[-empyre-] The Playsthetics of Experimental Digital Games: Week 2 subtopics and questions
Sebastian Deterding
sebastian at codingconduct.cc
Wed Mar 12 12:50:13 EST 2014
So chiming in here into a wonderful discussion:
My sense is that last week very quickly gravitated towards DTDT(tm), aka
“defining the damn thing”, observing that “experimental games” can be
understood and defined in at least two ways:
* as an analytical construct that describes the deviation of some
existing convention, either to generate novelty, or to explore the
possibility space of a form – and as such, as already mentioned multiple
times, games like any aesthetic form are always already experimental, as
designers are always deviating from existing conventions;
* as a social, discursive object that people use to understand,
verbalize, do, achieve, signify certain things – and whose different
usages, functions, and meanings are often tied to different “art
assemblages” (I really liked that term): “experimental” as
“sales-generating, absorbable novelty” (the industry understanding),
“experimental” as signifying one’s identity as cool, independent,
artistic, contrarian, etc., “experimental” as a commodification of that
signified cool, etc.
For the anthropology folks here, that’s basically the good old emic/etic
distinction: Are we empirically reconstructing how we as communities
make use of the signifier “experimental games”, or are we trying to
develop an analytical, cross-cultural construct of our own to describe
“experimental games”?
Building on the latter part, I found the argument Matt made for an
ultimately economic-technical breaking point between “mainstream” and
“indie” intriguing – as 3D gaming raised the production skills, man
hours, and thus, costs beyond what was available to most, this led to a
market concentration toward a few big players who were basically
financial institutions – just like Hollywood studios – able to
accumulate big investments (from past profits or else): the birth of AAA
as “mainstream” gaming.
One could prolong this argument to the often-made comparison to the rise
of indie movies in the 1970s as well: the heavy upfront investment
business model of now ‘big’ games made game companies risk-averse, hence
the tendency towards proven formulas and serials, hence the fatigue with
that, hence the counter-reaction. And now add that today, development
platforms and the Internet and online market places like Steam have not
erased but lowered the costs of development and distribution to a point
where massive upfront investment is no longer necessary to be able to
produce an ‘indie’ game (as long as your willing to self-exploit).
I’d like to add to that that the shift from analog to digital gaming
itself raised the participation threshold in game design in terms of
required skills (programming) and resource access (mainframes, back in
the days). And I think we would all benefit from a neo-Marxian game
criticism, an economic platform studies, if you will, that analyses how
the economic and technical conditions of a time structure the
possibility space of the games that can be made – including how, why,
and when periods we retrospectively label “experimental” become more or
less likely.
But finally to Sandra’s question regarding the relation of experimental
games to gamification and the ludification of culture. If we take the
analytic conception of “experimental” as “deviating from existing
conventions”, then odd as it may sound, both experimental games and
gamification present two instances of the same deviation – namely of our
culturally prevalent conception of what games are *for*. If we take
scholars like Huizinga or Caillois as representatives of the dominant
modernist discourses about the “proper” social place or function of
games for adults, then “we moderns” considered games to be “outside
‘ordinary’ life” and “with no material interest” (Huizinga 1955, 13),
“separate” and “unproductive” (Caillois 2001, 9-10) – a space free from
the demands of social norms and uses. Somewhat paradoxically, the
expected, demanded, normalized social function and purpose of games in
modernity has been to be without function and purpose. At most, we
tolerated their value for childhood development or as leisurely
restoration for work, but even in that, we reproduced very specific,
modernist rhetorics of play and games. In Brian Sutton-Smith’s terms,
our dominant modernist rhetorics of games were those of frivolity
(they’re worthless) or progress (they support productivity through
learning or rest).
What both experimental games and gamification do is transgress these
social norms: experimental games (at least the artistic ones) claim that
games can and should also function as critical, even transformative
pieces of art. And gamification proponents claim that games can and
should also function as immediately productive cogs in the wheels of
economic activity. Both instrumentalize and functionalize games and play
in a way that deviates from our norms – here for critical reflection and
transformation of society and its ends, there for the reproduction and
optimization of its existing means. And there is reactance to both in
terms of “this is not what games are *supposed* to be for, games are
*just for fun*” (whatever that means): “Can games be art?”, “Need games
be art?” and “Isn’t this just exploitationware?” are, on this analytical
level, the same. And if we wish to get a proper analytic understanding
of this, I suggest to temporarily suspend political and aesthetic
preferences and just observe this significant *proliferation* of ways in
which games get functionalized and functionalizations get normalized.
So much for now.
Sebastian
More information about the empyre
mailing list