No Such Thing as Single Player An inquiry into game personification and solo social roles A Masters Thesis Presented by Isaac Lenhart Master of Technology and Games I.T. University of Copenhagen June 2012 No Such Thing as Single Player 1 No Such Thing as Single Player “Machines take me by surprise with great frequency.” ― Alan Turing (1912 - 1954) 2 No Such Thing as Single Player 3 No Such Thing as Single Player Table of Contents Abstract ................................................................................................................................ 8 PART 1: ..............................................................................................................................10 Expecting Others.................................................................................................................10 1: Boundary Games: You Know, For Kids ..........................................................................11 The Argument ..................................................................................................................13 2: Games as Social Situations ............................................................................................16 Marking out a Space ........................................................................................................16 Never Solo .......................................................................................................................19 3: The Social Roles in a Game ............................................................................................23 4: Personification.................................................................................................................27 Getting past the “Just Computer Code (just an Object)” ...................................................27 The Technical Divide .......................................................................................................28 Latour and Objects ..........................................................................................................30 PART 2: ..............................................................................................................................32 Finding Others.....................................................................................................................32 1: Objects ............................................................................................................................33 2: Intentionality ....................................................................................................................34 3: Personifying Technology .................................................................................................39 Behavioral Bandwidth...................................................................................................42 4: The Expression of Intent in a Game ................................................................................44 4 No Such Thing as Single Player Agency and Agents..........................................................................................................44 Representation ................................................................................................................46 Player Experience............................................................................................................48 Avenues of Intent .............................................................................................................50 Recap ..............................................................................................................................52 PART 3: ..............................................................................................................................54 Playing with Others .............................................................................................................54 1: The Variations of the Roles .............................................................................................55 Player Role ......................................................................................................................55 Parity in Games............................................................................................................55 Deviations from the Norm .............................................................................................57 Deviant Players ...............................................................................................................58 Game-master Role ..........................................................................................................61 Deviant Game-masters ................................................................................................62 Referee Role ...................................................................................................................64 Deviant Referees .........................................................................................................64 Spectator Role .................................................................................................................65 Deviant Spectators .......................................................................................................66 No Role and Brink Games ...............................................................................................67 2: Personification and Deviance ..........................................................................................69 3: Conclusion ......................................................................................................................72 5 No Such Thing as Single Player Bibliography ........................................................................................................................74 6 No Such Thing as Single Player 7 No Such Thing as Single Player Abstract Games are an inherent social experience. Culturally and historically, we are primed to enter a game context with certain expectations and we are primed to expect other participants who share our same sense of play attitude. In traditional games with multiple players, the implicit default is that we are playing against others who have approximately the same amount of skills and knowledge, i.e. they are human players just like ourselves, but what does this mean for a solo game? As we interact with our own technology and cultural artifacts, we naturally and automatically personify them with goals, attitudes and intentions by observing their behavior, resulting in a personification model in our head of that artifact as a social actor. Specifically when we play solo games, our social leanings create in the mind of the human player other social roles who have a set of imagined goals and attitudes. These social roles exist in a solo game as stand-ins for the roles offered by traditional multi-player games. From this perspective, the ways in which these roles are primed in the solo player can affect the ways in which the game is experienced and played, just as they would be in a multi-player game. 8 No Such Thing as Single Player 9 No Such Thing as Single Player PART 1: Expecting Others 10 No Such Thing as Single Player 1: Boundary Games: You Know, For Kids In 2010, I was walking through the board game aisle in a toy store in the United States, looking at the various games on offer. The expected board games were present: Monopoly, Chutes and Ladders, Life, Checkers, Chess and so on, many of them aimed at children but the majority aimed at all ages. Amongst the games on the shelves was Hasbro’s “Ouija”, a game which purports to offer players answers to their questions, provided by an undefined entity. It caught my eye due to the varieties of the board as produced by Hasbro: one for boys with a deep blue color and glow-in-the-dark letters, as well as a bright candy-pink version for girls. The Ouija board has a rich history, going back hundreds of years and predated by numerous kinds of divination and ritualistic methodologies. The use and treatment of the Ouija board exists in American pop-culture extremely ambiguously, existing somewhere between a goofy party game and an extremely dangerous tool to contact supernatural spirits. In numerous films, such as the Exorcist, Paranormal Activity and Witchboard, the Ouija board is depicted as not a game at all, but more of a kind of telephone to malevolent demons. Yet, there in the brightly lit aisle of Toys R Us, a brightly colored pink box for the Ouija board was displayed as being a game for girls: “Ask the questions that girls want to know!” I hadn’t seen this frilly pink version of the Ouija before, so the dissonance was jarring. The Hasbro game is indirect about what it is and the box text and instructions for the Ouija are intentionally mysterious and coy. When it was produced by Parker Brothers in the 1970’s, the box was labeled as “A Parker Game”, as well as a “Talking Board Set”. On the modern Hasbro box, it announces itself as “The Mysterious Mystifying Game”, yet in the instruction booklet for the game, it reads “The Ouija Board is just a game…or is it?” Hasbro clearly wishes to walk the line by billing itself as mysterious and unexplainable, marketing itself as a game (“talking board set”) while leaving open the possibility that it might not be a game, that there is something more mysterious going on. Hasbro’s product description says about the game: “How it works has been a mystery for over 30 years”. It’s a rare product which the makers disavow any knowledge about how it really works. Even in the possible case of the Ouija board being simply a game system, a harmless inert board, Hasbro’s description still admits a kind of personality to the board, as the instructions note: “Ask it a question and it will respond by spelling out your answer in the window of the 11 No Such Thing as Single Player Message Indicator”. This description is ambiguous, and might lend itself to a technical reading, as though the board is a semi-intelligent systemic entity, a kind of low-grade artificial intelligence encoded into the board. Or it might not. What is interesting about this phenomenon is that -strictly speaking- the rules and play behavior of the Ouija board are the same either way. The difference being highlighted by Hasbro is that the experience of the game changes depending on whether the players see it as a technical game system artifact (“talking board set”) versus the broader cultural understanding of the Ouija board as a mysterious communication tool to an unexplained other. Further, even if one believes that the Ouija board does communicate with an “other”, the instructions and game artifacts leave it intentionally ambiguous as to what the intentions of that other might be. The Ouija board is interesting because it relies on the potential human user to set their own expectations about who they might be playing with or even if the experience will be play at all. There are numerous toys and games that play on this “is-a-game-or-not” ambiguity and others which in the past used to carry this ambiguity but have since lost it. Everyday dice used to be viewed as a communication tool with the fates. A roll of the dice would expose a real truth about the world or express a message from another realm. Modern playing cards have their origins in divination systems, most clearly seen in their close cousin the tarot card set. The Magic 8 Ball is a toy that is a close relative of the Ouija board, a toy which can be seen as “serious” or not, depending on one owns view. Enochian chess is a game which can be played for fun similar to chess, but at the same time is a kind of spiritual training tool to align oneself with supernatural forces. This discussion is not aimed at an in-depth examination of the relationship between ancient divination and ritual systems and games, as a huge amount of valuable literature exists examining the history and relationship between those kinds of systems and games (Pennick, 1989). Those resources are well worth looking into as context for this discussion and some of it will be touched upon tangentially here, but largely the focus is different. The main phenomenon here is the experience of the human player feeling whether the activity in question has another participant: is this serious? Is this for “real”? Is this “just a game”? “Who am I playing against?” 12 No Such Thing as Single Player The Argument A major part of this interpretation lies not within the rules, the play or the aesthetics of the game, but the psychological outlook of the human player towards the game. Specifically that the human player personifies the actions of the game system, takes the interactions with the game and puts a social role to it. Games that exist on the boundary, such as Ouija or Enochian chess, exploit that human tendency to personify the perceived game behaviors in different ways. Exploiting this tendency may create a potentially more enjoyable and mysterious game experience, but it also greatly runs the risk of the game redefining itself out of the class of games and into something more “serious”. As a human player interacts with a game system, they perceive the actions and happenings within the game. Many, if not most, of these are reactive to the actions of the player. But, it may be the case that the game offers no explainable motivation for those happenings. Things such as the narrative or game art (if any) may provide no background information, and thus the human player may naturally start to personify the actions of the game as having specific roles and intentions according to their own views. In other cases, the game will provide an explanation for the actions of the perceived other, for example by proposing a fiction that the player is playing with or against a certain kind of personality. In computer chess, the game may provide an image or backstory for the “opponent” or more explicitly in a game like Street Fighter (Capcom, 1987), the representations of the opposing fighters directly allow for a personification of their personalities. Regardless of whether a game purposefully represents other possible participants, games require a ludic attitude on the part of the human player and a kind of shared understanding of what Goffman calls a “social occasion” (Goffman, Behavior in Public Places, 1963), with certain expectations and assumptions. Human players enter a game experience with certain expectations around fairness, skills required and an assumed attitude of the nature of play. Human players who play what is ostensibly a single-player game expect a certain kind of “play experience” and assume a kind of knowledge about the social structure of the experience. Goffman also refers to game situations as “focused gatherings”, where he seems to emphasize the shared experience of a game (Goffman, 1961, p. 18). A game is a kind of social contract, a co-emphasis between the participants that a specific kind of activity and attitude is underway. A game is a self-sustaining social encounter between participants. 