Difference between revisions of "Experimental Game Mechanics"
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== Introduction == |
== Introduction == |
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− | This class happens once in the winter semester and once in the summer. The class may be taken by students of all years. |
+ | This class happens once in the winter semester and once in the summer. The class may be taken by students of all years. It is held by Thomas Wagensommerer. |
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== Content == |
== Content == |
Revision as of 13:23, 25 September 2022
Introduction
This class happens once in the winter semester and once in the summer. The class may be taken by students of all years. It is held by Thomas Wagensommerer.
Content
Conventional game mechanics can be described as “rule-based methods for agency in the gameworld, designed for overcoming challenges in non-trivial ways.” (Sicart, M. A. (2016a). Mechanics. In H. Lowood & R. Guins (Eds.), Debugging Game History: A Critical Lexicon. (pp. 297–304). MIT Press)
This course aims to reflects on strategies to approach, research, evaluate, create and define experimental game mechanics to overcome the present state of game mechanics in a playful way.
Throughout the course, we use and misuse modes of digital production to perforate the surface of representation to expose its new flesh. (cf. Videodrome - David Cronenberg 1983)
This course explicitly understands game (or rather: play) as a matter of artistic creation.