Spaces of Allegory. Non-Euclidean Spatiality as a Ludo-Poetic Device


Backe Hans-Joachim
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere

Studies of digital game spaces have established a solid understanding of the general dissimilarity of game spaces and space in reality, discussing e.g. the particular cardinalities of motion and agency, the significance of projection methods, and the possibility of movement among non-linear paths. This paper applies these theories to a particular phenomenon, the manipulation and defamiliarization of spaces, which has become a rather widespread feature of digital games in recent years. Drawing on postphenomenology and developmental psychology, the paper argues that games with nonEuclidean spatiality challenge real-life epistemologies of space that are acquired early in life. The paper demonstrates the creative use of this form of defamiliarization in two examples, Superliminal and The Witness, which turn it into allegories of dreams, agency, and authorship.

 

Sites of Play: Locating Gameplace in Red Dead Redemption 2


Westerside Andrew Holopainen Jussi
2019 DiGRA '19 - Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix

In Video Game Spaces (2009), Michael Nitsche proposes three indicators of ‘placeness’ in video games: identity, self-motivated and self-organised action, and traces of memory (191-201). We read this notion of placeness as closely aligned to, or overlapping with, the understandings of place and site articulated in theatre and performance research as site-specific performance. Here, we articulate the ideas (and analyse the experiences) of placeness and sitedness in Rockstar Games’ Red Dead Redemption 2 (RDR2) through an analytical conversation between performance studies and games design research with a human-computer interaction bias. Through a close-reading of gameplay experiences (Bizzocchi and Tanenbaum, 2011), we individually experienced over 30 hours of RDR2 gameplay while taking notes, recording, and capturing screenshots. During our individual analyses, we met periodically to compare notes, discuss notable game moments and share analytical insights. At this intersection of game research and performance research, we ask to what extent the theoretical articulations of aesthetic/affective experience in physical, corporeal and material spaces can develop – and further nuance – our understanding of how place is experienced (and thus designed) in contemporary videogames. In doing so, we propose the term gameplace as a means of articulating what this article will define as the affective relationship between place, experience and play.

 

The City in Singleplayer Fantasy Role Playing Games


Vella Daniel Bonello Rutter Giappone Krista
2018 DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message

This paper considers cities in single-player fantasy role-playing games, identifying recurring tropes in terms of the spatial functions by which they shape the player’s lived experience of the gameworld. The functions of centring, demarcation of inside and outside, movement and encounter will be considered, both in terms of the spatial organizations determining them, and in terms of the spatial practices they give rise to. The analysis shall be anchored in a close engagement with a number of representative titles, including Baldur’s Gate, The Elder Scrolls IV: Oblivion, Dragon Age: Origins, The Elder Scrolls V: Skyrim and The Witcher III: The Wild Hunt.

 

“Who Am ‘I’ in the Game?”: A Typology of the Modes of Ludic Subjectivity


Vella Daniel
2016 DiGRA/FDG '16 - Proceedings of the First International Joint Conference of DiGRA and FDG

In order to arrive at an understanding of the formal structures by which an ‘I’ is established for the player towards the gameworld, this paper proposes a typology of the various modes of ludic subject-positioning. It highlights the ways in which each mode of ludic subject-positioning uses specific formal mechanisms to structure the player’s experience of the gameworld around a particular subjective , presenting relevant examples in each case.

 

Postdigital Play and the Aesthetics of Recruitment


Jayemanne Darshana Nansen Bjorn Apperley Thomas H.
2015 DiGRA '15 - Proceedings of the 2015 DiGRA International Conference

This paper analyses reconfigurations of play in newly emergent material and digital configurations of game design. It extends recent work examining dimensions of hybridity in playful products by turning attention to interfaces, practices and spaces, rather than devices. We argue that the concept of hybrid play relies on predefining clear and distinct entities that then enter into hybrid situations. Drawing on concepts of the ‘interface’ and ‘postdigital’, we argue the distribution of computing devices creates difficulties for such presuppositions. Instead, we propose an ‘aesthetic of recruitment’ that is adequate to the new openness of social and technical play.

 

The Conceptual Relationship Model: Understanding Patterns and Mechanics in Game Design


Olsson Carl Magnus Björk Staffan Dahlskog Steve
2014 DiGRA '14 - Proceedings of the 2014 DiGRA International Conference

Rooted in the complexity of purposeful design, this paper embraces a phenomenological perspective of design as both a process and artifact. We use this perspective to interpret why the conceptualization and realization of design intentions can be difficult to achieve and why design is often perceived as a so called ‘wicked problem’. This paper revisits the concepts of game design patterns and game mechanics, arguing that refactoring these concepts is needed to clarify their relationships and motivations. We outline the separation of concerns between them and suggest that an additional contextualizing layer should be added to the discourse. Using this, we define and reflect upon what we refer to as the conceptual relationship model.

 

Player and Figure: An Analysis of a Scene in Kentucky Route Zero


Vella Daniel
2014 DiGRA Nordic '14: Proceedings of the 2014 International DiGRA Nordic Conference

Discussions of the relation between the player and the figure under her control have identified a duality between the figure as ‘avatar’ and ‘character’. This paper argues that two separate dualities are being conflated: an ontological duality in the figure, by which it is both self and other for the player, and a duality in the player’s relation to it, which can be both subjective and objective. This insight is used as the basis for developing a two-axis model that identifies four aspects to the player-figure relation. This model is then put to work on a close analysis of a scene in Kentucky Route Zero (Cardboard Computer 2013), which will serve to demonstrate the dimensions of the player-figure relation.

 

Playability and its Absence – A post-ludological critique


Leino Olli
2014 DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies

This essay concerns with the overlap of interactive art and computer games. In order to arrive at a critique of the feasibility of using playability’s absence as a strategy in the design of ‘art games’, the essay contextualizes contemporary non-playable ‘art games’ in the discourses of both interactive art and computer games. For this purpose, a notion of ‘playability’ is derived from notions of freedom and responsibility. In the ‘cross-exposure’ of traditions, questions arise about authorship, and, the aesthetics and ethics of the relationship between the artworks and its audience.