Making the Rules: the Case of Halo

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    University of Utrecht

    Faculty of the Humanities

    Degree program: pre-MA New Media & Digital Culture

    Student: Mark A. Jansen

    Student ID: 3637603

    Title: Making the rules: the case of Halo

    Month and Year: February 2011

    Supervisor: R. Glas

    ...one of the sweetest pleasures as a game designer is seeing your game

    played in ways that you did not anticipate. (Salen & Zimmerman, 2003, p.

    540).

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    Table of content

    1. Introduction..1

    1.1 Introducing the research11.2 Framing the object.1

    1.3 Defining game concepts1

    2. Research Design2-3

    2.1 Research question..2

    2.2 Theoretical framework...22.2.1 Participatory culture....2

    2.2.2 Reconfiguration...22.2.3 Rules of the game....3

    2.3 Research method.3-4

    2.3.1 Group..4

    2.3.2 Sample4

    3. Value of the research53.1 Scientific value..5

    3.2 Societal value 5

    4. Analysis of the case6-8

    4.1 Motivation..64.2 Game elements6-7

    4.3 In-game social norms..7-8

    4.4 Process...8

    5. Conclusion9-11

    6. Limitations of the research12

    7. Bibliography...13

    8. Appendix14-23

    8.1 Description of game concepts in alphabetical order...14-158.2 Interview transcripts...15-23

    8.2.1. Interview with A. Griffioen.15-178.2.2 Interview with M. Kasper17-19

    8.2.3 Interview with C. Kasper.19-218.2.4 Interview with N. Bakker.21-228.2.5 Interview with T. de Heij.22-23

    1. Introduction

    The cause for this research is my personal experience with the First-Person

    Shooter (FPS) game Halo on the Xbox console platform and the specificway it was played in a social group.

    1.1 Introducing the research

    The research concerns the rules of the game. More specifically, it is about

    how and why players change the rules. Available content on online video

    site YouTube demonstrates that Halo is, and has been, played in radically

    different ways, probably not all foreseen by the game designers. Examplesare Red vs. Blue and the so-called Warthog Battles. The research

    concerns one of the many ways Halo can be played. Halos design offersplayers ...custom rules for all the basic game types. (MobyGames, 2011).

    However, not all elements of the game are adaptable nor customizable,which leads to creative solutions.

    1.2 Framing the object

    The research concerns Halos competitive multiplayer gameplay mode.

    More specifically, the research is about the team-based Capture The Flag(CTF) gametype, played with multiple consoles in a Local Area Network

    (LAN) context. Furthermore, the research only considers gameplay in the

    map Sidewinder.

    1.3 Defining game concepts

    The paragraphs above contain potentially intimidating terms, such as FPS,

    CTF and LAN. They may seem rather exotic to the reader who is unfamiliarwith them. Basic knowledge about these concepts is required for the reader

    in order to understand this paper. However, it is beyond the scope of this

    paper to review these concepts extensively. Therefore, I refer the reader to

    the Appendix, where I provide a short description of relevant terms.

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    2. Research Design

    In this section the research question, the research method and the theoretical

    framework will be described.

    2.1 Research question

    The research answers the following research question:

    A. What is the motivation of game players in redefining the rules?

    The question is broken down in the following sub-questions:

    A1. Why were the players not satisfied with the suggested game rules?

    A2. What was the goal of changing the rules?

    A3. What did the process of changing the rules look like?

    2.2 Theoretical framework

    Here I describe the theoretical framework employed in this paper.

    The research looks at games through the lens of games as a social

    phenomenon, after one of the chapter titles in the Handbook o f Computer

    Game Studies by Raessens & Goldstein (2005). Within games as a socialphenomenon the concept of participatory culture and the three domains of

    participation are used. These domains are interpretation, reconfiguration

    and construction (Raessens & Goldstein, 2005 pp. 378-381).

    2.2.1 Participatory culture

    Although this research mainly uses the reconfiguration domain, I provide

    here a short definition of the two other domains in order to grasp the

    situation of reconfiguration. Thereafter I will address reconfiguration

    separately due its prominence in this research. Raessens uses the conceptual

    framework of the British tradition of cultural studies to situate the conceptof interpretation. Here, cultural texts ...are viewed as open texts that

    different groups of viewer interpret differently, depending on social, cultural

    and other contexts... (Raessens & Goldstein, 2005 p. 375)

    For Raessens, construction is ...understood as the addition of new game

    elements. This can exist as modifying existing games, or as in makingentirely new games. Construction can take many forms and may seem

    related to reconfiguration. However, Raessens explains that You can really

    speak of construction when players work with game-mods or game patches,

    editing tools and source codes. (Raessens & Goldstein, 2005 p. 381). Here,the player adds elements to the system.

    2.2.2 Reconfiguration

    According to Raessens, reconfiguration consists of two categories. First, it...exists in the exploration of the unknown, in the computer game

    represented worlds. (Raessens & Goldstein, 2005 p. 380). Second,reconfiguration is ...when a player in this process of exploration is invited

    to give form to these worlds in an active way by selecting one of the many

    pre-programmed possibilities in a computer game. (Raessens & Goldstein,

    2005, p. 380). The player selects objects and actions from a fixed set, as

    opposed to construction which concerns adding new elements. Essentially,

    this is the basis of participation, where the designer controls the fixed andfinite set. The invitee, the user, has freedom in choosing and selecting

    options, but is limited to the spectrum, or frame, offered by the designer.

    The rules of a game are part of the game configuration. Since the research is

    about changing the rules, which is an act of reconfiguration, I will next

    provide a brief theoretical overview of what game rules are by means of thebookRules of Play, written by Salen and Zimmerman.

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    2.2.3 Rules of the game

    To play a game is to follow its rules. (Salen and Zimmerman, 2004, p. 117).

    A game can get into action only if the players consent to become puppets for atime. (McLuhan, 1964, p. 259).

    The phenomenon of game rules is more complex than this sentence aboveseems to suggest at first glance. Rules are a fixed set of abstract guidelines;the games formal structure. The rules determine which actions are

    permitted out of all the possible actions. Players voluntarily submit to the

    game, they limit their behaviors to the specific restrictions imposed by thegame rules. (Salen and Zimmerman, 2004, p. 124). In effect, the game

    rules handicap the players. As soon as the players are in-game, they areinside the games artificial context, its magic circle. Here, all players must

    obey the rules to participate. In sum, game rules limit player action and they

    are explicit, fixed, binding and repeatable (Salen and Zimmerman, 2004, p.

    125).

    Elements of the game rules are situated on a continuum from unstated tostated. Salen and Zimmerman describe game rules on three levels, namely;

    implicit, constituative and operational rules (2004, p. 130). Implicit rules

    are the unwritten rules of a game. Essentially, this concerns proper gamebehavior. The constituative rules of a game are the formal structures that

    exist below the rules presented to players. The operational rules are the

    guidelines players require to play. Boundaries between these levels can be

    fuzzy, especially between the operational and implicit rules. Here, the

    context is important in determining which rule belongs where.

    So, which rules are really the true rules of the game? In other words, do the

    rules as formal structures of a game have a bearing on the games formalidentity? (Salen and Zimmerman, 2004, p. 134). Implicit rules are crucial,

    but are also similar from game to game. Thus, these are not of the essence.In turn, it is The constituative and operational rules of a game [which]

    work in concert to generate the formal meaning of a game. (Salen and

    Zimmerman, 2004, p. 134). In the end, the three levels assist in determining

    a clear rule set which relates to the actions and outcomes of meaningful

    play. When rules are ambiguous, the game is destroyed and the players lose

    their interest. In turn, a game needs individuals, players, for support.Without players, there is no game. When a game creates ambiguity, it is

    always within some larger frame that is clearly articulated and shared by all

    players. Rules themselves must ultimately be unambiguous. (Salen and

    Zimmerman, 2004, p. 137).

