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Online Games, Social Narratives
Online Games, Social Narratives
Online Games, Social Narratives
Esther MacCallum-Stewart
First published 2014
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Library of Congress Cataloging-in-Publication Data
MacCallum-Stewart, Esther.
Online games, social narratives / Esther MacCallum-Stewart.
pages cm. — (Routledge studies in new media and cyberculture)
Includes bibliographical references and index.
1. Internet games—Social aspects. I. Title.
GV1469.15.M344 2014
794.8′1—dc23
2014004466
ISBN: 978-0-415-89190-5 (hbk)
ISBN: 978-1-315-76375-0 (ebk)
Typeset in Sabon
by Apex CoVantage, LLC
To the gamers, Simon, and my mother
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Contents
List of Figures xi
Acknowledgements xiii
Bibliography 171
Index 191
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Figures
For much of my research and play, I have met people known only by abstract
names and gamer tags, acronyms and anonymous posts on forum threads.
I have known people for years, sometimes conversed with them on a daily
basis, yet have never known their ‘real’ names. While this does not matter
in a virtual space, it makes acknowledging all the people who have had a
huge influence on this book very difficult. So, to all the gamers, casters and
community members who have taken part in this book, thank you.
For everyone else, the list is fulsome. First, the guilds and the groups: the
Munchkin crowd, Frail Realities, Dawn of Hope, Final Chapter and The
Nels Quizzas. Of these, Dorian Rogers, Teresa Jacklin, Matt Pope, Dan
Hume, Nic Newman, Ken Mackriell and Shane Tompkinson earn extra spe-
cial thanks for the Christmases in Berlin, Arkham and the Reikspiel. Martin
Burns, Tanya Smith and Leon Cox all helped provide sanity.
To the casters, it was my pleasure to interview you. Your feedback and
interest throughout the writing of this book has been invaluable. Special
thanks go to Simon Lane, Lewis Brindley, Hannah Rutherford and Mark
Turpin for being so patient and dealing with queries, debates and discussions
throughout the writing-up stages.
Peter Taylor needs a section of his own: GM, friend and voice of reason.
To everyone else, Tanya Krzywinska, Ashley Brown, Justin, Chris C.,
Heather, my mother, Jude Melling, Dave Tart, the Hamers, Mekkins, Kali
and MKF, I owe you all in different ways. Thanks.
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Introduction
‘Give Honeydew 46 /1’
Online communities are not virtual. The people that we meet online
are not virtual. They are real communities populated with real people,
which is why so many end up meeting in the flesh. The topics that we
talk about in online communities are important topics, which is why
we often learn about and continue to care about the social and politi-
cal causes that we hear about through our online communities. Online
communities are communities; there is no room for debate about this
topic anymore. They teach us about real languages, real meanings, real
causes, real cultures.
—Kozinets (2010: 15)
The people who made money from the gold rush were not the gold rush
miners. It was guys named Levi Strauss and Crocker, and folks who ran
banks, and people who sold jeans, and sold picks and axes.
I think ultimately in the long term that the money that will get made in
Minecraft will not be about Minecraft, but will be about the services
and products that get introduced into it. And so that’s what’s most
interesting . . . the ecosystem.
—Hilleman (in Sheffield, 2012)
In 2008, two friends and podcasters, Lewis Brindley and Simon Lane, started
to upload webcasts to the video-sharing website YouTube. Using footage of
themselves playing digital games, the Yogscast added a voice-over in which
they discussed aspects of gaming, geek culture and anything else that struck the
duo as interesting or amusing as they played.
At the same time, the Russian company Digital Sky Technologies bought
a 180-million-dollar share in the rapidly growing social gaming company
Zynga (5% of its worth). Zynga made games designed to run on social
platforms such as Facebook. Based on the principles of gifting and time
delay, these games encouraged players to engage in a relatively novel type of
gameplay. Instead of spending long sessions at the computer, players were
encouraged to come back to the game frequently and often, limiting the
length of actual play sessions to only a few minutes.
Last, a Swedish man, Markus Persson, released a small Indie game in
which players used cubes, or ‘blocks’, to build houses and other structures
2 Online Games, Social Narratives
in order to survive from frightening monsters that came out at night. The
game, Minecraft, was unfinished, but by originally uploading the game to
an Indie games developers forum, TIGSouce.com, Persson, also known by
his gaming title ‘Notch’, used an existing community of developers and
enthusiasts to publicize and troubleshoot early versions of the game. As an
additional carrot to interested gamers, he promised that anyone who bought
Minecraft would never have to pay another registration fee again.
These three groups are symptomatic of the huge changes that have taken
place in videogaming culture in recent years. In 2011, Zynga was one of the
largest and most profitable gaming companies in the world, and dominated
the casual gaming market across technological platforms and social net-
works, but it was on social networking site Facebook that they really held
sway. By 2012, nearly 25% of the 1 billion Facebook accounts in existence
had accessed a Zynga game (Appdata, 2012), and Facebook attributed more
than 12% of their revenue to the company, (estimated at 445 billion dol-
lars) to sales taking place within Zynga games (Takahashi, 2012). These
games frequently ask players to spend real world money on in-game arte-
facts or events—a purchasing mechanism known as micro-transactions—
and bombard them with messages to virally share the games with their
friends. Zynga, and the many other social gaming companies rapidly tak-
ing advantage of this boom, appeared to encourage players to involve their
circle of friends by sharing items from each game and encouraging them to
take part in collective tasks. However, this relationship was in fact used to
generate more income by guilting the player into spending money in order
to keep up with his or her peers or by spreading the game virally across
social networks. When Zynga’s tactics became too intrusive, the popularity
of their games rapidly began to wane. In 2012, Zynga shares crashed to a
low of $2.09 after the company announced huge losses. The company was
almost universally vilified by the gaming press for its exploitative gaming
practices and resulted in a general distrust of Facebook gaming, even as it
was rapidly replaced by an almost identical sales model on the (now boom-
ing) Android market (Wiggins, 2013). By 2013, Zynga had been involved
in series of high-profile buyouts of other companies, desperate to recoup
its losses by investing in games which apparently supported less aggressive
means of micro-transactioning.
At the other end of the scale, Markus Persson became a CEO of Mojang
Specifications, a company formed after he was approached by the gaming
company Valve Corporation, which wanted to integrate his work into its
downloadable games platform, Steam. He and his team still create small-
scale Indie games, but Minecraft has sold more than 24 million copies across
console, Android and PC platforms (Dyer, 2013). Mojang relies on the gam-
ing community for publicity and famously has no employees for marketing,
although it does have a director of fun, who promotes the game and helps
organize the yearly Minecon convention. These members are encouraged to
spread and endorse Minecraft through word of mouth, but unlike the anger
Introduction 3
directed towards Zynga for aggressively enforcing this tactic, respect for
Notch as a solo designer and a gamer in his own right encouraged players
to support Minecraft. Notch’s tolerant attitude towards the modification
(modding) of Minecraft by players influenced subsequent developments in
the game, and allowed a plethora of stories, maps, technical changes to
change the game in one form or another. Notch has frequently champi-
oned the Agile approach to development and frequently added updates that
responded to fan demands. Until 19 November 2011, Minecraft was also
still in beta, and although Notch passed development of the game on to
colleagues, the game continues to be regularly updated with bug fixes and
new content.
Finally, Simon and Lewis are still making webcasts. Most Yogscast vid-
eos, released daily ‘just around teatime’, are viewed by more than 1 million
people. The Yogscast capitalized on the success of Minecraft, writing stories,
playing fan-made maps and discussing various changes to the game made
by both players and Mojang’s development team. However, it also began to
expand with playthroughs of other games, at first including fellow gamer
and third founding member, Hannah Rutherford, and then by employing
friends, former guild members, popular UK webcasters, talented video edi-
tors and Yogscast fans themselves. The main Yogscast channel is the most
subscribed YouTube channel in the UK, and is regularly part of the top ten
in the world, with more than 5 million active subscribers and 2 billion page
views since the videos were first released (July 2013). In 2013 the Yogscast
community employed more than 30 members of staff and had gained a huge
fan following amongst millions of gamers around the world.
Together, Notch, Simon, Lewis, Hannah, and Zynga represent the huge
differences evolving within online gaming communities: a large corporation
creating games that millions of people were happy to play while socializing
on Facebook, until marketing became too aggressive; players who endorse
an obscure title such as Minecraft to the point where Persson was forced to
admit that his company was no longer ‘Indie’ (Makuch, 2012); and support
for the common gamer through the Yogscast, with billions of individual
views on its channels.
In this book, I investigate these changes. I argue that although gamers
have become too large a group to be examined as a cohesive whole, they are
becoming hugely influential in modern cultural practices. The nature of gam-
ers, who are hardwired to play because their intent within games is to play,
means that they are constantly experimenting and toying with the medium.
Although not every gamer is a producer, the gaming community has a huge
investment in perpetuating itself, and is a dynamic force in online society. It
is also a community keenly aware of the stereotypes that surround it, and
although it does not always use these creatively, it does work to explore
them. I argue that the fan-producers and developers who act as spokes-
people for these games are becoming an increasingly powerful element of
gaming culture and have an important role to play in the development of
4 Online Games, Social Narratives
gaming culture. Even gamers who are not as high profile as The Yogscast or
Notch often work to effect change, express ideas collectively and develop
new modes of gaming activity. Increasingly, gamers have realized that their
consumption and interaction with games and gaming culture can be influ-
ential. As a result, they are turning away from more hegemonic modes of
production and are relying on themselves to provide authoritative voices.
Why Fantasy?
TOGETHER WE STAND?
Even from a cursory look at the gamer, it was obvious that generalizing
about gamers was both endemic to gaming academia, media discussions
and throughout the communities themselves. The understanding of ‘gamer’
or ‘gamer community’ was incredibly flawed, full of preconceptions that
simply did not represent the people I was encountering or already knew of
through my own play. Previous delineations about online games and the
people who play them do not work because the demographic and the genre
have become too large. In this book, I focus on online play, but this does
not necessarily mean ‘togetherness’. It is possible to play Minecraft as a lone
adventurer, watch nothing but YouTube videos without actually playing the
game featured or play a single-player game while talking to friends. All
these are versions of group play or take place online and demonstrate the
complexity of assuming that all players respond to games in the same way.
Yet despite this, players like to identify themselves as a unanimous group
and often use unifying terms and concepts when discussing their behavior
with themselves and others. Regardless of their hugely different origins and
behavior online, they are also able to act cohesively—for example through
forums such as Reddit or in response to perceived slights against the commu-
nity at large. Clay Shirky (2008a) describes this behavior in his book Here
Comes Everybody, seeing both the collective action of groups online (for
good or ill) and the collaborative production that results from it as a strong
indicator of online society’s newfound empowerment. The online sphere is an
8 Online Games, Social Narratives
excellent place to mobilize groups of people, and the information-seeking
nature of the web also allows these groups to rapidly lay their virtual hands
on pertinent information. However, these types of activity also highlight the
anonymity and temporal nature of these groups. As I argue in later chapters,
this can cause confusion and distress to gamers when their understandings
of their own communities are challenged.
One of the questions I seek to answer in this book, therefore, is why gam-
ers are so willing to self-identify as a large community, yet they cannot be
classified as cohesive groups. Gamers are an extremely motivated commu-
nity, with sites such as Kickstarter and protests both for and against the ‘Fake
Gamer Girl’ (Letamendi, 2012) showing that they take an active part in self-
representation, protest and support. Indeed, protests and discussions about
the state of gaming communities in general are commonplace—encouraged
by the fact that gamers like to think of themselves as an emergent minority
that now needs to establish itself as a recognized element of cultural prac-
tice. At the same time, this leads to what Sheri Turkle (2011) calls ‘Alone
Together’, the idea that despite being such a mass of apparently like-minded
people, we are still separate from each other, often dramatically so. Is band-
ing together to bombard feminist Anita Sarkeesian with rape threats a sign
of a newly empowered community? The argument can go both ways, but
this is certainly not a desirable activity. In this book, therefore, I ask whether
there are ways in which such toxic activities can be overcome and how some
games are instigating more formal ways of controlling socialization online
in order to prevent such behaviors.
Gamers take part in a genre where they are constantly encouraged to engage
in various types of play. Famously, Salen and Zimmerman have tried to clas-
sify these types of play, drawing from the many different theories available.
In Rules of Play (2003), they discuss (and in places act out) the various types
of play available. Additionally, they map some of the ways in which players
facilitate and understand play activities. For Game Studies scholars, Rules
of Play helped to identify play as a multifaceted concept, and opened the
discussion out for many subsequent illuminating, daring, prosaic, practical
and downright daft ideas. Because so many people engage in play, on so
many levels, this idea has also been explored across the gaming strata—from
theorists trying to identify critical aspects of Game Studies, bloggers writ-
ing about their own experiences and ideas, and people taking part in games
and trying to remake or break the systems within them. As a concept, play
is therefore incredibly useful to the objectives of this book because it is uni-
versally experienced by academic, journalistic and layperson gamers but, as
I argue, is a unique and personally tailored experience.
The constant struggle to define play and gaming throughout these groups
is testimony to the plethora of options available. No matter what a player
Introduction 9
is doing when they engage with a game, at the centre of this is a version of
play which informs their behavior. However, Frans Mäyra (2009) argues
that ‘games do not exist in separation from their players’, and this can be
seen in multifaceted events, behaviors and understandings that shift from
moment to moment as players navigate their way through gaming experi-
ences. Throughout this book, I argue that it is this attitude to play and play-
ful behavior which causes a fundamental difference in gaming communities
from other cultural groups. It makes players experimental and more willing
to pursue different options. Play carries with it an ethos of ‘not-serious’,
located (for the moment) within Huizinga’s Magic Circle (1954), where
rules can change and different attitudes and actions can be tried on for size.
My argument is that players take this attitude beyond games in a way that
makes them more pro-active, although this tends to be within online envi-
ronments where their identities are shielded, or they are not in the direct,
physical company of other players, which might force them to account for
their behavior in a more immediate manner. In this way more recent ideas
of the magic circle as a malleable construct (Juul, 2005) help the gamer to
explore the potential of playful activity both within and outside of the game
context. This attitude ‘bleeds’ into the real world (Waern, 2011; Montola,
2012), giving players freer rein to try out new ideas with the expectation
that failure or imperfect results are part of the learning process. In short,
the nature of gaming means that players are hardwired to play, and this is
adopted as an ethos which they then use in subsequent modes of production,
from fan-created texts to the aforementioned protests online.
MMORPGs are usually seen as the default type of online game—in fact,
many academic texts use the two terms interchangeably. MMORPGs usu-
ally follow established fantasy or science-fiction conventions and appeal to
players by providing familiar playstyles, statistical attributes and graphic
design. They are also easily recognizable through their traditionalized sys-
temic forms—battles, competitive play, multiple characters and group play
which requires large numbers of people to be present simultaneously. Online
games are also recognized as being largely collective experiences, played in
persistent environments by many people at the same time, thus becoming
a social activity in and of themselves (Klastrup, 2003; Klastrup and Tosca,
2004). Successful MMORPGs generate huge revenues and consist of large
player bases. As such, when online games are mentioned, it tends to be titles
such as World of Warcraft (2004), EVEOnline (2003), City of Heroes (2004)
and Everquest (1999) that are first used as examples, alongside MMORPGs
that involve franchises (Star Wars, The Old Republic [2011], Lord of the
Rings: Online [2007]), or other well-known fantasy tropes (superheroes,
wizards, etc.) which a non-gamer audience might recognise.
World of Warcraft (WoW) is often used to exemplify the success and social
complexity of online games. Now more than a decade old, WoW comprises
a sprawling world of expansion packs and added content, and in its heyday,
generated an income of $100 million a day (PC Gaming Alliance [PCGA],
2010). WoW has played a huge role in defining MMORPG tropes and for
10 Online Games, Social Narratives
several years has been a key text for Game Studies theorists (e.g. see Cor-
nelliussen and Rettburg-Walker, 2007; Nardi, 2010; Karlsen, 2011; Glas,
2012). However, WoW must be contextualized in terms of other games and
playstyles that exist in the online sphere, especially in more recent years as the
overall player base has expanded and the nature of play has developed in new
directions (for example the Indie scene or social networking games). WoW
also tends to eclipse many other highly successful games in the MMORPG
genre; for example, the free-to-play game Runescape has been running since
2001, has had over 200 million registered user accounts, and plays a major
role in the gaming experience of many younger players who often play Run-
escape aged between 10 and 15 (Edge, 2013; Steinkuehler, forthcoming).
I also consider other forms of online gaming and gamer communities.
One of the core arguments that emerges from this broader context is the
realization that single-player games or games that do not have easy ways for
players to communicate during gameplay, also form thriving online commu-
nities. In the absence of geographical nexus’ for gamers to meet and social-
ize, sites online, both directly game related (such as downloadable content
platforms such as Steam, Desura and X-Box Live) and indirectly (such as
Somethingawful.com and Reddit.com), become places where gamers con-
gregate to discuss their ideas, gameplay and issues.
Online gaming is becoming a huge industry, but it is also becoming a
diverse one. The player of Candy Crush Saga (2012) is probably unlikely
to log into a link-up game of Red Dead Redemption (2010) at the end of a
hard day’s work—although given that it has 44 million individual users on
Facebook as of August 2013 (Appdata, 2013), they might. Online games
are not only diverse, but they cater to specific audiences. The person who
helps his or her friends gather thousands of raeli tiles to make an aqueduct
in A Tale in the Desert (2003) almost certainly considers the tricky, devious
world of ancient Egypt more socially complex than forming a dungeon party
in Age of Conan: Hyborian Tales (2008), and the fan of retro multiplayer
Gauntlet (1985) on Xbox Arcade probably does not feel the need to tell
his or her Mafia Wars (2009) friends how good he or she is at it. The truth
is that these games hardly compare anymore. Like players, online games
have become so broad in scope that grouping them together is becoming
impossible. Even the more specific classifications used in this book—casual,
MMORPG, social, networked, console based—all fall apart under even the
most inexact of scrutiny. Not only is there crossover, but there is hybrid-
ity: MMORPGs based on non-combat, casual games which take months
to complete; console games which rely on large fan-based communities to
succeed; free-to-play games that borrow heavily from puzzle, casual and
Nintendo DS genres; and so on until the list of categorizations becomes
totally meaningless.
More recently, online gaming has changed focus from MMORPGs, and
there has been a dramatic rise in other types of online play. As well as the
‘social’ games covered later in this book, MOBAs (Multiplayer Online Battle
Introduction 11
Arenas) have increasingly dominated online play. These games originate from
a customized Starcraft (1998) map called Aeon of Strife and include Defence
of the Ancients, or DotA (2003; itself a modification of Warcraft III: Reign
of Chaos [2002]); League of Legends (2009); and Team Fortress 2 (2007).
All these games have eclipsed the big MMORPGs in terms of users (Dyer,
2012; Lyons, 2012; Savage, 2013). DotA 2 was so popular that Valve did
not initially recruit new users into the game or release it fully until 2013,
citing its 3 million strong user base as sufficient to sustain it in beta (which
began in 2011), as well as concerns about introducing a new community of
inexperienced players to a very well-established one with a core understand-
ing of the game (Jackson, 2013).
Blizzard’s other major franchises; Starcraft and Diablo (1996), also have
more active users than WoW, and provide focal points for the thriving
e-sports industry (see Taylor, 2012). Games such as the Call of Duty fran-
chise (2003), Left 4 Dead 2 (2009) and Team Fortress 2 (2007) series rely
on online play to quickly gather groups of players together for FPS (First-
Person Shooter) matches, and more traditional board- and card games such
as Dominion (2008), Magic the Gathering (1993), Settlers of Catan (1995)
and Scrabble (1938) have also taken advantage of online play to produce
successful copies of their games.
Online gamers are additionally not limited by platform. Gamers can
get online in a variety of ways; through smartphones, consoles, personal
computers and screen-based technologies technology such as the iPad. This
means that the term online gamer must necessarily extend beyond players
of MMORPGs to anyone who is connected to others during play sessions.
It encompasses a larger variety of genres—from competitive play in Team
Fortress 2 to solo players of Skyrim (see The Elder Scrolls V, 2011), as well
as breaking the traditional view of the MMORPG as the sole recourse of
the online gamer. This definition of the online gamer additionally places
them within other genres such as casual gaming; a medium that is often
seen as secondary to MMORPG or AAA gaming, despite its hugely lucrative
place in the gaming market today. In 2008, Kathy Vrabeck estimated that
the casual gaming market would be worth 13.5 billion dollars (Vrabeck in
Ingham, 2008), a figure that now seems conservative given the vast amount
of people playing online across different genres and platforms. Collectively,
therefore, these gamers point to a need for online gaming to be reassessed as
a popularist cultural activity with a vast amount of permutations.
Perhaps because of the huge boom in socially driven gaming, gamers are
increasingly seeking each other’s company. The period that this book was
written in saw a rise in the popularity of conventions, meet-ups and gam-
ing days. Many of these had been running for several years, but were
12 Online Games, Social Narratives
increasingly attracting more and more people. Seventy thousand people
attended PAX in Seattle, 2011 (Khoo in Callaham, 2011), and in the United
Kingdom, 65,000 went to Eurogamer (Eurogamer, 2013) and 70,200 peo-
ple attended MCMExpo in London (MCMExpo, 2013). These events were
characterized by their friendly atmosphere—an attitude that is discussed
in more detail later. The gamers in attendance appeared, for the most part,
to be tolerant and interested in other people, willing to talk to each other
in queues, on escalators, or when playing games. The rules written on the
attendee pass at PAX reflected this: ‘No cheating!’ ‘Don’t harass anyone!’
‘Don’t mess with stuff that is not yours!’ The crossover between real life
and gaming life was epitomized by rule 4, ‘Don’t punch or kick people!’,
suggesting a shared discourse which promoted a tongue-in-cheek atti-
tude towards rules, appropriate social behavior, and common sense. The
interesting transition in the rules between social and functional rule sys-
tems are discussed further in subsequent chapters and is explored in more
depth elsewhere (MacCallum-Stewart, 2009, 2011b). On a smaller scale,
the three sessions of the boardgame event Players vs. Games that supported
research within this book attracted growing numbers of people—including
interest from larger sponsors who wanted to be involved in promoting
their products at a grass-roots level, as well as spawning satellite groups
that began in more distant towns. The need for gamers to reach out to
each other in a more tangible way—and to feel more comfortable in doing
this—seems to be increasing.
Although old prejudices about the gamer being a lonely, socially inept
obsessive still remain, often supported by the focus that a game requires
and bolstered by media that find this representation irresistible, it is obvious
that these attitudes are changing. Gaming is simply too large a medium now
for the press to continue alienating players who also comprise their reader-
ship. When a player is socializing online with others, to the observer they
may appear introverted as they concentrate on the game in hand, however
this is not always the case. Games designers are factoring social interaction
into their games far more, since it helps to retain players and prolong con-
tent (especially if the player is socializing rather than advancing the game).
Increasingly, socialization is becoming an essential (and lucrative) part of
gaming and is built into many designs as a deliberate attempt to keep gamers
playing. Games facilitate strong relationships and group ties (Nardi, 2010;
Taylor, 2008); as a result, designers have come to realize that retaining play-
ers through social means is a useful way to generate revenue (Debeauvais
et al., 2011; Blumental, 2013). Most online games contain extensive tools
for group play, as well as tools which allow longer-term relationships to
form. MMORPG, FPS games and MOBAs rely on cooperative play through
the individualization of roles, meaning that players have to interact with
each other in order to reach shared goals. The shared-goal theme is often
taken by other less obviously social games, in which sharing or gift econo-
mies are created in order to foster social links. Competitive and single-player
Introduction 13
online games are also increasingly adding functions whereby players can
communicate either during or after play.
However, assuming that the communities formed are harmonious can
lead to an overly positive picture of the game as a Utopian social space,
and from the early studies of gaming communities, a more reasoned line
of enquiry has evolved. As Bogost argues, ‘instead of standing outside the
world in utter isolation, games provide a two way street through which play-
ers carry subjectivity in and out of the game space’ (2006: 135), and Dyer-
Witheford and de Peuter continue this cautiousness in Games of Empire, in
which their discussion of the online gaming community ‘does not assume
that socialisation for the prevailing social order is benign, instead . . . games,
and the discourses surrounding them [are] vectors of contending interests
and agendas, and inculcat[e] skills that can serve—but also potentially
subvert—established norms’ (2009: xxvii).
Players do not simply socialize in order to make friends and attachments.
They also use these networks to grief, steal, offend and manipulate each other.
Kozinets argues that ‘the pattern of relationship development in an online
community is one in which task-orientated and goal-orientated informa-
tional knowledge is developed in concert with social and cultural knowledge
and social relationships’. (2010: 27). As a result, ‘fact based information is
learned alongside knowledge of the online community’s specialized language
and sensitized concepts, norms, values, rituals, practises, preferences, and
the identities of experts and other group members . . . a group structure of
power and status relationships is learned. What began primarily as a search
for information transforms into a source of community and understanding’
(ibid.; see also Kozinets, 1999). This is important, becuase Kozinets’s argu-
ment leaves room for other types of communities that form quickly or tem-
porarily. The online MOBA DotA 2, for example, is a game in which teams of
players fight each other in short player-versus-player (PvP) battles that last
between 20 minutes and an hour. The game has been praised for its ability to
have millions of players active at the same time; at 17:00 GMT on 23 August
2013, 441,012 people were playing DotA 2 (Steam, 2013). Communication
in this game is fleeting, and at first glance, it seems that the relationships
formed are temporary; lasting merely the duration of each match. However,
the opportunity to communicate is evident throughout both the play phases
and the main splash screens between games. Players enter a chatroom when
they are matched together in a game in order to greet each other and to dis-
cuss character choice and pre-game tactics. They are able to chat during the
match and again when the game has finished in another shared chat space.
Much of the advertising for the game on the main splash pages promotes
e-sport battles and highlights specific teams, suggesting that the game is
played more effectively with group members who know each other. Live events
and webcasts are hosted by chatty, informal presenters who not only give
news and current events from the game but also emphasize human interest
stories or spotlight individual players. Overall, a game which appears to
14 Online Games, Social Narratives
comprise ephemeral meetings from match to match encourages its players
to form strong networks in order to strengthen meaning within the group
activities it comprises. And yet, as Bogost and Dyer-Witheford foresaw, the
community is well known amongst gamers for its aggressive, unforgiving
player base and dislike of new players (DotA Team, 2013).
Activities such as this, whereby good social relations are not only encour-
aged, but elements to sustain them are also provided as an integral part of
the design process, are becoming common aspects of gaming online. They
acknowledge that groups have formed outside of gameplay and demonstrate
how game design tries to manipulate players into forming certain types of
relationships. If the spectrum of online gaming is a diverse one, it also means
that the people who take part in it must also epitomize that diversity, both
in the ways that they play and in the ways in which they relate to the game.
