“Unusable games“ sound like a contradiction: Who would want to play a game that doesn’t work? And why are there designers – educators, of all the people with already a reputation for bad game design – that create these unusable games?
If in a game we regret acting like we did, usable games give us a chance to do better next time.
Unusable games force us to repeat the same regrettable action over and over, until we regret playing the game as it is, without alterations of its rules or its narratives to do better.
Its a game-genre about awareness: Stop playing by the given rules, laugh at them – or change them.
Games demand from the player blind trust that they, as a medium, behave in a stable, foreseeable and conventional way. For example a game is usually accompanied by the exciting suspense of who may win in the end; a game that ‘cheats’, by subtly sabotaging this balance in favour of the game, of one player or a group of players, may turn gameplay into a frustrating experience.
So, if given a game the player expects it to be balanced, to be fun, to contain a coherent contextualisation. She expects it to be either culturally and traditionally tethered and proven like chess, or, with contemporary games, created en bloc by a competent and benevolent game designer for her entertainment.