Saturday, 8 August 2015

August 9th (Reading Notes) Sim Sin City

fear mongering in every form of media ,not just games.

not really anyone has been killed because I videogames.

religious books have killed more people

any form of text has an effect.

important games are games that change our idea of what they are.

open world granted alot of freedom

open world is a playground

games that a repetitive turn into a job

play made work bearable

gta wasnt repetitive and shemue was therefore gta sold better.
must have reason for freedom

quest fetching is not fun
space is key in games

get from point a to B in whatever fun way possible.

transportation in gta is fun


gta turned spatial travel into fun/car simulation

NPC's are repetitive due to technology

NPCs should be good actors

specific behavior rules limit characters to stereotypes

lack of interactivity or narrative made them moving targets.

the world made dialogue pointless as its violent

certain kinds of characters do not need dialogue

action heroes can get away with anything.

shenmue had bad communication skills with its npcs

gta can no no communication and still work

shenmue reminded you npcs were bots

lack of communication allowed to focus on action

gta dehumanized npcs

ludology and narrratology were never a debate ,just disinformation

story is based into settings with rules to allow the player to assume a genre without instructions

teleology =goal orientated.

goals make it easier to understand into a plot/walkthrough

gta simulated crime instead of story

everything builds on older things

flight sims had similar freedom to gta

freedom to experiment

freedom can have bad experiences due to no guidance

games are more worlds with rules than narrative sequences






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