Proposition 2: Critical Play Can Mean Toying with the Notion of Goals, Making Games with Problematic, Impossible, or Unusual Endings.

I am the most interested in this proposition because I think it is really important to examine and reconsider goals. I’ve been thinking about goals a lot recently, and I’ve realized that achieving the goals you set in your mind won’t always have the expected result. A lot of conventional games have clear-cut goals and win/lose situations, but they rarely examine grayer outcomes. By having an unusual ending or possibly no ending at all, interactive works can encourage us to think about the world and our goals in a more complex and truthful way.  The instantaneous output and replayability granted by games and interactive technology makes it easier for us to observe these situations and ponder the consequences of our actions.