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Aporistic Games �& ClassicsSeva Khusid, University of Chicago, 2024

not anymore!

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Plan:

  • Why are we even talking about games?
  • What (interesting) work can we do with them?

  • Case 1: using Classics for estrangement.

  • What am I trying to do now?

  • Case 2: using Classics-as-field.

  • How else to think in, through, alongside games?

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  • Games are sets of rules.
  • These rules create a play-space, magic circle.
  • Everything in the magic circle is understood as not real.
  • But unreality does not undermine the importance of play.
  • Role of play in culture: rituals, contests, rites of passage.

How does this translate to video games?

Loose retelling of Johan Huizinga, Homo Ludens, 1949

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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

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  • Design readability
  • Immersion
  • Approachability
  • Marketability
  • Designer’s habit/familiarity
  • Consequences of other design elements

Sarah Grey applying Adorno’s critique of media to games.

“A Refusal to Play Along: Videogaming and Ludic Thought.”, 2010, 25-29

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(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

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(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.

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Ludic thought

  • Attitude reached when immersion breaks
  • Readiness to observe and think
  • So, sort of lucidity?
  • Break from immersion – and from the game-imposed mindset

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Aporias

  • Unexplained and alienating
  • Bugs and visible seams
  • But also deliberate mysteries

Dead time

  • Undesigned and unguided.
  • In-game, but not playing it.

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/

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Procedural dialectic for historical games

  • History in games is usually for aesthetics only.
  • Causes and effects are subsumed by the narrative or mechanics.
  • Brechtian estrangement:

“‘I did this’ <…> has got to become ‘he did this, when he might have done something else.’”

  • Application: playing as a defined person and considering their reasons.

Alexandra Petrus, Dialectical Games: Applying Devices of Epic Theatre to Digital Games Portraying Historical Narratives, 2021.

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Procedural dialectic: estrangement tools

  • Dialectics of the game as in-game choices;
  • Undesirable outcomes that seem avoidable;
  • “Ropes and flies” of the exposed backstage.

Image source:

https://cdn.nexus.gg/assets/vidya/99ac39b3293f499fbe3e7fe25f57c161/images/screenshots/1.jpg

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Aporistic games

  • Find a genuine puzzle to explore
  • Build a game about it, but do not answer the question
  • Guide the player to take a stance on the matter
  • Try to show what problems might follow
  • Iterate

Result: the player is compelled to think�and develops a sophisticated position.

ἀπορέω

  1. to be at a loss, be in doubt, be puzzled
  2. in Dialectic, start a question, raise a difficulty

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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!👎

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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 thinkingabout Classics.

RECEIVING

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Proof of concept: game Gnosis

  • Aporia: goals and means of academic discussion in Humanities
  • Game mechanics to model the flow of dispute
  • Narrative repeatedly comes back to the main question
  • Overall: the question ‘what are we trying to achieve here’� directed at the player

  • Use of Classics to estrange
            • …but not too much!

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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.

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HARVEST�OF NAMES

A LACANIAN GAME

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PREMISE AND PRELIMINARIES

  • Main theme: identity-construction from role models
  • Game in direct conversation with Persona series
    • There: Jungian archetypes
    • Here: Lacanian mirror stage
  • Different core gameplay, different psychoanalyst, same ethos
  • Main perspective: societal and personal construction of womanhood
  • Three story layers, three points to make

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GAMEPLAY LOOP

Daily routine: student life sim

    • Time-management challenge
    • Character interactions
    • Player power & story progression

Action: turn-based and fighting

    • Story progress unlocks dungeons
    • Fights with preset enemies
    • RPG phase: dialogue and loadouts
    • Combat phase: a round of fighting

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CORE SYSTEM:[IDEAL]s�

Message

  • Our alternative to Personas: synthetic concepts of how one should act in life.
  • Basic ones come from role models: fictional and historical characters.
  • Abilities are metaphors for the general way of life. Used in both action and downtime gameplay.

