Abstract
Relying on rhetorical analysis, this article explores the rhetoric and ethics of a particular type of designer- and player-created technical communication genre, video patch notes, to further explore how various technical communication genres structure the experience of play. By providing a case study of official video patch notes for the game
Introduction
Many rhetoric and technical communication researchers have shown how videogames make arguments and participate in the broader structuring of rhetorical, cultural and political meaning (McAllister, 2004; Bogost, 2007; Paul, 2012; Holmes, 2017). Contributors in both deWinter and Moeller’s (2016) edited collection and a
Patch notes offer a summary of significant technical revisions to the code and operation of any computational system in both videogames and non-videogames alike. The earliest videogame patch notes were often aimed at audiences with coding literacy due to their technical specificity (Sherlock, 2014). However, Sherlock (2014) has documented how the function of contemporary patch notes as a technical communication genre has shifted. Popular videogames with global user-bases frequently post patch notes with fewer technical details on their company websites and social media accounts. Broadly speaking, the purpose of these notes remains player instruction, but also can include implicit or subtle forms of persuasion about the benefits for, say, a potentially unpopular update to ensure more competitive balance. As Sherlock described, “Patches have shifted away from being understood as version updates into player-developer negotiations tied to the development of each patch” (2014, p.157). As a result, patch notes have become a “pivotal moment in
One example of this particular kind of
Exemplifying the above, we compare Kaplan's original rhetorical efforts to counternarratives remixed by a popular videogame YouTuber with over 200,000 subscribers as of 2020: dinoflask. Within a few days of Kaplan's video updates, dinoflask often composes satirical remixes to provide what he calls a “more accurate” narrative of the motives and consequences of implemented changes to
While a number of rhetoricians have connected satire to epideictic rhetoric and politics, satire narratives are not always an explicit object of interest within these scholarly interests. Fiction and satire, let alone re-mixing and/or parodying, may not be common threads in technical communication, but our argument is that the former nevertheless demonstrates a need to theorize the broad array of aesthetic and political spaces in tactical TC. The ethical purpose of tactical TC may not always help users accomplish an actual technical end, but can also open up what Edenfield et al. (2019) have called “slender intervals” for reflecting and inventing new technical forms in relation to resisting and appropriating the authenticity of strategic (official) source material (p. 184). In other words, by examining dinoflask’s execution of tactical TC, we can unpack how his remixes subvert
Player-Made Patch Notes as Transformative Locales
As Sherlock (2014) has demonstrated, many patch notes, before the popularity of social media, were written in the style of an “archive” and not a persuasive “presentation” (p. 157). As an archive, patch notes were written in an “access as needed” style where players, if they had the time or interest, could wade into the precise details of the code expressed in minimalist technical language. Tracing the shift away from the archive model, increased player-designer interactivity through official and DIY online forums as well as the rise of social media subsequently caused a distinct shift in patch note style and purpose. Presently, designers commonly include audience considerations and other persuasive elements in their patch notes such as rationales to convince players of the necessity of a given change. For example, in a study of patch notes in three different video game companies (Riot Games, Blizzard Entertainment, and Grinding Gears Games), Sherlock (2014) demonstrated that each company has its own rhetorical style of persuasion relative to their particular company
In addition to encompassing implicit argumentative functions, contemporary patch notes can also incorporate multimodal elements aimed at social media circulation. Consider a representative example from Epic's
Yet, while Sherlock has examined such rhetorical roles from the perspective of how designers frame their arguments, it is also important to consider how players’ DIY activities propose counter-narratives in response to officially-sanctioned patch notes, and how, especially when executed through a visual medium, the two narratives converse. As noted by Zimmerman (2014), “At its core, the relationship between developer and fans is transactional, with both the developer and the fan taking part in a subculture where access to the inside of the development structure is valued as a form of cultural capital” (p. 145). In this way, then, both developers and players can be considered stakeholders for the game itself, and as such must maintain some sort of persuasive dialogue about how the game should change over time. This cultural capital gains value when patch notes include not only the technical documentation, but also “reveals the emotional and ideological stakes of computer games as designed experiences that accumulate their own histories” (Sherlock, 2014, p. 158). For Sherlock, patch notes become a site of rhetorical significance because they allow developers to provide their own rationale for the changes made in a game in a more persuasive manner; as such, remixing this rationale subverts the control developers attempt to exude over the game’s narrative. To take this a step further, making patch notes more accessible and designed for broad social media circulation through the use of videos, videogame companies also provide players with new and more accessible transformative locales to respond to, interact with, and even critique the changes made to the game for their own purposes.
