Microsociology describes,play online games other things, the constraints under which people interact with each other, traditionally with physical presence being a necessary factor in the play online games. These constraints function on a variety of levels, including tact, information exchange, turn-taking, and the coherence of interaction itself. Harold Garfinkel writes, “In play online games the ways that a setting is organized, it consists of members' methods for making evident that setting's ways as clear, coherent, planful, consistent, chosen, knowable, uniform, reproducible connections - i.e. Rational connections” (1984, p. 34). In order for interactions to function smoothly they must be coherent; participants in interaction will work to make sure that its coherence is maintained, and repaired if play online games.

In Erving Goffman's Frame Analysis, the claim is made that social frameworks enable the people operating within them to understand actions of other participants. In addition, multiple social frameworks may be applied at one time, with different events, actions, and items of information fitting into the appropriate frame, and all frames taken together forming a structure within which a participant may make sense of a situation: “[I]t has been argued that the individual's framing of activity establishes its meaningfulness for him” (1986, p.345). This applies extremely well to the concept of a play online games, where interaction and focus can exist on several different levels, with players focusing on and interacting through the play online games, as well as directly with each other outside of the world of the play online games. Goffman also outlines some of the mechanisms for dealing with misunderstandings and mistakes by claiming that when actions cannot be made sense of, rules must be in place to enable participants to deal with “slippage and looseness,” or, as he also terms it, “play online games frame.” He devotes an entire chapter in Frame Analysis to what happens when a frame is broken, suggesting that when one person is unable to remain sufficiently involved in a frame, every other person in that frame is forced to break as well: “Should one participant fail to maintain prescribed attention, other participants are likely to play online games alive to this fact and perforce involved in considering what the delict means and what should be done about it - and this involvement necessarily removes them from what they themselves should be involved in” (1986, p. 346).

Goffman's work on the setting of the theatre in Frame Analysis leads play online games to discussions of roleplay and social interaction, in his description of the distinction between player and character, and in his outline of all the different “scripted identities” that Hamlet takes on at once (1986, pp.128-129). The obvious connection in this case is with the different roles one will find themselves taking on in an RPG: that of their character and that of their player being two obviousplay online games. Further work in the theatre allows for backstage and “out of frame” communications through his discussion of soliloquies and information channels (“concealment channels”). “The concealment track, as suggested, is much employed to carry the story line” (1986, p.239). Not all communication in an interaction takes play online games openly or in a straightforward manner. Goffman play online games a similar, related idea in his essay “Replies and Responses” in Forms of Talk with the introduction of what he calls “back-channel cues (facial gestures and non-verbal vocalizations)” (1981, p.12). These serve the purpose of informing a speaker of how well he is expressing himself even as the expression is ongoing: “while the speaker was speaking, he play online games know, among other things, that he was succeeding or failing to get across, being informed of this while attempting to get across” (1981, p.12).

Goffman focuses on some of the same themes of Frame Analysis in his essay on play online games, “Fun in Games.” He discusses the ways in which players in a play online games disattend information that exists outside the play online games and does not directly affect it, such as the “esthetic, sentimental, or monetary value of the equipment employed” (1961, p.19), under what he calls “rules of irrelevance.” He claims that play online games order presently occurring events into a frame, which determines how all events within that frame will be understood. Finally, Goffman explains how any “irrelevant” matter existing outside the frame which serves as a distraction to the play online games participants may be integrated into the focused interaction in such a way that it will not be a source of embarrassment or disruption to any of the participants. Goffman accords these integrations of distracting events the more widely understood terms of “charm, tact, or presence of mind” (1961, p.48).

The works discussed here do a great deal to define and explain rules of social interaction, but they are based primarily around the context of face to face interaction and fall short when it comes to interaction taking place online. When interaction is no longer face to face or taking place in real time, the rules must be restructured to fit their new context.

In his examination of tabletop roleplaying play online gamess, Shared Fantasy, Gary Alan Fine notes that while the basic building blocks of the play online games “worlds” are found in rulebooks, the play online games themselves are player-constructed and the narrative of each play online games session is a team effort by all players involved. Furthermore, the play online games that these players construct are “systematic, logical, and realistic to the assumptions that they make” (1983, p.12). With regard to the realism and logic behind the play online games, Fine notes that players must agree on the basic rules and norms of the created realities through which they move; that “a common frame of reference is necessary” (1983, p.80). This requires players to communicate with each other about what is expected in any given play online games Players in a play online games must have a reasonable idea of how the events in a play online games will proceed and what other players are reasonably likely to do in order to create meaningful and coherent lines of action for their own characters.

“[P]layers require this logic, both to incorporate their play online games selves into the fantasy world - that is, 'feel' what the world is like - and also to construct lines of action for their characters with a reasonable presumption of what will happen as a result. Game logic primarily involves a sense of causal consistency - a perceived connection between cause and effect” (Fine, 1983, p.83).

Fine also devotes an entire chapter to the ways in which his observations of tabletop roleplaying play online games intersect with Goffman's Frame Analysis. Goffman has already explored the structures of play in “Fun in Games,” and the essay refers to the ideas in Frame Analysis on several points. Fine brings play online games and Goffman's work on frames together explicitly in his discussion, pointing out that in a roleplaying play online games players must move between the frames of the real physical world in which they exist and upon whose essential rules much of the logic of the play online games is often based, and the frame of the play online games itself. In addition to those two frames, there are also various frames designed for communication which do not comfortably exist in either the real world or the play online games frames. In keeping with Goffman's work on the structure of dramaturgy, how information moves between frames must often be strictly controlled; something that a player learns may often not reasonably be known by the player's character, since the character must remain “ignorant” of the player. Fine says that this does not always work, using the example of a player who learns that his character's treasure is soon to be stolen and therefore has his character take precautions to protect it that he would not otherwise have taken. (1983, p.190) While there are rules which govern information exchange between frames, they are not always followed strictly, depending on the discretion of the player. This may or may not damage the internal consistency of the play online games, depending on the impact of the information and how it is used by the player/character.

Fine also mentions that interpreting how a frame must be used can sometimes be problematic, leading to mistakes and inconsistencies in play online games narrative that can be resolved through communication and clarification between players. He relates an anecdote wherein a player is asked his age by another, and, confused, the player relates his character's age rather than his own. In another anecdote, one player asks another where he was; the player responds with his physical location only to be told that the question was referring to character in the play online games the two players had been discussing.

These ambiguities are resolved quickly, because the speaker will typically provide a corrective account (Goffman 1974, p.480) which has the effect of protecting the other from embarrassment as well as gaining the information originally desired. Indeed, if such a corrective is not given, it may well be impossible to know that a misframing has occurred (p.201).

Roleplaying play online games of the variety that Fine examines are not confined to the tabletop, however: they can be found on the internet in the form of text based Multiple User Dungeons (MUDs), worlds constructed through textual description in which players interact through a variety of characters. More recently this form of play online games has been represented in graphically-based Massively Multiplayer Online Roleplaying Games (MMORPGs) like World of Warcraft, and, though it is different in some important ways, Second Life. Sherry Turkle examines MUDs in her work on the internet and identity, Life on the Screen, though her focus is less on the structure of the play online games and more on the psychological effect of the gplay online gameson the players. Torill Elvira Mortensen writes about the connection between tabletop RPGs like Dungeons and Dragons and MUDs, claiming that despite the differences in play online games and structure, one is a direct successor to the other. This is echoed by Matt Barton, who states that the first known MUD was built with a basis in “D&D (Dungeons and Dragons) type character creation” (2008, p.38). T.L. Taylor agrees that online fantasy play online games owe a great deal to tabletop RPGs (p.21). Barton also draws a direct line from MUDs to MMORPGs, saying that one evolved into the other (2008, p.37). Therefore, both MUDs and MMORPGs have their roots in the world of tabletop RPGs, and all three are play online games containing an explicitly social component. Barton writes of MUDs: “[I]t seems safe to say that the appeal of the play online games is more about interacting with other players than roaming about the countryside killing things” (2008, p.40). He further claims that the purpose of the play online games changes for a play online games over time as they become more entrained with the play online games, putting more of themselves into it:

    In my own extensive experience playing MUDs throughout the mid-1990s, I saw the pattern repeated many times. First, players are obsessed...with finding the best equipment, fighting monsters, gaining levels, and rising in rank. Eventually, though, they are drawn into parties of other adventurers, where they not only pool their resources to fight bigger battles but also make friends. Inevitably, the player will spend more time socializing with these friends, or role-playing, than going on quests or earning experience points (2008, p.42).


