El videojuego como paradigma de creación proceduralventajas e inconvenientes

  1. Lara Sánchez Coterón
Revista:
LifePlay: Revista académica internacional sobre videojuegos

ISSN: 2340-5570

Ano de publicación: 2014

Título do exemplar: El estatuto artístico del videojuego

Número: 3

Páxinas: 17-32

Tipo: Artigo

Outras publicacións en: LifePlay: Revista académica internacional sobre videojuegos

Resumo

The following paper presents proceduralism as the current predominant theory in the field of game design and game studies. It seeks to unravel the advantages, limitations, as well as aesthetic and political implications of this school of thought, posed by Ian Bogost and other theorists, as ontological system of creation, strictly specific from digital games. The article attempts to provide insights beyond the designed object. Holistic options which take into account the player as an essential human factor. It proposes, therefore, other theories from the realm of game studies, like the New Games movement, and it also contrasts proceduralism with schools of thought from the field of aesthetic theory and art history, such as relational art, modal aesthetics and dialogical aesthetics. From these points of view, the work reflects on the aesthetic and political frameworks that proceduralism is generating, and proposes, on the one hand, a more humanistic approach in the analysis of digital games, setting aside the formalistic approach. An analysis based on the experience generated by the rules, and not so focused on them. On the other hand, considering that games are becoming an important new paradigm for artistic creation, the article aims to inspire new bottom-up creative actions, in which the relationship between the game designer, the game and the player can cover the processes of design, development and the game experience itself.