Persuasive Games: The Proceduralist Style

This article, Persuasive Games: The Proceduralist Style, was posted on gamasutra.com n January 21, 2009. The article begins with a discussion of whether games are art. The author, Ian Bogost, mentions that it is absurd to think of art as monolithic. Ian Bogost is quite the expert in video game theory, criticism and design. He even has his own website about it all which you can find at www.bogost.com He talks about proceduralist games and how they are very process-intensive. In these games, he mentions, “expression is found in primarily in the player’s experience”. This experience has less to do with the visual aspect of the game but rather the mechanics of the game. The author goes into how procedural works of the story are less of a narrative and more of a metaphor. An example of polar opposite works would be a game like Tetris and the contrast game would be SimCity or Madden. Proceduralist games are in between these two extremes.

This article was all about how to classify a game and what qualities make it a certain type of game. It was a lot more in depth than I would ever go into describing a video game. The farthest I would go is probably concrete and abstract. I guess the article was a little interesting but I was exactly interested in it.

Source: http://www.gamasutra.com/view/feature/132302/persuasive_games_the_.php?page=4

 

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One Response to Persuasive Games: The Proceduralist Style

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