I want to start this blog post by stating that I have just received my grades for 2 assignments I completed for the PGcert in Research Practice.
Both assignments tackled various issues:
- detailing a methodology (in essence a ‘map’) of how to progress with my PhD,
- writing the aforementioned Critical Analysis (in essence, the ‘story’) of my journey as an emerging researcher so far,
- outlining my work-plan (in essence ‘an ‘interactivity journey’) of how I aim to complete the PhD itself.
It’s worth starting at this point that when I teach Games Design to Undergraduate and Postgraduate students, I focus on something I call ‘The Tri-Force’ of Games Design. The term ‘Tri-Force’ comes from ‘The Legend of Zelda’ franchise of videogames. It looks like this:
Within the ‘The Legend of Zelda’ franchise each of the smaller triangles corresponds to 3 core areas within the main character Link’s journey towards achieving his quest. These are:
In videogames, within the context of high-level games design, my philosophy of teaching corresponds to 3 core pillars; each are one part of a larger whole associated with the videogame itself. These are:
- Core mechanics – the main game action(s) which the player performs within the game.
- Narrative & Story – the story which the player participates within; this can either be designer driven (a fixed narrative), player driven (actions defined by the player define the story told), or a mixture of both.
- Interactivity – the method(s) in which the player interacts with the game, from a visual, audio and physical perspective.
With both assignments now behind me (for which I was pleased to have scored favourably), I am now in the process of looking at the Methodology, my ‘map’, my ‘core mechanic’ so to speak, to assess my both tasks I have completed so far towards achieving demonstration of/revealing the ‘map’, along assessing tasks I have completed and tasks I have yet to complete. I’m also considering the ‘story’ of my journey so far, and what now remains of my story and how I plan to tell that. I’m also looking into detail into my plan to ‘interact’ with the ‘map’, to help me achieve the goals I have set myself.
I also have to consider that I am currently ‘wearing’ various ‘HATS’; in other words, I have a number of different jobs and roles of responsibility. These jobs include:
- Working as a Programmer Director at BCU on Undergraduate & Postgraduate programmes
- Working in Research & Enterprise at BCU
- Working as an entrepreneur and creative director in the Games Industry
- Working as an emerging researcher/PhD student
Let me explain further…
Whilst all the ‘HATS’ on face value may appear different, they are actually all interlinked, and fortuitously a great many of the outputs from them can most definitely plug into my Research Practice. I’m now at what I’m calling the ‘Lifting the Fog & finding the Fun’ stage of my PhD.
If this were a videogame, more specifically a game with a map with enemies and/or a set of objectives, how do I reach my goals when the map is most definitely there, you can ‘possibly’ see the boundaries but the map specifics/smaller details/smaller areas are hidden by a ‘Fog’? What must I do to ‘lift the fog’, so that I can see smaller areas of the map more clearly, and more importantly, what must I do so I can see the routes more clearly to my goals/objectives?
In a videogame, the game designers build ‘Compulsion Loops’ into the game’s User Journey/User experience. This is so that the affective turn is focused upon ‘FUN’ within the Meta-Critical journey; this being the second-to-second, minute-to-minute, hour-to-hour user experience. The ‘Compulsion Loop’ can be something which stands out within the remit of the ‘Core Mechanic’ the ‘Story’ or the ‘Interactivity’ of the game.
This then begs the question; how can I try and use either videogame analogy to have fun doing tasks for my research practice, or more importantly, how can the affective methods focused upon fun adopted within a videogame to navigate through a map’s ‘fog’ (considering the aforementioned compulsion loops within the user journey/user experience) be used to migrate over to navigating the ‘fog’ in research practice?
Read on…
To start with, high level, I think it’s a good idea to outline what my ‘map’ broadly looks like. I also need to consider some important questions, such as: am I certain that I can see the ‘boundaries’ even though the specifics, whilst known/apparent to me in some ways, in other ways are not so clear?
I have already worked so far to define the high-level ‘map’, in other words the methodology of my PhD. As a reminder, here’s what it looks like:
Now going deeper to identify smaller areas of my ‘map’, I think it’s a good idea to go into further detail of what I’m doing from the perspectives of the ‘HATS’ I’m wearing, so I can start to attempt ‘boundary definition’, before I move forwards. Now this is where it gets interesting. Funnily and serendipitous enough, part of the work I am doing at the moment as part of my work as a Programme Director teaching postgraduate students involves actual map design and map analysis, for a ‘Metroidvania’ videogame (here is a good definition of this type of game is: https://gaming.stackexchange.com/questions/17005/what-does-metroidvania-mean)
Looking more closely at one of the ‘HATS’/jobs I am wearing, it’s worth looking at how elements of that work align into a broader sense of ‘map analysis’, which in turn provide me with guidance on lifting the immediate fog within my PhD.
