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Belligerent Undesirables Narrative Analysis

Author
Psychotic Monk
The Skunkworks
#41 - 2013-04-25 03:46:14 UTC
Shao Huang wrote:

I might also recommend this site: http://belligerentundesirables.wordpress.com/

There is a reddit AMA that is interesting as well, for those interested. There are also a bunch of you tube videos with live dialogue. I did not find anything on the Goon SA site, but hard to say. Of course the above sites also reveal a bunch of other names which can be searched here and on EVE live, and subsequently followed elsewhere on the net all of which might be of interest to anyone so moved.


I am a member of somethingaweful.com but I have never been a member of any goon organization in eve.
Lady Areola Fappington
#42 - 2013-04-25 05:16:09 UTC
Nice work on the paper. It's a little difficult to read, but works. Kudos.

I've always summed up the difference between the typical EVE player and Belligerents/NO/Goon/"Emergent Gameplay Creators" as "While they are both playing EVE Online, both parties are playing entirely different games."

7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided. --Eve New Player Guide

Shao Huang
University of Caille
Gallente Federation
#43 - 2013-04-25 06:01:50 UTC
Lady Areola Fappington wrote:
Nice work on the paper. It's a little difficult to read, but works. Kudos.

I've always summed up the difference between the typical EVE player and Belligerents/NO/Goon/"Emergent Gameplay Creators" as "While they are both playing EVE Online, both parties are playing entirely different games."

Thank you I am glad you were able to get through my malformed attempt.

Quote:
The picture of the iceberg was neat. I could not find any other pictures, so I will comment based on what I understand this document to be about:

GLOBAL WARMING IS BAD!!!


More pictures. Noted.

Quote:
Almost 5,000 words... That's like a major tertiary research project.

I would like to read but fear wasting my time on some internet person's mere opinion about something...


The first two pages contain an introduction to a couple of models that could not be considered opinion really, or at least not mine. After that your on your own. If you have some risk aversion to the possibility of wasting any time, I feel you have made a wise decision and glad you were able to do so.


Quote:
If I truly wanted something bad enough, wouldn't be a gorram thing in the 'verse that could stop me.

I like this answer to the question. One if the simple ways people initially approach the question about freedom is to ask about 'freedom from' and 'freedom to'.

Two of the earlier responses and this have me thinking about it in EVE and in general. At some point we encounter, suddenly often, the relative lack of structure in EVE. We are not told what to do, how to do it or even anything about why. I design and implement process that does something very similar to this.

BOOM! We are left there with no structure and only our own 'mental models', creativity and relationship to 'freedom' within the bounds of the game as we understand it... And we may not understand it all! For many people this may be one of the first times this has happened in such an explicit formalized way, certainly might be in their experience as a a gamer. Think about the structure of our educational experience. It is a wonderful thing about the game, in my opinion.

In the delivery of processes intended to do almost exactly this same thing, in the moment of 'What should I (we) do?', personally I almost never say 'Do what you want?' I might ask, 'How would you tell what you want?' How would you go about answering that question? What resources do you need? Aside from the same sort of deep structure that EVE provides, no structure is provided. It is up to the participant to generate all of that. The participant must not only address the question for themselves, they must also learn how to address the question and then how to generate structure consistent with manifesting such answers. This is a LOT to ask all at once for someone who is not used to this, and many of us are not used to it. To to do this it also necessary for me to be in this process myself, over and over.

It can and often does stimulate a kind of crisis to which we respond in all sorts of different ways. It is a kind of emancipatory process, or at least the possibility of that, in the face of massive institutional structures to which we have become habituated in order to simply function. It is a sudden confrontation with all of our own and inherited models about this. These exist, but we also carry them around in our heads. EVE in general and some of these player generated narratives makes this explicit. Some people love this, some people hate it and everything in between, but something explicit almost always happens in this invitation to participate in one's own life. We see this in game in relationship to the types of narratives I have been exploring, but it is also present in relationship to the game as a whole. In the process many people go through really hating me (probably not hard for you to imagine)... People get mad at 'EVE' in the process and post about that. People try to find someone else who will provide them structure or ways to enter into pre-existing structure to solve this, etc., etc.

