One of the most interesting things to me about video games is space, and I mean that in the Foucault/de Certeau/Habermas kind of way. Henry Jenkins got at it the best out of everyone whose work we read this quarter: the game designer is a “narrative architect”. Every part of a video game’s environment is more thoroughly and meticulously designed than most players might assume (someone had to program grab-ability into every object in Gone Home, and someone had to make the labels on the pencils, the writing on the business cards), and if you have to design it anyways, you may as well design it in a way that supports the goals and the artistic message of the game.
This is true of the world we live in, too, and there’s something to be said about that (which the authors I cited above all discuss very well). But there’s a sort of pushback that’s possible in the world, which is too complex to ever be fully controlled or even comprehended, and that’s one of the things that really gets me about ARGs. As designers, we have to work with what are basically found materials, modifying them only slightly, if at all, in pursuit of our final product. I feel like a game that takes place in the world can’t help but incorporate the felt pathways and pressures of our lives, physical and mental (or as Upton might put it, internal and external; we are always constrained). And that’s exactly what makes it so potentially productive! It not only moves out of the indexical reproduction of space of the video game, but it moves beyond purely sanctioned space for artistic production and runs headlong into the messy interlocking pathways of urban planning and social codes. We as designers lose our power to create a completely thematically coherent space, but in doing so we’re practically forced to tackle what’s at hand in the spaces at our disposal, the affordances of place and time. That’s nothing that other media haven’t already toyed with (performance art, flash mobs, “social experiments”), but the game framework really makes it feel like something special.
In designing our module, the space is something I’ve been very preoccupied with – how do we say what we want to say in a space that’s much more restrained than we would like? Logan becomes a microcosm, a text, abstracted and symbolized – how do we direct attention to this issue? How do we turn the gaze? In the hyperaware mode of ARG play, what space is most likely to promote certain modes of thought? What atmospheres exist and how can we use them? What is already at play here that we can engage?
It was said early in class and I can’t help but feel it strongly now, as we go into the final stretch. We are all, always, already bricoleurs; ARGs just make it a lot more obvious, and they might even do something with it.