Aporistic Games �& Classics��Seva Khusid, University of Chicago, 2024
not anymore!
Plan:
How does this translate to video games?
Loose retelling of Johan Huizinga, Homo Ludens, 1949
Games are sets of rules.
To play a game is to internalize its ruleset.
Image sources:
https://www.gamerevolution.com/guides/944506-baldurs-gate-3-bg3-legendary-items-list-locations-weapons-armor-act-1-2
https://tenor.com/view/mario-game-fall-baited-fail-gif-7458795
https://i.kinja-img.com/image/upload/c_fill,h_675,pg_1,q_80,w_1200/033f5c3ba990fcc2ce362861f54d84b7.jpg
https://shared.steamstatic.com/store_item_assets/steam/apps/203290/header.jpg?t=1604338987
See Ian Bogost, Persuasive Games, 2007
Sarah Grey applying Adorno’s critique of media to games.
“A Refusal to Play Along: Videogaming and Ludic Thought.”, 2010, 25-29
(These are uncharitable readings)
war is bad, but not as bad as a dragon eating the world
war is bad, but we will rebuild one way or another
war is bad, but strong men must do what strong men must do
(These are less uncharitable readings)
Power corrupts:
the world-eating dragon sees the world as its plaything, and so do you, the player.
Any society is greedy and violent. War never changes, because neither do we.
An idealist in power will commit atrocities and motivate them by his devotion to a better cause.
Ludic thought
Aporias
Dead time
Image sources:
https://teamico.fandom.com/wiki/Runic_language
https://www.reddit.com/r/skyrim/comments/fimgbs/any_other_chests_like_this_this_one_is_near_the/
Procedural dialectic for historical games
“‘I did this’ <…> has got to become ‘he did this, when he might have done something else.’”
Alexandra Petrus, Dialectical Games: Applying Devices of Epic Theatre to Digital Games Portraying Historical Narratives, 2021.
Procedural dialectic: estrangement tools
Image source:
https://cdn.nexus.gg/assets/vidya/99ac39b3293f499fbe3e7fe25f57c161/images/screenshots/1.jpg
Aporistic games
Result: the player is compelled to think�and develops a sophisticated position.
ἀπορέω
Aporistic games
NB: the game should not assert an answer.
We are presenting the puzzle, not a solution.
E. R. Dodds, “On Misunderstanding the ‘Oedipus Rex”:
“What value could there be in a 'proof’
whose premises are manufactured by the artist?”
✨ GOOD! ✨
😞BAD!👎
Aporistic games
Socratic (Sophist?) roots to the method.�Is it informed or merely inspired?
Greek tragedy as cautionary tales for their audiences?�Goldhill, Simon. 2020. “The Great Dionysia and Civic Ideology .”
Greek comedy as social satire?�Didactic elements in Hesiod?�Stoddard, K. B. (2003). The Programmatic Message of the ‘Kings and Singers’ Passage.
Not yet “Classics in games”!
But can be used to guide thinking�about Classics.
RECEIVING
Proof of concept: game Gnosis
Resources for the games bit
Key texts:
Grey, Sarah Cameron Loyd. "Dead Time: Aporias and Critical Videogaming." symploke 17, no. 1 (2009): 231-246.
Grey, Sarah Cameron Loyd. “A Refusal to Play Along: Videogaming and Ludic Thought.”, 2010.
Alexandra Petrus, Dialectical Games: Applying Devices of Epic Theatre to Digital Games Portraying Historical Narratives, 2021.
Games as rhetoric:
Bogost, Ian. "2. Persuasive Games, A Decade Later" In Persuasive Gaming in Context edited by Teresa De La Hera, Jeroen Jansz, Joost Raessens and Ben Schouten, 29-40. Amsterdam: Amsterdam University Press, 2021.
Bogost, Ian. Persuasive Games: The Expressive Power of Videogames. Cambridge, Mass.: MIT Press, 2007.
Classicists:
Dodds, E. R. “On Misunderstanding the ‘Oedipus Rex.’” Greece & Rome 13, no. 1 (1966): 37–49.
Goldhill, Simon. 2020. “The Great Dionysia and Civic Ideology .” in Nothing to Do with Dionysos?: Athenian Drama in Its Social Context, by John J. Winkler and Froma I. Zeitlin, 97-129. Princeton: Princeton University Press.
Stoddard, K. B. (2003). The Programmatic Message of the ‘Kings and Singers’ Passage: Hesiod, ‘Theogony’ 80-103. Transactions of the American Philological Association (1974-), 133(1), 1–16
Other ways to think about meaningful gaming:
DJ Anderson, Bringing Philosophy to Gaming, Not Gaming to Philosophy in Analytic Teaching and Philosophical Praxis, 2019.
Nguyen, C. Thi, Games: Agency As Art, Thinking Art (New York, 2020; online edn, Oxford Academic, 23 Apr. 2020)
Huizinga, Johan. 1949, 2016. Homo Ludens. Kettering, OH: Angelico Press.
Hooton, M., and C. Ryan. 2025. “oWL, Bear, ::machine:: : Virtual NPC design as a shamanistic mode of resistance.” In Ludic Inquiries into Power and Pedagogy in Higher Education, 58-70. New York: Routledge.
HARVEST�OF NAMES
A LACANIAN GAME
PREMISE AND PRELIMINARIES
GAMEPLAY LOOP
Daily routine: student life sim
Action: turn-based and fighting
CORE SYSTEM:[IDEAL]s�
Message
Mechanics
[IDEAL]s�and ability synthesis
Abilities in detail
Ability mechanics
STORY OUTLINE
THREE INTERWOVEN
ROUTES
CHAINS OF SIGNIFIERS
STORYLINE OF THE PLAYER
Character arc
Systems
HARVEST OF NAMES
BACCHIC THROUGHLINE
Strongly inspired by:
Károly Kerényi,
Dionysos: Archetypal Image
of Indestructible Life
REVOLT AGAINST MEANING
PROMETHEAN LAST EXAM
Between the powerless acceptance�of socially-formed identities and�losing oneself completely in search for�absolute freedom,�is any solution satisfactory?
RECEPTION?