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“Pilsner”: Toward an Accessible First Person Video Game

Robert Yang
Design and Technology
Parsons The New School for Design
yangr591@newschool.edu

ABSTRACT And yet, people of all ages and genders are familiar with
“Pilsner” is a short, multiplayer, first person video game the language of the first person camera. Countless films and
that lets friends (or strangers) visit a virtual dive bar to try television shows feature a brief shot with a character
to out-compete each other to have the most “fun” night out. looking off-frame, followed by another shot that is
presumably their perspective, as if the viewer is looking
In leveraging an urban bar as the primary metaphor for
through their eyes. This “point of view” shot is a useful,
interactivity and gameplay, it targets a young adult
universally understood film tool and clearly not the sole
demographic (18-34) both obsessed with nightlife culture
province of 14-30 year old men who enjoy graphic violence
and familiar with video games / social networks, but not
and shooting virtual terrorists – yet that is its dominant use
necessarily familiar with the first person video game genre.
in video games today. While media violence is not in itself
It also attempts to solve several accessibility problems objectionable, the creative wasteland of generic game
endemic to the first person genre, such as difficulty of violence is unimaginative. Simply put, more can be done.
interface, breadth of non-shooting mechanics and limited
In this way, Pilsner is an effort to impart a genre literacy to
audience of multiplayer games that rely on real-time
players unfamiliar with first person games but who are put-
interaction.
off by typical FPS games.
In its next iteration, it will be a mixed-fidelity playable
This general notion of “accessibility” can be broadly
prototype with most core mechanics implemented and
interpreted in four (4) different senses: accessible
limited multiplayer functionality.
distribution, accessible interface, accessible consumption
and accessible game content.
Keywords
Video games, HCI, interface, usability, first person shooter,
CONTEXT
FPS, online, multiplayer, Unity3D, alcohol, bar culture.
The problems of effective game distribution, interface and
content can all be classified as “wicked problems,” as
INTRODUCTION coined by Rittel and Webber [2]; these are problems that
Few first person shooter (FPS) games cater to anyone are difficult to define – and because they are difficult to
outside the predominantly 14-30 year old male “hardcore define, there is never a definitive solution but only a
gamer” demographic1 already familiar with the genre. [1] constant stream of adequate and better solutions. Namely,
This co-opting of the genre is utterly pervasive; there still the question of “what is accessible game content” is
exists no widely used acronym or genre label for first incredibly complex and invokes numerous domains:
person video games without any shooting – as if it is
unthinkable that any first person game, such as this one,
would consciously omit graphic violence with guns. Virtual Distribution
While casual free-to-play 2D Flash games played in a web
browser have enjoyed widespread popularity, like PopCap's
LEAVE BLANK THE LAST 2.5 cm (1”) OF THE LEFT Bejeweled series or Zynga's Farmville among countless
COLUMN ON THE FIRST PAGE FOR THE others, there has not yet been a popular equivalent of a
COPYRIGHT NOTICE. high-performance 3D web browser technology. Combined
with the large file size of most FPS games, distribution has
mostly been limited to large standalone offline
deployments, developed professionally, sold for $40-$60
1 USD at brick and mortar retail stores and specialized online
Their research of 750 Dutch FPS gamers actually
download services like Valve Corporation's “Steam”
indicates an even narrower age range, but the game
service.
industry often insists on a wider distribution of age; cf.
their brief at http://www.theesa.com/facts/

