Critique with Dan Arps
Thank you Delaney for the notes 😊
Juno crit notes <3
Board game/ world building vibes
Tiers of the boardgame in relation to the ‘spaces’ on them (e.g. capitalist society, slums etc.)
Ancient history symbols: cult-y, tiers of game representative of Dante’s Inferno 9 layers of hell
Is the work a metaphor for ‘the game’ or the ‘game of life’.
DnD ‘Calvinball’ (Dan said this) - making rules up as you go, unpredictable, unfair
The separation and distinction of the Square, Circle and Triangle levels is intriguing. It seems in the game there is no way to get through from shape to shape. Three seperate games in one?
Dark room presentation: can’t read card text, adds a unique element of the space/game if there are rules that are almost unreadable in the space
Pokemon, yugioh card references: working with the ‘aesthetic’ of the game rather than making an actual playable game
Light in the space/ placement of led lights: dictates the viewers sight, the viewers movement and interaction/understanding of the game
Ancient Roman/Egypt references: these civilisations were known for war and battles too, potentially an interesting element to add to the concept of the game.
So much to read but the game itself seems unplayable
Seems like an original invented game, not taking conceptual reference from anyone – get it to the point where your game is playable
Your work is rewriting the rules of game subcultures, by manipulating/adding references
Working with the broader territory (conceptually) of society politics (class levels etc.)
You (the creator) are subjecting the player to the game through game design- Alice mentioning the outward-facing cards, allocating that character to the player who finds themself in front of it
Cluedo vibes
The design of the game concept is similar to monopoly; working your way up in society to have ‘more’. But more of what?
Presentation of the game in the gallery space is between a museum vitrine display and playable; too nicely presented for viewers to interact with but it is still exposed and open
Simon Denny – Founders paradox
Dnd – ongoing game with no determined end (do I want this? Or do I want a clear objective/ end goal?)
This work is more of a sculpture of a game than a game itself.
The game seems unplayable because the characters are mid-play
What is the objective/parameters of the game? Make the dynamics/objectives clearer for the viewer.
Learn about the game by playing it







