Friday, September 30, 2011

Performance and Audience - DotA and Guitar Hero

On the topic of audiences and performance, the two case studies we were presented in class were DotA and Guitar Hero.

The first difference that strikes me is that they seem reverted in how they came to be games that supported a player-performance while also attracting an audience.

DotA, a player made mod for Warcraft III, comes across as a very typical computer game. The player sits in front of the screen and uses the keyboard. It's strategic, it's about resource management and it's competetive. Especially the competitive part of the game is easily applied to tournaments, but as we discussed in class, the audience needs to have some knowledge about DotA, they need to be initiated and most likely DotA players themselves to be able to make sense of the performance.

Picture from a DotA tournament (2008). The audience is able to get close to most of the player-performers, but the focus performances are on the stage where the fight is displayed on the large screens above the teams. Photo by Multiplay @ Lowyat.NET


With so many games of the same ilk, it's interesting that DotA and also Starcraft made it as popular tournament games and I wonder if a widespread popularity is so crucial that without a knowledgable and dedicated community around them, they would have ventured no further than your typical LAN party - no show without an audience.

Note the tagline saying "a computer controlled game"
Guitar Hero looks to me as it has come from the opposite direction. Instead of being a game whose performance was able to attract engaged onlookers, it is rather a performance (real guitar or "air guitar") which has been gamified.

We discussed in class how the challenge of the game was akin to Simon the memory game, although tied to rhythm and accuracy. So what is Guitar Hero about, is it really just a button pushing game, "Simon Advanced"? Or are we looking at a golden mix of music, party atmosphere and the sheer opportunity to steal some limelight, even if the complexity of the game only involves pushing buttons in quick sequence. Guitar Hero is not about showing clever thinking, but rather pure Simon mastery preferably while looking cool.

I think the key ingredient here is music and the opportunity to engage with it, regardless of your prowess with an instrument, while the audience can bob along on the sideline without even needing to know what the game is about.

Guitar Hero artwork displaying a concert setting.
I think there's something interesting in how the performances are staged and shaped around also suiting an audience. The ways these performances are presented will say something about what the organizer expects the audience wants to see.

The picture below shows the DotA players on a stage, but almost hidden behing their monitors. Putting focus on a player will have to involve switching to show his/her screen display on the big on-stage screens (I assume). I would be interested to know if these screens also show the DotA players themselves, or if they just bounce between the various interfaces showing the highlights.


A DotA match on the stage. The two teams have been moved so far back on the stage that the distance to the audience looks quite large? Photo by Multiplay @ Lowyat.NET


The biggest Guitar Hero events I could find, that had videos and photos available, also placed the player-performer facing the audience in what looks to be a more traditional stage setting. Because of the dependency on a screen, I get the impression there's a small monitor (maybe several) for the Guitar Hero Player to refer to without having to turn around, giving them much more freedom of movement than a player forced to sit down/face a certain direction.

The Guitar Hero player-performer is on stage and is even facing his audience. Screencap from the video "Riff-Wars Guitar Hero competition"
Despite the concentration being written all over the faces of these players (from the video linked in the picture caption above), they all move away from gamer-with-controller towards guitar-player through their performances - the mimicry part of it.

Screencap from the video "Riff-Wars Guitar Hero competition"

However, even though the performance of the DotA player has taken precedence over the player in the act of performing, the video we were shown in class, a direct streaming of a DotA/Starcraft player practicing (as I remember it), had two embedded video windows showing his hands moving over the keyboard in one, but also his face in the other, besides the actual progress of the game. Even though I've not been able to find an example of this, I'm not surprised there is still some fascination with the DotA players' facial expressions and how they skillfully operate their keyboards in the same way as the camera will zoom in on the Guitar Hero player tapping at the guitar controller buttons.


1 comment:

  1. love the pics and interesting points. re: if players corporeal bodies become important in the performance of games like DoTA, you can certainly see attempts at making more traditional broadcast products weave that stuff in by doing the picture in picture view (game with faces inset in the corner) or cut-aways.

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