Henry Jenkins
Henry Jenkins has taught at MIT for 18 years,
where he is the Director of the MIT Comparative Media Studies Program
since 1998. He is the author and/or editor of nine books and dozens
of articles on various aspects of media and popular culture, and is
widely regarded as one of the most prolific minds on media.
How much of our attention does
Warcraft really deserve in relation to some of its contemporaries?
Henry Jenkins: I spoke at a games
studies conference earlier this summer. There was a steady track of
WoW programming for the entire event -- one WoW paper after another
-- many of them presented by members of a WoW guild that is composed
almost entirely of game scholars. There's no question that the game
deserves lots of attention -- I am not a WOW player so I went to only
a few of the papers but each scholar had found something interesting
to discuss within the game. I came away with a sense of the
richness of the game's interface but more importantly the diversity
and engagement of the fan cultures which had grown up around and
through the game.
WoW deserves attention because it has
so captured the imagination of gamers over the past few years. That
said, I don't think it is healthy for the field of games studies,
which is still emerging, to be so fixated on a single game franchise
-- no matter what the franchise. A few years ago, it might have been
The Sims or GTA, now it's WoW. But we need to spread out a bit more
to encompass the full range of game genres and we need to be
attentive to new, experimental, independent, and emerging work in the
game space.
But what really made WoW into
such a subscriber powerhouse? Were they lucky, in the right place at
the right time, or does a lot of the credit belong to the designers
in creating a more finished and seamless experience?
HJ: What interests game scholars about
WOW isn't the game itself: it's the ways that players have
organized socially to take advantage of the affordances of the
game and it's the tools and systems they have constructed to support
their complex collaborative game play activities.
In other words, the
game may have succeed with fans because it was a well designed game
which offered the right features to the right players at the right
price at the right time but it's continuing interest has as much
or more to do with what players have added to the game experience
than anything that the designers put in the game. This is not a slam
at the designers -- this is the nature of the multiplayer game space
– it supports a rich and diverse culture or it dies. And as you
note, the core gamers tend to be a diasporic community that moves in
waves from one game to another.
What's in store for single player
games?
HJ: I don't see them going away anytime
soon. For one thing, a high percentage of casual games are single
player and that's one of the most dynamic growth areas for the
games industry right now. I certainly see the platform games
becoming more social -- as we watch everything from the new Wii
titles to Guitar Hero being designed to be played by a group of
friends gathered together in someone's rumpus room.
Yet, I think
there will always be creative designers generating titles which
capture the imagination of individuals. I like to attend parties;
I like to read; sometimes I have to chose between the two but for
the most part, they hold different niches in my life. I
suspect multiplayer and single player games will operate in the
same ways: the same gamers may be drawn to both depending on their mood or the particular title and then there will be some people who
only want to engage with one or another mode of game play.
If Warcraft collapsed today, then
where would the players go? Other MMO games, single player games, the
gym?
HJ: I know less about what happens when
multiplayer games start to implode than I know about the migrations
of television fans, which is a phenomenon that I've had a chance to
observe over more than 20 years. In both cases, the holding power has
to do with at least two variables: the degree to which individual
members value what the franchise is giving them (including both
content and corporate/community relations) and the degree to which
the members feel attached to the social network which grows up around
the franchise.
Typically, a bad decision or decisions by the
company compromises, at some point, in the cycle the interests of
the community, creating growing dis-satisfaction within the
community. Certain key thought leaders in the community move
elsewhere, often issuing some final message to the group, which
feeds the discontent. Initially, the group may move outward in
several different directions, testing new franchises to see if
they offer either new pleasures or more of what attracted them to the
earlier franchise.
In a networked culture, the word gets out where
they went and what they thought and then there's a larger migration
which can, under the right conditions, turn into a stampede. I
suspect when this happens to WoW that people will be searching in
several directions: some following the genre, looking for other
worlds with similar elements; others will follow the game play
mechanics, looking for games which either offer features they like
about WOW or which fix the things that bugged them about the game;
and others will follow the community, wanting to move to where-ever
their friends relocate.
This whole process unfolds over several
months or longer as the pieces sort themselves out. The key point
here is that it is never social to the degree that other elements of
the experience don't matter at all but the choice between equally
satisfying experiences will frequently rest on the decisions made by
the social network as a whole.
Do you anticipate the arrival of
more game genres that might directly compete with MMO, Single
Player, Multiplayer online, etc?
HJ: Always. I can't tell you what the
new genres are going to be. If I could, I'd be on the payroll of a
major company. But everything in the history of games so far suggests
that whenever things start to feel too predictible, a new paradigm
emerges and shakes up the box again.
If you were stranded on a desert
island with only one game to last you through the long years, what
would it be?
HJ: That's an easy one. Tetris. I have
been playing Tetris off and on regularly for more than a decade. Its
simplicity of design allows for almost infinite replay value. I keep
telling myself one more game, constantly thinking I can do better. I
can get into the flow of the game easily and can remain relaxed and
captivated for a long time. So, if I could have only one game, I'd go
for a classic that never seems to grow old. It isn't necessarily my
all-time favorite game but then, my favorites tend to come and go,
and this remains loyally at second or third place on my list.
Conclusion
So what’s really in store for our
intrepid diaspora of gamers?
Are they locked in an ongoing migration
from populous to desolate game worlds, or will the fertile valleys of
one monstrous game become too utterly irresistible? How will social
worlds, such as Second Life, relate to worlds like World of Warcraft,
where the grind is planned and the players expect entertainment? How
“Blockbuster” or sensually realistic will new MMO games have to
be? Will we barrel toward huge and highly realistic games? Or at some
point on our path to largest and most realistic, will these digital
realities start to look like a world that we’ve had all along?
Perhaps McNeill is right, and it’s real life that will start to
look more like a game.
But the point of this article was not
explicitly to make deep or philosophical points. It was to have
conversations with the academics immersed in the research. The point
of this article was not to answer questions so much as to raise them.
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