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a forum for the uses of videogames in advertising, politics, education, and other everyday activities, outside the sphere of entertainment
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Rohrer sketches on Police Brutality, Immortality June 16, 2008 - by Ian Bogost Last year I wrote briefly about Jason Rohrer's excellent game Passage. Since then, in addition to a couple more small games, Rohrer has been writing a monthly column at The Escapist called Game Design Sketchbook. Among them, two are of particular interest to readers here. The first is Police Brutality, a game about resisting police in the wake of a University of Florida student who was tased at a John Kerry rally in 2007. The game starts from the premise that inaction is cowardice, and then offers a suggestion of a process participants might have enacted. This process, the enacting of which comprises the gameplay itself, involves a twofold tactic: first, some people call others to action, both shaking others out of paralysis and creating a diversion for police. Then these supporters move to peacefully block the way for police to remove the tased subject, thereby taking their stand. The second is Immortality, a superb piece that goes far beyond a mere "sketch." Like Passage, I feel obliged not to say too much about Immortality, other than to confirm that it is a poignant game about the pros and cons of eternal life. My favorite of his after Passage, perhaps because both have a kind of earnest melancholy that feels comforting even as it gets under your skin. What I like so much about Rohrer's work is how their themes are so tightly coupled to their processes. And yet, they remain so simple in gameplay, visual style, commitment, and experience. POST A COMMENT
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