In The Lab

Went to the lab and set up SWG there. Did a little wookiee dancing and found out that it’s also amusing to others as a spectator sport.

There’s a class doing some game AI development in the lab; they came over and watched a bit. As my wookiee did the mashed potato, one asked, “What’s that green minus number over your head? That minus 18?” I said, “It’s kind of like your energy, I’m not totally sure.” Another said, “That’s your dignity. Minus 18 dignity loss.” Undergrads.

Entertaining got dull, so I got out of that and started a new char… [darthMaulRace] artisan. I fought a rat and died on Corellia. Corellia is gorgeous though.

I think I need to be more social.

Super Mario Drama

Wow… in the vein of narratives produced from games, I was totally enthralled by these weirdly epic and mournful animations that filter Super Mario Bros. through the mood and aesthetics of Peter Jackson’s Lord of the Rings. Watch them in order: Part One, Part Two, Part Three. Link via boingboing.

Update 5/12/2004: Part 4.

Good Moment in KOTOR

I’m getting back into Knights of the Old Republic and am glad I’m doing it… it’s really getting going for me. I’m in the Taris Lower City, where it took me several tries to get through the first band of crud combatants. I had to ditch my Sith armor for better armor, switch to a melee weapon, and medipac myself a few times during the battle. I figured I’d be more of a bad ass than I am, but I guess it’s OK since it’s an RPG.

Got propositioned for a little Pazaak but demurred. Met Mission and the Wookie and Gadon, the Mission Bek leader. There’s this moment where he asks to exchange security documents for your Sith Armor, and the way he says it has just this tinge of ambiguity… it was this great moment, where you’re not sure if the game is leading you into a poor decision a little bit. Of course, I’m a big loser, so I went to the walkthrough I preserved the magic of nonlinearity and purity of methodology by pressing on without any external help and realized it’s a good idea to exchange and that Gadon isn’t messing with you.

Marie Maclean, Narrative as Performance: The Baudelairean Experiment

Maclean, Marie. Narrative as Performance: The Baudelairean Experiment. London: Routledge, 1988.

Maclean’s text is 16 years old now, but it seems particularly relevant in its focus on narratives as interactions: “I realized that narrative could not be satisfactorily explored except as the site of an interaction, just as a body or mind can only be fully appreciated when seen in interplay with those of another” (xi).

Maclean investigates the interaction inherent in performance and attempts to use it as a context through which other forms of narrative, particularly written narrative, can be read. Performance is inherently “subject to variation” in its participants, its context, and in the expectations brought to the performance (what Rabinowitz might call its genre) (xii). An audience can give in to or resist the performance as presented: “Through a narrative text I meet you in a struggle which may be co-operative or may be combative, a struggle for knowledge, for power, for pleasure, for possession” (xii).

Maclean immediately cites Caillois to describe an “arena of play” that circumscribes teller, hearer, and mediating narrative in an act of narration, and proposes a focus on “the teller-hearer nexus inherent in all narrative” (1). She then establishes narrative as a state of play, where “the variables introduced by the context of each particular hearer, interacting with both the context of the teller and that of the telling, are in shifting interplay with repeated factors of the text” (2). She depicts this state of play as competitve; the narrator strives to maintain authority over the narrative, not only in terms of the content related but the rules of context that govern relation, but the fluidity of variables makes this authority contingent. Of course, the narrator has some preexisting advantages:

Each [narrator and narratee] experiences an invasion of his or her territory by the other. The narrator has an advantage in that a map of the territory (a self-reflexive segment) can be included in the text. This is a means by which the narrator can control the advance of the other, turn it into desired paths, and ultimately even persuade him or her to cede territory. (17-18)

I’m piqued by negentropy as Maclean uses it: narrative is an ordering force, “a marshalling of the resources of language against the seeemingly random dispersion of our experience” (2), and reception is equally negentropic; it deploys genre and formula as expectations to reinforce a cultural order in narrative (2). “So the teller must constantly balance redundancy, or the many varied forms of repetition of the message, against entropy, or the danger that the new may be dispersed at random before it can be recognized” (3).

