TECHNICAL COMMUNICATION IN VIDEO GAMES The Importance of User Advocacy NOVEMBER 30, 2013 DEREK HOLDEN Foundations in Technical Communication Derek Holden Dr. Miriam Williams ENG 5311 30 November 2013 Technical Communication in Video Games: The Importance of User Advocacy Abstract The video gaming industry has experienced an unprecedented boon in profitability and innovation over the last decade, and has begun to implement new and different kinds of technology to enhance user experience. As technical communicators often find themselves employed by producers of technology, they currently have a valuable window of opportunity to make of use their skills in rhetoric and communication in order to refine user experience in the video gaming market. This paper argues that many of the skills used by game designers in crafting virtual worlds are kin to the skills employed by technical communicators to create effective flows of information, and that close attention to principles of user advocacy can mean the difference between a successful product and an unsuccessful one. The paper first details the position held by video games in both society and the economy, then explores the means by which communication principles may be applied to design of three-dimensional virtual environments. Finally, the paper suggests ways in which the technical communicator might find a place of value in the video gaming industry. Introduction The history of technical communication is short when compared to that of other practices. Some argue otherwise, linking its history to that of rhetoric, which is as old as democracy, but a more traditional thinker in the field of technical communication might argue that, while the practice of document writing can be traced back thousands of years to monks transcribing scripture by hand, the identification of such document creation as “technical writing” began with T.A. Rickard’s 1908 handbook, A Guide to Technical Writing, which Rickard created in an effort to make communicative documents distributed throughout the coal mining industry clear, legible, and succinct. In the book, Rickard clarifies a number of rules concerning writing for the mining industry, when said rules should be applied, and when they shouldn’t, for as he writes in the preface to his book, “No man can apply a rule intelligently until he understands when to disregard it”1. Rickard’s book largely concerns itself with proper usage of terminology within the mining industries, but his advice rings true even today. Since Rickard’s time, technological industries have sprouted up like dandelions on a warm spring day, and wherever new technology is hitting the palms of consumers, user-oriented documents are required. Among the leading employers of technical communicators are the big names in technology – Apple, Microsoft, Texas Instruments – all employ their share of technical writers whose duties may range from in-house data management to writers of proposals and instruction manuals. But one industry where technical communicators have not yet carved themselves a large niche is the video gaming industry Many of the professional fields in which technical communicators may find a niche for themselves require an encyclopedic knowledge of terminology in communication, and facilitating clear and concise communication in the workplace ought to be a professional communicator’s first priority. In order to facilitate effective communication, the communicator in question must be familiar with audience theory, which Robert R. Johnson tells us “Audience 1 Rickard, Thomas Arthur. A Guide to Technical Writing. Mining and Scientific Press (1908): p 5. Print. theory historically has been central to technical communication. The very nature of technical communication begs for conceptions of audience because technical writers are fundamentally charged with the responsibility of translating information from one context to another”2. In his article, Audience Involved: Toward a Participatory Model of Writing, Johnson argues that technical communicators must keep in mind the contextual lens through which their audience will view the documents they create and cater to that lens. As a technical communicator, one must act as an advocate for the intended audience when producing any manner of document or composition. Technical communicators have managed to squeeze themselves into a variety of industries and practices. A technical writer might work in human resources, advertising, or data processing; wherever they go, “A technical writer must understand complex technology information and be able to use language arts skills to communicate the information”3. Thus, it stands to reason that technical communicators might well find a niche for themselves in the entertainment industry, where technology is employed increasingly often. Technical communicators have found their footing in the film industry where they are frequently employed on set as script supervisors, in production studios as film and video editors, and as administrative assistants to production executives. A more behind the scenes look will find technical writers working for companies that produce film equipment and editing software. Anywhere that employees are expected to maintain a fine sense of detail, one is likely to find a technical communicator hard at work. Why then, has there been little movement in the employment of 2 Johnson, Robert R. “Audience Involved: Toward a Participatory Model of Writing.” Central Works in Technical Communication. New York: Oxford University Press (2004): p 92. Print. 