Satirical Game Design

Satirical Game Design

Satirical Game Design: The Case of the Boardgame Construction BOOM! Jasper Schellekens Stefano Caselli [email protected] Institute of Digital Games, University of Malta Institute of Digital Games, University of Malta Msida, Malta Msida, Malta [email protected] Stefano Gualeni Krista Bonello Rutter Giappone Institute of Digital Games, University of Malta Department of English, University of Malta Msida, Malta Msida, Malta ABSTRACT citizens lacking tangible influence on the decision-making process. To recognize satire, the audience must be aware of the context This situation ultimately fueled the frustration and indignation that and the satirical intent of the work in question. Academic research resulted in the creation of Construction BOOM! [29]. on the possibilities and effects of satire in games is minimal, if The game was designed with the intent to critique what the compared with other rhetorical uses of playful interaction. This authors perceived to be the absurd nonchalance of the general paper contributes to our understanding of satire in games by dis- population in the face of the unrestrained real estate development cussing and annotating design decisions that were meant to be that they were confronted with, and impacted by, on a daily basis. taken satirically. More specifically, the focus of this paper is Con- National alarm was only raised following a number of collapses struction BOOM!, a tile-laying boardgame designed by the some of adjacent to construction sites in 2019 [4, 10, 23, 62, 64, 67] and also the authors of the paper (Gualeni and Schellekens) themselves with provided the impetus to the development of the game mechanics the overt intention of satirizing the current situation of real-estate of Construction BOOM! [29]. development in Malta. Part of our contribution consists in lever- As authors of this paper and designers of the game, we believe aging the notion of the ’implied designer’ as articulated by Van Construction BOOM! to be a helpful case study in game studies and de Mosselaer and Gualeni to show how game elements participate game design research concerning the possibilities of playable satire. in the player’s inferring a satiric implied designer for the game. The case study is limited to a preliminary theoretical analysis as The paper highlights the opportunities available for designers to playtesting has focused on refining gameplay and mechanics. implement satire into the various elements of a game and opens the Serious games, including artgames and newsgames, have been door to further research into exploring how much these elements used to persuade and participate in the public debate [7, 57] using a influence the perception of satire by players. broad range of rhetorical tools, including irony, caricature, parody, and procedural rhetoric. While the analyses of this type of game KEYWORDS often discuss the many rhetorical devices common in satire [39, 41] it has not delved deeper into defining the concept of satire satire, game studies, social critique, game design, activism, rhetoric, itself as applied to games. Outside of Ferri’s scholarly reflections implied designer on the satirical digital games by Molleindustria [20], a theoritical This is a pre-print draft of: Schellekens, J., Stefano Caselli, Stefano framework on the analysis of satire in games by Caselli et al [13], Gualeni and Krista Bonello Rutter Giappone. 2020. "Satirical Game work by Wills on Far Cry 5 [70], and Gualeni [28] on self-reflexive Design: The case of the Boardgame Construction BOOM!" Proceed- games, among a few others, academic literature and research related ings of 15th International Conference on the Foundations of Digital to satire has not focused on games and is primarily concerned with Games. Association for Computing Machinery, New York, NY, USA. print and TV [60]. By providing an analysis of our game design decisions, we hope to contribute to the understanding of how games 1 INTRODUCTION can be satirical (i.e. which elements can convey satire and how) as well what practical aspects the designers of satirical games may According to American newspaper columnist Molly Ivins, "Satire need to consider. is traditionally the weapon of the powerless against the powerful" In pursuing that purpose, we consider it necessary to examine [33]. The state of the construction industry in Malta caused us the concept of satire in more depth and to understand how games to experience a sense of political powerlessness [4, 23, 64, 67] as express satire [13] including their unique ability to use procedural Permission to make digital or hard copies of all or part of this work for personal or rhetoric [7]. Furthermore, we will need to elaborate on the percep- classroom use is granted without fee provided that copies are not made or distributed tion of the player. We decided to pursue this step through the use for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM of the ’implied designer’, a concept introduced by Van de Mosselaer must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, and Gualeni [66]. This concept will be conducive to revealing, in to post on servers or to redistribute to lists, requires prior specific permission and/or a section 3, that the perception of satirical intent is a crucial factor in fee. Request permissions from [email protected]. Foundations of Digital Games 2020, September 15–18, 2020, Buggiba, Malta the impact of the persuasive message of satire. © 2020 Association for Computing Machinery. 