These relationships are heavily influenced by the type of world the player
exists in. In Lord of the Rings: Online (LOTR:O; 2007), players are accus-
tomed to negotiating their avatars within semiotically social and homely
areas, from guild houses which comprise separate instances to the quest
hub town of Bree, where activities are focused on the inn, The Prancing
Pony. LOTR:O lends itself towards roleplay because of its setting in Tolk-
ien’s imaginative world of Middle Earth. Players recognize this from the
films they have seen and the books they have read, and respond accord-
ingly (Krzywinska et al., 2011). On the other hand, Super Street Fighter IV
(2010) players rarely communicate in game, since the online play is rapid
and requires a high level of concentration; however, the technical prowess
needed to play well means that the game supports a thriving e-sports com-
munity and discussion forums where players analyze play, provide technical
breakdowns of each character’s moves and suggest playstyles. Café World
(2009) players rarely speak to each other in any context, but visit other
people’s restaurants and recruit players into their social networks because
they gain needed experience points or ludically beneficial objects as a result.
This relationship among the narrative of the game, the ways it directs play-
ers to behave and the social behavior it entails is symbiotic but strangely
under-recorded. These are social narratives this book will start to unpick.
Online worlds are what Tanya Krzywinska (2008) calls ‘rich texts’. They
contain detailed worldscapes which are deliberately open to multiple inter-
pretations, and allow a variety of play styles through ‘deliberately planted
intertexts [which] encourages a certain type of in-depth engagement with the
game’ (Krzywinska, 2008: 124). MMORPGs are specifically designed to be
complex, with large internal narratives and several modes of play, encouraging
a variety of player types and behaviors. A rich world compensates for the fact
that players want different things from the game by trying to provide as many
of them as possible. Star Wars: The Old Republic (2011) is a fairly typical
example. The game contains solo play, in-depth storylines which encourage
roleplay, group play and shared dungeons (instances), PvP arenas and quest
hubs which also contain cantinas (Star Wars’ slang for a bar) where they can
Introduction 15
meet or simply rest. Social networking games are usually not rich texts, but
they contain elements that help players to adopt various different approaches
(although some of these may be rather illusory). Online console games vacillate
somewhere in between. They tend to have more linear play structures; obey a
more traditional pattern and are usually composed of single-player game titles
or competitive multiplayer games, but this does not stop multiple gameplay
styles from being used, including those created by the live community. So for
example a game of FIFA can be played with different objectives—to win a
championship, to grind points, to best a friend or to scale the online rankings.
The rich texts of online worlds are further complicated by letting players
loose upon them. These unruly sons, daughters, wives and grandfathers of
the Xbox generation promptly start engaging in emergent play, misinter-
preting things which may have seemed obvious to the designers, exploiting
content for their own ends, complaining, griefing, meeting people, satiriz-
ing holy cows, having sex with each other, designing things to change the
game, discussing the game in person, making webcasts and podcasts and
machinima and guides, doing whatever it was they were originally supposed
to and so on and so forth. In short, online games and rich texts cannot exist
without players to bring them alive, and this is probably the most exciting,
exuberant aspect of studying them.
Chapter 1 traces some of the ways that group play has evolved in roleplaying
games. This locates the book, and its case studies, within a diverse cultural
sphere that extends beyond the virtual. I refute the stereotype of the gamer
as an isolated, antisocial loner and argue that his trope does not hold water
when compared to the current demographic of the gamer. Gaming has had a
collaborative, competitive element since its inception. The playful nature of
gaming has always allowed players to experiment and change games, even
if this does not always affect the core text. Structured roleplay such as that
experienced in games like D&D (Arneson and Gygax, 1974) has a much
greater role to play than is usually acknowledged, since many of the core
tropes of online roleplaying games derive from it. In addition, rediscovering
ways to express these tropes within games such as Minecraft is key to the
ways in which the later case studies construct their stories. Finally, a note
of caution acknowledges that although tabletop and live-action roleplaying
(LARP) games are hugely influential, many players do not approach them
as a primary text. D&D is approaching its 40th year and permeates many
roleplaying texts both on- and offline; however, it is the rediscovery of these
tropes and stories that is helping the boom in creative outputs within gaming
fan communities.
Chapter 2 summarizes the key terms and theoretical perspectives used
within this book. I examine different understandings of the term community
and discuss how these can be used. I also question the problematic nature
of defining communities online and highlight how a lack of quantifiable
identity is both a curse and a blessing to the researcher. In this chapter, I also
interrogate core terms such as online gaming and discuss the active nature of
the ‘playing gamer’. A brief literature review of current research methods is
included to contextualize how online communities are regarded and studied
by recent scholars.
Chapters 3 through 5 provide examples of gaming communities and
discuss how these are affecting the ways that games are understood and
consumed. I present four interlinked groups which range in size, scope and
ethos, and discuss how collectively, they exhibit some of the changing pat-
terns in gaming culture. Chapter 3 discusses the rise of pod- and webcasting
(collectively called ‘casting’), a popular method of transmitting discussion
and narrative about games. It also examines how casting allows players
to re-inscribe core texts and present new meanings to individual games,
through replacing their narratives or reinterpreting them in different ways.
The role of the caster as an informant and a spokesperson for the ‘average’
gamer is also discussed, alongside some of the contradictions and problems
that this entails.
Chapter 4 develops this idea further with a more in-depth examination of
the fan-producer and his or her relationship to the gaming text. By examin-
ing one of these groups in detail (The Yogscast), I examine how fan studies
Introduction 17
can be used to comprehend the new role of fan-producers and their relation-
ship to gamers. Through this, I also examine how gamers create celebrities
within their own cultures, a rather different process to that seen in other
media. The role of the everyman and of authenticity is discussed in relation
to online personas and the ways they represent community beliefs.
Chapters 5 and 6 problematize the stability of online gaming communi-
ties by examining the ‘Indie’ gaming scene and its relationship to gamers and
fan producers and by asking whether this is an illusory society. The Indie
(meaning ‘Independent’) gaming scene is championed by many players yet
used in very specific and different manners across gaming spheres. I exam-
ine the occurrence of the Indie moniker through various iterations includ-
ing its representation on Valve Corporation’s download platform Steam;
through the Humble Indie bundle, a charitable organization that donates
to real world charities as well as supporting Independent developers; and
through the Indie game Minecraft. Chapter 6 develops some of these con-
flicting issues by using the case study of the development of Minecraft and its
community, ending with an investigation into collisions between the public
and private aspects of Indie gaming at the Minecon 2011 convention, when
the cohesive nature of the community was called into question by real-world
interactions, causing huge destablilization.
Chapter 7 develops this idea of illusory or broken communities, by exam-
ining some of the more underhand techniques that designers use to restrict
community interaction and by investigating how the gaming community
tries to police itself in a moral sense. This includes some restrictions that are
felt to be necessary—for example the control over communication placed
on large, free-to-play MMORPGs aimed at children—and some which are
created to provide an ‘illusion’ of community which encourages players to
exist in spaces which semiotically endorse the metonyms of communal activ-
ity, yet do not bring players together. Instead, these games encourage false
or temporary networks to form which are entirely based around ideas of
reciprocal gifting and personal gain. I also investigate how the community
destabilizes itself through issues such as debates surrounding representation
and gender in gaming, which have met with mixed, and often disturbing
results from players themselves.
In this book, therefore, I look at a variety of different interpretations by
groups of players, as well as reflect on some of the inherent design which
allows these choices to be made. I take the popular idea of ‘alone together’
(Turkle, 2011) in which players are considered to be fundamentally self-
interested, regardless of input, and apply this separately to different types
of games—those which specifically promote the idea of community and
those from which communities appear to have grown spontaneously. Does
‘alone together’ work when applied to the current state of gaming communi-
ties? Which games exclude, and why do others embrace communities? Does
this self-imposed barrier hold up when games are scrutinized in the light of
community practice? What are these communities actually doing, and how
18 Online Games, Social Narratives
do they represent themselves? What contribution do fans and communities
have within this formation? How do communities decide on spokespeople
and heroes—and how do these heroes rise? How do familiar tropes and
ideas help these communities stay together, and what role do previous texts
play in this? In doing so, I hope to broaden the current understanding of
Game Studies to incorporate other aspects of New Media theory, including
recent work on Fan Studies and from within Game Studies itself. I hope to
suggest that while some aspects of gaming communities can be destructive,
self-interested and unstable, there is also considerable evidence to suggest
that gamers are working towards positive representations of themselves, as
well as becoming a vibrant, empowered force within game development and
cultural output.
Finally, this book is also, by its very nature, a period piece. From my origi-
nal roots in cultural history, it is difficult not to see the rapid changes taking
place within gaming culture over the time of writing as simply another stage
in the rich history of Gaming. Several major elements in this book had to be
revised because of changes that happened during its writing. The most nota-
ble was the rise and decline of Facebook gaming, but others have included my
relative luck in choosing The Yogscast as one of the four original case studies
and being allowed to track its members’ unprecedented success. I have lost
count of the times that Lewis Brindley has grumbled over the outdated sta-
tistics or that I have had to revise viewing figures for The Yogscast channel.
The internet is also a fickle mistress, with users emigrating very quickly from
one technology or platform to another. Online users; gamers especially, are
early adopters of new developments (Cheng et al., 2004). As the book was
written, genres rose and fell, as did the games du jour. The longtime darling of
MMORPGs, World of Warcraft, began to look tired, with the Mists of Pan-
daria expansion of 2012 a clear attempt to gather a younger crowd of players
as a diminishing pool of subscribers faded away. MOBAs began to take their
place, alongside a consistent improvement in solo gaming with titles such as
Mass Effect 3 (2012), The Elder Scrolls V: Skyrim (2011) and The Last of
Us (2013), several of which were subsequently opened out for the modding
community to develop and experiment upon. Facebook games were replaced
by Android apps, boardgames suddenly experienced a huge rise in popular-
ity, webcasting became the stuff of student dissertations and YouTube under-
went so many changes in its Terms of Service that it is almost unrecognizable
from when I initially started work in 2010. I have no doubt that by the time
of publication, newer technologies, games and platforms will be jostling for
space, eclipsing some (or all) of those studied here. I hope, however, that this
proves a useful timepiece for the developments in online gaming, and helps
to suggest ways forward in the future. While online gaming has changed dra-
matically, it is still hard to imagine a point at which the player will not have
an increasingly important role in the development, production and validation
of gaming culture.
1 A Brief History of Online
Gaming—or Not
Companies come and go, games drop off the shelves every year—only
the hobby remains.
—Mackay (2001: XIV)
The growth of digital games has been well chronicled. These histories have
helped the fledgling arena of Game Studies assert itself by providing a solid
background to gaming as a medium in its own right and by giving the devel-
opment of games a historical, cultural, aesthetic and artistic backdrop. A
standard reading of this critical development might read something like the
following.
Histories of games are not in short supply, with notable mentions to
Poole (2000), Kent (2002), Choquet (2002), King and Borland (2003),
Newman (2004), Dovey and Kennedy (2006), Rutter and Bryce (2006)
and Donovan (2010). These books exist alongside a plethora of less pro-
fessional, but no less detailed, fan sites such as Classic Gaming; museums
(both present and virtual) which aim to collect or simply reproduce past sys-
tems including Video Game Museum (2000–present), TheGameConsole.
com, Bruce Damer’s Digibarn computer museum (1998–present), emula-
tors which reproduce older games and systems on modern machines such
as Classic Games Arcade, Emulator Zone and CoolRom; magazines such
as Retro Gamer; and podcasts such as Retro Gaming Roundup and Twitch
Asylum. Game Studies as an academic discipline, unsurprisingly, follows
the development of digital games closely; it gathered pace as computer
games and consoles rose to popularity in the 1990s and gradually became
a core part of many New Media and media-related departments. Intellec-
tual discussions about games moved research away from the moral panics
associated with game play or violent/antisocial content, and started to
look at them as systems or cultural artefacts. In the late 1990s, authors
including Sherry Turkle (1995), Espen Aarseth (1997), Marie-Laure Ryan
(1999) and Janet Murray (1998) helped develop a rich theoretical corpus
from which to ground this emerging discipline and to establish games as
a subject worthy of study in their own right. Game Studies as a discipline
began to evolve into a solid body of varying perspectives, with researchers
20 Online Games, Social Narratives
using previous theories such as Huizinga’s (1954) magic circle or Roger
Caillois’s (1961) definitions of game types, and was most notably influ-
enced by the publication of Rules of Play by Katie Salen and Eric Zim-
merman (2003) and founding critical events such as the establishment of
the Digital Games Research Association (DiGRA; 2003). Research also
borrowed from many different subjects, including those evolving from
emergent Internet and virtual studies as well as the more familiar disci-
plines of sociology, media studies, adaptation and computer sciences. This
research recognized the growing complexity of games at the same time as
game developers began to discover new audiences ready for richer gaming
experiences, as well as technological advances in consoles and machines
capable of providing richer texts. Academics began to challenge the early
theories and to expand their work beyond the rather binary debates of
narratology versus ludology, in order to accommodate the growing com-
plexity of games, gamers, development, play and game systems. At present,
gaming has entered an era whereby many players have been brought up
as gamers, and Game Studies is securing itself as a discipline in its own
right, more frequently in possession of scholars raised solely on its internal
theories and debates rather than those who have migrated into the field
from elsewhere. Game Studies is a complex and vibrant area of critical and
theoretical debate now able to express itself through the perspective of an
established scholarly mindset.
This is a useful model for Game Studies, since it acknowledges that the
discipline has developed significantly to the point where it is capable of being
relatively self-contained. However, it also takes the history of games and
gaming theory along very specific paths. Although this is not necessarily a
bad thing, it does mean that a traditional narrative of Game Studies, and by
default, the history and the theoretical perception of games, has emerged.
For early histories of games and gaming theory, one issue dominated: the
need to validate gaming as a cultural discourse worthy of study. As a result,
very specific modes of discussing the development of games occurred. These
included exhaustive histories of gaming, regardless of the context, that privi-
leged digital games over other mediums. As critical voices began contextual-
izing these modes, the histories were replaced with specific examples around
which theory and analysis would cluster. A sort of informal canon of gaming
texts evolved. Most notable amongst these are Tetris (1984), Tomb Raider’s
Lara Croft (1996), The Sims (2000) and World of Warcraft (2004). Apart
from Tetris, all these games express key points of tension in games: Tomb
Raider introduced female players and feminist writing to gaming, The Sims
was a non-aggressive lifestyle simulation which became an unprecedented
hit, and World of Warcraft was at the forefront of changing gaming into a
ubiquitous, social experience. Tetris, one of the most pervasive and influen-
tial puzzle games ever made, is frequently used as an example by scholars
and, as such, has become a sort of academic shorthand on which to ground
various ludic and procedural arguments. For reasons discussed later in this
A Brief History of Online Gaming 21
book, it is also likely that Minecraft will also join this list, an irony of which
the author is not wholly unaware.
As Game Studies has developed, so too has the range of texts falling
under its remit. At first this took the form of investigating different digital
genres. As gaming developed, clear strands in serious gaming and gaming
for health have evolved away from Game Studies, often circling back to
earlier discussions already in existence such as game theory, games for edu-
cation or business and management simulations. Game scholars have also
started to investigate comparable genres, including Live-Action Roleplaying
(LARP or LRP; Stenros and Montola, 2010), pervasive gaming (Montola,
Stenros and Waern, 2009; Waern, 2012), tabletop gaming (Bowman, 2010)
and machinima (Lowood and Nitsche, 2011), while other scholars are
drawing attention games or gaming genres that have hitherto received little
attention, sports games and e-sports (Conway 2010a; Taylor 2012), puzzle
games (Wirman, 2009) and kuso-ge (literally ‘shitty game’, and involving
the deliberate seeking out and recording of poor quality or buggy games;
Flynn-Jones, 2014). These studies recognize the growing diversity of games,
as well as the expanding canon of available play locations beyond digital
realms.
Player studies have also developed significantly. From early investiga-
tions (or refutations) of the player as an important part of the game itself,
player studies are now a commonplace element of Game Studies. Research
varies from autoethnographic to quantitative, encompassing a wide range of
debates and perspectives along the way. However, to exhaustively chronicle
all these developments, methods and studies would not only become a book
in itself but would merely express the chaotic development of Games, or
Games Studies, rather than being of direct relevance.
I want to argue within this chapter that the accepted mode of histor-
izing digital games and its concurrent scholarship needs to be contextual-
ized more fully within the broader remit of gaming cultures. In this respect,
my research echoes that of an earlier scholar. Samuel Hynes’s (1992) work
about the experience of soldiers in the First World War argues for a more
heteroglossic picture of warfare. Hynes argues that an inadvertent ‘myth of
the war’ has arisen, in which the perspectives of the few have unwittingly
obscured those of the many. In his case, the experience of World War I is
often contextualized solely through the war poets of Great Britain, who
served mainly in the trenches of Northern France and Belgium. He calls this
‘not a falsification of reality, but an imaginative version of it, the story of the
war that has evolved, and has come to be expected as true’ (Hynes, 1992: x).
Hynes argues, persuasively, that although these poets do speak a measure
of truth, it is also obscured by a very specific cultural placement, as well
as being presented in a stratified discourse (which Paul Fussell [1975] calls
‘High Diction’) that does not necessarily reflect the experiences of all men at
war. Poetry is not reality, and it is a mistake to simply regard one battlefront
as indicative of the whole war.
22 Online Games, Social Narratives
This chapter, rather than striving for a comprehensive history of a single
thread, therefore aims to identify how developments in various aspects of
gaming and gaming culture have influenced gamers. It specifically argues
two things. First, gaming and geek culture need to be considered as trans-
medial and synchronous. Many elements influence online players and the
games they play that are not necessarily derived from a chronological his-
tory, and when we do use that history, we need to be aware that there are
no definite stop and start points (specifically, core texts such as Dungeons &
Dragons do not presage the end of a genre’s consumption). Second, with
new generations of gamers entering the fray, we should not assume that
their understanding of games comes alongside a fully fledged historical per-
spective of the growth of gaming or that it follows the pathways dictated
by historicized texts of these events. Instead, gamers enter gaming through
a variety of non-traditional gateways, which may mean that their under-
standing of gaming is partially incomplete, or draws semiotically from later
texts rather than from the historically inscribed origin texts. In this respect,
histories of gaming can be misleading, because they often seem to assume
specific points of transition or that texts such as videogames are consumed
in isolation. This chapter therefore examines some of the influences that dif-
ferent types of games have had on online gaming, as well as arguing for an
imperfect understanding of this by their players.
The story of Dungeons & Dragons does not belong exclusively to its
creators, but to the vast network of enthusiasts . . . who received and
interpreted the work.
—Peterson (2012: xv)
One of the central behaviors analyzed in this book is the creation of nar-
ratives and stories by players. Although this is largely examined through
online gaming, many of the tropes used by players are drawn from a much
wider pool of reference. Ludically, many online and adventure games engage
with a set of motifs, procedures and terminology which are derived from
tabletop and roleplaying games, a genre which has permeated online gam-
ing. The core text within this is undoubtedly Dungeons & Dragons (D&D),
and, as the section-opening quotation from Peterson acknowledges, it also is
steeped in a tradition of alteration and development by players.
Although Dungeons & Dragons was by no means the first tabletop role-
playing game, it is universally recognized as the most influential. Designed
by Gary Gygax and David Arneson, and originally titled The Fantasy Game
(1973), D&D was developed from a miniatures wargaming title called
Chainmail (Gygax and Peren, 1970). D&D initially used the Chainmail
A Brief History of Online Gaming 23
method of resolving combat, but as a supplemental element, it introduced
aspects such as character classes, experience points, level advancement,
armour class, and new, fantastic monsters (Arneson, 1979). In 1974, 2,000
copies of the game (which might today be called an expansion rather than
a game in its own right) were released. They sold out within the year. This
first edition of the game assumed that players already knew and understood
the mechanics of Chainmail, but it was popular enough to merit revision.
The game and its rules were cleaned up and published in a new, more com-
prehensible version in 1977 as the Dungeons & Dragons Basic Set. Impor-
tantly, this version made the game more accessible to non-wargamers, as
well as being presented in a box that made it easy to retail in toy stores. In
1978, the Basic Set was revised again and became Advanced Dungeons &
Dragons (AD&D), once again bringing together revisions, new rules and
options within the game and expanding its potential for self-directed play
beyond the remit of the basic rule set. AD&D was supported by regular
updates; supplemental books detailing new rules, monsters and spells, as
well as ‘modules’ which provided players with short adventure scenarios
through which they could play.
The game was a huge hit, and has several things in common with the
growth of online gaming. It had a dedicated fanbase, willing to share infor-
mation through fanzines and gaming newsletters such as Owl and Weasel
(Jackson and Livingstone, 1975–7) and White Dwarf (Games Workshop,
1977–present). Ludically, the game also introduced core aspects of game-
play still seen today: statistical attributes based on personal traits such as
strength, stamina, charisma, intelligence, dexterity, wisdom and consti-
tution; a pool of points from which the player drew when casting spells;
hit points to determine how much health players had in combat; charac-
ter classes which determined what sort of career path a player had chosen
to take; and abilities or spells which the player could chose to accompany
these. The game also included restrictions, some classes could not perform
certain actions, their moral compass (or ‘alignment’) determined how they
might behave or respond others, and the clothes they wore were limited by
their profession. However, although the rules were complex, the scenarios
of AD&D were not set in stone, and the game encouraged players to move
beyond the confines of the text and to explore, create and tell stories about
their own worlds and characters.
D&D’s release structure also mirrors the way that many games are mar-
keted today, with the basic game followed by updates and additional con-
tent for players to buy separately. The game itself was open to revision;
often through suggestions by dedicated fans or friends of the authors, and
flexible enough that new elements or additions could be added, while old
ones could be modified or discarded. Supplements to the game allowed
players to follow prescribed storylines, encouraging them to spend fre-
quently and often, and to sustain their interest in the game beyond the ini-
tial play sessions. A mixed spread of authors for different modules ensured
24 Online Games, Social Narratives
that content remained interesting and contained a variety of playstyles,
from heavy dice rolling to more imaginative, character-based interactions.
This, by the variation that the game allowed, in turn encouraged players to
develop their own worlds.
Most game histories tend to stop here. AD&D is seen as a forerunner
to the digital revolution in gaming rather than a gaming system with a
huge subsequent history. D&D is seen as a pioneering text, but somewhat
surprisingly, there is little writing about the plethora of games that follow
in its wake. Neil Tringham covered the topic in The Encyclopaedia of Sci-
ence Fiction (Clute and Nicholls, 2011) and later developed this in his own
book, A First Survey: Science Fiction and Hobby Games (2013), the title of
which should serve to indicate just how rare these discussions have been.
Several books now trace the relationship between digital games and early
roleplaying games (RPG). Playing at the World (Peterson, 2012) provides
an extremely detailed discussion of how D&D evolved from various sources
and went on to become the lynchpin of tabletop gaming, David Ewalt’s Of
Dice and Men (2014) somewhat less so. Michael Tresca (2010) takes a
broader look at the evolution of various game dynamics in the RPG, but
again his discussion of tabletop RPGs veers towards LARP and Computer
Roleplaying Games (CRPGs) at the conclusion of his book. Matt Barton’s
Dungeons and Desktops tracks the development of the CRPG in the wake
of tabletop gaming, debating the changes that online games and CRPGs
have enabled. King and Borland’s (2003) Dungeons and Dreamers specifi-
cally links the success of D&D to the development of Richard Garriott’s
pioneering Ultima series and large-scale anthologies such as Debugging
Game History (Lowood and Gains, 2014), and Kerr et al. (2014) include
sections on the history of tabletop gaming, roleplaying and war games.
These more general texts are increasingly including sections detailing the
actions or historical lineage of roleplay in order to provide context for
gaming design and player behavior, recognizing the importance of regard-
ing tabletop games as predecessors to their virtual counterparts. However,
like D&D, many of these books find themselves bogged down with the
sheer breadth needed to simply chart one example and do not pick up on
the more collective understanding of tabletop gaming as comprising many
subsequent texts or chart the development of roleplaying alongside that of
online communities. Most of the books listed here are therefore delineated
by their tendency to abandon tabletop roleplaying games in favor of their
virtual counterparts, suggesting that tabletop games were abandoned, with
videogaming taking its place.
However, tabletop gaming has developed into a huge industry of its
own. In the years following the release of D&D, the popularity of these
games has fluctuated, but as the genre approaches its fifth decade, there have
been significant changes since the original versions. Games have expanded
to include new systems and topics, inventing their own rules and allow-
ing players to experiment with new ideas. Some closely aped D&D, for
A Brief History of Online Gaming 25
example, the ‘grim and perilous world of adventure’ depicted in Warham-
mer Fantasy Roleplaying (1986), whereas others took the game into the
worlds of Lovecraftian Horror (Call of Cthuhlu, 1981), steampunk (Castle
Falkenstein, 1994), vampires and other mythical races (Vampire, the Mas-
querade, 1991), space opera (Trinity, 1997) and a thousand other worlds.
Others allowed the players to develop their own systems around generic or
basic roleplaying systems—GURPS (General Universal Roleplaying System;
1986), Basic Roleplaying (1980), Fudge (1992) and FATE (Fantastic Adven-
tures in Tabletop Experiences; 2003) are games which provide rules and
structures intended for the Games Master (GM) and players to experiment
with different settings and modes of play. Still others, including James Wal-
lis’s Adventures of Baron Munchausen (1988), Lady Blackbird (2009) and
The Dresden Files (2011), are small Indie titles in which players experiment
with a specific game dynamic or concept (telling outrageous fibs, courtly
love, novel dice systems such as Fudge or FATE). Finally, D&D itself has
continued to develop in the decades that have passed since its initial release.
New editions have changed the game, making it, in turn, both more and less
complex. Some elements, including the ‘Harlot’ random encounters table
(see Sturrock, 2014), overly sexualized art for female characters, and the
writerly assumption that the player is male and heterosexual, have been
removed in favor of a more balanced approach. Rules have changed and
new monsters, classes, dice rolls and modules continue to provide flavour
and excitement. Spin-offs such as the Pathfinder (2009) game have further
attempted to revisit the rules of the game and change them into more wieldy
systems, and of course, the game has been modified, curtailed, ignored,
exploited, argued over and re-imagined by thousands and thousands of
groups playing around the world.
All these games, including those bastardized versions played uniquely
by gaming groups, have had a huge influence on the subsequent develop-
ment of videogaming, as well as card, board and other fantasy/science-
fiction genres. The recent rise in new boardgames, for example, sees many
familiar tabletop or miniatures games adapted for different modes of play.
Fantasy Flight Games have revisited popular tabletop titles such as Call of
Cthuhlu (1981) and Blood Bowl (1987) through revised versions of the
games themselves, and boardgames using the same worldspheres. These
re-imaginings of each system blend turn-based gameplay with cards or
boards with colourful ‘flavour text’ which allows players to immerse them-
selves in the game. The Call of Cthuhlu titles include Arkham Horror
(2005), a sprawling cooperative boardgame in which players have to patrol
the streets of Lovecraft’s Arkham, shutting gates and collecting items; Man-
sions of Madness (2011), in which players and a GM use a large board
rather like a Cluedo set to pit their wits (and Deep Ones) against each other;
and Elder Sign (2011), a smaller game in which players collect tokens by
rolling dice and battling monsters inside the Miskatonic University. Fantasy
Flight also publish several older games which have remained stalwarts of
26 Online Games, Social Narratives
fantasy gaming; Talisman was first published in 1998 and remains popular,
again having seen a series of re-adjustments and updates to improve or
slightly alter play, and they have converted popular franchises such as The
Lord of the Rings, Star Wars and Game of Thrones into boardgames or
collectible card games.
