Monday, February 14, 2011

Monday, February 14th

Gamers are important to society because they already have a head start in terms of using this technology that is one day going to see that everything is digitized: entire libraries, social lives, etc. There is a huge opportunity for us to get people really involved in this process; this is the cultural challenge and key characteristic of my generation. This is the chance for us to really rise up and participate to our fullest potential in a movement that is going to shape how this period in history will one day be looked back upon.

I might be getting ahead of myself, but it's still pretty fun to think about. Once the whole library is digitized, it makes it accessible to anyone with an Internet connection, but it would also be incredibly difficult to find anything searching with keywords if the original print is hard for the software to pick up on. We've developed correction tools that allows people to go through and manually correct mistakes that the software made in the original transcription.

The Google Book Ngram Viewer allows the user to search for key words and see how much they show up in literature from certain time periods. However, before type was modernized in 1820, "s's" were substituted for "f's," so you really have to take that into account when searching words like "presumption" and "curiosity."

Can literature and other forms of high culture be as addicting as video games? Absolutely. One example that I immediately thought of is the fact that my little brother, Robby, loves science fiction novels. He literally cannot get enough. He would even brink his books into church and restaurants with him. I used to be like that, too, but alas I am not anymore.

High art can be seen as a relief from shoe shopping and online catalogue browsing. We spend so much time with these other forms of media that require so much attention and perspective that it's nice to sometimes unwind and find relaxation in the classics and art.

Discussion of the Halo chapter:

What's the difference between absorption and emersion in video games and literature? To me, I feel like going through chapters is like going through levels in a video game. In other words, both mediums have the notion that there is an ending and that there is a feeling of moving through a storyline. The user of both mediums connects him/herself with the main character, and goes through the story from his/her perspective. However, is it possible to not let yourself get completely immersed in the activity of reading or of playing video games? I think so, I've done it my whole life. Life is about making choices like that and practicing self control.

In literature, a story is considered good if it exceeds expectations the user has of the ending before he actually finds out what happens. In other words, if you expect one thing to happen in a story, and something completely different and unexpected happens, then the story is good and worth while.

According to Jones, "The meaning of Halo lies in the complex picture of the range of possibilities represented across the whole spectrum of possible engagements by players."So you can just use it as a FPS, turn it off, walk away. You could also write an entire book about it, get involved in the trans-media stuff, and become a fanatic. It's all about how the individual player experiences or wants to experience the game.

Braid Presentation:


·      Developed by Jonathan Blow
o   Took him 3 years
o   Financed it by himself
·      What is it?
o   Side scrolling platform
o   Time elements
o   Uses the time element well within the game play itself
·      Story
o   Play as Tim to save the princess
o   Has the ability to manipulate time to get through the levels
o   Trying to correct a big mistake in your life that you don’t find out about until the end
o   Game is ambiguous in nature, which adds to the storyline
·      Levels
o   1
§  Level during which player makes mistake, but don’t learn about mistake until the end.
§  The final stage of the game
§  Start playing on level 2
o   2
§  Time and Forgiveness
§  The first level that teaches the player to rewind time
o   3
§  Time and Mystery
§  Focuses on the player, objects, enemies being unaffected by time
o   4
§  Time and Place
§  2D plane the plane of time as well
o   5
§  Time and Decision
§  Uses an alternate shadow figure based on actions
o   6
§  Hesitance
§  Uses a ring that creates a time warp that slows object that get close to the ring
·      Meanings
o   Most people think the princess represents an atom bomb
§  “Now we are all sons of bitches”

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