Level 8 Introduction & Readings
LEVEL 8: GAMES AND ART
At this point let's take a brief diversion to go into the whole “can games be art?” thing. This may seem like a strange topic to cover in the middle of some heftier design principles. It’s also one of those tired old arguments that have been going on for years now, so why waste our time retreading old ground? I have a few reasons for including this in the syllabus and you are free to debate the merits and drawbacks of its inclusion in this course.
The first reason: we have been talking about the concept of “fun” and how to make games more enjoyable. For most practicing game designers, this is their prime directive: Take This Game And Make It Fun. I want to make it clear that fun is not the only purpose of game design, and in fact that some games can be critically successful in their design goals even if they are not particularly “fun” in the way that most games are.
Second reason: it is a debate that has been going on for ages. I want those who are new to the party to get a basic grounding in the debate. It’s one of those things that will certainly come up in conversation among designers from time to time, and I want the novices among you to be prepared to enter that discussion. For those of you who are quite familiar with this already, I hope to 'up the ante' so that we can all proceed in these discussions at a higher level of discourse.
Third reason: So-called “art games” – that is, games that are made primarily for the purpose of artistic expression (as opposed to entertainment) – are reaching a critical mass. There are a lot of very talented people doing very interesting things in this space right now. A lot of art games are very simple and small in scope, made by a single person in a relatively short period of time. A lot of potential avenues are yet to be explored. This makes art games a wonderful opportunity for those who are looking to establish themselves as game designers.
And finally, I know just enough about art history and art criticism to be dangerous. I am therefore driven, to an extent, to talk about an area of personal interest… even though I acknowledge that it will undoubtedly get me into trouble at some point.
Readings
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Challenges for Game Designers, by Brathwaite & Schreiber
Read Chapter 17 (Games as Art)
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A Theory of Fun for Game Design, by Koster
Read Chapter 12 (Taking Their Rightful Place), if you chose to acquire this book.
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Understanding Comics: The Invisible Art, by McCloud.
Read Chapter 7 (The Six Steps), if you chose to acquire this book.
- TED Talks: Understand Comics
McCloud talks about the magic of comics.
Additional Resources
For additional readings on these topics, click HERE. It is a list of resources that is student generated and regularly updated.