The idea of procedurally presented
in Bogost’s paper presented a very interesting point, that game creators “authors
code that enforces rules to generate some kind of representation, rather than
authoring the representation itself.” This idea that much like artists or
writers who directly author representations in their medium, videogame authors
write rules which then allow that representation to occur. Take for example the
political message in September 12 represented
by the visual shift of civilian to terrorist sprites. This representation can
only be triggered by player input (shooting missiles), and civilians are
morphed into terrorists. This rule embedded into the games code, that missiles
create terrorists and ceasefire turns them back shows how rules affect the way
that the message is delivered.
Another
interesting point in Bogost’s article is the idea of games as a “possibility
space” within the constraints of the algorithms written by game designers, and
how these constraints encourage creativity and play. Take for example the
popular indie game Minecraft (PC)
where players spawn into a world with no tutorials, goals, or formal rules.
Players venture into this blocky world with absolutely no rules, but they soon
discover that they are constrained by their health and hunger bars, the passing
of time (monsters appear at night), and the materials available for crafting
tools. Within these constraints, players have created marvelous structures and
machines using their knowledge of the algorithms that compose the world around
them. For example, one way of obtaining food is through farming crops, which is
a tedious and repetitive process. In response to this, many players have
constructed automated harvesting machines, utilizing the in game physics of
water and the properties of crops to make harvesting easy. This perfectly
illustrates the creative potential in “possibility space” within a cage of
rules.
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The "World's largest Auto-Harvester"
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