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University of Utrecht “...

one of the sweetest pleasures as a game designer is seeing your game


Faculty of the Humanities played in ways that you did not anticipate.‖ (Salen & Zimmerman, 2003, p.
Degree program: pre-MA New Media & Digital Culture 540).

Student: Mark A. Jansen


Student ID: 3637603

Title: Making the rules: the case of Halo


Month and Year: February 2011
Supervisor: R. Glas
Table of content 1. Introduction

1. Introduction……………………………………………………………………..1 The cause for this research is my personal experience with the First-Person
1.1 Introducing the research………………………………………………1 Shooter (FPS) game Halo on the Xbox console platform and the specific
1.2 Framing the object…………………………………………………….1 way it was played in a social group.
1.3 Defining game concepts………………………………………………1
1.1 Introducing the research
2. Research Design………………………………………………………………2-3
2.1 Research question……………………………………………………..2
2.2 Theoretical framework………………………………………………...2 The research concerns the rules of the game. More specifically, it is about
2.2.1 Participatory culture………………………………………………………....2 how and why players change the rules. Available content on online video
2.2.2 Reconfiguration…………………………………………………………...…2 site YouTube demonstrates that Halo is, and has been, played in radically
2.2.3 Rules of the game………………………………………………………...….3
different ways, probably not all foreseen by the game designers. Examples
2.3 Research method…………………………………………………………….3-4 are „Red vs. Blue‟ and the so-called „Warthog Battles‟. The research
2.3.1 Group………………………………………………………………..4 concerns one of the many ways Halo can be played. Halo‟s design offers
2.3.2 Sample………………………………………………………………4 players “...custom rules for all the basic game types.” (MobyGames, 2011).
However, not all elements of the game are adaptable nor customizable,
3. Value of the research……………………………………………………………5 which leads to creative solutions.
3.1 Scientific value………………………………………………………..5
3.2 Societal value …………………………………………………………5
1.2 Framing the object
4. Analysis of the case……………………………………………………………6-8
4.1 Motivation……………………………………………………………..6 The research concerns Halo‟s competitive multiplayer gameplay mode.
4.2 Game elements………………………………………………………6-7 More specifically, the research is about the team-based Capture The Flag
4.3 In-game social norms………………………………………………..7-8 (CTF) gametype, played with multiple consoles in a Local Area Network
4.4 Process………………………………………………………………...8 (LAN) context. Furthermore, the research only considers gameplay in the
map „Sidewinder‟.
5. Conclusion……………………………………………………………………9-11

6. Limitations of the research……………………………………………………12 1.3 Defining game concepts

7. Bibliography…………………………………………………………………...13 The paragraphs above contain potentially intimidating terms, such as FPS,
CTF and LAN. They may seem rather exotic to the reader who is unfamiliar
8. Appendix……………………………………………………………………14-23 with them. Basic knowledge about these concepts is required for the reader
8.1 Description of game concepts in alphabetical order……………...14-15 in order to understand this paper. However, it is beyond the scope of this
8.2 Interview transcripts……………………………………………...15-23 paper to review these concepts extensively. Therefore, I refer the reader to
8.2.1. Interview with A. Griffioen…………………………………………….15-17
8.2.2 Interview with M. Kasper………………………………………………17-19 the Appendix, where I provide a short description of relevant terms.
8.2.3 Interview with C. Kasper……………………………………………….19-21
8.2.4 Interview with N. Bakker……………………………………………….21-22
8.2.5 Interview with T. de Heij……………………………………………….22-23

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2. Research Design separately due its prominence in this research. Raessens uses the conceptual
framework of the British tradition of cultural studies to situate the concept
In this section the research question, the research method and the theoretical of interpretation. Here, cultural texts “...are viewed as open texts that
framework will be described. different groups of viewer interpret differently, depending on social, cultural
and other contexts...” (Raessens & Goldstein, 2005 p. 375)
2.1 Research question For Raessens, construction is “...understood as the addition of new game
elements. This can exist as modifying existing games, or as in making
The research answers the following research question: entirely new games. Construction can take many forms and may seem
related to reconfiguration. However, Raessens explains that “You can really
A. What is the motivation of game players in redefining the rules? speak of construction when players work with game-mods or game patches,
editing tools and source codes.” (Raessens & Goldstein, 2005 p. 381). Here,
The question is broken down in the following sub-questions: the player adds elements to the system.

A1. Why were the players not satisfied with the suggested game rules? 2.2.2 Reconfiguration

A2. What was the goal of changing the rules? According to Raessens, reconfiguration consists of two categories. First, it
“...exists in the exploration of the unknown, in the computer game
A3. What did the process of changing the rules look like? represented worlds.” (Raessens & Goldstein, 2005 p. 380). Second,
reconfiguration is “...when a player in this process of exploration is invited
to give form to these worlds in an active way by selecting one of the many
2.2 Theoretical framework pre-programmed possibilities in a computer game.” (Raessens & Goldstein,
2005, p. 380). The player selects objects and actions from a fixed set, as
Here I describe the theoretical framework employed in this paper. opposed to construction which concerns adding new elements. Essentially,
this is the basis of participation, where the designer controls the fixed and
The research looks at games through the lens of „games as a social finite set. The invitee, the user, has freedom in choosing and selecting
phenomenon‟, after one of the chapter titles in the “Handbook of Computer options, but is limited to the spectrum, or frame, offered by the designer.
Game Studies” by Raessens & Goldstein (2005). Within „games as a social
phenomenon‟ the concept of participatory culture and the three domains of The rules of a game are part of the game configuration. Since the research is
participation are used. These domains are interpretation, reconfiguration about changing the rules, which is an act of reconfiguration, I will next
and construction (Raessens & Goldstein, 2005 pp. 378-381). provide a brief theoretical overview of what game rules are by means of the
book Rules of Play, written by Salen and Zimmerman.
2.2.1 Participatory culture

Although this research mainly uses the reconfiguration domain, I provide


here a short definition of the two other domains in order to grasp the
situation of reconfiguration. Thereafter I will address reconfiguration

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2.2.3 Rules of the game their interest. In turn, a game needs individuals, players, for support.
Without players, there is no game. “When a game creates ambiguity, it is
―To play a game is to follow its rules.‖ (Salen and Zimmerman, 2004, p. 117). always within some larger frame that is clearly articulated and shared by all
players. … Rules themselves must ultimately be unambiguous.” (Salen and
―A game … can get into action only if the players consent to become puppets for a Zimmerman, 2004, p. 137).
time.‖ (McLuhan, 1964, p. 259).
Conflict is an intrinsic element of every game (Salen and Zimmerman,
The phenomenon of game rules is more complex than this sentence above 2004, p. 250). “One core principle of conflict in games is that it is fair.
seems to suggest at first glance. Rules are a fixed set of abstract guidelines; Game conflict is impartial conflict: it is premised on the idea that all players
the game‟s formal structure. The rules determine which actions are have an equal chance at winning, that the game system is intrinsically
permitted out of all the possible actions. “Players voluntarily submit to the equitable, that the game‟s contest takes place on a level playing field...”
game, they limit their behaviors to the specific restrictions imposed by the (Salen and Zimmerman, 2004, p. 260). Such a fair game would eliminate all
game rules.” (Salen and Zimmerman, 2004, p. 124). In effect, the game extraneous variables so that the player with the most developed skills wins
rules handicap the players. As soon as the players are in-game, they are the game. This would give what Caillois, quoted by Salen and Zimmerman,
inside the games‟ artificial context, its magic circle. Here, all players must describes as “...precise and incontestable value to the winner‟s triumph.”
obey the rules to participate. In sum, game rules limit player action and they (2004, p. 260). However, in practice most games strive for, but hardly ever
are explicit, fixed, binding and repeatable (Salen and Zimmerman, 2004, p. accomplish fair play. Rules are chief means to at least approach the
125). condition of the level playing field. Players may reconfigure rules, amongst
others to improve the fairness of the game.
Elements of the game rules are situated on a continuum from unstated to
stated. Salen and Zimmerman describe game rules on three levels, namely;
implicit, constituative and operational rules (2004, p. 130). Implicit rules
2.3 Research method
are the unwritten rules of a game. Essentially, this concerns proper game
behavior. The constituative rules of a game are the formal structures that The research concerns a case study. The research method used in this study
exist below the rules presented to players. The operational rules are the is qualitative field research. More specifically, participatory ethnography,
guidelines players require to play. Boundaries between these levels can be since the researcher participated in the group himself. The analysis is based
fuzzy, especially between the operational and implicit rules. Here, the on semi-structured interviews with a sample of respondents from the group
context is important in determining which rule belongs where. of players. The interviews were conducted by means of VOIP (Voice Over
Internet Protocol) telephony. The answers were recorded and transcribed.
The answers are coded into four categories which will be elaborated upon
So, which rules are really the true rules of the game? In other words, do the
in the analysis. They form the basis on which the research question is
rules as formal structures of a game have a bearing on the game‟s formal
answered. Transcripts of the interviews can be found in the appendix.
identity? (Salen and Zimmerman, 2004, p. 134). Implicit rules are crucial,
but are also similar from game to game. Thus, these are not of the essence.
In turn, it is “The constituative and operational rules of a game [which]
work in concert to generate the formal “meaning” of a game.” (Salen and
Zimmerman, 2004, p. 134). In the end, the three levels assist in determining
a clear rule set which relates to the actions and outcomes of meaningful
play. When rules are ambiguous, the game is destroyed and the players lose

