Writing Subversive Games: Pitfalls and Potentials
By Mez Breeze
One rainy evening somewhere at the early end of 1997, I found myself
hepped up on adrenaline while zigzagging through a dungeon. Even though
I was being hunted through mazelike hallways by grappling-hook-flinging
assailants, I still somehow managed to maintain my grasp on a large red
flag and ebony nail gun.
…and thus was my introduction to “Capture the Flag” (CTF), a multiplayer
game mod – or modification – of a tremendously popular video game called
Quake. Although now considered outdated by contemporary First Person
Shooter (FPS) standards, in its day Quake was considered highly
influential, especially in relation to the concept of emergent gameplay.
Emergent gameplay occurs where players employ various workarounds –
which are not necessarily scripted by the game’s creators – in order to
further game progression. One such instance of emergent gameplay
popularised by Quake players (but originating in Quake’s FPS precursor
Doom) was the rocket jump.
more…
http://www.thewritingplatform.com/2014/05/writing-subversive-games-pitfalls-and-potentials/
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