Showing posts with label Deconstruction. Show all posts
Showing posts with label Deconstruction. Show all posts

Wednesday, March 19, 2014

DeconstructionCraft: Luck of the Dice?


Another fun colab piece with Kevin. Again, Mr. Rickman is first half, I am second. A fun piece on the nature of luck and games keeping in the holiday spirit.


Lucks one of those things some people have where others just don't... or is it?
Click Leon
I have two more of these I want to wrap up but it's just.. it's bananas with midterms right now, so I apologize for my tardiness. Hope you enjoy my piece on luck while you wait. :)

Thursday, February 27, 2014

[Ludonarrative] DeconstructionCraft.



These are exerts from the full article found here.

"Games do not necessarily need text, cut scenes, music, sound, or visuals at all to tell stories. They simply need a player's input and some unspecified means to show reaction to player input to articulate the game space and scenario. The process video games employ to tell stories, or describe what happens, is fundamentally in their mechanics. "
        "In the very act of playing we automatically assign narrative to actions. In board or card games traditionally not associated with story, the very rules are in fact bits of narrative that help players understand the theming, the pieces we assign narrative by naming them, and which functions as the story to their specific characteristics in play. Think of the game of chess in which the objective of the game is to capture as many of your opponent’s pieces and put them in a position to force surrender. A war game, a military theme, we've given meaning to moving small carved bits of wood around on a board by assigning a narrative. The rules dictate the manners in which the players can move their pieces. This piece is a Bishop and so it can move in this certain fashion. The narrative of the Bishop is in its name and its place on the board, these are used to explain its actions on the board.
            In video games, this is even simpler. There's a shape on the screen, and to explain its inter-activeness within its virtual space we assign it a name. The name explains to the viewer why it acts within the space as it does. This is a car, a soldier, a robot, a blob, a gun, a superhuman. Games help the player by contextualizing this narrative by other communicative forms of exposition through interaction; voices, pictures, text. It's important to note these are means of the process but are not the process itself. Similar to how literature uses letters, words, punctuation, thematic devices, and yet narrative cannot be found explicitly within any of those things. Narrative lacks an empirical component."
" It is through the action of the player through the avatar upon the world that allows the player to continue projecting a narrative upon the virtual space and the objects and characters within. "
            

Saturday, November 16, 2013

DeconstructionCraft #2

Alright, here's to completing a second. I'm still new and getting the hang of this, "actual writing" thing but I think I'm improving. Slowly but surely. My second contribution to DeconstructionCraft, here I discuss the multifaceted discussion of the interpersonal and social identification that surrounds the label of "Gamer". What defines a gamer and how do we see and treat this label in our culture.. Geh, honestly there is so much that could go into this, the gang at NextLevel could basically write a book all about the label "Gamer". I just brush over theories; Sumner's theory of in group favoritism, Bulter's performance theory, Watt's on personal identity, and Hume's philosophy of taste, which is where my thesis is. If you're interested give it a look, if you don't like what I have to say, next week part two written by my cohort Kevin will go up to show a different perspective on the topic ^^.. That's really what I like about this project, we both kinda have a tendency to over-think things :P When we do our research it's fun to see the two trains of thought branching from the same topic.

Tuesday, October 22, 2013

MOTHER OF GOD YES

Oh lord.. That was painful. 

Alright, so DeconstructionCraft is the Bi-weekly column I'm contributing to, and that first argument was a pain. Not just because it covers philosophy of language, and philosophy is something I have limited experience in, or because Wittgenstein is both difficult to grasp and brilliant, and therefor hard to argue.. But because I both procrastinated and had little expertise with the site... last minute finding banners and stuff is irritating. 

 That's all good though, best way to learn. I've gotten one of the most difficult ones checked off the list. What defines a Game. I feel like that should be etched in gold on a varnished board someplace for any game culture journalist when they really dig into the philosophy of that question. Because games really don't exist you know... same with art.. or stories.. They're just made up. Here's my post if you're interested.