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 Although now considered outdated by contemporary First Person Shooter (FPS) standards, in its day Quake was considered highly influential, especially in relation to the concept of emergent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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