Recess! 11 – Restate My Assumptions

Recess! is a correspondence series with personal ruminations on games.

Dear Alper and Niels,

My apologies, I fell off the Recess! horse there for a minute. But I’m back in the saddle. Let’s see, what were we talking about again?

Alper obsessively played Ultratron for a while, got bored, stopped and felt guilty for spending 11 hours on it.

Niels helped make Toki Tori 2, got all conflicted about his feelings for the game and went on about how elegantly its world conveys his story.

Sigh. I hope you’ll both excuse me while I don my schoolmaster’s cap and proceed to school you.

It’s telling Alper feels Moves offers more meaningful play than Ultratron. He’s stuck in what Sutton-Smith calls ‘the rhetorics of animal progress’. The idea that play is only meaningful when it contributes to ‘individual development and group culture’. Alper, you should lighten up and maybe submit to the rhetoric of frivolity. Put simply, you should allow yourself to play the fool. Because “unlike the rest of us, who are all losers in most of the conventional senses, and most surely in the mortal sense, the fool transcends triviality.”

Niels, on the other hand, should do himself a favor and read Remediation because he seems to think ‘immediacy’ is the holy grail of media. The medium should disappear, it should not get in the way of the audience’s experience of the message. Well Niels, I have news for you: immediacy is only one possible media mode and its drawbacks are considerable. Most importantly, it precludes critical engagement of an audience with a medium’s message. Hypermediacy, on the other hand, foregrounds the workings of media. It foregoes ‘immersion’ and ‘seamlesness’ in favor of bricolage and seamfulness (PDF). In doing so, it allows for active audience engagement. Don’t you wish that for your stories?

In short, let’s restate our assumptions. I’ll go first:

  1. Play can be meaningful and useless at the same time.
  2. Games can tell stories without being immersive.

Week 174

STT again

This week on Wednesday I found myself in the lovely KNAW building to talk about the far future of applied game design. I was invited to do so by STT, together with David Shaffer, Jeroen van Mastrigt and Jeroen Elfferich. I talked about the incapacity of design as well as science fiction to effectively imagine a future, how to deal with that as a designer, and two areas that I see as truly virgin territory for applied game design: the new type of city we’ve seen emerge in the East, and synthetic biology. I got some nice responses and some challenging questions from the crowd, so I guess things went OK. The annotated slides will find their way to the Hubbub blog soon.

Aside from this, I spent the week working on PLAY Pilots – continuing work on the next pilot for Le Guess Who? together with Monobanda. And at the HKU, working with my students on the Pampus project. Finally, my interns have kicked off their third game at the Learning Lab, this one running on their internal blog platform. It involves monkeys and a blind dragon. Looking forward to the writeup for that one.

Quite a few bits of content found their way online too, by the way. In case you missed them the first time around, here they are:

Plus a video of the Bocce Drift session Hubbub ran a while back: