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ELLIOTT – Weekly Writing for Rhetoric of Gaming F2017

Rhetorical analysis

Soulcalibur II is a fighting game released by Namco, and is similar to games like Mortal Kombat and Tekken. In the game, female characters such as Ivy, Taki, and Talim are all clad in very objectifying clothing, as well as their dialogue in the game being flirtatious and suggestive in tone and nature. In this way, the game suggests that men who play the game are only interested in women who can serve some sort of sexual desire or appetite. Also the female characters’ fighting techniques all tend to focus on distance attacks or defensive attacks, which would imply that the game argues that women either attack from a distance or they tend to hide behind something while they attack. An example of this in the game is the character Ivy, who wears very revealing body armor and whose weapon is a sword that can extend across the field of play to do things like choke her opponent from behind. She also has attacks where she crushes the opponent’s head between her legs and tells them to “stay down”. These attacks and aspects of play all suggest rampant misogyny  on the part of the game designers.

Rhetorical analysis

The recent spike of celebrity sex offenders being reported, and the rise of the #metoo on Twitter argues not that more sex offenders are around, but rather that the hashtag invites people with similar experiences to come forward. In the same way, the hashtag argues that knowing that someone has a shared experience with someone else will make them more likely to vocalize this shared experience. In the same way, when a student is in class, they may feel self-conscious about a certain interest or experience that they have had, but when a professor introduces a concept that is near this interest or experience, students are likely to speak out about it. These examples argue that collective experience is equal to vocalization of experience; if something is culturally shared, it is culturally vocalized. The newfound vocalization of a shared experience is not representative of a new frequency of the experience, but rather a feeling of normalcy in having the experience.

Weekly research

Risk is one of the of the most conflicting games in the canon of classic board games. In it, players must take on their inner Napoleon and attempt to conquer the entire world by moving their different pieces into different territories by rolling dice. The game requires players to create intentional conflict and attack other player’s territories, and this is why many players do not enjoy playing Risk. When players enter into a game of Risk, they go in knowing that conflict, hurt feelings, and contention will arise, and all of these things are on purpose.

http://www.pogo.com/games/risk

Rhetorical Analysis

After reading a chapter in a book I Know Who my Comrades Are, I wanted to muse on what privacy actually is, specifically in relation to mobile apps. While many users of mobile apps, when they first install an app, are asked if they want to allow the app to use their camera, microphone, and location, they don’t actually think about the implications of what that actually entails. For all intensive purposes, whenever a user of the app gives consent to the app to use their microphone, camera, and location, they essentially allow the app to not only use these things when they want it to, but also when they are unaware of it, as well.

It’s almost as if the app argues that unless someone wants to give up certain aspects of their own privacy that they will not be allowed to participate in the realm of the app. Many different types of media make this argument that one cannot participate in society while maintaining their own type of privacy. This is similar to many websites that do not allow people access without signing up for the website and creating an account when, for all intensive purposes, one would be able to enjoy what the website or app has to offer without needing to sign up.

Rhetorical analysis

On Sunday, November 5th, the Philadelphia Eagles destroyed the Denver Broncos 51-23, and given the nature of the game, there was a great amount of celebration among Eagles fans. By the end of the game, the Eagles used their back-up quarterback, Nick Foles, instead of their starting quarterback, Carson Wentz. This example of switching players argues that a team is willing to not play as hard if they feel that they have certainty of their win in a game. Because of this, it could be suggested that the better a team is playing, the more willing they are to slack off in the end of a game. This is almost like an analogy for the tortoise and the hare story; the hare feels far enough ahead in the race so it decides to take a break.

What one may wonder, though, is when does this point occur in a situation of play? At what point does a player or team decide to throw in the towel and stop playing like the game is on the line and become content with just relaxing? One could argue that this choice is directly related to the choice of how seriously one takes the game to begin with. If the team truly cares about winning, they would not at any time decide to take things easy.

Gender and Games

Liz Danforth in her short article “Gender and Games” argues that in order to help bridge the gap between gendered stereotypes of the gaming community, places like local libraries need to help educate players on games and also offer opportunities to people who may not have the means to play games otherwise. Danforth argues that while game developers often target a male audience when developing a game, many “serious” games are developed by female designers. Danforth closes by suggesting that the best way for a woman to become integrated into the gaming community is by playing tabletop RPGs by understanding conceptual tricks as well as interactive storytelling.

