Participation: How Does It Work?!

I think I attained a B in participation for this class based on my in-class performance throughout the semester. While not making any excuses, participation in this class was a bit of a conundrum. A great number of ideas for current topics spring into my mind because I’m passionate about video games and the experiences that lie within them, but I cannot say they were strictly academic or directly connected to the discussions. I felt nervous that I might lead the class on a tangent that would derail class discussion.

Nevertheless, I did participate in class discussions. When the How-To-Play-A-Game presentations were occurring, I attempted to be an active participant in the presentations. Asking questions or answering questions about games like Transistor, LIMBO, and of course the game my group presented: Brothers: A Tale of Two Sons. I volunteered to be one of the students to demo the games being presented upon, but was only chosen for the Metal Gear Solid demo. I actively engaged with that group while playing and helped answer questions while the presentation ran its course.

For regular in-class participation, I asked questions when the topic interested me. For the Critical Reviews, I asked questions of the presenters on topics like Lara Croft and Women in Video Games, as well as asking questions to the groups who presented on Fallout and Bioshock.

I facilitated discussions in my table groups during group plays and in-class project work (Team Build, How-to-Play). Acting as the organizer for the discussions among my table-peers, I probed for questions, gave feedback and advice, and brought those who were quiet into the mix.

I didn’t do anything completely stand-out nor was a paragon for in-class participation. I had plenty of weeks where I did not participate to the fullest extent, but I feel that the quality of my participation laid a good foundation for my participation grade.

Team Build: Dizzy Llama Studio’s’ Lost in the City

Game link:

http://www.philome.la/M3cha/dizzy-llama-studios-lost-in-the-city

Team Member Links:

murillo108gaming.wordpress.comdbnguyen108.wordpress.compatterson108gaming.wordpress.comTam108gaming.wordpress.com

“Lost in the City” is a game, by Dizzy Llama Studios, about a boy trying to get home. The boy (protagonist and player) is left by his lonesome out in the world and wants to get home by himself. The player must help the boy get home by tackling obstacles and making decisions through varying paths on the boy’s journey back to his parent’s house. The boy stumbles upon a marketplace and inside that marketplace the boy meets a merchant who wants to help him. Sensing the boy’s zeal for adventure and desire to get home, he offers the boy an item to help him on his journey. Items are similar to a stick and trashcan lid that looks like a sword and shield. The player uses this item, along with other items that the player earns along the way, to solve obstacles that the boy encounters. After obtaining a weapon, the boy goes down one of multiple paths and encounters various obstacles down each path. Obstacles vary from bullies, a feral cat, or a large pool that the boy must traverse across. If the player navigates the paths and resolves the obstacles correctly, then the boy gets home to his parents. If the player fails in resolving obstacles, then the boy is lost to the scary world with no one to help him.

My group wanted to design a game that was a different take on the perceptions of a child. The aim for this game was a collaboration of a multitude of ideas and coalesce them into a single game. All members of Dizzy Llama Studios were interested in the “child’s journey” and how a child would interpret the world around them. To that end, this game was designed as a way for the player to experience how a child warps reality around them to create adventure and fantasy where there is only reality. The child believes he is on a journey filled with weapons, items, and dastardly obstacles where in reality he is just getting home in a modern city.

The main idea behind the game design is the way a child perceives the world around them. In reality, the boy is lost and he must get home. A child shouldn’t be left alone in the world but this is the scenario. The boy views the world in the lens of a great adventure or journey, filled with fantastical creatures and terrible obstacles. The boy’s perspective conflates items and individuals around him into something they are not. The stick and trashcan lid that the merchant gives him, in the boys eyes, appears as a shiny sword and shield. The feral tabby cat that the boy encounters in an alley looks like a huge lion or a manticore to the boy. A big, tall bully looks like a hulking orc with green skin and a surly demeanor. Using a foam tube to float across a pool comes across as the boy riding a raft across an ocean. The boy does not understand how dire the situation is, but he shifts everything to be like a cartoon, video game, or story so he can comprehend what is happening to him and downplay the seriousness of the situation.

While the boy does not comprehend the situation he is in fully, the player can comprehend it perfectly fine. It is up to the player’s intellect and intuition to navigate obstacles that can render the boy lost, hurt, or even kidnapped. There are serious consequences for failure and while the boy perceives this as a fantastical journey, the player can comprehend the seriousness of the boy’s situation and act accordingly. This game is about perspective and how a child’s mind attempts to comprehend its surroundings.

