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Aryan Roy

Design Stories

  • Lose/Lose is a unique and controversial piece of art created by Zach Gage that transforms a simple arcade-style shooter into a profound statement about digital existence and consequence.

    The gameplay of Lose/Lose is deceptively straightforward. As a player, you navigate a spaceship and shoot at alien enemies that appear on the screen. However, there's a catch that sets this game apart from any other. Each alien enemy in Lose/Lose is linked to a file on your computer, and destroying an alien results in the permanent deletion of that file. This mechanic forces players to weigh the value of their digital belongings against the instinctive drive to win in a game.

    Lose/Lose was designed not as a typical game but as a commentary on the nature of digital actions and their real-world consequences. It questions the player's relationship with their digital environment, pushing the boundaries of what a game can represent. Unlike conventional games that reward destruction and progress, Lose/Lose imposes real-world penalties, making every action a deliberate and meaningful choice.

    The creation of Lose/Lose sparked discussions and debates in both the gaming community and the art world. It stands as a poignant reminder that our digital lives are intertwined with our physical realities. The game challenges players to consider the value and impermanence of digital data, much like how physical objects have intrinsic worth and consequence.

    By intentionally blending gameplay with real-life repercussions, Lose/Lose disrupts the traditional understanding of video games as mere entertainment. It encourages players to reflect on their actions within digital spaces and the potential impacts they have on their real-world digital possessions.

    Lose/Lose is more than just a game; it's a powerful piece of interactive art that uses the medium of gaming to explore deeper philosophical questions about existence, consequence, and the digital age. It exemplifies how innovative design can provoke thought and conversation, pushing the boundaries of what we consider possible in the realm of digital interaction.


    Lose/Lose

    By Zach Gage

    Topic: Game Design & Interactive Art

    Purpose: Explores Digital Existence and Consequences

    Release Date: 2009

  • Continuing the theme of designs I find fascinating, next comes the story of BABYLegs, a device used to find out the level of microplastics in the ocean. The story of BABYLegs is fascinating. It is a device that can be constructed by using nylon tights, a plastic container, and a plumber’s clamp. It has been making splashes in the scientific industry not just because of its DIY nature but also because its competitor the Manta Trawl costs over $3500 dollars where BABYLegs comes in at just $20!

    The people who made BabyLegs had to be pretty clever to keep it free for everyone to use. They didn't want big companies to take their idea and make people pay for it. So, they made BabyLegs look really simple and fun, almost like a toy, so it wouldn’t attract those who might want to claim it as their own and sell it. This smart move helped BabyLegs stay as a tool that anyone could build and use, not just something for making money.

    But BabyLegs did more than just collect tiny bits of plastic from the water. It started a whole new way of thinking and working together to look after our environment. It showed that you don’t need a lot of money or fancy equipment to make a big difference. BabyLegs is all about people working together, sharing what they learn, and helping to make the planet a better place. It's a reminder that science and taking care of our world is something we can all be part of, not just something for the experts.


    BabyLegs

    By Max Liboiron

    Topic: Environmental Conservation & DIY Design

    Purpose: Showcases participative design advancing research.

    Release Date: 2015

  • As soon as I launched "Papers, Please," I was transported into the bleak, oppressive world of Arstotzka, where I assumed the role of a border checkpoint officer. This seemingly simple premise turned out to be one of the most engaging and thought-provoking gaming experiences I've ever had.

    The game's pixel art graphics and somber soundtrack immediately set the tone, reflecting the grim reality of life in a totalitarian state. My job was to inspect the documents of people seeking entry into Arstotzka, deciding who to let in and who to turn away. At first, it seemed straightforward: check passports, verify information, and ensure all documents were in order. But as the days went by, the complexity and moral weight of my decisions became apparent.

    Lucas Pope, the creator of "Papers, Please," masterfully crafts a narrative that unfolds through the mundane tasks of stamping passports. The game challenges you with an ever-evolving set of rules and regulations, each new requirement adding another layer of complexity. Balancing these bureaucratic demands while managing my family's needs with my meager earnings was a constant struggle, making each decision feel incredibly consequential.

    The storytelling in "Papers, Please" is subtle yet powerful. Through the interactions with the people at my checkpoint, I learned about their lives, hopes, and struggles. Some characters left a lasting impression, like the desperate mother trying to reunite with her son or the charming yet suspicious Jorji Costava. These encounters added depth and emotional resonance to the gameplay, making it more than just a series of tasks.

    Despite its minimalist design, "Papers, Please" is rich in atmosphere and detail. The dreary, oppressive environment of the checkpoint and the constant sense of surveillance and scrutiny created a palpable tension. Each day brought new challenges and surprises, from terrorist attacks to inspections from higher authorities, keeping the gameplay fresh and unpredictable.

    "Papers, Please" is more than just a game; it's an experience that makes you think and feel. It brilliantly blends puzzle mechanics with narrative depth, creating a unique and memorable journey. Lucas Pope has crafted a masterpiece that stands as a testament to the power of video games as a medium for storytelling and social commentary.

    In conclusion, "Papers, Please" is a must-play for anyone who appreciates games that challenge the mind and the heart. It's a haunting, thought-provoking experience that will stay with you long after you've finished playing.

    Papers, Please

    By Lucas Pope

    Topic: Dystopian Bureaucracy Simulation

    Purpose: exploring themes of authority, compliance, and empathy

    Release Date: 2013

    Form: Game

Design Stories