Polythesisism in Video Games and Composition

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Video Games,
Composition, and the Rise
of Polythesesism
:
New Media Tools and Writing to Explore
Presented at CCCC 2017 Portland, OR
Maureen Fitzpatrick
Professor, English
Johnson County Community College
Polythesisism
n.
an openness to multiple interpretations of a set
of facts or observations; the willingness to
generate assorted and contradictory paths
through the widest expanse of knowledge one
can collect; entirely made up word interesting
enough to get a proposal accepted at 4Cs.
Game are
about:
Creating a world that encourages exploration.
De-emphasizing linear process
Making failure—particularly spectacular
failure—part of the learning process
Cultivating habits of learning
RPG
Commandments
circa 1998
-- 
Game Designer
Warren Spector
1.
Each player's path through the story must be
unique.
2.
Players must always have clear goals.
3.
The level of interactivity must be high,
4.
The central character must grow and change
in ways that matter to players in an obvious
and personal way.
5.
The game must be about something more
than killing things, solving puzzles, a---nd
maxing out a character's statistics.
The Deus Ex
Rules of
Roleplaying.
--
Spector 2013
Always Show the Goal
 - Players should see their next goal (or encounter an intriguing mystery) before
they can achieve (or explain) it.
Problems not Puzzles
 - It's an obstacle course, not a jigsaw puzzle. Game situations should make logical
sense and solutions should never depend on reading the designer's mind.
Multiple solutions
 - There should always be more than one way to get past a game obstacle. Always.
Whether preplanned (weak!), or natural, growing out of the interaction of player abilities and simulation
(better!) never say the words, “This is where the player does X” about a mission or situation within a
mission.
No Forced Failure
 - Failure isn't fun. Getting knocked unconscious and waking up in a strange place or
finding yourself standing over dead bodies while holding a smoking gun can be cool story elements, but
situations the player has no chance to react to are bad. Use forced failure sparingly, to drive the story
forward but don't overuse this technique!
It's the Characters, Stupid
 - Roleplaying is about interacting with other characters in a variety of ways
(not 
just
 combat… not 
just
 conversation…). The choice of interaction style should always be the player's,
not the designer's.
Players Do; NPCs Watch
 - It's no fun to watch an NPC do something cool. If it's a cool thing, let the player
do it. If it's a boring or mundane thing, don't even let the player think about it - let an NPC do it.
Games Get Harder, Players Get Smarter
 - Make sure game difficulty escalates as players become more
accustomed to the interface and more familiar with the game world. Make sure player rewards make
players more powerful as the game goes on and becomes more difficult. Never throw players into a
situation their skills and smarts make frustratingly difficult to overcome.
Pat Your Player on the Back
 - Random rewards drive players onward. Make sure you reward players
regularly and frequently, but unpredictably. And make sure the rewards get more impressive as the game
goes on and challenges become more difficult.
Think 3D
 - An effective 3D level cannot be laid out on graph paper. Paper maps may be a good starting
point (though even that's under limited circumstances). A 3D game map must take into account things
over the player's head and under the player's feet. If there's no need to look up and down - constantly -
make a 2D game!
Think Interconnected
 - Maps in a 3D game world feature massive interconnectivity. Tunnels that go direct
from Point A to Point B are bad; loops (horizontal and vertical) and areas with multiple entrance and exit
points are good.
Chris
Bateman,
Imaginary
Games, 2011
Megatexts are fictional (think Star Trek, Harry
Potter, etc) or nonfiction (scientific discoveries)
stories, experiments or fact that we navigate
between to discover new or larger texts.
Coming to a
dataset with
an established
thesis
Pre-Kepler
Post Kepler
 
Coming to a
dataset with
no restrictions
Structures
 
 
 
 
 
21
st
 Century
Skills,
Henry Jenkins,
Challenges of
Participatory Culture
Play
the capacity to experiment with one’s surroundings as a form
of problem-solving
Performance — 
the ability to adopt alternative identities for the
purpose of improvisation and discovery
Simulation
 
