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.

Kars

Playing With Complexity — slides and notes for my NLGD Festival of Games talk

When the NLGD Foun­da­tion invit­ed me to speak at their anu­al Fes­ti­val of Games I asked them what they would like me to dis­cuss. “Any­thing you like,” was what they said, essen­tial­ly. I decid­ed to sub­mit an abstract deal­ing with data visu­al­iza­tion. I had been pay­ing more and more atten­tion to this field, but was unsuc­cess­ful in relat­ing it the oth­er themes run­ning through my work, most notably play. So I thought I’d force myself to tack­le this issue by promis­ing to speak about it. Often a good strat­e­gy, I’ve found. If it worked out this time I leave for you to judge.

In brief, in the pre­sen­ta­tion I argue two things: one — that the more sophis­ti­cat­ed appli­ca­tions of inter­ac­tive data visu­al­iza­tion resem­ble games and toys in many ways, and two — that game design can con­tribute to the solu­tions to sev­er­al design issues I have detect­ed in the field of data visu­al­iza­tion.

Below are the notes for the talk, slight­ly edit­ed, and with ref­er­ences includ­ed. The full deck of slides, which includes cred­its for all the images used, is up on SlideShare.

Hel­lo every­one, my name is Kars Alfrink. I am a Dutch inter­ac­tion design­er and I work free­lance. At the moment I work in Copen­hagen, but pret­ty soon I will be back here in Utrecht, my love­ly home­town.

In my work I focus on three areas: mobil­i­ty, social inter­ac­tions, and play. Here is an exam­ple of my work: These are sto­ry­boards that explore pos­si­ble appli­ca­tions of mul­ti­touch tech­nol­o­gy in a gat­ed com­mu­ni­ty. Using these tech­nolo­gies I tried to com­pen­sate for the neg­a­tive effects a gat­ed com­mu­ni­ty has on the build-up of social cap­i­tal. I also tried to bal­ance ‘being-in-the-screen’ with ‘being-in-the-world’ — mul­ti­touch tech­nolo­gies tend to be very atten­tion-absorb­ing, but in built envi­ron­ments this is often not desir­able.1

I am not going to talk about mul­ti­touch though. Today’s top­ic is data visu­al­iza­tion and what oppor­tu­ni­ties there are for game design­ers in that field. My talk is rough­ly divid­ed in three parts. First, I will briefly describe what I think data visu­al­iza­tion is. Next, I will look at some appli­ca­tions beyond the very obvi­ous. Third and last, I will dis­cuss some design issues involved with data visu­al­iza­tion. For each of these issues, I will show how game design can con­tribute.

Right, let’s get start­ed.

Con­tin­ue read­ing Play­ing With Com­plex­i­ty — slides and notes for my NLGD Fes­ti­val of Games talk

  1. For more back­ground on this project please see this old­er blog post. More exam­ples of my recent work can be found in my port­fo­lio. []