“...destruction
of physical objects is inherently more valuable an experience
than the
destruction of a simulated object”
Putting it down to the time and effort required to create something physical, compared to the ease of recreating a simulated object.
This plan to develop a traditional game should help to explain some points mentioned in the previous post: the case study of two traditional games (rather than Auto-Destructive video games such as Curiosity (22Cans 2012)), and the material analysis.
In the original Auto-Destructive manifesto Gustav Metzger (1959) mentions a list of potential materials that can be used, as well as mentioning some potential methods of destruction:
"Materials and techniques used in creating autodestructive art include: Acid, Adhesives, Ballistics, Canvas, Clay, Combustion, Compression, Concrete, Corrosion, Cybernetics, Drop, Elasticitv, Electricity, Electrolysis, Electronics, Explosives, Feed-back, Glass, Heat, Human Energy, Ice, Jet, Light, Load, Mass-production, Metal, Motion Picture, Natural Forces, Nuclear energy, Paint, Paper, Photography, Plaster, Plastics, Pressure, Radiation, Sand, Solar energy, Sound, Steam, Stress, Terra-cotta, Vibration, Water, Welding, Wire, Wood."
Using this idea to form the basis for analysis I started doing my own, looking for potential materials that could be used for traditional games, how they can be 'destroyed' and also inherent values to these materials/methods.
Material
Paper
Inherent Values
Easily Obtainable
Customisation
Easy to Destroy (+ ve and - ve)
Can be used to create
Writable
'Ethical' *
Sides
( * Ethical refers to the issue of Auto-Destructive games potentially being consumable and thus costly to the players, (an issue Rob Daviau touches upon in his design for Viking Funeral), ethical materials/methods are either cheap and/or easily replaceable, reducing this issue.)
Material
'Event' Cards
Variables
X-Mas/Religious Holidays
Birthday
Get Well
Congratulations
etc...
Inherent Values
Come with values that can be used for gameplay:
- Year
- Date
- Gender (Too, From)
- Older/Younger (Too, From)
- Length of Message (Lines)
- Word Count (All, Handwritten, Auto)
- Can also be used for is handwritten greater than auto (and vice-versa)
- # of People Too/From
- Colours & Images
I will be continuing this sort of analysis (with such wonderful things such as Train Tickets and Traditional Playing Cards) whilst also looking at their value for making a game as well.
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