http://www.vgchartz.com/yearly/2011/Global/
This is a look at Video game sales, and I looked at how call of duty has been a top selling game for the least 6 years. This demonstrates that some of the best selling games are set in real world wars and events instead of fictional events.
ba6 CS
Monday, 18 May 2015
First proposal
How games adapt political themes and
agenda from the past and present to create game play that players can relate to
and perform actions that coincide with their real world beliefs.
I will be looking at how games use political themes that
have existed in the real world to enhance the game play experience by creating
circumstances that the player may have strong feelings towards or have an
outstanding opinion on.
I’ll research specific games that showcase these trends and
how a game may be enhanced or affected negatively by these trends. I’ll talk
about how player’s choices in game are affected by their real world agendas and
beliefs. For example, in a city simulation game, a player may be inclined to
create a green environmentally friendly city over a lucrative city plagued by
pollution based upon their social conditioning on political matter. I will also
look at how creating a scenario/story based on existing ones helps the player
become involved in the games world and may help them to understand the consequences
of their actions.
Secondly I’ll research how and why games create “what if”
scenarios regarding political matters, and how the players understanding of the
matters help create a meaningful story along with game play. An example of this
is in Fallout where the world has been involved in atomic war during the 1950s,
this of course was a very possible thing during the 50s, and at the end of the
game you can end the ‘war’ the same way the Americans did with the atom bomb on
japan. It depends on the player’s choices and decisions to which ending they
get. Also with Wolfenstien, the game world is based within a Nazi ruled
dictatorship, where the Nazi’s won WWII. The player goes into the game with a
pre conceived dislike to Nazis, so the games goal of… killing Nazis becomes
somewhat meaningful.
a look at Procedural Rhetoric
http://bogost.com/books/persuasive_games/
I looked into Procedural Rhetoric on Ian's blog. I've looked into some games that use the art of persuasion through game play to create the narrative and establish characters/factions.
“Through the processes of interactivity, the player is forced to ACT OUT the systems that the game wishes to expose”
HALF LIFE 2: Picking up litter for combine, show that they are exploitative and have authority. They are lining up civilians for a firing squad. general negativity from civilians.
GTA5: The torture scene forces you to act out tasks in order to get the information to continue the mission.
I looked into Procedural Rhetoric on Ian's blog. I've looked into some games that use the art of persuasion through game play to create the narrative and establish characters/factions.
“Through the processes of interactivity, the player is forced to ACT OUT the systems that the game wishes to expose”
HALF LIFE 2: Picking up litter for combine, show that they are exploitative and have authority. They are lining up civilians for a firing squad. general negativity from civilians.
GTA5: The torture scene forces you to act out tasks in order to get the information to continue the mission.
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