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06 May 17:06

It’s Vital to Have Video Games That Aren’t ‘Fun’ | VICE | United Kingdom

'The Stanley Parable'

The next time you play tiddlywinks, take the time to think to yourself: am I having fun?

Of course you are. Why else would you be playing tiddlywinks? It's a game, and games are fun. You don't go around a school playground or an old person's home and ask if stuck-in-the-mud or rummy are fun. "Play", "games" and "fun" go hand in hand. They keep your mind active. They pass the time. They distract you from things like war, taxes and the inevitability of death.

But should a video game be fun in the same way that tiddlywinks is fun? When you sit down to read a book like Nineteen Eighty-Four or watch a documentary like The Act of Killing, you expect to be gripped, shocked and shaken; but fire up a PS4 and the word "fun" sways in like a drunk uncle clutching a half-empty bottle of Apple Schnapps. We're told again and again that games are a culturally important medium, so why is there still the idea that video games need to be, more than anything else, fun to play?

"Our medium is still very much seen by the majority of the public as an entertainment medium – using video games as a medium for complex expression or communicating an artist's ideas is still very much in the fringe," says William Pugh, designer of The Stanley Parable, a game that pokes fun at a whole heap of gaming tropes. "I mean, 95 percent of people who buy video games buy them to be entertained, thus if you want to make a living off game development your best bet is to make your game fun to play, and if your artistic vision doesn't allow for that then you'll be fighting an uphill battle from the start."

This assumption that a game needs to be fun to play can be traced back to the roots of the medium. In The Theory of Fun for Game Design, the developer Raph Koster defines games as mental puzzles. According to Koster, the sense of fun we feel when we play a video game comes from learning and mastering systems that need planning and coordination, much like we'd do in Connect 4, Jenga or tiddlywinks. Aspects such as story and character are just dressing in the same way that knights, kings and queens are dressing for the mathematical system at the heart of chess. "This is why gamers are dismissive of the ethical implications of games," says Koster in his book. "They don't see, 'get a blowjob from a hooker, then run her over'. They see a power-up."

Is Koster right, or do comments like this massively misjudge the ability of games to tackle complex emotional situations? Play Pac-Man and, yes, the characters are pretty much dressing for a system. Play something like Lucas Pope's Papers, Please and, while there's very clearly a game system at play, the "ethical implications" of the system, such as who to let through the border and how to feed your starving family, are arguably the whole reason to experience the game.

'This War of Mine'

11 bit Studios' This War of Mine is another recent game that puts "ethical implications" centre stage. Here the player has to survive in a siege loosely based on Sarajevo during the Bosnian War. "Beating" the system involves "beating" grim scenarios such as stealing food from innocent civilians. Can we really dissociate characters from mechanics and boil these experiences down to the type of "fun" Koster says comes from mastering an abstract system, or is there a deeper type of engagement taking place?

"I think the question is actually sharper if you broaden it out to a question about entertainment," says Tom Jubert, writer of games including The Swapper, FTL and The Talos Principle. "Video games, almost without exception, yearn to be entertaining, even when they're not being fun. There is something active about the way that they seek to engage their audience that we are quite afraid to lose... We need to keep the player's attention, and to do that we often resort to short-term thrills. We fear that if someone has to stop and think for too long they'll just never come back."

With new games coming out every week to tug at player attention-spans, it's understandable that developers who want to tackle serious subjects often feel pressured to walk a tightrope between challenging concepts and entertaining gameplay.

'The Talos Principle'

The Talos Principle, for example, explores philosophical ideas of consciousness and artificial intelligence but also has a ton of puzzles to complete. Similarly, Minority's Papo & Yo explores a child's fear of an alcoholic parent in the form of a puzzle-platformer, Anna Anthropy's dys4ia plays like WarioWare but is about gender dysphoria, and Christos Reid's Dear Mother is a 2D action-platformer about the developer's experiences of being kicked out of home after coming out.

All of these games give their players tasks to complete in a more-or-less traditional way but also touch on difficult social and personal issues. Are they trying to have their cake and eat it, or are they using entertainment as a way of sneaking through tough questions about gender, consciousness and abuse?

"Dear Mother, the open-letter video game I made for my mother after being kicked out of my home for coming out, isn't a fun game," Reid says. "It's sad and it's dark but it's important, because it communicates with people about homophobia, and religion. Life isn't a series of grin triggers – it's the entire range of glory to bullshit that we go through that defines us, and it's important to represent that in the games we're making."

'That Dragon, Cancer'

The fact Reid believes games can express such a wide range of human experiences is a sign that developers are broadening the scope of their ambitions. If, as Jubert and Pugh suggested, there's currently a pressure on developers to provide straight-up entertainment, perhaps this too will change as audiences grow accustomed to different types of interactions. That Dragon, Cancer, for example, is an upcoming game that traces the developers' memories of raising their son, who was diagnosed with terminal cancer at twelve months of age. It's a game that sets out to grasp the attention of the player and yet calling it "entertainment" seems a bit reductive.

