I understood a decent amount of the reading from Galloway, but a lot of the lingo made things hard to understand. I felt like I was able to get the gist of what he was trying to say due to the context, but after as more and more words I had never even seen came into the picture, this became harder as the reading went on. The concepts that he is getting across could be explained in simpler terms in my opinion, but since he is obviously not writing to appeal to a casual audience, it makes sense why he uses the language that he does. Below is an example of a passage I found confusing:
“One example is multithreading and object oriented programming that creates the conditions of possibility for certain formal outcomes in the game. When one plays State of Emergency, the swarm effect of rioting is a formal action enacting by the game on the experience of gameplay and incorporated into the game’s narrative. Yet the formal quality of swarming as such is still nondiegetic to the extent that it finds its genesis primarily in the current logic of informatics (emergence, social networks, artificial life, and so on) rather than in any necessary element in the narrative, itself enlisted to “explain” and incorporate this nondiegetic force into the story line (a riot) after the fact.” (32-33)
I can take enough out of this passage to talk about it, but not to explain what exactly he means.. I think that what he doing is explaining a way that game developers program certain scenarios to seem somewhat random, even though they aren’t, but I could also be totally off because I get lost in his rhetoric. I did enjoy much of the reading though (the parts that I understood at least), and was happy that I recognized/had played many of the games that he mentioned throughout the chapter.