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The Marriage (video game)

The Marriage is an experimental art game created by Rod Humble and released for Microsoft Windows in March 2007. Humble set out to explore the forms of artistic expression unique to video games, leading him to express his feelings associated with marriage by relying primarily on game mechanics rather than on traditional storytelling, audio, or video elements. The game uses only simple colored shapes that the player interacts with using a mouse. The player's actions cause pink and blue squares to increase or decrease in both size and opacity, representing the balance of personal needs in a relationship.

The game received praise for its innovative concept and design, as well as criticism for its heavy reliance on Humble's accompanying written explanations, and for its depiction of simplistic gender roles. As a game that self-consciously embraces its medium, it attracted attention from fellow game designers and games studies scholars, who have used it to develop concepts like the relationship between art and games or between simulation and metaphor. It is credited with beginning a movement of games designed with a focus on creating meaning through game mechanics.

Gameplay edit

By combining heavily constrained mechanisms for interaction and control with abstract visuals, The Marriage encourages experimentation and meaning-making based on kinds of engagement and interpretation.[1] The game's instructions suggest playing it first, before reading the detailed description of its mechanics and intended meanings.[2]

The player interacts using only mouse movement, hovering over abstract shapes. The player's actions or inaction enlarge or shrink pink and blue squares, increase or decrease their opacity, and move them towards or away from each other.[2][3] Placing the cursor over either of the squares causes the blue square to shrink, and for the squares to move towards each other. Moving the cursor over a circle makes the circle disappear, while at the same time reducing the size of the pink square. If the two squares "kiss" by touching edges, the sizes and transparency are affected inversely: the blue square shrinks and becomes more transparent; the pink square grows and becomes more opaque. When the blue square comes in contact with circles of any color other than black, it grows and becomes more opaque. When the pink square comes in contact with circles of any color other than black, it grows but transparency does not change. When either square collides with a black circle, its size decreases. As squares collide with each other or with circles, a light bar at the bottom of the screen grows in size. Over time, the pink square steadily increases its transparency unless counteracted by touching edges with the blue square.[2][4]

The game ends when either the blue or pink square becomes too small or too transparent. To sustain the existence of both squares, the player must balance activities which increase the size and opacity of each. Humble intended this to convey the complexities of balancing the sometimes conflicting needs of partners in a marriage.[1][2] The background color changes as the game progresses, eventually arriving at a fireworks display on a black background if the player is able to sustain a balance.

Background and intent edit

"The challenge as I saw it was to have the primary medium of expression something unique to games. So it couldn't be a story for example, because stories can be told by other mediums. It couldn't be a poem or sounds because they also have other counterparts. In other words I didn't want to limit games to being a hybrid art form. [...] I wanted something that was not easily representable by other media. I wanted to use game rules to explain something invisible but real."[2]

Humble is a video game industry veteran, known for his roles in the development of several successful games, including EverQuest, The Sims, and Second Life, though his independent work is noted for its experimentation. The Marriage is his second attempt at a game which derives personal meaning primarily through mechanics rather than audio, video, or other traditional storytelling, following A Walk With Max and preceding Stars Over Half Moon Bay.[5][6][7][8] The Marriage is comparatively and intentionally more abstract than its predecessor to further restrict the role played by more traditional audio, video, and storytelling elements.[2][9]

The core ideas behind The Marriage began while Humble was on a trip to Carmel, California, with his wife, and was developed over the weeks that followed through a process he described as "like carving with the grain of the wood or painting with the brushstrokes rather than against them."[2][9]

Humble understood and embraced that someone would not be able to understand the meaning of the game simply by looking at it, instead requiring explanation and active engagement, taking meaning from the mechanics rather than strictly visual symbolism. The two prominent squares represent the partners in the marriage, while the circles are external variables that affect the squares in different ways. The size of the squares refer to the "size" of a person, or their personality, in a relationship.[10]

Following its first public showcase at the 2007 Game Developers Conference, the game was released as freeware in March 2007.[11][12] According to Humble, total development time of the game was "one evening, plus a few months of debugging".[13]

