Login | Register

Worlds At Play: Criticality Between Players And Game Designers

Title:

Worlds At Play: Criticality Between Players And Game Designers

Sych, Steven (2022) Worlds At Play: Criticality Between Players And Game Designers. Masters thesis, Concordia University.

[thumbnail of Sych_MDes_W2023.pdf]
Preview
Text (application/pdf)
Sych_MDes_W2023.pdf - Accepted Version
Available under License Spectrum Terms of Access.
2MB

Abstract

This thesis builds upon the existing fields of speculative and critical design to consider how games can foster critical reflection. It takes a bi-directional approach, exploring manifestations of criticality for players and their retellings (when a player tells others a narrative or anecdote about their experiences of play), as well as criticality in a research-creation project called MENU NEW GAME+ (MNG+)—a game that tasks players with exploring main menus for games that do not, and will not, exist. First, the process of developing MNG+ is explained, and ‘menuization’ (the creation of game menus) is posited as a method for bringing the findings of speculative and critical design practices into the realm of game design (speculative play); second, the idea of a critical game retelling is explicated, and such retellings are argued to be an underutilized resource for game designers and academics to explore both game design and player experiences. From both sides (player and designer), concrete manifestations of criticality are explored and explained through the lens of creating breakdown situations that do not abandon the notion of usability.

Divisions:Concordia University > Faculty of Fine Arts > Design and Computation Arts
Item Type:Thesis (Masters)
Authors:Sych, Steven
Institution:Concordia University
Degree Name:M.Des.
Program:Design
Date:11 October 2022
Thesis Supervisor(s):Khaled, Rilla and Barr, Pippin and Lessard, Jonathan
Keywords:critical design, speculative design, speculative play, game retellings, critical retellings
ID Code:991374
Deposited By: Steven Sych
Deposited On:21 Jun 2023 14:45
Last Modified:21 Jun 2023 14:45

References:

