Friday, May 30, 2008

My Term Paper

Peter de Saint Phalle
1501 ART
New Communications and Technologies
Term Essay

Narratology: The Future of Gaming

In the past three decades we have seen videogames and aspects of virtual, interactive gaming evolve dramatically. As the years have passed, games have become more realistic and more accessible to gamers everywhere. Games have strayed away from the seemingly mindless entertainment of the ATARI age and have entered into a realm of interactive, complex game play[9]. But what makes a game of today worth buying? What criteria must a game possess in order for a gamer to gain the ultimate gaming experience? Over the years, there have been many approaches in answering these questions, two of which have gained the most notoriety: that which concerns Ludology and that which concerns Narratology. Proponents of Ludology, or Ludologists assert that the value of a game lies in how well a game simulates a situation or, to put it bluntly, how well a game plays. Narratologists, on the other hand, argue that a game’s value lies within the storyline, the settings, and the characters that the game constructs and introduces to the gamer [10]. Through my personal experience with game-play as well as through the research I have conducted on the subject, I have concluded that a game’s value mostly lies in Narratology, or in the game’s ability to construct a sound and interesting narrative. To merely have a game that possesses smooth game-play is not enough to make a game valuable in our modern day society. The game that functions well and has an intriguing storyline will be the game that provides players with the ultimate gaming experience.
Ludologists often argue that videogames play the same role in our society as the board games or card games that have come before them: they are forms of entertainment where people amuse themselves by playing. In his critical essay, Ludologist Gonzalo Frasca states that Narratology is a study that “focuses on small characteristics and without looking for bigger patterns of understanding.”[3] For Frasca, video games prove their legitimacy merely through the way they provide a set of rules to the players which in turn then distinguishes the players as winners and losers in the game:

(games) have a defined set of rules. These rules can be transcribed, and easily transmitted among different players. The game itself is played during the development. The Beginning is a previous step, where the rules are defined and accepted by the players. The Result is the final step, where, according to the rules, a winner and/or loser are designated[3].


This view that computer games are remediated games (and not presentations or narratives) is one that is soon proving to go out of style. Having a game that merely presents a “configurative practice with the gaming situation as a combination of ends, means, rules, equipment, and manipulative action”[7] is only characteristic of games of the past. Old games, nostalgically deemed “classics” like Tetris and Pong have indeed proved popular ever since their respective inceptions during the mid 1980’s; but is this because these ‘classics’ are innovative games or is it something different? Games of old are largely those games that only present gaming as a configurative practice. The result of which is mindless gaming. Any player with little or no effort can play games like Tetris for hours on end with little recollection of the game on completion[8]. Such an experience could be compared to driving yourself home and forgetting the route you just took upon entering your driveway. The result of a game that is entirely constructed in a configurative way is mindless gaming that is hardly memorable or rewarding. A game that is focused on a narrative, on the other hand, proves to give its player a completely different, more challenging, and rewarding experience.
A game with a well-constructed narrative will provide its player with a deeper experience that will prove to be more memorable. In his critical essay, Narratologist Markku Eskelinen defines narratives as that which possesses both Events and Existents:

Events are divided into actions and happenings based on their agency, and into kernels and satellites based on their relative importance... Existents are divided into characters and settings based on their significance for the plot, and they are also divided according to different degrees of permanence into identities, traits and moods…[6]

But what is it that makes these events and existents well-prepared and memorable? It seems that what makes a good narrative in a video game can be closely linked to what makes a good narrative in a work of literature. A comprehensive narrative is often that which is easily accessible to its reader, or in the case of video games, its player. What makes a narrative accessible often lies in the game’s existents rather than its events. Indeed, successful games like Epic Game’s Gears of War is a game based in an obviously fictitious setting, but it possesses a character with whom many gamers can identify with. No sane person could really ever expect to be combating aliens with the fate of human society in jeopardy, but most all gamers can readily identify with protagonist Marcus Fenix: a representation of the everyman - often in trouble with authoritative figures yet morally well preserved. A protagonist with whom gamers can regularly identify with definitely renders a game’s narrative more compelling to its players.
But what about the game’s storyline? There are many games out there whose campaign modes intrigue players enough to play through once but are not enjoyable or challenging enough to return to ever again. The games that are truly valuable are those that compel gamers to play over and over again. The question, then, is what makes a storyline memorable and, more importantly, re-playable. In his essay, Casual Notes on the Mystery Novel, crime-fiction novelist and prolific writer Raymond Chandler, explains that the best Mystery novels are those whose solution to the mystery is not the main draw to its readers – that the novel possess a story that is sound enough to make the reader reread the novel though they already have found out who the culprit may be[2]. We can see that Chandler’s critiques can be readily applied to games. Games such as the popular Grand Theft Auto gaming franchise are so popular with consumers because gamers can replay missions over and over again[5]. Even when the game is complete and the protagonist’s ultimate fate has been revealed, gamers will return to the game. The game’s campaign possesses missions that are intricate and intriguing enough to replay over and over.
In this day and age, it is no longer compelling to play a game that merely performs well. Smooth game play must be combined with strong and intriguing narratives in order to be considered the utmost success with gamers. Strong narratives include original storylines, agreeable characters, and campaigns that are re-playable.


