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Latest Topics

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Bertold Brecht's distancing in Video Game experiences

Brecht has implemented in his theatre the "Verfremdungseffekt", which can be translated to the "alienation effect" or "distancing effect." Essentially, by creating interruptions or fissures within the illusion on stage, the audience can achieve a certain distance to the characters and events, allowing for evaluation and critique. During his performances, the audience is presented to some cues that indicates that what they are seeing is an ilusion, that what they are seing is actually an actor playing a scene. This cues can be strange objects, non-connected actions or actors speaking directly to the audience for example. Different of the Theatre of Pleasure, when the audience is emotionally connected to the play, Brecht seeks to create a critical discussion about what is being showed. He redefine it as Epic Theatre.

Is it possible to have the same effect in Video Games where you, as a player, is somehow intensively connected to the gameplay and the character?

  • A minimum of one or two video game examples must be provided by the author, together with a discussion of how each one employs the technique in question, the player's experience with it, and the degree to which the implementation achieves the objectives that were set out when it was created. Some examples are: The Stanley Parable; Her Story; This War of Mine; Papers, Please; etc. – Samer Darwich 1 year ago
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The mod - new gameplay and community

In general, the mod (modification) of the game means the process of code editing and changing to add extra flavour on the original game. Usually, the mod makers are game players with sufficient coding or programming knowledge. Each mod can give different experiences to the gameplay and form specific player community. To analyse, how does the mod benefits both game and players? what motivates a player or players to make a mod? Who has the rights on the mod, maker of game company? What is your own opinion towards mod? The article will give insight into creative consumer and new cultural online society. Note: You can focus on specific game or company to give more detail on a specific group of community.

  • Mods can benefit both the game and players in several ways. They can add new content, features, and gameplay elements that can enhance the overall experience for players. They can also fix bugs and improve performance, making the game more stable and enjoyable to play. In addition, mods can also create new player communities, as players who are interested in specific mods may come together to play and discuss the mod. – sophiakaile49 1 year ago
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  • Mods can help in different ways one being that people are gaining knowledge on different aspects of a video game,such as how it looks or behaves and is sub-discipline of general modding. – FANLOVE 1 year ago
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  • Most mods are pretty modest, I'd say. They might fix a set of bugs or give the player access to overpowered, often game-breaking gear. What fascinate me are the conversion mods, which essentially create a new game out of an existing game. For example, one ambitious modder named Kael (Derek Paxton) changed Civilization III and IV into a completely new game of his own, Fall from Heaven and Fall from Heaven II. The mod had very active online discussion forums. His mod was even included as a scenario in Civilization IV: Beyond the Sword. That conversion mod would be a very rich example for any discussion of creative consumers and online gaming communities. – JamesBKelley 1 year ago
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  • Mods can help companies a lot. Look at Sega's relationship with people who make mods and fangames, they encourage it because they know their fans are passionate and talented. Sega hired Christian Whitehead, who created Sonic Mods and fangames to help make a Sonic game. That game is now Segas most successful and critically acclaimed game to date. Mods can also help restore and recover cut content, or previously planned but scrapped content to help enhance a game. – tahaxo 1 year ago
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The political implications of the Bioshock franchise

Bioshock is a video game franchise centering around the player entering a strange supposedly utopian city falling into disarray as its society breaks apart (Rapture, an underwater city isolated from the rest of the world free from governmental, religious and ethical control, and Columbia, a flying city theocracy embodying and literally worshipping late 18th century American ideals) run by a megalomaniacal idealist with twisted morals (Andrew Ryan, an ultra-individualist, and Zachary Comstock, an ultra-nationalist). Write about the political backdrops of the Bioshock franchise, analyzing what ideology each game is criticizing through narrative and gameplay mechanics and what is being said about them. Analyze the political messages implied by the cities and their inhabitants. What is being said about the political ideologies presented? What caused the downfall of the societies and how is it affected by their political systems?

