[Game: Infinifactory, Zachtronics, 2015]
Infinite and Individual:

On Zachtronics’ Infinifactory, and What it Means to Approach Games as Art

 

Introduction:

Most players agree that games can be art, yet act in ways that betray the fact that they do not personally approach games as art. For such players, it is as though the word ‘art’ is merely a badge that gets to be worn by things people particularly like. They see that some people seem to like novels quite a bit, and that those therefore get to be art. Well, they want to make it clear that others now like games a great deal, so of course they want games to be allowed to wear the badge too. I am certainly of the opinion that games can be art, but from my perspective the word ‘art’ does not refer to a vague and insubstantial category of preferred works.

In this article, I would like to zero in on this topic of games as art. My test case for this purpose will be the design-based puzzle game Infinifactory. This example is a very conscious choice on my part, as Infinifactory is one of the many games that I consider to be poised between conceptions of games as art and conceptions of games as not art. If that sounds strange or you’re already making assumptions about where I’m going with this, don’t worry: I’ll explain myself with considerable specificity in the sections that follow.

This article will have four primary parts. First, I will present a working definition of art that I consider to be both flexible and rigid enough to be tenable. Second, I will apply that definition to games in general. Third, I will justify my claim that players often approach games as though they are not art. Then fourth and finally, I will describe how one may conceive of Infinifactory as a work of art. In doing all of this in a systematic fashion, I aim to foster a more specific and concrete discussion of this topic than most of the extant debates and articles produced about it over the past few decades have engendered, as a small contribution to spreading the formalist revolution in the study of games to a wider audience.

Infinifactory screenshot with corpse - Zachtronics - games as art, definition of art

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[Game: Infinifactory, Zachtronics, 2015]
Infinite and Individual:

On Zachtronics’ Infinifactory, and What it Means to Approach Games as Art

was last modified: September 4th, 2023 by Daniel Podgorski

[Game: Spacechem, Zachtronics, 2011]
Lost in Spacechem:

The Addiction, Atmosphere, and Exquisite Challenge of Zachtronics’ Spacechem

Introduction:

Last week was another slightly heavy entry into this series, focusing on the interpretation of pixel art, and pixel art as an artistic movement. So, just like my post on Offspring Fling! from two weeks ago, I will be making this post another lighter recommendation. The game which I would like to recommend, however, is hardly light, and it goes by the name Spacechem.

No true fan of puzzle games should go through life without having experienced this title. Spacechem is an amazing piece of software, elegant in its game-design simplicity and staggering in its gameplay complexity. But also like that Offspring Fling! article, it is not the primary gameplay of Spacechem which is going to the focus of this article: instead it is an aspect of the game that I haven’t seen many people mention: the game’s atmosphere and story. Yes, this game is a satisfying yet relentless challenge, but its virtues do not end there.

Spacechem Screenshot - Zachtronics - atmosphere, aesthetics, story

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[Game: Spacechem, Zachtronics, 2011]
Lost in Spacechem:

The Addiction, Atmosphere, and Exquisite Challenge of Zachtronics’ Spacechem

was last modified: March 26th, 2020 by Daniel Podgorski