Discussion Questions for Bogost's Persuasive
Games
1. My rationale for suggesting a new rhetorical domain is the same one
that motivates visual rhetoricians. Just as photography, motion
graphics, moving images, and illustrations have become pervasive in
contemporary society, so have computer hardware, software, and
videogames. Just as visual rhetoricians argue that verbal and written
rhetorics inadequately account for the unique properties of visual
expression, so I argue that verbal, written, and visual rhetorics
inadequately account for the unique properties of procedural expression.
-- Why isn't procedural rhetoric just
called "logic"?
2. The McDonald’s Videogame mounts a procedural rhetoric about the
necessity of corruption in the global fast food business, and the
overwhelming temptation of greed, which leads to more corruption.
…
The game makes a procedural argument about the inherent problems in the fast food
industry, particularly the necessity of overstepping environmental and
health-related boundaries. (31, emph throughout is mine)
-- Let's unpack Bogost's use of
"inherent" here. He's qualified his claim by saying that the game
makes an "argument," yet there is an implied metaphysics (absolute
truth) in the use of the word "inherent." Are there arenas or
causes that legitimate procedural rhetoric? That is, does the
cause have to be inherently arguable
[according to some register of Bogost's] before procedural rhetoric can
be detected?
3. Verbal rhetoric certainly supports this type of claim; one can
explain
the persuasive function of processes with language: consider my earlier
explanation of the rhetoric of retail store return policies, or Eric
Schlosser’s popular book and film Fast Food Nation, which addresses
many of the issues represented in The McDonald’s Videogame. But these written media do not express
their arguments procedurally; instead, they describe the processes at
work in such systems with speech, writing, or images. (31)
-- Let's take the other side of this
argument. How is language procedural? What are the rules of
language? How does language (written or spoken, with or without
images) act like or become a game? How is the experience of, say,
Interactive Fiction different from a book?
4. However, Retouch does not deploy a
procedural rhetoric, since it does not use representational processes
to explain the actual processes used in photo retouching.
…
But a procedural version of the same argument would facilitate a
variety of different images, full-body, head-and- shoulders, different
body types, and so forth.
…
Unlike Retouch, Freaky Flakes asks the user to construct a box from the
ground up, starting with its color.
…
The argument Freaky Flakes mounts is more procedural than Retouch, but
only incrementally so. The user recombines elements to configure a
cereal box, but he chooses from a very small selection of individual
configurations. ... The persuasion in Retouch reaches its apogee when
the user sees the already attractive girl in the fake magazine ad
turned into a spectacularly beautiful one. This gesture is a kind of
visual enthymeme, in which the authors rely on the user’s instinctual
and culturally mediated idea of beauty to produce actual arousal,
jealousy, or self-doubt. Freaky Flakes offers no similar conclusion.
The user creates a cereal box, but every box yields the same result
(even combining the superhero and the princess ring yields the con-
gratulatory message, “Your box looks great!”). A more effective procedural argument would
enforce a set of rules akin to the tactics advertisers use to
manipulate kids, while providing a much larger possibility space for
box authorship. Within this space, the user would have the
opportunity both to succeed and to fail in his attempt to manipulate
the simulated children buying the cereal. (32-3)
-- Why isn't Retouch procedural?
What is Bogost's threshold for a digital artifact to use procedural
rhetoric?
5. These propositions are every bit as logical as verbal arguments—in
fact, internal consistency is often
assured in computational arguments, since microprocessors and
not human agents are in charge of their consistent execution. (36)
-- Talk about ways that "internal
consistency" is
not "assured" in a video
game. Take the example of discovering
illegal opcodes in the
6502. How do they mitigate the concept of internal
consistency? Whose agency is assured that consistency is
maintained? Do you know of unintended Easter Eggs in games?
6. For example, in the case of Freaky Flakes, one might object that the
underlying model for advertising influence presumes the media ecology
of consumer capitalism. This is a reasonable objection; but such a
wholesale revision might imply a different simulation entirely, one
that would be outside the expressive domain of the artifact. However,
procedural representations often do allow the user to mount
procedural objections through configurations of the system itself.
