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DiGRA
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Tanenbaum's analysis challenges a long-standing assumption in game design and interactive narrative research: that players are inherently subversive, seeking out exploits that undermine what designers intended. She argues that this framing is self-reinforcing and produces an artificial conflict between designers and players, which in turn drives two problematic approaches to design, known as "Lockdown" and "Sandbox." In their place, she proposes treating players as collaborators whose behavior shifts across performative stances rather than fitting into fixed player types. Her critique extends to several prominent scholars in the field, and her argument draws on concrete examples such as the Interactive Drama Architecture and Oblivion to test the assumptions she questions.
Building on this critique, the work contends that players routinely hold multiple, even contradictory, goals and narrative frames at the same time. Drawing on Mackey's concept of a "subjunctive mode" and the idea of parallel "tracks" of engagement, the author suggests that apparently subversive behavior often reflects an effort to learn a game's actual rules rather than to defy its designers. Examples from Uncharted, the Mass Effect dialogue wheel, and tutorial design support this reading. Because tutorials typically teach combat and navigation but leave narrative conventions to be discovered through trial and error, exploration becomes a route to what the author calls "communicative competence": players are attempting to decode designers' intentions, not overturn them.
The work concludes that exploratory play is best understood as a means by which players learn a game's rules and make meaning within its fiction. Boundary mechanics, such as the wind gusts in Flower, police barricades in Uncharted 3, and invisible walls in God of War III, communicate different designer intentions and teach players how the game expects them to behave. The author argues that most players want to believe in the fiction and engage with it as designed, and that games possess their own literacies that players gradually master. The practical implication is that designers should recognize and accommodate exploratory play, inviting players to meet narrative expectations rather than building experiences that force them to work against the story.
Extra Credits · 2023