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Games as Speculative Design:
Allowing Players to Consider Alternate
Presents and Plausible Futures
Paul Coulton, Dan Burnett, Adrian Gradinar
@ProfTriviality
Critical Design
Present Future
Time
Preferable
Probable - likely to happen
Plausible - could happen
Possible - might happen
Preferable to who?
PREFERABLE SHOULD BE A QUESTION WE
ASK OURSELVES NOT SIMPLY THE AIM
Past
“We look at the present through a rear-view mirror.
We march backwards into the future”
Marshall Mcluhan
Multiple Realities
Present
History, Reality,
and Fiction
Past
Future Gonzatto, R. F., van Amstel, F. M., Merkle,
L. E., & Hartmann, T. (2013). The ideology
of the future in design fictions. Digital
creativity, 24(1), 36-45.
Speculative Design
use fiction
no commercial
constraints
prototype driven irreverant
Auger Coulton
Design Fiction
“deliberate use of diegetic prototypes to suspend
disbelief about change... It means you’re thinking very
seriously about potential objects and services and try to
get people to concentrate on those – rather than entire
worlds or geopolitical strategies. It’s not a kind of fiction.
It’s a kind of design. It tells worlds rather than stories”
Bruce Sterling
The Magic Circle
‘the place dedicated to the
performance of an act apart’
Huizinga
are games diegetic?
mimesis and diegesis describe ways of
presenting a story. In mimesis, the story is
acted out. In diegesis, the story is narrated.
Mimesis is show. Diegesis is tell.
The Present is the Future Mundane
Present
Future
Domestication
Emerging
Technology
Far Speculative Futures
Design Fictions
Vapour Worlds
Past
Near Speculative Futures
Design Fictions
Vapourware
Alternate Presents
or Lost Futures
Critical Games
thus far the focus of the critical
games created has primarily
been either: critiques of current
events or practices; or critiques
of games themselves
Critical Games
Phone Story - Mollie Industria giant joystick - Mary Flanagan
Persuading through Games
Persuasive Technology
Procedural Rhetoric(Gamification) VS Persuasive Games
liminal liminoid
Persuasive Technology
B.J Fogg
Captology - reduce a problem so
that it can be addressed through
the promotion of minor behavioural
change for easily understood and
uncontroversial goals.
Rhetoric
Pathos
(empathy)
Ethos
(credibility)
Logos
(logic)
CONTEXT
Aristottle
Logos - would utilise facts,
statistics, analogies, and
logical reasoning.
Ethos - would draw upon
credibility, reliability,
trustworthiness and
fairness.
Pathos - would appeal to
our emotions and draw
upon feelings of fairness,
love, pity, or even greed,
lust, or revenge.
Rhetoric of Design
Rhetor Audience
Speech
Intent
Expectations
Rhetoric
Graphic Designer Audience
Image
Intent
Expectations
Visual Rhetoric
Rhetoric of Design
Designer Users
Product
Intent
Expectations
Design as Rhetoric
Rhetoric of Design
Richard Buchanan
Game
Game Designer Player
Rules
Interaction
Game Design as Rhetoric
Rhetoric of Design
the basic representational mode of
videogames is “procedurality”,
enacted through rule- based
representations and interactions
and, when used to reveal
processes or concepts of another
system, present the player with a
procedural rhetoric
Ian Bogost
Interactive System
Interaction Designer User
System
Logic
Interaction
Interactive Systems as Rhetoric
Rhetoric of Design
Coulton
“code is the only
language that is
executable” -
Alexander Galloway
Developing In-Game Rhetoric
Mudlark
Climate and Weather
Storage and Flow
Game Play
Games as Speculative Design Should:
Enable a Plurality of Futures
Be Plausible
Embrace both Mimesis and Diegesis
Be developed iteratively and interdisciplinary
Not Resort to Reductionism
Be free from commercial constraints
Questions
Banksy @ProfTriviality

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