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[In this bonus Gamasutra design article, academic Tolino introduces his own classification for player-generated content, explaining what makes game player-created content special -- from new levels through cosplay, glitching, and beyond.]
In October 2007, Valve released the video game Portal.
The game was a huge success and was praised for its innovative game play and
stunning atmosphere. Throughout Portal, a computer named GLaDOS directs
the players and repeatedly promises a cake to those who succeed.
Shortly after the game's release, Portal players,
inspired by the game, began posting photos of cakes (link)
they had baked using an original recipe hidden in an "Easter egg"
within the game. In June 2006, a video was posted on YouTube in which a person
is dressed as a block from the classic video game, Tetris (link).
In the video, the
person runs around in a city and tries to fit the block costume into the
corners of houses and different objects, as if performing a real-life game of Tetris.
In both of these examples, players used elements of the video game to create
their own projects. How can these player-created phenomena be explained and
classified for the benefit of game designers?
The player-baked cakes and the real-life Tetris game
are examples of "ludic artifacts," player-created objects (e.g.
videos or costumes) inspired by video games and posted on the internet.
Analyzing these ludic artifacts can be useful for game designers, and this
article will present a model for better understanding player-created content
and the motivation for players to creatively expand on their gaming experience.
This article will also discuss methods for designing games in a way which
encourages players to not only play the game, but to transcend the video game
itself and invent their own game-based creations.
First, it is important to understand what ludic artifacts
are, or more importantly, what they are not. In many video games, such as Unreal
Tournament or LittleBigPlanet, players are given the opportunity to
create custom levels or maps. These maps, and all other forms of game content,
are not considered ludic artifacts. They are confined to the game and can be
described as "user-generated game content."
In contrast to that, the experience of playing a game can of
course lead to the creation of ludic artifacts. A player who completes all
levels of Half-Life in 45 minutes and records a video of the impressive
feat could decide to share his run and distribute it over the internet. Hereto,
the architecture of the game world and the player's gameplay is transformed
into a ludic artifact.
The clear distinction between user-generated game content
and ludic artifacts then is the location or use of the content ("non-trivial"
use), ludic artifacts being generated or used "outside" the confines
of the game itself. Other examples of ludic artifacts include game-related
graffiti, reenactments of game scenes, costumes inspired by game characters,
paper reproductions of game objects, maps of game locations, video
documentation of game glitches, machinima films and music videos, comics made
with the help of game engines, in-game performances and even game-related
Wikipedia sites (Examples).
All these artifacts may seem to have little in common, but
an in-depth study of ludic artifacts, their differences, and, more importantly,
their similarities, reveals their ability to be categorized and explained. The
findings of this study are especially relevant for game developers, for whom it
is important to incorporate basic principles of user-generated content into
their game design process.
With these basic principles in mind, the design of games
would not only focus on the perfection of the gameplay itself. In addition, the
game design would focus on the motivation of the players to generate their own
media products by transcending the borders of these games. This would
strengthen the game's community and increase the lifecycle of the game -- as
well as its popularity.
The questions we need to answer are, how can different ludic
artifacts be described and the motivation to create them be explained, so that
game-designers can incorporate this knowledge into their work? To understand
ludic artifacts and map them into an understandable diagram, we need a
classification, a taxonomy of ludic artifacts.
Some of the artifacts created are videos, while others are drawings or even
edibles. To categorize by the numerous product types (e.g. "videos"
or "objects") would make comparison difficult, but a broader scope
shows that artifacts can be organized easily according to motivation, into the
following six categories:
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A. Competition
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B. Construction
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C. Expression
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D. Performance
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E. Community
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F. Documentation
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