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.
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