
e.g. we can’t make a game that is “about” breaking rules
and... i don’t believe that we can fight this with gameplay, because gameplay ultimately always captures the human action and converts your agency into something that it controls. to combat this, we must go beyond gameplay.
if our goal is to truly foster a genuine feeling of systems being escapable.
like the aesthetic appeal of games, of gameplay, that i am fighting against, is submission to the values imposed by uncaring systems -- instead of destruction of, or productive disregard of, them.
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“kill gameplay”
there is a kind of “oh, i’m helpless to change these grand systems, so i’m just going to let myself get washed away by the tide” response to large-scale problems that i think games lean into and reproduce for fun, which i am deeply opposed to.
that’s not an amazing description of it and i’m still struggling to describe this in a way that properly describes what’s going on in my reaction.
by contrast, i suppose my feeling is that submitting to a game-system is embracing the joy of the futility of understanding things?
one of these tools is tarot, which is a little embarrassing to admit. but i like the cards, they help me to think about the complexities of experiencing life and navigating the unknown future & my relationships etc.