HAVING AN LARP
OGRE: Aargh!
WIZARD #1: Lightning Bolt! Lightning Bolt! Lightning Bolt! Lightning
Bolt! Lightning Bolt!
WIZARD #2: Sleep!
WIZARD #1: Lightning Bolt! Lightning Bolt!
WIZARD #2: Sleep!
WIZARD #1: Lightning Bolt!
OGRE: Death!
WIZARD: Death!
OGRE: Urghhh! (Dies).
—‘Lightning Bolt’ (Tidbot, 2003)
The best way to end the weird feeling we get about certain fandoms
and sub-cultures is to talk with people who love them. Try to under-
stand why they feel so passionately about dressing up like an animal, or
swinging around replicas of swords and shields.
In most cases these people enjoy their hobby for the same reason we
love ours, and it’s stupid to draw some line in the sand about how it’s
cool to be one fictional creature and lame to be another. It’s a rare board,
roleplaying, or video game that you can explain to someone with no
knowledge of the hobby without sounding very weird.
—Kuchera (2013)
LARP has been a neglected area of study because of the sheer difficulty of
doing so, both historically and sociologically. While studies of tabletop
players tend to be of small groups of friends, often known to the author
(e.g. Fine, 1983; Brown, 2013), dedicated clubs who play regularly together
(Holmes, 1981) or those observed at conventions (Mackay, 2001; Gilsdorf,
2009), there is no easy way to observe LARP without participating. This pro-
vides specific ethical and research challenges of which observer-participants
must be aware. In addition, LARPers are far more cautious about their
hobby, worried that their behavior ‘in the field’ might be misconstrued or
have a detrimental effect on their social lives and careers if others were to
become aware of it. While tabletop roleplay is seen as geeky, LARP is seen
(by participants and outsiders alike) as an extreme aspect of nerd play which
is typically derided by those not involved in it.
A Brief History of Online Gaming 27
LARP has also had extremely negative coverage in the media and to an
extent, critical writing. To observers, LARP looks ridiculous (and I say this
as a player with more than twenty years of experience of taking part). It
consists of strangely phrased conversations peppered with insular or arcane
terminology, is carried out by people wearing unrealistic costumes and
sometimes masks or prosthetics and is punctuated by ‘fighting’ in which
players hit each other with latex weapons and shout damage ratings at each
other. The infamous ‘lightning bolt’ meme (see the section-opening quota-
tion) may be a decade old, and it is unfortunate that this 2003 video is how
many people first came to know LARP, but it would be incorrect to describe
it as a poor description of many U.S. systems during this period.
LARP is frequently ridiculed or regarded by the media as somehow devi-
ant and subversive. Articles such as ‘“Renaissance Fighter” Forced Daughter
to Fight for Hours’ (KOMO, 2011) and ‘Thousands of Computer Game
Enthusiasts Gather for Live Action Role Play’ (Smith, 2010) are typical
examples of sensationalism (although for the purposes of this book, the lat-
ter usefully supports the idea that fans came to LARP through videogaming
rather than other roleplaying games considered to have developed before-
hand, such as REN or tabletop games) but unusually, they are uninten-
tionally supported by the trepidation with which authors such as Gilsdorf
(2009), Barrowcliffe (2007) and Mazzanoble (2007) approach their inevi-
table forays into LARP. For example, Gilsdorf finds it almost impossible to
disconnect from his persona as journalist and critic at the event he attends:
Larp is created by the players for the players. This should be taken very
literally: Larp is not only performed, but created and experienced first
hand. The performance is not limited to the way any performance needs
to adjust to its audience, nor to participants making a few controlled
or curated contributions as is often the case in theatre Instead in larp
30 Online Games, Social Narratives
each participant, each player, has control over his own narrative and a
tangible possibility to influence not just her little corner of the story, but
often the general direction of the whole piece. (2010: 301)
ROLEPLAY, ROLEPLAYER
While I have identified the growing body of work about the role of LARP
and tabletop within gaming culture, unsurprisingly there is very little indeed
yet in print about crossover texts which take it into a virtual sphere. The dis-
joint previously described is a useful way to show the progression of gaming
32 Online Games, Social Narratives
from paper to screen, but it masks, and seems to slow, investigations of the
earlier genres. This is also true of studies investigating the roleplayer. Along-
side the early histories and discussions of RPGs, several books began prom-
ising discussions of roleplayers’ behavior, most notably Holmes (1981), Fine
(1983) and later, Mackay (2001). These studies investigated the ways in
which roleplayers created and maintained identities in tabletop games, as
well as reaching towards an understanding of roleplay as a collective expe-
rience. Mackay’s book, which conceptualizes roleplay as an act of framing
(after Goffman, 1974), is often treated as a core text for analyses of player
behavior in online games, and the author lays down detailed theoretical
precepts for understanding the ways that players form social relationships
and make sense of the worlds they create.
The preoccupation with justifying games as cultural artefacts of worth
surfaces clearly in these texts. It is unusual to see an early book about play-
ers that does not discuss the resultant moral panics around tabletop gaming,
including a mythologized story in which student James Dallas Egbert II was
suspected of killing himself in the utility tunnels of Michigan State Univer-
sity (Egbert had in fact gone missing for several days and sadly killed himself
in 1980, but this particular story was entirely fictitious), the publication of
Dark Dungeons by Jack Chick (1984) and William Schnoebelen’s (1989)
‘Straight Talk about Dungeons and Dragons’. Although Dark Dungeons
is rather campy, and Schnoebelen’s writing excessively hyperbolic, begin-
ning with the declamation ‘Dungeons and Dragons is a tragic and tangled
subject. It is essentially a feeding program for occultism and witchcraft’
(Schnoebelen 1989), it is frustrating to see how this type of sensationalism
often derails critical debate. The mythology surrounding Egbert’s disappear-
ance (allegedly during a live-action version of D&D), which partially served
as inspiration for the film Mazes and Monsters (1982) additionally goes
some way to explaining why these incidents had such a detrimental effect
on the perception of games.
Recently, however, and probably as a result in the broadening of Game
Studies beyond digital games, the theories developed by Fine and Mackay
have been re-examined. Studies are also starting to emerge that cross-
pollinate the experiences of the tabletop gamer and the online/CRPG gamer.
Tresca (2010), Grouling Cover (2010) and Bowman (2010) focus specifi-
cally on tabletop gaming groups, but, Thornham (2011) and Brown (2013),
and many of the essays in Harrigan and Wardrip Fruin (2007) take these
discussions into the world of online play, examining player groups in rela-
tion to their social and roleplayed experiences. All these writings develop the
ways in which players understand narrative and social interactions within
roleplay, and begin to expand ideas beyond a more general sense of tabletop
roleplay to more specific aspects such as the creation of narrative (Grouling
Cover) and erotic roleplay (Brown).
A recognition that play is important has also spread to investigations of
how the player behaves, and interestingly, studies are broader; perhaps a
A Brief History of Online Gaming 33
player’s sense of self and avatar exists within several places at once—within
the game, exterior to it and in a liminal transition space someway between
the two. James Paul Gee’s (2003) investigation of this charts his relationship
with his Arcanum character Bead Bead, and subsequent studies, including
but not limited to those by Carr (2002), Crawford (2011), MacCallum-
Stewart and Parsler (2008), MacCallum-Stewart (2011a), Mortensen (2007,
2008) and Thornham (2011), have often tackled this issue in an attempt to
place the player either within, or apart from, their virtual self. Discussions
of Mackay and Fine in particular also permeate many of the texts in the next
chapter, struggling to define the online player in, for example, the work of
Crawford (2011), Pearce (2009) and Taylor (2008).
CONCLUSION
You can make anything you want to. You can make any game you want.
—Brindley (2011)
This book argues that players are essential to the reformation of the gaming
text and that the increasing mobilization of player communities is bringing
about a change in the ways that games are consumed. Taking their cues
from the flexibility of tabletop and LARP systems, in which thousands of
individuals collaborate to create the functional and imaginative aspects of
each game, online gaming communities have a proactive attitude towards
games, which means that they regard them as texts which they have the
power to change. In this chapter, I outline the critical development of online
communities, as well as provide some theoretical discussion of how this is
regarded within the rest of the book.
Each subsequent chapter examines how differing communities, ranging
in size and involvement, undertake action and play and how the players
within each group respond to each other, to the game and to the design
process implicit in this. However, this raises several issues. What does com-
munity mean within this context, and who does this community comprise?
Community is a nebulous word at the best of times, and it can be used in
emotive ways to generate a false sense of identity, to encourage cultural
belief or to enforce the status quo. Rather like Hynes’s myth of the war,
community has become an emotive term that is marketable rather than the-
oretical. Furthermore, locating these communities in the online world, in
which the player is invisible and the sign of presence is sometimes only sym-
bolized by a name, a static image or a number, means that groups become
even more difficult to quantify. Considerable research has been carried out
specific to the behavior of communities in virtual spaces, and it is a topic
frequently used to endorse the validity of gaming as a medium. This chapter
examines some of these theories and aims to position them in relation to
players who approach the game responsively, with a view to re-creating it
through their own actions.
Similarly, there have been many attempts to classify the player and to
understand their activities within games. This often involves creating specific
‘Did He Just Run in There?’ 37
classifications, based on perceived player behavior. A subtext surrounding
both of these acts (understanding community, understanding players’ behav-
ior) implies that once their behaviors are understood, or partitioned into
specific areas, designers can cater to specific groups, allowing the lucrative
production of games which contain elements aimed at one or more of these
demarcated users. Unfortunately, these cookie-cutter definitions, whereby
groups are partitioned into specific modes of play, occlude the more nuanced
ways in which players group together and enact play behaviors. A more
developed understanding of these groups is therefore required, even if it
acknowledges that trying to define a player and their behavior in relation
to the game text can only go some ways towards sketching player and com-
munity activity. This chapter therefore identifies the groups, and the theories
most relevant to this subject. It also attempts to distinguish these groups in
terms of activity and behavior, allowing their identification via production
carried out both in and around the game text itself.
I address this by identifying the main groups examined within this book
as entities, rather than as introducing them via concomitant theories or
positions. Player behavior fluctuates, and like many communities in a state
of flux, members alternate their behaviors according to circumstance; this
allows the groups to be introduced initially without being bracketed into
a specific mode of behavior. It is worth noting here the relativist usage of
terms such as community and player. These terms are used in a broad sense
which conforms with linguistic usage within each group, rather than pinning
these terms to theoretical meanings at this point. In this way, they confirm
Shawn Wilbur’s (2000) assertion that virtual terms have already become
blurred through common usage, and therefore become context specific. The
chapter therefore ends with a brief summary of each group studied later,
detailing their relationship to each other, as well as a short précis of their
activities online.
Virtual communities are social aggregations that emerge from the Net
when enough people carry on those public discussions long enough,
with sufficient human feeling, to form webs of personal relationships in
cyberspace. (Reingold, 1993: 6)
Ludwik Fleck’s early theories about the formation and practice of commu-
nities are useful because they establish community as an artefact formed
through the exchange of ideas. In addition, the terminology Fleck employs
refers to very broad types of community formation which can later be exam-
ined in more detail.
Fleck defines a thought collective or community as ‘a community of
persons mutually exchanging ideas or maintaining intellectual interaction’
(1935/1979: 39). He expands this by explaining that these collectives sub-
divide into certain groups:
Like many early thinkers of any academic field, Fleck’s ideas are simplistic
when compared to more recent theories. However, they also serve as a basis
for much subsequent critical work (e.g. Kuhn, 1962), and Fleck’s concepts
are often used within discussion of online communities by designers and the-
orists, by idea if not by name. In gaming communities, Fleck’s ‘work of the
mind’ is replaced by a more concrete object—the game itself—for example
communities that gather around Minecraft or a subReddit discussing the
merits of Starcraft 2 might be seen as such a work. This represents a funda-
mental change in the origin point of the thought collective (or community),
in which the game becomes the centralizing point rather than an ideology
or ‘thought’. There are some interesting philosophical debates associated
42 Online Games, Social Narratives
with this transition, including those linked to gaming lifestyle and the ways
in which the player approaches the text as an artistic, thought-provoking
artefact (e.g. see those presented by the yearly Philosophy of Computer
Games conference or writings by authors such as Sicart [2009] and Bate-
man [2011]). Gamers are also concerned with these issues as they lie close
to the surface of critical investigation into player behavior. In particular,
the philosophy and art of gaming are particularly well covered by bloggers
and games designers or critics who are able to provide thoughtful and var-
ied discussions. Tadgh Kelly’s (2011, 2012) ongoing discussions of gaming
terms in What Games Are, the Ludology subReddit and various debates by
journalists like those on Gamasutra or Extra Credits provide useful alterna-
tive perspectives to purely academic ones. Rather like the blurring of fan and
academic telefantasy communities in the 1990s (Johnson, 2005), this type
of writing demonstrates the growing maturity of the gaming audience and a
real desire to engage with the issues it raises.
Fleck’s use of esoteric and exoteric groups is particularly useful when con-
sidering the ways in which gamer communities self-organize into manage-
able groups or are placed within concentric social groups by game design.
The most obvious example of this comes from MMORPGS, in which
potentially millions of players need to be gradually partitioned into an orga-
nized structure that gives them social agency within the game and allows
effective group play. An example of this would be the exoteric group of
an entire server versus the esoteric group of a guild playing on that server.
Small esoteric groups encourage the player enter more social environments,
forming links which encourage longer retention. For subscription games
where players pay regularly to maintain their access, this is a vital part of
income generation. The MMORPG Star Wars: The Old Republic (2011) is
a good example of this. Players first choose a server, and then a side (Rebel
or Sith). They then not only self-organize into smaller esoteric groups such
as guilds, roleplaying societies and modding communities but also have the
option of forming less permanent groups such as those formed in instances,
player-versus-player (PvP) events or raids. Some of these elements (server,
allegiance, instance size, raid size) are determined by the ludic structure of
the game. Others (guilds, societies and other interpersonal groups) are facili-
tated by the game but are formed by individual players, allowing them to
feel as if the esoteric choices they have made; specifically, the ones involving
joining more long-term communities are individualistic decisions.
The example of the MMORPG presents another problem. While some
groups are clearly esoteric, and others exoteric, there is significant cross-
over within each groups’ intent, behavior and placement as regards the core
text. Some of these groups are clearly formed as part of the game’s design,
others exist entirely outside it in social or manufacturing clusters and still
more exist somewhere between. Most important, players can be part of
multiple exoteric and esoteric communities at once—a factor that Fleck
acknowledges, and which is furthermore a useful way of regarding players
‘Did He Just Run in There?’ 43
as having multiple agenda during play experiences. However, this highlights
a second absolutely crucial part of virtual community formation—the intent
and the activities of the people within each group.
Alberto Melucci takes a rather different approach. Rather than seeing the
centralized point of a community as ‘a work of the mind’ (Fleck, 1935/1979:
105), it is instead formed more ephemerally around the behavior of people
within these ‘movements’:
Melucci argues that prior research often locates the behavior of commu-
nities historically—that is by placing them solely within the situation around
them. It avoids discussing ‘how people actually manage acting together and
becoming a “we”’ (1996: 15), which in turn is problematic because it means
that the interactions described earlier are elided. Melucci sees communities
as primarily centred around their own self-identities:
Melucci argues that by deconstructing how and why social actions hap-
pen and regarding them as pluralistic, we can start to make sense of a com-
munity’s internal unity. His argument allows groups to change, as long as
the group is self-aware and understands these changes in some form. This
is a good way of defining the complex relationships, and apparently odd
behavior or speech (to an outsider) that gaming groups exhibit (e.g. smack
talk or trolling as accepted methods of communication). Melucci argues that
groups can form as entities in their own right, without needing social or
historical validation. This is useful when regarding online communities and
gaming groups, since it means that the emphasis on identifying that group
comes from within and that the cultural diversity which composes many
groups becomes far less of an issue as long as it is understood as a facet of
44 Online Games, Social Narratives
group formation. Melucci sees this in a relatively utopic format, one that
allows complexity rather than creating a uniform structure:
One problem with such a just-so model is that the 4 types may over-
lap. For example, it may be the case that most Achievers are Explor-
ers, because to advance in levels quickly, one has to know about the
game mechanics. Another problem is that the types may not be well-
constructed, and may include unnecessary traits and exclude important
traits. For example, perhaps the Achiever scale should be based upon a
desire for power rather than points accumulation. Or perhaps, mapping
geography is not that important to most Explorers who are actually
much more interested in the game mechanics.
The problem of employing a just-so model is that it becomes self-
fulfilling. If a questionnaire is constructed such that a respondent has to
choose between being an Achiever or an Explorer, then the end result
will be a dichotomy where none may exist to begin with. It would be
like asking—Do you prefer pizza or ice-cream?
Nevertheless, Bartle’s preliminary model serves as a good starting
point, and gives us a foundation on which to understand underlying
motivations, as well as a model to test against empirical data.
Perhaps because of this tension, both scholars have altered their debate
over time. Richard Bartle (2004: 128–57) has developed his own theory to
include a more complex version of player behaviors in Designing Virtual
Worlds, and Yee (2005) has changed his dramatically, identifying ten fur-
ther motivating activities which then fall under the three main categories
of Social, Immersion and Achievement motivations. Both Yee and Bartle
appear to agree that while their basic models still suffice, they need to be
extrapolated as gaming develops in complexity. Given how fast gaming
develops and changes, this will always be a recurrent problem in gaming
research as the potential for more complex interactions increases.
Helen Thornham’s (2011) research supports this, arguing elsewhere that
players are often unaware of the motivations for their own behavior. This
suggests that they perform in a more unrestrained manner, and therefore
frequently cross the divides between player type, motivation and activity
in an unconscious manner. However, all of the structures mentioned earlier
appear to support Melucci’s underlying argument—that player communities
‘Did He Just Run in There?’ 47
are most valuably studied when looking at their composite parts, rather than
regarding them as a complete entity.
As a result of this diversity, providing a cohesive picture of how players
approach and subsequently interpret a given text would be impossible. To
give an example, players of the game Puzzle Pirates (2003) might under-
stand the game variously:
A roleplaying game where one pretends to be a pirate and sails the seas
battling brigands, bandits, sea monsters and digging up treasure
A puzzle game where ‘Pirate achievement [is] based on actual Puzzling
Skill’ (from the Puzzle Pirates loading screen)
A game where players are solely responsible for managing the virtual
economy
A factioneering game where large collectives of players politic and war
together
All these interpretations are valid descriptions of the same game but give
an idea of how multiple readings can co-exist. Crucially, some descriptions
appear more narratological, whereas others concentrate on a ludic sense of
the game as a structured experience which is then classified further into types
of play experience (after Caillois, 1961). Here, the pre-existing attempts to
categorize play by theorists are mirrored by players who behave differently
within the game and interpret their play in different manners. Be it through
pathways via statistical gain, or their engagement with the world’s mytholo-
gies, online games prompt a diverse approach which cannot be ignored.
These multiple interpretations encourage players to create their own texts
around the game in an attempt to contextualize and explain their own
perspectives.
Once a player enters an online game, they will usually encounter other
players whose actions and chatter subsequently inform their own views.
Even if the player wants to be alone, the game usually provides visible chat
channels and sometimes suggests he or she meet other people. If the player
wants to be alone, he or she has to turn these functions off, but even so, it is
almost impossible to avoid seeing, playing or trading with others in order to
progress. There is a cyclical construction here whereby the initial ideologi-
cal construction, psychogeography and behavioral patterns of the game—
collectively known as its worldsphere (after Klastrup and Tosca, 2004)
often serves to underline some of the basic tenets of community behav-
ior. There is therefore a second conflation between the ethos of the game
(supported by the worldsphere), and the communities that exist within it.
This is especially true of narrative-based communities and narrative-based
games (e.g. a roleplaying guild on a MMORPG server), but it also has a
ripple effect for other groups. As a result, designers are careful to direct
players towards an understanding of what community means within the
framework of the game and what is expected of more engaged players.
48 Online Games, Social Narratives
Games want to project a certain ethos which helps to keep players in their
delineated play types and encourage an idea of community as encompass-
ing them. This latter aspect is used in the generic manner that Wilbur has
already suggested, reinforcing player behavior through an imagined com-
munity structure.
A good example if this is online worlds whose initial terminology encour-
ages types of play predicated on behavioral patterns. Games described as
‘cooperative’, ‘friendly’ or ‘devious’ denote criteria which may be encouraged
by a game’s design or representation but that nevertheless are entirely hypo-
thetical. Enacting these behaviors rests squarely on the players themselves.
A simple example comes from World of Warcraft, in which loading tips sug-
gest behaviors such as ‘If you enjoyed playing with someone, put them on
your friends list!’ and ‘It’s considered polite to talk to someone before invit-
ing them to a group, or opening a trade window!’ Neptune’s Pride (2010)
is a game in which players colonize planets. The player who colonizes a set
amount of planets first wins the game. To accomplish this, players develop
technologies, build space fleets and move them around the map. The game
could be relatively narrative free beyond this point, but instead players often
opt to roleplay their characters and engage in highly devious strategizing
in order to win the game. This is partially a result of the game’s descrip-
tion as ‘a hardcore, multiplayer online strategy game for the browser with
simple mechanics and a focus on player diplomacy’ (Neptune’s Pride, 2010),
which suggests that communication is an essential part of gameplay (it is
not). Neptune’s Pride is partly designed by Penny Sweetser, whose doctoral
thesis focused on emergent play as a design strategy. Emergent play evolves
from player activity, but the suggestion that the game is ‘hardcore’, strategic
and involves diplomacy subtly directs player expectation and behaviors.
The relationship between the ideology of the game and the player is crucial in
determining how this experience is played out. As a result, even when games
push players to behave in certain ways, a cohesive interpretation of player
behavior is difficult. Games designers are increasingly aware that players can
alter the intended experience of the game, and as the Xbox Live loading
screen warns us, ‘online play may not reflect game experience’.
Despite this type of design, play is primarily an internalized experience or
is subsumed into the overall narrative of the world. These latter narratives
often suggest specific directions for imaginative practice, and in turn, these
directions are often accompanied by ludic links between the imagination
and cultural production—for example through completing a quest chain or
wearing a certain item of clothing. Again, this shows an attempt to direct
play and delineate play criteria, but even so, it still does not entirely control
the player’s behavior. Players will still try to subvert these very straight-
forward patterns, and often it only takes a few people to notice a quirk or
an idiosyncrasy for this to be exploited. In World of Warcraft, one of the
first ‘elite’ monsters experienced by human alliance characters is a kobold
called Hogger. Players are given a simple quest to find and kill the kobold,
‘Did He Just Run in There?’ 49
who is described as having ‘overpowered all attempts at his capture’. Given
the scale of the game, the player quickly surpassed the death of Hogger with
other accomplishments in the game, but for some reason, perhaps because
players became accustomed to asking for help in slaying Hogger on the
local chat channels, or perhaps because he was rather poorly balanced and.
indeed, rather hard to kill at the level the quest was given, the quest became
a popular meme. Players would ironically boast that they had killed him,
would try to ‘solo’ him while wearing no armour or with their bare hands,
or would assemble ridiculously large raids (at that point, up to forty people)
in order to slay him. Thus, a simple quest became a culturally rich site of
shared experience and amusement, neither of which were the original inten-
tion when the quest was designed. In this case, a linear quest which was
meant to award the player, give them a sense of self-importance and allow
them to experience the thrill of killing a difficult monster became instead a
site of gentle ridicule and shared experience, satirizing the game and the way
in which it tried to generate heroic discourses. It also emphasizes how one
type of play experience is altered by communities into another to promote
shared experiences and thwarted expected player behavior, although not in
an undesirable manner.
Alternative pathways—both narrative and ludic—within games are pop-
ular, from roleplaying events or the characterization of avatars, to attempts
to destabilize and hack the game itself. They are often also shared outside of
the game through posts, videos, art, downloads and fiction which retell these
events. They provide exterior evidence of a player’s ingenuity and ability to
‘beat’ the game in interesting and unexpected ways. These actions show that
players are able to deliberately resist the patternings that games suggest to
them and are evidence of the various play categorizations breaking down.
However, in a wider sense, the fact that they have little obvious impact on
the gameworld (in a ludic sense, they have none at all), often means that
they are easy to overlook. A roleplaying event in World of Warcraft does
not affect the quests, lore or expansions released, for example. Non-player
characters (NPCs) cannot respond dynamically to the players around them.
The world is persistent, but it is not flexible. In addition, the ways that play-
ers express themselves about games are not always original—a player who
makes a forum post about the latest patch is often simple reiterating count-
less other posts about the same subject. In this respect, it is easy to read all
players in a Marxist sense as simply endorsing or responding to the game
text (Schott and Yeatman, 2011).
As such, the activities that players carry out to resist categorization are
seen as interesting, although not always effective. Extensive studies exist on
these secondary activities (Baym, 2000; Whiteman, 2009), on machinima
(Lowood and Nitzsche, 2011), on modifications (Deuze and Martin, 2009)
and on cosplay and dress-up (Fron et al., 2007; Lamerichs, 2014). These
pieces all demonstrate that player activity is becoming an important part
of the gaming self and that communities are seen as a viable way to study
50 Online Games, Social Narratives
the gamer. However, they are often studied as entities in themselves, and
are not directly linked with the game, or they are seen as simply perme-
ating its message elsewhere. Nicolle Lamerichs (2012) notes that ‘[t]hese
activities are often framed as the result of gamers’ attachment to the text,
even if they are a vital component of the game play, such as in The Sims or
Minecraft’, indicating an attachment to community as a necessary element
of play. However, most of these papers do not see the link between game
development and player as being reciprocal. Instead, these papers echo early
fan studies, where the gamer is seen as a ‘powerless elite’ (Tulloch, 1995) in
the face of gaming development (especially AAA titles or large franchises).
In later chapters, I attempt to debunk this, showing fans and fan producers
as an active, influential part of gaming societies.
However, regardless of their influence, or how their behavior is tram-
melled along specific gameplay lines, players still conceptualize themselves
as a unique entity within the virtual worlds they enter, and this is encouraged
by game design. If this were not the case, everyone in Mass Effect would
simply play the same Shepard and would chose the same options. A false but
necessary perception of individuality is encouraged within games which ask
players to create avatars, select skin colour, tweak their statistical strengths,
arrange furniture in their houses or determine the tree placement on their
farms. Character construction of this nature may happen even if it has no
bearing whatsoever on gameplay. Allowing players to feel as if their activi-
ties are unique is frequently incorporated (or at least appreciated) to please
users and to allow them to feel as if they have agency within each world.
Minecraft’s success lies largely in this approach, whereby the players have
apparently helped to determine the ultimate direction of the game. Mojang
foster a developer–player relationship via social media (see Chapter 5), and
the game itself provides an open world. Finally, mods or adventure maps
can make the Minecraft experience entirely different from the vanilla (base)
format of the game.
