Knowing, not doing: Modalities of Gameplay Expertise in World of

 
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Knowing, not doing: Modalities of Gameplay Expertise in World of
Knowing, not doing: Modalities of
                              Gameplay Expertise in World of
                              Warcraft Addons

Victoria McArthur                  Nicholas Taylor                Abstract
York University                    York University                In this paper we consider the impacts of game addons
4700 Keele Street                  4700 Keele Street              on conventional notions of game-based expertise in
Toronto, ON, Canada, M3J1P3        Toronto, ON, Canada, M3J1P3    World of Warcraft, through the analysis of 37
vickymc@yorku.ca                   nickttaylor@gmail.com          travelogues - a data collection tool designed for use in
                                                                  MMOG research. We adopt a multi-faceted definition of
Tamara Peyton                      Suzanne de Castell             gaming expertise as described by Taylor, Jenson, De
York University                    Simon Fraser University        Castell and Humphrey [33] and apply their
4700 Keele Street                  8888 University Dr             categorization of expertise modalities to the addons
Toronto, ON, Canada, M3J1P3        Burnaby, BC, Canada, V5A 1S6   named by our study participants. We find that the most
tpeyton@yorku.ca                   decaste@sfu.ca                 commonly understood expressions of expertise in
                                                                  games (time investment and skill) are less represented
Jennifer Jenson                                                   in the addons reported by our participants.
York University
4700 Keele Street                                                 Keywords
Toronto, ON, Canada, M3J1P3                                       Massively Multiplayer Online Games, Virtual worlds,
jjenson@edu.yorku.ca                                              research methods, expertise, knowledge production,
                                                                  technological tools, human computer interaction

                                                                  ACM Classification Keywords
                                                                  K.8.0. [Personal computing]: General – Games.
Copyright is held by the author/owner(s).
CHI 2012, May 5–10, 2012, Austin, TX, USA.
ACM xxx-x-xxxx-xxxx-x/xx/xx.
Knowing, not doing: Modalities of Gameplay Expertise in World of
General Terms                                               As its central mandate, the study takes Actor Network
Design, Human Factors                                       Theory’s injunction to "follow the actors" [19], whether
                                                            they be non-human or human. This enables us to
Introduction                                                consider addons, authored and used by players to
World of Warcraft (WoW) is one of the most successful       improve and/or enhance the World of Warcraft gaming
Massively Multiplayer Online Games (MMOGs) of all           experience, as a social actor which influences the ways
time. The size and scope of possible interactions and       in which gameworld participation is experienced and
intents within WoW situates it as "something between a      gameworld expertise is realized.
game and a world" [1]. In this paper, following
Ducheneaut’s assertion that "narrowing our scope [to        Using a framework for understanding different
specific online games] is a necessary first step in         expressions of MMOG-based expertise – a multifaceted
analyzing concretely and critically what can be             "expertise construct" - developed in an earlier work
accomplished in digital spaces" [8], we consider the        [33], we apply their expertise modalities to our study of
impacts of WoW addon software on WoW gaming                 addons. Through this construct, we contest the
expertise and achievement.                                  dominant idea of expertise as narrowly limited to skilled
                                                            performance and time investment.
The dataset upon which we draw for this paper comes
from a mixed methods, multiple locales approach to          Approach
understanding expertise and leadership in MMOGs and         The data for this paper draws most heavily on the
virtual worlds. Sites for the study include lab-based       survey and visual data provided in participants’
settings in Canadian cities and observations of public      "travelogues" a voluntary data collection tool developed
gaming sites (LAN events, Internet cafés, and informal      for the study [21]. The travelogue collects visual and
gamer gatherings) in the UK and Canada, surveys,            textual data from expert level players across multiple
interviews, participant self-reporting and researcher       MMOGs and virtual worlds. Participants connect to an
direct observation. To date, we have over 600               online form that presents them with a series of nine or
individual multimodal datasets of people playing games      ten questions to which they are able to provide both
and answering survey questions. The study’s primary         textual and visual responses. The travelogue is
intent is to see whether and how it is possible to          intended as a way of getting multimodal data, through
understand participants’ real world characteristics (such   both visual and textual means. It allows participants
as gender, age and capacity for leadership) from their      report on their behaviours and practices across the
in-game interactions. Both in its scope and in its          entire ensemble of the MMOGs they play, providing a
methods, this is a study that examines the "on the          glimpse into their 'domestic' play, and giving them
ground," complex relationships between virtual worlds,      control over both the method and the content of what
and the localized practices of players in different         they choose to represent to researchers.
