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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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