[Previous entry: "GMA's What is Roleplaying pamphlet"] [Close Window] [Next entry: "Life by Design acceptance"]
01/15/2003 Archived Entry: "How to study a game play experience"
As I move further along in my thesis work, I've begun to butt up against the problem of how to document a gameplay experience. Up to this point I've been attempting to take notes of my own experiences, which I'm just about to jettison (as unless I sprout Shiva-like arms overnight, its extremely disruptive and awkward.) I've made up for what I've missed in any given scenario by replaying or reflecting, both of which are rather weak if I'm trying to analyse a given scenario-- in a game, the second go around is of course different, and its not like I'm analysing a static text where I can expect that experience to remain constant. I could use an audio recording device, but then I'm trying to do two very different tasks at once. Video is awkward-- what I could really use is a snaggit-type tool that could handle extended game experiences (my memory of snaggit is that it was best suited to small tasks). I'll have to explore this option.
A nice media grab I could edit and annotate (even on the fly) would be pretty swell right about now.
Anyway, that's the physical difficulty-- I don't even want to think about methodological issues right now. Torill Mortensen 's Playing With Players: Potential Methodologies for MUDs looks pretty good to start though.
Replies: 2 comments
Just a quick suggestion for you.
If your using a console system, you can run it through a VCR to record the video. That way you have a concrete document of your perception of the experience. This can also be done on a PC by using a video card that supports tv out.
To further this, you can also use a voice recording device to record your thoughts as you play the game.
As you said in your log, you cannot properly experience the game if you are pausing to madly scribble down your thoughts, or replaying that portion of the game. Both will alter the immersion, and ultimately "taint" your views.
Hope this helps :)
Posted by Cousin Ken @ 01/17/2003 08:45 PM EST
I lucked out as I chose text-based games, since ZMUD already had a system for logging everything which happened. As I got to know the administrators, they also offered me that I could go into the logs of the entire game (logs for 3-400 players...), but I graciously declined (I panicked at the thought of going through that much material).
I haven't read enough to figure out which games you're working on, but if it's single-user, I'd suggest very frequent saves... some games, such as Baldur's Gate, have an annotation system built into the game, and gives you a chance to take notes on places and characters as well as your "journal" - the development of your experiences through the game.
For multi-user online games I'd get in touch with the producers/administrators and ask if they have a tool for logging, and if you could have a modified version of that for your research. I am certain that systems like EverQuest and Anarchy Online, where they need to be able to establish if player behaviour has broken any of the rules of the game has to have an administrative feature which permits snooping and logging.
Torill
Posted by torill @ 01/20/2003 12:24 AM EST