Post #9: Game, Game, Game and Again Game

In Game, Game, Game and Again Game, the question of whether this new media is considered a game or story was heavily discussed in class. In my opinion, I believe it could be either. I’m not sure if this was mentioned during the discussion, but I thought it was interesting because every time I would fiddle with the piece of new media, my mind would focus on something different. This all depended on how I was feeling or what time of day it was.  The piece, like many others in this course, takes on several different titles. When I initially engaged in the activity, I completely ignored the text and the things that were being blasted across the screen. My focus was on that weird squiggly ball getting to the door. It wasn’t until I lost the second round and saw the church cracked in half with weird bolts coming out of it when my attention shifted. This attention deficit towards the seemingly more important aspects of the piece is probably due to the amount of senses the artist is trying to reach. I tried interacting with the piece without the sound and instantly I felt more at ease. (Notice the use of the word ‘interaction.’ I’m trying to stay away from verbs like ‘play’ or ‘read’ because I don’t want to suggest that I think it’s more of one than the other.) Avoiding attention to the words or the massive random objects that would appear helped me to pass each level, but I certainly had no clue what was trying to be conveyed by the text. The person interacting has to decide what it is that they want out of the work and how much searching or analyzing they want to do. The general idea that all of these pieces have layers to them is quite significant and generally isn’t something a reader has with a book or with a simple game. The choice of playing or analyzing is often chosen before other types of media or entertainment. This piece gives the viewer the option during any point of their interaction. The only catch is that in order to be more analytical, you have to be more interactive with the gaming aspect.  This is typically the case with other works that we have looked at. We have found that with pieces like the Bomar Gene, the interactor has to do something in order to get something – in a give and take type of relationship with the piece. These types of pieces allow the interactor to decide their fate with the piece they’re interacting with.