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Rhetorical Analysis 10/19 – Weekly Writing for Rhetoric of Gaming F2017

Rhetorical Analysis 10/19

In this portion of Bogost’s article, he attempts to explain procedurality in video games as the necessary constraints that define a game’s parameters, as well as its limitations.  The concept of process intensity, understood as how a procedural game utilizes process over data, comes with the notion of meaningful expression, and defines a game as a form of artistic expression, rather than a tool like a spreadsheet or word document.  What I fail to notice, however, the ways that procedurality impact the player and the player’s interaction with the game.  The concept presented here only seems pertinent to the game itself, and the relationship between game and player falls to the wayside.  If we are to understand the act of play as a meaningful interaction between gamer and game, then we can’t talk about the processes that make up the game without talking about this critical relationship.  Regardless, Bogost’s idea of procedurality as the separation from tool and game is both plausible and accurate, in my opinion.

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