More than Interactivity: Designing a Critical AI Game Beyond Ludo-Centrism
This article presents our work-in-progress game Sea of Paint, aimed at exploring concerns around contemporary machine-learning-based AI technologies. It is a narrative-driven game with dialogues and a custom-made text-to-image system as its core mechanics. We identify our design approach as non-ludo-centric, as in, de-emphasizing the importance of mechanical interactions. We argue that contemporary game design language has largely been ludo-centric, where audiovisual and narrative aspects are framed as having somewhat static and complementary roles to rules and mechanics: as context, content, or smoothening and juicing up interactions. Although we do not believe that game design writ large has been ludo-centric, given the diversities of games in both commercial and experimental spaces, we still argue that the entanglement of design decisions across a game’s different aspects have been under-discussed. By presenting our project, we demonstrate how the interrelations across mechanical, narrative and visual aspects help us communicate our critical AI themes more effectively, and explore their potentials more thoroughly.
Authors
- Noah Wardrip–Fruin (ORCID: https://orcid.org/0000-0003-1964-7624)
- Hongwei Zhou (ORCID: https://orcid.org/0009-0006-7136-5172)
- Fandi Meng (ORCID: https://orcid.org/0000-0003-0110-8227)
- Katherine Kosolapova
Institutions
- Queen Mary University of London (GB)
- University of California, Santa Cruz (US)
Publication Details
- Journal
- Humanities
- Published
- 2025-04-15
- DOI
- https://doi.org/10.3390/h14040088
- Primary Topic
- Ethics and Social Impacts of AI
- Type
- article
- Field-Weighted Citation Impact
- 0.00