13 No Such Thing as Single Player Put another way, the way in which we enter games is predicated on this kind of social expectation that we get reassurances from other participants that they will be adhering to the rules and spirit of the game. If we fail to get these assurances, we may not consider the activity to be a game, or we may consider the other participants to be something else: griefers, cheaters or other non-playing roles. In the context of a single-player game, where there is no other human involved, it is up to the game system to present itself in a valid way. In many computerized computer games, we assume that the game encounter contract will be upheld. For example, if we play a turn-based strategy game against a computer game system (i.e. we are playing solo), we expect and assume that the computer has taken on a social role compliant with play, that it will be playing fairly and that it will be using roughly the same skills and knowledge as ourselves. In essence, we expect and assume that the game system will take on the role of a co-player or another valid game participant role. This discussion is not asserting that there is always another literal, ontological and actual other sentient player that always exists in every solo game. It is counter-productive to claim such a definitive status for a game system, but the possibility is at least feasible in the mind of a human player, which is why the example of the Ouija board is interesting. Hasbro intentionally refuses to say (or at least purposefully confuses) what the social role of the board will be. It is not imperative to define whether there actually is, in practice and reality, another player of a certain kind, but rather how the human player understands and psychologically frames the concept of another potential participant. There does not have to be another sentient participant in order for the human player to believe and act as though there is one. This discussion does assert that regardless of the presence or absence of a literal and ontological other player, it is the case that human players will conceptualize and personify the game in different ways, creating a kind of personified participant. It does not matter whether the Ouija board actually talks to ghosts or not and whether those ghosts are actually “playing” in a definitional sense, but more importantly whether the human player frames the game encounter as a typical social situation and further whether they believe the game participant is fulfilling a game social role. 14 No Such Thing as Single Player In order to explore this topic, I will look at various concepts relevant to the way a human player relates to a possible personified participant and how that will affect the concept of the game. To that end, I will look at the concepts of a game as a social encounter. I will also explore the assumptions that human players have by default, namely that unless otherwise stated, a game opponent will have knowledge, skills and psychological expectations roughly equivalent to their own. Human players expect parity to have a well-played game and if the human player suspects otherwise, they may feel there is cheating or other phenomenon. In such cases where there is a great perceived mismatch, a game contest may not even be possible. Further, I will look at the ways in which people frame technology, either as well-understood technical systems or as more “enchanted” systems which have hidden and mysterious information. I will also draw on the works of Sherry Turkle (Turkle, Alone Together: Why We Expect More from Technology and Less from Each Other, 2011) (Turkle, Evocative Objects : Things we Think With, 2011) (Turkle, The Second Self: Computers and the Human Spirit, 2005), Byron Reeves and Clifford Nass (Nass & Yen, The Man Who Lied to His Laptop: What Machines Teach Us About Human Relationships, 2010) (Nass & Reeves, The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Places, 2003) regarding the tendency of people to automatically personify technical artifacts and systems with personality and motivations. And finally, I will discuss the ways in which a game might start to break through those boundaries and create an inconclusive social experience in a solo game. There may be situations in which a game will purposefully choose to present itself as fulfilling a specific role to enhance the pleasure of the human player, but this may also cause difficulties in the way the human player approaches the game. 15 No Such Thing as Single Player 2: Games as Social Situations Marking out a Space We can talk about the boundaries of a game without nailing down exactly what a game might be. The treatment of a game here follows the Wittgenstein term Familienähnkichkeit, or “family likeness” (Wittgenstein, 1968). It’s usually true that we can point to a game and say, “that is a game”, but the sheer variety of game artifacts, rules, platforms, environments, players and attitudes makes it difficult to put them all under one umbrella, despite our craving for what Wittgenstein called “our craving for generality”, something he attributes to our love of science (and perhaps, by extension, technology with its love of standardization) (Wittgenstein, The Blue and Brown Books, 1958) (Wittgenstein, Philosophical Investigations, 1968). The concepts of play and games belong to a class of human cultural behaviors and emotions that are hard to pin down and label on a shelf. Like love, art, pornography, etc., “play” and “game” belong to the category can perhaps be best described as “I know it when I see it”. Despite this, we can usually point to where a game ends and begins. Huizinga’s emphasis on play being located in a specific time and space sets the familiar “magic circle” (Huizinga, 1950) as a proper starting place for the boundaries of games. Huizinga’s descriptions of arenas and magic circles stress the formality associated with play (such as beginning and ending the play act) while simultaneously emphasizing the cultural importance of play: the “play-element” rather than play itself. Play is not defined necessarily by the context in which it occurs- it is not completely defined by the physical actions and boundaries- but rather by the primacy it holds within human culture and life. In particular, an important signal of the start of play and/or games involves the behaviors and attitudes that are taken on by the participants, whether they are players, referees or spectators. Certain rituals and acts are typically performed which underscore the shared understanding of a game underway. Huizinga very much draws parallels between rituals and play, comparing the way in which the boundary is present in each. Without looking at the specific attitudes within each, the boundary condition is very similar. There is usually a specific time and a specific place and the event is self-contained. Everything within the experience is aimed at making it “come off”, as Huizinga says (Huizinga, 1950, p. 47). 16 No Such Thing as Single Player This focus on play as culture shows that the play experience is inherently social and that individual play is less culturally significant. In a game context, we depend on other participants to keep the game going, to persist the illusion of the game. Indeed, Huizinga says as much when he notes that “solitary play is productive of culture in only a limited degree”, which seems to make the meaning of play almost entirely valid only within a multi-player environment (Huizinga, 1950, p. 47). Huizinga discusses this aspect more closely when talking about “winning” when he says that “solitary play knows no winning” and that winning is linked closely to the idea of raising the player’s esteem within the group (Huizinga, 1950, p. 50). If this is true, then it begs the question of why anyone would ever play a solitary card game like Solitaire. If it is true that play is culturally social and that winning is linked to a group, how do we conceive of “winning” a game of Solitaire by ourselves? There is a further clue to this within Huizinga in his description of play as being “tense”, that we wish to succeed in something difficult, that even solitary games such as Solitaire, puzzles and jigsaws allow success in the sense that we can beat them. It’s a fairly common term in modern day solo video games to say that one has beat a game, as in “I beat Bioshock”. When I as a player make such a statement, where I beat a solo game, is there an element of social structure inherent in such a claim? It may be the case that play and games prime a social viewpoint, regardless of the actual sociality of the situation, that in solo games we still treat the play experience as as-if it were a social situation so that we can enjoy the experience of winning. To do this, we would need to extrapolate the missing social roles that would be otherwise present and assign them somewhere. If I have “beat” the game, then I may be treating the game itself as my competitor, even as I recognize it as a technical, physical or programmed artifact. If I have rolled dice and gotten bad results, I may act as-if there is a hidden arbitrator or game-master that is overseeing my game and playing “with” me (though not necessarily against me). Erving Goffman offers a useful framework to look at these kinds of situations as he defines a more concrete system of the ways in which players approach a game. Goffman defines a social occasion as: “a wider social affair, undertaking, or event, bounded in regard to place and time and typically facilitated by fixed equipment; a social occasion provides the structuring social context in which many situations and their gatherings are likely to form, dissolve, and re-form, while a pattern of conduct tends to be recognized as the appropriate and (often) official or 17 No Such Thing as Single Player intended one—a “standing behavior pattern,””. (Goffman, Behavior in Public Places, 1963, p. loc 267). For Goffman, a game is only a specific kind of a social situation, a specific case, and we should note the similarities between the ways in which Huizinga marks off a ritual and/or game and the way in which Goffman defines a social situation. Both stress a boundary condition and a shared spirit of behavior between the participants. Goffman’s “standing behavior pattern” is, in games, the ways in which the participants have agreed to behave. In Goffman’s essay “Fun in Games”, he uses a slightly different terminology, of a “focused gathering” (Goffman, Fun in Games, 1961), but which shares the same structure. When we enter a Goffman gathering, we commune together and arrive at a shared agreement about the purpose and spirit of the event. This might be a funeral, a wedding, a party, a business meeting or any number of shared experiences which have focused beginnings and ends, guidelines on who is allowed to attend and what kinds of activities are tolerated. As Goffman says about this: “Each class of such occasions possesses a distinctive ethos, a spirit, an emotional structure, that must be properly created, sustained, and laid to rest, the participant finding that he is obliged to become caught up in the occasion, whatever his personal feelings” (Goffman, Behavior in Public Places, 1963, p. loc 276). This description is immediately relevant to the way that we understand the game situation. As social creatures, we participate in these kinds of encounters every single day. Some are explicitly defined -such as a funeral- while others are more implicit, such as how one should behave in a grocery store. We don’t always make an explicit pact with all participants, but there are clear markers and social cues in place that notify us about what is allowed. In essence, we are used to acting in social ways in a huge number of contexts and we historically and culturally treat games as a social phenomenon. Thus, when playing an ostensibly solo game, we may still act as though the game encounter is social, despite our knowledge of the game artifacts and our own status as “being alone”. 18 No Such Thing as Single Player Never Solo In his paper Never Playing Alone: The Social Contextures of Digital Games, the game sociologist Bart Simon discusses the ways in which sociality is expressed within game contexts and how “games are already always social phenomenon”. Simon covers four different social contexts of digital gaming, three of which deal with a human player engaging with other human players via the game system. The two last contextures he presents are the most interesting: “playing with others online” and “playing alone” (Simon, 2011). Simon notes that for the casual observer, it is rather difficult to tell the difference between watching someone play a multiplayer game with others online, versus playing a single player game. For example, take the game Battlefield III (Electronic Arts Sega, 2011), a first person shooter set in modern day war arenas. As a casual observer of someone else playing it on their computer alone, we may be familiar with some of the ways in which a first person shooter works, but without some specific knowledge about the game, we may not be able to tell whether the player is actually, in fact, playing with others. Whether playing alone or with others online, in neither case is there a co-located bodily experience: in a multi-player game, the other player is somewhere else in the world and aside from extra-game communication (text chat or voice) and familiarity with the conventions of the game, that other player could be an artificial intelligence. To the extent you are “playing with others” in a multi-player game, information about the other players is revealed and communicated via the game system alone. Per Simon, in a multi-player game the social experience is virtual. The social needs, attitudes and actions of the other players are all mediated by the game itself, and the human player is highly involved in the social requirements of the game despite a lack of physical copresence with the other players. . Simon defines a solo game as a form of gaming that occurs in the absence of other human players and goes on to state that many solo digital games are, in fact, simulations of multi-player situations. As he says, “in many games, solo play is meant to simulate or approximate the idea of playing with others, such that one test of a good solo game is its ability to make players ‘believe’ as if they are really playing with others” (Simon, 2011). 19 No Such Thing as Single Player Simon argues here that, in a real sociological sense, a solo game is an intentional stand-in for the social interactions normally supplied by a human opponent, that a solo game tries to mimic the social illusions one would normally experience in a true human to human multiplayer game. This seems rather straightforward in games such as a first person shooter, where there is an obvious stand-in for other players: their avatars and representations on the screen. But, what might this mean for games that have no explicit representation, games like Tetris, Bejeweled, Shadow of the Colossus, Katamari Damacy, The Sims and a host of others? It is true that in these games, there is no obvious avatar or representation of another player on the screen, that there is no player two or opponent explicitly represented, but that does not mean that the play of the game does not allow for the kinds of actions that a secondary player might add to the encounter. For example, in Tetris (Pajitnov, 1984), the main conflict comes from the variance of the shapes that fall from the top of the screen and the increasing speed at which they fall. In Katamari Damacy (Namco, 2004), the challenge arrives from the placement of the various game objects in the environment, against the amount of time that is needed to collect them. Certainly, we do not experience another player in these as a moment-to-moment player, one that we encounter through constant interaction as in an online first person shooter such as Battlefield III (Electronic Arts Sega, 2011), but we can alternately experience this as a kind of mastermind intelligence who is acting against (or with) us. It is fairly easy to conceive of a multi-player Tetris where the second player is choosing the shapes which fall, while the first player is the one who is stacking them. In a solo game like Tetris, I may feel that I have “won” against the game because I can formulate the in-game actions as fulfilling a social role of a coparticipant, one who is interacting with me to challenge me. Indeed, The Sims (Electronic Arts, 2000), which might be thought of as a solo game, is perhaps the best example of a simulated social encounter. The challenges within The Sims come from the interaction between the characters the player encounters and the whimsical situations that arise in game (things catching on fire, burglaries, etc.) These happenings, rather than attributing them to an algorithmic source, are perhaps more rewarding when thought of as being produced “as-if” the game was a participant in the encounter. 20 No Such Thing as Single Player So, if we say that a good solo game simulates a social encounter, what varieties of social simulation might be happening? As Simon notes, the possibilities include Sherry Turkle’s view that a solo game is psychically social, as a solo player is effectively playing against other aspects of their own unexplored personality mediated through their interactions in the games, i.e. they are playing against their own personality (Turkle, 2005). Or we might say that the solo player is playing against the designer of the game, encoded and distilled into the game system as one might relate to the author of a book by reading it (as perhaps referred to in Rules of Play (Salen & Zimmerman, 2003)). The most intriguing aspect, as Simon puts forth, is that perhaps the human player can be viewed as playing against the game itself, that perhaps “solo play constitutes an interaction between a player and a genuine if flawed artificial intelligence (i.e. the game or the characters in the game are actors in their own right).” (Simon, 2006) (Emphasis mine). It’s an interesting question. What if the game is viewed as-if it is an actor in its own right? In other words, in the context of a solo game, the sociological and psychological needs of the human player might be fulfilled by viewing the game system itself as a kind of competitive intentional actor (even if it is not very “intelligent”). Looked at through this perspective, a solo player relates to the behaviors supplied by the game as a secondary participant, thus changing the ostensible solo play into a simulated multi-player game experience. We can look at this from the other side as well. Would it make sense to have a game system without a kind of personified participant? In Staffan Björk and Jesper Juul’s paper Zero Player Games: What we talk about when we talk about players, they raise the question of the importance of looking at zero-player games, or games where there is no human player at all. (Björk & Juul, 2012) In their paper, they offer examples of zero-player games, such as Conway’s Game of Life, Robotwar, Iterated Prisoner’s Dilemma, or Hex. These are games where all of the “players” are non-human, where the game proceeds with humans as spectators watching the outcomes. For example, if we could set up a computer chess game with an AI as player one, as well as an AI as player two, then we could sit back and watch the game commence. In the use of player here, we are not assigning an internal state of enjoyment or “playfulness” in the internal psychology of these computer participants. The truth is we cannot really know the internal state of these participants (even if they were humans). The claim here 21 No Such Thing as Single Player is that in such a situation, a participant would recognize the situation as a game encounter and would try to understand the interactions of the participants as-if they were players, even if the spectator is well aware of the technological underpinnings of the participants. Player here means a social role of a player. If someone were to set up the above computer chess game between two