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2.3.1 Group

The social group varied in size between 12 and 16 males who played
together on a regular basis. In 2006 the players‟ age varied from 16 to 22
years. In 2010, all players were either having applied sciences and/or
university degrees or actively pursuing them. It is important to note that the
social ties of the group were formed a priori to playing Halo. The people
involved were living in the same city and going to the same high school,
some of them situated in the same class. Furthermore, there were also
familial ties within the group, with two sets of three and two people being
brothers.

2.3.2 Sample

The five interviewees were selected from the group in question, which
varied in size between 12 and 16. Sampling was based on the behavior
variable frequency of play, i.e. the interviewees were the most frequent
players of the group.

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3. Value of the research

Halo is part of the FPS-genre which is still very popular, with recent
releases regarding the Call of Duty and Medal of Honor franchises. The
research is valuable for both academics as well as game designers, because
it provides insights into what game players demand from the rules of the
game and the opportunity to change these rules. The goal is to produce
gameplay that appeals even more to game players.

3.1 Scientific value

The research provides insights into what motivates the players of the object
under study to change the rules of the game. In turn, this contributes to the
body of knowledge concerning participatory media culture as well as game
rules.

3.2 Societal value

With new releases of violent video games such as Halo, societal uproar
occurs often. The FPS-genre is criticized for displaying aggression and
violence and thereby causing violence in real life. The first-person view is
supposed to make things even more intense. Although this research is not
after the existence of such effects, nor their intensity, it may yield insight
into what gamers consider to be „meaningful play‟ (Salen and Zimmerman,
2004, p. 134). This means that there is more to a game than its visible
content than suggested by the debate about aggression and violence. Games
are a social phenomenon, they are “...extensions, not of our private but of
our social selves...” (McLuhan, 1964, p. 266)

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4. Analysis of the case to the theory about rules by Salen and Zimmerman (2004, p. 260): “One
core principle of conflict in games is that it is fair. Game conflict is
The interview transcripts, which can be found in the appendix, form the impartial conflict: it is premised on the idea that all players have an equal
basis for this analysis. From the answers provided by the interviewees it chance at winning, that the game system is intrinsically equitable, that the
emerges that important factors concerning changing the rules of the game game‟s contest takes place on a level playing field...” (Salen and
are; motivation, game elements, in-game social norms and existing social Zimmerman, 2004, p. 260).
relations.
4.2 Game elements
4.1 Motivation ―...a fair game would eliminate all extraneous variables so that the player with the
most developed skills wins the game.‖ (Salen and Zimmerman, 2004, p. 260).
―...everybody agreed that [our rules] made the game much more fun to play than
the original settings.‖ (De Heij, 2010). Game elements are closely related to the rules of the game and thus with
changing them. Possession of certain game elements can give a player an
Why would game players attempt to change the rules of the game, i.e. what advantage over others. As is described above, this is precisely the cause of
is their motivation? First, people play a game for fun. Having more fun is a dissatisfaction with the „original‟ or suggested rules. Interesting is that the
great motivator in changing the rules of the game. Melvin Kasper puts it changes to the game elements were not of a technical, but of a social nature.
this way: “I think we had more fun playing [Halo] this way...” (2010). All The players made an agreement where certain game elements were still
interviewees mention this fun factor. available in-game, but they would all refrain from using them. This was due
to the rather limited customization options of Halo's design. Therefore, the
Halo is no exception to the rule that conflict is an intrinsic element of every players had to come up with a creative solution.
game (Salen and Zimmerman, 2004, p. 250). Halo is a competitive game
and this is reflected in the answers of all the interviewees, when they say All interviewees mention that the use of power-ups, more specifically, the
that the game should test the skills of the players. Players should be equal as Active Camouflage and the Over-Shield, were outlawed. This is not
in having access to and using the same tools, such as weapons. Their skills surprising, given that the word 'power-up' covers exactly the function it
determine how they handle the tools and this is what makes someone a fulfills; making a player comparatively stronger than the other players.
better player. Although this is of a temporary nature, i.e. the advantage lasts for a limited
amount of time, it apparently disrupted the desired balance and fairness of
The process described above is called ‗balancing‘ by the interviewees De the game enough to outlaw them.
Heij and M. & C. Kasper (2010). The goal is to remove game elements
which are perceived as “overpowered”, such as the rocket launcher (M. Two weapons, the rocket-launcher and the sniper-rifle, were another kind of
Kasper, 2010). The aim is to level the playing field as much as possible, game element the players voluntarily refrained from using. Again, these
where the player's skill determines the outcome. The game should be fair, weapons challenged the ideal of game balance, because these weapons were
where “…all extraneous variables [are eliminated] so that the player with overpowered compared to the default weapon; the pistol (M. Kasper, 2010).
the most developed skills wins the game.” (Salen and Zimmerman, 2004, p. Furthermore, the players neither started off with the rocket-launcher nor the
260). sniper-rifle already in their possession when they re-spawned; instead they
had to get them from certain locations on the map. Therefore, these
The ideal of the fair game and the balancing of the game corresponds well weapons were scarce. This challenged the principle of player equality,

