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Avataritis — On the Abundance of Customizable Game Characters

Martyn Zachary writes "The Slowdown has posted a new critique, 'Avataritis,' that attempts to portray the utilization of character customization as a pandemic, emotional response on behalf of publishers and developers to finding the easiest, most efficient solution to the very unique dilemma presented by the enlarging, widening player base of video games. 'No mechanisms are in place stopping developers from writing and designing heterogeneous yet fully structured, narrative-based computer games with carefully constructed and immutable, unchangeable characters.' The article discusses the emergence and role of gender criticism and research in relation to the recent proliferation of the customizable avatar. The story also dissects the very act of character creation, subsequently aiming to clarify several semantic distortions related to the terminology utilized in character creation, and in turn breaking apart the concepts of relatability and understandability, wholly differentiating the two. The overarching analysis is finally related to examples from the gaming marketplace, where many continue to corroborate apparent falsehoods and misunderstandings in relation to the utilization of the avatar. Ultimately, the writer hopes to dissuade readers, developers and players from believing that written narratives are going away as customization and emergent content are entering video games with full force."

21 of 78 comments (clear)

  1. OP can't get a date. by Jane+Q.+Public · · Score: 2, Funny

    Good Grid! Somebody has WAAAAAY too much time on their hands.

  2. I've read physics papers by business majors... by topham · · Score: 4, Insightful

    that made more sense.

    1. You make a character look like you, so you can feel like 'YOU' are part of the story.
    2. You make a character like you wish you were, to make 'YOU' feel like some sort of hero (or anti-hero)
    3. You make a character unlike yourself and not like you wish you were to give yourself a different perspective and to act out a roll.

    If the characters look (color, shape, accent, etc) has no direct bearing on the story then it's just window dressing.

    1. Re:I've read physics papers by business majors... by rujholla · · Score: 3, Interesting

      4. You make a hot character so spending an hour day looking at her run around the screen is at least more visually stimulating than #1.

    2. Re:I've read physics papers by business majors... by Chemisor · · Score: 3, Interesting

      4. You make a naked hot girl to wander the wasteland and fight supermutants with her bare hands. Because it's no fun to spend hours upon hours staring at some guys ugly butt.

    3. Re:I've read physics papers by business majors... by phoenix321 · · Score: 2, Insightful

      What made you think charisma is like "charm"? Then why is it called a different word then? :)

      Wiki-Grandma says "One who is charismatic is said to be capable of using their personal being, rather than just speech or logic alone, to interface with other human beings in a personal and direct manner, and effectively communicate an argument or concept to them."

      When I remember where charisma checks were usually encountered in various RPGs, it was always in persuading or influencing other characters to do your bidding. Which works pretty well if you're a hot nympho female or a 500 pound gorilla concerning the result: people will subconsciously yield to you. Fear or attraction doesn't matter, the results are the same.

    4. Re:I've read physics papers by business majors... by Nekomusume · · Score: 2, Insightful

      4: Making the character up to be a hot guy/girl of "your type", so that you can stare at eye candy that actually suits your own tastes. ("If I'm going to be staring at this character for the next 50+ hours, it might as well look good")
      5: Making the character up to be a fashion doll. ("screw the stats, I want the awesome looking armor")
      6: Making the character up to look like anything other than a standard video-game hero(ine), who tend to be carbon copies of each other.

  3. Tsss... by Jerry+Smith · · Score: 2, Insightful

    And all that time I thought people were going for a funny picture, silly me!

    --
    All those moments will be lost in time, like tears in rain. Time to die.
  4. Best customization I've found is Champions Online by CrazyJim1 · · Score: 2, Interesting

    One reason I purchased CO was to see what people make with the Avatar customization. It breaks what we think is standard for MMOS. You think if you find armor, your avatar should change, but they don't do it this way. They let you pick what your avatar looks like and you stick with it. It makes sense anyway considering most games have an OP Armor set that everyone wears and looks the same end game. I give them points for thinking outside the box.

