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44 Cards in this Set

  • Front
  • Back
Estallo
1. Self-esteem: being good at something is awesome

2. Games have symbolic value

3. We create out own subjective rewards through the act of playing
Morris and Wright
games offer a degree of authorship, creativity, and autonomy not found in other forms of recreation
Other thoughts on why we play games
it can both model and depart from the normal rules of social interaction, allowing players to escape alienation

EXCELLENT at teaching
(show vs tell)
Flow
"A state of concentration and absorption a person experiences when engaged in an activity"

becoming so involved in an activity that nothing else seems to matter

To Achieve Flow, an Activity Should Be:

1. Challenging; requires skill (goal-oriented)

2. Have clear goals and rules: the player receives feedback from said goals and rules

3. Action and Awareness are merged (total absorption)

4. Deep concentration

5. "paradox of control" (exercising control in difficult situations)

6. Transformation of time (either compresses or expands)

7. Loss of self-consciousness/ loss of ego

basically, ecstasy in which "the actor becomes the event"
Game Communities
Game based relationships between players in game

1. Membership

2. Relationships (social relationships in and outside the game; clans/guilds)

3. Commitments and Generalized Reciprocity

3.a. Time commitment
3.b. Rules
3.c. Etiquitte

4. Shared values and practices (advancing character, exploring, learning)

5. Collective goods (trade)

6. Duration (world is persistent, illusion of a community)
Cooperation and Conflict in game communities
Intra-mechanic (stems from game rules/mechanics)

Extra-mechanic (flaws, vulnerabilities, unfair advantages, hacks, cheats, unbalance)

Three main types of offenses

1. cheating: violating the spirit of the game, unfair advantage, largely based on social norms

2. Grief Play: intentional harassment, deviation from regular game play

3. Violation of local norms: breaking player agreements or etiquette
Metaculture
Relationships between players outside of the game: forums, fan sites, magazines, machinima, fan art, youtube mashups, mods, slang, conventions, cosplay, even friendships
Mods
a type of metaculture

early 90s developers separated program files from media files so players could modify graphics without touching the game engine

id Sofware's 1993 DOOM was the first game to enable mods

Counter-Strike, a Half-Life mod, became it's own proper game
Machinima
a type of metaculture

Repurposing technology, to generate computer animated films by using in game footage
E-Sports
a type of metaculture

skilled players with corporate sponsorship, professional gamers both act as advertising and product endorsement

media coverage
Origin of Stories in Video Games
Text based Adventure games

they were the first, and used to be the only
Transformation in Video Games
Increased computational power: more sophisticated graphics and visuals

Better AI: more interesting NPC's, better simulations of reality

vast and spectacular game worlds are now both common and seemingly integral to story telling
Narrative
Has three basic components

Story

Text

Narration
Story
a basic component of narrative

"The chronological order of events"

Scripted successions of events that a player MUST perform in a SPECIFIC order to achieve goals
Text
A component of narrative

"Their verbal and visual representation"

Games lack static text => gameplay COMPLETES the story, generates a UNIQUE text each time
Narration
"The act of telling or writing through description, settings, characters, and dialogue"

Certain aspects of game narration CAN be fixed, bt gameplay itself is ALWAYS UNIQUE
Fiction vs Non-fiction
Fiction: make believe => not based on historical things

Non-fiction: based on reality, but often fictional in its telling => basically, the real events are cut, tailored, and presented in a manner reminiscent of fiction

Reality TV is non-fiction, under this definition
Point of Minimal Departure
"When a piece of information about the fictional world is not specified, we fill in the blanks using our understanding of the real world (or other fictitious worlds)

Basically, Troping
Fictional Worlds
use:
Settings
Characters
Cut-scenes
Narrative Mechanics
Settings
Settings are restricted by the CPU's ability, and mimic and extend real world space
Characters
How they are Defined and Designed:

Description => what we see
Actions => what we do
Relationship to space => Agency(as in what the character can interact with or where they can go)
POV
Meaningful Names

