Art Game

Description

To explore other forms of game making, in this project, either by yourself or in a small group, you will be making an art game. What do we mean by the term art game? This term can take on many definitions: it was a minimalist game design movement in the early 2000s, it is used to describe games made by artists, and it also generally used to describe games that have other goals aside from those laid out by formal game design. We will be taking the later definition as our starting point. For this assignment, you will be designing a game that either has point of view on a political or personal theme or looks to subvert, challenge, or expand the elements of formal game design to craft a unique player experience.

Below are some examples of types of games to consider:

Autobiographical or Personal Games

These games look to convey the personal biography of the game maker through the narrative and the mechanics of the game or look to allow the player to deepen their own relationship to themselves.

Examples:

Brave Sparrow by Avery Alder: This is an alternate reality game (simply put, a game played alongside non-game parts of life) focused on living more mindfully through role playing as a sparrow rediscovering their wings. In this solo game, players must conduct training to regain their wings such as “acting with bravery” in their day-to-day life.

Dys4ia by anna anthropy: Dys4ia is an autobiographical game by anna anthropy that uses simple mechanics of classic arcade games to tell anna’s personal narrative of beginning hormone replacement therapy.

Depression Quest by zoe quinn, patrick lindsey, isaac schankler: “Depression Quest is an interactive fiction game where you play as someone living with depression. You are given a series of everyday life events and have to attempt to manage your illness, relationships, job, and possible treatment. This game aims to show other sufferers of depression that they are not alone in their feelings, and to illustrate to people who may not understand the illness the depths of what it can do to people.”

Political and Polemical Games

These games look to engage with politics or make a polemic through the medium of games. These games might attempt to allow players to engage in a system in new and liberatory ways, they might put players in the middle of an ongoing conflict or they might attempt to convey the conditions of a vulnerable community.

Examples:

Half-Earth Socialism by Troy Vettese and Drew Pendergrass: “Our game, Half-Earth Socialism, allows anyone to try their hand as a global planner of a future society. Consider it a sandbox where you can play with a wide range of technologies and policies spanning different fields and ideologies. The game simulates the impact of your decisions by calculating emissions and using a real climate model (HECTOR) to work out the climate effects, while also simulating impacts to the food system and biodiversity, among others.”

Daybreak by Matt Leacock and Matteo Menapace: “Daybreak is a cooperative boardgame about stopping climate change. It presents a hopeful vision of the near future, where you get to build the mind-blowing technologies and resilient societies we need to save the planet.”

Liylia Shadows of War by Rasheed Abueideh: “When you live in a war zone and death is hunting everyone, things will look different and choices become harder. Face your fate in an unjust war to survive with your family from the shadows of war.”

“Why i made this game: I’m a father of two kids, I can’t imagine my life without them, but in Palestine nobody is safe. When the war started in Gaza and I saw the images of the killed kids in their parents hands I was shocked, I had a weird feeling, it’s a combination of sadness, fear, empathy and anger, All what i was thinking of is “what if this happened to me”. I have chosen to share those feelings in a game to deliver a message of how we are living as Palestinians under this situation It’s Not Just a Game, It’s a case and call for help.”

Experimental and Exploratory Games

These games look to explore the limits of games as an artistic medium.

Examples:

Money-Making Workshop by Eddo Stern: “Money Making Workshop is a role playing game for four players. Participants play as Genius, Enthusiast, Ne’er-do-well, and Opponent. The game is run by a Workshop Leader and lasts approximately 30 minutes. Money Making Workshop is an asymmetrical game. Be aware that completing the workshop will be challenging, but be assured that all of your hard work will pay off in the end.”

Sixteen Tons by Nathalie Pozzi and Eric Zimmerman: “In Sixteen Tons, four players use real money to pay for each others’ labor, dragging heavy sections of steel pipe in a life-sized board game. Each turn, players bid on each other’s labor, using bluffing and psychological tactics to get their pieces into a winning position”

The Horde: Goblin Mode by Kostis Stafylakis and Theo Triantafyllidis

Dead Minutes by Tom K Kemp

I can’t follow you anymore by Danielle Braithwaite-Shirley

The Barnacle Goose Experiment by Everest Pipkin: “The Barnacle Goose Experiment is an abiogenesis idle clicker game set in a world where spontaneous generation is commonplace.”

Guidelines

For this project, either independently or in a small group, you will develop a game for 1, 2 or 4 players. Your project can take any form of game, meaning it could be a solo role-playing game, a strategy game, a sport, or many other ludic experiences. We will have two critique sessions. In each session we will play 8 games for 45 minutes each. While your game could take any form and duration, some portion of your game should be learnable and playable within the 45-minute time frame. Additionally, since we will be playing games in groups of four, you should produce enough copies of your game so that it can be played by 4 people simultaneously (for example, if you are designing a one-player role-playing game you must make four copies of that game.)

As an intermediate media studies course, in this class you are expected to make use of past design and production experience to produce artistic and well-design boards, pieces, rule book, or whatever elements your game requires. For your project, you may make use of whatever production techniques you prefer or want to learn more about. Whatever production method you choose, your production design should display clear artistic and creative intention.

For examples of the production quality expectations for your game board, pieces, and rule book, please review this folder of student examples.

Components

Proposal Presentation (Due 4/9)

For the first part of this project, you will create a presentation to ‘pitch’ your game to the class. Your presentation should be designed in a way to convey the look and feel of your proposed game. You will present your presentations in class and receive feedback from the instructor and peers.

Your presentation must include:

  • Your game name
  • Your name
  • A statement on how your game could be considered an art game
  • A description of your game and what elements it will include
  • At least 3 original sketches of your game and plans for how you will produce your game elements
  • References you are taking inspiration from
  • Game design notes including the goal of your game, the mechanics, and basic rules
  • Indicate if you plan on having your game play tested
  • Questions you have for the class or any advice that would be helpful

Submit a PDF version of your presentation to this LINK

Rules and/or Paper Prototype (due 4/14)

For the second part of this project, you will develop a set of plain text rules or a paper prototype. Since your game might not benefit from a playtest, a paper prototype is optional.

Submit a PDF of your plain text rules to this LINK

Final Project (due either 4/28 or 4/30)