Stasis and Stillness
Moments of Inaction in Games
Keywords:
Inaction, speed, slowness, mechanics, aesthetics, design, critique, play studiesAbstract
This paper represents an initiatory investigation into moments of inaction in games. Two types of inaction are defined and discussed: stasis, which is inaction brought on by or through a game’s mechanics, and stillness, which is brought on by or through a game’s aesthetics. This paper uses gameplay examples from Until Dawn, Mario Party 2, Animal Crossing: New Leaf, and World of Warcraft to demonstrate that moments of stasis and stillness can either be designed features of a game that produce a variety of affective experiences, or playful subversions that are injected into a game by the player. Identifying whether moments of stasis and stillness are designed or injected enables these two modes of inaction to be compared and positioned as part of a broader project that interrogates whether play can be a form of critique.
Downloads
Published
Issue
Section
License
Copyright for papers and articles published in this journal is retained by the authors, with first publication rights granted to the University of Glasgow. It is a condition of publication that authors license their paper or article under a Creative Commons Attribution Licence.