  5. What language is this? by NoOneInParticular · · Score: 3, Funny

    Can someone please translate the summary into English?

    1. Re:What language is this? by debrisslider · · Score: 5, Informative
      Basically:

      Remember how Time's 2006 Person of the Year was YOU? And everyone hated it and thought it was a terrible choice, because user-generated content is often idiotic, base, lowest common denominator, whatever (not trying to be biased, that's just how I remember this place reacting)? That no one cares about your stupid band, your podcast, your profile, or your feed? That the average web user's narcissism might not be the best method of content generation, that social networking concepts were being shoehorned into places for sake of bandwagon jumping, at the expense of added noise and reduced quality content?

      In other words: do you really need to put your face on Mario's body? Does that truly enhance your game playing experience? Should game storylines be written around a shallow method of providing a surface-level customization for added 'personalization'? The article takes issue with inappropriate uses of character customization, a trend that has begun to spread from its traditional place in choice-and-consequence RPGs (Fallout, not Final Fantasy) to pretty much any kind of game (often, seemingly randomly), a move that has begun to change the manner of storytelling in video games. The author thinks that this customization, in attempting to bring players further into the narrative, is actually alienating them by presenting them with meaningless choices, confusing identification with understandability, distancing the player from whatever intent the storyline has by introducing surface-level similarity at the cost of a more coherent characterization of the game's hero. Think of the Time cover writ large; a mirror over the face of a video game's protagonist. If there were a technology to easily switch your face with that of an actor's in a movie, would that help you understand the film or extract any additional meaning from it? Does every story need to be turned into a choose-your-own-adventure with branching paths, at the cost of a greater unifying vision? And what purpose does customization serve in the cases where there are no branching paths, when it is thrown in because of market trends?

      Assuming you care about video game narratives at all, let alone as any sort of art, of course. I don't think slashdotters are the right crowd for this kind of article. You need a few years of undergraduate literature and film classes to write like this, I don't think this place has the background in narrative theory necessary to be interested in the points this guy is making. Frankly, you guys should consider yourselves lucky not to understand this guy's writing, it probably means you are gainfully employed.

  6. Standardize Avatars? by RyoShin · · Score: 3, Interesting

    Reading his writing (but ignoring his conclusion), I got wondering why we don't have some sort of standardization for avatars. All three major consoles now have some sort of system avatar, customizable to various degrees. These don't always make it into the games you play on them, but even when they do they tend to be very basic avatars, whereas many games have a huge number of options (and combinations thereof.) Considering how many games are giving us customizable avatars, and the rate with which they are coming to represent us online and in-game, it would seem the next logical step to create a method whereby someone can import a custom set into a game, and then tweak it from that base template, ensuring a mostly heterogeneous style over all the games they play.

    This doesn't mean that developers would be limited by options, nor that they can't do micro-customization. For instance, a game that offers your character a Fu Man Chu would mark such a beard style as part of the "Small Beard" class/group. If a game does not offer that style, it chooses the default "Small Beard" style. Along with this standard, which would incorporate as many customizations as possible (and likely keep updating its database), there could be a set of open-source models based on the standards, which developers could then import into their game, customizing as desired. This would increase the potential of having a similar character from game to game.

    There are some sequels that read on older games, and thus would likely incorporate customization, but I'm surprised this doesn't seem to be on even on a developer/publisher level--standardizing such a thing would seem, at least to me, to save a lot of time developing, as well as be supportive of return business.

  7. Re:"The Slowdown" IS Martyn Zachary by platypussrex · · Score: 2, Insightful

    I concur.... my first thought upon (trying) to read the summary was that perhaps April Fool's Day had come sooner than expected, but then I realized that even the worst April Fool's Parody couldn't touch this guy... he's in a league of his own. My brain still hurts from the onslaught.