Casual, playful games will and should continue to be made and enjoyed. That isn't being argued. What is being argued is that "fun" is becoming a uselessly broad word to describe the way some video games hold the attention of their players. Fun is good. Fun is great. It is comforting and we all need a little distraction. But with around 360 new games submitted to the App Store every day, maybe the industry is at a stage when developers and audiences can afford to be a little bit more daring. Perhaps we're at a point where there's room for games that are brave enough to deny the player what they want and challenge them in ways that might not be empowering, that might make them feel upset and uncomfortable. Games that say: "Fuck fun. If you want fun, go play tiddlywinks."

@thomas_mac

Previously:

Xbox One's Indie Strategy Isn't Working Just Yet

The Devil, Advocated: 'DmC' Remains a Fresh Breath of Fire

Hunting for Hope at the Game Developers Conference

Bookmarked at brandizzi Delicious' sharing tag and expanded by Delicious sharing tag expander.
30 Mar 12:31

confessions-of-a-dior-addict:Rick Owens fall / winter 2015...



confessions-of-a-dior-addict:

Rick Owens fall / winter 2015 backstage

30 Mar 12:30

obscuror:Rick Owens FW15



obscuror:

Rick Owens FW15

25 Mar 14:19

131 - Outsourcing

Re: Working from home; Cube Drone: What is this, 1992? I can be productive from home without a needless commute. 
Also, think of all of the talent you could miss out on by only hiring locally. 
| Re: Outsourcing; Cube Drone: The communication gap is just too big. You'll never get the software quality that you 
would with local employees. 
| Re: Contradictions; Cube Drone: ...
Hiring employees from Vancouver is good for your business, and hiring employees from anywhere else? Bad for your business.
24 Mar 21:25

People will stare. Make it worth their while →...















People will stare. Make it worth their whileBalmain prêt-à-porter | F/W ‘15-‘16
24 Mar 21:24

millionairevice:Então vem !



millionairevice:

Então vem !

24 Mar 21:19

themiseducationofb:Tick tick tick, no really timeCome on feel...





















themiseducationofb:

Tick tick tick, no really time
Come on feel the bass drum, to make me way long
What make me bass strong
And tear the gate down, and take it straight down
Now stop, boy you feel me?

S w e a t  through your radio

24 Mar 13:43

Two Vividly-Marked Peacock Spider Species Nicknamed “Sparklemuffin” and “Skeletorus” Discovered in Queensland

by Kate Sierzputowski
© Jürgen Otto

© Jürgen Otto

© Jürgen Otto

© Jürgen Otto

© Jürgen Otto

© Jürgen Otto

Two new species of peacock spiders have been discovered in southeast Queensland, Australia—one appearing with vivid reds and blues while the other’s details exist in stark black and white. Peacock spiders, named after their bright patterns and dancelike courtship, measure in at just under 0.3 inches. Madeline Girard, a graduate student at UC Berkeley, discovered the two species while in the field, nicknaming the brightly colored spider “Sparklemuffin” and the other “Skeletorus” after its bonelike pattern.

Jürgen Otto, an entomologist who specializes in photographing the arachnids said Skeletorus, officially named Maratus sceletus, is completely different than any peacock spider previously discovered. “Despite the large number of species we have discovered just in the last few years, I can’t help feeling that we may have just scratched the surface of this most exciting group of spiders, and that nature has quite a few more surprises in store,” Otto told Live Science. You can read more in depth about these colorful arachnids in Live Science’s article here. (via My Modern Met)

24 Mar 13:42

Ceramic Tile Illusion Painted on a Boring Electrical Box in Lisbon

by Christopher Jobson

fuel-1

Illustrator and street artist Diogo Machado (aka Add Fuel) transformed this plain looking electrical box on the streets of Lisbon into a surprising illusion by making it look like a cracked exterior is revealing a blue tile interior. The piece is an extension of Fuel’s ongoing Street Ceramic work, where modern interpretations of tile patterns are installed onto building facades. You can see more views of this piece on StreetArtNews.

fuel-2

fuel-3

fuel-4

24 Mar 12:52

by Robbie and Bobby

24 Mar 12:50

by John McNamee

24 Mar 12:49

Pure evil.



Pure evil.

24 Mar 12:48

4gifs:"Geronimo!" [video]



4gifs:

"Geronimo!" [video]

24 Mar 12:46

Photo



24 Mar 12:43

Entering the BIOS

by sharhalakis

by @just_hank_moody, andreibkn and necessaryaegis

24 Mar 12:42

The Sleepwalker by Maximillian Pirner (1854-1924)oil on canvas,...