 

Danforth, Liz. “Gender and Games.” Library Journal, vol. 136, no. 13, 8/1/2011, p. 53. EBSCOhost, proxy-wcupa.klnpa.org/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=64501689&site=ehost-live&scope=site.

Project 1 final checklist

  1. Topic Proposal, containing a topic, a working thesis, and at least one primary (game object) and secondary source shared via the weekly blogs, no later than 1159 9/29 (5%) YES
  2. Presentation of topic proposal, in class 10/3 (5 %) YES
  3. Defense of topic proposal  in conference with me no later than 10/3 (5%) YES
  4. A draft project overview with a thesis and and no fewer than 200 words, shared on our weekly blogs no later than 10/6 (5%) YES
  5. Commenting on two other writing projects via the blogs, on or before 10/8 (5%) YES
  6. A draft conference with me, on or before 10/6 (5%) YES
  7. Another draft conference with me, showing a substantially finished draft of the project, on or before 10/13 (5%) YES
  8. A near-final draft, shared/linked from a post on our shared blog, on or before 10/13 (5%) YES
  9. A final round of commenting on two drafts, due on or before 10/14 (5%) YES
  10. The quality of the finished project, due on 10/16 (55%) YES

Rhetorical Analysis of DnD

While it may seem that Dungeons and Dragons is a simple role-playing game, it actually argues that one’s success in life is not reliant on how well equipped someone is for a situation, but rather how they are able to find solutions to a situation with what they already have.

The definite aspect of dice rolling in the game, while it does leave certain aspects of a situation up to chance, it never guarantees that a player is going to have a situation play out in a definitive way until the Dungeon Master says whether or not the roll was successful. With this in mind, players must continuously take into account the role of uncertainty with the decisions that are made.

The only real certainty that a player has is in their ability to make new decisions after seeing the success of their first decision. This aspect of the game appeals to cynical players who are willing to scrutinize every decision that they make, understanding that all things in life are uncertain. It is almost as if the game argues that every situation in life has a different type of kairos to it that is unknown until the situation plays out in its entirety.

http://dnd.wizards.com/

Dungeons and Dragons

Dungeons and Dragons is the single most definitive game in the realm of role playing that first came out in 1974. The game is played by having players select characters who navigate through various situations that are contrived by the Dungeon Master, who officiates play. Players roll dice of various sizes–d4’s, d6’s, d8’s, d10’s, d12’s, d20’s, and d100’s–in order to make certain things happen.

The part of Dungeons and Dragons that separates it from other games is the amount of freedom and experimentation that the game allows for, especially in character creation. Not only can players select their character’s race and class, but also they are able to customize their personalities as well as their weaknesses. Unlike many role playing games, Dungeons and Dragons does not only rely on fighting and customization of your character’s gear in order to submerge players in game play; the only limit to play is the player’s imagination.

http://dnd.wizards.com/

Weekly research

“Might or Magic” is an article about the ways that different people interact with different games based on their personality type on the Myers-Brigs type indicator. In the article each of the 16 different personality types are broken down and explained at length and then different aspects of play are discussed such as strategy based on personality type.

Not only does this study focus on the type of games and tendencies that players of specific personality types have when playing, it also describes and explores how different personalities interact with the same game. It is also interesting to note that the people who conducted the study not only looked at the games, but the platforms on which the games are played, which show that one’s personality also has a correlation with different mediums of play, whether it be on smartphone, personal computer or on a console. The article also gives an additional category of analysis that transcends personality types in the type of fulfillment that players search for when playing: confident individualism, constant improvement, people mastery or social engagement.

https://www.16personalities.com/articles/might-or-magic-a-study-of-gamers-personality-types

Weekly research

Star Fox Adventures for the GameCube is the first game from the Star Fox games for the platform. In the game, Fox must help to save Dinosaur Planet by returning the different Krazoa spirits and the Spell stones back to their rightful places in order to restore the planet. Just like other Star Fox games before it, Andross is behind the entirety of the problems. Unlike every Star Fox game before it, Star Fox Adventures is not only a scrolling shooter game. Play in Adventures is very similar to the Legend of Zelda games, specifically Ocarina of Time. The game has underlying themes of imperialism, racism, and also Marxism.

