ar in3640 presentation
TRANSCRIPT
What about games?• Games have moral undertones (usually)• Games are usually fun/ enjoyable• Appropriating games = fun?• Content?• Delivery?
Games you will never win. (Why Bother?)• Games are usually win/lose situations.• Some games you can’t win – Lose/lose mentality• No defined way to “win”. E.g. Penguin Baseball• Artistic games imply, with no ending, a time of
contemplation on the reason for the game/ not being able to win.
• E.g. New York Defender, Kabul Kaboom
Trial & Error breakouts• Trial and error is common for overcoming obstacles• E.g. Arcade fighters, shooters lasting until player dies• Player “wins” not in the game, but in a determined
other space of other players’ scores.• Having no score creates a void of reason• E.g. NYD, Kabul Kaboom.
Is there a need for a message?
• Some games attempt to be message focused• However, Jarvis’ Narc simply becomes another
shooter, while attempting to be socially critical.
• Paradoxically attempting to comment on social issues while becoming one.
• Confuses the artistic nature.
I lose, therefore I think..
• Explicit goal – game recognises end state• Implicit goal – Game supports user made goals• NYD & KK = Aim to lose the game• Second level player – Reflective state of
understanding game design/relevance as opposed to finishing it.
• Losing invokes thought to create solutions (trial and error); removing it creates an open space of interpretation as to why the game exists.
De-gaming games..
• To remove an aspect to focus on another.• Changes expression form• Focuses audience attention on specific things.• E.g. Arena, Adam’s Killer.• Ironic = Artistic?
Time & Pleasure in Twisted Spaces
• Event time – In game happenings• Negotiation time – Time spent managing, making
solutions• Progression time – Game time overall.
• Limited progression time = No solution. • Thus; Enlightenment.
So, we’re done..
• Games aren’t always “fun”• Can be educating• Use of game as expressive media.• How useful is it/ will it be?