The structure of interaction in multiplayer play online games has been further explored by Tony Manninen in “Interaction Forms and Communicative Actions in Multiplayer Games.” In the paper, Manninen examines different facets of interaction in multiplayer gaming, using Communicative Action Theory as a framework. In the course of his analysis, he concludes that play online games interaction is implicitly social and has much in common with real world interaction, though it is not always as complex. Further, he emphasizes the importance of linguistic communication in certain kinds of play online games: “Language-based communication forms a strategic backbone within games and play online games communities that support and value the communication aspects of playing (e.g. RPGs)” (2009).

As suggested above, theories of interaction and observations of many different kinds of RPGs can fit together in a coherent way, as RPGs contain a significant and vital element of socialization in how they are played. In the following sections, I aim to explore this in further depth in the context of one particular type of online play online games.

Methodology

The focus of the study is a text-based “pan fandom” RPG called Tabula Rasa, hosted on the site Livejournal.com. Research of the setting was a combination of close and extensive observation and historical research. Most of the in-play online gamesplay online games events are open to non-players, but there are other communities and websites that require membership in the play online games to access. I obtained membership in the play online games, which gave me access to all player pages and information, as well as the play online games planning and major communication community. The play online games main community was of primary observational importance, followed by individual character “journals” or weblogs where private in-play online games interactions occur. In addition, I observed events in the player planning community. Finally, the play online games wiki, which is a separate webpage featuring information on the most important locations in the play online games (which is written and maintained by both play online games moderators and players) was a useful resource for basic information about characters, players, and the world of the play online games

Description of Research Setting and Observations

As said above, the play online games on which this study is focused is a text-based RPG. The RPG itself contains approximately 80 active players (a precise count is difficult, as some players may be inactive but not yet removed from the play online games by the moderators) and approximately 344 active characters (again, a precise count is difficult for the reasons listed above). Most players play more than one character. The majority of the players are female, white, and in their mid to late 20's, though players also represent a range of ages. The characters themselves are drawn from a variety of fictional canon. Television, books, comic books, movies, and video play online games are the primary cultural sources.

The play online games is not a “play online games” by the most traditional definition: there is no ultimate goal and no system of points, and the focus is on the creation and development of an ongoing story, both on the individual and the communal level. All “rules” of the play online games exist to further that end and to enable players to develop their characters and plots in a way that all players will be likely to find acceptable, and enjoyable. Gameplay itself takes the form of written narrative in the style of traditional fiction. Writing is usually done from third-person point of view and in past tense, although players are free to choose whatever tense and whatever point of view they are most comfortable with. Although this can create a slightly jarring effect on a reader, it does nothing to impede the mutually grasped coherence held and maintained between players. The play online games structure is as follows: one player will write a few short paragraphs describing a setting and the character they are playing within that setting, called an “EP”, or “Entrance Post”. An example of an EP, featuring Kate McNab from the Canadian television series Slings and Arrows (the text in brackets is a message from the player to other players, not the character; such messages are a common occurrence.):

    The doctor says as long as she's been a runner, she should be able to keep running but she currently is having to rethink that idea. She's still ran every day up till now but something has changed. Shifted. Gone totally out of whack. She's never been this grateful to have the compound (the end of her run) in sight and she can feel her legs starting to wobble as she slows down. Her face feels tight and hot and the world is spinning a little bit. Crap. Right, maybe not a good idea after all. 

[open to all! Nothing serious, she's just overheated and a little dehydrated. She's four months along and has a noticeable, but still small belly. She may or may not puke on you. Depends who you send me!! :)]


Other players may then choose to interact with the initial character, using one of their own characters. Gameplay is then turn based, with one player writing a short unit of prose, called a “tag”, which the other player responds to. Each interaction is thus organized like a conversation described in a narrative and constructed in turns, called a “thread.”

It is important to note that all threads are between two characters as a rule, unless it is agreed that another will join the thread, in which case a “tagging order” is established and proceeds, for example, A-B-C-A-B-C and so on. Threads are generally limited to three participating characters, simply because with four or more characters the amount of in-thread information that each character must react to within his or her tag becomes prohibitively complex.

All EPs are posted in the play online games community, with the exception of private threads, which are usually done when one character wishes to engage in an interaction with another character alone, often for a specific narrative purpose. These private threads are therefore often planned out in more detail than normal threads, which are frequently completely unplanned. The format is that of a normal EP, except that it is posted in a character's personal Livejournal page. Upon completion of the thread, a post is made to the main play online games community which contains a link to the thread. It is a universally understood norm that no one else other than the intended characters are supposed to take part in these threads; to do so would violate coherence by introducing an event which a player was not prepared to acknowledge; it would also be discourteous. However, the posted private thread is considered to be part of the history of the play online games, and thus is a real and valid event for everyone, though a character is not expected to know about it if they would not have reason to.

The final form of EP that needs to be considered is a “gathering post”. This variety of EP acts as a normal EP in that one character sets the scene. However, each other character's tag acts as a sort of second-order EP, and they may be tagged by any other character. They may also have several threads running simultaneously.

After each initial character's tag into the gathering post (referred to as a “top-level” tag), threads proceed as normal via turn-taking as discussed above. Gathering posts are not rare but do not happen nearly as often as normal EPs, and they are usually reserved for parties. It may be helpful to think of the EP as a “room”, with each character's top-level tag announcing their presence within the room, and thereby opening them to threads with other characters present in the room.

All EPs take place in different locations around the play online gamess world. The basic framework of the world was constructed by the play online gamess creator, but the details of the world itself, such as physical descriptions of places and things, are left largely up to the players. There is some effort to make all these details agree and not to have multiple conflicting descriptions of one place, so the play online games wiki contains information on the appearance and function of island locations for the use of players. This information is, however, not so detailed as to preclude further flexibility with descriptions.

One of the interesting effects of this combination of world design and play online games structure is that spatiotemporal events and arrangements occur that would not be possible in the real world or in a traditionally coherent narrative. To explain: Tom's player might set his EP in the kitchen. Tom is then tagged by three other characters, Mike, Jim, and Neil. These three conversations or threads are then understood to be occurring simultaneously, in that one that exists physically higher up on the page is not automatically understood to be occurring before a thread lower down on the page. There is no temporal order imposed within the threads under an EP unless the player wishes there to be one and makes this wish explicit through backstage communication of some kind (a small note at the bottom of the EP could be considered backstage, as it does not exist within the frame of the EP itself). This is laid out explicitly in the play online games wiki:

    In order to ensure maximum playability, Tabula Rasa has concurrent continuity. What this means is that all threads under an entrance post exist within their own reality and do not necessarily affect each other. They are played as separate entities, each from the same starting point (the EP), but with their own unique series of events. Each is understood to have happened. As such, continuity is more fluid and not strictly maintained.


