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i think there's nothing wrong with inviting game explorers to immerse in worlds designed to support their courage for social change IRL outside the games. many people are interested in game creation and game experiencing outside of a consumer-based paradigm. people enter game worlds to satisfy needs for play, creativity, experimentation with alternate concepts, etc. worlds they're not addicted to staying in is an important design consideration, but rather than creating experiences that we just understand as dying or becoming phantoms, we can also imagine them as practice zones, spaces that can serve needs for practicing alternatives and bolstering our skills. if our game world practices can support "show[ing] us a way through the innumerable crises of our time" we can carry from this what's useful, instead of only considering the experiences as things to let perish and move on from.

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could game worlds also be practice spaces to try things that support our moves IRL for social change, practice zones that we learn from and can move on from but while carrying the experience benefits with us, instead of just considering them as material to let perish and leave behind?

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