April Plan |
I will organize a meeting with my supervisor this week to help me plan out the next few weeks. I will especially need some help with my dissertation and my exhibition.
April Plan |
Visual Dissertation Document |
Dissertation Plan (Main Body) |
Media Test - Level Streaming |
Media Test - Linear to Non-Linear |
Event05 - 'Family Death' |
spooky noises are an excellent way to give us the creeps as "the spatial indeterminacy of sound means that auditory illusion can be even more disconcerting than either optical or visual ones" (Ree, 1999).- Sound is clearly so important - yet another reference!
Silent Hill is a horror game, it aims for intensity, tension and fright, and its ability to generate such affect is fuelled by its more directed gameplay.- Perhaps linear gameplay is useful in order to direct a perfect horror sequence
The game is set in everyday places - cafes and gas stations, schools and hospitals. The ordinariness and familiarity make it all the more disturbing when things turn nasty.- This is why I wanted mine to begin in a hotel and slowly change
and initially propose the theory that if people can explain what is going on in terms of at least one of Polti’s units then the object that they are engaged with can be labelled a story.- How this article is deciphering between a story and a game (initially)
Polti Ratios (Taken from article):
Level of Drama(LoD)= P/E
Variety of Drama(VoD)= U/36
Involvement in Drama(IiD)= U/(M+5*C)
1 Identify as many Polti units as possible P.
2 Identify (roughly) the number of events E.
3 From P, identify the unique units U.
4 Count and categorise the characters as major M or minor C.
5 Plug all these numbers into the Polti ratios.
Second, how do we think about improving these ratios? To improve the ”dramaticality” towards the Polti-ideal story we want P and U to increase as much as possible while E,M and C are minimal. We propose the following five steps:
1 Eliminate irrelevant Polti’s units with respect to the story.
2 Propose additional units with justification to increase M.
3 Consider the implications of proposing these units on the number of characters (M and C).
1 Reach some sort of satisfactory trade-off between additional units and characters.
2 Plug the new numbers into the Polti ratios and compare the abstract reconceived story with the original story.
We now give a worked example of exactly this sort of story reconceptualisation, taking an input story for a computer game, manually extracting our metrics, considering how to increase our LoD, VoD and IiD, and factoring in other constraints. We then present a later version of the story which has been created for this computer game.
While many lighting principles can be borrowed from film and theatre lighting design theories, the interactive nature of games distinguishes them substantially from film and theatre. Game environments are dynamic and unpredictable due to the interactive freedom afforded to users within the world, thus narrative context, users’ positions and perspectives within the gameworld-crucial parameters to the calculation of lighting-cannot be assumed.- Lighting becomes much more complex when designing it for game levels
One key way in which survival horror games create their emotional effect is by maintaining a state of player vulnerability, often by suspending the player in a state of incomplete knowledge. The perceptual conditions for this state of vulnerability are enhanced through visual obscurity. Obscurity supports a sense of vulnerability (uncertainty) and is thrilling because it is makes the object of terror indistinct. It should be noted that the opposite of obscurity is not light, but clarity; thus, obscurity can be produced by anything that thwarts clear perception: darkness, atmospheric phenomena (such as fog) or occlusion (blocking by architectural objects).- 'Vulnerability' is something I keep coming across - key feature for tension in games. Obscurity in game is also important. I may look into fog within my environment, to enhance the atmosphere.
Old Visual Dissertation Doc |
New Visual Dissertation Doc |
Progress Presentation 04 |
Event04 - 'Fire At Orphanage' |
The definition of a game provided in Rules of Play is "a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome" (Salen & Zimmerman, 2003, p. 80).- definition of a game
Mark Grimshaw has extensively studied sound and immersion in the first person shooter genre by using sound on/sound off subjective and objective tests, arguing that sound effects contribute to immersion (see, e.g. Nacke, Grimshaw and Lindley 2010). Kristine Jørgensen (2008) has likewise shown that sound influences the functional aspects of game-play, as well as the emotional connection to the game world.- The importance of sound
Experienced game players would typically recognize this important role that music can have in alerting them to dangers or providing other information about the game.- Inexperienced gamers may not be aware of this
‘Katherine’ found herself getting involved with the game, yet discovered she was more anxious “like there was something around the corner that the music was building up to.” However, unlike some participants who found the anxiety unsettling and a potential impairment to game-play, the heightened anxiety was felt by this participant to immerse her more in the game- music setting the atmosphere and helping immersion
An important (if unsurprising) finding of the study is that altering the music in a game changes meanings, actions, effects, and emotional response to the game. By varying the songs or altering the order of the songs, players not only experienced different immersive and emotional states, but also considerably changed how they play the game.- Shows the importance of music style and selection when composing and gettign music for your game
According to ludologists, the major difference between games and narratives is that the former address “external observers” who apprehend “what has happened,” whereas the latter require “involved players” who care about “what is going to happen” (Frasca, 2003b).- These definitions of narrative I keep findign always seem to be interesting
When we compose a narrative, especially a narrative based on memory, we usually try to represent “how things came to be what they are,” and the end is prefigured in the beginning. But when we read a narrative, even one in which the end is presented before the beginning, we adopt the outlook of the characters who are living the plot as their own destiny. Life is lived prospectively and told retrospectively, but its narrative replay is once again lived prospectively (Ryan, 2001).- This reference makes a good example of my project and what it could be attempting
Lisbeth Klastrup argues, performances by players in interaction with each other and virtual gameworlds give rise to “tellable events,” “which would retrospectively make good stories” (Klastrup, 2003). Klastrup suggests to speak of “the experience of interaction-in-time, a series of effective interaction events that are naturally connected” (Klastrup, 2003) - an appropriate rephrasing of Aarseth’s concept ergodic - as“story-living” (Aarseth, 1997).- This is how my game is hopefully going to work - 'story-living'
For one thing, many narratologists would object to a characterization of narrative as a “description” of traits and events. Gérard Genette distinguishes the “the representations of actions and events,” - “the properly narrative parts of a story” - from “representations of objects and characters, which belong to what one nowadays calls description” (Genette, 1969). According to Genette,narration is concerned with the “temporal and dramatic” parts of a story, whereas description “suspends time” and “displays the story spatially” (Genette, 1969).- Genette's remark is something that helps me see the 'narrative' and 'descriptive' parts of my story
As Edward Branigan (2006) argues:- I might be understanding this wrong but again, I think this can relate to my project
One of the purposes of seeing and perceiving narratively is to weigh how certain effects that are desired may be achieved, how desire is linked to possibilities for being, how events may proceed. In this way, perceiving narratively operates to draw the future into desires expressed in the present as well as demonstrates how the present was caused by the past and how the present may have effects in the future (p.32).
