Reading Response #6

to Artful Design • Chapter 5: “Game Design”

Ningxin Zhang.

[11/03/2024]

Music 256A / CS476a, Stanford University


From this week's reading, firstly, I'd like to respond to Artful Design p38's discussion on work and play. This makes me think of the East Asian culture in which I grew up, a culture that often views entertainment as a mere pastime or something that is “earned” after hard work. Yet, this perspective completely misses the depth and importance of play as an intrinsic, creative expression of freedom and self. As described here, play isn't just a break from reality or a trivial pastime; it’s a vital and engaged state where we can be fully present, free from external pressures or goals. In these moments, there’s a kind of flow, an energy that comes not from structured purpose or external rewards but from a place within ourselves that thrives on freedom and improvisation, which can give me surprising inspiration for my creative projects.

Next, I'd like to respond to Principle 6.4, which states the aesthetics of games. Games are inherently so diverse in the experiences they offer, which means that their appeal is equally varied. A game like "Dark Souls" focuses heavily on challenge and discovery. In contrast, a game like "Animal Crossing" emphasizes fellowship and submission—the latter meaning a commitment to the game’s world and routine. This diversity in aesthetic experience is why gaming has such a broad and dedicated audience; it’s a medium capable of reflecting and catering to many facets of our humanity.

Besides, I'd like to respond to Principle 6.9, which states:

Principle 6.9: Play is Free, Voluntary, Uncertain, Unproductive by Choice; It Occurs in A Separate Space, Isolated and Protected from the Rest of Life

Because of its voluntary and unproductive nature, play is essential to human flourishing across cultural, creative, and scientific dimensions. It’s a reminder that play, in its purest form, nourishes us in ways that structured, goal-oriented activities cannot.

Also, for the comparison in Principle 6.10 LUDUS vs. PAIDIA, Paidia appeals to our need for creative freedom and spontaneity, while Ludus offers the satisfaction of mastery, structure, and the thrill of competition. Personally, I prefer the latter, which is a purer, open-ended exploration. In this sandbox approach, imagination and personal expression precede structure or achievement. I have a totally different chilling way of playing "The Legend of Zelda" compared to my friends (I just love wandering around freely). Yet, my experience is still fantastic, and sometimes I even find hidden surprises (and this is why this game is so amazing; it's so well-designed for players with different styles). Also, you can enter some hidden spaces when playing "Inside" if observing carefully enough.