3 Lazaros, Edward J. “Career Opportunities in Technology and Engineering Professions that Use Language Arts.” Children’s Technology and Engineering. (Sept 2012): p 24. Print. technical communicators in the video game industry? Douglas Eyman argues in a 2008 article that “the computer game industry offers rich opportunities for technical communicators in terms of employment and increased professional status” and claims “that computer games are complex rhetorical spaces well suited for technical communication research and theory building”4. Computer and video games have exploded in relevancy over the past few years, and their position in both societal and economic circles are not expected to budge in the near future. In this essay, I propose that technical communicators might use their rhetorical skills and knowledge of technology to act as advocates for the audience in the video game design process. Indeed, a professional communicator might, in order to supplement and support a final product, function well in a variety of roles including: Devising, revising, editing, and translating End-User License Agreements and Terms and Conditions (often ignored by consumers) Implementing new technologies into the video gaming experience, such as social networking integration and GPS usage Moderating online forums and FAQs Writing, designing, and editing of official player’s guides Assisting in tutorial design And editing in-game text for grammar and clarity But before proposing and insurgence of hiring in the video gaming industry, first we must look at the impact of gaming in societal and economic circles. Eyman, Douglas. “Computer Gaming and Technical Communication: An Ecological Framework.” Technical Communication 55.3 (Aug 2008): p 242. Print. 4 Video Gaming in Society In 2012, Macquarie University, located in Sydney Australia, introduced two new programs of study to its Departments of Computing and Media, Music, Communication, and Cultural studies, a Bachelor of Information Technology—Games Design and Development, and a Bachelor of Arts—Major in Interactivity in Games. “ The programs represent an innovative approach to curriculum structure in this area, combining technical, design and reflective critical practice to produce rounded graduates with a wide knowledge of issues and practices in interactive media”5, and both have experienced warm reception. One can expect to see similar programs develop at other universities in the future, as games have enjoyed a consistently growing place in society since moving from arcade novelty to household mainstay. Since 1993 saw the PC release of Doom, gaming has struggled in its relationship with a societally oriented spotlight. Doom, a first-person shooter game starring a nameless space marine locked in a conflict with the escaped denizens of Hell, was perhaps one of the most popular PC games of the 1990s, and was certainly among the first to feature graphic (for its time) blood and gore effects (Fig. 1). In a 1993 press release, publisher Id Software released a statement Figure 1 Hitchens, Michael, Rowan Tulloch, and Adam Ruch. “A Cross-disciplinary Approach to Degree Programs in Video Games.” Asian Social Science 8.14 (2012): p 49. Print. 5 saying that they expected Doom’s release to be “the number one cause of decreased productivity in businesses around the world”6 and indeed, in just two years, over 10 million players had experienced the game. However, due its graphic (again, for its time) depiction of violence, mothers of pre-teen and adolescent boys all over were outraged, and ever since, video games have shouldered blame for nearly every act of violence committed by young, male perpetrators. On the contrary, however, many recent studies have had researchers saying that they “have examined video games as models for good principals of learning and teaching, as alternate spaces for children’s creativity and expertise, and as tools for facilitating learning through role play and hands-on design”7. In fact, implementation of games in the classroom has been shown to improve literacy, and using games as training simulators has been revealed as often more effective than traditional pre-hands-on training methods in the service industry. Rudy McDaniel cites Coldstone Creamery in his article, “Making the Most of Interactivity Online Version 2.0: Technical Communication as Procedural Architecture,” as a specific example of a company turning to video games to train its employees. The company game, Stone City, might be described as a simulator, where the player/trainee must input commands correctly so that the onscreen ice cream vendor uses the correct amount of ingredients and completes tasks in a timely fashion, aiming for maximum efficiency and profitability8. Still, though, there are publications and studies that show video games having a debilitating effect on certain circles of society. “The topic of video game ‘addiction’ has recently 6 7 "Pac-Man, Tetris - and Now It's Doom's Day", Washington Post, October 10th, 1994 Hamlen, Karla R. “Understanding Children’s Choices and Cognition in Video Game Play: A Synthesis of Three Studies.” Zeitschrift für Psychologie. Vol 221(2): p 107. Print. 