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where all players have access to, and use, the same tools. time'? Therefore, it is more difficult to regulate this type of behavior. The
cloudy character of camping is highlighted by M. Kasper, who states that
De Heij mentions that the radar, which when enabled displays the location the activity was forbidden in general, but tolerated to a certain degree when
of friendly as well as enemy players near you, was also disabled (2011). the player in question was a defender, as opposed to an attacking player
Compared to the restrictions discussed earlier, this was not a social (2010).
measure. The design of Halo allows you to disable the radar technically for
all players. De Heij is the only interviewee who mentions the radar. This is The interviewees also mention restricting the act of teleport blocking. Here,
probably due to the fact that the other interviewees forgot about this, due to a player would park a 'Warthog', a buggy-like car, on the teleport. Through
time passed between playing and the research interview. Another this portal, players can emerge when they walk into the corresponding
explanation might be that the other interviewees do not conceptually teleport, situated on another location on the map. When the teleporter is
consider the radar to be a game element, but instead as an interface element, blocked by the Warthog, teleportation is no longer possible.
for example.
The interview participants report three issues concerning what they call “the
4.3 In-game social norms tunnels” (C. Kasper, 2010). More specifically, they refer to a location within
the tunnels. This place is called 'the goods' on the map, which can be found
―A camper is usually frowned upon in the FPS community.‖ (Gaming Dictionary, in the appendix provided, by Esemono (2010). The Overshield and Active
2011). Camouflage are located here. However, a fence was also present in this
location. This fence was the cause of trouble. The fence prevented players
―There are always issues up for discussion. Camping is not allowed, but up to a from taking a quick route, a shortcut, from the Blue to the Red basis.
certain degree, it happened nevertheless. It is hard to determine what is camping However, the player able to take this shortcut anyway had a major
and what is not camping. That led to conflict between the two teams, screaming advantage over others.
from one room to the room next door and back again.‖ (Griffioen, 2011).
The first issue with the fence was that although it's bars, or balusters, may
Here I address in-game social norms, another type of 'rules'. These are
prevent players from taking the shortcut, the flag-carrying player was able
addressed separately because these kind of rules are more implicit
to pass the flag on to a team-mate on the other side of the fence (Bakker,
compared to the earlier game elements, which are more explicit. In-game
2011). In short, the fence was there for a reason. The game was designed to
social norms govern player behavior which involves a specific use of
prevent the players themselves from passing through the fence, but the flag
certain game elements and which is perceived negatively.
was allowed to pass. Bakker explains that he dislikes this because “...an
[enemy] team-mate could pick up the flag very fast and then we he would
All interviewees mention 'camping' as something which is 'not done'.
avoid walking a great part of the distance normally required to take the flag
Camping is an activity that known in nearly all FPS games. It is “...the
to your [home] basis.” (2011).
action of staying in the same place (the camp) for long periods of time,
usually in hiding, and just waiting for the enemy to come by. A camper is
The second issue was more like a glitch in the game, which is probably not
usually frowned upon in the FPS community.” (Gaming Dictionary, 2011).
foreseen by the designers. Here, the players found a way for their
protagonist to pass the fence. M. Kasper states that: “...when there was a
However, it is hard reach an agreement on when someone is camping. It has
Warthog located on the other side of the fence, you could be teleported
to do with staying in a certain location for a certain amount of time. But
through the fence when you [would press and hold the X-button] and enter
what exactly is 'a certain location' and how long takes 'a certain amount of
the Warthog” (2010). M. Kasper explains that the group outlawed this

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action because “...once you left the enemy base, you could easily progress The fact that they continued playing indicates that they were happy with the
through the fence and the other team had no chance to stop you [from changes. This should be the case, as the motivation of the game is to make
taking the enemy flag to the home base and scoring],” (2010). the game better, meaning more balanced and fair for all players.

The third issue concerning the fence located at 'the goods' is reported by De Bakker agrees with De Heij that “...[our way of playing] was the most fun
Heij (2011). This can also be called a game glitch. He states that it was way of playing.” (2011). However, he is not sure whether it came into
possible to “...[pick up the Over Shield, and use a rocket-launcher] to blow existence by means of a democratic process. Instead, Bakker says that “It
up a car, [a Warthog], near you.” (2010). The Over Shield would keep the came into existence over the years. It came out of nowhere. We were like,
protagonist alive while the explosion would push him through the fence. “hey, this is too easy, that's not fun, let's try that in a different way.”.”
However, this action required having a rocket-launcher. Furthermore, the (2011). In short, Bakker says that the process resembled an informal
protagonist had to pick up the Over Shield in order to progress through the “developmental process” more than a formal democratic process where
fence while staying alive. These two conditions were already forbidden in someone would ask “...who agrees with this rule?” and when the group
themselves, therefore this glitch was illegal a priori. would vote (Bakker, 2011). Griffioen agrees with Bakker that it was “...not
completely democratic.” (Griffioen, 2011). People accepted it, but it was
4.4 Process not a formal group decision where everybody was involved.

―When there are ten people who want something and one who does not, then that's To conclude the analysis, it is important to note that the social relations of
too bad for that single person. I think you can call that democratic.‖ (C. Kasper, the group existed prior to playing the game Halo in this specific form. To be
2010). more specific, the players were friends who undertook many activities
together. Playing the game studied in this paper is but one of those
During the interviews, the interviewees were asked whether the process of activities. Here, in-game behavior affects real-life behavior and vice versa.
changing the rules was democratic. The quote above shows that it matters The players were all motivated to play by the rules. Bakker puts it nicely by
what kind of conception of democracy the individuals have, before deciding saying that “Sometimes there were players who did not stick to the rules for
whether the process of changing the rules was democratic. C. Kasper says a short while. The other players reacted quite passionately upon such
that the process was democratic, while Bakker and Griffioen argue that it behavior.” (2011). This highlights that a degree of social control was a
was not. De Heij and M. Kasper state that they cannot remember whether necessary condition for this specific configuration to work, or play, out.
certain people were in favor or opposing the changes, nor whether there was When such control is absent, or present to a lesser degree such as when
a discussion about it. However, by talking about discussing an issue by playing online, this poses issues. These can endanger the meaningfulness of
people favoring and opposing an outcome, M. Kasper displays knowledge gameplay.
of aspects which are certainly democratic.

De Heij assumes that the process was democratic, because “...otherwise


everybody would not want to play the game with each other every single
week.” (2011). Furthermore, he says that “...everybody agreed that [our
rules] made the game much more fun to play than the original settings.” (De
Heij, 2011). This statement reminds us that the players play voluntarily and
for fun, i.e. they are not required to play. Thus when they are unhappy about
a development, such as a change in the rules, they can simply stop playing.

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5. Conclusion Instead, all players should start with the same tools and should keep these,
so that the game is about who handles them most skillfully.
As a game designer, you are never directly designing the behavior of your players.
Instead, you are only designing the rules of the system. It is not always possible to People play a game for fun. In order to get the most fun out of playing, the
anticipate how the rules will play out.‖ (Salen and Zimmerman, 2004, p. 168). players wanted to balance the game in order to improve its fairness. The
goal of the players here was to make the game even more fun (Wright et.
Here, the analysis is summarized and answers to the research al., 2002). M. Kasper puts it nicely: “I think we had more fun playing
questions are provided. [Halo] this way...” (2010). De Heij agrees by saying that “...everybody
agreed that [our rules] made the game much more fun to play than the
A1. Why were the players not satisfied with the suggested game rules? original settings.” (2011).

The interviewees say that the game should test the skills of the players, A3. What did the process of changing the rules look like?
where the player with the most developed skills should win the game.
However, the players felt that the game was more about getting the most The players disagree about whether the process of changing the rules
powerful game elements than about the skills of the players in applying was democratic. This might have to do with differing individual
them. They felt that players should be equal as in having access to and conceptions of democracy. C. Kasper states that “When there are ten
using the same tools, such as weapons. This idea(l) is called balancing, people who want something and one who does not, then that's too bad for
where the goal is to remove game elements which are perceived as that single person. I think you can call that democratic.” (2010). It is
overpowered in relation to others. debatable whether such a 'majority rule' is the right, correct or best way of
resolving issues, even in a democracy.
The ideal of the fair game and the balancing act corresponds well to the
theory about rules by Salen and Zimmerman (2004, p. 260): “One core However, it is likely that the process was democratic up to a certain degree,
principle of conflict in games is that it is fair. Game conflict is impartial because play is voluntary. Ergo, the players would not have accepted that
conflict: it is premised on the idea that all players have an equal chance at one person would impose a rule that would make the game less fun to play
winning, that the game system is intrinsically equitable, that the game‟s for the majority of the group. All players can have a final say, a veto, by
contest takes place on a level playing field...” (Salen and Zimmerman, 2004, simply stopping with playing. However, there is much in-between such an
p. 260). Such a fair game would eliminate all extraneous variables in order autocratic leader and a more formal democracy, where someone would ask
for the player with the most developed skills to win the game. The aim is to “...who agrees with this rule?” after which the group would vote (Bakker,
level the playing field as much as possible, in short, the game should be fair. 2011). Bakker says that the process “...came into existence over the years. It
came out of nowhere.” (2011).
A2. What was the goal of changing the rules?
In the words of Bakker, the process can best be described as an informal
Changing the rules of the game was not a goal in itself. As described “developmental process” (Bakker, 2011). It is important to note that the
above, the players found that the game was not very well-balanced, social ties of the players in the group existed prior to playing the game. The
therefore they attempted to level the playing field. The rules were a means game was one of several social activities the group undertook. Therefore,
to achieve this goal. The players felt that the goals of the game should not they were motivated to stick to the new rules, such as refraining from using
be who possesses the best tools, such as certain weapons and power-ups. a weapon, even when that weapon was available during play. Breaking rules