Maclean historicizes written narrative as we understand it:

…the problematics of the ’stable’ text are seen in part as a constantly frustrated attempt to achieve proprietorial control. The advent of the named author, the titled and genre-labelled text, the imprimatur of printing and publication, have all tended to turn the previously fluid relationships of narrative performance into a static relationship of possession. (19)


still reading…

SWG and Designing in Public

I’ve been looking at Star Wars Galaxies for a while now, and I’ve been playing it for about a week. There’s been criticism of SWG in the past, but so far I’m enjoying it more than any MMOG I’ve played besides maybe EverQuest… though I haven’t played it long enough to really perceive the larger storyline during play, I already find the story structure remarkably rich, and I particularly enjoy the diversity of profession paths.

I also like that the development team has maintained a lot of transparency into their process, as even a cursory glance at the SWG Web site will show you. ExploreLearning practices this as well, and it’s such a practical and humane way to approach the ongoing process of development and use, for everyone involved. As a programmer, I’m so happy we’re leaving the “fix this now! before anyone notices” paradigm behind and trusting to honesty.

This has to have helped the SWG team improve the game over the months its been public. It’s certainly motivated me to look with a positive eye toward the game as a project.

Here’s a more involved writeup on designing in public.

SWG: Playing with my Groove Thang

Entertainer breakthrough! I learned that persistence was the key to completing your funk missions, and I also learned how to “flourish,” which is SWG for “break out the funk.” These are not touchy-fakey sci-fi dances, either; this is some stirring the pot and shaking your ass. I have to do it a lot to get money, so I’m sure it’ll get routine, but right now watching “Chewbacca” shake it is pretty fabulous. I like this profession.

I bought some clothes, which feels odd; I thought Wookiees didn’t wear clothes. Chewbacca just has that body jewelry thing, and nudity makes it easy for me to express my dance. Nakedness marks you as a newb, though, and I want to fit in. I went to a Tailor and bought some basic togs — they show fine craftsmanship, and she was very nice, even though I had trouble with the trade interface and, I’m pretty sure, didn’t give her enough money.

As soon as I put on my stuff I realized that Wookiee clothes are just big Ewok clothes. How humiliating is that? I look OK though. I’m thinking about working some strip tease into the act.

SWG: Mid-Week Review

Just some thoughts so far:

I like how the ongoing story is enacted in both “lore” or external narrative and in game rules — the simulation changes to reflect new events in the fiction. I really get the sense that the story is active. I still don’t have enough experience yet in the game to really engage with the larger story thread of the Empire and Rebellion. When you begin a mmog your actions are very local: getting experience and figuring shit out. I expect and hope the presence of the global story will be more real later.

I still am finding it difficult to figure out how I fit as an entertainer or artisan… it’s just a different genre from the usual hunter-killer class. But I *really* like that you can choose these different professions. Their presence alone is cool and impressive to me.

Publish 6: The Imperial Crackdown was rolled out yesterday. I currently only have a partial understanding of what that entails — there are theme parks? Anyway, maybe the Publish is why I was disconnected from the server twice tonight.

I’m looking at all this player-city stuff… it’s cool. Maybe my long-term goal should be to open a Wookie gay bar.

SWG: Playing with my Slitherhorn

OK so I’m playing another char, Kyyaraoao, who is a wookie entertainer. He has a slitherhorn which he can play. I like that.

I take a mission to dance for people, go to a waypoint, no one’s there. So I start dancing, don’t get very far with that. Then I go to a nearby bar, dance, get some applause. No credits though. Still getting the hang of this.

I’ve been thinking about the interface… at first I thought it was insane in its complexity, but I’m getting used to it pretty quickly.

At the entry point, someone was, if I understood him correctly, advertising in-game a Web site where you can sell your game property.