— the ability to interpret and construct dynamic models
of real-world processes
Appropriation — 
the ability to meaningfully sample and remix media
content
Multitasking — 
the ability to scan one’s environment and shift focus
as needed to salient details.
Distributed Cognition 
the ability to interact meaningfully with
tools that expand mental capacities
Collective Intelligence 
the ability to pool knowledge and compare
notes with others toward a common goal
Judgment — 
the ability to evaluate the reliability and credibility of
different information sources
Transmedia Navigation — 
the ability to follow the flow of stories and
information across multiple modalities
Networking 
the ability to search for, synthesize, and disseminate
information
Negotiation 
the ability to travel across diverse communities,
discerning and respecting multiple perspectives
Linear Tools
Ativist
 – cloud, multiple chunks of story modes
https://atavist.com/
Explory
 – linear but flexibly navigable timeline for multiple nodes,
build in app 
www.explory.com
Odyssey
 – Map-driven storytelling platform, embed media
http://cartodb.github.io/odyssey.js/
Prezi
 – presentation software; multiple types of media can be
embedded 
www.prezi.com
Sway
 – (free with Office 365) PowerPoint & Prezi’s love child
Vojo
 – (crowd sourcing audio stories) 
http://vojo.co/
 
WeVideo
 – cloud-based video editor, app available
www.wevideo.com
Nonlinear
tools
Eko Studios 
(flash based), create non-linear
stories with picture, sound, video --
https://studio.helloeko.com/
Inklewriter
 – text-based interactive storytelling
http://www.inklestudios.com/inklewriter/
Twine
 – node-based interactive storytelling,
text only, flowchart interface 
www.twinery.org
Vojo
 (crowd sourcing audio stories)
http://vojo.co/
Inklewriter
Twine
Eko Studios
iDocs:
interactive
documentaries
7 Deadly Sins
 
http://digital-deadly-sins.theguardian.com/#/Grid
After the Storm
http://www.pbs.org/independentlens/interactive/after-the-
storm/#/dear-future-disaster-survivor
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The presentation at CCCC 2017 by Maureen Fitzpatrick delves into the concept of Polythesisism, encouraging diverse interpretations and exploration in new media tools and writing. It discusses creating a world for unique player paths, emphasizing clear goals, interactive storytelling, character growth, and meaningful gameplay beyond conventional tropes. The RPG commandments, game design principles, and roleplaying rules highlighted underscore the importance of player engagement, logical challenges, diverse solutions, and rewarding progression in gaming experiences.

  • Video Games
  • Composition
  • Polythesisism
  • Player Engagement
  • Game Design

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  1. Video Games, Composition, and the Rise of Polythesesism: New Media Tools and Writing to Explore Presented at CCCC 2017 Portland, OR Maureen Fitzpatrick Professor, English Johnson County Community College

  2. an openness to multiple interpretations of a set of facts or observations; the willingness to generate assorted and contradictory paths through the widest expanse of knowledge one can collect; entirely made up word interesting enough to get a proposal accepted at 4Cs. Polythesisism n.

  3. Creating a world that encourages exploration. De-emphasizing linear process Making failure particularly spectacular failure part of the learning process Cultivating habits of learning Game are about:

  4. 1. Each player's path through the story must be unique. 2. Players must always have clear goals. RPG Commandments circa 1998 3. The level of interactivity must be high, 4. The central character must grow and change in ways that matter to players in an obvious and personal way. -- Game Designer Warren Spector 5. The game must be about something more than killing things, solving puzzles, a---nd maxing out a character's statistics.

