Sunday, 13 November 2011

Realism, and why we don't need it... or do we? (Reality and perception)



Realism in games has always been a controversial
subject, people constantly arguing about whether what we need in games is more graphical fidelity or if they should lean towards a more stylised aesthetic. Personally, I'm not taking a side and this is due to two factors. The first being that I am curious to see
how technology like this develops, and enjoy game companies testing the boundaries of that they may acheive on current generation hardware. The second is that it purely depends on what the team is aiming for, if they are creating a realistic modern combat simulator (for example: Battlefield 3), then perhaps the exagerrated cartoon style of a game such as The Legend of Zelda: The Wind Waker:


 Isn't quite fitting. But what I think game developers should take into account is that video games can be much more than just a simulation, they can be an art form. (Games as art is an entirely different suject that I won't cover) What was also discussed in this lecture was the idea of reality and perception, the fascinating and seemingly endless topic that philosophers and scientists have been discussing for centuries. So instead of trying to pathetically sum up the entire subject I shall just give a few personal observations on the matter based on some research. I beleive that - up to a certain extent - reality is based on that which science may prove with logic and reason, and philosophy opens interesting pathways to the way we understand and perceive these "facts". Though, science is a man made concept and what we see, hear and feel are merely just signals in our brain reacting to stimuli in our surroundings and what philosophy provides is a broad interesting contrast to the cold, hard facts we are told, such as if we all experience the world in completely different ways. Notable philosophers include Heraclitus, Plato and Socrates, who all sought to understand the world beyond the physical realm that we know, or don't.

Tuesday, 8 November 2011

Narratives And Why Games Need Them

A narrative is essentially a story, without it neither films nor literature would exist, unfortunately the mainstream games industry is only just realising the importance of narrative, and that is what I would like to talk about. In recent years, game developers have started to try and stray from the classic run-and-gun sort of games with a complete lack of story to ones with exciting innovative ideas and real depth. Let's take the Mass Effect games by Bioware, these Sci-fi games are all about the narrative, and the ability to create your own. You take on the role of Commander Shepard, and instantly you are able to decide their gender and cultural background, instantly changing how the game will be played and how characters react to you, and throughout the story you will have to make genuinely difficult decisions that alter other events further along in the game and the sequel games after that, ultimately changing the fate of the galaxy and the races that populate it (it's all very epic like that). But most importantly they are able to do this all whilst having an engaging and fun shooting mechanic, the story gives a genuine reason for the violence, it's quite symbiotic. I think it's that game developers beleive that if they focus on the narrative the gameplay will suffer, but with Mass Effect 2 winning numerous gaming awards this clearly isn't the case.

Thursday, 3 November 2011

Semiotics and Superman

Semiotics is a very broad subject matter that would take more than a few blog posts for me to explain, so instead I shall talk about how certain aspects of semiotics can applied to the way one might veiw either a comic book or video game character. Dennotation, connotation and myth are three major points in semiotics, denotation is - in a rather shallow definition - what may be seen on the surface or a literal meaning, such as a characters appearance (what sort of clothes they are wearing etc.). Connotation is the meaning behind what we are able to see and the associations we make with what we see, due to the way our culture presents them to us (In a comic, dark clothing may represent someone evil or they may have a large scar on there face etc.). Myth is something that I dont think I can truly definine yet in terms of semiotics. The line, I feel, is very thin between connotation and myth and often I am unable to tell the difference, it is, in some sense, the overarching meaning of a subject if you will. For example, let's take the well established character of Superman. The obvious - denotation - that we see is the bright, bold primary colours of his suit and his impossibly large muscles which he uses to fight evil. The connotaion of the suit would be that the vibrant, primary colours represent someone that is good (They are also the colours of the Ameican flag) and the muscles and large stature represent a great sense of strength and power. The myth i beleive is the fact that he is also Clarke Kent, a man with real human problems and that every person has the power inside of them to do good and be just, like Superman. This may be shallow and in certain points incorrect, but ibeleive i have much to learn on the subject of semiotics.

Tuesday, 1 November 2011

Intertextuality! It's everywhere!

Being well versed in all things video games and the internet, intertextuality is a daily part of life for me, with references to comical or interesting events being thrown around constantly. Intertetuality is simply just a form of refencing and it can be found everywhere, particularly in films and games. Recently I watched the film Paul (featuring and co-written by Simon Pegg and Nick Frost) which is a film built off geeky refrences. It references such films as Star Wars (in the form of a joke where Nick Frost's character jokes about having sex with a girl who looked like a wookie) and Alien (Spoiler: the general woman at the end is Sigourney Weaver) and other such things like that. This film is a perfect example of how intertextuality may be used in cinema to engage an audiece in another way outside of the plot. Pixar films are also great examples of how intertextuality may be used. Pixar understands that although their films are designed for children, adults will be watching these films with their kids and so they add in certain refences that they would understand. At the begininning of Toy Story 2, The Evil Emporer Zerg and Buzz Lightyear have a very Luke Skywalker and Darth Vader face-off, in which Zerg says the words "I am you father" the actual line from Star Wars episode VI: Return of the Jedi, this is not something the 5-10 year old target audience would understand as a reference, but the adult watching very well may (or at least they should!).