
The term rhetoric, also carries negative connotations in our society. When people think of rhetoric, they may be inclined to think of corrupt businesses with spin-doctors who try to limn shady practices positively, or academics who use esoteric language to obfuscate what they're saying. Probably the most relevant example of negative rhetoric comes courtesy of American politicians who toss the word around as a way of denigrating their political rivals. But rhetoric has a very long history and was not originally seen the way that it tends to be today. Bogost states that, "Rhetoric in ancient Greece--and by extension classical rhetoric in general--meant public speaking for civic purposes." (15). Rhetoric was a very necessary skill for the ancient Greeks, particularly because they had to defend themselves in public courts; in this respect, I liken rhetoric to eloquence. But in the grander sense of the word, rhetoric is the skillful and effective use of communication. This communication can be oral, written, visual, and multimodal. As an undergrad, I double majored in English and Visual Arts. My art focus was graphic design. By the time I graduated in 2007, the art department changed the name of the focus from graphic design to visual communication. My coursework included learning typography, design principles, page layout programs, web design, and a number of other programs all for the purpose of creating effective and compelling communication: rhetoric.
Bogost uses the combined term procedural rhetoric to describe the practice of using processes persuasively. Persuasive games, he reasons, are "videogames that mount procedural rhetorics effectively." (46). It is not enough for a game to have compelling visual rhetoric, which is what most current-generation games focus. A truly persuasive game must have strong procedural rhetoric. In fact, it seems to me that Bogost believes that a game can be persuasive at the expense of being visually appealing, but that the converse may not also hold true. Bogost gives the game Tax Avoiders as an example of a game with unimpressive visual rhetoric but very strong procedural rhetoric. The game effectively employs process, in that it conveys at the very least a basic understanding of tax procedures.
Questions:
1) Do you agree with Bogost about the negative connotations behind the word procedure?
2) How can video games help remove the stigma associated with the word rhetoric?
3) If a game employs outstanding procedural rhetoric but lacks impressive visual graphics, how likely would you be to play it?
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