Interpretation and analysis edit

The Marriage has been the subject of analysis in both video game journalism and academic research. Writers took interest in its main conceit as a game that embraces its medium by trying to remove traces of all others, and saw that reduction as an opportunity for scholars researching video games and procedurality.[14][15] Games studies scholar Ian Bogost categorized The Marriage as a "proceduralist game," which "rely primarily on computational rules to produce their artistic meaning."[16] Game designer Christopher Fidalgo wrote that it could be considered "a testament to the artistic potential of games on their own grounds".[14] Bogost compared it to Braid and Passage, games which share several properties: "procedural rhetoric, introspection, abstraction, subjective representation, and strong authorship."[16] Games researcher Theresa Claire Devine used The Marriage as a case study to develop her methodology evaluating the role of Art (in the sense of high art, opposed to low art) in games. Applying a multi-part algorithm to various aspects of the game, she concluded that it could be considered a "Game," as opposed to a "game," using parallel capitalization to indicate a "high" versus "low" distinction.[17]

Designer Jason Begy used The Marriage to flesh out his definition of an "abstract game," looking at the way the game's objects operate as "sign[s] in the game's fiction" while at the same time lacking "relation between their form and their function."[18] Media studies lecturer Sebastian Moring expanded on the role of abstraction by putting The Marriage at the center of a common dichotomy in video game studies, between simulation and metaphor. He took issue with the majority of scholars who wrote about the game and called it metaphorical, arguing that while it is tempting to consider The Marriage metaphorical simply because of its abstraction, lacking the audiovisual clues that a simulation would typically have, it is more accurate to think of it as a simulation.[19] It is not a "mimetic simulation" like The Sims 3, but "a low fidelity simulation ... because of its very abstract semiotics as well as the few implementations of possible love relationship activities in the game mechanics."[3][19] Starting with Humble's statement that the game is intended to be an expression of "how marriage feels," Game Development professor Doris Rusch wrote that she found the gameplay too far abstracted from a relationship such that it "does not actually model the experience of being in a relationship, but depicts from an outsider's view the reflection process about its mechanisms."[4] According to Moring, however, what is simulated is not "love-related activities [or] an individual experience of love [but] a metaphorically structured concept of love."[3]

In an interview, Humble commented that the most common criticism he received was that the documentation he provided to explain the game was too detailed, though he did not regret including it because he felt it was important to communicate his intention.[20] Rusch wrote about the limitations of playing the game without the explanation, saying that it "illustrates that the power of procedural expression to teach us something about the human condition hinges on cognitive comprehension of what the game is about and what its various elements stand for."[4] Without the explanation, she argues, any significance a player would take away from their experience with the game would be due to their own creativity rather than to meaning built into the game, as the mechanics of mousing over abstract shapes are too far removed from the concepts they signify.[4]

Reception and influence edit

 
The Marriage creator Rod Humble in 2011

Engadget described the game's critical response as "enormous", noting the attention it received from both inside and outside the video game world.[21] It has received praise for its innovation, effective expression, and impact on its players.[1][9][20] Several reviewers commented on its value as art and the extent to which it generated discussion and reflection.[12][22][23] For art game designer Jason Rohrer, "The game, and my experience discussing it, have reminded me of experiences at galleries of modern art."[12]

Writing for MTV, Stephen Totilo expressed that the difficulty he encountered in playing the game and his inability to beat it actually generated anxiety about his own relationship.[9] Humble told IGN he wanted to avoid player failure but explained that while he tries to subvert traditional elements of video games, in practice doing so is challenging: "you discover quickly why they are used too much, they are very useful tools which get you out of tricky design situations all the time."[5]

Some reviewers have been critical of what they perceive as Humble's depiction of stereotypical or simplistic gender roles.[9][20][24] Totilo said he was "left assuming that Humble thought it was husbands who benefited from engaging in stuff (and people?) besides a wife, whereas the wife only benefited from contact with the husband".[9] According to Humble, though he intended to allow for a great deal of interpretation, this was not a message he intended.[9][20] Rather, "the central point [is] that if both needs were not satisfied, the Marriage dies. In other words, love is satisfying different needs. For myself, I do need 'alone time' as well as 'together time,' but not one exclusively, and the game's rules were a way of exploring that."[20] Edward Picot called the game "poetic" but also expressed concern about the game's "stereotypical view of the sexes" which he notes are particularly apparent through the use of blue and pink for the squares.[25] At the Foundations of Digital Games conference, Treanor, et al. presented a paper that argued the pink and blue colors Humble chose for the squares subverted his intention to rely entirely on mechanics for meaning, due to the gender-related connotations those colors cause.[26]

