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Video games often put the player in an environment with clear rules and objectives and, because of this, it is obvious to the player how they should progress. I think this is why video games are so popular. They offer a succinct purpose and however trivial that purpose may be it grants a context where every move has an aim.
In my practice I use the heavily objective based narrative of games against itself by not playing along as expected by the designers. Through doing this, moments occur which are analogous of our condition of wanting to have clear routes to take, wanting an overarching objective to guide us along and wanting to feel like we have a definite purpose.
The characters within the games become the people searching for a way to move forward without the interaction of the player. And, through the game’s crude gestures and attempts to fill the void left by the absence of action they point back towards us.

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