9
might lead to undesirable arguments and fights. It is an interesting question since the players are the interpreters and thus the ones who make meaning.
what happens to the willingness of the players to follow the rules when the
context changes, an issue I turn to later. This means that players may want to change some elements of the game for
their own reasons, for example to make the game more fair. It is impossible,
A. What is the motivation of game players in redefining the rules? or at least very hard, for the designers to anticipate all possible things
players want to do with the game or how they interpret it in the first place
Players want to have fun while playing and they will make the game more (Salen & Zimmerman, 2003, p. 540). Therefore, they should offer many
fun when they can. The game being fair is a necessary condition for having options, or game settings, which are customizable. As is described in this
fun while playing. Changing the rules of the game is one of the means for research, the game Halo offered quite meager customization options. This
the players to get more fun out of the game. The players felt that the game led to some creative solutions by the group of players (Wright et al., 2002).
rewarded the players who came in possession of more powerful, or However, it is promising that Halo 3 seems to offer many more changeable
overpowered, tools. They did not like this, instead they were of the opinion settings (HaloWiki, 2011). This means that players are no longer forced to
that the game should test the skills of the players, meaning how well they resort to social measures, but instead can rely on technical solutions.
handle the tools available in the game, where every player has the same
tools. Important in this regard is how the rules are enforced. It is important to note
that the group of players who were studied in this research existed as a
Making sure that the game rewards the right things is called ―balancing‖ social group prior to playing the game. They related socially, and when
by the interviewees De Heij and M. & C. Kasper (2010 & 2011). What playing they were located in the same space, usually one or two rooms in a
underlies this balancing act is the idea of the fair game and the level playing house. Therefore, it worked well to establish, communicate and enforce
field (Salen and Zimmerman, 2004, p. 260). A fair game on a level playing rules, even the in-game social norms. Further research might address the
field would have eliminated all extraneous variables that might give some changes that occur when players play online over the internet, where social
players an 'unfair' advantage over others. ties, group norms and shared physical player location can be lacking. This
might ask for more 'hard', explicit game settings, since there is less trust that
The answers to the research questions yield insights, recommendations and a stranger is willing to stick to more implicit rules.
suggestions for further research, which I turn to now.
To conclude, during this research the concepts of game balancing, or
5.1 Recommendations and suggestions for further research equalizing, the level playing field and fairness frequently came to the fore.
Interesting questions are: what lies beneath these concepts, i.e. what are the
―If games have nothing else in common, they have this concept at their heart. values and assumptions that that feed our desire for a fair game? Why
Fairness, in other words, is a defining trait of games.‖ (Sniderman, 2004, p. 25). should we level the playing field and if we agree to leveling, do we level it
in the right way, i.e. do all players benefit equally? How do these issues
Game designers produce games for players. The players play, experience relate to conceptions of justice? Further research should address these
and make meaning. Thus, as Salen and Zimmerman put it: “As a game matters. Sniderman has published two tentative issues, Fair Game I and II,
designer, you are never directly designing the behavior of your players. which addresses these issues and relates them to real-world issues:
Instead, you are only designing the rules of the system. It is not always
possible to anticipate how the rules will play out.”. (2004, p. 168). This
means that players participate, they co-create with the game designers,

10
―If we can‘t understand why we consider certain advantages acceptable
and others unacceptable in games and sports, we have virtually no chance
of gaining insight into some controversial issues that seem to hang on our
notions of fairness, including racial profiling by the police force, sexual
harassment in the workplace, equal-pay-for-equal-work issues, the Boy
Scouts of America‘s stand on homosexuals, the place of gays in the military,
the use of drugs to enhance athletic performance, and so on. ―On the other
hand, if we can understand what makes us judge a game situation as fair or
unfair, we have a greater possibility, I believe, of coming to grips with these
and other crucial questions of social justice.‖ (2004, p. 37)

―Games, then, are our touchstone. Life may not be fair, but as long as we
have games, we will always have a way of measuring how unfair life really
is. With the model of games, we cannot pretend that other aspects of our
existence are the way they should be. More important, games provide us
with an ideal to strive for. We know what life ought to be because we see the
way games are.‖ They ―…are our guide, our North Star, our moral
compass. If we can‘t appeal to games to tell us what is right and just and
fair, there is nothing else to appeal to since the other candidates — religion,
morality, law, culture — are inevitably tainted with real-world-itis, with the
struggle for power and survival‖. (2004, p. 25)

Whether these claims are truthful remains to be seen. However, when


we put a question mark behind certain statements, some interesting
research questions emerge. These pose a research guide from which
future can benefit when they address these issues.

11
6. Limitations of the research

The research provides in-depth insights on a relatively „small‟ area, since it


concerns a very specific combination of peripherals, software and people.
Therefore, the results might be hard to generalize, at least beyond the FPS-
genre. This is due to the unicity and specificity of the case and its situation
within the context. Although the research concerns a case study, Halo can
be considered a typical FPS game. This speaks in favor of the
generalizability of the research, at least within the FPS-genre.

It can be argued that the participation of the researcher in the group is a


weakness, because it may cause bias (Van Gemert, 2009). Therefore, issues
such as interpretation and personal factors may lead to different results
when replicating the research. To complicate matters, replicating this type
of research is difficult in itself, due to situational circumstances.

The group in which the researcher participated played the game together
between 2003 and 2006. At this the researcher had no intent of doing
research, so he participated on an equal basis with the other participants.
Therefore, there was no role stress of being participant and researcher at the
same time. However, this brings the potential disadvantage of „going native‟
(Van Gemert, 2009). Furthermore, data collection took place in 2010, about
four years after the group stopped playing on a regular basis. This period
between the events and the collection and analysis may have negative
effects, such as a diminished ability of the interviewees to recall events
from their memory.