    Conflict is an intrinsic element of every game (Salen and Zimmerman,2004, p. 250). One core principle of conflict in games is that it isfair.Game conflict is impartial conflict: it is premised on the idea that all players

    have an equal chance at winning, that the game system is intrinsicallyequitable, that the games contest takes place on a level playing field...

    (Salen and Zimmerman, 2004, p. 260). Such a fair game would eliminate allextraneous variables so that the player with the most developed skills wins

    the game. This would give what Caillois, quoted by Salen and Zimmerman,

    describes as ...precise and incontestable value to the winners triumph.

    (2004, p. 260). However, in practice most games strive for, but hardly ever

    accomplish fair play. Rules are chief means to at least approach thecondition of the level playing field. Players may reconfigure rules, amongst

    others to improve the fairness of the game.

    2.3 Research method

    The research concerns a case study. The research method used in this studyis qualitative field research. More specifically, participatory ethnography,

    since the researcher participated in the group himself. The analysis is basedon semi-structured interviews with a sample of respondents from the group

    of players. The interviews were conducted by means of VOIP (Voice Over

    Internet Protocol) telephony. The answers were recorded and transcribed.The answers are coded into four categories which will be elaborated upon

    in the analysis. They form the basis on which the research question is

    answered. Transcripts of the interviews can be found in the appendix.

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    2.3.1 Group

    The social group varied in size between 12 and 16 males who playedtogether on a regular basis. In 2006 the players age varied from 16 to 22

    years. In 2010, all players were either having applied sciences and/or

    university degrees or actively pursuing them. It is important to note that the

    social ties of the group were formed a priori to playing Halo. The people

    involved were living in the same city and going to the same high school,some of them situated in the same class. Furthermore, there were also

    familial ties within the group, with two sets of three and two people being

    brothers.

    2.3.2 Sample

    The five interviewees were selected from the group in question, which

    varied in size between 12 and 16. Sampling was based on the behaviorvariable frequency of play, i.e. the interviewees were the most frequent

    players of the group.

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    3. Value of the research

    Halo is part of the FPS-genre which is still very popular, with recent

    releases regarding the Call of Duty and Medal of Honor franchises. Theresearch is valuable for both academics as well as game designers, because

    it provides insights into what game players demand from the rules of the

    game and the opportunity to change these rules. The goal is to producegameplay that appeals even more to game players.

    3.1 Scientific value

    The research provides insights into what motivates the players of the objectunder study to change the rules of the game. In turn, this contributes to the

    body of knowledge concerning participatory media culture as well as game

    rules.

    3.2 Societal value

    With new releases of violent video games such as Halo, societal uproaroccurs often. The FPS-genre is criticized for displaying aggression and

    violence and thereby causing violence in real life. The first-person view is

    supposed to make things even more intense. Although this research is notafter the existence of such effects, nor their intensity, it may yield insight

    into what gamers consider to be meaningful play (Salen and Zimmerman,

    2004, p. 134). This means that there is more to a game than its visible

    content than suggested by the debate about aggression and violence. Gamesare a social phenomenon, they are ...extensions, not of our private but ofour social selves... (McLuhan, 1964, p. 266)

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    4. Analysis of the case

    The interview transcripts, which can be found in the appendix, form the

    basis for this analysis. From the answers provided by the interviewees itemerges that important factors concerning changing the rules of the game

    are; motivation, game elements, in-game social norms and existing social

    relations.

    4.1 Motivation

    ...everybody agreed that [our rules] made the game much more fun to play than

    the original settings. (De Heij, 2010).

    Why would game players attempt to change the rules of the game, i.e. what

    is their motivation? First, people play a game for fun. Having more fun is agreat motivator in changing the rules of the game. Melvin Kasper puts it

    this way: I think we had more fun playing [Halo] this way... (2010). All

    interviewees mention this fun factor.

    Halo is no exception to the rule that conflict is an intrinsic element of everygame (Salen and Zimmerman, 2004, p. 250). Halo is a competitive game

    and this is reflected in the answers of all the interviewees, when they say

    that the game should test the skills of the players. Players should be equal asin having access to and using the same tools, such as weapons. Their skills

    determine how they handle the tools and this is what makes someone abetter player.

    The process described above is called balancingby the interviewees DeHeij and M. & C. Kasper (2010). The goal is to remove game elements

    which are perceived as overpowered, such as the rocket launcher (M.

    Kasper, 2010). The aim is to level the playing field as much as possible,

    where the player's skill determines the outcome. The game should be fair,

    where all extraneous variables [are eliminated] so that the player with

    the most developed skills wins the game. (Salen and Zimmerman, 2004, p.

    260).

    The ideal of the fair game and the balancing of the game corresponds well

    to the theory about rules by Salen and Zimmerman (2004, p. 260): One

    core principle of conflict in games is that it isfair. Game conflict isimpartial conflict: it is premised on the idea that all players have an equal

    chance at winning, that the game system is intrinsically equitable, that the

    games contest takes place on a level playing field... (Salen and

    Zimmerman, 2004, p. 260).

    4.2 Game elements

    ...a fair game would eliminate all extraneous variables so that the player with the

    most developed skills wins the game. (Salen and Zimmerman, 2004, p. 260).

    Game elements are closely related to the rules of the game and thus with

    changing them. Possession of certain game elements can give a player anadvantage over others. As is described above, this is precisely the cause of

    dissatisfaction with the original orsuggested rules. Interesting is that the

    changes to the game elements were not of a technical, but of a social nature.

    The players made an agreement where certain game elements were still

    available in-game, but they would all refrain from using them. This was dueto the rather limited customization options of Halo's design. Therefore, the

    players had to come up with a creative solution.

    All interviewees mention that the use of power-ups, more specifically, the

    Active Camouflage and the Over-Shield, were outlawed. This is notsurprising, given that the word 'power-up' covers exactly the function it

    fulfills; making a player comparatively stronger than the other players.

    Although this is of a temporary nature, i.e. the advantage lasts for a limitedamount of time, it apparently disrupted the desired balance and fairness of

    the game enough to outlaw them.

    Two weapons, the rocket-launcher and the sniper-rifle, were another kind ofgame element the players voluntarily refrained from using. Again, theseweapons challenged the ideal of game balance, because these weapons were

    overpowered compared to the default weapon; the pistol (M. Kasper, 2010).

    Furthermore, the players neither started off with the rocket-launcher nor the

    sniper-rifle already in their possession when they re-spawned; instead theyhad to get them from certain locations on the map. Therefore, these

    weapons were scarce. This challenged the principle of player equality,

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    where all players have access to, and use, the same tools.

    De Heij mentions that the radar, which when enabled displays the locationof friendly as well as enemy players near you, was also disabled (2011).

    Compared to the restrictions discussed earlier, this was not a social

    measure. The design of Halo allows you to disable the radar technically for

    all players. De Heij is the only interviewee who mentions the radar. This is

    probably due to the fact that the other interviewees forgot about this, due totime passed between playing and the research interview. Another

    explanation might be that the other interviewees do not conceptually

    consider the radar to be a game element, but instead as an interface element,

    for example.

    4.3 In-game social norms

    A camper is usually frowned upon in the FPS community. (Gaming Dictionary,

    2011).