environments and contexts of play.
In the following sections we discuss the history of       functions into a player’s WoW client. The open-source
addons, including popular narratives that have been       standard XML is used for the graphical interface of each
constructed about them within and around the current      piece of addon software [9].
player base. We then describe our conceptual
framework and the travelogue in greater detail. Next,     As a kind of fan-created artifact, addons are a visible
we report on our data from 37 World of Warcraft           and active aspect of committed WoW play for many
players who filled out travelogues (a sub-group within    players. They are a tangible indicator of both the addon
the 69 travelogues), specifically, their textual and      producer and the addon user relationship to the
visual responses regarding addon use.                     gameworld and its practices, providing a "tactical,
                                                          critical relationship to the game cultures they inhabit"
What are addons?                                          [7]. Given the richness of this culture and environment,
In 2004, WoW’s developer, Blizzard, decided to allow      WoW provides fertile ground in which to study the
the integration of user-created software into its WoW     interplay of affordances between corporate owners,
game client. Known as ‘addons’, these bits of software    hobbyist users, technical interfaces and social norms.
modify and augment the game’s technical affordances.      WoW is one of the only MMOGs to allow for the
WoW addons typically serve one of two functions: they     integration of add-ons into its core client technology.
either replace the default UI with a different theme,     With over 4700 addons available, across 27 categories
appearance or layout, in a practice known as ‘skinning’   of functionality, the addon scene in WoW is sizable and
[7], or they add functionality to the client, through     dynamic. Based on download lists available at
added popup menus, informational displays, game           Curse.com, the main source of WoW addons, some of
sounds and mini-map icons. While in some academic         the most popular addons globally include: QuestHelper,
work [e.g., 18], addons are conflated with ’mods’ (full   which adds quest objectives to the minimap;
game modifications), there are fundamental differences    Auctioneer, which tracks the trading activity and
between addons and mods. Addons only change               financial performance of auction house commodities;
aspects of the user’s client software [9], whereas mods   and DeadlyBossMods, which provides customizable
alter the core game mechanics and game goals [20,         popup alert boxes and sounds related to specific
30]. Mods also add in new content or core game            monsters’ real-time activities at higher levels of the
functions in multi-player first-person shooter games      game.
such as Half-Life (user-community created Counter-
Strike) and Quake (user-community created Team            Games, Addons, and Expertise
Fortress).                                                For this paper, we reviewed the game studies literature
                                                          that considers gaming practice, group dynamics and
Addons are created using a proprietary API and a          definitions of expertise. Themes in this literature
scripting language called ‘Lua’ [9], both owned and       include: the impacts of the avatar and the game
managed by Blizzard. Lua is essentially a scripting       interface on gaming practice [12, 14, 23, 35], the
language that enables the embedding of client-side        nature of immersive learning in games and the
generalizability of ludic learning to everyday life [1, 10,   Most of the works cited above address expertise in
31, 32], and individual and group dynamics in high            some way, but few provide an explicit, theoretically-
performing players [5, 6, 12, 17, 25].                        grounded framework for understanding the relationship
                                                              between specific addons and different styles of expert
In the literature that discussed addon use both directly      play. Drawing from work first published by Taylor, de
and tangentially [6, 12, 18, 29, 33], the dominant            Castell, Jenson & Humphrey [33], we take up the
understanding of addon use is of a play practice that is      "expertise construct" proposed therein and use it to
positively correlated to top tier, high functioning           experiment with the development of a framework for
players participating primarily in guild groups, and who      categorizing and conceptualizing addons based on the
play almost exclusively in order to pursue the                kinds of expertise they extend to players – or, in ANT
successful completion of end-game group content               terms, the kinds of work they carry on behalf of
(known commonly as raid groups). A key theme in this          players. To do so, we apply the idea of an "assemblage
latter set of literature is the idea that addons "fix"        of play" [34] as inspired by Actor-Network Theory, to
problems in the WoW UI. Chen’s work treats addons             the discussions and self-reports of addons from
mainly as diagnostic tools, and as agents which               participants.