The way that individuals understand games is a difficult area to study.
This is largely because as well as interpreting the game in multiple ways,
experiential activity takes place on an individual level which is largely
shielded from other players or observers. Outside of the game, however,
many players attempt to express their personal understanding of games by
taking part in a more engaged manner. Posts on forums, arguments, sugges-
tions, wiki entries, fan fictions, open source software, apps, modifications,
machinima and websites all build on the autonomy of the player and form a
far more composite sense of ‘being’ than that experienced within the games.
This appears to be a reaction to the relative anonymity of the exoteric struc-
tures within online games, whereby players have a need to stand out, as well
as to seek out platforms where they can form closer social bonds with oth-
ers. The need for acknowledgement also leads to the rise of celebrities—both
virtual and real. Gigi and Summergale (machinima song artists), Xephos and
Honeydew (webcasters, The Yogscast), Leeroy Jenkins (World of Warcraft
‘Did He Just Run in There?’ 51
commentator and comedian) KaeyiDream (hardware reviewer and fashioni-
sta) and TotalBiscuit (videogame pundit, The Cynical Brit) all epitomize the
myriad of voices that emerge as a result of games. However, most players
do not have this standing, and are thus reduced in how they can express
themselves as active members of a gaming community. These formations are
explored in more detail later.
Gaming communities are immensely important, no matter what their
form. These communities shape the game into a hyper-diegetic narrative of
their own (after Hills, 2002). The contributions they make towards each
game provide a way of understanding the communities themselves (which is
how they have previously been studied), but they also have a more generic
influence on how players understand the game itself (which has been less
well documented). From this, a second, vital point emerges. Players do not
behave in the same way in-game as they do out of game. The theoretical per-
spectives previously examined conflate these activities, assuming that behav-
ioral patterns remain the same between play and production. This cannot
be true, especially because it seems to unconsciously suggest a return to the
fears that games directly influence behavior. If scholars reject the causality
of games, why are they assuming that it takes place in gaming communities?
While I am no closer to defining players or community types, assuming
that synchronous or out-of-game activity is carried out with the same ludic
patterns as player behavior is a mistake. Therefore, I wish to draw a line past
this section that acknowledges the diversity of gaming communities, sepa-
rates them from gameplay, endorses their ability to present hyper-diegetic
versions of the game text and, above all, escapes easy classification. I exam-
ine community behavior in a more individualized way, rather than attempt
to pigeonhole members into specific activity patterns.
One way to avoid this trap is to examine what players do produce, and
through this, the assumptions that they make about what other players
enjoy; this is important both within and outside the game text. The case
studies in this book focus on high-profile subjects with extensive modes of
production, several of whom have created communities around them (or
act as loci for community action) and who have a proven track record of
changing their core text according to player/community desires. Each group
specifically produces content for other gamers, as designer and fan. All of
them also appear to encourage reciprocity to sustain the community. One
of the phenomena investigated within this book, the ‘always in beta’ con-
struction, provides a way in which the player is made to feel as if they are
at the forefront of dynamic construction and design. Other groups such as
The Yogscast or TotalBiscuit aim to anticipate trends or provide content
that their communities want to see, asking for feedback and taking note
of the relative popularity of each product. If a game or playthrough proves
unpopular, they abandon it and move onto something new. Other reasons
also arise, such as an old game played with a new spin or appreciation of
the discussion that takes place during gameplay. Similarly, game designers
52 Online Games, Social Narratives
increasingly change or add content as a result of pressure from players and
enable access to locations which allow them to express their feelings about
the game in a shared environment. This type of development is examined
next in terms of emergent play.
Thus, man the player is also man the creator, who plays with, subverts
and reconfigures media, inscribing it with new goals and cultural mean-
ings. . . . Everyone who inhabits the global-village-as-playground is at
once performer and audience, merging the sense of play-as-performance
with gameplay. At the same time, as content creators they are empow-
ered to redesign the game to their own liking. (2009: 279)
. . . user innovation begins when one or more users of some good recognize
a new set of design possibilities—a so-called “design space”—and begin
to explore it. In general, one or more communities of user-innovators
will soon coalesce and begin to exchange innovation-related informa-
tion. . . . Sometime after user innovation begins, the first user-purchasers
appear—these are users who want to buy the goods that embody the
lead user innovations rather than building them for themselves. Manu-
facturers emerge in response to this demand. . . . the first manufacturers
‘Did He Just Run in There?’ 55
to enter the market are likely to be user-innovators who use the same
flexible, high-variable-cost, low-capital production technologies they use
to build their own prototypes. (Baldwin et al., 2006: 2)
This section briefly outlines the communities discussed as case studies within
the next few chapters in order to give them some context to each other.
Gamers. This is a broad category meaning anyone who plays video-
games. Gamers using other methods of gameplay are described as such when
relevant—for example tabletop gamers, LARPers and boardgamers.
The Steam community. This term refers to gamers who use Valve Corpo-
ration’s ‘Steam’ digital distribution platform to download and organize PC
and Mac games. In October 2013, the average number of players online at
any one time was slightly more than 5 million, and the platform has more
than 75 million active accounts (Steam, 2013).
The Indie community. This community is discussed further in Chapter 5,
but usually the term refers to players and developers who engage with games
designed by Independent companies, or advertised as ‘Indie’ titles through
platforms such as Steam. However, it also includes groups and individuals
who make games as experimental devices or that explore certain themes.
Indie games are sometimes produced by developers who have no attachment
whatsoever to a production company and do not wish to do so. Because of
the disparate nature of Indie games, and the ways in which they are con-
sumed across multiple spectrum, it is not possible to measure its size. As I
argue, the Indie community deliberately problematizes the understanding of
gamers as a cohesive whole.
The Minecraft community. This term refers gamers who play the sand-
box adventure game Minecraft. The Minecraft community self-identifies as
such very clearly (several clones are available for the game which it rejects);
however, the nature of the game means that it covers a very broad demo-
graphic, from very young children to teachers and artists. The Minecraft
community is also well known for its use of third-party websites such as
MinecraftForums and the Yogscast.com to share information and for a high
level of intervention with the game itself through modding and the cre-
ation of adventure and challenge maps and seeds, which do not exist in the
‘vanilla’ (original) version of the Minecraft game. In November 2013, there
were 25 million subscribed Minecraft players (this statistic includes versions
of the game across PC, Xbox and Android platforms).
Podcasters. Podcasters create shows for broadcasting through aural vir-
tual media, primarily the Apple platform iTunes. Podcasts discuss a specific
topic, or are re-syndications of shows that have appeared on mainstream
radio stations around the world. Although several high-profile podcasts
exist by recognized celebrities or shows (e.g. Gardener’s Question Time
‘Did He Just Run in There?’ 57
and The Ricky Gervais Show), the nature of iTunes enables more amateur
broadcasters to make their recordings available, and it is these groups that
this book studies.
Webcasters. Webcasters create audio-visual recordings and make them
available on videosharing sites such as YouTube and TwitchTV. Webcast-
ing is a favorite of gaming enthusiasts because it allows them to showcase
the game they are playing while placing a separate audio track over top
it. Shows include machinima, walkthroughs, ‘let’s play’ guides, live events,
tournaments, news bulletins and interviews. Various restrictions apply to
webcasts, which are discussed subsequently.
A note on these groups. In this book, I often use the term caster, instead
of podcaster or webcaster. The semantics of this is discussed in Chapter 3.
Both pod- and webcasters struggle to identify themselves cohesively within
these communities (e.g. see the ‘machinimists’ conversation in the Trine 2
livestream between the Yogscast and TotalBiscuit; Bain, Brindley, and Lane,
2011), because their output is diverse. Instead, they tend to self-organize
around friendship groups (met both online and off) and like-minded activity.
I argue that casters perform the function of spokespeople for many gamers.
They provide an aspirational reflection of gaming behavior in that they are
active manipulators of the game text and, in some cases, are elevated to the
role of celebrity. The dissemination of casting through online broadcasting
means that their popularity rests almost entirely on the shoulders of fans,
whose downloading, ‘liking’ and subscribing to their work spreads it virally
across the web. In this respect, casters epitomize the grass-roots nature of
online celebrity, since they are entirely created by fans, rather than more
traditional, commercially created celebrities who are often the result of more
artificially manufactured techniques.
The Yogscast and the Yogscast community. The Yogscast themselves were
originally a corpus of three webcasters (Simon Lane, Lewis Brindley and
Hannah Rutherford) who made pod- and webcasts from their respective
homes. In 2010 the three moved into a shared house in order to make record-
ing easier. By 2013, the Yogscast had expanded dramatically and largely relo-
cated en masse to Bristol in the United Kingdom, where the business now
employs approximately thirty people. The group comprises eleven separate
channels on YouTube and has connections to crowdfunding games, musi-
cians, machinima artists and other virtual performers. The company also
employs several editors, administration managers, artists and sound engi-
neers to work behind the scenes in order to keep content flowing.
The Yogscast community is rather more difficult to measure. In Octo-
ber 2013, the main Yogscast channel (Yogscast Lewis & Simon) had more
than 6 million subscribers, and the Yogscast forum had 342,000 members.
Four of the other channels have more than 1 million subscribers, although
obviously there is cross-over between viewers here, and subscription rates
on YouTube are merely an indication of the people who have signed up to
receive notifications of new videos, not of overall viewing figures. Minecraft
58 Online Games, Social Narratives
videos by the Yogscast usually gain approximately 1 million views within the
first week of transmission on YouTube, with most of their other programmes
getting between 700,000 to 900,000 views. The main Yogscast channel has
received nearly 2 billion individual views.
Redditors. This group includes contributors to the Reddit.com web-
site, a popular forum which combines discussion, humour and link shar-
ing. Although it is possible to see how many people are subscribed to a
given forum (called a subReddit) on the site, it is not possible to see how
many people in total browse the site. The /r/gaming subReddit has slightly
more than 1 million subscribers, and the /r/yogscast subReddit has 16,000
subscribers.
CONCLUSION
In this chapter and the next, I examine four groups of web- and podcasters
and their fans, in an attempt to define their place as active agents as regards a
game text. The chapters bring together Fan Studies that suggest their capac-
ity for cultural production is growing, with those portraying Web 2.0 and its
ancestors as a grass-roots community with a collective, creative power. The
two chapters also examine the need for spokespeople within this formation,
and the ways in which the elite fan (Hills, 2006) engages in creative practices
which subsequently help shape the communities that support them. Gaming
has only recently begun to create its own celebrities; thus, the discussion of
webcasters as fans, spokespeople, celebrities and ‘normal’ players is coun-
terpoised in the second chapter by an examination of the communities that
these groups have endorsed, and their relationship in turn with ‘fans of fans’.
Alongside authors Clay Shirky, Matt Hills, Henry Jenkins and David
Gauntlett, I argue that fandom is not only becoming an active procedure
(although this needs to be cautiously defined), but that pod- and webcasting
has enabled new forms of creative output which redefine existing narra-
tive patterns. In this chapter, I outline each group studied and map some
of their behavior as both fans and producers. Pod- and webcasting is dis-
cussed in terms of its structural and narratological impact. It also examines
the ways in which casters negotiate discourses within gaming and question
whether webcasting is cohesive enough to be seen as a media genre in its
own right.
The following chapter is a discussion of fan production in which Matt
Hills’s idea of the elite fan is used to understand how gaming fans are becom-
ing celebritized within an environment that has not hitherto provided a plat-
form for ‘real’ voices and personalities. There is also some discussion of the
tension between the elite fan and their own followers, a tension specifically
generated by the closeness of reader to text within social networks. Chap-
ter 4 also examines how the casting groups described here relate to their fans
and how they cope with them in an environment in which there may not be
enough separation between the two groups.
With a specific emphasis on The Yogscast, I examine the artefacts pro-
duced by fans and fan behavior, most notably the relationship between
‘Digging a Hole’ 61
casters and fans at the PAX Prime convention, 2011. This is used to dis-
cover how fans interpret celebrity, as well as discussing how they identify
themselves with both the group itself and the gameworlds they promote.
There is an emphasis here not only on transmedial production—something
which fans take for granted—but also on the uneasy relationships forged
between casters and the fanbase. The following chapter also strikes a note
of caution against the excessive evangelization of these actions—while fans
are very productive, what they create is not necessarily original, nor does it
add to a body of knowledge. It is also important that viewers or players of
games are not automatically classed as ‘active’ fans, although it is certainly
the case that they are encouraged far more than other media texts to become
involved.
RESEARCH METHODS
THE CASTERS
All the casters studied had a consistent level of output, producing at least
one item on a daily basis. None of the groups was affiliated with franchise or
official gaming sites with a pre-existing identity (e.g. Gamespot or IGN). All
the casters were from the United Kingdom, apart from TMPGOTI, which
66 Online Games, Social Narratives
was instead affiliated with a UK casting circle. All the groups had been active
for at least two years, meaning that they were established in terms of voice
and had a relatively consistent quality. One group consisted of a sole male
presenter, one was a growing group of male and female presenters with two
males and one female at the centre, one was of two males and one was all
female.
Two groups used webcasting as a primary method (the Yogscast, Total-
Biscuit), and one did so intermittently (GamerDork). All groups initially
started as podcasters (although in the case of The Yogscast, the transition to
webcasting was almost immediate), and archives of these were easily avail-
able. All had dedicated websites where fans could download and watch casts.
The Yogscast and TotalBiscuit were also YouTube partners, an arrangement
which not only allows users to subscribe to their channels but also places
advertisements on skyscraper sidebars and sometimes before each cast takes
place. TMPGOTI was the only group not to have a forum; however, they
made extensive use of Twitter to advertise themselves.
The Yogscast
HONEYDEW: ‘I’m eating a Jaffa Cake, Lewis’
XEPHOS: [not listening and concentrating instead on looting from a
chest] ‘We might need those’.
—The Yogscast (2010a)
Lewis Brindley (Xephos) and Simon Lane (Honeydew) are the two main con-
tributors to the UK webcast The Yogscast or Yogscast and the less frequent
podcast YoGPoD. Initially beginning with the two making podcasts and
occasional walkthroughs, they were signed up to the GameStation network
of gamers on YouTube in 2009 after recommendation from TotalBiscuit.
Over time, and as the casts increased in popularity, the two were able to
expand The Yogscast into a fully fledged business, with eleven channels
broadcasting a variety of content ranging from playthroughs to new reports
about gaming. The other casters in the group were originally sourced from
friends met through the SomethingAwful.com forum group ‘Ye Olde Goon
Squad’, and through the World of Warcraft Guild of the same name on
Venture Co. EU, although by 2013, the group was actively recruiting games
journalists and editors through more conventional means.
The Yogscast (or YoGPoD, in its audio format) began broadcasting in
2008. After meeting online and realizing that they clearly had chemistry,
Lewis Brindley recorded several conversations with Simon Lane and con-
vinced him to take part in an ongoing series of comedy shows featuring
games or related discussion. At first, the YoGPoD took the form of a social
media podcast, varying its topics between gaming (including tabletop gam-
ing), daily life and observational humour, and The Yogscast concentrated
almost solely on providing practical guides to raid instances and bosses in
‘Digging a Hole’ 67
World of Warcraft. As part of a high-end guild, the two had noticed that
demonstration videos on YouTube tended to lack description, and therefore
did not really provide players trying to emulate these guilds with the practi-
cal detail they needed. Their webcasts emulated more well-known channels
at the time such as Tankspot, with one crucial difference. Brindley and Lane
did not present themselves as high-end players demonstrating superior tech-
nique; rather, they are two everyman characters whose observational com-
mentary about each instance was irreverent, self-mocking or imperfect and
frequently deviated completely from the intended topic:
We’d been playing these custom maps, and the thing is that they don’t
have active NPCs, and there was no easy way to make that. (Brindley,
interview, 2011)
The series attracted a huge following, with episodes often gaining more
than 1 million views on the first day of release. Regular, episodic releases
around ‘teatime’ (Brindley, interview, 2011) meant that casts were consis-
tently available over a period of high user browsing in the United Kingdom.
The hyper-diegetic nature of the series, with episodes transitioning between
an exploration of game, to an exploration of story/the narrative potential of
Minecraft itself, appealed to both hardcore fans of the game, who were inter-
ested in the potential ‘to mine, create, dig, and try not to explode!’ (a slogan
inscribed on a popular fan T-shirt), and viewers who were intrigued and
amused by the emergent story arc. The series bolstered the already popular
Yogscast webcasts by cementing their reputation as a show which appealed
to a wide variety of gamers, was presented in a light-hearted way, and which
consistently entertained from episode to episode.
At the time of writing, the SoI series had become so sprawling that it took
place over several different Yogscast channels and comprised multiple spin-
offs. After the initial three series, SoI itself became more sporadic and vari-
ous issues, including a member of staff leaving with several of the avatars
used in the game and the main map being destroyed by Minecraft updating
itself, meant that it was rarely produced. Instead, aspects of the narrative or
the exploration fed slowly into long running series such as Voltz, Jaffa Cake
Factory and Yoglabs. These episodes were also supplemented with explora-
tions of other ‘adventure maps’ or mods for the game that players and fans
had written (some quite clearly produced with the Yogscast in mind). The
Yogscast also looked at other games; playing them together, competitively
70 Online Games, Social Narratives
and alone, as well as spotlighting other aspects of gaming such as the grow-
ing convention scene, machinima, interviews with developers and previews
of titles still in beta or unreleased to the public. By October 2013, The
Yogscast had produced more than 3,000 webcasts on the main channel
alone. They released episodes from at least five of their main channels every
day, as well as employing a team of editors to help refine the quality of the
recordings. Subsequent members of the group had also risen to prominence,
with most having their own Yogscast channel and distinctive personalities;
Lomadia/Hannah Rutherford played expertly through various AAA titles;
Llana/LividCoffee/Duncan Jones was known for his laidback, yet detailed
approach, whereas Sips/Chris Lovacz aired sprawling playthroughs of older
games. In order to demonstrate their connection to their community and in
part to offset their huge success, every December was devoted to livestreams
for charity. To date, the Yogscast have raised more than $1.5 million through
online donations to various charities including Oxfam, Special Effect, War
Child and Little People.
If you are offended, please feel free to unsub. I am not going to cen-
sor myself because a few people burst into tears over nothing on the
internet.
—TotalBiscuit (2011b)
Every mistake, bug, and silly decision is brought up and torn to shreds,
with constructive criticism and ideas for fixing the problems also pre-
sented when possible. (WoWwiki, 2013)
GamerDork
Both of us are quite disarming . . .
—Cox (interview, 2011)
There’s always a bit of worry that we need to put out more content.
—Brindley (interview, 2011)
In 2011, all of the casters were struggling to find a balance between their
daily lives and the high volume of work required to produce each cast. Both
The Yogscast and TotalBiscuit had recruited in order to maintain both the
quality of their work, and offset the huge demands on their time. Lewis
Brindley and TB both confirmed that producing and editing a successful cast
of approximately 11 to 25 minutes usually took between 6 and 8 hours of
editing, recording and research, depending on the type of episode being pro-
duced. This included editing sound to make sure that voices did not overlap
or were not too loud, cutting footage to make it flow more effectively and
researching, by playing the game in advance, reading gaming news, research-
ing recent activity, networking and discussing games with other players.
‘Digging a Hole’ 75
Due to the huge popularity of The Yogscast, as well as the need to manage
multiple channels simultaneously, the group had mainly moved to Bristol,
where they worked in a series of custom-made studios. A significant percent-
age of the group worked behind the scenes or in various management roles,
and after 5 years, The Yogscast resembled a more traditional organizational
structure, albeit with several qualities that emulated large new media groups
such as Valve Corporation (2012; e.g. their attitudes towards collective work
practices and collaborations together). Despite this, Brindley and Lane still
frequently edited their own content and had not slackened their levels of
production (in fact, these increased dramatically from 2011 with the instiga-
tion of a daily download), also appearing on many of the other channels and
usually recording content up to three weeks in advance (Lane, 2013).
The strain on TotalBiscuit in particular was apparent as he juggled profes-
sional commitments such as commentating for live gaming events, produc-
ing several different types of podcasts and simply getting enough time to
sleep. As a regular part of all of his casts, TotalBiscuit often comments on
the time he is broadcasting, the work he still has to do and the expectations
he has of his own output within the timeframe available. His decision to take
a holiday in April 2011 was foreshadowed through several prior webcasts
in which he articulated a strong sense of regret that he had not been able
to produce as much as he wanted to in the last few weeks due to overwork
and burnout.
The GamerDorks and TMPGOTI had a regulated approach to man-
age their limited time due to other commitments. GamerDorks’ decision to
employ twenty-five volunteer writers for their weblog is indicative of this.
Each writer was encouraged to produce a few good-quality articles, with
a commitment to write 500 words every three months. This ensured that
the website could usually present a good-quality piece of writing on a daily
basis, rather than overwhelming the site with poor-quality articles, although
in practice, very few articles were submitted and eventually the addition of
articles to the main GamerDork site ceased. The GamerDorks also used
management tools such as the Google calendar not only to agree on when
to record but also to outline potential subjects and discussions within the
show. Similarly, TMPGOTI planned their recordings by virtue of sharing
editorial duties and meeting on the same evening each week with the express
purpose to record, editing the show over the next two days, then releasing
the webcast on the day after, pending a final check.
All of the casts were extremely diverse in content. This was despite mutual
intentions to bring games to a wider audience, to help players make informed
76 Online Games, Social Narratives
choices about games, to discuss the finer points of game design and to
create a community of like-minded games players and enthusiasts. Differ-
ences included not only the content and presentation, but also tone, scale,
audience, narrative and construction. As a niche genre, the need to create
an original product which diversified casters from each other was appar-
ent. The YoGPoD appeals to multiple audiences by using its definition as
‘Comedy’ on iTunes, by deliberately targeting newly released games on The
Yogscast and by featuring many different presenters and approaches; the
GamerDorks catered specifically to hardcore gamers; TotalBiscuit focused
more exclusively on new and Indie releases in the ‘WTF Is . . .’ section, pro-
gamers in e-sport broadcasts such as StarCraft II, and gaming fans in the
playthrough or commentary shows; and TMPGOTI fell somewhere in the
middle of these criteria, being comedy, commentary and criticism. Although
casters usually chose to feature up to date news, commentary and reviews
(e.g. all four groups examined Portal 2 [2011] in detail when it was released
and beta-tested games such as Hearthstone usually gained higher views than
other readily available titles), the casting medium is shown to be a flexible,
hybrid genre, with a spread audience that desires all of these different prod-
ucts. Further examples of this diversity include dedicated game newscasts
(Gamespot, IGN), satirical reviews such as The Escapist’s Zero Punctua-
tion, personality-driven casts such as Dodger Leigh’s PressHeartToContinue
and speciality casts such as RetroGamingRoundup.
We’re pretty raunchy, but . . . we’re just naughty enough . . .—one of the
things about having such a big UK audience is that I can be flirty and
raunchy and out there, but it’s a lot less scary [for them]. (Lidgerding,
interview, 2011)
The YoGPoD audio casts also begin in this way, although the webcasts
are more light-hearted in tone, often using surreal or slapstick humour
‘Digging a Hole’ 79
instead. This is because, initially, comedy takes second place to explanation
in ‘how to’ guides in which the language and the text are precisely edited to
provide a clear narrative. Brindley and Lane consistently use a more inno-
cent frame of humour—typifying themselves as explorers in new worlds
and thus adopting the stereotypical role of innocents abroad. They use very
classic elements of comedy, both structurally and through the roles they
adopt within the texts. Humour frequently arises from visual jokes and slap-
stick, incidents that are made all the more pleasurable because they are often
accidental; the discovery that Honeydew’s craning his head upwards looks
bizarre, frequent interludes when ‘Creepers’ (monsters which spawn natu-
rally in the game and have nothing to do with the ongoing narrative) blow
one of the two to smithereens, Simon’s obvious, high-pitched panic when
things go wrong, and travelogue style observations by the two as they con-
tinue on their journey. In-game, Xephos often plays the role of instructor/
straight man, while Honeydew asks questions, makes silly interjections and
disrupts the narrative flow with observations about the text which usually
have nothing to do with the practicalities of the guide. There is, however, a
high degree of tendentious swearing in the casts, often as response cries to
particularly ridiculous scenarios or surprising events.
TotalBiscuit’s casts are primarily informative. In his case, humour usu-
ally arises from his own observations of the ludicrous rather than a direct
attempt to make people laugh. As one of his names suggests, the Cynical Brit
cast takes an acerbic look at gaming, and therefore the viewer derives more
pleasure from the critical angle that he adopts. TotalBiscuit’s interrogatory
style originates from more than ten years casting to various different audi-
ences and his humour, and any amusement in the casts is a by-product rather
than a direct intention. Indeed, in the Magicka podcasts, TotalBiscuit spends
several episodes relaxing into the style of the Yogscast, initially providing a
rather jarring element to the series but ultimately finding a strong counter-
poise to the other two presenters as frustrated straight man to their more
erratic antics.
A vital structural facet of casting for theorists is the position that the casters
occupy within the text. The most common form of webcasting sees casters
recording themselves talking and playing the game at the same time. Alter-
natives to this are a pre-recorded series of clips over which the casters com-
mentate, livecasting in which the caster responds to events as they happen
or commentary which is recorded alongside the caster playing the game in a
downtime capacity (e.g. flying around, sitting in a tavern, or grinding). All
these variations mean that reviews are presented as an ongoing narrative in
which the viewer watches the caster play and discuss the game at the same
time. Verbal and physical responses, mistakes and deviations overlay the
central game text and are as interesting to the viewer as is the direction of
the game itself.
This imposes a secondary narrative, whereby the caster’s impressions
dominate the representation of the game. This can significantly change
the viewer’s understanding of the game. For example casters often ascribe
anthropomorphic or emotive characteristics to elements of play which may
be entirely absent in the core text. In the case of SoI, this allowed for a more
interesting and amusing narrative to unfold and resulted in both increased
sales of Minecraft and fame for the Yogscast (N. Brown, 2011a). Spontane-
ous response cries from the casters encourage the viewer to empathize with
them during moments of tension, danger or drama within the game, and, as
I discuss later, the conversation of the casters provides a viewpoint on the
nature of the game as well as engendering a shared sense of belonging from
the viewer.
Through these interjections, webcasters rewrite the intended text. This is
very clearly seen in the various responses to Portal 2 by each group. Total-
Biscuit allows the viewer time to hear GLaDOS and Wheatley’s dialogue,
although he also inserts himself into the text as Chell, railing at Wheatley for
being a ‘pushy pushy pushy’ ‘Southerner’ (Bain, 2011b); Brindley and Lane
talk over it throughout their playthrough and only take occasional notice
of the ongoing interactions between characters during breaks during their
own conversations, the GamerDorks describe the story in detail in a large
spoilers section, extensively describing the narrative, the voice acting and
the aesthetic of the game itself, and TMPGOTI discuss their responses and
enjoyment of playing. TotalBiscuit’s refusal to do what Wheatley tells him
to do has a clear function; demonstrating to the viewer the absolutely fixed
nature of the plot, thus allowing Bain to articulate his frustration with the
illusory agency contained within the game’s ludic construction, but it also
inserts him into the text as a more active participant. There is something
‘Digging a Hole’ 81
about this re-inscription that superficially appears to validate the claims of
core ludologists: that games ultimately lack any dominant narrative (Aars-
eth, 1997); thus, players are compensating by adding their own. However,
it is perhaps more fruitful to regard these actions as an exteriorization of
gameplay where spoken words by the players, including response cries and
the informal ‘Buddylect’ language that develops between players who game
together repeatedly (Ensslin, 2012) becomes an essential part of the gaming
experience.