    There are always issues up for discussion. Camping is not allowed, but up to acertain degree, it happened nevertheless. It is hard to determine what is camping

    and what is not camping. That led to conflict between the two teams, screaming

    from one room to the room next door and back again. (Griffioen, 2011).

    Here I address in-game social norms, another type of 'rules'. These areaddressed separately because these kind of rules are more implicit

    compared to the earlier game elements, which are more explicit. In-gamesocial norms govern player behavior which involves a specific use of

    certain game elements and which is perceived negatively.

    All interviewees mention 'camping' as something which is 'not done'.

    Camping is an activity that known in nearly all FPS games. It is ...the

    action of staying in the same place (the camp) for long periods of time,

    usually in hiding, and just waiting for the enemy to come by. A camper isusually frowned upon in the FPS community. (Gaming Dictionary, 2011).

    However, it is hard reach an agreement on when someone is camping. It has

    to do with staying in a certain location for a certain amount of time. But

    what exactly is 'a certain location' and how long takes 'a certain amount of

    time'? Therefore, it is more difficult to regulate this type of behavior. The

    cloudy character of camping is highlighted by M. Kasper, who states thatthe activity was forbidden in general, but tolerated to a certain degree when

    the player in question was a defender, as opposed to an attacking player

    (2010).

    The interviewees also mention restricting the act of teleport blocking. Here,

    a player would park a 'Warthog', a buggy-like car, on the teleport. Throughthis portal, players can emerge when they walk into the corresponding

    teleport, situated on another location on the map. When the teleporter is

    blocked by the Warthog, teleportation is no longer possible.

    The interview participants report three issues concerning what they call the

    tunnels (C. Kasper, 2010). More specifically, they refer to a location within

    the tunnels. This place is called 'the goods' on the map, which can be found

    in the appendix provided, by Esemono (2010). The Overshield and ActiveCamouflage are located here. However, a fence was also present in this

    location. This fence was the cause of trouble. The fence prevented players

    from taking a quick route, a shortcut, from the Blue to the Red basis.However, the player able to take this shortcut anyway had a major

    advantage over others.

    The first issue with the fence was that although it's bars, or balusters, may

    prevent players from taking the shortcut, the flag-carrying player was ableto pass the flag on to a team-mate on the other side of the fence (Bakker,

    2011). In short, the fence was there for a reason. The game was designed to

    prevent the players themselves from passing through the fence, but the flag

    was allowed to pass. Bakker explains that he dislikes this because ...an

    [enemy] team-mate could pick up the flag very fast and then we he wouldavoid walking a great part of the distance normally required to take the flag

    to your [home] basis. (2011).

    The second issue was more like a glitch in the game, which is probably notforeseen by the designers. Here, the players found a way for their

    protagonist to pass the fence. M. Kasper states that: ...when there was a

    Warthog located on the other side of the fence, you could be teleported

    through the fence when you [would press and hold the X-button] and enterthe Warthog (2010). M. Kasper explains that the group outlawed this

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    action because ...once you left the enemy base, you could easily progress

    through the fence and the other team had no chance to stop you [fromtaking the enemy flag to the home base and scoring], (2010).

    The third issue concerning the fence located at 'the goods' is reported by De

    Heij (2011). This can also be called a game glitch. He states that it waspossible to ...[pick up the Over Shield, and use a rocket-launcher] to blow

    up a car, [a Warthog], near you. (2010). The Over Shield would keep theprotagonist alive while the explosion would push him through the fence.

    However, this action required having a rocket-launcher. Furthermore, the

    protagonist had to pick up the Over Shield in order to progress through the

    fence while staying alive. These two conditions were already forbidden inthemselves, therefore this glitch was illegal a priori.

    4.4 Process

    When there are ten people who want something and one who does not, then that'stoo bad for that single person. I think you can call that democratic. (C. Kasper,2010).

    During the interviews, the interviewees were asked whether the process of

    changing the rules was democratic. The quote above shows that it matterswhat kind of conception of democracy the individuals have, before deciding

    whether the process of changing the rules was democratic. C. Kasper saysthat the process was democratic, while Bakker and Griffioen argue that it

    was not. De Heij and M. Kasper state that they cannot remember whether

    certain people were in favor or opposing the changes, nor whether there wasa discussion about it. However, by talking about discussing an issue by

    people favoring and opposing an outcome, M. Kasper displays knowledge

    of aspects which are certainly democratic.

    De Heij assumes that the process was democratic, because ...otherwise

    everybody would not want to play the game with each other every single

    week. (2011). Furthermore, he says that ...everybody agreed that [ourrules] made the game much more fun to play than the original settings.(De

    Heij, 2011). This statement reminds us that the players play voluntarily andfor fun, i.e. they are not required to play. Thus when they are unhappy about

    a development, such as a change in the rules, they can simply stop playing.

    The fact that they continued playing indicates that they were happy with the

    changes. This should be the case, as the motivation of the game is to makethe game better, meaning more balanced and fair for all players.

    Bakker agrees with De Heij that ...[our way of playing] was the most fun

    way of playing. (2011). However, he is not sure whether it came intoexistence by means of a democratic process. Instead, Bakker says that It

    came into existence over the years. It came out of nowhere. We were like,hey, this is too easy, that's not fun, let's try that in a different way..

    (2011). In short, Bakker says that the process resembled an informaldevelopmental process more than a formal democratic process where

    someone would ask ...who agrees with this rule? and when the groupwould vote (Bakker, 2011). Griffioen agrees with Bakker that it was ...not

    completely democratic. (Griffioen, 2011). People accepted it, but it was

    not a formal group decision where everybody was involved.

    To conclude the analysis, it is important to note that the social relations of

    the group existed prior to playing the game Halo in this specific form. To be

    more specific, the players were friends who undertook many activitiestogether. Playing the game studied in this paper is but one of those

    activities. Here, in-game behavior affects real-life behavior and vice versa.The players were all motivated to play by the rules. Bakker puts it nicely bysaying that Sometimes there were players who did not stick to the rules for

    a short while. The other players reacted quite passionately upon suchbehavior. (2011). This highlights that a degree of social control was a

    necessary condition for this specific configuration to work, or play, out.

    When such control is absent, or present to a lesser degree such as when

    playing online, this poses issues. These can endanger the meaningfulness of

    gameplay.

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    5. Conclusion

    As a game designer, you are never directly designing the behavior of your players.

    Instead, you are only designing the rules of the system. It is not always possible to

    anticipate how the rules willplay out. (Salen and Zimmerman, 2004, p. 168).

    Here, the analysis is summarized and answers to the research

    questions are provided.

    A1. Why were the players not satisfied with the suggested game rules?

    The interviewees say that the game should test the skills of the players,where the player with the most developed skills should win the game.

    However, the players felt that the game was more about getting the most

    powerful game elements than about the skills of the players in applying

    them. They felt that players should be equal as in having access to andusing the same tools, such as weapons. This idea(l) is called balancing,

    where the goal is to remove game elements which are perceived as

    overpowered in relation to others.

    The ideal of the fair game and the balancing act corresponds well to thetheory about rules by Salen and Zimmerman (2004, p. 260):One core

    principle of conflict in games is that it isfair. Game conflict is impartial

    conflict: it is premised on the idea that all players have an equal chance atwinning, that the game system is intrinsically equitable, that the games

    contest takes place on a level playing field... (Salen and Zimmerman, 2004,

    p. 260). Such a fair game would eliminate all extraneous variables in order

    for the player with the most developed skills to win the game. The aim is to

    level the playing field as much as possible, in short, the game should be fair.

    A2. What was the goal of changing the rules?