overcome UI issues that would otherwise make certain
game instances unwinnable [6]. Similarly Golub states         Expertise framework
that many game challenges – raids in particular - are         Working with the expertise framework proposed by our
impossible to complete without the aid of addons [12].        project group [33], we look at how addons relate to,
This viewpoint is echoed within the CHI community. For        and can be categorized using, the four modalities of
example, Bardzell et al. suggest that without addon           expertise outlined in their construct: investment, skill,
use, "some game content (e.g., end-game raids) are all        discourse and game knowledge.
but impossible" [3].
                                                              Investment is not just actual quantification of time
In much of this literature, addons are regarded as            spent in-game, but also to the amount of ‘mindshare’
supplementary technologies that ‘fix’ the game, but           or invested commitment players have in the game,
questions of how they inflect, expand or enhance player       regardless of their actualized in-game practice.
agency are left largely unexplored. Specific addons are
rarely mentioned and the overall impression is of canny       Skill is the operational competency and proficiency of
hard-core players maximizing the efficiency and               players across a set of game assemblages. In the
efficacy of their play through addons. This incomplete        context of addons we apply the skill modality to addons
view of addons and their role in gameplay, and how            that directly impact the efficiency of play.
they relate to concepts of expertise is what we wish to
address in this section.                                      Discourse evidenced not just through a mastery of the
                                                              social language [2] of gaming, but also through a
                                                              contingent and contextual awareness of discourses that
circulate among players and between players and the        communication, and action. Applying this concept to
interface.                                                 MMOG play, we can show that, and how, MMOG
                                                           expertise resides not in players’ embodied skills, but
Game knowledge refers to both the ludic knowledge (of      precisely in the capacity of players to assemble a
game mechanics such as avatar class and race               network of non-human actors that extend and enrich
affordances, skills and builds, game enemies and           their capacity to carry out different game-based
quests, and so on) and narrative knowledge (of the         directives. Seen in this view, addons do not "fix" the
plot, lore, and mythos of the game and its characters,     game [6, 12], nor do they detract from players’
as expressed both in the game and through other            embodied expertise; rather, they supplement and
texts).                                                    extend the cyberknetic apparatus of play.

Applying our understanding of these four modalities of     Method & Data points
expertise to the study’s data subset, we sketch out a      In this section of our paper, we present the
way to conceive of addons as non-human actors in the       commonalities and differences we found between the
assemblages formed by players in the gameworld of          affordances of addons reported through the travelogues
WoW, in ways that re-cast ‘expertise’ along post-          and through participant observation, and their apparent
human, ANT-informed directions. We build from
                                                           impacts on game play expertise modalities.
Giddings and Kennedy’s argument that gaming
virtuosity, typically viewed in humanistic terms as
                                                           Using both the textual and visual data in the
expressive of expert players’ superior embodied
                                                           travelogue, we counted all instances of explicitly named
abilities, ought to be viewed instead as a "cyberknetic
                                                           or shown (via screenshots) addons. Next, looking at the
circuit" between player, game, and context, where the
                                                           textual and visual information separately, we analyzed
game ‘reconfigures’ its players [11]. To extend this
                                                           textual responses to see whether or not participants
insight to our analysis of addons, we borrow from
                                                           described the benefits of specific addons.
