Judith Pintar lecture extra credit
At last Fridayâs lecture at the Beckman Institute, Judith Pinar gave a presentation where she talked about interactive fiction--particularly gaming--with a focus on hodology and meta-hodology. The talk was surprisingly entertaining, refreshingly unpretentious, and, in my opinion, one of the best academic lectures Iâve ever attended. The lecture itself was accompanied by a hilariously self-aware PowerPoint presentation full of randomly placed pictures of dragons, and phrases like âbullet points are the ramen noodles of ontology.â
In terms of content, Pintar set out her discussion points right off the bat, taking apart the mouthful of a title on her intro slide: âThe Appeal of an Endless Horizon: Collaborative Game Design as Meta-Hodological Play.â She kicked things off explaining to her audience exactly what âmeta-hodologicalâ meant, describing it as an âawareness of the contexts that shape the paths through which methods are created.â She mentioned structural inequalities, such as Robert Mosesâs design of the Long Island bridges, and how that had the effect of giving objects (the bridges) agency.
In the next section of her talk, she discussed game design--collaborative game design, in particular. He described hodology from the playerâs perspective as the path they take through the game (this can be referred to as a âdesire pathâ). Meta-hodology--from the game designerâs perspective--would be the awareness of every potential path the player could take. Pintar also mentioned Richard Bartleâs four player types: killers (acting upon players), achievers (acting upon the world), explorers (interacting with the world), and socializers (interacting with other players). One real-world example she referenced was the âQuad Gameâ she has her students work on.
In the section of her talk about âendless horizons,â Pintar explained that âsocial context of narratives, relations, practices are often invisible except to designers, dedicated players, and game critics.â An important part of how a game is perceived is the manner in which itâs presented--or, if youâre creative enough, the manner in which you think about it. She used the example of dodgeball; itâs supposed to be this great childhood game, but a lot of kids actually hate it because itâs an easy opportunity for bullying, and some kids just want to hide. But if you change the narrative from âhiding is weak, get out there and throw balls at kids!â to one where different people have different jobs--some kids throw balls, others shield people, etc, then the narrative becomes very different.
Toward the end of her lecture, Pintar brought up a question that I really liked: is changing the rules cheating? Or is it designing? What pushes it over from one into the other? I donât think thereâs a clear answer, and thatâs part of why I thought it was such a great question. Either way, itâs definitely something Iâd like to explore further in the future.

