    Changing the rules of the game was not a goal in itself. As described

    above, the players found that the game was not very well-balanced,

    therefore they attempted to level the playing field. The rules were a means

    to achieve this goal. The players felt that the goals of the game should notbe who possesses the best tools, such as certain weapons and power-ups.

    Instead, all players should start with the same tools and should keep these,

    so that the game is about who handles them most skillfully.

    People play a game for fun. In order to get the most fun out of playing, the

    players wanted to balance the game in order to improve its fairness. The

    goal of the players here was to make the game even more fun (Wright et.

    al., 2002). M. Kasper puts it nicely: I think we had more fun playing

    [Halo] this way... (2010). De Heij agrees by saying that ...everybodyagreed that [our rules] made the game much more fun to play than the

    original settings.(2011).

    A3. What did the process of changing the rules look like?

    The players disagree about whether the process of changing the ruleswas democratic. This might have to do with differing individual

    conceptions of democracy. C. Kasper states that When there are tenpeople who want something and one who does not, then that's too bad for

    that single person. I think you can call that democratic. (2010). It is

    debatable whether such a 'majority rule' is the right, correct or best way ofresolving issues, even in a democracy.

    However, it is likely that the process was democratic up to a certain degree,because play is voluntary. Ergo, the players would not have accepted that

    one person would impose a rule that would make the game less fun to play

    for the majority of the group. All players can have a final say, a veto, bysimply stopping with playing. However, there is much in-between such an

    autocratic leader and a more formal democracy, where someone would ask

    ...who agrees with this rule? after which the group would vote (Bakker,

    2011). Bakker says that theprocess ...came into existence over the years. It

    came out of nowhere. (2011).

    In the words of Bakker, the process can best be described as an informaldevelopmental process (Bakker, 2011). It is important to note that the

    social ties of the players in the group existed prior to playing the game. Thegame was one of several social activities the group undertook. Therefore,

    they were motivated to stick to the new rules, such as refraining from using

    a weapon, even when that weapon was available during play. Breaking rules

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    might lead to undesirable arguments and fights. It is an interesting question

    what happens to the willingness of the players to follow the rules when thecontext changes, an issue I turn to later.

    A. What is the motivation of game players in redefining the rules?

    Players want to have fun while playing and they will make the game more

    fun when they can. The game being fair is a necessary condition for havingfun while playing. Changing the rules of the game is one of the means for

    the players to get more fun out of the game. The players felt that the game

    rewarded the players who came in possession of more powerful, or

    overpowered, tools. They did not like this, instead they were of the opinion

    that the game should test the skills of the players, meaning how well theyhandle the tools available in the game, where every player has the same

    tools.

    Making sure that the game rewards the right things is called balancingby the interviewees De Heij and M. & C. Kasper (2010 & 2011). What

    underlies this balancing act is the idea of the fair game and the level playingfield (Salen and Zimmerman, 2004, p. 260). A fair game on a level playing

    field would have eliminated all extraneous variables that might give some

    players an 'unfair' advantage over others.

    The answers to the research questions yield insights, recommendations and

    suggestions for further research, which I turn to now.

    5.1 Recommendations and suggestions for further research

    If games have nothing else in common, they have this concept at their heart.

    Fairness, in other words, is a defining trait of games. (Sniderman, 2004, p. 25).

    Game designers produce games for players. The players play, experience

    and make meaning. Thus, as Salen and Zimmerman put it: As a game

    designer, you are never directly designing the behavior of your players.

    Instead, you are only designing the rules of the system. It is not alwayspossible to anticipate how the rules will play out.. (2004, p. 168). This

    means that players participate, they co-create with the game designers,

    since the players are the interpreters and thus the ones who make meaning.

    This means that players may want to change some elements of the game for

    their own reasons, for example to make the game more fair. It is impossible,

    or at least very hard, for the designers to anticipate all possible things

    players want to do with the game or how they interpret it in the first place

    (Salen & Zimmerman, 2003, p. 540). Therefore, they should offer many

    options, or game settings, which are customizable. As is described in thisresearch, the game Halo offered quite meager customization options. This

    led to some creative solutions by the group of players (Wright et al., 2002).

    However, it is promising that Halo 3 seems to offer many more changeable

    settings (HaloWiki, 2011). This means that players are no longer forced toresort to social measures, but instead can rely on technical solutions.

    Important in this regard is how the rules are enforced. It is important to note

    that the group of players who were studied in this research existed as asocial group prior to playing the game. They related socially, and when

    playing they were located in the same space, usually one or two rooms in a

    house. Therefore, it worked well to establish, communicate and enforcerules, even the in-game social norms. Further research might address the

    changes that occur when players play online over the internet, where socialties, group norms and shared physical player location can be lacking. This

    might ask for more 'hard', explicit game settings, since there is less trust that

    a stranger is willing to stick to more implicit rules.

    To conclude, during this research the concepts of game balancing, or

    equalizing, the level playing field and fairness frequently came to the fore.

    Interesting questions are: what lies beneath these concepts, i.e. what are the

    values and assumptions that that feed our desire for a fair game? Whyshould we level the playing field and if we agree to leveling, do we level it

    in the right way, i.e. do all players benefit equally? How do these issuesrelate to conceptions of justice? Further research should address these

    matters. Sniderman has published two tentative issues, Fair Game IandII,which addresses these issues and relates them to real-world issues:

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    If we cant understand why we consider certain advantages acceptableand others unacceptable in games and sports, we have virtually no chance

    of gaining insight into some controversial issues that seem to hang on our

    notions of fairness, including racial profiling by the police force, sexual

    harassment in the workplace, equal-pay-for-equal-work issues, the Boy

    Scouts of Americas stand on homosexuals, the place of gays in the military,the use of drugs to enhance athletic performance, and so on. On the other

    hand, if we can understand what makes us judge a game situation as fair orunfair, we have a greater possibility, I believe, of coming to grips with these

    and other crucial questions of social justice. (2004, p. 37)

    Games, then, are our touchstone. Life may not be fair, but as long as wehave games, we will always have a way of measuring how unfair life really

    is. With the model of games, we cannot pretend that other aspects of our

    existence are the way they should be. More important, games provide us

    with an ideal to strive for. We know what life ought to be because we see the

    way games are. They are our guide, our North Star, our moralcompass. If we cant appeal to games to tell us what is right and just and

    fair, there is nothing else to appeal to since the other candidatesreligion,morality, law, cultureare inevitably tainted with real-world-itis, with thestruggle for power and survival. (2004, p. 25)

    Whether these claims are truthful remains to be seen. However, when

    we put a question mark behind certain statements, some interestingresearch questions emerge. These pose a research guide from which

    future can benefit when they address these issues.

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    6. Limitations of the research

    The research provides in-depth insights on a relatively small area, since it

    concerns a very specific combination of peripherals, software and people.Therefore, the results might be hard to generalize, at least beyond the FPS-

    genre. This is due to the unicity and specificity of the case and its situationwithin the context. Although the research concerns a case study, Halo can

    be considered a typical FPS game. This speaks in favor of the

    generalizability of the research, at least within the FPS-genre.

    It can be argued that the participation of the researcher in the group is a

    weakness, because it may cause bias (Van Gemert, 2009). Therefore, issues

    such as interpretation and personal factors may lead to different results

    when replicating the research. To complicate matters, replicating this type

    of research is difficult in itself, due to situational circumstances.

