Monday, 16 September 2013

Week 7 - Reconfiguration in Sims





Raessen explores three domains of participation involved in the cultural production of computer games and their participatory media cultures: interpretation, reconfiguration and construction. Review the article and give an account of one domain of participation in relation to a game of your choice (and/or suggest another domain of participation that might be considered).

 

Reconfiguration in SIMS

 

Computer games and its surrounding cultures have been marked with distinctive elements of “interconnectivity” and “participation”. In Raessens’s (2005) article on computer games, three domains of participation, namely interpretation, reconfiguration and construction, are suggested. In the following, I will be reviewing “reconfiguration” and relate it to Sims, the game which I was once addicted to then.

 

As suggested by Raessens, reconfiguration “exists in the exploration of the unknown” (2005, p. 380). Aarseth (1997) further elaborates that the gamer “is making strategic choices about alternative paths and, in the case of adventure games, alternative actions” (p. 64). In Sims and many of its refined versions and expansion packs, there are different families to choose from, of which players can invent their Sims using the predetermined criteria (E.g. Gender, skin colour, clothing, etc).  They play the game when it is in Live mode, and they can build houses and buy things for their designated characters using Build mode or Buy Mode.  The live mode is more significant in relation to reconfiguration among the three modes, because players can instruct the Sims to interact with objects. The Sims may keep a pet or accept a job offer as instructed. Also, players may instruct Sims to boost their skills through training including reading, and working out.  These lead to Sims’ development. They may get a promoted in a job, or they may fall in love with other Sims. All these illustrate “the exploration and attempt to control worlds that are unknown to the player” (Raessens 2005, p. 380), which is a distinctive feature of computer games.

 
To further elaborate on Sims and its Live mode, another perspective of reconfiguration can be noticed, that the player “is invited to give form to these worlds in an active way by selecting one of the many preprogrammed possibilities in a computer game”. The choices mentioned above (i.e. Creating, instructing Sims and deciding on Sims’ actions) are all generated by the pre-set databases and lead to pre-determined possibilities (E.g. Sims may starve, cry and so on), which are not revealed to the player in advance, thus it corresponds to what Ryan (2001) suggests, that a player is “building the virtual world by selecting objects from a fixed set of system-internal possibilities” (as cited in Raessens 2005, p. 380). Therefore, from this brief analysis of Sims, we could view how computer games and their participatory media cultures exist nowadays.

 

References

Aarseth, E 1997. Cybertext: Perspectives on ergodic literature, John Hopkins University Press, Baltimore.

 

Raessens, J. 2005, ‘Computer games as participatory media culture’, Handbook of Computer Game Studies, MIT Press, Cambridge, Mass, pp. 373-388.

7 comments:

  1. In choosing the basis of your blog topic to be based on Sims the game, is very interesting. In reading your blog post I have found a few clerical and grammatical errors surrounding the structuring of your sentences which could easily be amended. In selecting “reconfiguration” as a basis of your blog post on the Sims game, wouldn’t it be better to choose another game if “reconfiguration” essentially means “exploration of the unknown”(according to Raessen)? Seeing as Sims is based on reality… and it is not far from it in terms of exploring the unknown. Also, links could have been added to video footage of the game to give the reader an idea of what it is about rather than just experiencing it through text.

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    1. Thanks for your comment Oliver!
      Will pay more attention to my blog entry on grammatical accuracies. I do have a reason for choosing Sims as the game to help me explain the concept of "reconfiguration", because Sims is indeed exploring Sims' fate. Even though what they encounter may be similar to our experience, still they have their own fates determined by the database, so I think it justifies to use Sims as an example in the entry =]

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  2. Hi there,

    Thanks for the blog post - it was very interesting to read. Clearly, you have an in depth understanding of the topic and you have included quotations throughly throughout your work. The reconfiguration point was very clear, and I can see why you have chosen to use the Sims as an example. Perhaps, to look further into the topic in another post, you could analyse the cultural impact such control over a virtual reality can have over an individual. For example, violence carried out in the Sims, and what impact this can have on behaviour in real life.

    Thanks for the read.


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  3. Hi there,
    Great work this week. I particularly like your example of The Sim's game. I'll have to disagree with Oliver's comment about your basis on reconfiguration though. To me, Sims is a perfect example of Reconfiguration however I do believe you could have shown this a little better to your readers. For example, perhaps focusing on the expansion packs such as the supernatural and medieval programs would have been a more appropriate example rather then the live mode, after all no one has really experienced these worlds. Your inclusion of Ryans statement towards the end of your post which ties in with the pre-set databases was however an excellent observation. Your post could have been edited a little cleaner but overall a good effort!
    -S

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  4. Hi Kin!

    I really like your use of perspective from a Sims™ player. It is very certain that everyone can built whom ever they like to play according to gender, personality, looks etc. This is what makes the game so right politically! Good point!

    However I was surprised you used the Sims™ to picture a game unknown to the player: ‘the exploration and attempt to control worlds that are unknown to the player’ (Raessens 2005, p. 380). You refer to happenings as accidents but in this game (which I have played A LOT) you choose the accidents yourself! This is why I was surprised, since the player knows EXACTLY what the world looks like in the game.

    Well thank you for reminding me to play a little more the Sims™ - especially due to the new version 4 (http://www.thesims.com/en-au/the-sims-4#)!

    Thanks!
    Silja

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    1. Hi Silja,

      Even though we may have sound knowledge, still there can be happenings which we have not expected before (E.g. Weird happenings in any versions), which I owe this to exploring the unknowns

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  5. SIMS indeed illustrates the concept of reconfiguration. I used to play SIMS in the past. I can choose my character’s gender, skin colour, clothing, their face and even their personality. Besides, I can also choose what to do, such as building my house, purchasing furniture and making friends. By doing so, gamers can create their own virtual world and have their ‘dream live’ in the game.
    In fact, I wonder if gamers will get bored with this kind of games one day. As I mentioned before, I used to play SIMS and the reason why I gave up playing it is I had enough with the game. There is no new task and all I have to do is to finish the tasks and that’s all. It is really boring for me.
    Anyway, good post this week Leo. Thank you!! :)

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