Others criticized the premise, arguing against reducing the complexities and ambiguities of human experience in order to correspond to simplified representation and a fixed model of interaction.[23][24] From these criticisms and other interpretations, Humble said he learned an important lesson: "that the first mechanics you show define everything that follows, the power of that initial impact between the two squares and your reaction to it defines how you look at the rest of the game. It didn't realize this before and it's instructive going forward."[20]

Treanor, et al. credit Humble's approach with helping "to inspire a proceduralist movement of game designers".[26] The Marriage also more directly inspired two games by designers Petri Purho and Brett Douville. Purho, who called it "the most interesting game presented" at the 2007 Experimental Gameplay Workshop, created The Divorce as an April Fools' Day clone of Pong with a similar artistic explanation.[27][28] Douville's My Divorce is a wholly new game utilizing similar aesthetics and tone.[29][30][31][32]

References edit

  1. ^ a b c Sharp, John (2015). Works of Game: On the Aesthetics of Games and Art. MIT Press. pp. 51–53. ISBN 9780262029070.
  2. ^ a b c d e f g Humble, Rod. "The Marriage". Rodvik.com (official site). Retrieved 15 January 2019.
  3. ^ a b c Moring, Sebastian (2015). "Simulated Metaphors of Love: How The Marriage Applies Metaphors to Simulate a Love Relationship". In Enevold, Jessica; MacCullum-Stewart, Esther (eds.). Game Love: Essays on Play and Affection. McFarland. pp. 196–215. ISBN 9780786496938.
  4. ^ a b c d Rusch, Doris C. (2009). "Mechanisms of the Soul - Tackling the Human Condition in Videogames". 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory. Retrieved 15 January 2019.
  5. ^ a b Thomsen, Michael (28 May 2008). "Independent View: The Marriage's Rod Humble". IGN. Retrieved 15 January 2019.
  6. ^ Humble, Rod (February 2008). "Stars Over Half Moon Bay". Rodvik.com (official site). Retrieved 15 January 2019.
  7. ^ Rohrer, Jason (20 March 2008). "Critique: Stars Over Half Moon Bay". Arthouse Games. Retrieved 15 January 2019.
  8. ^ Walker, John (3 April 2008). "SPACE WEEK: Stars Over Half Moon Bay". Rock, Paper, Shotgun. Retrieved 15 January 2019.
  9. ^ a b c d e f g Totilo, Stephen (24 April 2007). "Multiplayer: If Marriage Were A Video Game …". MTV. Retrieved 15 January 2019.
  10. ^ Juul, Jesper (2007). "A Certain Level of Abstraction" (PDF). Situated Play, Proceedings of DiGRA 2007 Conference. Retrieved 15 January 2019.
  11. ^ Waugh, Eric-John (9 March 2007). "GDC: Sound and Perspective in Experimental Games". Gamasutra. Retrieved 15 January 2019.
  12. ^ a b c Rohrer, Jason (19 March 2007). "Artgame: The Marriage". Indie Games the Weblog. Retrieved 15 January 2019.
  13. ^ Wired Staff (23 February 2009). "Big-Shot Game Designer Crafts Interactive Art After Hours". Wired. Retrieved 15 January 2019.