    The group in which the researcher participated played the game together

    between 2003 and 2006. At this the researcher had no intent of doing

    research, so he participated on an equal basis with the other participants.Therefore, there was no role stress of being participant and researcher at the

    same time. However, this brings the potential disadvantage of going native

    (Van Gemert, 2009). Furthermore, data collection took place in 2010, about

    four years after the group stopped playing on a regular basis. This periodbetween the events and the collection and analysis may have negative

    effects, such as a diminished ability of the interviewees to recall events

    from their memory.

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    7. Bibliography

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    Gaming Dictionary (2011).Definition of camper. Retrieved fromhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-camper.htm

    Gaming Dictionary (2011).Definition of LAN. Retrieved from

    http://www.metaboli.co.uk/gaming-dictionary/defnition-of-lan.htm

    Gaming Dictionary (2011).Definition of console. Retrieved from

    http://www.metaboli.co.uk/gaming-dictionary/defnition-of-console.htm

    Gaming Dictionary (2011).Definition of multiplayer. Retrieved from

    http://www.metaboli.co.uk/gaming-dictionary/defnition-of-multiplayer.htm

    Gaming Dictionary (2011).Definition of first person. Retrieved from

    http://www.metaboli.co.uk/gaming-dictionary/defnition-of-first_person.htm

    Gaming Dictionary (2011).Definition of FPS. Retrieved from

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    Gaming Dictionary (2011).Definition of capture the flag. Retrieved fromhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-

    capture_the_flag.htm

    Gaming Dictionary (2011).Definition of peripheral device. Retrieved fromhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-

    peripheral_device.htm

    Gaming Dictionary (2011).Definition of power up. Retrieved from

    http://www.metaboli.co.uk/gaming-dictionary/defnition-of-power_up.htm

    HaloWiki, (2011). Retrieved from:http://halowiki.net/p/Gamesettings

    Magnike2 (2011). Sidewinder. Retrieved from

    http://halo.wikia.com/wiki/Sidewinder

    McLuhan, M. (1964). Games: The Extension of Man, in Understanding

    Media, Routledge, MA

    MobyGames (2011).Halo: Combat Evolved. Retrieved from

    http://www.mobygames.com/game/xbox/halo-combat-evolved

    Raessens, J. (2005). Computer Games as Participatory Media Culture. InRaessens, J. & Goldstein, J. H. (Eds.)Handbook of computer game studies.

    (pp. 373-388) Cambridge, Mass.: MIT Press.

    Salen, K., & Zimmerman, E. (2004). Rules of play : Game designfundamentals. Cambridge, Mass.: MIT Press.

    Sniderman, S. (2004). Fair Game. The Life of Games: Why and How We

    PlayAn Exploratory Journal. (pp. 24-27). 3. Retrieved from:

    http://www.gamepuzzles.com/tlog/tlog25.htm Sniderman, S. (2004). Fair Game, II. The Life of Games: Why and How We

    PlayAn Exploratory Journal. (pp. 35-37). 4. Retrieved from:http://www.gamepuzzles.com/tlog/tlog35.htm

    Van Gemert, F. (2009).De rijke inzichten van participerende observatie.Retrieved fromhttp://www.sociologiemagazine.nl/artikel/de-rijke-

    inzichten-van-participerende-observatie

    Wright, T., Boria, E., & Breidenbach, P. (2002). Creative Player Actions in

    FPS Online Video Games: Playing Counter-Strike. Game studies: theinternational journal of computer game research. 2 (2). Retrieved from

    http://www.gamestudies.org/0202/wright/

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    8. Appendix

    8.1 Description of game concepts in alphabetical order

    Camping, Camper, Camp

    Camping is the action of staying in the same place (the camp) for long

    periods of time, usually in hiding, and just waiting for the enemy to come

    by. A camper is usually frowned upon in the FPS community (GamingDictionary, 2011).

    Capture The Flag (CTF)

    Capture the Flag is ...a special mode usually found in multiplayer games,

    where two teams will engage in battle and try to take the opponent's flag inorder to bring it back to their own base, while protecting their own flag.

    (Gaming Dictionary, 2011). In Halo, the two teams are called Red and Blue.

    Console

    The console is ...an entertainment system, portable or not, which lets youplay video games. (Gaming Dictionary, 2011). This research concerns the

    Xbox console.

    First Person Shooter (FPS)

    A First Person Shooter is ...agame which puts you in the driver's (or killer)seat. You will indeed be seeing all the action through the eyes of the

    character you are playing... (Gaming Dictionary, 2011). The first person

    game player sees ...through the eyes of the protagonist. (Gaming

    Dictionary, 2011).

    Halo: Combat Evolved

    Halo is ...a first-person shooter with considerable driving elements and the

    first game in the popular Halo series... Halo also has a significantmultiplayer component with capture the flag with the unusual addition

    that the flag takes your weapon spot while you are holding it, so shooting

    your way in and out of the base on your own is not an option There is

    also a game editor which allows you to set custom rules for all the basic

    game types. All the playable weapons and vehicles from the campaign

    mode are available in the multiplayer maps with the ability for members of

    the same team to share the game's distinctive Warthog vehicle, which isessentially a small truck with a mounted gun on the back. (MobyGames,

    2011).

    Local Area Network (LAN)

    LAN abbreviates the descriptive term Local Area Network. Such asnetwork connects computers in a common location (Gaming Dictionary,

    2011). Here, the network consists of four Xbox consoles located in a house,

    often in two rooms due to the divide of the group into two competing teams.

    Map

    The map is the ...game universe you are in when you play a game.(Gaming Dictionary, 2011). This research is limited to one specific map

    called Sidewinder.

    Multiplayer

    This research concerns multiplayer gameplay. This means ...a video game

    that can be played by a few players ... over a network, over the Internet, or

    in a LAN. (Gaming Dictionary, 2011). Halo allows a total number of 16

    players to play at the same time in the map Sidewinder.

    Peripherals

    Peripherals are...hardware (as opposed tosoftware) extension ... device[s]used in computer science, like amouse... (Gaming Dictionary, 2011).Example of peripheral devices in relation to the Xbox console are the

    controller, network cables and the network hub/switch.

    Powerups

    http://www.metaboli.co.uk/gaming-dictionary/defnition-of-game.htmhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-hardware.htmhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-hardware.htmhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-hardware.htmhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-software.htmhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-software.htmhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-software.htmhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-mouse.htmhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-mouse.htmhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-mouse.htmhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-software.htmhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-hardware.htmhttp://www.metaboli.co.uk/gaming-dictionary/defnition-of-game.htm
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    Powerups are ...a bonus. It is an object that you can find in the game worldand that will add itself to your original skill to boost it. These can be

    either found in the game,by killing an enemy, or even in secret places.

    (Gaming Dictionary, 2011).

    Health Pack

    The health pack restores the health of the protagonist, in-game it lookssimilar to a first-aid kit.

    Active Camouflage

    Active camouflage makes the player transparent, and therefore less easy tosee. This power up is often referred to as invisibility, although it does not

    make the players completely invisible.

    Over-shield

    The over-shield in Halo is called shield because it protects you against

    enemy attacks. The word over designates that it is located over the health

    points. The over-shield restores automatically, while the health points can

    only be restored by picking up a health pack.

    Sidewinder

    Sidewinder is one of the 13 available multiplayer maps of the game Halo.

    From a birds eye perspective the map resembles a horseshoe. The main

    feature of this map is the ice patches on the front of the horseshoe in

    between the bases... On the outer edge of the map are two large cliffs thatare connected to each base with teleporters. ... On the inner edge, there is anetwork of tunnels which lead to the opposing bases. Four power-ups can

    be found in the lower section of the tunnel. There is a Sniper Rifle, two

    Shotguns, Health Pack, Plasma Pistol, Pistol and an Assault Rifle insideeach base. (Halopedia, 2011).

