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Weekly Writing for Rhetoric of Gaming F2017 – Page 2 – an RC joint

Rhetorical Analysis 11/16/17

There has recently been a discourse around the idea that some games are stupid and/or stupidly simple but at the same time fulfilling. Herein the saga of Bennett Foddy appears relevant, whose ridiculous online games have gained notoriety for their intensively specific and limiting nature. Fairly difficult to master, his games such as QWOP and GIRP became infamous for said attributes; the fury they incur has become their lasting legacy, as unending YouTube videos will attest. However, theses seemingly fruitless endeavors foster a new form of determination that turns into a games designated reward when finally conquered. So, no medal or trophies are awarded within his games, as is the usual expectation for success, instead, the recognition and mastering of said canons is in and of itself the journey and the prize.

http://www.foddy.net/

 

 

Rhetorical Analysis #9

The physical space of play has a lot to do with how we experience games. Often times, a player can enjoy play more if he/she is in a comfortable environment/position. A lot of video games can be played sitting down, but some, like specific arcade video games such as PacMan, etc., are played standing up. What does the arcade environment do to the space of play? It makes it more social. A video game arcade is a space dedicated to creating a social gaming environment. It’s unique, nostalgic, and a little archaic, but still fun. Arcades can encourage physical social interaction while playing. The way that arcades are are set up encourages others to watch an individual who is playing the game, thus becoming the player’s audience. It doesn’t always have to happen this way, but the arcade seems to be an accepted place for this. The mood and atmosphere of the arcade creates a social space where others can come together to experience games as either the player or the audience.

Playpen

http://playpen.farbs.org/index.php?title=Main_Page

 

Playpen is an experimental “game” created by Farbs, in which each screen is an interactive landscape in which players can click to access another screen. However, each screen is user generated, and players create the links between worlds. Naturally, much of the game continues infantile humor and homages or parodies of other video games.

The game’s title Playpen may possible allude to a few key concepts of this game. The game is interactive, but each player only has the creation tools and their own imaginations to create worlds, similar to children playing pretend. Also, the graphics are purposefully crude, the game is on a grid in which players fill in the boxes in order to create low resolution images. Finally, the concept of a playpen invokes the idea of children in an arena from which they cannot interact outside of and are forced to interact with the members of their little world.

Weekly Analysis – The Stanley Parable

https://www.stanleyparable.com

The main concept of The Stanley Parable that is brought to the surface is the concept of choice. With the narrator “telling you what to do”, the player begins to think about different possible choices within the game. They could do what they want to and disregard the narrator or do they follow the narrator and disregard what the player wants or a combination of the two. Then, when deciding between the two options, the game provokes existential questions in the player (or at least it did for me). Such as are humans making their own choices or are we following the orders of another person? And is that person following the orders of another person and so on and so on. Because this concept is being translated into game play. Another concept to think about with this game is about the definition of winning. There are over 16 possible endings for the player to achieve but after each ending, the game restarts and that’s it – that’s the game. A lot of the definitions of games that we have read so far include the requirement of a sense of victory in a game. Based on that, the argument can be made that this game is not a game at all unless a player can find a way to find victory in this game.

Weekly Research Week 11

Alexandra Henning, et al. “Do Stereotypic Images in Video Games Affect Attitudes and Behavior? Adolescent Perspectives.” Children, Youth and Environments, vol. 19, no. 1, 2009, pp. 170–196. JSTOR, JSTOR, www.jstor.org/stable/10.7721/chilyoutenvi.19.1.0170.

This article outlines a study done on the affects that video game images have on adolescent attitudes and behavior. The study found that, in a week, males played games more than twice as much as females. The negative stereotypes portrayed through video games (especially as they pertain to gender roles), seemed to have less of an affect on males who played games often. Thus, males were less likely to evaluate video games in a negative way and, instead, took these stereotypes at face-value and tended not to question or critique them. This poses a problem for developing adolescents who are exposed to these stereotypes without issue.

http://www.jstor.org.proxy-wcupa.klnpa.org/stable/pdf/10.7721/chilyoutenvi.19.1.0170.pdf

