Skip to main content

Interface Analysis: Notes on the “Scopic Regime” of Strategic Action in Real-Time Strategy Games

  • Chapter
  • First Online:
Computer Games and New Media Cultures

Abstract

User interfaces are a very important part of game aesthetics, but their impact on the semiotic processes and user experiences in different games and genres is still underestimated within current game studies. This chapter argues that interface analysis can contribute to the methods of game analysis, especially with regard to a future methodology of digital hermeneutics. With the term “digital hermeneutics,” I want to stress the necessity for new methodological approaches when we want to analyze digital media products, their “content,” and their semiotic mechanisms of meaning production. One key characteristic of computer games is how they change the role of the recipients by demanding a specific “activity” from their users. We need to pay attention to the players’ actions in order to understand the semiosis of games. In this context, interface analysis can be a good starting point to analyze by which means player actions are structured in the gaming situation. In order to explore the approach of interface analysis more closely, this chapter will discuss the common interface and “ergodicity” of real-time strategy games (RTS), a popular subgenre of strategy games. I will focus on some of the visual concepts that are used as key elements of the user interface of RTS.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

Notes

  1. 1.

    For a design-oriented approach to the problem of meaning making in relation to game design, see Friess, Chap. 16.

  2. 2.

    There are only a few approaches to game analysis that attempt to include the study of interfaces within their methodological framework. One noteworthy exception can be found in Consalvo and Dutton (2006). Mia Consalvo and Nathan Dutton describe a general framework for qualitative game analysis, offering a “toolkit” for the study of video games. “Interface Study” is one of the main, but still underdeveloped, categories within the “toolkit” of Consalvo and Dutton. The approach developed in this chapter can be read as a contribution to this toolkit and as a specific elaboration on the category of “Interface Study.”

  3. 3.

    More about the project can be found online: http://www.strategiespielen.de. Accessed 23 Feb 2011.

  4. 4.

    For a distinct approach to the notion of “genre” with respect to computer games, see Raczkowski (Chap. 4) or Veugen (Chap. 3).

  5. 5.

    A technical concept that dates back to the work Sketchpad (1963) by Ivan Sutherland.

  6. 6.

    Despite this theoretical assumption, the scope of this chapter is, however, more or less limited to the side of on-screen structures, the images, and the graphical user interface. To analyze the side of player actions demands a different set of methodological approaches, which is beyond the reach of this chapter.

  7. 7.

    For a more detailed discussion on “ergodicity” with regard to its relevance for the concept of genre in video game analysis, see Apperly (2006).

  8. 8.

    The terms micromanagement and macromanagement are used to describe certain tactical and strategic actions in RTS. The terms are derived from economic theory. A detailed description is provided by Wikipedia: http://en.wikipedia.org/w/index.php?title=Micromanagement_(gameplay)&oldid=318927077. Accessed 9 Oct 2009; http://en.wikipedia.org/w/index.php?title=Macromanagement&oldid%20=%20300439780. Accessed 9 Oct 2009.

  9. 9.

    This interface structure is found consistently in numerous games of the genre and can already be found fully implemented in Dune II (1992), which is widely considered one of the most influential ancestors of contemporary RTS.

  10. 10.

    Martin Jay used this term to discuss the historical and cultural variation of visual regimes. In his famous essay Scopic Regimes of Modernity (1988), he discusses the specific dominance of the visual as characteristic of western modernity. The starting point is the question of western ocularcentrism and linear perspective as a cultural perspectivation of the world with numerous philosophical, aesthetic, and cultural implications (in art history, Erwin Panofsky investigated some of them in his famous essay on Perspective as Symbolic Form (1927); in philosophy, they are associated with the ideas of Descartes, query, etc.). Jay contributed to the ongoing discussions about the concepts of a dominant visual paradigm and a specific “order of vision” in modernity by arguing for a pluralist point of view; he argued against the idea of a solitary regime and pointed toward the variety of numerous modes of perspectives and perspectivation, constituting a “contested terrain”; modernity could thus be characterized by “a differentiation of visual subcultures” (Jay 1988, 4). But Jay is not the inventor of the term “scopic regime”; he borrows it from French film theorist and semiotician Christian Metz, who studied cinema as a specific “scopic regime.” According to Metz, cinema can be characterized by the fact that it gives us “a primordial elsewhere, infinitely desirable (= never possessible) on another scene” (Metz 2000, 59). In psychoanalytic film theory, which was deeply influenced by Metz’ work, the idea of “scopic regime” is associated with the voyeurism of cinema, curiosity, and the Lacanian concept of “lack.”