    Figure 1.Map of Sidewinder(Source: Esemono, 2010)

    8.2 Interview transcripts

    Interviews were held with Arjan Griffioen, Melvin& Collin Kasper,

    Niels Bakker and Tim de Heij. The original audio recordings of the

    interviews are available upon request at the researcher.

    The transcripts have been annotated by the researcher. The colorscorrespond to important concepts in this research:

    Red: game elements

    Blue: in-game social norms

    Green: player motivation and goal

    Yellow: rule change process

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    8.2.1. Interview with A. Griffioen

    Interviewer: Mark Jansen

    Interviewee: Arjan Griffioen

    Date: 25-01-2011

    [Mark] Goedenavond Arjan. Goed, het is vandaag dinsdagavond 25

    januari 2011 en ik spreek met Arjan Griffioen. Klopt dat, Arjan?

    [Arjan] Zeker.

    [Mark] Ok, is het in orde dat ik een opname maak van dit gesprek?

    [Arjan] Ja, helemaal.

    [Mark] Als iets niet duidelijk is dan kun je tijdens het gesprek een

    vraag stellen. Het interview gaat over het aanpassen van de spelregelsin de multiplayer capture the flag spelvorm in de map Sidewinder van

    de game Halo. Ik zal je in totaal vijf vragen stellen. De eerste vraag

    is; welke elementen zijn verandert, met betrekking tot de originele

    spelregels?

    [Arjan] We hadden een aantal aanpassingen gemaakt. De eerste was

    dat je, er waren een aantal teleporters in het level, twee aan elke kant

    van het level en die mocht je niet blokkeren. Dat kon je doen door er

    een poppetje of een object op te zetten. Dat mocht niet. Er waren een

    aantal power-ups in het level, onzichtbaarheid en schild, dat je een

    extra sterk schild kreeg. Dat mochten we niet gebruiken, want daarwerd je gewoon te goed door. Er waren een aantal wapens die we niet

    mochten gebruiken. Dat was de sniper-rifle, waarmee je heel ver koninzoomen en makkelijk mensen kon doodschieten. De rocket-

    launcher, waarmee je simpel en makkelijk kills kon maken. Owja, je

    mocht niet campen. Rondhangen op n plek om alleen maar mensen

    dood te schieten en kills te maken. Je moest altijd aanvallend spelen

    en voor de vlag gaan. Maar het was wel te betwisten wat campen

    inhield. De voornaamste dingen... hielden ook in gebruik maken vaneen aantal fouten in het level, maar dat mocht ook niet. Zoals

    mensen, in het midden van het level kon je dan tussen twee palen

    door dringen via een trucje en dat mocht je ook niet gebruiken. Dat

    waren de belangrijkste dingen.

    [Mark] Ok, je hebt nu een boel dingen genoemd. Mijn tweede vraag

    was, wat waren acties die de groep als geheel als ongewenst

    beschouwde? Een paar daarvan heb je denk ik al genoemd. Weet je er

    misschien nog meer?

    [Arjan] Nou, het belangrijkste was dat je niet alleen maar heel

    verdedigend kon spelen, met zijn allen alleen maar de basis

    verdedigen, je moest ook aanvallend aanvallen organiseren. Want

    anders kon het spel een beetje vastlopen en veel te lang duren. Je

    moest dus ook aanvallend spelen en je mocht niet alleen voor de kills

    gaan, dus je mocht niet alleen maar mensen doodschieten om eengoede kills-deaths ratio te krijgen, maar je moest dus echt, zeg maar,

    het spel spelen om de vlag. En de dingen die ik net gezegd heb.

    [Mark] Ok. Kwam het wijzigen van de spelregels op democratische

    wijze tot stand?

    [Arjan] Ik ben wat later begonnen met spelen, dus heel veel van die

    regels waren er al toen ik bij jullie kwam spelen. Ik denk niet dat het

    helemaal democratisch was. Uiteindelijk besloot iedereen wel, het

    werd meer geaccepteerd, dan dat iedereen het er altijd mee eens was.

    Uiteindelijk denk ik wel dat iedereen het ermee eens was, maar ikdenk niet dat het een gezamenlijk besluit was.

    [Mark] Ok, en wat was volgens jou het doel van het wijzigen van de

    spelregels?

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    [Arjan] Het doel was, ik denk dat het meerdere dingen waren, n

    was dat het spelletje speelbaar bleef. Want als je bijvoorbeeld dewapens ging gebruiken, of de power-ups ging gebruiken, kon je

    gewoon te goed worden. Dus als n iemand n de goede wapens n

    de power-ups in bezit had, dan had hij gewoon een t grote

    machtspositie en werd het spelletje onspeelbaar. En ik denk ook om

    het spel moeilijker te maken. Dat bepaalde dingen niet zomaar meerkonden gebeuren, dat je niet te makkelijk kon winnen, maar aan de

    andere kant, dat er wel uiteindelijk een winnaar kwam, dat het dus

    wel speelbaar bleef.

    [Mark] Ok en werd volgens jou dat beoogde doel ook daadwerkelijk

    bereikt?

    [Arjan] Ja, ik denk het wel. Uiteindelijk waren natuurlijk een aantal

    mensen beter dan anderen, dat heeft het spel ook altijd wel erg

    benvloed, maar aan de duur van de potjes te zien, en uiteindelijk

    kwam er ook altijd een winnaar uit, werd het doel zeker wel bereikt.Dat denk ik wel. Alleen waren er natuurlijk altijd wel dingetjes die te

    betwisten waren, wat ik al eerder zei, het campen wat dan niet mocht,

    dat gebeurde toch wel een beetje. Het was altijd kijken van wat is wel

    campen en wat is niet campen. Dat leidde wel eens tot

    schreeuwpartijen tussen boven en beneden teams, maar over het gros

    werden de regels wel geaccepteerd en werd er wel bereikt wat we zelf

    hadden aangepast.

    [Mark] Ok, dat was alweer het einde van het interview. Ik wil je

    hartelijk bedanken voor je deelname.

    [Arjan] Ik jou ook Mark, succes.

    8.2.2 Interview with M. Kasper

    Interviewer: Mark Jansen

    Interviewee: Melvin Kasper

    Date: 30-12-2010

    [Mark] Het is vandaag donderdag 30 december 2010. Ik spreek met

    Melvin Kasper. Vind je het goed dat ik een opname maak van het

    gesprek?

    [Melvin] Ja dat is prima.

    [Mark] Hartstikke mooi. Het interview gaat over het aanpassen van

    de spelregels in de multiplayer capture the flag spelvorm van de map

    Sidewinder binnen de game Halo. Ik ga je vijf vragen stellen. De

    eerste vraag is; welke elementen zijn verandert met betrekking tot de

    originele spelregels?

    [Melvin] Wat we verandert hebben is dat we bepaalde wapens hebben

    uitgesloten. De rocket launcher mocht niet, omdat die, voor zover wij

    vonden, te krachtig was, te goed was, er viel ook niet tegen te spelen.

    Sniper rifle hebben we er ook uitgegooid, om ongeveer dezelfderedenen. Je kon van heel lange afstand iemand uitschakelen en wij

    vonden dat niet echt veel toevoegen aan de game. Volgens mij

    hebben we uiteindelijk wel toegestaan dat je met sniper mocht

    scouten, zeg maar, dus je kon met de in-zoom wel mensen zien

    aankomen, wat dus wel een voordeel was, maar je mocht er dus niet

    mee schieten. Dus je had een soort van grote verrekijker met een

    geweer eronder.

