{"id":251,"date":"2026-01-11T13:48:10","date_gmt":"2026-01-11T13:48:10","guid":{"rendered":"https:\/\/sites.wsagames.com\/jz15n24\/?p=251"},"modified":"2026-01-11T13:50:00","modified_gmt":"2026-01-11T13:50:00","slug":"from-playfulness-to-interpretation","status":"publish","type":"post","link":"https:\/\/sites.wsagames.com\/jz15n24\/2026\/01\/11\/from-playfulness-to-interpretation\/","title":{"rendered":"From Playfulness to Interpretation"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">When I first started making this game, I really didn&#8217;t think about it that much. The original reason was that when I was sorting out my moving belongings, I found that the power bank sent from the previous apartment was bulging, which was quite serious, and even the plastic shell was pushed open. I haven&#8217;t dealt with this kind of thing, at least not in the UK! So I asked my friends in one of my discord groups, and they gave all kinds of strange answers, such as &#8220;buried&#8221;, &#8220;eat it&#8221;, &#8220;thrown into your enemy&#8217;s window as a grenade&#8221;, etc. Anyway, most of them are some parody answers, but it also inspired me.<br>The original idea is very simple, even a bit like a spoof: let the player keep making choices towards a certain outcome, and it doesn&#8217;t really matter what that outcome really is. I didn&#8217;t have a clear goal system or a &#8220;what you have to accomplish&#8221; design. For me, it&#8217;s more of a toy, or rather, pure entertainment, like the McPixel.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img fetchpriority=\"high\" decoding=\"async\" width=\"1024\" height=\"576\" src=\"https:\/\/sites.wsagames.com\/jz15n24\/wp-content\/uploads\/sites\/70\/2026\/01\/image-12-1024x576.png\" alt=\"\" class=\"wp-image-253\" srcset=\"https:\/\/sites.wsagames.com\/jz15n24\/wp-content\/uploads\/sites\/70\/2026\/01\/image-12-1024x576.png 1024w, https:\/\/sites.wsagames.com\/jz15n24\/wp-content\/uploads\/sites\/70\/2026\/01\/image-12-300x169.png 300w, https:\/\/sites.wsagames.com\/jz15n24\/wp-content\/uploads\/sites\/70\/2026\/01\/image-12-768x432.png 768w, https:\/\/sites.wsagames.com\/jz15n24\/wp-content\/uploads\/sites\/70\/2026\/01\/image-12-1536x864.png 1536w, https:\/\/sites.wsagames.com\/jz15n24\/wp-content\/uploads\/sites\/70\/2026\/01\/image-12-2048x1152.png 2048w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">But the problem soon shown.<br>During development, I gradually realized that there was a rift between myself and the original idea. The earliest designs were closer to a toy-style, low-goal experience, and I didn&#8217;t want to force meaning on it. However, when the project is placed in the context of a &#8220;final assignment for a game design major,&#8221; this deliberate simplicity begins to seem more and more empty.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br>If this were a completely free amateur project, I would most likely stick to the original direction. But in the current context, I find myself having to respond to the question of &#8220;meaning&#8221;. This is not because I suddenly think that meaninglessness is wrong, but because I am beginning to realize that when the system rejects meaning, it is experienced as a kind of absence in an institutionalized environment and forces creators and players to constantly compensate for this gap.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It also reminds me of creations that deliberately remove meaning, such as Un Chien Andalou, a film discussed in another course. In creating this work, Bu\u00f1uel and Dal\u00ed deliberately rejected any imagery that could be interpreted, trying to destroy the audience&#8217;s expectations of narrative and meaning. The viewer will realize how they are trained to &#8220;find meaning&#8221; when they watch it, even if the meaning does not exist.<br>This made me realize that the lack of meaning itself does not make the work empty, but rather exposes the viewer&#8217;s own obsession with order and interpretation. In my game, I also try to confront this instinctive need for meaning by not providing a clear goal.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">So things started to get complicated. I didn&#8217;t want to give up my initial relaxed, almost toy state, but I was constantly pushed into a position where I had to &#8220;explain what I was doing&#8221;. It is also from this stage that creation becomes less joyful.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It wasn&#8217;t because I didn&#8217;t know how to continue, but because I realized that I was beginning to be asked to give meaning to an experience that didn&#8217;t need to be explained. This feeling is not new to me, and I have experienced many similar moments in my past studies and life: when I made certain choices, showed a certain state, or simply existed in a certain situation, I was repeatedly asked to explain &#8220;why&#8221;.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br>It is these &#8220;moments that must be explained&#8221; that make me realize that meaning does not always arise naturally, sometimes it is a pressure exerted externally. Because of this, the game gradually transforms into what it is: it is no longer just a system about choice, but an attempt to simulate a situation \u2013 what happens when you are forced to constantly give meaning to experiences that don&#8217;t need to be explained.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br>This idea laid the foundation for this project, and it&#8217;s something I really care about: what do players do when the system doesn&#8217;t give a clear goal, when meaning is deliberately suspended? Will they continue to search? Will you give up? Or will it create distrust in the system itself?<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><br>I hope my game doesn&#8217;t try to answer these questions, it just puts players in a structure where these reactions happen naturally.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>When I first started making this game, I really didn&#8217;t think about it that much. The original reason was that when I was sorting out my moving belongings, I found that the power bank sent from the previous apartment was bulging, which was quite serious, and even the plastic shell was pushed open. I haven&#8217;t [&hellip;]<\/p>\n","protected":false},"author":61,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[19],"tags":[],"class_list":["post-251","post","type-post","status-publish","format-standard","hentry","category-game-iteration"],"_links":{"self":[{"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/posts\/251","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/users\/61"}],"replies":[{"embeddable":true,"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/comments?post=251"}],"version-history":[{"count":1,"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/posts\/251\/revisions"}],"predecessor-version":[{"id":254,"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/posts\/251\/revisions\/254"}],"wp:attachment":[{"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/media?parent=251"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/categories?post=251"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sites.wsagames.com\/jz15n24\/wp-json\/wp\/v2\/tags?post=251"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}