The Sleepwalker by Maximillian Pirner (1854-1924)

oil on canvas, 1878

23 Mar 13:05

omecihuatl:The Lady of Shalott - William Holman Hunt with Edward...



omecihuatl:

The Lady of Shalott - William Holman Hunt with Edward Robert Hughes

23 Mar 12:41

Andrew B. Myers

23 Mar 12:37

Photo



23 Mar 12:36

loop-zoop:i was not prepared for this



loop-zoop:

i was not prepared for this

23 Mar 12:32

bartkiraroadshow: ca-tsuka:Some previews of Bartkira the...





















bartkiraroadshow:

ca-tsuka:

Some previews of Bartkira the Animated Trailer based on project by Ryan Humphrey and James Harvey.
http://bartkiraroadshow.tumblr.com/
If you want to animate on it, submissions are open : bartkiraroadshow [at] gmail [dot] com

Thank you for the coverage, Catsuka! Kaitlin Sullivan is producing the animated trailer and submissions are closed since this is being finished very soon. :)

23 Mar 12:27

Pai reúne em página do Facebook os divertidos diálogos dos filhos pequenos

by Bruna Rasmussen
Crianças estão descobrindo o mundo e a língua. Com isso, as famosas “pérolas” não são nada raras, arrancando risadas dos mais velhos. O publicitário curitibano Jorge Uesu Junior costumava anotar sempre que seus filhos Bianca, de 5 anos, e Daniel, de 8, falavam algo engraçado e decidiu criar uma página no Facebook para compartilhar essas […]
23 Mar 12:25

(via tastefullyoffensive:trizzle6283)

23 Mar 12:24

Weird Friends

by miekewillems
19 Mar 19:44

Along the Cygnus Wall

Discover the cosmos! Each day a different image or photograph of our fascinating universe is featured, along with a brief explanation written by a professional astronomer.

2015 March 12
See Explanation.  Clicking on the picture will download
 the highest resolution version available.

Along the Cygnus Wall
Image Credit & Copyright: Jimmy Walker

Explanation: The W-shaped ridge of emission featured in this vivid skyscape is known as the Cygnus Wall. Part of a larger emission nebula with a distinctive outline popularly called The North America Nebula, the cosmic ridge spans about 20 light-years. Constructed using narrowband data to highlight the telltale reddish glow from ionized hydrogen atoms recombining with electrons, the two frame mosaic image follows an ionization front with fine details of dark, dusty forms in silhouette. Sculpted by energetic radiation from the region's young, hot, massive stars, the dark shapes inhabiting the view are clouds of cool gas and dust with stars likely forming within. The North America Nebula itself, NGC 7000, is about 1,500 light-years away.

Tomorrow's picture: triskaidekaphobia < | Archive | Submissions | Search | Calendar | RSS | Education | About APOD | Discuss | >

Authors & editors: Robert Nemiroff (MTU) & Jerry Bonnell (UMCP)
NASA Official: Phillip Newman Specific rights apply.
NASA Web Privacy Policy and Important Notices
A service of: ASD at NASA / GSFC
& Michigan Tech. U.

Expanded from APOD by Feed Readabilitifier.
19 Mar 19:43

Volcano of Fire Erupts Under the Stars

Discover the cosmos! Each day a different image or photograph of our fascinating universe is featured, along with a brief explanation written by a professional astronomer.

2015 March 11
See Explanation.
Moving the cursor over the image will bring up an annotated version.
Clicking on the image will bring up the highest resolution version
available.

Volcano of Fire Erupts Under the Stars
Image Credit & Copyright: Diego Rizzo

Explanation: First, there was an unusual smell. Then there was a loud bang. But what appeared to the eye was the most amazing of all. While waiting near midnight to see a possible eruption of Volcán de Fuego (Volcano of Fire) in Guatemala last month, a ready camera captured this extraordinary image. Lava is seen running down the side of the volcano, while ash rises up, and glowing magma bubbles explode out of the caldera. Lights near the town of Escuintla can be seen in the background, one of several nearby towns that have witnessed several spectacular eruptions previously. High above, seemingly tranquil by comparison, are familiar stars from the night sky. Although the Volcán de Fuego usually undergoes low-level activity, when the next spectacular eruption will occur is unknown.

Click Through the Universe: Random APOD Generator
Tomorrow's picture: pink mountains of dust < | Archive | Submissions | Index | Search | Calendar | RSS | Education | About APOD | Discuss | >

Authors & editors: Robert Nemiroff (MTU) & Jerry Bonnell (UMCP)
NASA Official: Phillip Newman Specific rights apply.
NASA Web Privacy Policy and Important Notices
A service of: ASD at NASA / GSFC
& Michigan Tech. U.

Expanded from APOD by Feed Readabilitifier.
15 Mar 14:43

Telefone Sem Fio

by Daniel Lafayette

tirinha---despadrao---tel-sem-fio

15 Mar 14:42

Comic for March 12, 2015

15 Mar 14:42

The Tragedy of Godzilla

by Doug
15 Mar 14:40

Painted Into A Mourner