BIBLIOGRAPHY

1. Bolter, J. David. 1951, Digital Media and Art: Always Already Complicit?Criticism - Volume 49, Number 1, Winter 2007, pp. 107-118

2. Chandler, Raymond. 1949, Casual Notes on the Mystery Novel, Dorothy Gardner & Katherine Sorley Walker, eds, London.

3. Fransca, Gonzalo. 1999, Ludology Meets Narratology: Similitude and Differences Between Videogames and Narrative, Parnasso and Helinski, New York.

4. Jesper Juul, A clash between game and narrative, op. cit., http://www.jesperjuul.dk/thesis/4-theoryofthecomputergame.html

5. Konzack, L. (2007). The Players’ Realm: Studies on the Culture of Video Games and Gaming. In J. P. Williams & J. H. Smith (Eds..), Rhetorics of Computer and Video Game Research (p. 110-130). Jefferson, NC: McFarland & Company, Inc.

6. Markku Eskelinen. 2001, ‘The Gaming Situation’, vol. 1, no. 1, pp. 3-8.

7. Murray, Janet H. 2005, The Last Word on Ludology v Narratology in Game Studies, Georgia Institute of Technology Press, Atlanta, Georgia.

8. Ryan, Marie-Laure. 2001, ‘Beyond Myth and Metaphor: The Case of Narrative in Digital Media’, vol. 1, no. 1, pp.12-16.

9. SuperSite Blog, US video game sales, March 2008, Available at: http://community.winsupersite.com/blogs/paul/archive/2008/04/18/us-video-game-sales-march-2008.aspx

10. Wikipedia 2008, Game Studies, Available at: Http://en.wikipedia.org/wiki/Game_studies

Monday, May 19, 2008

IM programs

Being a regular user of Aol's "instant messaging" for over 5 years I have to say that I am well aware of the uses of regular IM programs. These programs enable members to type to other members in either chat rooms or one on one conversations. as the years have passed, IM companies are looking for more ways for users to convey their emotions to one another more accurately and in greater detail. While IM programs can only merely offer "Smiley face" expressions and hypertext as a means to convey one's expressions to another online person, 3D Active Worlds takes it a step further.

Websites like Activeworlds.com enable a user to create his own person - a person in a virtual world who can go up and have virtual experiences with other online players. These virtual personalities enable the user to convey a plethora of emotions to other users. They can follow others around the world, keep to themselves, or actually have virtual confrontations with other users. 3D messaging seems to just take IM to another level.

Responses to the "Word" and "Excel" Exercise

I found that I experienced virtually no problems during the Microsoft Word Task. The Tutorial task's instructions were easy to follow and I had no difficulty in completing all the steps required. I think that this task's simplicity lies in the fact that I am experienced in using Microsoft Word over the past few years of my life. I am an English major back in the States, so I am using "Word" for almost every assignment during my semester.

I found the tasks for Microsoft Excel, however, to be much more difficult than the tasks for Microsoft Word. I am not at all experienced with using Microsoft Excel in that I never have the need to set up charts, spredsheets, or graphs. I found I was at a loss for how to perform the simplest parts of the tasks such as "Filling in Borders" or "selecting multiple rows". After a while of trial and error, I found most of the software to be fairly intuitive, so I was able to finally complete the tasks without taking too much time.

Monday, May 12, 2008

week 8 blogging tasks

Pierre de Saint Phalle
8 Woodland Ave
Bronxville, NY 10708



MediaHouse,
Mr James Peterson
200 Job Lane
Southport
Gold Coast QLD 4218

WaterWorks,
Mr John Patterson
350 Jacob Lane
Southport
Gold Coast QLD 4345

Dear Mr. Richardson,
I am writing to apply for a position within your company Williams’ Watercrafts Inc . I have recently completed a Journalism and Communications degree at Griffith University and believe that I have the suitable skills and experience to be a valuable asset to the Williams’ Watercraft Family. During this degree I have completed subjects in:
· New Communications Technologies
· CyberStudies
· Digital Production
· News and Politics
· Culture
· Media and Society
· Creative Writing.
Please find attached a copy of my resume.
Should you need any further information, please do not hesitate to contact me.
Sincerely,
Mr. Pierre de Saint Phalle
Petyd1234@aol.com
Cell:(459) 220 1316
Home:(416) 523 3659

my paper outline

Peter de Saint Phalle
1501ART
Outline
Student# - S2674166

Intro: My essay will be primarily concerned with aspects of Narratology, or the study of video games from the perspective of them being stories or literary works. I will be making the argument that in today’s modern world, only a game with a well planned and creative story will be considered worth-while and will ultimately be a success.

