Wednesday, October 29, 2008
My Game mythodology
The game must have a story or I want put any effort in playing it or play it at all. Good sold stories that don’t change but that let me interact with them. Like a book in which I can’t pick the outcome but can imagine each scene around my imagination. In Naruto: Clash of Ninja and Mortal Kombat there is a story set in place and each fight is like a scene or chapter in a book. When I start to play I always pick the protagonist. I fallow the story line and fight as the protagonist would. Though I do not become the character I still find myself saying “I’ve been killed”.
I immerse myself as the protagonist never thinking is me but him/her. My thoughts go along the line of “what would he do if he was real or that’s not something he would do”. My fighting must then reflect what I believe the charter would fight like. In Naruto: Clash of Ninja I know Naruto would start out fighting silly but in the in show a complex new move. Knowing this I must create a move unexpected and completely surprise my opponent. Even though it’s only fighting it must adapted to the player. (When I write this like this it’s when I feel that the game real does control me.)
Though my goal is to achieve a high level of points and levels I don’t see myself as a power gamer. This is because my reward comes from building the story and not my record. Each level means that much closer to the end of the story. What would be the point in reading a novel and never finishing? Even if I knew the ending I still want to get to the end. I build my charter and let him achieve different levels so that it may fallow the story.
I don’t play video games as much but the ones I do they have to have a story. It has to be one that has a solid beginning and end. I don’t do the side missions and even when I’m done with the game I can’t go back and play any one else but the protagonist. To me his alive and I don’t control him but merely help him.
Sunday, October 19, 2008
Superstruct
A story that caught my attention was Disposable Homes Winter is coming to Minnesota's homeless refugees. Taxes- incorporating government http://superstructgame.org/StoryView/64# . I liked it vary much because it incorporated the government threw taxes and gave a good description of what was going on in the South. Both of these elements are something I want to incorporate in my stories.
Friday, October 10, 2008
INFOCOM
The infocom games were fun though very confusing with no visuals. As I started to play I had no idea what to do. Puzzled I didn’t even pay much attention to my story line. There was no fun in it at first but as I started to get more clues it became more exciting. The more I played the more I wanted to play. The language was hard to understand and multiple times I found my self arguing with the computer. In small amount of time I felt more emotions then any other game I have ever played before.
After Class
I was amazed so see that other students had drawn maps to go along with the game. Perhaps I didn’t because I’m so accustom to visuals that I use it as a wheelchair. It felt good that I was not the only one that found the game hard. Overall I found the game to be more entertaining and useful then today’s current games.
What is a Videogame?
Thursday, September 25, 2008
Michael Mateas: A Preliminary Poetics for Interactive Drama and Games
Ken Perlin: Can There be a Form between a Game and a Story
Janet Murray: From Game-Story to Cyberdrama
- digital medium being will-suited to gaming because it is procedural and participatory
As Murray stated in From Game-Story to Cyberdrama procedural is generating behavior based rules and participatory is allowing the player as well as the creator to move things around.
Having generating behavior based rules allows the game to have a more realistic prospective. As Bryan Loyall stayed in his response to Murray. Loyall gave an example of the game Otto and Iris, in which if you did not pay enough attention to one of the characters they would become upset with you. I have played many games in where I could harm my own teammates and there was no consequence. Allowing the player to have control gives the player a Narrator feeling. This helps create a story.
- games images: still, moving , text, audio, and 3 dimensional
Because of all the media form in video game the video game becomes more real. It is able to be more interactive then another form of literature.
- the similarities structures in both video games and stories
Murray explained that both video games and stories have similar structures. Both have contest and puzzles. As in both have protagonist/antagonist and a challenge for them.
In the game Kong, Mario was the protagonist and Kong the antagonist. The challenge was to rescue the prince without being killed. The story is very simple but no less a story.
- and the similarities between our lives and video games
Something that caught my attention from Murray was her statement that our daily life is a game. I have heard many times that our daily life is a story. If its both a game and a story then it makes sense that games our stories.
Murray talked a lot about the Sims. A game in that has all the elements that I have on this post. It has generated behavior based rules, allows the player to be in control, multiple medium, protagonist/antagonists, and challenges. Yet what I find most interesting is the fact that it relates so will with our daily life. That makes the game feel even more real.
In the end I would also go with Murray's question: Is there a game-story? Yes
