Wednesday, July 3, 2013

Game within a not-game (?): Smugglecraft and Ruminations on Alternate Interactive Media

[Full Disclosure: The following article is a case of "shot-gun writing." I had less time than usual this week and the stuff I was originally working on wasn't panning out so I decided to go with something a bit more... this. I hope it worked out.]


I once played on a Minecraft on a rather bizarre server. This server was a communal server among friends in the for-real-world. The server OP considered himself a generous OP since he freely gave out a good deal of food and pick-axes and supplies to every person on the server. And yet, there was one rule, only he could benefit from god-powers. Only he and his projects could have unlimited resources. Only he could fly. Only he could teleport. Only he could build without mining. If you offered to help, and promised not to use your god-powers for any project but his, you could have them until you were done helping him.

The players chafed under this restriction. Some players like to have unlimited powers for building, some did not mind mining to get resources, some of them, just liked messing with their friend the OP. But they disliked the inequity.

Thus began Smugglecraft. A game in Minecraft.

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I read an article the other day by a Hendrix alumn, Malcolm McCrimmon, which for perhaps the first time got me interested in the "game vs. not-game" discussion. The article drew largely from the theory put forth in Chris DeLeon’s essay “Games Are Artificial. Videogames Art Not. Games Have Rules. Videogames Do Not,” and defines games as a combination of the abstract—the artificial rules of play called the “play space”—and the concrete—the immutable or physical elements known as “props.” The play space of a game consists of arbitrary agreements and limitations. Physical pieces in Chess have only cosmetic differences but we agree that each piece has different movement properties. Likewise, we agree that the goal is to checkmate the king. Props by contrast are immutable factors of the game that do not need to be innumerate in the rules, like the effects of gravity on a ball or that a single Chess piece cannot physically occupy two separate places in space simultaneously. By this reasoning, Smugglecraft was a game established by the rules the OP set and used Minecraft as a prop.

The OP’s new rules were not coded into Minecraft, the underlying system of the game did not change but the OP’s impositions added arbitrary rules onto the system. Minecraft was no longer just about creating but about creating while deceiving.

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Pictured: Subtly.
In order to get god powers, players began offering to help the OP with his massive projects. When his back was turned or he was away from the keyboard, the “helper” would fly back to their base and fill their chests with whatever they wanted.

I said before that Smugglecraft had rules, and it did. The OP would check players’ buildings for evidence of the abuse of his OP-given god-powers and upon finding a stash he would reclaim the ill-gotten resources, repair any damage he caused finding the stash, he never tried to reclaim chunks of our buildings which were built with stolen resources or god-powers, and there were never any reprisals beyond the reclamation of our chest-bound items. When items were mistakenly reclaimed, the OP replaced the items and added some extra resources.

The game grew more complex when building searches began. Players began hiding their stashes in the walls of their constructs. And the OP began searching the walls and the floors. The players knew their buildings would be searched so they made dummy stashes with notes for the OP or stashes which were intentionally poorly hidden, in the hopes that he’d think he had found everything they had to hide. They began hiding their stashes in remote areas and the OP began randomly teleporting to people's location to see where they had gone.

So the players kept adapting, they would hide stuff in the OP’s own buildings, where he would never look, or they would hide a single chest full of stuff in an unassuming patch of ground, mark it with a flower, and write down the co-ordinates.

Pictured: A far more badass version of our server OP
Eventually, a player who had known the OP for years spoofed his password, and gave everyone god powers. The players toyed with the idea of removing the OP's god-powers, since he was actually an hour+ drive away from the computer running the server. The idea was rejected on the grounds of being mean. The OP never suspected that his occasional connection hiccups were the result of people logging in as him. Players took pains to make sure they put his character back where it belonged after logging in as him. 

Smugglecraft tapered off shortly thereafter. If there was a win-state in Smugglecraft it was: acquire as many resources as humanly possible without the OP finding out, and by secretly acquiring god-powers, the players won, though perhaps not in the way originally intended.

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The point the original article ultimately raises is that we should be attempting to consider props as their own medium, separate from games. And I do not object to that distinction. Games like The Sims, Minecraft, Animal Crossing, and Gary’s Mod could arguably be considered tools or props rather than games. They are simulation spaces which allow for the imposition of user generated goals or rules. As a genre, that could be incredible! The whole point of the story of Smugglecraft is to show how useful such a medium could be. And while I do not object to the evolution of interactive software as a medium, I do feel that the acknowledgement of a game as a prop could be too easily used to continue ghettoizing some games into the category of “not really games” based on whether or not the game has a win-state or complies with overly strict definition of “fun.”

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