Mechanics

  • Each basic [IDEAL] is a historical or mythological figure.
  • Learning more about them develops the stock [IDEAL].
  • Player can mix their [IDEAL]s, carrying over chosen abilities and stats.

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[IDEAL]s�and ability synthesis

Abilities in detail

  • Each [IDEAL] has 6-8 abilities for combat. They reflects personality traits. Combat stats depend on those.
  • Conversations often have dialogue options locked behind a threshold of the personality trait.
  • Too much or too little of a personality trait will narrow your options.

Ability mechanics

  • Categorized by input length (complexity).
  • An [IDEAL] only knows 6-8 abilities and of specific lengths (e.g., only 3 short).
  • Patterns across all: e.g., [BACK]+[HIT] input would always send a projectile.
  • Shared animations, different extra effects.

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STORY OUTLINE

THREE INTERWOVEN

ROUTES

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CHAINS OF SIGNIFIERS

STORYLINE OF THE PLAYER

  • A student feels isolated at a university after arriving.
  • At her lowest emotional point, she goes to see the meteor shower by the sea. A star flies past her, she slips.
  • She falls through the waters and into the unreal cave of Prometheus.
  • He recognizes her turmoil and calls her Io: the two share desperation. �Our Io overcomes hers. (Cf. PB 747)

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Character arc

  • Io will investigate the fallen star and the power of [IDEAL]s alongside the other strange happenings in the town.
  • Through her journey, she will find whatever friends and define herself however she wishes.
  • That might mean refusing intelligible definitions outright!
  • The final obstacle of her storyline is Pandora: synthetic womanhood.

Systems

  • [IDEAL]s define Io’s character stats.
  • Io’s dialogue options depend on those.
  • As Io becomes a part of the university and town community, her actions and words shape the public perception.
  • It is easier to confirm these perceptions and hard to act against them.

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HARVEST OF NAMES

BACCHIC THROUGHLINE

  • To enact a role is to become it. A drunken student in the university town acts-becomes Dionysus.
  • Over the academic year, Dionysus manifests and his power grows.
  • He must be stopped by a deadline or else the game ends abruptly.

  • Main story & gameplay framing.
  • Themes: desire for justice, agency, desire for freedom.
  • Progressively opens combat areas and alters the state of the town for the life sim sections of the game.

Strongly inspired by:

Károly Kerényi,

Dionysos: Archetypal Image

of Indestructible Life

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  1. Zagreus the Hunter
  • A notorious man is hunted and killed by someone in the first weeks of the semester.
  • Authorities react with a crackdown. Through autumn, student life is disrupted.
  • The vigilante is elusive, as if not even real. Sympathisers are punished anyway.
  • Io finds the vigilante: he was possessed by Dionysus.

  1. Dionysus the Saviour.
  • The spring is consumed by riots. Entire streets blocked.
  • The leader is gone but the crowd has a mind of its own.
  • If not stopped, Dionysus will see the city burn and will lead the charmed crowd to the hills.
  • But now it is not a person or an avatar: Io is opposing the deity itself!
  1. Bacchus the Riot.
  • Students facing injustice defend their friends.
  • Winter is spent in quiet anticipation. Once the ice thaws, the town will erupt.
  • A charismatic protest leader emerges. Nobody knows who they are.
  • Io confronts him: this is Dionysus manifest.

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REVOLT AGAINST MEANING

PROMETHEAN LAST EXAM

  • The story so far revolves around the constraints of structures and the violent fight against them
  • Prometheus is defined by his chains: he is the archetypal rebel only because he got punished
  • If the player understands the procedural dialectic about identity and constraints, we will ask them:

Between the powerless acceptance�of socially-formed identities and�losing oneself completely in search for�absolute freedom,�is any solution satisfactory?

  • Prometheus believes that identity is the last shackle to be broken. The player must respond.

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RECEPTION?

  • Dialogue with Classics
  • Dialogue with Classicists?
  • Still not Classics in a game?

  • Hopefully eventually on sevakhusid.games