1
This “hardcore” distribution model runs counter to the young teenagers with limited allowances. This sense of
simpler in-browser deployments of casual gamers' favorite “gamer entitlement” was translated into multiplayer FPS
games. Thus, some form of a free-to-play web browser contexts as extremely difficult skill-based game modes that
deployment is essential to reach this wider audience. emphasized speed and dexterity, especially in contemporary
games like Halo or Counter-Strike.2 The most “authentic”
gamers possess deep mastery of game systems. Here, games
Game Controls and Interface are fairly long, uninterrupted, focused contests that demand
At this time of writing, there are two main paradigms of undivided attention from the player.
FPS hardware interfaces: the dual joystick “gamepad”
paradigm used on game consoles like the X-Box 360 or This model of game consumption contrasts harshly with the
Playstation 3, versus the keyboard and “mouselook” way that many non-hardcore gamers play, such as the
paradigm used on computers. average commuter on the subway casually playing Words
with Friends or Angry Birds on their smart phone with only
However, because consoles are closed systems controlled one hand and no sound effects enabled. These games are
by commercial companies, for this project it is preferable to small, short, highly fragmented and non-cinematic
focus on an unregulated platform for experimentation, such experiences for people who do not have long uninterrupted
as browser games played on personal computers. stretches of free time to devote to video games; their design
It is also theorized that casual gamers find FPS games runs counter to the hardcore gamers' emphasis on
difficult because they lack the thousands of hours of immersion, immediacy and uninterrupted / focused
specialized hand-eye coordination skills used by hardcore stretches of play.
gamers [3] – specifically, the act of coordinating movement It should be noted, however, that many people play both
of one analog joystick with the other, or coordinating types of games – though this shared audience often takes
keyboard input with mouse movement. It is similar to the the form of hardcore gamers playing “less serious” mobile
way that drummers can “separate” their leg and arm games, rather than the other way around with casual gamers
movements as two different entities. occasionally playing Halo – Pilsner aims to encourage the
New players often spend the majority of the game spinning latter, less common phenomenon by giving casual gamers a
in circles and staring up at the sky, or perhaps both; such safe space to learn the conventions of first person gaming.
results are discouraging, implying that they are at fault and
should stop playing when in reality an alternate interface DESIGN GOALS / TARGET AUDIENCE
could have suited them. Pilsner targets these young childless adults in all aspects:
Many alternative first person games have attempted to the branding attempts to come across as young, “hip” and
mitigate the difficulty of keyboard and mouse interfaces cynical. The subject matter ostensibly relates to the dream
with a software implementation. Perhaps the most lives of young adults, where every Saturday night holds
prominent of these is the 1994 bestseller Myst, a puzzle endless promise for parties, authentic social experiences
exploration game with a mouse cursor interface that allows and recognition among peers.
the player to simply click on the area where they wish to go With this (admittedly, broad and large) demographic in
but was severely limited by its static prerendered 2D mind, the primary goal is to dissociate the first person video
images. Meanwhile, the 2006 cartoon-styled FPS Grotto game genre with graphic firearm-induced violence, or at
King maintained the keyboard and mouse setup, but used least dissociate it temporarily to allow an appreciation of
code modifications to clamp mouselook on the Y-axis, thus various aesthetic effects through five (5) main modes:
preventing players from looking up or down and solving the
“staring up at the sky” tendency of new players. Later, a 1) Parody and satirize bar culture. By codifying the ritual of
2009 adaptation of Oscar Wilde's Salome, the first person “going out” as a set of mechanical rules and interactions or
game Fatale, used a deliberately obfuscated mouse-only a mere game, there is an underlying current of commentary
“click to fly” control scheme. Most recently, the 2010 tech that critiques this lifestyle as hollow and ultimately
demo Epic Citadel used the gesture controls on the iPad to meaningless. Young adults may also appreciate the irony of
seemingly update the controls from 1994's Myst; simply staying at home to play a video game about going out,
“touch” an area on the scene to direct the player character.
2
Both games trace their bloodlines to Quakeworld, the first
Models of Consumption polygon-based online multiplayer FPS that forged the
Traditionally, many hardcore gamers have demanded long, genre. Within the player community, players with fast
immersive video game experiences to get the maximum internet connections were commonly known as “low ping
value for the game they purchased as loyal consumers or as bastards” (LPBs), such was the importance of speed and
real-time interaction.

2
instead of actually going out – thus expanding their notions cultural strength. In Pilsner, the so-called “walls” are drunk,
of the possible artistic effects of video games. jealous, or any range of emotional states we afford to
people. This dynamic can also be mapped to current
2) Re-contextualize what it means to “look” in first person understandings of environmental narrative in games. [6, 7]
games. Most first person games today treat “looking” as a
free action, the equivalent of doing nothing unless one pulls
a trigger. Computer-controlled AI actors typically do not GAME SYSTEMS IN “PILSNER”
respond to being stared at. Here, this paper attempts to outline the basic multiplayer
game mechanics, systems and consequences in Pilsner:3
In real-life, however, simply looking at someone for too
long can be interpreted as sexual harassment or at the very Core Mechanics
least make someone feel uncomfortable – historically, this The goal of Pilsner is to have the highest “Fun” score at the
concept of the “gaze” has also instigated a crucial current in end of the night.
both literary and film theory. In Pilsner, looking at another
player must mean something. To have Fun, players must perform Actions. The player
begins the game with basic actions like “Talk” or “Wink at
3) Introduce new players to paradigms of interface in first Someone” or “Buy Drink,” then progressively unlocks more
person games. A simpler mouse-only interface allows sophisticated actions like “Flirt” or “Dance” by drinking
beginners to easily navigate a space; various in-game more alcohol.
actions require progressively more sophisticated mouse
movements, thus teaching them how to control and harness These higher level or “sloppier” actions earn the player
the “mouse look” interface common to almost all first much more Fun than lower level actions. In this respect,
person games. Once they have mastered this control binge drinking is advantageous and necessary to have a
scheme, players are far more likely to try similar games. good time or seduce sexually attractive, high-value targets
of opportunity.
4) Exist as a legitimate and authentic alternative design
practice to mainstream commercial FPS games adored by All of these actions are taken through a combination of two
hardcore gamers. Many hardcore gamers are quick to mechanics: (a) moving and (b) looking, e.g. move to the bar
dismiss in-browser games as less authentic, “watered- and stare at the bartender in hopes of ordering a drink – or
down” experiences compared to the highly immersive, move behind a person and leer at their butt to assess their
cinematic and expensive video games that they praise. attractiveness, etc.

