Journal Articles by Dom Ford

Game Studies, Dec 2016
Civilization V as one of the most successful and definitive works of the 4X videogame genre prese... more Civilization V as one of the most successful and definitive works of the 4X videogame genre presents a clear narrative of empire-building that, I will argue, is problematic when set against postcolonial theory. With many studies lauding the series for its educational capacities I argue that with an affective turn to the role of the player, the game’s homogenization of narratives of societal progression reinforces a Western-centric notion of history. This co-opts non-colonial societies into imperialism, while in the process silencing their histories. For this study, I will read the game’s goals and mechanics through postcolonial theorists such as Gayatri Chakravorty Spivak and Michel-Rolph Trouillot, and then turn to affect theory to consider what role the player takes in writing this history. To conclude, I will consider what implications this has on the use of 4X games like Civilization V for education and the conception of history in the minds of the players, drawing on other recent scholars who have similarly problematized the series.
Conference Papers in Proceedings by Dom Ford
Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, 2019
The cities of the ever prevalent neomedieval fantasy roleplaying game are integral to their gamew... more The cities of the ever prevalent neomedieval fantasy roleplaying game are integral to their gameworlds. They act as quest hubs, goals, centres for action and places of safety. Much of the loop of the game revolves around leaving the city to complete quests, then returning to the city again, and repeat. In this paper, I take a closer look at the boundaries of the city. I begin by proposing a model to help define what a city's boundary is and how it is expressed to the player. Then, I look at how and why players cross those borders back and forth. Through this, I hope to facilitate a better understanding of how the city functions in roleplaying games, and how the ways in which it produces boundaries alters and affects how players interact with the gameworld.

Proceedings of the 2020 DiGRA International Conference: Play Everywhere, 2020
The relationship between humankind and technology is fundamental, but also a longstanding source ... more The relationship between humankind and technology is fundamental, but also a longstanding source of unease, particularly as that relationship has become ever more intimate and irreversible. In this paper, I connect this age-old anxiety with the age-old figure of the giant, a monster similarly intertwined with ancient questions on the boundaries of humanity. I focus on two examples: the Human-Reaper larva in Mass Effect 2 and Liberty Prime in Fallout 3 and 4. Although different in approach, these examples demonstrate a use of a phenomenon I call the 'techno-giant' to explore and reflect the powerful anxieties in our cultures to do with the future of the human-technology relationship. In particular, both examples expose the human-nonhuman boundary as being exceeding difficult to define and place, despite a constant desire to. The figure of the giant offers a powerful focal point for these representations.
Conference Presentations by Dom Ford
History of Games Conference, 2020
What is ‘old school’ about Old School RuneScape? In this presentation, I discuss the history of t... more What is ‘old school’ about Old School RuneScape? In this presentation, I discuss the history of the MMORPG RuneScape and the steps that led to Jagex in 2013 releasing a version of the game from 2007, titled Old School RuneScape, alongside their flagship iteration of the MMO, RuneScape 3. Through a lens of myth, I argue that a communal process of mythmaking is at the heart of Old School as players debate with each other and with the developers over the correct way to retrive the nostalgic object and lost time of RuneScape circa 2007.

Extended abstract, presented at the DiGRA Nordic 2018 conference in Bergen, Norway.
In How To ... more Extended abstract, presented at the DiGRA Nordic 2018 conference in Bergen, Norway.
In How To Do Things With Videogames, Ian Bogost argues that videogames offer “an experience of the ‘space between points’ that had been reduced or eliminated by the transportation technologies that began with the train” (2011, 49). But when we watch a speedrun of a game such as The Legend of Zelda: Ocarina of Time (Nintendo EAD 1998), what we instead see is a player determined to destroy as much of that ‘space between points’ as possible. It is a game that takes most players tens of hours to complete, but is finished in just over 17 minutes by the best speedrunners, utilizing glitches that manipulate the game’s code to skip enormous chunks of both the narrative and the gameworld. Once an underground hobby conducted between users swapping footage on obscure internet forums, speedrunning has shot into the mainstream in recent years following the rise of livestreaming platforms and livestreamed events such as Games Done Quick and the European Speedsters Assembly. So what does speedrunning mean as a mode of play, and what can it reveal about the relationship between player and gameworld? This paper examines speedrunning as a transgressive mode of play. Building on previous work on this topic by scholars such as Rainforest Scully-Blaker, I first aim to define speedrunning as a practice and then to explore its relationship with the space in the gameworld, the game’s narrative, and with the ideological and representational implications that arise from them. To do this, I bring in spatial, digital and videogame theorists such as Paul Virilio, Tom Apperley and Espen Aarseth, as well as work on other transgressive spatial practices such as parkour in order to see if and how they relate.
Theses by Dom Ford

