New PDF release: Computer Games as a Sociocultural Phenomenon: Games Without

By Edited by Ralf Stockmann Edited by Andreas Jahn-Sudmann

The world over well known media and literature students, social scientists, online game designers and artists discover the cultural power of desktop video games during this wealthy anthology, which introduces the most recent methods within the relevant fields of video game stories and offers an intensive survey of up to date online game tradition.

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Potential for development in games can further be identified in regard to the knowing eye, because postmodernistic attempts are still very rare but could allow for completely new game concepts. For example, one could imagine a game that works like a Kafka novel, where the rules have to be constantly reinterpreted and the goals fade further away the closer one comes to achieving them. The motivation to keep playing would be the wish to finally grasp the logic of the game world and to beat the game.

Use of the model In addition to using the categories above for locating existing works identified in the genre, we might take a speculative approach to suggest new opportunities for documentary games. Let’s consider sports documentary: certainly there’s a difference between a repeat viewing of last night’s game, and a work such as When We Were Kings (1996). The creative treatment of the work informs its documentary quality, as do the incoming expectations set for the player. For example, the Madden series of American football games is not put forth as documentary, nor is it structured as such.

Which films would get buried? For those of us who want to promote greater innovation and diversity in game design, the E3 floor may be the biggest obstacle in our path. Smaller-scale games get little or no floor space. The Sims, for example, got swallowed up by the chaos of the E3 showroom. Games such as Rez or Majestic, which really stretch the limits of our understanding of what the medium can do, are often displayed in private rooms off the main floor. Some of the most interesting games are literally relegated to the basement, the Kentia Hall, where foreign and independent game developers fight over the cheap space with discount distributors and peripheral manufacturers.

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