  11. 11.

    Ideologems are modular building blocks of ideologies.

  12. 12.

    Taken as a formal setting, a preset of any individual player action, interfaces can be analyzed as a force of structuring the preconditions of any actualization or instantiation of individual game sessions. One could say that interfaces define the possible ranges of “empirical” player subjects by structuring their “ideal” positioning. Therefore – at this stage of game theory – interface analysis as an approach to game analysis is not a tool for the examination of socioempirical player behavior but for the analysis of computer games as complex media forms, their specific way of reproducing and transforming sociohistorically and culturally defined player positions.

References

Bibliography

  • Aarseth, E. (1997). Cybertext. Perspectives on ergodic literature. Baltimore: John Hopkins University Press.

    Google Scholar 

  • Aarseth, E. (2000). Allegories of space. The question of spatiality in computer games. In M. Eskelinen & R. Koskimaa (Eds.), Cybertext yearbook (pp. 152–171). Jyvaskyla: Research Centre for Contemporary Culture.

    Google Scholar 

  • Apperley, T. H. (2006). Genre and game studies. Toward a critical approach to video game genres. Simulation & Gaming, 37, 6–23.

    Article  Google Scholar 

  • Consalvo, M., & Dutton, N. (2006). Game analysis. Developing a methodological toolkit for the qualitative study of games. Game Studies, 6. http://gamestudies.org/0601/articles/consalvo_dutton. Accessed 20 Oct 2009.

  • Eskelinen, M. (2001). The gaming situation. Game Studies, 1(1). http://www.gamestudies.org/0101/eskelinen/. Accessed 14 Jan 2008.

  • Günzel, S. (2009). Simulation und Perspektive. Der bildtheoretische Ansatz in der Computerspielforschung. In M. Bopp, R. F. Nohr, & S. Wiemer (Eds.), Shooter. Eine multidisziplinäre Einführung (pp. 331–352). Berlin: LIT.

    Google Scholar 

  • Harpold, T. (2001). Thick and thin: “Direct manipulation” & The spatial regimes of human-computer interaction. Paper presented on the Siggraph 2001. http://www.siggraph.org/artdesign/gallery/S01/essays/0386.pdf. Accessed 20 Oct 2009.

  • Jay, M. (1988). Scopic regimes of modernity. In H. Foster (Ed.), Vision and visuality (pp. 3–23). Seattle: Bay Press.

    Google Scholar 

  • Manovich, L. (2001). The language of new media. Cambridge: MIT Press.

    Google Scholar 

  • Metz, C. (2000). Der imaginäre Signifikant. Psychoanalyse und Kino. Münster: Nodus Publikationen.

    Google Scholar 

  • Millington, B. (2009). Wii has never been modern. ‘Active’ video games and the ‘conduct of conduct’. New Media & Society, 11(4), 621–640.

    Article  Google Scholar 

  • Missomelius, P. (2006). Digitale Medienkultur. Wahrnehmung, Konfiguration, Transformation. Bielefeld: Transcript.

    Google Scholar 

  • Neitzel, B. (2008). Medienrezeption und Spiel. In J. Distelmeyer, C. Hanke, & D. Mersch (Eds.), Game over!? Perspektiven des Computerspiels (pp. 95–113). Bielefeld: Transcript.

    Google Scholar 

  • Panofsky, E. (1927). Die Perspektive als symbolische Form. In F. Saxl (Ed.), Vorträge der Bibliothek Warburg 1924–1925 (pp. 258–330). Leipzig: Teubner.

    Google Scholar 

  • Park, J. H. (1999). Von Lernmedien zu medialer Lernumgebung. Anforderungen an die Interaktivität und an das Interface nonlinearer Medien. In R. Girmes (Ed.), Lehrdesign und Neue Medien (pp. 45–57). Münster: Waxmann.