Such claims as the above build on previous concepts such as McAllister’s (2005) “transformative locales.” Transformative locales are sites where videogames’; ideologies and rules alter in dialectical tension with player’s emergent agency both to play a game differently than a developer intended (Sicart, 2005) as well as to create new forms of meaning through mods and player created texts., especially in particularly hegemonic narratives produced by the larger videogame industry, counternarratives seeking to subvert such narratives must often rely on subtler means of creating change, especially if they want changes made to the game relating to social justice, diversity, and inclusion. That is, because the visual medium of both the formal and informal patch notes seek to reach the broadest player audience possible (and in fact, an audience often skeptical of the need for diversity in videogames writ large), remixes seeking to address social change in videogames must do so subtly, lest they risk losing viewership. Thus, as teachers and scholars of technical communication, studying the means through which these subtle critiques are made using tactical TC offers a means of persuading more ideologically fixed audiences.
While McAllister was addressing rhetoric audiences, there are recent and highly relevant ideas in technical communication that can help extend the idea of a transformative locale with respect to the type of satirical relationship we are discussing in dinoflask’s response to Kaplan’s videos. Jones, Moore & Walton (2016) defined the role of antenarratives in technical communication. Antenarratives disrupt past received (and exclusionary) meanings to help embrace new futures (of social justice, in their case). Among other issues, their specific area of inquiry lies in engaging how larger field-spanning narratives, such as technical communication's default orientation toward “objective, apolitical, acultural practices, theories, and pedagogies” (Jones et al., 2016, p. 212). What they call “antenarrative” as a practice and methodology “allows the work of the field to be reseen, forges new paths forward, and emboldens the field's objectives to unabashedly embrace social justice and inclusivity as part of its core (rather than marginal or optional) narrative” (p. 212). Some may be tempted to think of antenarratives akin to what postmodern theorists such as Lyotard (1984) decades earlier criticized in his critique of “master narratives” (capitalism, liberal democracy, etc.). Lyotard encouraged us to “bear witness to differences by finding idioms” for the marginalized. The word narrative in “antenarrative” reminds us that “rhetoric” has always had a historic root in poiesis (poetic world making)—a realization that scholars in the present have more directly engaged in Vealey and Gerding's (2021) special issue on storytelling. Thus, antenarrative as Jones et al. (2016) explore it offers a more direct connection between this sort of invention of new aesthetics (concepts help us sense the world in new ways after all) and social justice practice and method. As we note below, we will not see as direct of a social justice emphasis in dinoflask's efforts to create new idioms or antenarratives (if we’d even call them that). Instead, what we see is something valuable in that technical communicators are likely trapped within our own terministic screens of language. We want to critique objective discourse but perhaps we’ve replaced a focus on serious technical communication with serious politics in technical communication. Our relatively simple point is that there are non-serious and informal starting places to think about locating and even participating in the formation of conditions of possibility for industry antenarratives. Unsurprisingly, postmodernism was marked by an insistence on irony and satire (both aesthetic modes) (Hutcheon, 2003). Simply put, thinking through satire in relation to serious technical communication discourses offers us new available means of persuasion through which to pursue the creation of antenarratives more specific to social justice.