Steven Conway (2010b) argues that response cries are used to articulate
a sense of togetherness within gaming. They affirm the engaged presence of
the gamer when players might not be physically together or are present but
are not directly looking at each other (because they are instead looking at the
game screen). ‘Spill cries’ disabuse the player of responsibility; ‘Oh God Oh
God she’s gone mad . . . I’m sorry!’ (Brindley and Lane, 2011c), the ‘threat
startle’ allows for an expression of worry or fear, which is then contained
within the context of the game; ‘Flipping ‘eck, I’m panicking here Simon!’
(ibid.) and revulsion sounds; ‘AHH! That’s disgusting! What happened!?’
(Brindley and Lane, 2011d) allow the voice to react while the body cannot,
additionally allowing the player to disassociate themselves from something
objectionable. Both Brindley and Lane do this repeatedly, to great comic
effect, and this repetition builds an atmosphere where the viewer is as ‘genu-
inely terrified’ (Brindley and Lane, 2011c) as the two casters.
In the SoI casts, the overspill between game and caster narration can
reach anarchic proportions. Once the initial remit of the game is circum-
vented by changing it from sandbox to freeform narrative, the two present-
ers proceed to disrupt the narrative even further during their exploits. Simon
Lane initially ascribes anthropomorphic qualities to many of the creatures
that inhabit Minecraft—for example he declares that spiders and pigs (re-
christened ‘piggus’) are his personal friends and gives the Creepers a surreal
alter ego (that of 1980s’ pop singer Rick Astley), as well as their own catch-
phrase: ‘That’s a very nice [object] you have there . . . be a shame if some-
thing happened to it’. This becomes even more diffracted when NPCs—who
are played silently by other members of the Yogscast—are also voiced by
the two presenters. Frequently, the two misread, freeform or simply ignore
the typed speech that these players laboriously create in order to further the
plot of each narrative. Thus, the roleplay imposed on the text by the Yog-
scast is subverted even further by the fact that the two often simply ignore
what is clearly a painstaking behind-the-scenes process. Of course, the car-
nivalesque outcome of this is exactly what the viewer wants to see as the
text fractures and fractures again as the adventure/narrative/cast progresses.
The overlaid narratives of casters reframe the game text. The game is no
longer the focus of attention; instead, it becomes the people playing them. In
order to remain dominant within the narrative, presenters need to negate the
original text, making it clear to the viewer that it is not the primary object
of focus and thus actively working to destroy its meaning. As Newman
82 Online Games, Social Narratives
argues, the walkthrough functions ‘as a form of reverse-engineering that
renegotiates the player-designer relationship and encourages (perhaps even
demands) deliberately investigative, resistant and deviant strategies of game-
play’ (Newman and Ashton, 2010). When added to Barthian arguments
concerning the Death of the Author within any given text (Barthes, 1967)
and those of intentional fallacy, in which the original text is essentially
stripped of any meaning, webcasts suddenly become a potent reworking of
the game text that deliberately provides alternative readings. In addition,
this behavior starts to explain why podcasters are becoming a powerful
force within gaming communities, and why it is they, rather than the game
itself, that become the celebritized object of desire.
IMPACT
This chapter develops the idea that fans are a creative force within gaming. It
argues that gamers approach texts with a different perspective to other fans,
enabling them to expect—and to produce, more active texts. Whereas Chap-
ter 3 looked at the outputs of several individuals who have become what
Matt Hills (2006: 104) terms ‘elite fans’, or ‘Big Name Fans’ (BNFs), in this
chapter I investigate the active fan practices surrounding them. It also exam-
ines the response by the casters (namely TotalBiscuit and The Yogscast)—all
relatively new to the position of elite fan—to their celebritization. The desire
for celebrities within gaming communities leads gamers to elevate members
of their communities into this position, and the transitioning process that
takes place when casters suddenly find themselves becoming popular demon-
strates an interesting refiguration of the celebrity/fan relationship. Addition-
ally, the transmedial way in which these BNFs operate provides an arena
in which community generated content is quick and easy to produce. This
takes place on both ‘sides’ (if these sides still exist), with fans acting com-
parably to support prolific creators and BNFs responding directly to fan
input. Not all fan-produced work is either useful or original, but its volume
means that it provides an extensive pool of source material, largely created
through voluntary playbour (Küchlich, 2005, 2010), from which the casters
draw. In turn, their work is largely predicated by what fans demand, most
obviously through page views and requests for new content. In this way,
a reciprocal relationship develops whereby elite fans are ‘someone a fan
made’ (see the following discussion), rather than subject to the more com-
mercial demands of traditional celebritization. In this chapter, I examine the
relationship between these groups and ask whether the performative nature
86 Online Games, Social Narratives
of gaming fan activity is extending the understanding of what Robert Jones
(2006) calls ‘transformative play’. I also discuss how fan practices appear to
be becoming more reciprocal in gaming communities.
As with the prior discussions of theoretical concepts that stretch beyond the
remit of this study, it would be unwise to provide a comprehensive overview
of Fan Studies in order to contextualize the debate below, simply because
it has become such a large and diverse topic. Instead, the first section of
the chapter summarizes relevant developments. Useful introductions also
exist in Hellekson and Busse’s (2006: 17–26) Fan Fiction and Fan Com-
munities in the Age of the Internet; Gray, Harrington and Sandvoss’s (2007:
1–16) Fandom: Identities and Communities in a Mediated World, and Matt
Hills’s (2002: 1–21) Fan Cultures. These authors reframe fan scholarship
within New Media discourses, with Hills’s writing reforming the relation-
ship between celebrity and fan identities in a more dynamic manner. This
latter idea is core to the evolution of fandom in a more media-sensitive era.
Situating the fan within transmedial texts, as all three books begin to do, is
also critical to this chapter. As Hellekson and Busse comment, ‘despite the
proliferation of online fan activity, the movement of fandom from a physical
space to a virtual one has not adequately been addressed in the academic
literature’ (2006: 17). Finally, the growth of fan as producer is something
that is discussed increasingly within Game Studies, although prior to this has
looked more at output than activity (see the later discussion).
Throughout its evolution, Fan Studies has tried to situate the fan in rela-
tion to popular culture and media; variously as representative, subversive or
cultural consumer. In the past the fan has been positioned and repositioned
as both antagonistic and conformist, and it is only recently that they have
not been regarded as Other. In Lewis’s edited volume The Adoring Audi-
ence, Joli Jensen (1992: 11) notes how early writing presents the fan as
a passive, pathologized outsider, collectively determining them either as a
‘hysterical crowd’ or an ‘obsessed loner’. Jensen comments that there is little
discussion of ‘fandom as a normal, everyday cultural or social phenomenon.
Instead the fan is characterized as (at least potentially) an obsessed loner,
suffering from a disease of isolation, or a frenzied crowd member, suffering
from a disease of contagion’ (1992: 13). The fan becomes a person who
exists apart from others and who often constructs a personal (unhealthy)
sense of identity through the object of his or her desire. Players’ position
within the ‘hysterical crowd’ absolves them of social responsibility, and their
actions as ‘obsessed loners’ transcend social norms as the fan construes a
false relationship with the object of fandom. These groups are best typi-
fied by the archetypal character of Annie Wilkes in the Stephen King 1997
novel (and 1990 film) Misery or through examples of football violence in the
‘Someone a Fan Made’ 87
United Kingdom. Despite subsequent studies, these two tropes are frequently
invoked by the media when discussing extremism and fandom, especially in
regards to geek fandom (an area frequently chosen as a topic in Fan Studies).
This representation has much in common with media related stereotypes of
the gamer as social outcast and degenerate; in fact, there is often blurring
between the two.
However, despite her identification of these tropes, Jensen cautions
against pigeonholing the fan as a social deviant, arguing that it is far too
linear a perspective. The essays in The Adoring Audience marked a major
change in the ways fans were studied both by academia and from within
by themselves. The book argues for a more nuanced approach to fandom,
emphasizing how fans should be seen as representative of changes in the
media, rather than ostracized outsiders. At the same time, the autoethno-
graphic practices of researchers within communities of fans encouraged an
already nascent trend in which fans found outlets to become more critically
engaged, typically demonstrated through aca-fan websites such as Whoosh!
or Slayage. These sites function with an awareness of the symbiosis possible
between fan and critic and encourage authors from both groups to write
alongside each other as experts in their chosen field.
A useful jumping on point for Fan Studies is 1992, since it marks the
publication of several core texts which had a huge influence on the emer-
gent field, and also triggered much subsequent writing. Matt Hills in Fan
Cultures cites his own personal and theoretical journey beginning with his
reading of Henry Jenkins’s Textual Poachers:
Henry Jenkins’s fascination with fans and later, with their relationship
with new forms of media has lasted throughout his academic career. In
1992, Jenkins saw fans as ‘active’ users and coined the term ‘Textual Poach-
ers’ (after de Certeau, 1984), to describe the ways that they appropriate the
core text for their own ends. Active fans were initially seen as prolific yet
ultimately emasculated by their inability to have influence outside their own
fannish domains. Their output was not necessarily seen as productive—de
Certeau’s initial description of the textual poacher is distinctly unfavorable:
Matt Hills’s 2004 and 2006 work on fandom also argues for a more pro-
active assessment of fan practices, as well as assessing their newfound ability
92 Online Games, Social Narratives
to move into a position of authorial autonomy. He dubs these ‘Big Name
Fans’ (BNFs) or ‘elite fans’:
Big Name Fans is one of the fan-cultural or subcultural terms for fans
who have attained a wide degree of recognition in the community, and
so who are known to others via subcultural mediation without person-
ally knowing all those other subcultural participants. (2006: 9)
This next section examines the ways in which gamers produce texts and
how they do so in a transformative way. My argument here is that cul-
tural production by gamers is more easily facilitated than in other media,
because of the playful nature of gaming itself. The experimental, playful
and often incomplete ethos of gamer culture is less apparent than in other
media, which rely on a ‘complete’ output such as a television episode, and
which resists fans’ attempts to manipulate it. As with other media, cultural
production by gamers mainly focuses on reassessing or re-presenting the
core text, with the core difference being that the narrative is represented
through simulation (Frasca, 2003) and is thus far more flexible. However,
some texts and groups encourage this in ways which allow fan-producers
to be original and creative. In addition, gaming communities and some
94 Online Games, Social Narratives
companies have created an ethos or worldsphere in which these actions are
rewarded, and in which fans are made to feel like valuable additions to the
creative community. This is often because the hierarchical structures of fan/
celebrity/producer are blurred or deliberately overwritten by less formal
relationships.
In order to ground production in gaming fan communities, this section
examines recent research into online communities by Henry Jenkins, Clay
Shirky and David Gauntlett, and applies it to the casting groups described
in Chapter 4, most specifically the Yogscast. The reason for this is that the
success of each group relies almost entirely on a reciprocal relationship with
fans who function, in turn, as producers. While the casters reform the text in
order to make it more approachable for other players, their actions are then
predicated almost entirely on how fans respond, since fans support the casts
in a creative and sometimes financial manner. In the case of the Yogscast, this
relationship has become extremely sophisticated.
Pod- and webcasts are also excellent examples of transmedial storytell-
ing, because they consciously use one medium to narratize another. Trans-
media storytelling is initially defined in Convergence Culture, and then more
clearly expressed on Confessions of an Aca-Fan as
Offers backstory
Maps the world
Offers us another character’s perspective on the action
Deepens audience engagement
‘Someone a Fan Made’ 95
Jenkins (2011) also cautions against the exploitation of transmedia as a
monetary buzzword:
So, for example the Yogscast record machinima in Minecraft and dis-
seminate them on their YouTube channel, as well as linking to it via their
forums, Twitter accounts and Facebook pages, reflecting the narrative ethos
of the series and/or the personas of the presenters and/or Minecraft itself
(Figure 4.1).The experience created here moves beyond a webcast or the
game (and machinima as a catch-all for webcasting has already been dis-
abused), and becomes a much broader artefact. It is also not necessarily situ-
ated within one subject (‘game walkthrough’), since fans may be watching
either to observe the game or the presenters or the narrative. Responding
to the initial webcast, texts such as fan art, forum posts or mods for Mine-
craft are produced which reflect the narrative ethos of the series and/or the
personas of the presenters and/or Minecraft itself. Sometimes these are then
reappropriated again (or in some cases deliberately solicited) by the Yogscast
through calls for fan art, feedback, future suggestions etc. This reciprocal
productivity typifies transmedial storytelling, since cross-media transactions
take place which enforce the narrative/ludic intentionality of each text, and
the text itself has both multiple meanings and uses.
Recently, the implications of creative practice online have been explored
further by David Gauntlett (2011) and Clay Shirky (2008a, 2008b, 2010). I
96 Online Games, Social Narratives
Figure 4.1 Fan art of The Yogscast. Brindley and Lane’s avatars are placed next to
those of the artist.
(Image by Kyle Sturrock, used with permission.)
have avoided the phrase ‘Web 2.0.’, since this is now rather dated, but this
term was popularized at the time by both authors as signifying a new wave
of online production. Clay Shirky (2008b) argues that Web 2.0 is gradually
drawing ‘everybody’ away from the ‘gin and sitcoms’ mentality caused by
traditional, passive watching practices. He sees Web 2.0 as by nature more
active and as presenting numerous opportunities for engagement, some of
which are compulsory. Communities and individuals find themselves in pos-
session of a ‘cognitive surplus’ (Shirky, 2010), whereby the time they have
previously spent passively watching is suddenly galvanized by the creative,
communal potential of Web 2.0. This is aided by the abundance of collab-
orative tools available to users, and a prevailing attitude online that anyone
can, and should contribute. In turn, the shared desire to create motivates
viewers to become more dynamic. As users migrate from passive media such
as television to active media such as those available through Web 2.0, they
instinctively begin to create their own texts. In 2008, Here Comes Every-
body described this as an inevitable future development of Web 2.0. By the
time of writing in 2013, the Internet was already heavily supported by these
‘Someone a Fan Made’ 97
actions, and although Shirky’s writing does appear overly optimistic about
the levels to which users will contribute, he is correct in the assumption that
Web 2.0 technologies provided an easier platform on which to take part
than many other media, in which entry-level requirements are much higher
and rely on technology which may not be easily accessible.
Shirky expands this debate by discussing how behavior in virtual commu-
nities will ultimately affect all communities. He sees the collective behavior
of online sites and groups replacing the need for management with sponta-
neous collaboration and information provision shifting from a central core
into a more diffused series of people. He argues that ‘[g]roup action gives
human society its particular character, and anything that changes the way
groups get things done will affect society as a whole’ (2008a: 23). Online
communities source, action and organize themselves differently, changing
on a regular basis and exhibiting a flexibility that other more established
communities cannot. So, for example while The Yogscast began with osten-
sibly two people making machinima webcasts (Brindley and Lane), the rest
of the supporting community was comprised of volunteers and friends who
provided elements which the main players could not do or did not have time
for, including community support, map creation and NPC characterization.
Some of these fans became Yogscast members over time, but other fans still
contribute links to useful maps (or maps they have designed themselves),
technical support, fast access to breaking news (e.g. the ‘leaked’ release of
patch 1.8 in Minecraft, which was only published on Twitter) and numerous
other comments, images, discussions and ideas on the yogcast.com website
and subReddit. The development of The Yogscast as a larger organization is
entirely due to this reciprocity.
David Gauntlett is also evangelical about the active potential of Web 2.0
technologies. In Making is Connecting (2011), he compares Web 2.0 to the
aspirational nature of the Victorian and post–World War I craft movements.
By recovering the discourses of John Ruskin and William Morris on creativ-
ity and practice, he argues that the definition of ‘Craft’ as something weaker
and more inferior than ‘Art’ is a false one. Creative expressions which take
place through crafting, such as the knitting of a shawl or the baking of a
cake are devalued, since they are not witnessed by large groups and are
deemed unoriginal in content. Despite the fact that these actions are clearly
creative for the individuals involved, they are not valued as Art because
they are performed by numerous people and do not develop the medium in
meaningful ways. These acts are seen as lowbrow and are ignored by the
Institution. As a result, crafting is not ascribed much creative merit, with
‘Creativity’ becoming a concept that is seen as exclusive to high-end artistic
practice.
Making is Connecting therefore also challenges the understanding of cre-
ativity by Mihal Csikszentmihalyi (2002) in Flow, in which the creative
process must be supported through the joint endeavours of a culture that
contains symbolic rules, a person who brings novelty into the symbolic
98 Online Games, Social Narratives
domain, and a field of experts who recognize and validate the innovation.
For Csikszentmihalyi, creativity is achieved over time, must be original in
nature and conforms to a series of symbolic rules which allow it to be rec-
ognized. Furthermore, without a group already considered pre-eminent to
endorse it, creativity is lost and therefore may as well have never happened.
Gauntlett (2011) argues against this formation, which he sees as perpetrat-
ing elitist ideas around the concept of creativity itself. Instead, he argues
that Web 2.0 allows individual creativity to be celebrated as a communal
practice and that, transversely, the ubiquitous nature of the Internet allows
sites where Craft, the work of individuals and work made by amateurs
is celebrated because it shows individual effort. Gauntlett discusses the
development of self-created artefacts in Web 2.0, using YouTube as a prime
manifestation. YouTube therefore exemplifies a framework for participation
(a platform which allows people to contribute), agnostic content (anyone
can contribute almost anything) and the ability for fostering community
(Gauntlett, 2011: 89–95). He argues that this is merely a visible and popular
example and that these types of creativity can additionally be seen elsewhere
in numerous places across the internet. In fact YouTube is not a very good
example of his three facets—particularly the third, in which ‘white noise’,
spam and irrelevant comments prevail over sustained conversation or com-
munity building.
Gauntlett’s argument is useful when looking at the internet and its envi-
rons as providing a ‘show and tell’ environment for creatives. Dedicated
sites such as Ravelry or Pinterest specifically invite sharing or comparison
of the same objects. Indeed, on these sites, crafted objects are fetishized—
the knitting and crochet site Ravelry, for example, functions as a library,
a display ground and a social hub, gathering the plethora of blogs already
in existence and encouraging less proactive users to upload images, discuss
work in progress or purchase from each other. Ravelry emphasizes imagery
at every stage of the creative process, allowing extensive comparison of the
same object. Each item is presented collectively in visual libraries which are
grouped in multiple ways (yarn type, pattern, individual, colour) and avail-
able as testimony to each individuals’ progress. Dialogue between designer
and crafter is common; the designer often engages beta testers and publishes
an addendum for their pattern as a result of this interaction. Finally, the
site allows fans to promote certain designers and writers into positions of
authority by following or reproducing their work. The dualistic relationship
between producer and creator is clearly expressed; not only are the partici-
pants engaging in what they consider a very rewarding version of playbour,
but producer/fans also regard their input as a valid way of supporting a
talented individual.
Although all three scholars are useful when investigating games commu-
nities, all make the mistake of seeing fan-producers as motivated by a uni-
lateral desire to create and be universally productive. Shirky (2010) regards
the online process of communal action as something that will inevitably
‘Someone a Fan Made’ 99
transform all communities. Although Gauntlett strikes a note of caution
later in his book, Making Is Connecting, he also proselytizes the wider value
of online communities as new proponents in the Creativity Movement. It is
tempting here to include some very poor quality art of by Yogscast fans, or to
reprint spam comments made on the YouTube channels, or to simply point
to the thousands of Minecraft mods that contribute identical and impracti-
cal alterations to the game; however, this in itself falls into Gauntlett’s very
good point that judgemental assessments of creativity have disenfranchised
these communities. It is also worth striking a note against universally con-
demning each writer; while these authors’ arguments are excessive, to some
extent this is in order to make the point in response to a community who are
usually vilified, dismissed or simply ignored. In this respect, all three authors
are vital in understanding the changing practices of fan-producers and in
spreading their work in a more positive context. All these issues need to be
treated carefully, especially as it is the active nature of games communities
themselves which prompts more dynamic behavior, regardless of quality, and
that gaming communities are not universally creative, having other more
dominant remits (such as actually playing the game). Before this is discussed,
however, transformative play needs to be examined in greater detail.
The free movement of play alters the more rigid structure in which it
takes shape. The play doesn’t just occupy the interstices of the system,
but actually transforms the space as a whole.
—Salen (2002)
If creativity and collective activity are central elements of Web 2.0 and online
communities, how does the gaming player fit into this construction? And
why are the celebrities that they create so important? In this chapter, I sug-
gest that the expectation of play can also be linked with that of productivity.
For gamers, play is a default activity—it is hardwired into the act of play-
ing or engaging with a game. In the last chapter, I examined one way in
which this happens outside of the game—through casters who take their play
activities to a more transmedial level by producing entertainment for other
players. On a more fundamental level, players are encouraged within most
games to feel that their choices matter and have influence within the game-
world, from actions as simple as customizing an avatar or choosing a team to
the release of games in beta, whereby players are used by developers as unof-
ficial testers. The playful nature of games also means that gamers experiment
within the gaming sphere (Castronova, 2005) and enjoy discovery on many
levels, including ludic, simulation, mechanic, design and social activities. In
games, the user is often led to believe that their playbour has influence on
100 Online Games, Social Narratives
game development, and research has shown that even if this perception is not
entirely accurate or is disconfirmed, the player still subscribes to the idea of
self as meaningful agent (Kücklich, 2005). Of course, all these expectations
may be entirely false, but the fundamental point remains that players expect
to be able to perform at least some playful activities within the context of
a game. This expectation is self-perpetuating; it allows game players to for-
mulate a proactive response to the text, and it is particularly true of active
fan communities where support may come from peers or other players who
are actively pursuing, and discussing, the same tasks. Thousands of artefacts
are produced and displayed, often with the expressed intention that they are
‘“to-be-looked-at”, as well as “to-be-played-with”’ (King and Krzywinska,
2006: 100). They are therefore seen as partial or incomplete objects which
others can proactively change, suggest improvements to or appropriate for
their own ends. Gauntlett suggests that individual actions matter, even if they
are not unique. Shirky (2010) argues that the collective nature of Web 2.0
communities creates new social patterns and allows self-organization within
groups to prevail. Matt Hills (2002) typifies this through the growth of fans
as producers and/or celebrity figures. Collectively then, the growth of Web 2.0
should allow a more complex reading of player communities as active par-
ticipants in transformative play.
For gaming fans, play and fan-producer activities are not only exclusive
to the gameworld, but also take place within a number of transmedial activi-
ties surrounding it. Robert Jones (2006) describes this type of behavior as
‘transformative play’ (2006). His work investigates fan practices such as
modding and machinima, with a focus on early work within the id Software
game DOOM (1993). His writing reformulates the position of player as
producer in a manner similar to that of Hills, but on a more mundane level:
Within video games, the means of production are placed within the
hands of the consumer because as software, video games function as
both tool and product. So when players create mods for DOOM, they
do not just alter their own experience of the medium; they also poten-
tially alter the experience of others . . . Armed with the actual means of
production—in the case of DOOM, the source code that created it—
players become producers in a way that is arguably far more empower-
ing than that of fanfic writers or fan film producers. (Jones, 2006: 268)
Matt Hills (2002: 44) describes the fan as existing ‘inside and outside the
processes of commodification’, self-aware not only of the impact that they
are making on the text but also in control of the way in which it is dis-
seminated. Key examples of elite fans include Russell T. Davies (Doctor
Who), Ron Moore (Battlestar Galactica), Felicia Day (The Guild, Geek
and Sundry) and Wil Wheaton (Star Trek, Wilwheaton.net and Tabletop),
all of whom now produce fannish versions of the text of which they were
once fans. However, Hills’s discussion still places the elite fan as a relatively
unusual occurrence, and it does not fully track the process by which this
happens. His argument falls down with gaming fans because unlike Day
and Wheaton, who were both actors, or Moore and Moffat, who had previ-
ous directorial and writing credits, gaming BNFs/fan-producers are often no
more than ‘average’ players who have become visible through pod- or web-
casting. Additionally, whereas Hills’s discussion of the BNF suggests that
there is a gateway through which fans transition in order to become pro-
ducers (and therefore become celebrities), the ubiquitous nature of online
culture means that this action is commonplace for gamer fans, who are
playing with the text from the moment they enter a game and thus have a
more dynamic attitude to it from the start.
When examining the casting community as BNFs, several things became
clear. First, there is a clear hierarchy, but it is entirely dependent on the sup-
port of fans. The Yogscast’s means of self-promotion is relatively simple;
high content and regular identification with one main text; initially World
of Warcraft, then Minecraft, then games predicted to attract attention on
release. Their celebritization, however, is entirely dependent on fans—lacking
the initial support of other media or sponsorship, their work relies entirely
on merit, word of mouth and donations by other players—both financially
(this changed from actual donations to those obtained by YouTube mediated
advertising displayed alongside their channels) and constructively. In turn,
‘Someone a Fan Made’ 103
the community is extremely prolific, an aspect encouraged from very early
in the original podcasts. This reciprocity would not have been possible in
a traditionally presented series of media and shows a very clever, although
naturalized, manipulation of gaming communities and the act of transfor-
mative play. Through this unconscious practice, Lewis Brindley and Simon
Lane engineered a dualistic and ultimately positive relationship with their
fans, best epitomized by the following scene in an early podcast in which
Lewis Brindley is discussing the new YoGPoD theme tune with Dutch guest
presenter and fellow guild member Yohimitsu (Brindley and Lane 2009b):
BRINDLEY: What I will do; is on the YoGPoD, I will just play that
audio so everyone can listen. So; this is the new Yogs theme:
YOHIMITSU: I’m downloading it, just hang on. So you’re seriously using
someone a fan made?
B: (correcting him) A Fan Mail. Yeah! (laughs)
Y: ‘cos like, real artists will never use something a fan says to
do.
B: I know, I know. Cos most fans are like totally completely
nuts and VERY weird, like most of our fan base . . .
Y: (laughs)
Play music.
J: Warms my troll heart seeing how much these guys have grown so
much. Not only the lads and Hannah, but everyone who works on the
forums and such. Subbed [subscribed to the YouTube channel] at there
[sic] Eradar Twins video. I regret nothing (J., Yogiverse, 2011)
Ultimately, the relationship established between fan and elite fan ensures
that the Yogscast presenters, and others like them, are perceived by their
audience as ‘someone a fan made’, rather than as pre-engineered celebrities
with little contact with their fanbase.