However, this project seeks to prove that in accommodating Play as Performance


casual gamers, one need not alienate this hardcore Because the players are all in the same bar, it is strategically
audience. Perhaps the casual and hardcore can converge advantageous to earn the most points while sabotaging the
together in this space between worlds. other players' efforts.

5) Re-define “architecture” in video games. The course of a However, in order to sabotage a player, one must be able to
game of tag is determined by the environment – stairs, discern a human player from a computer-controlled “bot”
grass, concrete, walls – that affords players varying degrees player that performs a generic schedule of actions.
of movement and surveillance. Likewise, the architecture of
Thus, a skilled player must also perform when playing, to
a video game level also heavily influences the flow of
pretend that they are simply another bot and to avoid
gameplay. It is theorized that a dynamic architecture, one
detection (and subsequent sabotage) from other players.
that does not remain as static walls, will result in an ever-
changing and perpetually compelling game experience. For example, attempting to buy someone too many drinks,
too often, may arouse suspicion from other players;
In real-life, however, walls do not usually move – but
whenever they see this player approach the bar, they will
people do. Pilsner seeks to cast the actual “bar patrons” as
attempt to occupy all open slots at the bar, thus preventing a
the real walls and columns of the game level, an
player from buying any drinks.4
architecture that is constantly moving and responding to
players' actions, forming what Gordon Pask might
characterize as a “cybernetic architecture.” [4] 3
Because video games, by their very nature, rely on
With movement also comes an increased ability to express complex combinations of audio / visual / interaction to
emotion. For example, the famed Mexican modernist create a deep system that requires learning and mastery, it
architect Luis Barragan's work in “emotive architecture” [5] can often be difficult to describe in words what was always
emphasized static walls that were calm and proud, set in meant to be played as a game. It is analogous to the
tranquil gardens that evoked Mexican traditions and considerable gulf between simply reading a film script and
actually seeing the film realized onscreen.

3
On an underlying, sociological level, it is also interesting called “Percival,” then shifted in concept to some sort of
whether human players identifying as heterosexual seduce photorealistic nightlife simulator before becoming the
characters of the same sex, or whether they will insist on multiplayer arcade game satire it is today.
following their real-life sexualities. (Later iterations of the
game will have tracking analytics built into the game
systems to facilitate sociological research like this.)

Asynchronous Multiplayer
Throughout the Night, all the players actions are logged in a
database. When a player is finished playing through the
Night, the next player takes a turn.
Because the previous player's actions are all logged, the
game system can use it as a “schedule” to program an AI
bot to take the previous player's place when another player
takes their turn in the bar. This way, players play together
but at different times – this is “asynchronous multiplayer.”
This system also allows for considerable strategy: if the Figure 1. Early style exploration for Percival; a forest
player begins drinking at 8 PM (in-game), they will likely made of abstract tree sculptures modeled in Maya.
pass out from fatigue by 1 AM.
However, when Player 2 takes their turn in the game, they “Percival,” Initial Tech Prototype
may buy Player 1 an extra drink at 10 PM to force them to After considering numerous interface precedents, it became
pass out from intoxication even earlier. Thus, Player 2 can clear to follow the example set by Epic Games in their Epic
obtain a much higher “Fun” score while Player 1 vomits on Citadel technology demo because (a) it offered a mouse-
themselves in the corner. only control scheme, (b) required relatively few discrete
actions, such as mouse-clicks, (c) regressed seamlessly with
Of course, this scenario assumes that Player 2 can reliably a traditional “hardcore” WASD5 control scheme, (d)
distinguish which character the Player 1 is, among a allowed for a full 360 degree arc of mouselook along the X
crowded bar filled with 60 other characters. and Y axes, (e) allowed for looking around while moving,
Instrumentalization of Player Narrative which is an important skill in nearly all FPS games.
This strategic layer becomes more compelling with the It is noted that this scheme would not work well with
addition of teamplay. Assume, in the situation above, that a gamepads or game controllers because manipulating a
Player 3 (allied with Player 1) then takes their turn. cursor with a joystick is not particularly intuitive.6
At the end of the Night, Player 1 submitted a short text Fortunately, this project does not target game consoles but
account of what happened that Night – an attractive blonde rather personal computers and laptops running browsers
woman in red entered at 11:45 PM, among other details. because people who have consoles are much more likely to
Player 3, with foreknowledge of the future course of the be familiar with the FPS genre already – and console-based
night, can now plan ahead to try to seduce that woman, FPS games already have their own highly sophisticated
assuming Player 1 is an articulate and accurate storyteller. control schemes [8] that do not merit additional research.7

