My analysis is as follows:
Statements about game elements are half-real, and help create the rules of the game within the players mind. The rules in a video game actually exist in the game and can be considered part of the real world by general assumption. The idea Juul has here is essentially a reworked the “this is not a pipe” argument reworked for games in the reverse. In the context of a game, the statements about fiction are true. Just as in the context of a picture, it is a pipe. Furthermore, simplification of game fiction creates deeper worlds as a mere concept and rules to govern within them... just as in McCloud's arguments. Furthermore, the rules of a game are largely dependent upon real world situations and literacies. Even pong which contains no human images can be quickly figured out, abstraction aside. Conversely, many real world traits are omitted from even the most realistic games, and players must feel out what to do. An example would be being unable to fly planes in GTA4. In real life you would likely be unable to due to technical inexperience, but one might try. In this iteration of GTA however, it is simply not an option. Even if you could fly, new rules would exist that both defy and define the fiction of the world. Why can't I fly into homes and wreck them with my plane, for example. While there are many incongruities in games, they remain a clever mix. Half-real, real rules created to govern fictional worlds.
Thursday, December 4, 2008
Tuesday, December 2, 2008
Visual Rhetoric? Totally totally
This reading was pretty good but very hefty size wise. Furthermore, he spends a lot of time explaining the generic terms to set up for his message. Regardless, the message is easy to apply in some ways. Visual rhetoric in games for example, could be quickly found within character sprites in a game. An under dressed woman, with extreme combat abilities for example, is doing a lot of talking. The very essence of this woman sells the game, affects the story, and the overall reception of the game. The actions (procedural rhetoric) that result from play, persuade the player in numerous ways. Combined with unique avatars and other game elements, the result is a message without words. A powerful one at that. Nothing sells an idea like selling the idea through your own actions.
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