For a directed study has this new blog sprung forth into fresh existence, and until summer dawns will it weekly extend. In more serious terms, I plan on updating this blog weekly with posts regarding progress on a prototype throughout this semester. I will be applying the concepts of Dr. Flanagan's Values at Play in the construction of a game, and I also hope to cover additional overviews and thoughts on related papers, books and games as well.
I feel as if I repeat myself, and I know I'm not well-read enough to elaborate with greater subtlety, but in an expression of the wibbly-wobbly feelings I have about game design, I would liken it to the great maelstrom of stardust that swirls about after the birth of a new star. A star being a medium in this context. Like that newly-present star, there is an exciting restless energy emanating from the game medium, one that seeks to be taken and twisted into an insatiable variety of expressions and experiences. This energy has informed the creation of more experimental games and has been able to explode as the availability of resources to a broader range of developers continues to grow with a healthy and highly lauded indie scene. And yet still this restlessness doesn't settle, but rather stirs a greater appetite for even broader depth and range, in a seeking of the realization of its great expressive and plastic potential.
I feel by taking the ideals expressed in Values of Play, in the conscientious examination of the values that can potentially emerge, that the medium's quest towards this realization can be greatly furthered. We can see the values that are incorporated commonly, mindlessly at the moment and then introduce new veins of games that will keep the flow fresh and balanced. We can take difficult, touchy subjects or underrepresented viewpoints and implement their essence into a vehicle of understanding. In examination of values a better understanding of targeted values themselves may also emerge, and from that greater clarity regarding the messages embedded in culture, media and one's own personal thoughts and life. From this clarity an ability to weave expressive games with greater subtlety, depth, deliberation and the feeling of 'realness' Jenova Chen speaks of can emerge.
The issue of tolerance and diversity is one that has always been of high interest to me, and I am interested in capturing the effects that social labels and stations have upon the bearer's psyche and abilities. I am thinking of creating a card game that uses a conversation mechanic and a bartering system. The details are still murky, but the general premise emerged while musing on a way to take the elements of the value 'tactfulness.' A simple conversation game with some overarching goal like 'solve a mystery' or 'barter and negotiate to get a target object' was my initial idea, but the reality of tact is that it is a tool that grows in use based on one's station in life, on how much power one has. A king has little use for it compared to the peasant who must grovel. I plan on drawing up basic gameplay designs and getting myself to finally understand the way card games like Magic work. I'll also be looking into, or reviewing games I know of that revolve around negotiation or inequality.
I'm excited to see what I come up with in the end, and I hope that in the end that the game I create imparts the feelings and messages I have regarding the inherent inequality surrounding tact, labels and society. For now I aim to post every Monday.
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