Player 3 can also intervene and prevent the second player


from poisoning the first player, thus “rescuing” the first 5
WASD are the keys on a QWERTY keyboard that stand-
player to earn more points.
in for arrow keys that control character movement in
In this way, a player narrative is instrumentalized as a video games. W is “go forward,” A is “sidestep left,” etc.
strategic battle report, or possibly a banal story about how a 6
For those interested in FPS control schemes on console
friend was drunk last night and vomited everywhere. game controllers, Bungie Studios' work on the Halo series
is perhaps the seminal and defining implementation, using
player psychology and psychophysics to coin new control
GAME DEVELOPMENT PROCESS
concepts like “bullet magnetism,” “snapping” and
Pilsner underwent several drastic changes in both style and
“friction.” [8]
content. It began as an avant garde interactive stage drama
7
Specifically, there are several professional, industry-
4
This idea of “performance as play” was originally funded usability labs that seek to resolve this very
popularized by Chris Hecker's game SpyParty. research question; academic research would be pointless.

4
Percival's method used for controlling movement is similar, that the style was untenable to maintain when aiming for a
probably, to Epic's method: when the player clicks, the reasonable level of visual fidelity in a short time.
game fires a simple raycast from the player's forward
direction vector to obtain a new vector, then finds the In addition, a photorealistic aesthetic implies that the
difference between the two vectors to calculate a third project's aim is to accurately simulate the real-life practice
vector to the new position. For ease of implementation and of bar-hopping, when it is not. Thus, it became clear that a
understanding, there is also no pathing solution – if there is more stylized approach was necessary.
a wall between the player's destination and their position,
their character will simply run into the wall until the player
clicks to set a new route.
While the control interface test seemed to be promising,
early conceptual prototypes seemed too avant-garde with no
easily understood metaphor or meaningful interaction (i.e. if
it is a multiplayer game where one player is powerless, why
would anyone play?). The full details of the concept are not
listed here because, essentially, there was no real concept.

“Pilsner” Alpha, photorealistic prototype.


In beginning work on the look and feel prototype, it was
necessary to select an appropriate art style within the Figure 2. Initial photorealistic treatment of an upscale
overlapping contexts of first person games and in-browser urban bar, with dim lighting, tin ceiling and brick walls.
games. Browser games are often executed in a flat non-
photorealistic cartoon style because a photorealistic style “Pilsner” Beta, (current) stylized satirical prototype.
requires more texture memory, even eschewing the use of Early feedback indicated that people associate games with
3D entirely. In contrast, most commercial first person teenagers, but bar culture with adults; thus, any game that
games use gritty, desaturated palettes that focus on hyper- glorified bar culture was implicitly encouraging underage
photorealism and advanced shader technology.8 binge drinking, resulting in a negative response.
Thus, this initial visual style of Pilsner sought to situate it Mitigating this criticism required a crucial tonal shift.
somewhere along this spectrum of cartoonish casual and
hyper-real hardcore, because prospective hardcore players Simulationist aspects were stripped away in favor of a
would judge whether to play the game based on satirical and sarcastic tone that criticizes the underlying
screenshots. It was necessary to achieve a compromise hollowness of bar culture rituals.
between the seemingly disparate styles: a stylized realism.
This hollowness is already well-known in society: that
Upon narrowing a target audience, from “everyone” to going to a bar is sometimes a method for people to procure
“young urban adults,” it became clear what this or “pick-up” casual sex partners or mislead others in pursuit
demographic shared: unspoken worship of bar culture. thereof. Such “mechanics” are already codified in real-life
as militaristic terms – “wingman,”9 “grenade,”10 etc. [9]
The first visual concepts for the bar possessed a realistic
treatment of materials, scale and dimensions. The lighting The satirical aspect of Pilsner emerges from taking this
will be highly stylized to emphasize the dim shadows militaristic treatment of bar culture to its logical extreme:
present in many bars. hyper-militaristic squad maneuvers. This hyperbole takes
something familiar to many and exaggerates it.
As production deadlines loomed however, this
photorealistic treatment proved too expensive of a time In the rhetoric of Hollywood, it could also be described as
investment. It would've required substantial effort diverted “MTV's Jersey Shore meets paramilitary SWAT team
from writing the actual game code. Thus, it was decided tactics.”

