Thursday, March 14, 2013

Remediation

Remediation is the transfer of tropes/concepts from one medium to another. Our lecturer Rob showed us the movie Run Lola Run as a example of the concept of remediation.

Run Lola Run contained many possible examples of remediation. One of the most significant examples is the idea of a time pressure. In Run Lola Run Lola has 30 minutes to make 50,000 marks or her boyfriend would commit a crime. This kind of time pressure is fairly common in games.

Run Lola run also included the idea of retrying after having failed a task. This is something that gamers do all the time. Pretty much all gamers have had the experience of retrying a single task dozens of times to try and move on in the game.

Narrative in games

In his book Chris Crawford explained that stories are complex structures with hard to meet criteria. He believes that these criteria are often unmet in video games.

Chris Crawford went on to explain that stories in essence are about people. Even stories with a object as a central focus are more interested in how the object effects the people who interact with the object. Crawford believes that this is where games go wrong. In games objects are very important. Equipment obstacles and collectables are all examples of this.

He also talks about the importance of conflict in a story. Conflict can be both direct and indirect. An example of direct conflict is a war but a more indirect example would be a ideological difference between a pragmatist and ideologue for example. Crawford believes that while there is a lot of conflict in games it tends to be conflict of the simplest kind : violence.

I would have to disagree with Crawford but I would also have to give him the benefit of the doubt. The extract that Crawford wrote on this point was from 2005. I am of the opinion that games since then have advanced dramatically in their ability to tell story. Games like 'Mass Effect' and 'the Walking Dead' have really struck out in terms of story telling by offering both social conflict and proper character development.

MDA

All artifacts have a design methodology. iterative quantitative and qualitative analysis help designers by allowing them to analyses the end result and implementation by doing so they can consider a wide range of interdependencies and possibilities.

This is more important in game design where the interations between code creates dynamic complex and unpredictable behavior. These must be considered carefully and they must recognise them before rawing conclusions about the nature of the experience generated.

'MDA is a formal approach to
understanding games – one which attempts to bridge the
gap between game design and development, game
criticism, and technical game research.
'

Game design covers alot of fields and designers will have to at some point consider each of them. AI is no exception. seemingly inconsequential decisions will trickle upward shaping the gameplay and all design goals must bottom out in the AI code so design and AI are linked. coherence comes when all coflicting constraints are ironed out. MDA is a proposed solution to this.

Designers create and players consume games like all consumable goods. The difference in games is that the consumption is relativity unpredictable.

The MDA formulises the consumption into :

Rules ----> System ----> 'Fun'

in terms of design

Mechanics ----> Dynamics ----> Aesthetics

Mechanics: components of the game.

Dynamics: 'describes the run-time behavior of the
mechanics'

Aesthetics: Desired emotional emotional response to the game.

Each component can be seen as a lens. To the designer  mechanics give rise to dynamics which give rise to aesthetics but from the perspective of the player aesthetics set the tone which come from dynamics which are created by mechanics.

Aesthetics:

When talking about game we are limited by our vocabulary. So we move towards less ambiguous vocabulary. this includes

'1. Sensation: Game as sense-pleasure
2. Fantasy: Game as make-believe
3. Narrative: Game as drama
4. Challenge: Game as obstacle course
5. Fellowship: Game as social framework
6. Discovery: Game as uncharted territory
7. Expression: Game as self-discovery
8. Submission: Game as pastime'

examples:

'Charades: Fellowship, Expression, Challenge.

Quake: Challenge, Sensation, Competition, Fantasy.

The Sims: Discovery, Fantasy, Expression, Narrative.

Final Fantasy: Fantasy, Narrative, Expression,
Discovery, Challenge, Submission'

Aesthetic Models:

Using aesthetic vocabulary a model can be created which help describe gameplay mechanics and dynamics. we can

Monday, March 11, 2013

New vs Old Games Journalism

During the 1960s a new type of journalism was born. This journalism differed from the norm in that rather than listing objective facts about any given piece of news it offered a first hand account of a event or occurrence offering subjective reactions in place of the objective facts. It was inevitable that after the creation of video games that the medium would be turned onto video games journalism.

Many popular pieces of new games journalism have been created but new games journalism as a genre has received much criticism. A site known as UKresistance made a post named 'seven- point manifesto on why it’s shit' The post went on to say that 'The writer is not the most important person' and 'Then shut up and go away'.

