Quote [..] 1. LEVELS OF
SCALE, 2. STRONG CENTERS, 3. BOUNDARIES,
4. ALTERNATING REPETITION, 5. POSITIVE
SPACE, 6. GOOD SHAPE, 7. LOCAL SYMMETRIES,
8. DEEP INTERLOCK AND AMBIGUITY, 9. CON-
TRAST, 10. GRADIENTS, 11. ROUGHNESS,
12. ECHOES, 13. THE VOID, 14. SIMPLICITY AND
INNER CALM, 15. NOT-SEPARATENESS.
Quotei skimmed Game Poems in the way that i skim books and i didn't really get too much out of it, but that was fine. what really got me riled up was this one quote, this attempt by magnuson to sum up his self-described 'central thesis':
> that the core material of the videogame poet is the *language* of videogames: a vast tangled web of visual, auditory, and procedural signifiers, with all of their established ways of signifying (both denotatively and connotatively) in relation to one another and to the world at large.
the title of this thread is '**the art form of reacting to game culture**' bc i'm curious about other takes on it. i am... i feel that lately i have been moving further away from this, less and less interested in reacting to game culture. it's like... surely there is something interesting about game poems aside from the pieces of other games that compose them ugh
Quotehttps://foolmoron.itch.io/the-cloister - geometric puzzler
https://foolmoron.itch.io/type-traveler - much better godot game, rhythm arcadey
https://foolmoron.itch.io/press-space-to-jump-the-gap - mystery
https://foolmoron.itch.io/the-tipping-point - gladwellcore
https://foolmoron.itch.io/the-consumer - abstract arcadey