
“Press A to Shoot, Pokémon Snap – Shots and gamespace ownership” by Alexandra Orlando and Betsy Brey is an essay that focuses on the game mechanics of Pokémon Snap and the politics of in-game photography.
They draw a parallel between photographs and games as being both models, or “photographic referents” in Barthes’ terms:
games are models of experiences—not just depictions or descriptions (Bogost 4). The same can be said of photographs, which are also not representations of themselves, but instead, models of what they reveal.
The authors also trace a similarity between Susan Sontag’s “view of reality as an exotic prize to be tracked down and captured” by the photographer and the in-game world as a constantly reshaped environment, manipulated by the player. [personal note: to an extent this idea of Sontag’s photographer-hunter reveals (on top from the obvious political implications that made her work “On Photography” one of the most influential writings in photography theory) a gameplay element within photography, before there was even the possiblity to “gamify” its mechanics digitally.]
One interesting analysis of Pokémon Snap’s gamification of photography is the points-based system the game uses to distinguished a good photo from a bad one:
Each photo is judged on a few main qualities: size of subject, pose of subject, and technique of the shot. Additional bonuses are added to the score if there are multiple subjects in the photo, or if the player has performed certain events on a course that lead to special or unique poses (for example, getting a Pokémon to stand on a surfboard or sing in a group). The game privileges shots in which the subject’s size takes up about a third of the frame, the subject is in the centre of the frame, and is facing the camera. Some poses are encouraged over others, such as dancing with or attacking other Pokémon, but for the most part, all that is emphasized is that the Pokémon should not be facing away from the camera.
This leads to what Orlando and Brey call a “photographic colonialism”:
The fact that Snap gamifies basic photography skills and teaches its players how to create a single kind of photographic image indicates a single acceptable or desirable kind of photography. Not only does it teach just one style, but it also discourages learning others in the game space. This can be viewed as a kind of photographic colonialism—the limitation to a single viewpoint at the expense and extinction of others by a controlling power outside of the immediate environment. Snap disallows a variety of voices within its gameplay and photographic requirements, separating itself from photographic arts[…]
read the full essay here: http://www.firstpersonscholar.com/press-a-to-shoot/