Friday, December 14, 2012
Bogost
Make-up blog post: I wanted to comment on Bogost's chapter of Habituation. This was by far my favorite chapter because it conveyed an interesting point in such a simple way. Bogost said "a game needs to be easy to learn but hard to master." This is so true for the majority of quality games we see today in GTA, Zelda Series, Pokemon, etc. The game is intended to be hard enough to become "addictive." There were many other chapters I found insightful but this was the most intriguing. I also just wanted to say thanks to Kyle and everyone in the class for making it such an interesting semester. I learned a lot into a subject I was previously very unaware of.
Tuesday, December 4, 2012
Bogost - The End of Gamers
In the concluding chapter of “How To Do Things With
Videogames”, Bogost analyzes the future of the games industry and gamer
culture. He reveals that games are becoming more and more popularized and more
mainstream throughout society than ever before. He exposes how technology like
the internet, television, and computers used to be something ‘special’ and
exclusive and are now a part of daily life for many people. Bogost illustrates
that indeed games are coming to this. They are no longer going to be something
special and unique, serving a particular purpose. Games are now and will be
serving many different purposes, representing many different things as they
become more mainstream. He says that this will thus put an end to gamer culture,
as less and less individuals will be identifying with games as their primary
media diet. Now people from all different walks of life will be partaking in
games. He suggests this is both a positive thing and a negative one. From my
perception of the reading, Bogost wishes in a sense that games would remain
more exclusive and ‘special’, but at the same time he seems to admire the fact
that games are making such an impact on society and culture. In a sense, I feel
the same way. I think that classic gamer culture will eventually die out, while
games become a positive mainstream part of people’s daily lives.
Monday, December 3, 2012
Snapshots and The Personalization of Media
In Bogost’s chapter on snapshots, he reveals the fascinating
similarity and difference between snapshot photographs from 19th and
20th century Kodak and today’s various game making software. When
Kodak developed the snapshot beginning with the Brownie camera in 1900, it
changed the way photography was used by consumers as a medium. These personal,
affordable cameras made photography available to the public and introduced the
snapshot – which allowed for regular people to capture the precious moments in
their lives with practically no photography skills needed. Today’s game making
software allows for regular people with practically no computer or gaming
skills to create games and use media the same way that Kodak’s snapshots did. The
fundamental difference between Kodak’s snapshot camera and today’s game making
software is that game making can never be fully automated like the camera.
Cameras are a mostly automated process while computers and game making require
uncommon skills and programming of some sort. Snapshots personalized
photography and cameras in the sense that regular people could take personal
photos of moments of their lives that are significant to them, in a simple and
affordable way. Today’s snapshot games and media allow personalization in
multiple ways. Social media is very personalized. Some games like Sims Carnival
deal with personalized topics and allow for users to interact and personalize
the game itself. It is fascinating that snapshots and snapshot games aren’t
simply just pictures or games but are pictures and games that can be
personalized and used for a variety of different purposes.
Sunday, December 2, 2012
Snapshot
When I read Bogost's chapter on Snapshots it made me really think about the idea of what a snapshot truly is. It means more than just taking a picture that gives you a "Kodak Moment", it means something that is meaningful to you even when it could mean absolutely nothing to someone else. It has sentimental value and although it could mean nothing to your friend John, it could mean a fond memory to you. The personalized levels of "Little Big Planet" tell stories from their creators and offer a inside peak into a specific part of their lives. I believe this kind of storytelling is remarkable and an extremely innovative idea that connects us as gamers on a level that otherwise, could not be established within the previous boundaries of gaming. This facilitation of personal connections throughout gaming has the potential to unite gamers from around the world on a personal level. It has the ability to show gamers the underlying unifying factors that us humans all have. This kind of connection can always appeal to people because everyone has these similar characteristics. These basic connections can be explored through expression from the players and can be interpreted from the other players who play these forms of expression. When Kyle talked about the boy who wrote about the death of his brother I realized that this is relatable to everyone. After all everyone has lost someone and that universal truth makes this story relatable, although we may never truly understand what it's like to lose someone like a brother, we can all relate to the loss of loved one. The snapshot chapter certainly got me thinking and I find it one of the most interesting things I have read in this class. I never realized how personal something in a video game could be until I read this chapter. I really enjoyed reading it and it has forever changed my perspective on "snapshots", specifically in gaming but in general as well.