    Google Scholar 

  • Shinkle, E. (2003). Corporealis ergo sum. Rez, affect, and the end of the Cartesian subject. dLux mediaarts. http://www.dlux.org.au/fs03/media/eugenie_shinkle_web.pdf. Accessed 20 Oct 2009.

  • Sutherland, I. E. (1963). Sketchpad. A man–machine graphical communication system. http://www.cl.cam.ac.uk/techreports/UCAM-CL-TR-574.html. Accessed 20 Oct 2009.

  • Taylor, L. (2003). When seems fall apart. Video game space and the player. Game Studies, 3(2). http://gamestudies.org/0302/taylor/. Accessed 20 Oct 2009.

  • Wiemer, S. (2008). Strategie in Echtzeit. Ergodik zwischen Kriegsspiel und Wirtschaftssimulation. In S. Wiemer & R. F. Nohr (Eds.), Strategie Spielen. Medialität, Geschichte und Politik des Strategiespiels (pp. 213–248). Berlin et al.: LIT.

    Google Scholar 

  • Wilford, J. N. (1981). The mapmakers: The story of the great pioneers in cartography – from antiquity to the space age. New York: Random House.

    Google Scholar 

Gameography

  • Age of Empires. (1997). Ensemble Studios (Dev.); Microsoft Game Studios (Pub.).

    Google Scholar 

  • Age of Empires II: The Age of Kings. (1999). Ensemble Studios (Dev.); Microsoft Game Studios (Pub.).

    Google Scholar 

  • Age of Empires III. (2005). Ensemble Studios (Dev.); Microsoft Game Studios (Pub.).

    Google Scholar 

  • Age of Mythology. (2002). Ensemble Studios (Dev.); Microsoft Game Studios (Pub.).

    Google Scholar 

  • Anno Series. (1998–2011). Max Design, Related Design (Dev.); Sunflowers, Ubisoft (Pub.).

    Google Scholar 

  • America’s Army. (2002). MOVES Institute (Dev.); United States Army (Pub.).

    Google Scholar 

  • Civilization. (1991). MicroProse (Dev./Pub.).

    Google Scholar 

  • Command & Conquer. (1995–2007). Westwood Studios (Dev.); Electronic Arts (Pub.).

    Google Scholar 

  • Dune II – Battle for Arrakis. (1992). Westwood Studios (Dev.); Virgin Interactive (Pub.).

    Google Scholar 

  • Football Manager Series. (2005–2012). Sports Interactive (Dev.); Sega (Pub.).

    Google Scholar 

  • Gettysburg. (1997). Firaxis Games (Dev.); Electronic Arts (Pub.).

    Google Scholar 

  • Rainbow Six Series. (1998–2008). Redstorm Entertainment, Ubisoft Montreal (Dev.); Redstorm Entertainment, Ubisoft (Pub.).

    Google Scholar 

  • Sim City. (1989). Maxis (Dev.); Maxis, Electronic Arts (Pub.).

    Google Scholar 

  • Spore. (2008). Maxis (Dev.); Electronic Arts (Pub.).

    Google Scholar 

  • Starcraft. (1998). Blizzard (Dev.); Sierra Entertainment (Pub.).

    Google Scholar 

  • Warcraft: Orcs & Humans. (1994). Blizzard (Dev.); Interplay Productions (Pub.).

    Google Scholar 

  • Warcraft III: Reign of Chaos. (2002). Blizzard (Dev.); Sierra Entertainment (Pub.).

    Google Scholar 

  • Zoo Tycoon. (2001). Blue Fang Games (Dev.); Microsoft Game Studios (Pub.).

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Serjoscha Wiemer .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2012 Springer Science+Business Media B.V.

About this chapter

Cite this chapter

Wiemer, S. (2012). Interface Analysis: Notes on the “Scopic Regime” of Strategic Action in Real-Time Strategy Games. In: Fromme, J., Unger, A. (eds) Computer Games and New Media Cultures. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-2777-9_5

Download citation

Publish with us

Policies and ethics