Dreeps plays itself but wants you to take pictures…

Dreeps (Hisanori Hiraoka, 2015) is a game that “plays itself”, allowing the player to enjoy looking at the unfolding of the game. On the other hand, Dreeps provides a minimal button on its lower left encouraging players to take screenshots to be shared on social networking sites. Gameplay is outsourced to the software, while the photographic activity is handed back to the player-photographer, tightly connected to the distribution of images on sharing platforms.

For those who don’t have the time to play RPGs anymore,

this is a new type of game—an Alarm Playing Game!

To play dreeps, just set the alarm. That’s all. Easy, right?

When you head to bed, the robot boy will sleep just like you, regaining HP and recharging for his next day of adventure!

When the alarm rings in the morning, both of you will wake up and start your day. When you go to work or school, the robot boy will head out on an adventure through fields, valleys, and peninsulas where monsters roam. Or, he might discover dungeons where strange bosses lurk…

Either way, every day is a new day for you and the robot boy!

But how does adventuring work? That’s real easy!

After the alarm sounds, the robot boy’s adventure will automatically continue as long as he has enough HP, even while the app is closed. You might miss some events, but don’t worry about it.
 There’s almost no text in this game.

So whenever you feel like it, load dreeps up and check on the robot boy’s adventure. Or, leave it running on your desk while you work, study, or snack. Play however you want, and take it at your own pace.

Visuals and sound can give you hints to what sort of story is unfolding in this little world. But use your imagination! Take those hints and try to guess just what’s happening. Oh! And don’t forget that you can share screenshots of and thoughts about the game by pressing the “Share” button.

dreeps was created to give the player the ability to enjoy a story little by little, day by day. With beautifully crafted art and animations, this is a new kind of game that’s easy to pick up and simple for anyone to learn.

source: https://itunes.apple.com/us/app/dreeps-alarm-playing-game/id953366068?mt=8


Marco De Mutiis – Photo Modes as a Post-photographic Apparatus

De Mutiis, Marco. 2017. “Photo Modes as a Post-photographic Apparatus” In Augmented Photography, edited by Milo Keller, Joël Vacheron, Maxime Guyon. Lausanne: Editions ECAL. ISBN: 978-2-9701157-4-8


[in] Photo Modes, players by default cannot not share their in-game photos when they take the picture on a PS4. Indeed, PS4 controllers have a dedicated button for taking the picture, labelled the ‘share button’. On the official Playstation YouTube channel, the Photo Mode tutorial for the Last of Us Remastered game – perhaps the first game to popularize Photo Modes – reminds us: ‘Once you have framed up your shot, just press the share button.’ And ‘this new mode allows you to freeze action in the game, adjust the camera, and add custom effects and frame before sharing them with the share button […].’ Photo Modes entirely transform the shutter button of traditional cameras by merging its function with the compulsory sharing of the image on the internet. In this sense, the role of the player-photographer within Photo Modes aligns with that of the Flusser’s clueless functionary, operating at the service of the black box. Even with a lesser degree of freedom, as the player-photographer is only left with two operations:

1. Aesthetic configuration

2. Sharing

With the material world gone and the physical apparatus disappeared, we are left with the momentary pleasure of tweaking parameters and adjusting colours on screen until we can finally execute our job, the creation of what Beller calls ‘computational capital’.


While Photo Modes may appear, at first glance, to be merely a nostalgic simulation of a simple photographic past made of shallow depth of field and poetic colour filters, its inner mechanics reveal that they are in fact part of contemporary post-photographic apparatus and integrally connected with the distribution and circulation of images online within the attention economy. Following this line of ideas, I would like to suggest that Photo Modes can be understood as a specific kind of Seeing Machine, one that requires functionaries to generate value through the acts of taking and sharing a picture. Photo Modes are inscribed within a larger ecology that includes fan trailer videos, ‘Let’s play’ videos, in-game screenshots etc. and, at the same time, offers a unique construction provided by the game developers that showcases a specific economic and political model of the photographic medium.

read the full article here: https://www.dropbox.com/s/3lqya01wtlarr6r/Photo%20Modes%20as%20post-photographic%20apparatus%2020171021.pdf?dl=0