Welcome to WRT 205, a writing course that seeks to unburden research and make playful(l) the processes and products of inquiry.
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Builder Post
Hope Puzzanghera: Builder
Tom Stewart WRT 205
Gamasutra Article (Ampersand)
* Papers, Please: http://www.giantbomb.com/papers-please/3030-41931/ * Cart Life: http://www.giantbomb.com/cart-life/3030-36155/ * Dys4ia: https://jayisgames.com/review/dys4ia.php * Website: http://bogost.com/
Ivan Laryionenka
Is finding such balance possible? Do such games actually make you think and act? Is it possible to create mass social awareness & movement through games?
Lillian Klass: Catalyst
What is the purpose of a game?
What is your opinion on “games for change” or serious games/ Do you agree with Bogost argument? Why?
Did anyone play the games he discusses in the article?
Do games for a change serve a purpose if so of the experiences you’ve had do they fulfill their purpose?
While reading I noticed he stated that serious games are not used for game play do you think they would server their purpose better if they were designed with game play in mind?
-I feel as though these “games” are not meant to be fun and making them fun would take away from the issue they are bringing awareness to.
Kevin Ward
Ian Bogost Bio http://bogost.com/uncategorized/about-me/ Papers, Please Game Trailer https://www.youtube.com/watch?v=_QP5X6fcukM http://papersplea.se/
Samuel Ansell
“Real systems thinking assumes that simple answers are always wrong, but games for change, or serious games, are often prevented(*presented?) as superficially transformative affairs” - Bogost
He(Bogost) argues that “serious games” nowadays are mostly created for the headlines in the media/profit, to secure lectures, or receive book grants ● In terms of the game Oligarchy
,Bogost suggests that since the creator gave texts and
images to explain the themes of the game before you even play, why have the game at all?
Aka, if the game can not portray what you’re trying to get across, why stay in this medium?
Rather than going to a newspaper or something
In Bogost’s eye, Oligarchyshould have been made into a movie to get the point across.
Generally, people see games as a non serious thing, so when a “serious game” is created it “risks becoming an aesthetic exercise”
Bogost wants games where people seek to play it because of the emotional connection, not because of the good headlines/reviews they saw.
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Alice Pryor - vice catalyst
Nick Mellen - notes
Different games found:
file:///Users/nickmellen/Desktop/The_Republia_Times.html
file:///Users/nickmellen/Desktop/Papers_Please_Wiki.html
file:///Users/nickmellen/Desktop/game_skinny.html
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Group work - Builder
http://papersplease.wikia.com/wiki/Papers_Please_Wiki
http://www.gameskinny.com/jgngk/the-8-games-with-the-toughest-moral-decisions-youve-ever-made/9
http://www.playstationlifestyle.net/2015/08/24/10-choice-driven-games-like-dawn-need-play/#/slide/10
-Links found by Corey-
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RPG Character
Strengths: •Note taking •Submitting work on time •Research Skills: •Photography •Tech Savvy •Basic Coding Assets: •Access to 3D printing labs Weaknesses: •Heavy schedule •Does not mix well with procrastinators
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RPG Character Profile
Class: Posthuman

Motto: “So over the anthropocene”
Strengths
Idea Hoarder: reads/watches/looks for/listens/interacts with all sorts of things (and tries to keep track of them…)
Curiouser and Curiouser: wonderer. wanderer.
Big Eyes: like to observe worlds I’m in/move through
Attuned Ears: observation can’t be ocularcentric!
Tinkerer: like to think through ideas with my hands
Skills
Woodworking
Soldering/basic electronic messing
Basic coding
Photo/audio/video editing
Graphic/information design
Field recording
DIY or die
Equipment
iPhone
Macbook
Audio and video recorders
An exploding bag of craft supplies
An assortment of odd electronic instruments
Weaknesses
Conceptual Thinker: sometimes can’t stop thinking, so getting started can be difficult
Scatterbrain: interest in all the things makes it hard to keep track of all the things
Under Pressure Procrastinator: slow thinker, so I often find myself down to the wire (and kind of thrive here, unfortunately)
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A Game or Not a Game?
A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome. -- Katie Salen and Eric Zimmerman, Rules of Play: Game Design Fundamentals
We’re reaching a point in our game play where we’re questioning what makes up our assumptions (experience and understanding) of what we understand playing a game to be. What makes a game a game and not a work of art? Or an interactive text?
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“Since its release, ‘September 12th’ has been used as an example of Newsgame and Serious Game in every academic research on the topic. The reason is that this is the perfect match between telling something important to people and creating constructive debate using game’s mechanics.”
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“On another level, you can see the whole game as an attempt to connect, even if though fiction, to an everyday reality of war that is so carefully removed from our existence. We are living the paradox of being inundated by militaristic entertainment while we barely know about what happens, for example, in Yemen and Somalia where US covert operations are regularly taking place.”
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"I'm not a gamer, but I know that having a game about Darfur reaches out to lots of young people out there who are clueless about what's going on. But on the other hand, in this age when so much information is on the Internet, do we really need a game -- a game -- to remind people that something so terrible is happening in the Sudan?"
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[check out/follow The Strong’s tumblr for access/updates to the cool collections and the happenings of the museum]
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Passage makes it into MoMA’s collection through the Applied Design exhibit.
“There are still people who think that design is just about making things, people, and places pretty. In truth, design has spread to almost every facet of human activity, from science and education to politics and policymaking, for a simple reason: one of design’s most fundamental tasks is to help people respond to change. A designer today can choose to focus on interactions, interfaces, the Internet, visualizations, socially minded infrastructures and products, 5-D spaces, bioengineering, sustainability, video games, critical scenarios, and yes, even furniture”.
[Applied Design]
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our very own Thomas helped design and make a game!
check out the trailer (at least)! or if you have some birthday money laying around, buy it for yourself (the funds go to a good cause).
DISCLAIMER: You are in no way required to purchase or play this game for class; it’s just a cool thing.
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