Weekly Research – The Stanley Parable

https://www.stanleyparable.com

The Stanley Parable is an interactive fiction based video game that follows the main character, aptly named, Stanley. One day at work, Stanley shows up and begins to complete the work that he is told to do. After a while, he notices that the entire office is abandoned. He then begins to investigate the situation and this is where the game begins. There is a narrator that will give you ideas as to where to go or what to do next. The interesting part of the game lies within the player’s reaction and relationship with the narrator. The player can follow whatever the narrator says or they can choose to blatantly ignore the narrator’s suggestions or they could even do the exact opposite of what the narrator tells them to do. Based on their according actions, the narrator will speak in a passive tone, hinting towards the player or will address the player directly. Also, there is no technical winning of the game. There are multiple endings but there is no way to win because at the end of every ending, the game will restart. The concept of choice and winning is brought to the surface by this game.

Rhetorical Analysis 9: The Binding of Isaac

Link for Reference: https://bindingofisaacrebirth.gamepedia.com/Binding_of_Isaac:_Rebirth_Wiki

The Binding of Isaac casts each player as Isaac, a very young boy who has just fled from his mother into a trapdoor to avoid being sacrificed to God.  From here, the player must fight their way farther and farther down into the ground beneath Isaac’s house, killing monsters and bosses along the way.  Looming over the player’s head throughout each playthrough, however, is the unshakable message that death is unavoidable.  There is no real chase – only a power struggle.

If the player loses the game, they are killed by Mom (Isaac’s mother).  If the player wins the game, then they have successfully killed themselves, as Isaac must un-birth himself in order to reenter his mother’s womb and defeat her from the inside out, destroying her heart.  In either case, Isaac dies; there is no victory on the side of life in The Binding of Isaac.  Instead, the victory comes in controlling the terms of death – not its timing, but its dealing.  Winning in The Binding of Isaac is wrestling the reigns of death from God and from Isaac’s mother in order to administer that fate upon one’s own self.  This is shown all throughout the game, from the items you pick up, to the monsters you fight (many of which look like dead or aborted forms of Isaac), and everything in between.  Under such a light, death is revealed as nonnegotiable, although the hands that bring it are not.

Weekly Research 11/12/17

Greitemeyer, T., & Osswald, S. (2010). Effects of prosocial video games on prosocial behavior. Journal of Personality and Social Psychology, 98(2), 211-221.

http://psycnet.apa.org/doiLanding?doi=10.1037%2Fa0016997

One of the most common stereotypes of modern games, especially video games, is that they have a highly aggressive and violent influence on their players, which is feared could mold young children into equally aggressive and violent adults. And though there are numerous studies on this subject, there are few that take a positivist approach to the discourse. This text however, does exactly that. Focusing on the idea of pro social games, this study concludes that those interacting with pro social games will be more likely to be altruistic and selfless with others in their real lives, Overall, it states that video game can be violent, but they can also foster interaction and social betterment, and that exists as a niche summation of an oft negatively viewed culture.

MapleStory

MapleStory

MapleStory is a 2D, side-scrolling MMORPG that immerses players in a large, beautifully animated world.  The art style is definitely anime, and this establishes a tone that’s particularly fantasmic in nature.  Players create their own avatar, customizing their appearance, combat class, stats, etc. and then use this character to explore Maple World.  On their adventures, players will come across many different environments, filled with a bounty of monsters to fight and items/gear to collect.  Players will also enter a series of towns/villages where they’ll be able to shop, find quests, join guilds, and interact with a large community of other players.  The ultimate goal of the game, like many MMORPGs, is to level up your avatar to max stats, complete all quests, and simply live out a fantasy life online for your enjoyment.  A long-standing staple of the MMO genre, MapleStory is a must-play for fans of fantasy.

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 11/9/17

Niantic, the parent company for the now infamous Pokemon Go, has just dropped information about an upcoming “Harry Potter” game they intend to release. Presumably under the umbrella of ubiquitous play, as that’s what Niantic is known for, the game was given no release date, but promises to immerse it’s players in the fictional world’s canon. Of course this marriage is as strong an allure as the aforementioned Pokemon Go was, as there exists a current generation wherein these  discourses, among many other, have become a connecting dialogue. Does this trend of nostalgia re-imagined, as the recent revamp and release of Crash Bandicoot will further attest, mean that the culture of gaming itself will turn less towards originality and lean more towards familiar foundations in the future? If so, how will that impact the industry, and what will happen when all the nostalgic oil is tapped? And if the revamped games aren’t up to par with their origin materials, will that halt production via gamers’ disappointed expectations? Will, like with Pokemon Go, the shine wear off fast and this trend disappear? Or will humanity’s obsession with the past be a driving force forward within gaming culture?