Two Types of Characters

Player Characters
Non Player Characters
Cut-scenes
Cinematic sequences => explicity give the player story information

Argument against cut-scenes

1. the compensate for game design incompetence
2. they are a case of cinema envy
3.they disrupt play

Argument for cut-scenes
1. as in cinema, a manifestation of the author's voice in the creation of a diegetic (narrative) world
2. forwards the narrative and strengthens the experience of events to come
3. becoming more integraated with actual game play
Narrative Mechanics
how action is organized

how to get players to move through the game in a compelling way

Narrative advances with teh player, as they move through the game

ex: branching narratives => multiple paths of narration

exponential, SAY WHAT?!
Model of Classical Linear Fiction
Teaser => Elaboration => Point of no Return => Conflict Escalation => Climax => Resolution
Bottle-necking
There are section in which the player and explore and to other things, but when it comes down to it, they must complete action x to proceed to the next chapter


has the capacity for multiple endings
Progression Games
Have a linear narrative

flow with PREDETERMINED sequence of actions => this gives a sense of achievement (also, variable endings are possible)
Emergence Games
Keyword: Emergence

Emergence: unexpected player actions resulting in increased play or narrative capacity/freedom

Unforeseen Interactions between the player and the worlds act as a NARRATIVE DEVICE
Narrative Fact
In General, effective/successful narrative mechanics are those in which player action noticeably contributes to the plot
Quests
small missions players must perform

ties the world, rules and theme together in a meaningful way

Types of Quests
1. Exchange
2. Breech of Contract
3. Discovery of a Traitor
4. Saving the Kingdom
Reception Theory
Articulates how the act of Reading (is what) produces meaning

Player reception is shaped by
1. Previous experience (Point of Minimal Departure)
2. Player ability/difficulty arc
3. Trial and error through gameplay
The Act of Playing is Informed by
1. Cognitive Ability/ Unconscious Troping (Point of Minimal Departure)

2. Our sense of what we think we have to do in the game

3. eye/hand coordination => player ability
Video Games are Unique in that...
the player can both EXPERIENCE and ARTICULATE the narrative SIMULTANEOUSLY
Everything in a game can be...
"tools for crafting narrative experiences"
Major Theoretical Narratology (Issues. It's supposed to be Issues)
1. Ludology vs Narratology

2. Interaction vs narrative

3. the interactive storytelling paradigm in search of quality
Ludology vs Narratology
Basically, the Juul article we read

Ludology:
games are games, not traditional narratives, as such, they cannot be understood through standard literary theories
Games are/need
1. Games = interactive

2. Games need storytelling

3.Show vs Tell maintains player immersion
The Idea that Narrative and Interactivity oppose each other...
The Idea that Narrative and Interactivity oppose each other springs from a definition of narrative as "linear storytelling"
Jenkins
Game stories are spacial and environmental

Game designers are not storytellers, they are Architects of Narrative Space

Fictional space solves the issue of "linear stories"
Narrative in Games
Evoked Narratives: SWTOR

Enacted Narratives: Adventure games, portal

Embedded Narratives: Amnesia, Silent Hill, Layton(?)

Emergent Narratives: Minecraft (fan theory mentality)
Evoked Narratives
An expansion of an Established Fictional Universe

Ex: Star Wars The Old Republic
Enacted Narratives
Player experiences the story directly (as the main character)

Ex: Pretty much every adventure game ever, Portal
Embedded Narratives
Player reconstructs the Narrative (presumably through notes and things left behind; it is not in the present)

Ex: Amnesia, Silent Hill, Layton(?)
Emergent Narrative
Sandbox games => story potential, but none specifically given

Ex. Minecraft (fan theory mentality)
RPZ
Racial Pedagodical Zones

refer to the way that
video games teach not only entrenched ideologies of race and racism, but also how gameplay’s
pleasure principles of mastery, winning, and skills development are often inextricably
tied to and defined by familiar racial and ethnic stereotypes.