Single Player Discourse In Games
[Originally appeared on the Georgia Tech News Games blog.]
The Newsgames Project was begun by identifying a number of areas of inquiry that seemed to address the big picture issues. You can see these in practice through the main categories of the website. One of these, discourse, was identified through Bill Kovach and Tom Rosenstiel’s book The Elements of Journalism. News is social because it affects groups of people and results in a desire for new facts, ideas, and opinions. Kovach and Rosenstiel feel that discourse not only promotes informative dialogue between citizens, but also acts as a way for people to talk to the newsmakers about their news.
When we think of discourse in this context, we are prompted to think about socially based discussions. Newspapers allow readers to write letters to the editor in which they voice their opinions on a story. Of course, this forum isn’t as democratizing as we might hope. It’s been often cited that online news outlets counter this by providing easier methods of feedback and unlimited space for participation, though a quick glance at the comments section of any news story prompts questions of the quality of this feedback. News radio often allows listeners to call in to argue (or perhaps more commonly, agree) with the host. The University of Virginia’s David Golumbia finds this “revelation” suspect, however.
While the Internet has been lauded for giving power to the people–providing outlets for feedback or turning consumers into creators by providing a distribution channel for various forms of citizen-created media–Golumbia wrote that we most commonly end up replicating existing structures rather than creating new forms of discourse. It is not about our newly found ability to talk back that makes digital media powerful–after all, we’ve had feedback outlets long before the Internet. Instead, we should look to digital media for new forms of discourse that do not have their place in the current structure. So how do we handle discourse within games?
When we think of social structures for games, we either turn to multiplayer games or external discussions about single-player games that often rely on support structures outside the game. We can imagine playing a newsgame in which two opponents take opposite sides and (often quite literally) hurl information back and forth. Or we envision tackling a single player game and then talking about it on a web forum or comment thread. Useful, for sure, but I endeavor to propose ways in which discourse can take place internally between the player and the game. I recognize that I am not the first to think of news this way, but having surveyed many newsgames (or related games), I have yet to encounter anything that actually does this. To understand how discourse can function in a single-player video game experience, we must ask questions about the nature and purpose of discourse and find a model which works with the elements that make video games unique.
We have the opportunity in games to create systems of feedback that can reinforce or negate actions. If procedural rhetoric is based on the authoring of arguments through processes, and one of the tenants of journalism is to strive to represents both sides (actually, the many angles) of the story, then designer-journalists can create forms of play that attempt to reveal these issues. If presented all at once, the effect is fairly standard. However, a well crafted news game can become a single player discourse system.
What exactly are the components of a single player discourse system? Most importantly, it does not rely on oral/written discourse in the traditional sense. If the game is based on procedural rhetoric, it’s critical that the player be able to respond in kind. It’s a system that builds in opposing viewpoints, challenges the actions of both the player and itself, and does not seek a single answer. Single player discourse systems within games are based on dynamics that allow flexibility in which the player can convince the software that their points are valid. It is about finding different results that can be juxtaposed to reveal what might have been concealed. The act of playing these games simulates the kind of social conversations we most commonly think of as discourse based around news.
The system is by no means perfect, however. One of the important elements of discourse is that it introduces new ideas. Can a game designer take into account every possibility? Of course not. We might excuse this, saying that our current news structures don’t attempt this either, but we can also imagine a game able to take into account external inputs. Or, we can imagine counter-argument games as Ian Bogost noted in Persuasive Games and Simon Ferarri plans to elaborate on in his future research. In these cases we have introduced social inputs into solitary activities.
By conceiving of these kinds of single player discourse games, we negotiate the issues we’ve had as a research group where so many of the “newsgames” we’ve played are either editorial or are just too dry. We also ensure that our feedback is spoken in the same language as our source, taking advantage of the properties of the medium of choice. Hopefully, the effort required to participate in the discourse will be more stimulating, engaging, and more rewarding. And, lastly, we can use the lessons learned in creating and playing in single player discourse systems to expand our own abilities to argue, reason, and negotiate new ideas and information.









Our final piece in the improv show, which was a longform scene about an adventurer set in the RPG genre. We had no prompts from the audience besides some sort of goal, which is to find the MacGuffin Device (so, pretty vague). Thanks to Rich, I was roped into playing the evil villain which put a lot of pressure on me to move the scene along and pay close attention to the details of the other actors. I’m thankful for this, though, as it pushed me to put myself out there. If the video ever gets online, I will attempt to detail its events. But as it is not, there’s little point to me explaining all the events of the scene. The thing to note is that we had to work the conventions of the genre for both our guiding narrative and entertainment factor.
Colin Rowsell, a writer for 


