Beauty (Re)Discovers the Male Body by Susan Bordo: http://wendtenglish201f10.wikispaces.com/file/view/Wendt.Beauty+(Re)discovers+the+Male+Body1.pdf
Bordo addresses how advertisements in all forms of media not only effect fashion trends, but psychological thought processes regarding the roles of gender, race and culture. These ads not only express a certain perspective on the roles various categories should play, but perpetuate already in place stereotypes. One very interesting reality Bordo highlited was the role within clothing advertisements genders play: "Men act and women appear" (Bordo 191) Men act as they are unconscious of a camera because they are actively engaging in various 'manly' tasks; whereas, women appear on display, enthused by the obvious stares of men and women visible in the commercial or at home watching from their sofas.
“No Redeeming Value” by Extra Credits: http://penny-arcade.com/patv/episode/no-redeeming-value
To begin with, I have never played the God of War series other than a demo of the first game. With that being said, the Extra Credits team presented very valid points that not only concern the series but the whole of video games as works of art. Where the game succeeds in characterizing the protagonist without dialogue, inner thought or backstory; it fails to provide a story with themes that relate and foreshadow to other themese present in the narrative. If games are to be held in high esteem with the 'fine arts' of literature and theatre, they must have strong narratives that provoke the audience of gamers to think. Art is mereley expression until it is interpreted, and with nothing to express other than rage, hate, and angst with no base; the art never comes to fruition.
Sunday, September 30, 2012
Thursday, September 27, 2012
Articles to Research
Some articles to use as a starting point, reference and citation for my research paper on the game "Legend of Zelda: Wind Waker"
Monomyth of zelda, link and the hero's journey
http://www.ign.com/boards/threads/the-monomyth-of-zelda-link-and-the-heros-journey-part-1-long-good-read.187200254/
How does link's journey relate to the monomyth? How does it stray? How is it different in that Link has a blank slate as a character in each release of "The Legend of Zelda?"
Shinto Perspectives in Miyazaki's Anime Film 'Spirited Away'
http://www.unomaha.edu/jrf/Vol8No2/boydShinto.htm
Characters in Computer Games: Toward Understanding Interpretation and Design
Monomyth of zelda, link and the hero's journey
http://www.ign.com/boards/threads/the-monomyth-of-zelda-link-and-the-heros-journey-part-1-long-good-read.187200254/
How does link's journey relate to the monomyth? How does it stray? How is it different in that Link has a blank slate as a character in each release of "The Legend of Zelda?"
Shinto Perspectives in Miyazaki's Anime Film 'Spirited Away'
http://www.unomaha.edu/jrf/Vol8No2/boydShinto.htm
Unusual or "superior" manifestations of this
generative, vital power, called kami, can be experienced as possessing an
awesome presence and potency.
However, to experience the kami presence of any one of these aspects of nature requires an aesthetically pure and cheerful heart/mind (kokoro), an emotional, mental and volitional condition that is not easily attained.
However, to experience the kami presence of any one of these aspects of nature requires an aesthetically pure and cheerful heart/mind (kokoro), an emotional, mental and volitional condition that is not easily attained.
Characters in Computer Games: Toward Understanding Interpretation and Design
Understanding the use of characters in game design to shape the gaming experience.
Wednesday, September 26, 2012
Oilagarchy
The game "oilagarchy" effectively places the character in the roll of oil company manager; overseeing producution, extraction, and lobbying. This was an effective commentary showin how government (foreign and domestic), procedures, indigenous interactions etc. very clearly highlites the world and the provlems we face with unprogressive energy.
Tuesday, September 18, 2012
Double Fine! Adventure: No hint book included.
Double Fine Adventure! // Ron Gilbert's Words of Wisdom to Tim Schafer [FULL 35
MINUTES]
Based on comments found in this video.
http://www.youtube.com/watch?feature=player_embedded&v=re_LWmRJK-g
Based on comments found in this video.
http://www.youtube.com/watch?feature=player_embedded&v=re_LWmRJK-g
The
use of a ‘hint book’ is detrimental to the gaming experience because once we
get stuck we resort to a hint book to get us through a puzzle or on to the next
location. As Tim Schaefer said in the kick starter video, while speaking on the
“Indiana Jones” series; the use of the red page to divulge hints to help solve
puzzles turns the games’ once well-thought out obstacles into tedious tasks. Gamers
in the internet era have easy, free access to the internet where they can find
out how to get past anything within any game at any time. Not only does the use
of hint books take away from the enjoyment of the game, it also boils the
purpose of games down to completion. Rather than a ‘gaming experience’ the player
now sees the game as a challenge, searching the internet for answers to the
game as an online school student would search for answers to a test.