The relationship between casting fan and BNF/elite fan is very impor-
tant, since it is a good indication of both how merit is designated by fans and
how elite fans cope with the rise from fan to celebrity. All of the casters inter-
viewed located themselves collectively as fans, and as wanting to express
their relationship with games in a visible manner. Leon Cox (interview, 2011)
described part of his need to cast as ‘a total and utter love of gaming, and
an absolute joy in being able to use podcasting in order to talk about it as
much as possible to likeminded people’. This seems to reprieve Fiske’s defini-
tion of fan as ‘an excessive reader . . . differing from the ordinary consumer
in degree’ (1989: 146), although in a more self-aware context. Extremely
notable is that none of the casters expressed a desire to become famous, rich,
or even celebrities. In fact, several actively resisted this positioning. Instead,
their objectives are to talk to, and meet ‘likeminded people’. In this instance,
casting might be seen as having been motivated by social goals rather than
hierarchical ones—the casters did not want to become famous; instead, they
wanted to be heard. Celebrity is often regarded as a rather surprising by-
product of this:
Everyone wants to talk to you; it’s odd. You go on Skype and suddenly
everyone is asking what you are playing, and what you think of it; even
people you know. (Cox, interview, 2011)
I’m at 4800 people, and I’ve got about 120 requests [for friends on Face-
book], and I’m not sure how to deal with it. It’s a good way to contact
people and let them know about stuff, but . . . it’s really weird. (Lane,
interview, 2011)
Lewis had this idea that we would just read out letters from listeners and
answer them [on the podcasts] they’re creating content for us, that we
can use. That’s brilliant! (Lane, interview, 2011)
I watch them for them. I find their humour very real and freaking hilari-
ous. Whatever they play, or release (like their Yogpods) I enjoy. It’s
annoying when people whine again and again for more SOI even though
the Yogscast release a goddam large amount of stuff on a weekly and
daily basis. A lot of people take it for granted, and show no or little
patience and respect for these entertainers. (C., Yogscast Community
Forums, 2011)
CONCLUSION
A number of useful theories drawn from Fan Studies help to demonstrate the
ways in which casters are elite fans who have become popular, sometimes
becoming celebrities because of social elevation by the gaming community.
Gaming communities lack tangible media spokespeople and elevate elite
fans into this position.
In addition, fans support these people by providing source material for
elite fans to use and by spreading awareness of them through social media.
This type of fan can also be called a ‘fan-producer’, because although
many fans make content for the celebrity, it is the celebrity ‘elite fan’ who
uses this content in turn to produce a visible, transmedial output in the form
of the webcast.
There is an unusual amount of reciprocality in this relationship, which
fan-producers encourage since they rely on the goodwill of their fans finan-
cially (YouTube revenue is generated by the amount of visits to each page)
and for content such as recommendations and artefacts made within games
that they can showcase.
‘Someone a Fan Made’ 111
Fan-producers engineer specific relationships with their fans which rein-
force their own authenticity as members of the gaming community. This
relationship becomes more socially distant as the fan-producers become
more popular, but does not entirely disappear and is seen as an important
element for both groups.
In the case of the Yogscast, this allowed the company to grow as fans were
gradually assimilated into the group in order to produce their own content.
The construction of casts is transmedial in nature and is enabled by the
experimental nature of fan-producers. Gaming environments allow them to
feel that producing content which is imperfect, may fail, or is meant to lead
to further texts in term is a valid and useful way to express themselves (and
allow others to build on their texts in turn).
5 One More Block
The Essentials of Indie Gaming
Too often do we spend our time defending games, simply talking about
‘why games aren’t bad’, when what we should be discussing is ‘what
good games can do’.
—Portnow (2013)
This chapter investigates a more ephemeral type of gaming group: the Indie
Games community. ‘Indie’ appears to have more than one meaning in the
context of games development and consumption. In this chapter, I detail
the different ways in which the word is currently used and why this means
that Indie gaming is helping to change gaming culture as a whole. Drawing
from von Hippel’s (2005) work on the democratizing nature of online com-
munities, and using Van Oost et al.’s (2009) configuration of the innovation
community, in this chapter, I suggest ways that online gaming community
behaves as a solidarity network which, nevertheless, collapses sharply when
faced with the ‘first world’ behavior of its members. Here, the online sphere
is also representative of Alberto Melucci’s theories, whereby community
becomes more of an ethos than an actuality, and although I still adhere to the
useful construction of esoteric and exoteric community formations, I refute
Ludwig Fleck’s assertion that a community needs ‘a work of the mind’ as a
centralizing point. Instead, I argue that Indie, as a moniker of genre, ethos
and community, is symptomatic of gaming cultures as a whole, in that it is
becoming too large and unwieldy to function as a unified definition for one
genre or aspect of gaming.
This chapter calls into question the nature of Indie gaming by examin-
ing both its users and the semantic usage of the word by various different
groups, which dissolves its meaning. This can be epitomized by the conflict-
ing, though idealistic definitions of ‘Indie’ by developers, journalists and
critics which permeate this chapter. Groups with investment in the idealism
and ethos of the Indie movement have been proactive in its development as
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a form of social currency (after Bourdieu, 1973) and as cultural category
(after Mittell, 2004). However, this means that Indie has become more than
an actual cluster of games developers or designs. Indie is a word that has
spread into more mainstream spaces and can mean singularly themed or
cheaply made games, rather than those made by Independent groups or with
artistic purposes in mind. As Mittell argues, ‘genres are commonly sites of
cultural struggles and dissent rather than clearly established consensus and
regularity’ (2004: 46).
In the chapter, I also make an attempt to classify Indie within different
frameworks: as an artistic movement, as an ideology, as a social grouping
and as a marketing strategy. Through these criteria, Indie is recognize as hav-
ing various functions and meanings within gaming that once again usually
exist beyond the gaming text. Indie is becoming a popular typology within
gaming, with an audience who are keen to get involved and sometimes even
invest in its potential. In turn, the mobilization of communities around the
Indie games scene is seen by many as reflexive of changes in gaming, with
proactive users, fan-producers and designers working in an integrated man-
ner. Although I sound a note of caution here (one which is further examined
in Chapters 6 and 7), the mobilization of Indie communities, and the ways
Indie can be reinterpreted in various ways, is an important marker of the
developing sophistication of gaming communities as a whole.
INDIE MATTERS
In the iPhone app Game Dev Story (2010), the player has to produce and
market successful games by running a small development company. The game
is a simple management simulation where the player needs to hire members
of staff, allocate them work, choose what genre, game type and console to
use, negotiate contracts and release the game in a timely, unbugged fashion.
The simulation lasts for 20 years, over which time the objective is to take
the company from ‘humble Indie beginnings right through to making AAA
hits’ (McAllister 2011). As the player becomes more financially successful,
their games improve and gain higher critical ratings. A game that enters the
‘Hall of Fame’ can be made into a sequel, and thus, it is possible to finish
Game Dev Story having made nothing more than a series of identical titles
over the last few years of the simulation. This patterning suggest that Indie
games are not only ‘humble’ (a word that will crop up repeatedly in this
chapter) but also non-lucrative and that games developers instinctively want
114 Online Games, Social Narratives
to move up the ladder towards more mainstream titles, aiming for a more
pseudo-individual style of production rather than retaining the creativity
that making different game titles implies.
In 2011, Indie gaming, and the relationship of the Gaming Industry
towards low budget titles or games produced by independent developers
was changing. Supergiant’s RPG title Bastion topped the Xbox sales charts
a week after release, where it was actively promoted as part of the ‘Summer
of Arcade’ promotion. Players received a free Kinect game if they bought
all three of the featured titles, all of which were made by Indie companies.
Bastion won numerous awards in 2011 and was heralded as a worthy suc-
cessor to Limbo and Braid, both of which played with traditional notions
of storytelling and genre to tell interesting, often thought-provoking narra-
tives through apparently simple adventure games. Sales of Indie games on
the downloadable gaming platform Steam were actively promoted in at least
one of the six slots allocated to advertising titles each week, offering players
a cheaply priced game alongside more expensive titles. Mojang announced
that Minecraft had sold 4 million copies in November, and the game was
finally released from its beta phase later in the same month. Five thousand
people attended the sold-out convention Minecon in Las Vegas, celebrat-
ing the game’s success. Finally, in Ancient Egypt, 1,700 players entered the
fifth ‘Telling’ of Andrew Tepper’s A Tale in the Desert, having collectively
weathered over 8 years of controversy, bad tempers and building aqueducts
for each other. As usual, hundreds of players logged on during the first ‘eve-
ning’ (the single server is international) to enjoy a firework party, to form
allegiances and to scramble to claim the same spots for their houses which
they had inhabited during the four prior Tellings.
By 2012, the high-profile events of the preceding year had enabled Indie
Gaming to become an even more powerful force. This was often backed
by the support of players who were becoming increasingly willing to take
chances—even by investing their own money into the genre. Johan Sebastian
Joust (2011) won the innovation award at GDC, Marcus Persson scooped
a special award for his contribution to change in gaming at the videogame
BAFTAs (Minecraft having now sold 10 million copies, far exceeding the sales
of most AAA titles), and a new fan-producer power was rising in the form
of the Kickstarter website. Kickstarter allows users to pledge money towards
development projects, ranging from films about steampunk beach bathers to
people making eccentric children’s books about mice. It has a thriving games
development section; in 2009, scholar Eric Zimmerman used Kickstarter to
create Metagame, in which players use cards to argue the merits of various
digital games, and in 2011, Six to Start and Naomi Alderton used the site to
raise $72,000 for the pervasive app game Zombies, Run! In 2012, however,
two projects pitched at the start of the year highlighted the relative power of
the fan to endorse a project and the faith that Indie developers were inspiring.
inExile Entertainment raised more than 1 million dollars (the highest amount
ever asked for on Kickstarter) to make Wasteland 2. It took them two days
One More Block 115
to exceed this total. Double Fine Productions had an even more nebulous
agenda: asking for the funding so that they could design ‘a classic point-and-
click adventure’ under the auspices of Tim Schafer, whose previous work
included the games Day of the Tentacle (1993) and Grim Fandango (1998).
The project raised 3 million dollars in less than a week. Last, gaming giant
Peter Molyneux parted company with AAA development house Lionhead/
Microsoft, in order to set up his own company, 22Cans, with the express
agenda of creating Indie titles. The lines between inexperienced, small devel-
oper and industry mavericks seemed to be blurring.
At the time of writing, this type of activity had become standard, and Indie
games were a core part of much of gaming culture. Kickstarter was still a
popular means of raising money to develop games through crowdfunding
and was supported by sites such as the Humble Bundle (discussed later) and
Steam Greenlight, which asked members to vote on existing Indie games for
conversion to the downloadable platform. Minecraft had sold 24 million cop-
ies across various platforms, and games such as Dear Esther (2012), To The
Moon (2012), Redshirt (2013) and Papers Please! (2013) were beginning a
solid canon of Indie titles which explored new ideas or concepts within gam-
ing, including the idea of variant narrative techniques or styles. Although they
by no means eclipsed the AAA element of the industry, it was widely accepted
that Indie games had a valid part to play in the development of gaming as a
whole and that they were often capable of challenging accepted modes of play
or behavior, as well as producing cheap, interesting titles for players.
All of these actions demonstrate how Indie Gaming is becoming a popu-
lar moniker for development, but does not really help to identify the move-
ment as a cohesive whole. Some games owe their success to inquisitiveness
and a willingness to experiment with new or imperfect concepts. Some are
innovative or attempt to challenge the nature of videogaming. Others, such
as A Tale in the Desert, are part of long-standing, loyal communities who
have decided to ‘opt out’ of mainstream gaming. Kickstarter initiatives seem
to suggest that fans will support companies wishing to revive or produce
games that are unpopular with mainstream developers and that fans trust
small development teams who are passionate about their work, but there is
such huge variance within these titles that specific patterns in development
cannot be identified. Collectively, however, all of these aspects indicate that
the genre and user base are extremely diverse, and like the communities and
players identified previously, the free usage of the term Indie has started to
confuse its meaning.
INDIE AS ART
Countless Indie game success stories have sprung from developers that
were curious about what they could create if they deprived themselves
of obvious or well-trod communication methods, . . . ideas of con-
straint, subversion and experimentation aren’t limited to the design
environment: they’re increasingly being transferred to the hardware
and tech itself, and in this movement to embrace more primitive cre-
ative platforms and a more timeless, handmade folk aesthetic, we can
see game design as a form of creative art more than ever.
—Alexander (2012)
As with every other media industry, the games industry has spawned groups
of developers who do not consider themselves part of the mainstream, or are
financially unable to compete with the larger, more established companies
already in existence. Carless’s definition of Independent, or Indie, titles are
those typically produced by a game house or a developer lacking association
118 Online Games, Social Narratives
with larger companies. However, earlier understandings in the games and
academic community at large recognize Indie gaming as more nuanced, and
as belonging to a more artistic movement which often attempts to challenge
the meaning of games. Mike Gnade’s (2010) article ‘What Makes an Indie
Game . . . Indie?’ is not uncommon in its discussing what an Indie title is not,
rather than what it is. Gnade acknowledges that
It’s a slippery slope trying to define Indie gaming since there is a lot of
discord in the game-making community. Some developers think that to
be truly independent, you have to be creating artistic experiments with
mechanics that have never been experienced before. Others think it’s a
mindset where you’re not letting money, marketing, and big business
cloud the vision for your game.
What is interesting about this statement, and those at the start of this
section, is their emphasis on communication between developer and player,
and on games as ‘a creative mode of expression’. Originality, and the pas-
sion to develop, goes side by side with the potential to create and engage
with others.
A good example of Indie Gaming acting within this capacity is the work
of Douglas Wilson, whose games B.U.T.T.O.N (2010) and Johan Sebastian
Joust (2011) intentionally exploit the idea of kinaesthetic movement and
the psychology of control in response to game controllers and other people.
Wilson’s games are intended to raise questions about the nature of games,
rather than to generate income or compete with pre-existing titles, but they
are also about interpretation and getting other people involved. In J. S. Joust,
players use the Playstation Move controller to play a physical version of the
8-bit game Joust to Bach’s music. In B.U.T.T.O.N. (Brutally Unfair Tactics
Totally OK Now), they fight to reach the controller itself. Wilson’s games
typify the subversive nature of the Indie games movement as an artistic site
for development and study, but they are also about people and about how
they use emergence as a core part of their play.
The idealism of the Indie games movement, and the contribution made
by developers in more well-known companies who ‘moonlight’ over their
weekends and spare time in order to contribute to non-profit development
events such as games jams, has led to a closer relationship between main-
stream and Indie titles. However, a second definition of Indie is emerging,
one concerned more by the changes in gaming consumption and by the
disparities between larger AAA companies and smaller development teams
than with an artistic group attempting to challenge the meaning of games
itself. This has blurred the meaning of Indie but, as a result, has made it
available to a wider audience.
Key to this is a change in gaming platforms and monetization patterns,
discussed in the last chapter. While the fluctuating demographics of players
One More Block 121
are notoriously difficult to prove, the rise of the smartphone has caused a
huge leap in players who consume games via devices such as the iPhone, the
iPad and the Android. Social networks such as Facebook have been targeted
by gaming titles or have become focal points for development companies.
The player is engaged via tools produced specifically for sociality (the mobile
phone, the social network), not for gaming. Design patterns changed fun-
damentally as a result. Designers had a limited platform upon which to
develop, restricting their ability to create large, memory intensive games.
The demographic of players was broader and less used to gaming tropes.
The nature of social networks, in which users accessed devices quickly and,
often, keyed games to different patterns of usage, since players were not
always ‘present’ and did not regard gaming as a primary agenda during
usage. This meant that games had to be engaging but not necessarily fully
immersive over extended periods and to be limited by the memory capacity
in terms of graphics, variation and variety. The results were quick games
intended for players to dip in and out of, so that they could play while
socializing. These games often tended to be simple in form and were some-
times experimental in content as developers tested new ideas on a relatively
untried platform.
As a result, the games produced for social or smartphone platforms were
often cheap or free to play. This monetization model was extremely success-
ful and changed attitudes towards gaming purchases. The low cost of games
encouraged an ‘app mentality’, whereby consumers compared the price of
the game to its relative value, longevity and potential quality. The knock-on
effect of this was that players became more willing to spend small amounts
of money on games that they knew would potentially be low budget in con-
tent and execution and to experiment with games that appeared to exclude
or challenge elements of gaming. Although the majority of this took place
through micro-transactioned payments in games made by established com-
panies, buyers were also willing to risk spending small amounts of money on
new titles. Without realizing, these consumers began to play and appreciate
Indie titles.
At the same time, AAA games were producing more Downloadable Con-
tent (DLC) for their titles after initial release. This was partly a result of
subscription games, whereby regular updates encouraged player retention,
and allowed companies to release games with the promise of more to come.
The DLC model had a similar effect as app mentality; players became used
to additional content being added a later stage and to paying small amounts
of money to ‘unlock’ this privilege. For Indie developers, this meant that a
basic version of a game could be released with subsequent updates honing
rough edges or expanding on existing gameplay, for example by providing
more levels. This also meant that, potentially, a first release could have lower
production costs, with the company gambling on sales to secure the revenue
needed to improve and expand it at a later date. I will return to some of the
issues with this formulation later.
122 Online Games, Social Narratives
As demand for cheap titles grew, Steam, Xbox Live Arcade (XBLA),
Gamers Gate and Play (PS3) started to include more Indie games on their
download listings. A separation grew between AAA games with vast, sweep-
ing worldspheres; intense graphics and extensive narratives; and cheaper
games which relied on one or more concepts executed in a more cut-down
manner. Alongside this came an appreciation by the player of the ‘good
concept, executed well’, even if this idea was expressed in a minimalist or a
stripped-down manner. Finally, gaming sites started to include a high level
of sociality within their design which mimicked that of a social network and
allowed players to interact more fully.
A good example of how Indie gaming has entered mainstream sales are-
nas is the Steam platform, run by the Valve Corporation. Steam deliberately
includes a mixture of titles in order to encourage player spending at both
the top and bottom ends of gaming. Although the site itself is not seen as
a marker of quality, the games that it allows tend to be either by popular
design teams (or part of a franchise) or of relatively high quality. Steam is
not saturated by games in the way that iTunes is, carrying approximately
3,000 titles in October 2013 as opposed 172,410 active titles on iTunes
(148Apps.biz, 2013), and the titles it carries are seen as representative of the
Steam/Valve brand, even if they are not directly associated with the brand.
Valve varies their content and avoids clones of existing popular titles. A
good example of this is that Steam allowed two games derived from Mine-
craft with significant differences; Terraria (2011; a 2D Adventure game)
and Blocks that Matter (2011; a puzzle game using a 2D cube that gently
satirized Person), but no others. Steam Greenlight, which was introduced
in August 2012, allowed developers to solicit games for publication on the
platform, subject to player votes. The system was another example of Valve
giving power to their players and engaging with their desires, but was still
carefully regulated in terms of content and quality. Here, the potential for
Indie games to go big is apparent; however, the onus is placed on a reciprocal
relationship between the player and developer, as well as on the understand-
ing that Indie titles need community involvement to succeed.
Less favorably received were the more indifferent attitudes to Indie
releases by XBLA and Play. XBLA came under considerable criticism after
their top ten Indie titles for 2011 contained four very direct Minecraft clones,
demonstrating their lack of selectiveness, as well as a game that had been
‘misfiled’ and was in fact a AAA title. Developers see Valve’s contractual
obligations and quality control as less intrusive than are XBLA’s criteria,
which have to abide to external rulings from Microsoft (Wiltshire, 2011;
Zacny, 2011). Titles are specifically allocated this category by the gaming
platform, and so it is likely that the category will contain games produced
by small production companies who live under the mantle of larger ones
(and therefore are arguably not ‘independent’ at all), or titles which are
simply cheaper in cost. XBLA gradually marginalized their publication of
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this aspect of the platform, eventually sidelining it considerably. In 2013, the
Xbox Marketplace website described the Indie category as ‘user-created and
not reviewed by ratings boards’, meaning that although innovative, qual-
ity titles do exist on it, the site also contains clones and low-quality titles
such as Sexy Island Adventure (2013). In doing this, XBLA made ‘Indie’ a
moniker for low-cost games of dubious quality, rather than representative
of a movement.
A third challenge is one touched on before—the role of outsourcing. If we
return briefly to Game Dev Story, one of the early activities that the fictional
company must do to survive is outsource their talents to produce third-
party titles. Smaller companies frequently take on this role yet may deal with
huge franchises—for example the London-based company Mediatonic pro-
duces uncredited titles for Disney and Moshi Moshi and created the Indie
title Robot Unicorn Attack: Evolution (2012) for the company AdultSwim.
Deuze et al. identify this as a core issue when defining Indie since ‘more
often than not [these companies] are the very “Indies” operating outside
the corporate system’ (Deuze and Martin, 2009: 277). This, they argue,
provides ‘a context forcing us to rethink assumptions about independence
and autonomy in creative labor, about the communicative practices between
media companies across the entire business spectrum of the global media
industry and about diversity or homogeneity in the production of culture’
(Deuze and Martin, 2009: 277).
Differentiating Indie by location (games jams and out of work activity vs.
Indie clusters on download platforms) belies the fact that some games either
transcend these boundaries or simply do not fit within such neat categoriza-
tion. Krystian Majewski’s Trauma (2011) explores the dreams of a woman
involved in a car crash and on the brink of death, yet is available on Steam.
Games such as Sequence (2011) and Fallen London (2009) are created by
designers who are very engaged the Indie designer community, yet these are
commercially successful titles. Titles become popular through merit, luck or
community endorsement, such as those funded through Kickstarter. Limbo
(2010), Braid (2009) and Bastion (2011) all experiment with the roleplay-
ing game (RPG) format—but ultimately contain enough familiar design ele-
ments to appeal to a broad spectrum of gamers. Like Orcs Must Die (2011),
they engage a less experimental player, and although they are original, this is
more in the form of their novum (Roberts, 2005) than their being genuinely
experimental game formats. Does this leaning towards mainstream techniques
somehow ‘ban’ them from the Indie moniker? Surely not—all these games
are produced in a way that encompasses the ideas of the Indie scene or that
involves small-scale design teams outside the remit of the big companies. It is
very unfair to claim that an Indie title that becomes popular—for example the
conversion of Dear Esther into a version that sold 60,000 copies on Steam,
or the numerous awards won by Journey—somehow invalidate the title from
calling itself an Indie title. Financial success does not remove authenticity.
124 Online Games, Social Narratives
All the games mentioned are not only successful, but court their audi-
ence in a very specific way. Increasingly, the player is gaining huge power
in the directions games are developed, and this is partly because of the
relationship fostered among Indie players, social platforms and developers.
Most of the articles cited here emphasize reciprocal or community engage-
ment, and this is echoed by those involved in making games or events.
Next I discuss why this relationship is so important to the development of
independent games.
The Humble Indie Bundle is a really inspiring thing to see happen right
now; it shows that there’s a lot of gamers out there who are really inter-
ested in playing Indie games on multiple systems and that gamers want
to support Indie devs, and organizations like Child’s Play and EFF.
—Rosen (in A. Duncan, 2011)
In 2010, Jeff Rosen of Wolfire Games created the Humble Bundle. This was
based on a similar marketing strategy on Steam, whereby popular games or
franchises were ‘bundled’ in discount packages. Rosen noticed that the viral
impact of these promotions was huge, with gamers spreading the news of
each bundle along related sites such as Reddit (Rosen in Kietzmann, 2011).
Rosen decided to deploy the same technique in order to support Indie devel-
opers, grouping a number of titles from different development houses into
one package. The core title would be a recently popular or successful Indie
title and would be packaged alongside several others. When Rosen noticed
the high volume of interest from less well-served gaming platforms such as
Linux and Mac, he expanded the content so that it could be played beyond
PC gaming. Finally, Rosen introduced a system whereby the player could
pay what they wanted for the bundle, with the price starting at 1 cent, and
then chose how much of this payment to allocate to either charity, the devel-
opers, or both.
Although it is estimated that over one quarter of the first two bundles
were pirated for free through sites such as BitTorrent (Orland, 2011), the
Humble Bundles were a huge success and generated more than 3 million
dollars in sales. Subsequent bundles added new twists; if the purchaser paid
more than the average rate, they would receive more ‘free’ games as bonuses,
standalone soundtracks to each game and the Steam unlock code so that
players could homogenize their games in one place. Humble Bundle 4 raised
$2,372,194.47 and sold 435,236 copies (Humblebundle.com, 28 December
2011), with a mean average payment of $5.45, and the Yogscast Christ-
mas Livestream, which also used Humble Bundle to incentivize people into
donating for their annual charity drive, raised more than 1 million dollars
during December 2013.
One More Block 125
Humble Bundle is a good example of how the Indie community cur-
rently functions. Although only a fraction of gamers purchased Humble
Bundles, awareness of the product was disseminated widely across gaming
communities. With it came an ethos suggesting that ‘Indie’ connoted an
altruistic and generous community, that ‘humble’ origins (i.e. the player, the
Indie developer) could produce great things. Despite the low budget of each
development house, the charitable option demonstrated that Indie groups
put contributions to society before themselves. Subtextually, there is link-
age between the Indie developer and charity itself, suggesting that both are
deserving of support. The organization of groups that then contributed to
the bundles as collectives or individuals, such as Notch of Mojang and the
HumbleBrony group, indicates the importance that players ascribe to them-
selves as participants. Overall, the Humble Bundle disseminates an idealistic
image of a large community which is able to support itself while helping
others. The ‘Humble’ title therefore seems both ironic and fitting: ironic
since the volume of sales and charitable donations are hardly humble at all
and fitting because they still perpetuate the idea of the Indie community as
one that exists on less well supported roots than its AAA counterparts. The
self-effacing nature of the Humble Bundle presents the Indie community as
united, self-effacing and a marker of good quality. It is an extremely good
way to promote Indie development by supporting an ethos, and encourag-
ing the community to play an appreciative, valued role in their sustainment.
This type of self-organization and promotion is typical of the ways in which
gaming communities function. Without a pre-existing understanding that
games are supported by pro-active players, the Humble Bundle would not have
been a success. The bundle taps into core elements of utilitarianism—allowing
players to pay what they wish, be included even if they are unable to afford
the ‘full’ price and using peer pressure and rewards for those able to afford a
higher-than-average payment. The implication is that the player is helping both
his or her own gaming community and others. A key gripe amongst many gam-
ers is that they are unable to buy AAA titles or subscription MMOs because of
their high costs. The Humble Bundle recognizes this, as well as providing titles
which to the purchaser, do not feel like a false economy.
In a study conducted in 2007, Ames and Naaman used social psychol-
ogy to investigate the contribution of users to online spaces via tagging.
They discovered that encouraging the user to add reviews by pointing to
the uniqueness and value of their contribution lead to a higher volume of
submitted entries. Creating an environment in which the player feels needed
is therefore an important community-building tool. This is difficult in many
games, where play is solo, although it does help to explain player creativ-
ity elsewhere. Wishing to demonstrate prowess or other skills (such as the
observation of idiosyncrasies, manipulation of the game in some way or
even amusing failures) must take place in a different, more shared space.
