Jimmy Chattin - I make better games.

Sunday, November 27, 2011

2 Jeff Howard - Clive Barker


Demonik and the Ludic Legacy of Clive Barker

A Story World
Texts that are already inherently ludic (able to think clearly between bouts of insanity) make good games; gameplay concepts are implied in ludic texts.  Richly detailed imaginative worlds with internally coherent rule systems make a foundation players can relate to.  Using imaginatively productive "negative space" (gaps in a fiction) gives players incentive for exploration within the world.

Barker's Ideas
·         Rule systems and puzzle configurations can convey metaphysical ideas
o   "Making metaphysics out of hard wood"
·         Games as a metaphysically expressive medium
o   e.g. A puzzle-box opens a doorway to Hell
·         Ritualistic mysticism of play
·         Use personal injury/handicaps to express otherworldly effects better

Games:
·         have length
·         have complexity
·         have elaboration of mythology
·         are puzzles, a story, a philosophy
·         change based on the players perceptions
·         Scrying - seeing what you normally can't
o   look into one’s self and into the meanings in the environment instead of "how many guns you can muster"

Ludic Puzzles in Games
·         puzzles are with depth
·         allow players to re-configure a puzzles
·         Symbolically map the puzzles space
·         (optional) find appropriate peripheral

SUMMARY
·         A well-constructed game is a puzzle, a story, a philosophy.

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