chris lab meeting oct 7th 2013
TRANSCRIPT
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
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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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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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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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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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
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
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
Collab. w/ Prof. Fujita (2) Embedded vs. Emergent Narrative
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Magic Circle
Embedded
Narrative
Emergent
Narrative
Collab. w/ Prof. Fujita (3) Phenomenon of Narrative
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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!
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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Collab. w/ Prof. Fujita (6) Phenomenon of Narrative
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VIDEO GAME
Embedded
Narrative
Player
Collab. w/ Prof. Fujita (7) Phenomenon of Narrative
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EMERGENT NARRATIVE
• SNS
• ニコニコ動画
• Youtube
• Fan Conventions
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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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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