Welcome back readers.

This week the thing I want to plug is that Kaile is putting together a book bringing together both new material and previously-published hits. Don’t worry, I’ll be back to ask you for money for the site next week.

This Week in Videogame Blogging is a roundup highlighting the most important critical writing on games from the past seven days.

Crafter’s Circle

I’m tinkering with the format a little this week to bring together articles that aren’t all linked by the exact same theme, but might still be arranged in a sequence of progression between themes. Our first set moves through art and artistry in the age of algorithmic appropriation, communities of creation as sites of resistance and resilience, and the liberatory potentials of fan-creation–which of course spins the wheel back around to community.

“When folks today talk about “games as platforms,” they refer to how players might gravitate towards “everything games” like Fortnite and abandon the rest. But there’s another possible future that looks more like this underground cave system. Rather than untouchable monoliths spewing out content, games instead become raw material for hyper-fans to reinterpret however they like.”

Track Changes

Our next meta-section starts with lookbacks at both 1980s microcomputing classics as well as the developers that brought them to life. From here we move into the communities and structures supporting margianlized developers in the contemporary and future industry.

“I wager video games are just now hitting their Blaxploitation era. But as we’ve seen with the history of games, they grow quick and fast as a culture, so maybe we’ll see it sooner than later.”

Expansion Pass

Let’s pause now for a shorter section consisting of two longer-form pieces, unpacking the social and labour contexts of their object games.

“In his 1981 ethnography of a machine shop, Manufacturing Consent, sociologist Michael Burawoy set out to answer not how capitalists are able to exploit through coercion but rather how willing workers are to participate in their exploitation. In the shop where he worked, Burawoy was fascinated by the combination of salaried and piecemeal work that management had in place. Machine operators would always earn a flat rate (i.e., goldbricking) but could earn up to 140% of that salary based on how much they exceeded set production quotas (which the operators termed “making out”). Burawoy was surprised by the frequency and pride with which experienced workers would make out and their disappointment and anger at falling short of their internally imposed goals or being forced to goldbrick a day. He realized—they were playing a game.”

Recompiled

Our final section moves from game design conventions and experiences into puzzle-specific considerations and new ideas for tools to add to the kit.

“Unlike more guided logic puzzle rule-discovery games like The Witness, which often intentionally mislead the player into false assumptions only to subvert those assumptions with an embarrassing punchline, the false assumptions made while playing Epigraph feel entirely organic. This I believe happens because the “rules” which players must discover during language decipherment are so open-ended—any glyph could represent any concept—that the likelihood of multiple players making the same false assumption is comparatively low.”


Subscribe

Critical Distance is community-supported. Our readers support us from as little as one dollar a month. Would you consider joining them?

Contribute

Have you read, seen, heard or otherwise experienced something new that made you think about games differently? Send it in!

Tags from the story
, , ,