Thursday, September 13, 2012
Respect My Authority!: Authorship and Video Games
According
to Roland Barthes’s “The Death of the Author”, video games are created by an
author, in that the author is the field in which all paths within the work are
unified. Whereas the player is on the other end of the spectrum playing through
the game with no knowledge of the many options to choose, how to reach the goal
of the game, or what messages are intended by the author; they are simply deciding
what choices to make within the parameters of the author.
For a
staff to be considered the author of a game, they must have complete control and
influence over the meaning derived from the game; as such, must control the
gamer to sit in front of their TV for endless hours at the will of the team of ‘authors’
who gave birth to the product. Whether a gamer has fun or not, they have
purchased the product and (unless they quit the game) are at the will of the
authors throughout the play experience.
However,
games like ‘LittleBigPlanet’ can be defined as not being an authored work;
because the gamer has the ability to choose environment, protagonist,
antagonist, tangible objects, what to create etc. The game’s message, meaning,
and goals are not inlaid within the game’s structure by an author; on the
contrary, they are juxtaposed within the gamer for the individual or group of
individuals to determine and derive their own comprehension of the game as
text. The only authoritative power within these games are the limitations of
their mechanics, the rest is up to us, the gamers.
Wednesday, September 12, 2012
One play games and the fun mechanic
Final Draft
(Revised)
(Revised)
The One Play games were quite aggravating to play, because my right directional key goot stuck during my playthrough of 'You Only Live Once' causig me to run into two enemies, in which case I hit refresh and upon loading, moved to a cutscene of my death as the maain character.Then I opened the game in a new browser and it loaded at the start, however my framerate was somewhere arround 1fps and I was unable to play. With that being said, I considered the One Chance game not 'fun' but engaging and challenging, as well as thought-provoking and decision-based. I enjoyed trying various methods to save the world but was unsuccessful. The 'art' game came off as a pretentious, cynical game with no options, no chance for fun, dull setting and drab death everywhere. The only 'art' in this game was the graphic design which was half-ass at best. The dynamic of fun in video games has been essential to my purchases as a consumer and until reading the article 'Fun is a Four Letter Word' I had not considered the length to which games can and should be extended too and explored within a realm as well as within the gamer themself. If the gaming market opened up to dynamic, multi-faceted games through inlaced messages and mechanics we would see more diversity not only in games but their audience members as well.
Monday, September 10, 2012
Video Games: The Ultimate Combination of 'High Art'
Games are multi-faceted works of art, which include literature, sketches, cinematic elements, and musical compositions. Many of the components necessary to comprise a video game are considered, on their own, 'high art'.
What does this say about video games?
They are an interactive form of art that goes beyond the scope of any classic poem, film or painting. The experience, like other works of art differs between audience members; however, the presence of many forms of art within video games grants the gamer the ability to fully immerse themselves in a world outside their own, while still learning about themselves. The gamer is at a position where he is physically on earth but mentally immersed within a work of art; growing along with the characters as reader would whilst reading a novel, interpreting the art present in the background as viewer examining a painting, cut scenes enhancing the narrative and creating exposition similar to a film through various camera angles, dialogue, and direction, as well as music setting the mood for a boss battle, victory, defeat, even subtle sounds as footsteps to foreshadow oncoming enemies are all vital to the artistic value of video games.
Andrew A.
Charmayne K.
Lauren M.
What does this say about video games?
They are an interactive form of art that goes beyond the scope of any classic poem, film or painting. The experience, like other works of art differs between audience members; however, the presence of many forms of art within video games grants the gamer the ability to fully immerse themselves in a world outside their own, while still learning about themselves. The gamer is at a position where he is physically on earth but mentally immersed within a work of art; growing along with the characters as reader would whilst reading a novel, interpreting the art present in the background as viewer examining a painting, cut scenes enhancing the narrative and creating exposition similar to a film through various camera angles, dialogue, and direction, as well as music setting the mood for a boss battle, victory, defeat, even subtle sounds as footsteps to foreshadow oncoming enemies are all vital to the artistic value of video games.
Andrew A.
Charmayne K.
Lauren M.
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