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Speculative Game Design
A manifesto for allowing players to rehearse alternative
presents and plausible futures
Paul Coulton
@mysticmobile
A Manifesto
R r
Research into Design Research through Design Research for Design
Process Artifact
New Knowledge
GAMES ARE ART
… get over it
Art Games
art games is an insufficient term to
consider many games, and it is
currently “a stand-in for a yet
unnamed set of movements or
styles, akin to realism of futurism
Ian Bogost
Speculative Design
use fiction
no commercial
constraints
prototype driven irreverant
Auger Coulton
Future
Present Future
Time
Probable Plausible Possible
Josepth Voros
Possible
Present Future
Time
Probable - likely to happen
Plausible - could happen
Possible - might happen
Future
Critical Design
Present Future
Time
Probable Plausible Possible
Preferable
Design Fiction
“deliberate use of diegetic prototypes to
suspend disbelief about change... It
means you’re thinking very seriously
about potential objects and services and
try to get people to concentrate on
those – rather than entire worlds or
geopolitical strategies. It’s not a kind of
fiction. It’s a kind of design. It tells
worlds rather than stories”
Bruce Sterling
Design Fiction
“deliberate use of diegetic prototypes
to suspend disbelief about change... It
means you’re thinking very seriously
about potential objects and services and
try to get people to concentrate on
those – rather than entire worlds or
geopolitical strategies. It’s not a kind of
fiction. It’s a kind of design. It tells
worlds rather than stories”
Bruce Sterling
With roots in ancient philosophy ‘diegetic’ can
be a rather troublesome word for those outside
media theory. Thankfully design fiction’s
purposes diegesis simply to refer to the world
of the story (and therefore anything that exists
in that world, is diegetic).
Thus it follows that a diegetic prototype is a
prototype that exists within a story world
Design Fiction
Design Fiction
“deliberate use of diegetic prototypes to
suspend disbelief about change... It
means you’re thinking very seriously
about potential objects and services and
try to get people to concentrate on
those – rather than entire worlds or
geopolitical strategies. It’s not a kind of
fiction. It’s a kind of design. It tells
worlds rather than stories”
Bruce Sterling
Engendering ‘disbelief about change’ is
commensurate with speculative design’s,
upon which design fiction draws, focus on
generating understanding and insights as
opposed to finished products, i.e. its role is:
“not to show how things will be but to
open up a space for discussion”
Design Fiction
“So a design fiction is
(1) something that creates a story world, (2) has something being
prototyped within that story world, (3) does so in order to create a
discursive space.”
“Although this definition appears straightforward, complexity
arrives when we consider what something may be”
Lindley and Coulton
are games diegetic?
mimesis and diegesis describe ways of
presenting a story. In mimesis, the story is
acted out. In diegesis, the story is narrated.
Mimesis is show. Diegesis is tell.
games can be both diegetic and mimetic
Present
Present
Future
Domestication
Technology
Emergence
Alternate Presents
or Lost Futures
Speculative Futures
Past
adapted from James Auger
The What If?
Past
“We look at the present through a rear-view mirror.
We march backwards into the future”
Marshall Mcluhan
Speculative Game Design
Present
Future
Time
Plausible
Possible
Past
Plausible
Possible
Critical Games
thus far the focus of the critical
games created has primarily
been either: critiques of current
events or practices; or critiques
of games themselves
Critical Games
Phone Story - Mollie Industria giant joystick - Mary Flanagan
Persuading through Games
Persuasive Technology
Procedural Rhetoric(Gamification) VS Persuasive Games
liminal liminoid
Persuasive Technology
B.J Fogg
Captology - reduce a problem so
that it can be addressed through
the promotion of minor behavioural
change for easily understood and
uncontroversial goals.
Persuasive Technology
High
Ability
Low
Ability
High
Motivation
Low
Motivation
Target
Behaviour
D
esired
Trajectory
ofU
sers
FACILITATOR
SPARK
SIGNAL
SIGNAL
The Facilitator is a trigger
that also makes the
desired behaviour easier
to perform.
The Signal is a trigger that identifies
an appropriate time to perform a
particular behaviour for those already
motivated to perform that behaviour.
The Spark is a trigger that
provides the initial
inspiration to change
behaviour.
B.J Fogg
Rhetoric
Pathos
(empathy)
Ethos
(credibility)
Logos
(logic)
CONTEXT
Aristottle
Logos - would utilise facts,
statistics, analogies, and
logical reasoning.
Ethos - would draw upon
credibility, reliability,
trustworthiness and
fairness.
Pathos - would appeal to
our emotions and draw
upon feelings of fairness,
love, pity, or even greed,
lust, or revenge.
Rhetoric of Design
Rhetor Audience
Speech
Intent
Expectations
Rhetoric
Graphic Designer Audience
Image
Intent
Expectations
Visual Rhetoric
Rhetoric of Design
Designer Users
Product
Intent
Expectations
Design as Rhetoric
Rhetoric of Design
Richard Buchanan
Game
Game Designer Player
Rules
Interaction
Game Design as Rhetoric
Rhetoric of Design
the basic representational mode of
videogames is “procedurality”,
enacted through rule- based
representations and interactions
and, when used to reveal
processes or concepts of another
system, present the player with a
procedural rhetoric
Ian Bogost
Interactive System
Interaction Designer User
System
Logic
Interaction
Interactive Systems as Rhetoric
Rhetoric of Design
Coulton
Developing In-Game Rhetoric
Mudlark
Climate Change
Weather
Flow
Storage
Scale
Charles and Ray Eames
Powers of 10
COLD SUN
Framing Speculative Game Design
Present Future
Time
Plausible Possible
Speculative Game Design
should be plausible
Pathos
(empathy)
Ethos
(credibility)
Logos
(logic)
Framing Speculative Game Design
Present
Future
Time
Plausible
Possible
Past
Plausible
Possible
Speculative Game Design
should embrace the plurality
of realities of both designers
and players.
Framing Speculative Game Design
Speculative Game Design
can encompass both
mimesis and diegesis.
Diegesis

+

Mimesis
Framing Speculative Game Design
Speculative Game Design
should be iterative.
Framing Speculative Game Design
including the rhetoric
Framing Speculative Game Design
Speculative Game Design
should be participatory.
Framing Speculative Game Design
Speculative Game Design
should utilise rhetoric rather
than captology.
Reflection
These strategies are not intended to be used to rank games in
relation to some perceived quality about what may or may not make
a ‘good’ speculative game design, but are to help designers reflect
on the appropriate uses of rhetoric and their responsibilities when
designing such games.
Questions
Banksy @mysticmobile

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Speculative Game Design