Star Fox Adventures marked a new direction for the series for a time, with the next released game Star Fox Assault almost pushing the series toward a third person adventure/shooter direction. However, Adventures received many positive reviews, especially considering that it followed after one of the best video games of all time, Star Fox 64. 

http://starfox.wikia.com/wiki/Star_Fox_Adventures

Project 1 draft write-up

For this project, I will argue how different personality types influence different aspects of gaming and the types of interactions and fulfillment that individuals look for when they choose to play games. The main personality type test that these arguments will be based on is the Myers-Briggs Type Indicator, which splits people into 16 different types of personalities. These personalities are based on introversion or extroversion (I/E), sensory or intuitive (S/N), thinking or perceptive (T/P) and perceptive or judgmental (P/J).

After focusing on the different things that each personality type looks for in a game–board game and video game–then I’m going to shift focus to how different personality types may play a similar game. Specifically I’ll be looking at how different personality types may be apt to play role playing games and sandbox games, in this case Skyrim, Dungeons and Dragons and Grand Theft Auto. In order to better explain the decisions that different personalities make in these games, there will be an incorporation of scholastic texts and articles in order to better understand different rhetorical appeals and understandings of definitions of play. By defining what play is, or could be, one will better be able to see what ways an individual seeks out games that invite and encourage their definition of play.

Thesis: While different games obviously have appeals to different people, the following that games gain is based on how they appeal and are able to appeal to varying personality types. These different appeals manifest through differing definitions of play which are directly related to the personality type of an individual. 

Rhetorical analysis

In my Spanish film class this week, we watched Alejandro Amenábar’s film Open Your Eyes, which made me think about how the rhetoric of games and play can be found beyond what is typically thought of as games and play. In the film, César seems to be stuck in a loop of an inability to discern between real life and fantasy, which is evident in the multiple dream sequences. What this represents is how when someone feels helpless in life, it is almost as if they are playing a game of which they are unaware of the rules.

César is unable to find solace in anything, even Sofía, which seemed to be the only rule of the game he can figure out. This idea suggests that like in games, life can only be worth playing if the ones playing are aware of the rules and ideas that govern interaction. When one is unaware and does not know how to play, they want to tap out and find something different to do. Much like when playing a game with a friend who gives up and does whatever they feel like because they are unable to figure out how to play.

Weekly Research: Donkey Kong Country

Donkey Kong Country is the very first Donkey Kong game in the series, outside of the original arcade game where Mario tries to rescue Princess Peach while having barrels thrown at him. Definitely a classic in all senses of early 90’s video games, Donkey Kong Country it is the fastest selling video game of all time, and the second best selling SNES game. The game is a platform side-scroller in which players must beat the 40 different levels and bosses in order to get Donkey Kong’s bananas back from King K. Rool. Donkey Kong Country has also spawned many different sequels, and sprung Donkey Kong into cultural legacy and elevated him to an important spot in Nintendo canon. It’s also one of the classic games that most millenials remember playing growing up and throwing their controllers in frustration.

http://donkeykong.wikia.com/wiki/Donkey_Kong_Country

Project 1 Proposal

For Project 1, I plan to explore how games provide a significant space for the self’s interaction with itself. Specifically I want to explore the role of ignorance and knowledge in the area of play, and how knowing more or less about how to play a game influences the enjoyability of the player. The philosophical question thus posed by this is when is ignorance bliss, and when is it not? This question can be answered not only by gamers, but also by politicians and films, which will be used as reference points and analogies. I also want to find/conduct surveys in order to provide statistical analysis for the hypothesis as well.

Thesis: It may seem that one’s ability to enjoy an interaction with a game is based on how a game relates to one’s preferences in game style and design. However, it is actually related to one’s level of ignorance in regards to the game, as well as their personality type and emotional desires.

 

Primary text:

Myers, Steve. “Myers‐Briggs Typology and Jungian Individuation.” Journal of Analytical Psychology, vol. 61, no. 3, 2016, pp. 289–308. Print.

Secondary text:

Sitzmann, Traci, and Stefanie K. Johnson. “When Is Ignorance Bliss? The Effects of Inaccurate Self-Assessments of Knowledge on Learning and Attrition.”Organizational Behavior and Human Decision Processes, 2011, pp. 192-207. Digital.

