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How To Talk About Videogames$
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Ian Bogost

Print publication date: 2015

Print ISBN-13: 9780816699117

Published to Minnesota Scholarship Online: May 2016

DOI: 10.5749/minnesota/9780816699117.001.0001

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A Portrait of the Artist as a Game Studio

A Portrait of the Artist as a Game Studio

Chapter:
(p.10) 2 A Portrait of the Artist as a Game Studio
Source:
How To Talk About Videogames
Author(s):

Ian Bogost

Publisher:
University of Minnesota Press
DOI:10.5749/minnesota/9780816699117.003.0002

Artists’ aesthetics evolve and deepen over time. In videogames, it’s far less common to see a creator’s work evolve in this way. In part, it’s because games are more highly industrialized even than film, and aesthetic headway is often curtailed by commercial necessity. This chapter looks at the aesthetic trajectory of thatgamecompany’s flOw, Flower, and Journey. A game development company that focused on beauty before its profitably and was able to have a very public venue in which to experiment and come to age artistically. This chapter explains Jenova Chen’s, the creative director of the company, ideas on flow in games. It also looks at how flow was achieved and operated in these three games.

Keywords:   aesthetics, videogames, evolve, commercial necessity, aesthetic trajectory, thatgamecompany, Jenova Chen’s, flow

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