12
7. Bibliography HaloWiki, (2011). Retrieved from: http://halowiki.net/p/Gamesettings

Esemono (2010). A bird‘s eye view of Sidewinder. Retrieved from Magnike2 (2011). Sidewinder. Retrieved from
http://halo.wikia.com/index.php?title=Sidewinder&image=Sidewinder-jpg http://halo.wikia.com/wiki/Sidewinder

Gaming Dictionary (2011). Definition of camping. Retrieved from McLuhan, M. (1964). Games: The Extension of Man, in Understanding
http://www.metaboli.co.uk/gaming-dictionary/defnition-of-camping.htm Media, Routledge, MA

Gaming Dictionary (2011). Definition of camper. Retrieved from MobyGames (2011). Halo: Combat Evolved. Retrieved from
http://www.metaboli.co.uk/gaming-dictionary/defnition-of-camper.htm http://www.mobygames.com/game/xbox/halo-combat-evolved

Gaming Dictionary (2011). Definition of LAN. Retrieved from Raessens, J. (2005). Computer Games as Participatory Media Culture. In
http://www.metaboli.co.uk/gaming-dictionary/defnition-of-lan.htm Raessens, J. & Goldstein, J. H. (Eds.) Handbook of computer game studies.
(pp. 373-388) Cambridge, Mass.: MIT Press.
Gaming Dictionary (2011). Definition of console. Retrieved from
http://www.metaboli.co.uk/gaming-dictionary/defnition-of-console.htm Salen, K., & Zimmerman, E. (2004). Rules of play : Game design
fundamentals. Cambridge, Mass.: MIT Press.
Gaming Dictionary (2011). Definition of multiplayer. Retrieved from
http://www.metaboli.co.uk/gaming-dictionary/defnition-of-multiplayer.htm Sniderman, S. (2004). Fair Game. The Life of Games: Why and How We
Play – An Exploratory Journal. (pp. 24-27). 3. Retrieved from:
Gaming Dictionary (2011). Definition of first person. Retrieved from http://www.gamepuzzles.com/tlog/tlog25.htm
http://www.metaboli.co.uk/gaming-dictionary/defnition-of-first_person.htm Sniderman, S. (2004). Fair Game, II. The Life of Games: Why and How We
Play – An Exploratory Journal. (pp. 35-37). 4. Retrieved from:
Gaming Dictionary (2011). Definition of FPS. Retrieved from http://www.gamepuzzles.com/tlog/tlog35.htm
http://www.metaboli.co.uk/gaming-dictionary/defnition-of-fps.htm
Van Gemert, F. (2009). De rijke inzichten van participerende observatie.
Gaming Dictionary (2011). Definition of capture the flag. Retrieved from Retrieved from http://www.sociologiemagazine.nl/artikel/de-rijke-
http://www.metaboli.co.uk/gaming-dictionary/defnition-of- inzichten-van-participerende-observatie
capture_the_flag.htm
Wright, T., Boria, E., & Breidenbach, P. (2002). Creative Player Actions in
Gaming Dictionary (2011). Definition of peripheral device. Retrieved from FPS Online Video Games: Playing Counter-Strike. Game studies: the
http://www.metaboli.co.uk/gaming-dictionary/defnition-of- international journal of computer game research. 2 (2). Retrieved from
peripheral_device.htm http://www.gamestudies.org/0202/wright/

Gaming Dictionary (2011). Definition of power up. Retrieved from


http://www.metaboli.co.uk/gaming-dictionary/defnition-of-power_up.htm

13
8. Appendix that the flag takes your weapon spot while you are holding it, so shooting
your way in and out of the base on your own is not an option … There is
8.1 Description of game concepts in alphabetical order also a game editor which allows you to set custom rules for all the basic
game types. All the playable weapons and vehicles from the campaign
Camping, Camper, Camp mode are available in the multiplayer maps with the ability for members of
the same team to share the game's distinctive Warthog vehicle, which is
Camping is the action of staying in the same place (the camp) for long essentially a small truck with a mounted gun on the back.” (MobyGames,
periods of time, usually in hiding, and just waiting for the enemy to come 2011).
by. A camper is usually frowned upon in the FPS community (Gaming
Dictionary, 2011). Local Area Network (LAN)

Capture The Flag (CTF) LAN abbreviates the descriptive term Local Area Network. Such as
network connects computers in a common location (Gaming Dictionary,
Capture the Flag is ”...a special mode usually found in multiplayer games, 2011). Here, the network consists of four Xbox consoles located in a house,
where two teams will engage in battle and try to take the opponent's flag in often in two rooms due to the divide of the group into two competing teams.
order to bring it back to their own base, while protecting their own flag.”
(Gaming Dictionary, 2011). In Halo, the two teams are called Red and Blue. Map

Console The map is the “...game universe you are in when you play a game.”
(Gaming Dictionary, 2011). This research is limited to one specific map
The console is “...an entertainment system, portable or not, which lets you called „Sidewinder‟.
play video games.” (Gaming Dictionary, 2011). This research concerns the
Xbox console. Multiplayer

First Person Shooter (FPS) This research concerns multiplayer gameplay. This means “...a video game
that can be played by a few players ... over a network, over the Internet, or
A First Person Shooter is “...a game which puts you in the driver's (or killer) in a LAN.” (Gaming Dictionary, 2011). Halo allows a total number of 16
seat. You will indeed be seeing all the action through the eyes of the players to play at the same time in the map Sidewinder.
character you are playing...” (Gaming Dictionary, 2011). The first person
game player sees “...through the eyes of the protagonist.” (Gaming Peripherals
Dictionary, 2011).
Peripherals are “...hardware (as opposed to software) extension ... device[s]
Halo: Combat Evolved used in computer science, like a mouse...” (Gaming Dictionary, 2011).
Example of peripheral devices in relation to the Xbox console are the
Halo is “...a first-person shooter with considerable driving elements and the controller, network cables and the network hub/switch.
first game in the popular Halo series... Halo also has a significant
multiplayer component with …capture the flag with the unusual addition Powerups

14
Powerups are “...a bonus. It is an object that you can find in the game world
and that will add itself to your original skill to boost it. … These can be
either found in the game, by killing an enemy, or even in secret places.”
(Gaming Dictionary, 2011).

Health Pack

The health pack restores the health of the protagonist, in-game it looks
similar to a first-aid kit.

Active Camouflage

Active camouflage makes the player transparent, and therefore less easy to
see. This power up is often referred to as invisibility, although it does not
make the players completely invisible.

Over-shield

The over-shield in Halo is called shield because it protects you against


enemy attacks. The word „over‟ designates that it is located over the health
points. The over-shield restores automatically, while the health points can Figure 1. Map of Sidewinder (Source: Esemono, 2010)
only be restored by picking up a health pack.
8.2 Interview transcripts
Sidewinder
Interviews were held with Arjan Griffioen, Melvin& Collin Kasper,
Sidewinder is one of the 13 available multiplayer maps of the game Halo. Niels Bakker and Tim de Heij. The original audio recordings of the
From a bird‟s eye perspective the map resembles a horseshoe. “The main interviews are available upon request at the researcher.
feature of this map is the ice patches on the front of the horseshoe in
between the bases... On the outer edge of the map are two large cliffs that
The transcripts have been annotated by the researcher. The colors
are connected to each base with teleporters. ... On the inner edge, there is a
network of tunnels which lead to the opposing bases. Four power-ups can correspond to important concepts in this research:
be found in the lower section of the tunnel. There is a Sniper Rifle, two
Shotguns, Health Pack, Plasma Pistol, Pistol and an Assault Rifle inside Red: game elements
each base.” (Halopedia, 2011). Blue: in-game social norms
Green: player motivation and goal
Yellow: rule change process

15
en voor de vlag gaan. Maar het was wel te betwisten wat campen
8.2.1. Interview with A. Griffioen inhield. De voornaamste dingen... hielden ook in gebruik maken van
een aantal fouten in het level, maar dat mocht ook niet. Zoals
Interviewer: Mark Jansen mensen, in het midden van het level kon je dan tussen twee palen
Interviewee: Arjan Griffioen door dringen via een trucje en dat mocht je ook niet gebruiken. Dat
Date: 25-01-2011 waren de belangrijkste dingen.

[Mark] Goedenavond Arjan. Goed, het is vandaag dinsdagavond 25 [Mark] Ok, je hebt nu een boel dingen genoemd. Mijn tweede vraag
januari 2011 en ik spreek met Arjan Griffioen. Klopt dat, Arjan? was, wat waren acties die de groep als geheel als ongewenst
beschouwde? Een paar daarvan heb je denk ik al genoemd. Weet je er
[Arjan] Zeker. misschien nog meer?