AI’s and we came upon it, we might find it enjoyable and interesting. As we watched the moves performed by the AI’s, we would see strategies unfold and we might ascribe intent and direction to each “player”. And following Simon’s observation, if we came upon such a game already underway, we might have some difficulty knowing whether the “players” were AI players or if they were human players playing remotely, yet we would recognize them as fulfilling the player social role. A side note that Juul and Björk make is that the term “zero-player game” is itself a misnomer and that what is actually meant are zero-people games (Björk & Juul, 2012, p. 6). According to them, in zero-player games, the game takes on the role that a human player would have performed, without the human player interfering during the actual gameplay. In essence, the game system acts “as-if” it were a human player: it attempts to perform the role of a player, and this interpretation of the computerized game participant(s) as being a player or not rests on the personification being made by the human observer. Juul and Björk put forward that such a game is interesting to observers because the non-human player expresses actions we would normally see from a human player: intentionality and interactivity. In such cases, a human could observe the zero-player game and find it highly interesting if the behaviors adhere to social roles that exhibit these qualities. In essence, as social creatures, humans are primed to understand game situations as inherently social and we expect that participants take on social roles in relation to the situation. We may expect players, cheaters, referees, game-masters, spectators and others, and it is the shared agreement of those participants that helps us understand the game encounter. If we take away the human sociality and we play a game within a solo context, we may be primed to still understand the solo game by assigning it a social role or creating new ones that are not in conflict with the game. 22 No Such Thing as Single Player 3: The Social Roles in a Game . In the context of a game encounter, we might understand the situation better by attempting to divide participants into categories: bystanders, spectators, referees, players and gamemasters. These terms are culled from various sources, but describe different roles which are general separate but may overlap in some cases. We can examine each in turn, loosely from more game-involved to less. Montola and Waern provide a good framework for understanding the general differences between these roles in their paper Participant Roles in Socially Expanded Games (2006). In this paper, they make a determination that people become aware of a game through several stages of awareness (Montola & Waern, 2006). First is the unaware state, where the game experiences are unnoticed or are treated as being “everyday” phenomenon. Second is the ambiguous state, where the experiences of the game are obvious, but there is still no frame of reference that would reveal that it is, indeed, a game. Lastly is the conscious state, where the game context is accessible and understandable to the person. A useful way of defining the game roles can be understood through the various invitations that can be made to non-players, as described by Montola and Waern (2006). Someone who is not involved in the game can be introduced into the game through various means and through their acceptance or rejection, they take on various roles. For example, a person can be offered an invitation to play (making them a player), an invitation to participate (making them a participant), an invitation to spectate (making them a spectator) and an invitation to refuse (making them a bystander who is ignoring the game) (Montola & Waern, 2006). A bystander role would thus be a person who has refused to participate in the game at all, or who is not aware of the game in the first place. For the purposes of being in-game, this has a limited social utility, except for the physicality of certain games. An augmented reality game may take place within a library, where the play of the game encroaches on people who simply want to study and want to pay no attention to the game. Bystanders have either an unaware state or an ambiguous state, but the play of the game necessarily must adjust to be respectful of those individuals. Bystanders are socially outside the game. 23 No Such Thing as Single Player A spectator role can be achieved by offering the ability to watch without playing. In this case, a person is aware of the game context but is not actively participating. Just as with the bystanders, the play of the game may involve the various players’ treatment of the spectators, but the spectator role is one in which the players are freer to “bother” and involve the spectators with the goings-on of the game An invitation to participate may also be offered, which is different from spectating or playing and this closely maps to the usage of referee above. Montola and Waern describe a situation where non-players may be invited to referee the player’s activity, or to vote on the way the play is proceeding. Strictly, these participants are acting in a meta-context, where they are fully aware of the game but are simply enforcing the rules or guiding the way the game outcome proceeds. Generally, it is expected that these non-player participants are following a different set of behaviors than the actual players, much like a referee at a football game differs from the players. The role of player should be familiar already and should be understood as one who has been offered an invitation to play and is entering the game with parity and a shared understanding of what is expected. Without belaboring the point, the player role is a main actor in the game and is the one playing. A game-master is a specific role which is not covered by Montola and Waern, but deserves special treatment. In The Meilahti Model by Stenros and Hakkarainen, a game-master is defined as “a role adopted by a participant when defining the diegetic framework of the game” (Stenros & Hakkarainen, 2003). By diegetic frame, Stenros and Hakkarainen describe the game-master has having total control over the history of the past of the game, the present and the expectations that the characters should have. This is particularly relevant for role-playing and larps, which is the context which the authors come from, but this creational role of world building can also be expanded to mean a game designer, or the author of the game. In this sense, the game-master is a social role which oversees and controls the goings on of the game and who can potentially be appealed to. A person acting in the game-master role may also choose to enter the game and interact with the world as a player, but in this case, that person would shift to being the player role. A game-master is essentially a kind of “god” of the game, who is responsible for the diegetic history and future, as well as being responsible for the structure of the play and the rules that 24 No Such Thing as Single Player are being followed. The game-master, like the referee role, is not acting according to the same rules as the players, and unlike the referee (who is simply enforcing the rules), the game-master has the possibility of changing the rules or the game world itself. The roles mentioned above are also discussed by Huizinga in various contexts, with a focus on the roles of spectators, but he does not go as far as to differentiate non-player participants (referees or voters) and spectators. In some cases, such as in the Eskimo drumming contest, he equates spectatorship with a non-player participant. (Huizinga, 1950, p. 85). Regardless, these social roles are ones we are familiar with and may expect, depending on the type of game. The game-master role also holds a specific connotation as being “why the game is what it is”. As a game designer or the creator of a game context, certain decisions are made as to what is allowed and what the rules are. If we create a game of Scavenger Hunt and hand out the list of objects to various players, we are a game-master but we are not playing. It may be the case that some of the objects are very easily found or very difficult to find. In these cases, we might be appealed to by the players in order to change the list, or we may be blamed for having made the choices that we made. Regardless, the game-master role is the originator of the conditions and rules of the game and as such, those choices may be perceived as being one of intentional by the players. The game-master may also have either a neutral, adversarial or cooperative role in regards to the players. While the game-master may not be specifically playing, players may feel that when they win, it is because they have “beat” the game-master’s original intentions. The gamemaster may not even be involved or may not be present during the play of the game, but “winning” may be a case of competing against the game-master as an absentee force, as a way of showing off prowess to the other players. It is important to note that these are social roles, not specific persons. There can be a great fluidity between the enactments of these roles, in that a particular person may shift easily from one to the other as long as they have made the proper agreements with the other participants. A bystander may be called upon to suddenly referee a game. A spectator may be called in to become a player. A game-master, seeing that the game is underway and needs no more guidance, may give up the game-master role and simply become a player. 25 No Such Thing as Single Player In a solo game, we are almost certainly enacting the player role, but if we are conditioned to treat games as social experiences, we may look for these other roles within the solo game context. We may look for evidences of social intentions within the actions of the game, to identify a process or force that is acting as a spectator, player, referee, game-master or even a bystander. Naturally, in a solo game, there is no other human person, so these social roles have to be fulfilled by non-human stand-ins. This claim would suggest that game objects, both virtual and not, can perform internationalities and fulfill social roles, so in the next section, we look at the ways in which the actions and state of a game present evidences of personality and intention. 26 No Such Thing as Single Player 4: Personification Before we can look closely at the ways in which games display personality, intention and allow for personification, we should start even more basically with cultural objects in general. Whether we are talking about simple objects like a vase, or complex encoded technologies like games, there are various facets to the way in which these take on personalities. Getting past the “Just Computer Code (just an Object)” When we talk about assigning social roles to games, particularly digital games, there is a possible immediate objection that the actions and behaviors exhibited by non-human processes and entities cannot fulfill these roles. Essentially, this argument states that in a solo game context, there is no possibility of game processes and objects taking on a social role because they are “just a program” or “just an object”. In the previous example of two AI programs playing chess against each other, the argument is that these are not truly players, but simply pieces of computer code that are programmatically executing, that “the lights are on, but nobody is home”. Are these programs really playing? Strictly speaking, it doesn’t matter. The problem is, we cannot know other minds (animal or people), just as we cannot know really whether a computer mediated interaction is necessarily coming from a human actor or an AI. Stevan Harnad talks about this difficulty in his excellent paper Other Bodies, Other Minds: “There is in fact no evidence for me that anyone else but me has a mind. In the case of any other kind of objective, scientific evidence (such as laboratory observations and measurements), I can in principle check it out directly for myself. But I can never check whether anyone else but me has a mind. I either accept the dictates of my intuition (which is the equivalent of: "If it looks like a duck, walks like a duck, quacks like a duck...it's a duck") or I admit that there's no way I can know.” (Harnad, 1991) Harnad explains that we cannot really know other minds, so in our various interactions with “mind-having” entities, if the entity acts exactly as if it did have a mind, we treat it as-if it did. We create a model of “having a mind” and then compare the behavior of the entity to our model. If it convinces us, then we accept it. Note that there is no easy way to tell if a human has a mind versus a computer having a mind, and this is conceptually very similar to Bart Simon’s assertion that it is difficult to tell whether someone is playing a solo game versus an online game. 27 No Such Thing as Single Player Therefore, there is little utility in differentiating between understanding a game object or process as taking on a social role of a “player” and that game object/process actually being a player. This discussion is making no claim for the internal state of “playfulness” in any game object or process, but simply that for all intents and purposes in a solo game we have the possibility of treating those objects and processes as-if they were players. Is an AI really alive and really playing with us? Is there really a sentient game-master behind Tetris who is making deliberate choices to thwart us? When a set of dice keeps coming up with bad rolls, is there really a vengeful dice god named Nuffle who is purposefully causing it (Games Workshop, 1986)? It doesn’t matter and is perhaps impossible to prove, but we act as-if there is. The Technical Divide In the modern age, there is a focus on the science and technology, perhaps part of the same “craving for generality” that Wittgenstein described earlier (Wittgenstein, Philosophical Investigations, 1968). If we focus deeply on the fact that game objects and processes are “just programs” or “just objects”, we may miss the fact that these processes and objects can fulfill valuable social roles. Further, a focus on the technology and scientific aspects may keep us from holding imaginative and alternate ways of conceiving the same activity. A focus on the technology alone may blind us from the social roles being performed. For example, we can look at dice. In pre-modern days, a roll of the dice was thought to be much more than it seemed. The outcome of a roll of the dice was fated or controlled by powers outside human comprehension. Fortune telling and different forms of prognostication used game-like objects to ascertain the will of forces outside our control (and in fact, present day gambling still contains some overtones of this outlook). In Nigel Pennick’s Secret Games of the Gods, he talks about the original uses of dice: “The original use of dice in divination is embedded in the word die and its plural dice, which come from the Low Latin dadus, meaning ‘given’, that is ‘given by the gods’. In the time before the idea of randomness was discovered, it was considered that everything that happened was part of the will of supernatural beings, whether the gods or the demonic empire.” (Pennick, 1989) Dice were not seen as physical and scientific objects of randomness, they were tools of unknown actors, perhaps of an unseen kind of game-master or referee. In the modern age, we tend to no longer look at dice in this way by default. As a culture, we have learned much about 28 No Such Thing as Single Player physics and mathematics, how the forces of the dice hitting a surface might work and what the probabilities of a particular roll are. In the modern day, we have switched from looking at dice as mystical objects, into looking at them as technical and culturally created objects. But this may not be totally true. In his book Techgnosis, Erik Davis describes the ways in which sociality informs our view of technology and describes how there is still modern overlap in the ways we think about cultural objects: “Though we may think of technology as a tool defined by pragmatic and utilitarian concerns alone, human motivations in the matter of technology are rarely so straightforward. Like the rationality we carry within our minds, whose logical convictions must make their way through the brawling, boozing cabaret of the psyche, technologies are shaped and constrained by the warp and woof of culture, with its own peculiar myths, dreams, cruelties and hungers” (Davis, 2004) Davis invokes Bruno Latour to further discuss the relationship between culture and technology: “[…] Pre-modern and indigenous people wove everything – animals, tools, medicine, sex, kin, plants, songs, weather- into an immense collective webwork of mind and matter. Nothing in this webwork, which Latour calls the anthropological matrix, can be neatly divided between nature and culture. Instead, this matrix is composed of “hybrids” – “speaking things” that are both natural and cultural, real and imagined, subject and object.” (Davis, 2004) “Speaking things” is particularly in harmony with Sherry Turkle’s use of “evocative objects” (Turkle, 2011), suggesting that if we slightly de-emphasize the technical slant, we can treat game objects as something richer, in a less scientific and slightly more imaginative approach. We do not today typically think of dice as being “of nature”, we think of them as being “of culture” (i.e. human technology), and we understand them on a technical