Contents
Persuasive Games: Why We Need More Boring Games
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 21, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [10]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 21, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 21, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Persuasive Games: Why We Need More Boring Games
by Ian Bogost
2 comments
Share RSS
 
 
May 21, 2007 Article Start Previous Page 2 of 3 Next
 

But few developers set their sights on a lower-hanging, if more bitter fruit: games that would demystify the medium, to use Ecko’s words. Literature and film are indeed media in the service of art, but they are also media in the service of much more mundane goals. Consider everything that is possible to do with film.

For one part, we can use moving images to discover the nature of human experience, like the exploration of bitterness and compassion in Casablanca. For another part, we can use moving images to document our ordinary lives, as in a home movie of a child’s birthday party to be shared with (or more likely archived for) one’s extended family. For yet another part, we can use moving images to explain ordinary phenomena, like the operation of the seat belt in an airplane safety video. As expressive artifacts, Casablanca, the home movie, and the airplane safety video have very little in common. But as media artifacts, they have many things in common, in terms of the filmic techniques used to capture and project moving images.

Advertisement

In fact, the birthday party and airplane safety videos would both be impossible without the long history of film as a medium of documentation and expression that preceded them. But the banality of these later examples also increases the total attention we pay as a culture to moving images in the first place. We see films all around us, in many different contexts, and this makes film in general more comprehensible as a medium.

Very few video games set out to tackle mundane applications akin to the home movie or the airplane safety video. And really, is it very surprising? Who would set their sights on these mundane aspects of human experience, things that recede into the background, given the glitzy alternative of commercial games?

Serious games offer one example. These are games whose mission includes applications of video games outside the sphere of entertainment. These are games that train soliders and corporate employees, educate middle-schoolers and technology certification hopefuls, help diabetics manage their blood sugar, try to persuade consumers to purchase products and services.

Certainly many of these activities seem to be just as banal as pointing out the exits on a Boeing 767. Serious games thus have an important role to serve in video games’ attempts to mature as a medium—not because they train or educate or inform, but because they help make games more boring.

Then consider Nintendo’s popular Brain Age for the Nintendo DS, along with all of its sequels and knock-offs. Brain Age has been celebrated not only as a tremendous commercial success, but also a contributor toward making games more appealing to a broader audience. In his keynote at the 2007 Game Developers Conference, Shigeru Miyamoto even suggested that Brain Age was largely responsible for drawing his wife into games.

 
Article Start Previous Page 2 of 3 Next
 
Comments

Tomas Galler
profile image
I don't understand the point
http://www.casininio.com

kate Green
profile image
Gucci Shoes
Gucci Shoes
Louis Vuitton
UGG Boots
Louis Vuitton Handbags


none
 
Comment:
 


Submit Comment