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These essays are a selected sampling of the writing I’ve done over
the last several years, arranged in rough chronological order. Few of these
writings are formal academic essays with proper references. If you’re looking
for a good bibliography, there’s a very long one in Rules of Play.
A
Bill of Rights for Game Developers (2005)
This intentionally provocative thinkpiece was originally published for the
International Game Developers Association website and subsequently as a feature
at the game developer community site gamasutra.com. Based on a keynote talk
I gave at the Montreal International Game Summit, it caused a bit of stir
when published, although not as much as I would have liked.
Learning to Play to Learn
(2005)
Co-authored with gameLab game designer Nick Fortugno, this practical design
piece outlines common pitfalls in educational game design. The main message
is for game developers and educators to learn how to respect each other and
work together to solve the daunting design and implementation challenges of
educational games.
The
Missing Piece (2003)
This catty little rant about the game industry was written for an early issue
of the German game magazine GameFace. It was later republished in the program
for the Australian conference Playthings.
Creating
a Culture of Design Research (2003)
This tiny essay was published in Design Research: Methods and Perspectives,
a book that Brenda Laurel edited, and it outlines the strategies that Peter
Lee and I use to craft the company culture at gameLab.
Play
as Research: The Iterative Design Process (2003)
Also a chapter of Design Research, this piece outlines the basics of iterative
design by examining how the games SiSSYFiGHT, LEGO JunkBot, and LOOP were
created.
Narrative,
Interactivity, Play, and Games: Four naughty concepts in need of discipline
(2004)
This essay appears in the volume First Person: New Media as Story, Performance,
and Game, edited by Pat Harrigan and Noah Wardup-Fruin. Although this book
came out after Rules of Play, I wrote this essay much earlier, and the “four
naughty concepts” presented in the essay were further refined and clarified
by myself and Katie in Rules of Play.
Sexplaythings
(2003)
I was asked to contribute something for an issue of Print dedicated to the
theme of sex. My response was to design seven fanciful games on the theme
of sex, each presented as a short concept. The final version of the piece
included kickass illustrations by Ross MacDonald, but they did take out two
of the games. Enjoy the full text here.
Do
Independent Games Exist?
(2002)
A meditation on what is wrong with the game industry, this two-pronged essay
was first published in Game On, the catalog for the museum exhibition of the
same name.
No
Future (circa 2001)
Never actually published, this choose-your-own-adventure style interactive
story about the ad world was written with game designer Frank Lantz for a
design magazine whose art director eventually found it too challenging to
run a little dollop of text at the bottom of every page of the issue. Enjoy.
Thinkpiece
for “Playing by the Rules: The Cultural Policy Challenges of Video Games”
(2001)
This paper, in addition to addressing the inane question “Are videogames art?”
spends most of its time detailing a court appearance I made as an expert witness
in a Canadian court. The end of the paper begins some of my thinking about
independent games, which reached fruition in my essay Do Independent Games
Exist? the following year.
Against
Hypertext (2000)
A diatribe against the hypertext model of interactive narrative, this essay
was written as a response to a piece by Stephanie Strickland, both of which
appeared in American Arts and Letters #12. Despite this essay, Stephanie and
I get along very well and enjoy each others work.
The
Rules of the Game (1999)
This essay on boardgames and their implications for design was published in
the first (and only) issue of If / Then, a fantastic design journal in book
form. Design diva Janet Abrams edited the issue, which was themed on play
and linked to the Doors of Perceptions conference on the same topic.
Rules,
Play and Culture: Towards an Aesthetic of Games (1999)
This short essay on game design, co-authored with Frank Lantz for the now-defunct
Merge Magazine, was the first appearance of the rules/play/culture schema
which was later to find overfull fruition in Rules of Play.
Technologies
of Undressing: The Digital Paper Dolls of KISS (1996)
This early essay was written with film scholar Elena Gorfinkel and was spurred
by our mutual fascination with the early internet-based culture of Kisekae
dolls. It was published in the now-defunct tecnhoculturejournal 21C, as well
as Katie Salen’s design theory journal Zed.