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Every Game is an Island: Endings and Extremities in Video Games

Every Game is an Island: Endings and Extremities in Video Games

          
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About the Book

Despite the pervasive rhetorics of immersion and embodiment found in industrial and social discourses, playing a video game is an exercise in non-linearity. The pervasiveness of trial and error mechanics, unforgiving game over screens, loading times, minute tweakings of options and settings, should lead us to consider video games as a medium that cannot eschew fragmentation. Every Game is an Island is an analysis and a critique of grey areas, dead ends and extremities found in digital games, an exploration of border zones where play and non-play coexist or compete. Riccardo Fassone describes the complexity of the experience of video game play and brings integral but often overlooked components of the gameplay experience to the fore, in an attempt to problematize a reading of video games as grandiosely immersive, all-encompassing narrative experiences. Through the analysis of closures and endings, limits and borders, and liminal states, this field-advancing study looks at the heart of a medium starting from its periphery.

Table of Contents:
ACKNOWLEDGEMENTS LIST OF ILLUSTRATIONS INTRODUCTION A BOOK ABOUT EXTREMITIES Ryu’s closure Every game is an island and no game is an island Against currentness STRUCTURE OF THE BOOK Three levels and some wordplay 1. TWO NON-DEFINITIVE DEFINITIONS WHAT IS A VIDEO GAME? Doing away with definitions Video games change through time What I mean by “video game” THE EXCEPTIONALITY OF VIDEO GAMES Digital exceptionalism The inflexible code Authoritative video games COMPUTER-MEDIATED GAMES Interaction? State machines and cybertexts The cybernetic player DESIGNED PROCEDURAL EXPERIENCES The project of experience Design Procedures Experience 2. GAME <> GAME CLOSURE The finite model of an infinite universe An archaeology of digital closure Finishing the game Closure in Super Metroid CAESURA Continue? Prescribed ending The death and rebirth of game over Game over and over: A rhetoric of repetition Bodily pleasures: Game over as spectacular device in Dead Space 2 ENDLESSNESS Playing indefinitely A compact history of infinite games From arcade to casual The utopic castle: Battlezone OPENNESS Video games as toys Expressive players and simulation savvies Super Scribblenauts The winged guitarist 3. GAME <> METAGAME FRAGMENTATION Overlooked and underrated Player-operated breaks: PAUSE Machine-operated breaks: LOADING Is this life reality? Eternal Darkness: Sanity’s Requiem METAGAMING Playing outside the game The legacy of dice Knights of Pen and Paper: role-playing revisited IMMERSION The utopia of total immersion Immersive fallacies Immersion, metacommunication, incorporation Through the eyes of Riddick: Escape from Butcher Bay HOLISM Flow: a scholarly tradition Designing for flow? Total interface: Uplink 4. GAME <> GAMES UNIQUENESS In search of the golden cartridge Curiosity and A Slow Year Distancing strategies A game I will never play Chain World EPHEMERALITY Reconsidering OSGONS Catharsis and procedures Review your choices: One Single Life MODULARITY Opera aperta 2.0 Mods and modules: Game engines as branch systems The flex of the wrist: Garry’s Mod SERIALIZATION Playing nostalgia Xbox Live Arcade: series and/as archives Sub-series, meta-games Old new games: Final Fight Double Impact 5. CONCLUSIONS FROM THE OUTSIDE IN Mom’s heart Games are about ending Moving forward BIBLIOGRAPHY LUDOGRAPHY FILMOGRAPHY


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Product Details
  • ISBN-13: 9781501343995
  • Publisher: Bloomsbury Publishing PLC
  • Publisher Imprint: Bloomsbury Academic USA
  • Height: 229 mm
  • No of Pages: 208
  • Spine Width: 18 mm
  • Weight: 335 gr
  • ISBN-10: 1501343998
  • Publisher Date: 06 Sep 2018
  • Binding: Paperback
  • Language: English
  • Returnable: Y
  • Sub Title: Endings and Extremities in Video Games
  • Width: 152 mm


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