I have discussed the most important, readily observable aspects of the setting; I will now discuss the ramifications of the setting, and how what occurs in that setting is understandable through traditional rules of face to face interaction.

Discussion

The play online games that I have described is focused around a narrative that is communally constructed through the interactions of players and characters, and in order to understand the play online games, the structure and form of those interactions must be grasped as well. Most importantly, in-play online games interactions follow many of the same rules and conventions that govern interaction in the real world between people who are in each other’s physical presence. Therefore, it can be said that sociological conventions of interaction do not necessarily require physical presence, and may be observed to be in play between fictional characters moving through a fictional world.

Frames are vital to understanding the structure of Tabula Rasa's play online games. Indeed, frames allow players to engage with the play online gamesworld in such a way that their narrative construction and interactions become sensible to themselves and to each other. Most obviously, there exist the two frames that establish the separation between character and player. One single encounter can take place with different aspects of it referring to different frames, with characters interacting within a thread in one, and players interacting in another frame, talking about the thread outside of play online games. Within the play online games itself, each concurrent thread can be understood as its own frame, self-contained and not necessarily overlapping with any other thread/frame without special provision being made, or the occurrence of a breakage in frame.

Frames are important for making sense of the various types of communication that occur within and without the play online games. I have described above how occasionally, within an EP, a player will make a note at the bottom, perhaps giving instructions about appropriate tagging to other players. A player might make a note that says “my character is upset, so I only wish to have characters who know my character well tag into the EP,” thus signaling that she does not wish to engage in a particular kind of interaction, and, by extension, that she does not wish to construct a particular type of narrative. This note is within the body of the EP, but the text of the note is usually smaller than the rest of the text, thus signaling to readers that the text is understood to be within a different frame than the rest of the EP. Goffman identifies some instances in which a writer might communicate through multiple frames in his writing: “Given that the writer will employ punctuation marks and footnotes as part of the directional track, one finds that he also uses parentheses and brackets to comment in another voice - another role and another frame - on his own text” (1986, p.227).

Therefore, it is possible to have two separate frames operating and carrying information within the same EP. Both serve the coherence of the play online games, since the information contained in one frame establishes a setting which others may build upon, while the other conveys information to the players about how the EP's author would like people to tag, or about how they may sensibly expect the encounter to go. An example of this, drawn from the EP quoted above where a pregnant Kate McNab attempts to go for a run:

    [open to all! Nothing serious, she's just overheated and a little dehydrated. She's four months along and has a noticeable, but still small belly. She may or may not puke on you. Depends who you send me!! :)]


This establishes, separately from the narrative portion of the EP, some facts about the character for the use of other players who may tag: first, that anyone may play online gamese in a thread with Kate; second, that she is not in serious physical trouble; third, that she is noticeably pregnant; and fourth, that depending on which other character is a participant in the encounter, Kate's player may decide to have Kate vomit. All of this information is to assist in making an play online games - in the form of a thread - more sensible and easier to navigate for another player; the detail about Kate's belly is designed to more clearly establish a reality upon which both parties are agreed, reducing the chances for dissonance in the act of storytelling.

There are several signals in the text itself that convey the message that the text is to be understood as existing within a different frame than the EP. First, as mentioned above, the text is a smaller size than the rest of the EP. Second, the text is in brackets. There is another denotation that is not used here but is nevertheless common: the insertion of “OOC:” between the brackets and the body of the text. OOC stands for “Out Of Character” and even more clearly establishes the separate frame within which the text resides. These signals areiplay online games to note because without them, the EP would be far less sensible. An EP which contained the bracketed text without brackets and with no smaller font size would at first be a confusing read; the player reading the EP would undoubtedly figure out that the EP text and the note text are meant to convey two separate lines of information, but it would not be as immediately obvious.

Notes like the bracketed text at the bottom of EPs can also be understood as part of a range of forms of communication which serve to regulate activity within the play online gamesworld and to maintain coherence. Goffman speaks of these forms of communication as directional signals:

    In doings involving joint participation, there is to be found a stream of signs which is itself excluded from the content of the activity but which serves as a means of regulating it, bounding, articulating, and qualifying its various components and phases. One might speak here of directional signals and, by metaphorical extension, the track that contains them. (1986, p.210)


Goffman explains that examples of these signals may be found in writing, as mentioned above, in the forms of punctuation marks: “it comprises one corpus on conventions, one code, that is learned consciously, often all too consciously. In any case, these marks nicely illustrate the special character of the directional stream - the quality of not being attended focally yet closely organizing what is attended” (1986, pp.210-211). In Tabula Rasa, directional signals in writing take on more complex forms than punctuation. In addition to the notes at the bottoms of EPs, there are posts in Slated (the play online games plotting community) which may explain the background of a more complex EP, and emails and instant messages between players which plan for a plotted narrative or simply clarify the events in a thread which is ongoing.

Among the different types of directional signals, Goffman refers to what he calls “regulators,” signals which specifically function to regulate the flow and direction of a conversation:

    [T]ell[ing] the speaker to continue, repeat, elaborate, hurry up, become more interesting, less salacious, give the other a chance to talk, etc...The most common regulator is the head nod, the equivalent of the verbal mm-hmm; other regulators include eye contacts, slight movements forward, small postural shifts, eyebrow raises, and a whole host of other small nonverbal acts. (1986, pp.213-214)


While turn-taking is already regulated by the structure of the play online games, regulators within a thread may perform other functions. There may exist within a tag descriptions of the kinds of nonverbal acts that Goffman lists, but the descriptions of character's thoughts and feelings within a tag may also be said to act as regulators, guiding the flow and direction of the interaction in-play online games, because while one's character must disattend what another character is thinking, the player may see it and subtly plan her own character's actions and speech accordingly.

Frames also assist in maintaining understandable events within the narrative itself. Tags may be understood as units of the “conversation” that comprises a thread, but they are also units of narrative, because it is within them that the actual story is told. Within threads characters think and feel, perform actions, remember their pasts and react to an emergent reality. They interact with each other, form relationships and break them, make love, raise children and, sometimes, die. It is within the many thousands of threads that make up the play online gamesworld that the play online gamesworld itself is constructed, through description, action, and dialogue.

Frames are crucial within Tabula Rasa in that they help to make in-play online games interaction coherent by separating different lines of communication that serve different purposes, and also by separating different information states. Different play online games states must necessarily apply to characters and players. Players know things that characters may not know, and different characters know things that other characters may not know. Goffman explains information states in his discussion of dramatic scripting, which is relevant to the setting, since with players “acting” behind different characters there are obvious parallels between Tabula Rasa and a staged play:

    Corresponding to these various arrangements will be various information states. By an “information state” I mean the knowledge an individual has of why events have happened as they have, what the current forces are, what the properties and intents of the relevant persons are, and what the outcome is likely to be. In brief, each character at each moment is accorded an orientation, a temporal perspective, a “horizon”... [D]uring a
play online games
    the characters projected by the performers act as if they possess different information states, different from one another and, of course, less complete than the one the actors and the production crew possess. Note, the make-believe acceptance of different information states, different from one's fellow characters and different from the production staff, is an absolute essential if any sense is to be made out of the inner drama on the stage. (1986, pp.133-134)


This is fairly intuitive, for reasons described above: if characters knew everything that the players know, they would, for example, know that they are merely characters being controlled by players in a work of collaborative fiction, which would necessarily render that work of fiction nonsensical. If characters were to know things that only players know, without some sensible in-play online game sreason for the acquisition of that knowledge, it would be a profound threat to the sensibility of the play online games. However, such a thing does occasionally occur. Again, as discussed above, Fine encountered this phenomenon in his examination of table-top RPGS:

