[-empyre-] The Playsthetics of Experimental Digital Games: Week 1 Featured Guests and Questions
Bart Simon
simonb at algol.concordia.ca
Thu Mar 6 01:37:54 EST 2014
On 3/4/2014 11:38 PM, Felan Parker wrote:
>
> Skot raises an important point that all kinds of games have been
> experimental in some sense at many points in the history of the form,
> and experimentation isn't something that can be mapped on to any one
> sector of game development. Again, I think we need to look to specific
> contexts to undestand what it means for games to be experimental.
Er... sorry for my mispost yesterday, it has indeed been a while :)
Great opening round of thoughts but now how shall we zero in without
just generating conceptual confusion and/or chaos? Sandra's opening
remarks make me think that she is after 'experimental games' as both an
analytic category and a genre category (ha... wouldn't it be nifty to
see experimental games as a category in Metacritic). If the rest of us
start picking at this by showing how all games are experimental in some
context then we have our work cut out for us showing what is, and is
not, experimental.
Its also a bit of hubris I think to deny experimental games their
cultural historical place in the sun. Concretely then, the term
experimental games makes an important appearance in the context of the
shifting politics of the IGDA Game Developer's Conference. The website
for the Experimental Gameplay Workshops series is telling -
"This IS Experimental Gameplay: Creating unexpected play experiences
or promoting unique feelings within players through mechanics
(Gravitation, Passage, The Marriage). Generative games, where the
gameplay or world changes based on choices the player makes
(Spelunky, flOw). Emergent gameplay, where the game systems interact
to provide suprising situations (ROM CHECK FAIL, Portal).
Interactive storytelling, where the plot or dialog changes in a
fine-grained manner, as opposed to discrete "branching points"
(Facade). Innovative user interfaces -- natural language processing,
image recognition, gestural control, new hardware devices (Guitar
Hero, RENGA). Novel multiplayer interactions (Journey)
This is NOT Experimental Gameplay: Novel content, narrative,
settings, character designs, artwork, audio or plots -- unless they
affect the core gameplay in a major way. New hybrids of
already-existing genres -- unless the resulting gameplay is
unexpectedly more than the sum of its parts. Purely technical
innovation, experimental business models or distribution mechanisms,
or games for under-served audiences -- unless the game itself is
experimental as outlined above." (see
http://www.experimental-gameplay.org/)
I like this definition actually mostly because it privileges gameplay
and not game design as such. Yet the history of these workshops from
2002 also tells the tale of upheaval in the game industry (at least as
represented by GDC) and a growing dissatisfaction with the market
determined design imperatives of the major game studios. What's
interesting to me is that this definition is also normal paradigm
defining and provides both players and designers with a language for
orienting themselves to what can be perceived as industry imperatives.
Experimental Gameplay is first and foremost a rhetoric (or narrative
frame) for collective action. Indeed, experimentation in the context of
the big money AAA studios is now harder to conceive of, in part, because
of these workshops. There is a nice case study waiting to be written on
Ubisoft Montreal's 'Child of Light' project
(http://childoflight.ubi.com/col/en-GB/home/index.aspx) in the sense
that it has been cynically read as an attempt to cash in on the indie
mystique and an ethos of experimentation. Who doesn't love
experimentation? That should worry us.
This totally fits with Felan's art worlds model but the next step is to
articulate how the actual practice of experimental gameplay supports (or
not) existing and yet-to-exist mobilizations. Obviously, experimental
gameplay is a lovely rubric for indie self-fashioning and even relative
economic success (and this is how the experimental gameplay workshops
have evolved) but is there more too it than this?
cheers,
Bart
--
=================================================
Bart Simon, Associate Professor of Sociology
Director, Technoculture, Art and Games (TAG)
Concordia University, Montreal
bart.simon [at] concordia.ca
http://www.tag.hexagram.ca
=================================================
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