Category Archives: First Readers

Positive Fictiton?

In Chapter 2 of Jesper Juul book, A Casual Revolution, he describes four traits that differ between “hardcore” and “casual” games. The fields of fiction preference, game knowledge, time investment, and attitude towards difficulty are all on the opposite sides of the spectrum, in theory at least, when comparing the two types of games. For “casual” games Juul states that their preference or setting in fiction is positive. He uses the example of Wii Sports for his argument, where he mentions that the cover and setting of the game are everyday events that seem to be more about having a good time and having fun. This is in contrast to the “hardcore” game he compares it to, Gears of War, which is set in a ruined world where the player is just trying to survive in the on-slot of hundreds of enemies trying to kill him.

This image of causal games being positive seemed correct to me. Sure games such as Angry Birds is a little violent, I mean you are blowing up pigs by throwing exploding birds at them, but it was a comical and cartoon like game that obviously was not real. However, when playing the games we had assigned this week I noticed that one of the games, The Torture Game 2, did not seem to fit, in any shape or manner, Juul’s claim of “casual” games being positive in nature. In this game you torture and kill someone using a wide variety of weapons and tools. There is no point system, no true goal—other than maybe just trying to keep the person alive as long as you can while doing horrible things to him—and it is definitely not a very heartwarming game.

If, Juul claims, “casual” games are supposed to be positive and “hardcore” games are supposed to be negative, then where do games as disturbing as The Torture Game 2 fall in the spectrum? For a game like that is far from being a positive and lighthearted game. I personally do not agree with Juul’s claim on the fiction difference between the two types of games. While Gears of War may be darker in nature than a game like Angry Birds, I still see it as a more positive setting game than a negative setting game due to the underlying theme of the game. While the combat may be gory, the story and plot have you moving forward towards freeing earth and “saving the day”, as it were, instead of mindlessly torturing someone for no reason.

In the end I would argue that most games, whether “casual” or “hardcore”, are in the middle of the fiction spectrum. They both have negative and positive characteristics in them, making it more or less the player who determines which side of the scale a particular game leans towards on the fiction scale for both types of games.

 

Music is Mandatory

I enjoyed that in our class discussion, everyone seemed to relate some sort of music from a video game to their own childhood experience. Musical tunes are more likely to stick in our heads over certain phrases or voices, due to their repetitiveness. When Professor Sample played Super Mario without showing visuals, the class was still able to clearly identify each individual movement and area by its sound effects and musical theme. As a child, and even today, playing a video game without the sound on creates a feeling that you are missing out on something. The soundtrack to a game is carefully thought out and is meant to be incorporated into the full game experience. Remove that experience and you remove one of our most commonly used senses from is often meant to be an immersive experience. From simple 8-bit style melodies of classic games to the full selection of popular music available on games like Guitar Hero and Rock Band, music has been connected to gaming so fully that removing it by pressing mute often seems rude to the designers. Removing the music is akin to removing the background of a game- impractical, inconvenient, and disrespectful.

Musical Recall

While reading the Whalen essay, I was intrigued when he came across the subject of “mickey mousing”.  Whalen uses the obvious example of Fantasia to describe how the term is used since the entire film is composed of animated characters moving to the rhythm and sounds of the music.  “Mickey mousing”, in this case, felt, to me, like one person’s opinion of what may be happening while this music is playing.  I, myself,did not imagine a pegasus teaching a baby pegasus how to fly when I first heard the first movement of Beethoven’s 6th Symphony.  And I most certainly did not imagine a scene full of centaurs dancing in and next to a lake when I first heard the second movement.  That aside, when I watched the film, the movements of the pegasi and centaurs matched so well with the choice of music that I did not think it at all out of place.  However, were I to watch the film multiple times, I might begin to start associating Tchaikovsky’s “Chinese Dance” from the Nutcracker Suite with dancing mushrooms.

With that said, repetition and distinctiveness of a melody can allow an association between the event and the music to form for the listener.  An example Whalen uses the example of The Legend of Zelda: Ocarina of Time‘s mechanic of using the melody of the music played while within an area in order to unlock something related to that area.  This type of mechanic further reinforces the tendency to associate a specific area with a unique melody.  Not only will the player be hearing the theme, but the theme will also correlate to the related area.  Thinking of either the melody of an area or the area itself will cause one to think of the other automatically.

