@article{a01670f0ca60496fa900f74666334a62,
title = "Death loop as a feature",
abstract = "Assuming its premise in the experience of being stuck in a death loop in Fallout: New Vegas (2010), this essay theorises the possibilities of interpretation in single-player computer game play. This amounts to a critical examination of the paradigmatic approach of interpreting computer games as games accessible for analysis and critique through 'research-play'. Comparing the role of rules in the activity facilitated by 'playable artifacts' like single-player computer games or pinball machines to rules in traditional, or more accurately '{\oe}transmedial'{combining square below} (Juul 2003) games, the essay questions the feasibility of considering computer games 'games' and suggests that a defining characteristic of 'playable artifacts' is to be found from the relationship between materiality and process. Situating playable artifacts in the context of post-phenomenological philosophy of technology, the essay differentiates between attitudes of player, designer, and a scholar. The essay argues that analysis of playable artifacts as '{\~g}ames' is reductive and can be justified only from the perspectives of a player and a game design researcher. Based on analysis of how playable artifacts become meaningful through material resistance, the essay reconfirms the feasibility of the methodological programme of 'research-play' while calling for its re-contextualization in relation to authentic interpretation and empathy. {\textcopyright} 2001 - 2012 Game Studies.",
keywords = "Bug, Fallout: New Vegas, Feature, Interpretation, Ludology, Materiality, Phenomenology, Technology",
author = "Leino, {Olli Tapio}",
year = "2012",
language = "English",
volume = "12",
journal = "Game Studies",
issn = "1604-7982",
publisher = "Game Studies",
number = "2",
}