Music games can be 'ecooperatic' — governed by ecological forces and cooperative social dynamics rather than economistic competition and correct/incorrect evaluation
Chapter 24 critiques games like Rock Band for imposing ‘economistic’ logic on musical play: every deviation from the original recording is a ‘mistake,’ reinforcing the player as insubordinate laborer. The author proposes ‘ecooperatic’ music games governed instead by ecological forces (the material constraints of sound, space, timing) and cooperative social dynamics. In an ecooperatic game, off-notes trigger creative responses rather than penalty sounds; the game’s rules support improvisation rather than correct reproduction. This connects to Turing’s distinction between deterministic automata (a-machines) and choice machines (c-machines) — games that include nondeterministic elements afford player creativity.
Examples
A musical game where playing off-time shifts the perceived tempo for all players, creating a cooperative rhythmic negotiation rather than penalizing one player. Compare to Rock Band where off-time = mistake sound.
Assessment
Explain the difference between ‘economistic’ and ‘ecooperatic’ approaches to music game design. Give one design principle that would make a music game more ecooperatic, with a specific example of how it would change player behavior.