A Conference on Games - Reflection

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I really enjoyed listening to the conference because of the information that it provided. This was the first time that I learned who invented the first computer game commercial. Many parts of the audio were funny and keep my attention throughout. Nancy Fry's blog entry entitled, "Jerz and Adams, "Storytelling in Video Games" made an interesting point about the conference.
She talked about computer story telling and the experience that the player encounters. I never thought of computer story telling in this respect. She stated that the play could use a tablet and create a drawing of the atmosphere which includes the room and game. The player can then list the players and phrases in the game. This type of experience would be very specific and the player could remember the game easier.
Nancy was able to understand this type of story telling because of the example game that she experienced prior to the start of class. I think that it is very important for the player to map out there surroundings when playing including the game experience.

1 Comment

Thanks for this post, Derek -- a good example of a reflection paper that responds to something your classmate has written.

Nancy, if you have a response, you can just post your comment here, or you can create another entry on your blog and include a link to this page.

Anyone can do the same.

Both Derek and Nancy have sampled interactive fiction before, so they're aware of how you have to keep a mental map of the game. Graphic games provide that map for us, but whether the map is in our heads or on the screen, both examples illustrate how important spatial awareness is for adventure games (by which I mean games that feature exploration and the collection of objects in order to tell a story).

A novel or movie has just one path that the story takes, but in a game, the player has to build a path, experiencing bits and pieces of the game world in one of many possible orders. The deeper the story, the more the game will force you to put the pieces together in the "right" way (disallowing or penalizing you for moves that disrupt the designer's intended storyline... if the game is supposed to be a love story, you won't be able to kill your significant other on the first move, for example; or if the game is all about fighting you won't be able to kiss and make up with your opponent on the first move).

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This page contains a single entry by Derek Tickle published on January 6, 2008 6:45 PM.

History of Video Games - Reflection was the previous entry in this blog.

Games, Art, and Fun - Reflection is the next entry in this blog.

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