  8. It's a carryover from City of Heroes. by Chas · · Score: 2, Interesting

    Hopefully, once they get a couple releases under their belts, they'll have more costume options. Right now there's a lot of option areas, but not a lot of options in each. And a somewhat unhealthy percentage are beast/animal options. Were I a furry with delusions of heroism, I'd be in heaven. But...

    --


    Chas - The one, the only.
    THANK GOD!!!
    1. Re:It's a carryover from City of Heroes. by Blakey+Rat · · Score: 2, Insightful

      Yah I noticed that too. They seem to have some furry artists on staff or something, because they put a *lot* of attention into the werewolf/cat-person/antlers/etc options. Or it might have just been a lack of creativity elsewhere, "I can't thing of any other style of legs... well, let's put in the werewolf option I guess."

      The part that bugged me is that the only textures available were (IIRC) "Metallic", "Leather", "Cloth." That's it? You have 40,000 werewolf options, and you didn't even bother making a "Fur" texture? (You can make a metallic werewolf, though. Whee!)

  9. Is it me or was the summary a pain to read? by SmallFurryCreature · · Score: 3, Insightful

    I got the feeling this guy is in marketing. There was something being said, but it was lost in all the frills.

    The english language is not a wedding gown, it doesn't get better the more lace you add. It is instead a thong. Less is more.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Is it me or was the summary a pain to read? by gbjbaanb · · Score: 2, Insightful

      The english language ... is instead a thong. Less is more.

      Wt u say, lss is more. R u sum prof of English thn? I thk u r wrng, more is ok fr a lang tht expands all t time. :)

  10. Re:"The Slowdown" IS Martyn Zachary by m.ducharme · · Score: 2, Insightful

    Hopefully if it were being edited for an academic paper, he would not get to assume the points he's trying to prove.

    --
    Rule of Slashdot #0: You and people like you are not representative of the larger population. - A.C.
  11. Re:"The Slowdown" IS Martyn Zachary by pjt33 · · Score: 2, Insightful

    People write like this to show off, yes, but it also takes a lot of effort to be so precisely complex.

    Precise writing looks a bit like this. People who don't have the ability to write precisely but want to look intellectual also write like this. I think this article falls into the category of "trying to appear intellectual" rather than "writing with precision". To illustrate, consider the definition of "avataritis":

    the video game industry’s highly emotional, pandemic response to finding the easiest, most efficient solution to the very unique dilemma presented by its ever-widening player base.

    So we get from this:

    1. The player base of video games is ever-widening. Simple, plausible.
    2. This presents a very unique dilemma. "Very unique" isn't really a hallmark of precise writing, but more to the point he doesn't tell us what this dilemma is.
    3. The industry is responding to finding the easiest, most efficient solution to this unspecified dilemma. He doesn't tell us what the solution is either.
    4. The industry's response to finding this unspecified solution to an unspecified dilemma is predominantly driven by emotion on the part of the industry and is a widespread infection.
    5. We are left to infer the precise nature of this response from the etymology of his neologism*. Perhaps I shouldn't have used the word "definition" earlier, because while he tells us what he's using "avataritis" as a short-hand for, he doesn't spell out what it actually consists of.

    I'll grant that "pandemic" isn't an inappropriate word given that he's painting avatar usage ("utilization" in the summary is pure pomposity), but the rest makes me far more strongly inclined to believe he's being pretentious than precise. The use of similar language and of self-reference as "the author" in the summary reinforces that view.

    * Yes, I'm being pretentious too, but at least what I'm writing makes sense.

  12. I'm going to have to disagree by strech · · Score: 2, Interesting

    The short version of the argument is that allowing a lot of character customization
    a) Can't fully achieve the goal of having the player "become" the character, as the gameplay and narrative of the game provide their own limits;
    b) Doesn't really solve the problem of the interaction of race and video games; and
    c) Limits the games, because it prevents them from using meaningful character details as driving the narrative, gutting it.
    This misses the point to a great deal;

    For (a) All creation has limits but that doesn't make it valueless or not an act of creation; even if the limits are that born within a game system.