Game Reviews

Games are made of a multitude of facets. Aspects like graphical presentation, sound design, narrative structure, and game play mechanics – among other facets – all contribute to the quality and nuance of a video game. Video games require, for the most part, direct interaction to gain satisfaction. While all of the facets stated previously are important, several rise to the top for being the preeminent components for game design: Graphical presentation, game play mechanics, and narrative structure. Components like sound design, user interface, and control schemata help the delivery of the main game design components.

The following reviews will focus on graphical representation and game play mechanics. With video games being a visual, interactive medium, the direct presentation of both graphics and controls are paramount. The player cannot enjoy a game if the mechanics aren’t fluid or intuitive enough. The graphical representation is what the mechanics of the game are presented through and if the graphics – be it through graphical fidelity, design, or complexity – are not quality then the game will suffer as a whole. The following games will be ranked from 1 to 9, 1 being highest and 9 being lowest.

Starting at number 9 it will be TinyKeep. TinyKeep’s design is simple in control and input as well as graphical presentation. The interesting choice of keeping most of the game unexplained until the player discovers it apart from minute tutorial splash screens. The graphics are extremely simplistic and presented in a top-down isometric perspective. The controls are muddy and the camera control is terrible at its best. The graphics, while simplistic, look muddy and inefficient. The murkiness of controls along with the muddy graphics detract from the game, even when watching it. The poor camera did not help TinyKeep at all.

Next is Metal Gear Solid at number 8. The graphics, with the game being from 1998, are muddled at best. Polygonal design and pixelated graphics work against the actual graphical design. The presentation is serviceable but the true difficulty in gameplay is the control scheme. Controlling Solid Snake is cumbersome. The player cannot aim and move at the same time. In addition, the interactivity between the player and the environment is hit-or-miss. Interacting with elevators takes running at the wall and pressing the USE button. The control scheme did not age well while the graphics have their own unique charm.

Limbo is next at number 7. The gameplay is extremely simplistic. The player controls a little boy who has to traverse obstacles, complete basic physics puzzles, and get paste gigantic spiders. The controls are straightforward. Some of the physics-based puzzles can be confusing and frustrating but there is not much to complain about with Limbo. The aesthetic and graphical presentation is charming and ominous. Some scenes look murky with post-processing fog and bloom and the monochrome color scheme can interfere with the visual crispness of the two dimensional graphics.

Number 6 is Child of Light. Gameplay is a mix between two dimensional platforming and role-playing-game combat systems. World traversal is a little float-y and not precise. Combat is visually simple with a focus on attack timing and delaying enemy actions with a “wisp”, which is an interesting mechanic. The graphical presentation is very story-book, with watercolor splashes and bright colors dominating the screen. The graphical design, while not technically impressive, is visually pleasing.

Team Fortress 2 is next up at number 5. The graphical style is cartoon-y and exaggerated. Bright colors and clean lines dominate the screen and it leads to a very crisp visual presentation. The controls are tight and responsive. Characters move fast or slow but regardless of the speed the controls are simple and pleasing. The graphics are simple and not technically impressive, however it is serviceable and functional.

Brothers: A Tale of Two Sons is number 4. The control scheme is novel and unique, with the player controlling two characters are the same time. Controlling two characters at the same time is confusing and frustrating at times but the novelty is interesting. The graphics are nothing to brag about however, with an emphasis on graphical design and art direction rather than technical complexity. The color palette is pleasing, with warm yellows and oranges married and contrasted with cool blues.

Half-Life 2 comes in at number 3. The graphics are serviceable and for the time they were very impressive. Teh textures are a bit muddled but technically competent and facial animations of supporting characters are emotive and impressive. The main allure for Half-Life 2 is the physics system. Using the environment to attack your enemies is intuitive and useful. The controls are tight and responsive, with the Gravity Gun’s controls being snappy and instantaneous in feedback.

Transistor is number 2. The art design is charming, haunting, and fascinating all at the same time. Crisp two dimensional sprites and 3-D characters blend together seamlessly. Particle effects dance on skills and attacks. The controls are split between real time role-playing-game action and turn based strategy. Movement is easy and interacting with the environment is simple and intuitive. A crisp game in both graphical presentation and control scheme.

Number one is Fallout 3. A graphically poor game from a “modern” standpoint, teh true complexity in the game lies in the numerous game mechanic systems and intuitive controls within the game. Interacting with the environment, from eating food, stabbing enemies, and even drinking water from a decrepit toilet bowl, are all easy to do and obvious in presentation. The simple graphical style of the game conveys the interactions easily. While this game is not graphically impressive (it definitely did not age well), the game mechanics and ease of control makes this game as number one on this list.