[Mark] Ok, is het in orde dat ik een opname maak van dit gesprek? [Arjan] Nou, het belangrijkste was dat je niet alleen maar heel
verdedigend kon spelen, met zijn allen alleen maar de basis
[Arjan] Ja, helemaal. verdedigen, je moest ook aanvallend aanvallen organiseren. Want
anders kon het spel een beetje vastlopen en veel te lang duren. Je
[Mark] Als iets niet duidelijk is dan kun je tijdens het gesprek een moest dus ook aanvallend spelen en je mocht niet alleen voor de kills
vraag stellen. Het interview gaat over het aanpassen van de spelregels gaan, dus je mocht niet alleen maar mensen doodschieten om een
in de multiplayer capture the flag spelvorm in de map Sidewinder van goede kills-deaths ratio te krijgen, maar je moest dus echt, zeg maar,
de game Halo. Ik zal je in totaal vijf vragen stellen. De eerste vraag het spel spelen om de vlag. En de dingen die ik net gezegd heb.
is; welke elementen zijn verandert, met betrekking tot de originele
spelregels? [Mark] Ok. Kwam het wijzigen van de spelregels op democratische
wijze tot stand?
[Arjan] We hadden een aantal aanpassingen gemaakt. De eerste was
dat je, er waren een aantal teleporters in het level, twee aan elke kant [Arjan] Ik ben wat later begonnen met spelen, dus heel veel van die
van het level en die mocht je niet blokkeren. Dat kon je doen door er regels waren er al toen ik bij jullie kwam spelen. Ik denk niet dat het
een poppetje of een object op te zetten. Dat mocht niet. Er waren een helemaal democratisch was. Uiteindelijk besloot iedereen wel, het
aantal power-ups in het level, onzichtbaarheid en schild, dat je een werd meer geaccepteerd, dan dat iedereen het er altijd mee eens was.
extra sterk schild kreeg. Dat mochten we niet gebruiken, want daar Uiteindelijk denk ik wel dat iedereen het ermee eens was, maar ik
werd je gewoon te goed door. Er waren een aantal wapens die we niet denk niet dat het een gezamenlijk besluit was.
mochten gebruiken. Dat was de sniper-rifle, waarmee je heel ver kon
inzoomen en makkelijk mensen kon doodschieten. De rocket- [Mark] Ok, en wat was volgens jou het doel van het wijzigen van de
launcher, waarmee je simpel en makkelijk kills kon maken. Owja, je spelregels?
mocht niet campen. Rondhangen op één plek om alleen maar mensen
dood te schieten en kills te maken. Je moest altijd aanvallend spelen

16
[Arjan] Het doel was, ik denk dat het meerdere dingen waren, één Date: 30-12-2010
was dat het spelletje speelbaar bleef. Want als je bijvoorbeeld de
wapens ging gebruiken, of de power-ups ging gebruiken, kon je [Mark] Het is vandaag donderdag 30 december 2010. Ik spreek met
gewoon te goed worden. Dus als één iemand én de goede wapens én Melvin Kasper. Vind je het goed dat ik een opname maak van het
de power-ups in bezit had, dan had hij gewoon een té grote gesprek?
machtspositie en werd het spelletje onspeelbaar. En ik denk ook om
het spel moeilijker te maken. Dat bepaalde dingen niet zomaar meer [Melvin] Ja dat is prima.
konden gebeuren, dat je niet te makkelijk kon winnen, maar aan de
andere kant, dat er wel uiteindelijk een winnaar kwam, dat het dus [Mark] Hartstikke mooi. Het interview gaat over het aanpassen van
wel speelbaar bleef. de spelregels in de multiplayer capture the flag spelvorm van de map
Sidewinder binnen de game Halo. Ik ga je vijf vragen stellen. De
[Mark] Ok en werd volgens jou dat beoogde doel ook daadwerkelijk eerste vraag is; welke elementen zijn verandert met betrekking tot de
bereikt? originele spelregels?

[Arjan] Ja, ik denk het wel. Uiteindelijk waren natuurlijk een aantal [Melvin] Wat we verandert hebben is dat we bepaalde wapens hebben
mensen beter dan anderen, dat heeft het spel ook altijd wel erg uitgesloten. De rocket launcher mocht niet, omdat die, voor zover wij
beïnvloed, maar aan de duur van de potjes te zien, en uiteindelijk vonden, te krachtig was, te goed was, er viel ook niet tegen te spelen.
kwam er ook altijd een winnaar uit, werd het doel zeker wel bereikt. Sniper rifle hebben we er ook uitgegooid, om ongeveer dezelfde
Dat denk ik wel. Alleen waren er natuurlijk altijd wel dingetjes die te redenen. Je kon van heel lange afstand iemand uitschakelen en wij
betwisten waren, wat ik al eerder zei, het campen wat dan niet mocht, vonden dat niet echt veel toevoegen aan de game. Volgens mij
dat gebeurde toch wel een beetje. Het was altijd kijken van wat is wel hebben we uiteindelijk wel toegestaan dat je met sniper mocht
campen en wat is niet campen. Dat leidde wel eens tot scouten, zeg maar, dus je kon met de in-zoom wel mensen zien
schreeuwpartijen tussen boven en beneden teams, maar over het gros aankomen, wat dus wel een voordeel was, maar je mocht er dus niet
werden de regels wel geaccepteerd en werd er wel bereikt wat we zelf mee schieten. Dus je had een soort van grote verrekijker met een
hadden aangepast. geweer eronder.

[Mark] Ok, dat was alweer het einde van het interview. Ik wil je [Mark] Ok.
hartelijk bedanken voor je deelname.
[Melvin] Verder power-ups zoals onzichtbaarheid, invisibility, en het
[Arjan] Ik jou ook Mark, succes. power-shield, dat hebben we ook niet gedaan omdat het té makkelijk
was om voor een aanval even een powershield op te pakken en als je
8.2.2 Interview with M. Kasper dan in een één tegen één situatie kwam dan was het gewoon niet
meer te doen voor die andere partij. Dan kon je wel ongeveer
Interviewer: Mark Jansen evenveel skills hebben maar dan had hij zo'n power-up waardoor hij
Interviewee: Melvin Kasper

