speculative game design
TRANSCRIPT
Speculative Game Design A manifesto for allowing players to rehearse alternative
presents and plausible futures
Paul Coulton
@mysticmobile
A ManifestoR r
Research into Design Research through Design Research for Design
Process Artifact
New Knowledge
Art Games
art games is an insufficient term to consider many games, and it is currently “a stand-in for a yet unnamed set of movements or styles, akin to realism of futurism
Ian Bogost
Possible
Present FutureTime
Probable - likely to happen
Plausible - could happen
Possible - might happen
Future
Design Fiction“deliberate use of diegetic prototypes to
suspend disbelief about change... It means you’re thinking very seriously
about potential objects and services and try to get people to concentrate on those – rather than entire worlds or
geopolitical strategies. It’s not a kind of fiction. It’s a kind of design. It tells
worlds rather than stories”
Bruce Sterling
Design Fiction“deliberate use of diegetic prototypes to suspend disbelief about change... It means you’re thinking very seriously
about potential objects and services and try to get people to concentrate on those – rather than entire worlds or
geopolitical strategies. It’s not a kind of fiction. It’s a kind of design. It tells
worlds rather than stories”
Bruce Sterling
With roots in ancient philosophy ‘diegetic’ can be a rather troublesome word for those outside
media theory. Thankfully design fiction’s purposes diegesis simply to refer to the world of the story (and therefore anything that exists
in that world, is diegetic). Thus it follows that a diegetic prototype is a
prototype that exists within a story world
Design Fiction“deliberate use of diegetic prototypes to suspend disbelief about change... It means you’re thinking very seriously
about potential objects and services and try to get people to concentrate on those – rather than entire worlds or
geopolitical strategies. It’s not a kind of fiction. It’s a kind of design. It tells
worlds rather than stories”
Bruce Sterling
Engendering ‘disbelief about change’ is commensurate with speculative design’s, upon which design fiction draws, focus on generating understanding and insights as
opposed to finished products, i.e. its role is: “not to show how things will be but to
open up a space for discussion”
Design Fiction
“So a design fiction is (1) something that creates a story world, (2) has something being prototyped within that story world, (3) does so in order to create a
discursive space.” “Although this definition appears straightforward, complexity
arrives when we consider what something may be”
Lindley and Coulton
are games diegetic?
mimesis and diegesis describe ways of presenting a story. In mimesis, the story is acted out. In diegesis, the story is narrated. Mimesis is show. Diegesis is tell.
games can be both diegetic and mimetic
PresentPresent
Future
Domestication
TechnologyEmergence
Alternate Presentsor Lost Futures
Speculative Futures
Past
adapted from James Auger
Past
“We look at the present through a rear-view mirror. We march backwards into the future”
Marshall Mcluhan
Critical Games
thus far the focus of the critical games created has primarily
been either: critiques of current events or practices; or critiques
of games themselves
Persuading through Games
Persuasive TechnologyProcedural Rhetoric(Gamification) VS Persuasive Games
liminal liminoid
Persuasive Technology
B.J Fogg
Captology - reduce a problem so that it can be addressed through the promotion of minor behavioural change for easily understood and uncontroversial goals.
Persuasive Technology
HighAbility
LowAbility
HighMotivation
LowMotivation
TargetBehaviour
Desire
d Traje
ctory
of Use
rs
FACILITATOR
SPARK
SIGNAL
SIGNALThe Facilitator is a trigger
that also makes the desired behaviour easier
to perform.
The Signal is a trigger that identifies an appropriate time to perform a
particular behaviour for those already motivated to perform that behaviour.
The Spark is a trigger that provides the initial
inspiration to change behaviour.
B.J Fogg
Rhetoric
Pathos(empathy)
Ethos(credibility)
Logos(logic)
CONTEXT
Aristottle
Logos - would utilise facts, statistics, analogies, and
logical reasoning.
Ethos - would draw upon credibility, reliability, trustworthiness and
fairness.
Pathos - would appeal to our emotions and draw
upon feelings of fairness, love, pity, or even greed,
lust, or revenge.
Game
Game Designer Player
Rule
sInteraction
Game Design as Rhetoric
Rhetoric of Designthe basic representational mode of videogames is “procedurality”, enacted through rule- based representations and interactions and, when used to reveal processes or concepts of another system, present the player with a procedural rhetoric
Ian Bogost
Interactive System
Interaction Designer User
Syst
em L
ogic Interaction
Interactive Systems as Rhetoric
Rhetoric of Design
Coulton
Framing Speculative Game Design
Present FutureTime
Plausible Possible
Speculative Game Design should be plausible
Pathos(empathy)
Ethos(credibility)
Logos(logic)
Framing Speculative Game Design
PresentFuture
Time
Plausible
Possible
Past
Plausible
Possible
Speculative Game Design should embrace the plurality of realities of both designers
and players.
Framing Speculative Game Design
Speculative Game Design can encompass both mimesis and diegesis.
Diegesis+
Mimesis
Framing Speculative Game Design
Speculative Game Design should utilise rhetoric rather
than captology.
Reflection
These strategies are not intended to be used to rank games in relation to some perceived quality about what may or may not make a ‘good’ speculative game design, but are to help designers reflect on the appropriate uses of rhetoric and their responsibilities when designing such games.