![]() ![]() This lack of attention means that the impacts of these games, as embodiments of particular cultural ideas on the people who play them outside their country of origin, have not been investigated. Unlike other designed artefacts, video games are not commonly considered in relation to the cultural context of their creation. Metagaming Overview at Vimeo: Metagaming Open Access at Manifold: Metagaming for Sale at Amazon: And although videogames conflate the creativity, criticality, and craft of play with the act of consumption, we don’t simply play videogames-we make metagames. One of the only books to include original software alongside each chapter, Metagaming transforms videogames from packaged products into instruments, equipment, tools, and toys for intervening in the sensory and political economies of everyday life. is undermined by the endless levels of Infinite Mario, the frustrating pranks of Asshole Mario, and even Super Mario Clouds, a ROM hack exhibited at the Whitney Museum of American Art. Companies like Valve attempt to capture the metagame through international e-sports and online marketplaces while the corporate history of Super Mario Bros. Players puzzle through the problems of perspectival rendering in Portal, perform clandestine acts of electronic espionage in EVE Online, compete and commentate in Korean StarCraft, and speedrun The Legend of Zelda in record times (with or without the use of vision). Metagaming uncovers these alternative histories of play by exploring the strange experiences and unexpected effects that emerge in, on, around, and through videogames. In Metagaming, Stephanie Boluk and Patrick LeMieux demonstrate how games always extend beyond the screen, and how modders, mappers, streamers, spectators, analysts, and artists are changing the way we play. Elegantly defined as “games about games,” metagames implicate a diverse range of practices that stray outside the boundaries and bend the rules: from technical glitches and forbidden strategies to Renaissance painting, algorithmic trading, professional sports, and the War on Terror. The greatest trick the videogame industry ever pulled was convincing the world that videogames were games rather than a medium for making metagames.
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