Sunday, 9 October 2016

Response to James Newman

A Response to James Newmans’ ‘The Myth of the Ergodic Videogame: Some Thoughts On Player-Character Relationships in Videogames’ By Edward Waring

  1. What does the author think that games are for, or how they should function?
It appears that Newman believes that games are to be mediums through which players can experience as much freedom and possibility as they can achieve in the real world. I came to this conclusion because their provocations about the limited aspect of interactivity in video games suggest that they desire this as a future possibility. As for whether this will be realised; with the increasing improvements in motion controllers and VR technology this may yet come to fruition.
Newman appears to believe that games should focus more on achieving engaging play and this must take precedence over all other aspects of the game; why concentrate your time on building Lara Croft when you could use low budget cartoon rabbit and have practically the same game?

  1. Why do you think they claim this?
First there is the interesting and pleasurable debate that is brought on by such a provocative suggestion that games are not interactive and visual fidelity holds no merit on the quality of a game. Though many may not even agree with his premise, there is no denying that many did and still do find enjoyment in games without playing actually them. Where it used to be reading magazines and sitting on a sofa watching your friend or relative play, it has now become watching demos and let’s play personalities.
In the case of visual fidelity, I think he makes a great point that most games don’t live and die by the what we see on screen but that rather their ability to engage players. Games such as Undertale have, whether intentional or not, very outdated and low quality graphics; Undertale itself, however, has gained a large and devoted fan base due to its uncommon gameplay and engaging characters.

  1. Who might think differently and why?
Newman raises some good points that necessarily make us question what truly makes not only a good game but a game itself. The arguments against his premise although are far too apparent. In the case of games not needing to be interacted with directly to be enjoyed, it can be proposed that many people who watch others play are actually enjoying the company of the player. Also in order to enjoy a game someone must be playing or interacting with it even if that someone is not you, without someone playing it nothing will happen from which to derive enjoyment.
As for the importance of graphics and visuals, though for many games they could be changed and the game would achieve the same effect, the arguments comes across as being outdated and overly generalizing. This conclusion is drawn from the fact that games such as Tomb Raider (before 2002) mostly just use their aesthetics as pretty window dressing for fun mechanics; they may improve the experience but don’t ultimately change anything to any great extent. However, since this piece was written there have many games that use their graphical prowess as a major focus to appeal to players, The Vanishing of Ethan Carter, and others that use their visuals as a method through which to tell the story, Gone Home; which could still tell the story with lower quality visuals would be unlikely to receive as much praise as it wouldn’t evoke the same lived in feeling as it does in its current form.

  1. How persuasive do you find the author’s argument?

Though I find Newman managed to engage my peers and I in lengthy discussions, too often did I find that we all came to a similar conclusion; the points he raised on games, though thought provoking, ultimately weren’t thought out far enough to answer all the many questions we wished to direct at him in order to clarify his position. Therefore, reading his piece frustrated more than it did persuade. Newman raises many questions but answers very few, great if your goal is to inspire conversations but is lacking if you wish to convince a sceptical reader.

Current books for bibliography


Bibliography
Crogan, Patrick. Gameplay Mode. Minneapolis: University of Minnesota Press, 2011. Print.
Diver, Mike. Indie Games. Print.
Flanagan, Mary and Helen Fay Nissenbaum. Values At Play In Digital Games. Print.
Galloway, Alexander R. Gaming. Minneapolis: University of Minnesota Press, 2006. Print.

Sainsbury, Matt. Game Art. Print.

Multi or Unicursal


I chose the biggest games of last year and sorted whether they displayed either multicursal or unicursal traits. Side missions and open worlds, of course, complicate whether or not a game factors into which option.

Tuesday, 29 March 2016

My versions of pre-existing material

Adapted portrait based off Watamote that I made look similar to me.


My own quick version of TR-8R from Star Wars: The Force Awakens.


Thursday, 19 November 2015

Development of Characters

In this post I tasked with chosing a charcter of importance from each decade, or in my case possibly a couple depending on the series. This is due to the fact that I chose to feature the lead chracter from each of the main release titles of the Metal Gear series. Since this notorious series is old enough and consistent to have at least one instalment in each decade since the 1980s.

First released in 1987 in Japan, Metal Gear was the first instalment in a series that would span decades until its latest instalment this year. With a story so epic and convoluted it could possible to say that I've chosen to simply look at the development of one character over the course of a few decades and several iterations. However, I prefer this as it means we can focus directly on the changes with time, experience and better creative technologies. Plus with a narrative whereby the protagonist of each game is either the original Big Boss or one his clones, the distinctive characters seem arbitriary for the development of asthetic.

1980s: (Metal Gear)












1990: (Metal Gear 2: Solid Snake)











(Metal Gear Solid)










2000s: (Metal Gear Solid 2)










(Metal Gear Solid 3)









(Metal Gear Solid 4)









2010s: (Metal Gear Solid: Peace Walker)









 
(Metal Gear Solid V: Ground Zeroes)









(Metal Gear Solid V: The Phantom Pain)















Image Sources:



Metal Gear (1987)
Metal Gear 2 (1990)
Metal Gear Solid (1998)
Metal Gear Solid 2 (2001)
Metal Gear Solid 3 (2004)
Metal Gear Solid 4 (2008)
Metal Gear Solid: Peace Walker (2010)
Metal Gear Solid V: Ground Zeroes (2014)
Metal Gear Solid V: The Phantom Pain (2015)
http://cdn.wccftech.com/wp-content/uploads/2015/04/mgs-v-the-phantom-pain-screen-1.jpg


Seven Basic Plots

In the book 'The Seven Basic Plots' by Christopher Booker, he theorises that plots there seven basic category of story. Below I have chosen a game for each type of story that I believe fits:

Spyro The Dragon (Developed by Insomniac)
Overcoming Evil/The Monster - The protagonist fights that which threatens the innocent.


Rollercoaster Tycoon (Developed by MicroProse and Chris Sawyer)
Rags to Riches - The protagonist accumulates a form of wealth.


Super Meat Boy (Developed by Team Meat)

The Quest - The protagonist sets out to achieve a goal.


The Last Of Us (Developed by Naughty Dog)


Voyage & Return: The protagonist goes on a journey and returns with experience.


Tales From The Borderlands (Developed by Telltale Games)


Comedy - Typically light, with a main focus on humour.


Bloodborne (Developed by From Software)


Tragedy: A story that evokes emotion, often with the suffering of a character.
.

The Binding Of Isaac (Developed by Edmund Mcmillen and Florian Himsl)


Rebirth: The protagonist experiences something that drastically changes them.