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.

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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
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article

More than Interactivity: Designing a Critical AI Game Beyond Ludo-Centrism

Noah Wardrip–Fruin, Hongwei Zhou, Fandi Meng, Katherine Kosolapova
Humanities
Ethics and Social Impacts of AI
article

More than Interactivity: Designing a Critical AI Game Beyond Ludo-Centrism

Noah Wardrip–Fruin, Hongwei Zhou, Fandi Meng, Katherine Kosolapova
article en

Abstract

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.

HumanitiesVol. 14(4)
Queen Mary University of London (GB), University of California, Santa Cruz (US)
Openalex Percentile: Top 93%
Ethics and Social Impacts of AI
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