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Digital Games: To play or not to play… MAC 281 robert.jewitt@sunderlan d.ac.uk 1

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Page 1: Mac281 Digital Games 2009

Digital Games:To play or not to play…

MAC [email protected]

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You can discover more about a person in an hour of play than in a year of conversation.

Plato

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Games as…

• Products (ie texts)– fuse cutting edge digital technologies with cultural

creativity.• Part of the media industry – take advantage of global networks of production

and distribution with very little regulation.• Cultural practise – encapsulate liberal ideals about individual choice

and agency

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Bigger than film industry?

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Total global console salesApril 2009

32.51

53.29

25.1

Sales in millions

Xbox 360WiiPS3

http://nexgenwars.com/

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Games = drugs?

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Games = dead children?

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Games = killers?

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Video Games or Digital Games?

• See Aphra Kerr (2006: 3)– Arcade– Computer– Console– Mobile– etc

• See Carolyn Marvin (1988)

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Approaches

• What is it that makes a game ‘good’?

• Is it the story that a game tells?• Is it the process of playing?

Tension between game writers and game designershttp://www.gamasutra.com/view/feature/3965/game_writing_from_the_inside_out.php

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• “There're lots of ways to entertain, but the two primary ones are story—which is television and movies and books and all that—and the other is gameplay—blackjack and football and Parcheesi. There’re other ones, but those are two we are very familiar with." – Rand Miller, co-creator of Myst, Riven and Uru

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Biggest selling PC games

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• “There're lots of ways to entertain, but the two primary ones are story—which is television and movies and books and all that—and the other is gameplay—blackjack and football and Parcheesi. There’re other ones, but those are two we are very familiar with." – Rand Miller, co-creator of Myst, Riven and Uru

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Story (narrative) vs gameplay (ludus)

stability disruption resolution

Act I Act II Act III

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Narratology

• The theory and study of narrative and narrative structure and the way they affect our perception

• Russian Formalists– Tzvetan Todorov – Vladimir Propp– Victor Shklovsky

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Pulp Fiction and narrative structure

stability disruption resolution

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Pulp Fiction and narrative structure

stability disruption resolution

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Hayden White (1987: 1)

• "far from being one code among many that a culture may utilize for endowing experience with meaning, narrative is a meta-code, a human universal on the basis of which transcultural messages about the nature of a shared reality can be transmitted".

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Narratology and Gaming

• Concerned with gaming as a new way of presenting a familiar story

• Allowing the player to enter a new world, to assume the role of a character

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Narrative & verisimilitude

• Games are often the culmination of numerous cultural factors and everyday anxieties

• Therefore verisimilitude is important, reflecting the culture of creation, so that pleasure can be derived

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Narrative decisions:Bioshock’s moral imperative

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Narrative decisions:Bioshock’s moral imperative

Harvest Save

Player

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Games as literature?

• “the concentration of game designers and consumers on genres that are fairly low down the literary pecking order does little to add to the respectability of the computer game”– Atkins, 2003: 6

• Eg First Person Shooters?

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• Focus more on ‘how’ we read games, not ‘what’ we read.

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Games that are examples of the ‘narratology’ approach• Myst/Riven• Final Fantasy• Grand Theft Auto• Resident Evil• Call of Duty

• Tetris?

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• “When people talk about videogames, they tend to compare them with forms they already know and love: film, painting, literature and so on. But there’s one critical difference. What do you do with a video game? You play it.” – Poole 2002: 26

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Defining ‘play’

• “That which has neither utility nor truth nor likeness, nor yet, in its effects, is harmful, can best be judged by the criterion of the charm that is in it, and by the pleasure it affords. Such pleasure, entailing as it does no appreciable good or ill, is play”

• (Plato cited in Poole, 200: 13-14)

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Ludology

• From the root ‘ludus’ meaning ‘rule bound’ (see Callois, 2001)

• Although games have stories, these are seen by ludologists as incidental in the gaming experience.

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More than identification?

• “When you play a video game you enter into the world of the programmers who made it. You have to do more than identify with a character on the screen. You must act for it. Identification through action has a special kind of hold […] it puts people into a highly focused, and highly charged state of mind. For many people, what is being pursued in the video game is not just a score, but an altered state.”