Latour’s notion of "plug-ins" [19], which he describes
as "circulating entities" that extend to human actors
                                                           Lastly, mobilizing the framework proposed by Taylor et
specific and contingent forms of competence. In
                                                           al. [33], we analyzed each addon and, based on its
writing, "you realize that to obtain ‘complete’ human
                                                           functionality, aligned it with one or more expertise
actors, you have to compose them out of so many
                                                           modalities. We used this framework in our analysis as a
successive layers, each of which is empirically distinct
                                                           way to understand and explain the relationship
from the next," Latour moves away from a humanistic
                                                           between addons and players, by reframing the impacts
model of the individual subject as a discrete,
                                                           of addons to ludic expertise.
autonomous agent whose capabilities and competencies
reside 'within' her/him. Instead, competence (as well as
                                                           Participants
subjectivity and personality) are seen as arising
                                                           Participants were recruited at LAN parties, public
through context-specific associations with non-human
                                                           gaming conventions, and on university campuses in
tools – "plug-ins" that supplement thought,
Canada, as well as public gaming events in the UK. We       the multimodal quality of the travelogue to both show
invited participants to fill out a travelogue documenting   and tell us about these addons in different ways. For
their play in any MMOG of their choice. Presently, 69       example, some listed the addons textually by name,
travelogues have been completed and 37 were                 while others provided screen shots of their list of active
completed by World of Warcraft players (23 male, 14         addons in the WoW addon interface. Some participants
female). The age range was 19 to 60 years (mean 28,         described the benefits each of the addons provided,
SD 8.18).                                                   others stopped at naming them. In general, there
                                                            seemed to be no reticence on the part of players to
In addition to the travelogue data for this subset, we      name, show or discuss their addon selections.
also have additional data from survey, interviews, and
in most cases, one or more videotaped game play             While the most cited addons (Table 1) were raid-related
sessions with researcher direct observation.                (Recount, Omen and Deadly Boss Mods being most-
                                                            often mentioned), the screen snaps submitted via
It is important to note that while participants in the      participants’ travelogues often belied this explicit
project represent all levels of expertise, including        reporting. Images of participants’ addon folders showed
novice players, 27 of the participants who completed a      that each player used an average of 10-15 types of
travelogue self-identified as "advanced" or "expert"        addons. Many participants’ addon folders showed
players. The remaining participants self-identified as      addons such as: AtlasLoot, which automates the
intermediate (2), novice (3), newb (1), and 4 chose not     collecting of items dropped by vanquished monsters;
to rank their expertise. Participant self-assessments       Altoholic, which allows a player to see gear and
were confirmed through qualitative observations of          inventory across their various characters; SexyMap,
their play either in lab-based or public settings.          which adds additional tracking, sizing and locator
                                                            functionality to the UI’s minimap.
While we acknowledge that our recruitment locations
affect the ‘ecological validity’ of the results, the fact   Table 1 lists the 16 unique addons that were named by
that travelogue participants also self-identified as        3 or more travelogue participants. Mobilizing the
expert players means that the results should be taken       expertise framework from Taylor et al. [33], we
as representative of this group.                            researched the functionality of each addon and linked it
                                                            to one or more expertise modalities. We looked at what
Results and Analysis                                        the addon brought forth to the assemblage of play (i.e.,
88 unique addons were named by participants in the
travelogue. As shown in figure 2, participants utilized
7

                                        Table 1.. List of unique addons that were named by 3 or more participants.

