<p dir="ltr">Background </p><p dir="ltr">Minimalist game design is a key approach among independent and hobbyist game makers. Employing aesthetic and ludic reduction, minimalist games utilise implication to invite players into the meaning-making process, and focus attention for shortform affective thrills (Boxerman, et al. 2011). Due to their shorter development cycles and reduced labour demands, they are also a popular way for individuals and small teams to experiment with mechanics and aesthetics that would otherwise be considered too financially risky for large-scale, commercial game development (Lankes 2020; Fouché 2024). </p><p dir="ltr">Contribution </p><p dir="ltr">My game “The Fundamental Structure of All Things” demonstrates how minimalism as a game design method can also be used as a site for creative inquiry into videogame form itself. Informed by Morris (1968) and Judd’s (1965) complicating of distinctions between painting and sculpture, the game deliberately straddles the line between game design and interactive art. It has players guiding a basic geometric circle across a field of flat colour, where they may couple with computer-controlled characters as they appear on-screen, connecting their movement. After five minutes of real time, the game ends, regardless of the player’s actions. The game thus omits the win/lose conditions, reward and punishment motives, and conventional challenge of traditional game design (Schell 2008; Fullerton 2004; Salen & Zimmerman 2003). In doing so, it articulates how minimalist game design can interrogate the dogmas and margins of videogame form. </p><p dir="ltr">Significance </p><p dir="ltr">“The Fundamental Structure of All Things” was selected for exhibition at the Replaying Japan 2025 conference through a double-blind peer review process. It was playable for the duration of the three day conference from September 1-3, 2025, which was attended by an international cohort of Australian and Japanese game makers and scholars. The game was also accompanied by a five minute lighting talk delivered on the second day of the conference to a live audience of game makers, scholars, and critics.</p>
Thanks for the tips on adding the FoR codes Adam! I added them to the internal submission but didn't realise I had to do it here as well. Much appreciated! I've also confirmed this is for Open Access publishing as per Winnie's comment :)