Wk1
Video Questions
TFX
– Gaming Moment
- What is the significance of the player coming up with a “gaming moment” or gaming narrative when playing a videogame?
The
gaming moment helps to solidify the personal experience of the
player, and adds to their understanding of the game itself. By
discovering what they can and cannot do in the game, or experiencing
something that is different to the proposed gameplay, the player
learns where their boundaries lie and what they are able to do within
them. It teaches the player how to play without holding their hand
and giving direct instructions, allowing them to learn through their
own mistakes and in-game choices and decisions.
- Is my story of ejecting upside down a game narrative? If so, why? If not, why not?
Yes!
Through ejecting upside down, you as the player are discovering
limits and boundaries to the game and heightening your gaming
experience. It also plays on the idea of a consequence of action
narrative, in that the player character suffers quite graphically,
especially for a game of this time period. The player experience
also creates a story that can be spread to other players of the game,
who may then go on to experience the event for themeselves in order
to discern whether the original storyteller was being truthful and to
create their own reaction to the situation.
- What is one of your favourite game moments? Was it deliberate in the game, or did you come up with it through experimentation?
For
me, one of the earliest gaming moments that has stuck with me was
playing the old 16 bit game King's Quest I when I was very young.
I'd watched my dad play the King's quest series many times, and
through that understood that there were many different ways that the
player could die. Playing the game was an anxiety inducing
experience for me and my sister, as we were afraid of making mistakes
or accidentally clicking in the wrong place to induce one of many
pun-related deaths. At one point in the game, the protagonist,
Graham, can enter a gingerbread cottage in order to obtain some items
necessary to progress the story and potentially kill a witch.
However, the witch captured us in her house and locked us in a tiny
cell, which terrified us, and after a minute or so had passed, the
scene cut to outside her cottage, where she emerged from the door
holding a terrifying low graphic gingerbread version of Graham and
placed it on her lawn alongside three gingerbread children. The
terrifying part for me was the bulging marshmallow eyes on the Graham
cracker and the screaming pixel mouth that he had – I had
nightmares for weeks and because of that, I was determined to never
get caught by the witch again. It was not a deliberate decision for
us to remain in the witch's house when she returned home, we had no
idea that she would interrupt our snooping. Weeks later one of my
friends came over to visit and after my sister told her about the
graham cracker incident, she proceeded to change my desktop wallpaper
to a tiled version of graham's screaming cracker face.
Gamemakers
Toolkit – Ico
- What does Ico teach us about the relationship between narrative and design in videogames?
Ico's
approach to design aims to show a very clear link between the
elements within the game and the core concept that the game developer
wanted to express. Everything within the game focuses or reflects
the core concept of the relationship and values of Ico and Yorda, and
everything that did not relate to this concept in some significant
way was removed in order to keep the narrative strong and remind the
player constantly of what they and the characters were aiming to
achieve, creating a very strong sense of immersion through the
prevaling power of the game's ideals and goals.
- What are the benefits of “minimalist” design? Can you think of other games that are minimalist?Minimalistic design places focus on the key concept and morals of the story, strengthening it by providing no distraction or deviation from the central ideas or goals. The minimalistic approach can create a greater sense of aesthetic and is a concept that is seldom used in most video games today, generating interest for not adhering to the standard and offering a different way to experience a story.
Fez is referenced as a similar minimalistic game in the video that places emphasis on rotating the world and taking a new perspective.
A similar game known as Loved could be considered minimalist, as it is a 2D platformer with one core dynamic – there is a voice telling your character who it is and what they should do. As long as you obey, the world sharpens and desaturates creating an empty but logical world. The more you disobey, the brighter and more muddled the game gets, blocks of color covering walls and obstacles to the point that color is all you see. The game parallels the emotions found in one experiencing an abusive relationship.
Thomas
was Alone is another game that has been recommended to me, which is a
platformer done in a very minimalistic pixel style where the
characters are bits of program shaped like rectangles. They have no
physical human features though their given names and personalities
creates a personable link to the player. The player moves these
rectangles through portal doorways at the ends of a 2D platforming
stage, and as the rectangles progress, storyline is achieved.