The Breaking of the Circle

Playing with, through, against medial boundaries.

This article is based on the presentation on September 29th 2011,
„Designs on eLearning DoeL – Future Spaces for Learning“, Helsinki

Picture: DoeL 2011: „Circles within circles“

Abstract

Digital-networked games are created to foster a desired pattern of behaviour in their users, beyond the mere delivery of content; this is a trait shared with many innovative digital media developments.

This can be seen as an opportunity for creating better learning – or rather teaching – media, but there will also be ideological, propagandistic or commercial (mis)use. What is necessary is a broad approach in arts, ethics and aesthetics to target and tackle the permeating structures behind the obvious content, and hint on playing with medial borders – named here higher order gaming – as an anarchistic, radical counterpart in contrast to rule-conforming, more conservative gaming and game design.

Game design may follow two roads. The classic path of first order game design would be to deliver the content as challenging and as balanced as can be, to draw the player smoothly into the confines and safety of the ‚magic circle‘ of play. Alternatively it may point to the ‚magic circle‘ as a place of manipulation and the player’s power over this manipulation as player/designer. Weiterlesen

Games and the „best way“ to tell stories

Torsten Meyer (thanks!) just sent me a link to a recent interview with game designer Peter Molyneux, published in the „Tageszeitung“, the title translates as „Fable-Gamedesigner Peter Molyneux: A visionary and charlatan“

Molyneux is quite enthusiastic about interactive-adaptive stories as games, but omits other aspects of the relation of „story“ and „game“ resp. „play“ which I think are quite important.
If there’s the question „How can stories in games ever compete with books and movies?“, one may have fallen to an error of categorisation. Stories in games have to deal with similar problems as texts in the digital medium: They are easily seen as simple transfers from previous technical media, but basically the same as before, a linear progression of meaningful – or dramatically arranged – information.
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