Body Paragraph 1: I shall briefly explain the opposition’s view. I will examine the theories of proponents of Ludology and attempt to explain how their theories may be flawed. I hope to make solid comparisons between successful video games and successful works of literary fiction. I will reference here of Dr. Janet H. Murray, as well as other video game analysts who feel that Ludology lacks depth. I shall also examine literary criticisms of successful fiction authors like Raymond Chandler, and apply their theories on successful stories to what makes successful video games.

Body Paragraph 2: My second body paragraph will focus on contemporary games that I feel do not possess an adequate storyline. I shall point out the flaws in these game’s storylines or lack of storylines and show how these flaws make the game less well-received by an audience/consumer market. Statistics from websites like thevideocritic.net and IGN gaming, as well as others.

Body Paragraph 3: my third and final body paragraph will examine the successes of games I feel have adequate story lines. This shall include examinations of such games as Golden Eye, Gears of War, and the ever popular Grand Theft Auto series. I will explain how these games possess interesting and engaging storylines that create the ultimate gaming experience for players.

Conclusion: Reiterate ideas discussed in the Introduction. Provide a concise outlook on the future of videogames and videogame storylines.

Monday, April 14, 2008

checking wikipedia

This week's task for our blog was to look up two subjects on wikipedia that we already knew a lot about and to check the validity of wikipedia's info. We were asked to answer the following questions:

Is this an accurate article? *
Does it cover all the basic facts that you'd need to understand this topic?*
Does this article follow the wikipedia guidelines for useful articles?*
Is this article fair and balanced, or is it biased towards a particular side or argument?

The first article I looked up had to with my favorite comedy movie Billy Madison. The wikipedia article gave the film's basic background - it's rating, total profit while it was in theaters, plot, characters, and actors in the film. The plot summary given was comprehensive and accurate and a person who was looking for a well-written synopsis of the film would be extremely satisfied. The article is not biased in any way and gives a fair and balanced portrayal of what the movie is about. If I could change anything, I would write down additional info about the movie's production - such as where it was shot and who were the film's writers and directors. The article also neglects to mention how successful the movie was out of theaters on dvd and vhs releases. But besides those minor points, I feel that the Wikipedia article was a good resource for learning about the film.

The second article I looked up was that on one of my favorite actors Bruce Willis. Wikipedia had tons of information about the actor, singer, song-writer including a list of his albums and movies, the gross profit that each made, as well as his political views, personal life, life before stardom, and up-coming projects. There isn't any more information one could ask for or expect from an article. The article follows the guidelines of a 'good' wikipedia article in that none of the article is biased and all information and quotes are backed up by over 60 reference points. I wouldn't change anything about the article except to add a couple more movie photos of the actor.

Monday, April 7, 2008

Walter Benjamin's "Art in the Age of Mechanical Reproduction"

After reading Benjamin's "Art in the Age of Mechanical Reproduction" it is easy to see that the German critic's his fears for what new technologies would do to the traditional notion of art can be easily applied to the digital artwork of today. Benjamin stated that a piece of artwork's greatness is to be measured in the piece's "aura" or "original' attributes. To Benjamin, the piece of art that is to be revered is the piece that cannot be easily reproduced and whose ownership history can be traced back to its creator. To Benjamin, the easy reproduction of artwork with new technologies made such artwork have less of an "aura" than the art of a non-technological age. In our current circumstance of digital photographs and media, Benjamin would without a doubt be unhappy with how easy it is to re-create or re-record what is considered today to be new art (films, photo's, etc.).
In Benjamin's terms, the digital art of today does not possess his all-important "aura". Most, if not all digital art can be reproduced using programs, scanners, or digital recorders. Indeed, it would be very hard to distinguish which digital photo was the first of its kind, and which photo was a copy. For older works of art such as paintings and sculptures, it is somewhat easy to find discrepancies in reproductions that make them different from the originals.
Although Benjamin might disagree with me, I do believe that even though many people are currently exposed to many digital programs and resources, it still takes an artistic person to create digital artwork. I think that because so many people are now exposed to digital programs, more people have an opportunity to develop their individual artistic sides and create works of art.
I think that a photo shopped picture can indeed become a work of art if the creation is original and intriguing. Contemporary photographer Andy Warhol became famous for his doctored photos of Marilyn Monroe and The Beatles. His creations were and still are valued in our society because at their creation they were original and intriguing. Today, many people could make Warhol-Type photos, but will always be Warhol who will be accredited with the style.