Analyzing Kaplan’s Ethos Construction Through Developer Updates on YouTube
Since its first patch on March 26th 2016,
Moving to the specific ways Kaplan develops his
Coinciding with his attire and the overall tone of the update videos, this casual greeting has become a staple for these updates, but also indicates how Kaplan intends these videos to reach a larger audience. That is, rather than preparing a polished or otherwise impartial description of the changes made to the games, Kaplan instead creates a laid back and approachable persona, often misspeaks or has to take pauses to consider his explanation of a given update, and makes sure to indicate at the beginning of
Addressing Kaplan's dual role as both developer and player, we see him use this as a means of
After making this explicit gesture to player concerns, he goes on to address players’ specific complaints that the game would go into Sudden Death too often. Even though he also takes the time to explain that as far as the backend was concerned, statistically players were being put into Sudden Death 35% of the time, in practice even
In this particular example, Kaplan does not provide details as to what backend changes were made to make the Sudden Death mechanic more palpable to players; in fact, he gestures to the traditional patch notes for players who are interested in the more technical descriptions of these changes. Instead, he relies on both his own and other players’ experiences with the mechanic while playing, and uses those experiences as the rationale. This provides the first instance where Kaplan establishes himself as both a player and developer for
In addition to positioning himself as both player and developer, Kaplan constructs his
One major cause for concern for players maining Mercy was the knowledge that her Ultimate Ability would change as part of her rebalancing. As Kaplan notes in the video, “
In addition to the above, there is another way that Kaplan builds his
Kaplan also does what few, if any, traditional patch notes are able to do: connect the reasoning for a particular change (or lack of change) with stakeholders outside of the development team. For example, in a video released on October 26th 2017, Kaplan addresses some of the concerns and patch changes made when Esports began taking an interest in
The above gives Kaplan the room to express when he himself disagrees with or wants a particular feature added that the development team is not able to implement because of these additional stakeholders. Near the end of this same update, Kaplan explains that a particular addition requested by players to improve the viewing experience cannot be implemented even though he wanted it as well because the broadcasting crew did not have the ability to integrate said change. Rather than having players read the traditional patch notes and be left wondering why such a popular change was not implemented, Kaplan's updates provide them with a satisfactory explanation, thereby improving his
The Transformative Locale of Dinoflask’s Response
Asking for player feedback after each patch release is not a new concept. Most iterative games include at least one official forum where players are encouraged to provide feedback on the most recent patch release, and in places where official venues are not offered, player communities will often create their own spaces to discuss these changes. Even in
Released almost six months after Kaplan's first Developer Update video, YouTube user dinoflask has posted 32 parody update videos as of June 2020. Though these videos often also include edits or other meme-style references, for the most part they consist of cuts from the original Developer Updates, edited so that it seems as though Kaplan is saying something different from his original videos. That being said, these cuts are left obvious to viewers, as both the audio and video uses hard cuts, clearly illustrating where Dinoflask took different parts of various Developer Updates and brought them together for the parody. For example, in dinoflask's first video, within the first 20 s, scenes from at least 3 of Kaplan's Developer Updates are meshed together to make it seem as though they are connected, but the videos are clearly not intended to appear real or official in any way. With these hard cuts in mind, when providing quotations from dinoflask's videos, we have marked with a “/” symbol where these cuts appear, so that readers can better visualize how dinoflask remixes different parts of the Developer Updates together for satirical purposes. However, echoing Kaplan, even dinoflask begins each response with some iteration of Kaplan's standard greeting and note that he is from the
Reinforcing the key points of Something that I hear a lot from people / is competitive play is completely unbalanced / but the reason / you get matched / you know / against the best pro gamer esport / enemyteam / and you feel like / your teammates / they’re all / playing the game / with / no / hands / is because / all of us on the
In this particular example, dinoflask's response to some of the changes made to competitive play echo the concerns of other
Similar to the example above, dinoflask also subverts Kaplan's other frequently used means of “So first off, for those of you who don’t know what the PTR is / it stands for / ‘Patch Notes / Totally / Random’ / or sometimes / the / ‘Player Tears / Region’” (dinoflask, 2017 January).
In general, PTRs exist as places where players and developers can test and try new features outside of the actual game itself. However, by having Kaplan define PTR as either “Patch Notes Totally Random” or “Player Tears Region,” dinoflask illustrates some of the tensions that rise when players dislike or disagree with a particular change in the game. In addition, the implication that some changes are made randomly contradicts the larger purpose of Kaplan's Developer Updates, in that they often focus on the rationale behind such changes rather than the changes themselves.
