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Even before the critical and popular success of his game Braid, Jonathan Blow spoke up about the way videogames abuse their own potential (like the monotony of Warcraft). To summarize his lesson (I’ll be bold), get your head out of that Hollywood muck. Basically, they have yet to realize it’s the game which conveys meaning, not the cutscenes peppered along the way. A videogame may doll you up and call you a knight, but then you end up clobbering chickens for a dozen hours. Is that what knights do? Braid, for example, is all about memory and it conveys this by having you naturally rewind and reattempt each puzzle, always reassessing what you’ve done to figure out how you’ll progress. The potential of a videogame isn’t in words or images, like a book or a movie, it’s in the dynamic rules that tell the player how to participate. And videogames are unique because they can make physical what we understand only abstractly by creating relationships with things normally outside our perception, like time and ecology (or the economy). 
Don’t miss local videogame designer RANDY SMITH, Saturday 2/06 at the Firehouse Gallery, where the works of JASON ROHRER, JONATHAN BLOW, RANDY SMITH, PAOLO PEDERCINI, JENOVA CHEN, PETRI PURHO, JAKUB DVORSKY, HEATHER KELLEY, AURIEA HARVEY, MARK ESSEN and MICHAEL SAMYN are on display until February 13th.
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