    [Mark] Ok.

    [Melvin] Verder power-ups zoals onzichtbaarheid, invisibility, en hetpower-shield, dat hebben we ook niet gedaan omdat het t makkelijk

    was om voor een aanval even een powershield op te pakken en als je

    dan in een n tegen n situatie kwam dan was het gewoon niet

    meer te doen voor die andere partij. Dan kon je wel ongeveer

    evenveel skills hebben maar dan had hij zo'n power-up waardoor hij

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    hem altijd won.

    [Mark] Ja. En waren er nog andere elementen behalve deze?

    [Melvin] Ja, er waren bepaalde glitches in Halo 1. Als je onderin bij

    de tunnels ging zitten, waar ook de power-up lag, als je daar een auto,

    Warthog, neergooide aan de ene kant en je kwam aan de andere kantaanrennen met de vlag, dan kon je door een muurtje geteleporteert

    worden op het moment dat je instapte bij die auto en dan was je dus

    ineens in de tunnel aan jouw kant van de baan. En dat is ook

    verboden op een gegeven momen omdat het gewoon totaal te

    makkelijk was, zodra je de basis van de vijand uit was en je in de

    tunnels was kwam je door die muur heen en dan konden ze je al lang

    niet meer pakken.

    [Mark] Ok. En wat waren acties die de groep als geheel als

    ongewenst beschouwde?

    [Melvin] Ja, campen in zijn algemeen, maar dat viel wel mee, dat

    werd wel gepikt. Omdat het ook wel werd gedaan, zeker in de

    verdediging wel, dat was ook niet zo storend. Wat niet toegestaan

    was, wat echt a-relaxt was, was campen in het hokje van de

    teleporters. Zeker als je dan vlak naast de teleporter ging staan

    wachten tot er iemand doorheen rende en dan sloeg je hem in de rug

    en die is dan in n keer down. Dat was zeker ongewenst. En verder

    het blokkeren van teleporters, dat is volgens mij ook verboden op een

    gegeven moment, dat mocht ook niet meer.

    [Mark] Ok. En kwam het wijzigen van de spelregels opdemocratische wijze tot stand?

    [Melvin] Ja, ik denk het haast wel. Ik kan het me niet meer goed

    herinneren of hier veel discussie over was, of hoe dit ooit bepaald is,

    maar volgens mij was iedereen het er wel mee eens. Omdat dingen

    als rocket launchers, snipers en die power-ups toch een beetje de

    balans uit zo'n game wegtrekken, waardoor dus, zeker iemand dieweinig skills heeft, makkelijk met dit soort wapens alsnog iemand

    met veel skills kan verslaan, wat we eigenlijk helemaal niet tof

    vonden. Dus ik denk dat het wel democratisch gegaan is, ik kan me

    ook niet herinneren of er mensen waren die ertegen waren of zich er

    tegen uit hebben gesproken ofzo.

    [Mark] Ok. En wat was volgens jou het doel van het wijzigen van de

    spelregels?

    [Melvin] Ja, toch bepaalde elementen uit het spel halen die, voor

    zover wij vonden, een beetje overpowered waren. De rocket launcher,

    die eigenlijk te krachtig was, een sniper rifle die te goed was, power-

    ups die een oneerlijk voordeel gaven, dat gaf gewoon in de team

    battles, en ook vooral in de n versus n battles, dat het gewoon

    veel meer aankwam op je skills zeg maar, dan op de power-up die je

    daarvoor had opgepakt. Of de dikke wapens die je daarvoor hadopgepakt. En dat was zeker voor verdedigers, die eigenlijk niet in het

    veld kwamen en dus ook geen power-ups en wapens konden krijgen,

    dat maakte het zeker veel spannender. Want anders was jij als

    aanvaller altijd sterker als een verdediger was.

    [Mark] Ok. En werd volgens jou dat doel ook uiteindelijk bereikt?

    [Melvin] Ja, ik denk het wel, ik denk dat we er meer plezier aan

    hebben beleefd op deze manier, dan we hadden gehad als we

    bazooka's, snipers en dat soort dingen hadden toegestaan. Ja ik denk

    dat het doel bereikt werd, het werd een meer gebalanceerde game dieveel meer van skill afhing dan van powerups.

    [Mark] Ok. Dat vind ik een mooie afsluiting van het interview. Ik wil

    je hartelijk bedanken voor je deelname.

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    [Melvin] Graag gedaan.

    8.2.3 Interview with C. Kasper

    Interviewer: Mark JansenInterviewee: Collin Kasper

    Date: 30-12-2010

    [Mark] Vandaag is het donderdag 30 december 2010. Het is tien

    minuten over half zes in de avond. Ik spreek met Collin Kasper.

    Collin vind je het goed dat ik een opname maak van het gesprek?

    [Collin] Ja dat is prima.

    [Mark] Hartstikke mooi. Als iets niet duidelijk is kun je tijdens het

    gesprek je vraag stellen en dan zal ik die proberen te beantwoorden.

    Het interview gaat over het aanpassen van de spelregels in de

    multiplayer capture the flag spelvorm in de map Sidewinder van degame Halo. Ik zal je in totaal vijf vragen stellen.

    [Collin] Allright.

    [Mark] De eerste vraag is; welke elementen zijn verandert, met

    betrekking tot de originele spelregels?

    [Collin] We hadden een paar elementen die verandert zijn. Dat is dat

    je bepaalde wapens niet mocht oppakken. Dat je geen overshield en

    geen onzichtbaarheid mocht oppakken. En, dan hadden we nog een

    paar sociale regels zeg maar, dat had niks te maken met items op demap, maar dat waren dingen die je niet mocht doen, die not-done

    waren. Dat zijn dingen als teleport-blocking, dus je mocht niet je auto

    op het uiteinde van de teleport zetten zodat die geblokkeerd was. Je

    mocht niet in de teleporter in het hokje blijven staan, zodat je iemand

    direct in de rug kon slaan als die erdoorheen kwam. Even kijken

    hoor... Verder mocht je van wapens oppakken niet de rocket launcher

    pakken, de sniper rifle, en dingen oppakken zoals onzichtbaarheid en

    het over-shield. Dat vooral vooral de grootste aanpassingen geweestvolgens mij.

    [Mark] Ok. Mijn tweede vraag was wat waren acties die de groep als

    geheel als ongewenst beschouwde, maar die heb je nu in feite al

    beschreven. Maar weet je nog meer acties die niet konden, in-game?

    [Collin] Nou, even kijken, onderin de tunnels had je twee spleten, zeg

    maar, dan kon je heel snel door naar de andere kant als je daar je auto

    naast zette en eruit sprong, of erin sprong, dan kon je er heel snel

    doorheen en heel snel met de vlag weg. Dat mocht ook niet.

    [Mark] Ok.

    [Collin] Bovendien was het dan ook heel moeilijk om de overshield

    en de onzichtbaarheid te ontwijken. En, ja, daarom mocht dat ook

    niet.

    [Mark] Ja, want die lagen op dezelfde plek.

    [Collin] Ja.

    [Mark] Ok. Kwam het wijzigen van de spelregels op democratische

    wijze tot stand?

    [Collin] Ik denk vooral wel, omdat de meeste mensen het ermee eens

    zijn geweest. Maar het verschilde natuurlijk wel, sommige mensen

    zullen wel graag overshield's hebben gehad in die game, maar datwaren er dan te weinig om de rest van de groep er rekening mee te

    laten houden. Als je gewoon tien mensen hebt die het wel willen en

    eentje niet, dan is het pech voor die ene persoon. Ik denk dat je dat

    democratisch kunt noemen.

