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Having played Paintball a few times and loved it, I was intrigued by a friends’ call to organize a game of airsoft. Airsoft is basically a team based game involving shooting people with airgun approximations of the actual thing.
When we reached the first thing that struck me was the emphasis from the airsoft owners’ side on the game being a “role-playing”, as they described it, of Counter Strike. Teams were organized into terrorists and counter-terrorists. Bombs were planted, hostages rescued and death-matches carried out in a flurry of plastic-pellet chaos. Players re-spawned at their spawn-point (ok, more COD than CS) once killed and trooped on in the ensuing grind (once again, more COD than CS).
The second thing that struck me was the cloud of thick marijuana air. The place literally reeked of pot. When one of our guys pulled out a beer during a break between rounds the owners warned them, in the most severe voice they could muster, that if they had another sip they would not be allowed to play. With the iron fist of airsoft law lain down in no uncertain terms, the organizer headed to a back room and replenished his degree of stoned-ness. That back room was clearly the source of the sticky green smell, since every time the door leading to it was opened the already heavy smell of grass got reinforced.
The game took the worst parts of most FPS games I know and mashed them together in a boring mess of a real-life game whose only consolation was the reminder that our physical bodies were alive and present when one of the pellet’s hit a part of you and welted or split your skin. The first notable casualty came from a well placed shot to an opponent’s forehead. After the round was over he tottered into the room with a stream of blood coming down his face and a confused “this never happened in Counter-Strike” look.
The space we were playing in consisted of a building divided into a number of rooms by wood and tarp along with two narrow spaces on either side. The field was largely uneven and one team got a decent upper hand in every round. The rules were often convoluted enough for non-gamers to forget most of them and screw up how the game was meant to be played. Of course the way the game was meant to be played by the organizers was not that brilliantly conceived either, having as much of a flair for game and level design as a grilled penguin.
The size of the place, the randomly placed cover and the overall layout meant that every single game was a typical counterstrike bottle neck: Four guys at a side of a door, one of them actually shooting and the others waiting their turn to take a pot-shot at the opposite guy at the door and three dudes waiting. There were a few bursts of movement and excitement, but these were few and far between. Most of the games were static affairs, resembling on rails shooters where you aim your gun and wait for an opponent to pop out from cover and hope for a shot. Rinse, repeat.
The lack of frequent sprints to cover meant that, at least for me, the usual adrenaline rush I get in such games never kicked in resulting in a less incorporating experience than, ironically, the virtual version of the game. That is, yesterday’s airsoft game felt more like a game I have critical distance to than most Counter-Strike sessions I’ve experienced.
Since the space was so small, once shot, one could jog back to spawn and back again in under a minute. This meant that the positions held by either team in the first minute or so of the game did not change much. It also meant “dying” was only a penalty in terms of the physical pain you felt when the pellet hit you, and had only marginal effects in game terms most of the time.
Unlike paintball, players do not have a physical mark of your hitting them unless you’ve done some visible skin-breaking. This meant that a lot of players were not owning up to actually being shot, either because they did not feel the shot or because they simply cheated. On top of that the speed and light colour of the pellets along with the fact most guns were somewhat erratic meant that it was not always possible to tell where your shot actually went, making it hard to call out your opponents. The majority of the times opponents only left the field when I shot them at point blank range and could see the grin on my face or when I called them out. Neither of those situations are conducive to a fluid and exciting game.
All in all a hugely disappointing experience that is poorly run and abysmally set-up.
I could just hear the conversation that lead to its inception:
/puff
“yeah mann, that would be awesome! Counterstrike with airguns!”
/puff
“yeah, so awesome!”
/puff
“Totally!”
/puff
Blood Bowl Haiku-Match-Report + me fiddling around noobishly with my S4 decks.
Just wanted to thank all the great work the grad-students in my Digital Game Theory class have done in the analysis thread of this year’s course. I’m particularly appreciative of all the careful work you’ve put into applying my player involvement model to a variety of games. Really great stuff guys and once again…
Thanks!
PS I re-blogged Thomas J. Papa’s blog notes on the exercise - really nice and thorough work, Thomas!

Link reblogged from Modern Craftsman with 2 notes
Conclusion
The answer to whether Ken Levine and his team managed to incorporate the player remains a very subjective one. It will always be up to the individual player and his or her interplay of the various aspects of the game. Nevertheless, the game does offer a significant amount of…
Source: moderncraftsman
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Affective Involvement
The game affords for affective engagement at various levels, and first and fore-mostly does so through it impressive art deco style. Not only inside the aesthetically beautiful and masterfully crafted atmospheric game world, with it’s grandeur and soft lighting. But also in…
Source: moderncraftsman
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Ludic Involvement
This section involves the engagement with the choices made in BioShock, and the consequences of those choices. The game’s first ludic choice happens right before the start of the game, where one is asked to choice a difficulty level, influencing the emphasis in the game on its…
Source: moderncraftsman
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Spatial Involvement
BioShock is set in a believable world that is true-to-nature enough to be a potential deviation from world history. The ride down from the surface into the depths is the player’s first introduction to the game environment, the seemingly utopian city of Rapture. It cleverly…
Source: moderncraftsman
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Narrative Involvement
The story aspects of the game can happen on two inter-related levels, according to the Player Involvement Model. The first is the scripted narrative, ranging from cut-scene to voice-overs. BioShock’s intro scene is clear example of this, making use of the main character’s…
Source: moderncraftsman
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Findings
The model is made up out of 6 different and broad involvement dimensions namely kinaesthetic, spatial, shared, narrative, affective and ludic. They stretch out over 3 different phases expressing temporal engagement; macro involvement, micro involvement and incorporation. For this…
Source: moderncraftsman
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Method
The method used to study BioShock may be regarded as common practice. It involved getting acquainted with the theoretical background of the Player Involvement Model by reading the accompanying texts. This was followed by playing the PC version of the game myself and recording the play…
Source: moderncraftsman
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