More than Interactivity: Designing a Critical AI Game Beyond Ludo-Centrism.
This article presents our work-in-progress game Sea of Paint, aimed at exploring concerns around contemporary machine-learning-based AI technologies. It is a narrative-driven game with dialogues and a custom-made text-to-image system as its core mechanics. We identify our design approach as non-ludo...
| Publicado en: | Humanities (2076-0787) Vol. 14; no. 4; pp. 88 - 101 |
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| Autores principales: | , , , |
| Formato: | Artículo |
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MDPI
Apr2025
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=hlh&AN=184795423&site=ehost-live header: @attributes: shortDbName: hlh uiTerm: 184795423 longDbName: Humanities International Complete uiTag: AN controlInfo: bkinfo: jinfo: jid: 20760787 FDTT jtl: Humanities (2076-0787) issn: 20760787 maglogo: N pubinfo: dt: Apr2025 vid: 14 iid: 4 pid: 97109 pub: MDPI artinfo: ui: 184795423 10.3390/h14040088 ppf: 88 ppct: 13 formats: tig: atl: More than Interactivity: Designing a Critical AI Game Beyond Ludo-Centrism. aug: au: Zhou, Hongwei Meng, Fandi Kosolapova, Katherine Wadrip-Fruin, Noah affil: Computational Media, University of California, Santa Cruz, CA 95064, USA School of Electronic Engineering and Computer Science, Queen Mary University of London, London E1 4NS, UK Computer Science, University of California, Santa Cruz, CA 95064, USA su: Artificial intelligence Machine learning Imaging systems Games Audiovisual materials sug: subj: Artificial intelligence Machine learning Imaging systems Games Audiovisual materials keyword: critical AI critical design game design ludo-centrism text-to-image ab: This article presents our work-in-progress game Sea of Paint, aimed at exploring concerns around contemporary machine-learning-based AI technologies. It is a narrative-driven game with dialogues and a custom-made text-to-image system as its core mechanics. We identify our design approach as non-ludo-centric, as in, de-emphasizing the importance of mechanical interactions. We argue that contemporary game design language has largely been ludo-centric, where audiovisual and narrative aspects are framed as having somewhat static and complementary roles to rules and mechanics: as context, content, or smoothening and juicing up interactions. Although we do not believe that game design writ large has been ludo-centric, given the diversities of games in both commercial and experimental spaces, we still argue that the entanglement of design decisions across a game's different aspects have been under-discussed. By presenting our project, we demonstrate how the interrelations across mechanical, narrative and visual aspects help us communicate our critical AI themes more effectively, and explore their potentials more thoroughly. pubtype: Academic Journal doctype: Article src: R language: English refInfo: copyright: @attributes: flag: Y dt: @attributes: year: 2025 holdings: @attributes: islocal: N |
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