- This is similar to how I have developed my story and events
As Seymour Chatman writes: “Kernels are narrative moments that give rise to cruxes in the direction taken by events. They are nodes or hinges in the structure, branching points which force a movement into one of two (or more) possible paths” (Chatman, 1978). In order to identify these kernel events, a narratologist must identify a story’s ending and then reason backwards in order to establish which events must have occurred in order to make the occurrence of later events possible. The narratologist’s take on a story is hence retrospective (as is the narrator’s and historian’s perspective, because in order to be able to tell a story or to identify the beginning of a historical development, one has to know how it ended (Danto, 1985; Martin, 1986)).
Event03 - 'Death Of A Soldier' - Progress |
Agency, being one’s ability to perform an action and have some influence over the world,-First line in abstract - describes agency (Very good abstract)
Many games exploit the fact that the player will see a particular sequence only once, and create an illusion of agency through carefully crafted exposition.- Interesting remark - falls under the false pretense of "non-linear" games that have the same ending no matter what.
providing agency is wasteful if player desires can be controlled.- Interesting remark
Without an understanding of the pleasures of play and story and the assumptions surrounding player preferences, it will be impossible to engineer a way to a solution.- Discussing the problem with agency
proposes a shift from the notion of agency as representing choice or freedom to one of agency as representing commitment.- This paper is taking a different approach when looking at agency
better understand game experiences where a player has limited or restricted actions, but remains fully engaged with the game.- Due to scale of my project, this will be very helpful to me
we are suggesting that when play and story intersect, agency is better understood as a commitment to meaning, instead of a desire to act freely.- I am really liking this idea and approach. Much more interesting way of looking at agency
Janet Murray, who describes it as “the satisfying power to take meaningful action and see the results of our decisions and choices” [24].
is careful to qualify her definition, reminding the reader that “interactors can only act within the possibilities that have been established by the writing and programming."[24]- Worth taking a closer look at Janet Murray - 'most well known definition of agency' comes from her
Today, not only is it possible for unanticipated and emergent player actions to occur, in many games it is expected. These expectations have given rise to a shift in the notion of agency, away from choice and toward freedom.- Moving on from agency being about choice to agency being about freedom
Gonzalo Frasca, who completely disassociates agency from narrative meaning. He writes: “the more freedom the player is given, the less personality the character will have. It just becomes a ‘cursor’ for the player’s actions.” [15]- an interesting counter-argument for the subject
However, we need constraints in order to make interactive experiences meaningful and pleasurable.- There does need to be some form of boundary in games
Noah Wardrip Fruin writes that this “makes conversation feel a bit less first person — sometimes more as though we’re influencing Shepard (the player character) than playing as Shepard.”[38]- A more negative approach to Mass Effect's gameplay compared to the usual praise it gets
It is more important to provide the player with the ability to take a single, meaningful action than a dozen trivial ones.- Important techniques when creating perhaps story elements in a game
This definition, that agency is the process by which participants in an interaction commit to meaning, is particularly well suited to interactions with narrative and story-based games.- Suits my project perfectly
- 'The more freedom the player is given, the less personality the character will have. It just becomes a "cursor" for the player's actions. - interesting argument
When you play a game 10,000 times, the graphics become invisible. It's all impulses. It's not the part of your brain that processes plot, character, story. If you watch a movie, you become the hero - Gilgamesh, Indiana Jones, James Bond, whomever. The kid says, I want to be that. In a game, Mario isn't a hero. I don't want to be him; he's me. Mario is a cursor.î [Fullop, 1993]
Parsler has applied a theoretical approach to game design to better understand how the formal structures of a game create an experience that seems to the player to be ‘free’ but which – as in inherent in the medium – has significantly to be constrained.- Here is another definition of agency - supports previous statements
Event03 - 'Death Of A Soldier' |