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    Storytelling in Gaming

    Gaming in many ways is another medium that requires writers, and yet the approach to story telling in writing is unique and quite different as opposed to traditional storytelling via books. I propose an article that might entertain looking into the deeper facets of story and writing in the gaming industry and the unique approach that is taken in completing a script as opposed to traditional writing. Focus could be placed particularly on discussing the need for adaptability in characters, characterizing empathy and emotion within a character as we follow them while also playing as them, the duality of the protagonist and the gamer etc. which while coming naturally in traditional writing, have to be balanced against what is possible within the given game dynamics

    • Love the topic! May I suggest profiling Harry Potter: Hogwarts Mystery as part of the article? I'm an avid player and enjoy a lot of aspects of the game, including story. But I also find that the writing is somewhat lazy, and a lot of my fellow players complain that the story has dragged out way too long (because chapters aren't released every week, so there can be 2-3 weeks that you go without information and get a side quest instead). I think HM lends itself well to analysis. – Stephanie M. 4 years ago
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    • I mostly only play video games that have a story too it. I don't game much nowadays due to school, but I always like the first and second Bioshock games. Red dead redemption is good for this too. Just wanted to throw some games to consider. – AbeRamirez 4 years ago
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    • If I may, I think that The Last Of Us (part I and part II) could be interesting to analyze in such an article. (Interesting topic, by the way!) Indeed, Part I won numerous prizes and was, among others, acclaimed for the quality and emotional depth of its storytelling, while Part II deeply dived the fans, mostly because of its writing and narrative choices. (Such an analysis may be the theme of an entire article, but perhaps the subject could still be evoked in the article related to the current topic!) – Gavroche 4 years ago
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    • Additionally, exploring the impact storytelling has on the gaming experience and how it can shape the player's perception and experience of the game could provide valuable insight for both writers and gamers alike. As the gaming industry continues to evolve and expand, understanding the nuances of storytelling within this medium will become increasingly important for both the development of games and the enjoyment of players. – Beatrix Kondo 1 year ago
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    The Outer Worlds, a centrist's critique of capitalism.

    Outer Worlds, made by Obsidian of Fallout New Vegas acclaim, is a open world RPG where you exist in an alternative universe where capitalism is even more unregulated than it is today.

    Within the world of OW however there is little to be said in response to capitalism. In a future where "science" is good on it’s face, marauders commit crimes because crime, and the world itself is limited by the imagination of the writers, what is displayed is a critique of the world not for ideological reasons but for practical and efficiency reasons. That is to say, Outer Worlds can lead the player to see some damning indictments of capitalism, but it will never allow for anything in game aside from a moderate reformism.

    And that is a curious line to draw. What indeed can be said about advancement for advancement’s sake when the human cost both in universe and out is seen as only worthwhile if it’s apolitical. Where revolution is on its face dismissed for it’s idealism, but "progress" is revered for making the future better.

    • The Outer Worlds is made by Obsidian Studios who are well-known for their previous RPG Fallout: New Vegas (2010). This game's fame, I would say, is well received due to the true moral choices the game presents you with - no faction that the player character can choose to side with is ever inherently "good". Because of how the game shows you the consequences of your choices and actions, the theme of centrism may be seen as portrayed in a positive light here - if no faction or ideology is desirable, the game seems to say, why pick one at all? – Tristan 1 year ago
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    • The premise is flawed. Ideology is how you understand the world you exist in. Likewise, the game world is created by people who either don't understand some of the ideologies or are actively hostile to any critique of capital that isn't framed exclusively around its grossest excesses. – Sunni Ago 1 year ago
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    The 'Dadification' of Male narratives in Video Games

    I did a bit of research on ‘The Witcher III: The Wild Hunt’ last year while preparing to write a piece on the Video Game industry and its treatment of minority groups. The Witcher, of course, is written by Andrzej Sapkowski who is very obvious about what types of groups are being discussed, even if allegorically. I picked on the Witcher because it is among many of the power fantasy narratives that come with the genre.

    There are currently several iterations of Geralt of Rivia, and similarly, this trend can be seen in The Last of Us and God of War. Our protagonists are fathers first, and the plot follows this innate connection between parent and child.

    I’m interested to see where this came from? To what extent is it really a trend, or just a few notable additions to the AAA RPGs?

