This paper takes the concept of the ‘Gameplay Gestalt ’ as advanced by Craig Lindley as a basis for a fresh look at how games are read and designed. Disagreeing with Lindley’s assertion of gameplay over narrative, it puts forward a model of the game as a construct of authored gestalt interplay, and concentrates on the links between the physical process of playing the game and the interpretative process of ‘reading ’ it. A wide variety of games are put forward as examples, and some analyses of major ‘moments ’ in classic games are deconstructed. The concept of the ‘sublime ’ as applicable to games is examined as is the use of gameplay and narrative to generate ‘illusory agency’, which can make a game more than the sum of its parts. Keywords
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