Sites such as Reddit, Slashdot.org and 4chan act as loci for this, allow-
ing expressions of both individuality and supportive consensus (Lampe and
126 Online Games, Social Narratives
Johnston, 2005). Reddit (www.Reddit.com) advertises itself as ‘The front
page of the internet’ and acts as a depository (although sometimes it is more
suppository) for information and discussion. Anyone with an account can
post threads. Every thread can be commented on, and users ‘up’ or ‘down’
vote entries according to preference. As a result of this system, popular top-
ics rise to the top of each page, then drift backwards as interest wanes.
The site is split into numerous sub-forums (subReddits) thematically fun-
nelling readers into esoteric communities. Reddit is known as a site where
commenters often express their frustration with, or self-awareness of online
society, frequently doing so with subversive tools that both satirize their own
behavior and mock others. The community is densely formed and relies on
in-jokes and internal codes in order to promote a feeling of unification. A
good example of Redditing is the ‘first world problems’ meme, in which
users use the same picture with different font to satirize their own frustra-
tions (not being able to get decent coffee in the morning, experiencing a
particular bug in a game, anger or boredom with other trolls) as utterly
trivial when compared with ‘third world problems’ such as lack of political
freedom, poverty, starvation and so on. Thousands of individual versions of
this image and associated problems exist on a subReddit devoted entirely to
the meme itself. The suggestion that Reddit is tabloid in nature, ‘the front
page of the internet’ implying that content may not necessarily be truthful
or useful, allows participants to retain their playfulness and to absolve them-
selves of culpability should they be caught flatfooted.
The sharing of information about games—discussions, jokes, screen-
shots, questions about playstyle and reviews—plays a huge part of Reddit.
The Games and Gaming subReddits are two of the busiest sections on the
site, and new users automatically find the Gaming subReddit listed on their
front-page menus (other default topics are much more generic and include
‘funny’ ‘wtf’, ‘askreddit’ and ‘pics’). The front page of Reddit additionally
displays the top up-voted threads of the moment, many of which are often
from the Gaming subReddit, demonstrating that Reddit is a community
whose users are actively interested in games and related topics. Users dis-
cuss issues, methods of play, rules and group behavior, publish images and
discuss games in a critical sense—for example in the subReddits /r/ludology
and /r/Indiegaming—as well as boasting about their scores and abilities.
The former categories, which provide more of an opportunity for discus-
sion, are more frequently up-voted than the latter. The subReddits in gaming
therefore automatically assume that active engagement in game culture is
discursive as well as playable.
Reddit helps to direct the gaming community and promotes the idea of
the gamer as part of a collective whole. Upvoting helps permeate a collec-
tive consensus through the popularity of certain thoughts and trends. Rather
like the webcasts discussed in earlier chapters, the site is a conduit. Users
often act on what they read or comment on the posts. Reddit is also a haven
for viral advertising and the unpaid sales army—promotion by players of
One More Block 127
popular games or links being a common event. Developers and companies
monitor, and sometimes participate in, the site in order to track the success
of their games and target issues or future developments.
Indie gaming within the context of Reddit is much more of an ethos than
a physical artefact. Various subReddits for Indie gaming support design,
troubleshooting and facilitation, but they are primarily a place for players
to express support for games. The Kickstarter projects mentioned previ-
ously are often disseminated through these channels, allowing players to
feel that their monetary contribution has a real impact in the development
of Indie titles. There are significant demonstrations of cultural capital, both
in the demonstration of existing projects and discussion of them through the
upvoting system. Implicit within this is the promotion of ‘Indie’ as small, in-
house and amenable (people in a select ‘in the know’ group are helping their
‘friends’ make games). Within this context, support for Indie gaming brings
individuals to the forefront, be they designers or fans.
Many game developers involved in Indie development deliberately fos-
ter this close relationship with players in order to pursue agile methods
of development, to encourage peer sharing and to lower costs. Indie game
development teams are seen as more authentic, approachable and amenable
towards players, although whether this is actually the case is less apparent.
The resultant effect can be that player engagement with an Indie title pro-
motes and sustains it, as well as allowing significant leeway when things go
wrong or require testing; fostering a close, loyal group of supporters; and
encouraging further promotion of other titles or companies associated with
the Indie ethos.
The development of the gaming community beyond gaming itself through
sites such as Reddit shows a self-aware focus by the player and signals the
existence of a large exoteric group surrounding the moniker of ‘Indie’ titles.
This group is embedded within online gaming communities, in some cases
actively helping to further it through their collective endorsement of products
or ideas. When this community moves collectively, they have a huge amount
of power, engendered by their self-perception as involved, vocal proponents
of the games they play. Gaming communities are accustomed to playing in a
transmedial manner and act to facilitate this by providing their own external
resources with which to share information and behave as a group. These
external sources are important for another reason, however, since they seek
to overcome the ‘together-alone’ idea of many players existing in cohesion,
yet being largely unnoticed (Turkle, 2011). Gaming and information sites
outside of the game allow the possibility for the player to build a gaming
identity which refigures them as an expressive individual and to create a
sense of self which positions him or her as active player. This formation
allows them to transfer solitary moments of play into a collective environ-
ment where the game becomes a shared experience. This supports Melucci’s
(1996) idea of the solidarity network—in these cases, players express this
solidarity through financial and viral support—giving money to the cause
128 Online Games, Social Narratives
as well as extolling it through word of mouth. The idea of Indie as an ethos
works because it is generic enough to support the ‘humble’ Indie titles at the
bottom of the financial spectrum, as well as purchasing some of the larger,
more commercial ventures. As Melucci argues, solidarity networks deliber-
ately keep these conflicts open, therefore allowing multiple meanings to exist
at once and for actors to be aware of, rather than reconcile these differences.
A final consideration is the less ethical policy of associating titles with the
word Indie to garner increased attention. Comments on the Indie and Indie-
dev subReddits epitomize some of the expectations of an Indie game, with
words such as ‘lacking polish’, ‘experimental’, ‘trial version’ and ‘prototype’
being common descriptions by wannabe designers wanting advice and tips
regarding their games. If these are the signifiers of an Indie game, it is a short
jump to see why larger companies might want to use the Indie scene to test
ideas or to release games that they know are low in quality to an audience
predisposed to tolerance.
As already argued, Indie has come to be seen as a marker of cheap
games. Although these strive for quality, they may lack elements such as
complexity, high-level graphics, replayability or multiple playstyles. A sig-
nificant percentage of Indie titles replicate older gaming ideas or revive old
franchises. Frozen Synapse (2011) is a turn-based game which is highly
derivative of Syndicate (1993) and UFO—Enemy Unknown (1994).
Dungeons of Dredmor (2011) and The Binding of Isaac are procedur-
ally generated dungeon games based on the Rogue-like genre, a style of
games that has existed since Adventure (1975). Likewise, Cthulhu Saves
the World (2010) is a witty take on the turn-based RPG, and other titles
are souped-up remakes—in 2012 Overhaul Games announced that RPG
classic Baldur’s Gate was to be revived in an ‘enhanced’ version, which
quickly transpired to be a port of the old game with better graphics onto
more modern machines.
All these games are considered good Indie titles. They are not particu-
larly original in content, nor are they broad in scope. Collectively, however,
they demonstrate some of the shortcomings of Indie gaming; none of them
were considered complex enough to become elevated to AAA titles, and as a
result, they had to be developed independently on limited financial budgets.
For large companies looking to make a small amount of money from a game
proposed in-house that fulfils these criteria or looking to release a game
One More Block 129
whose budget has been exhausted, or is simply not very good, the potential
for exploiting the Indie genre is obvious.
In 2012 the development company Hitbox Team did exactly this with
Dustforce, a platform game about cleaning up the world which was released
without any bosses in it. Favorable reviews allowed the company to expand
and planned DLC includes end-game monsters, but this is typical of a growing
mentality in which ‘not quite finished’ is seen as sufficient. This aspect of gam-
ing reflects the ‘always in beta’ mentality, however, with a much more avari-
cious goal. Companies instigating crowdfunding on Kickstarter are also open
to financial abuses, or at least to not fulfilling their promises. Although funded
projects may be an indication of desire, there is absolutely no guarantee of
quality in the resultant projects. Notable success stories have so far been heav-
ily reliant on the inclusion of established designers to use Kickstarter in order
to break from larger companies (Tim Schaefer, Jeb Weisman and Peter Moly-
neux being prime examples). If a project does not receive its target monies, all
contributors are refunded; however if the project does succeed, donators have
effectively given designers carte blanche to use their money in whatever way
they see fit. Clearly, there will be some casualties on the way, especially if the
project does not live up to the expectations of the donor.
This technique and its impact on communities are discussed in the next
two chapters, but here it is worth pointing out that the ethos of Indie gam-
ing is open to exploitation. Promoting an idealized atmosphere of goodwill
and ‘humbleness’ belies the fact that many Indie games are still made by
companies who want to make a profit and potentially become big names in
their own right. It would be naïve to expect these groups to behave altruisti-
cally at every possible moment; instead, it is more likely that at least some
of these groups will capitalize on opportunities to market and advertise their
products. The potential for marketing low-quality products within the Indie
bracket is also an issue—for example clones, poorly developed titles and
those which are simply broken or lacking in quality.
Although ‘Indie’ is seen to be another blurred definition, encapsulating
ethos, mainstream, art-house and sometimes more devious aspects, it is one
that appears to be fundamentally reliant on community. Melucci suggests
that at best, this community is aware of its own contradictions and works
within their possibilities since ‘keeping open the space for difference is a
condition for inventing the present’ (1996: 10). All the definitions of Indie
can exist together (although, not necessarily in harmony), and from here it is
easy to see why the uneasy crossover between some elements in other genres
has led to claims of inauthenticity and deceit.
CONCLUSION
In the previous chapter, I argued that Indie gaming has come to mean several
very different things, and attempted to categorize these meanings in social,
developmental, marketing and ideological contexts. These aspects, depend-
ing on their locus, are understood concurrently by players who engage with
Indie gaming in various ways. Although the Indie scene encourages a pro-
active and largely optimistic attitude towards gaming, and is seen as one
where originality or experimentation are welcomed, a wider reading of Indie
shows that it lacks cohesion and clear structural patterns. Indie becomes a
movement where a flexible meaning is more useful than a singular one. The
multiple readings of Indie have positive and negative effects, not least the
potential to exploit users commercially or to produce poor-quality projects
which are marketed through Indie communities due to an expectation of
lower production values. The perceived authenticity of Indie is also prob-
lematic, since this nebulous but extremely important idea can be under-
mined by companies who produce false products under these criteria (i.e.
games that are incomplete or are the product of larger companies with con-
siderable financial backing). Finally, it can fall prey to accusations of ‘selling
out’ by fans, should their perception of the game text or company change.
In this chapter, I examine Indie gaming communities as a site of ten-
sion, where partially formed social codes or assumptions cause considerable
difficulty within groups. This chapter restates and builds on my previous
research into gaming communities, which found that concordance is often
assumed rather than actually present (MacCallum-Stewart, 2011b, 2013). It
132 Online Games, Social Narratives
connects these ideas with the shifting meanings of Indie, and examines what
happens when a game transitions across the different communities already
identified.
My previous research found that when conflict arises, online communi-
ties collapse dramatically because they lack sufficient social tools to remain
together, but then reform in modified versions fairly quickly afterwards.
Thus; a guild might collapse and split into two or three separate units within
hours. Groups often act to blame or ostracize dissident members by using
substantiation from within the game—so the internal cultural lore of the
game is sometimes used as a form of bleed to establish the external social
law of the group. Disingenuous representation of the self or other disruptive
activities, both intentional and otherwise, can cause huge ructions within
social groups. The ability to bar or exclude people from a group with a few
clicks can lead to extreme behavior, as can the false sense of security and
anonymity that the online sphere provides. These tensions are enacted here
through the shifting meanings of Indie, and the Indie community, which pro-
duces conflicting issues which exemplify some of these disruptive practices. I
examine this by considering an Indie title that has engaged all four meanings
of Indie: Minecraft.
From 2010 through 2012, Minecraft was the darling of the gaming
world. A sandbox adventure game by Mojang Specifications (2009–
present) it is still often cited as the paragon of Indie gaming and its related
communities, reflecting the huge power of the community and the abil-
ity of Indie titles to triumph over their more commercial comrades. The
game brought people together in an immensely productive manner and, as
already discussed, enabled a huge amount of creativity, including allowing
fans to rise to a position of power. Mojang’s operational policies seemed
to reflect a growing trend within the games industry in that it took genu-
ine interest in player opinion and responded accordingly. Not only that,
but by the end of 2012, most of its employees were millionaires. In 2013,
although Minecraft had become less prominent in the media, it was still
one of the most important Indie titles, having outsold most AAA titles
and still engaging a dedicated fanbase. As a game that started at the heart
of the artistic movement, and has risen to AAA popularity, sales and rev-
enue, Minecraft has moved through all of the phases of Indie described
previously.
There is a temptation to rush towards the game and wholly proselytize it,
rather like the Second Life evangelists of the early millennium; indeed, simi-
lar writing which promotes it as both a leading light and potential education
resource is already emerging (Duncan, 2011b; Lastowka, 2011). However, it
is more pertinent to examine game and community in a less idealized light,
taking into consideration the strengths and weaknesses of Minecraft as a
pioneering text. Dyer-Witheford and de Peuter say that this process is use-
ful when studying games because it avoids both fannish representation and
blanket censure of the text, providing instead a methodology that ‘does not
Indie Grows Up 133
assume that socialization for the prevailing order is benign; instead it looks
at games, and the discourses surrounding them, as vectors of contending
interests and agendas, and as inculcating skills that can serve—but poten-
tially subvert—established norms’ (2009: xxvii).
This chapter is something of a primer on a game which is already seen as
hugely influential. It links the rise of Minecraft to the four criteria of Indie
defined previously and discusses why these are important to the chang-
ing nature of gaming communities. I interrogate Mojang’s policy of ‘agile’
development and ask whether it is truly responsive to fan behavior. As
Aphra Kerr (2011) argues, the ways in which companies encourage users to
contribute needs to be examined carefully, and with consideration of both
positive and negative outcomes. Finally, I examine what happens when
communities experience tension or ructions, especially when the illusion of
closeness that online spaces can engender is broken. This section discusses
the rise of Minecraft as a community endorsed game, including a point
of conflict between community and company which happened during the
Minecon conference in 2011. In this way, tensions within the Indie com-
munity can be explored as symptomatic of larger concerns within gaming,
and these events demonstrate how individuals negotiate the transition from
small-scale company to large organization. Minecraft therefore epitomizes
some of the problems inherent in inviting communities to have an autono-
mous relationship with the game text and questions the nature of Indie as
an egalitarian movement.
Figure 6.1 The Creeper from Minecraft, demonstrating the simplistic graphics of
the game
(Image reproduced under fair use.)
Indie Grows Up 137
The Creeper’s explosive power means that it is dangerous to the player
and to any nearby constructions. Creepers are symptomatic of the link
between player engagement and the game itself. The avatar is no more than
four cubes for feet and a rhomboid body with mottled, bright green color-
ation, yet it garners a vast amount of anthropomorphized recognition from
players, who imbue it with ferocious, mindless aggression, and reposition
it as symbolic of the tension and fear that playing Minecraft has so surpris-
ingly evoked.
Unlike Second Life, Minecraft’s popularity lies in the fact that it remains
a game. Minecraft has only two interfaces—the world itself, which includes
a framing user interface (UI) menu bar, and an inventory/crafting screen.
This means that the player is immediately able to build complex objects
by simply picking up mined parts of the landscape and converting them
to useful items via the crafting boxes, and avoids the more abstract design
processes/knowledge required by the less intuitive ‘prims’ of Second Life.
The ludic scenario gives the player something to do; in order to build, they
have to explore, survive and mine. This tableau is relatively broad. Unlike
the Grand Theft Auto series, Skyrim or any other sandbox exploration
games, the game is not thematically directed and does not contain content
unsuitable for minors. The context is rural (magical elements such as drag-
ons, enchantments and alchemical potions were a late addition to the game
in October 2011) and the monsters are either generic fantasy tropes (zom-
bies, skeletons) or unique (pigmen, Creepers). Despite this, it is still possible
to induce hybridity; one of the first well-known artistic ‘builds’ within the
game was a replica of the Starship Enterprise from Star Trek, and many
mods introduce elements that change the landscape and mobs into alterna-
tive settings such as labs, moonscapes and locations familiar from other
games or fantasy/science-fiction settings such as Portal and Mass Effect or
Stargate and the worlds of H. P. Lovecraft.
MINECRAFT AS A COMMUNITY
The flexible nature of Minecraft means that it has extended beyond simply
gaming groups and the Indie development community. In 2011, the game
won the first GameCity Prize because the judges deemed it to have ‘merit
in the game enhancing life and enjoyment beyond just playing the game
itself’ (Hall in Geere, 2011) In this respect, the hype surrounding Minecraft
very much matches that of Second Life, including the rush to adopt it as
more than ‘just a game’. Rather like Second Life, a secondary industry of
developers and researchers began to emerge, seeking to endorse Minecraft
through its educative and artistic value. This group, however, was hugely over-
shadowed by a vast exoteric community who were already producing mods,
building machines, telling stories, forming civilizations and, of course, dig-
ging a lot of holes and getting blown up by Creepers together.
138 Online Games, Social Narratives
Minecraft is often heralded as an unprecedented success in community
building. The fact that this community grew entirely from an Indie title with
little or no publicity is seen as evidence that gamers are beginning to enter a
period where self-organization reflects their skills, sociality and intuitive use
of Web 2.0. Greg Lastowka discusses this in some detail in his paper on the
implications of Minecraft as representative of Web 2.0:
Minecraft has succeeded by mining the rich gap in our media between
games and tools. It offers players something considerably more than
a conventional 3-D sketching program, but something considerably
more creative than what most games offer. Persson, inadvertently or
not, struck gold by calling on Minecraft’s players to collaborate, deeply,
in the process of creation (including the creation of the game itself).
Millions of amateur creators responded eagerly to this challenge by
embracing a game that let them be more than an audience and a little
more than players too. (2011: 18–19)
I try to go with, like the features I add if I see that people use them and
do stuff. And that’s probably where I want to keep developing [because]
I get the most feedback and it’s most fun to work on it so . . . (The
ClassyGamer, 2010)
CONCLUSION
In this final chapter, I challenge the claim that online gaming encourages
community by examining the more restrictive practices used by some games
to control social interaction online. These range from the well intentioned,
such as the restrictions placed on communication in free-to-play games
aimed at children, to the illusory, whereby designers create communities that
are explicitly prevented from communicating directly with each other, in
order to facilitate more lucrative play. I examine the ‘always in beta’ method
discussed in earlier chapters, whereby gamers are explicitly used to collate
information and feedback in order to improve a game. I consider one of the
primary concerns that has arisen over the course of the book, namely that
although online communities are too disparate to exist in cultural cohesion,
encouraging the idea that they can do so is often used in manipulative games
design. Having already discussed how disharmony can occur on a personal
level in the previous chapter, in this chapter, I investigate how game design
often encourages a false sense of community or acts as pressure on the player
to act in certain ways.
Many of the restrictive practices applied to online gaming started with the
evolution of Facebook as a social gaming platform, which began from about
2009 onwards. These extended outwards to the app market on smartphones
such as the Android, Mac and iPhone platforms and are now becoming
more pervasive across the gaming scene, on platforms such as Steam, and
via aspects of gaming such as the release and marketing of different titles.
Attitudes to these practices are polarized. Developers engaged with these
150 Online Games, Social Narratives
games largely view social gaming mechanics through their financial metrics,
specifically their ability to gather and retain players and then to encourage
them to spend small and often after initial purchase. Micro-transactions
(spending small amounts of money on a game after purchase) and in-game
purchases for larger artefacts such as extra content or significant objects
are increasingly seen as a mandatory part of the revenue stream in online
games, ranging from the purchase of in-game currency, to cosmetic or ludic
upgrades that make the game easier to play. Sharing this information with
other users through ‘friending’ is a necessary part of virally sharing the game
without advertising. However, resistance to this method of commodified
gameplay is growing. A Zynga Representative at GDC 2010 was booed
onstage when describing FarmVille as a ‘game’ (Koster, 2010), and Steven
Boyer notes that Zynga vice president Ken Rudin has admitted that ‘we’re
more of an analytics company masquerading as a games company’ (Rudin
in Boyer, 2012; Wingfield, 2012).
In 2013, micro-transactioning and the ‘Freemium’ model (free-to-play
games which are supported by micro-transactions that enhance gameplay
cosmetically or ludically) had become a dominant part of the gaming scene
on the Android market, and although players were avoiding the more heav-
ily constructed models such as those created by Zynga, AAA was also mov-
ing towards Freemium, with companies such as Bioware switching its MMO
Star Wars: The Old Republic (2012) to free-to-play in order to attract more
players after less than a year and then using this strategy to increase play-
ers but charge for extra content. Other AAA gaming companies have also
adopted this method of income generation—the most notable being the
micro-transaction system in Team Fortress II (Valve, 2007), and the ‘real
money’ Auction House in Diablo III (Blizzard, 2012) (although this system
was scrapped in 2013 because it destabilized the economy within the game
and yet still proved to be financially unviable). At the Edinburgh Interactive
Festival in August 2012, the prevailing sentiment from many attendees was
that Freemium was the way forward; whether gaming wanted it or not.
Freemium games have a different play dynamic than AAA titles. They target
a player who plays frequently and for short periods. A percentage of these
players can be induced to invest in cosmetic alterations which do little to
alter play, or are willing to pay for extra game time during one given session
(e.g. by buying extra lives to continue gaming). Micro-transaction elements
Always in Beta 151
are planned far in advance and allow a perpetual development model, since
they are added gradually, allow an almost continuous stream of changes,
upgrades and alterations. These encourage a long-term engagement with the
game, since the cultural capital of the player has to be regularly maintained
through small upgrades and because the game imposes increasingly larger
barriers to development as it advances.
Because of the relative newness of this model, and because of prejudices
in the gaming industry that privilege a minority of players (Adams, 2012),
Facebook gamers are typically constructed as atypical. Enevold and Hag-
ström (2009) identify mothers who play games within this demographic,
and recent research has shown that this type of gaming has attracted a very
different group of players, many of whom do not self-identify as gamers
(Kowert, 2013a). However, Facebook and Android games have attracted
more players than any other gaming genre to date; an estimated 100 mil-
lion accounts exist for Cityville (Tyni et al., 2011), and Zynga had more
than 292 million active users per month in the first quarter of 2012 (Zynga,
2012). These players are now understood to be reforming the understand-
ing of the gamer as a more generalized archetype (Brown et al., 2012; EIF,
2012), and are symptomatic of a wider acceptance of gaming within society,
especially as the gaming demographic is now stretching to involve older
players (including those who have grown up with games; Pearce, 2008; ESA,
2012). As such, Facebook and the apps market for games represent a site
of tension when defining the gaming community, since they are very dif-
ferent to traditionalist configurations of the gamer and ‘his or her’ desires,
yet definitively point to changes which avoid these traditional, stereotypical
representations.
The first part of this chapter therefore focuses on Facebook and Android
games, with an emphasis on strategies pioneered by the development com-
pany Zynga. Zynga’s rapid rise to prominence and its attempts to remain
in this position are examples of how quickly audiences tire of attempts at
manipulating them and demonstrate their disillusionment with large gaming
companies that treat players as an amorphous mass. They are also examples
of how fickle the gaming industry can be as Zynga suffered a spectacular
plunge from grace in 2012. Zynga is the binary opposite to Mojang, because
its games avoid player interaction and instead concentrate on amassing vast
amounts of what ultimately turned out to be very transient players. Zynga’s
business model relied on social networking but actively prevented players
from communicating with each other. This was partly so that the visible cul-
tural capital of achievements, objects and strengths within the game could
not be negated by personal interaction and so that the illusion of activity
could be maintained without recourse to active presence by the player (or
lack of it) that might contradict it. This model continues in many other
Freemium games, although some aspects of social networking sites (such as
deliberately spamming other people’s feeds), became so unpopular that they
were banned by the social media platforms themselves.
152 Online Games, Social Narratives
In this chapter then, I briefly return to the idea of ‘always in beta’, a sys-
tem which gives the player a false expectation of his or her engagement with
the game text by suggesting that he or she has a greater input than is perhaps
available. Always in beta continues to be used by games developers as a way
to promote exclusivity between players, encourage playbour which perhaps
could have been carried out by paid developers (thus saving the company
money) and as a way to suggest stronger community ties between players
and developers than may perhaps actually exist.
The second type of game considered here includes a large group of play-
ers that are, rather ironically, no longer considered typical of the gamer
archetype. Freemium virtual worlds are often aimed specifically at children.
Games such as Habbo Hotel (2000), Runescape (2001), Club Penguin (2005)
and Free Realms (2009) are extremely popular amongst younger children
and form a lucrative area of gaming that is rarely examined away from the
‘games as educational’ context (see Crowe and Bradford, 2006; Kluge and
Riley, 2006; Garcia-Murillo and MacInnes, 2011). The communities formed
in Freemium games are necessarily very different from those in other player
groups since they are predicated by societal fears of protection and ‘stranger
danger’. Controversy arises from unease about children playing too many
games, as well as the genuine need to protect them from internet predators,
both fiscal and sexual. This latter is a pronounced element in the moral pan-
ics that surround player identity, and the access that paedophiles can gain
to children through falsely representing themselves is a security priority for
these games, as well as a popular target for sensationalist media reporting
(Channel 4 News, 2012a; 2012b; Seifert, 2012).
As a result of this, in the third section, some of the censorship methods
used in online games for children, such as forbidding freeform conversation
or restricting ‘dangerous’ topics (e.g. the typing of a telephone number on a
public channel) are discussed. While I do not wish to comment extensively
on the ethics of these situations; since that would involve a vast and com-
plicated area of study beyond the remit of this book, these topics are worth
considering because of their role in containing certain behaviors in online
spaces, supported by the belief that protection for minors in such spaces is
an important part of community ethics.
In this chapter, I suggest that generating a sense of community within
games, and seeming to engage players, is not always as straightforward or
altruistic as my earlier writing might have suggested. Games companies need
to make money, and with the rise in expectations from players, keeping a
game in beta or releasing a cheap title, which then provides them with a
number of ‘extra’ benefits for a small cost afterwards, is seen as a viable way
to attract and retain players, who may then choose to spend more. There
are many ways in which the player can be exploited while this takes place.
However, the growing sophistication with which communities are treated is
a final indication of how these groups enact complex relationships with the
game text and sometimes also align themselves to titles despite a knowledge
of their relatively unscrupulous practices.
Always in Beta 153
ECHOING BAZAARS: DEFINING THE
SOCIAL NETWORKING GAME
You get a cow. You can click on it. In six hours, you can click it again.
Clicking earns you clicks. You can buy custom ‘premium’ cows through
micropayments (the Cow Clicker currency is called ‘mooney’), and you
can buy your way out of the time delay by spending it. You can publish
feed stories about clicking your cow, and you can click friends’ cow
clicks in their feed stories. Cow Clicker is Facebook games distilled to
their essence.
