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Gallery display proposals
Stick Shift
Dark Souls
Stick Shift
Robert Yang
Critical design
● “What if sex in games was
something we did, rather
than something we
obtained?”
● Use of tools of high-budget
game design for
countercultural works.
Identity politics
● In 48% of cases, the act is
interrupted by a police
officer, in a reference to the
origins of the Stonewall
riots in police oppression.
● Provocative work, often
using images designed to be
grokkable e.g. homoerotic
nudes in other games.
Critical design
● “What if sex in games was
something we did, rather
than something we
obtained?”
● Use of tools of high-budget
game design for
countercultural works.
Intermediality
● Response to a challenge by
Paolo Pedercini to make a
game from Andy Warhol’s
‘Blow Job’.
● Addition of technicity,
object of agency.
● “You are pleasuring a gay
car” - symbol of
masculinity.
Identity politics
● In 48% of cases, the act is
interrupted by a police
officer, in a reference to the
origins of the Stonewall
riots in police oppression.
● Provocative work, often
using images designed to be
grokkable e.g. homoerotic
nudes in other games.
Critical design
● “What if sex in games was
something we did, rather
than something we
obtained?”
● Use of tools of high-budget
game design for
countercultural works.
Research
● Collection of responses to Yang’s work in media around the world.
● Connections to histories of images of the car and the homoerotic
male body in activist art (e.g. Susan Bordo, The Male Body).
● Existing work on avant-garde game design: Mia Consalvo, Mary
Flanagan, Brian Schrank.
● Offers a view on how identity politics in game design is
contextualised by a larger history of activism.
Display
strategies
● Could display with other
Robert Yang work, e.g.
○ Succulent, different
use of male body.
○ Hurt Me Plenty,
different activism.
● Technical materials on 3D
models and software.
● Very accessible to play:
instructions shown on
screen, mouse only.
● Automatically loops.
Dark Souls
From Software
Directed by Hidetaka Miyazaki
Literacy politics
● Visitors unfamiliar with
games find many of them
inaccessible: prevents
reading in a gallery.
● Dark Souls is inaccessible to
many people within games
culture: lean into literacy
barrier to explore it.
Tastemaking
● Dark Souls is considered
terrible design by some:
flow theory implies
frustration is bad.
● For others it is exemplary,
especially altgames crowd
interested in architecture
and spirituality.
Literacy politics
● Visitors unfamiliar with
games find many of them
inaccessible: prevents
reading in a gallery.
● Dark Souls is inaccessible to
many people within games
culture: lean into literacy
barrier to explore it.
Spectatorship
● Performance of skill
through streaming and
video sharing is a large part
of fandom.
● Spectacular costuming and
choreography make Dark
Souls a particularly
theatrical game.
Tastemaking
● Dark Souls is considered
terrible design by some:
flow theory implies
frustration is bad.
● For others it is exemplary,
especially altgames crowd
interested in architecture
and spirituality.
Literacy politics
● Visitors unfamiliar with
games find many of them
inaccessible: prevents
reading in a gallery.
● Dark Souls is inaccessible to
many people within games
culture: lean into literacy
barrier to explore it.
Research
● Survey of critical writing on Dark Souls to sketch out controversies.
● Interviews with developers at From Software, and of altgames
inspired by Dark Souls.
● Request materials from early stage of design, including concept art
and design docs if possible.
● Offers a rich picture of discourses around difficulty and reward, as
well as architecture and choreography in game design.
Display
strategies
● Large screen, or a mirrored
second screen raised above
head height for spectators.
● Other video installations are
very important:
performances of skill and
failure, interviews with
designers and critics.
● If space permits, also install
altgames inspired by Dark
Souls architecture and
spirituality.

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Games for exhibition in museum setting

  • 3. Critical design ● “What if sex in games was something we did, rather than something we obtained?” ● Use of tools of high-budget game design for countercultural works.
  • 4. Identity politics ● In 48% of cases, the act is interrupted by a police officer, in a reference to the origins of the Stonewall riots in police oppression. ● Provocative work, often using images designed to be grokkable e.g. homoerotic nudes in other games. Critical design ● “What if sex in games was something we did, rather than something we obtained?” ● Use of tools of high-budget game design for countercultural works.
  • 5. Intermediality ● Response to a challenge by Paolo Pedercini to make a game from Andy Warhol’s ‘Blow Job’. ● Addition of technicity, object of agency. ● “You are pleasuring a gay car” - symbol of masculinity. Identity politics ● In 48% of cases, the act is interrupted by a police officer, in a reference to the origins of the Stonewall riots in police oppression. ● Provocative work, often using images designed to be grokkable e.g. homoerotic nudes in other games. Critical design ● “What if sex in games was something we did, rather than something we obtained?” ● Use of tools of high-budget game design for countercultural works.
  • 6. Research ● Collection of responses to Yang’s work in media around the world. ● Connections to histories of images of the car and the homoerotic male body in activist art (e.g. Susan Bordo, The Male Body). ● Existing work on avant-garde game design: Mia Consalvo, Mary Flanagan, Brian Schrank. ● Offers a view on how identity politics in game design is contextualised by a larger history of activism.
  • 7. Display strategies ● Could display with other Robert Yang work, e.g. ○ Succulent, different use of male body. ○ Hurt Me Plenty, different activism. ● Technical materials on 3D models and software. ● Very accessible to play: instructions shown on screen, mouse only. ● Automatically loops.
  • 8. Dark Souls From Software Directed by Hidetaka Miyazaki
  • 9. Literacy politics ● Visitors unfamiliar with games find many of them inaccessible: prevents reading in a gallery. ● Dark Souls is inaccessible to many people within games culture: lean into literacy barrier to explore it.
  • 10. Tastemaking ● Dark Souls is considered terrible design by some: flow theory implies frustration is bad. ● For others it is exemplary, especially altgames crowd interested in architecture and spirituality. Literacy politics ● Visitors unfamiliar with games find many of them inaccessible: prevents reading in a gallery. ● Dark Souls is inaccessible to many people within games culture: lean into literacy barrier to explore it.
  • 11. Spectatorship ● Performance of skill through streaming and video sharing is a large part of fandom. ● Spectacular costuming and choreography make Dark Souls a particularly theatrical game. Tastemaking ● Dark Souls is considered terrible design by some: flow theory implies frustration is bad. ● For others it is exemplary, especially altgames crowd interested in architecture and spirituality. Literacy politics ● Visitors unfamiliar with games find many of them inaccessible: prevents reading in a gallery. ● Dark Souls is inaccessible to many people within games culture: lean into literacy barrier to explore it.
  • 12. Research ● Survey of critical writing on Dark Souls to sketch out controversies. ● Interviews with developers at From Software, and of altgames inspired by Dark Souls. ● Request materials from early stage of design, including concept art and design docs if possible. ● Offers a rich picture of discourses around difficulty and reward, as well as architecture and choreography in game design.
  • 13. Display strategies ● Large screen, or a mirrored second screen raised above head height for spectators. ● Other video installations are very important: performances of skill and failure, interviews with designers and critics. ● If space permits, also install altgames inspired by Dark Souls architecture and spirituality.