Showing posts with label performance. Show all posts
Showing posts with label performance. Show all posts

Sunday, 19 May 2013

Quizzical Play #3: Gamecamp 2013

Last year I went to Gamecamp. This year I went again. But this time, I ran my own session, delivering a twelve-minute speech on my ideas about 'quizzical play' to a bunch of people who were kind enough to come and listen. Here is a recording of that talk, as well as my notes, from which I read almost verbatim.

You can listen to the talk on Soundcloud here. You can also listen to the follow-up discussion here. Some parts of it basically summarise or replicates stuff I have already written about Dishonored and Art Game. Below is the full text of my notes, which I have tried to sprinkle through with links to the things I'm talking about. But it might be more fun to listen to the talk; I think so, anyway.

Monday, 1 April 2013

Quizzical play #2: Optimising for Beauty

screenshot: Art Game, by Pippin Barr

'Quizzical Play' is a loose grouping of articles which explore what lies beyond the idea of winning and losing in videogames, and how players often subvert these ideas for themselves.

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They say that inside every critic is a failed artist. It's true; he was delicious. But even I found it hard to resist when Pippin Barr's Art Game offered me a chance at virtual gallery stardom. Playing through it, I felt pride stirring within me, along with the urge to show off my artwork to everyone.  So what better way to analyse it than with a picture essay of my very own oeuvre?

Like so many of the games Barr makes, Art Game is set up like a joke. You pick your artist - a painter, a sculptor, or a performing duo - and try to conquer the art world with your works. The punchline is that you do so using the mechanics of classic games like Tetris, Spacewar and Snake. When you lose, your playthough so far becomes an artwork that you can title or simply trash. Soon a curator drops round and assesses your work for display in a gallery, sometimes often rejecting the best and ignorantly lauding the worst. It definitively answers Sophie Houlden's seminal question: can art be games?

Sunday, 9 December 2012

"There is a symbiotic relationship between technologies of simulation and the military": Interview with Paolo Pedercini

pic: molleindustria

This is one of a series of interviews I conducted for my article about what text can say about war that AAA games can't. You can read the other interviews by clicking here.

I contacted Paolo Pedercini about all this because he made Unmanned, which is featured in the article. Unmanned concerns an individual cog in the military machine but uses text to simulate his experience of war in quite a different way to most games. Also, he comprises the staff of La Molleindustria, which makes radical games in at least two senses of the word 'radical'.

After seizing control of a local radio tower, I asked him the following questions.

Saturday, 20 October 2012

Quizzical Play #1: How to Not Play Dishonored


This month, everyone except me has been playing Dishonored. I read the blog posts, watch the Let’s Plays, and fantasize about the choices I might make – but right now, £39.99 for a new release is the difference between making rent and borrowing money. At the same time, I can't bear to be left out of the blogging frenzy that's struck up around the game. So how can I write about Dishonored without having played it? Simple: maybe nobody else is playing it either.