8 McDaniel, Rudy. “Making the Most of Interactivity Online Version 2.0: Technical Communication as Procedural Architecture.” Technical Communication 56.4 (Nov. 2009): 370-386. Print. become the focus of media attention and the subject of an important public health debate”9, as freak occurrences where hours upon hours of consecutive play have resulted in the deaths of a few gaming “addicts.” However, instances of “problem video game play” appears to vary based on the genre of game in question and extreme instances resulting in deaths “appear to be best attributable to mental illness”10, so the jury is still out regarding the nature of video game addiction, and as Julia Mason relays, “the Entertainment Software Association [reports] that ‘70[%] of major employers utilize interactive software and games to train employees,’ and 75% of managers [report] that their employees liked video-game training ‘more or the same as traditional training’”11. In any case, the evidence shows that video games are becoming more and more widely accepted into society as major producers of games continue to experience economic success. Video Games in Economy In past years, video games have been viewed in the public eye as pertaining to a limited audience, i.e. young males with too much free time. However, though “Long dismissed as a medium with limited appeal and importance beyond a young male demographic, recent years have witnessed a rapid diversification and expansion of the video game audience. A recent Australian survey found that the average age of a video game player is 32, and that females make 9 Elliot, Luther, Andrew Golub, Geoffrey Ream, and Eloise Dunlap. “Video Game Genre as a Predictor of Problem Use.” Cyberpsychology, Behavior, and Social Networking. Vol 15 No 3 (2012): p 155. Print. 10 Elliot, Luther, Andrew Golub, Geoffrey Ream, and Eloise Dunlap. “Video Game Genre as a Predictor of Problem Use.” Cyberpsychology, Behavior, and Social Networking. Vol 15 No 3 (2012): p 155. Print. 11 Mason, Julia. “Video Games as Technical Communication Ecology.” Technical Communication Quarterly 22.3 (2013): p 233. Print. up 47% of the audience”12. The industry’s efforts to diversify its audience has softened the sometimes harsh criticisms lauded on game producers and widened video games’ acceptance in households the world over. Douglas Eyman observes that “the video game industry contributed more than $18 billion to the American economy in 2004”13 (Eyman 244), and the industry has continued to be successful, creating new jobs every year. The gaming industry has been so successful that it rivals, and sometimes even surpasses, the film and television industries in terms of profitability. The Entertainment Software Association reported that the 2007 best-selling title, Halo 3, took in more revenue in its first day of sales than both the year’s biggest box office opening weekend for a movie (Spiderman 3) and the final Harry Potter novel. Likewise, the trend continues today, as recent AAA release title, Grand Theft Auto V, became the first media title to make over $1 billion dollars in just three days, smashing 7 Guiness World Records in the process (Pitcher). “What does this mean for technical communicators? First, it means more jobs: a good number of game development companies, like other software companies, employ technical communicators”, and said companies are positioning themselves for even greater success this year. An average consumer of video games would be able to tell you that the three big names in gaming right now and for the past decade have been Nintendo, Microsoft, and Sony, and in just over the last year, each has released new console hardware poised to move the industry further down the technological highway. In November of 2012, Nintendo released their new console, the “Wii U,” capable of high definition graphics and equipped with a second screen Hitchens, Michael, Rowan Tulloch, and Adam Ruch. “A Cross-disciplinary Approach to Degree Programs in Video Games.” Asian Social Science 8.14 (2012): p 49. Print. 13 Eyman, Douglas. “Computer Gaming and Technical Communication: An Ecological Framework.” Technical Communication 55.3 (Aug 2008): p 244. Print. 