Chocolate-Dipped Brain Bites
This post was written as an assignment for Parsons Design & Technology Thesis 1 taught by Liza Stark and Ethan Silverman. It contains a self-bio, questions I generated over the summer, and prototypes I made before the beginning of the semester.
Being
Last night I reserved tickets for a queer games meeting happening in Brooklyn on Sunday, August 25. As I finished writing my name and information I was prompted with two boxes asking the following: “Are you interested in showing a game?”, “Are you interested in giving a talk?”
I spent two days with this page open, unsure how to answer before leaving them empty and hitting ‘submit’.
You may be wondering how this is relevant to my thesis assignment at all, but its this moment that defines a lot of where I am at right now. I came to DT to make games on top of the theory I studied in undergrad, but instead, I only dug further into thinking about games alongside making them. Except I am not making normal games anymore, that is what makes things so difficult.
Over the course of the last year, I explored games in a variety of fashions. I made games involving venting your feelings to your friends, games for me to explain my own trans trauma, games that questioned the act of play, and games that ask what a game really is. So, yeah I am at a pretty different place from when I came here hoping to make some cool video games. But the thing about the games I have been making lately is I am not sure where they fit in, and where the future of my work should fit in. I won’t figure that out in this blog post, but at the moment my games just feel a bit lost contextually.
Outside of my work, I like organizing community events. This comes into form in the DT community most of the time but I am trying to figure out how to expand that range as I won’t be in DT much longer. I also really enjoy thinking critically about the worlds objects, and watching the reality TV show Terrace House.
Part 1: Questions
How have the hegemonic ideals of game definitions limited affect, bodies, and expression?
The games encyclopedia has completely stagnated under the powers of capital and computers. Now we think that games must exist as an aesthetic of “fun” or “rewarding” within a magic circle separated from the world that results in no consequences. By continuing to think of games with these beliefs, the military-entertainment complex maintains some form of control over who gets the ability to feel and why.
Is conceptual art an avenue to continue experimenting in making games or should I depart from that area?
The past year I dove heavily into thinking about art, specifically conceptual and relational art. I saw a lot of parallels between the ways that games are constructed and those artifacts, and I wondered why games couldn’t be created in a similar manner. However, I’m starting to wonder if conceptual art isn’t the place where this conversation necessarily fits.
Is queerness a lens I want to continue thinking about in my work?
I came to DT hoping to explore queer design and games but I hit a lot of roadblocks over the course of the last year creating queer works. My games 54 More and Immanent Blocks, both taught me that creating identity-dependent work is an entirely different form of emotional labor added on top of communicating a project itself. My MS1 project Game Changers also taught me that creating work as a minority in a community that isn’t focused on said subject means that it's hard to find valuable criticism to move you forward, and administrative figures typically won’t understand. Finally, if I make queer work is it isolating a larger conversation I want to have about the systemic constrictions games cultures have maintained? Guess I will find out.
Part 2: Design Process & Prototypes
Prototype 1: Toilet Game (Huck Fuizinga)
For my first prototype, I decided I would try to create a game that does the opposite of everything Huizinga said in his book Homo Ludens. Why Huizinga? Because there are a lot of concepts I find in modern game forms that are constraining and prohibitive and I think that this book contains a lot of those ideas as it is a seminal text in the game studies field. That being said, Homo Ludens is a book about play. But, many of the things said about play in this book can be considered when thinking about games as well. So I pulled some quotes from the book and distilled them down to some values related to games then I created my design values from the opposite of these values. These are the values I came up with.
So, due to the limited amount of time I had for this prototype, it was impossible for me to create a game that satisfied every one of these design values. So I decided to use these design values as guides, instead of requirements. I ran into the problem of considering what an action truly “integral” to life could be, but instead of overthinking it I decided to go with an easy one. Pooping.
So I went to the bathroom for about an hour to two hours and sat on the toilet. During this time I thought about what could be an interesting experience to give players that fits within some of the other design guidelines. I wanted to make sure that the game was not something to be a tradition and something that may communicate moral values to the player. But how can you communicate morals through the act of doing your business? It is a very lonely act. I decided a way for the player to do this would be to leave an object behind for the next player to consider. I ended up with the following rule set. (You can find more of the document here https://1drv.ms/w/s!AiehfsctWGCih8MneP0PaMnK5PH4ew)
I decided the best place for this game to be played would be inside of a public restroom. So I got shipping labels and went out for a night on the town.
A downside to this being a bathroom based game is that it is a lot harder to gather feedback on how the users feel about the game. And honestly I didn’t from this one. It didn’t feel like it would be appropriate. But there are improvements I would make if I iterated on it such as the actions the players take, and the headspace the game asks them to be in.
Prototype 2: The Nonbeing
For my second prototype I didn’t want to read through a bunch of theory again so I decided to make something more emotional. I took inspration from Avery Alder’s Variations on Your Body and Yoko Ono’s Grapefruit to create a game about feeling disconnected from your body. Essentially being de-embodied. One may say that these two prototypes are vastly different from each other. One is in a public restroom, another is a more poetic experience. But that’s fine. It really all is to help answer my questions.
This game isn’t something that really works through pictures....because the game is just text. That is the thing about my games at the moment. They don’t necessarily need immediate forms because the forms are the people playing them. Yeah people could buy those toilet stickers or reprint them. There is definitely a form of this second prototype that could be fancied up and packaged. But the design is the embodiment of this specific headspace.
Also note this game isn’t finished, I spent 3 hours and decided I had already gone over the allotted time so I stopped myself. A finished version of this game would need a back half that finishes.
You can find the game “The Nonbeing” at this link. https://1drv.ms/w/s!AiehfsctWGCih8Mo-EPa51zOGxL4eQ










