from gack (cont'd):
GOALS
Looking at goals from a new perspective; initially I wrote that these are all "internal. Self-serving." but now. i guess i see it differently... these are useful to understand. reflecting.
"gain recognition for games underrepresented"
---> shorter games with less action - not sure if they are underrepresented - what is the external social value of this? consider the social value of emersion, emersiveness... games for people... who want games to remain part of their lives, but can't or don't want to engage with really large monolithic games?
"provide visibility for cultural and social groups marginalized"
---> do i do this? i try to strip away identity into abstraction. what would it mean to make games that bare more culture and social context? ... a question for later.
"provide audiences with methods of engaging critically with games"
---> throw the games you don't like in the recycle bin :) yes this is interesting. critical by default. you can share individual play-systems, individual moments. i like this, i don't like this. the parts can be detangled. neatness that appeals to me. what's the external value? shareable. i mentioned sharing above, too. i thought about it w/r/t 31 unmarked games, too. bite-sized games can be individually criticized, can be individually shared, etc. that's interesting to me. they won't be eroded and disappear in patch notes...
"celebrate videogame subcultures"
"recognize, expand, and celebrate gaming skills and expertise"
---> hmm.
"[share] videogames as critical cultural phenomena"
---> the games themselves as critical? a problem for later. this relies on the content of the videogames.
GOALS
Looking at goals from a new perspective; initially I wrote that these are all "internal. Self-serving." but now. i guess i see it differently... these are useful to understand. reflecting.
"gain recognition for games underrepresented"
---> shorter games with less action - not sure if they are underrepresented - what is the external social value of this? consider the social value of emersion, emersiveness... games for people... who want games to remain part of their lives, but can't or don't want to engage with really large monolithic games?
"provide visibility for cultural and social groups marginalized"
---> do i do this? i try to strip away identity into abstraction. what would it mean to make games that bare more culture and social context? ... a question for later.
"provide audiences with methods of engaging critically with games"
---> throw the games you don't like in the recycle bin :) yes this is interesting. critical by default. you can share individual play-systems, individual moments. i like this, i don't like this. the parts can be detangled. neatness that appeals to me. what's the external value? shareable. i mentioned sharing above, too. i thought about it w/r/t 31 unmarked games, too. bite-sized games can be individually criticized, can be individually shared, etc. that's interesting to me. they won't be eroded and disappear in patch notes...
"celebrate videogame subcultures"
"recognize, expand, and celebrate gaming skills and expertise"
---> hmm.
"[share] videogames as critical cultural phenomena"
---> the games themselves as critical? a problem for later. this relies on the content of the videogames.