level. Thinking of game objects as being “of nature” is alien to the modern outlook. Davis ties this to Latour’s notion of the “Great Divide”: “We don’t generally think this way today because we are basically moderns, and modernity is partly defined by the enormous conceptual barrier erected between nature and culture. In his book We Have Never Been Modern, Latour dubs this wall the “Great Divide” […] On one side of the Great Divide lies nature, a voiceless and objective world “out there”, whose hidden mechanisms are unlocked by detached scientific gentlemen using technical instruments to amplify their perceptions. Human culture lies on the other side 29 No Such Thing as Single Player of the fence, “in here”, a self-reflexive world of stories, subjects, and power struggles that develop free of nature’s mythic limitations. The Great Divide thus disenchants the world, enthroning man as the sole active agent of the cosmos.” (Davis, 2004) In other words, a side effect of the modern age is that we tend to favor our outlooks towards the technical, but we cannot completely block it out. There is a cognitive tendency to explain or understand technical systems as purely scientific, even while we still attribute personalities and motivations in a limited way to our cultural artifacts. As Erik Davis suggests, no matter how technical we get, our understanding of technology can never get away from the mysterious filter of our cultural outlook. We want to imagine things about our technology. Latour and Objects Bruno Latour’s view of artifacts taking on social roles is particularly relevant here, in particular his paper Where are the Missing Masses?, where he describes the social roles taken on by seemingly inert physical objects (Latour, 1992). In this paper he describes the functions of doors in society and the seemingly difficult social problem of making sure that a door is always closed. As people move in and out of rooms, not everyone closes the door behind them, yet we prefer that doors be closed in general. Latour describes that one solution is to hire a person, called a porter, groom or doorman, who has the sole function of making sure the door is closed all the time. This person performs the required social role of “door-closing” and means that when the door is not closed, only one person needs to be disciplined, not everyone who passes through it. But, as he points out, this is a relatively expensive operation, as the porter must be paid, must be paying attention and must perform the job properly every time (not slamming the door, closing it completely, etc.). Instead, he goes on to talk about how in most cases, we have relegated that social role to a set of technologies. We no longer hire human porters to close doors, we instead have constructed artificial means, such as hydraulics, which stand in for that social role. The “job” of the door closer now is to close the door and he describes an amusing incident where a broken artificial groom had a sign tacked to it saying “The groom is on strike”, effectively assigning human motivations to a technical object that is performing a social role. As Latour says: “What is interesting in this note is the humor of attributing a human characteristic to a failure that is usually considered ‘purely technical’. This humor, however, is more profound than in the notice they could have posted: ‘The groom is not working’. I constantly talk with my computer, who answers back. I am sure you swear at your old car; We are constantly granting mysterious faculties to gremlins inside every conceivable 30 No Such Thing as Single Player home appliance, not to mention cracks in the concrete belt of our nuclear plants.” (Latour, 1992) Latour asserts that these kinds of objects are already anthropomorphic (or personified). These objects are made by humans, they delegate action for a human and that they shape human action by enforcing certain behaviors. He questions why we would balk at drawing the line between a simple “projection of human behavior” versus a “real delegation of action”. If we focus on the artificial groom as a technical artifact only, just as we might focus on the coding of a game as simply a technical artifact, we ignore the ways in which those game artifacts and processes might be socially meaningful. In this way, we can understand the mechanisms and objects of games as enacting social roles; that we specifically construct systems, interfaces and game objects so that they are stand-ins for roles that we would otherwise give other humans. This is the sense of Bart Simon’s assertion that a good game is one that simulates playing with other people. The game system, the objects, the interaction, the feedback, the sights, the sounds, the processes and systemic actions can all be viewed as ways to substitute for another participant. Looked at this way, a solo game is inherently a social process. 31 No Such Thing as Single Player PART 2: Finding Others 32 No Such Thing as Single Player We have seen so far that a game is a social experience and that possible participants come to a game with social expectations. In the case of a truly solo game, there can only be stand-ins for that social experience, mediated through the game objects and processes. There really is no other person around, yet we may expect to find others in the game, but how do we actually come to find those others? 1: Objects We are surrounded by our technologies and we communicate, interact and see ourselves in those technologies. We understand objects and the roles in which they play in our lives, some even going so far as to fall in love and marry inanimate objects like the Eiffel Tower. (Piotrowska, 2008). Why and how do we feel for the things we have created? We start by turning to Sherry Turkle to understand this, using her notion of evocative objects. In her use of “evocative objects”, Turkle is not tied to technology necessarily, but also simple material objects as having power to engage humans emotionally, something which does not always come easily: “We find it familiar to consider objects as useful or aesthetic, as necessities or vain indulgences. We are on less familiar ground when we consider objects as companions to our emotional lives or as provocations to thought. The notion of evocative objects brings together these two less familiar ideas, underscoring the inseparability of thought and feeling in our relationship to things. We think with the objects we love; we love the objects we think with.” (Turkle, 2011) This is to say that when we interact with an object in a meaningful way, we indulge ourselves and entangle ourselves in the experience of those objects. Because of the human need for play and the deep significance of play in human culture and psychology, game objects involve us in processes and experiences that are perhaps more humanly fundamental than say, using a doorbell or a hammer. And Turkle expresses that a major theme around an evocative object is “the power of boundary objects and the general principle that objects are active life presences.” 33 No Such Thing as Single Player Game objects are no exception. At a minimum, we involve ourselves in the chessboard, in the computer, in the football, in dice, in pen and paper. And these objects are not simply static and cold, they are present in the game actions. Personification goes one step further than simply being emotionally attached to an object. Personification is the attribution of human characteristics to things that aren’t human, to make a “person” out of something that isn’t. There’s a terminology question here about personification versus anthropomorphism. There is some debate between how each applies, but for the purposes of this paper: personification is the attribution of human traits, goals and attitudes towards any non-human entity. Anthropomorphism is the representation of objects as a human shape, such as representing a badger wearing a vest and smoking a pipe. In essence, personifying anything is to ascribe to it human attitudes and goals, even though we may believe that really it does not have them, it is an acting as-if (a term which has come up several times so far in this discussion). Personification in this sense is to act as-if the entity is performing in a human way, that it is societally relevant in its functions. We are intimately familiar with this idea, as Latour suggests. We might have a car that sometimes doesn’t start, so we call it unreliable or cranky. We have a window that is hard to open, so we call it stubborn. As we run towards a subway car, the door closes in our face and we yell at it for being malicious. We lose our wallet as we are trying to leave the house for work and we think that maybe it purposefully hid itself away to spite us. We break our favorite pen and we feel sorry for it and apologize. This kind of personality attribution to objects is what makes dolls and toys so powerful, and why the singing and dancing teapots and plates in the Disney Beauty and the Beast movie are not wildly foreign to us. 2: Intentionality So, how might we arrive at this understanding? Daniel Dennett talks about the phenomenon of mind and how we perceive it in others through advocating an intentional stance. Through this, we can examine how we identify personality aspects in other people, as well as objects and systems. 34 No Such Thing as Single Player In order to predict the behavior of an entity, Dennett begins by outlining three stances: physical, design and intentional (Dennett, 1997). Briefly, the physical stance is where we assume that the laws of nature and the physical aspects of the entity are all that apply. Every physical thing exhibits behaviors that can be explained from this stance: falling due to gravity, for example. This may not be sufficient to explain all the behaviors of the entity, however and thus the next level is the design stance. Dennett uses an alarm clock as an example of the design stance, where the sheer physicality of the clock is not enough to explain how it behaves, but we can predict it’s behaviors by assuming that it has been designed to act in specific ways. In more complicated scenarios, it may become necessary to try to predict the behavior of a sufficiently complicated entity by assuming that it has certain intentions. Dennett describes the application of the intentional strategy as “treating the object whose behavior you want to predict as a rational agent with beliefs and desires and other mental stages exhibiting what Brentano and others call intentionality”. If we suppose that there are objects and entities from which we cannot determine the purpose of the behavior, we can apply the intentional stance: “First you decide to treat the object whose behavior is to be predicted as a rational agent; then you figure out what beliefs that agent ought to have, given its place in the world and its purpose. Then you figure out what desires it ought to have, on the same considerations, and finally you predict that the rational agent will act to further its goals in the light of its beliefs.” (Dennett, 1997) This is to say, in order to understand the internal state of another entity, we make predictions about the entity, as-if it had intentions that map to goals that you would expect it to have given what it is. Take an example of a dog. First we assume a dog is a rational being. Given that, we guess at what the dog would want, what it believes in, what it needs, as well as what we think a dog would want. Then, we sit back and watch. If the dog acts in a way that fulfills those desires, we say that the dog intended to perform the actions it did. If we are engaging with another potential player in a game, we assume a set of play-like beliefs and goals on their part and then continuously measure that against the behavior of the potential player. If we believe that their actions as a player match up against our definitions of the goals and desires we would expect of a player, we believe that they are acting with intentionality, that they are taking actions that we ourselves would intentionally do if we were 35 No Such Thing as Single Player playing. Note that again, this depends on us imagining, by default, the other player to have roughly human-like wants and desires. In fact, Dennett discusses computer chess games specifically when talking about intentionality and says it is his favorite example: “For all their differences at the physical level and the design level, [chess-playing] computers all succumb neatly to the same simple strategy of interpretation: just think of them as rational agents who want to win, and who know the rules and principles of chess and the positions of the pieces on the board.[…] At any moment in the chess game, simply look at the chessboard and draw up a list of all the legal moves available to the computer when it is its turn to play (there will usually be several dozen candidates). Why restrict yourself to legal moves? Because, you reason, [the chess-playing computer] wants to play winning chess and knows that it must make only legal moves to win, so, being rational, it restricts itself to these. Now rank the legal moves from best (wisest, most rational) to worst (stupidest, most self-defeating) and make your prediction: the computer will make the best move.” (Dennett, 1997) And he goes on: “Sometimes, when the computer finds itself in a tough predicament, with only one nonsuicidal move to make (a "forced' move), you can predict its move with supreme confidence. Nothing about the laws of physics forces this move, and nothing about the specific design of the computer forces this move. The move is forced by the overwhelmingly good reasons for making it and not any other move. Any chess player, constructed of whatever physical materials, would make it. Even a ghost or an angel would make it! You come up with your intentional-stance prediction on the basis of your bold assumption that no matter how the computer program has been designed, it has been designed well enough to be moved by such a good reason. You predict its behavior as if it were a rational agent.” (Dennett, 1997) We again see the mention of human players treating the non-human player as-if it had human attitudes and motivations, as Harnad did with the other minds problem discussed above (Harnad, 1991). Dennett says that in the case of a chess-playing computer, or software, we have three stances of thinking about its behavior: as a physical entity, as a designed entity and as an intentional entity. In the case of a computer chess game, only the intentional stance will help us figure out how to predict its behavior and model its attitudes, such that the computer chess player had “reasons” to play like it did. 36 No Such Thing as Single Player Many, if not most, definitions of games include a kind of agency and intentionality, in which a player “intends” to perform certain activities, that players must take action in a game, must make an effort or make some kind of choice. (Abt, 1970) (Avedon & Sutton-Smith, 1970) (Costikyan, 1994) (Juul, 2005) (Suits, 1978). While not a primary component of a definition of a game, the fact that this comes up frequently is an indicator of its importance. This kind of “choice-ful” agency only makes sense in light of us believing that a player intentionally performed the action and it wasn’t just random and undirected action. A game choice is only a meaningful choice if we believe the player meant to do it and wasn’t just following a script or randomly performing actions with no goal in mind. We could potentially imagine a situation where we are playing online poker against an unknown other player. As the game progresses, the other player bets poorly and erratically, and ultimately loses. Post-game, we may come to find that that before the other player discarded or made a bet, they rolled some dice in order to randomly tell them what they should be doing. In this case, we can see that the player was taking actions and was making efforts to continue the game, but we cannot say that they were intentionally performing any particular action in the game. We might argue that they were not actually “playing” poker in a sense that we would typically understand. They were simply a conduit passing results from a random process. In this way, we can understand a player as being an entity that we believe intentionally acts to fulfill the play-like beliefs and game-goals we ascribe to it. Simply put, there is a Goffman social occasion (a game context) and we encounter another participant who seems to intentionally play. Recall that Goffman defines a social occasion as: “a wider social affair, undertaking, or event, bounded in regard to place and time and typically facilitated by fixed equipment; a social occasion provides the structuring social context in which many situations and their gatherings are likely to form, dissolve, and re-form, while a pattern of conduct tends to be recognized as the appropriate and (often) official or intended one—a “standing behavior pattern,””. (Goffman, Behavior in Public Places, 1963). If a situation is a game, we expect a certain kind of behavior pattern. We assume a play attitude on all participating entities. We cannot truly get inside the head of our fellow entities, but we naturally assume a kind of human play attitude, a “playful profile” that is coherent with 37 No Such Thing as Single Player our own understanding. We then watch the behaviors and actions of the entity and if the action appears be accomplishing and pursuing the goals and beliefs that we ourselves would hold, we then believe the actions of the entity to be intentional. If the entity appears to act in a way that makes us believe it is intentionally playing, we say that the entity is a player, i.e. that it is performing the social role of player. Interestingly, in line with Dennett’s intentional stance, this does not require the entity to actually have those beliefs and goals to be a player. It might or it might not be actually playing in some internal psychological way. But, we cannot know for sure. It is only sufficient that we, the human player, are convinced that the entity is acting in a way which supports those beliefs and goals. An example of this is a cheater in a game. A cheater likely has access to skills or knowledge unavailable to other players and thus some aspect of the game is known by the cheater in advance. The cheater is not completely subject to the moment to moment changes in the game state and does not have to respond to them in the same way as other players. A cheater is not acting truly improvisationally, nor treats the game as though it has an uncertain context: the cheater attempts to subvert the game to have a specific outcome that they control. For them, at least, certain aspects of the game are more “certain” than they are for other players. We dislike cheating because when we discover it, we have been fooled. The so-called cheating player acted in ways that we assumed to be compliant with goals and desires that we ourselves have (namely to play), but as it turns out, they actually held goals and desires that were contrary to the play attitude. They appeared to be “playing”, going through the motions of the game but not adhering to the same play attitude. Our typical method of revealing intentionality has been subverted: a cheater appears to be a player until the moment when we suddenly uncover their true intent, if we ever do. This might help us to understand the play behavior and attitudes of other living creatures, but does it apply to non-living games? In other words, can we examine a game system (digital or not) and come away with an impression of an attitude, an intentionality? 