9
8
This is, of course, a gross oversimplification of the from Air Force parlance, a platonic friend who facilitates
breadth of art styles and visual representation in digital social interactions with “targets of opportunity.”
10
media today – which would likely be the subject of from MTV's “Jersey Shore”: The solitary ugly person
another paper. Here, the goal is to establish a conceptual always found with a group of hotties. If the grenade
spectrum on which this project exists, not to document doesn't get any action, then neither does anyone else, e.g.
and dichotomize the whole of game design practice. “Take one for the team and jump the grenade!” [9]

5
So far, this concept has tested extremely well with young style will no doubt necessary in the future.
adults of all genders: it is understood that bar culture is not
being put on a pedestal. Rather, as the New York Times'
NEXT ITERATION / CONCLUSION
Neil Genzlinger says of Jersey Shore, it illustrates “how Preliminary testing indicates much audience enthusiasm for
much ignorance, narcissism, predatory sexism and hair-gel conceptual prototypes; all that remains is to finish building
abuse lurk out there in the real world.” [10] the video game, which will take place during Summer 2011.
This tone, combined with more stylized visuals, allows for
more flexibility in matching the metaphors to the actual ACKNOWLEDGMENTS
systems of interaction afforded to players. We thank Eddie Cameron for engineering consultation and
also thank the fantastic and beautiful Sabine Seymour for
remaining a shining inspiration through these dark times.

REFERENCES
1. Jansz, J. & Tanis, M. “Appeal of playing online
first person shooter games”, in Cyberpsychology
and Behavior , Vol. 10, No. 1 (2007): 133-136.

2. Rittel, Horst, and Melvin Webber. "Dilemmas in a


General Theory of Planning", in Policy Sciences 4
(1973): 155-159.

3. Isbister, Katherine and Noah Schaffer. Game


Usability: Advancing the Player Experience. San
Francisco: Morgan Kauffman, 2008.

4. Gordon Pask, “The Architectural Relevance of


Cybernetics,” Architectural Design 7, no. 6 (1969)

5. Pauly, Daniele. Barragan: Space and Shadow,


Walls and Colour. Basel: Birkhauser, 2008.

6. Pinchbeck, Dan. “Story as a function of gameplay


in First Person Shooters: an analysis of FPS
diegetic content 1998-2007.” PhD diss., University
of Portsmouth, 2009.
Figure 3. Original stylized prototype (top) and current
iteration (bottom) of the dive bar arena. 7. Smith, Harvey and Matthias Worch. “What
Happened Here – Environmental Storytelling.”
Dive Bar aesthetics and nonphotorealism. Paper presented at Game Developers Conference
Most of the visual detail is clustered near the bar, because 2010, San Francisco, California.
the bar is the most important part of the bar. To match the
“dive bar” aesthetic, there are large accumulations of 8. Reeves, Ben. “Ironsights”, in Game Informer 215
useless junk and Christmas lights mounted onto nearby (2011): 18-19.
walls to create a sort of “shrine” to alcohol. Many players
will no doubt recognize this pack-rat tendency in many real- 9. Jersey Shore. Episode no. 6, “Boardwalk
life dive bars and enjoy the visual hyperbole presented in- Blowups,” first broadcast 7 January 2010 by MTV
game. Networks / Viacom.
However, one difficult problem of translating a “dive bar” 10. Genzlinger, Neil. "Surf and Turmoil – What’
's Not
aesthetic to a video game is that dive bars are dimly lit and to Love About ‘Jersey Shore’?" The New York
often black in color, but low brightness in a video game is Times, January 4, 2010. Accessed May 12, 2011.
frustrating and a lack of color would fail to differentiate the http://www.nytimes.com/2010/01/04/arts/televisio
game from many FPS games with desaturated color n/04shore.html
palettes. The goal was for the level to “feel” dark, but not
necessarily be too dark to play. More iteration on the visual

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