17
hem altijd won. als rocket launchers, snipers en die power-ups toch een beetje de
balans uit zo'n game wegtrekken, waardoor dus, zeker iemand die
[Mark] Ja. En waren er nog andere elementen behalve deze? weinig skills heeft, makkelijk met dit soort wapens alsnog iemand
met veel skills kan verslaan, wat we eigenlijk helemaal niet tof
[Melvin] Ja, er waren bepaalde glitches in Halo 1. Als je onderin bij vonden. Dus ik denk dat het wel democratisch gegaan is, ik kan me
de tunnels ging zitten, waar ook de power-up lag, als je daar een auto, ook niet herinneren of er mensen waren die ertegen waren of zich er
Warthog, neergooide aan de ene kant en je kwam aan de andere kant tegen uit hebben gesproken ofzo.
aanrennen met de vlag, dan kon je door een muurtje geteleporteert
worden op het moment dat je instapte bij die auto en dan was je dus [Mark] Ok. En wat was volgens jou het doel van het wijzigen van de
ineens in de tunnel aan jouw kant van de baan. En dat is ook spelregels?
verboden op een gegeven momen omdat het gewoon totaal te
makkelijk was, zodra je de basis van de vijand uit was en je in de [Melvin] Ja, toch bepaalde elementen uit het spel halen die, voor
tunnels was kwam je door die muur heen en dan konden ze je al lang zover wij vonden, een beetje overpowered waren. De rocket launcher,
niet meer pakken. die eigenlijk te krachtig was, een sniper rifle die te goed was, power-
ups die een oneerlijk voordeel gaven, dat gaf gewoon in de team
[Mark] Ok. En wat waren acties die de groep als geheel als battles, en ook vooral in de één versus één battles, dat het gewoon
ongewenst beschouwde? veel meer aankwam op je skills zeg maar, dan op de power-up die je
daarvoor had opgepakt. Of de dikke wapens die je daarvoor had
[Melvin] Ja, campen in zijn algemeen, maar dat viel wel mee, dat opgepakt. En dat was zeker voor verdedigers, die eigenlijk niet in het
werd wel gepikt. Omdat het ook wel werd gedaan, zeker in de veld kwamen en dus ook geen power-ups en wapens konden krijgen,
verdediging wel, dat was ook niet zo storend. Wat niet toegestaan dat maakte het zeker veel spannender. Want anders was jij als
was, wat echt a-relaxt was, was campen in het hokje van de aanvaller altijd sterker als een verdediger was.
teleporters. Zeker als je dan vlak naast de teleporter ging staan
wachten tot er iemand doorheen rende en dan sloeg je hem in de rug [Mark] Ok. En werd volgens jou dat doel ook uiteindelijk bereikt?
en die is dan in één keer down. Dat was zeker ongewenst. En verder
het blokkeren van teleporters, dat is volgens mij ook verboden op een [Melvin] Ja, ik denk het wel, ik denk dat we er meer plezier aan
gegeven moment, dat mocht ook niet meer. hebben beleefd op deze manier, dan we hadden gehad als we
bazooka's, snipers en dat soort dingen hadden toegestaan. Ja ik denk
[Mark] Ok. En kwam het wijzigen van de spelregels op dat het doel bereikt werd, het werd een meer gebalanceerde game die
democratische wijze tot stand? veel meer van skill afhing dan van powerups.

[Melvin] Ja, ik denk het haast wel. Ik kan het me niet meer goed [Mark] Ok. Dat vind ik een mooie afsluiting van het interview. Ik wil
herinneren of hier veel discussie over was, of hoe dit ooit bepaald is, je hartelijk bedanken voor je deelname.
maar volgens mij was iedereen het er wel mee eens. Omdat dingen

18
[Melvin] Graag gedaan. pakken, de sniper rifle, en dingen oppakken zoals onzichtbaarheid en
het over-shield. Dat vooral vooral de grootste aanpassingen geweest
8.2.3 Interview with C. Kasper volgens mij.

Interviewer: Mark Jansen [Mark] Ok. Mijn tweede vraag was wat waren acties die de groep als
Interviewee: Collin Kasper geheel als ongewenst beschouwde, maar die heb je nu in feite al
Date: 30-12-2010 beschreven. Maar weet je nog meer acties die niet konden, in-game?

[Mark] Vandaag is het donderdag 30 december 2010. Het is tien [Collin] Nou, even kijken, onderin de tunnels had je twee spleten, zeg
minuten over half zes in de avond. Ik spreek met Collin Kasper. maar, dan kon je heel snel door naar de andere kant als je daar je auto
Collin vind je het goed dat ik een opname maak van het gesprek? naast zette en eruit sprong, of erin sprong, dan kon je er heel snel
doorheen en heel snel met de vlag weg. Dat mocht ook niet.
[Collin] Ja dat is prima.
[Mark] Ok.
[Mark] Hartstikke mooi. Als iets niet duidelijk is kun je tijdens het
gesprek je vraag stellen en dan zal ik die proberen te beantwoorden. [Collin] Bovendien was het dan ook heel moeilijk om de overshield
Het interview gaat over het aanpassen van de spelregels in de en de onzichtbaarheid te ontwijken. En, ja, daarom mocht dat ook
multiplayer capture the flag spelvorm in de map Sidewinder van de niet.
game Halo. Ik zal je in totaal vijf vragen stellen.
[Mark] Ja, want die lagen op dezelfde plek.
[Collin] Allright.
[Collin] Ja.
[Mark] De eerste vraag is; welke elementen zijn verandert, met
betrekking tot de originele spelregels? [Mark] Ok. Kwam het wijzigen van de spelregels op democratische
wijze tot stand?
[Collin] We hadden een paar elementen die verandert zijn. Dat is dat
je bepaalde wapens niet mocht oppakken. Dat je geen overshield en [Collin] Ik denk vooral wel, omdat de meeste mensen het ermee eens
geen onzichtbaarheid mocht oppakken. En, dan hadden we nog een zijn geweest. Maar het verschilde natuurlijk wel, sommige mensen
paar sociale regels zeg maar, dat had niks te maken met items op de zullen wel graag overshield's hebben gehad in die game, maar dat
map, maar dat waren dingen die je niet mocht doen, die not-done waren er dan te weinig om de rest van de groep er rekening mee te
waren. Dat zijn dingen als teleport-blocking, dus je mocht niet je auto laten houden. Als je gewoon tien mensen hebt die het wel willen en
op het uiteinde van de teleport zetten zodat die geblokkeerd was. Je eentje niet, dan is het pech voor die ene persoon. Ik denk dat je dat
mocht niet in de teleporter in het hokje blijven staan, zodat je iemand democratisch kunt noemen.
direct in de rug kon slaan als die erdoorheen kwam. Even kijken
hoor... Verder mocht je van wapens oppakken niet de rocket launcher

19
[Mark] Ok.
[Collin] Graag gedaan.
[Collin] Denk ik. Maar het zullen er misschien wel verschillende zijn
geweest. Per regel zal dat anders zijn geweest. 8.2.4 Interview with N. Bakker

[Mark] En wat was het doel van het wijzigen van de spelregels? Interviewer: Mark Jansen
Interviewee: Niels Bakker
[Collin] Het doel was dus om het spel eerlijker te maken. Om Date: 05-01-2011
iedereen gelijk te maken in het spel. Je kon niet dingen of pakken
waardoor jij een oneerlijk voordeel zou krijgen ten opzichte van de [Mark] Het is vandaag woensdag 5 januari 2011 en ik spreek met
ander. Iedereen zou elke keer elkaar tegen moeten komen en precies Niels Bakker. Niels, vind je het ok dat ik een opname maak van het
gelijk moeten zijn aan elkaar. Of net, je had nog wel verschil tussen gesprek?
de shotgun en de assault rifle, die hadden dan net weer kleine
positieve en negatieve kanten aan elk wapen, daar had je nog wel wat [Niels] Jazeker.
speling in. Maar voor de rest was iedereen gelijk aan elkaar als je
elkaar tegen kwam. Daardoor gaat iedere speler op zichzelf, wordt [Mark] Mooizo. Als iets niet duidelijk is kun je een vraag stellen en
iedere speler op zichzelf getoetst en niet aan hoe sterk hij is in het dan zal ik het proberen uit te leggen. Het interview gaat over het
spel maar hoe goed hij is in het echt. aanpassen van de spelregels in de multiplayer capture the flag
spelvorm in de map Sidewinder van de game Halo. Ik zal je in totaal
[Mark] Ok. En werd dat doel ook uiteindelijk bereikt? vijf vragen stellen.

