BOOK CLUB: Games: Agency As Art - Part 2 (Patreon)
Content
This is a discussion thread for the second part of Games: Agency as Art.
These section of the book defines more clearly what "agencies" are, how agency works as a medium of communication, and the surprisingly complex nature of agential relationships between an agent and the designer of a system.
Sound fun? It actually is,
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Chapter 5: THE AESTHETICS OF AGENCY
We begin with the luminous point that often to justify the validity of games as a medium we refer to their similarity to "more respected" art forms. But as Nguyen aptly put it to me personally in our Conversations With episode, what aesthetic philosophy does at its best is to investigating what is special about a particular medium. What is special about games, Nguyen proposes, is not their occasional similarity to movies, but the way we can aesthetically appreciate alternate forms of agency.
One of the ways alternating our agency (manufactured rules, manufactured goals) can provide aesthetic pleasures is through the simulation of a harmony of capacity. In life, we don't always get to feel a clarity of purpose, or a perfect synergy between our skill level and our task. Games can induce this feeling again and again by narrowing our attention and narrowing our agency and throwing us into a prepared parameters, all finely tuned so we experience the aesthetically desirable state of of struggling towards that newly adopted goal.
- "I can aesthetically attend to the very experience of having my attention narrowed." (120) - "We can justify our pursuit of an arbitrary-seeming goal in terms of the aesthetic value of that struggle." (105)
The harmony of capacity describes that addictive feeling of being pushed right to your limits within the harmony of acting--picture that .gif of laying down railroad tracks at the same time as the train goes 400km a hour. Essentially, Flow State!
- "The sense that one's abilities are working perfectly in tune and performing actions right at the limit of one's capacities is, I think, a particularly special and profound experience of harmony between self and world." (110)
- "An experience of beauty here, of harmonious fit, is something of a balm to the perpetual sense of friction between ourselves and the world." (110)
But it's not just about flow state, or the triumphant feeling of winning. It is the experience of being totally absorbed in this inner layer of agency, and having a valuable experience there of any kind. Nguyen in a moment of sheer fucking genius describes QWOP as "the gaming equivalent of horror movies" (113) in how your agency is so pressed and victory is so impossible, but we appreciate the inner layer experience of trying really hard anyways.
It ends off with Kantian stuff about interested/disinterested appreciation, and to be honest this conception of aesthetics really rubs me the wrong way because I don't really agree with the fundamental proposition that so called "practical interest" renders something unartistic, but I'll let you poke at that section if you so desire, I'm interested as to what you thought.
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Chapter 6: FRAMED AGENCY
Now we dig a little more broadly into art itself. Is a painting really just an object? Can you appreciate it in any way? Have I properly appreciated a painting if I have a blindfold on, and I just smell it and touch it?
No. Art comes with prescriptive ontologies. Part of what the painting IS includes rules on how to interact with it. You gotta look at the front!!
Yuriko Saito (whom we also stan) calls these rule sets prescriptive frames.
- "The prescriptive frame consists of norms which tell the observers what to pay attention to and what to ignore in order to encounter the work." (125)
What Nguyen turns out to be getting at here is further reinforcing his point that Games are (you guess it!) the art of agency. The material of art (painting, board game) does not encompass the work, or the medium (looking at the front of a painting, sincerely adopting an new agency). To really get what games can do, we shouldn't only look at how pretty the board of the board game is, we should look at what he calls the agential center of gravity.
Party games have a frame that emphasizes a lack of skill and obviously arbitrary of goals that can be easily discarded. Heavy strategy games have a frame that requires repeated playthroughs and Getting Gud to properly appreciate. Community evolution games' prescriptive frame requires caring about the meta, which is when you read too many reddit threads about something.
he also throws shade at Cards Against Humanity
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Chapter 7: THE DISTANCE IN THE GAME
First things first, object art vs. process art. Object art is when the aesthetic experience centers around observing some relatively static event (like a song, or a book), process art refers to when the art artifact serves to induce some sort of activity in the audience (like a rock climbing wall or a board game).
[[We then throw ourselves into a taxonomy frenzy on pages 147-148 that I watched Ellen squint at and then furiously graph and I have included that graph at the bottom of this chapter.]]
I was very very compelled by the parallels between game designers and the government?!
- "Games, it turns out, are the artistic kin of governments, architecture, and urban design" (157)
The proof of this comes in how each other these systems come with rules and limitations in order to manage the autonomous behaviour of its agents. They all try to predict and manipulate their agency. Nguyen calls this problem agential distance.
- "The game designer, the urban planner, and the architect face a similar sort of agential distance. They are all trying to shape the sorts of activites that arise from autonomous agents encountering the systems of designed constraints while engaged int he practical pursuit of some goal." (156)
The difference between the two is that in games, they can actually prescribe our agency. They can tell us what our goals are, and we use our inner layer of agency to wholeheartedly commit to them, regardless of our multiplicity of outer layer real world values, which the government has to fuckin deal with.
- "Game designers can use their extraordinary control over both agency and the practical environment to create surprisingly fine-tuned effects. In other words, designers of governments, urban environments, and roads largely work in the medium of constraints for agency, where game designers work powerfully and directly in the medium of agency itself." (158)
Finally, I really like this sentence:
"In fact, there seems to be some relationship between coemdy and meta-reflection on the nature of a medium." (161)
Anyways here's Ellen's cool graph:
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So what do you think?
This is shaping up pretty fluently. It's fun to see such love poured into all the game examples and their explanations. I want to play 1830 and Spyfall, I'm gonna have to get them. Maybe we can do a Book Club zoom games night lol.
I think with the little political references to aimless freedom vs. constrained and therefore refined agency, and now agential manipulation crossing the agential distance, we're starting to see where this kind of understanding of games might take us in application to other places in our lives. I suspect that's where part 3 is going to take us.
Let me know in the comments below!
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PS.
Apologies on my lateness on posting the thread last week, I know that doesn't exactly inspire excitement about our little formal book club, or incentivize tryna stay on schedule. I got a little rocked by my schedule (new video new video look over there its a tasty treat forgive me) but I've set up some organizational changes to ensure from now on, the Book Club post will happen on the day that it is scheduled by approximately 1pm EST.
Finally, would yall be interested in a book club town hall at the end of this? We can do a live zoom call and talk about the book, but also talk about the book club itself. What books we could cover in the future, and also what kind of pace of reading yall are comfortable with. I want to be able to run it at a pace that you and I both can keep up with if I'm gonna keep it ongoing, which I plan to do. I got lots of shit to do and I'm sure you do too! But I do love this. Anyways okay on with Book Club drop some knowledge see you down there.