Fiction Puzzle: Storiable Challenge in Pragmatist Videogame Aesthetics
Tóm tắt
This paper surveys the ontological and aesthetic character of puzzles in worlds with storytelling potential, storiable worlds (potential storyworlds). These puzzles are termed fiction puzzles. The focus is on the fiction puzzles of videogames, which are accommodated to John Dewey's pragmatist framework of aesthetics to be examined as art products capable of producing aesthetic experiences. This leads to an establishing of analytical criteria for estimating the value of fiction puzzles in the pragmatist framework of aesthetics.
Tài liệu tham khảo
Aarseth, E. (2007). Doors and perception: fiction vs. simulation in games. Intermédialités : histoire et théorie des arts, des lettres et des techniques / Intermediality: History and Theory of the Arts. Literature and Technologies, 9, 35–44.
Aarseth, E. (2005). From Hunt the Wumpus to EverQuest: introduction to Quest Theory. In F. Kishino (Ed.), ICEC 2005 (pp. 496–506). New York: Springer.
Barthes, R. (1975). The pleasure of the text. Trans. R. Miller. New York: Hill and Wang.
Bates, B. (2004). Game design (2nd ed.). Boston: Course Technology.
Beardsley, M. (1958/1981). Aesthetics: problems in the philosophy of criticism. 2nd Ed. Indianapolis: Hackett Publishing Company.
Bissell T. (2011). Press X for beer bottle: on L.A. Noire. Column at Grantland. June 8, 2011. http://www.grantland.com/story/_/id/6625747/view/full/la-noire. Accessed 4 July 2013.
Black, M. (2012). Narrative and spatial form in digital media: a platform study of the SCUMM Engine and ron Gilbert's the secret of monkey island. Games and Culture, 7(3), 209–237.
Bordwell, D. (1985). Narration in fiction film (7th ed.). New York: Routledge.
Brown, S., et al. (2011). Naturalizing aesthetics: brain areas for aesthetic appraisal across sensory modalities. NeuroImage, 58(2), 250–258.
Buckles, M.A. (1985). Interactive fiction: the computer storygame 'Adventure.' Doctoral dissertation, University of California.
Costikyan, G. (2002). I have no words & I must design: toward a critical vocabulary for games. In F. Mäyrä (Ed.), CGDC Conference Proceedings (pp. 9–33). Tampere: Tampere University Press.
Crawford, C. (1984). Art of computer game design. New York: McGraw-Hill.
Crawford, C. (1986). Balance of power: international politics as the ultimate global game. Redmond: Microsoft Press.
Danesi, M. (2002). Puzzle instinct: the meaning of puzzles in human life. Bloomington: Indiana University Press.
Darley, A. (2000/2006). Visual digital culture: surface play and spectacle in new media genres. New York: Routledge.
Deen, P.D. (2011). Interactivity, inhabitation and pragmatist aesthetics. Game Studies, 11 (2). http://gamestudies.org/1102/articles/deen. Accessed 4 July 2013.
Dewey, J. (1934/2005). Art as experience. New York: Penguin Group.
Douglass, J. (2007). Command lines: aesthetics and technique in interactive fiction and new media. Doctoral dissertation, University of California.
Duke, R. (1971). Gaming: the future's language. New York: Sage Publications.
Fernández-Vara, C. (2009a). The tribulations of adventure games: integrating story into simulation through performance. Doctoral dissertation, Georgia Institute of Technology.
Fernández-Vara, C. (2009b). The secret of monkey island: playing between cultures. In D. Davidson (Ed.), Well played 1.0 (pp. 147–156). Pittsburgh: ETC. Press.
Herman, D. (2002). Story logic: problems and possibilities of narrative. Lincoln: University of Nebraska Press.
Humble, P. N. (1993). Chess as an art form. British Journal of Aesthetics, 33(1), 59–66.
Ingold, J. (2011). Thinking into the box: on the use and deployment of puzzles. In K. Jackson-Mead & J. Robinson Wheeler (Eds.), IF Theory Reader (pp. 229–247). Boston: Transcript On Press.
Karhulahti, V.-M. (2011). Mechanic/aesthetic videogame genres: adventure and adventure. In A. Lygmayr et al. (Eds.), Proceedings of Academic Mindtrek Conference 2011 (pp. 71–74). New York: ACM.
Karhulahti, V.-M. (2012a). Double fine adventure and the double hermeneutic videogame. In R. Bernhaupt (Ed.), Proceedings of Fun and Games 2012 Conference (pp. 9–26). New York: ACM.
Karhulahti, V.-M. (2012b). Suspending virtual disbelief: a perspective on narrative coherence. In D. Oyarzun (Ed.), ICIDS 2012 (pp. 1–17). Berlin: Springer.
Kirkpatrick, G. (2011). Aesthetic theory and the video game. Manchester: Manchester University Press.
Laulajainen, T. (1989). Reading interactive fiction: effects of prior knowledge on text processing. MA Thesis, University of Turku.
