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AGENDA, 2-20-12

AGENDA, 2-20-12. Discuss Myst , Max Payne, and Colossal Cave Adventure Presentations Discuss papers and writing Begin lecture on “Video Game Aesthetics” REMINDERS Arts & Entertainment Networking Event tonight 7-8:30 (see website for full info) Quiz next Monday on this week’s reading

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AGENDA, 2-20-12

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  1. AGENDA, 2-20-12 • Discuss Myst, Max Payne, and Colossal Cave Adventure • Presentations • Discuss papers and writing • Begin lecture on “Video Game Aesthetics” REMINDERS • Arts & Entertainment Networking Event tonight 7-8:30 (see website for full info) • Quiz next Monday on this week’s reading • Next paper due next Wednesday

  2. How to Write a Video Game Analysis • A video game review has observations and evaluative conclusions (something is good or bad); more or less comprehensive • An analysis uses more targeted observations (NOT comprehensive) in order to make an argument that connects the specific (the particular game) to the general (a broader idea, debate, or issue) • Broader issues? Narratology vs. ludology, video game genre, definition of game or video game

  3. Video Game Aesthetics • Aesthetics: all aspects of video games which are experienced by the player (directly or indirectly) • Rules • Single-player vs. multiplayer • Perspective • Dimensions (2D, 3D) • Space and time • Visuals and sound

  4. Rules • Rules: limit what you can and cannot do; determine value of actions (in terms of score, winning, or progressing); define relationships between various elements • A game is its rules; transmedial • All rules coded into the game (less flexible than non-electronic games) • Single-player vs. multiplayer • Single-player gaming is fairly unique to video games; can be non- or even anti-social pastime • AI • Multiplayer—different form altogether?

  5. Gameplay • Gameplay: “the game dynamics emerging from the interplay between rules and game geography” • Game balance • Emergence: game dynamics that emerge without being planned for • Vs. progression games (Myst, must complete list of predefined actions to complete the game, unique to video games)

  6. Perspective • First-person vs. third-person

  7. Perspective • Top-down vs. isometric perspective

  8. Isometric perspective

  9. 2D vs. 3D

  10. Gamespace • Abstract, torus, or free

  11. Gamespace • Scroll—usually horizontal, but can be vertical • Parallax scrolling • Off-screen space: active or passive

  12. Game Temporality • Play time • includes processing time (loading, saving, cut-scenes, etc.) • Event time • “real time”: play time = event time • Pace

  13. Visual style • Photorealism, caricaturism, abstractionism • Stylization, “uncanny valley”

  14. Video Game Audio • Vocalization/dialogue • Sound effects • Ambient effects • Music • Auto-generated music • Sounds affected by environment, spatiality, physics

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