12 built into the controller. In terms of innovation, the console was not lacking, and according to a document released by Nintendo, 3.91 million units have been sold to date14. The numbers seem impressive, but the console has actually underperformed on the market, and is emphasized by the success of Sony’s and Microsoft’s new consoles – the “Playstation 4” and “XBOX ONE” respectively – which were both released in November 2013 and sold over 1 million units in a single day. Nintendo’s relatively slow start can be attributed to poor marketing and their console’s weaker computing power. Analysts have revealed the Wii U’s computing power to be only slightly greater than current Sony and Microsoft consoles. Meanwhile the brand new competition from Sony and Microsoft allegedly features ten times the computing power when compared to current consoles. Nevertheless, all three giants are likely to see a hiring boon as their new systems begin to integrate new technologies un-utilized in previous console generations. New Technologies in New Generations Transitions between console generations are no longer merely about graphics overhaul. A new console must bring new technology to the consumer, and the three giants are not disappointing. This is good news for technical communicators wishing to break into the gaming industry. As Julia Mason observes, “Modern gamers routinely read and compose technical genres…about topics that in more professional venues would be labeled interface design, information management, or systems development”15. Consoles are no longer just media players. In prior years, players might simply insert a disc and begin playing, but consoles today are more multifunctional, more like highly specialized home computers. A modern gaming console serves 14 "Consolidated Sales Transition by Region"(PDF). Nintendo. October 29, 2013. Retrieved October 30, 2013. Mason, Julia. “Video Games as Technical Communication Ecology.” Technical Communication Quarterly 22.3 (2013): p 219. Print. 15 as a multimedia hub that can play music and movies in multiple formats, can download apps to easily access popular online services such as Netflix, Hulu, and Amazon, and can sync with social networking sites like Facebook and Twitter. On July 2, 2012, Sony acquired cloud gaming service, Gaikai, for $380 million, effectively positioning its new console to offer new experiences to consumers. Cloud saving/sharing has become increasingly popular in the computer industry with both Microsoft and Apple developing their own cloud services in recent years. Andrew Goldfarb writes of the acquisition: “Specific details about how Sony will implement Gaikai’s cloud services haven’t been revealed, but Gaikai CEO David Perry commented that Sony seeks to ‘harness the power of the interactive cloud and to continue to grow their ecosystem, to empower developers with new capabilities, to dramatically improve the reach of exciting content and to bring breathtaking new experiences to users worldwide.’”16 However Sony decides to implement its newly acquired cloud service, this is but one example of the gaming industry implementing new technology to improve user experience. Over the last few years, as smartphone usage has steadily become the norm, “an increasing percentage of users of mobile devices [have used] them to play games”17, and this increase in popularity has fueled a boon of innovation in how mobile games are designed. A handful of developers in mobile gaming today are making efforts to integrate 16 Goldfarb, Andrew. “Sony to Acquire Gaikai.” Ign.com. 01 July 2012. Web. 30 November 2013. Soh, Jason O.B. and Bernard C.Y. Tan. “Mobile Gaming.” Communications of the ACM. Vol 51. No 3, (March 2008): p 35. Print. 17 into gameplay other technologies already inherent in mobile devices. Developer Six to Start released on February 27, 2012 their mobile app, “Zombies, Run!” The premise of the game casts the user as the games protagonist, not in a virtual sense, but a physical one. The object of the game is to run. Once the user plugs in his or her headphones and begins moving, the story begins. The user finds him or herself being chased by hordes of the undead and must continue moving in order to avoid becoming a victim. The app makes use of global positioning software to track the user’s speed, distance, and calories burned, and as the Huffington Post observes, “The app was co-created by a novelist [Naomi Alderman], so the storyline is engaging as its fed through your headphones. The missions are of varying difficulty from serious sprints or long distance jogs. The app even has interval training, periodically requiring you to speed up because the zombies are hot on your trail.”18 Other games and apps extend the users experience beyond the device itself. Geocaching has become a popular activity for smartphone users. Basically a worldwide scavenger hunt, users of Geocache hide small containers in remote locations, then tag their positions via GPS. It is then the objective of nearby “geocachers” to locate said containers, whether they be hidden under a rock or a bridge. “By extending the game beyond the screen and into the physical world, these games co-opt the player’s sensory experiences of real-world places as potential storytelling tools, mixing the physical and virtual to create immersive hybrid gameworlds"19 18 Garti-Bar, Mai. “Zombies, Run! Turns Your Daily Run Into a Race for Survival.” Huffingtonpost.com. 20 June 2013. Web. 30 November 2013. 