  14. ^ a b Fidalgo, Christopher J. (2012). "Art, Gaut and Games: the Case for Why Some Video Games Are Art". George State University. pp. 29–31. Retrieved 15 January 2019.
  15. ^ Rughiniș, Cosima; Toma, Elisabeta (2015). (PDF). Human-Computer Interaction: Interaction Technologies. pp. 640–648. doi:10.1007/978-3-319-20916-6_59. ISBN 978-3-319-20915-9. S2CID 2194085. Archived from the original (PDF) on 10 December 2018. Retrieved 15 January 2019. {{cite book}}: |journal= ignored (help)
  16. ^ a b Bogost, Ian (2011). How to Do Things with Videogames. University of Minnesota Press. pp. 13.
  17. ^ Devine, Theresa Claire (August 2016). "Art as an Innovation for Games: A Closer Look at Role of Art in Games". International Journal of Arts and Humanities. 2 (4). Retrieved 15 January 2019.
  18. ^ Begy, Jason (2013). "Experiential Metaphors in Abstract Games". Transactions of the Digital Games Research Association. 1 (1): 2–7. doi:10.26503/todigra.v1i1.3. Retrieved 15 January 2019.
  19. ^ a b Moring, Sebastian (2015). Kathrin Fahlenbrach (ed.). What Is a Metaphoric Artgame? A Critical Analysis of Metaphor in the Artgame Discourse and in Artgames. ISBN 9781317531203. {{cite book}}: |work= ignored (help)
  20. ^ a b c d e f Rohrer, Jason (28 March 2007). "Interview: Rod Humble". Arthouse Games. Retrieved 15 January 2019.
  21. ^ Bardinelli, John (4 April 2007). "Rod Humble spills his thoughts on 'The Marriage'". Engadget. Retrieved 15 January 2019.
  22. ^ Bardinelli, John (20 March 2007). "The Marriage unties the 'games as art' argument". Engadget. Retrieved 15 January 2019.
  23. ^ a b Queiroz, Chico (28 May 2007). . Gameology. Archived from the original on 4 April 2016.
  24. ^ a b Auerbach, David (10 August 2011). "Rod Humble and the Marriage: Not Labels, Not Pointers, but Live Fragments". Waggish. Retrieved 15 January 2019.
  25. ^ Picot, Edward (30 April 2009). . Furtherfield. Archived from the original on 8 November 2012.
  26. ^ a b Treanor, Mike; Schweizer, Bobby; Bogost, Ian; Mateas, Michael (2011). "Proceduralist Readings: How to find meaning in games with graphical logics" (PDF). Proceedings of Foundations of Digital Games - FDG 2011. Retrieved 15 January 2019.
  27. ^ Waugh, Eric-Jon (7 March 2007). "GDC: Sound and Perspective in Experimental Games". Gamasutra. Retrieved 15 January 2019.
  28. ^ Purho, Petri (20 March 2007). "Rod Humble's The Marriage Released". Kloonigames. Retrieved 15 January 2019.
  29. ^ "But I'm Not Even Married: My Divorce". Rock, Paper, Shotgun. 7 September 2010. Retrieved 15 January 2019.
  30. ^ Douville, Brett. . Archived from the original on 3 November 2017.
  31. ^ Carless, Simon (3 April 2007). "Rod Humble Explains His (Game) Marriage". Game Set Watch. Retrieved 15 January 2019.
  32. ^ Purho, Petri. "The Divorce". Kloonigames. Retrieved 15 January 2019.