    The character is supposed to operate under the constraints of a closed awareness context with regard to his animator, although this of course is a pretense. Because player, person, and character share a brain, this separation of knowledge on occasion is ignored. Characters do draw on their animator's knowledge of
play online games
    events outside of their own knowledge. Also players and persons are unaware of the specialized knowledge that their characters have. These problems arise when one upkeys from one's primary framework. That is, it is not considered as problem when persons admit knowledge of the
play online games
    structure or actions of the characters, and no dispute arises because players know what their characters know. Only in situations that in theory are closed awareness contexts but in reality are pretense awareness contexts (in which advantages are to be gained in the application of awareness) do difficulties occur. (1983, p.188)


The “advantages” to which Fine refers are applications of knowledge which directly assist a player in a play online games that involves a specific goal - gathering treasure or defeating a monster, as two examples. Fine uses the example of a player learning that another player's character plans to steal his character's treasure, and therefore having his character take precautions that the play online games would not otherwise have taken. He notes that this “contaminates the role-playing,” but that it happens anyway (1983, p.190). However, in Tabula Rasa there are no goals beyond the act of storytelling, and so anything that “contaminates the role-playing” takes on a much greater significance. Characters must under no circumstances know things that they could not know; if this occurs, the play online games narrative's coherence is wounded. Indeed, at one point a significant enough problem that Manda, one of the players, made a post about it in “The Clean Slate”, Tabula Rasa's feedback and suggestion community (note: “pup” is player slang for “character”):

    I’ve noticed lately that some characters have been deviating knowledge and have been using it for their characterizations, plots, and threads. My issue, however, is that the knowledge gleaned are thoughts and information that the characters should have no access to (ie: narrative, thoughts, threads the pup would have no knowledge of). However, it’s being played out like the pup does hear these kinds of things...I suppose this post is just to encourage that people please, please just make sure that their pup hasn’t magically become psychic. Some information is meant to stay personal and that’s why it’s only a thought. It can start to affect interactions, relationships, and
play online games
    and I know that we as a
play online games
    can put a stop to the omniscient knowledge that really shouldn’t be possible.


Tags contain both a character's inner thoughts and reactions, which are understood to be hidden from the other participating character, and the reactions and play online games which that character physically displays. A player has access to all the information in a tag, and they make use of all of it, provided that usage is sensible. As an example, a tag inplay online games the character Neil is reflecting on his broken relationship with his ex-husband, Logan, as they converse:

    I know I'm not in our house in the Hamlet, or that first hut that I haven't even seen in over a year, and I know that Linus isn't going to be curled up at the
play online games
    of the bed with Max. Only a handful of seconds for me to remember, and it's never a disappointment when reality settles in, but it's something. A little pang of regret at two years wasted and a little bit of homesickness for a person that was my whole fucking world for that time. Two years that I sorta owe my life to. I wouldn't be where I am, if not for all that, good and bad. "Wasn't a bad speech, by the way," I say, lips twitching faintly, "My votes are all taken up, though."


Neil's last sentence, which is spoken aloud, is in reference to a man they are discussing who is running for public office. Within the body of the tag, this spoken sentence is all that Logan's player may have Logan react to in her own tag, since it is the only part of the tag that Logan would reasonably perceive. Though Logan's player may read Neil's thoughts and memories, she may not allow her own character to be aware of them, since there is no reasonable way that her character would be. In this way, sensible in-play online gamesinteraction is maintained, and that interaction is recognizable as a form of Goffman’s dramaturgical interaction, as well as conventional face to face interaction, despite the fact that neither the characters nor the players are physically present with each other.

Conclusion

In the above discussion and analysis, I have laid out the ways in which sociological conventions of social interaction function not only in the familiar settings of real conversations and other interactions in the real world, but in the less familiar setting of a roleplaying play online games played out through text on the internet. Even within the bounds of the kind of communally constructed narrative to which such a play online games gives rise, rules of interaction are in play and help to make the play online games functional and sensible to its players. Parallels can and have been drawn between the play online games and a play performed on stage. Undoubtedly, the text-based play online games of Tabula Rasa and more conventional instances of interaction are deeply connected and understandable in many of the same ways. This analysis indicates that many other forms of play online games may be understood to operate along the same lines, and further study may confirm this.

References

Barton, Matt. (2008). Dungeons and Desktops: The History of Computer Role-Playing

Games. Wellesley, Massachusetts: A K Peters Ltd.2

Collins, Randall. (2004). Interaction Ritual Chains. Princeton and Oxford: Princeton University Press

Garfinkel, Harold. (1984). Studies in Ethnomethodology. Cambridge: Polity Press.

Goffman, Erving. (1961). Encounters: Two Studies in the Sociology of Interaction. Indianapolis: Bobbs-Merrill.

Goffman, Erving. (1981). Forms of Talk. Philadelphia: University of Pennsylvania Press.

Goffman, Erving. (1986). Frame Analysis. Boston: Northeastern University Press.

Goffman, Erving. (1967). Interaction Ritual. New York: Pantheon Books.

Fine, Gary Allen. (1983). Shared Fantasy: Role-Playing Games as Social Worlds. Chicago and London: University of Chicago Press.

Manninen, Tony. “Interaction Forms and Communicative Actions in Multiplayer Games.” Game Studies. 3:1. August 13, 2009

Mortensen, Torill Elvira. (2006) “WoW is the New MUD.” Games and Culture. 1, pp. 397 - 413.

Tabula Rasa. play online games

Tabula Rasa Wiki. play online games

The Ending is Not Yet Written: A Conversation with Rand Miller


by Celia Pearce

Celia Pearce: The Myst story has been told a lot, but please give a brief recap. Prior to Myst you made Manhole, which was self-published if I understand correctly. What inspired you to make Myst? What was going on with the play online games at the time that made you feel compelled to create something new?

Rand Miller: My brother Robyn and I started with The Manhole. It was inspired by the second rate nature of children's software at the time. Our thought was that good children's software would be like a good children's book and appeal to adults as well. The original idea was for it to be an play online games storybook - but as it turned out we never actually got to the second page. The first page turned into a world to be explored. I think The Manhole was probably more of our revolutionary product - we just evolved our products to a greater or lesser extent from there. We started out publishing The Manhole ourselves, but ended up with a publisher.

CP: Any specific influences on Myst that you care to talk about?

RM: I think Robyn and I were both raised with a real love to explore - both in the real world and the fantastic world of literature, art, and film. So play online games a place that felt like a little of both was very natural.

CP: Myst was also self-published, correct? How did Brøderbund come into the picture?

RM: Myst was partially funded by Japanese partners (Sunsoft) in return for the console rights. The PC and Mac rights were retained by us. As a result Myst was mostly finished when we shopped it around to various publishers. We had published another children's world with Brøderbund and so of course they were on our short list. As it turned out they were the most excited about the product and that's what we were looking for.

CP: What inspired you to make a multiplayer play online games in the Myst world?

RM: Uru was a fairly easy evolution from my point of view - it was the idea of using broadband to provide worlds to explore that never ended - they just kept growing and maturing in both real estate and story. And of course you could explore alone or share the journey in a controlled multiplayer environment.[i]

CP: How was Uru different from the other Myst play online games? How was it different from other multiplayer online play online games? Did you play any other MMOGs? If so, what did you like/dislike about them?

RM: We were determined to differentiate Uru from other online play online games by using content as the draw - instead of simply relying on a repetitive treadmill style leveling approach, which is common in almost every other MMOG. Many of us had played other MMOGs and were impressed with the technology, but we felt that a viable future of online entertainment would look more like traditional media - where the audience would be enticed to return because of what was new, not simply to achieve a new rank by repetitive play online games

Uru was designed for real-time 3D, which meant we moved away from the slideshow presentation of Myst and Riven. That resulted in a much richer environment, but unfortunately also required a much more complex interface. The simple click-to-move element of Myst would go away.

