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The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

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Page 1: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

The Imago Effect

Identity in Games

Harvey SmithMidway Studios-Austin

Studio Creative Director

Page 2: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Who are you really?

• You’re sitting there…no one is in your head• The person next to you can’t know you• You sort of think of yourself a certain way• You have some vague sense of self• It changes based on mood or circumstance• Each of your friends sees you differently• You’ll play many roles throughout your life• You’ll change jobs a few times

Page 3: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Who are you really?

• All your cells roll over every so many years• You’ve probably forgotten a lot already…• …maybe as much as you remember• Your linear sense of time is in question• Someone else probably has your name• Someone else probably looks like you

• So who are you, really?

Page 4: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Introduction Avatars and archetypes

What avatar choices mean Identity is multi-layered

Identity is constructed Wrap-up

Page 5: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Today’s topic

• Player identity during a game• The player-to-avatar relationship• Why people make specific identity choices

• There's a lot going on in the player's mind– Related to game avatars and sense of self

Page 6: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

• Customization– Character stats– Factions– Cosmetics– Literary archetypes– Online names

• Intentionality– Strategic play– Improv actions– Plan formulation– Optional pathways

Self-expression opportunities

Page 7: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

High Concept

• People love self-expression – Constructing and communicating self– This is who I am, this is who I’m not

• Game avatars facilitate self-expression – Numerically– Stylistically– Archetypically

Page 8: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Fascination with Identity

Page 9: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Fascination with Identity

Page 10: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Fascination with Identity

Page 11: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Fascination with Identity

• Early TUTOR game “dnd”– Gary Whisenhunt and

Ray Wood, 1974

Page 12: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Fascination with Identity

Page 13: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Fascination with Identity

Page 14: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Fascination with Identity

Page 15: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Fascination with Identity

Page 16: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Honda S2000

Page 17: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Modern Participatory Culture

• …reflects primal human drives

• Facilitates our desire for more agency, self expression, differentiation

• Asserting your will, your view, your identity – Web 2.0, Amazon account, Netflix queue,

iTunes/iPod, MySpace page, etc

• We want lots of things to customize

Page 18: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Meaningful moments

• Character creation with “action figures”– Tearing toys apart– Reassembling them as “my guy”

Page 19: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Meaningful moments

• Early RPG realization

– Some players assume a different persona

– Some players express some idealized aspect of themselves

– Lots of arguments about these two approaches

Page 20: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Meaningful moments

• FireTeam – Voice tech– Revealed

• Gender• Age• Accent

– Contrast w/ projected teammate identity

Page 21: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Meaningful moments

• Character identity arguments• The writer-game designer negotiation• Adventure game, shooter, RPG?• JC Denton or me?

• We were missing the point…• In the end, the player was both

Page 22: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Introduction Avatars and archetypes

What avatar choices mean Identity is multi-layered

Identity is constructed Wrap-up

Page 23: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Avatars are masks

Page 24: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Avatars are masks

• Similar to choosing a mask for a ball– Self expression– Idealized representation

• Simple short-hand for iconic representations

• An identity you take on, in part, while playing

Page 25: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Avatars are masks

• Anonymity• Freedom from social

constraint

Page 26: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Archetypes, Differentiated Roles

Page 27: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Archetypes, Differentiated Roles

Page 28: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Archetypes, Differentiated Roles

Page 29: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Archetypes, Differentiated Roles

Page 30: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Channeling Marshall McLuhan

• The archetype is the goal– The nature of the Sam Fisher character implies all

of his goals in Splintercell– Same with Agent 47 from Hitman– Or Superman

• You’d never play Superman trying to assassinate a world leader during a geopolitical crisis

Page 31: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Democratizing Heroics

• Interactivity is key to our medium…

• The player’s importance is a key way in which games are significant and different…

• The player assumes a hybrid role of self and protagonist

• The player is not entirely empathizing with some separate entity

• The player is not some lesser being, hearing a tale of heroics

• The player is the hero, in part

Page 32: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Introduction Avatars and archetypes

What avatar choices mean Identity is multi-layered

Identity is constructed Wrap-up

Page 33: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Expression via Avatar Choice

• So what do the player’s choices mean?

• What does Marlon Brando represent to people?

• When they choose some incarnation of Brando, what’s going on in their minds?

Page 34: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Online Brando Avatars

Page 35: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Online Brando Avatars

Page 36: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

What does an avatar say?

Page 37: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

What does an avatar say?

• What about Manson and bin Laden?

Page 38: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

What does an avatar say?

• Avatar choice communicates some sense of personal identity or mood state

• Helps the player develop an understanding of self through personal fantasy construction

Page 39: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Henry Jenkins

“All of us move nomadically across the media landscape, cobbling together a personal mythology of symbols and stories taken from many different places. We invest those appropriated materials with various personal and subcultural meanings.”