Unpublished MSc thesis, 2019
Too monstrous to be truly accepted, too human to be entirely and comfortably cast out. The giant ... more Too monstrous to be truly accepted, too human to be entirely and comfortably cast out. The giant has traditionally held a unique position amongst monsters, an "Intimate Stranger" (Cohen, 1999, p. xi) who threatens the boundaries of the categories we impose upon the self, society and culture. In this thesis, I consider what the position of the giant is in digital roleplaying games and how digital games provide a new and particular arena for the giant. A familiar figure in myth and legend and no less familiar in digital games, I combine traditional monster theory and scholarship on giants with work on videogame monsters and digital game research more broadly. To do this, I first introduce the figure of the giant and its definition and then undertake a brief literature review, summing up the present state of videogame monster research and other theories which are relevant to my thinking and arguments. Then, I consider the giant in digital roleplaying games through three lenses. First, as monsters of excess, a perspective that considers giants as an exaggerated manifestation of those traits which we deem monstrous when taken to their extremes. Second, as technological giants: giant robots, cyborgs and so on whose appearance as giants links the age-old figure of the giant with our more current anxieties regarding our future and our increasingly intimate relationship with technology. Finally, as aspects of nature: giants that seem to be more a living part of the gameworld than as a horrifying and excessive human monster. I explore how these giants seem to relate more to how we think of and understand our relationship with nature, from its sublime beauty to its hostile wildernesses. To conclude, I attempt to draw these perspectives together to gain an oversight on what role the giant plays within digital roleplaying games, arguing that the giant is a particular figure used to consider and work through our socio-cultural anxieties at the most fundamental level and is one that requires medium-specific consideration within game studies.

This dissertation aims to situate moral play under a structure of godhood. This comprise two dist... more This dissertation aims to situate moral play under a structure of godhood. This comprise two distinct but intertwining elements: the player-as-god and diegetic gods. The player-as-god is a concept I will outline that describes the player-avatar relationship as a dualistic notion that encompasses the avatar as a distinct, diegetic character, and the player as a controlling being who transcends the gameworld. The two collide in player-avatar relationships to create a ‘fantasy self’, as Katherine Isbister terms, that is neither solely player nor avatar. The player-as-god, as both transcendental but simultaneously native to the gameworld, must forge new moral and social frameworks according to the different ontological and cosmological fundamentals of the created gameworld. These frameworks, I will argue, are predicated on higher diegetic powers that guide and inform the player-as-god. I will examine this topic through four case studies. In Grand Theft Auto V, I will illustrate the player-as-god as part of a player-avatar relationship that involves a pre-characterised avatar, in the form of GTA V’s playable protagonists. In The Elder Scrolls V: Skyrim, I will analyse a more ‘blank slate’ avatar in the player-avatar relationship, and consider how the player-as-god is directed by diegetic gameworld gods and higher powers. In Diablo III, I will explore the highly intertextual nature of its moral framework, as it borrows extensively from Judeo-Christian tradition. Finally, in Dark Souls I will add a moral dimension to Daniel Vella’s notion of the ludic sublime, examine how moral futility is instituted in the game’s lore and mechanics.
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Journal Articles by Dom Ford
Conference Papers in Proceedings by Dom Ford
Conference Presentations by Dom Ford
In How To Do Things With Videogames, Ian Bogost argues that videogames offer “an experience of the ‘space between points’ that had been reduced or eliminated by the transportation technologies that began with the train” (2011, 49). But when we watch a speedrun of a game such as The Legend of Zelda: Ocarina of Time (Nintendo EAD 1998), what we instead see is a player determined to destroy as much of that ‘space between points’ as possible. It is a game that takes most players tens of hours to complete, but is finished in just over 17 minutes by the best speedrunners, utilizing glitches that manipulate the game’s code to skip enormous chunks of both the narrative and the gameworld. Once an underground hobby conducted between users swapping footage on obscure internet forums, speedrunning has shot into the mainstream in recent years following the rise of livestreaming platforms and livestreamed events such as Games Done Quick and the European Speedsters Assembly. So what does speedrunning mean as a mode of play, and what can it reveal about the relationship between player and gameworld? This paper examines speedrunning as a transgressive mode of play. Building on previous work on this topic by scholars such as Rainforest Scully-Blaker, I first aim to define speedrunning as a practice and then to explore its relationship with the space in the gameworld, the game’s narrative, and with the ideological and representational implications that arise from them. To do this, I bring in spatial, digital and videogame theorists such as Paul Virilio, Tom Apperley and Espen Aarseth, as well as work on other transgressive spatial practices such as parkour in order to see if and how they relate.
Theses by Dom Ford
In How To Do Things With Videogames, Ian Bogost argues that videogames offer “an experience of the ‘space between points’ that had been reduced or eliminated by the transportation technologies that began with the train” (2011, 49). But when we watch a speedrun of a game such as The Legend of Zelda: Ocarina of Time (Nintendo EAD 1998), what we instead see is a player determined to destroy as much of that ‘space between points’ as possible. It is a game that takes most players tens of hours to complete, but is finished in just over 17 minutes by the best speedrunners, utilizing glitches that manipulate the game’s code to skip enormous chunks of both the narrative and the gameworld. Once an underground hobby conducted between users swapping footage on obscure internet forums, speedrunning has shot into the mainstream in recent years following the rise of livestreaming platforms and livestreamed events such as Games Done Quick and the European Speedsters Assembly. So what does speedrunning mean as a mode of play, and what can it reveal about the relationship between player and gameworld? This paper examines speedrunning as a transgressive mode of play. Building on previous work on this topic by scholars such as Rainforest Scully-Blaker, I first aim to define speedrunning as a practice and then to explore its relationship with the space in the gameworld, the game’s narrative, and with the ideological and representational implications that arise from them. To do this, I bring in spatial, digital and videogame theorists such as Paul Virilio, Tom Apperley and Espen Aarseth, as well as work on other transgressive spatial practices such as parkour in order to see if and how they relate.