    For (b) it's true but character customization was never really aimed at solving the interaction fully.

    For (c) not all details of a character limit the story of a game (would it really matter if Gordon Freeman was black?) and if a game is anything other than a railroad it needs to branch at some point anyway, so the branching of a game in response to character creation (see Dragon Age's multiple origin stories) is not a meaningful limit of narrative.

    In longer form, his argument is full of holes in general; he starts off by begging the question, complete with passive-agressive "I'm going to get modded down for this, but" bullshit:

    Now, to offend half the blogosphere offhand: For the purpose of this article, we will consider avatar customization a convenient narrative cop-out. We shall also assume that no mechanisms are in place stopping developers from writing and designing heterogeneous yet fully structured, narrative-based computer games with carefully constructed and immutable, unchangeable characters.

    So he assumes the practice he's complaining about is the only thing stopping him from getting the games he wants (it isn't, but I can see the assumption as useful for purposes of argument) and then assumes the practice he disagrees with is valueless (it isn't). He even admits that in terms of narrative etc he's dismissing the value with nothing more than the word "seems":

    (Obviously, there are occasions wherein the “tabula rasa” scenario is a fully motivated one, either by its ludic or narrative function, but assuming this to be a default state to be aspired to seems ultimately misguided beyond the MMO.)

    As he asserts this without evidence, I'll dismiss it with little more (At very least, games in the line of Fallout or (from what I know about it) Dragon Age are clear examples in opposition to this).

    He goes on for a while about minorities and gaming, nothing that minorities are underrepresented in gaming, and that the common approach of reading % of characters as a measure of this is a bit of tokenism and misses the point – that the experience of growing up white and growing up, say, Latino are different and this affects a lot of things in subtle ways, and just changing a character's skin isn't going to reflect these ways. And that making this irrelevant works against both the white and Latino's experience. This is true as far as it goes, but it really doesn't have much to do with character creation:

    a) I've always thought the % studies as a quick and dirty measure of how much of the creators are working to take those experiences into account. If the numbers are heavily lopsided, then it's a sign the probably aren't; if the numbers are more even there's at least a chance they are.
    b) More importantly, the ability of a trait to help someone connect with a character isn't necessarily connected with the importance in the game world. To paraphrase from a shadowrun sourcebook, “Who cares about the color of someone's skin when the guy over there is a rock with hands as big as your head?” This is even true for characters set initially in our on world (c.f. Gordon Freeman). So the race of the character could end up being meaningful for the player and not meaningful for the game world.
    c) Even where it is relevant, it can be bra

  13. Re:Skinning by Blakey+Rat · · Score: 3, Interesting

    JWZ is a software engineer writing about usability. He's not writing about video game characters.

    Do you seriously think those two things are equivalent?

    As far as I'm concerned, any time spent customizing a character and not playing the game is wasted.

    And I think crafting in MMOs is boring, and thus wasted effort on the part of the developer. But guess what? I'm not the *only* person who plays the game. Ditto with the alchemy system in Oblivion, but I'm sure there are thousands of gamers who really appreciated it.

    This is going to blow your brain, but Champions Online released their character creator as a demo, and I spent ages doing nothing but customizing characters, and enjoying it.

    So in short, you're wrong and also an ass.

  14. Re:Best customization I've found is Champions Onli by Swanktastic · · Score: 2, Interesting

    Although the applications are somewhat limited, I really had fun with the concept in some EA Sports games (Tiger Woods in my case) where you could upload a picture of yourself and skin the character. It was pretty easy and looked mostly like me. It was a heck of lot easier than spending 3 hours trying to tune an avatar with sliders. I suppose there's too much opportunity for mischief however for this to make it into MMORPGs.