{ }Collapsing Action;
or, games of life and death
Interactive Entertainment 2013
Robbie Fordyce
School of Culture and Communication
University of Melbourne
Fallout 3
Videogame
Bethesda
Terminal
• Two forms of inertness:
• Attrition
– Tends towards an absence of interactable
objects
• Order
– Everything has been ‘organised’.
Minecraft
Videogame
Mojang Studios
Modified with a map editor to remove
all landscape features
Magnasanti
Sim City 3000 gameworld
Vincent Ocasala
Dwarf Fortress
Bay 12 Games
Fortress by Luke van Ryn
Civilization V - Scientific Victory
Videogame
Firaxis Games
Dwarf Fortress
Videogame
Bay 12 Games

Collapsing action; or, games of life and death

Editor's Notes

  • #3 Death a relatively everyday event in videogames – this observation itself is so commonplace that it is largely redundant, but this is the starting point for this discussion. Aesthetically, there is still something unsettling about the acts of violence that videogames allow us. The preponderance of death as a narrative problem-solving tool is something that remains problematic. One of the larger problems is that often there are a lack of alternative methods of problem solving, such that the few handfuls of narrative games that do allow for alternatives are trucked out to justify the rest.
  • #5 Terminus, explained.