{"id":135,"date":"2016-08-30T20:39:46","date_gmt":"2016-08-30T20:39:46","guid":{"rendered":"http:\/\/mycours.es\/gamedesign2016\/?page_id=135"},"modified":"2016-09-25T14:01:49","modified_gmt":"2016-09-25T14:01:49","slug":"subversive-play","status":"publish","type":"page","link":"http:\/\/mycours.es\/gamedesign2016\/presentations\/subversive-play\/","title":{"rendered":"Subversive Play"},"content":{"rendered":"<p><strong>On Boundaries<\/strong><\/p>\n<blockquote><p>In that Empire, the Art of Cartography attained such Perfection that the map of a single Province occupied the entirety of a City, and the map of the Empire, the entirety of a Province. In time, those Unconscionable Maps no longer satisfied, and the Cartographers Guilds struck a Map of the Empire whose size was that of the Empire, and which coincided point for point with it. The following Generations, who were not so fond of the Study of Cartography as their Forebears had been, saw that that vast map was Useless, and not without some Pitilessness was it, that they delivered it up to the Inclemencies of Sun and Winters. In the Deserts of the West, still today, there are Tattered Ruins of that Map, inhabited by Animals and Beggars; in all the Land there is no other Relic of the Disciplines of Geography.<\/p>\n<p>-Jorge Luis Borges\u2019s \u201cOn Exactitude in Science\u201d<\/p><\/blockquote>\n<p><a href=\"http:\/\/mycours.es\/zip\/Jorge Luis Borges - On exactitude in Science.mp3\" target=\"_blank\"><br \/>\nAudio file<\/a><\/p>\n<p><a href=\"http:\/\/www.molleindustria.org\/blog\/wp-content\/uploads\/2014\/03\/NYGTA.png\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-full wp-image-710\" title=\"NYGTA\" src=\"http:\/\/www.molleindustria.org\/blog\/wp-content\/uploads\/2014\/03\/NYGTA.png\" alt=\"\" width=\"1002\" height=\"649\" \/><\/a><\/p>\n<p>Digital territories are similar to maps. They do attempt to model a piece of reality, to simulate familiar features of a territory.<br \/>\nVice City and San Andreas are trying to capture the look and feel of New York and Los Angeles without recreating them street by street. <\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/cVUoD8KjiHk?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p>Digital territories have boundaries too.<br \/>\nThey are fascinating places.<\/p>\n<p><iframe loading=\"lazy\" src=\"https:\/\/player.vimeo.com\/video\/16773689\" width=\"840\" height=\"473\" frameborder=\"0\" title=\"[borders: chichen itza]\" webkitallowfullscreen mozallowfullscreen allowfullscreen><\/iframe><br \/>\nVirtual photographer Robert William Overweg made a series of surreal landscapes called <a href=\"http:\/\/www.shotbyrobert.com\/?page_id=102\" target=\"_blank\">the end of the virtual world<\/a> documenting the boundaries of designed territories.<\/p>\n<p><a href=\"http:\/\/www.molleindustria.org\/blog\/wp-content\/uploads\/2014\/03\/End_of_the_virtual_world-1.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-713\" title=\"End_of_the_virtual_world-1\" src=\"http:\/\/www.molleindustria.org\/blog\/wp-content\/uploads\/2014\/03\/End_of_the_virtual_world-1-1024x576.jpg\" alt=\"\" width=\"1024\" height=\"576\" \/><\/a><\/p>\n<p>Even procedurally generated worlds like Minecraft are not really infinite.<br \/>\nAccording to the developers \u201cthere\u2019s no hard limit in Minecraft, it will just get buggier and buggier the further our you are\u201d (I presume that\u2019s due to the limits of the floating point variables used to generate the worlds).<br \/>\nTo verify the claim, Minecraft aficionado Kurt J. Mac is on an epic journey to explore these mythical <a href=\"http:\/\/farlandsorbust.com\/index.php\" target=\"_blank\">&#8220;far lands&#8221;<\/a>.<\/p>\n<figure id=\"attachment_717\" aria-describedby=\"caption-attachment-717\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.molleindustria.org\/blog\/wp-content\/uploads\/2014\/03\/farland-or-bust.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-717\" title=\"farland or bust\" src=\"http:\/\/www.molleindustria.org\/blog\/wp-content\/uploads\/2014\/03\/farland-or-bust-1024x527.png\" alt=\"\" width=\"1024\" height=\"527\" \/><\/a><figcaption id=\"caption-attachment-717\" class=\"wp-caption-text\">Click for the full map<\/figcaption><\/figure>\n<p>We are all familiar with the notion of invisible wall in games.<br \/>\nwe all tried at some point in time to get into an area that was not just blocked but simply not designed. Doors that don\u2019t open, inaccessible forests, very steep cliffs, invincible bedrocks, suspicious roadblocks, and so on\u2026<\/p>\n<p>The art of level design includes the ability to disguise these boundaries, to divert the player\u2019s attention away from these unsettling edges.