The Hallway Within The House IF

This post contains purely the screen captures.

narrative1 narrative2 narrative3 narrative4 narrative5 narrative6 narrative7https://drive.google.com/file/d/0B9ywTViQ3k1JRjJVaUFUdkdXTzQ/view?usp=sharing

https://drive.google.com/file/d/0B9ywTViQ3k1Jc3hXMVFhV1p4Rk0/view?usp=sharing

https://drive.google.com/file/d/0B9ywTViQ3k1JWHhDOVlOMDQ3ckU/view?usp=sharing

https://drive.google.com/file/d/0B9ywTViQ3k1JSHhIVTVlc00zbU0/view?usp=sharing

https://drive.google.com/file/d/0B9ywTViQ3k1JeU84VndMcVJ6XzA/view?usp=sharing

https://drive.google.com/file/d/0B9ywTViQ3k1JUzVpOFlfLUZiY1U/view?usp=sharing

https://drive.google.com/file/d/0B9ywTViQ3k1JS1c0RWt5SHNhLTQ/view?usp=sharing

Narrative vs. Plot.

Plot is what happens in the story or work. It assumes the entire structure of events that happen, including events that happen which the reader is privy to and events that the reader is not privy to. The story of a piece of fiction is constructed by the plot. The way the series of events that comprise the story are presented in is in the realm of narrative.

Narrative is the structure in which the reader experiences the plot. It’s the envelope in which the plot is delivered. Narrative consists of the perspective, tense, and limitations deigned onto the reader by the author. Choosing to present the plot through a limited first person narrator presents the plot in a different fashion than an omniscient third person narrator. A framed retrospective narration style allows the reader to know the ending but not the beginning, while a first person present-tense narration lets the reader experience the plot as it develops. The delivery, and subsequent withholding, of plot is the duty of the narrative.

Portal I Play Session

  • Portal is a serial narrative.
  • The narrative is not free form and follows a linear path that is not differentiated by the player’s actions.
  • The Player can choose to experiment with puzzles but only a handful of solutions are available.
  • Solutions lead to an ending in each section.
  • Sections are linear in design and layout – cannot skip sections (tests) without beating them in succession first.
  • Portal engages your brain by making the player interact and solve logic puzzles.
  • Player must use the portal gun, along with platforming skills and proper spacing/orientation, to solve increasingly complex puzzles.
  • Game mechanics are introduced to increase complexity; initially the complexity is just placing portals, then it’s using energy balls to power mechanisms, shielding self from turrets, et cetera.
  • The purpose of Portal is to figure out the puzzles offered by the game designers.
  • The player is constrained to two different portals that operate independently of each-other, but are constrained to one each. Fields erase portal locations.

Played with Brian Patterson.

Participation Grade: The Great Unknown.

What grade do I have for my participation grade?

  • Most likely I have either a C or a B in participation.
  • I talk from time to time during discussions.
  • I always do the reading and do my blog posts promptly. I’m knowledgeable of the text.
  • I have broached my ideas on House of Leaves, when it came to interpretations of the text or specific passage thoughts, as well as about the gaming-oriented topics in class.
  • I’ve brought up questions but not every day in class. I probably participate once a week or so. My participation is not as frequent or lively as it should be to obtain a grade better than a C.

Thinking it over, I probably have a C in participation. I participate but I do so infrequently.

Fallen London Playthrough w/ Brian

1. What are the rules?

The game is structured around “Cards” and choices. The player must select a specific action individually. Skills are garnered and developed (Or even lost) on success and failure of these tasks. Multiple choices can be taken but only one at a time. Branching choices. Actions are limited to 20, which are refreshed one by one every 10 minutes or so. Certain branches of actions take real money to play.

2. What happened?

Brian is a “Shadowy” person, who excels in being… shadowy. Brian doesn’t really care about percentage for success and tries anything he wants. He used his “Discovery cards” to try different storylines. He then goes to try and find somewhere to live. Brian takes time to read the main story blurbs and chooses to try the Very High chance to fail option in lieu of the sure-fire 100% option. He fails, gains little, and moves on.

Brian then goes to a different point on the map and tries something else, focusing on being Persuasive. He tries all the easy ones, not reading what he does, and looks more at what he earns from the actions. He gains a lot of wine and some smaller story links. He tries the same action over and over again, in effect grinding for his progress. I inform Brian that he has only one action left, which he didn’t realized. With his last action he draws a Opportunity Card, giving two high risk and one easy choice.

3. Is it art? Storytelling? Simulation?

This game is more storytelling than an interactive game. There’s branching story paths which hinge upon the player’s choice. It simulates a person with amnesia in an alien setting, emulating physical and cognitive choices. All actions take a finite amount of action points (energy), limiting the choices the player can make, much like real life where one cannot do everything at a given time.

Played with Brian Patterson. https://patterson108gaming.wordpress.com/