    • The Lone Wolf, and Cub Saga 1976, The Last of Us 2013 Until Death do Us Part 2006, Leon the Professional 1994, True Grit 2010, Berserk (after the golden age arc) Resident Evil 2 1998, and honestly God of War 3 2010 (and some of the spin off games). This trope has been popular for years, as the young child is almost always paired with an adult with some type of dark past or they are in situation (like a zombie outbreak) where the child is a liability due to them not being able to defend themselves. This usually forces the adult to have a moral dilemma where they have to decide whether they'll to put themself endanger or abandon the child. This trope is usually paired with some type of redemption arc. But, to answer your first question this trope isn't new. I don't know what was the first story to do this trope is, but I can say it predates its modern 2010's trend. I believe the main reason people are noticing it more often now and potentially the reason we are seeing an increased amount of stories using this trope is because its easy Oscar/Award bait as much of the series I've mentioned have won numerous awards. Not saying that awards are purely the reason this is done. But success is a good incentive for imitators. – Blackcat130 2 years ago
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    • Maybe "dadification" is not the appropriate term to use here, given its sexual connotations. – T. Palomino 2 years ago
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    • I would argue that this trope is not inherent to video games. It also exists in super hero films like Logan. – Sean Gadus 2 years ago
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    • Dads in video games have definitely been around for a while. Heavy Rain, Donkey Kong Country (sorta) and The Walking Dead come to mind. It would be interesting to look back at the exact point that dads become a popular inclusion for the medium. Even looking at games where the father isn't the protagonist, but still exists to fulfill their role as a father to the player character, such as Final Fantasy XV. – GagePatte00 1 year ago
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    Subscriptions: Game developers moving toward subscriptions

    This article will analyze the growing trend of game developers and publishers moving towards subscription models instead of one-time purchases. Examples: Apple Arcade, Google Stadia, Microsoft’s Game Pass (old, but now more aggressive than ever push towards subscription-only titles and removing one-time purchase options swifter than ever), Ubisoft , EA Play, PlayStation Now. Studios with a single game or franchise are also going the subscription route. Is this good? Bad? Subscriptions of the Game Pass, for example, have increased by millions in the last year. And it’s true that indie games, when they come to Game Pass, earn more than they could ever make solo. Xbox Game Pass is a unique case which will need its own section here. Instead of subscribing to a service that gives free delivery (like Amazon) or TV shows (like Netflix) – a game can be anywhere from 20 hours of fun for hardcore games or 1,000 hours of play and replays – how is it fair that you pay less than I do for the same game in this case? A headline: "GDC has released its annual State of the Industry survey of 4,000 developers, over one-fourth of which were concerned such models would devalue games." Another topic to cover is games-as-a-service (or more broadly tech-as-a-service) models being adopted by videogame publishers and developers. Even gaming hardware seems to be moving in that direction, with Nvidia providing subscription to RTX 30-series gaming capabilities instead of actually owning a video card. Starting from newspapers and magazines; then moving to TV shows, movies, and software; and now to games – subscriptions seem to be the way forward. But is it really better to have a monthly subscription to play games than to own the games and judging by the current pace of things, even renting your hardware and not owning it?

    • A couple of articles here in The Artifice have already explored similar problems (micro-transactions, in-app purchases, and yearly-releases) in the gaming world. The progressive increase of an economic model based on subscriptions in the video game business can be an interesting topic to explore, as long as it frames the phenomenon in larger and more meaningful terms than “good” or “bad.” The question “Is adopting the subscription model in videogames development good or bad?” needs to be reformulated. Good for whom? Bad for whom? It is certainly good for the business. It might be good or bad for consumers, depending on what they get from the deal. But and outstanding article about this topic would need a stronger and more daring approach. – T. Palomino 2 years ago
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    "This is The Police" and the Banality of Evil

    "This is the Police" was a top down simulation game, in the vein of Sim City where, you play as a police chief. It happened to be released during the rise of Black Lives Matter and Gamergate, but went out of its way to say it was "not a political game but a human one", or at least that is what the developers claimed.

    This is the Police, as game has a fail state, you have to make certain decisions or the game will end. In the case of your player character you are fired or killed for making decisions that could or would be read as moral, for example, not firing certain officers for their race or investigating crimes that mafia members don’t want you to.

    Hannah Arendt, wrote of Eichmann, how he wasn’t amoral, wasn’t a monster, and instead of how ordinary he was. How his motivation to send millions to their death wasn’t motivated by sadism but shallowness and carelessness. He didn’t think of the consequences of those actions.

    Within the narrative of This is the Police, the player is faced with various situations were their own morality may come into conflict with the story. And that should be examined as even if the game is "not political" it does reflect a volatile political situation.

    Why are you as a player character rewarded for being corrupt? Examinations of police corruption merit discussion but the game seems more than comfortable in presenting the idea of corruption without inspecting it. It’s the nature of the system and as such is immutable.

    This gives room for analysis of the actions the game forces you to take, why are those the only possible actions, why were some scenarios added and why not others? Moreover, what does it say about this "human game" as per the developers and its commentary on the nature of humans?