Bogost Plays The Sims: Procedural Rhetoric, Object-Oriented Gameplay, and Consumerist Learning

Hello class,

I can’t wait to discuss the Bogost reading in class, but until then, I’d like to think a bit about the relationship between consumerism and rule-based representations. In the section on advertising—and to a lesser extent, the rest of the book—Bogost discusses how procedural rhetoric has been used to persuade players to consume particular products. However, I wish he had gone into more depth on how videogames’ procedural rhetoric can be used not just to sell individual products, but to inculcate a more general consumerist ethic. In fact, I would argue that the procedural rhetoric of today’s open-world videogames is inherently consumerist, and escaping from that state would require designers to radically rethink game mechanics.

At the risk of choosing an obvious example, I’m going to focus on how this works in one particular videogame—The Sims. This is because as the bestselling PC game in history, I’m assuming that many of you have played it before, or are at least familiar with its premise. (Also, it’s one of the few videogames I’ve played enough to feel comfortable critiquing.) The Sims is a ‘sandbox’-style game that markets itself as a ‘life simulator’ or a ‘people simulator.’ It’s been released in 4 versions since 2000, and the creator, Electronic Arts (EA) supplements the game’s content every few months with ‘expansion’ or ‘stuff’ packs that include new game mechanics and objects. (Fun fact: EA has released more than 50 of these ancillary expansion/stuff packs, in addition to the base games. At $20-$50 a pop, it’s not uncommon for enthusiasts to spend hundreds of dollars augmenting their games. It should be no surprise, then, that EA’s procedural rhetoric promotes voracious consumption of material products.)

Representing human life in a video game is no easy task, and although The Sims was hailed as revolutionary when it was released, its procedural rhetoric is very similar to that of early open-world games like Myst. In both Myst and The Sims, players can navigate the game world with nearly complete freedom, but the actual gameplay happens only through interacting with objects. Your Sim is hungry? Click on the fridge to feed her, or the phone to order a pizza. Is she tired? Click on a bed or sofa to put her to sleep. With the exception of interpersonal interactions, it is only possible to command your Sims through objects, and the cost of an object matters a great deal if you want your gameplay to be efficient. Your Sim will finish her business faster on an expensive toilet (no, I’m not kidding), and become more fit by running on a treadmill than she will by jogging outside. Although it purports to be a sandbox, The Sims’ procedural rhetoric forcefully pushes the player toward a particular type of play that focuses on earning money to buy the best objects.

Try to live off the land or play as a homeless Sim, and you quickly run into the sandbox’s walls. Your character will collapse from fatigue at inconvenient times, effectively freezing the game, because it is impossible to sleep without a bed. If her ‘fun’ metric (which can only be boosted by interacting with objects—the pricier, the better) falls below a certain level, she’ll throw a tantrum and refuse to obey the player’s commands. This critique of The Sims is in no way new, either in academia or in the popular media.

Despite my earlier dig at EA, I don’t believe this is a conspiracy to brainwash people into buying more expansion packs. Videogames need to be programmed, and programming requires rules. Object-oriented game mechanics (NOT to be confused with object-oriented programming) are an easy way to create a cohesive set of rules while giving players the impression of a truly open world. Selecting an object opens a menu; the player chooses an option, the game responds. The Sims makes players think they’re in an open world by offering them an apparently limitless array of objects and interactions*.

I’d like to extrapolate Bogost’s argument about procedural rhetoric in advertising to propose that object-oriented game mechanics are inherently materialist and consumerist. The Sims’ consumerist ethic, then, is primarily a product of its mechanics, not American culture or its programmers’ ideology. Given the limitations of current technology, it is not surprising that programmers gravitate toward object-oriented mechanics; as discussed above, they provide an illusion of depth for the player while keeping the programming work manageable. However, when it is only possible to play the game by interacting with objects, material consumption becomes the most fundamental driver for both the player and her character. This is a little frustrating for me because open-world simulations are often heralded as a more benign alternative to violent fighting-based games. But just as first-person shooters generally don’t allow the player to put her hands up and sing kum-ba-ya with her adversary, open worlds confine the player to an existence where her only agency is in how she interacts with material objects.

So, back to the Bogost reading – hopefully that wasn’t too much of a digression! The object-oriented mechanics I’ve described above don’t fit easily into any single part of Bogost’s taxonomy of advertising. The Sims instructs players on how to use objects, but it also associates more expensive objects with greater happiness. In this sense, the procedural rhetoric combines Bogost’s different types of advertising, in order to persuade users to adopt broad consumption paradigms. I believe that games like Myst, which are less overtly consumerist, inculcate the same values because the only way the player can assume agency is through ‘stuff.’

What, then, might a non-materialistic, open-world game look like? Perhaps the gameplay would be driven more by characters than objects. (To be fair, character interactions are a component of The Sims, Myst, and many other open-world games, but they generally aren’t the main mechanic by which the player interacts with the world). A less materialistic open-world game might rely more on logic and puzzle solving—think Civilization or other strategy games, but without the rigid victory conditions. What do you guys think?

 

 

* Although the array is actually quite limited – e.g., the game offers several different fridges in various price ranges, but they all come with the same set of possible interactions. You can get a snack, cook dinner for your family, or put away your leftovers, but you can’t rearrange the shelves or destroy the fridge with a sledgehammer. The only difference between fridge skins is how efficiently they fulfill the Sim’s needs, and this is what I mean when I say that the vast range of options is an illusion.