<br \/>\n<figure id=\"attachment_719\" aria-describedby=\"caption-attachment-719\" style=\"width: 852px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.molleindustria.org\/blog\/wp-content\/uploads\/2014\/03\/COD4.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-719\" title=\"COD4\" src=\"http:\/\/www.molleindustria.org\/blog\/wp-content\/uploads\/2014\/03\/COD4.png\" alt=\"\" width=\"852\" height=\"315\" \/><\/a><figcaption id=\"caption-attachment-719\" class=\"wp-caption-text\">Call of Duty 4 &#8211; communicating jumpable and non jumpable barriers<\/figcaption><\/figure><\/p>\n<p><figure id=\"attachment_720\" aria-describedby=\"caption-attachment-720\" style=\"width: 1024px\" class=\"wp-caption aligncenter\"><a href=\"http:\/\/www.molleindustria.org\/blog\/wp-content\/uploads\/2014\/03\/Journey-wind.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"size-large wp-image-720\" title=\"Journey-wind\" src=\"http:\/\/www.molleindustria.org\/blog\/wp-content\/uploads\/2014\/03\/Journey-wind-1024x576.jpg\" alt=\"\" width=\"1024\" height=\"576\" \/><\/a><figcaption id=\"caption-attachment-720\" class=\"wp-caption-text\">In the first levels of Journey the invisible walls are strong winds nudging the player toward the goal.<\/figcaption><\/figure><br \/>\n<a href=\"http:\/\/www.molleindustria.org\/blog\/wp-content\/uploads\/2014\/03\/truman-show.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter size-large wp-image-721\" title=\"truman-show\" src=\"http:\/\/www.molleindustria.org\/blog\/wp-content\/uploads\/2014\/03\/truman-show-1024x576.jpg\" alt=\"\" width=\"1024\" height=\"576\" \/><\/a><\/p>\n<p>Can you think of other examples of invisible walls?<\/p>\n<p><strong>Exploring the system&#8217;s boundaries<\/strong><br \/>\nBeyond the spatial dimension, on a more conceptual level, games have boundaries too.<\/p>\n<p>Games can be seen as cognitive maps. What they simulate is limited both in scope and quality. We want to display only certain kinds of isomorphisms with actual systems and phenomena.<\/p>\n<p>A critical and subversive player may attempt to probe these boundaries.<\/p>\n<p><iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/fxpDHiH5PKk?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\n<a href=\"http:\/\/online.wsj.com\/news\/articles\/SB10001424052970203806504577181320148513432\" target=\"_blank\">Pacifist Runs<br \/>\n<\/a><\/p>\n<p>Counter Strike surfing<br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/8LpotSijbqs?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><a href=\"http:\/\/r-s-g.org\/PP\/\" target=\"_blank\">Prepared playstation<\/a> by RSG<br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/vfl33Tn0pYc?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\n<a href=\"http:\/\/www.sbnation.com\/2014\/1\/30\/5351052\/breaking-madden-super-bowl-broncos-seahawks\" target=\"_blank\">Breaking Madden<br \/>\n<\/a><br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/NTJQTc-TqpU?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\n<a href=\"http:\/\/www.vice.com\/read\/the-totalitarian-buddhist-who-beat-sim-city\" target=\"_blank\">Magnasanti<\/a><br \/>\nCheating &#8211; Gold Farming<br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/ho5Yxe6UVv4?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\n<a href=\"http:\/\/nowrongwaytoplay.tumblr.com\/\" target=\"_blank\">No wrong way to play<br \/>\n<\/a><\/p>\n<p><strong>House rules<\/strong><br \/>\n<img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/monopoly-house-rules_5334d0d94d86d_w1500-828x1024.png\" alt=\"monopoly-house-rules_5334d0d94d86d_w1500\" width=\"828\" height=\"1024\" class=\"aligncenter size-large wp-image-141\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/monopoly-house-rules_5334d0d94d86d_w1500-828x1024.png 828w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/monopoly-house-rules_5334d0d94d86d_w1500-243x300.png 243w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/monopoly-house-rules_5334d0d94d86d_w1500-768x949.png 768w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/monopoly-house-rules_5334d0d94d86d_w1500-1200x1483.png 1200w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/monopoly-house-rules_5334d0d94d86d_w1500.png 1500w\" sizes=\"auto, (max-width: 828px) 85vw, 828px\" \/><br \/>\nMisplaying a game blurs the boundary between player and designer<\/p>\n<p>A common type of subversive play are house rules<br \/>\nPlayers have always fixed, customized, modded games<br \/>\n<img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/Pieter_Bruegel_children_games-1024x732.jpg\" alt=\"Pieter_Bruegel_children_games\" width=\"840\" height=\"600\" class=\"aligncenter size-large wp-image-142\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/Pieter_Bruegel_children_games-1024x732.jpg 1024w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/Pieter_Bruegel_children_games-300x215.jpg 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/Pieter_Bruegel_children_games-768x549.jpg 768w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/Pieter_Bruegel_children_games.jpg 1145w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p><strong>Game performances and disruptive play<\/strong><br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/WnAHG0PnkRI?