Firstly, looking at the work I am doing as part of my role as Design/Creative Director with Masters Students at Gamer Camp, as part of the experiential learning process, the students have to complete a Playstation 4 game, which heavily focuses upon map design and exploration. So far they have worked together in a number of teams, addressing the areas of Game Mechanics, Narrative and Interactivity, to complete a prototype phase of delivery, based on a creative brief which we, the teaching team, designed and distributed at the start of the PlayStation 4 Module back in January. Now they must move into the development and competition phase to create a working videogame, and this game will also be linked to videogames which my undergraduate 2-year fast-track BA(Hons) Games Design and Production students will be developing, during their collaborative project module. Working on these projects as a key stakeholder from the perspectives of Programme Director, and also the Design/Creative Director, means that I have had a great deal of design and creative steer on all of the projects and as stated earlier, the games are focused on ‘MetroidVania’; a game-type which focuses upon map navigation, exploration and character skill-acquisition, which then in turns facilitates navigating through a detailed and complex, unexplored map, full of secrets.
At this point I thought it might be useful to consider if there are other potential case studies within the remit of both workplace ethnography and auto-ethnography (and the interaction between them) worth discussing. I liaised with my Gamer Camp design students and I was pointed to this:
“How to design a great Metroidvania map” (https://www.pcgamer.com/how-to-design-a-great-metroidvania-map/). The interview with the developers of Hollow Knight discuss their process of map design; what is good to see here were the similarities with creating a map for this type of videogame and also creating not only a methodology for a PhD, but also creating a work-plan/interactivity journey prediction for a PhD. The developers had to consider a number of elements associated with their core mechanics, narrative and interactivity, including:
- The basic path
- Optional routes
- The skills the player character needed to progress; when and how they would be learnt, acquired and demonstrated
- Goals and what must be accomplished to achieve them
- The Scope of the game
Now at this point, I took a step back and thought to myself:
“Wait a minute, my PhD and Research is somewhat like the User Journey of a ‘MetroidVania’ game; there is a map, it has goals, there is an overall objective, the map specifics aren’t clear to the player at the start; whilst some area boundaries are clearly defined, others aren’t defined at all! Whilst there’s a lot of ambiguity/fog, one must use and gain skills to progress and unlock more and more of the map, to reach new ground, complete objectives, to ultimately conquer the overall goal”
Now that is really serendipitous!
I then looked at the other roles I am doing to identify where and how I’m performing some sort of ‘mapping’ exercise, to see where and how I can learn from this. I found from my reflection that this included:
- the map and spatial design work I did as part of the BCU School of Architecture ‘Co-Lab’ project to design and ‘interactive playground’ for King Heath Primary School, incorporating future technologies such as ‘eXtended Reality,
- the user-journey experience mapping for a series of Design Thinking workshops I have to deliver at BCU, as part of the ‘DT.UNI.-Design Thinking Approach for an Interdisciplinary University’; organised by BCU’s Research, Enterprise and Innovation department within the frame of an ERASMUS + project,
- the work I am doing as part of my research and enterprise responsibility, which also involves ‘strategic business road-mapping’ for ‘Games@STEAMhouse’ and the network-hub/digital cluster mapping work as part of the Midlands Game Engine,
- the work I’m doing at my existing company SmashMouth Games, and the new company venture I am looking into, called ZAM Studios; this work naturally involves strategic business planning, company and product ‘road-mapping’.
This now brings me up to-do-date; I can look at these ‘HATS’/Jobs’ and ascertain how all the ‘mapping’ I’m doing can potentially help me to identify where and how I can start to ‘Lift the Fog’ working as a student to develop my PhD. Hopefully these blogs have started to act as a means of ‘fog-lifting’, allowing me to critically reflect and then analyse further what have I done, what have I learnt (the good and the bad), and what do I plan to do to progress, so that I may carry on with my PhD journey, hopefully moving forwards to achieve my short, medium and long-term research aims.
Watch this space!
Thanks to Dr Nick Webber, Dr Oli Carter & Dr Jacqueline Taylor Boote for the awesome feedback on my PGcert Assignments!