Thursday, September 27, 2012

Articles & Game

http://www.vgblogger.com/review-mlb-12-the-show-vita/14720/
http://www.rpgfan.com/news/2009/450.html
http://www.cheatcc.com/extra/rpgseverywhere.html#.UGUGSVGz4qg
MLB The Show '12

These are just a few articles and the focus game I will be using for my final project. The central idea will revolve on RPG qualities in every game, especially sports games.

Tuesday, September 25, 2012

Analyzing Design Documents

The game"Oiligarchy" by La MollenIndustria, was ineffective in making me play the bad guy, however, it was effective in making me want to be the winner. And I suppose oil tycoons can argue the same. Perhaps executives in the oil industry do not see themselves as bad men, maybe just men in a business where the competition is unparalleled. And in order to succeed, they must do certain things to be the best. 

The difficulty in achieving the various endings may hurt the message or the ultimate goal of the game. It may distract the user by focusing more on the ending rather than the game play, or journey.

Although the ideas of the "McDonald's" game and "Oiligarchy" are roughly the same, the effectiveness of the "fast food" game does not strike the same chord as does Oiligarchy. Personally, I feel the reason for this, is because the problem or statement that Oiligarchy presents is more of a global concern, and a more serious one at that. The oil industry presents many more environmental issues, not to mention, international confrontations. The slaughter of cows doesn't hit home as much as oil does. And perhaps a major reason for that is the media, and gas prices. Out of sight is out of mind, right?. Maybe when Bic Macs are sold for $10, I'll concern myself with this game.

Friday, September 14, 2012

Death of the Author

First, I need to point out that the following is purely subjective.

While I understand Barthes' view on limiting a piece of writing to an authors' views and life, I do not view video games in the same respect as books. I play video games because they are games. I do not purchase games hoping to be inspired or schooled in some life lesson. They are for entertainment purposes only!

With that said, I feel that books, poems, or any text written by an author, should be considered literature by one man or woman. Although a piece of text may be contributed by many, it is this "author" who decides where this context comes from. Furthermore, and this may be a very false accusation, I feel that most video game companies and designers do not possess the wisdom that comes with years of life experiences and tribulations. Many authors travel the world, dive into different cultures, and destroy themselves, emotionally and mentally, to create these works. I doubt any gaming company or designer has gone through any of these things to create a video game. Now, this is not to say that programmers and teams of designers are not hard-working; I simply feel that these people do not have the right to call themselves authors.

Lastly, I do not feel that labeling a piece of text as having an Author, is limiting the text. Barthes states that readings have many levels. Absolutely! They have many levels because books, poems, and other writings are pieces of art. And however or whatever the lesson or philosophy that is hidden, depends entirely on the reader. If I look at a painting, I may see a dog, you may see a cat; but that painting had one Artist!

Hope this makes sense. If not, remember I am not an Author.

Tuesday, September 11, 2012

One Play Games

First and foremost, there was nothing "fun" about any of these games. While I understand that each game had an intention or message to the gaming community, I feel that these "meanings" or metaphors do not mean much to me. For instance, in the game "One Chance", the character must decide how to spend the last  remaining days on earth. Should he work, spend time with his family, or commit suicide? Was the intention of this game to question myself, or question a programmers' options given to the user during gameplay? I don't know, but it left me bored and annoyed. With this in mind, I would like to touch upon the article about "Fun" and gaming. This article did appeal to me because it was the very definition of what I think "fun" means. For example, "One Chance" may have had meaning, and maybe that's what some gamers are looking for. However, that is not fun to me. I suppose one could say that "fun is in the eye of the beholder." And each of the games was neither entertaining nor stimulating in any way.

Thursday, September 6, 2012

The Stanley Parable & Focault's Discipline and Punish

From the beginning of the game, it is obvious that the character Stanley depends on and needs the instructions given to him through the console. In my opinion, this was a textbook example of measuring and supervising individuals which imposed a certain discipline and control.

Another clear-cut example of Focault's theories was the Panopticon. The room with the monitors, central console, and generator, was by definition the building's panopticon. Each employee was monitored they could not communicate with management or other employees. This room ensured the "functioning of power." "The prisoner can always see the tower but never knows from where he is being observed."