Wednesday, 30 September 2015

October 1st (Reading Notes) Morality Tales - Bioware Versus the Issues

Too big ethical discussion in a game ,isolated choice.

People want to be convinced and empathize with an argument.

Cheapened serious topics.

Random encounters that don't have to do with the narrative.

Tuesday, 18 August 2015

August 19th (Gaming Questions) Sonic 2

How were the game mechanics used to immerse the player into your chosen game's narrative?

The game mechanics in Sonic 2 that were immersive for the player's narrative and game's narrative were the obstacles and urgency.

  The obstacles for the player that created immersion were the enemies and platforming.
  Defeating enemies linked up with Sonic's goals of stopping Eggman with the player's goal of beating the game as the enemies contained the animals that Sonic was trying to free ,as well as giving the player score and removing obstacles in their way.This common goal between player and avatar, incentive to defeat Eggman and the game, and conforming to the game world's logic, enemies further immersed the player into the game world narrative.
  The platforming changed the player's approach to the game,as they would have to conform the the game's worlds logic further causing the connection between the avatar and the player through their goals and actions.

  The urgency for the player that created immersion were the speed,time limit,and real time attacks by the enemies forcing the player to make quick real time decisions as Sonic would.The speed made the player focusing more intensively on the game. The time limit linked competitive aspects such as having a good score with the urgency of the narrative,Eggman's capture of Sonic's friends.

   Sonic 2's game mechanics linked the players goals,thinking,and motivation to that of the avatar's narrative goals,thinking,and motivations which in turn connected the narrative,and avatar to the player.



(Removed)
  The distractions for the player that created immersion were the rings collected during the levels.These rings had use through collecting them for extra lives,allowing the player to continue later on if they killed Sonic.These rings took some of the focus of the player as they had incentive to collect them but they were not needed to pass the level.This contributed to the hectic game play making the player more engaged and focused on whats happening.This immersed the player into the game world rules of Sonic's life as we had to think how Sonic could get through the levels/world.

August 19th (Gaming Notes) Sonic 2,Hotline Miami

Sonic 2

I feel like i get into a focus as i am so distracted by everything rushing past and looking out for things that would hurt sonic

focusing on the platforming while also looking ahead to the next parts kept me quite busy.theres alot of urgency in the gameplay aswell as getting prepared for further levels with rings.
got halfway through the game before moving on.Didn't want to start from scratch


Hotline Miami:

August 18th (Reading Notes) Bizzochi

two approaches

visual sound

UI hud cursor showed the characters narrative option



interface connect narrative in gameplay

interface being narrativised:

look and feel

narrativised perspective

behavioural mimicking behaviour metaphors briding and mixed reality interfaces
"ubin's scroll"


helmet showing health and being ingame and out of game


story into interface,making a connection between ludic and narrative pleasure.


look and feel:

audio visual in interface that reinforces narrative idea

showing results in narrative and gameplay through interface.

embedding narrative into the interface

reinforcing race and culture of character through interface
audio interface
interface reflects ideas or theme.

interface placed through the gameworld.

player is always present so interface is,eg helmet

game metrics is health etc



spyro's fly showing health

armour damage

crashs mask








Questions:
bizoo
that interface can cross the border and connect the ludic and narrative parts.
interface can be shown inside the game

''Ubin's scroll"  in banner saga becuase saving is like writing history,which ties the scroll to gameplay and narrative

cellphone in GTA give quests and narrative info aswell as gameplay elements.broken down interface

interface within gameworld showing narrative and ludic elements (ie health bars on isaacs back)

Thursday, 13 August 2015

August 14th (Gaming Questions) Gone Home -Edited-

Was the use of Micro narrative objects in your chosen game engaging? Explain your answer.

   Some of the micro narrative objects were engaging in Gone Home,others detracted from the whole experience as they stopped the player's exploration for too long.

  The objects that I found engaging were the objects that Katie (the player) had an opinion of or named differently.Objects such as the "Good ol Christmas duck" and "Gosh dad" had different names pop up suggesting what Katie first thought of and gave us indication on the relationship between Katie,that object,and who it belonged to as well as what she thought of said person.
   The objects I didn't find engaging were the ones that went off on a tangent and were long pages of text.Objects such as the pirate stories took a long time to get through and I found them boring to read, Katie seemed to have little opinion of it, and they stopped the game play exploration element dead in its tracks.Because of this those micro narrative objects were not engaging.
   Although these pirate stories added towards Katie's sister as a character,they failed to engage the player and there were many simpler examples which gave more narrative information on her sister.The dialogue after finding objects,the student objects around the sister's room,and the notes sent to and from her new friend all portrayed her personality as a student and how she acted as a friend.
   
   The use of short and simple objects showing character relationships and personalities were more engaging than complex,large amount of information that pause the interactions/exploration of the player.




(Removed)
Other objects that made the game engaging were some of the little objects that reaffirmed my ideas on what the story was or what the characters were like.Objects like highlighters,erasers,notes from her mother/father and such around Sam's room and in other locations reaffirmed the idea that she was a student studying and was trying to make friends at her new school.

Tuesday, 11 August 2015

August 12th (Gaming Notes) Gone Home

Was the use of Micro narrative objects in your chosen game engaging? Explain your answer.




Gone Home Notes:

Tutorial,wasd and mouse

cassette loading screen

Audio black screen narration intro.Audio answerphone recording.

says the time and date in text at start



Bags at the door showing you just got home

blue cup outside on the porch

note on door saying not to look around from sam.

found key under duck,and christmas decorations 6$ duck

note with instructions on directions to work

found a 17th birthday card behind shelf
to sam from uncle harvey?

will someone notice different lights on?
boxes showing recently moved in/moving out?

receipt from movers

I can grab things and flush toilets and turn on sinks? why?

an old friend of daniels wants to come over,but sam doesnt like him.

a daughter in military?

oscar doc masan died in newspaper

heard weird talking in the background

principle with note on stationary

note from student asked whether or not being psycho runs in the family or if its just your uncle.

conspiracy notes on wall about a book someone was reading

some story notes in trash,space story
note from oscar masan to terrence about his new wife

electrical fault form,explaining the spooky light flickers

Terrence almost getting fired from reviews?
Father write about JFK alot
being told to review things

xfiles and jfk
lots of conspiracy theories
tent out of couch?

story about pirate?

was fired by publisher,found this by alot of drinks.

sam telling to katie sorry about the missing stuff

sam invited lonnie over

crumpled note,whatever you've found dont tell mom and dad

having lonnie over,daniel wants his game back

Saturday, 8 August 2015

August 9th (Reading Notes) Narration of Things

dark souls is renowned for being hard

narrative renowned games dont always live up to standard gameplay wise

 hard games are fun when fair

cutscenes are an easy way to put narration in therefore popular

gaming can imitate other forms of media narrative wise

npcs can be too stoic or desperate to give info

space showed progression

items can give story info

items described their character

past tense is traditional

to know something and dissect it destroys it

items as speculation,not factual description by the narrator

item description might be false or not give the whole picture

even if an item has no function for you,it can have story elements of value.

hard gameplay,hard to get narrative too?

items can give rough picture of lore

dark souls challenging story and gameplay although narrative is minor