19 Bunting, Ben S. Jr., Jacob Hughes, and Tim Hetland. “The Player as Author: Exploring the Effects of Mobile Gaming and the Location-Aware Interface on Storytelling.” Future Internet 4 (2012): p 144. Web. 14 Sept. 2013 What does all this have to do with technical communication? Wherever technology is being developed, clear and concise communication is required. As game developers continue to implement new technologies to enhance user experience, and as the industry continues to evolve and change, technical communicators can find opportunities to assist in optimizing that experience. It is the responsibility of a professional communicator to be knowledgeable of all aspects of the industry in which he or she works, and as developers of technologies like touch screen interfaces, social networking programs, and global positioning software already employ technical communicators, those communicators might find a position of authority in the video gaming industry where these technologies are currently being implementing. Additionally, working with information in three-dimensional virtual worlds presents the technical communicator with new challenges. As Sean D. Williams queries, “Do our information architectures break down when the information becomes truly spatial rather than an abstract hierarchy that we can predict…?”20 Technical Communicators and Virtual Communication Virtual worlds function as vehicles for both direct and indirect communication in the corporate world today. As I have already mentioned, Coldstone Creamery and many other businesses now use video games to train new employees. This is effective because real life information, unlike that found on a document, is spatial. “Human factors and ergonomic professionals have long known that people operate in a 3D space”21, so it makes sense that presenting new information to people in a spatial environment or medium might allow for Williams, Sean D. “3D Virtual Worlds and Technical Communication: One More Tool in the Kit.”Technical Communication 55.3 (Aug 2008): p 239. Print. 21 Williams, Sean D. “3D Virtual Worlds and Technical Communication: One More Tool in the Kit.”Technical Communication 55.3 (Aug 2008): p 240. Print. 20 quicker mastery of skills or knowledge. This is relevant to technical communicators who are used to governing the flows of information in a database or document, and skilled technical communicators might find their sharp analytical and rhetorical skills of use in the design of intuitive three-dimensional environments. Williams observes: “Conceptually…the questions we ask about a 3D space closely parallel those we ask of any information product… Who are the users? What are the user’s tasks? Can the user recover from errors? How will users employ the information they seek? What is the context of use? How do we design our communication products for integration into that context? How do we aid retention, recall, and scanability? All of these questions apply as much in a 3D virtual world as they do in 2D, paper, or screen-based environments, let alone gaming interfaces”22. Skilled, professional communicators are necessary to the design process of three- dimensional, virtual environments. The manner in which information is presented to users of a virtual environment, whether in a corporate or educational context or in the context of video game designed for entertainment, is of the utmost importance. New users of any virtual Williams, Sean D. “3D Virtual Worlds and Technical Communication: One More Tool in the Kit.”Technical Communication 55.3 (Aug 2008): p 240. Print. 22 environment are faced with the problem of not knowing where to go and not knowing what to do, so the way in which learning is facilitated ought to be polished, concise, and clear. Stephen C. Bronack and his team conducted a study on virtual worlds and their design and suggest that “there are three critical attributes of effectively designed virtual worlds: Thematic design of space Promotion of presence [and] Awareness of the unique qualities of human behavior in online social environments”23. Bronack and company suggest the utilization of metaphor in the design of virtual environments because effective thematic design can best facilitate communication within the environment. For instance, an early virtual training session might take place in an environment designed to resemble “the wild wild west” in order to reinforce the idea that training will be challenging and unfamiliar. Likewise, rather than conducting distance meetings over phone or video chat, corporations might conduct them through utilization of virtual worlds like in Second Life, an online virtual community where users can hang out with friends or Figure 2 Bronack, Stephen C., Amy L. Cheney, Richard E. Riedl, and John H. Tashner. “Designing Virtual Worlds to Facilitate Meaningful Communication: Issues, Considerations, and Lessons Learned.” Technical Communication 55.3 (Aug 2008): p 262. Print. 