Strategic Ambiguity

Papers Please and The Virtues of Silence

A principle of game design theory is that constant feedback from the game-system is critical for a particular design to be ‘good’ (Salen & Zimmerman, 2005). From a usability standpoint, I agree, but problems arise when narrative information is conveyed with the same rigidity and specificity as an ammo count. This is one of the reasons that ludonarrative dissonance occurs in modern video games, which is broadly defined as the phenomenon in videogames where narrative elements stand in contrast to the interactive elements (Hocking, 2007; Yap, 2014:13). As a result, the story presented can become incoherent. Continue Reading

Play as Bulwark of Uselessness

Almost two years ago, halfway through my doctoral course, I found myself in Finland at the “Critical Evaluation of Game Studies Seminar,” where, above all the “big names” in the field of Game Studies who spoke there (among which were Aarseth, Deterding, Juul, and Mäyrä), one thing was indelibly imprinted in my memory: Canadian sociologist Bart Simon’s characterisation of Game Studies as a true, undeniable “bulwark of uselessness”. As a customary “tank” player in MMOs, always relishing the role of defending my teammates in our small, unnecessary virtual struggles, the image stuck strongly. Continue Reading