Critics said that new games journalism was not a valuable news source because of it's high subjectivity however I am of the opinion that a subjective form of journalism can have it's place. New games journalism cannot compete in terms or pure information but it need not replace old games journalism. New games journalism can be taken as a separate entity that provides more entertainment and humanity for the reader.

Old games journalism I feel will likely stay the more popular of the 2 forms of games journalism. Though new games journalism can be more entertaining journalism itself is created for the purpose of giving information and that is what drives people to journalism. It is only from there that people are introduced to the less information heavy new games journalism.

Gender and Games

Video games as a medium are generally associated with men. Nerdy unsociable men to be exact but the scope of people who play games has been expanding for quite and time and the diversity among gamers has reached quite a surprising scale.

Surveys into the proportion of people who play games have shown that woman are only few percentage points behind men. A casual observer of the games industry might find this surprising because despite how small the difference most big budget games are clearly geared towards men.

This disconnect can in part be explained by which games women play. Women generally seem to play casual games more than men and casual games tend to have lower and budget and therefore much less advertising. However the difference is not significant enough to fully explain the trend.

It would seem that the main cause is in fact a resistance to change within the industry. The popularity of gaming among women is a relativity new occurrence within the industry and the industry has had time to fully adapt. I believe that the practice of  advertising only to men is a artifact of the industry that will slowly disappear as more and more businesses come to realize that it is beneficial to cater to women.

Sunday, March 10, 2013

Bibliography Task.

We were set a task to compile a bibliography containing 6 items that must follow the Harvard formula. The bibliography must contain 6 references. 2 references to full length books 2 references to contributions to books and finally 2 references to articles in refereed journals.

Full-length books:

Dovey, J (2006) Game Cultures: Computer Games as New Media. Open University Press

Schell, J (2008) The Art of Game Design: A book of lenses. CRC Press

Contributions to books:

Bittanti, M (2003) "The Technoludic Film: Images of Videogames in Movies" In Nakatsu and Hoshino., Entertainment Computing: Technologies and Applications. Springer. 307-312

Salen, K. (2002) “Telefragging Monster Movies.” In King, L., (ed.), Game On: The History and Culture of Video Games. London: Laurence King. 98-111.

Articles in journals:

Gonzalez et al. (2013) "Learning to Stand in the Other’s Shoes: A Computer Video Game Experience of the Israeli–Palestinian Conflict" Social Science Computer Review. 31. 236-243

Adachi and Willoughby. (2013) "Do Video Games Promote Positive Youth Development?" Journal of Adolescent Research. 28. 155-165.

Games Britannia 2/3

Part 2: Monopolies and Mergers.

This episode in part talked about one of the mot famous board games of all time Monopoly. The games core mechanics were taken from a old English game by the name brer fox and brer rabbit. The game was created as a critique of the tendency to buy up land in order to turn a prophet. Though the game monopoly is so famous there is much to be said that the game is not very well designed. The game is largely unplayed by board games enthusiasts.

Another game that was shown was the controversial war on terror the board game. The game was a satirical look at the concept of  the war on terror invented by the US government under George Bush. The game received much criticism because games are often not considered reasonable mediums for such criticism.

Part 3 : Joystick Generation

Part 3 of Games Britannia focused mainly on video games and their progress.

The game Elite was shown. Elite is a old space-faring trade game in which the player controls a ship and tries to reach elite status through trade and combat. What I found most interesting in the game was how i recognized many of the ideas and mechanics from more modern and still popular video games. I am surprised that these modern games have their basis in some of the earliest 3D games.

Lara croft was said in the documentary to revolutionize game characters in that she was one of the first to have character and a back-story. There was however opposition to Lara's portrayal. Lara is shown as having a supermodels body and was described in the documentary as 'Pamela Anderson solving problems'. but others disagree saying that although she started out as a caricature she evolved past that.

The episode discussed moral choices in games using the examples of 'Black and White' and 'Grand Theft Auto'. With Black and White the player is a god within the games world and can choose between help or hurting the populace of the world. The game tries to give the player not only a sense of power but a sense of responsibility. GTA however takes a different path. It allows the player to do basically whatever they want moral or not and whether something should be done or whether it is moral is entirely down to the player.