2 FRAMEWORK FOR SATIRICAL ANALYSIS 2.1 Interaction between operational elements The concept of satire has been notoriously difficult to define, with and interpreted components some scholarly consensus even going so far as to conclude that Operational elements on their own do not provide sufficient infor- defining satire is impossible [15, 18, 19]. There is, however, agree- mation to players for them to reach a conclusion on the game’s ment on a number of non-essential features of satire such as irony, satiric intent; these elements need to interact with interpreted com- humor, parody, caricature, and criticism with intent to persuade or ponents such as theme to convey satiric intent. In other words, inspire social reform [15, 19, 27]. operational elements can reinforce the satirical elements, but are In our analysis we will use the theoretical approach to the key- unable to communicate a message on their own (see also [41] on components of satire in games by Caselli et al. [13] and the frame- non-narrative satire). A clear example of this is when you compare work designed by Treanor et al (specifically as a tool for journalists the simple and well-known puzzle game Tetris [47] to the version to create newsgames) [65] to provide a foundation for a prelimi- of Tetris used in Playing History 2: Slave Trade [54]. The game me- nary evaluation of how satire can be expressed through various chanics are nearly identical, with only minor changes from the game elements. Therefore our analysis relies heavily on porting original Tetris in line with the slavery theme: the game world is a the concept of satire, which originated in the field of literature and different shape in terms of space and size (to match the hullofa literary criticism, to both digital and analogue games by Caselli et ship), and the abstract mechanic where lines disappear when com- al [13]. pleted has been removed, allowing the slaves to accumulate and fill Caselli et al. [13] build, in part, on Declercq’s [18] definition of the ship [47, 54]. In other aspects the games are mechanically very satire and likewise identify critical intent and entertaining purpose, similar, even using the same shapes and the same interface that and the interaction between them, as fundamental to satire. In this shows the next shape seen in figure 1; however, the visual elements respect the other non-essential features are, as Declercq states, typ- and the themes completely change how the game is interpreted ical of satire inasmuch as they assist in fulfilling the purpose of by the players. In the case of Playing History 2: Slave Trade, it was critiquing and entertaining. Therefore, it will be important to con- interpreted as racist and insensitive to such a degree that the ’slave sider their use as tools, or ’satiric strategies’, to criticize and to elicit tetris’ segment of the game was removed by the publisher [63]. entertainment. However, they are not individually indicative of the In this case the simple addition of the theme of slavery and the satiric intent of Construction BOOM!. In the following case study, we additional visualization of human beings as no more than shapes will demonstrate how these various non-essential characteristics to be stacked, intertwined the mechanics of the game with ethical serve the purpose of either critique or entertainment and have a and moral implications that emotionally impacted the players and role in their respective interactions. completely changed their interpretation of the game. Game designers have a number of tools at their disposal to com- Playing History 2: Slave Trade is such a clear example, precisely municate the game’s satiric intent which can be broken down into because it replicates, nearly identically, the game mechanics of an operational elements and interpreted components [65]: existing game and allows for an analysis of the effect of changing • Operational Elements only this limited variable. Treanor explores how interpretation of Entities, abstract mechanics changes depending on theme and aesthetics Meters, [65]. We can illustrate this with an example of an existing satirical Goals, game, Molleindustria’s Phone Story [44]. Some of the minigames Perspectives, of Phone Story are ’re-skinnings’ 2 of portions of the 1988 Atari Game Mechanics game Bobo [68].

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