                                        Addon                 Number              Modality 1:         Modality 2:          Modality 3:           Modality 4:
                                                                                  Investment          Skill                Discourse             Knowledge
                                        Altoholic             3                   Secondary                                                      Primary
                                        AtlasLoot             8                                       Secondary                                  Primary
                                        Bartender             5                                       Secondary                                  Primary
                                        DBM                   9                                                            Secondary             Primary
                                        Decursive             3                                                            Secondary             Primary
                                        Gatherer              3                   Primary                                                        Secondary
Figure 1. A participant's addon list.   GearScore             3                                       Secondary                                  Primary
                                        Omen                  11                                                           Secondary             Primary
                                        Pitbull               3                                       Secondary                                  Primary
                                        PowerAuras            3                                       Secondary                                  Primary
                                        Quartz                3                                       Secondary                                  Primary
                                        Quest Helper          3                                       Secondary                                  Primary
                                        Recount               17                                      Secondary                                  Primary
                                        SexyMap               3                   Secondary                                Primary
                                        Titan Panel           3                                       Secondary                                  Primary
Figure 2. A Chinese player's            XPerl                 3                                       Secondary                                  Primary
interface.

                                        what action possibilities it op
                                                                     opened up as its primary                   Gatherer displays is based on the player's own
                                        function or action) and then what sort of secondary                     gathering data (or data that was shared by guildmates
                                        impact hat addon had as a social actor upon the play                    via the addon). As a tool that enables more well-
                                                                                                                                                               well
                                        assemblage. Within the set of 16 "popular" addons                       informed decisions regarding the often time-intensive
                                                                                                                                                          time
                                        (within our participant group), we found that each                      gathering activities,
                                                                                                                                 ies, we see Gatherer as strongly linked
                                        addon was linked with two modalities: one primary and                   to investment.. In its visualization of where and when
                                        one secondary. The distinction is illustrated in the                    the player obtained particular kinds of resources,
Figure 3. A participant                 following two examples.                                                 Gatherer is secondarily related to (ludic) knowledge.
demonstrating addons at Icecrown
Citadel.
                                        The addon "Gatherer" ttracks and visualizes historical                  Conversely, Deadly Boss Mods (DBM) is one of the
                                        data related to assets obtained via the gathering                       most popular high-end
                                                                                                                                  end raiding addons in our dataset.
                                        professions (e.g.
                                                     e.g. mining or herbing). The historical data               DBM provides players with audio and visual alerts timed
8

to specific NPC monster damage abilities, such as flame       Within the HCI community, we need to recast the ways
breath (for the dragon Onyxia), poison waves (for             in which addon use in MMOG play is understood,
Heigan in the Naxxramas instance) or frost damage (for        especially in relation to "expertise." What is clear from
the Lich King in the Icecrown Citadel instance). DBM          our travelogue data, surveys, interviews, and
also notifies players when specific phases of a fight are     observations is that people are making use of addons
about to begin. DBM’s alerts allow players the time to        as an affordance of the game - something that the
recognize and react appropriately to each danger.             publisher, Blizzard, has openly facilitated. By carefully
Given this, DBM is linked here primarily with                 examining the role addons play as actors, researchers
knowledge: it makes information that is otherwise             can gain a richer understanding of what it means to use
invisible visible. It is linked secondly with discourse; in   specific addons. Presently, a search for "addon" or
order to meaningfully communicate with other players          "mod" in the SIG CHI proceedings returns a very small
in a raid, the addons packages the specialized colloquial     number of papers that only mention these assemblages
language of gaming and insert it into the assemblage of       in passing [e.g., 3]. The difference between outsourcing
play in a way that is intended to goad players into           agency and making invisible information visible is quite
specific actions.                                             significant, yet these differences are often wrapped up
                                                              into the "does or doesn't use" model of expertise and
Discussion and Conclusions                                    normative MMOG play.
With the categorization of addons using a multifaceted
framework, we have proposed a theoretically-grounded          Acknowledgements
and empirically-driven model for conceptualizing and          This research is sponsored by the Air Force Research
ordering the ways that addons extend different                Laboratory.
manifestations and expressions of game-based ability.
We plan to mobilize this framework along two                  References
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