Discussions addressing the connection between architecture and gaming cycle in and out of design discourse with some regularity. And why not? The experiential qualities of surface, volume and movement in game space are compelling, immersive and, quite importantly, shared points of reference. Conversations about this relationship often address the fact that the underlying means of production in both disciplines are fundamentally connected through an assortment of shared tools and methodologies. Beyond advances in software and hardware, we could definitely point fingers at the uncanny digital materiality of James Cameron and the influential design practice of Greg Lynn for causing a conflation of architectural, animation and visual effects culture. Origins aside, it is important to note that both architecture and gaming are equally invested in the representation of space, and both have codified standards for “sound construction”. This works at the diagrammatic level of vectors and polygons and experientially when discussing the qualities of immersion in specific narrative spaces, be they inhabited or played.
There are a number of pitfalls to be avoided when reading space in gaming. One must resist the urge to completely aestheticize gaming, avoid eclipsing play with narrative and acknowledge that game space telescopes outwards from play and also encompasses various layers of control and perception which augment and inform immersion. These layers include interface, the picture planes that comprise the display, related hardware and software and even the body of the gamer. The idea of gameplay as a collaboration between player and software was outlined succinctly by Alexander Galloway in his 2006 essay Gamic Action, Four Movements. Galloway identifies gaming as an “action medium” whereby all activity can be categorized as initiated by the “operator” or “machinic” and as being either “diegetic“ (contributing to the narrative) or “non-diegetic”. These criteria provide a handy classification system for reading gaming and interpreting the nature of specific interactions and events.
What is of interest to this examination of space in gaming is generally contained within the “operator” and “non-diegetic” quadrants of the above diagram – events initiated by the player that aren’t directly connected to the narrative of the game. Galloway identifies these types of operations as “acts of configuration” that “happen on the exterior of the world of the game”. In this series of posts we will use this definition as a reference (rather than a pair of handcuffs) to read these “actions” as Tentative Spaces – temporary, informational enclosures that a gamer inhabits and modulates while immersed in play or setting the parameters for it.
Mez Breeze’s notion of synthetic presencing (previously defined and discussed here on Augmentology) is another useful precedent. Breeze identifies presencing as blurring the middle ground between the clearly defined fiction/non-fiction divide associated with firmly established narrative models and mediums (i.e. detective fiction novels, crime-drama films). Examples of presencing include fan fiction, the social infrastructure of MMOG guilds, and the rapid, permutational evolution of internet memes that riff off pop culture. How does presencing relate to this discussion of space in gaming? Since tentative spaces operate as sidebars to and overlays on game space, they exist tangentially to game narrative. While these spaces relate to the fiction of game space they are not completely contained in game space. Tentative spaces provide enclosures in which the player can act, assess, analyze and sometimes socialize while being slightly detached from the actual experience of play – augmenting gameplay, if you will. Navigating strata of interface, socializing in multiplayer game lobbies and around post-game box scores, in-game microphone communication and interface informatics are all examples of tentative spaces.
Schematizing gameplay in this manner resonates with the idea of Russian nested dolls – volumes within volumes within volumes. This series of posts is based on an optimism that in isolating these “layers” of play, interface and information will reveal a range of idiosyncratic spaces slightly outside the realm of most discussions of gaming. Tentative Spaces will catalog a variety of general phenomena across gaming as well as analyze the construction of specific gaming titles. The following represents a quick sketch of the characteristics of tentative spaces, these will be further developed in future posts:
- Transparency – Tentative Spaces often occur on top of game play and players are able to inhabit/navigate these spaces and still “see through” them while engaging in gameplay (eg. team status monitor information overlay in multiplayer gaming).
- Hybridity – Referencing Lev Manovich’s suggestion that emerging media forms are combinatory in nature, Tentative Spaces will be examined as interactive assemblages comprised of text and image, maps and diagrams (eg. game analytics).
- Interstitial – Tentative Spaces are often employed to bridge narrative sequences in gaming or to provide a green room in which players can wait during a “machinic” event (eg. network configuration/team selection lobbies in multiplayer gaming).
