{"id":2269,"date":"2016-08-18T11:28:09","date_gmt":"2016-08-18T09:28:09","guid":{"rendered":"http:\/\/www.jesperjuul.net\/ludologist\/?p=2269"},"modified":"2016-08-18T11:28:09","modified_gmt":"2016-08-18T09:28:09","slug":"the-pay-once-play-problem-of-video-game-history","status":"publish","type":"post","link":"https:\/\/www.jesperjuul.net\/ludologist\/2016\/08\/18\/the-pay-once-play-problem-of-video-game-history\/","title":{"rendered":"New Paper on the Pay Once &#038; Play Problem of Video Game History"},"content":{"rendered":"<p>Bac<img loading=\"lazy\" decoding=\"async\" class=\" wp-image-2270 alignright\" src=\"http:\/\/www.jesperjuul.net\/ludologist\/wp-content\/uploads\/2016\/08\/payonceandplay-450x181.png\" alt=\"payonceandplay\" width=\"370\" height=\"149\" srcset=\"https:\/\/www.jesperjuul.net\/ludologist\/wp-content\/uploads\/2016\/08\/payonceandplay-450x181.png 450w, https:\/\/www.jesperjuul.net\/ludologist\/wp-content\/uploads\/2016\/08\/payonceandplay.png 496w\" sizes=\"auto, (max-width: 370px) 85vw, 370px\" \/>k from the 2016 DiGRA\/FDG conference in Dundee, here is the paper I gave on using design patterns to understand video game history:\u00a0<a href=\"http:\/\/www.jesperjuul.net\/text\/endlessriverofgames\/\">Sailing the Endless River of Games: The case for Historical Design Patterns<\/a>.<\/p>\n<p>&nbsp;<br \/>\nThe Pay Once &amp; Play category was introduced in the Apple App Store in early 2015. Though video games were for a long time, at least from 1985 to 2015, mostly sold in boxes for upfront payment, this business model was not actually named as \u201cPay once &amp; Play\u201d until after the emergence of the free-to-play or freemium business model. Why not?\u00a0Because it was obvious that all video games\u00a0were\u00a0sold in boxes, so why would you mention it\u00a0when talking about video games, or video game history?<\/p>\n<p>This is the topic of the paper:\u00a0The problem\u00a0isn&#8217;t just that games change, but that games change in ways we haven&#8217;t predicted.\u00a0The major events in video game history concern things that had previously been taken for granted: MMOs like <em>World of Warcraft<\/em> moved the role of the player community to the forefront; casual games reconfigured the audience; mobile games reconfigured distribution and business models; independent games set up a new relation between developer and audience. <em>Video game history continually forces us to reconsider what it is we are studying, when we study video games<\/em>.<\/p>\n<p>In the paper I then propose that\u00a0we can redefine game\u00a0design patterns to help\u00a0us to talk about video game change. I\u00a0return to\u00a0<a href=\"https:\/\/www.jesperjuul.net\/text\/swapadjacent\/\">matching tile games<\/a>\u00a0as\u00a0an example of how to write history using design patterns.<\/p>\n<p><a href=\"http:\/\/www.jesperjuul.net\/text\/endlessriverofgames\/\">http:\/\/www.jesperjuul.net\/text\/endlessriverofgames\/<\/a><\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Back from the 2016 DiGRA\/FDG conference in Dundee, here is the paper I gave on using design patterns to understand video game history:\u00a0Sailing the Endless River of Games: The case for Historical Design Patterns. &nbsp; The Pay Once &amp; Play category was introduced in the Apple App Store in early 2015. Though video games were &hellip; <a href=\"https:\/\/www.jesperjuul.net\/ludologist\/2016\/08\/18\/the-pay-once-play-problem-of-video-game-history\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;New Paper on the Pay Once &#038; Play Problem of Video Game History&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"inline_featured_image":false,"footnotes":""},"categories":[2,16,20],"tags":[],"class_list":["post-2269","post","type-post","status-publish","format-standard","hentry","category-games","category-my_publications","category-readings"],"_links":{"self":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/2269","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/comments?post=2269"}],"version-history":[{"count":0,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/posts\/2269\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/media?parent=2269"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/categories?post=2269"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.jesperjuul.net\/ludologist\/wp-json\/wp\/v2\/tags?post=2269"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}