On the Back of a Flying Gryphon:
Soaring Over/Through the Global Game Industry
Nick Dyer-Witheford & Greig de Peuter, Games of Empire
Bonnie A. Nardi, My Life as a Night Elf Priest
William Sims Bainbridge, The Warcraft Civilization
Casey O'Donnell
After more than thirty years as a thing that can be called "an industry," the
video-game industry now finds itself in its middle ages, as well as the object
of critical and scholarly inquiry. The global game industry and the virtual
game worlds it creates are sprawling, historically situated, socio-technical
assemblages that continue to offer promise and peril to researchers. Too
often, however, context and the link between game worlds and developer
worlds go uninterrogated: a divide remains between the world of game creators
and games/game worlds themselves. Research tends to focus exclusively
on content or on production, with a few notable exceptions linking
the two.
Nick Dyer-Witheford and Greig de Peuter's Games of Empire: Global Capitalism and Video Games (Minneapolis: University of Minnesota Press,
2009. Pp. xxxvi+298. $20) undertakes a complex analysis of the game industry through the lens of "empire," as read through Michael Hardt and
Antonio Negri (p. xx). In many respects, this account is the most effective,
as it connects production and content through this framework, focusing on "immaterial labor" both inside the game production "engine" and throughout
the "gameplay" worlds it produces.
The resulting text provides a theoretically rich and compelling analytic framework that draws the reader into the networked "immaterial" worlds
of game producers and game worlds. At the same time, one is also left feeling
as if one was "on the back of a flying gryphon" (p. 123), flying over the
landscape of the global game industry. One cannot help but wonder what a more focused empirical lens might have brought the text. EA_Spouse,
actual Electronic Arts Employees, China, Chinese World of Warcraft (WoW) gold farmers, and even brief historical accounts of technologies and regions
collide in an account whose sheer breadth does seem to imply a kind of
empire. Due to such breadth, a certain empirical depth is never reached.
One feels ferried from site to site just when the story was getting interesting,
rather than being allowed to gain enough context, historical or otherwise,
to engage deeply with the overarching argument.
Further, the reader is left wondering whether the theme of empire emerged from the source material (I suspect it did), or was imposed upon
the material. It is difficult to determine which was the case from the flow
and structure of the text, yet it is an important question. If it was brought
to the material by the author, then no matter how persuasive a reading of
the game industry it is, one must ask if there are other, better readings. If it
emerged from the material, on the other hand, then that needs to be foregrounded.
In my own work with game developers I can certainly understand
the reading of empire, but can also imagine alternative readings that
are less pessimistic. The rise of independent game development, for example,
suggests that the empire is no inflexible despotism, but a more adaptable
kind of hegemony.
In contrast, Bonnie A. Nardi's My Life as a Night Elf Priest: An Anthropological
Account of World of Warcraft (Ann Arbor: University of Michigan
Press, 2010. Pp. 236. $28) and William Sims Bainbridge's The Warcraft
Civilization: Social Science in a Virtual World (Cambridge: MIT Press, 2010.
Pp. 248. $28) focus almost exclusively on the sprawling virtual world of
Azeroth and the game world of WoW. Each of these texts largely brackets
the world of game production and game industry from its analysis, which
is reasonable, given the depth in which both cover WoW. Oddly enough,
they both, for reasons that are not clear, make continual comparisons of
WoW to Second Life, which seems a poor analogy. Missions, raiding, and all
the play that emerges in these texts occur within structures dictated by
game designers. Each component demonstrates how truly distant WoW is
from Second Life. Yet time and again Second Life serves as a referent, although
other virtual world games—Everquest, Eve Online, MUDs, MOOs,
and so on—would make greater analytic sense.
One of the better aspects of Bainbridge's account is that he takes care to
introduce readers to the in-game historical context of WoW. Many accounts
of WoW neglect its parent world, Azeroth. While the history of WoW could be considered short, with its original release in 2004, the virtual
world has its own significant history, going back to 1994 with the release of
the game WarCraft: Orcs & Humans for MS-DOS-based computers. This
history is referenced throughout the games produced by Blizzard—Warcraft
2, the expansion Warcraft 2: Beyond the Dark Portal, Warcraft 3: Reign
of Chaos, the expansion Warcraft 3: The Frozen Throne—numerous novels, and Blizzard's publicly available historical timeline. Each of these provides a cultural and historical foundation for the world of Azeroth, a context that is important for participants in the game and that, therefore, seems crucial to any sociological or anthropological analysis of WoW. Bainbridge's analysis, however, gets lost adrift the massive amount of play narrative found in
the text. Where Dyer-Witheford and de Peuter bring close theoretical readings to bear on their massive project, Bainbridge's analysis is drowned out
by his own voice as a player. If a reader were interested in getting a sense of
what WoW is like for a player, without sitting down and playing the game,
then this text could be appealing. However, that person may quickly become
mired in the Warcraft-ese of the text, wondering at the meaning of so
many words when removed from their virtual context.
My Life as a Night Elf Priest, on the other hand, maintains a beautiful balance between empirical depth and analytic care. Nardi's clear care for
her informants, both virtual and human, and the world they play within is
clear throughout the text. Her analytic framework, "activity theory" coupled
with John Dewey's notion of aesthetic experience, mobilizes the exploration
of her empirical material. Nardi's analysis references the extensive
work of others in the fields of game studies, science and technology studies,
and communication. It clearly positions itself in relation with this work
in ways that push her analysis and the study of WoW forward in meaningful
ways.
My primary critique of Nardi's text is more theoretical. How did the analysis of WoW push activity theory outside of its comfort zone? At what
point did WoW, Azeroth, or the players move activity theory in new directions?
Did gameplay itself reflect upon activity theory? A truly experimental
theory should evolve through contact with new situations, and an experimental
system is only as useful as its ability to allow for these kinds of
noisy answers.
While WoW unites these three texts, much more divides them. In Games of Empire we view the vast empires of the global game industry through divergent lenses. In The Warcraft Civilization we have a highly descriptive account of the world of Azeroth. In My Life as a Night Elf Priest we
come to better understand how players experience the world and community
of Azeroth and the activities that play out in this space. While each
gives us perspective on the broad "thing" that is the global game industry,
each struggles in its own way with this broad empirical territory. In many
respects the division of production and play/consumption/use is reified in
the analytical choices of the authors, for even in Games of Empire we
encounter production and play disconnected from each other. This is the
very partitioning that scholars in the fields of science and technology studies
and the history of technology have contested for so long.
As analysts continue to gain access to the halls of video-game-development studios, hardware manufacturers, and game publishing companies,
undoubtedly they will map the links among these worlds. While it is reasonable
for analysts to study the worlds as bounded field-sites "on their
own," a player undoubtedly encounters the externality of the game world
and its intersections with the global game industry. Nardi's text in particular
seems to capture the essence and sociality of WoW, while Dyer-Witheford
and de Peuter attempt to unravel the threads of empire throughout the
game industry. Although they largely reify the divide between the studies of
production and game worlds, each demonstrates empirical and conceptual
rigor that should interest readers in the global game industry.
Dr. O'Donnell is an assistant professor in the Grady College of Journalism and Mass
Communication at the University of Georgia.