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Critical Gameplay

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Lindsay D. Grace
added a research item
This paper describes the theory and implementation of a 2-tiered procedural rhetoric game about race and stereotype. The game, Black Like Me, employs critical design to encourage players toward situational analysis instead of mere attribute matching. Players are presented with a color matching game at the surface, but the game is designed to reward players for holistically evaluating a scene and subverting the explicitly suggested game rules. The game is designed to train players toward perceiving ambiguity and employing alternative play strategies.
Lindsay D. Grace
added a research item
As a sign of the maturing game medium, critical games have grown to provide meaningful critique. Where once a critic might write an article, some have taken to making critical games. These games critique the conventions of digital experience to provide social commentary, examination of gameplay assumptions or simply create playful design. This paper provides a simple topographical view of critical games, proposing formal attributes for analyzing games made through critical design practices. The result is a formal two axes description. The first spectrum is the dichotomy between social critique and game mechanics critique, described as reflective and recursive respectively. The mechanics of these play experiences are further explained as either continuous or discontinuous, as executed through the rhythmic structure of the game. From this perspective, any critical game can be described by the apex between mechanic and social critique, continuous and discontinuous delivery. The result is a useful framing for game designers and game researchers.