A1:Videogames can be considered artwork. Wolf tells us about multiple types of art in this chapter. One kind is interactive art in which the audience is actually engaged in the piece they are analyzing. For example John Cage wrote a piano piece that “had no notes at all and consisted solely of the ambiance of the auditorium, including sounds made by the audience.”(Wolf, pg 48) Videogames are very similar to this piece of music written by Cage. It takes interaction and participation in order to fully appreciate the whole product. It is different from traditional art in that our interaction is directed down a path of some sort which leads to a common experience. Traditional art on the other hand consists solely of the experience. This experience is not necessarily directed or goal oriented. (Ty)
A1: Vertical movement was actually favored of horizontal in early vieo
games because horizontal movement was more difficult to program. This
was because, " the position of objects on the horizontal axis was
limited by the machine cycle and writing of registers [so] horizontal
motion had to be further fine-tuned through a separate register that
would fill in the resultant gaps in movement." (WP Pg. 55)
Q:
Wolf defines abstraction as something that has been "simplified,
[reduced] to a few essentials and basic forms instead of trying to
reproduce it."(48) He then goes on to say that abstraction is "both a
necessary and inevitable part of the video game-playing
experience."(64) This seems to contradict the trend of today's games of
being more realistic and more detailed, often taking hours to fully
understand how to play a game successfully. How is Wolf justified in
saying that abstraction can be used to "expand and explore the great
potential" of future video games? (murban)
A1: Sometimes the
desired out of body experience is a little bit abstract from reality.
This is how games are going to develope. People having abstract ideas
and making them happen.(Ty)
Q: Presence is the result of what two types of immersion, and how are those two types different? (murban)
A1:
Perceptual and psychological immersion. Perceptual is accomplished by
blocking out the real world and just focusing on(for example) the
screen mouse and keyboard. Psychological is the user's mental
absorption in the world.(John Mark Purcell)
Q:
Why does Wolf say that abstraction will always be an important part of
video games even though representation is becoming ever more vital to
video games' success among today's gamers? (schilmeran)
A1:
Abstraction will always be an important part of video games because it
can serve as an element within representational game graphics. Even
though it is no longer a major feature of video games it can still
serve such things as surface textures on three-dimensional
objects.(p.61) It can provide the minor details in the big picture of
the video game. (jstanley)
Q: Even though the terms
presence and
immersion are often associated with eath other, what is the significant
difference between them that results in them ultimately being two
seperate sets of criteria for analyzing 3-D video game design?
(schilmeran)
A1:in immersion “the user’s actions must have a
non-trivial impact on the environment”. (Wolf, pg 69) Where in presence
the user “accomplishes significant actions within the environment” and
it has a repercussion effect with the social and the natural
environment in the videogame. (Wolf, pg 73) Immersion gives us the
feeling like one is actually in the game. Presence shows the
environment that you are in the game by changing based on the player’s
actions. In 3D videogame design they are separate problems. Immersion
is basically the setting and the sounds and the graphics. Presence is
the difficult part. Creating an interactive environment in which the
environment will respond to the player’s actions. Example: a street
light falls over because a player ran their vehicle into it. (daniel)
JohnMark Purcell WP2 Q: Which general category do RTS(real time stratagies) fall into?
|
WP3 Q: Myst III:Exile had no avatar but what a huge success. What happened to that game type? |
Q:
In your opinion from personal views of the gaming world and notable
games: Are abstract games more popular than simulation games? Why do
you think so? Note: Notable character icons (Mario or Solid Snake from
Metal Gear), which games surpassed their generation ( Arcade Pac-Man or
Star Craft ), and sales numbers (Super Mario Bros holds the record for
40 Million games sold, the Sims holds the second with 24 million games
and expansions sold). (ckaczmarczyk)
A1:I personally feel that
simulation games are much more popular that abstract games. Today's
most popular titles are simulation games. These days, the more real a
game is, the more likely people are to like it. Some abstract games,
like Pac-Man, were popular when they came out, and still are popular. I
believe that this is so because of two things; 1) because people get a
"nostalgic" feeling when playing Pac-Man and 2) because simple games
like that have smaller file sizes and hardware requirements, which is
perfect for playing on cellphones or over the internet. As phones have
been getting better, the games on them have evolved and become less
abstract, for example being able to play Rainbow Six 3 on your cell
phone. (murban)
Q: All games have a goal that is trying to be
achieved, whether it is a never ending quest to build the best and
biggest city or to save the princess in 25 minutes. That is the point
of any game, to beat the obstacles in your way to achieve the goal
(including most every game from all time periods and genres). Are games
with a greater sense of “presence” played differently than other games?
Would Space Invaders be different than Halo, where they both have
different levels of “presence” but have the same idea of game play:
shoot the enemy before it shoots you? (ckaczmarczyk).
A1: Yes,
it does make a difference to what extent presense is represented. Space
invaders does differ from Halo because you have a greater sense of
presence in Halo and you will feel more personal defeat if you lose in
Halo because you are given a physical body with a personality. In space
invaders, you are simply a space ship trying to survive a few attacks.
(ijoshi)
Q: What caused the "decline of abstraction" and what
type of benefit (or drawback) did it have on the gameing industry.
(rsororian)
A1: As graphics and proccesors impproved abtraction
became an artistic aspect of the game, not a necessity. Home console
games were sold because of the naratives(this is how they differed from
arcade games) and the graphics became a way to distinguish between
consoles and games. This pushed companies that wanted sales to move
more toward realism.
Q: Why is social interaction such an important aspect of gaming, and how does it increase the sense of presence? (rsororian)
A1:
Social interaction is important in some genres of games, such as MMO’s or single player rpgs. One of the basic human needs just about everyone searches for in life is a sense of belonging. When a player finds a community to play with (whether it is through a guild on an MMO or just interacting with NPCS), the begin to fill this void. Since games are essencially 1’s and 0’s, social interaction is an important allure to keep people play games and to keep the field of game play fresh. The interaction can be created digitally (basically conversing with nonplayer characters) to create the appearance and feeling of interacting with a society. That is just part of the game.