# Two Types of Doors > [!info] Metadata > **Teacher**: Mark Snannelly > **Model**: [[MODELS/GameModels/MDA.modelSet/MDA1_simple.png|MDA]] > **Antagonist**: [[MEDIA_W13_TwoTypes_of_Doors#The Doors INN|The Doors INN]] > **Protagonist**: [[MEDIA_W13_TwoTypes_of_Doors#Best innovative golden McGaffin|Best Innovative Golden McGuffin]] ## The Doors INN > [!INFO] **[The Doors INN]([GDs](https://doors.gua-le-ni.com/))** > **Developer**: Gualeni Stefano, Nele Van de Mosselaer et al. > **Publisher**: The University of Malta > **Genre**: Point & click self-reflexive philosophy > **Style**: hipster corporate scholastic > > ![[ATTACHMENTS/REFS/Gualeni_DOORs/DOORs_Gualeni_title_screen.png]] ### (1) Dynamics: Doors slamming back & forth #### Opened )( Modus | Door | Door | | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **meta_comment.door**<br>Intro-spections end in recursions | ![[ATTACHMENTS/REFS/Gualeni_DOORs/GDoors.introduct.png]] | | **requiresNonTrivialEffort.door**<br>It just opens<br><br>*Mechanic*: ergodic metalepsis<br><br>There was an uncanny audial bug repeating next to the door. I assume, the bug was eating an easter egg somewhere inside the HTML code_jungles. | ![[GDoors.referential.png]] | | **key.door**<br>It opens with a key | ![[GDoors.conv.png]] | | **announcing.door**<br><br>*Is there any more secrets?* This open door opens more questions than answers. I wonder if this game has just one ending. And if the best Gualeni's students found all the easter eggs. <br> | ![[GDoors.secret.png]] | | **multi_mechanical.door**<br><br> | ![[ATTACHMENTS/REFS/Gualeni_DOORs/multimechanicalDynamical.door.png]]<br><br>_What is this door when it's present at hand?_ (Martin Heidegger, present at hand vs ready at hand (comp. is there a possible replacement to a broken toy?)). This door indicates that game objects may have multiple functions. The Case of the Golden Idol (below) is about opening doors with keys, while the Doors INN is about slapping them back and forth. Door functions define game genres | #### Closed () Modus | Door | Door | | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | **flight.door**<br>*A potential door*, the DoD | ![[GDoors.NOT_missing.png]] | | **implied.door**<br>An implied door for an implied player by an implied designer. | ![[ATTACHMENTS/REFS/Gualeni_DOORs/GDoors.implied.png]]<br><br>![[MODELS/GameModels/Implied player & designer model.png]] | | **transgress.door**<br>*????*<br><br>Can we tame inanimate berserks of the [[Коммодификация Эффекта the Uncanny Valley в Дизайне Цифровых Игр\|uncanny valley]] to create commercially and ethically feasible aesthetics with the materials, excavated from its mind-bending pareidolic depths? <br> | ![[GDoors.glitch.png]] | | **human.door**<br>The impossible (marvellous, fascinating, ineffable) door | ![[ATTACHMENTS/REFS/Gualeni_DOORs/GDoors.fantasy.png]]<br><br>Surrealism was is an emblematic attempt to picture things that are impossible in real life by nature. Some connect the very genesis of human consciousness to the first encounter of some impossible image (in prehistoric heads, drawing their prehistoric on [[CAVE (Plato) • берлога (халабуда) Платона\|cave]] walls, etc.). What incinirated the image for the very first time in history? Or has the image always been there, since inanimate times? ... Fantasy fiction genre challenges to twist the mind.image.matter into all impossible shapes that are possible in mind.logics. | | **love.door**<br>*the evil door will never open*<br><br>The reinforcement of the [[NARR_W9-Pathologic2#(9 DAY) CLIMAX.4 thickness unto death (Kierkegaard's peak of despair)\|sickness unto death]]. The evil missing door teaches death and [[NoEscape_GDD\|limits]]. If one explores all possible paths, they are the [[MODELS/GameModels/Implied player & designer model.png\|implied player]].<br><br>Comp. eternally closed door in Disco Elysium (2019) | ![[ATTACHMENTS/REFS/Gualeni_DOORs/missing_cursed.door.png]] | | **real_flight.door**<br><br>The way a real [[Flights\|flight]] is possible in games, reminds me of how it is possible in dreams. To wake up from a nightmare is a refreshing flight. Video games replicate nightmare logics (Negarestani R., 2008) | ![[ATTACHMENTS/REFS/Gualeni_DOORs/metareferential.png]] | ### (2) Aesthetics: what's behind the door? **Philosophy starts in wonder** (Aristotle, Metaphysics. 