38 No Such Thing as Single Player 3: Personifying Technology In the Second Self (2005), Turkle talks about the ways in which humans approach computers and virtual spaces as evocative objects. As she says: “The computer is a ‘metaphysical machine’, a ‘psychological machine’, not just because it might be said to have a psychology, but because it influences how we think about our own.” (Turkle, 2005) Turkle is here talking about computers specifically, but as she makes clear this is because computers are information objects that manipulate language, an information system. And even more specifically, machinic processes have a seemingly special ability to evoke our own psychology, as Latour hints at as well. There is probably no better evidence for this than the extensive experiments carried out by Clifford Nass et all, and described in his books, The Man Who Lied to His Laptop: What Machines Teach Us About Human Relationships (Nass & Yen, 2010), and The Media Equation: How People Treat Computers, Television, and New Media Like Real People and Place (Nass & Yen, 2010). It is abundantly clear through the huge number of experiments performed that people treat computerized technology as having social roles. Furthermore, in experiments where technology was treated as conveying a personality, personality attributes shown through strongly and clearly (for example, see personality experiments outlined in The Man Who Lied to His Laptop (2010). People have the power and the inclination to assign personalities and intents to an entity which performs a social role, and can easily interpret personality traits via a computerized interface. Technology does not necessarily have to mean a literal computer and software system here. A complex technical system can be supported through non-digital means, though it becomes complicated to use. There are non-digital solo games that are very complex, such as the pen-and-paper Ambush! game (Avalon Hill, 1983), but generally evoking a complex emotional response will require a complex system in order to provide a wide enough gradient of information. 39 No Such Thing as Single Player For example, we already have digital and computerized constructs in which we invest attachment and personalities. In Alone Together, Turkle discusses at length people’s relationships with robots and other algorithmic systems and how people relate to them (Turkle, 2011). In one example, she relates an experiment performed by Freedom Baird which involves several artifacts upside down for a length of time: a Barbie toy doll, a Furby robot toy and a live gerbil. These three examples have varying levels of “aliveness”, of systemic feedback. The Barbie is a static object and has no behaviors, so to speak. The Furby doll has behaviors within the range it is designed to display. The gerbil has, of course, all of the normal gerbil behaviors. Figure 1: Furby In all cases, people are willing to hold the Barbie upside down for an unlimited time, the Furby for a shorter time (until it complains, which it is programmed to) and the gerbil not long at all. Why do people hold the Furby toy robot upside down for less time than a Barbie doll? Turkle suggests that this is because the robot “performs a psychology” (Turkle, 2011) and that because of this, people experience this as proof of an inner consciousness. Indeed, as she reports, people feel uncomfortable “distressing” the Furby robot, as it reacts in a way that mimics the distress of a creature that is alive. In a sense, it does not matter whether the Furby robot really is alive, but more importantly, that a human participant believes its performance. 40 No Such Thing as Single Player Agency and Behavior information Human Human Personified Idea of what Furby’s attitudes are This again brings us back to intentionality. In each of these objects, we try to predict how we would act were we such a being. The Barbie fails to react at all to being held upside down, thus we ascribe no desires or intentions to it, we might apply Dennett’s physical stance and be satisfied. The Furby reacts in a limited way and we ascribe a limited set of desires to it, despite perhaps knowing that it is simply programmed to perform that way (mostly Dennett’s design stance, but perhaps a little of the intentionality stance). And, of course, the gerbil reacts violently to being held upside down, as we would. Figure 2: Simon game We might also consider the color choosing game Simon, which is a round disk of plastic with four colored panels on the top. The Simon is self-contained, it is the game and it contains 41 No Such Thing as Single Player all the game logic within it. The Simon game presents a series of color sequences over a number of rounds, each round making the sequence longer and harder, as the human player must repeat the sequence that Simon had just displayed. During the play, one gets the sense that Simon is trying to be tricky. Sometimes Simon repeats a color multiple times, or the sequence goes around the board in a pretty pattern. Ultimately, one gets the sense that Simon is improvising the color sequence (play attitude) and is really very much intentionally trying to beat the human player. As we play Simon, we get a limited sense of Simon’s perceived personality, what Simon wants and how Simon is acting. Even the fact that the device has a human name “Simon” helps to contribute to giving it a personality. Simon acts almost exactly as we might, if we were controlling the actions of Simon, and thus we build a playful profile of Simon as a taking on the social role of an additional player. Behavioral Bandwidth The example of the Barbie, Furby and gerbil points to a relationship between the amount we are willing to personify and the amount of information that an entity can express. Even if we believe that a Barbie has feelings, the physicality and construction of the Barbie does not provide any information. Barbie is as inert as a rock, though has a human shape. On the other end of the spectrum, the gerbil can squeal and squirm, breath heavily and pass out, providing all kinds of information about the internal attitudes we suppose it to have. There is a similar transition between analog games and digital games. Board games are generally magnitudes simpler in terms of the amount of information they can convey. Even if we were to believe that a chess board is alive in some sense and had feelings, there are very few ways in which it seems it could convey that. In contrast, a digital game offers up sight, sound effects, text, music and an apparent representational way to change its own state. A digital game has far more “channels” of information it can exploit to convey a sense of behavior. The Simon game seems to sit somewhere in the middle, perhaps slightly less than the Furby. Thus, loosely we might say: 42 No Such Thing as Single Player This is not to say that a rock, chess board or toaster cannot be personified at all. Rather, it means that it may be more difficult to personify them easily due to the relatively low innate “performative” avenues available to them. Performative channels in this case means any method of communicating information, including sight, sound, movement, friction, momentum, touch, smell, etc., but this also includes the various human-rich modes of communication through those methods, such as behavioral gestures, emotional sounds, evocative written imagery, voice, music and countless others. This is generally referred to in the Human-Computer-Interaction (HCI) field as “affective computing”, the ability for a computerized system to emote (Picard, 1997), and when we speak of the amount of affective information that is communicated, it is referred to as the affective bandwidth. Picard discusses this at length in regards to emotional computing, but the point is that various technologies have different amounts of channels available to them to convey emotional information, and thus we may more or less easily personify and ascribe intent to them depending on the affective bandwidth. A ballpoint pen is extremely limited in behavior, but we may still personify it. A fully functional AI controlled robot has an extremely large range of channels available to it, but this only makes the personification easier. Technology thus has the power to emote behaviors and cause a modeling of social roles and intentions in the minds of the human participant and the amount of modeling done depends on the number and intensity of the performative avenues available to the technology or object. 43 No Such Thing as Single Player 4: The Expression of Intent in a Game Agency and Agents Before we go too far down this road, we must talk about agency, agents and NPC. When talking about behavioral and affective channels in a game system, we must talk about the channels which express behaviors consistent with the play attitude. When we talk about the game experience, we are also talking about the “againstness” of the game, the ludic friction, the challenge, the adversity of the rules: if a game is not difficult, then it is not fun to play, we cannot improvise with any meaning. When we personify any aspect of a game as having a social role, we are attributing those other participant’s motivations and behavior through whatever channel they may arrive. Specifically, this does not mean that personification requires a human-like representation of the game personification, only that if such a representation appears within the game system it will make the personification easier. As an example, we will look at several degrees of chess games. The Chessmaster (Ubisoft, 1986) computer chess game series has since the beginning presented itself as you playing against a bearded and hooded old man who presumably is very good at chess (a “master”, if you will). In the incarnations of the game, there have been images and text from that old man with different moods and communications, giving the direct impression that you are playing against him. Over time, the series has gradually added the idea of additional personalities with their own playing styles and moods. In the mind of the human player, it is made very easy to attribute intentions and behavior. The human player naturally expects a social role of a secondary player despite it being an ostensibly solo game and the representation of the chessmaster creates an easy hook for us to create that role by providing a varied set of cues in the form of video, pictures and text feedback. In simpler computer chess games, there is no representation of the other player; it is usually just “versus computer”. At a minimum we enter the game context and we expect another player, but we are given almost no opportunity to get emotional feedback or affective intentionality. However, as the gameplay progresses, the behavior is expressed almost entirely 44 No Such Thing as Single Player through the movement of the pieces and we start to build a model of who we are playing against. Perhaps this personified player is a ruthless player, or makes the same mistake over and over. Perhaps we see that they always try to capture the queen and we sense a kind of single-mindedness. In this case, we may not be able to pinpoint the represented location of this other player, and for the purposes of play, it does not matter. As technically literate individuals, we understand that it is a confluence of the hardware and software acting in concert to “play against us” and we understand it in purely intentional and human terms. As long as the system projects play behavior, we are satisfied because it acts as-if it is a secondary player. In the late 1700’s, a hoax chess-playing device was created called The Turk. The device was billed as a mysterious automaton, but also though by some to be operated by a spirit. In truth, the device housed a hidden chess master inside the machine who would play against the human player. This was a physical device with no apparent other player except for a wooden manikin “obviously” operated by visible gears. The workings of the device was only partially unexplained and hinted at as being magical (Standage, 2003). The interesting thing about the Turk is that it actually had a representation of a secondary player in the form of a wooden mannequin dressed in Turkish robes. Though this was clearly “the hook” onto which people were expected to project the social role of secondary player, it was also confusing to spectators as it was obviously a machine. Many could not believe that a machine could exhibit such agency because the representation was too machine-like. Others accepted that it was a machine, but that the machine was simply a conduit for agency and intention from another source, either a hidden human or a spirit. This was a liminal player object, one in which you either believed that you were playing the machine (machine-as-the player) or you believed that you were playing something else. Some correctly guessed that there was a human player inside. Some thought it was enchanted and operated by spirits. In all cases, no matter which conception or frame of thought a human player or spectator belonged to, they all held the idea of a personified participant, the idea that there was a player to whom they were playing against. This again underscores the desire for humans to expect another participant in a solo game. It is true that a chess game systemically requires that there be another participant, but in the case of the Turk, this was not sufficient. People did not think of it as “interacting with a chess 45 No Such Thing as Single Player machine”, but rather “playing against the Turk”, and because of the dissonance of the representation, there was room for people to imagine who or what was the agency performing the social role of secondary player. Human participants went above and beyond the systemic interaction to try to create imagined personalities for this other participant (spirits, a machine intelligence, a hidden human). Representation It is not necessary to explicitly present a representation of another participant. A game may choose to present the other participant explicitly as part of an agent, such as if one plays a firstperson-shooter death match against a bot or AI. If we are playing the first person shooter Halo, the social role of secondary player is clearly available to us and deliberately demarcated on the screen. In this case, the representation makes it simple and we naturally personify the represented agent as performing the social role of player. Other games may not make it quite so easy. When we play Minecraft (Majong, 2011)by ourselves and we look for a social role of a co-player, spectator, game-master, etc., where can we find these roles? Minecraft offers challenges in the ways the entire environment seems to be against the player. The enemies have seemingly limited intelligence and no long term goals, and a player is just as likely to die by falling or catching on fire as they are to die from an enemy attack. So, in Minecraft, if we look for these roles, how might they be represented? We can borrow from Huizinga here and say that winning a game is a process of conquering a challenge and proving ones prowess to others. Minecraft is an interesting example because there has traditionally been no clearly outlined winning condition. Playing Minecraft is an ongoing process of surviving, exploring and building against the ever present challenges in the world. Thus, we might think of the game-master social role, that the world itself has an ongoing intentionality to challenge us constantly, to put challenges in our way and create interesting situations. In this scenario, Minecraft is not acting as-if it were a co-player, but performs a social role of an unseen challenge master. In this social role conception, winning Minecraft is a process of continually overcoming the environmental challenges that we encounter and feeling as though we have beaten Minecraft itself. 