[-empyre-] The Playsthetics of Experimental Digital Games: Week 1 Featured Guests and Questions
Felan Parker
felan.parker at hotmail.com
Thu Mar 6 02:35:34 EST 2014
I was wondering how long it would be before we came around to the Experimental Gameplay Project! That definition is pretty fascinating, and draws clear battle-lines between what is seen to be experimental in AAA titles (technical innovation, fictional worlds, etc.) as compared to smaller-scale indie games. In a more subtle way, though, it also draws a line between what I would describe as the dominant conception of indie and other emergent game-making practices that don't necessarily fit within this conception of indie and/or experimentation. From the paper I wrote to accompany the "Indie Game Studies" workshop Bart and I organized at last year's DiGRA conference:
"The mainstreaming of a particular, narrow vision of indie games demands more in-depth analyses that highlight the complexities of indie gaming — [most] non-commercial, not-for- profit, activist, and amateur games, for example, are all written out of this narrative. This tension over the right to define what “counts” as an indie game has manifested in a kind of localized culture war. Anna Anthropy’s Rise of the Videogame Zinesters (2012b), for example, locates true independence in highly personal, amateur game design that is modeled on print zines and independent comics. Similarly, the recent controversy regarding the formal status of the new wave of “zinester” games as “games” (in particular small, personal games produced by women, queer and trans* people, often using accessible software like Game Maker, Stencyl, and Twine) demonstrates the instability of this dominant conception of indie, not to mention the contours of its ideology (see Ligman 2013 for a summary of this debate)."
I would argue that there's something kind of hegemonic about Experimental Gameplay, especially as its relationship to AAA production has stabilized as Bart argues, constituted in the particular sector of indie gaming culture it represents. The stipulations against "Novel content" and "games for under-served audiences" suggests that Twine games like porpentine's Howling Dogs and Soha El-Sabaawi's Penalties don't necessarily count as experimental in this context, but I would argue these games are experimental and radical in their appropriation and hybridization of familiar text adventure/hypertext conventions to articulate narrative "content" that is exceedingly rare in video games. The distinction Experimental Gameplay draws between "core gameplay" and everything else is pragmatic in this sense, as it is used to draw clear boundaries between different kinds of game-making.
What we've seen in recent years with the rise of a diverse range of zinester/queer/feminist/radical/punk/DIY/amateur/whatever indie games is a community or assemblage that positions itself against BOTH the mainstream industry AND this hegemonic conception of indie (which, as demonstrated by cultural texts like Indie Game: The Movie and Us and the Game Industry, is still overwhelmingly white, straight, and male). The recently-launched game criticism journal The Arcade Review presents a different vision of experimental games and is designed to sustain this new art world assemblage:
"We publish criticism on experimental games, and writing on craft, aesthetic, structure and narrative. What qualifies as an experimental game? If you think it’s an experimental game, then it’s probably an experimental game. We’re particularly interested in freeware games, cheaper indie games (less than $20.00CAD or so) and stable emulatable titles. It’s important the game you want to write about is easily accessible to the low budget. We also lean towards games infrequently written on."
Now, this isn't a particularly useful definition, but I think it clearly reflects the divide I describe above between dominant indie games (ie: small-scale commercial games) and this diverse new wave. I guess what I'm saying is that we need to talk about experimental gameplay(s), rather than Experimental Gameplay.
So, uh, I didn't get around to addressing Bart's salient final questions, but I'll save that for subsequent posts once we hear from Skot again.
This is fun!Felan
Date: Wed, 5 Mar 2014 09:37:54 -0500
From: simonb at algol.concordia.ca
To: empyre at lists.cofa.unsw.edu.au
Subject: Re: [-empyre-] The Playsthetics of Experimental Digital Games: Week 1 Featured Guests and Questions
----------empyre- soft-skinned space----------------------
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
=================================================
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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