Also, because of the multiplayer aspect, Uru would require an avatar - a representation of yourself in the play online games. But Myst was always about being yourself in the worlds, so we carried that into Uru as well - even with the name itself - to indicate it was not a role-playing play online games. The story evolved to a point where the history of Myst merged with here-and-now - resulting in a very intriguing juxtaposition of Myst-like ages with traffic cones and aloha shirts.

CP: According to the wikipedia entry on Uru, the play online games took more than five years and $12 million dollars to make. Is that correct? How long did it take and how many people worked on it?

RM: That's as good a guess as any. I prefer not to actually go back and add it all up at this point. ☺ I will say that we ended up with a team of the most talented people I've ever worked with doing amazing things. Many of the design decisions were incredibly innovative - features that no one had ever thought of, let alone implemented in a product. I'm still very proud of what we accomplished with a relatively small budget compared to some of the MMOG numbers lately.

CP: Please give a brief description of the ARG you designed to promote Uru and some of the player responses to it.

RM: We wanted to start some interesting aspects of Uru before the launch, and the nature of Uru was that the story was actually happening. So we blurred the lines between the play online games and the real world, and designed some "physical" puzzles that would enhance the story and build up to the introduction. There was everything from a billboard in Carlsbad New Mexico, to a phone booth in Oregon, to a public fountain in Texas, to several buried metal artifacts in rather obscure locations. The finale was an actual face-to-face meeting with a character who played a key role in Uru history.

CP: How did it come about that Uru was released as both a single- and multiplayer play online games?

Our publishing partner for Uru was originally Ubisoft. Fairly late in the play online games (no pun intended) they decided take us up on an early design idea that allowed for a complete off-line boxed version, with the added ability to click a button and progress to full online play. Hindsight would indicate that their reasons for this move were not the same as ours. We thought it was an ingenious way to lower the barrier to entry for people who hadn't played an online play online games. Ubisoft evidently thought it was a good way to recoup their small portion of the development costs.

CP: What was your original vision for the episodic model that Uru was meant to introduce?

RM: The plan was simple. If people were paying a monthly subscription they would need one major release of content each month - a new age or world. play online games that monthly threshold various amounts of smaller content would be released so that every day a player would be enticed to play Uru to see what was new. In our minds we were play online games with TV - not other MMOGs.

CP: Why do you think the original Uru closed? I know there are a lot of theories, but I’d love to hear your own ideas, at least those you are liberty to talk about.

RM: I think it was simply lack of commitment and cold feet by the publisher. Because Uru was a very different type of online entertainment we were convinced we needed a year of uptime to really test the waters and grow the idea. We were setting up pipelines of content unlike any in the software industry - ready to produce story and worlds at an intense rate. Meanwhile Ubisoft was watching The Sims Online's lack of overwhelming success and instead of a year commitment they pulled the plug before we even launched. Ubisoft closed down their online offices, and ended their other online titles soon after that.

It would have been nice to pick up the pieces and do it ourselves at that point, but we were completely spent - and it would have meant paying for and managing servers that we had been relying of Ubisoft to do.

CP: What was your response to all the post-Uru fan-created content in Second Life, There.com and other virtual worlds and play online games engines?

RM: I can't help but be overwhelmed by it. It's amazing how innovative people are with the tools they're given - and to have our fans honor Uru by building tributes to it is humbling.

CP: How did Until Uru, the player-run Uru server network that launched in 2005, come about?

RM: Until Uru was simply an attempt to keep Uru alive, even though we didn't have the resources ourselves to do it. We made some changes that allowed the fans to run their own servers.

CP: How did the play online games’s re-release as Myst Online: Uru Live through the GameTap network come about?

RM: GameTap was created by a friend of ours Blake Lewin, and as a collection of classic play online games, it seemed like a great home for Uru. It was a big step for them to move into the online realm, but a very logical one for them and us.

CP: How was it similar or different from your original vision? Did anything you learned in the intervening period between the first closure and the GameTap opening change your ideas about the play online games and how it should work?

RM: Well it was a much smaller budget, and we had to adjust to that as best as we could. Subscribers were paying monthly for a play online gamesTap subscription so we felt like we still needed to add something substantial on a monthly basis, but our budget for play online games was a fraction of what we had planned.

But the GameTap period of Uru (Myst Online) allowed us to test many of the content and story elements that we had always planned. There was one story arc in particular that had been set up even during the beta phase with Ubisoft that culminated with the death of a young girl as the online community watched in dismay. We had to execute the story on a shoestring budget, but we were able to prove the point that story in an online play online games could be just as engaging - and in this case even more engaging than traditional media. It was a very special time for us - and regardless of Uru's fate, we felt very validated.

CP: What was your response to the closure of Myst Online?

RM: Sad but understandable. Uru was designed to have large amounts of content as part of the draw. By reducing the content release it was like charging someone monthly for ABC television and giving them a play online games-show episode once a month, and an episode of Lost every few months. It's likely that they'll loose interest.

CP: I know there are some plans underway to release Uru to the fans to develop content for. Is this still in the cards? How do you envision this working? What do you think are the future of Uru and its community going forward? Any idea of a play online games for this?

RM: The Myst mythology revolves around the art of writing books that link to amazing places. For years the culture that developed this art held it close, restricting it to only the most play online games. But when that culture died the art of writing had the chance to be reborn - opened to the masses. Some of the early results from the new writers were dangerous, and not as spectacular as the old masters, but the new writers have the advantage of writing without the play online gamess. That's how we feel. We can't wait to put the art in the hands of the new writers and be surprised by what the future holds.

Rarity and Power: Balance in Collectible Object Games


Abstract

For collectible card play online games (CCGs), play online games designers often limit the availability of cards that have a particularly powerful play online games effect. The conventional wisdom is that the more powerful a card is, the more rare it should be. The long-term implications of such an approach can have negative consequences on a play online games suitability for casual play. Digital Addiction (a company that produced online, collectible cardplay online games  in the 1990s) developed a different play online games design philosophy for balancing collectible card play online games. The approach called for the most obviously and generally useful cards to be the most common and to equate rarity to specialization rather than raw power.

Keywords: Game design, collectible card play online games, CCG, play online games balance, Sanctum, Magic: The Gathering

Introduction

This paper explores the complex play online games balancing issues inherent to collectible card play online games. It begins with an overview of the Magic: The Gathering card play online games and follows with comparative case studies of Sanctum and Trading Card Baseball, both of which were online collectible “card” play online games. Sanctum’s play online games designers, after experiencing early balancing problems, developed a play online games design philosophy that attempts to address the issue every collectible card play online games faces: the fact thatplay online games advantage can be purchased. When Sanctum’s play online games designers later created Trading Card Baseball, they attempted to address this issue holistically by taking advantage of baseball’s statistical nature.

Fun & Balanced

"Games are fun" is aplay online games design truism (Caillois, 1957) [i]. When a play online games involves only a single player, providing “fun” can be the overriding design concern. If the player is given a sense of incremental advancement against reasonably challenging obstacles, then the play online games will probably be enjoyable.

Multiplayer play online games are trickier. At a certain point, one player will be advancing towards victory and the other(s) towards defeat. Losing is not fun. The mild consolation usually given to losing players is a sense of fairness. While the winner may have been lucky (if the play online games has an element of chance), the rules did not inherently and arbitrarily favor one player over another (Salen & Zimmerman, 2004). In order to ensure fairness, a large portion of the play online games design process is spent play testing and “balancing” the rules. Balancing is an evocative term - it not only brings to mind the scales of justice but also a precarious state in which one poor choice can tumble a tower of Jenga pieces (Scott, 1983).