Adams, T. (2006). Slaves to Armok: God of Blood Chapter II: Dwarf Fortress. Bay 12 Games. https://www.bay12games.com/dwarves/.
Age of Empires Series Wiki. (2019). The Art of War (Age of Empires II). Retrieved August 28, 2022 from https://ageofempires.fandom.com/wiki/The_Art_of_War_(Age_of_Empires_II).
AI Storytellers. (n.d.). Retrieved August 28, 2022 from https://RimWorldwiki.com/wiki/AI_Storytellers.
Auger, J. (2013). Speculative design: Crafting the speculation. Digital Creativity, 24(1), 11–35. https://doi.org/10.1080/14626268.2013.767276.
Bardzell, S., Bardzell, J., Forlizzi, J., Zimmerman, J., & Antanitis, J. (2012). Critical design and critical theory. Proceedings of the Designing Interactive Systems Conference - DIS '12 (pp. 288–297). Association for Computing Machinery. https://doi.org/10.1145/2317956.2318001.
Barr, P. (2018). Pippinbarr/itisasifyouweredoingwork. https://github.com/pippinbarr/itisasifyouweredoingwork/tree/master/press.
Basarab, S. (2020, June 21). Breaking: Legacy Coalition/Imperium NIP Ending. EVE News24. http://evenews24.com/2020/06/21/breaking-legacy-coalition-imperium-nip-ending/.
Bleecker, J. (2009). Design Fiction: A Short Essay on Design, Science, Fact and Fiction. Near Future Laboratory.
Bogost, I. (2011). How to Do Things with Videogames. University of Minnesota Press.
Böhme, R. & Köpsell, S. (2010). Trained to accept?: a field experiment on consent dialogs. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems – CHI ’10 (pp. 2403–2406). https://doi.org/10.1145/1753326.1753689.
Burkinshaw, R. (2009). Alice and Kev. https://aliceandkev.wordpress.com/.
Christensen, C. B. (1997). Heidegger’s Representationalism. The Review of Metaphysics, 51(1), 77–103.
Coulton, P., Burnett, D., & Gradinar, A. (2016). Games as Speculative Design: Allowing Players to Consider Alternate Presents and Plausible Features. In P. Lloyd & E. Bohemia (Eds.), DRS2016: Future-Focused Thinking. https://doi.org/10.21606/drs.2016.15.
DF2014:Engraving. (n.d.) Retrieved August 28, 2022 from https://dwarffortresswiki.org/index.php/DF2014:Engraving.
DiSalvo, C. (2021). FCJ-142 Spectacles and Tropes: Speculative Design and Contemporary Food Cultures. Why Food Matters. https://doi.org/10.5040/9781350011465.ch-020.
Dubuffet, J. (1949). L'art brut préferé aux arts culturels. Compagnie de l'art brut, Paris (1949).
Dunne, A., & Raby, F. (2009). Foragers. http://dunneandraby.co.uk/content/projects/510/0.
Dunne, A., & Raby, F. (2013). Speculative everything : Design, fiction, and social dreaming. MIT Press.
Ebert, R. (2010, April 16). Video games can never be art. https://www.rogerebert.com/rogers-journal/video-games-can-never-be-art.
Eladhari, M. P. (2018). Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique. Interactive Storytelling, 65–78. https://doi.org/10.1007/978-3-030-04028-4_5.
Famicase Exhibition (2018). わたしのファミカセ展. https://famicase.com.
Gaver, W. W., Beaver, J., & Benford, S. (2003). Ambiguity as a resource for design. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems CHI –'03 (pp. 233–240). Association for Computing Machinery. https://doi.org/10.1145/642611.642653.
Gardner, D. L. & Tanenbaum, T. J. (2021). At the Edge: Periludic Elements in Game Studies. The International Journal of Computer Game Research, 21(4).
Gelley, A. (1991). Novalis miscellaneous remarks [original version of pollen]. New Literary History, 22(2), 383–383. https://doi.org/10.2307/469045.
Good, N., Grossklags, J., Mulligan, D. K., Konstan, J. A. (2007). Noticing notice: a large-scale experiment on the timing of software license agreements. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems – CHI ’07 (pp. 607–616). https://doi.org/10.1145/1240624.1240720.
Hagström, A. (2017). Poetically Man Dwells in Game Space: A Phenomenlogical Investigation of Video Games as Art [Bachelors Thesis, Uppsala Universitet].
Heidegger, M. (2009). History of the Concept of Time: Prolegomena (T. Kissel, Trans.). Indiana University Press.
Heidegger, M. (2019). Being and Time (J. Macquarrie & E. Robinson, Trans.). Martino Fine Books. (Original work published 1927).
Hubal, R., & Pina, J. (2012). Serious Assessments in Serious Games. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 4(3), 49–64. https://doi.org/10.4018/jgcms.2012070104.
Hutcheon, L. (2013). Irony's Edge: The Theory and Politics of Irony. Taylor and Francis, Hoboken.
Jorgensen, K. (2013). Gameworld interfaces. MIT Press. (2013).
Jorgensen, K. (2018). Transgression in games and play. MIT Press.
Khaled, R., Barr, P., Moore, C. (2017). About. Speculative Play. http://www.speculativeplay.com/about/.
Kiem, M. (2014, November 28). Is a decolonial SCD possible? Medium. https://medium.com/@mattkiem/is-a-decolonial-scd-possible-30db8675b82a.
Kreminski, M. & Wardrip-Fruin, M. (2019). Generative games as storytelling partners. Proceedings of the 14th International Conference on the Foundations of Digital Games, pp. 1–8.
Kreminski, M., Samuel, B., Melcer, E., Wardrip-Fruin, N. (2019). Evaluating AI-Based Games Through Retellings. Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-19), 15(1), 45–51. https://ojs.aaai.org/index.php/AIIDE/article/view/5223.
Krug, S. (2005). Don’t Make Me Think: A Common Sense Approach to Web Usability (2nd ed.). New Riders.
Larsen, B. A., Bruni, L. E., Schoenau-Fog, H. (2019). The Story We Cannot See: On How a Retelling Relates to Its Afterstory. Interactive Storytelling Lecture Notes in Computer Science, pp. 190–203.
Linehan, C., Kirman, B., Reeves, S., Blythe, M., Tanenbaum, J., Desjardins, A., & Wakkary, R. (2014, April 26 - May 1). Alternate Endings: Using Fiction to Explore Design Future [Conference Workshop]. 32nd Annual ACM Conference on Human Factors in Computing Systems – CHI ‘14, Toronto, ON. https://doi:10.1145/2559206.2560472.