Rhetorical analysis: The Oregon Trail

In The Oregon Trail, players must make decisions in order to keep characters alive until the wagon train makes it all the way to Oregon. The game, however argues that lives are of no value in lieu of attaining an ultimate goal. While some may argue that the game takes a rather blasé stance on death and disease given the time period it is meant to emulate, it is evident that the stance of the game toward death is that it is of no greater purpose, and there need not be any reason for it other than the direct cause. This is seen in the way the game words the causes of death, ie “You have dysentery.”

The game does not give any form of sympathy or explanation for the acquisition of the illness. This happens throughout the entirety of the game whenever there are any negative consequences for decisions or during negative events. The game, through this, seems to say that one should not question the negative things that occur in life, but rather just recognize them and not fight.

The Oregon Trail

The Oregon Trail is a game that came out in the early 1970’s with the intentions of teaching players about the realities of frontier life in the 1800’s. The game requires players to try and keep their family alive long enough to make it across the Oregon Trail. Players must make decisions to deal with things like typhoid, wagon wheels breaking, cattle being stolen, etc. The game is extremely difficult to most players because each decision that is made could effect the course of the game either directly after it is made or a long ways down the line. The Oregon Trail has also spawned a variety of spin-offs, such as The Amazon Trail, The Yukon Trail, and even parodies like The Organ Trail. It has become an icon in the world of gaming.

https://en.wikipedia.org/wiki/The_Oregon_Trail_(video_game)

Rhetorical Analysis 2: All About Eve

All About Eve is a 1950 film that argues that women are unable to create lives for themselves outside of their connections with men. The film does this through its focus on Eve and Margot. Eve and Margot are both rarely seen without either their faces or figures being exploited for the purpose of their beauty. While both of them are in different stages of life–Margot being exploited in that her beauty is fading and what a shame it is to her, and Eve being exploited for her beauty in being young. While the film never outright mentions their beauty in regards to their success, it is overtly suggested by not only the male gaze from a cinematographic point of view, but through the gaze of the male characters in the film, as well. Characters like Addison and Lloyd when being spoken to by Eve and Margot will rarely focus on the eyes of the person that they’re talking to, but rather scan the face of the woman or take multiple quick glances at their body. Once the men have decided that the women are up to their standard of beauty, then they use their power to directly affect the women of interest to them.

Weekly Research 9/9

Super Smash Brothers Melee for the Nintendo GameCube is still one of the most popular and played games of all time. In the game, players play as one of 26 characters who fight using different moves specific to their character and the original Nintendo game that they are from. Smash Bros, or Smash as avid fans call it, has gained a very competitive fan base with players participating in tournaments since the early 2000’s. Since it’s release in 2001, the game also has become a point of technical analysis for game-play, with techniques like wavedashing, l-cancelling, shield dropping, etc. While not the very first game in the Smash Bros series, with other games on Nintendo 64, Wii, and WiiU, Melee has stood the test of time as the most perfected of the four games, not including a mod of Super Smash Bros Brawl called Project M which mimics Melee physics while containing the Brawl platform.

https://www.ssbwiki.com/Super_Smash_Bros._Melee

Rhetorical Analysis 1 9/4

Smith’s definition of rhetoric functions as a way of denying and defaming those who she claims “deny and defame [rhetoric]”, implying that such individuals that are anti-rhetoric are hypocritical, and use rhetoric the most. In implying this, Smith argues that anti-rhetoricians are the ones that use rhetoric in the most effective fashion. The almost oxymoronic nature of rhetoric is never overtly mentioned by Smith, but is implied through the connection of two of her main points in her article.

When Smith mentions the most effective rhetoric being that which is not consciously applied, it is directly related to the type of people she discusses when she says that people who are against rhetoric use it all the time. Although Smith does not have these ideas directly placed next to each other in her article, simple logic allows readers to draw the conclusion that she see’s rhetoric as counterproductive to those who view it in a negative light.

If this is true that those who are against rhetoric can be the most effective at using it, that then must mean that those who are conscious of their use will be far less effective, at least if going by what Smith has presented in this article.

-Elliott Bennett

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