{"id":2652,"date":"2013-03-23T17:52:03","date_gmt":"2013-03-23T17:52:03","guid":{"rendered":"http:\/\/gamedesignadvance.com\/?p=2652"},"modified":"2021-01-14T18:41:45","modified_gmt":"2021-01-14T18:41:45","slug":"the-procession-of-the-line","status":"publish","type":"post","link":"https:\/\/gamedesignadvance.com\/?p=2652","title":{"rendered":"The Procession of the Line"},"content":{"rendered":"<p dir=\"ltr\"><a href=\"http:\/\/www.actionbutton.net\/?p=2982\"><em>Ridiculous Fishing<\/em> is not a game.<\/a><\/p>\n<p dir=\"ltr\">Much of the aura of\u00a0<em>Ridiculous Fishing<\/em> is bound up with its predecessor, <em>Ninja Fishing<\/em>.<em>\u00a0<\/em>An honest game in its unimaginative execution and its obvious intentions, <em>Ninja Fishing<\/em> is clearly a commercial product and nothing else. We can praise it for its absurdity, or deride it for its banality. We can discard it as a trifle, waste time with it, or consume it like content. Our own desires and perspectives can so easily overpower <em>Ninja Fishing<\/em> because it is, like<em> Radical Fishing<\/em> (<a href=\"http:\/\/www.polygon.com\/2012\/10\/5\/3461458\/cloning-case-files-vlambeer\">its predecessor and the game it mechanically reproduced<\/a>), playful.<\/p>\n<p dir=\"ltr\"><em>Ridiculous Fishing<\/em> cannot be played. Whatever your own intentions <a href=\"http:\/\/www.destructoid.com\/ridiculous-fishing-dev-thinks-free-to-play-is-mostly-evil-248984.phtml\">your relationship with <em>Ridiculous Fishing<\/em> is always a moral one<\/a>.<\/p>\n<p dir=\"ltr\"><em>Ridiculous Fishing<\/em> is a conservative action. Positioning itself against the decoupling of creation and propriety it also satirizes <a href=\"http:\/\/www.gamesindustry.biz\/articles\/2012-10-12-designers-question-the-ethics-of-f2p-design-at-gdc-online\">the corrupt and manipulative &#8216;free-to-play&#8217; model<\/a>, which is the most critical change made by the designers of <em>Ninja Fishing<\/em> to the formula laid out in <em>Radical Fishing<\/em>. Where anyone can play <em>Ninja Fishing<\/em> and advance more quickly by paying a small amount, in <em>Ridiculous Fishing<\/em> you must pay a small amount up front, and then grind for in-game currency. The currency of<em> Ninja Fishing<\/em> has an exchange rate, both with everyday currency and with time (the existential currency). <em>Ridiculous Fishing<\/em> is much more hardcore, demanding of its players their money <strong>and<\/strong> their time, on its own terms.<\/p>\n<p dir=\"ltr\">That <em>Ridiculous Fishing<\/em> defends legitimacy and purity by taking <a href=\"http:\/\/www.gamasutra.com\/php-bin\/news_index.php?story=16392\">a form which was itself once considered corrupt and manipulative<\/a> doesn&#8217;t matter. Forms are not important. As with all moral issues the purpose is not to find the perfect design but to structure relationships. <em>Ridiculous Fishing<\/em> serves to articulate a line so that people may better understand their distance from it, and to make it more difficult to walk with subtlety.\u00a0That<em>\u00a0Ridiculous Fishing<\/em> is a popular success rather than a financial failure is also irrelevant to this purpose since the line is drawn in both cases, whether in redemption or in persecution. Though it&#8217;s pleasant that in this case talent has been rewarded.<\/p>\n<p dir=\"ltr\">Indeed, <em>Ridiculous Fishing<\/em>&#8216;s retrograde form is what makes it so effective at its task. <em>Ridiculous Fishing<\/em> is a simulation of a game. It resembles so well a game that it perfectly masks that there are no games anymore. In this way it is a more perfect player than its contemporary, <em>Proteus<\/em>, <a href=\"http:\/\/www.visitproteus.com\/what-are-game\/\">which still believes that being a game is important<\/a>. Where<em> Proteus<\/em> wants to cheat and be caught, <em>Ridiculous Fishing<\/em> is happier to play the secret spoilsport.<\/p>\n<p dir=\"ltr\">This is why <em>Ridiculous Fishing<\/em> is not a game, and why there are no more games: because it is actually a move in a larger &#8216;game&#8217; in which the player cannot refuse participation (a type of bad game we sometimes call &#8216;war&#8217;). There is no free play in regards to<em> Ridiculous Fishing<\/em>. There is nothing voluntary because playing and not playing, boredom and interest, approval and disquiet, have already been cast as moral stances which are non-negotiable. Even those who play without knowledge of the higher struggle are no more playing than a pawn is playing at being single-minded. Everyone has already been placed on a side.<\/p>\n<p dir=\"ltr\"><em>Ridiculous Fishing<\/em> is art. It follows a different path but arrives at the same destination as Brenda Brathwaite&#8217;s<em> Train<\/em>. Few could play <em>Train<\/em> and so the thing itself, what ever it might have been, <a href=\"http:\/\/gamedesignadvance.com\/?p=2155\">was easily subsumed by the discourse that surrounded it<\/a>. <em>Ridiculous Fishing<\/em>, on the other hand, is\u00a0ascendant\u00a0and easy to access, but its discourse is similarly inescapable. In both cases the games become simulacra: the model precedes the referent because the game precedes its play.<\/p>\n<p dir=\"ltr\">This transformation, where the substance of a work is dissolved, made immaterial and so indistinguishable from what the work is &#8216;about&#8217;, is the process by which an object is made sacred and worthy of its worship.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Ridiculous Fishing is not a game. Much of the aura of\u00a0Ridiculous Fishing is bound up with its predecessor, Ninja Fishing.\u00a0An honest game in its unimaginative<\/p>\n","protected":false},"author":11,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[18],"tags":[],"_links":{"self":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts\/2652"}],"collection":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/users\/11"}],"replies":[{"embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2652"}],"version-history":[{"count":10,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts\/2652\/revisions"}],"predecessor-version":[{"id":3348,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=\/wp\/v2\/posts\/2652\/revisions\/3348"}],"wp:attachment":[{"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2652"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2652"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/gamedesignadvance.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2652"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}