  5. Always Show the Goal-Players should see their next goal (or encounter an intriguing mystery) before they can achieve (or explain) it. Problems not Puzzles-It's an obstacle course, not a jigsaw puzzle. Game situations should make logical sense and solutions should never depend on reading the designer's mind. Multiple solutions-There should always be more than one way to get past a game obstacle. Always. Whether preplanned (weak!), or natural, growing out of the interaction of player abilities and simulation (better!) never say the words, This is where the player does X about a mission or situation within a mission. No Forced Failure-Failure isn't fun. Getting knocked unconscious and waking up in a strange place or finding yourself standing over dead bodies while holding a smoking gun can be cool story elements, but situations the player has no chance to react to are bad. Use forced failure sparingly, to drive the story forward but don't overuse this technique! The Deus Ex Rules of Roleplaying. It's the Characters, Stupid-Roleplaying is about interacting with other characters in a variety of ways (notjustcombat not justconversation ). The choice of interaction style should always be the player's, not the designer's. Players Do; NPCs Watch-It's no fun to watch an NPC do something cool. If it's a cool thing, let the player do it. If it's a boring or mundane thing, don't even let the player think about it -let an NPC do it. Games Get Harder, Players Get Smarter-Make sure game difficulty escalates as players become more accustomed to the interface and more familiar with the game world. Make sure player rewards make players more powerful as the game goes on and becomes more difficult. Never throw players into a situation their skills and smarts make frustratingly difficult to overcome. --Spector 2013 Pat Your Player on the Back-Random rewards drive players onward. Make sure you reward players regularly and frequently, but unpredictably. And make sure the rewards get more impressive as the game goes on and challenges become more difficult. Think 3D-An effective 3D level cannot be laid out on graph paper. Paper maps may be a good starting point (though even that's under limited circumstances). A 3D game map must take into account things over the player's head and under the player's feet. If there's no need to look up and down -constantly - make a 2D game! Think Interconnected-Maps in a 3D game world feature massive interconnectivity. Tunnels that go direct from Point A to Point B are bad; loops (horizontal and vertical) and areas with multiple entrance and exit points are good.

  6. Chris Bateman, Imaginary Games, 2011 Megatexts are fictional (think Star Trek, Harry Potter, etc) or nonfiction (scientific discoveries) stories, experiments or fact that we navigate between to discover new or larger texts.

  7. Pre-Kepler Post Kepler Coming to a dataset with an established thesis

  8. Coming to a dataset with no restrictions

  9. Linear Parallel Branching Structures Consentric (hub & wheel) Fishbone (mini-game)

  10. Play the capacity to experiment with ones surroundings as a form of problem-solving Performance the ability to adopt alternative identities for the purpose of improvisation and discovery Simulation the ability to interpret and construct dynamic models of real-world processes Appropriation the ability to meaningfully sample and remix media content Multitasking the ability to scan one s environment and shift focus as needed to salient details. Distributed Cognition the ability to interact meaningfully with tools that expand mental capacities Collective Intelligence the ability to pool knowledge and compare notes with others toward a common goal Judgment the ability to evaluate the reliability and credibility of different information sources Transmedia Navigation the ability to follow the flow of stories and information across multiple modalities Networking the ability to search for, synthesize, and disseminate information Negotiation the ability to travel across diverse communities, discerning and respecting multiple perspectives 21stCentury Skills, Henry Jenkins, Challenges of Participatory Culture

  11. Ativist cloud, multiple chunks of story modes https://atavist.com/ Explory linear but flexibly navigable timeline for multiple nodes, build in app www.explory.com Odyssey Map-driven storytelling platform, embed media http://cartodb.github.io/odyssey.js/ Linear Tools Prezi presentation software; multiple types of media can be embedded www.prezi.com Sway (free with Office 365) PowerPoint & Prezi s love child Vojo (crowd sourcing audio stories) http://vojo.co/ WeVideo cloud-based video editor, app available www.wevideo.com

  12. EkoStudios (flash based), create non-linear stories with picture, sound, video -- https://studio.helloeko.com/ Inklewriter text-based interactive storytelling http://www.inklestudios.com/inklewriter/ Twine node-based interactive storytelling, text only, flowchart interface www.twinery.org Vojo (crowd sourcing audio stories) http://vojo.co/ Nonlinear tools

  13. Inklewriter

  14. Twine

  15. EkoStudios

  16. iDocs: interactive documentaries 7 Deadly Sinshttp://digital-deadly-sins.theguardian.com/#/Grid After the Storm http://www.pbs.org/independentlens/interactive/after-the- storm/#/dear-future-disaster-survivor

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