I think I still have one more post to submit, so I’ll take this opportunity to share my reflections on last week’s class.
1) Josh & Ben’s Presentation
I truly appreciate the readings they selected and how closely their presentation was tied to those materials. Most of all, I admire their sincere reflections as game designers navigating the complexities of the industry while pondering the kinds of games they want to create.
I’m still reflecting on Josh’s comment that “games don’t have to be just playful.” Many profitable games emphasize the “win-lose” loop because it’s an easy way to capture players’ attention and deliver the instant gratification of winning or the sting of losing. However, as Josh pointed out—and as their game exemplifies—there’s another layer to gaming: regaining a playful experience(probably there is a better word, but for now I am going with this one ). In their game, players are drawn into the imaginative vision of fish swimming in the sky. I particularly loved this imagery because it resonated with a personal experience I had while snorkeling. Floating on the waves, with schools of fish gliding beneath me, I felt the seamless connection between the sky and the ocean. This beautifully aligns with Jenkins’ concept of environmental storytelling.
Furthermore, the act of taking photos as a core gameplay element shifts the focus away from competition, allowing players to rediscover playfulness in a gentle, introspective way. This reminds me of Unpacking, another game rooted in nostalgic gameplay. In Unpacking, players follow the protagonist through various life stages by unpacking moving boxes and arranging items in new living spaces. For someone like me, who finds joy in organizing and tidying, this gameplay was immensely satisfying. Yet, as I placed objects in their designated spots, I gradually pieced together the protagonist’s life story—a clear example of Jenkins’ embedded narrative. Like The Wide Sky is Running Out of Catfish!, this game avoids linear storytelling dictated by the author and instead invites players to engage in autonomous exploration.
This design philosophy also reminds me of a quote from a Nintendo game designer who said that great level design should encourage players to ask questions, rather than treating them as tools to complete predefined tasks. Good design respects player agency and invites them to co-create the gaming experience. Games are meant to entertain, to provide a sense of achievement, curiosity, and even fulfillment through the concretization of fantasies.
Of course, indie games like Catfish and Unpacking face challenges, especially when it comes to their niche audiences. For example, I loved Unpacking because of my affinity for organizing, but some of my friends avoided it because they found the concept of virtual housework unappealing—especially since real-life housework already feels exhausting.
2) Identification Theory in Games
Recently, in my film philosophy class, we discussed identification theory, which explores how audiences understand and connect with characters and stories in films. This connection can be cognitive or emotional. For example, viewers might identify with a female character who faces workplace discrimination due to her maternity status. The helplessness and sadness expressed by the characters affect our emotions and help the audience better understand the situation of the characters and the social issue. However, one limitation of identification theory is that we, as viewers, remain bystanders. While we might empathize with the character, we are not fully immersed in their experience. For instance, if a character enjoys eating cilantro but we dislike it, we may not fully share their joy. Instead, we substitute cilantro with something we enjoy to better understand the character’s emotions. So, we can imagine their experience, understand them, but cannot truly feel as them.
While identification theory helps explain how films extend our emotional and cognitive worlds, it also has its shortcomings. Our emotions often dissipate quickly because we are aware that film characters and scenarios are fictional. We witness their struggles, but we don’t inhabit their situations. Games, on the other hand, might foster a stronger sense of identification, offering players a more immersive experience compared to film.
Unlike films, games actively position players as agents. Whether you’re playing a Thanksgiving turkey escaping capture or a snake in Snake, you become the protagonist, not a bystander. This agent-based engagement intensifies emotional experiences, making games a potentially more powerful medium for identification.
3) The Power of Language
Travis once mentioned how reading Jenkins’ work helped consolidate his previously scattered thoughts into something more coherent. This remark reminded me of the power of language. While I initially started exploring games as a way to find alternatives to language for communication—preferring mime or dance performances over theater—I’ve come to appreciate language’s ability to shape and refine our scattered ideas.
Even when there’s no audience, the act of articulating thoughts forces abstract concepts into structured entities that can interact with the world. Language allows us to reflect, revise, and uncover the meanings hidden within our thoughts. It transforms fleeting emotions into intersubjective truths that others can understand.
At the beginning of this course, I often questioned the relationship between playing games and reading gaming theories. Personally, I enjoy reading others’ insights, but I also felt conflicted, wondering if theories could truly contribute to understanding games while playing and designing seem more direct and impactful. This internal conflict mirrors my broader experience with philosophy as an academic discipline. Philosophy often feels intangible, existing solely in the mind, in conversations, or on paper, without the accessible, interactive feature of creating a game that can be shared and experienced by others.
However, by the final class, I began to reconcile this conflict. Brandon’s presentation(and every presentation we got) on reflecting on a classic game (even though I hadn’t played it, I’d watched related videos) showed me that playing games and analyzing them are two distinct but equally enjoyable activities. Playing immerses us in the experience, while analyzing lets us extract meaning and share insights with others, seeking resonance. This duality reminded me of literary criticism: initially, I couldn’t understand why it often departed from the author’s intent, but I came to realize that reading a text and using it as material to create new interpretations are separate yet valuable activities. This concept is akin to metagaming.
4) self-reflexion in modern art
In response to the question posed in our final class—”What are games like today?”(I forgot the exact original words)—I see modern games as deeply reflective, embodying the spirit of modernism. They interrogate the medium itself, exploring its characteristics and possibilities. The theories we’ve read and our observations of games are all part of this reflective process, just as playing and analyzing games are part of the practice. Completing this reflective process requires our active participation.
Much like visiting MoMA to view modernist art, the content of the work isn’t always the focal point; the audience’s engagement, thoughts, and feelings complete the artwork. This reflective approach feels like a fitting conclusion to the course. This explanation has temporarily alleviated my doubts about critique and theory, but it might only be temporary…
Though I’ve written a lot here, I still feel like I’ve barely scratched the surface. Nonetheless, this post represents my gratitude for the course and the insights I’ve gained.

