A week ago, I dug into Folding Ideas’ latest video Why It’s Rude to Suck at Warcraft. While not his strongest video-graphic essay (instead see his masterfully technocratic critique of cryptocurrencies/NFTs in Line Goes Up), this piece provides a loot box of (video)game cultural criticism that I began mining this past week.
Olson’s video starts with Wolfgang Iser’s dichotomy of instrumental and free play in The Fictive and the Imaginary (recalled the Implied Reader that we read earlier in the semester). Instrumental play for Iser requires a goal-oriented type of play, while free play lacks goals. The example given in Iser’s text concerns children playing tag (instrumental) versus children running around in a field together. Scholar Kristine Ask reformulates instrumental play in the age of videos to as goal oriented approach that values efficiency, expertise, and optimizing strategies as a part of play. A non-casual player does not just reaching the end of the game, but determines the best way to get there.
Using World of Warcraft (WoW) as an example, Olson makes it clear that these categories of play, and the production of meaning in videogames with a online multiplayer element never exist in “pure” forms. Videogames in the 21st century increasing involve a push/pull between game developers with designs, technology and infrastructure, and the players informing the the devs direction through playing in the game in unintended ways (see Steinkueler). Similarly, free play in games like WoW often morph into instrumental play, with an example given from of Warcraft festivals that first involved congregating without an explicit purpose evolved an instrumental facet, where gatherings in WoW can involve raising money specific charity with an explicit dollar goal (see Taylor). There’s a recognition in Olson’s video that early scholars of Massively Multiplayer Online games (MMOs) held games apart from the world, a notion that Taylor’s and subsequent work rejects. One aspect of this commentary sheds light on how ubiquitous utopian urges were in the early scholarly work on videogames. The identification of this trend serves as a good reminder to digital humanists that sometimes we conflate broad sentimental history and productions of knowledge with discipline specific movements.
The concept addressed in Why It’s Rude to Suck at Warcraft that interested me the most was the morphogenesis of paratexts from books to videogames. Paratexts in Genette’s original iteration focus on the materials like authorial commentary, editors, printers and publishes that surround the text and inform a text’s reception. Far from being outside of the “main” text, paratexts are “more than a boundary or a sealed border, [but] rather a threshold” (Genette, 1-2). In her work Cheating: Gaining Advantage in Videogame, Consalvo cleverly extends the paratextual scope to include reader/gamer generated agency in the form of reviews, player forums, fan art etc. Consalvo’s proclamation that “paratexts grow more integral to the digital game industry and player community with every year” was bold in the publication year of her book (2009) it seems obviously true at present.
Although consistent gaming has left my life, I am a slavish fan of From Software’s Soulsborne titles, which had a banner year with the release of Elden Ring. I haven’t finished the game in any meaningful way yet (too many more interesting activities at the moment). I have paid particular attention to the paratexts surrounding it in some detail because of the aggressive (at least, for this gaming studio) patching with an emphasis on game balance both in single player mode (player vs. environment or PVE) and multiplayer mode (co-opt, and player vs. player or PVP). Consalvo’s expansion of paratexts in videogaming contexts serve as an excellent frame for exploring my own knowledge of the Soulsborne community.

Social consensus for the community of gamers playing these titles informs the game play via several concise memes and generally agreed upon though frequently disputed values of these games. “gg” implores new players to “git good,” a mantra offers only slightly in just as advice for people requesting tips for defeating a particular enemy (From games are notoriously difficult). Weapons overly powerful and often used in PVP are referred to as “cancer,” meaning quickly spreading, suddenly pervasive, and frequently destructive to game play. By far the most widespread less instrumental form of play is Fashion Souls, where the effectiveness of armor is minimized in favor of looking fashionable or ridiculous in different helms, robes, boots, etc.
Game lore, often communicated by item description in, gets elaborated in subreddits, forums, and videos. Item locations and questlines and statistical calculations for min-maxing one’s character are house on wikis.
Realizing I’ve got a bit far afield here from the beginning of this post, the paratexts surrounding contemporary videogames looks suspiciously like the popularization of scholarship. In the same way that the novel was finally accepted as appropriate for scholarly attention after decades of treatment as merely a popular form, is this the way that new information media become less disruptive and more accessible to intellectualizing?