http://www.businessinsider.com/harry-potter-game-pokmon-go-iphone-android-2017-11

 

Le Weekly Analysis Sauvage

This week, I will analyse in a rhetorical manner the video game Crusader Kings II. CK2 is a dynastic simulator, where the player takes control of a medieval dynasty somewhere between the years 769 and 1337. What this translates to in-game is a lot of incest, infanticide, possible genocide, human sacrifice, cannibalism, and all sorts of wholesome family activities. The game is an absolute sandbox, so the player’s goal is whatever they make it. Thus a player might make a goal like conquer all of Britain, or convert India to Norse paganism, or seduce the pope and have his babies. Every character in game is represented by a group of traits that also determine their in-game personality (for example, with a character with the ambitious trait will be more aggressive and will be much more willing to act against their liege if it gets them something). The game excels at emergent story telling, where in-game events will form a narrative that creates a coherent story in the context of that specific game. I’ve had the game form interesting stories of assassination, familial intrigue, insane rulers, unstable political situations, and much more that is nearly akin to reading a novel like Game of Thrones with more interactivity.

Rhetorical Analysis #8

Twitch is a site dedicated to interactive online video game streaming. It was recently bought by Amazon for around 970 million dollars. My question is: what does this online platform do to the space of play? If players are streaming their playtime live on screen for others to see, then how do other’s interactions with the game affect the way the player plays? How do these online gaming communities expand the space of play? I think that websites such as Twitch can enhance the motivation of a play only in the sense of achievement or ego-boosts a player gets while performing for an audience. However, this leads me to think that Twitch makes play a more superficial performative act once it is broadcasted out. In this sense, does Twitch transform the space of play into instant-gratification? Does play, then, become more about showing skill to viewers than it does about actually defeating the game?

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.

Rhetorical Analysis 11/6

This excerpt from What Video Games Have to Teach Us by James Paul Gee attempts to depict the idea of literacy in video games. Rhetorically, it engages the audience directly, assuming attitudes about the reader, sometimes based on reaction to earlier editions of the book. In particular, the piece is careful about using the jargon coined by the author, such as semiotics and design grammar, as it is claimed these terms caused confusion among past readers. Gee also stresses appreciation, which he believes can be achieved through learning about the internal design grammar. This level of critical thinking Gee sees as cohesive to learning and development, proving the value of video games.

Gee also explores the relationship between these semiotic domains and other semiotic domains, noting related forms as being precursors, such as roleplaying among children as a precursor to a video game. Gee wonders if video games can be a precursor to learning in an academic environment. Gee believes that the critical thinking reflected in the design of certain games teaches about important topics such as social relationships inside and out of a virtual environment, and even suggests that it may have a positive effect on social justice.

Rhetorical Analysis 6

In Gee’s article about semiotic domains in video games, he uses multi-media aspects to explain how video game content can be a learning tool. He discusses how the interpretation of pictures throughout a text contribute to the meaning of the words on the page to emphasize how important graphics are.

Weekly Research 8

  • Folding Ideas. “Folding Ideas – Depression Quest”. YouTube, YouTube. 22 August 2015. Web.

Folding Ideas is a YouTube channel who discusses and analyzes different forms of media, as well as other topics in depth. They do a video about Depression Quest and use examples of other, more popular video games to allow the audience to understand the aspects of the game. It discusses several elements that make up a game and compare and contrast Depression Quest‘s elements with World of Warcraft to help the audience connect the dots easier since WoW is a popular game played today.

Annotated Bib

Learning to Play: Exploring the Future of Education with Video Games

Khine, Myint Swe. Learning to Play: Exploring the Future of Education with Video Games. P. Lang, 2011.