Further reading edit

  • Nutt, Christian (20 April 2011). "Rod Humble On Ethical Game Design And The Challenge Of Free Will". Gamasutra.
  • Moring, Sebastian (2015). "Simulated Metaphors of Love: How The Marriage Applies Metaphors to Simulate a Love Relationship". In Enevold, Jessica; MacCullum-Stewart, Esther (eds.). Game Love: Essays on Play and Affection. McFarland. pp. 196–215. ISBN 9780786496938.

External links edit

  • Official website

marriage, video, game, marriage, experimental, game, created, humble, released, microsoft, windows, march, 2007, humble, explore, forms, artistic, expression, unique, video, games, leading, express, feelings, associated, with, marriage, relying, primarily, gam. The Marriage is an experimental art game created by Rod Humble and released for Microsoft Windows in March 2007 Humble set out to explore the forms of artistic expression unique to video games leading him to express his feelings associated with marriage by relying primarily on game mechanics rather than on traditional storytelling audio or video elements The game uses only simple colored shapes that the player interacts with using a mouse The player s actions cause pink and blue squares to increase or decrease in both size and opacity representing the balance of personal needs in a relationship The MarriageDesigner s Rod HumblePlatform s Microsoft WindowsReleaseMarch 2007Genre s Art gameMode s Single playerThe game received praise for its innovative concept and design as well as criticism for its heavy reliance on Humble s accompanying written explanations and for its depiction of simplistic gender roles As a game that self consciously embraces its medium it attracted attention from fellow game designers and games studies scholars who have used it to develop concepts like the relationship between art and games or between simulation and metaphor It is credited with beginning a movement of games designed with a focus on creating meaning through game mechanics Contents 1 Gameplay 2 Background and intent 3 Interpretation and analysis 4 Reception and influence 5 References 6 Further reading 7 External linksGameplay editBy combining heavily constrained mechanisms for interaction and control with abstract visuals The Marriage encourages experimentation and meaning making based on kinds of engagement and interpretation 1 The game s instructions suggest playing it first before reading the detailed description of its mechanics and intended meanings 2 The player interacts using only mouse movement hovering over abstract shapes The player s actions or inaction enlarge or shrink pink and blue squares increase or decrease their opacity and move them towards or away from each other 2 3 Placing the cursor over either of the squares causes the blue square to shrink and for the squares to move towards each other Moving the cursor over a circle makes the circle disappear while at the same time reducing the size of the pink square If the two squares kiss by touching edges the sizes and transparency are affected inversely the blue square shrinks and becomes more transparent the pink square grows and becomes more opaque When the blue square comes in contact with circles of any color other than black it grows and becomes more opaque When the pink square comes in contact with circles of any color other than black it grows but transparency does not change When either square collides with a black circle its size decreases As squares collide with each other or with circles a light bar at the bottom of the screen grows in size Over time the pink square steadily increases its transparency unless counteracted by touching edges with the blue square 2 4 The game ends when either the blue or pink square becomes too small or too transparent To sustain the existence of both squares the player must balance activities which increase the size and opacity of each Humble intended this to convey the complexities of balancing the sometimes conflicting needs of partners in a marriage 1 2 The background color changes as the game progresses eventually arriving at a fireworks display on a black background if the player is able to sustain a balance Background and intent edit The challenge as I saw it was to have the primary medium of expression something unique to games So it couldn t be a story for example because stories can be told by other mediums It couldn t be a poem or sounds because they also have other counterparts In other words I didn t want to limit games to being a hybrid art form I wanted something that was not easily representable by other media I wanted to use game rules to explain something invisible but real 2 Humble is a video game industry veteran known for his roles in the development of several successful games including EverQuest The Sims and Second Life though his independent work is noted for its experimentation The Marriage is his second attempt at a game which derives personal meaning primarily through mechanics rather than audio video or other traditional storytelling following A Walk With Max and preceding Stars Over Half Moon Bay 5 6 7 8 The Marriage is comparatively and intentionally more abstract than its predecessor to further restrict the role played by more traditional audio video and storytelling elements 2 9 The core ideas behind The Marriage began while Humble was on a trip to Carmel California with his wife and was developed over the weeks that followed through a process he described as like carving with the grain of the wood or painting with the brushstrokes rather than against them 2 9 Humble understood and embraced that someone would not be able to understand the meaning of the game simply by looking at it instead requiring explanation and active engagement taking meaning from the mechanics rather than strictly visual symbolism The two prominent squares represent the partners in the marriage while the circles are external variables that affect the squares in different ways The size of the squares refer to the size of a person or their personality in