Predicting With Sound and A Homogeneous Platform

After reading Chapter 4 from “Game Sound” by Karen Collins, I only now realize the importance of music in video games and how it really affects the game-play experience. You know that the music is there in the background, but it is usually not always your primary focus while you play the game. If the music were to be taken away, playing the games would definitely not be the same and quite frankly boring. In the game Doom, I found it interesting where Collins describes how there are different sounds for each demon and the different volume levels depending on how far or close you are to the demons. This made me think of when I watch scary movies. When the creepy, eery music starts to play at a low volume and slowly starts to get louder, you know something is going to pop out and try to make you jump. This can be applied to video games, which lets the player predict when something is about to occur, and to know when you need to defend yourself or attack when an enemy is nearby.

Near the very end of Collins’ reading, I found the quote from Denis Dyack to be interesting. He states that the video game developers would rather focus on creating new games to produce rather than worry about the hardware and all the different platforms available. I think this poses an interesting topic of discussion: Do you agree with Dyack, to have just one hardware console out there so there can be more games produced? Or is it better the way things are now, with multiple different platforms and consoles for a well-rounded variety of gaming-experiences?

First Reader: The Blurring of Play

The readings this week, especially the Whalen piece, were very interesting and enjoyable for me. I have thought for a while that good movies and shows need to be supported by good music as well. The example that came to mind while doing the readings was my favorite childhood show, the Animaniacs. Not only were the movements of the characters in the show supported by many of the musical techniques discussed in the article, but the show was famous for the musical numbers that the characters themselves sang. This made me think of the various innovative ways that music has been used in video games as well.

Two obvious examples, mentioned in the Collins article,  were Guitar Hero and Rock Band. Although their novelty has largely worn off by now, when they came out they were revolutionary games that blurred the lines between “playing” video games and “playing” an instrument. Of course, playing Rock Band is nothing like playing actual instruments, but the point is that it brought about a distinct change in the relationship between games and music. The immersion and flow of the video and games is accomplished by music in a very effective and unique way. Instead of deep music in minor keys denoting dangerous territory or pleasant chiming tones associated with gathering money though, familiar music is meant to transport us into the position of our favorite rock stars. It is a kind of play that includes playing instruments, playing video games, and to an extent, even playing make believe, like we discussed in the definitions of play at the beginning of class. In this case, music is not only important as a support to the game, the music is the game. It ought to be acknowledged that, as was discussed in the readings, that there have been Rhythm-Action games since the very early years of video games, but none had ever matched the popularity and depth of the Guitar Hero and Rock Band series.

Videogame Music and Immersion

Whalen emphasizes in his article the point that music, whether diegetic or non-diegetic, plays a powerful role in expanding “the concept of the game world.”  I found it very interesting that he used the game The Legend of Zelda: Ocarina of Time, because for me personally, it was one of the primary reasons I took up studying music as a child.  When I learned to read music, I quickly used my skills to learn how to play the various themes from the Zelda series, many of which are used in game to “magically” transport the player around the expansive game world.  I still have some of them memorized, and when my suite mates and I replayed Ocarina of Time last year, they were surprised that I still remembered the various traveling songs that are integral to the game.

In other words, the music in the Zelda series created a kind of connection to the game and the fantasy world that encompasses it.  Every time Link learns a new song in the game, it is deeply connected with the location to which it corresponds.  Hence, the “Bolero of Fire and the “Serenade of Water musically portray the locations, the volcano and the lake respectively, to which they take the player.  The “Bolero of Fire” is an upbeat march with a chorus of drums in the background and the “Serenade of Water” is a simple, gentle melody.  Playing those songs outside of the game, for me, was a nostalgic experience that evoked memories of playing the game.  Therefore, music, at least in the Zelda series, is a salient force in connecting with the game environment.

