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Discover the world of artist-made game mods that focus on visual design and software without altering gameplay. Contrasting typical games, these mods emphasize transparency, aestheticism, and subjective representation, calling for indie game movements and radical critiques. Dive into the realm of Counter-gaming, Dynamical Meaning, and Art-games as we explore the intersection of narrative, procedural rhetoric, and strong authorship in the gaming landscape.
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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 • Natural physics vs. invented physics • Interactivity vs. noncorrespondence • Calls for indie game movement, “radical action,” critique of gameplay itself
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) • 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