a relationship 10 Following its first public showcase at the 2007 Game Developers Conference the game was released as freeware in March 2007 11 12 According to Humble total development time of the game was one evening plus a few months of debugging 13 Interpretation and analysis editThe Marriage has been the subject of analysis in both video game journalism and academic research Writers took interest in its main conceit as a game that embraces its medium by trying to remove traces of all others and saw that reduction as an opportunity for scholars researching video games and procedurality 14 15 Games studies scholar Ian Bogost categorized The Marriage as a proceduralist game which rely primarily on computational rules to produce their artistic meaning 16 Game designer Christopher Fidalgo wrote that it could be considered a testament to the artistic potential of games on their own grounds 14 Bogost compared it to Braid and Passage games which share several properties procedural rhetoric introspection abstraction subjective representation and strong authorship 16 Games researcher Theresa Claire Devine used The Marriage as a case study to develop her methodology evaluating the role of Art in the sense of high art opposed to low art in games Applying a multi part algorithm to various aspects of the game she concluded that it could be considered a Game as opposed to a game using parallel capitalization to indicate a high versus low distinction 17 Designer Jason Begy used The Marriage to flesh out his definition of an abstract game looking at the way the game s objects operate as sign s in the game s fiction while at the same time lacking relation between their form and their function 18 Media studies lecturer Sebastian Moring expanded on the role of abstraction by putting The Marriage at the center of a common dichotomy in video game studies between simulation and metaphor He took issue with the majority of scholars who wrote about the game and called it metaphorical arguing that while it is tempting to consider The Marriage metaphorical simply because of its abstraction lacking the audiovisual clues that a simulation would typically have it is more accurate to think of it as a simulation 19 It is not a mimetic simulation like The Sims 3 but a low fidelity simulation because of its very abstract semiotics as well as the few implementations of possible love relationship activities in the game mechanics 3 19 Starting with Humble s statement that the game is intended to be an expression of how marriage feels Game Development professor Doris Rusch wrote that she found the gameplay too far abstracted from a relationship such that it does not actually model the experience of being in a relationship but depicts from an outsider s view the reflection process about its mechanisms 4 According to Moring however what is simulated is not love related activities or an individual experience of love but a metaphorically structured concept of love 3 In an interview Humble commented that the most common criticism he received was that the documentation he provided to explain the game was too detailed though he did not regret including it because he felt it was important to communicate his intention 20 Rusch wrote about the limitations of playing the game without the explanation saying that it illustrates that the power of procedural expression to teach us something about the human condition hinges on cognitive comprehension of what the game is about and what its various elements stand for 4 Without the explanation she argues any significance a player would take away from their experience with the game would be due to their own creativity rather than to meaning built into the game as the mechanics of mousing over abstract shapes are too far removed from the concepts they signify 4 Reception and influence edit nbsp The Marriage creator Rod Humble in 2011Engadget described the game s critical response as enormous noting the attention it received from both inside and outside the video game world 21 It has received praise for its innovation effective expression and impact on its players 1 9 20 Several reviewers commented on its value as art and the extent to which it generated discussion and reflection 12 22 23 For art game designer Jason Rohrer The game and my experience discussing it have reminded me of experiences at galleries of modern art 12 Writing for MTV Stephen Totilo expressed that the difficulty he encountered in playing the game and his inability to beat it actually generated anxiety about his own relationship 9 Humble told IGN he wanted to avoid player failure but explained that while he tries to subvert traditional elements of video games in practice doing so is challenging you discover quickly why they are used too much they are very useful tools which get you out of tricky design situations all the time 5 Some reviewers have been critical of what they perceive as Humble s depiction of stereotypical or simplistic gender roles 9 20 24 Totilo said he was left assuming that Humble thought it was husbands who benefited from engaging in stuff and people besides a wife whereas the wife only benefited from contact with the husband 9 According to Humble though he intended to allow for a great deal of interpretation this was not a message he intended 9 20 Rather the central point is that if both needs were not satisfied the Marriage dies In other words love is satisfying different needs For myself I do need alone time as well as together time but not one exclusively and the game s rules were a way of exploring that 20 Edward Picot called the game poetic but also expressed concern about the game s stereotypical view of the sexes which he notes are particularly apparent through the use of blue and pink for the squares 25 At the Foundations of Digital Games conference Treanor et al presented a paper that argued the pink and blue colors Humble chose for the squares subverted his intention to rely entirely on mechanics for meaning due to the gender related connotations