—Bogost (2010b)
Freemium games usually have several common criteria. Most involve per-
forming a series of simple activities that give a visual gain. In some cases, this is
often as simple as filling a bar or levelling characters by spending points; Mafia
Wars: (2009), Castle Age: (Phoenix Age Inc., 2009), and Haven (Clipwire
Games, 2010) are early examples of this, whereas Puzzles and Dragons, Tiny
Tower (2012) and Pocket Train (2013) add simple elements of management,
limited resource allocation or match-three puzzle gaming. Players progress
through each game by clicking to complete simple objectives. Completing a
task gains loot items, in-game currency and achievements. As an example,
in Mafia Wars (Zynga, 2009), players spend their points on performing jobs
such as ‘Flip a Snitch’ and ‘Obtain Compromising Photos’ until each skill is
mastered. Levelling each tier of jobs allows them to progress to new areas with
new tasks. Each job rewards a certain amount of in-game money as well as
experience points. For some jobs, there is a random chance that a collection
item will drop. When each collection is completed, the player gets a bonus
item. Achievements are gained by performing clusters of these jobs—for exam-
ple mastering all jobs in the New York area of the game, as well as spending
money (buying 1,000 tenement buildings or 1,000 cars for the mafia ‘fleet’),
by repeatedly vaulting collections and, importantly, by gifting to friends. A
slightly more complex version of the social networking game is viewed on an
isometric grid (FarmVille, Cafe World, Amateur Surgeon Theme Hospital).
Players have more creative input in that they can customize their own areas,
balancing functional landscape with objects gained during play, although the
repeated clicking, gathering and accumulation tasks are relatively similar. All
these models contain elements whereby the player will run out of time or
energy points and will be encouraged to spend money to speed up the process.
Many of these games engage with a technique which Tyni et al. (2011)
call Rhythm Design. Players are encouraged to optimize play by incorpo-
rating it into their daily activities, and the timed nature of activities/points
available means that the player does not become bored with the monoto-
nous nature of the content:
Rhythm Design encourages the ‘play little, return often’ mentality described
as a core desire by Enevold and Hagström’s (2009) gaming mothers; one of
the key requirements of the busy lifestyle gamer who may only find times to
play while in transit or between other more demanding life tasks (see also
Juul, 2009).
Freemuim games do not have conclusive endgame sections or final
moments and are centred on a player’s self through cultural capital symbol-
ized by aesthetic decoration. They do not have ‘fail’ criteria and, conversely,
cannot be ‘beaten’, since the emphasis is on representation rather than on
domination. Constant release of new aspects, upgrades and tiers encourages
the player to play indefinitely as without spending money on these aspects,
they will quickly fall behind their peers.
There is an obvious correlation here to the relationship of work ethic
with game. Grinding within the game becomes part of a daily routine,
(Mortensen, 2008; Rettburg, 2008), and playbour is clearly an essential part
of game design (Ku″ chlich, 2005, 2010). Paying more attention to the game
does not necessarily reward the player; instead, spending time away from the
game avoids them making too close a scrutiny of the repetitive gameplay. It
does not really matter what they are producing—more that these artefacts
are tied to achievements or other gains such as the production of cosmetic
objects. So far, however, one thing has been noticeably absent from the ‘social
network’ of these games; other people.
These days, whether you are online or not, it is easy for people to be
unsure if they are closer together or further apart.
—Turkle (2011: 14)
Trading Post is here! The Trading Post allows you to buy and sell crops
from your friends to earn coins, xp and master crops faster! Place your
free building now and join your friends! (FarmVille, 2010)
Players are therefore bombarded with messages that reinforce the illu-
sion of community. A false sense of activity hurries them through as many
refreshed screens as possible, rather than encouraging them to stop and
communicate, supported by the carrot of personal benefit and semantic
exhortations that ‘friends’ are doing the same thing.
There has been considerable debate over whether Zynga’s games are
made deliberately badly (Liszkiewicz, 2010), or are simply not games at
all (Koster, 2010). Valentina Rao (2008) argues that social games have a
secondary motivation:
More recent studies of social networking games have reached similar con-
clusions. One of the most notorious critics of Zynga and social network
gaming is Ian Bogost, whose game Cow Clicker (2010) exposed the banality
158 Online Games, Social Narratives
of games such as FarmVille (Bogost, 2010a, 2011). The game intentionally
satirized the genre, but this was sometimes lost on the 50,000 players who
devotedly clicked on cows for nearly two years until the ‘Cowpocalypse’
removed them all from their pastures (Bogost in Tanz, 2011). Mia Consalvo
surveyed more than 80 Facebook games in 2010 in an attempt to chal-
lenge the prevailing sentiment that ‘the games feature no meaningful interac-
tions between players, resulting in a mockery of sociality rather than a true
expression of it’ (Consalvo, 2011a,). She concluded that
The social mechanics found in current top social games are quite limited
in how they allow players to be social with one another. Most often
sociality means a ‘click’ that helps one player, or requests help from
others. Likewise, icons of friends and online messages from them (or
impersonal wall posts) are the standard ways to communicate with one
another. While these options do allow players to feel as if they are play-
ing amongst friends, and some may engage in deeper forms of social-
ity and communication in their own play groups, such activities would
seem to happen in spite of the limited affordances that social games cre-
ate for players to be social, rather than because of them. (2011b: 193)
Facebook games are, as Consalvo, Bogost and Rao suggest, more fis-
cally motivated than are attempts to create engaging, social games. Zynga
in particular have come under immense criticism for their methods from
academics, players and users of Facebook. These include forcing players to
continually refresh or reload their page, thus exposing them to more adver-
tisements and, in their early stages, encouraging them to sign up with com-
panies who would later tether real-world charges to their accounts. These
games also expose the superficial nature of many online gaming communi-
ties, and it is perhaps telling, and heartening, that the rapid rise and fall of
games which aggressively pursue these methods were largely engendered by
players becoming disillusioned and irritated with the style of play provided.
There is no doubt, however, that many of the lessons learned by developers
about gathering groups, and encouraging them to ‘play’ with very few ludic
objectives, still resonate through gaming. Furthermore, the Freemium model
is one which continues to evolve, and while developers are usually more
subtle than some of the early games in their methods, micro-transactions
and developing large groups of people with weak ties to each other is still
extremely popular.
‘Always in beta’ is a useful strategy to involve players and make them feel
part of a valued community. By suggesting that the game is unfinished,
games companies receive a number of benefits which allow them to tweak
Always in Beta 159
the game while it is being played. The ‘beta’ moniker suggests that games
companies are not above making errors—covering their tracks if down-
time or errors are experienced, and encouraging a relationship that sug-
gests players are valued participants. It also tries to pre-empt the tendency
for users to hop quickly from one game to the next—if the game is still
being developed, the potential for new, original content is still very much
apparent. However, ‘always in beta’ can also be used to the opposite effect:
to abuse the goodwill of players, to employ them as unpaid testers or to
provide them with a poor-quality product. Developers may have no inten-
tion of listening to their players in any depth, or may use the beta moniker
to engender a feeling of exclusivity that comes from allowing a select few
players access to early content.
Most games companies have forums where players can report bugs, with
the expectation that these will be patched into the game in order to mend
it. In addition, developers also work to correct any issues that occur after
a games’ release, for example incompatibility with different browsers, or
issues arising from a heavy load on servers which cause some aspects to fail.
Although this is a relatively new occurrence, largely a result of improved
online facilities and access, patches, hot fixes and expansions containing
new content are now an expected part of a games’ shelf life. Thus, there is an
expectation that even after release, a game will be patched and changed to
improve any issues. The onus for this lies increasingly on the player, regard-
less of the coders who remain on the company’s books to help fix such
errors, should they occur. Despite this, companies often wish to test their
games before release or to give the illusion that the game is unfinished in
order to gauge the player response to various structural and design elements.
There are therefore several different ways of using a beta phase to engage
with the gamer community and generate hype about the game.
FarmVille was ‘in beta’ from June 2009 until April 2011, during which
the company asked players to report bugs and make suggestions for new
content. This latter is a fairly common topic on forums, since players who
engage strongly with a game tend to also suggest tweaks or changes which
they feel will enhance play (although these might not always do so). Although
Zynga have an extensive reporting section for players on their forums, sub-
sequent changes are usually not publicized unless something drastic happens
(such as the game crashing or items disappearing). For FarmVille, the ‘new’
content suggested was often cosmetic, such as changes in appearance to
objects, or polls which asked players to choose new expansions. Thus, its
beta phase did not concern alterations in the fundamental game design; it
was used more as a moniker to showcase new content and to test various
elements of the game with the user base. By allowing the player an illusion of
choice, FarmVille also gave the player a false impression of agency; presum-
ably the artwork for each suggested expansion had already been submitted,
so the choices made by the players merely indicated which set was more
commercially viable. Changes to the actual gameplay were not open for
160 Online Games, Social Narratives
consultation, and it is arguable whether there was any discernable difference
between the beta and full-release versions of the game, since both phases
slowly introduced new game dynamics over time. In this respect, the full
release of Farmville was very much like that of Minecraft; since change was
so steady and continual, determining when the game was ‘complete’ seemed
both arbitrary and unimportant to players.
A second way of using the beta system is through the release of promo-
tional material in advance of a game’s release. In 2012, Diablo III (2012),
Guild Wars 2 (2012), Mass Effect III (2012) and Torchlight II (2012) all
ran beta weekends prior to release or asked players to sign up for beta
testing in order to give them an early taster of the game. Guild Wars 2
advertised heavily during this period, promising ‘early play’ for those who
bought the game. Apart from Torchlight II, which clearly had features miss-
ing, the games were obviously almost complete during these phases, with
beta testing being used as a moniker to generate hype by showcasing a large
block of content (usually the first section of the game) and encouraging
players to purchase the full game in order to generate needed revenue in
advance of the actual release date. Again, it is unclear whether the compa-
nies involved in these releases did make any major alterations to the game
after these phases.
Always in beta as a system through which players report and identify
issues with a game is open to abuse. It relies on the goodwill and enthusiasm
of the gaming community and encourages them to provide free playbour.
Developers have taken advantage of this to release poor quality products
which exploit this. Fate of the World (Red Redemption, 2011) was released
at full price in an entirely unplayable state, and players were forced to buy
an ‘upgrade’, which attempted to fix the numerous bugs, spelling errors and
mistakes (Steam, 2012). The perception that this is becoming rife is also
widespread, as this comment from the Steam forums demonstrates:
Although it can be annoying and isn’t exactly the nicest thing to say, it
is not offensive or an emergency. The best thing to do is just ignore the
player. Please don’t send in a report for this.
—Runescape (2008) Offensive Language and Behavior FAQ
Runescaspe, by Jagex Solutions, is the world’s longest running and most suc-
cessful MMO. Created in 2001, it has more than 200 million user accounts
and 500 million hits per month. Its core demographic is players younger
than 18 (Quantcast, 2012), and for many players, it serves as an intro-
duction to MMO gaming. The basic version of Runescape is free to play,
offering a limited amount of content which lasts several hours. Buying a sub-
scription enables full access to content, more skills, items and storage facili-
ties, including the ability for players to own and customize their houses. The
game is known for its deadbeat humour and highly developed skill system,
allowing players to spend time in the game levelling numerous occupations.
Fighting monsters is an important, although not always necessary aspect
of the game which also involves crafting, collection, narrative quests, mini-
games of dexterity or guile, and exploration. Like many MMOs, the game
also has several large settlements which act as questing and social hubs.
Unlike many other MMOs, Runescape is known for its emphasis on stealth
learning, since the player often gains more experience through enquiry and
socialization, rather than combat. An example of this is the Hunting skill,
which can be increased either through hunting animals or by visiting the
museum and learning about them. The museum, with its archaeological
puzzles and comic exhibits of animals both real and false, used to grant the
player a far higher skill increase than did grinding monsters in the wild.
Runescape is part of a genre of introductory online worlds that encour-
age children to play videogames from an early age. Other examples include
162 Online Games, Social Narratives
Habbo Hotel (2000), Club Penguin (2005), Maple Story (2003), SilkRoad
Online (2006), Wizard 101 (2008), Puzzle Pirates (2003) and Free Realms
(2009). Each game usually involves some or all of the following elements:
Club Penguin ‘has won lots of “awards” for being Kids Safe, but I still
don’t trust it. Even though there is live moderation and message filtering,
it’s the same game where people try to break the controls that are con-
straining them. Someone is going to find a way to infiltrate the system.’
This type of scaremongering is not only relatively common, but is also sup-
ported by more authoritative investigations. In 2012, an exposé by Rachel
Seifert revealed that Habbo Hotel hangouts were being used by players to
proposition each other. While this sort of behavior is common in ‘adult’
Always in Beta 163
MMOs, it is explicitly forbidden within those for children, for obvious rea-
sons. Another issue concerns the relative ease with which children are con-
vinced to buy objects within the game. It is not always obvious which items
cost ‘real’ money and which cost in-game currency, and although developers
usually make sure the icons for each of these currencies are very different
(e.g. a gold coin and a blue/red shield), this distinction is not always under-
stood by younger users. A second kind of cautionary take therefore concerns
children (and sometimes adults) who have inadvertently run up large credit
card bills from buying in-game objects, for which the companies responsible
are not always particularly apologetic (Insley, 2010).
Children’s MMOs therefore have to tread a careful line between protect-
ing their users from harm, justifying their merit to parents, and monetizing
effectively. The first aspect of this is taken extremely seriously and helps
promote the second, with the reasoning that a well-behaved, safe commu-
nity is a useful community. In 2012, as a response to the Habbo article, Club
Penguin spent 4.7 million dollars on an Internet safety campaign within the
game, with the express intent to ‘teach kids the lessons that they need to
become responsible digital citizens’ (Merrifield in Guthrie, 2012). Runes-
cape’s tutorial is partly structured as a guide to playing the game, but also
comprises aspects which teach Internet safety. A large dungeon called the
Stronghold of Security in the free area of the game requires players to answer
multiple-choice questions about what they have learned. The game also has
a moral code, clearly based on the three principles of ‘respect, honour and
security’, again mixing social aspirations and the ethos of ‘good play’ with
practical applications. While these aspects are probably intended to pacify
parents worried about their children, they are still informative and security
conscious towards their player base.
Free-to-play games also enforce security by restricting the access play-
ers have to each other. In this way the identities of minors are kept secret,
and soliciting information from them is made very difficult. Club Penguin
is a typical example of this. Players can emote and chat to each other, but
within the game, parental controls restrict how far this conversation can go.
With certain settings enabled (and, on Runescape, within specific servers),
conversation can only take place through dialogue trees. This means that
players cannot at any point enter their own conversations, but instead must
follow specific patterns. These ‘conversations’ avoid any type of negativity,
so a typical menu chat might consist of the following:
A: Hello.
A: What Quest are you working on?
B: That isn’t in this area.
A: Thanks for helping me! (Wizard 101, 2012a)
It’s not enough just to mute them. We need to build the infrastructure
that precludes this kind of behavior entirely. (Adams, 2012)
Adams argues that the policing already performed in Club Penguin might
perhaps be an effective way to curtail this behavior precisely because of its
zero tolerance for bullying and bigotry online. If this stentorian measure is
effective, it might also be so because players recognize it from their forma-
tive playing years, rather neatly bringing the argument full circle.
These concerns are pertinent, but absolutely secondary, to the expressed
need to protect children from harm. Free-to-play children’s games do offer
a mode of censorship to their players but have explicit reasons for doing
so which are motivated both by the concerns of parents and incidences of
genuine harm.
PAY TO PLAY
The speed at which online communities have evolved has meant that cur-
rent published research is constantly being outstripped by increasingly more
166 Online Games, Social Narratives
nuanced texts, and as Alex Monea (2011) rather sagely notes, ‘Facebook
is in a continual state of mutation that may violently and rapidly obsolesce
any scholarship based on it’. Dealing with large, community driven sites
such as Facebook means that they are subjected to the whims of control,
governmental agencies, fashion and personal action. As a result, although
considerable research already exists or is in press, the case studies chosen
by authors often date extremely rapidly. A good example of this is Ellison
et al.’s (2007) investigation of Facebook as a campus-wide network. Their
findings accurately theorize the immense potential of the site in subsequent
years, but do not predict the sheer ‘pester power’ that Facebook as a corpo-
ration has come to exert over its users. In this chapter, I have discussed a type
of gaming that underwent drastic changes during the course of this writing.
When this book began, Facebook gaming was a hugely lucrative arena with
a huge turnover. By the summer of 2012, however, Facebook’s decision to
exclude intrusive game dynamics from a user’s pages, prompted by an irrita-
tion with these tactics from the user herself, meant that Zynga and Facebook
gaming in general was in decline. Despite a previously positive relationship
with Facebook (at one point, Zynga was worth 21% of Facebook), the
company was struggling in the face of privacy settings which allowed users
to eradicate games from their pages and block their notifications from sight.
Facebook gaming was becoming increasingly unpopular, supported by the
realization that these games contained little gameplay and often could not
be fully accomplished without financial investment. Facebook games, along
with the other examples here, demonstrate that players can be manipulated
by social dynamics factored into a game’s design or implementation. These
strategies aim to falsely engage the player and often create an artificial sense
of social unity in order to do so. Some of the issues discussed here point
not just to an underlying tension with the manipulation of the player but
also to the ways in which invisible communities are assumed to behave in a
cohesive manner.
However, the participatory nature of the social communities in this chap-
ter demonstrates that there are ways in which players can be disenfran-
chised. Because Web 2.0 encourages participatory creation, producing any
kind of work is increasingly less of a skilled or a minority occupation, and
the games discussed in this chapter take advantage of this formation. Gam-
ing playbour encourages a cycle which is perceived as (although not always)
reciprocal. Games that are ‘always in beta’ not only encourage fans to be
patient with aspects of the game that are not ready or are simply broken
but also encourages them to fix these issues or provide their own solu-
tions through feedback and the instigation of their own patches, mods and
overlays. By encouraging the sense of participation or sharing, these games
encourage an idea that their communities is working in harmony towards
the same ends. Children’s free-to-play games demonstrate that by universal-
izing this image of the community as a cohesive whole, tension may erupt
when the player is exposed as an individual.
Always in Beta 167
CONCLUSION
Throughout this book, the capacity for players to act independently has
been a constant theme which underpins their understanding of games. Dis-
cussions of games, on forums, webcasts and through beta reports, are a
common way of sharing information. Always in beta and Facebook games
are examples of how players can self-mobilize against gaming companies
or practices they do not like, as are the actions of players on sites such as
Reddit and 4Chan when protesting perceived slurs against them. The sharp
decline of interest in Facebook gaming is as much an indication of players
walking with their feet as it is of Facebook reacting to this by closing down
the opportunities for push notifications and spam. Cynicism towards always
in beta is less widespread, but players do respond vociferously when they
receive a product that they do not like or find lacking. Beta testing (or, rather,
beta releases) provides a rather disingenuous way of circumventing this—the
player expects a lower-quality product but is often simply provided with
a promotional version of the finished game. Whether ‘beta’ continues to
be a moniker for testing, or simply becomes a word to mean ‘pre-release’
remains to be seen. Finally, although the communication methods outlined
in children’s free-to-play games are restrictive, this is largely seen as a posi-
tive, since it protects children from inadvertently divulging information and
from attempts to gain this. This might produce issues in the future, although
Game Studies lacks the type of long-term research needed to prove such an
assertion.
Various modes to prevent communication appear in games, which is
surprising, since they are often labelled as ‘social games’ or ‘social media.
Some of these present false illusions of community, and the term social gam-
ing actually describes a type of gaming in which the relationships formed
are weak ties. In recent years, established social worlds such as World of
Warcraft, which was originally seen as blending sociality with gameplay in
multiple different ways, have evolved strategies which often make gameplay
more efficient at the cost of sociality. For example whereas early iterations of
the game as studied by the authors in Narrative, Identity and Play: A World
of Warcraft Reader (Corneliussen and Rettberg-Walker, 2008) celebrated
the formation of close social groups in guilds or raiding associations, these
Coda 169
systems were later streamlined in-game at the expense of the communities
surrounding them. In World of Warcraft, flexible raiding and Raid Finder
virtually eliminate the need for guilds at all.
However, this book has also shown that gaming communities are no lon-
ger restricted to the games themselves. As well as forming vibrant communi-
ties to support individual titles, gamers are now evolving new viewing and
playing practices which endorse relationships beyond gaming itself. Groups
such as the webcasters studied in this book are becoming an increasingly
commonplace element of gaming, with viewers tuning in to watch person-
alities as well as the games they play. In this respect, gaming is entering
mainstream culture by copying some of its more commonplace activities,
with a twist. These casters are also developing a media presence of their own
which is both popular and increasingly influential, and their ability to act as
spokespeople for other gamers gives them huge cultural currency. Gamers
are invested in both the games they see played in these webcasts, as well as
the celebrities they watch. The example of these celebrities, who appear to
have become famous despite their relatively mundane demeanour, means
that other fans are encouraged to experiment and to take an active part
in their associated communities, sometimes being able fostering reciprocal
relationships. This unification is a relatively new way of perceiving both
gamers and celebritization and suggests that gamers are able to manipulate
their own communities in developed and unusual ways.
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Minecon 144–7
Habbo Hotel 152, 162–3 Minecraft: beta phase 2, 68, 97, 160;
Hellekson, K. and Busse, K. 86–8, 91–2 cloning 122; community 40–1,
Hills, M. 51, 60, 82, 85–9, 91–3, 50, 56, 91, 137–8, 144–6;
100–105 development 2, 133–5; and
Holmes E. 26, 32 fan production 95–97, 109,
Huizinga, J. 20 132, 138; influence 1, 21, 110,
humble bundle 17, 40, 115, 124–5, 130 114–5; as Indie game 3, 17,
132–3; marketing 138–9, 160;
Indie developers 2, 109, 114–5 modding 3, 50, 99; narrative
Indie games 2, 76, 82, 112–13 69, 80–1, 95, 138; playing
Indie gamers 37, 68, 112, 144–5 7, 135–8; roleplaying in 16,
Indie: as art 117–120; comparison with 135; relationship with players
AAA 113–6; community 10, 3, 50, 91, 135, 142–7; use by
38–40, 56, 112, 125–7, 130, webcasters 63, 95; and The
Index 193
Yogscast 3, 58, 68–9, 80–1, 95, Salen, K. & Zimmerman, E. 8, 20, 99
99, 102, 144, 146–7 Sandvoss, C. 86, 89
MMORPG 5, 9–10, 12–14, 17–18, 38, Sarkeesian, A. 8, 140, 164
42, 45, 47, 106, 142 Science and Technology Studies (STS)
MoBA 10–12, 14, 18, 39, 165 52, 149
modding 3, 50, 99 Second Life 53, 132, 137,
Mojang Specifications 2–3, 50, 114, Shadow of Israphel 30, 68–9, 80–1,
125, 131–4, 138–9, 143–7, 151 105, 108, 124
Montola, M 9, 21, 28–9, Shirky, C. 7, 60, 63, 95–100, 110, 140
moral panics 19, 32, 38, 152 Sips 70
Mortensen, T. 47, 154 Stark, L. 28–30
Most Popular Girls on the Internet, The Steam 2, 10, 13, 17, 56, 114–7, 120,
65–6, 74–8, 81, 106 122–4, 128, 130, 149, 160,
Stenros, J. 21, 29
Nordic LARP 28–9 storytelling 14, 28–31, 69, 79–80,
Notch see Persson, M. 93–4, 101, 109–10, 114, 157
STS see Science and Technology Studies
online communities see also Sturrock, I. 25
communities; defining 37–41 Sturrock, K. 96
online gamer see gamer
Tabletop (series) 102
Papers Please 115 tabletop roleplaying games 7, 21–26,
participatory culture 89–92, 166 30
PAX 12, 30–1, 61, 65, 106, 120, 145 Taylor, T. L. 11, 21, 33, 38, 101
Pearce, C. 33, 52–3, 59, 151 Tetris 20
Persson, M. 1–4, 114, 125, 133–6, Thornham, H. 32–3, 46–7, 91, 109
138–9, 142–8 thought communities 41–2, 55
Peterson, J. 22, 24 TMPGOTI (see Most Popular Girls on
player identity 16, 38–9, 43–4, 86, the Internet, The)
89–93, 127, 152, 167 Tomb Raider 20, 83
player type 45–7, 49 TotalBiscuit 51, 57, 64–67, 70–2,
podcasts 13, 15, 19, 35, 40, 57–8, 79–85, 105–8
60–7, 70–9, 82–4, 103 transmedia 7, 34–5, 61, 85–6, 90,
podcasting 57–8, 61–4, 70, 82, 84, 90, 92–95, 99–104, 108–11, 127,
104–8 138, 157
Tresca, M. 24, 32
quiet roleplay 93 Turkle, S. 8, 17, 19, 127
Twitter 65–6, 95, 97, 106–7, 139, 140,
Reddit 7, 10, 37, 40–2, 58, 97, 106, 143–4, 146, 164
108, 124–8, 139–40, 145–7,
168 Valve 2, 11, 17, 56, 75, 115, 122, 150
Reingold, H. 39, 44, 52 von Hippel, E. 54–5, 112
rhythm design 153–4,
roleplaying 7, 14–16, 21, 26, 30–33 webcasters and content 30, 35, 37,
roleplayers 31–33 77, 80; as celebrities 50, 60;
roleplaying games 7, 16, 34; tabletop definition 57, 63–4, 84; ethos
21–6, 30–1, 34; live action 37, 84; as fan-producers 3, 60,
roleplay see also LARP 16, 21 84; as innovators 55, 77, 80,
26–31, 34, 36, 56; Nordic LARP 169; harassment of 140, 146
28–9 webcasts 1, 3, 15, 65, 84, 182; content
Runescape 10, 152, 161–4 66–9, 71–2, 77, 83, 139; history
rules 9, 12, 23–5, 28–9, 126; social 12, 18, 61–4, 76, 78, 182; and
97–8, 140–2, 144 machinima 89, 95, 97, 101;
Rutherford, H. 3, 68, 70 narratives 60, 80, 82, 84, 94,
194 Index
101; structure 60, 65, 70, 76, fans 6, 16, 30, 60, 104; as fan-
97; as transmedia 84, 95, 101, producers 40, 50–1, 60, 102–6,
110, 182 109, 124; group structure 74–5,
Wilbur, S. 37, 39–40, 48 97, 106–8, 111; history of 1,
Wilson, D. 120 3–4, 66–70; metrics 18, 58, 76,
World of Warcraft 4, 7, 9–10, 18, 20, 82, 124; modes of production
33, 48–50, 66–68, 70, 102, 67–70, 81, 95; webcasting 51,
141–2, 156 63–4, 72, 79, 139
YogsQuest 30–1
Yee, N. 45–6 YouTube 1, 3, 7, 18, 35, 40, 57–8,
YoGPoD 30, 63, 66, 72, 76, 79, 103, 61–64, 66–7, 72, 76–7, 85, 95,
108 98–9, 102, 104, 106, 108–10,
Yogscast celebritization 80, 85, 109, 146, 164
146–8; community 57, 95, 103,
106, 146; and fans 73, 94, 96–7, Zimmerman, E. 8, 114
103, 105–6, 108–10, 111; as Zynga 1–3, 116, 150–5, 157–9, 166