6 thoughts on “Bogost Plays The Sims: Procedural Rhetoric, Object-Oriented Gameplay, and Consumerist Learning

  1. I found this quite interesting, as I have always thought of the “innate materialism” of video games as one of the great strengths of the medium. Levi Bryant writes about how his “conversion experience” to materialist thought came about as a result of frustrations from playing Sim City–you may have a sweeping ideology or grand plan for your city’s transit system, but the tiniest bottleneck in a road or powergrid will force the city to develop in a radically different way. In my own experience, games like the Civilization series are a powerful display of how the rise and fall of nations and ideologies can often be traced back to something like where the iron and horses were on a map (think Diamond’s Guns, Germs and Steel–the procedural version).

    I suppose I’m an avowed materialist, so it makes sense that I would see innate materialism as a good thing. I don’t think the solution is a non-materialist game, which I think is impossible, perhaps because I think reality is also innately materialist (although the closes thing in gaming would probably be raw logic puzzles). However there are perhaps different ways of relating to materialism. As you clearly point out, the Sims is about consumerism, individual gratification. However a city builder seems to have a very different rhetoric–there is a clear focus on public material goods like reducing pollution, promoting mobility, etc.

  2. I was really intrigued by how you described The Sims‘ “consumerist ethic” and the relationship between tangible objects and greater happiness. In looking for a game that is non-materialistic, I thought of some games from my childhood that I never considered materialistic (although, equipped with a more critical eye, I may now find them less innocent). These included Twinsen’s Odyssey released in 1997, Grim Fandango (1998), and The Curse of Monkey Island (1997), which were all essentially long logic puzzles

  3. I love what you’re saying here! The procedures of Sims are rhetorical and make an argument–quite clearly–that happiness, wellbeing, etc. derive primarily from our relationships to things. And not just any things, specifically things that we can buy that cost varying amounts of money and which will contribute to our happiness, health, etc in proportion to how much they cost. Quite the salient example. I look forward to further discussion!

  4. Reading your thoughtful take on the Sims made me realize that in my relatively videogame-free upbringing, the Sims was in fact the only computer game (we certainly didn’t have video game consoles) my family ever purchased — I remember begging my parents to splurge for the expansion packs. Even if that “vast range of options is an illusion,” the illusions were often so thrilling, and the inventive arrangements of the objects and characters I create always felt so expansive…but yes, illusion, objects, materials — I should read more of this Sims scholarships, perhaps, before I say more.

    (My lack of experience with both games and the theories around them is showing — reading the Bogost easily marks the most time I’ve spent thinking about digital games at all since my childhood Sims-obsessed days. I had a game-enthusiast friend give me a videogame crash-course last weekend in preparation for the unit, and was quite amazed at the variety of games he introduced me to. The way he talked about them often ended up being rather materialistic, as well: noting how much he had to spend to get the graphics card to view this-or-that game most impressively, etc. — things which still mean quite little to me).

    Thus: I wish I knew enough about games to begin to answer your other questions, of “What, then, might a non-materialistic, open-world game look like?” I’d be curious to play some.

  5. This is a great connection between object-oriented mechanics and consumerism, which I did not put together at all as I read. If objects drive rule systems in such contexts, it seems impossible to escape a hierarchy of value for those objects, and thus, an inevitable and uncomfortable consumeristic ethic in a game like The Sims (and as you suggest, any object-oriented game). After reading JUMP’s post, I began thinking about my days playing Magic The Gathering, another sort of strategy card game. There were some cards in Magic that were akin to one day dreaming of having that Lamborghini in the driveway (e.g., a Black Lotus runs for thousands of dollars). On a smaller scale, to be successful in tournament play, you’ll have to shell out a good amount of money for certain objects (i.e., cards) that allow your deck (what you play with…a deck of 60ish cards that all interact with each other in various ways to try to bring your opponent’s life down to zero) to have a chance at success. Sure, skill is a factor. But even the best players need some level of capital to have a chance at winning. And even the best player always want MORE. More, better cards to get an edge on the competition. As good as you are in knowing the rules and making good decisions in gameplay, Magic inherently rewards players who are constantly seeking more (expensive) objects. A player who stops buying, eventually, stops winning. (it should be noted that Magic releases new “sets” of cards periodically…and many of these cards can undermine previously successful cards and decks…also, tournament play rotates sets that are allowed to be used based on how new the sets are)

    This might seem obvious in a game that requires purchasing a cards in a store, but the ecology of the game itself (via it’s system and rules of tournament play and competition) deliberately makes sure there is always an arms race among players, which kind of like the military-industrial complex, drives an ongoing practice of fairly intense consumerism among players.

  6. I think that your attendance to the game-mechanics of The Sims, coupled with your analysis of how the accumulation of material goods within the game mirrors the game’s expansion-reliant form, is super interesting. I am also interested in how the “sandbox,” overhead point-of-view within the game might be viewed as ideological in its own right. Since we live in a time where computation is also used to surveil us, from the top-down, it seems striking to me that visual point-of-view of the game contains its own managerial rhetoric, one that feels quite apparent without having to look deeper into the game’s code.

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