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Welcome to the EIS blog

Formal introductions will be offered soon, but welcome to the future home of the blog for the Expressive Intelligence Studio at UC Santa Cruz.

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Left 4 Dead: 4 Reasons Why It Works

  1. Desperation: I thought the speed of the zombies was ridiculous. I was mistaken. The only speed for the zombies is barreling towards the group, looping in wide arches, barreling out of control. The inability to perform any crowd control (outside of limited supply molotov cocktails) turns each firefight into a desperate attempt to keep the zombies at bay. The most desperate moments come when the horde is surrounding you, knocking a teammates health to zero, watching them fire from the ground wildly. It’s your decision when to wade in and help them. The player narratives this creates are phenomenal, being involved in a dire rescue just meters from the safe house is one of the great moments in gaming. Result: You have to rely on your team, not just yourself.
  2. Reward: Left 4 Dead is constantly rewarding you, as if some macabre version of Peggle. Almost every kill results in a message like “Louis protected Zoey.” Some achievements are easy to get in just your first play through. Result: You are compelled to save others, if only for the rewards.
  3. Enforced co-operation: There’s no “I” in team, nor is there one in “Left 4 Dead.” Leaving your team results in either a hunter killing you (hunters can only be removed by teammates), a tank killing you (tanks can only be killed by all members working together), smokers killing you (once choked by a smoker, you can’t save yourself) or your team killing you by voting you out of the game. Result: Those who don’t play nice don’t last long.
  4. Headsets: Now, this might only be the case for the 360 game, but L4D pretty much requires a headset. There’s no way to communicate what’s happening in the event of you becoming separated: you can’t call for help without one. While this was initially off-putting for myself, I soon realized it’s the binding agent of the team. People without headsets get hurt. A lot. You also need that camaraderie if you’re going to be playing an hour long game together. But what this does is also share the scares: “Watch out!” and “Oh no…” add to the game in a way no canned voice acting ever could. Result: L4D is a bonded, shared experience. Talking and laughing over shared experiences are far more powerful than any individual endeavor.

Yes, I know I’m late to the party.

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Mass Effect / Star Trek

Mass Effect Bar

Mass Effect Bar

Why are you talking to me, man?

Why are you talking to me, man?

Who inspired who?

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EVE Online: The Proof of Player Narratives

EVE OnlineQuestion: How many people play EVE Online?
Answer: None

Here’s some choice quotes about EVE Online:
“I never had fun in EVE”
“Cunfused the f*** outta me. Too Many Buttons D:”
“this game is boring as hell.”

…so why does EVE have over 200 000 subscribers? Perhaps the original question should be “How many people experience EVE Online?”

I love space opera. I loved space combat, when you could still buy those games. I love MMOs. I should be a prime target for EVE, and yet I find it deathly boring. EVE’s triumph is its downfall: there is very little game offered.

EVE doesn’t give its players things to do or places to go: each “mission” giving agent is as meaningless as the last, each space station is as nondescript as the last, each system as “spacy” as the last. It’s an exercise in providing very little, creating an experience that almost everyone finds boring. The feeling of being incredibly lost sets in very quickly. The game offers no narrative or gameplay carrot, but provides a hefty PvP stick, scaring off new players at an alarming speed.

It is this lack of game structures that creates all those amazing stories about EVE you hear about. Because there is so little to do, players have to make their own fun. They have to tell their own stories and create their own communities. To infilitrate one of these communities; to immerse yourself so fully in forums, blogs, chit-chat, fleet raids… it’s an overwhelming ask, and one that the EVE tutorial or web site tells you about. I can only look in from the outside and wish I had the time or the inclination to be part of something so encompassing, wrapped in a fiction I cannot help but love. But I cannot, and the vast majority of other people – even those that are aware that this is what EVE is, not what the tutorial might lead you to believe it is – can’t either.

What EVE represents is the dichotomy of the player narrative: the story is so compelling because it is a story you create yourself, and yet without the hand-holding and guidance of an authorial narrative, we feel lost and confused. It is not shoe-horning interactivity onto authorial narratives that holds the answer, but rather mixing compelling authorial narratives to player narratives (by compelling, I mean not Crackdown).

If there is some way to reconcile this dilemma, perhaps we will find the real voice of the medium, no longer imitating books or movies, but finding something unique.

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