A common play online games balance dilemma arises when the player moving first has an advantage. Such an imbalance can be corrected by giving the first move to the weaker player as a handicap, as is common in Chess (anon., circa 1475) having the end result adjusted, as with the komi points given to the second player in Go (anon., circa 1000 B.C.E.); or when all else fails, using a cumulative score of two play online games so that each player has the opportunity to play a first move - an approach that is commonly used by balance-minded players of Cathedral (Moore, 1979) and Othello (Hasegawa, 1971).

Unfair

With all the effort that goes into making play online games fair, it may be surprising that collectible card play online games (CCGs), such as Magic: The Gathering (Garfield, 1993), are unfair by design. In a CCG, each card has some effect on the play online games: increasing the player’s resources, decreasing an opponent’s resources, changing a rule, and so forth. The individual cards’ level of impact varies. Some cards have a minor, incremental effect; others cause dramatic, play online games changing transformations to the play online games state or rules.

Collectible card play online games are not available in complete sets. Instead, subsets of the play online games’ cards are sold piecemeal in the form of semi-random packs of cards. The distribution is regulated so that some cards are much more scarce than others. In order to obtain a complete set, a player would need to purchase many packs of cards, trade with other players for rare cards, and/ or purchase individual cards on the secondary market.

Players with larger collections of cards have a greater range of options and therefore an advantage. If Chess’s play online games were structured like a collectible play online games, one player might begin the play online games with several queens while the opponent is only able to field a set of pawns and knights.

Suitcase Players

The fact that play online games advantage can be purchased is not lost on CCG players. Players with large collections of cards are semi-disparagingly referred to as suitcase players [ii]. “Suitcase” carries the dual implication that the player spent a suitcase worth of money in order to purchase a collection of cards that needs a suitcase to transport.


Figure 1. Suitcase player’s collection
(Source: Cody Durkin, www.mastermarf.com, Creative Commons Attribution-Noncommercial-Share-Alike 3.0 license)

One approach for eliminating the advantages of large collections is through “sealed-pack” play online games in which each player plays with cards that came from a certain number of previously unopened packs. Suitcase play (as well as the compensating sealed-deck play) encourages continuing sales of the play online games, which presents a financial temptation for play online games developers to reinforce suitcase style play. Doing so, however, risks alienating casual players. This message board comment demonstrates the frustration of such a player:

    My buddy had a job in highschool and I didn't (3 sports), and he spent all of his paycheck on that damn
play online games
    . After awhile he ruined the fun, a casual player can't compete with a suitcase player. That's what makes Magic kinda ghey. (Akronn, 2003)


It is worth noting that the homophobic derogation is directed at Magic: The Gathering specifically and not at collectible card play online games in general. Because of its continuing commercial success, over 10,000 different Magic cards have been released (Wizards of the Coast, 2009). The immense variety of cards gives an almost exponential advantage to players with large collections. Exacerbating this is a strong correlation between the most rare and the most powerful cards. A player might need to purchase and sift through a suitcase of cards in order to find a few play online games dominating cards, in the same way that a mining company might need to blast and sift through a mountain in order to find a few nuggets of gold.

Expansion sets can also drive suitcase style play. Most collectible card play online games do not have a static play online games design. Instead, expansion sets of cards are periodically released. Magic: The Gathering, for example, adds about 500 new cards a year (Wizards of the Coast, 2009). The added sets can drive sales (by having more cards to collect), renew player interest (through novel play online games), and correct play online gamesplay imbalances (by creating cards that undermine a particularly effective strategy).

There is a natural tendency for play online games developers to design new cards that do not offer more play online games, but more powerful play online games. Doing so ensures that the new set of cards will be relevant to the play online games, perhaps even required by players who wish to remain viably competitive. This can result in an arms race of collecting in which each successive set trumps the previous one in terms of play online games power.

Defining an Online Collectible Object Game

Digital Addiction, a software play online games company the author co-founded, developed two online collectible object play online games in the late 1990s [iii]. An online collectible object play online games is a computer based play online games in which players own virtual objects that have an effect on play online games, persist between play online games sessions and are not equally available to all players.

This characterization of collectible objects would encompass most massively multiplayer play online games (MMPG) and even the average single-player adventure play online games. However, online collectible play online games is more fully focused on the collectible objects than is typical in MMPG and adventure play online games. In an MMPG, the various objects that a player collects may have important play online gamesconsequences, but they generally take a secondary role and are viewed as adding incrementally to a player character’s basic traits. In contrast, a collectible play online games core play online games is in the collectible objects and has little, if any, sense of an avataristic in-play online games character.

Examples of online collectible object play online games include Chron-X (Genetic Anomalies, 1997), Sanctum (Digital Addiction, 1997), Magic: The Gathering Online (Leaping Lizard Software, 2002), and Star Chamber (Nayantara Studios, 2003).

Digital Addiction’s Sanctum was consciously patterned on Magic: The Gathering. As with Magic, Sanctum’s collectible objects are spells that are represented using a card metaphor and put into play by spending magical energy resources (mana). In contrast to Magic: The Gathering and Magic: The Gathering Online’s play online games, which exists solely in the play online games cards, Sanctum is played upon a two-dimensional field of terrain and towns (Figure 2).


Figure 2: Sanctum play online games board
(Source: NIOGA, used with permission)

Sanctum’s use of a card metaphor may seem an odd vestige to carry over from physical collectible card play online games. On a computer screen, cards become a virtual abstraction of a cardboard abstraction of magic. A more thematic screen representation of spells might have been scrolls, but Sanctum retained the metaphor of cards due to its familiarity to CCG players. When a Sanctum spell is put into play, however, the card metaphor is abandoned for a more literal representation of the spell’s effect: a monster appears on the terrain, an element on board begins to glow with enchantment, a town is created, and so forth.

Early Errors in Rarity & Balance

Sanctum was released in 1997 with an initial set of 223 cards [iv]. Included in the initial set were cards entitled Apocalypse, Bleak Isle, and Sword of Zana. These three cards quickly became a problem; they were too powerful and unbalanced the play online games.


Figure 3: Sanctum card art
(Source: Lee Moyer, www.leemoyer.com. Used with permission)

Early in 1994, the developers of Magic: The Gathering had faced a similar situation when they realized that nine of their cards, which eventually became known as the “Power Nine” (Daily MTG, 2003), were unbalancing the play online games. Collectible card play online games are by nature rule exception play online games (Costikyan, 1998) in which the cards alter and add to a core set of rules. Balancing such play online games is extremely difficult because not only does the basic set of rules need to be tested and balanced, but all the permutations of card effect combinations should be considered as well. There is a good chance that a CCG’s player community will find a play online games killing strategy, especially when the play online gamesis new and its designers may not have fully grasped the play online games peculiarities.


Figure 4: Black Lotus, one of the Power Nine.
(Source: Wizards of the Coast, used with permission.)

The Power Nine were released in Magic: The Gathering’s first set (Limited Edition Alpha) in August 1993 and went out of print with the release of the Revised Edition expansion set in April 1994 (Ashley, 2008). After the cards were discontinued, their prices skyrocketed. As of 2 October 2009, the two most recent Black Lotus eBay auctions ended with the card selling at US$1924.99 and US$1980.66 (eBay, 2009).