23 strangers. Some colleges and universities even use Second Life to host online courses, or class meetings, as shown in Fig. 224. The same guidelines apply when designing virtual worlds for games designed for entertainment, where a professional communicator can actively serve as advocate for the player. One duty of a professional communicator in relation to game design is to provide input when putting together segments of a game that introduce the player to the mechanics of how to control action on screen. Sometimes, these segments occur as thinly veiled training segments, but a team of open-minded communicators and creative designers will find new and interesting ways to Figure 3 present information to new users. For instance, to keep players on track, the designers of Splinter Cell:Blacklist, project player objectives onto the side of buildings in the environment, as seen in Fig. 3. Douglas Eyman observes that “games are all constructed systems that go through the same development cycles and business processes that any computer application requires”25, and Araki, Marci and Saul Carliner. “What the Literature Says About Using Game Worlds and Social Worlds In Cyberspace for Communicating Technical and Educational Content.” Technical Communication 55.3 (Aug 2008): 251-260. Print 25 Eyman, Douglas. “Computer Gaming and Technical Communication: An Ecological Framework.” Technical Communication 55.3 (Aug 2008): 243. Print. 24 thus the gaming industry offers similar opportunity for technical communicators to apply their skills. In order to be of use to the video game design, technical communicators ought to take heed of Bronack and company’s second and third critical attributes for effectively designed virtual environments. According to their studies, “no matter how well the space is designed, participants will only view it as a useful communication medium when they feel they share that virtual space with others”26, meaning that users will feel more engaged in a virtual environment only if that environment facilitates communication well enough for users to feel connected with one another. This sense of presence “describes the awareness of others that comes from being emotionally and cognitively immersed in a shared environment”27, and to achieve the intended level of immersion, game developers are inventing innovative ways to facilitate communication in online virtual worlds. Recently, Rockstar Games released their latest AAA title, Grand Theft Auto V. Each player is Figure 4 equipped with a cell phone ingame, and, when connected to the internet, can pull up the cell phone at the touch of the button and scroll through contacts, just like a real phone (Fig. 4). If the player Bronack, Stephen C., Amy L. Cheney, Richard E. Riedl, and John H. Tashner. “Designing Virtual Worlds to Facilitate Meaningful Communication: Issues, Considerations, and Lessons Learned.” Technical Communication 55.3 (Aug 2008): 262. Print. 27 Bronack, Stephen C., Amy L. Cheney, Richard E. Riedl, and John H. Tashner. “Designing Virtual Worlds to Facilitate Meaningful Communication: Issues, Considerations, and Lessons Learned.” Technical Communication 55.3 (Aug 2008): p 264. Print. 26 is using a microphone, he or she can select a contact and will be connected directly to that friend or acquaintance. This device does an effective job of facilitating communication in a massive online virtual environment while still keeping with the context of the in-game events. Additionally, Rockstar effectively exemplifies an awareness of human behavior in online social environments in the ways that communication is facilitated in Grand Theft Auto Online. “Considering the ways in which people will act and behave within virtual worlds…is a critical factor in how successful we will be in our attempts to facilitate meaningful communication within these virtual worlds”28, and since virtual worlds afford users an extra degree of freedom, behavior can be unpredictable and erratic at times. Human behavior in virtual environments may be most accurately predicted by context. Behavior in online business meetings or virtual classrooms is likely to be predictable and straightforward, such as the situation demands, but online behavior in a fully realized virtual world – like that found in Grand Theft Auto Online – is likely to be chaotic far more often. To combat unpredictable behavior, Rockstar has implemented a karma system; players who spend much of their time online wreaking havoc on other players rather than playing cooperatively, will in the future be assigned to servers full of players with similar destructive ambitions. This attention to user experience and fairness makes Grand Theft Auto Online’s developers out to be knowlegeable rhetors with an exceptional understanding of communication, so is there really room for technical communicators in the gaming industry? Doubts and Rebuttals Bronack, Stephen C., Amy L. Cheney, Richard E. Riedl, and John H. Tashner. “Designing Virtual Worlds to Facilitate Meaningful Communication: Issues, Considerations, and Lessons Learned.” Technical Communication 55.3 (Aug 2008): p 264. Print. 