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    ongewenst beschouwde?

    [Niels] Nou, misschien ook eigenlijk alles wat ik net noemde. En

    daarnaast misschien dat je de boel gewoon kapot slaat. Als je boos

    bent. Dat was ook wat ongewenst. Menig man verloor zijn, hoe noem

    je dat, zijn controle tijdens het spel. Dan werden ze nogal snel boos

    op zichzelf. Dus dat was ook niet helemaal leuk voor de sfeer. Maarecht in het spel denk ik toch wat we net gezegd hebben. Misschien

    was het ook niet altijd wenselijk dat er iemand achterbleef op de

    basis. Dat zorgde wel voor wat ergernissen. Dat werd op een gegeven

    moment ook gewoon geaccepteerd. Volgens mij was dat het. Ja, wat

    ook wel vervelend was is dat men de vlag, door het hek kon gooien.

    Dat herinner ik me opeens. Althans, dat vond ik een beetje laf. Dan

    liet je de vlag los en dan viel die aan de andere kant van het hek op de

    grond. Dan kon een teamgenoot die heel snel oppakken en dan sloeg

    je een heel stuk af van de afstand die je normaal moet lopen om de

    vlag naar je basis te brengen.

    [Mark] Ok.

    [Niels] Is dit een beetje wat je zoekt?

    [Mark] Het is een prima antwoord, als jij het zo vind is het ok. Je

    hebt het over een hek, waar bevond dat hek zich?

    [Niels] Het level was een soort hoefijzer en daar zat een doorgang,

    zeg maar het midden van het hoefijzer, daar was een gebergte en dat

    had een doorgang, een tunnel, die bovenlangs liep. Maar ook beneden

    had die een hekwerk precies in het midden. En dat hekwerk bedoelik.

    [Mark] Ok, en wat was het doel van het wijzigen van de spelregels?

    [Niels] Ik denk dat het vooral de bedoeling was om het spel wat meer

    gericht op echte kunde te laten, want die mass-destruction wapens,

    die waren, zo'n bazooka, die schiet je ergens achter iemand op degrond en dan is 'ie ook dood. Terwijl een pistool, dan moest je hem

    wel echt raken. En als je er heel goed in was dan kon je dat met drie

    schoten af. Het gaf toch net meer dat je kon ontwijken en wat meer

    een one-on-one gevecht hebt wat echt ergens over gaat. En verder,

    het doel was dat het eerlijk bleef. Daarom mocht je die packs nietpakken, want anders is het drie schoten en dan ben je dood, of vijf

    ofzo, en met zo'n pack is het dan opeens tien schoten. Dat gaat

    nergens over. Dus dat was een beetje het idee, want dan is het geen

    eerlijke strijd.

    [Mark] Ok en werd volgens jou dat doel ook daadwerkelijk bereikt?

    [Niels] Het doel werd zeker bereikt. Ik denk dat wij zo een hele leuke

    tijd hebben doorgemaakt.

    [Mark] Kwam het wijzigen van de spelregels op democratische wijzetot stand?

    [Niels] Dat durf ik eigenlijk niet te zeggen. Dat is gewoon ten stand

    gekomen in de loop van de jaren. Eigenlijk uit het niets. Zeg maar

    van dat gaat wel heel makkelijk zo, dat is eigenlijk niet zo leuk,

    laten we dat eens een keer niet doen, laten we het een keer anders

    proberen. Dan kwam je erachter dat het het spel bevorderde. Het is

    meer een groeiproces geweest dan dat er echt gezegd werd wie is er

    vr deze regel?. Op een gegeven moment dacht iedereen wel dat

    het de leukste manier was om te spelen. En er zijn natuurlijk altijd

    wel mensen die zich even niet aan de regels hielden, nouja, dat werddan ook passioneel uitgelegd.

    [Mark] Ok, dat was alweer het einde van het interview. Ik wil je

    hartelijk bedanken voor je deelname.

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    [Niels] Graag gedaan jongeman.

    8.2.5 Interview with T. de Heij

    Interviewer: Mark JansenInterviewee: Tim de Heij

    Date: 03-01-2011

    [Mark] Het is vandaag maandag 3 januari 2011 en ik spreek met Tim

    de Heij. Tim, vind je het ok als ik een opname maak van dit gesprek?

    [Tim] Jazeker.

    [Mark] Mooi. Het interview gaat over het aanpassen van de

    spelregels in de multiplayer capture the flag spelvorm van de map

    Sidewinder binnen de game Halo. Ik zal je in totaal vijf vragen

    stellen. Mocht er iets niet duidelijk zijn dan kun je dit tijdens het

    gesprek aangeven dan zal ik het uit proberen te leggen. Mijn eerstevraag is; welke elementen zijn verandert met betrekking tot de

    originele spelregels?

    [Tim] Wij gebruiken geen rockets, geen snipers, geen radar, er mochtniet gecampt worden bij de teleporters, dat was het eigenlijk wel

    volgens mij. Er was n cheat in de map die wij speelden,

    Sidewinder, dan kon je een auto opblazen, tegen je aan, dan kon je

    door een muur geblazen worden. Dat hebben we een tijdje wel

    gespeeld, maar toen werd het te makkelijk en toen hebben we het

    afgeschaft. Dat zijn er vijf die ik nog duidelijk weet.

    [Mark] Ok, en wat waren acties die de groep als geheel als ongewenst

    beschouwde?

    [Tim] Teleport campen dus, dat heb ik eerder genoemd. Snipen. Wat

    is ongewenst, kun je wat specifieker zijn?

    [Mark] Ongewenst, dat betekent dus dat mensen erop reageerden als

    je dus zo iets deed wat niet de bedoeling was.

    [Tim] Teleport campen, snipen en rockets gebruiken. We gebruikten

    ook geen overshield en geen invisibility. Geen power-ups.

    [Mark] Ok en kwam het wijzigen van de spelregels op democratischewijze tot stand?

    [Tim] Ja heel democratisch want iedereen was het erover eens dat dit

    spel veel leuker maakte dan de originele settings. Omdat rockets en

    snipers toch wel makkelijk te hanteren waren en wij speelden vooral

    met het pistooltje, daar kreeg je grote pistool battles van. Ja en de

    rocket is gewoon een groot n00b wapen, dat gebruikten we daarom

    dus niet. Ik denk dat het heel democratisch tot stand is gekomen

    anders zou niet iedereen elke week weer het spel met elkaar willen

    spelen.

    [Mark] Ok. Wat was volgens jou het doel van het wijzigen van de

    spelregels?

    [Tim] Het spel leuker maken, interessanter. Ook wat moeilijker.

    Zonder de radar en zonder de rockets. En uiteindelijk wat

    gebalanceerder, want met de powerups en die sterke wapens, als

    iemand die in het bezit had, die was eigenlijk niet meer te verslaan.

    Dus volgens mij is daaruit het idee geboren om het allemaal af te

    schaffen.

    [Mark] Ok, en werd volgens jou het beoogde doel ook daadwerkelijkbereikt?

    [Tim] Ja zeker, dat werd zeker bereikt. Iedereen had de beschikking

    over dezelfde wapens, je kreeg ze bij het begin namelijk, zo werd het

    spel heel eerlijk en was je op basis van je eigen skill niveau wat

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    bepaalde hoe goed je was en niet wat voor wapens je droeg of wat

    voor powerups je te pakken had.

    [Mark] Ok, dankjewel, dat was alweer het einde van het interview.

    Bedankt voor je deelname.

    [Tim] Geen probleem.