This book acts as a critical analysis of trends in educational gaming, while also informing the reader of examples that one might not already be aware of existing. It approaches the subject matter from various perspectives, exploring the latest innovations while looking toward the future. The articles notes the success of video games as a pedagogical tool in the military, while continuing to have a relatively low rate of use in grades K-12. The article also notes potential challenges, such as off-task behavior in students and overemphasis of technology, while praising the social nature of gaming. The author has also written other books on technology and learning, and very obviously takes his work very seriously.

https://books.google.com/books?id=FlC1w66WFIAC&printsec=frontcover&dq=video+game+education&hl=en&sa=X&ved=0ahUKEwiR4PnSj6nXAhVKfiYKHdarAU4Q6AEIKDAA#v=onepage&q=video%20game%20education&f=false

Weekly Analysis

Call of Duty: World War II – https://www.callofduty.com/wwii

As a die-hard fan of the original Call of Duty game play in games like Modern Warfare and World at War, I couldn’t be happier to see the Call of Duty franchise return to its traditional way of play. The recent games were fun to play but the movement mechanics brought me out of the game. In older Call of Duty games, I got consumed in the game play because of the small details that made the game play feel more real. Details like my character gets tired after sprinting for a while and would stop, the sway of a sniper scope when trying to pin point a distant shot, and the gore helped build the world in game play because they were aspects that I would expect from real world war. I would see other players get their legs blown off during a multiplayer match and in recent games, that wasn’t the case. I would shoot somebody in the kneecaps with a 12-gauge shotgun and the enemy player would fly back like a rag-doll. In real world experiences, the enemy should have no legs and the realistic consequences in the older games are what brought me in to the game play, ultimately investing me into the game further.

Weekly Research Week 10

Hoffman, Bobby, and Louis Nadelson. “Motivational Engagement and Video Gaming: a Mixed Methods Study.” Educational Technology Research and Development, vol. 58, no. 3, 2010, pp. 245–270. JSTOR, JSTOR, www.jstor.org/stable/40603176.

This article highlights a study done on the effects of motivational engagement in video games. Among these motivations were self-esteem boosts and enhanced competency (246). Because of these motivations, the article argues that gamers are more engaged in the gaming experience. The article then goes on to provide quantitative research and data regarding the study. What the study concludes is that gamers need to obtain a certain amount of control within the game in order to feel some type of psychological achievement. It also showed how much gamers depend on socializations within the game to satisfy certain needs.

http://www.jstor.org/stable/pdf/40603176.pdf

Weekly Research – Call of Duty WWII

Call of Duty: World War II – https://www.callofduty.com/wwii

One of the biggest names in the gaming industry has created yet another installment, its fourteenth to be exact with Call of Duty: World War II. The significance behind this release is the return to Call of Duty’s or CoD’s traditional sense of game play. The original few CoD titles were known for their realistic take on a first person shooter game revolving around actual warfare. After the tide of first person shooters became more about the fast-paced movement and shooting with games like Titanfall, CoD adopted that function of game play. Recently, CoD games had featured incredible movement such as double jumping, wall running, and unlimited sprint. This change was received with mixed reactions and a lot of original lovers of the first couple CoD games were disappointed. Those fans are pleasantly surprised in the recent release with the same mechanics of older CoD releases such as boots on the ground action, a gritty and realistic campaign, and a World War II centered game. Even the infamous Nazi Zombies mode has been given a revamp and is more gruesome than it has ever been.

Weekly Research 11/5/17

Egenfeldt-Nielsen, Simon, Jonas Heide Smith, and Susana Pajares Tosca. Understanding video games: The essential introduction. Routledge, 2015.

https://books.google.com/books?hl=en&lr=&id=oLg0CwAAQBAJ&oi=fnd&pg=PP1&dq=video+games&ots=fimbg24fZi&sig=OE8s1I167yRESaTlI1EHji2HVYw#v=onepage&q=video%20games&f=false

As denoted by the title of this text, the basic principles for understanding the culture of video gaming especially. It discusses the ground rules for being able to recognize and digest modern video games, with the boundaries of the discourse being implemented. However, it also discusses the reach that videogames can have; the lexical industry that has been created around the. Furthermore, it investigates the social implications that the discourse might have, both positive and negative. Though lengthy, it is a solid foundation for getting into the basic foundations of gaming and video gaming culture in general.