982b, 12ff) #### Key themes The Doors INN establishes a reflexive perspective to being a game made of Door.dynamics. Are Doors.open & Doors.closed moduses comprise all that computer games are? Is all there is are games comprising games? Can we escape the totality of play? And how do we unlock this opportunity? **👉[[INDEXATION|INDEXATION]]👈** *Avatar is the player's hands* ("Clickclick" is the avatar's name in The Doors INN) - Comp. hands all over Death Stranding (2019) and Elden Ring (2022) **[The Door Problem](https://lizengland.com/blog/2014/04/the-door-problem/)** The door problem is the sign-symbol-representation problem. Many games have doors, but are those doors the same mechanically and semiotically? (See Aarseth E., 2007. "Doors and Perception: Fiction vs Simulation in Games") ## Best innovative golden McGaffin > [!INFO] **[The Case of The Golden Idol (2022)](https://store.steampowered.com/app/1677770/The_Case_of_the_Golden_Idol/)** > **Developer**: Color Gray Games > **Publisher**: [Playstack](https://store.steampowered.com/publisher/Playstack?snr=1_5_9__2000) > **Genre**: Point & click ~~genuine~~ detective > **Style**: Colourised & animated newspaper prints from first Enlightenments? > **Awards**: [Independent Game Festival Winner](https://store.steampowered.com/news/app/1677770/view/3691302139703899721) > ![[GIdol.award.png]] ### (1) Dynamics: doors holding keys to doors holding keys to doors... **Doors opening to the next doors, to the next doors...** The challenge is to find and configure doors and keys in proper succession. #### Key.words & [[(_IB_) IntentionallyBlank.unlim.prod - Toy World Kits, Machines in Ghosts & Happiness|(_IntentionallyBlank_)]].Doors Language games with [[НЕВЕГЛАСИЕ или БЕЗМОЛВИЕ или НЕТ СЛОВ ▪️ UNSPOKEN or INAUDIBLE|unspoken]].matter. | 1 | 2 | | ------------------------------------------------------------------------------------------------------------ | ------------------------------------------------------------------------------------------- | | Intentionally blank spaces are doors. Words are keys.<br>![[ATTACHMENTS/REFS/golden_IDOL/languageGame1.png]] | Gather words in dialogue windows<br><br>![[ATTACHMENTS/REFS/golden_IDOL/languageGame2.png]] | | **3** | **4** | | Key.words are added to the inventory<br>![[ATTACHMENTS/REFS/golden_IDOL/languageGame3.png]] | Win KEY.words in mini-language_games<br>![[GIdol.dweller_puzzle.almost_coplete.png]] | | **5** | **6** | | When words fill spaces, the next chapter opens<br>![[GIdol.page_puzzle.full.png]] | The scroll has been fulfilled<br>![[GIdol.victory.png]] | ![[GIdol.chapter_select.png]] #### Cosmoscope & (impossible, out-worldly, fantastic) [[ATTACHMENTS/REFS/Gualeni_DOORs/GDoors.fantasy.png|human.doors]] *[[Cosmoscope_3D|Cosmoscope_3D]]* -- an external device that surveils the virtual worlds (comp. Chalmers. 2022. Reality+, p.127). | 1 | 2 | | ---------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------- | | With a click on affordance, the player magnifies a part of the screen<br><br>![[GoldenIdol.sentinels.png]] | The brown desk at the upper left corner<br><br>![[GoldenIdol.puzzle.page.png]] | | **3** | **4** | | The Cosmoscope surveils both space and time<br><br>![[ATTACHMENTS/REFS/golden_IDOL/IslandMorning.png]] | Cosmoscope_mindBlades slice time open and reveal temporal differences between space.Doors<br><br>![[ATTACHMENTS/REFS/golden_IDOL/islandEvening.png]] | ### (2) Aesthetics: a detective fantasy on a toxic tropical vacation Citrus, fresh and full of adventure: language games with tabus on tropical islands. Feral images (дикообразы), inanimate pareidolia-berserks and other hidden concepts await you in the [[EnvDes_III_CaptureTheHeart|toxic tropics]]. Thanks goodness, this game has hints! But they were limited, and I had to loose it to some Steam guide. Still, it was fun to solve the first and simpler part of the game. ![[GIdol.hints.png]] #### Theme: Mind is the sharpest tool that kills with words A mind armed with a cosmoscope is almost perfectly invincible. The player can invade this or that toy world under an almighty god's disguise The game imagines colonisers to be invincible invaders and thiefs of words. The Golden Idol is a word.toolkit that activates demons (see [[3D_IV-VI_Daemonium|Daemonium]]). From this angle, the real *player fantasy* the game conveys, is the human desire for words to have real value. Somewhere behind a [[ATTACHMENTS/REFS/Gualeni_DOORs/missing_cursed.door.png|love.door]] there are magical fantastical words that fix everything. Some believe these words were in the very beginning and guarantee the salvation to all. I believe worlds are intended to click pragmatically every time we use them. And that is the tick of human O'clock. ![[ATTACHMENTS/REFS/golden_IDOL/TheGoldenIdol.itself.png]] ## Reference - Hunicke R., LeBlanc M., Zubek R. (2004) MDA: A Formal Approach to Game Design and Game Research. AAAI Workshop – Technical Report, 4(1), 1722–1726. URL: https://aaai.org/papers/ws04-04-001-mda-a-formal-approach-to-game-design-and-game-research/ - Aarseth E. (2007) Doors and Perception: Fiction vs Simulation in Games. URL: https://pure.itu.dk/en/publications/doors-and-perception-fiction-vs-simulation-in-games **Close relatives**: - Juul Jesper - “The Game of Video Game Objects: A Minimal Theory of When We See Pixels as Objects Rather than Pictures.” In _Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction in Play_, 376–81. CHI PLAY ’21. New York, NY, USA: Association for Computing Machinery, 2021. https://doi.org/10.1145/3450337.3483449.  - [The Game of Video Game Objects](https://www.jesperjuul.net/text/gameofobjects/) (There is no game object) ![[ATTACHMENTS/REFS/Juul - Game of objects.png]] *** ![[AgainstGameMetaphysics.borders]]