46 No Such Thing as Single Player There is a real-world analogue to this view in the form of mountain climbing. In historical recountings of the climbing of K2 and Mount Everest, it is extremely common to give the mountain itself a personality: that it acts vengefully, is kind to the climbers or provides unexpected situations. When climbers reach the top of the mountain, they feel as though they have beaten the mountain itself, “conquered Everest”. Of course, Mount Everest is not alive, but climbers personify it as playing a social role. Minecraft differs because it can continually generate new challenges and new territories, while Mount Everest is physically and ultimately limited in scope. Thus, NPC and agents in a game are only a special case and a distinct avenue by which we may attribute and experience behavior, though it is one that is especially handy to hang a social role on. Representation of agency is a kind of heuristic shortcut, a way to guide a player into conceiving of a social role down a certain path, and it can easily drive a player’s personification different ways. Recall the previously mentioned Latour groom door opening object. Typically, the mechanisms to close a door are just a hydraulic bar that pulls the door shut on hinges. This is a simple mechanism that we interact with on a social level and we can treat it simply using Dennett’s design scheme and that it behaves in the way it does because it is designed to do so. However, we can add a layer of representation and interactivity to this object that guides the way in which we understand the social role that it plays. We might add a voice mechanism to it that thanks us for passing through the door. By doing this, we increase the odds that persons interacting with it give it a more enhanced social role. Instead of it just being an abstract object that closes the door, it suddenly is easier to give it a personality and we may thank it back. This is not just changing the representation, but is inherently increasing the behavioral bandwidth. It can convey more information to us about its “attitude” (real or not) and we can ascertain more information about its intentions (real or not). Either way, the additional behavioral bandwidth gives us an easier way to not just give it a social role, but to personify that social role. If we were to add additional representation to Minecraft, it would greatly shape the way players personify the game in a social role. For example, suppose a voiceover was added that constantly mocked the player for their failures or claimed that it was intentionally sending enemies to blow up the player’s home as a way to test the player’s ability. By adding this 47 No Such Thing as Single Player behavioral bandwidth, this would focus the player’s conception of the social role. Minecraft might be even more easily conceived as a overseeing game-master, or the focus might shift to it being seen as a kind of adversarial co-player. Player Experience When a player begins a game, a “social occasion”, we expect to encounter ludic friction and a play challenge, and we tend to personify whatever objects and technology are providing that challenge by looking at the affective behavior and matching against our play model. In a solo game, we may know that there is no other human player, but as long as the activity satisfies our own play needs we are fine with that. Depending on the complexity and affective bandwidth of the game system, we may have varying levels of personification that we construct. There is no hard and fast rule here and no claim that this can ever be controlled or predicted in a specific way. Because a game system is interactive, it must exhibit behaviors and activities that we must respond to. And how we interpret those play behaviors influences how we will personify the social role. As a difficult example, we look at the physical solo card game Solitaire and how a player might use the behaviors of the game system to personify it. Regardless of how we conceive of this personified player, we tend to nonetheless create this player in our heads to the degree that the game system has affective bandwidth to do so. A deck of Solitaire cards has extremely low bandwidth and it is only through the interaction itself that we can gather any kind of intentionality, thus the social roles we perceive may be limited in scope. There is action in a Solitaire game which is not controlled by the human player, however. Card games have intrinsically some amount of luck involved: which cards come up in which order, the meaning of cards within a context of the game and the placement of the cards. Sometimes we get a card that helps us, sometimes we get a card that does not. As we interact with the game system (the cards in play, the remaining deck, etc.), we may get a sense that we are being helped or hindered in some way and we may silently cheer or curse the cards. The personified participant here does not necessarily have to be competitive or even performing the player social role. The events of the game might be viewed as cooperative, a participant who is working with us to win by providing us with cards that tend to help us. Or perhaps the participant is much like a game-master social role, doling out cards in a way which 48 No Such Thing as Single Player allows the game to be interesting. Depending on our own outlooks, we might view this gamemaster role as being fulfilled by Lady Luck. Or we might personify the game system in purely scientific terms, as though we are interacting with a fair arbitrator like a referee, something akin to the dealer we encounter at a table in Las Vegas. This is directly similar to the role of Nuffle in the multi-player game Blood Bowl (Games Workshop, 1986), a fantasy football league which takes place in the Warhammer universe. Nuffle (a pun on NFL) is an entity imaged by the players to exist alongside the game and acts as a dice god, alternately punishing and helping players with various rolls that they make. Nuffle, as conceived by the players, does not directly “play” but rather stands outside the action while influencing it. As players play, they attribute the outcomes of the dice rolls to Nuffle, who can be a vengeful deity. This outlook again recalls Pennick’s description of dice as being “given by the gods” (Pennick, 1989). This avenue of personifying a social role for the dice is available to us as players because the actions of the dice perform actions that are coherent with the role another player might perform. In Blood Bowl, Nuffle performs the role of either a referee or gamemaster (using the term from Stenros and Hakkarainen), depending on how the player views Nuffle. It is not a difficult leap to see how a solo player playing Solitaire could make the same social construction about the placement and outcome of the cards. The major difference, of course, is the amount of supporting behavioral and information that the game provides. Blood Bowl has a rule book and years of accompanying player community experience. Thus, when a player of Blood Bowl constructs a social role for the outcome of the dice roles, the way in which they think about this has already been proscribed. They are essentially told in advance that this is Nuffle at work and thus it is easy to put a face to their innate desire to personify. They want to personify the actions of the dice and they are provided an easy way to do so. A physical card game of Solitaire has no such built-in ability, at least when using a standard deck. Our ability to personify a social role is limited to our cultural background and any ideas we have about “unseen forces” like Lady Luck. The behavioral bandwidth is very low and it cannot convey complex intentionality very well. As a human player plays, they may get affective information through a number of channels: some of which is intentional and some of which is purely interpreted. When a bad card appears 49 No Such Thing as Single Player in Solitaire, we may know that it is just a random occurrence, but we may curse it in the same way we curse at our pen for running dry. That occurrence may not be intentional in terms of trying to convey a specific emotional idea, but we still interpret it as such. Avenues of Intent If games are to have the ability to express intention, agency and a personality, this is directly proportional to the amount of behavioral bandwidth available, as described earlier with Furby and the Simon toy. The more channels available, the more fully formed is the solo player’s conception of the personality and social role of the game. As a short and non-exhaustive list, affective bandwidth and channels of a game may include any of the following: • Ludic behaviors – Specific to games, but the results of interactions and changes in the game state. Occurrences that may appear to have intent. • Auditory – Music, sound effects, recorded voice, synthesized voice, etc. • Visual – Videos, images, box art, printed patterns, symbols, etc. • Text – Stories, chats (simulated or otherwise), etc. • Physical Design – The physical makeup and texture of the game objects (shininess, roughness, color, etc.) Recall that it can be difficult for a casual observer to know whether a human player is playing against other people remotely or is playing a solo game. Let us say that the human player is playing against other humans remotely. The human player must interact with those remote players on a social level, to relate to them as fellow players, and as such, must ascertain their intentions and personalities as they play. Those intentions are communicated via behavioral channels, as described above: visual, auditory, etc. We know the intentions and personalities of our fellow remote players because those intentions and personalities are communicated in specific ways. This is true whether we are playing World of Warcraft (Blizzard, 2004) with a real person, or if we are playing chess via paper mail (“Postal Correspondance Chess”). We can see that there are ways in which we can detect, deduce and personify the actions of who we are playing against. 50 No Such Thing as Single Player In the case of a “solo” game, the simulation of the intentions other players takes place through those same channels. A “good” solo game, to borrow Bart Simon again, is one which provides a rich set of social role informational bits that simulate those behaviors through those channels. 51 No Such Thing as Single Player Recap Let’s take a moment to recap. Play and games are wrapped up in human culture and are an inherently social experience, dating back to before we had complex technologies. We have come to expect that a game context is a social context by default. Helping this along is our natural tendency to personify our technologies and objects, to give them personalities and social roles. Just as with non-game artifacts and systems, as we interact with our game systems, digital or not, we naturally interact with them as social entities, ascribing personalities and desires that they may not “truly” have. The interactions and representations of a physical game versus a digital game differ greatly in the amount of behavioral bandwidth they can express and thus the more complex the representation the more fully formed our personification of the social role becomes. Simpler games that have lower levels of behavioral bandwidth, such as Solitaire, still play a social role, but cannot offer as many “hooks” or guides for us to refine the personality of that social role. Thus, even in a so-called solo game involving no other human players, we automatically and naturally create the different forms of personified personalities that fall into social roles, so that we can understand the behaviors and to enjoy the game experience. Even in a “solo game”, these social roles arise, making it a non-solo experience. . 52 No Such Thing as Single Player 53 No Such Thing as Single Player PART 3: Playing with Others 54 No Such Thing as Single Player 1: The Variations of the Roles If we play a game with another human player, we assume that person has human-like goals and desires. If we play a game against an AI opponent, we naturally assume that the AI has human-like goals and desires (or at least that it is trying hard to simulate them) and that it has a “need to play” in a sense that we understand. If we play with a dog, we assume there is some overlap in how it wants to play and how we do. But, what if we begin to think that the other personified entities do not have the same goals or desires? What if a game offers an avenue for us to imagine a spectator role, yet we are led to believe that the spectator is somehow interfering with the game? What if we personify an aspect of the game behavior to fulfill a referee social role, but we start to suspect that the referee is not being fair? When this kind of mismatch occurs, we may also suspect that perhaps an agent taking on the player role has access to skills and information that we do not, that they are perhaps “cheating” or at least, not playing. As a way of further explaining the personified social roles, we here give some possible examples by returning to the various roles described earlier: the bystander, the spectator, the player, the referee and the game-master. If these traditional social roles are perceived by a human player as being within a game, what happens when the perceived actions and intentions start to deviate from these roles? Player Role Parity in Games In many types of games, we expect a certain amount of equality and parity in order to have a “well-played” game. The more equal the skill and knowledge between two opponents, the more uncertain the outcome and the more freedom we have to improvise our play. When playing, we expect that our opponent roughly has the same skills, knowledge, goals, desires and abilities as ourselves. If not, we at least expect that we will be aware of those differences and that we may handicap or modify the game structure to allow it to be more improvisational and uncertain, to support our human play-needs. 55 No Such Thing as Single Player Cheating is an example of this. We expect that other racers in our foot-race have roughly our same abilities, that they have not taken performance enhancing drugs (skills and abilities within the game). We expect that when we play poker, our fellow players do not have an accomplice who is telling them what cards we have (information and knowledge about the game state). When we play billiards with someone, we expect that they do not move around the balls when we leave the room for a moment (ability to reconfigure the game state without your knowledge). We expect parity in normal play and adjust for it when it is not present. Sometimes, however, there may be cases when we know there is a mismatch and if no adjustment is possible, the game loses its enjoyableness. When an adult plays football with little children, the adult will not aggressively bump the children or run as fast, in order to make sure that the game maintains a kind of parity. Otherwise, the children, while having the intentions, goals and desires to play, may not have the skills to keep up. If the adult did not compensate for their speed and size, the children would be hurt. When we, as novices, play computer chess against an AI opponent that is set to ultradifficult, we do not find it fun. An AI may have far more computing skill and knowledge to determine the right move, and potentially may have (illicit) access to resources the human player does not. If we attempt to play gin rummy with our cat, we find it boring. The cat may like to play in general, but gin rummy is not something the cat can enjoy in an intelligible sense and the cat lacks the knowledge and skills to accomplish that in any case. In other words, in any human game, the default assumption of a human player is that the opponent player will have, to a large degree, human-like goals, desires, skills, information and abilities that are basically the same as the human player’s and that the same kind of humanplay intentions are being met. In some cases, it will be obvious this is impossible and we do not even attempt to play because we assume some important aspect will be different, such as playing gin rummy with the cat. Oddly, this implies that there may be situations in which there is no common ground, where the perceived intensions of the other player are so radically different from our own, that we cannot determine the goals and desires from the behaviors and actions of the other player. For example, if we attempt to play fetch with an insect, it is far from clear that the insect has the 56 No Such Thing as Single Player same kinds of play intentions as a human and would ever pursue it intentionally. It would be difficult, if not impossible, to say whether an insect is “playing” in a way we understand. If we agree, per Simon, that a good solo game is a game which attempts to mimic a multiplayer experience (Simon, 2006), this suggests that a good solo game is a game which properly presents a human-like set of goals, desires and intentions. A solo game is “good” to the extent we can attribute human goals and desires to it as an actor, per Simon. Deviations from the Norm This leaves us with a question. What if a