 

Rhetorical Analysis 8: The Player and the Audience

Link for Reference: https://youtu.be/9UOXhb6ZeHw

In many instances, the audience can play an important role in the game at hand.  The cheering crowd at a sports arena, the coaches on the sideline of a boxing match, the audience at a game show, etc. – all of these examples show a distinct and momentous relationship between the spectator(s) and player.  But, in my daily life, there’s one player-audience relationship that sticks out to me most prominently and interestingly.

Imaqtpie (a popular Twitch streamer and YouTuber for League of Legends) and his video editor, Sequence, are a perfect example of this relationship between the player and spectator(s).  Essentially, Imaqtpie only plays the game.  He spends his gaming time live-streaming on Twitch, just him, his natural commentary, and the gameplay itself.  He does not, however, create any of his YouTube videos himself.  Instead, Sequence does.  Sequence, as a member of Imaqtpie’s audience, goes through all of the day’s live-stream footage and compiles the best parts into a ten-minute (approx.) video that flows almost as if it were happening real-time.  He edits the video with his own appreciation and knowledge of Imaqtpie’s gameplay and style, creating content of his own in turn, full of jokes, sound effects, and overall feel characteristic of Sequence.  These YouTube videos are quite different than Imaqtpie’s live-streams on Twitch despite the gameplay being the same.  And this magic comes to fruition each time because of the interplay and understanding between Imaqtpie and Sequence – the player and the spectator.

League of Legends

http://leagueoflegends.wikia.com/wiki/League_of_Legends_Wiki

      League of Legends is a Multiplayer Online Battle Arena.  The game pits two teams of five players against each other in a contest to infiltrate the enemy’s base and destroy their nexus.  This action takes place on a battlefield that is halved, parallel.  There are three lanes on this battlefield, and a large jungle in between each of them.  In the lanes, there are towers that guard the way along the push towards the enemy nexus.  In the jungle, there are creatures that can be killed for the buffs that they provide, and this becomes an additional source of competition for these teams.  Each player, before the game’s start, gets to choose an avatar from a vast collection of playable “champions”, all of which have their own unique set of abilities that are to be used in combat against their opponents.  And the community of players decides where these champions best fit on the battlefield (top lane, middle lane, bottom lane, or jungle), based on the roles assigned to each champion.  Winning your lane (by besting your laning opponent in combat) and working together with the rest of your team fluidly and strategically is the key to victory.

Process Points Project 1

  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

Project 1 – Rhetoric of myCareer in NBA 2K18

https://docs.google.com/document/d/109d_7ujFstw263glfBYfgFr2kqLNNt5Ap1Jg59DFw6w

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
Presentation of topic proposal, in class 10/3 (5 %) – YES
Defense of topic proposal in conference with me no later than 10/3 (5%) – YES
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
Commenting on two other writing projects via the blogs, on or before 10/8 (5%);  – NO
A draft conference with me, on or before 10/6 (5%) – YES
Another draft conference with me, showing a substantially finished draft of the project, on or before 10/13 (5%); – YES
A near-final draft, shared/linked from a post on our shared blog, on or before 10/13 (5%); – YES
A final round of commenting on two drafts, due on or before 10/14 (5%) – NO

Project 1 Process Checklist

Project 1 found here: https://docs.google.com/document/d/1dzWlqUB0YaTBnyTlC8JFRqrDSnUdu7di02j73cY0iWo/edit

Project 1 process checklist:
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
Presentation of topic proposal, in class 10/3 (5 %) – YES
Defense of topic proposal in conference with me no later than 10/3 (5%) – YES
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
Commenting on two other writing projects via the blogs, on or before 10/8 (5%); – YES
A draft conference with me, on or before 10/6 (5%) – YES
Another draft conference with me, showing a substantially finished draft of the project, on or before 10/13 (5%); – YES
A near-final draft, shared/linked from a post on our shared blog, on or before 10/13 (5%); – YES
A final round of commenting on two drafts, due on or before 10/14 (5%); – NO?

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

Trivia Crack is a mobile app game. It was launched in 2013 and was modeled after Trivial Pursuit. The game allows the user to play against friends and strangers around the world. There are six different categories: Entertainment, Art, Sports, History, Science, and Geography. The player will spin a wheel that determines what category of question they will be asked. If they answer correctly, they will earn an icon representing the category they got correct. The first player to earn all six category icons wins the game. This app allows players to continue socializing with friends they may not be able to interact with in person. A player can use their Facebook friends or search by username in order to play games with people they know. This option allows players to maintain a constant social communications with friends over long distances. Players also have the option of choosing a random opponent, in which they will be placed in a game with someone from any location in the world.