Page 40: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Meta-levels of Expression

• Even in games without character creation– Players are making implicit character creation

choices when choosing which game to buy– Players engage in self expression when they

choose between Sam Fisher or Lara Croft

Page 41: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Meta-levels of Expression

Page 42: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

What does an avatar say?

• Avatar choice communicates some sense of personal identity or mood state

• Helps the player develop an understanding of self through personal fantasy construction

Page 43: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Introduction Avatars and archetypes

What avatar choices mean Identity is multi-layered

Identity is constructed Wrap-up

Page 44: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Double-consciousness

• Aside from what’s happening on screen…– What’s going on in the player’s mind?

• Games are multi-layered in terms of identity experience

• Game characters allow us to temporarily and dynamically restructure our sense of self

Page 45: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Rules of Play

• Player-avatar relationship is not simple– “Double-consciousness”

• Player enters an imaginary world via avatar– Relationship can be intense and immersive

• At the same time, the avatar is a puppet– Player is aware of character-as-artificial-construct

Page 46: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Aspects of identity during play

• Fictional character • Perceived sense of idealized self• Player, solving problems, completing tasks• Self as a person, with life demands• Player, sense of skill level/rep• Literary, pop, or mythic archetype• Primal emotions

– Anger, fear, joy, sadness

Page 47: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Double-consciousness

• I am a thinking person • I am the player of this game• I am the avatar in this game• I am some more primal drives

– Represented by the game’s verbs– I am my anger, I am my desire for power

Page 48: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Susan O’Connor

• “Playing God of War, I was constantly aware of driving this little avatar forward as I played, having fun and accomplishing goals. Meanwhile, I felt completely guilty for pushing Kratos forward into misery, as part of the game’s (interesting) plot.”

Page 49: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

FPS double-consciousness

• Playing young Vasili in COD2– Only aware of Russian

identity when called by name

– Throwing potatoes instead of grenades

Page 50: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Identity Absorption

• Scott McCloud

• My car becomes an extension of my body• It absorbs my sense of identity• I become the car

• “Hey, she side-swiped me!”– She and me– Rather than her car and my car

Page 51: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Identity Absorption

• At run-time, avatars are not literary characters• Avatars are masks, archetypes, cartoons, icons• When the player chooses an avatar, he often reflects

some aspect of himself

• Identity during play is multi-layered• The player becomes the avatar

– And stays himself

Page 52: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Double-consciousness

• Games are multi-layered in terms of identity experience

• Game characters allow us to restructure our sense of self

Page 53: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Introduction Avatars and archetypes

What avatar choices mean Identity is multi-layered

Identity is constructed Wrap-up

Page 54: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Judith Butler

• Core aspects of identity are constructed

• The coherence of gender categories seems natural– But this is constructed via repeated stylized acts– This establishes the appearance of coherent gender

• Butler theorizes gender/sexuality as performative– Governed by social regimes– Appearing as coherent or "natural"

Page 55: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Identity construction

• Identity is constructed by repeated stylized acts– We’re all engaged in character creation all the time– Avatars facilitate this

• Games reinforce identity via stylized gameplay acts– COD2 potato throwing – Diablo II health restoration

• Everyone heals (ie, re-adds life points)– Necromancer—transferring damage to a minion– Paladin—healing others with auras– Barbarian—taking the blood from fallen foes

• Stylized healing reinforces identity

Page 56: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Harvey SmithMidway Studios-Austin

Blacksite Creative Director

Introduction Avatars and archetypes

What avatar choices mean Identity is multi-layered

Identity is constructed Wrap-up

Page 57: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Summary

• Players find self expression powerful, enjoyable• People express themselves all the time, often unconsciously• Players make specific choices based on subjective reasons• Patterns come up as archetypes

– Players gravitate toward/away from archetypes

• Archetypes aid people in understanding/creating identity• Identity is multi-layered

– Avatars are a combo of player, self and character

• Avatars are vessels– As much as players project onto them, avatars influence players

Page 58: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Thanks!

• Harvey Smith• Game Director• Current Project: Unannounced• Arkane-Studios• [email protected]

Page 59: The Imago Effect Identity in Games Harvey Smith Midway Studios-Austin Studio Creative Director

Useful References

• Gary Allen Fine, Shared Fantasy • Judith Butler, Gender Trouble• Matt Hanson, The End of Celluloid• Janet H. Murray, Hamlet on the Holodeck• Cassell/Jenkins, From Barbie to Mortal Kombat• Scott McCloud, Understanding Comics• John Suler, The Psychology of Cyberspace• Salen/Zimmerman, Rules of Play