{"id":63,"date":"2012-02-29T12:36:39","date_gmt":"2012-02-29T20:36:39","guid":{"rendered":"http:\/\/blogs.scu.edu\/gcho\/?p=63"},"modified":"2012-02-29T12:36:39","modified_gmt":"2012-02-29T20:36:39","slug":"persuasive-games-the-proceduralist-style","status":"publish","type":"post","link":"https:\/\/blogs.scu.edu\/gcho\/2012\/02\/29\/persuasive-games-the-proceduralist-style\/","title":{"rendered":"Persuasive Games: The Proceduralist Style"},"content":{"rendered":"<p>In Ian Bogost&#8217;s article, he argues that &#8220;game is art&#8221; is an obsolete concept.\u00a0 Instead, he advises that we coin a different term and argues that the word &#8220;proceduralism&#8221; appropriately represents innovate indie titles such as &#8220;Braid to Passage.&#8221;\u00a0 Bogost starts his article off by tracing back some art movements in history.\u00a0 He brings up localized movements in Europe, Futurism, Gothic style, Post-impressionism, Pre-Raphaelites, and the Renaissance movement.\u00a0 In bringing up these movements, Bogost makes the point that the idea of art is ridiculous because it &#8220;means something monolithic.&#8221;<\/p>\n<p>Bouncing off that idea, Bogost then talks about the innovations and art movements in games. Bogost talks about how one cannot merely look at the superficialities of &#8220;game art,&#8221; but much search deeper, towards the aesthetic games trends in game art development.\u00a0 In this way, Bogost hopes that there will be more discussions of the developing conventions, styles, and movements of games that participate in a broader concept of art.<\/p>\n<p>Bogost talks about &#8220;proceduralism,&#8221; and defines the word through the charactertization of the style represented through three individuals&#8211;Jason Rohrer, Jonathan Blow, and rod Humble.\u00a0 These three figures, according to Bogost, define &#8220;proceduralism&#8221; because they have made a distinctive style that have &#8220;embraced deliberately and successfully&#8221; art in the form of games.<\/p>\n<p>The elements that these three have in common include procedural rhetoric and introspection.\u00a0 Bogot utilizes Rohrer&#8217;s <em>Passage<\/em> and <em>The Marriage<\/em> as examples of how these games post questions and simulate specific experiences that rarely point players to certain answers.\u00a0 Moreover, Bogot talks about the abstraction of instantial assets, subjective representation, and authorship.\u00a0 His reasoning states that player agency in games leads to distinctive interpretations of player experience.<\/p>\n<p>In &#8220;proceduralist&#8221; works, meaning is generated through the knowledge that a human being set the work&#8217;s processes into motion.\u00a0 Proceduralism, Bogot says, is a contradiction to the &#8220;conventional wisdom in game design.&#8221;\u00a0 By stating this, he means that video games focus on the realistic simulation of experiences, but on the other hand, proceduralism offers the metaphorical treatment of ideas.\u00a0 As a result, proceduralism allows for user introspection, thus it exposes the subjective truth of the individual creator.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In Ian Bogost&#8217;s article, he argues that &#8220;game is art&#8221; is an obsolete concept.\u00a0 Instead, he advises that we coin a different term and argues that the word &#8220;proceduralism&#8221; appropriately represents innovate indie titles such as &#8220;Braid to Passage.&#8221;\u00a0 Bogost &hellip; <a href=\"https:\/\/blogs.scu.edu\/gcho\/2012\/02\/29\/persuasive-games-the-proceduralist-style\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":49,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"qubely_global_settings":"","qubely_interactions":"","kk_blocks_editor_width":"","_kiokenblocks_attr":"","_kiokenblocks_dimensions":"","footnotes":""},"categories":[1],"tags":[],"class_list":["post-63","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"gutentor_comment":3,"qubely_featured_image_url":null,"qubely_author":{"display_name":"gcho","author_link":"https:\/\/blogs.scu.edu\/gcho\/author\/gcho\/"},"qubely_comment":3,"qubely_category":"<a href=\"https:\/\/blogs.scu.edu\/gcho\/category\/uncategorized\/\" rel=\"category tag\">Uncategorized<\/a>","qubely_excerpt":"In Ian Bogost&#8217;s article, he argues that &#8220;game is art&#8221; is an obsolete concept.\u00a0 Instead, he advises that we coin a different term and argues that the word &#8220;proceduralism&#8221; appropriately represents innovate indie titles such as &#8220;Braid to Passage.&#8221;\u00a0 Bogost &hellip; Continue reading &rarr;","post_mailing_queue_ids":[],"_links":{"self":[{"href":"https:\/\/blogs.scu.edu\/gcho\/wp-json\/wp\/v2\/posts\/63","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/blogs.scu.edu\/gcho\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blogs.scu.edu\/gcho\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blogs.scu.edu\/gcho\/wp-json\/wp\/v2\/users\/49"}],"replies":[{"embeddable":true,"href":"https:\/\/blogs.scu.edu\/gcho\/wp-json\/wp\/v2\/comments?post=63"}],"version-history":[{"count":1,"href":"https:\/\/blogs.scu.edu\/gcho\/wp-json\/wp\/v2\/posts\/63\/revisions"}],"predecessor-version":[{"id":64,"href":"https:\/\/blogs.scu.edu\/gcho\/wp-json\/wp\/v2\/posts\/63\/revisions\/64"}],"wp:attachment":[{"href":"https:\/\/blogs.scu.edu\/gcho\/wp-json\/wp\/v2\/media?parent=63"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blogs.scu.edu\/gcho\/wp-json\/wp\/v2\/categories?post=63"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blogs.scu.edu\/gcho\/wp-json\/wp\/v2\/tags?post=63"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}