Sunday, November 18, 2012
Rise of the Videogame Zinesters
The games we played in class this week related quite well to
Anthropy’s text “Rise of the Videogame Zinesters”. In her text, Anthropy spoke
about the nature of videogames, including insight into their strengths and
weaknesses. She described how videogames have strengths in story-telling
abilities, especially in regards to the aspect of role-playing games.
Videogames allow for player’s interactions, within the boundaries created by
set rules. In describing the weaknesses associated with videogames, Anthropy
points out that videogames aren’t yet very developed and progressive in their
possibility spaces, plot lines, and characters because of the lack of diversity
inherently brought on by many videogame creators whom often tend to be white
males offering narrow perspectives. She elaborates on this topic by revealing that
the ‘Big Games Industry’ adds to the problems in videogames by imposing a false
sense that the knowledge needed to create games is not attainable without
special institutional instruction. This makes way for ‘wannabe creators’ to be
hired by big gaming corporations to be put to make games under ridiculous
working conditions and long hours. Anthropy also compares and contrasts
videogames to film. She describes films as media that tell static stories with
no possibility for audience’s interactions, while videogames allow for
audience/player interaction. A film is just a static pre-scripted story
altogether, while in videogame the player can make their own story in a sense,
within a given possibility space of set rules. My favorite piece from the text
was when she spoke about games as culture and how games tell stories that
illustrate the values of their creators in a unique way, which I believe is the
most interesting and unique aspect of videogames. They let you see inside the
mind of their creator, in a sense.
Wednesday, November 14, 2012
Rise
Today’s class was awesome! We played games that
Anna Anthropy referred to as “folk games” in her book “Rise of the Videogame
Zinesters”. I found the reading assigned for the book to be very interesting
and the games tied in quite nicely. Anna’s argument was that videogames are
still not in a mature stage yet because of the lack of diversity in its
characters and plots. She says that this is due to the limited perspectives
that videogames are created by because all the current videogame creators are
currently white males. She gives lots of interesting facts and reasons as to
why this is so, such as the loop from engineering days to modern day computer
access, that make sense and gives you a whole new look at videogames. My
favorite quote of the reading was how Anna describes art, she says “creation is
art”. If this is so then there is no doubt that videogames are artworks and
there should not be so much debate when it comes to deciding this. She also
argues that with the release of new programs that make it easier for everyday
people with no programming knowledge to create videogames, she hopes to see an
increase in perspectives. She compares this to film and youtube, saying that
not all youtube videos created by users are gems but a few will arise due to
the sheer numbers of created content. I totally agree with everything Anna says
in her book and find her to be very insightful. I really can’t wait to keep on
reading and if the book’s class discussion involves more game playing, then it
is definitely my favorite material we have covered thus far.
Thursday, November 1, 2012
Free Plants VS Zombies
Hello! Because its Halloween, the nice people at Popcap are giving out their awesome game Plants vs Zombies our for free!
Follow this link:http://www.stopzombiemouth.com/
and use the code: PEAH8R to get a free copy!
Follow this link:http://www.stopzombiemouth.com/
and use the code: PEAH8R to get a free copy!