Weekly Analysis

Robbins, M. Brandon. “Puzzle It out.” Library Journal, vol. 141, no. 7, 15 Apr. 2016, p. 60. EBSCOhost, proxy-wcupa.klnpa.org/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=114555334&site=ehost-live&scope=site.

As far as academic research goes, this article felt pretty lacking. There wasn’t any research cited to help further the point of the article or establish any credibility. The writing wasn’t even that in depth and took most aspects of the game at face value. The article overall felt like it was written as an editorial piece in a newspaper. After re-reading the article for the third or fourth time, I felt a little bad about myself for enjoying it so much on the first read because it doesn’t really have much to offer. I still think the article made some successful points about the game it mentioned. I think it was successful in bringing the sense of a puzzle being hidden within a first person shooter game to light by providing examples and descriptions of the game-play. The article still needs to cite some academic, peer-reviewed research to gain any credibility regarding these points.

Rhetorical Analysis #7

While video games come with an array of graphics, there is one thing that a lot have in common: bright colors. Games such as Candy Crush use bright colors to stimulate the the player’s vision, allowing for more visually-appealing game play. But what is the strategy behind these bright colors? Why are they there, and what do they do? Essentially, in color theory, colors set the mood or tone. Usually, in video games, the colors and the background music go hand-in-hand. In Candy Crush, the bright colors are accompanied by happy music. Colors can certainly have an emotional response ; the bright colors in Candy Crush seek to appeal to happy emotions (as does the music). In this way, color theory is an important rhetorical strategy in video games. If the goal is to insight a specific emotion, that emotion’s coordinating colors should be used. In Candy Crush, the bright colors are supposed to insight joyful emotions.

Rhetorical Analysis 11/2/17

Rhetorically speaking, literature has long since employed the tactic of foreshadowing, an action that has translated just as excellently into cinema, wherein foreshadowing can be even the smallest aspect of a sequence that still holds importance. The recent release of Stranger Things highly anticipated second season highlights aforementioned mechanism for a second time around, wherein an everyday game play later on becomes an obvious foreshadowing item. In the first season the infamous Dungeons and Dragons acts as the catalyzing impetus and final answer for the seasons big questions, and season two has kept that construct alive with a video game rather than a board one. Without dropping any spoilers, there exists a less obvious connection within this season’s prophetic game play and its predecessor arc, but that doesn’t lessen its inevitable impact. Therefore, as both tactics work wonderfully, are games therefore a potentially potent literary and rhetorical mechanism within foreshadowing? (on top of everything else games culture can do)

 

Re; Final Post

Final found here:

https://docs.google.com/document/d/1bIYVdnPLafhTgNY3-N7rC0dcs0MTNyQEIPUJWiQacxA/edit?usp=sharing

  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

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/

Super Mario Odyssey

Super Mario Odyssey is the latest installment of the long-running Super Mario series of games. The game has been well received, noting it’s adherence to classic Mario themes while breaking new ground for the series. In particular, the environments are more complex and featuring scenery not unlike New York City. This may have been a conscious choice, as the improved engine allowed by the improved hardware of the Nintendo Switch allows for more immersive environment with more moving parts. Interestingly, as one Polygon article notes, the gameplay does not very often “punish” the player. There are no lives that would result in a game over, and the player only loses a minimal amount of coins. This was an interesting choice, as one could imagine it being less satisfying to win when you never could fail. However, the article argues that the reward value is not lost with the addition of this no-punishment system. You very well may have to attempt a puzzle over and over, but you will not be too harshly punished for your failure, only set back slightly. The triumph is still there, but the player is not discouraged from play.

 

https://www.polygon.com/2017/10/30/16577534/super-mario-odyssey-moons-coins-reward

Rhetorical Analysis 7: Social Media as Pervasive Gaming

After reading Montola’s argumentation on pervasive games, I’ve been doing a lot of thinking about games that expand past the point of having a particular time, place, etc. for their play.  Many of such games have become known to us so recently, because they use mobile phones as their platform of play, and many pre-existing games have developed mobile versions to follow this craze, as well.  Old School RuneScape, for example, is about to release a mobile version this winter, which will allow players to use all of OSRS’s features anytime, anywhere.  And this focus on mobile phones, devices that have become essential to and inseparable from everyday life, has sparked my interest in some of the other applications on our phones – staple applications that necessitate the use of smart phones.

