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The Narrative of Journey (2012)

Analyze how the narrative, or lack thereof, works for the videogame Journey (2102). If traditional storytelling is not applied (such as the use of a narrator or text during the game), then how does the game use alternative narration techniques that make the story memorable and enjoyable?

  • If you needed other works to compare this to, you could draw on silent film and Pixar shorts. – Turner Campbell 9 years ago
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Sims 4's Increased Gender Diversity

Recently, Sims 4 received an update that allows players more options to customize their Sims' gender identities and personal expression. The update includes new choices where the player can decide 1) whether their character's frame is masculine or feminine, 2) whether the character prefers clothes deemed masculine or feminine, 3) whether the character can become pregnant, and 4) whether the character can use the toilet standing up.

What impact will being more inclusive to gender identities beyond strict binary norms have for players, especially for players who are not cisgender? Are there any games that provide similar options or ways of pushing gender boundaries? Would it be beneficial for more games to adopt similar means of customization? Are there ways the Sims could go even further to explore gender identity?

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    Mercy and Revenge in Dishonored

    Dishonored is a stealth game where the main character is an assassin/bodyguard named Corvo Attano. After Corvo is framed for killing the queen, he embarks on a mission to find and rescue her daughter. During this quest, the player can choose to kill several targets (High Chaos) or find other means to incapacitate and evade enemies (Low Chaos). These choices affect the difficulty level and ending of the game; High Chaos causes more guards, rat swarms, and plague victims (zombies) to appear in areas. As well as that, non-hostile NPCs tend to become more openly hostile or nihilistic.

    However, many of the merciful quest options include ruthless endings for Corvo’s targets, even when he is ultimately sparing their lives. The targets are often subjected to more suffering, though the result is a less imbalanced world. Analyze how Dishonored explores the concepts of mercy and revenge with its Chaos system. What do the environmental consequences and brutal depictions of mercy say about Dishonored’s world and the notion of vengeance?

    • It certainly is an interesting topic. I thought it was rather ironic that mercy actually led to more horrific fates for Corvo's enemies, and perhaps death might not the ultimate punishment. – idleric 9 years ago
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    • I am not much into gaming but an article on this topic would certainly interest me in getting more involved because of the way the topic is being framed. The ideas or theme of mercy, revenge or in the above mentioned topic of gender identities being applied to this format may be a way to get people who are not necessarily into gaming, reading about it. – Munjeera 9 years ago
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    Nerd Cred: The Chasm

    Explore the tensions between Table Top (think: Warhammer; D&D) and Live Action gamers and role players (fantasy real-world experience, think: your banker in a local park decked with with swords and cloaks). Why is one group often disparaging of the other? What credence does one community have for this divide? How often does overlap occur? Does this tension foster a stronger sense of one's own identity?

    • I like to think of the rift in various "nerd acceptance" is natural and just goes to show how large and evolved the community has become. I mean, look at sports fans. If someone likes one sport they sometimes reject those who like another better and it's kind of the same thing. Overlap and division will occur based on the individual people but it is a good question as to which activities most overlap and why? – Slaidey 9 years ago
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    Subway Syndrome: The Drawbacks of Choice

    Explore a phenomenon I've dubbed "Subway Syndrome" (Yes, like the sandwich), as it relates to the choice-heavy model for gaming.

    Subway, Chipotle, and choose-your-own-ingredients restaurants give you so many options that you're bound to make a mistake. Add jalapeños and mustard to your tuna? Sure! Sounds great! Throw some ranch and honey on your tortilla soup. Eventually modification leads you to mistake and regret. "Why did I choose this? I should have gotten the BBQ. Why did I add this? I shouldn't have put so many weird flavors here."

    How does the potential for regret affect the multi-choice gaming model? In what ways does modification and the opportunity to customize your experience create drawbacks or detract from what could be a solid core/well-crafted story/canon/writing? How does it impact your experience as a user?

    Much has been said (even by me) of the benefits of choose-your-own adventure games. Can someone play Devil's Advocate?

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      Batman Arkham Knight: Destruction of Characterization?

      An extremely popular and successful franchise, the Batman Arkham series is yet another universe added to the Batman canon. However, the latest addition to the series brought in the controversial role of Jason Todd — the former "second" Robin who had been murdered by the Joker — as the "Arkham Knight" and main antagonist of the game. Most fans expressed their outrage for the use of Todd's character and the way it was conveyed within the Arkham Verse, along with (yet again) using the over saturated Joker trope, and Batman's decision with the "Knightfall Protocol". Was this addition to the gaming series poorly plotted out? And most importantly: was the characterization of these iconic characters destroyed by the Arkham verse canon?

      • I would argue that another reason there was disappointment with the "Arkham Knight" was not just that he was Jason Todd, but that it was so painfully obvious that he was Jason Todd. I think a lot of people were hoping for a brand new baddie to add to the Batman franchise but received a variation of the Red Hood instead. – Logan 9 years ago
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      What Causes Us to Get Emotionally Invested in Games and Their Characters?

      While playing video games some people tend to get emotionally invested in the world and attached to certain characters. Why is it that we form these bonds with people and places that we know aren't real? How deep do these attachments go and why do some games evoke these emotions more than others? What does a game have to do to bring out emotions in the players?

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        How Games Can Help Us Cope With Death

        Addiction is a sore topic surrounding games these days, and tests to prove or disprove this notion are a dime a dozen. But what about the positive effects of videogames? I want an author to write about something deeper than "Games Improve Reflexes" however. I want an author to explore how games can help someone cope with death.

        The death of a loved one, mortality as a whole, and the representation of death in videogames. Does a game help a player cope with death by drawing them away from thinking about their own mortality with a compelling story? Or can it convince players that death is just another part of life? Can it convince players that the death of a loved one can help us appreciate those that are still alive? Can it even show us what it means to live?

        • I think alternative gaming could be useful in this discussion. See The Graveyard and Bientôt l'été. – chandlerwp 9 years ago
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        • Telltale Games like "The Walking Dead" and the "The Wolf Among Us" encourage players to learn to live with the consequences of their actions by autosaving after every decision, thus making it harder to reset and make a "better" decision. This could be seen as a way of learning to deal with real life issues -such as the death of a loved one - head on. – troble 9 years ago
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        • the obvious work to reference here is "that dragon, cancer." radiolab did a great podcast on it that could be useful: http://www.radiolab.org/story/cathedral/. – weebil 9 years ago
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