[Collin] Ik denk dat het doel wel bereikt werd, maar dat is voor mij [Niels] Ok.
persoonlijk natuurlijk, ik denk dat het doel wel bereikt werd, ik vond
het gewoon hartstikke leuk en de potjes werden echt knetterspannend [Mark] De eerste vraag is; welke elementen zijn verandert, met
ervan. Het allertofste wat ik ervan vond was dat alles neerkomt op die betrekking tot de originele spelregels?
vlaggen en hoe goed je was ten opzichte van anderen. In plaats van
dat je een rocket pakte en iemand in één keer naar de kneiter schoot, [Niels] Toen wij het speelden, bedoel je? Dus wat we deden is dat je
zeg maar. niet op één plek mocht blijven zitten zodat je iemand kon opwachten,
dat noemden we dan campen. Wat ook niet mocht is teleporters
[Mark] Dat vind ik een mooie afsluiting van het interview. blokkeren. Verder had je van die powerpacks dat je onzichtbaar of
extra schild kon krijgen. Dat was ook verboden om op te pakken. En
[Collin] Dankjewel. je mocht geen snipers of rocket-launchers gebruiken, wat eigenlijk
lange-afstand wapens zijn. Volgens mij was dat het.
[Mark] Ik wil je hartelijk bedanken voor je deelname.
[Mark] Ok. En wat waren acties die de groep als geheel als

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ongewenst beschouwde? gericht op echte kunde te laten, want die mass-destruction wapens,
die waren, zo'n bazooka, die schiet je ergens achter iemand op de
[Niels] Nou, misschien ook eigenlijk alles wat ik net noemde. En grond en dan is 'ie ook dood. Terwijl een pistool, dan moest je hem
daarnaast misschien dat je de boel gewoon kapot slaat. Als je boos wel echt raken. En als je er heel goed in was dan kon je dat met drie
bent. Dat was ook wat ongewenst. Menig man verloor zijn, hoe noem schoten af. Het gaf toch net meer dat je kon ontwijken en wat meer
je dat, zijn controle tijdens het spel. Dan werden ze nogal snel boos een one-on-one gevecht hebt wat echt ergens over gaat. En verder,
op zichzelf. Dus dat was ook niet helemaal leuk voor de sfeer. Maar het doel was dat het eerlijk bleef. Daarom mocht je die packs niet
echt in het spel denk ik toch wat we net gezegd hebben. Misschien pakken, want anders is het drie schoten en dan ben je dood, of vijf
was het ook niet altijd wenselijk dat er iemand achterbleef op de ofzo, en met zo'n pack is het dan opeens tien schoten. Dat gaat
basis. Dat zorgde wel voor wat ergernissen. Dat werd op een gegeven nergens over. Dus dat was een beetje het idee, want dan is het geen
moment ook gewoon geaccepteerd. Volgens mij was dat het. Ja, wat eerlijke strijd.
ook wel vervelend was is dat men de vlag, door het hek kon gooien.
Dat herinner ik me opeens. Althans, dat vond ik een beetje laf. Dan [Mark] Ok en werd volgens jou dat doel ook daadwerkelijk bereikt?
liet je de vlag los en dan viel die aan de andere kant van het hek op de
grond. Dan kon een teamgenoot die heel snel oppakken en dan sloeg [Niels] Het doel werd zeker bereikt. Ik denk dat wij zo een hele leuke
je een heel stuk af van de afstand die je normaal moet lopen om de tijd hebben doorgemaakt.
vlag naar je basis te brengen.
[Mark] Kwam het wijzigen van de spelregels op democratische wijze
[Mark] Ok. tot stand?

[Niels] Is dit een beetje wat je zoekt? [Niels] Dat durf ik eigenlijk niet te zeggen. Dat is gewoon ten stand
gekomen in de loop van de jaren. Eigenlijk uit het niets. Zeg maar
[Mark] Het is een prima antwoord, als jij het zo vind is het ok. Je van “dat gaat wel heel makkelijk zo, dat is eigenlijk niet zo leuk,
hebt het over een hek, waar bevond dat hek zich? laten we dat eens een keer niet doen, laten we het een keer anders
proberen”. Dan kwam je erachter dat het het spel bevorderde. Het is
[Niels] Het level was een soort hoefijzer en daar zat een doorgang, meer een groeiproces geweest dan dat er echt gezegd werd “wie is er
zeg maar het midden van het hoefijzer, daar was een gebergte en dat vóór deze regel?”. Op een gegeven moment dacht iedereen wel dat
had een doorgang, een tunnel, die bovenlangs liep. Maar ook beneden het de leukste manier was om te spelen. En er zijn natuurlijk altijd
had die een hekwerk precies in het midden. En dat hekwerk bedoel wel mensen die zich even niet aan de regels hielden, nouja, dat werd
ik. dan ook passioneel uitgelegd.

[Mark] Ok, en wat was het doel van het wijzigen van de spelregels? [Mark] Ok, dat was alweer het einde van het interview. Ik wil je
hartelijk bedanken voor je deelname.
[Niels] Ik denk dat het vooral de bedoeling was om het spel wat meer

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[Niels] Graag gedaan jongeman. [Mark] Ongewenst, dat betekent dus dat mensen erop reageerden als
je dus zo iets deed wat niet de bedoeling was.
8.2.5 Interview with T. de Heij
[Tim] Teleport campen, snipen en rockets gebruiken. We gebruikten
Interviewer: Mark Jansen ook geen overshield en geen invisibility. Geen power-ups.
Interviewee: Tim de Heij
Date: 03-01-2011 [Mark] Ok en kwam het wijzigen van de spelregels op democratische
wijze tot stand?
[Mark] Het is vandaag maandag 3 januari 2011 en ik spreek met Tim
de Heij. Tim, vind je het ok als ik een opname maak van dit gesprek? [Tim] Ja heel democratisch want iedereen was het erover eens dat dit
spel veel leuker maakte dan de originele settings. Omdat rockets en
[Tim] Jazeker. snipers toch wel makkelijk te hanteren waren en wij speelden vooral
met het pistooltje, daar kreeg je grote pistool battles van. Ja en de
[Mark] Mooi. Het interview gaat over het aanpassen van de rocket is gewoon een groot n00b wapen, dat gebruikten we daarom
spelregels in de multiplayer capture the flag spelvorm van de map dus niet. Ik denk dat het heel democratisch tot stand is gekomen
Sidewinder binnen de game Halo. Ik zal je in totaal vijf vragen anders zou niet iedereen elke week weer het spel met elkaar willen
stellen. Mocht er iets niet duidelijk zijn dan kun je dit tijdens het spelen.
gesprek aangeven dan zal ik het uit proberen te leggen. Mijn eerste
vraag is; welke elementen zijn verandert met betrekking tot de [Mark] Ok. Wat was volgens jou het doel van het wijzigen van de
originele spelregels? spelregels?

[Tim] Wij gebruiken geen rockets, geen snipers, geen radar, er mocht [Tim] Het spel leuker maken, interessanter. Ook wat moeilijker.
niet gecampt worden bij de teleporters, dat was het eigenlijk wel Zonder de radar en zonder de rockets. En uiteindelijk wat
volgens mij. Er was één cheat in de map die wij speelden, gebalanceerder, want met de powerups en die sterke wapens, als
Sidewinder, dan kon je een auto opblazen, tegen je aan, dan kon je iemand die in het bezit had, die was eigenlijk niet meer te verslaan.
door een muur geblazen worden. Dat hebben we een tijdje wel Dus volgens mij is daaruit het idee geboren om het allemaal af te
gespeeld, maar toen werd het te makkelijk en toen hebben we het schaffen.
afgeschaft. Dat zijn er vijf die ik nog duidelijk weet.
[Mark] Ok, en werd volgens jou het beoogde doel ook daadwerkelijk
[Mark] Ok, en wat waren acties die de groep als geheel als ongewenst bereikt?
beschouwde?
[Tim] Ja zeker, dat werd zeker bereikt. Iedereen had de beschikking
[Tim] Teleport campen dus, dat heb ik eerder genoemd. Snipen. Wat over dezelfde wapens, je kreeg ze bij het begin namelijk, zo werd het
is ongewenst, kun je wat specifieker zijn? spel heel eerlijk en was je op basis van je eigen skill niveau wat

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bepaalde hoe goed je was en niet wat voor wapens je droeg of wat
voor powerups je te pakken had.

[Mark] Ok, dankjewel, dat was alweer het einde van het interview.
Bedankt voor je deelname.

[Tim] Geen probleem.

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