game deviated from the usual, if the social roles it evokes differ from the normal human-like goals and intentions? What if the player social role presented itself as potentially not having human-like goals and intentions? This brings us back to the Ouija board and the ambiguity of the presentation. When the Ouija board is presented as being a “talking board”, it implies that the other participant may have goals, information and/or abilities that differ from the human player, or even more radically, that the other participant has not even agreed to the “parity contract” one associates with a game. In our personification of the board, we may believe that it has not adopted a playful attitude and that it has a non-play goal. On the other hand, if we adopt the friendly Hasbro-promoted idea of it being a fun game for kids, our personified player would seem to have the usual human benign and fun goals we would normally associate with the game. This is again regardless of whether there is actually another player, whether it is just a piece of wood or whether there is a spirit. Our approach to the game radically changes depending on our construction of the personified player. Why would Hasbro leave this question open? Why would Hasbro ask on their box, “it is just a game…or is it?” Given the negative associations with the board, it seems as though Hasbro would try to fully embrace a scientific aspect, probably something along the lines of, “the board allows you to communicate with your own subconscious through micro-movements of the hands”. This would be an acceptable and safe way to allow the player to personify the game opponent, putting it squarely back into human parity. The player would be playing with and against a conception of their own psyche. Yet, Hasbro hasn’t done this and probably for the same reasons that casinos do not emphasize mathematics on their walls. It would be a poor casino that posted the mathematical 57 No Such Thing as Single Player odds of their games for all players to see. Instead, casinos emphasize the almost magical and thrilling chance of winning, that it could happen to you, and that Lady Luck might smile upon you for once. Casinos find it valuable to add this mystery to the games and to provide players with an opportunity that they are playing with forces that are benevolent to the needs of the human player. In gambling, the personified player is a co-participant who shares the desires and goals of the human player while perhaps challenging and exciting them. Hasbro could go too far, however, and they could intentionally present the Ouija board as just a technical artifact and denying a personified player. If Hasbro were to describe the Ouija as “a wooden board with letters that allows you to spell out messages to yourself or friends”, suddenly there is no personified player available from the game itself. It would barely even be a toy. The board would just be a communication tool and any game one might construct would not even require the board necessarily. Functionally, the board would be reduced to the equivalent of just talking to each other. By leaving room for interpretation, Hasbro intentionally tries to instantiate a particular kind of social role in the mind of the human player. The Ouija board, casinos, card games, computer chess, etc.: all of these objects benefit from balancing the line between complete technicity and complete mystery and they do this at different levels through their representation. Note that in the following discussion, deviance does not necessarily have a negative connotation; it simply means there are situations in which there is a purposeful conflict created between intentions and roles. Some of these situations may, in fact, be fun and some of these potentially have been explored to some extent in various games. Deviant Players To explore this deviance, we here look at a few examples of situations where the game offers a social role of co-player to the human solo player, but then communicates conflicting intentions that throws the personality of that co-player into doubt. Threatening Player Let us suggest a solo computer game system which presented a player role as being mentally disturbed. We are playing Scrabble (Mattel, 1948) against a player initially presented as a typical player but we slowly start to realize they are not playing to get a high score, but rather to 58 No Such Thing as Single Player spell out words that will frighten and intimidate us. The rules and actions of the game are the same; the only difference is our understanding of the social role of that player. This other player is not playing to win in the same way we are and we might think they would consider it a win if we left the game early or if we became frightened (assuming there was a way for the hardware to detect that information). We might believe at first that this player is playing in the same way we are, but over the course of the game, the behaviors would start to not match up. There would be odd moves that score few points. The words might be all intimidating or frightening. We would compare our own intentions with the our expectations of the social role of that rational agent and we would come to the conclusion that the other player is not playing to win in the same way we are, that they are not playing, but are actually trying to frighten us. In this example, there is too much mystery and disconnect between our expectations and the role of the other player’s behavior. We do not fully understand why the other player is doing what they do and we suspect that we do not know their goals. In this case, the lack of knowledge about intentions destroys the game experience for us. We cannot “win” because we do not share the same winning condition goals as the other player, or at least we do not know to what extent those goals overlap. The personified player we construct based on the behavior is too different from our own understanding of human play-needs. Machine Player Alternately, we might picture a computer Scrabble game which goes out of its way to present itself as an extremely complicated, but not sentient, algorithm. During play, the player performs very machine-like behaviors and presents information that suggests that it is simply consulting a static list of all possible moves and combinations. In fact, it may go so far as to present a sentence like, “Calculating all word combinations and placing the most optimal mathematical word on the board”, as well as presenting to the human player the current percentage likelihood that the human player will have a lower score in the end. In this example, this robs the game experience of mystery and drains it of any kind of personality. The social role here is far less “playful” than usual. The agent occupying the player social role seems to just be consulting a mathematical system and not making a choice, simply picking the scientific best option. There is no choice being made, no playful intentionality, just the automatic use of the best possible outcome. To the extent a player role might be imagined, 59 No Such Thing as Single Player we imagine an opponent player who has far more information and skills than ourselves, the ability to instantly calculate all the words and find the best score and placement. In this case, our game against this player would seem to be widely unequal. Unless we were very confident of our own skills, playing against this “perfect” opponent might not be enjoyable at all. We like a bit of mystery. We don’t want to know everything about the other player. We like to imagine that our co-player in the social role is one who has possible flaws or may surprise us. As Gordon Calleja describes it: “Players tend to be engaged by the fact that they do not know the full extent of their opponent’s capabilities and plans. At best they can make educated guesses about the likely course of action an opponent or group of opponents will take, and then act accordingly. This action is further calibrated according to the player’s perception of her own ability in handling the challenge set by her opponents.” (Calleja, 2011) A social role of player who is presented as being machinic presents us with the difficulty of understanding whether the game is fun. A machinic player could still be fun to play against, but could be emotional defeating. Cheating Player In a real-time strategy game such as Age of Empires (Emsemble Studios, 1997), we are presented with an idea of a co-player who is ready to meet us on equal terms on the battle field. In Age of Empires, two civilizations meet on an undiscovered land covered in a fog of war and there is assumed to be equal access to all resources and that the human and non-human player have the same difficulties in traversing the terrain. The game may choose to present the other player social role as a true player, but as we play the solo game, we come to find that occasionally, the other player seems to have an unequal access to resources like gold, or who seems to have advance knowledge of areas of the map without exploring it. The game presents this other player as being a legitimate player with the same intentions, but over time, we come to attribute a kind of cheating attitude on the part of that other player. In the representation, the game still only communicates fair play and may even present information that would deny any cheating, perhaps displaying disinformation indicating failures that never happened (“Player 2 ran into a barbarian tribe and suffered huge losses”). In this 60 No Such Thing as Single Player case, we come to suspect that our co-player is cheating in some way, that it has access to information or resources that we do not, or is not subject to the same rules. In some respects, this might be fun. But this presentation of the player social role is actually more akin to a kind of game-master: one who has more control and access than the human player. Again, the aspects of parity and fair play are subverted. In these cases, we want to know that the other player has the same definition and attitude of play that we ourselves do. When playing a game, we like to imagine that we are playing against a player who has human goals, makes choices and who might make a mistake every once in a while. We don’t want to know everything about the other player, but we want to know that they basically have the same skills and attitude as us. Game-master Role A game containing a game-master role is one in which there is a perceived overseeing presence who created the game world and is overseeing progress within it, with some occasional interference. We might conceive of this role as being filled by the game designer or game creator, who brought the game into being and we are playing the game to overcome the challenges that they created in the first place. Or we might see this explicitly represented within the game as a social entity with specific intentions. An example of this might be the solo digital game Tower of Heaven (Newgrounds / mirosurabu, 2010), in which the player is attempting to ascend a series of levels of a tower to reach a deity located at the top. At the beginning of each level, the deity makes some comments to the player about their progress (usually insulting or combative) and the deity introduces a new rule about the way the player is allowed to proceed. For example, in a new level, the player is no longer allowed to move backwards, only forwards. It is understood that the deity is ultimately in charge of the playing field, but is not necessarily “playing against” the player, only offering additional challenges. Or we might consider the example of Peggle (Popcap, 2007). Peggle is a game where the human player “solves” a series of boards consisting of hitting colored balls with other balls. Literally overseeing their progress is a representation at the top of the screen of a kind of trainer or mentor, who claims to have put together the board as a challenge and is watching the player 61 No Such Thing as Single Player proceed. Different sets of Peggle levels have different trainers, represented as animals with different abilities. These trainers are represented as having set up the board with the intention of helping the player get better, but they do not interfere during the course of the game. Socially, these characters act as a kind of overseeing game-master of each level and presumably could interfere if they wanted to. Deviant Game-masters As the creator of the game field, the game-master is assumed to have created a situation which is at least fair or solvable, i.e. not impossible. If we take a real-life tabletop RPG game like Dungeons and Dragons (Wizards of the Coast, 1974), with human players and a human game-master, we can see that when the game-master sets up the challenge it is assumed by the other players that the game-master will be fair and not capricious. It would be a poor tabletop game where upon the first moves of the various players, the game-master unceremoniously killed all of their characters for seemingly bizarre or unfair reasons. There is a kind of trust, in other words. When we purchase a solo game, we assume that the creators of the game (the game designers) created a game which is going to be playable and that they are offering the kind of environment where it is possible to play fairly with others. Further, it is expected that to the extent the game can influence events, the game-master only oversees events within the game itself and does not take action outside the game. Illogical Game-master If the game offers a social role of game-master, it is possible that the game may convey intentions from the game-master that are not logically fair. If we look at Peggle’s trainer animals as game-masters, they initially state that in order to win a level, the player must hit all of the colored pegs with a ball. This is in line with the expectations that a player might have for a game. It is possible that the game could subvert this role by having the trainer animal randomly jump into the game and block the actions of the player for no stated reason. Or if the player is about to win a level, the trainer animal could suddenly declare that it felt like none of the pegs being hit were hit “in the right way” and could replace them with no further explanation. In other words, in these cases, the adherence to the game-master social role suddenly becomes less certain, as the intentions seem to not match up. The game-master has created a 62 No Such Thing as Single Player game scenario which is illogical and unreasonable without further explanation about what the rules truly are. This would certainly thwart a player into considering whether the game is worth playing at all. External Effects Game-master Especially with the onset of digital games, it is technically possible that a simple computer game could connect to any number of other resources on the internet and on the user’s computer. There is, in fact, a game called Lose/Lose which is a top-down arcade shooter, in which as the player kills enemies, actual files are deleted off the user’s computer. The game boundary, in other words, extends beyond the limits of the game space and into the file system outside the game. In Lose/Lose (Gage, 2009), however, the game designer explicitly warns the user that this will happen and asks them if they actually want to play. While this is certainly unusual, it is at least fair, as the game-master social role is being played by the game designer and has clearly outlined the effects of playing the game. However, it would be perhaps trivial for a game-master role to do certain things in secret while never informing the player. In other words, the game-master social role outlines the conditions of the game: climb this tower, follow these rules, etc. Yet, in the background, there may be other effects and rules in play that the game-master has not informed the player about. Sending emails on behalf of the player, deleting files, examining their passwords and transferring money. These examples are certainly dramatic, but even if they were benign, any unsaid information about the game effects can cause a sense of mistrust in the player. We expect that a game-master will have presented to us a fair playing field where we more or less know all the rules and conditions it takes to play or that we can at least query the game-master and get a truthful response. If a game distorts this such that we cannot trust the game-master to inform us of the situation, we may find the game unpalatable or unplayable. 