…
Just as an objection in a debate would take place during the negation
or rebuttal of the opponent rather than in the construction of the
proponent, so an objection in a
procedural artifact may take place in a responding
claim of a verbal, written, visual, or procedural form. Such
objections
are not disallowed by the Daisy ad or by Freaky Flakes; they merely
require the interlocutor to construct a new claim in another
context—for example a responding TV spot or software program.
…
While the game does not provide the
user with direct access to the
search algorithms that generate its lists, so that a user could wage
these objections in code, it does provide a flourishing community of
conversation.
…
The community discourse at the game’s
message boards are not always
related to objections to its underlying procedural rhetoric, but the
availability of this forum
facilitates active reconfiguration of the
game’s rules and goals, a topic to which I will return in
chapter 11. (37-40)
-- What are the ramifications of
pushing audience response (and the measurement of persuasion) to other
media? Is the assumption that artifacts that argue procedurally
may "merely [!] require the interlocutor to construct a new claim in
another context" building an unfair hierarchy? What sorts of
responses to persuasive videogames gain traction? What sorts of
videogames have argued persuasively on a large scale?
What do these quotes tell us about
Additional Quote
7. This is what is most often meant when we say that computers are
interactive. We mean they create an environment that is both procedural
and participatory.” As Balance of the Planet suggests, procedural
rhetorics do not necessarily demand sophisticated interactivity. But we might ask if procedural rhetorics
benefit from sophisticated interactivity. (42)
For one part, videogames are among the most procedural of computational
artifacts. All software runs code, but videogames tend to run more
code, and also to do more with code. (44)
Videogames tend to demand a
significant share of a computer’s central processing unit (CPU)
resources while running; they are more procedural than other
compu- tational artifacts. As I write this paragraph, my computer is
running twelve major applications, including the active one, resource
hog Microsoft Word, and some seventy total processes to run the
machine’s underlying systems— window management, networking, graphics,
audio, and so forth. Despite this
immodest quantity of activity, my CPU remains 75–85 percent idle.
-- How does more CPU usage make for a
more effective rhetoric? What if Quake was written in assembly?
Compare to this quote from page 53:
Without realizing it, Salen and Zimmerman helpfully clarify the
difference between Sutton-Smith’s rhetorics of play—the global,
cultural roles for exploring themes like ownership and property—the
procedural rhetoric of a game—the local argument The Landlord’s Game
makes about taxation and property ownership (53).
8. Shuen-shing Lee explains such persuasion via Geoffrey R. Loftus and
Elizabeth F. Loftus’s 1983 study Mind at Play:
[Mind at Play] sorts out two types of
psychological configurations embedded in game design that aim to get players addicted to gaming.
The first type, “partial reinforcement,”
is that utilized by slot machines which spit out coins intermittently
to reward a gambler. The experience of being occasionally rewarded
often drives the gambler to continue inserting coins, in hopes of
another win or even a jackpot. Arcade game designers have cloned the
same reinforcement strategy in their games. Surprises such as score
doubling, weapon upgrading, expedient
level advancing may pop up randomly during the gaming process to
heighten the player’s intrigue, stimulating con- tinued playing.
Partial reinforcement is certainly a type of persuasion, but the
persuasion is entirely self-referential: its goal is to cause the
player to continue playing, and in so doing to increase coin drop. (47)
-- Let's talk about partial
reinforcement and the operation of quests in World of Warcraft.
WoW isn't exactly about "coin drop". Why the [admittedly brilliant] partial reinforcement?
Explain the economics of partial reinforcement in WoW.
Extra:
For example, entering and exiting vehicles is afforded in GTAIII, but
conversing with passersby is not (see chapter 3 for more on this
subject). This is not a limitation of the game, but rather the very way
it becomes procedurally expressive. Second, the interactivity afforded
by the game’s coupling of player manipulations and gameplay effects is
much nar- rower than the expressive space the game and the player
subsequently create. The player performs a great deal of mental
synthesis, filling the gap between subjectivity and game processes.
Previously, I have argued that the
ontological position [the "nature of being"] of a videogame (or
simulation, or procedural system)
resides in the gap between rule-based representation and player
subjectivity; I called this space the “simulation gap.” (43)
http://www.youtube.com/watch?v=BZ4qxnMODIU&feature=related