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Quest Crafting: Maximizing Impact Without a Wall of Text
I was able to go to Keaven Freeman’s 3:00pm workshop on “Quest Crafting.” Freeman is the Senio Designer at BioWare Mythic. What he primarily talked about was the complexity of creating quests for MMO games. In video/computer games, the ability to storytell without … Continue reading
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Docu-games: creating thoughtful gameplay
In Joost Raessens’ “Reality Play” article, he describes a subcategory of videogames called documentary games, or docu-games. Raessens describes docu-games as trying to break through the dominance of action that’s seen in most videogames and instead encouraging the player to … Continue reading
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Videogames and The Art of Pranking
In Ian Bogost’s “How To Do Things With Videogames,” Bogost discusses the idea of analyzing videogames using “media microecology.” “Media microecology” focuses not only the medium and its message, but also the specific functions and properties that make the medium … Continue reading
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A game without music?
In Tuesday’s class, many of us were discussing the effects music can have on playing a game, including the effect that the absence of music can have on gameplay. While some games, like those found on mobile devices, purposefully allow … Continue reading
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What happens after Foxconn?
In our last class, there was a lot of discussion on Foxconn and whether we should feel guilty about the suicides in the factory that builds electronics like the iPad. However, I was wondering about what happens to our electronics … Continue reading
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Galloway’s “Gamic Action, Four Moments,” Nondiegetic Acts
In chapter one of Gaming, Alexander Galloway divides gamic action into four distinct categories : diegetic machine act, nondiegetic machine act, diegetic operator act, and nondiegetic operator act. In a nondiegetic act, either the machine or the operator (player) is performing an action that is … Continue reading
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