Sanctum’s Out-of-Print Cards

Sanctum’s Apocalypse, Bleak Isle, and Sword of Zana cards are particularly powerful as defensive cards. A player facing defeat can use them and stop the opponent’s offensive drive. Jamey Harvey, who was Digital Addiction’s CEO, recalls:

    The problem was that these cards in particular were annoying because they were late
play online games
    cards (expensive [to play in terms of
play online games
    resources]) and if you were already winning didn't speed you up, but if you were losing would slow the
play online games
    down without changing the fundamental dynamics. So somebody with four Bleak Isles or four Swords of Zana could take a
play online games
    which was winding down unfavorably and instead of lasting 30 minutes make it last a frustrating, annoying, grating three hours... and they would still lose but now you had two unhappy, annoyed players. (Harvey, 2009).


This echoes what would become Digital Addiction’s official stance. The cards’ potential to drag out play online games was a real concern, though their uselessness to turn the tide of a play online games is a bit overstated (perhaps as an attempt to console players whose collections do not include these cards).

Digital Addiction’s staff discussed at length two possible solutions for the addressing the issue:
    1. The problem cards’
play online games
    design could be adjusted to be more balanced; or 2. The cards’
play online games
    could be left as is, but the company could discontinue distributing the cards in order to minimize the chance that a player would experience the unbalancing effect.


Both solutions had risks. Discontinuing the cards might simply perpetuate a play online games imbalance and institute suitcase style play. On the other hand, Digital Addiction was unsure how players would react to having their purchased cards suddenly change - it would be as if a Magic: The Gathering developer broke into players’ houses to update their cards with a Sharpie marker. Digital Addiction imagined an enormous outcry from the players if their collections were retroactively changed.

Digital Addiction decided to discontinue the cards, but leave alone the play online games design of the copies already in existence.

In some ways, this was as much a business decision as one based on play online games design or player community considerations. Digital Addiction was finding that the press and potential investors were often dubious that virtual objects could have value as collectibles. The thinking seemed to be that the collectability of Magic cards, for example, was inherently tied to the cards’ physicality. By ending the distribution of the play online gamescards, Digital Addiction thought it would not only solve a balance issue, but it would also prove Sanctum’s collectibility. Discontinuing the cards would ensure that the few that had been introduced to players’ collections would be extremely rare and, it was hoped, valuable in a secondary market. So the cards were discontinued and the “out-of-print” (OOP) cards began being sold on eBay for around $100 each.


Figure 5: Sanctum's deckbuilder
(Source: NIOGA, used with permission)

The decision to make the cards out-of-print seemed the more conservative choice: Digital Addiction was following the precedence set by Magic: The Gathering’s developers. However, following Magic’s model did not prove to be as safe as Digital Addiction had hoped. There was a widespread and angry reaction from the player community. Players abandoned the play online games over the issue and the controversy was still quite alive up until the point that Digital Addiction closed its doors three years later [v]. Digital Addiction felt trapped by the decision because once players were paying to purchase the out of print cards on the secondary market, the company did not want to sandbag them by reversing its decision and undermining the cards’ inflated values [vi].

Wizards of the Coast (the publisher of Magic: The Gathering) feel similarly trapped by its secondary market. In July 2002, Wizards of the Coast published an “Official Reprint Policy” which presented a list of cards (growing to 572 cards by October 2009) that would never be reprinted. The statement that accompanied the list explained, in part:

    Primary to the value of purchasing Magic cards is the concept that each card will maintain a reasonable value over time. Because we're sensitive to this issue and to the ramifications of reprinting cards too soon or too often, we try to make decisions that won't negatively affect card collectability over time and that will enhance the value of cards you purchase. To maintain your confidence in the Magic
play online games
    as a collectible, we've created this Magic: The Gathering card reprint policy. It explains why we reprint cards and lists which cards from past Magic sets will never be reprinted. (Wizards of the Coast, 2002)


As was the case with Sanctum, the play online games designers came to view the decision as a mistake. Mark Rosewater, who is currently Magic: The Gathering’s head play online games designer, explains:

    You see, many years ago, Wizards released Chronicles and Fourth Edition. In it were cards from some of the recently released sets that had sold out in hours. As such, cards from these sets had high secondary market values, many of which plummeted when they got reprinted. This upset many of the collectors, as they feared that the value of their collection might evaporate overnight. To stem these fears, the then Magic Brand Team came up with a list of cards that Wizards promised they would never reprint... The Reserved List has become somewhat of an albatross around R&D's neck. (Rosewater, 2006)


Sanctum’s “reserved list” of out of print cards stopped after the first three. Eventually Digital Addiction learned that it could routinely adjust the cards’ play online games without causing much controversy. Still, the concern had merit as later shown in July 2009 by the anger that erupted in response to Amazon deleting from its customers’ Kindle electronic book devices an inadvertently unlicensed edition of George Orwell’s 1984 (and refunding the purchase cost).

A Philosophy Emerges

The conventional wisdom is that the more powerful a collectible card is, the more rare it should be. As described in Wikipedia (cited here to give the common understanding of the topic) there is a direct relation between power and rarity:

    ... in CCGs, the level of rarity also denotes the significance of a card’s effect in the
play online games
    , i.e., in general the more powerful a card is in terms of the
play online games
    , the greater its rarity. A powerful card whose effects were underestimated by the
play online games
    ’s designers may increase in rarity due to those effects; in later editions of the
play online games
    , such a card’s level of rarity might increase to reduce its availability to players. Such a card might even be removed entirely from the next edition, to further limit its availability and its effect on
play online games
    (Wikipedia, 2009)


Based on this idea, the policies of discontinuing overpowered cards in Sanctum and Magic: The Gathering made sense. However, using rarity to try to balance a powerful card actually worsens the problem. There are usually defenses against play online games unbalancing cards [vii], but having to resort to elaborate countermeasures does not really help. Players worried about a particular overpowered card have the dubious choice of employing a defensive strategy that is useless in most cases (and dilutes their ability to play effectively against more common threats), or being vulnerable to an unlikely, but devastating, attack. Having to use a situation-specific defensive card (just in case), is as appealing as having to carrying around a fire extinguisher (just in case).

Because of the extreme negative reaction to its decision to discontinue several cards, Digital Addiction began to question the “power equals rarity” approach to play online games design and balance. By the time Sanctum’s second expansion set (Oppositions) was being designed, Digital Addiction was employing a new play online games design philosophy. As expressed by Lee Moyer (the artist for all of Sanctum’s cards and the producer for Oppositions) rarity should equate to specialization, not power. In fact, the more bluntly powerful the card is, the more common it should be.

Moyer explained this idea using an analogy of tools. The most common tools are, in a way, the most powerful ones. A toolbox that contains a screwdriver, a hammer, pliers, tape measure, a drill, and a circular saw cannot be beat in terms of sheer usefulness. In most cases, an exotic tool, a hammer drill for example, would not do as good a job as the more common tools. However, in the rare cases where a hammer drill would be useful, it makes the job much easier, quicker, and cleaner. Such is the approach Digital Addiction took with its expansion cards. The more obvious/ powerful the usefulness of a card, the more common the play online games’s designers made it. The more oddball/ specialized the card, the more rare it was made.

Simply stated, if a card is so powerful that it would unbalance the play online games if everyone had a copy or two of the card, then the card is inherently broken. Digital Addiction did not want to design cards that are hard to obtain, but once owned gave straightforward and easy wins.


Figure 6: Elven Piper
(Source: Lee Moyer, www.leemoyer.com. Used with permission)

One of the inspirations for this philosophy may have been the beta-test reward cards that were given out to players who helped test Sanctum and its expansions. As a “thank you,” the company gave each tester a limited edition card. These cards were designed to be purely commemorative - to have no impact on play online games. Digital Addiction did not want players who later joined the play online games to feel resentful that they missed out on a card that gives its owners some advantage. Also, a powerless card seemed both more special and more in the spirit of the testers’ volunteerism. The only effect of Elven Piper (Figure 6), which was the reward card for the initial release’s beta-test, was to play bagpipe music during certain combat events in the play online games.