Livingston, C. (2016, August 8). The most ridiculous patch notes from 10 years of Dwarf Fortress. pcgamer. https://www.pcgamer.com/the-most-ridiculous-patch-notes-from-10-years-of-dwarf-fortress/.
Marshall, C. (2021, July 29). Janky games may be broken, but they have a special place in my heart: An ode to jank. Polygon. https://www.polygon.com/22600466/janky-games-celebration-bethesda-necromunda-elder-scrolls-fan-communities-memes.
MENU NEW GAME+ by spelafort. itch.io. (n.d.). https://spelafort.itch.io/menu-new-game-plus.
New Game Plus. (2018, April). In Wikipedia. https://en.wikipedia.org/wiki/New_Game_Plus.
Norman, D. (2013). The Design of Everyday Things (Rev. ed.). Basic Books.
New Game+. TV Tropes. (n.d.). https://tvtropes.org/pmwiki/pmwiki.php/Main/NewGamePlus.
Nodelman, P. (1981). The Cognitive Estrangement of Darko Suvin. Children's Literature Association Quarterly, 5(4), 24–27. https://doi.org/10.1353/chq.0.1851.
Oilfurnace. (n.d.). https://www.timdenee.com/oilfurnace.
Oliveira, P. (2014, September 10). Cheat Sheet for a Non (or Less) Colonialist Speculative Design. Medium - A Parede. https://medium.com/a-parede/cheat-sheet-for-a-non-or-less-colonialist-speculative-design-9a6b4ae3c465.
de O. Martins, L. P. (2014, February 4). Questioning the ‘Critical’ in Speculative & Critical Design. Medium - A Parede. https://medium.com/a-parede/questioning-the-critical-in-speculative-critical-design-5a355cac2ca4.
de O. Martins, L. P. (2014). Privilege and Oppression: Towards a Feminist Speculative Design. In Y. Lim, K. Niedderer, J. Redström, E. Stolterman, & A. Valtonen (Eds.), Design's Big Debates - DRS International Conference 2014 (pp. 980–990). Design Research Society. https://dl.designresearchsociety.org/drs-conference-papers/drs2014/researchpapers/75.
de O. Martins, L. P. & Oliveira, P. (2015, February 27). Futuristic Gizmos, Conservative Ideals. Modes of Criticism. http://modesofcriticism.org/futuristic-gizmos-conservative-ideals.
One Stands Alone. (2011, February 8). https://dfstories.com/one-stands-alone/.
OpenAI. (n.d.). openai/gpt-2. GitHub. https://github.com/openai/gpt-2.
Ratto, Matt. (2007). Ethics of Seamless infrastructures: Resources and Future Directions. International Review of Information Ethics. 8. 12. 10.29173/irie93.
Ryan, J. (2018). Curating Simulated Storyworlds. [PhD thesis, UC Santa Cruz].
Salmon, F. (2018, May 30). The Creepy Rise of Real Companies Spawning Fictional Design. Wired. https://www.wired.com/story/the-creepy-rise-of-real-companies-spawning-fictional-design/.
Sezen, T. I. & Sezen, D. (2022) Longform Video Essays as Critical Retellings of Video Game Narratives. In B. Bostan (Ed.), Games and Narrative: Theory and Practice. International Series on Computer Entertainment and Media Technology (pp. 267–279).
Schön, Donald & Bennett, John. (1996). Reflective conversation with materials. 171-189. 10.1145/229868.230044.
Schultz, T., Abdulla, D., Ansari, A., Canlı, E., Keshavarz, M., Kiem, M., de O. Martins, L. P., & Oliveira, P. (2018). What Is at Stake with Decolonizing Design? A Roundtable. Design and Culture, 10(1), 81–101.
Sterling, B. (2017, June 28). Design Fiction: A Field Guide to Ethnographic Experiential Futures. Wired. https://www.wired.com/beyond-the-beyond/2017/06/design-fiction-field-guide-ethnographic-experiential-futures/.
Suvin, D. (2010). Defined by a Hollow: Essays on Utopia, Science Fiction and Political Epistemology. Peter Lang.
Swink, S. (2009). Game feel : A game designer's guide to virtual sensation. Morgan Kaufmann/Elsevier.
Sych, S. (2015). The genial education of genius in German idealism and early romanticism [Doctoral dissertation, McGill University].
Sych, S. (2021). Let’s not play: main menu creation as method for speculative game design. In M. C. Reyes & J. Pope (Eds.), Texts of Discomfort: Interactive Storytelling Art (pp. 174–202). Carnegie Mellon University Press.
Sych, S. (2020). When the Fourth Layer Meets the Fourth Wall: The Case for Critical Game Retellings. Interactive Storytelling: 13th International Conference on Interactive Digital Storytelling, ICIDS 2020, Bournemouth, UK, November 3–6, 2020, Proceedings (pp. 203–211). https://doi.org/10.1007/978-3-030-62516-0_18.
taran. (2013, December 10). The Story of Idenzatthud. https://dfstories.com/the-story-of-idenzatthud/.
thecrazyfrog. (n.d.). “Honey. For this year's holiday, I want to go to that Ice Sheet colony where mum and dad died of hypothermia last week.” [Online forum post]. Reddit - r/TalesfromRimWorld. https://www.reddit.com/r/TalesfromRimWorld/comments/end89i/honey_for_this_years_holiday_i_want_to_go_to_that/.
TV Tropes. (2015). New Game+. https://tvtropes.org/pmwiki/pmwiki.php/Main/NewGamePlus.
Wiltshire, A. (2016, August 12). How RimWorld Generates Great Stories. Rock Paper Shotgun. https://www.rockpapershotgun.com/2016/08/12/how-RimWorld-generates-great-stories/.
Xerkie. (n.d.). A story inspired by a recent raid, from a prisoner's perspective [Online forum post]. Reddit - r/TalesfromRimWorld. https://www.reddit.com/r/TalesfromRimWorld/comments/euoaum/a_story_inspired_by_a_recent_raid_from_a/.
Yanow, D. & Tsoukas, H. (2009). What is Reflection-In-Action? A Phenomenological Account. Journal of Management Studies, 10(1), 1339–1364. https://doi.org/10.1111/j.1467-6486.2009.00859.x.
All items in Spectrum are protected by copyright, with all rights reserved. The use of items is governed by Spectrum's terms of access.

Repository Staff Only: item control page

Downloads per month over past year

Research related to the current document (at the CORE website)
- Research related to the current document (at the CORE website)
Back to top Back to top