@freyadutta Even an abstract game
like Tetris tasks the player with creating order from chaotically falling blocks by making neat lines which are then deleted, re-ordering the play space through erasure. Such games cast the player in the role of RESTORER, someone to set the world right again. David Chandler, Videogames and the Aesthetics of Ruins, KillScreen
image/ Vincent Ocasla’s @freyadutta Magnasanti,
SimCity 2000 Achieved at the cost of social repression and totalitarian control, his goal was not the quality of his Sims' lives, but the quantification of technocratic efficiency; his intention, to critique the lethality of the games managerial assumptions. Ironically, because of its precise techno-scientism, Magnasanti's viewers speculated about its applicability to real-world urban projects. Many of the Reddit posts were optimistic. Ava Kofman Les Simerables, for Jacobin.
@freyadutta To counter the mixed
feelings and groundless despair that might greet such an era, we need to get there first; to invent new desires, to solve the problem of boredom and meaninglessness by our wits and good looks. Brandon Joyce, On Cathexis & Life games
Rapture no longer haunts me.
I got the help I needed, @freyadutta or at least am getting it. While playing BioShock Infinite last year, I had a moment of epiphany when I was suddenly back in Rapture at the game’s end. Joe Donnelly on coping with depression using BioShock (Kill Screen)
@freyadutta Tomb Raider: Underworld Ruins
provide an aesthetic setting that matches the core idea behind most games: To interact with a broken world and change it through play David Chandler, Videogames and the Aesthetics of Ruins, KillScreen