Critical Gameplay
Practice Playing Differently
Practice Playing Differently
Started in 2009, this project aims to showcase critical game design through game mechanics. The project pioneers the design of critical game projects highlighting social and ludic bias. Critical gameplay provides the opportunity to explore game ethics through the way games are designed to be played. Since game designers outline the rules of play, game designs outline designer’s definitions of what is ethical and important.
Taking the notion that, design is reflection of designer values, the games aim to provide a fresh perspective on playful experiences. The work aims to expose intrinsic values in play and creating gameplay models from alternative ethics and values.
Further reading on this work is available as follows:Critical Gameplay is a collection of "strategically designed" video games. Each game asks what common game mechanics teach us. The games in the collection are designed to help reevaluate our perspective on gameplay experiences. As Critical Cartography changes the way we perceive the world, Critical Gameplay seeks to offer alternate perspectives on the way we play.
Critical Gameplay does not attempt to answer these questions. Instead it seeks to open the dialogue with demonstrative experiments in gameplay. It attempts to fill the space of what if, with something tangible - a game. What if that avatar did have a history before you destroyed it? What if you couldn’t read the game world by stereotyping characters? Critical Gameplay is simply about raising questions that encourage critical reflection on gameplay experiences. A Critical Gameplay game is valued in intellectual profit.
Each game was designed and implemented between 2009 and 2019, in one week or less. Some games have been re-implemented for modern operating systems under the same constrants as the original.
Each of the following games was developed under rapid prototyping constraints, by a single developer, designer and artist, Lindsay Grace. Each game was originally developed in 5 days or less, but may be subject to minor revisions for individual exhibitions or conversion to new platforms. The games return to the romantic notion of a lone-developer making a game late into the night. They are designed as art explorations in critical game design.
Practice going against the generally non-inclusive culture of affection games... play web version now
The following is a list of select exhibits and showcases at which Critical Gameplay games were shown. For a complete list of the artist's exhibitions please visit ProfessorGrace.com
The following is a list of selected publications about Critical Gameplay as well as exhibition catalogs. Please visit ProfessorGrace.com for a complete list of the artist's publications and wider art practice.
Grace, L. 2016. Subverting the Conventions of Affection Games in the Digital Wild. International Symposium of Electronic Art, Hong Kong
Grace, L. 2015. Objects of Affection: Kissing Games on Mobile Devices. Foundations of Digital Games (FDG) 2015, Society for the Advancement of the Science of Digital Games, Pacific Grove, California, USA
Grace, L, Tran, L. and Ewing, C. 2019, Miami @ Play 2018, exhibition catalogue, December 1-7, 2018, 50 pages, ISBN 9781365245749
Totten, C. and Grace, L 2016, Indie Arcade: Coast to Coast, exhibition catalogue, Smithsonian American Art Museum, Washington, DC, USA ISBN 978-1364585259