28 When we think technical writing, we think documents, instruction manuals, proposals, guides, FAQs, and how-to’s. A lifetime gamer, one old enough to remember the early years, might be able to recall the joy of thumbing through the instruction manual for each game purchased, but today, gaming corporations are largely doing away with such things. “Devastating to such gamers are the recent decisions by two of the largest U.S. game development companies—Electronic Arts and Ubisoft—to stop including print manuals with their games”29, and the worst part is that this decision makes perfect economic sense. While somewhat disappointing for technical writers hoping to bring their skills in document construction to the gaming industry, there is little reason for developers to continue including game manuals, since as games have become more complex entertainment experiences, more attention is payed to teaching the player to operate the game early on. This is more efficiently accomplished in-game than through reading an instruction manual, but fortunately for professional communicators, many of the same rules apply: “Understanding the ways gamers and technical communicators are involved within activity systems…requires us to consider relationships between the people, institutions, and technologies”30. So while technical communicators may no longer have the opportunity to contribute in the form of user manuals, they may still act as user advocates, and the same rhetorical skills can be applied to the manner in which information is presented to the player in-game. The problem with wanting to create official documents specifically tailored to help users of video games is that “Almost everything about a game can be found online if you’re willing to look. User-run wikis compile all of the important characters and events. Online forums allow 29 Johnson, Stephen. “EA Drops All Game Manuals.” G4tv.com/thefeed. 24 March 2011. Web. 30 November 2013. Mason, Julia. “Video Games as Technical Communication Ecology.” Technical Communication Quarterly 22.3 (2013): p 221. Print. 30 gamers to tap into a community to get questions answered. Walktrhoughs can get virtually any gamer unstuck”31. Now that the Internet is so heavily engrained in society, finding information that at one time could only be found in an expensive illustrated player’s guide is as easy as a quick Google search. However, as gaming already can be an expensive hobby, there are always those willing to spend the extra money for a quality product. In an article in the most recent Game Informer, Joe Juba discusses the challenges facing producers of high-quality player guides like Prima and BradyGames in the industry today. The design and production of these guidebooks has had to evolve in order to best present information and be aesthetically pleasing. Though they cater to a smaller, specific circle of gamers, their fanbase remains loyal, and player guides are excellent examples of exceptional document design. And recently, producers are beginning to develop digital versions of printed player guides. Vincent Pargney, managing director of Piggyback Interactive, tells us “I think there will be more and more connectivity between the game, the guide book, and a digital product… I think we will see a larger number of hybrid products; that’s where I think the future is going to be”32. As guide books make the transition between print and digital forms, technical communicators might do well in assisting in the translation process to advocate for maximum usability, described by Stephanie Vie as “a combination of measured performance and assessment of the physical, mental, and affective state of the user”33. Here, as always, the communicator’s priority ought to be user-advocacy. Conclusion 31 Juba, Joe. “Constant Companions: Strategy Guides in an Evolving Industry.” Game Informer (December 2013): p 19. Print. 32 Juba, Joe. “Constant Companions: Strategy Guides in an Evolving Industry.” Game Informer (December 2013): p 19. Print. 33 Vie, Stephanie. “Tech Writing, Meet Tomb Raider: Video and Computer Games in the Technical Communication Classroom.” E-Learning 5.2 (2008): p 158. ERIC. Web. 14 Sept. 2013. What does the consistent string of successes experienced by producers of quality video games mean for the field of technical communication? According to Julia Mason, “it could mean more jobs for technical communicators as software companies become aware of the ‘skills and expertise [technical communicators] bring to any systems development project”34. After all, in an industry that is so inherently and specifically tailored to the product user, it is important to employ professional communicators to act as advocates for the user, keeping in mind the rhetorical situations that surround a player inhabiting a virtual world, and tailoring the experience to be as fluid as possible. Douglas Eyman also believes that technical communicators can offer substantial and valuable perspectives on video game design: “The computer game industry is growing at a very fast pace; if we position ourselves to provide technical communication expertise to computer game design just as we do for other technologies, from mobile communications to automotive to web-based application, we can expand our employment options and also make sure that rhetoric, design, and usability have their place alongside narrative and theories of playability”35. Video games have enjoyed a profitable and influential seat in our society and economy in recent years, and their presence is only likely to grow. Undoubtedly, the video gaming industry will become a haven for many a skilled technical communicator in the future. Mason, Julia. “Video Games as Technical Communication Ecology.” Technical Communication Quarterly 22.3 (2013): p 225. Print. 35 Eyman, Douglas. “Computer Gaming and Technical Communication: An Ecological Framework.” Technical Communication 55.3 (Aug 2008): p 248. Print. 34