Monday, October 22, 2012
Unmanned
The game
unmanned was extremely appropriate for the reading this week. The
game starts off with a guy who possibly is dealing with PTSD and has to balance
his life between home and work. This is very similar to the magic circle and
how sometimes real life permeates through the magic circle and can affect the
virtual reality that is created. I thought it was interesting that in the game
every response from both sides of the game affects the possibilities so
greatly. Some responses, for example, can either piss the co-worker off
or have her react the way she typically would. The key to that game though is
trying to figure out who this guy normally is and try to find appropriate ways
to respond so that everything seems normal. When Jose hit on the co-worker, she
reacted as if it’s never happened before, so therefore the characters average
behavior doesn't consist of hitting on his co-worker. When you discover that
you have to change the way you answer from that point on in order to win the
most medals. The messages that this game tries to convey towards its players
are mainly about war veterans and current soldiers. It shows their struggle for
normalcy and the balance of having that normal life while also going to work
and "manning" the unmanned drone. I thought it was funny that they put a video game within the game. I thought it was pretty funny that it acted as a Call of Duty clone considering the game that we were playing was an army game. Overall the game was certainly a different take on a typical army game and certainly showed me a different perspective on the whole thing.
Sunday, October 21, 2012
Unmanned
Unmanned is a good game to analyze the reading we did this week. This is a man that looks like he just got back from war. Mimicry I think is one of the elements that seems most evident throughout this game. After the player realizes that the character in this game is a soldier, the player begins to play as she thinks a soldier would react to the types on situations encountered during the game. This is also a game of chance. There's not competition with other players but the choices on the sentences can change how the game turns out. For example, when I started to play the game, as I was 'driving' the car and making selections on the sentences, I was taken to a screen where I had to guess the lyrics to a song. The things the character says also affect the outcome of the game. I also found that there was a sort of vertigo to this game. This happened in the scene where the character had to keep an eye on a target but to not shoot. I found myself wanting to shoot just like I said in class and this made me more curious about the game and the outcome of my action throughout.
Unmanned
I personally found the game Unmanned to be quite unique and unusual. It reflects the ideas of Caillois very well. His formal structures of agon, alea, mimicry and ilinx are present throughout the game. Alea and mimicry are most notably evident in multiple points throughout the game. The game runs on chance basically, as if rolling dice. Each interaction the player has with the characters is based on chance and your interactions influence whether or not you win medals in the game. Mimicry is clearly illustrated in Unmanned, as the player is given the options of responses that their character can say and follow along with. The character in the game mimics the player's responses and interactions accordingly. It was very cool how you can choose to be a soldier and literally live his day in the game, from waking up and shaving to killing terrorists and interacting with fellow soldiers as well as family members.
"Unmanned"
The game “Unmanned” was a unique game that reflects the work
of Caillois perfectly. Caillois talks about how you can classify games into
four different categories: agon, alea, mimicry, and ilinx. These categories do
not usually define the game exclusively but more as an element of the game. In
“Unmanned” I believe it uses many of the structures Caillois describes. I found that agon was the most present of the
four types because the whole game is based on competition. You want to play
well in each step of the game so you can achieve a medal at the end of the
round. The whole basis of the game is to win as many medals and complete the
game with superiority. If you do not do well in one stage and you go to play
again you will most likely try harder and use different techniques to improve
your score and how competitive you are in the game. Alea is shown through the
game by how it is based on how you choose to answer the questions it asks or
your conversations with other characters. This is all based on chance, and the
player becomes passive in affecting the outcome of the game because once you
choose different responses you do not know how that will affect the game. “Unmanned” uses mimicry by allowing the player
to mimic the idea that they are a solider. Mimicry in a game allows the player
to shed his or her own identity and to fully become another character in order
to participate in the game world. Lastly
ilinx or the element of vertigo I find shows up in “Unmanned” as discussed in
class, at the very beginning of the game where you see the avatar sleeping and
you are a part of his crazy dream that makes no sense. This situation could
cause slight panic or anxiety in the fact that you do not know what to do and people
in the dream are attacking but you can do nothing to stop it. I thought “Unmanned”
was a fun game and that it was interesting how different the play through can
be from one person to another.
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