Psychology of Sound

Sound is an essential diegetic and non-diegetic aspect of video games that receives very little attention. Every game has a unique soundtrack that characterizes the game. Nothing can make a person remember their favorite childhood game like listening to its sound track. Many aspects of video games are borrowed from movies, but after reading the article by Whalen, it seems like sound originates from research in psychology more than film studies. For example, the reason players can automatically interpret the hero and villain of the game is the sound they make while moving. In another example, players understand the right move from the wrong move due to positive and negative reinforcements. Sound helps with positive reinforcement because designers in built happy (pentatonich) music when a character levels up or finishes a stage. Through a subconscious awareness of the music, players know when they have made the right moves.

In earlier games such as Doom, Thief, and Sims that Karen Collins described, the sound once again plays a narrative role. In Doom the locations of the Demons are understood based on a change in music. The player doesn’t have to think that there has been a change in music so there must be a zombie. The brain automatically registers this change and tells our mind to become be careful. In the Sims, the creators knew that the game was all about user control, so they gave the users choice of what music they wanted. It would be interesting to learn why our brains automatically associate certain sound with good or bad. Another curious aspect is what Whalen would think of games such as Tetris which have no sound or narrative but still appeal to a large audience.

The Value of Music in Games

In his essay “Play Along – An Approach to Videogame Music,” Zach Whalen describes the role of music (which for the sake of argument will include the actual music during gameplay along with the sound effects encountered throughout the game) as an essential part to video games.  One of the trajectories that Whalen states musical sound follows is expanding the concept of a game’s fictional world.  One of the best examples I can think of that allows the operator to further enter the game through the musical soundtrack is the original Tony Hawk Pro Skater.  Whenever the player would drop into the two minute course, a different alternative punk song would come on to give the operator a sense of actually being the skater listening to a music track while slashing around town.  However, when I think back to memories I have of playing Tony Hawk, the first thing that comes to mind is the soundtrack rather than the gameplay itself.  While there are other elements of the game that stick out, such as collecting tapes and button mashing ridiculous trick combos, the soundtrack still sticks out as being one of the best parts of playing Tony Hawk.  If I were to say that one of the best parts of playing a video game was the soundtrack, I would most likely not think highly of the gameplay.  Despite this fact, Tony Hawk became a classic for the Nintendo 64.  The question that I have from this conclusion is whether or not the music in a game can surpass other elements of game, such as the gameplay itself, in an effort to boost the overall experience of the game?  Can the musical satisfaction of beating a level, such as at the end of any Super Mario level, give more joy to the player than just the pure satisfaction of beating a level?  Does the music in a game expand the concept of the game as Whalen states, or does the music set up a basis for the game to follow throughout the narrative that the gameplay must expand upon?

Apple Working Condition Protests

This video reports on mass protests against Apple for the poor working conditions at their supplier, FoxConn. Many online petitions have gained popularity, with millions of supporters, but this protest is notable because it’s a global, physical protest. Protesters took to Washington DC, New York City, San Francisco, Sydney, and  Bangalore. However, it is important to note that there are many other companies using FoxConn as suppliers for their products. These companies are not being protested, largely because Apple has a larger public image with a bi-sected love-hate following. It could be argued, however, that because Apple has such a globally known image, the company’s actions could influence other, smaller companies to follow suit.

Foxconn: Relativity and Choice

http://articles.nydailynews.com/2012-02-02/news/31019111_1_foxconn-iphone-labor-agency

Following our discussion on Tuesday regarding the iPhone and Foxconn’s 17 suicides, I decided to look for articles that took the opposing point of view.  I looked for articles that supported Foxconn for their work and one article I liked in particular was “Apple, Foxconn and your iPhone” by Joshua Greenman.  Greenman takes a global perspective on the issue by basically saying economics are relative.  The standards we have here in the United States are very different than those in China.  Working conditions, from our perspective, may be very poor, but that doesn’t stop Foxconn from being able to easily employ almost a million workers.  Also, Greenman emphasizes the simple yet complicated word of ‘choice’.  I can’t help but agree with him when he concludes his article with the idea that Chinese men and women choose to work at Foxconn because it is what’s best for themselves and their families.  Although Foxconn does not provide the best working conditions, what Foxconn does provide is opportunity.  As tragic as the suicides were at Foxconn, I believe that Foxconn is doing a good job in providing its million workers with food and homes, for as long as the workers choose to work there.