those colors cause 26 Others criticized the premise arguing against reducing the complexities and ambiguities of human experience in order to correspond to simplified representation and a fixed model of interaction 23 24 From these criticisms and other interpretations Humble said he learned an important lesson that the first mechanics you show define everything that follows the power of that initial impact between the two squares and your reaction to it defines how you look at the rest of the game It didn t realize this before and it s instructive going forward 20 Treanor et al credit Humble s approach with helping to inspire a proceduralist movement of game designers 26 The Marriage also more directly inspired two games by designers Petri Purho and Brett Douville Purho who called it the most interesting game presented at the 2007 Experimental Gameplay Workshop created The Divorce as an April Fools Day clone of Pong with a similar artistic explanation 27 28 Douville s My Divorce is a wholly new game utilizing similar aesthetics and tone 29 30 31 32 References edit a b c Sharp John 2015 Works of Game On the Aesthetics of Games and Art MIT Press pp 51 53 ISBN 9780262029070 a b c d e f g Humble Rod The Marriage Rodvik com official site Retrieved 15 January 2019 a b c Moring Sebastian 2015 Simulated Metaphors of Love How The Marriage Applies Metaphors to Simulate a Love Relationship In Enevold Jessica MacCullum Stewart Esther eds Game Love Essays on Play and Affection McFarland pp 196 215 ISBN 9780786496938 a b c d Rusch Doris C 2009 Mechanisms of the Soul Tackling the Human Condition in Videogames 2009 DiGRA International Conference Breaking New Ground Innovation in Games Play Practice and Theory Retrieved 15 January 2019 a b Thomsen Michael 28 May 2008 Independent View The Marriage s Rod Humble IGN Retrieved 15 January 2019 Humble Rod February 2008 Stars Over Half Moon Bay Rodvik com official site Retrieved 15 January 2019 Rohrer Jason 20 March 2008 Critique Stars Over Half Moon Bay Arthouse Games Retrieved 15 January 2019 Walker John 3 April 2008 SPACE WEEK Stars Over Half Moon Bay Rock Paper Shotgun Retrieved 15 January 2019 a b c d e f g Totilo Stephen 24 April 2007 Multiplayer If Marriage Were A Video Game MTV Retrieved 15 January 2019 Juul Jesper 2007 A Certain Level of Abstraction PDF Situated Play Proceedings of DiGRA 2007 Conference Retrieved 15 January 2019 Waugh Eric John 9 March 2007 GDC Sound and Perspective in Experimental Games Gamasutra Retrieved 15 January 2019 a b c Rohrer Jason 19 March 2007 Artgame The Marriage Indie Games the Weblog Retrieved 15 January 2019 Wired Staff 23 February 2009 Big Shot Game Designer Crafts Interactive Art After Hours Wired Retrieved 15 January 2019 a b Fidalgo Christopher J 2012 Art Gaut and Games the Case for Why Some Video Games Are Art George State University pp 29 31 Retrieved 15 January 2019 Rughiniș Cosima Toma Elisabeta 2015 Sketchy Wives and Funny Heroines Doing and Undoing Gender in Art Games PDF Human Computer Interaction Interaction Technologies pp 640 648 doi 10 1007 978 3 319 20916 6 59 ISBN 978 3 319 20915 9 S2CID 2194085 Archived from the original PDF on 10 December 2018 Retrieved 15 January 2019 a href Template Cite book html title Template Cite book cite book a journal ignored help a b Bogost Ian 2011 How to Do Things with Videogames University of Minnesota Press pp 13 Devine Theresa Claire August 2016 Art as an Innovation for Games A Closer Look at Role of Art in Games International Journal of Arts and Humanities 2 4 Retrieved 15 January 2019 Begy Jason 2013 Experiential Metaphors in Abstract Games Transactions of the Digital Games Research Association 1 1 2 7 doi 10 26503 todigra v1i1 3 Retrieved 15 January 2019 a b Moring Sebastian 2015 Kathrin Fahlenbrach ed What Is a Metaphoric Artgame A Critical Analysis of Metaphor in the Artgame Discourse and in Artgames ISBN 9781317531203 a href Template Cite book html title Template Cite book cite book a work ignored help a b c d e f Rohrer Jason 28 March 2007 Interview Rod Humble Arthouse Games Retrieved 15 January 2019 Bardinelli John 4 April 2007 Rod Humble spills his thoughts on The Marriage Engadget Retrieved 15 January 2019 Bardinelli John 20 March 2007 The Marriage unties the games as art argument Engadget Retrieved 15 January 2019 a b Queiroz Chico 28 May 2007 The Marriage A Review Gameology Archived from the original on 4 April 2016 a b Auerbach David 10 August 2011 Rod Humble and the Marriage Not Labels Not Pointers but Live Fragments Waggish Retrieved 15 January 2019 Picot Edward 30 April 2009 Play on Meaning Computer games as art Furtherfield Archived from the original on 8 November 2012 a b Treanor Mike Schweizer Bobby Bogost Ian Mateas Michael 2011 Proceduralist Readings How to find meaning in games with graphical logics PDF Proceedings of Foundations of Digital Games FDG 2011 Retrieved 15 January 2019 Waugh Eric Jon 7 March 2007 GDC Sound and Perspective in Experimental Games Gamasutra Retrieved 15 January 2019 Purho Petri 20 March 2007 Rod Humble s The Marriage Released Kloonigames Retrieved 15 January 2019 But I m Not Even Married My Divorce Rock Paper Shotgun 7 September 2010 Retrieved 15 January 2019 Douville Brett My Divorce Archived from the original on 3 November 2017 Carless Simon 3 April 2007 Rod Humble Explains His Game Marriage Game Set Watch Retrieved 15 January 2019 Purho Petri The Divorce Kloonigames Retrieved 15 January 2019 Further reading editNutt Christian 20 April 2011 Rod Humble On Ethical Game Design And The Challenge Of Free Will Gamasutra Moring Sebastian 2015 Simulated Metaphors of Love How The Marriage Applies Metaphors to Simulate a Love Relationship In Enevold Jessica MacCullum Stewart Esther eds Game Love Essays on Play and Affection McFarland pp 196 215 ISBN 9780786496938 External links editOfficial website Retrieved from https en wikipedia org w index php title The Marriage video game amp oldid 1171835114, wikipedia, wiki, book, books, library,

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