Despite having essentially no effect on play online games, the beta-test cards were highly prized (and sold on eBay for prices rivaling the out-of-print cards) [viii]. The combination of the cards rarity, powerlessness, and popularity was an interesting lesson for Digital Addiction’s play online games designers.

Trading Card Baseball

Digital Addiction’s play online games design philosophy was refined over the course of creating 380 cards - the sum of the original release of Sanctum followed by two expansion sets. In 1999, Digital Addiction had the opportunity to apply the lessons it learned to the development of Trading Card Baseball, its second collectible object play online games [ix].

Trading Card Baseball was targeted towards casual play online games. The play online games players collected Major League Baseball ballplayers (using the obvious metaphor of baseball cards) with which they fielded a ball team. Trading Card Baseball’s play online games action was designed to be less involved than the finger twitch action of controlling every pitch and swing, yet more involved than the hands off style play of fantasy leagues in which the play online games’ decisions are limited to roster changes.


Figure 7: Trading Card Baseball’s modeless strategy dialog boxes

Trading Card Baseball put the play online games’s players in the position of a team manager who gives general directions to the ballplayers, but does not directly control their actions (Figure 7). The decision-making could be put on “autoplay” so that the computer makes default choices. In addition to these strategic decisions, play online games players could also play action cards (that are associated with the ballplayers’ cards) that caused events such as “Next swing is an automatic hit.”

Suitcase style CCG play is viewed with annoyance when it seems that the quality/ quantity of a player’s collection overrules the quality of an opponent’s in-play online games choices. Yet most players want their collections to be meaningful and like the idea that skill in putting it together - which may involve savvy trading as much as spending money - has impact on their ability to play a competitive play online games. These two conflicting desires (money not dominating the play online games, but building a good collection results in some play online games advantage) create a dilemma for the designers of almost every collectible card play online games Trading Card Baseball, however, provided a chance to create a play online games that resolves the quandary.

Baseball is an extremely statistical play online games. Everything is boiled down to a numerical value, such as a pitcher’s WHIP statistic representing Walks plus Hits divided by Innings Pitched. Trading Card Baseball’s play online games was largely based on the ballplayers’ statistics as modified by the play online games player’s strategy orders and action card playing [x].

Because the cards’ play online games effects are statistically driven, it was possible to make objective analyses of the play online games power of each card. Based on the ballplayers’ statistics, each card was given a “heat” rating of Smokin’, Hot, Warm, or Cool that represents how skilled the ballplayer is at the play online games [xi]. Likewise, the teams that are cobbled together from the cards are rated by using the average “heat” designation of the teams’ players.

The implications of the heat rating system are interesting. Trading Card Baseball’s matchmaking system exposed the heat of the teams, so a person with a weak team could choose whether or not to play against someone who is fielding a more powerful team. Also, the rankings of the play online games players could be broken out into recognizing the top teams in each heat category (as well as being able to list top underdog players - players who win even when they are playing an outmatched team). So having a great “Cool” team could gain as much recognition as having a great “Smokin’” team.

Certainly a player with a large collection would have had more choices and probably could have fielded a better “Cool” team than a player with a small collection. However, that is the sort of advantage that is desirable in a collectible card play online games: the player with the better collection has an edge, but not to the extent that is disheartening for the casual player.

Conclusion

This paper explored issues of balance in play online games that use collectible objects. It focused on case studies of play online games that use a card metaphor, but collectible object play online games can be more broadly defined. The category can be seen as including any play online games in which the players are able to use obtainable, but limited, resources to dynamically alter the rules (or at least the rules’ effects and applications).

The play online games design conventional wisdom for collectible object play online games is to have the most powerful effects be the least likely to be brought into play. The powerful objects are usually limited by reducing the number available to the player population or by increasing the resource expense of putting the object into play. Of the two approaches, the former is more problematic because it has the potential to create a playing field that is so unlevel that the game is not fun.

Digital Addiction’s initial release of Sanctum was largely balanced using the common methods of making powerful cards rare and costly. When designing Sanctum’s first expansion set, however, this approach was reconsidered. The play online games designers decided that the most easily applied power - the play online games effects that most directly and efficiently carried a player toward victory - should be the common. Instead of conveying raw power and obvious application, rare and expensive objects were designed to have specialized effect. By being specialized, the rare cards are useful in limited situations and require expertise when putting them into play. But in the right situation, these rare cards can have dramatic effects on play online games.

Having a stated approach to play online games design requires a certain amount of balance within itself. Creating a rich play online games experience calls for avoiding formulaic constructions. However, collectible object play online games need particular design care because the play online games assets persist, become owned by players, and essentially take on a life of their own. There is a risk that play online games advantage may be hard to obtain (either because of the expense of time or money), but once achieved the advantage is easily maintained and put into play. When this is the case, the play online games will discourage both casual and novice players.

Some designers attempt to resolve this problem by continually introducing progressively more powerful objects. This allows new players to be competitive with more established players. However, this also often leads to dissatisfaction amongst a play online games’s long-term and most dedicated players.

Addressing these issues is the goal of disassociating power and rareness. Done well, it can lead to play online games environments that both casual and serious players find enjoyable and appropriately challenging.

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End Notes

[i] “Games are fun” may be a truism, but not a universally accepted one. Game designer Marc LeBlanc views the term “fun” as a lazy synonym for a more complex, but less understood, experience (Salen & Zimmerman, 2004).

[ii] An example of the term being used is play online games designer Paul Peterson’s “Excuse me, Mr. Suitcase?” column in The Duelist, a CCG focused magazine that was published by Wizards of the Coast during the second half of the 1990s.

[iii] Digital Addiction was the brainchild of Jamey Harvey. His fellow co-founders included Ethan Ham, Benjamin Rosenbaum, Lee Moyer, and John Mueller.

[iv] In 1997 Sanctum was released in the form of a public beta-test. In 1998, the beta-test players’ accounts were erased and the play online games was re-released as a commercial product.

[v] When it closed, Digital Addiction did not want Sanctum to shut down, so it turned the play online games over to NIOGA (www.nioga.net), a non-profit organization formed by a group of the play online games’s players. NIOGA eventually converted to a for-profit venture and has continued to support and extend Sanctum.

[vi] Magic: The Gathering has rules limiting what sort of tournaments the Power Nine can be used in. Digital Addiction probably should have done something similar and ban the out-of-print cards from being used in ranked play online games (games whose outcome have a lasting impact on the players’ win/loss statistics).

[vii] It is common for collectible card play online games designers to take advantage of an expansion set to introduce a card that counter-effects an overly powerful card from the previous expansion.

[viii] Sanctum players who enjoyed being analytical often pointed out that the beta-test cards are not completely without effect. A number of cards in the play online games have an effect that is altered by other spells (e.g., +1 strength for each spell that has been cast upon the unit). So it is possible that playing an Elven Piper would result, for example, in a unit gaining strength.

[ix] Sadly, though the play online games development was completed, it was never released. The core play online gamesdesign team on Trading Card Baseball was Paul Dennen, Ethan Ham, and Tony Van - though the entire Digital Addiction team contributed.

[x] One interesting aspect of Trading Card Baseball’s design was that each week during the baseball season, the cards would be updated to reflect the ballplayers’ current statistics. This made the play online games value of the cards dynamic - an obscure or previously weak ballplayer might suddenly become a star, or a great ballplayer might underperform.