- Supplementary – As previously mentioned Tentative Spaces often sit at least partially outside game narrative, if not completely detached from it (eg. an easter egg or minigame).
- Sites of Interaction – Tentative Spaces have the potential to aggregate community and user labor towards building communal resources (eg. in game or web based wiki construction to inform gameplay).
To bring this introduction full circle, it is worth returning to the bridge built between architecture and gaming in the first paragraph. Since gaming plays out across space it is very much about space. Gamers have acclimatized themselves to a range of perspectives, views, GUI assemblages and camera movements that emulate a host of physiological, cinematic and cartographic conventions. As a by-product of this rapidly evolving array of representational techniques, gamers find themselves highly “interface literate” with the ability to simultaneously navigate numerous narrative, informational and social planes. As a series of posts, Tentative Spaces is invested in isolating and qualifying a variety of niches, pockets and marginalia within game culture. It is all too easy to dismiss many of these layers of gaming as instrumental when in fact their superimposition on and control over play represent a fundamental aspect of not just the experience of play, but the structure of game space.
Twitter is a microblogging service that is currently experiencing continual outages. Users are encountering a range of Twitter functionality issues including scalability and stability problems. These outages are provoking debate regarding the future of Twitter as a primary microblogging vehicle for user-driven content.
Twitter engineers are aware of these criticisms regarding software reliability. They report on the status of Twitter through official channels and utilization of novel error messages. One such error message that has developed beyond its intended use is _The Fail Whale_:

The Fail Whale [FW] is an interesting example of Synthetic Presencing. Initially, the presentation of the FW graphic resulted in a dispersal of negative reactions provoked by technical failure; his appearance softened an otherwise irritating user experience. This base intention has now been magnified and reappropriated by a growing Presencing population.
This FW demographic is loosely defined by expressive affection of, and interest in, an emergent persona. They embrace the FW as an example of a seemingly innocuous/juvenile attempt to distract, disarm and amuse a community user-base. This affective redirection – whilst still engaging the target community in a type of awareness-byproduct that results from meme development – allows users to feel connected even when experiencing software dysfunction.
FW has also evolved from a single image selected to cushion error evidence towards a synthaptic construct. FWs basic graphics, simple colour scheme and brief soundbytesque messages blend together to guide followers with a type of cartoon palatability. This synthetic assemblage now has a generating history, a fanclub, multiple representational variations, a theme song, merchandise and associative characterisation. This FW entity-threading has ballooned past Synthetic Presencing while venturing into deliberate Branding territory. Is this FW Branding strangling potential user projections? Does this activity shift Presencing towards economic ratification? When does Presencing morph from an authentic synthetic-driven [re]vision into the corporate?
Bowtox is a low-level World of Warcraft character located on a USA PvP Server. Bowtox has just placed 7 items up for sale in the Ironforge Auction House. He now needs to check his mail at the Bank mailbox. As he runs over the Auction House bridge towards the box, he sees multiple character corpses arranged in a pattern.
While stopping to get a better look at the corpses, Bowtox realises that the pattern is, in fact, a Swastika. On closer investigation, it becomes obvious that the corpses have been deliberately arranged in order to form this shape. As a group begins to form around the symbol, local and general chat channels fill with character speculation regarding the symbol’s meaning.
Several characters gathered around the symbol engage in a discussion regarding its potential meaning[s] – does it indicate spiritual intentions? Or could it be a Nazi symbol seeking to provoke racial hatred? When realising each of the corpses have names with racist overtones, Bowtox sees the symbol as sinister. He decides to encourage a spontaneous mob-based action to counteract any negativity involved.
[tbc]





![Group Dialogue Begins Group Dialogue begins regarding action[s]. The lilac text indicates chatting privately, the white is general, and the orange indicates in-game gesturing.](http://arsvirtuafoundation.org/research/wp-content/uploads/2008/06/4-300x128.jpg)