Facebook is arguably the world’s most popular role-playing game.  It lets the player create an avatar that looks just like themselves, and it lets the player use that avatar to navigate the game’s complex web of social situations.  The way the player conducts their avatar’s behavior in these interactions inevitably comes with the reward of social acceptance and appraisal or the punishment of social rejection and disapproval.  To improve or maintain their avatar’s dignity and fame on Facebook (or any social media), the player must make posts that they hope other players will enjoy and support.  The posts don’t necessarily have to coordinate with the player’s real life either; even if the player’s current life experience is a negative one, the player’s avatar can purport to be having positive experiences.  And, with Facebook’s integral role on our phones, the game never ends – the game is carried with us everywhere.

Weekly Research

  1. Red Orchestra 2

Red Orchestra 2: Heroes of Stalingrad. Tripwire Interactive. 2011. Video Games.

RO2 is a WWII first person shooter set during the battle of Stalingrad. The game features 64-player team matches that pit the Nazis against the Soviets. In the interest of balance and fairness, there are some limitations on what the player can do from match to match; both teams must have a similar amount of human players, so sometimes the team the player is on is forced, and the number of players allowed to use a specific weapon is limited. Most players will be restriced to bolt action rifles (Mosin Nagants or Kar-98’s, usually), while a few might end up being outfitted with sub machine guns, semi-auto rifles, or machine guns. The game also features a command structure for the players; there is a commander who is able to call in artillery strikes and direct troops, and squad leaders capable of issueing command and marking locations for artillery.

https://en.wikipedia.org/wiki/Red_Orchestra_2:_Heroes_of_Stalingrad

 

Annotated Bib 10/29/17

Anderson, Craig A, et al. “Supplemental Material for Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review.” Psychological Bulletin, vol. 136, Mar. 2010, pp. 151–173., doi:10.1037/a0018251.supp.

This meta-study reconsiders the idea that exposure to violent video games makes one more prone to aggressive behavior. The analysis of the studies exposes a lack of cohesive information confirming this, and uses restrictive measures to identify the relevant information. The document also features a cross-cultural examination, which is missing from many other studies. This feature reveals slight differences in the effects of video games on the participants depending on factors such as age.

Michael Jackson’s Moonwalker

Lisi, Brian. “Rescue the chimp, become the robot: A look at Michael Jackson’s insane arcade game ‘Moonwalker’ as we remember the late King of Pop on his birthday.” New York Daily News, 29 Aug. 2016. Accessed 29 Oct. 2017.

The weirdest game I have every played was Michael Jackson’s Moonwalker. I played it in an arcade with by boyfriend and his brother. We each played as a one of three Michael Jacksons. The game consists of Michael Jackson using magical powers to kill a bunch of agents and rescue kidnapped children. There is a special attack in the game called “Dance Magic”. When that move is implemented all the Michael Jacksons start dancing as a heavenly spotlight shines on them. All of the enemies in the vicinity join into the dance and are destroyed because they ca not keep up with Jackson’s dance moves. Bubbles the chimpanzee is also in the game. Once bubbles is recued Jackson turns into a laser wielding robot. We spent an embarrassingly long time playing this game, because it was almost impossible to be killed. The part of the game that I found to be most fun was constantly hitting the Dance Magic button because my boyfriend hated losing control of his character and having to watch Michael Jackson dance to Smooth Criminal for thirty seconds. I don’t know who thought of this game or why but I want to find out what other games he created.

Weekly Research Week 9

Candy Crush. King. 12 April 2012. Video game.

