The Limits of Disempowerment

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Ian here—

For years, I didn’t know what to do with Anna Anthropy’s Realistic Female First-Person Shooter (2012).

It is, shall we say, a “minor Anthropy.” It’s not one of the games that she includes on her itch.io storefront. If you want to play it, you have to head over here. (It is, unfortunately, Windows-only, although Mac users should feel free to look at this video of the game in action on YouTube).

But despite its somewhat tossed-off status, it is a game I was serious considering including in my article on fumblecore games. There was just one problem: it seemed completely incompatible with my argument. So I swept it under the rug, but kept it in my memory, blinking in the back of my brain, challenging me, keeping me honest.

I think I’ve finally figured out what I want to say about it now, and it’s mostly thanks to the students in my “Frames, Claims, and Videogames” class. I didn’t even teach Realistic Female First-Person Shooter in that class. Instead, my thoughts began crystalizing as students reacted of Alyson Macdonald’s Twine game Female Experience Simulator (2013), one of the most contentious games we played in the course.

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Lesson Plan: You’re There. You’re a Square. Get Over It.

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Lim (merritt kopas, 2012)

Ian here—

The first time I taught a unit on the concept of procedural representation, it was in my course “The Moving and Interactive Image” at the School of the Art Institute of Chicago. The theme I wanted to explore that week was the limits of thinking about games as moving images, at all. Are there some games that get such a large percentage of their meaning from rules and interactions that it is not even productive to think about them as images at all anymore? To this end, I assigned students the chapter “Art” from Ian Bogost‘s book How to Do Things with Videogames, where he lays out the idea of what he calls the “proceduralist style” in art games. Bogost characterizes this style of games in the following way:

In these games, expression arises primarily from the player’s interaction with the game’s mechanics and dynamics, and less so (in some cases almost not at all) in their visual, aural, and textual aspects. These games lay bare the form, allowing meaning to emanate from a model.[i]

I also set up a unit on proceduralist games in my Intro to Mass Communication course at DePaul University, which I taught three times, in the Fall 2015, Winter 2016, and Spring 2016 quarters. As I repeatedly taught this unit, I segued away from using Bogost’s “Art” chapter from How to Do Things with Videogames. (I found that the chapter’s engagement with the tired “are videogames art?” debate was too much of a lure, pulling student attention away from the core issues I wanted to address.) Instead, I subbed in “Procedural Rhetoric,” the first chapter of Persuasive Games, with very heavy excisions. (It really is a shame that, at 64 pages, that chapter is so unreasonably gargantuan. It definitely makes for some headaches when deciding on reading assignments.) And, over time, I gravitated toward some specific games to play in-class: a group of games I affectionately refer to as “games about squares.”

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