Mark Chen is an independent researcher of gaming culture and spare-time game designer. He is the author of Leet Noobs: The Life and Death of an Expert Player Group in World of Warcraft. Currently, he is looking into experimental and artistic games to promote exploration of moral dilemmas and human nature, researching DIY subcultures of Board Game Geek users, and generally investigating esoteric gaming practices. Mark also holds appointments at Pepperdine University, University of Washington, and University of Ontario Institute of Technology, teaching a variety of online and offline courses on game studies, game design, and games for learning. He earned a PhD in Learning Sciences/Educational Technology from the University of Washington and a BA in Studio Art from Reed College.
Last week and this week, I’ve been sort of stuck in a moment of nonproductivity with regard to the #gameaweek challenge that I’m doing with Ana, Dennis, Melissa, and Greg. Ana is super inspiring and still going strong and even wrote about her experiences in the ProfHacker column for The Chronicle of Higher Ed!
My moment of stuckage can be primarily blamed on two things. First, I’m making a Choose-Your-Own-Adventure game with Inklewriter based on Latour’s dialog found in his book Reassembling the Social. It’s an interlude between chapters in the book and features a professor having a conversation with a student, and it’s called “On the Difficulty of Being an ANT.”
This is really long; I apologize. What started as a write-up for the second game in the #GameAWeek challenge that I’m doing with awesome Ana Salter, Melissa Peterson, and Dennis Ramirez (and soon Nick Lalone!) has turned into a monster of a post as I try to cobble together my memory for this card game I’ve been developing off and on for about 9 months now (yes, I know I cheated!).
Anyway, go read their reflections about their second games! Ana’s chilling My Town, Melissa’s clever merging of the crafting genre with the one room genre Solution, and Dennis’s retro-adventure game Time Enough to Travel. They’re also much better at writing reflections on each others’ work, sorry.
Whenever I’m defining what games are with new students, usually, someone mentions that games must be fun. I love it when this happens because it’s the perfect entryway into getting students to start thinking critically and reflectively about games and gaming. The discussion requires clarification on what “fun” means and whether games really have to be it. I usually argue that if we treat games as an expressive medium like film, we can apply the same standards of criticism on them. Not all films must be fun (think Schindler’s List), so why should all games be fun? In the last year or so, my go-to example to challenge this existing definition of games is Depression Quest (DQ) (before that it was usually Hush).