Candy Crush can be an addictive game. It is a puzzle game, with each level setting a different objective. The player is not supposed to clear the entire board, but is, instead, prompted to crush certain blocks of candy or eliminate certain ingredients. With over 2,000 levels, this game has essentially unlimited game-play. It is different than most games because there is not a clear end-goal; you just keep beating levels and playing on to the next level. Consequently, there has never been anyone that has “won” Candy Crush. This game proves an important point that games are still enjoyable even if they do not have a clear end result.

https://king.com/game/candycrush

Weekly Research 10/29/17

Kain, Erik. “’Cuphead’ Is A Wonderful Game, But It’s Not For The Faint Of Heart.” Forbes, Forbes, 24 Oct. 2017.

www.forbes.com/sites/forbes-finds/2017/10/28/best-subscription-boxes-for-babies-and-their-parents/#2fccba8b4d5d

This article discusses the widely popular and controversial recent release of Cuphead, which revives old -timey aesthetics and difficulty levels. The game have received nearly universal acclaim, its intensely hard skill level aside, and this text investigates the game in its whole. Talking about the beautiful artistic designs and highly creative avatars and levels created, the article goes into great length about the beauty of the game, but undercuts such flowery language with the repeated promise of the game’s extremely difficult nature. This arduous aspect of Cuphead especially came into media conversation when multiple game reviewers gave insufficient reviews of the game due to their “obvious” inability to actually be a “gamer.” Many youtubers have also mocked this summation of the game being too difficult, and this piece too denotes that one’s inability to deal with the mechanics of a sound game shouldn’t be seriously considered.

Weekly Research

Robbins, M. Brandon. “Puzzle It out.” Library Journal, vol. 141, no. 7, 15 Apr. 2016, p. 60. EBSCOhost, proxy-wcupa.klnpa.org/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=114555334&site=ehost-live&scope=site.

In this article, M. Brandon Robbins writes about the evolution of puzzle games all the way from classics like Tetris to newer indie puzzle games like The Talos Principle. He talks about a newer puzzle game that hides it puzzle genre under the disguise of a first person shooter. Superhot is a level-based game where the player must shoot their way through different areas to move on to the next level. The player can slow down time amongst other video-game-esque mechanics but this time-slowing effect helps to figure out the puzzle aspect of the game. The player must identify patterns and manipulate elements within the shooting to maneuver through the levels. Robbins also cites the story to be a puzzle in a way. Players must piece the entire story together through clues and cryptic messages along the progression of the story. He says the game entices players  that primarily stick to a first person shooter type game to go out of their comfort zone and take up a more puzzle based game while sticking to some of the mechanics they are used to.

The Banner Saga

https://bannersaga.gamepedia.com/The_Banner_Saga_Wiki

    The Banner Saga is a wonderfully illustrated, story-driven strategy game that asks the player to lead a caravan full of warriors, giants, merchants, citizens, and loved ones across the harsh, Nordic tundra.  In a fashion somewhat similar to games such as The Oregon Trail (yet with more complexity and modernity), the player must make important decisions constantly along their journey, from the allotment of resources required for survival, to the inclusion or exclusion of new travelers found on the road, and everything in between.  The characters are rich, and so is the combat, which runs on a party, grid, and turn-based system that usually pits the players’ warriors against the evil Dredge (a robotic race of killers).  And, during this whole process, every move that the player decides to make with their caravan, both in and out of combat, very much affects what will happen next, as well as at the end of the game.

Rhetorical Analysis

This week I’m going to talk about one of my favorite games, Verdun. The game is a WWI first person shooter with a heavy emphasis on trench warfare and (near) realism. Gameplay centers around capturing the enemy teams trenches; whichever team has advanced the most wins. Since the game centers around capturing and holding territory rather than killing as much of the enemy as possible, teamwork is absolutely essential to victory. Players won’t accomplish much if they aren’t working in coordination with their teammates; a team must cover all parts of the trench in order to successfully defend it, must outnumber the enemy in their trench to take it, must coordinate gas and artillery strikes to where it would be most effective for the team.

 

Other than the game objective, the main element of the game that encourages teamwork is the squad-based organization of teams. When the player joins the game, they are put into a four-person squad that represents a specific military unit. Each squad has four different roles that are meant to fill specific functions. For example, the U.S. Army unit, the “Doughboys” (as they were called in the war), consists of an NCO, a sniper, a machine gunner, and a grenadier. Each is meant to accomplish something that the others can’t (the NCO calls in artillery while the machine gunner provides cover fire, or the sniper picks off enemy machine guns while the grenadier lobs grenades around corners to clear out enemies). While a player could try to go it alone, working with the other members of their squad is their best bet for overall victory.

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