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Simulation/Experience

Simulation/Experience. INFO/MAS111 Week 9 S2 2010. Why Videogames?. Narrative: a set of events in a chain Experiences: Exploration/Discovery Socialisation /Competition Creative Expression (of the player). Goal of the Game.

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Simulation/Experience

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  1. Simulation/Experience INFO/MAS111 Week 9 S2 2010

  2. Why Videogames? • Narrative: a set of events in a chain • Experiences: • Exploration/Discovery • Socialisation/Competition • Creative Expression (of the player)

  3. Goal of the Game • Narrative, Discovery/Exploration and Socialisation games have a particular goal. • Narrative moves meaning from creator to gamer. • Discovery and Socialisation types create a feeling from experience within the player. • The Creative Expression category is more a toolset for the player to use.

  4. Reading a Narrative • The novel is evidence of a real world • Reader must reconstruct the mechanics of that world in his mind to then come to conclusions • This happened, why did this happen? This happened because this caused that which in turn caused this. • We build internal models all the time.

  5. Videogames • Can remove one step in that process. • The game model the system for the gamer, rather than keeping it inside his head. • The gamer can learn from the experience of playing. • Cognitive processes are more like that of learning from lived experience.

  6. Authorial Control • Delicate balance between control and freedom • Narrative will generally require most control from the author. • Experiential models require more freedom for the player, but not too much. • Infinite freedom = Life.

  7. Catch-22 • The more actions available, the more diluted your message will become. • Keeping the actions and re-actions modelled in the game world relevant is a tricky task. • What tools are available?

  8. Visceral Pleasure • Competitive videogames are basically sport. • Rely on the innate competitiveness in human beings to create fun, pleasure, intensity of experience. • Mechanics must be extremely robust or will crack under the pressure.

  9. Approximating Experiences • We are good at abstracting. • Humans can take virtually anything seriously, if they believe it is significant. • What is the goal of Bioshock’s hacking minigame?

  10. Video Time • http://www.youtube.com/watch?v=9V02NXGsbHM

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