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Waves of Mutilation: the changing philosophy of video game design

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I articulate and pose 7 ways of approaching video game design. Part of a proposal in the "Design for this Century" course at Parsons, the New School for Design for a design project.

I articulate and pose 7 ways of approaching video game design. Part of a proposal in the "Design for this Century" course at Parsons, the New School for Design for a design project.

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Waves of Mutilation: the changing philosophy of video game design Presentation Transcript

  • 1. this is Robert Yang's proposal for... Wave(s) of Mutilation: A Playable Primer to the Philosophy of Game Design
  • 2. VIDEO GAMES + DESIGN + PHILOSOPHY = THIS PROJECT.
  • 3. Video games have changed... … especially how we design them.
  • 4. How do you talk about video games? MONOGRAPH? YOUTUBE? ESSAY? BLOG? … MAKE A GAME.
  • 5. My primary audience:
  • 6. My primary audience: … but also:
  • 7. 7 WAY(VE)S OF PRACTICING VIDEO GAME DESIGN.
  • 8. DESIGN GAMES as... 1) Sport 2) Education 3) Science 4) Politics 5) Art / Narrative 6) Satire 7) Rhetoric
  • 9. GAMES as SPORT excellence, eudaimonia, skill mastery, “Greeks” “Classical” , competition
  • 10. DESIGN GAMES as... 1) Sport 2) Education 3) Science 4) Politics 5) Art / Narrative 6) Satire 7) Rhetoric
  • 11. GAMES as EDUCATION learning, “how” you play, “Neoclassical,” skill-building, don't stress out players!
  • 12. DESIGN GAMES as... 1) Sport 2) Education 3) Science 4) Politics 5) Art / Narrative 6) Satire 7) Rhetoric
  • 13. GAMES as SCIENCE accessibility, player stats, heat maps, quantified data, “Enlightenment” testing ,
  • 14. DESIGN GAMES as... 1) Sport 2) Education 3) Science 4) Politics 5) Art / Narrative 6) Satire 7) Rhetoric
  • 15. GAMES as POLITICS player democracy, polls, EVE Council, communities, social, “Enlightenment” too
  • 16. DESIGN GAMES as... 1) Sport 2) Education 3) Science 4) Politics 5) Art / Narrative 6) Satire 7) Rhetoric
  • 17. GAMES as ART & STORY aesthetics, beauty, Art! “sublime” fulfillment , “Enlightenment” as well
  • 18. DESIGN GAMES as... 1) Sport 2) Education 3) Science 4) Politics 5) Art / Narrative 6) Satire 7) Rhetoric
  • 19. GAMES as SATIRE real-world problems, relevance, social realism, critical activism, “Marxist” critical theory, Politicized video games
  • 20. DESIGN GAMES as... 1) Sport 2) Education 3) Science 4) Politics 5) Art / Narrative 6) Satire 7) Rhetoric
  • 21. GAMES as RHETORIC “meta” structures, arguments, , games about games (i.e. this), deconstruct, “Postmodernism”
  • 22. SO WHAT? - Hyper-relevant to kids today. - Game design needs a soul to counter “evil” games. - Hidden assumptions in contemporary game design.
  • 23. SO, THE ACTUAL GAME... - First Person Shooter - One (1) level that “morphs” seven (7) ways. - Free. December 2010.
  • 24. FIN.