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Artful Design: Chapter 6

Sebastian James

Game Design

minecraft
Image taken from Mojang®

This is a response to Chapter 6 of Artful Design, Game Design.

I will be responding to Principle 6.5: Reflection: Games as a Mirror of Our Humanness

I grew up in Stowe, Vermont; a small town in a small state. I lived a rural childhood where we grew up playing in the woods, running through fields, building forts and fires, and of course, always managing to scrape something and return home bloodied. My siblings and I spent so much time outside that there was a stage in my life where I felt like I understood the outdoors better than I did the face I saw in the mirror.

On my twelfth birthday I asked my parents to buy me a Minecraft account. At the time, the $25.00 it cost for a lifetime of access seemed priceless. However, I would come to learn that the purest aspects of the game, the principles which drove Notch – the Java programmer of Minecraft – to create the game, were what gave me a better understanding of the face staring back at me in the mirror AND the its place in the world. Building subterranean tunnels thousands of blocks long, or traversing entire oceans in search of the famous Mushroom islands were paramount over the pillaging and combat which many saw as the sole purpose of Minecraft.

Chapter 6 of Artful Design articulates aspects of game design, juxtaposing the job of a game designer to that of a puppeteer. I would like to briefly address the question posed on page 306, “How do we design play?” Just like great pieces of literature, movies, and music, games may act as an expressive medium of one's experience – as is the case in That Dragon, Cancer, as a tool, or as an attempt to answer the questions of how life is designed; not only that, but what can life actually be. Kunwoo Kim’s Wednesday lecture on Game Design similarly stated that we are better able to put up with sadness, pain, and suffering in games as we are better able to understand it without fearing it.

While being well versed in bushcraft at a young age allowed me to live out my Bear Grylls fantasies, video games such as Minecraft taught me valuable lessons about the importance of being constructive versus destructive, and the likely reality of losing everything you desire and starting over in life.

As I dig deeper into our third homework assignment in Music 256A, the development of an audio sequencer, I hope to employ the principles of game design I found most important in chapter 6: an articulation of what we believe life to be and a guess of what we believe life can be.