{"title":"Can Playfulness Be Designed? Understanding Playful Design through Agency in Astroneer (2019)","authors":"Bettina Bódi","doi":"10.7557/23.6362","DOIUrl":null,"url":null,"abstract":"The cultural phenomenon that Minecraft (Mojang 2009) has become over the past decade demonstrates, amongst many other things, a powerful appetite for games where the player is thrown in a virtual playground to do as they please. Aerospace-themed survival-crafting game Astroneer (2019) by System Era Softworks is one of many such video games released since that capitalizes on this trend. The appeal of such games lies in that they can be enjoyed by players with various interests, abilities and backgrounds: the average player can mine, build, and fight whatever and whomever they please, or even create entire games within the game. The design of such games is, in many ways, less constricted than that of other avatar-based genres, such as action-adventures or first-person shooters. Freedom, playfulness, and creative play are often associated with such design, which evoke questions about agency. This article connects these notions and asks: can agency help us better understand how playfulness can be designed? By interrogating the paratexts surrounding the game’s development to see how developers discussed design decisions that facilitate playfulness, this article illustrates how thinking of agency as something afforded by game design can be a productive analytical tool to identify design decisions that facilitate player freedom and creative thinking. This, in turn, sheds light on whether, and if so how, playfulness can be designed.","PeriodicalId":247562,"journal":{"name":"Eludamos: Journal for Computer Game Culture","volume":"50 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-09-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eludamos: Journal for Computer Game Culture","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.7557/23.6362","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2
Abstract
The cultural phenomenon that Minecraft (Mojang 2009) has become over the past decade demonstrates, amongst many other things, a powerful appetite for games where the player is thrown in a virtual playground to do as they please. Aerospace-themed survival-crafting game Astroneer (2019) by System Era Softworks is one of many such video games released since that capitalizes on this trend. The appeal of such games lies in that they can be enjoyed by players with various interests, abilities and backgrounds: the average player can mine, build, and fight whatever and whomever they please, or even create entire games within the game. The design of such games is, in many ways, less constricted than that of other avatar-based genres, such as action-adventures or first-person shooters. Freedom, playfulness, and creative play are often associated with such design, which evoke questions about agency. This article connects these notions and asks: can agency help us better understand how playfulness can be designed? By interrogating the paratexts surrounding the game’s development to see how developers discussed design decisions that facilitate playfulness, this article illustrates how thinking of agency as something afforded by game design can be a productive analytical tool to identify design decisions that facilitate player freedom and creative thinking. This, in turn, sheds light on whether, and if so how, playfulness can be designed.
《我的世界》(Minecraft, Mojang 2009)在过去10年里所形成的文化现象,以及其他许多东西,都表明了玩家对游戏的强烈兴趣,即玩家可以在虚拟的游戏场所为所欲为。System Era Softworks推出的以航空航天为主题的生存制作游戏《Astroneer》(2019)就是利用这一趋势发布的众多此类电子游戏之一。这类游戏的吸引力在于,具有不同兴趣、能力和背景的玩家都可以享受它们:普通玩家可以挖掘、建造和战斗他们喜欢的任何东西和任何人,甚至可以在游戏中创建整个游戏。这类游戏的设计在很多方面都比其他基于虚拟角色的游戏(如动作冒险或第一人称射击游戏)更少受到限制。自由、可玩性和创造性通常与这种设计联系在一起,这引发了关于代理的问题。本文将这些概念联系起来,并提出这样的问题:代理能否帮助我们更好地理解如何设计可玩性?通过探究围绕游戏开发的文本,看看开发者是如何讨论促进可玩性的设计决策的,本文阐述了如何将代理视为游戏设计所提供的内容,并以此作为一种有效的分析工具去识别能够促进玩家自由和创造性思维的设计决策。这反过来又揭示了游戏性是否可以设计,如果可以,如何设计。