One of the basic things is that the process often involves is story telling and narrative generation. So one way to consider the answer 'What do I do?' is to ask about story telling (narrative) and how that happens or is happening. EVE is this amazing container for generating both private and participatory stories. It is amazing really. That does not mean everyone does that or even wants to. Some people really might want something that requires almost nothing from them. EVE is also interesting because it puts people across this spectrum fully in contact with one another.

Personally I love this process and the reoccurring question, story telling and generation and this is why I am loving EVE... Even as a complete incompetent. I also love learning about this process and how we are as human beings in it.

I realize making, or attempting to make all this explicit, unpacking the stories and exploring, effectively or not, the dynamics that lead to them can just be un-fun for many people. For me, these things are already informing things in the game that are very, very amusing to me to do and take no SP, understanding of mechanics and such to accomplish. I am also enjoying the process of learning, or failing to learn the dynamics.

Private sig. Do not read.

Inxentas Ultramar
Ultramar Independent Contracting
#44 - 2013-04-25 09:14:33 UTC
Shao Huang wrote:
So, you are suggesting that in the presence of constraints, say such as presented by any conditional reality, it is impossible to be free. I am not certain of this. Do you feel any impulse toward what you imagine to be freedom in this case? Is it possible to realize? If not, what do you feel are the implications of what then is an inevitable enslavement? You are suggesting a kind of enslavement at the bio-physical/neurological level. Are there cognates for you within the context of the game itself? Is some form of conditional freedom or substitutes for that possible in your view.


Yes, that interpretation is correct. I'd even go as far as to suggest this may even be applicable to real life. I do indeed believe we all act upon our neurological enslavements, although we are too complex creatures to seriously suggest neurological satisfaction is all we seek. But in this case, the act of playing a video game is an explicit attempt to either entertain the mind, or perhaps in the case of hardcore MMO players, to satisfy an addiction.

I do indeed feel an impulse to attain what I'd imagine as freedom in a gameplay sense. But it remains a choice between existing constraints. Of these, I choose the one that brings me closer to the objective I seek, which may or may not entail more freedoms, but is always tooled to appeal to the mental model I have developed over time. It is also a conscious move to subject myself to these limitations because they offer resistance and challenge the mind to overcome them, and I did at some point find out which activity is linked to the most pleasant chemical release. I find myself exploring more possibilities in these activities to attain an even bigger sense of freedom and progression.

Take for example the accumulation of ISK. Many ways to do that. Being able to choose my favourite way resembles freedom, but it is a relative freedom. Relative to Super Mario Brothers it is very high. Relative to modding Skyrim it is low. In Super Mario Bros the only way to get money is to pickup coins. In Skyrim, you could mod a spell that makes it rain money. Mario only has one choice to spend the coins on: extra lives. There are no such restrictions for the Dragonborn, who can buy am impressive array of weapons, potions and items. I'd suggest that one is as 'free' as one is knowledgeable about what is set forth as the maximum constraint, and how close one is to achieving it.

This may not always be a positive connotation though: once maximum freedom is attained, you may just have 'won the game' and shelf it. I don't seek the same comforts and freedoms I seek IRL in a video game. On the contrary. It are these limitations and contraints that create this enjoyable experience I keep coming back to. The implications of an inevitable enslavement are simply that we prevent this from happening. Sandbox games try to avoid an absolute. In EVE, no ship is the best at everything at once. In Skyrim, you can't level up all your skills to the max. These mechanics enforce selective thought, shaping a semi-unique avatar tooled to appeal to our own mental models. This creates a sense of identity which also stipulates a sense of freedom: I am free to formulate a persona through which I wish to interact with others.
Job Valador
Professional Amateurs
#45 - 2013-04-25 11:26:06 UTC
The density of complicated words and academic posturing paced into this one thread have nearly popped my brain.

(@_@)

"The stone exhibited a profound lack of movement."

