An interesting direction (or perhaps rabbit hole) during my study into affect and embodiment involved some exploration on possibility spaces, and how they aid in engaging player of simulation games such as SimCity:
Simulation games can be seen as a culmination of these possibility spaces, rooted by their necessity of realising the possible. Conceptually, many games of this simulatory nature are in fact grounded in reality, as video games tend to represent processes that exist in the real world, such as war, sports and urban planning. In this simulacrum of urbanisation, the player is able to explore possibility spaces through the manipulation of its diegetic components within the world. These systems draw parallels to those that occur in real life, and from which the player can obtain similar context. They are a distillation of real-world experiences, if not incomplete, as information is inevitably lost during the translation and simplification from systems typically too complex to perfectly recreate.
The fact that many of these games are grounded in reality allows the player to create and visualise this narrative context without the actual embodiment or surrogacy of an individual character. Inside these spaces the player can come to understand and experiment with these cultural models and systems that reflect those of the real (Bogost, 2008). While seemingly trivial individually, the combination of these actions provide a multitude of possibilities and solutions in which each problem of urban development can be approached. By leveraging a small set of rules in order to create a multitude of combinations and variations in gameplay, a rule system can quickly become one of considerable possibility. Therefore these rules on their own are capable of creating fiction, as a substitute for story.
It may even be said that games such as SimCity do not embody a character so much as a the very experience of that which it simulates. Seen as a kind of ‘goal-directed simulations of embodied experience’ (Gee, 2008, p. 254), the player takes ownership of the experience or the ruleset itself.By controlling these interconnected elements of the city, the world itself becomes an embodiment of the player’s perspectives. It is a grand narrative about the very nature of humanity and urbanisation, just as Spore is similarly referential to astrobiology and evolution, and Animal Crossing of consumer capitalism.
Thus coming to an understanding of these rulesets create engagement with their respective discourses through the exploration of the almost-infinite possibilities. (Bogost, 2008). In the personalised cities of SimCity, the player has access to the construction of facilities, whether they be industrial, commercial or residential. Denizens of the player’s fictional city require utilities such as transport and power. The player explores and negotiates the boundaries of these rules through these systems, such as constructing a city or tearing it apart (Bogost, 2008). The game becomes a discussion of processes, in which the assembly of modular rulesets are used in creating incredible variety and in portraying rhetoric. The emergent stories that can be cultivated as a result from these rules are as proficient in creating meaning to the player as character embodiment or affect (Juul, 2011).
I hope you found that somewhat enlightening, or entertaining on some level. Look forward to next time!
References:
- Bogost, I. (2008). The rhetoric of video games. The ecology of games: Connecting youth, games, and learning, 117-140.
- Gee, J. (2008). Video games and embodiment. Games and Culture.
- Juul, J. (2011). Half-real: Video games between real rules and fictional worlds. MIT press.