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Sebastian Deterding (@dingstweets) Digital Creativity Labs, University of York DiGRA/FDG 2016, August 3, 2016 progress wars Idle Games and the Demarcation of “Real Games”

Progress Wars: Idle Games and the Demarcation of "Real Games"

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Page 1: Progress Wars: Idle Games and the Demarcation of "Real Games"

Sebastian Deterding (@dingstweets) Digital Creativity Labs, University of York DiGRA/FDG 2016, August 3, 2016

progress wars

Idle Games and the Demarcation of “Real Games”

Page 2: Progress Wars: Idle Games and the Demarcation of "Real Games"

we live in a time where some reject existing notions of “games” or “gamers” …

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… while others fiercly defend the boundaries of “Real Gamestm”

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consalvo and paul presciently observed this process with facebook games.

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as did bateman with game scholars & designers: “ontology entails value theory.”

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notably, they don’t talk about “them.”

#GG

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they talk about “us.”

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to social constructivists, this is neither new nor game-specific.

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to social constructivists, this is neither new nor game-specific.

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How – through what practical and rhetorical work – do game makers and scholars maintain or extend

the boundary of “games”?

research question

How – through what practical and rhetorical boundary work – do

game makers maintain or extend the boundary of “games”?

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case study: idle games

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rpg progress mechanics, compound interest, grinding, and “virtual skill”

resource (xp, loot, …)

source (skill, buff,

production, …)

“mindless” clicking/time

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the three stages of idle games.

1. Boundary-drawing parody 2. Boundary-blurring experiment 3. Boundary-extending genre

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<1> boundary-drawing

parody

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not games: metagames

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progress quest, eric fredricksen, 2002: against mmoprg progress/autocombat

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progress quest, eric fredricksen, 2002: against mmoprg progress/autocombat

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progress quest, eric fredricksen, 2002: against mmoprg progress/autocombat

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statbuilder (classic), 2008/9: against rpg progress mechanics

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statbuilder (classic), 2008/9: against rpg progress mechanics

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statbuilder (classic), 2008/9: against rpg progress mechanics

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achievement unlocked, john cooney, 2008: against achievement systems

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achievement unlocked, john cooney, 2008: against achievement systems

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progress wars, jacob skjerning, 2010: against facebook games

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progress wars, jacob skjerning, 2010: against facebook games

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progress wars, jacob skjerning, 2010: against facebook games

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cow clicker, ian bogost, 2010: against facebook games & gamification

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cow clicker, ian bogost, 2010: against facebook games & gamification

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cow clicker, ian bogost, 2010: against facebook games & gamification

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the obdurate audience

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cow clicker, 2010: ironic, meta-ironic, and … serious play

Page 32: Progress Wars: Idle Games and the Demarcation of "Real Games"

cow clicker, 2010: ironic, meta-ironic, and … serious play

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progress wars, 2010: distancing derision

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<2> boundary-blurring

experiment

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candy box, aniwey, 2013

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candy box, aniwey, 2013

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candy box, 2013: baffled enjoyment

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candy box, 2013: differentiated appreciation

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candy box, 2013: differentiated appreciation

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candy box, 2013: differentiated appreciation

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candy box: unironic theorycrafting

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cookie clicker, julien thiennot, 2013

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“pointless experiments”

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non-derisive, curious exploration

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strategy guides

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optimiser tools

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speedruns

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autoclickers

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twitch streamers, complete with fundraisers

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a game, not a game parody

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<3> boundary-extending

genre

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clicker heroes, playsaurus, 2014

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clicker heroes, playsaurus, 2014

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optimisation as new/old form of gameplay

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clicker heroes, playsaurus, 2014

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a game, not a game parody

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genre category gets implemented/institutionalised

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industry appreciation talk

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industry appreciation talk

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industry design talk

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industry analysis talk

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summary

1. Idle games began as ironic boundary-drawing parodies that defended a challenge aesthetic against mmorpgs, achievement systems, facebook games, and gamification (2002-10).

2. They morphed into boundary-blurring experiments that curiously explored the appeal of incremental mechanics (2013).

3. They solidified into a boundary-extending genre with game makers talking normally about their business opportunities, audiences, and design, and used an institutionalised genre label (2014+).