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Galloway: “Counter-gaming” (2006). Artist-made game mods (usually “game-art”) Mod visual design and software, not rule—do not modify gameplay Qualities (normal games vs. art mods): Transparency vs. foregrounding Gameplay vs. aestheticism Representational modeling vs. visual artifacts

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Galloway counter gaming 2006
Galloway: “Counter-gaming” (2006)

  • Artist-made game mods (usually “game-art”)

  • Mod visual design and software, not rule—do not modify gameplay

  • Qualities (normal games vs. art mods):

    • Transparency vs. foregrounding

    • Gameplay vs. aestheticism

    • Representational modeling vs. visual artifacts

    • Natural physics vs. invented physics

    • Interactivity vs. noncorrespondence

  • Calls for indie game movement, “radical action,” critique of gameplay itself


Tom bissell braided 2010
Tom Bissell, “Braided” (2010)

  • Jonathan Blow: “dynamical meaning”—theme and mood developing out of gameplay

  • Story vs. challenge (p. 93)

  • “touching people authentically and deeply”

  • “It feels as though the person who created it was trying to communicate something, however nameless and complicated. It feels like a statement, and an admission. It feels, in other words, a lot like art.” (p. 101)

  • Is art narrative (or narrative-related) for Blow/Bissell?


Ian bogost art 2011
Ian Bogost, “Art” (2011)

  • Roger Ebert’s objection—no authorial voice

  • “art-games”—use proceduralismto make art

  • 5 qualities:

    • Procedural rhetoric (making a claim by modeling its processes, rather than description or depiction)

    • Introspection

    • Abstraction

    • Subjective representation

    • Strong authorship


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