Tetris and Torture

Raph Koster revis­its his book on A The­ory of Fun as he points to Loodo’s Cal­abouço Tétrico, a highly-polished, deeply dis­turb­ing Flash-based Tetris vari­ant that replaces col­ored blocks with human beings in dif­fer­ent states of dis­tress.  Speak­ing of it on his web­site, Ian Bogost points back to his text, Per­sua­sive Games (wherein he rejects as infe­rior those games whose mechanic is not “tightly cou­pled” to its nar­ra­tive) (see also this post).

In short, Cal­abouço Tétrico demon­strates how nar­ra­tive can overde­ter­mine the mechan­ics of game­play — no mat­ter how famil­iar those mechan­ics may be:  As Tetris becomes a dark exer­cise in body stack­ing, the plea­sure of clo­sure that should come with every com­pleted row quickly dissipates.

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  1. […] insti­tu­tions and organizations.“Garrison com­ments on a new haunt­ing Tetris vari­ant, con­sid­er­ing the rela­tion­ship between nar­ra­tive and the mechan­ics of game­play: “No mat­ter how famil­iar those mechan­ics may be: As Tetris becomes a dark exer­cise in body […]

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