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robertogreco : notgames   2

Letters with John Sharp: Discipline and Pastime | Mattie Brice
"I’ve been thinking a lot about re-centering our field from a games medium to a play medium, which I’m sure it’s not really a novel idea, but heavily resisted. I’m concerned about object-centrality and using games as experience dispensers instead of thinking about our relationship to fluid, more slippery notions of experience that are more wholly affective. That’s how the art-world seems to be approaching games, like games are in the wings of museums where they put furniture. Which is shitty for the furniture too! I don’t get the design/art divide, I never have. Why are these things kept so separated? Why MUST games be designed objects? Just feels creepy.

‘Indie’ definitely felt like a commercial/industrial reaction rather than an aesthetic one. Notgames is a more arts-engaged label even though it also contains a reaction to industry, it had a strong, purposeful sensibility, while if indie has one, it seems incidental and easily mobilized by consumerism. That’s probably unfair to indies, though I also have an issue with ‘altgames.’ It seems to me much like how indie formed together, just in a different time and place. It feels more like a reaction to industry than having its own aesthetic argument, though I don’t really mind basically a weird twitter indie I guess. I find it not different enough, a lot of people who were indie are now altgames, because altgames doesn’t really have a strong enough stance of values outside of a reaction to indies’ reaction to industry.

A lot of my writing in the past year has been about mess. It might be because my life is an utter mess, that life just doesn’t really make sense and my trajectory is incredibly unclear. I want to feel comforted that I’m not just a fuck up but everything really is just a goddamned mess. But I want to bring that to our perspective on play as well, maybe that’s why formalism gives me the creeps. It’s like a worldview that wants to kill everything and cut it all up and reassemble the mess into something legible to them but they can’t understand why it’s dead. The Cult of Flow really does sound like a legit creepy cult. And yeah, this paring down to lifelessness just trying to find that space… but for what? What does it feel like? Does it really feel good? It feels numbing to me, I guess. There are different sorts of flows, like adrenaline and such, but most games like that make me feel dead. But no, fuck Desert Golfing, I golfed so much waiting for something but all I got was more goddamned golfing. Who the fuck just wants to sit there finger golfing all day??? What is wrong with the world? So mad. What is so important to the genealogical understanding and propagation that games must be “for their own sake,” serious about nothing serious. There’s shit outside of the useless vs useful binary. How does that feel? DEATH TO FLOW. DEATH TO PLAYERS. DEATH TO MECHANICS. DEATH TO WORK AND LEISURE. ONLY MESS AND TENSION AND FEELINGS. Do you think a lot of these gamey games and defense of games for just fucking around’s sake is part of this reaction to encroaching forces to make them do something useful? Is everyone just aiming for the most elegant, beautiful time waster of them all?? Why is everyone so resistant to life? To being messy?

I rarely feel satisfied with video games, that it’s hard to think about what I’ve enjoyed in the recent past. I guess the closest would be Etrian Odyssey, it’s a gamey game, dungeon crawler, RPG battles. I guess what’s hit me in a good place is that you have to draw your own maps in order to navigate the levels, and I found the map-drawing process incredibly soothing, very surprised. I wouldn’t necessarily recommend it unless you were already into those types of things. I’m not super into dungeon crawlers so it was hard to get used to, and I take a lot of breaks from it. There was also Sunset, which I also really enjoyed. There’s few games that prompt me to talk about the effects of power in my intimate or even friendly relationships and that meant something to me. I guess I feel more excited about games I want to make, I’m trying to accumulate resources and inspirations and work practices so once I move, I can start really producing things I want to see out in the world."
mattiebrice  johnsharp  2015  via:tealtan  messiness  life  games  gaming  videogames  structure  narrative  storytelling  flow  leisyre  work  gamemechanics  feelings  unschooling  deschooling  relationships  play  notgames  altgames  indygames  design  objects  objectorientednarrative 
october 2015 by robertogreco
Videogames and the Spirit of Capitalism | Molleindustria
"We are only learning to speak of immeasurable qualities through videogames. It’s a slow and collective process of hacking accounting machines into expressive machines. Computer games need to learn from their non-digital counterparts to be loose interfaces between people. A new game aesthetic has to be explored: one that revels in problem-making over problem-solving, that celebrates paradoxes and ruptures, that doesn’t eschew broken and dysfunctional systems because the broken and dysfunctional systems governing our lives need to be unpacked and not idealized.

Strategies are to be discovered: poetic wrenches have to be thrown in the works; gears and valves have to grow hair, start pulsing and breathing; algorithms must learn to tell stories and scream in pain."

[direct link to video: https://vimeo.com/86738382 ]
videogames  gaming  paolopedercini  molleindustria  games  art  design  capitalism  economics  efficiency  control  rationalization  marxism  bureaucracy  consumption  commerce  standardization  socialnetworks  quantification  sybernetics  gamification  goals  society  taylorism  relationships  pokemon  facebook  farmville  zynga  management  power  labor  addiction  addictiveness  badges  behavior  measurement  commodification  rogercaillois  play  idleness  ludism  leisure  leisurearts  artleisure  maxweber  resistance  consciousness  storytelling  notgames  taleoftales  agency  proteus  richardhofmeier  cartlife  simulation  2014  douglaswilson  spaceteam  henrysmith  cooperativegames  collaborativegames  tamatipico  tuboflex  everydaythesamedream  unmanned  systemsthinking  human  humans  oligarchy  negativeexternalities  gamedesign  poetry  johannsebastianjoust  edg  srg  shrequest1  simulations  pokémon 
february 2014 by robertogreco

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