63 No Such Thing as Single Player Referee Role As mentioned earlier, this is a kind of non-playing participant in the game, often performing a social role of being a judge or voter on the events in the game. This social role differs from the game-master in that this role is not expected to be able to change the rules of the game and is generally not responsible for why the game is what it is. The referee simply provides feedback which is supposedly neutral, yet affects certain aspects of the game. An example of this is most easily seen in a representation of a referee within any digital sports game. Their intentions and actions are usually directly analogous to the behavior we would expect of a real referee in a real-life game. We expect them to be fair, neutral and potentially can be appealed to. Deviant Referees If a game offers a representation of a referee as a social role, we expect neutrality and fairness. We also expect that the referee will not interfere in the game either against or for the player. We also expect the referee to be competent and to understand the rules of the game at least as well as the players. But there are several ways in which a referee could be compromised and affect the playability of a game. Idiot Referee We might play a solo game in which there is a social role of referee being performed in some representation. We can imagine a single player quiz game, in which we are expected to answer trivia questions correctly in the smallest amount of time. Also represented in the solo game is a panel of judges who hold up a score relating to how they seem to have evaluated your answer and time. If the game represents these social roles as referees, it must be careful to ensure they appear competent to the player. If one or more of these judges seems to not understand the correct answer and judges the player as not having answered it correctly, this will frustrate the player. Alternately, if the digital game is a football match, the referee perhaps should be represented as having an understanding of the rules and is “paying attention”. The player likely 64 No Such Thing as Single Player does not want a referee who disappears suddenly for long periods or makes apparently bad calls because they appear to not be competent. Biased Referee Players also expect a referee social role to have neutrality. In a solo sports game, we might suppose that the computer-controlled referee, performing the referee social role, always rules in favor of the computer-controlled other team. We might even attribute this to a kind of bias, as in: the computer-controlled referee always favors the computer-controlled other team because they are both computer-controlled. From this we would get a different set of intentions that conflict with the typical social role we expect from the referee. This kind of deviance has been explored, in fact, in the digital football game FIFA 2000 (Sports, 2000). From the main menu, the human solo player can configure the in-game referee to have a certain amount of bias in either direction. This case plays with the social role of referee by humanizing the role at the expense of “fairness”, as it has already been shown that human referees cannot help but be biased in many cases (Sutter & Kocher, 2004). A player may choose to bias the referee to give more of a challenge, but it would be a curious question to find out how many players consistently choose to heavily bias the referee against themselves. After all, after a certain point, the player may have extreme difficulty in winning at all and may give up. Spectator Role This is an interesting role to consider because it seems to lack a kind of agency. In a solo game, what could be the agency of a spectator social role? Indeed, deviance of this kind of role seems to revolve around breaking that idea of agency, to suddenly give a spectator role something other than a passive observer role, without the typical social agreements that usually occur. Many games -particularly sports or fighting games- have characters who are represented in the background as cheering or watching the event. Street Fighter (Capcom, 1987) has several levels which have interested parties who are in the background watching the fight proceed, but who are not participating as players. We understand this social role of spectatorship as a kind of fulfillment, that even if the game is a solo one against a computer player, we are still performing for these virtual spectators. 65 No Such Thing as Single Player Deviant Spectators The main duty of a spectator is to simply be there without interacting, but it is possible that a game could break our expectations by turning spectators into active participants. Random Fan In a snowboarding game like SSX Tricky (EA Sports Big, 2001), there are many levels which take place over vast areas of snowboard track, in which thousands of spectators are shown lining the track and cheering. This is certainly a social trick, as it allows us in a solo sense to experience the feeling of showing off to others. However, a game could shift a spectator into an impedance by perhaps randomly having spectators interfere with the progress of the game. Perhaps represented as a “super-fan”, the spectator suddenly gained agency and enters the game, jumping in front of the player or bringing the game to a halt. This would be almost certainly very irritating to a player, as it breaks the expectations of what a spectator social role is. That it would be irritating even in a solo game simply underscores the presence of this spectator role in a solo game. Sudden Player Equally irritating, perhaps, would be if a game presented spectators who jumped into the middle of the game and started playing. If we imagine a car racing game like GTR 2 (Blimey! Games, 2006), a player races against many computer controlled opponents who are all trying to reach the finish line. The racing game may contain representations of spectators, such as other cars that are lining the track belonging to other racers who are simply watching. Let us suppose that the human solo player is clearly in the lead and is beating all opponents, but at the last second, another car, who was simply a spectator to begin with, pulls onto the track ahead of the human solo player and crosses the finish line first, “winning” the race. This breaks our idea of what a spectator role is supposed to be. The actions and intentions of that new player are completely at odds with the behaviors of either a player or a spectator, and we might consider it to be a cheat or that the gameplay is ultimately unfair. 66 No Such Thing as Single Player No Role and Brink Games The various roles of player, game-master, referee and spectator are only relevant social roles within a game context. It only makes sense to talk about these roles because there is an expected game boundary, a Goffman social situation pertaining to games. Many of the deviant variations explained in the previous sections are due to the fact that the behavior of the personified participant is not adhering to a specific social role. Perhaps the participant is shifting from a game-master to a player role during play, or a spectator to a player role. It is also interesting to think about deviant variations where the social role shifts out of the game sphere altogether (as indeed, some of the previous ones do slightly). We can picture a game which is in every way like Scrabble, where we are playing against a computer player, but as play proceeds, we find that the behavior of the computer player is not conforming to player social behavior at all. This is similar to the “Threatening Player” from before. But to be even more specific, let us say that the game never explicitly represents that other participant as a player to begin with, that we just assumed it. Perhaps the game actually goes so far as to represent itself as “This is a game, but there are no guarantees about the behavior of any participant that might show up. They might be playing, they might not” The game may, in fact, go out of its way to leave the question of a player role undefined or state that it is up to the human solo player to figure out the intentions of the other participant who shows up. This is a deviant type of social role representation, as it leaves unclear or denies that the game will even be playable in the first place, even if the rules and game artifacts are familiar and usable. This is highly similar, and perhaps an example of, brink games, or forbidden games, games that play with the boundaries of what it means to be a game, and it does so by sending confusing information about the intentions of the agents against the game-contextual social roles they are assumed to be enacting. Cindy Poremba provides an excellent discussion of brink games by describing them as “games that embrace the contested space at the boundary of games and life” and that the term brink “captures the play of instability and anticipation of the position and its liminality” (Poremba, 2007). 67 No Such Thing as Single Player Poremba is discussing almost exclusively real-life multi-player games involving real people, as her examples including kissing games, parlor games and games that bring people into physical contact. Interestingly, she mentions that Scrabble, while not typically a brink game, can be turned into one if one of the human players started sending offensive or suggestive words to the other player, which is almost identical to the example of the threatening player mentioned earlier in the deviant player role section. Her point is very important to this discussion, that brink games “specifically draw attention to the border [between what games are and are not] and implicate [that border] in their unfolding” (Poremba, 2007). This investigation of the border of games helps us stay within the Wittgenstein “family resemblances” mode of understanding, even as we are able to draw a line around that nebulous cloud (Wittgenstein, Philosophical Investigations, 1968). Looking at the social roles in a solo experience helps to further refine what is meant by a game and what is not (is this not a game, but work? Is this not a game, but a ritual? Is this not a game, but life and death?). A claim here is that a brink situation could be enacted in a solo context, where a part of the game system is personified and enacts a social role that performs the exact kind of liminal and brink behavior, toying with the idea of what is acceptable in the game, versus not. And this brink situation is almost exactly what takes place with the Ouija board, a “game” system which is intentionally ambiguous about the social role of the other participant that might join the game. To the extent that the Ouija truly is a game, it plays with this deviance to present itself as an unclear and liminal object. By possibly denying a social role one would expect in a game, Ouija runs the risk of defining itself out of the game sphere altogether. 68 No Such Thing as Single Player 2: Personification and Deviance It’s likely that most of the deviations in the social roles as described in the previous section would annoy or frustrate a solo player. But this frustration points to the fact that in solo games, we act as-if we are playing with others and that a good solo game is one that is simulating these social roles well. If it fails to approximate these social roles in an expected way, a solo player will realize this. However, it may be extremely interesting and useful to explore these deviances, some of which may only be possible within a solo game. For example, it may be very interesting and even fun to play a game which has a “threatening player” social role, and this might not be possible in a game where an actual person is expected to fulfill that role. In an actual multiplayer game, the human player may feel uncomfortable being that threatening. This is to say, deviances in these social roles in a solo game should be looked at even more closely to see what works and what doesn’t. What level of behavioral bandwidth is sufficient to produce deviance? What types of intentionality need to be communicated to produce a deviant impression in the social roles of the human player? And as alluded to before, the concreteness of these social roles is directly related to the amount of behavioral bandwidth that can be communicated. It is much more difficult to force a particular personification of a social role on game objects and processes that are simpler. A deck of cards still can perform a social role that the solo player is expecting, but the intentions and intelligence of that personification are going to be far more nebulous than something like a full digital simulation of a character fulfilling that social role. In the simpler cases, such as the Turk, Ouija board, Solitaire, etc., which have somewhat limited means to project a specific personification, the human solo player is left to “fill in the blanks” about the intentions behind the social role those artifacts are performing. It would be interesting to see further avenues of research around how people personify simple game objects and what minimal level of personification of the social roles occurs in different types of digital games. And, in the pursuit of such deviancy in social role and personification, designers should be aware of the potential of breaking the game altogether, to making a breach in the boundary of the game context which is not repairable in the mind of the human solo player. This exploration 69 No Such Thing as Single Player should be done, however, as there is a lot of critical potential in pursuing these kinds of “brinksmanships”, so to speak (Poremba, 2007). 70 No Such Thing as Single Player 71 No Such Thing as Single Player 3: Conclusion As we move through the world and interact with our own creations, we encounter objects, artifacts and processes that are both physical and virtual, all of which project some form of action and behavior. We attempt to make sense of these behaviors by teasing apart the reasons for why these perform in the way they do. It is natural for us as humans to relate to these cultural creations as we do to each other, as communications of a social nature. We constantly assign values and intentions to things that we know do not have those intentions, but it helps us to work with them in our daily lives. The Latour example of the door-closing artifact is one such case. Upon breaking, a note was hung on it humorously indicating that it was “on strike”. We love our cars, we feel sorry when we break our favorite pen. More complex objects like toys such as the Furby, have greater emotive power to engage us socially because we are naturally tuned to react to our world in these ways. Games have a deep and cultural influence upon us, consisting of elements of ritual and ceremony that are hard-wired into us, perhaps one of the most basic social activities that we experience with each other. When playing games, we come to expect that others take on specific roles within the game, such as playing, spectating, refereeing or being a game-master, and we have specific ideas about the ways in which others adhere to those roles. Within the game frame, adherence to those roles is paramount to maintaining the illusion of the game sphere. With solo gaming, we substitute those multi-player interactions with objects and processes, both physical and virtual. Basic physical objects like dice and balls can constitute games and can participate in fulfilling those social roles, but having a greater amount of behavioral bandwidth available to the game object allows for a greater, richer amount of personification that can be done. The cards and game play of Solitaire offers a social role, but it leaves more gaps for the human player to fill in the blanks as to the personification behind that role. With digital games, there is more opportunity to express complex behavior that approximates the full range of what we would expect from a social role, though the use of sight, sound and other feedbacks. A fuller range of intentions present themselves, allowing for a more concrete personification behind the social role. 72 No Such Thing as Single Player This is to say that with any kind of game, physical or digital, there are ways to shape the way the social role of the game is perceived by the solo game player, but with a physical game, it may be more difficult (though not impossible). When a solo game is being created or designed, decisions should be made as to how well the other participants adhere to the expected social roles in a game context. The safe and traditional route is to follow those roles explicitly and to present those social roles exactly as we would see in a multi-player game. However, in a solo game, there is freedom to perhaps toy with this, to express behaviors and intentions through personification that rub up against the expected boundaries of those social roles. Perhaps my computer-controlled co-player is not really playing as I think. Perhaps the game-master has not made the playing field exactly fair or solvable. These are all interesting ways to consider the phenomenon of there being no such thing as a single player experience. This would also be true for any game which may involve several human players, but where there is also an additional social role provided by the game itself. And perhaps this is why the Ouija board is successful, or at least intriguing. Purposefully, it seems, Hasbro has exploited the boundary condition of what it means to play a game with a personification that isn’t necessarily adhering to the expected social role. This route is risky, as the Ouija board has also shown. By pushing perhaps too hard against the social role, Ouija has, in some societies, pushed itself out of being a game altogether. By leaving it open to the human player to fill in the blanks, people are free to interpret the social role as being one belonging to the game context, or not. When looking at the idea of a single player game, we naturally think of there being a single human being and a game object/process. This is absolutely true on one level. However, if we look at the sociality of games and the ways in which we interact with our cultural artifacts, we can see that in the absence of another player, people naturally create a social role based on the personifications offered by the game, just as with any other technology. Altogether, this is why we can say that there is no such thing as a single player game experience. 73 No Such Thing as Single Player Bibliography Abt, C. (1970). Serious Games. The Viking Press. Avalon Hill. (1983). Ambush! Victory Games. 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