• Turkle, 1984/2003, 509

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3 important dimensions

1. Rules (programmed code)2. The material system (gameworld)3. Gameplay (player interaction)

Aarseth (1997): Games do not function under the rules of semiotics, being not a sequence of signs, but more

akin to a sign generator

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Traditional media are representational,not simulational like games

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Resistance to ludology in academia (by narratologists):

• “Do games tell stories? The affirmative answer suggests that games are easily studied from within existing paradigms. The negative implies that we must start afresh” – (Jesper Juul, 2001)

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Resistance to ludology in academia (by narratologists):• “Do games tell stories? The affirmative answer

suggests that games are easily studied from within existing paradigms. The negative implies that we must start afresh” – (Jesper Juul, 2001)

• “Because we are so used to seeing the world through narrative lenses that it is hard for us to imagine an alternative” – (Conzalo Frasca, 2003: 224)

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Film

Start

Start

End

Ends?

Ends?

Game

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• "the dimensions of Lara Croft's body, already analyzed to death by film theorists, are irrelevant to me as a player, because a different-looking body would not make me play differently... When I play, I don't even see her body, but see through it and past it." (Aarseth, 2004: p48)

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Markku Eskelinen (2004): characters in games are functional - a means to an end

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• ‘you can have a computer game without any narrative elements’ (Juul, 1999/2001: 7)

and

• ‘it is then the strength of the computer game that it doesn’t tell stories’ (Ibid: 86)

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The combination of play & narrative

• ‘It isn't a video game… a conventional video game has things like a life meter or other icons on the screen. Ico doesn't have these things.’

• (Fumito Ueda, Ico’s director, 2006)

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• ‘In the beginning, I didn't have a complete picture of the storyline. But I did know what I wanted the game design to be. I try to match the game design with the storyline, so the story followed from the mechanics.’

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• ‘If I called my work a video game, people would think, "Well, this is just a video game, so I don't want to play it."’

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Morality and player choices

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Emergent narratives and immersion

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• Interactive drama

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Player choices and free will?

Harvest

Player

Save

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Far Cry 2

• NPC react to player’s actions and respond accordingly

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Conclusion

• Digital games tell stories• We ‘play’ digital games• Digital games are different to existing media

‘art’ forms because of this combination• Perhaps narrative & ‘play’ aren’t mutually

incompatible?

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Bibliography and sources• Espen Aarseth, 1997, Cybertext, Baltimore, MD: John Hopkins University Press• Espen Aarseth, 2004, ‘Genre trouble: narrativism and the art of simulation’, in Noah Wardrip-Fruin & Pat Harrigan (eds), First

Person. New Media as Story, Performance and Game, Cambridge, MA: MIT Press, Also available at http://www.electronicbookreview.com/thread/firstperson/vigilant

• B Atkins, 2003, More than a Game: The Computer Game as Fictional Form, Manchester: Manchester University Press.• Roger Callois, 2001, Man, Play and Games, Urbana: university of Illinois Press.• Markku Eskelinen, 2004, ‘Towards computer game studies’, in Noah Wardrip-Fruin & Pat Harrigan (eds), First Person. New

Media as Story, Performance and Game, Cambridge, MA: MIT Press • Conzalo Frasca 2003 cited in Mark JP Wolf & Bernard Perron (eds), 2003, The Video Game Theory Reader, London:

Routledge • Clint Hocking, 2007, ‘Ludonarrative Dissonance in Bioshock’,

http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html • Jesper Juul, 1999/2001, ‘A Clash Between and Narrative: A Thesis on Computer Games and Interactive Fiction’ Institute of

Nordic Language and Literature, University of Copenhagen, available at: http://www.jesperjuul.net/thesis/ • Jesper Juul, 2001, ‘Games Telling stories? -A brief note on games and narratives’ in Games Studies: the international journal

of computer game research, Vol 1 Issue 1 July - http://www.gamestudies.org/0101/juul-gts/ • Aphra Kerr, 2006, The Business and Culture of Digital Games, London: Sage.• Carolyn Marvin, 1988, When Old Technologies Were New: thinking about electric communication in the late nineteenth

century, Oxford : Oxford University Press.• Steven Poole, 2002, Trigger Happy: the inner life of videogames, London: Fourth Estate Limited• Sherry Turkle, 1984, “Video Games and Computer Holding Power” in Noah Wardrip-Fruin & Nick Montfort (eds.), 2003, The

New Media Reader, Cambridge, MA: MIT Press.• Fumito Ueda, 2006, ‘Behind the Shadow: Fumito Ueda’ http://www.wired.com/science/discoveries/news/2006/03/70286