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"630\" src=\"https:\/\/www.youtube.com\/embed\/ejcZ3TR5YTs?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><br \/>\n<iframe loading=\"lazy\" src=\"https:\/\/player.vimeo.com\/video\/59268593\" width=\"840\" height=\"473\" frameborder=\"0\" title=\"Playing A Girl\" webkitallowfullscreen mozallowfullscreen allowfullscreen><\/iframe><br \/>\n<strong>Designing for subversive play, implementing unenforceable rules<\/strong><br \/>\n<iframe loading=\"lazy\" width=\"840\" height=\"473\" src=\"https:\/\/www.youtube.com\/embed\/aAOplz5ri5k?feature=oembed\" frameborder=\"0\" allowfullscreen><\/iframe><\/p>\n<p><a href=\"https:\/\/drawception.com\/\" target=\"_blank\">Drawception<\/a><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/Screen-Shot-2014-01-09-at-6.02.52-PM.png\" alt=\"Screen Shot 2014-01-09 at 6.02.52 PM\" width=\"752\" height=\"624\" class=\"aligncenter size-full wp-image-144\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/Screen-Shot-2014-01-09-at-6.02.52-PM.png 752w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/Screen-Shot-2014-01-09-at-6.02.52-PM-300x249.png 300w\" sizes=\"auto, (max-width: 752px) 85vw, 752px\" \/><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/drawception.jpg\" alt=\"drawception\" width=\"1004\" height=\"634\" class=\"aligncenter size-full wp-image-145\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/drawception.jpg 1004w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/drawception-300x189.jpg 300w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/drawception-768x485.jpg 768w\" sizes=\"auto, (max-width: 709px) 85vw, (max-width: 909px) 67vw, (max-width: 1362px) 62vw, 840px\" \/><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/Screen-Shot-2014-01-09-at-5.56.44-PM.png\" alt=\"Screen Shot 2014-01-09 at 5.56.44 PM\" width=\"754\" height=\"617\" class=\"aligncenter size-full wp-image-146\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/Screen-Shot-2014-01-09-at-5.56.44-PM.png 754w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/Screen-Shot-2014-01-09-at-5.56.44-PM-300x245.png 300w\" sizes=\"auto, (max-width: 754px) 85vw, 754px\" \/><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/Screen-Shot-2014-01-09-at-5.59.40-PM.png\" alt=\"Screen Shot 2014-01-09 at 5.59.40 PM\" width=\"571\" height=\"627\" class=\"aligncenter size-full wp-image-147\" srcset=\"http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/Screen-Shot-2014-01-09-at-5.59.40-PM.png 571w, http:\/\/mycours.es\/gamedesign2016\/files\/2016\/08\/Screen-Shot-2014-01-09-at-5.59.40-PM-273x300.png 273w\" sizes=\"auto, (max-width: 571px) 85vw, 571px\" \/><\/p>\n<p><\/br><\/p>\n<p><strong>Playtime<\/strong><br \/>\nChicanery, Space Team and JS Joust<\/p>\n","protected":false},"excerpt":{"rendered":"<p>On Boundaries In that Empire, the Art of Cartography attained such Perfection that the map of a single Province occupied the entirety of a City, and the map of the Empire, the entirety of a Province. In time, those Unconscionable Maps no longer satisfied, and the Cartographers Guilds struck a Map of the Empire whose &hellip; <a href=\"http:\/\/mycours.es\/gamedesign2016\/presentations\/subversive-play\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Subversive Play&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"parent":308,"menu_order":1,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-135","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/135","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/comments?post=135"}],"version-history":[{"count":6,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/135\/revisions"}],"predecessor-version":[{"id":307,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/135\/revisions\/307"}],"up":[{"embeddable":true,"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/pages\/308"}],"wp:attachment":[{"href":"http:\/\/mycours.es\/gamedesign2016\/wp-json\/wp\/v2\/media?parent=135"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}