Similarly, seemingly arbitrary game changes are also why PTRs are sometimes jokingly referred to as the Player Tears Region, since they are where changes that would make some players “cry” are first tested before being implemented. Dinoflask's redefining of the term confronts Kaplan's usual attempts to provide an explanation for changes made to the game rather than just explaining the technical changes themselves by framing such changes as arbitrary or random. Dinoflask follows this with another edit, having Kaplan give a fake rationale: “What I think is important to understand, is why we are making changes on the PTR to the heroes we’ve decided to make changes to / So / in the first of every month / we like do, / you know, / a coin toss, which/ heroes will we / wreck /this month, / you know it’s anybody’s / guess /to be honest.” (dinoflask, 2017 January)
Here, dinoflask purposefully leaves Kaplan’s usual full lead in, taken from the Developer Update video about Mercy mentioned above, and then re-mixes the explanation itself to make it seem as though these changes are determined by the toss of a coin, rather than the technical and experience based reasons provided in the source material. This re-mixing also shows a lack of respect for player experiences, something that Kaplan usually takes seriously, as seen by his handling of the major changes made to the beloved hero Mercy.
Dinoflask also uses these remixes to critique Kaplan's acknowledgement of other stakeholders and their role in The truth is / when you’re / the figure / head / of the entire /
We clearly see dinoflask's remix illustrating Kaplan as an overly egotistical developer, having him refer to himself as a “grandmaster” of quest design. He also implies Kaplan has firing power by following this bit with Kaplan saying “You’re / fired” to anyone who mentions a particular quest series he's known for (The Green Hills of Stranglethorn) that were not well received. The video continues on to have Kaplan explain that the reason he has lasted 15 years at Blizzard is through a process called “blame shift,” where “Let's say / you were / working on a game feature / and / there are gameplay issues and it's not working correctly, / what you can do is /push / your payload / of / bad design / decisions / onto someone else.” Dinoflask takes Kaplan's usual strategy of explicitly explaining outside stakeholders putting constraints on game development and makes it seem as though what Kaplan's real motives for giving these contexts is actually so that he cannot be blamed for some of the complaints about the game itself. In this way, dinoflask further accentuates the joke of Kaplan as benevolent ruler of
At times, dinoflask's epideictic acts directly align with explicitly political topics, including body shaming and visual gender representations.
1
The early iteration of
In a video entitled, “Mei's Body Shape Controversy,” dinoflask begins by raising the toxic behavior problem. He offers a speculative universe in which Kaplan has added a new feature to I know some players were really upset about her ass shape. / Uhm, the truth is we believe Mei can be a big, beautiful character / but still fit into Overwatch in a really positive way. / So we plan to grow Mei's ass in a really healthy, / sort of slow growth sort of way / so that by the end of June it will be large enough / to balance six Roadhogs on top of it.
(Roadhog is a very large character in
What is interesting about this last example is that it emblematizes not just critique, but the imagination of a better or more body-positive vision of
Dinoflask’s Player Created DIY as Epideictic Rhetoric
Ethics in technical communication (Katz, 1992; Markel, 2001; Miller, 1979) and games studies scholarship (Sicart, 2011) constitutes a large and by no means overlapping body of work. Fortunately, there is one theoretical approach that we see as most relevant to describing the Kaplan-dinoflask rhetorical situation: Kimball’s (2006) articulation of tactical TC via de Certeau's theoretical work on space and place (1984). Generally stated, strategies are systems of symbolic, embodied, and material control that range from the benign (crosswalks, parking meters) to the oppressive (prison). Tactics are the forms of everyday resistance that are manifested by affected individuals under strategies of control. Kimball (2006) tied strategies and tactics to informal or DIY technical communication genres that appropriate dominant discourses and styles such as Muir and Gregg (1971) Volkswagen repair manual which was aimed at enabling home hobbyists to repair their own vehicles. As illustrated by the number of cuts and other edits required to make these videos, dinoflask exerts an immense amount of skill both in the content and execution of his parody videos. In addition, with approximately 229,000 followers and over 4 million channel views, it is clear that the messages portrayed in these tactical responses resonate with the larger
Tactical TC exists in exactly the sort of resistance to officially sanctioned technical communication genres and content that dinoflask embodies. Dinoflask seeks to invoke and yet appropriate for his own ends Kaplan's already expanded genre of multimodal patch notes. Yet, dinoflask also defaces (like a graffiti artist) the discursive norms of officially sanctioned narratives by Kaplan and Blizzard by re-mixing their actual video; in fact, the description of dinoflask's Youtube channel states, “I make a grown man say things.” Muir and Gregg (1971) may not have had as much of an explicit anti-establishment attitude as dinoflask's compositions; however, one could argue that merely enabling users to circumvent a normal strategy of control (expensive manufacturer approved repair garages and procedures) calls into question the legitimacy of which ideal user type (a professional certified mechanic or a home hobbyist) is qualified to perform certain repair procedures. Dinoflask's satirical compositions explicitly foreground this dimension in a way that lies latent or implicit in Muir and Gregg (1971) manual.