ChinDownEyesUp Arkaral
Xelrak Institute
#46 - 2013-04-25 15:19:30 UTC
My BFA senses are tingling
Shao Huang
University of Caille
Gallente Federation
#47 - 2013-04-25 20:02:17 UTC
ChinDownEyesUp Arkaral wrote:
My BFA senses are tingling



I confess that I am confused by the TLA BFA. Perhaps because I am gerontologically challenged with regard to TLA's, FLA's and symbolized gestures I confess that I had to resort to the Urban Dictionary for reference. Though many, many of the definitions I found are applicable, I still could not make sense of it. So I decided to create what it must mean. I decided it must mean Bulls*** Finding Apparatus, though the use of the word 'sense' then seems redundant and 'tingling' implies that the apparatus in question is organic in nature.

I am also still chewing on the two or three longer posts that directly engage the question and really trying to understand the implication in terms of practice, narrative, player experience and result. If I were not engaged in that in a way that had the immediate possibility of altering my own play and practice my own BFA would be tingling.

Private sig. Do not read.

Shao Huang
University of Caille
Gallente Federation
#48 - 2013-04-25 20:44:35 UTC  |  Edited by: Shao Huang
I find myself attempting to create a schema in order to understand the models of freedom and gaming being presented. It is yet another character flaw of mine. Here is my first cut, I wonder if it is useful to any of you who have engaged the question.

Freedom to have

Freedom to act

Freedom to be

'From' and 'to' can add a dimension as well as 'internal' and 'external'.

For instance:

Freedom to have something assumed to 'be' external, viewed as some object separate from myself.
Freedom to have an internal experience such as 'fun', 'happiness', etc.
These are both in the category of 'freedom to' have.

We could also imagine freedom from the conditional need or experience of need for such, both internally and externally.

The same rubric could be applied. Externalality implies some apparently causal action by a system or entity one views as separate from oneself given the current boundary conditions. Internalize assumes something within an assumed set of boundary conditions.

Any particular narrative, course of action, desired or imagined result, state could then be filtered through these to understand what sort of freedom is being considered and understand the assertions being made about the conditional reality, such as a game, might be. It could be represented as a grid with and also put through some hierarchy, like the iceberg, to generate data, patterns, structures and assumptions.

To fully flesh out such a model we might also have to add some dimensionality around self, other, system. That is you have the idiosyncrasies of your own memories. You also have access to shared memory, cultural paradigms, etc. Finally you have the 'hard wired' bits that we might call things like neurology, the human receptor systems, extensions of those and such. These are in a dynamic relationship with some constraints. It becomes a pretty complex model.

You can play this out and see if it makes any sense to you, maybe with a specific example.

Why do this sort of insane thing?

One possibility is that the mastery one has in any particular domain is directly related to the quality of distinctions one is a able to actively make in that domain. For instance, in The Maidu language there are only three words for color: red, green-blue, yellow-orange-brown. Maidu speakers have the neurology to perceive all the color distinctions most of us can make. 'Color-blindness' might be a case where we have many distinctions in language, but no situated experience correlated with those. The Maidu speakers are not 'color blind'. Now, give a Maidu speaker a set of fully identical objects, with the exception that they cover a full spectrum of blues. Ask them to arrange these in a way that makes some sense to them. Someone with many distinctions within the spectrum might arrange them from 'light' to 'dark'. The Maidu speaker cannot. Another example is when photographs were first shown to Pacific Islanders during WWII. The islanders had no model of three dimensional realities represented on two dimensional planes. To them these photographs were simply a flat object with colors on it. There are many examples of this nature.

I feel it is not too difficult to see how this would translate to something considered a game at a wide variety of levels.

A second possibility is that this act of distinguishing, re-cognizing, re-presenting, or re-creating is intimate to the human expression of creativity, innovation, etc. It is an act of modeling our reality in a way that creates functionality and such. There are many implications to this as a model. It is interesting to notice that in the original language of the Bible text, the God figure does not 'create' light. The God figure 'separates' light from darkness. Apparently this is a good thing, though I have some questions about it based on the whole thing seems to be playing out. Probably seemed a good idea at the time though, or possibly just couldn't be helped. Thus far I have been unable to obtain an interview with the God figure referenced in the text. I feel this to be a failure on my part.

In either case, that of 'mastery within a certain domain' or 'distinction as a creative act' it is useful to understand and consider the details of that within the constrained conditions we call a game, particularly if one is interested in a kind of conscious meta game, it seems to me.... Or a meta game of consciousness, we might say.

Edits: numerous typos (remain)

Private sig. Do not read.

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