Laurel, B. (2004). Response from Brenda Laurel. In N. Wardrip-Fruin & P. Harrigan (Eds.), First person: new media as story, game, and performance (pp. 310–317). Cambridge: The MIT Press.
Lebling, P., Blank, M., & Anderson, T. (1979). Zork: a computerized fantasy simulation game. IEEE Computer, 12(4), 51–59.
Malone, T. (1980). What makes things fun to learn? A study of intrinsically motivating computer games. Doctoral Dissertation, Stanford University.
Malone, T. (1982). Heuristics for designing enjoyable user interfaces: lessons from computer games. CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems (pp. 63–68). New York, NY: ACM
Montfort, N. (2003/2005). Twisty little passages: an approach to interactive fiction. Cambridge: MIT Press.
Montfort, N. (2007). Generating narrative variation in interactive fiction. Doctoral dissertation, University of Pennsylvania.
Murray, J. (1997). Hamlet on the Holodeck: the future of narrative in cyberspace. Cambridge: MIT Press.
Myers, D. (2012). What chess games and chess problems tell us about digital games and art. Digital Creativity, 23(3–4), 260–271.
Olivastro, D. (1993). Ancient puzzles: classic brainteasers and other timeless mathematical games of the last 10 centuries. New York: Bantam.
Ryan, M.-L. (2006). Avatars of story. Minneapolis: University of Minnesota Press.
Salter, A. (2013). To be a mighty pirate: Guybrush Threepwood, Indiana Jones and a misspent youth of unintentional learning. The looking glass: new perspectives on children's literature, 16 (2). http://www.the-looking-glass.net/index.php/tlg/article/view/321/318. Accessed 4 July 2013.
Schellekens, E., & Goldie, P. (Eds.). (2011). The aesthetic mind: philosophy and psychology. New York: Oxford University Press.
Shimamura, A., & Palmer, S. (Eds.). (2012). Aesthetic science: connecting minds, brains, and experience. New York: Oxford University Press.
Short, E. (2009). Cavanagh on challenge and complicity. Column at Game Set Watch. July 15, 2009. http://www.gamesetwatch.com/2009/07/column_homer_in_silicon_cavana.php. Accessed 4 July 2013.
Tavinor, G. (2009). Art of videogames. Hoboken: Wiley-Blackwell.
Tronstad, R. (2003). A matter of insignificance. The MUD puzzle quest as seductive discourse. In M. Eskelinen et al. (Eds.), Cybertext yearbook 2002–2003 (pp. 237–257). Jyväskylä: JY.
Tronstad, R. (2005). Figuring the riddles of adventure games. In Online Proceedings of Aesthetics of Play 2005. http://www.aestheticsofplay.org/tronstad.php. Accessed 4 July 2013.
Wardrip-Fruin, N. (2009). Expressive Processing: digital fictions, computer games, and software studies. Cambridge: MIT Press.
Wilbur, R. (1989). The persistence of riddles. The Yale Review, 79(3), 333–351.
Wimsatt, W., & Beardsley, M. (1946). The intentional fallacy. Sewanee Review, 54, 468–488.
Wittgenstein, L. (1922/2010). Tractatus Logico-Philosophicus. Trans. C. K. Ogden. London, UK: Kegan Paul, Trench, Trubner & Co.
Wong, H. et al. (2012). Rating logic puzzle difficulty automatically in a human perspective. In Proceedings of DiGRA Nordic 2012 Conference: Local and Global – Games in Culture and Society. Tampere: University of Tampere
Zeki, S. (1999). Inner vision: an exploration of art and the brain. New York: Oxford University Press.
7th guest, the. Trilobyte. DOS. 1993.
Beyond Zork: the coconut of Quendor. Infocom. Macintosh, 1987.
Ecoquest: the search for Cetus. Sierra Entertainment. DOS. 1991.
Grim Fandango. LucasArts. Microsoft Windows, 1998.
Harvester. DigiFX Interactive. DOS, 1996.
Hitchhiker's guide to the galaxy, The. Infocom. Macintosh. 1984.
King's quest II: romancing the throne. Sierra On-Line. Macintosh. 1985.
L.A. Noire. Team Bondi. PS3, 2011
Leisure suit Larry in the land of lounge lizards. Sierra On-Line. DOS 1987.
Make it good. Jon Ingold. (Z-code), 2009.
Pac-Man. Namco. Arcade. 1980
Physicus: save the world with science. Ruske & Puhretmaier Edutainment GmbH. Microsoft Windows, 1999.
Prince of Persia: the sands of time. Ubisoft Montreal. PlayStation 2, 2003. 13.
Puzzle agent. Telltale Games. Mac, 2010.
Simcity. Maxis. DOS. 1989.
Simon the sorcerer 3D. Headfirst Productions. Microsoft Windows, 2002.
Secret of monkey island, the. LucasArts. DOS. 1990
Sherlock: the riddle of the crown jewels. Infocom. DOS. 1987.
So Far. Andrew Plotkin. (Z-machine,) 1996.
Tetris. Alexey Pajitnov. DOS. 1986
Zork. Anderson, T, Blank, M, Daniels B. & Lebling D. PDP-10, 1979.