chris lab meeting oct 7th 2013

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研究進捗 クリス 20131007インターネット工学研究室: ゲーム研究

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Page 1: Chris lab meeting oct 7th 2013

研究進捗 クリス 2013年10月07日

インターネット工学研究室: ゲーム研究

Page 2: Chris lab meeting oct 7th 2013

順序

“The Art of Videogames” (Tavinor 2009) Tavinor’s proposed Definition

Collaboration with Prof. Fujita/GDC 2014

Due: Oct 23 (Wed)

Background:

Magic Circle

Embedded vs. Emergent Narrative

Fujita’s Model: “Phenomenon of Narrative”

GDC Contribution

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Page 3: Chris lab meeting oct 7th 2013

Art of Video Games (1)

Defining “videogames”

Current definitions fail to consider all

anomalous cases (so-called “Platypus Effect”)

Therefore, Tavinor proposes a disjunctive

definition (OR)

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Page 4: Chris lab meeting oct 7th 2013

Art of Video Games (2)

Disjunctive Definition

“X is art if and only if it has

property A or property B

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Page 5: Chris lab meeting oct 7th 2013

Art of Video Games (3)

Tavinor’s Disjunctive Definition of

videogames:

"X is a videogame if it is an artifact in a visual

digital medium, is intended as an object of

entertainment, and is intended to provide such

entertainment through the employment of one or

both of the following modes of engagement: rule

and objective gameplay or interactive fiction.”

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Page 6: Chris lab meeting oct 7th 2013

Art of Video Games (4)

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AND

Artifact in VDM

For

Entertainment

OR

Rule/Objective

Gameplay

Interactive

Fiction

VIDEOGAME

Tavinor’s Disjunctive Definition of videogames:

AND

Page 7: Chris lab meeting oct 7th 2013

Art of Video Games (5)

Tavinor’s Disjunctive Definition of

videogames:

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PROS CONS

Reconciles the Ludological/ Narratological contentions

Newness of the proposal means acceptance of theory is not yet traceable

Accounts for most anomalies in gaming media

Definition can be seen as too inclusive

Page 8: Chris lab meeting oct 7th 2013

Collab. w/ Prof. Fujita (1) Background: “The Magic Circle”

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Huizinga (1955); Zimmerman & Salen (2004)

• Border between the virtual game world and the real

world

• In modern games, the Magic Circle is very porous.

• Understanding the relationship between the realms on

either side of the Magic Circle is central to many

aspects of Game Studies/Design

Page 9: Chris lab meeting oct 7th 2013

Collab. w/ Prof. Fujita (2) Embedded vs. Emergent Narrative

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Magic Circle

Embedded

Narrative

Emergent

Narrative

Page 10: Chris lab meeting oct 7th 2013

Collab. w/ Prof. Fujita (3) Phenomenon of Narrative

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Page 11: Chris lab meeting oct 7th 2013

Collab. w/ Prof. Fujita (4) Phenomenon of Narrative

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Don’t go there,

there are

monsters! OK, Dad,

I won’t.

I’m

TOTALLY

going to

that cave!

Page 12: Chris lab meeting oct 7th 2013

Collab. w/ Prof. Fujita (5) Phenomenon of Narrative

The kid goes to the dangerous place

Has an adventure, lives to tell the story

TELLS THEIR FRIENDS AT SCHOOL THE

NEXT DAY!

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Page 13: Chris lab meeting oct 7th 2013

Collab. w/ Prof. Fujita (6) Phenomenon of Narrative

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VIDEO GAME

Embedded

Narrative

Player

Page 14: Chris lab meeting oct 7th 2013

Collab. w/ Prof. Fujita (7) Phenomenon of Narrative

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EMERGENT NARRATIVE

• SNS

• ニコニコ動画

• Youtube

• Fan Conventions

Page 15: Chris lab meeting oct 7th 2013

Collab. w/ Prof. Fujita (8) GDC Plan/Contribution

After this “Phenomenon of Narrative” is introduced, Prof. Fujita will explain his prototype game using UX + pop-up photography (his research focus)

Chris’ portion of the proposal will focus on the main differences in Narrative implementation between Japanese and Western Games

Frame Narrative

4th Wall

Endo’s “Narrative vs. Story” typed games (CEDEC)

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Page 16: Chris lab meeting oct 7th 2013

今後の課題

GDC 2014 Proposal

Oct 23rd (Wed)

Contributions (Recommendations for Industry)

PAX East 2014 (Boston)

http://east.paxsite.com/

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