Clearly, we should inquire as to what sort of ethical purpose satire adds to tactical TC and ethics. As Colton et al. (2017) reminded the field, tactics are not inherently ethical or unethical. Instead, researchers have to examine tactical actions on a case by case basis and articulate different ethical frameworks that we believe can help us make these evaluations. Here then, we see de Certeau's work on narrative as offering one route toward ethical judgment. In illustrating the concept of tactics, de Certau (1984) suggests at one point that
One way to think about the ethics of this situation lies in connecting satire to aesthetics and politics. First, it is important to note that satire is not inherently tied to a particular political orientation (liberal, conservative, libertarian, socialist, etc.). In general, satirical cues are contextual even outside of videogames. The audience has to understand the context in order to make sense of a contradiction between what is said and what is meant by a satirical act. In dinoflask's response, viewers must have a shared set of social values or the contextual knowledge. It is because of this insider knowledge that satire marks norm violation. As a rhetorical practice, however, satire is also participatory. Much like a rhetorical enthymeme demands that an audience fill in the omitted premise, satire requires an audience's willingness to actively decode the context. Thus, while satire is not tied to a particular political orientation, it does have a particularly powerful effect when it works within the forms of meaning and identity within a particular community like Overwatch players. Because satire depends upon this knowledge it is at once constrained in a sense that clearly certain topics (feminism, racism) are difficult to broach. Thus, humor in general can function as a “boundary object” (Star and Griesemer, 1989) to help mediate and translate multiple viewpoints with an eye toward promoting in group cooperation.
Satire forces viewers to inhabit two worlds: Kaplan's serious technical communication world and dinoflask's claim that the former merits critique. Dinoflask's activities are similar to how other social media scholars have suggested that memes can both entertain but promote political messages by providing self-reflection on viewers and in group members’ experiences (Yoon, 2016) as part of what Jenkins (2006) called “participatory culture” which is linked to a real world industry. Convergence culture in general signaled an acceleration in opportunities for fans to become active participants in shaping the meaning of popular entertainment texts in ways that can be interconnected with designers’ or composers’ aims (
Participatory culture clearly applies in the case of the
Implications and Conclusion
The subject of future disruption has been raised in technical communication scholarship before. As we noted above, Jones, Moore & Walton's (2016) discussion of antenarratives in technical communication remains a critical lens for understanding our argument. In other words, creating utopian or dystopian historical markers or satirical responses to Kaplan is an active and ethical practice, one that is normatively grounded in identifying tactical forms that work against inegalitarian strategies of control, such as the corporate and state denials of damage of fracking or Blizzard's efforts to selectively acknowledge certain motives for its updates (respectively).
There is a danger in this extension that should be acknowledged. We readily concede that it may seem unproductive to place satirical player created patch notes on the same tactical ground as say, Edenfield et al. (2019) analysis of new material ethics in transgender online forums as a form of tactical TC or Jones (2016) analysis of narrative in more explicit social justice contexts. At the same time, we must always remember that de Certau (1984)very examples of tactics in everyday life, such as a secretary writing a love letter at work, were not always explicitly political in nature. de Certau (1984) first and foremost seeks to identify any form whatsoever of resistance to control regardless of political orientation because he's interested in trying to see if identifying these spaces can then align with (likely) broader forms of (for him) Marxist or leftist programmatic organization.
This article calls for further exploration of tactical TC and ethical practices to extend Sherlock's (2014) discussion of how patch notes in online spaces serve as a moment of
We feel that there is something to be gained as our field continues to explore activities of everyday resistance, especially when they seem comedic and less explicitly “serious” than activism. Far from elevating one form over another, we highlight dinoflask's work as an important point of what Kenneth Burke would call identification for a generation of digital audiences who increasingly use DIY and hybrid technical communication genres to make meaning about videogames like
Footnotes
Declaration of Conflicting Interests
The author(s) declared no potential conflicts of interest with respect to the research, authorship, and/or publication of this article.
Funding
The author(s) received no financial support for the research, authorship, and/or publication of this article.
